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MY MKX PATCH WISH LIST FOR KP2 (POST YOURS)

RTM2004

Revenant Jade
In General:
Every character should access to a very good backdash like Quan Chi, Kano and Sub-Zero
Block Breakers should cost 1 bar of meter and full stamina, useless at its current state
Make NJP more negative on block to prevent abuse like Takeda, Kung Jin, Quan Chi, Raiden, Ferra/Torr
Either make everyone's JIP jail on block for a free blockstring like MK9 or make everyone negative if blocked
Make armored EX mid special attacks hit low profile attacks like pokes or even trade
Nerf Shinnok's free D4~Hellsparks
Nerf Kung Lao's J2, it wins entirely every air to air attack, jump back attack, difficult to trip guard
Nerf Kung Lao's EX Spin either the speed overpowered for reversals or its armor
Nerf Sub-Zero phantom hitbox J1
Nerf Predator projectile whiff recovery and decrease vertical hitbox of EX lasers to jump over him
Nerf Cassie Cage's B1 to shorter range, right now it's basically Injustice Superman pre-patch F2 first hit priority
Ability to combo from neutral jump kick attacks like MK9
Buff characters with bad pokes like Mileena with terrible, slow, short range D1, D3 and D4
Provide Mileena with Instant Air Sais fast recovery like Kitana's Instant Air Fans, return to MK9 state
Mileena Ravenous variation should have tick throws with her High Pounce/Low Pounce mind games
Remove heavy blockstun on blocked unsafe special move attacks and strings, timing window is very poor
Universal buff to character's D2 as anti-air to catch all jump based attacks punches and kicks
Allow more whiff recovery from jump attacks like Kung Lao jumping in J2 landing and jumping back J2 (KK J1)
Allow zoning characters to have faster recovery on projectiles as intended, specials properly like Kenshi, Pyromancer Tanya
Give every character an armored EX Launching special move to be fair, Jacqui, D'Vorah, Sonya have none
Create a new special move for Kitana called Pretty Kick
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
WTF? Talk about overkill.

This changes would totally destroy Kobu Tanya. No meter on Rekkas, on top of less safe b12+4, obvious gap in tonfa toss and reduced blockstun on delayed Tonfa push?! Plus you want to nerf teleport even more then it already has been nerfed?! No, just no. It's the only playable Tanya variation atm and she is fine as she is now. She is good but also has problems.

And on the other spectrum you want to buff Spec OP Cassie and Erron?!

Just stop.
Destroy her?! Eh? If you honestly think that would "destroy" her you're not thinking carefully enough about just how braindead the variation is. Think about her other options. She can still easily build meter with Tonfa Tosses and even tele cancels, and she'd still get the meter from rekkas for a special being blocked just not for the actual move itself. B12+4 is still cancellable into Tonfa Toss and rekka so how is it being a little more unsafe that bad? It recovers very quickly as it is so punishing it on reaction is almost non-existent, this would make her offence/meter building require more effort. A gap in Tonfa Toss would reduce her overall meter gain and reduce her guaranteed pressure, hell if need be then make the normal Tonfa Toss safe if that's such a detriment to her character in your opinion. Delayed Tonfa push is still safe/plus, but reducing the blockstun to a normal amount would at least allow people to know when they can move. You can't tell me the blockstun on that move isn't outrageous surely? I do not want to nerf her teleport, I said the teleport cancels. Jeez calm it man lol.

You say that like the Spec Ops buff is outlandishly overpowered. It's 5-10 frames dude, and people that remember tech rolls are a thing will still be able to punish her in most cases. Erron getting a fast mid would shut the Erron's up about his apparent neutral game problems, and Erron isn't even top 10 so why are you complaining like he's so broke?

Don't tell me to stop, you're whining about Kobu Jutsu nerfs for gods sake and crying about one or two small buffs. Reply to me in a less whiney tone with a bit more explanation as to why you think these buffs/nerfs are such a stupid idea instead of crying. This is just my opinion, no need to be offended.
 

Wigy

There it is...
13 frames upwards is enough time to recognize "startup" per se, I could be an entitled prick and say lower it to a single digit number of frames.

If an Inferno player wanted to waste meter throwing it out in the neutral thinking it's randomly gonna tag someone instead of using it as an armored reversal in close quarters, that's their problem.

The only other economic alternative would be to give these changes to EX Flame Aura in Hellfire, which, while not a full screen move, trust me, people will be screaming at NRS that they didn't think it through and should've given armor to something else etc. etc.
13 frames off a jip or after blocking something etc. its a lot harder in neutral, i mean generally you block low then high, but there is a difference between chain and low minion. It should not be armoured, especially with the proposed frame buffs, basically means any zoning is hella risky.
 
so if dualist catches the opponent with a solar projectile they shouldnt be about to break a combo for a short amount of time? that sounds a little too good. good overall list. no buff to kano especially commando?
 

Sugarwatermixlegit

Bruce Campbell 4 MK!!!
My KP2 wish list patch:
- remove Johnny Cage and add Fujin
- remove Sonya Blade and add Baraka
- remove Cassie Cage and add Havik
- remove Jax and add Rain
- remove Takeda and add Skarlet
- remove Jacqui and add Sektor
- remove Erron Black add Smoke
- remove Ferra/Torr add Noob Saibot
- remove Jason and Predator and add NOTHING!

- add stages
- improve netcode

Maybe in this way, MKX could be slightly cooler to my eyes.
So......just play MK9.
 

Phosferrax

Original Liu Kang cop.
It's slow, hence why I always say it's most effective at max range cause everyone else can just aa it

I wouldn't put it over Kotals j1
I think it's only better as a straight jump in move in terms of range.

It's only slow in air to air situations though. It's suicide jumping at Tempest with meter anyway, and you have j1 to deal with air to airs.

At max range j1, Kotal's 114 doesn't connect, meaning he can't go for his safe, meterless plus frames, so he has to either go for f2 which is punishable by some and always has a gap regardless of timing, or b12 which is minus and has it's own risks across his variations. It has huge range yeah but so does Lao's J2, and although it has slightly more range, it doesn't have the downward hitbox that Lao's does.

Lao's j2 jails into b3 from all timings except as early as possible, but then f2 always jails to take care of that weakness, or 11.

I think Kotals j1 is only better as a straight jump in move in terms of range, but has less utility and overall risk/reward than Lao's.
 

The PantyChrist

Rest in Pantiez
I can get on board with SOME of those Kung Lao changes. I'd also like to add a s a general change that f23 be safer than -22. Tempest has spin to make it safer, buzz saw has low hat to make it safer, hat trick doesn't really have anything on block to make it safe and there's already a gap.
 

STB Shujinkydink

Burning down in flames for kicks
The thing is he actual has a good defense with his poke backdash NJP. Not requesting for him to be nerfed or anything I kind of like him as he is but he doesn t have a bad defense.
He has options for sure. But they don't help him in a lot of match ups. Plus his d1 is risky to throw out and can be disrespected big time.
 

Immortal

Blind justice....
Destroy her?! Eh? If you honestly think that would "destroy" her you're not thinking carefully enough about just how braindead the variation is. Think about her other options. She can still easily build meter with Tonfa Tosses and even tele cancels, and she'd still get the meter from rekkas for a special being blocked just not for the actual move itself. B12+4 is still cancellable into Tonfa Toss and rekka so how is it being a little more unsafe that bad? It recovers very quickly as it is so punishing it on reaction is almost non-existent, this would make her offence/meter building require more effort. A gap in Tonfa Toss would reduce her overall meter gain and reduce her guaranteed pressure, hell if need be then make the normal Tonfa Toss safe if that's such a detriment to her character in your opinion. Delayed Tonfa push is still safe/plus, but reducing the blockstun to a normal amount would at least allow people to know when they can move. You can't tell me the blockstun on that move isn't outrageous surely? I do not want to nerf her teleport, I said the teleport cancels. Jeez calm it man lol.

You say that like the Spec Ops buff is outlandishly overpowered. It's 5-10 frames dude, and people that remember tech rolls are a thing will still be able to punish her in most cases. Erron getting a fast mid would shut the Erron's up about his apparent neutral game problems, and Erron isn't even top 10 so why are you complaining like he's so broke?

Don't tell me to stop, you're whining about Kobu Jutsu nerfs for gods sake and crying about one or two small buffs. Reply to me in a less whiney tone with a bit more explanation as to why you think these buffs/nerfs are such a stupid idea instead of crying. This is just my opinion, no need to be offended.
First of all im calm and im not whining. So don't even go there.

In my opinion you're destroying Kobu Tanya with your nerfs proposal.

Secondly you want to nerf almost everything which is really good about Tanya atm: Rekkas, EX Toss, teleport cancel. I mean for the love of god there is really nothing else to nerf at all.

Thridly - blockstun on delayed tonfa is something you get used to it and after some time you know exactly when you can move, it's not really a rocket science just takes time and practice. Making b12+4 more unsafe is bad since you sometime wanna stagger it (without canceling) and not like its plus on block or anything, its -4 already so if i decide to stop here, it's my opponent turn to press buttons.

Forth - you overrate Tanya, i co-main her and while she is really good, she also has problems and people tend just to ignore them. Coz its easy to whine about "braindead" Rekkas.

Fifth - maybe its you who is not thinking carefully enough about her overall, so you see (almost) only positives and no negatives. And lets not even start with "braindead" argument, its really lame and has no merit at all.

Fifth - also take your head out of your ass and stop with the narrative "i know better" its annoying and you sound like a young, spoiled brat (no offense).

About buffing Cassie Spec Ops - mate, she is a really good character overall (no mater which variation anyway) and you want to buff her while on the other hand you want nerf Tanya hard and she isnt overall better then Cassie. Thats why im saying "stop" to you.

About Erron - lets agree to dissagree about him being in top 10. Imo he really doesn't need buffs.
 
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I want a character that has RIDICULOUSLY high execution , that makes kabal seem like Saying abc, give me that and I'll be chuffed as chips ;) , (if not then just gimme cyber smoke) :D ty
 

I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
That's pretty much quan. All offense no defense.
Except for the 5 frame NJP with the extended hit box, a 6 frame D1, an a 15 frame reaching OH with reach longer than Cassies B1, oh and a top 3 backdash in the game. And thats not even including that he has the best projectile game outside of HQT, with iAS being one of the best defensive checks in the game. The only things he doesn't have is armor, as far as number of defensive tools he actually has a shitload.


NO DEFENSIVE OPTIONS THO RIGHT THIS CHARACTER IS NOTHIN BUT A HIGH DAMAGE 50/50 GLASS CANNON. LOW/MID TIER CHARACTER IMO


He has options for sure. But they don't help him in a lot of match ups. Plus his d1 is risky to throw out and can be disrespected big time.
And how is that?
 
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He has options for sure. But they don't help him in a lot of match ups. Plus his d1 is risky to throw out and can be disrespected big time.
No offense but for me is d1 is a pretty great tool his backdash make is midscreen defense pretty on point. Can you give me example and situation where those make him a character with a weak defense. IMO a character with bad defense is a character with limited options If not close to none and a safe 6 F poke, a 5f njp after jump and a godlike backdash are not part of that category.
 

I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
No offense but for me is d1 is a pretty great tool his backdash make is midscreen defense pretty on point. Can you give me example and situation where those make him a character with a weak defense.
Well, he can't armor through gaps against practically anything, that gives him one less option than other characters have for getting out of pressure. In the neutral his defensive game is actually one of the better ones. Regardless, while its a great tool, players that rely this heavily on armour just to get by, probably should level up a little, or not pick one of the only characters in the game who doesn't have armour. A skilled player will recognise what he trades off for armour he more than gains back in raw offensive power and his varying defensive options that they've given him to make up for his lack of armour. That's why you see great players like BurgerKing absolutely shredding competitively with this character while describing QC as the best character in the game, but players who have sat around claiming him mid tier, character is fine and balanced, no defence, etc, doing absolutely nothing with him since release as per always. He's #1 by a margin, if you are losing with him it's got nothing to do with the character, he's either not meant for your playstyle, or your opponents just outplayed you.​
 
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Sorcerer Quan Chi
-Meter drain spell gets decreased startup from 53 to 30 and decreased recovery frames from -583 to -610. This way he should be able to activate it after a trance and still have time to continue the combo with a crossover punch.
-All spells are now able to be canceled with each other, so if you have the armor spell out you can now cancel it into one of the other 2 spells, same if you have the meter drain spell or chip spell out. At least allow the meter drain spell to do this.
-Meter drain skulls take 25% of a bar on hit instead of 20%. Meter drain runes take 20% of a bar on hit instead of 16%.
-Add brutality where Quan stands in the armor spell from full screen and ends the game with an EX trance. Opponent will begin walking forward and as he walks he will gradually melt away into a green skeleton before he finally falls forward. Please NRS.

Grandmaster Sub Zero
-B12 into EX clone is now 100% consistent.
-Can now do all of his combos on females very consistently without the use of meter.
-B33 normal iceball now connects on all characters midscreen.
-F12 now does 9% damage instead of 12% damage
-Slightly increased damage scaling on clone shatter. Slightly.

Cryomancer Sub Zero
-D1 is now 7 frames.
-D1 range increased with ice knife (similar to Kitana).
-D1 now connects with EX ice ball for a combo.
-D1 into EX hammer now jails on block. (Edit* Nevermind, just make EX hammer 18 frames.)
-111 now does 12% damage instead of 11%.
-Significant damage scaling increase on the hammer and the grab in f421+3. This would nerf his 1 bar combo damage about 3% and make them less redundant by making b12 slide or 111 slide the new enders for max damage.

Unbreakable Sub Zero
-Increased startup on meterless ice aura by 2 frames so b12 no longer combos afterwards.
-Ice aura no longer increases damage scaling on combos at all.
-Ice burst after an ice aura does slightly more damage.
-Increased startup on EX ice aura by 5 or 7 frames. Currently it looks ridiculous and b12 will still combo afterwards easily.
-EX ice aura now gains meter while blocking attacks.
-Ice shield now recovers instantly after a blocked projectile.
-EX ice shield is completely safe or almost completely safe.
-Ice shield no longer freezes attacks from behind. It just doesn't make sense.
-Make EX slide brutality more consistent. Also fix the bug where after the brutality the ice aura pops off again even though it already did during the brutality.

General
-Block breakers become 1 bar and half or full stamina as long as any and all character changes are made to compensate so it doesn't worsen balance.
-If the former change doesn't come to be, increase gaps between stagger strings and remove many block string loops like Shinnok's meter burn hell sparks loops and Tanya's EX tonfa toss loops.

@UsedForGlue
 
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DDutchguy

Stand 4'ing airplanes out of the sky
This is what i think they should do for goro also give him only one of these buffs.
1. Allow you to ex the last hit of punchwalk on block like you can on hit and make it plus 5
option number 2
let his punch walk be 2 in 1 special cancelable
option 3
Let his f3 restand , Add scaling to it (obvi)
I'm not sure making punchwalk a safe special that does good chip, has good corner carry, can be late EX'd on hit for a full combo, can be late EX'd on block to be +5 to give frame traps and easy tick throws or pokes, has two hits of armor on normal EX and leads to good damage in general is something Goro really needs.

Making punchwalk 2-in-1 cancelable doesn't do much for Kuatan, but gives Dragon Fangs a +12 punchwalk with a bar and gives Tigrar a +12 punchwalk with no bar unless the opponent uses armor to get out. And since punchwalk is safe you can just not do your bf2 in Tigrar and punish the armored special.

F3 restand is interesting, but Goro gains quite a lot from it in the corner. 3d3 as overhead, b3 as low, command grab as a throw, EXdd4 in Kuatan for unblockable damage, u1/2 to deal with jumps and EX stomp to deal with a lot of things.
 
Well, he can't armor through gaps against practically anything, that gives him one less option than other characters have for getting out of pressure. However he still has more options than say DVorah. In the neutral his defensive game is actually one of the better ones. Regardless, while its a great tool, players that rely this heavily on armour just to get by, probably should level up a little, or not pick one of the only characters in the game who doesn't have armour. A skilled player will recognise what he trades off for armour he gains back in raw offensive power and his varying defensive options that they've given him to make up for his lack of armour. That's why you see great players like BurgerKing absolutely shredding competitively with this character while describing QC as the best character in the game, but players who have sat around claiming him mid tier, character is fine and balanced, no defence, etc, doing absolutely nothing with him since release as per always. He's #1 by a margin, if you are losing with him it's got nothing to do with the character, he's either not meant for your playstyle, or your opponents just outplayed you.​
I also think he is fine the way he is and I see where you are coming from but is it so bad when most armourable gap also allow you to backdash still doesn t seems like a big chunk in his defensive armour to me.
 

STB Shujinkydink

Burning down in flames for kicks
Except for the 5 frame NJP with the extended hit box, a 6 frame D1, an a 15 frame reaching OH with reach longer than Cassies B1, oh and a top 3 backdash in the game. And thats not even including that he has the best projectile game outside of HQT, with iAS being one of the best defensive checks in the game. The only things he doesn't have is armor, as far as number of defensive tools he actually has a shitload.


NO DEFENSIVE OPTIONS THO RIGHT THIS CHARACTER IS NOTHIN BUT A HIGH DAMAGE 50/50 GLASS CANNON. LOW/MID TIER CHARACTER IMO



And how is that?
Please read previous post. He has options. Just not good ones.
 
Third hit added to the F42 string and B12 string.
Can you elaborate on this point? Im not sure I follow, do you mean making f42 and b12 natural 3-hit strings or adding a third with something new like F422 or B122?
How would it change gameplay for Sub? Aside from a tad more chip.