PS3 Mortal Kombat 9 Modding Universe

yeah sure i didn´t want to mean that this will be the unique place where modders MUST post their work but many things passed over my head and i thought things wrongly :bandicoot: . Thanks!
 
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@Tranced
@tthousand
MK9 Trilogy Edition V1.50 has been released!
Here are the changes:

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.
 
where's my mention too? ;) funny thing is that if u say pinky-winky three times fast, I'll appear....like beetlejuice.
Crying for attention are we now pinky?
In that case, let's hope you're sexier than beetlejuice for f### sake! [emoji171][emoji179]

Sent from my GT-I9305 using Tapatalk
 
Mortal Kombat 9 Real-Time Mod (RTM) Tool for PS3 CFW by GrimDoe.jpg

Mortal Kombat (MK9) Real Time Modding (RTM) Tool by Grim Doe


  • Whats up everyone ?
    Sorry I have no't been around
    But I wanted to share with yall all
    That I'm working on a PS3 MK9 RTM Tool
    Here is a sneak peek of it (see next tab)

  • Heres My 1st Test Demo Video:
    And Here is My 2nd Test Demo Video:
 
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Whats up everyone ?
Sorry I have no't been around
But I wanted to share with yall all
That I'm working on a PS3 MK9 RTM Tool
Here is a sneak peek of it

Heres My 1st Test Demo Video:
And Here is My 2nd Test Demo Video:

@Grim Doe will have to get this up soon as well. (formatted yours a bit as well)
 
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@STLcardsWS @bguerville @tthousand @Tranced @pinky


New update is out!

Here's the changelog:

Current version: 1.75 (Released on 02/11/2017)
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:
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)
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.
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.
EX Rising Karma's recovery frames on block have been increased (-15 aprox. on block)
Noob Saibot
Recovery frames on EX Shadow Charge have been reduced.
He now uses the normal version of his 2nd fatality on Kratos.
Ghostball (both versions) is slightly faster and recovers faster.
XRay has more armored frames.
D1 is slightly faster.
B1 is slightly faster now.
Recovery frames for both versions of Shadow Slide were slightly decreased.
Kabal
OLD
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.
NEW
F4 no longer restands an airborne opponent.
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.
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.
Cyrax
Non EX 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
OLD
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.
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)
NEW
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
OLD
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.
NEW
Teleport 3 is now a Special High and can be ducked without blocking.
Jax
EX Ground Pound recovery frames on hit increased, this effectively removes Jax's resets in the corner and greatly nerfs his corner damage.
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.
Jade
OLD
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.
NEW
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
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
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
OLD
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.
NEW
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
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
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.
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
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) CHANGED, READ BELOW
NEW
Regular Ground fan damage scaling now properly works if used on an airborne opponent.
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)
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
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
OLD
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.)
NEW
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.
Non EX 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
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 reduced and should now be + on hit.
D1's recovery frames on hit were reduced, it should now be + on hit.
2,1+2's recovery frames on block were reduced.
 
@STLcardsWS @bguerville @tthousand @Tranced @pinky


MK9 TE 1.85 IS OUT!

Download links:
PC:
https://mega.nz/#!wEEEATpK!VHzlr6YIAJn80OSNT8P_b97jdfa2j6R-IIaXClSuGr0
PS3:
https://mega.nz/#!AEdFmJ5A!ThZpLsigVfs1Jp1kZXP-tbGXjl9chgnRMeIkzpsy3h4

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.
 
@STLcardsWS @pinky

Forgot to post the howto use modded netcode text:

Go inside the Optional WIP Improved Netcode files folder.
Here you'll find two folders: Variable 0x08 and 0x108.
Each one is split into two folders: Max and Null. Each one contains a startup file that contains the specific mod
(for example, Variable 0x08 Max contains that specific var maxed out)
In order to install the modified netcode, just grab one of the 4 startup files and replace the one in the Asset
folder of your MK9 copy. Obviously, you can only test one at a time.
FIRST WARNING: MAKE SURE THE OTHER USER OR USERS YOU ARE GOING TO PLAY WITH HAVE THE EXACT SAME STARTUP FILE AS YOU DO.
For example, if you pick Variable 0x108 Null, make sure they have that same file as you do.
This is to avoid any potential desyncs or glitches/crashes that could happen. If you still want to test with
mismatched startups, go right ahead, but YOU HAVE BEEN WARNED.
SECOND WARNING: RESULTS CAN BE VASTLY DIFFERENT DEPENDING ON WHAT FILE YOU USE AND WHAT CONNECTION YOU HAVE
TO THE OTHER USER/USERS AS WELL AS WHAT MODE YOU PLAY IN.
This is NO joke. There's a reason I'm calling this WIP. Results I've obtained from testing have been extremely mixed:
I've got people saying it was close to MKX's enhanced netcode, others saying it was a slight improvement, others saying
not much changed, others said it was WORSE, and I've got several cases where the game outright crashed when trying to do a private match
but not a public one, for some odd reason.
It seems like with worse connections, the Null files, particularly 108, work better while the opposite
happens with Max files (and vice versa) but this still needs more data to be fully confirmed.
I've still chose to release this as an optional addon as a result. If you can help test these files and send
feedback, that would really help to clear up some of the confusion regarding what causes these files to tick for some
and not for others. Just comment on the TE 1.85 video on Youtube or send me a PM there or on TYM.
ANY feedback on the modified netcode is greatly appreciated.

Let me know when the article is up!
 
Hi! Just to confirm that the mods works like a charm with HAN! v1.27, NPUB30668.

However, I am afraid to go into the online; may I get banned only if I enter into the online mode? Obviously, I will not fight anyone with the bosses, but I do not know if the only presense of them like DLC characters may get my account banned :(
 

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