What's new

Mortal Kombat 9 Trilogy Edition Mod Discussion (CURRENTLY ON VERSION 2.50)

Would you want classic/legacy music to play by default instead of the modern music?

  • Yes

    Votes: 9 90.0%
  • No

    Votes: 1 10.0%

  • Total voters
    10
  • Poll closed .

SaSSolino

Soul Stealing Loyalist
@NSR why did you revert all those changes though? Noob's were awsome and Kang's parry is back to borderline useless.
 

NSR

Also known as Futuretime23
@SaSSolino
Kang's parry might have not needed any changes, so I reverted them.
In Noob's case, it was mostly (F3, B121 and B1214) because Noob is intended to be played as a zoner, and not as a rushdown character.
The thing is, Noob already got some really good buffs, esp. the Slide, which unfortunately affects both versions because NRS got lazy when programming. Noob was getting (especially with the latest buffs, D1, XRay armor and Ghostball) to be too powerful, so a compromise was made, sort of.
Keep in mind though, Noob is still improved from his KE self. His zoning, the biggest complaint I've seen about him, has been majorly buffed.
One thing though. I can't for the life of me find what controls the speed of the 3rd hit of EX Shadow Charge (when the clone punches the knocked down opponent in the face) That could help potentially get rid of the bug that is affecting Noob at the moment. So I do want to get back to Noob.
There's also 3 characters who I don't consider finished and I want to get back to them: Cyrax, Kitana and Skarlet.
But next patch is going to have an increased focus on general system changes. There will be character based changes, but I doubt you'll see more than 5 characters get new fixes.
 

NSR

Also known as Futuretime23
@EdenianWarrior
nope, they remain the same way they did as in TE 1.25
look in the main page for the changes they got.
 
Last edited:

SaSSolino

Soul Stealing Loyalist
@SaSSolino
Kang's parry might have not needed any changes, so I reverted them.
In Noob's case, it was mostly (F3, B121 and B1214) because Noob is intended to be played as a zoner, and not as a rushdown character.
The thing is, Noob already got some really good buffs, esp. the Slide, which unfortunately affects both versions because NRS got lazy when programming. Noob was getting (especially with the latest buffs, D1, XRay armor and Ghostball) to be too powerful, so a compromise was made, sort of.
Keep in mind though, Noob is still improved from his KE self. His zoning, the biggest complaint I've seen about him, has been majorly buffed.
One thing though. I can't for the life of me find what controls the speed of the 3rd hit of EX Shadow Charge (when the clone punches the knocked down opponent in the face) That could help potentially get rid of the bug that is affecting Noob at the moment. So I do want to get back to Noob.
There's also 3 characters who I don't consider finished and I want to get back to them: Cyrax, Kitana and Skarlet.
But next patch is going to have an increased focus on general system changes. There will be character based changes, but I doubt you'll see more than 5 characters get new fixes.
I understand the fact that you wanted to buff his zoning, but Noob with decent combos was so dreamy.
Talking Kang, personally I feel like he could have used the parry changes honestly, just like his b312 nerf.
 

NSR

Also known as Futuretime23
Ok guys, ran into an AI issue here (can't believe I never found it before)
Due to the telekick input change, AI Mileena only does F3 rather than Telekick.
Obviously, this is not an issue for Vs. or any other 2-4 player mode, but for SP playing against AI Mileena, it's kinda distracting, lol.
It also reveals that MK9's AI executes it's moves not via loading say a command like "execute_telekick" (hypothetically speaking) but rather emulating the input of the move. Which is funny, given that some characters (Jade with her Shadow Flash,for example) don't even look like they are inputting any moves, but apparently, the AI is doing that, just like in a split second/instantaneously I guess.
 

Jynks

some heroes are born, some made, some wondrous
why are you so secret about it... most modders just have public links posted all over the place... why the secrecy?
 

NSR

Also known as Futuretime23
Umm guys, I posted it in the very first page. Due to forum rules, I can't outright post a link to that: you see, it contains modified game files. It's sort of a legally...dark area, so to speak. But the actual discussion of the mod is allowed. Here's the thing, it isn't a patcher, so to speak, like UMK3 or UMK2, or an old NES romhack, where the patch only contains instructions for the patcher as to what to modify in the ROM. This instead contains the original files, but modded here and there. You get what I'm saying?
@Gesture Required Ahead
I'll send you a PM, just to make sure you can install it fine.
 

Jynks

some heroes are born, some made, some wondrous
seams strange... pretty much every game on the planet has a mod scene and none of them are "hiding"
 

NSR

Also known as Futuretime23
I talked to Tim Static about this, so believe me, I'm not doing this just for the sake of doing it. Even if NRS/WB doesn't care about this, it's just to be safe.
 

AK L0rdoftheFLY

I hatelove this game
As some of you know from a certain thread, I released a patch that rebalances the entire cast (all 32 characters, including DLC and Kratos) for Custom Firmware PS3s and PC.
I'm making this thread to redirect any and all discussion of this mod here.
Don't ask for a download link, you won't get any (legal concerns) and do not post a download link, or say, a picture or a video with the download link in it. It is strictly forbidden.
Discussion of the mod (along with videos, pictures,etc) is allowed, so long as no sharing of the DL link or any forum that condones said activities is posted. Sorry guys, but rules are rules.
Anyways, said mod is easy enough to find via either Google, or any search engine you want, or even Youtube (just search the title of the mod and that's it)
Installation instructions are included in the file, as well as an overall list of changes.

Here are the changes anyway:
Feedback is greatly appreciated.

Current version: 1.50 (Released on 06/27/2016)

Charater specific changes:
(WARNING: characters who don't have OLD and NEW sections are unchanged from the previous patch.
ONLY CHARACTERS WHO HAVE OLD AND NEW SECTIONS have been updated for this patch)

Kenshi
OLD
Armor removed for EX Telecharge and EX Teleflurry. REVERTED
Armor duration reduced for EX Rising Karma. REVERTED
Recovery frames increased for EX Telecharge and EX Rising Karma on block. (particularly for Rising Karma) CHANGED, READ BELOW
Startup speed slightly decreased for Telecharge (both versions). REVERTED
He now uses the normal version of his 2nd fatality on Kratos.
NEW
Non EX Telecharge is now a High, and can be ducked without the need to block while crouching.
EX Telecharge's recovery frames have been slightly reduced, it should now be neutral on block.

Noob Saibot
OLD
B1 is faster. CHANGED, READ BELOW
F3 is faster. REVERTED
B121's recovery frames on hit were reduced, thus allowing new combos to be made. REVERTED
B1214's recovery frames on hit were reduced. REVERTED
Recovery frames on EX Shadow Charge have been reduced.
Recovery frames on non EX and EX Shadow Slide have been reduced. CHANGED, READ BELOW
He now uses the normal version of his 2nd fatality on Kratos.
NEW
Ghostball (both versions) is slightly faster and recovers faster.
XRay has more armored frames.
D1 is slightly faster.
B1 is slightly slower now.
Recovery frames for both versions of Shadow Slide were slightly increased.

Kabal
EX Nomad Dash armor removed.
Non EX Gas Blast, on both ground and air, now does 3% damage on hit, and 1% on block.
2 has been slightly slowed down, to decrease the cancel advantage obtained by Nomad Dash Cancelling from this attack.
2's recovery frames on hit have been reduced to prevent the above change from hurting him too much.

Sub-Zero
F4 is faster, and recovery frames (on hit, whiff and block) on 1+2 have been reduced, thus allowing new combos to be made in the corner.
Standing 4 is slightly faster.
Slide's hitbox was adjusted: Occasionally, SZ would whiff from full screen (has happened to me a few times while testing Costume 1), now this should no longer occur.
Slide (both versions) speed has been slightly increased. Endframe data was adjusted to prevent a bug where Sub-Zero's slide didn't register.
As a result, Slide's recovery frames on whiff have also been slightly reduced.
Ice Puddle (both versions) is faster, it should now be a viable tool to use in a match.
New intro for Costume 2. It uses (previously) unused audio. This is to correct an inconsistency in the intro (Bi-Han originally SPOKE WITH HIS BROTHER'S VOICE. Apparently, NRS had recorded a separate intro for Bi-Han...but chose not to use it in the final game. The voice file still remains in the game, for some odd reason)
However, said intro cuts a few seconds short, if you are playing from P1's side. P2 Sub will play it fully.
S/F2's hitbox was increased, and it is now a true Mid attack, and no longer an Overhead.
Slide's bug where the hitbox remained active has been fixed.
Ice Ball (both versions) hits Mid now.

Cyrax
OLD
Regular bombs now do 4% damage, instead of 8%. CHANGED, READ BELOW
B2 now does 5% total if both hits connect (1st hit was reduced to 1%, while the bomb explosion/2nd hit was reduced to 4%) REVERTED
D4's recovery frames on whiff, hit and block have been increased. PARTIALLY REVERTED, READ BELOW
B1's recovery frames on hit have been increased. REVERTED
NEW
Non EX bombs now do 1% of damage.
D4's recovery frames on whiff and block have been reverted, while the recovery frames on hit have been decreased, but it still has more recovery
frames on hit than normal.

Kano
Slightly increased the duration of EX Ball's(Horizontal) armor.
F3 is faster.
F3,3 has been given a slight damage buff: originally,first hit did 2% dmg, second hit did 7%, for a total of 9% dmg. Now, first hit does 3%, 2nd hit 8%, for a total of 11% dmg.
Choke's hitbox has been further increased, and it is now a true Mid attack.
B112's speed has been increased, thus removing the gap between hits.
B112's recovery frames on whiff,hit and block were slightly increased to prevent the speed upgrade making it too powerful.
B12's recovery frames on hit have been reduced, thus allowing a safe jump on hit.
EX Knife Throw's recovery frames have been reduced.
XRay's hitbox has been increased to prevent low profiling from other characters.
F4 is faster.
B2 is a bit faster now.

Sonya
Dive Kick's recovery frames on block have been increased, and Sonya comes out of the move a little slower (seems to be slower for the EX version of the move).
EX Kartwheel's armor has been removed.
Military Stance's F1 is now - on block (-1 to -2 approx.), it's recovery frames on block were slightly increased.

Nightwolf
OLD
F3 now hits Low.
B1 is faster. REVERTED
F312's recovery frames on hit reduced, thus allowing new combos to be made. REVERTED
EX Shoulder Tackle armor duration increased, it should now last through the entire animation. REVERTED
Walkspeed (both forwards and backwards) has been slightly increased. REVERTED
EX Shoulder Tackle's recovery frames on block have been slightly increased. REVERTED
EX and non EX Arrow Shot startup is faster. (same speed increase for both) REVERTED
NEW
F2 is now an Overhead attack.
F2's hitbox was also increased so that it doesn't whiff on crouching opponents.
234's recovery frames on block have been slightly reduced (should be +5 approx)
D1's recovery frames on hit were reduced, it should be + on hit now.
EX Axe Swing's 2nd hit is an Overhead attack now, and it's recovery frames have been slightly reduced.

Freddy Krueger
OLD
Recovery frames on block increased on Hell Spike (EX and non EX versions) REVERTED
Damage of Freddy Fingers (EX and non EX) was reduced: non EX does 6%, while EX does 10%. Block damage has been left untouched. REVERTED
He now uses the normal version of his fatalities on Kratos. (normal costume only)
NEW
EX Ground Spikes' damage scaling increased (originally, it's damage multiplier was set at 0.80, it is now set at 0.60)
Ground Spikes (all versions, including EX) does 1% of damage on block.

Kung Lao
Armor duration cut by half on EX Teleport, as a result, this also removes the bug where Lao could get extra armor by delaying EX Teleport's 1 attack/throw.
He now uses the normal version of his 2nd fatality on Kratos.
Teleport 2's hitbox has been increased to prevent low profiling from other characters.

Jax
OLD
EX Ground Pound recovery frames on hit increased, this effectively removes Jax's resets in the corner and greatly nerfs his corner damage.
EX Ground Pound now does 14% damage. REVERTED
F41's hitbox has been increased to prevent whiffing on specific crouching opponents.
F413's last hit is slower. REVERTED
2F2B1's recovery frames on hit have been reduced, thus allowing new combos to be made.
2F2B1's last hit had it's speed very slightly increased to further help this.
NEW
F413's recovery frames on block have been increased (it should be -5 approx.)
F414's recovery frames on block were reduced, it should now be neutral on block.

Jade
EX Shadow Flash no longer takes additional damage.
122's last hit does 8% damage, thus increasing the overall combo damage to 13%.
B1F1's last hit does 10% damage now, thus increasing the overall combo damage to 18%.
23F2's last hit does 10% damage now, thus increasing the overall combo damage to 16%.
F212's last hit does 10% damage now, thus increasing the overall combo damage to 16%.
B32's last hit does 10% damage now, thus increasing the overall combo damage to 14%.
4F3's last does 12% damage now, thus increasing the overall combo damage to 16%.
U3's hitbox has been increased, and it is now a true Mid attack, and no longer an Overhead.
All boomerangs have significantly better recovery now.
The second hit of EX Up Boomerang now hits Overhead on the way down.

Stryker
B1 is faster.
Forward walkspeed has been slightly increased.
B32 is now special cancellable.
232 is now special cancellable.
He now uses the normal version of his 2nd fatality on Kratos.
B3 is slightly faster than before.
11 and 12's recovery frames on hit have been increased, but they are still lesser recovery frames compared to KE Stryker.
Low Grenade Toss and High Grenade Toss have significantly better recovery now, this applies to the EX Double Grenade Toss as well.

Quan Chi
D1 is faster.
21U3 now allows to perform a special move after connecting the last hit. You can now connect it with Trance, for example.
Non EX Ground Burst now hits Low.
EX Burst does 3% damage now.
You can now use Skeletal Boost during Trance.

Smoke
F4 is no longer special cancellable: this removes the EX Smoke Bomb reset.

Sheeva
OLD
The hitbox of 212F1's last hit was made bigger so that it hits all crouching characters.
Anti-Air Grab's damage has been increased by 4%, while it's EX version has been increased by 3%. REVERTED
XRay damage has been increased to 41%. REVERTED
EX Teleport Stomp's armor duration has been doubly increased: it should now last through the entire animation.
B1 is faster.
B2 is faster.
F2 is faster.
F3 is faster.
B2's recovery frames on block have been reduced. REVERTED
4's recovery frames on block have been reduced. REVERTED
12B1's damage has been increased: 2's hit from this string does 5% damage now, while the last hit, B1, does 9% damage, for a total of 16% damage. REVERTED
NEW
F4's recovery frames on block have been slightly reduced (It should still be - on block, though)
1B2F1's recovery frames on block have been reduced (approx +1)
B121+2's recovery frames on block have been reduced.

Shang Tsung
Startup speed of Fire Skull (both versions) is slightly quicker.
Recovery frames of both versions of Fire Skull have been slightly reduced.
F3 is slightly faster.
New intro for Costume 2: Previously, the game used the young voice for Old Tsung, this is despite NRS recording a separate voice file for Old Shang, and said voice file is still in the game, just unused, oddly enough.

Sindel
Levitate's backdash is a bit quicker and more closely matches the forwarddash speed.
U4 is faster and has an improved hitbox.
Hair Whip (both versions) now hits Mid.

Cyber Sub-Zero
EX Dive Kick's final hit's speed has been increased: this makes the move have far more advantage on hit, as well as have lesser recovery frames.
Slide's speed (both versions) has been increased.
He now uses the normal version of his 2nd fatality on Kratos.
D4's recovery frames on hit have been reduced (It is now + on hit)
Dive Kick (both versions) now has lesser recovery frames on whiff.
Ice Ball (both versions) hits Mid now.

Baraka
OLD
Second hit of 221+2's hitbox has been increased so it doesn't whiff on crouching opponents.
EX and non EX Blade Slide's hitboxes have been increased so that they don't whiff on crouching opponents.
F44's recovery on hit has been slightly reduced so it's easier for Baraka to combo from this. REVERTED
F44 is now special cancellable. REVERTED
NEW
122's last hit is an Overhead.
B31F1's recovery frames on block have been reduced (it should be now +1 approx.)
U4 now does 12% damage on hit.

Kitana
OLD
EX and non EX Pretty Kicks now hit Overhead. REVERTED
EX Square Boost speed is slightly quicker. REVERTED
NEW
F21's recovery frames on block have been slightly increased.
Second hit of EX Pretty Kick's Hitbox has been increased, thus turning it into a true Mid attack.
EX Fans (On ground and on air) damage scaling has been increased.
Regular Ground fans damage scaling has been increased (however, it seems to only affect when opponent is on ground, so this needs further examining)

Mileena
Standing 2 is faster.
F2 is faster.
F3 is faster.
Her normal version of her 1st fatality is now used on Kratos.
Telekick input is now DD3. (Move list has been updated to show the new input)
D1's recovery frames on hit have been reduced.

Johnny Cage
OLD
21F2's recovery frames on hit have been reduced, thus allowing Cage to make combos from this string at midscreen much easier. REVERTED
F33's recovery frames on block have been increased. REVERTED
Non EX and EX Low and High Forceball's startup speed have been increased. (same speed increase for all) REVERTED
He now uses the normal version of his 2nd fatality on Kratos.
NEW
F3's recovery frames on block have been increased (approx. -4)
F33B3's recovery frames on block have been increased (approx. -4)
Non EX Nut Punch's recovery frames on hit have been increased, thus preventing it from granting a safe jump.
Low EX Forceball's recovery frames have been slightly increased.

Ermac
He now uses the normal version of his 2nd fatality on Kratos. (normal costume only)
D3's recovery frames on hit were slightly decreased.
U4's recovery frames on hit were slightly reduced, in order to allow it to connect with a special like the Telelift or Telepush. (This was done due to a lack of a special cancellable variable for this attack)

Reptile
OLD
D1 is slightly faster. REVERTED
Dash speed (forward, backwards, into duck, both from forward and backwards dashes) has been increased.
Recovery frames for Non EX Elbow Dash on block have been slightly increased.
NEW
Umm, nothing. Sorry!

Sektor
12's hitbox has been expanded to make whiffing after connecting with 1 happen less often.
D1's recovery frames on hit were reduced, it should be advantage on hit (+1 or +2 approx.)

Kratos
212's last hit is a bit faster, this is in order to make the gap smaller in the string.
B12 is faster.
F14's recovery frames on hit were reduced: This was done to prevent Kratos from being punished easily.
F2 is faster.
D1's recovery frames on block and on hit have been reduced.
D3 is faster.
D3's recovery frames on block, whiff and hit have been slightly reduced.

Skarlet
OLD
B24 can now be special cancelled. REVERTED
B24 is also faster, this is in order to remove the gap present in this string. REVERTED
F212,1+2's first four hits damage on block was reduced to exactly 1%. This reduces the overall chip damage to 6%, from 8%. REVERTED
F312's last two hits now hit Overhead. REVERTED
Armor duration of EX Crimson Dash heavily reduced. As a result, it can no longer be extended by an Up/Down Slash or a Slide. REVERTED
Maximum XRay damage increased to 32% (if all hits connect), minimum XRay damage increased to 31%. REVERTED
Teleport (on ground, Non EX only) speed slightly increased. REVERTED
Teleport (on ground, Non EX only)'s recovery frames on block and whiff slightly increased. REVERTED
She uses the normal version of her 1st fatality on Kratos now.
NEW
Teleport Drop (both versions) has a slightly bigger hitbox, thus allowing it to connect against an opponent more consistently.

Raiden
The hitbox of EX Vicinity Blast has been adjusted so it does not whiff on crouching opponents, and
EX Vicinity Blast is now a true Mid attack.

Rain
He uses the normal version of his 1st fatality on Kratos now.
D3's recovery frames on hit were reduced, while on block and whiff have only been slightly reduced.

Liu Kang
OLD
EX and non EX Parry have faster startup. REVERTED
To counteract this and to prevent the Parry from being too spammable, both versions' recovery frames on whiff have been increased. REVERTED
NEW
B312's recovery frames on block have been slightly increased (approx -3)
Dragon Stance + 2's recovery frames on block have been reduced. It should now be neutral on block.

Scorpion
F214's last hit is now special cancellable.
To further complement the change above, F214's last hit is faster.
Spear (both versions) recovery frames on block have been reduced.
D3 and D4's recovery frames on hit were slightly reduced. (particularly for D3)
D1's recovery frames on hit were reduced, it should now be + on hit.
2,1+2's recovery frames on block were reduced.
Nightwolf buffs gave me a woody
 

Wetdoba

All too easy...
@NSR

Any chance I could convince you to balance Noob as more of a jack of all trades character rather than a pure zoner? Ive always thought of him as one anyway since hes 2 fighters in 1, he should have answers for just about anything. I was never a fan of overhead and low zoning at all and his portals were just a useless gimmick.

All Ive ever wanted for him was B1 to be faster for better footsies and for him to have one meterless combo midscreen that didnt require a gimmicy portal reset and wasnt just string xx special and it seems like the B121 better recovery was perfect for that. His zoning I think should be much more about quick space control options with the clones as more of a "check" outside of footsie range, not full on keep away tools. Id say along with the B1 changes make his straight clone not overhead anymore cus thats dumb (if possible, not sure how the coding works) and just make the EX version do a little more damage. Then adjust the slide for balance as you see fit. Ideally the clones would be fast to start up for good space control but have tons of recovery so if you fuck up they can still be blown up. Thoughts?
 

NSR

Also known as Futuretime23
@Wetdoba
I'm not the only person calling the shots when it comes to balancing. We would have to discuss it, but I'm not promising anything.