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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 .

SaSSolino

Soul Stealing Loyalist
But at least you probably won't see it unless someone actively tries to go for it. Which they won't if everything works as intended, I guess.
It's a restand though, and Cyrax should have decent frames off of it too if he catches the opponent somewhat high. I think.
 

NothingPersonal

Are you not entertained!?
Also, I hope it's Sonya's d4 hitbox that got adjusted and not just Lao's tele+2. And Mileena's along the way.
 
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NSR

Also known as Futuretime23
One announcement I want to make is that neither the normalized stages or the music mods will be in this version. They will show up in the next update. (whenever that is)
 

Evil_Riu48

Kombatant
Damn i know sonya needed nerf but i think no armor and more recovery in divekick were really good nerfs but -2 on military stand f1 is a very bad decition.
If they wanted to nerf her d4 ms cancel game they could have give less range to her d4. And if they did not wanted the +1 on ms f1 then they should have make 2 and mid again. Because as she is now and with all the buff other characters have she maybe upper low tier
 

NSR

Also known as Futuretime23
Damn i know sonya needed nerf but i think no armor and more recovery in divekick were really good nerfs but -2 on military stand f1 is a very bad decition.
If they wanted to nerf her d4 ms cancel game they could have give less range to her d4. And if they did not wanted the +1 on ms f1 then they should have make 2 and mid again. Because as she is now and with all the buff other characters have she maybe upper low tier
The no armor nerf was done because her kartwheel is limited as to how many frames you can add to her block recovery (seems like 5 frames max might be wrong tho) and because the recovery is shared with the regular version as well. It's not like Kenshi who has a similar issue with EX Rising Karma. There, he has recovery frames separate for ex. Not to mention, not as limited as Sonya is.

I think you are exaggerating though. Sonya is still really damn good.
 

Evil_Riu48

Kombatant
Losing her armor is not why i think she has drop big time in the tier list that change is a good thing. The problem is her military stand's f1 is -2 now. Her game plan was all about ms f1 and then checking people with a d1...she can not check you with a d1 anymore which mean her rush down game is very limited now 2
 

ETC Mcfly

Warrior

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.

ALL PATCHES ARE STANDALONE, you do not need to download and install previous versions: just install the latest one and that's it!

Current version: 1.85 (Released on 04/23/2017)

Misc. changes:
Custom title screen has been added.
Medium in Training mode has been changed to Overh. to avoid confusion with mids (it's labelled Overh. due to character limit)
HighOrLow (as stated in the coalesced.eng file) has been changed to Mid. Keep in mind that some attacks that are High will show up as Mid
(For example, Smoke's 21, defined to be a mid attack but because of the small hitbox, it behaves like a high)
Some info on the boot up screen has been changed to credit people who helped with the mod. (Thanks guys!)

Gameplay/System Mechanics changes:
OLD
Attackers recover slower from using Air Breakers, in order to reduce the frame advantage obtained by using them. (from speed value of 1.00x to 0.40x for males, and 1.00x to 0.20x for females, due to the shorter kick animation)
NEW
Wonky precision drops have been mostly fixed. Input bug mostly fixed (still present but rare)
OPTIONAL WIP IMPROVED NETCODE files have been included: by default, the netcode is unmodded due to how widly hit and miss these files can be.
If you want to test the netcode, please refer to the HOWTOUSEMODIFIEDNETCODE.txt file in the rar.

Character 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
He now uses the normal version of his 2nd fatality on Kratos.
Regular 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.
EX Rising Karma's recovery frames on block have been increased (-15 aprox. on block)

Noob Saibot
OLD
Recovery frames on EX Shadow Charge have been reduced.
He now uses the normal version of his 2nd fatality on Kratos.
Ghostball (both versions) startups slightly faster and recovers faster.
XRay has more armored frames.
D1 is slightly faster. CHANGED, READ BELOW
B1 is slightly faster now.
Recovery frames for both versions of Shadow Slide were slightly decreased.
NEW
D1 has been readjusted so that only the startup animation is faster (no hit/whiff/block change should happen), it should be
6 frames of startup animation now.


Kabal
OLD
EX Nomad Dash armor removed.
Regular 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.
F4 no longer restands an airborne opponent. REVERTED
NEW
Nothing new.

Sub-Zero
OLD
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. CHANGED, READ BELOW
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.
NEW
Recovery frames on hit, whiff and block have been increased on F412, but should be lesser than unmodified version.
(Aprox. +7 on hit, -12 on whiff and block)
Ice Puddle duration increased from 12 frames to 15 frames (both versions)
Removed 10 windup frames (it's a part of the startup animation) of EX Ice Puddle.

Cyrax
Regular bombs now do 1% of damage.
D4's recovery frames on hit have been slightly increased (should be at least +10 or +11 on hit)
Opponent's reaction to 2nd air net is now the same as the ground one. While it looks weird, it gets rid of the net reset by
(depending on the timing) either shielding the victim from the bomb or juggling him/her but it still counts as part of the same combo.
Opponent recovers much faster (0.50x faster) from getting hit by B121, thus preventing a safe jump on hit.

Kano
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 increased to prevent the speed upgrade making it too powerful. (whiff/hit/block adv. should be the same as unmodded MK9 Kano)
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. (+1 approx. on block, for example)
XRay's hitbox has been increased to prevent low profiling from other characters.
F4 is faster.
B2 is a bit faster now.
Opponent recovers a bit slower from being hit with B12, change was done to ensure a safe jump on hit for Kano as there seems to be some
sort of "limit" for the variable (AKA shitty programming)
Reaction to B12 has been changed to be the same as F12. Now, B12 should definitely grant a safe jump on hit.

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
F3 now hits Low.
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
He now uses the normal version of his fatalities on Kratos. (normal costume only)
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.
Teleport 3 is now a Special High and can be ducked without blocking.

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. REVERTED
F41's hitbox has been increased to prevent whiffing on specific crouching opponents.
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.
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.
NEW
EX GP now no longer pops the opponent up after an OTG. The reset is gone as a result.

Jade
EX Shadow Flash no longer takes additional damage.
U3's hitbox has been increased, and it is now a true Mid attack.
All boomerangs have significantly better recovery now.
The second hit of EX Up Boomerang now hits Overhead on the way down.
Opponent recovers from 23 on hit a bit slower, thus allowing Jade to special cancel 23 and combo off Overhead Staff Slam on hit.
Reaction to 12 has been changed to 3, that way it allows Jade to special cancel 12 and combo off Overhead Staff Slam on hit.
To prevent the above change from granting Jade a safe jump on hit, recovery frames on hit for 12 have been increased.

Stryker
232 is now special cancellable.
He now uses the normal version of his 2nd fatality on Kratos.
Low Grenade Toss and High Grenade Toss have significantly better recovery now, this applies to the EX Double Grenade Toss as well.

Quan Chi
OLD
D1 is faster. CHANGED, READ BELOW
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.
NEW
D1 has been readjusted so that only the startup animation is faster (no hit/whiff/block change should happen), it should be
6 frames of startup animation now.

Smoke
F4 is no longer special cancellable: 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.
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.
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
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.
Soul Steal's 2nd hit is now unblockable.
Soul Steal's damage has been reduced to 4% per hit, for a total of 8% damage.

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
OLD
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 +8 aprox. on hit)
Dive Kick (both versions) now has lesser recovery frames on whiff. (4 frames less)
Ice Ball (both versions) hits Mid now. CHANGED, READ BELOW
NEW
Ice bomb (all versions) recovers faster.
Ice Beam change has been reverted, only Regular Ice Ball hits Mid now.

Baraka
Second hit of 221+2's hitbox has been increased so it doesn't whiff on crouching opponents.
EX and non EX Blade Slice's hitboxes have been increased so that they don't whiff on crouching opponents.
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
F21's recovery frames on block have been slightly increased. (should be -5 aprox.)
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.
Regular Air fan damage scaling has been increased.
Regular Cutter's reaction has been changed to the Regular Pretty Kick one in order to prevent a safe jump on hit from this move.
Regular Pretty Kick's reaction has been changed to what previously was Regular Cutter's. It should now grant a safe jump on hit.

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
He now uses the normal version of his 2nd fatality on Kratos.
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.
Opponent recovers a bit faster (3 frames aprox.) from Regular nut punch in order to prevent Cage from getting a safe jump on hit.
Done for the same reason as Kano's B12, there seems to be a limit of sorts for recovery frames on hit (AKA, shitty programming)
(should be mentioned that because of shared coding, despite the fact that there are other reaction variables for EX nut, modding
regular also affects EX nut punch recovery for victim. That being said, EX Nut Punch still grants a safe jump on hit and the change is hardly noticeable here.)

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. (should be + on hit now)
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
Dash speed (forward, backwards, into duck, both from forward and backwards dashes) has been increased.
Recovery frames for Regular 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.
D1's recovery frames on hit were reduced, it should be advantage on hit (+1 or +2 approx.)
1's reaction has been changed in order to complement the 12 hitbox change. Now, 12 will never whiff after connecting with 1.

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
She uses the normal version of her 1st fatality on Kratos now.
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.
Regular Water bubble hits Mid now.
Rain can now block after using either version of the H2O Buff, but damage bonus has been slightly reduced for the EX version to
prevent it from being too powerful. (reduced by 1.5% damage per attack)

Liu Kang
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
OLD
F214's last hit is now special cancellable.
To further complement the change above, F214's last hit is slightly faster.
Spear (both versions) recovery frames on block have been reduced. CHANGED, READ BELOW
D3 and D4's recovery frames on hit were reduced and should now be + on hit. (+8 aprox for D4, +2 aprox. for D3)
D1's recovery frames on hit were reduced, it should now be + on hit. (+3 aprox. for standing opponent, +1 aprox. for crouching opponent)
2,1+2's recovery frames on block were reduced. (should be -5 aprox.)
NEW
Spear's recovery frames on block have been slightly increased.
Spear's recovery frames on whiff have been slightly reduced.


Amazing work! congrats! You can count on my help in whatever you need.
 

Slymind

Warrior
I just came here to give major props after watching the trailer, projects like this really show the strenght of this community.
 

Konqrr

MK11 Kabal = MK9 Kitana
Losing her armor is not why i think she has drop big time in the tier list that change is a good thing. The problem is her military stand's f1 is -2 now. Her game plan was all about ms f1 and then checking people with a d1...she can not check you with a d1 anymore which mean her rush down game is very limited now 2
I agree. Not having to worry about armored cartwheel is enough to warrant this move staying +1.
 

NSR

Also known as Futuretime23
I agree. Not having to worry about armored cartwheel is enough to warrant this move staying +1.
I do want to remind everyone these are the 1.85 changes. 2.00 Sonya is noticeably different and she did get buffs to some of her useless stuff (for example, she had a horrible backdash and that was buffed)

I don't want to spoil anything yet but trust me when I say we don't want to kill chars. We want to make everyone fair and equal as hard as that may be (especially considering MK9's rather questionable coding quality, I already bitched about the coding on numerous occassions)
 

SaSSolino

Soul Stealing Loyalist
I do want to remind everyone these are the 1.85 changes. 2.00 Sonya is noticeably different and she did get buffs to some of her useless stuff (for example, she had a horrible backdash and that was buffed)

I don't want to spoil anything yet but trust me when I say we don't want to kill chars. We want to make everyone fair and equal as hard as that may be (especially considering MK9's rather questionable coding quality, I already bitched about the coding on numerous occassions)
If you want to kill Kabal feel free though.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Losing her armor is not why i think she has drop big time in the tier list that change is a good thing. The problem is her military stand's f1 is -2 now. Her game plan was all about ms f1 and then checking people with a d1...she can not check you with a d1 anymore which mean her rush down game is very limited now 2
Sonya's d4 MS stuff was BS with a +1 MSf1. She initiates offense off a normal that's hard as hell to beat out. On top of this, she had a safe overhead option that lead to a HKD that was almost the same speed as f1. And this isn't factoring in that she can dash cancel MS. It wasn't just f1 that made her good, though it was a chunk.

Considering how everyone is changing, a lot of her changes are necessary. That, and fixing some stuff was impossible due to coding.