MK3 vs. UMK3
2D Kombat Klassics
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MK3 vs. UMK3
There are obviusly many differences between the two. Can we name them all? I know the main ones like no push-back from roundhouses and jump punch/kick starter to combos. What else is there? Where there any physics changes?
Also, If they're is a well known top tier list I'd like to see it. I'm wondering how much higher sub-zero is, maybe first!! Or is kabal still the best? I love MK3 sub-zero. Playing with him in UMK3 is depressing.
Also, If they're is a well known top tier list I'd like to see it. I'm wondering how much higher sub-zero is, maybe first!! Or is kabal still the best? I love MK3 sub-zero. Playing with him in UMK3 is depressing.


About Me
TheProphet, GGs my friend. Give'em Hell.
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I believe Sub was #1 in MK3.
Changes to:
Sub-Zero:
Ice Clone cannot be performed within a certain distance of your opponent
Kabal:
Lower damage off of autocombos.
Plus many many more for later.
Changes to:
Sub-Zero:
Ice Clone cannot be performed within a certain distance of your opponent
Kabal:
Lower damage off of autocombos.
Plus many many more for later.


About Me

0
I prefer MK3.


About Me
TheProphet, GGs my friend. Give'em Hell.
0
DAVE101 Wrote:
Yes, certain moves too! Like pushback from Kung Loa's corner spins? That was stupid to take out. I don't know HOW they did not find it during testing, or even why it wasn't fixed in later revisions, until the sega home version. joy.
Yes, certain moves too! Like pushback from Kung Loa's corner spins? That was stupid to take out. I don't know HOW they did not find it during testing, or even why it wasn't fixed in later revisions, until the sega home version. joy.
MKT had a limit to spins in a combo to remove the easy infinite. And apparently it was limited in Wavenet as well.
Other things changed in UMK3:
- Addition of the riot gun, giving stryker one of the few dangerous infinites
- Liu Kang's bicycle kick causes his run bar to empty.
- Cyrax's air throw adds to the combo meter
- Sheeva's throw activates damage protection
- Jax's projectiles have different recovery times
I'll probably remember more in a little while again, lol

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Sub Zero can freeze a blocking opponent (this will be showed in the MK3 combo vid - if one ever gets made
-)
Kabal can throw the groundsaw after a spin
Punch and Kick Starters and Relaunches CAN be done, but the timing is damn near impossible (especialy on laggy mame), they are blockable and are only useful in the corner (where it's much easier to pull off) if at all...
Pop-up's break the ceilings
Kung Lao's spin breaks the ceilings
The Bank is in the game! (no Carpet though
)
As is Smoke's Portal!
Noob Saibot has Kano's sprite, rather than the male ninja's
Kabal can spin twice in a row, if the 1st is aa, and the 2nd catches 'em before they hit the ground
I've never seen a full MK3 tier list. I think I've seen up to #7 and trust me, I've looked when recording for a future MK3 combo vid a little while ago.
Smoke's spear doesn't have a cool retracting sound
Cyrax's throw does a lot more damage (doesn't activate DP)
Cyrax can throw a bomb after throwing a net
Liu Kang's auto combos do more damage when added after a bike kick
Cyrax's Air Throw does more damage and doesn't register as a hit in the combo (as Dreemer said)
Liu Kang doesn't have a pop-up combo
Sonya doesn't have a pop-up combo
There's something different about Smoke and Sektor's teleport punch. It comes up on the opposite side or something.
Kung Lao's spin hit box is terrible! Allows for decent damage if it does connect though.
---
Some early revision stuff:
Shao Kahn turned white when frozen by Subby
Cyrax has a 4 hit - 22% auto combo
===
MK3 came out on the PSX, UMK3 didn't...
Kabal can throw the groundsaw after a spin
Punch and Kick Starters and Relaunches CAN be done, but the timing is damn near impossible (especialy on laggy mame), they are blockable and are only useful in the corner (where it's much easier to pull off) if at all...
Pop-up's break the ceilings
Kung Lao's spin breaks the ceilings
The Bank is in the game! (no Carpet though
As is Smoke's Portal!
Noob Saibot has Kano's sprite, rather than the male ninja's
Kabal can spin twice in a row, if the 1st is aa, and the 2nd catches 'em before they hit the ground
I've never seen a full MK3 tier list. I think I've seen up to #7 and trust me, I've looked when recording for a future MK3 combo vid a little while ago.
Smoke's spear doesn't have a cool retracting sound
Cyrax's throw does a lot more damage (doesn't activate DP)
Cyrax can throw a bomb after throwing a net
Liu Kang's auto combos do more damage when added after a bike kick
Cyrax's Air Throw does more damage and doesn't register as a hit in the combo (as Dreemer said)
Liu Kang doesn't have a pop-up combo
Sonya doesn't have a pop-up combo
There's something different about Smoke and Sektor's teleport punch. It comes up on the opposite side or something.
Kung Lao's spin hit box is terrible! Allows for decent damage if it does connect though.
---
Some early revision stuff:
Shao Kahn turned white when frozen by Subby
Cyrax has a 4 hit - 22% auto combo
===
MK3 came out on the PSX, UMK3 didn't...

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almost everything is mentioned, aaSUJK is different in mk3 too. as for early revizions (1.0) everyone has inf in corner with duck punches, sindel has no limits of scream and etc...
as for the top tier:
1. u sub
2. kabal
3. jax
4. kano
5. nightwolf
6. rsmoke (its possible he can be higher because the inf and no spear limit hits)
7. sindel
8. sonya
9. kung lao
10. cyrax
11. stryker
12. liu
13. sektor
14. shang
15. sheeva
as for the top tier:
1. u sub
2. kabal
3. jax
4. kano
5. nightwolf
6. rsmoke (its possible he can be higher because the inf and no spear limit hits)
7. sindel
8. sonya
9. kung lao
10. cyrax
11. stryker
12. liu
13. sektor
14. shang
15. sheeva


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
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Here is a list of stuff I posted on Total MK a while back, which caused a huge month long argument based around Nightwolf's fast arrow. There will definitely be repeated stuff in this post:
Damage for certain characters being reduced, projectile recovery time increased for certain characters, adding the jump punch and jump kick starters for auto combos, added characters, stages, codes, hidden characters, victory rewards, computer AI is entirely different, added moves for some characters, roundhouses push you out of the corner, added combos for some characters, slight changes on certain move properties.
Here are some specifics:
Kabal combo damage reduced by about 10% total
Kabal's spin can only be done once per combo, so you can spin in air, and then spin them again as they fall.
Jax single missile has huge recharge time.
Stryker has a riot gun (added move)
Sonya and Liu Kang have pop up combos (Making Sonya even more dangerous)
Sonya's leg grab now counts as part of a combo, and does 5%-2.5% after 3 hits or more juggled instead of full damage (In MK3 HP HP JK, Leg grab 4 hits 50%, 33% in UMK3)
Sub-zero's ice clone, does not freeze an opponent if you are too close to them, and this was an ENORMOUSLY ridiculous abusable tactic in MK3 that completely drops the character's tier level down.
Kung Lao's spin collision box is entirely weak in MK3 and doesn't turn on damage protection.
Cyrax's air throw doesn't count as part of a combo and his regular throw doesn't turn on damage protection, count as part of a combo, and does far more damage in MK3. (MK3 throw, LP juggle, air throw 3 hits 43%, 3 hits 17% in UMK3 but says 33%)
Kano has an upward Cannonball
Nightwolf's shoulder tackle has a very slightly longer recovery time in MK3 I believe, could be my mind playing tricks on me.
Liu Kang can legitamately get his 7 hit combo after the bicycle kick in MK3 and cannot in UMK3
The corner roundhouse thing makes combos like 5 roundhouses in one from Kabal possible which is INsane. aa RH spin, RH, RH, RH, RH, LK = 100%
Sheeva has no damage protection on her throw
Robot Smoke has no limit for his spear so long as you get a hit inbetween, so he has a roundhouse -> Spear infinite in the corner on most characters. Real broken.
Shang has no limit on his fireballs, so if you get someone in the corner somehow you can easily juggle with aaHP fireball multiple times, in UMK3 you need two hits between them.
Kabal's groundsaw can be done at any time within a combo in MK3 but in UMK3 he can't do it after 3 hits I believe, nor can he do it during the spin.
I believe I missed stuff in there, but that's some specific stuff.
Damage for certain characters being reduced, projectile recovery time increased for certain characters, adding the jump punch and jump kick starters for auto combos, added characters, stages, codes, hidden characters, victory rewards, computer AI is entirely different, added moves for some characters, roundhouses push you out of the corner, added combos for some characters, slight changes on certain move properties.
Here are some specifics:
Kabal combo damage reduced by about 10% total
Kabal's spin can only be done once per combo, so you can spin in air, and then spin them again as they fall.
Jax single missile has huge recharge time.
Stryker has a riot gun (added move)
Sonya and Liu Kang have pop up combos (Making Sonya even more dangerous)
Sonya's leg grab now counts as part of a combo, and does 5%-2.5% after 3 hits or more juggled instead of full damage (In MK3 HP HP JK, Leg grab 4 hits 50%, 33% in UMK3)
Sub-zero's ice clone, does not freeze an opponent if you are too close to them, and this was an ENORMOUSLY ridiculous abusable tactic in MK3 that completely drops the character's tier level down.
Kung Lao's spin collision box is entirely weak in MK3 and doesn't turn on damage protection.
Cyrax's air throw doesn't count as part of a combo and his regular throw doesn't turn on damage protection, count as part of a combo, and does far more damage in MK3. (MK3 throw, LP juggle, air throw 3 hits 43%, 3 hits 17% in UMK3 but says 33%)
Kano has an upward Cannonball
Nightwolf's shoulder tackle has a very slightly longer recovery time in MK3 I believe, could be my mind playing tricks on me.
Liu Kang can legitamately get his 7 hit combo after the bicycle kick in MK3 and cannot in UMK3
The corner roundhouse thing makes combos like 5 roundhouses in one from Kabal possible which is INsane. aa RH spin, RH, RH, RH, RH, LK = 100%
Sheeva has no damage protection on her throw
Robot Smoke has no limit for his spear so long as you get a hit inbetween, so he has a roundhouse -> Spear infinite in the corner on most characters. Real broken.
Shang has no limit on his fireballs, so if you get someone in the corner somehow you can easily juggle with aaHP fireball multiple times, in UMK3 you need two hits between them.
Kabal's groundsaw can be done at any time within a combo in MK3 but in UMK3 he can't do it after 3 hits I believe, nor can he do it during the spin.
I believe I missed stuff in there, but that's some specific stuff.


About Me
TheProphet, GGs my friend. Give'em Hell.
0
Ahh the Nightwolf arrow argument. That was a fun one. The "I've got the machine so I must know how it works" mentality.
Woaw, thats practicly no difference at all..
honestly, thats a mighty big difference.
Yeah, one could more easily be made if people didn't steal all the cool mk3 stuff for their video! Mike and Matt get to have all of the fun
.
I would totally support an MK3 video, though I don't have mame... there are other ways..
COUGH-softwhereCOUGH-keeCOUGH-VOMIT- COUGH-4camtasiaCOUGH-VOMIT-DIARRHEA-COUGH.
>_>
I could try to find combos in some other emulated version and test them in MAT2.
honestly, thats a mighty big difference.
krsx66 Wrote:
Sub Zero can freeze a blocking opponent (this will be showed in the MK3 combo vid - if one ever gets made
-)
Sub Zero can freeze a blocking opponent (this will be showed in the MK3 combo vid - if one ever gets made
Yeah, one could more easily be made if people didn't steal all the cool mk3 stuff for their video! Mike and Matt get to have all of the fun
I would totally support an MK3 video, though I don't have mame... there are other ways..
COUGH-softwhereCOUGH-keeCOUGH-VOMIT- COUGH-4camtasiaCOUGH-VOMIT-DIARRHEA-COUGH.
>_>
I could try to find combos in some other emulated version and test them in MAT2.

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DAVE101 Wrote:
I would totally support an MK3 video
I would totally support an MK3 video
Well, I'm kinda in the process (i.e. limbo) of recording combos for an MKIII specific combo vid. I've got nothing incredibly amazing, some cool stuff though. Perhaps in the future I'll devote more time to it. It has been discussed, and there is a little interest, but I think combo videos are talking a backseat at the moment. I just hope to see a full MK3 only vid one day (along with an MK1 vid), just so all the games are covered. I think they are the only two not soley featured so far.
]{0MBAT hooked me up with lots of MK3 media (rare pics, soundbytes etc.), should be able to make a cool intro out of it all.


About Me
TheProphet, GGs my friend. Give'em Hell.
0
I think an MK3 vid would be fun as well, a lot more fun than MK1. I don't like the idea of using early revisions of MK1 and the last revision is just boring to play.
MK3 is cool although it also isn't really the final revision because of Ultimate, but at least its not just a different rev #.
In the past I;ve had a lot of fun figuring out what they changed between UMK3 and MK3 (figuring a lot of the changers were to remove abuseable aspects) and then abuse those aspects.
MK3 is cool although it also isn't really the final revision because of Ultimate, but at least its not just a different rev #.
In the past I;ve had a lot of fun figuring out what they changed between UMK3 and MK3 (figuring a lot of the changers were to remove abuseable aspects) and then abuse those aspects.

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dreemernj Wrote:
I think an MK3 vid would be fun as well, a lot more fun than MK1. I don't like the idea of using early revisions of MK1 and the last revision is just boring to play.
MK3 is cool although it also isn't really the final revision because of Ultimate, but at least its not just a different rev #.
In the past I;ve had a lot of fun figuring out what they changed between UMK3 and MK3 (figuring a lot of the changers were to remove abuseable aspects) and then abuse those aspects.
I think an MK3 vid would be fun as well, a lot more fun than MK1. I don't like the idea of using early revisions of MK1 and the last revision is just boring to play.
MK3 is cool although it also isn't really the final revision because of Ultimate, but at least its not just a different rev #.
In the past I;ve had a lot of fun figuring out what they changed between UMK3 and MK3 (figuring a lot of the changers were to remove abuseable aspects) and then abuse those aspects.
Yes, MK1 Rev 5.0 is really boring to try and explore, the limited combo potential, coupled with slow, sluggish gameplay make it a tedious task. Then there's the weird anit air properites. Occasionaly one single aaHP will send you flying back, yet sometimes that wont kick in til the 3rd aaHP in a combo...
Another annoyance I find is that due to there not being a kombo meter, you have to get the combo right off the bat without making a mistake, so to see the true amount of damage.
I always thought that if you did a combo on a character, and then turned around with that character and won the round, the "Strength" read-out would equal the percentage of health they had left (after having the combo done to them). Alas, for some strange reason, it doesn't add up.
---
As for an MK3 vid, it's something I'd seriously like to persue, cus as you said, it would be fun, and there should be enough MK3 specific footage to compile one full video. A lot of people don't know the acute differences between MK3 and its Ultimate upgrade, so to highlight the brokeness would be great. Plus as I said before, I think every MK game needs at least one combo vid dedicated to it, and if it's good enough, one would be enough. Though you guys might need to use some from the MK3 section of MK Kompletetions, cus some of those were awesome.

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mk3 is borring as hell to explore, its one terrible game. it has some fun anyway including early revizions too (lia inf with screams, duck punch inf etc). the mk3 vid will be focusing on shang/usub and everything else will be repeatly rhs in corner... borring.
as for mk1 r5.0, explore it a little more and you will see there is a way to cheat the limited juggle option, allowing 100% combos and other fun stuff.
as for mk1 r5.0, explore it a little more and you will see there is a way to cheat the limited juggle option, allowing 100% combos and other fun stuff.

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This is a little bit offtopic, but me and my friend got boring playing UMK3, then I had that Nightwolf Ping-Pong idea lol.
Booth players Nightwolf, maximum distance, on makes arrow the other makes shield, the one how made the arrow makes shield too, the player how get finally hit by the arrow losses =).
Booth players Nightwolf, maximum distance, on makes arrow the other makes shield, the one how made the arrow makes shield too, the player how get finally hit by the arrow losses =).
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UMK3 better.... i guess...
Freeze a blocking opponent!
(sorry, but it's on the psx version if it matters. I can't record arcade, all I have is MAT.)
Is that way common? Are there any other ways? I used to just be able to do it in corner only. I found out it works anywhere, but you must cancel before contact (for me anyways).
(sorry, but it's on the psx version if it matters. I can't record arcade, all I have is MAT.)
Is that way common? Are there any other ways? I used to just be able to do it in corner only. I found out it works anywhere, but you must cancel before contact (for me anyways).


About Me
TheProphet, GGs my friend. Give'em Hell.
0
You can just jump in and ice clone on top of them to freeze them while blocking, the jump kick is not necessary.
Edit: Click Here for Vid
And I believe if you freeze them blocking in the corner you can wait, then jump kick, punch, ice clone again and you'll have them frozen in the air a little off the ground.
Edit: Click Here for Vid
And I believe if you freeze them blocking in the corner you can wait, then jump kick, punch, ice clone again and you'll have them frozen in the air a little off the ground.
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