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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 .

Alright RyRy

Florida Kombat
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 only. (Said patch is on it's way to PC, but be patient)
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: 1.00 (Released on 01/19/2016)

Charater specific changes:

Kenshi
Armor removed for EX Telecharge and EX Teleflurry.
Armor duration reduced for EX Rising Karma.
Recovery frames increased for EX Telecharge and EX Rising Karma on block. (particularly for Rising Karma)
Startup speed slightly decreased for Telecharge (both versions).
He now uses the normal version of his 2nd fatality on Kratos.

Noob Saibot
B1 is faster.
F3 is faster.
B121's recovery frames on hit were reduced, thus allowing new combos to be made.
B1214's recovery frames on hit were reduced.
Recovery frames (on hit, whiff and block) on EX shadow charge have been reduced.
Recovery frames (on hit, whiff and block) on non EX and EX shadow slide have been reduced.
He now uses the normal version of his 2nd fatality on Kratos.

Kabal
Nomad Dash Cancelling removed.
EX Nomad Dash armor removed.
Gas Blast (on ground) damage has been reduced by 4%. It does 5% now.
EX Gas Blast (on ground) damage has been reduced by 4%, it does 9% now.

Sub-Zero
D4's recovery frames on whiff, hit and block have been reduced.
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.
Standing/F2 now is a Mid attack.
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 much 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.

Cyrax
Regular bombs now do 4% damage, instead of 8%.
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%)
D4's recovery frames on whiff, hit and block have been increased.
B1's recovery frames on hit have been increased.

Kano
Slightly increased the duration of EX Ball's(Horizontal) armor.
EX Ball is now unblockable from the get go, no need to hold it for a certain amount of time to make it unblockable.
B2 is faster.
B2's recovery frames on hit, whiff and block have been reduced. This gives Kano a new popup hit, and allows new combos to be made.
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.
B112's last hit is now special cancellable.
Knife Throw and it's EX counterpart, the Knife Toss have faster startup.
112 (specifically the last hit, 2) now hits Mid. Hitbox has been slightly adjusted so it does not whiff on crouching opponents.
Choke and it's EX counterpart now hit Mid. Hitbox has been altered so it does not whiff on crouching opponents.

Sonya
EX and non EX Kartwheel damage reduced by 25% approx. (Kartwheel does 6% damage, nearly 7% of damage, while EX does approx. 9% damage now, registered as 8%)
Block damage for both has also been adjusted.
EX and non EX Kartwheel recovery frames on block have been increased. Endframe data has been adjusted.
Kartwheel (both) is slightly slower.
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).

Nightwolf
F3 now hits Low.
B1 is faster.
F312's recovery frames on hit reduced, thus allowing new combos to be made.
EX Shoulder Tackle armor duration increased, it should now last through the entire animation.
Walkspeed (both forwards and backwards) has been slightly increased.
EX Shoulder Tackle's recovery frames on block have been slightly increased.
EX and non EX Arrow Shot startup is faster. (same speed increase for both)

Freddy Krueger
Recovery frames on block increased on Hell Spike (EX and non EX versions)
Damage of Freddy Fingers (EX and non EX) was reduced: non EX does 6%, while EX does 10%. Block damage has been left untouched.
He now uses the normal version of his fatalities on Kratos. (normal costume only)

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.

Jax
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.
F41's hitbox has been increased to prevent whiffing on specific crouching opponents.
F413's last hit is slower.
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.

Jade
U3 now hits Mid.
Boomerang startup (for both EX and non EX versions, and for all directions) is slightly faster.
EX Shadow Flash no longer takes additional damage.
342's last hit's recovery frames have been reduced, thus allowing for new combos to be made.
To further complement the above change (also due to MK9's coding) 342's last hit is much faster.
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%.

Stryker
B3 is faster.
B1 is faster.
Roll Toss is now a Low attack.
Forward walkspeed has been slightly increased.
1's recovery frames on hit have been reduced to allow easier juggles.
11's recovery frames on hit have been reduced to allow easier juggles.
12's recovery frames on hit have been reduced to allow easier juggles.
B32 is now special cancellable.
232 is now special cancellable.
He now uses the normal version of his 2nd fatality on Kratos.

Quan Chi
D1 is faster.
U3 is faster.
Trance's(both versions) recovery frames on block have been reduced.
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 Ground Burst does 7% damage now.

Smoke
Smoke can no longer do a special move after using F4: this removes the EX Smoke Bomb reset.

Sheeva
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%.
XRay damage has been increased to 41%.
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.
F4's recovery frames on block have been reduced.
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.

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
111's last hit's damage has been increased to 7% damage, full combo does 11% damage now.
11B2's last hit now does 7% damage. 11B2's combo does 11% now, while 11B24 does 16% now.
(The following are affected by damage scaling, thus, several of these last hits do more damage outside of a combo.)
B12's last hit now does 7% damage. Full combo does 7% now.
F124's last hit now does 9% damage. Full combo does 16% now.
212's last hit now does 7% damage. Full combo does 13% now. (14% if last hit is held)
21B3's last hit now does 9% damage. Full combo does 15% now.
B24's last hit does 6% damage. Full combo does 10% now.
311's last hit does 11% damage. Full combo does 17% now.
31B2's last hit does 11% damage. Full combo does 17% now.
B3F2's last hit does 8% damage. Full combo does 14% now.
44U3's last hit does 11% damage. Full combo does 17% now.
Levitate fireballs and Air Fireballs (EX and non EX, low and normal) do 10% dmg now.
31B2 now allows a special move to be performed after it (In other words, it's special cancellable)
B3 is slightly faster.
Levitate's backdash is a bit quicker and more closely matches the forwarddash speed.

Cyber Sub-Zero
Dive Kick's (both versions) damage increased by 2%.
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.

Baraka
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.
F44 is now special cancellable.

Kitana
EX and non EX Pretty Kicks now hit Mid.
EX Square Boost speed is slightly quicker.

Mileena
Standing 2 is faster.
F2 is faster.
F3 is faster.
Leaping Neckbite (both versions) is slightly faster.
EX Neckbite's last hit does 11% now, thus the damage of the move itself has been increased to 18%. If a Sai is attached to the opponent, it now does 22%. (Don't worry about damage being too high in a combo, though.Damage scaling is still in effect and it does significantly decrease the amount of damage, especially when done with her BNBs, so don't expect +40% combos)
Roll input changed to BF4. (Move list has been updated to show the new input)
D1's recovery frames on block, whiff and hit have been reduced.
Her normal version of her 1st fatality is now used on Kratos.

Johnny Cage
21F2's recovery frames on hit have been reduced, thus allowing Cage to make combos from this string at midscreen much easier.
F33's recovery frames on block have been increased.
Non EX and EX Low and High Forceball's startup speed have been increased. (same speed increase for all)
He now uses the normal version of his 2nd fatality on Kratos.

Ermac
B1 now hits Low.
F1 is faster.
F4 is special cancellable now.
Fireball (both versions) is faster (Projectile velocity is not affected by this change.)
D3's recovery frames on whiff, hit and block have been reduced.
He now uses the normal version of his 2nd fatality on Kratos. (normal costume only)

Reptile
D1 is slightly faster.
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.

Sektor
12's hitbox has been expanded to make whiffing after connecting with 1 happen less often.
Flame Burner input changed to DB2. (Move list has been updated to show the new input)

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 reduced.

Skarlet
B24 can now be special cancelled.
B24 is also faster, this is in order to remove the gap present in this string.
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%.
F312's last two hits now hit Mid.
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.
Maximum XRay damage increased to 32% (if all hits connect), minimum XRay damage increased to 31%.
Teleport (on ground, Non EX only) speed slightly increased.
Teleport (on ground, Non EX only)'s recovery frames on block and whiff slightly increased.
She uses the normal version of her 1st fatality on Kratos now.

Raiden
EX Vicinity Blast now hits Mid.
The hitbox of EX Vicinity Blast has been adjusted so it does not whiff on crouching opponents.

Rain
Walkspeed is slightly faster (both forwards and backwards).
D3's recovery frames on whiff, block and hit have been reduced.
He uses the normal version of his 1st fatality on Kratos now.

Liu Kang
EX and non EX Parry have faster startup.
To counteract this and to prevent the Parry from being too spammable, both versions' recovery frames on whiff have been increased.

Scorpion
D4's recovery frames on whiff, hit and block have been reduced.
D3's recovery frames on whiff, hit and block have been reduced.
F214's last hit is now special cancellable, but only the teleport (both versions) will hit the opponent.
To further complement the change above, F214's last hit is faster.
F4 is slightly quicker.
Spear (both versions) recovery frames on block have been reduced.

really inserted in how you or whoever is making the changes to the game. Is it possible for you to upload screen shots of what programs and how you are doing it?
 

NSR

Also known as Futuretime23
I'm using the HxD hex editor to insert the changes, gildor's tools to decompress and extract the .XXX files, and digitaloverdose's PS3 MK9Scriptbinary extractor 2.0.
Guys, I know I'm bothering you a lot about who was able to test the mod, but, thing is, my capture card can only record up to 30 fps. I can't properly calculate frame data.
 

STRYKIE

Are ya' ready for MK11 kids?!
@NSR - regarding Cyrax D4 changes, what exactly is the new frames on it? If he had the traditional frame data (12f startup, 34f duration) of a D4 so that you wouldn't have to respect a command grab if it hits then I wouldn't say it's overnerfed. The thing still low profiles like a motherfucker, even against some mids. (although MK9 "footsies" fuckbois will have you believe MKX is the only game where this happens)
 

NSR

Also known as Futuretime23
startup is the same, the recovery frames were affected. it's defintiely no longer +16 on hit. How bad is it overall? probably as bad as Scorpion's D4, pre TE patch.
 

STRYKIE

Are ya' ready for MK11 kids?!
startup is the same, the recovery frames were affected. it's defintiely no longer +16 on hit. How bad is it overall? probably as bad as Scorpion's D4, pre TE patch.
Alright well, "overnerfed" territory is definitely on the cards then, lol. But I understand it's still a WIP and we'll work something out.
 

NSR

Also known as Futuretime23
@huh
Regarding Kratos' D3, I'd say, close to Scorpion's new D3. In other words, it's now + on hit.
 
Reactions: huh
I really hope im not breaking the rules you put forward by asking this as that's not my intention, but I would love to play this patch and have never heard of this before.

If someone could DM me the name of the update or something in order to help me find it elsewhere I would greatly appreciate it.
 

NSR

Also known as Futuretime23
it's the name of the thread. MK9 Trilogy Edition, already stated in the 1st post. just search it via Google or Youtube. Pretty easy to find.
 
Ah yeah I realized that after posting, sorry for that, found it through google and will b trying this out, great work dude!!!
 
i love this work and hope @NSR continues his work on improving this further with more changes, im waiting it on a pc.
some of the changes are absurd to be honest... you need input of people on these, because right now some are ridiculous.
will not go right now into all the specific ones, just first that has come to mind is some characters pokes like d3 and d4. they now can spam them on block like machine gun. it shouldn't be like that. sub zeros d4 was already the best d4 in the game. it just became worse then kabal's ndc, and im not exaggerating. i have plenty of mk9 exp. 2k hours on steam.
castrating higher tiers wasn't also good idea, because right now this patch looks like "revenge of the low tiers". High tiers should have received very
very slight debuff, while low tiers should have received significant buff.
some things should stay close to they were, because they were almost good.
for instance another example is quan's trance now looks ridiculous on block. moves like that are by design very unsafe and should be negative.
i love cancel-able strings and improved armor though in most cases.
 

NSR

Also known as Futuretime23
Really? Based on what I've seen, Cyrax had the best D4, Sub's was kinda average (Scorpion was way worse, though)
But keep in mind, not all buffed D3s and D4s are like the ones in the video, some are faster than others, others are slower.
The reason I went mostly after High tiers and low tiers is because, first off, I want there to be no F or D tier any more, or even S+ or S. At most, A+ tier.
Most mid tier or high low tier characters haven't been tweaked that much (Sektor, for example, Reptile, Raiden, Rain, Baraka are other examples) because I want to make every character viable, but also not useless, like Sheeva was, or ridicuously powerful, like Kenshi was, for example.
TBH, the top tiers needed the nerfs. Maybe not overnerf, like in the case of Kabal, I'll give you that, but at least, something like Kenshi or Cyrax, were they still keep several of their tools (Cyrax's resets, Kenshi's special moves as a whole) but can still be good.
 

Konqrr

MK11 Kabal = MK9 Kitana
Is Sub's d4 a block infinite now? That thing was like 8f startup the fastest d4 in the game and was one of his best tools.

I can't test it out as I don't have either a CFW PS3 or a computer that can handle this game.
 

NSR

Also known as Futuretime23
Not that I'm aware of. I tried it in the corner, but I don't think it leads to that. In any case, if it turns out to be a block infinite, you can bet your ass it's getting fixed ASAP.
 

sub_on_dubs

Online Scrub Lord
Honestly, only a few changes were necessary. Kabal and Kenshi needed to be toned down, but you absolutely murdered them. The bottom 5 only needed slight buffs and the high mid to low mid characters were fine, but to each his own I suppose.
 

NSR

Also known as Futuretime23
I disagree on that @sub_on_dubs
Truth be told, Kabal is gonna change come next release, but I don't think Kenshi's that bad now. Spirit Charge is still fast,it's only a very small speed decrease, if anything, EX Rising Karma got hit the hardest with the increase of the recovery frames on block.
Hell, Rising Karma is still as quick as it was, Teleflurry only got it's armor removed.
And as for high mid characters, yeah, I agree on that, that's why they got few changes (Reptile, Sektor, Raiden, Tsung, well, Tsung's solid Mid, but he deserves a mention) but low mid?, well at least Sub and Mileena needed a few changes here and there. Honestly, is anybody going to tell me Ice Puddle was a good move after 1.05?
The EX reset, arguably the best thing it had, was gone. Sub really needed a buff there.
Also, Sheeva and Kano needed some big buffs. Kano, for example, most of his EX moves were rather disappointing, to say the least. I think the consensus on him was that it was better to save the meters for Xray, and not for his EX moves.
Sheeva, well, worst character in the game, self explanatory really.
Then again, this is a WIP. We need to get it better known, and more played in order to get an overall consensus on what needs to go, what needs to stay the same, and what needs to be added or modified.
 

Konqrr

MK11 Kabal = MK9 Kitana
I disagree on that @sub_on_dubs
Honestly, is anybody going to tell me Ice Puddle was a good move after 1.05?
The EX reset, arguably the best thing it had, was gone. Sub really needed a buff there.
I can't believe they took that reset away from Sub... that nerf alone made me quit Sub forever in MK9.

I agree though, people need to play this so it can be tweaked to perfection.
 

sub_on_dubs

Online Scrub Lord
I disagree on that @sub_on_dubs
Truth be told, Kabal is gonna change come next release, but I don't think Kenshi's that bad now. Spirit Charge is still fast,it's only a very small speed decrease, if anything, EX Rising Karma got hit the hardest with the increase of the recovery frames on block.
Hell, Rising Karma is still as quick as it was, Teleflurry only got it's armor removed.
And as for high mid characters, yeah, I agree on that, that's why they got few changes (Reptile, Sektor, Raiden, Tsung, well, Tsung's solid Mid, but he deserves a mention) but low mid?, well at least Sub and Mileena needed a few changes here and there. Honestly, is anybody going to tell me Ice Puddle was a good move after 1.05?
The EX reset, arguably the best thing it had, was gone. Sub really needed a buff there.
Also, Sheeva and Kano needed some big buffs. Kano, for example, most of his EX moves were rather disappointing, to say the least. I think the consensus on him was that it was better to save the meters for Xray, and not for his EX moves.
Sheeva, well, worst character in the game, self explanatory really.
Then again, this is a WIP. We need to get it better known, and more played in order to get an overall consensus on what needs to go, what needs to stay the same, and what needs to be added or modified.
The only changes I would have made to Kabal would be to tone down his zoning by adding more recovery frames to his iagb and also taking away his armor on ex dash. I would let him keep nomad dash pressure cancels. At the hightest level, his ndpc was still good, but it wasn't overpowered by any means.
 

NSR

Also known as Futuretime23
@Konqrr
I feel your pain man. I actually have to say, the reset...did give off a little too damage, but they could have kept it, and just reduced the damage of say, B2.
@sub_on_dubs
About Kabal, yeah, I'm thinking of doing that in the future. Still gonna wait on that for the next release. At the moment, it's too early to do any patches. I need more feedback on how well the balance is, as I've stated earlier. BTW, were you able to test it on a CFW PS3? or nothing yet?
 

sub_on_dubs

Online Scrub Lord
@Konqrr
I feel your pain man. I actually have to say, the reset...did give off a little too damage, but they could have kept it, and just reduced the damage of say, B2.
@sub_on_dubs
About Kabal, yeah, I'm thinking of doing that in the future. Still gonna wait on that for the next release. At the moment, it's too early to do any patches. I need more feedback on how well the balance is, as I've stated earlier. BTW, were you able to test it on a CFW PS3? or nothing yet?
Not yet. I will soon though.
 
@Konqrr
I feel your pain man. I actually have to say, the reset...did give off a little too damage, but they could have kept it, and just reduced the damage of say, B2.
@sub_on_dubs
About Kabal, yeah, I'm thinking of doing that in the future. Still gonna wait on that for the next release. At the moment, it's too early to do any patches. I need more feedback on how well the balance is, as I've stated earlier. BTW, were you able to test it on a CFW PS3? or nothing yet?
if you release patch on pc many more will join and give feedback.