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UMK3:TE Revision 2.0.042 is Out Now!

Hey guys, can't find it in the post but this patch is for what version of the game? MAME or SNES, also, can it work with MKT, or is ther a version for MKT?
 

Konqrr

MK11 Kabal = MK9 Kitana
Just want to let everyone know that work on this will continue soon starting with fixing issues noticed during Summer Jam and finishing Noob Saibot. Transitioning to some new and better tools, so documentation comes first before anything and it is extremely time consuming.
 

STORMS

Co-founder
Administrator
I think I'm just gonna bring my PC to an event sometime soon... perhaps Summer Jam and hopefully @Shock can get me squared away.

It's a shame this is all so complex to do... there would definitely be more players if it were simpler.

I WANT TO PLAY THIS AGAIN. :)
 

Konqrr

MK11 Kabal = MK9 Kitana
I think I'm just gonna bring my PC to an event sometime soon... perhaps Summer Jam and hopefully @Shock can get me squared away.

It's a shame this is all so complex to do... there would definitely be more players if it were simpler.

I WANT TO PLAY THIS AGAIN. :)
Noob is coming along nicely. Ghostball is 50% done.

You currently need a custom MAME to play as I have expanded the graphics ROMs to include 12 new chips (works in arcade 100%). My next release will have this.
 
Having alot of fun with this hack, with some friends. But as for single player, i really hate that Endurance mode in last Tower. I would really like to have another Tower with Boss Bars enabled for Player and CPU, but without Endurance Opponents. Well, maybe with little bit more non-endurance Opponents :)
 
Sticking to this hack because I think is the most balanced overall.

Some thoughts about things to be improved:

Scorpion:
Some combo damage inconsistences, spear, vertical kick and 4 hit chain does more damage than spear, wait, 3 hit pop up, spear, vertical kick, 4 hit chain. This is due to damage protection at some point.

Proposal:
Revert the possibility of jumping after spear.
Make both 4 hit chains 22% damage
Make 3 hit pop up 15% damage and no dp
Make spear 4% damage and dp if hit more than 2.
Make teleport 5% damage and no dp at any point.

Results:
3 hit pop up, tp, spear, 4 hit chain: 35%
Jump punch, 3 hit pop up, spear, 4 hit chain: 40%
Spear, wait, 3 hit pop up, spear, 4 hit chain 34%
Now there is both damage balance and execution reward.

Classic sub zero:
Double dp after his pop up kills juggling potencial both midscreen and in the corner, ending a combo with his 5 hit chain always lead to more damage, no execution reward.

Proposal: keep the pop up damage at 13% but add normal dp.

Results:
Freeze, vertical kick, 4 hit pop up, aa hp, jk, slide: 39%
Freeze, vertical kick, 4 hit pop up, deep jk, aa hk: 41%

Both damage balance and execution reward. The damage is estimated but I think very accurate.
 

Konqrr

MK11 Kabal = MK9 Kitana
Sticking to this hack because I think is the most balanced overall.

Some thoughts about things to be improved:

Scorpion:
Some combo damage inconsistences, spear, vertical kick and 4 hit chain does more damage than spear, wait, 3 hit pop up, spear, vertical kick, 4 hit chain. This is due to damage protection at some point.

Proposal:
Revert the possibility of jumping after spear.
Make both 4 hit chains 22% damage
Make 3 hit pop up 15% damage and no dp
Make spear 4% damage and dp if hit more than 2.
Make teleport 5% damage and no dp at any point.
Scorpion's damage is being looked at. It is set to cause DP if the Spear is not the first hit and intentional. Going too granular with the damage and damage protection causes issues with consistency. Adjusting any of the damage affects damage in both combo paths. Using the re-Spear option is only 2% less and allows you for corner carry by running forward before doing the popup, so this is ok.

The real problem with Scorpion's damage is the fact that you can do Spear, JK, TP, run HP, Spear, SUJK, 4-hit for 45%.
What is being looked at is to perhaps check if Scorpion jumps over the opponent then turning on DP. This will reduce the damage of the JK, TP which is the brunt of the damage and TP causes DP anyways.

The plan is also to look at reducing the stun duration for the second Spear which will force you to decide immediately whether to do SUJK into combo or to jump over them and do JP into combo for changing sides.

This is all just ideas right now and may turn out terrible and not be used.

Classic sub zero:
Double dp after his pop up kills juggling potencial both midscreen and in the corner, ending a combo with his 5 hit chain always lead to more damage, no execution reward.

Proposal: keep the pop up damage at 13% but add normal dp.

Results:
Freeze, vertical kick, 4 hit pop up, aa hp, jk, slide: 39%
Freeze, vertical kick, 4 hit pop up, deep jk, aa hk: 41%

Both damage balance and execution reward. The damage is estimated but I think very accurate.
The reason for doing Double DP for his popup is because of the ridiculous damage after a freeze you can get by doing Freeze, JK, Ground Ice, SUJK, Popup, JK, HK which was over 60%.

This is also being looked at for potentially making his Iceball count as a hit in the combo, thus preventing the JK to Ground Ice from happening and putting his combos back to what they were without the crazy damage.

Again, just ideas that have yet to be tested.

Thank you for your input!
 
Scorpion's damage is being looked at. It is set to cause DP if the Spear is not the first hit and intentional. Going too granular with the damage and damage protection causes issues with consistency. Adjusting any of the damage affects damage in both combo paths. Using the re-Spear option is only 2% less and allows you for corner carry by running forward before doing the popup, so this is ok.

The real problem with Scorpion's damage is the fact that you can do Spear, JK, TP, run HP, Spear, SUJK, 4-hit for 45%.
What is being looked at is to perhaps check if Scorpion jumps over the opponent then turning on DP. This will reduce the damage of the JK, TP which is the brunt of the damage and TP causes DP anyways.

The plan is also to look at reducing the stun duration for the second Spear which will force you to decide immediately whether to do SUJK into combo or to jump over them and do JP into combo for changing sides.

This is all just ideas right now and may turn out terrible and not be used.


The reason for doing Double DP for his popup is because of the ridiculous damage after a freeze you can get by doing Freeze, JK, Ground Ice, SUJK, Popup, JK, HK which was over 60%.

This is also being looked at for potentially making his Iceball count as a hit in the combo, thus preventing the JK to Ground Ice from happening and putting his combos back to what they were without the crazy damage.

Again, just ideas that have yet to be tested.

Thank you for your input!
Thanks for your answer! Nice to hear you're figuring out solutions for those damage inconsistencies.
On Scorpion I see the corner carry potential.

I managed to do the big combo with sub zero but it only works if the opponent is being hit by the JK in the air, otherwise the kick delivers DP, what you can do if you want to keep the juggling intact is to set DP ar the first elbow of his chains if the hit is 3 in a combo (that means after a JK, ground freeze and SUJK or SUJP) and set normal DP after the pop up, that way you'll end up getting about 41% starting with freeze and about 43% starting with air freeze, JK, ground ice. Juggle reward without insane damage.

You could also make Kabals HK, LK, HP, HP, HK, back+HK "usable" by adding more damage to the last 2 hits, 25% for that combo would be reasonable, if it affects his 4 kick chain combo then DP in the third kick or another path in its coding (just thinking since I don't know exactly how the combos are programmed in the game).
 

umk393

Noob
The balance is very good, but I think they failed to add other things, like the cyrax combo that throws bombs, I think the ideal would have been to apply protections to certain attacks, and add new ones to the chara low tiers, to make the rooster more varied