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MY MKX PATCH WISH LIST FOR KP2 (POST YOURS)

DDutchguy

Stand 4'ing airplanes out of the sky
Ugh for the punchwalk situation he will have frametraps true, but goro in general has bad footsies only because of his terrible walk and run speed also giving him trouble against zoners and people with better footsies, once he gets in he can get things going but its hard, so giving him this will give him a much better upclose game also the last hit of the ex punchwalk on block should have a gap if they give it to him, punchwalk does about 3.5 percent chip on block with the last hit it will do like almost 4 percent it takes 3-4 punchwalks on block to travel to the corner from midscreen. It takes around 4 punchwalks to build 1 bar, around3 if you do poke punch walk 3 times, and plus you need punchwalk to get alot of your stuff started anyways so you will be wasting meter more than you think. So punchwalk has okay chip, okay damage on hit and ex, has okay meter build, and okay decent corner carry i guess. But the plus would help him out alot for his bad mu's and if it has an armorable gap than i do really see it as broken or dumb.
As for option 2 yes he gets a plus 12 low in dragon fangs but goro is meter dependent so yah that isnt amazing, also to cancel it into firebreath means you are doing a -5 move into flamebreath which is 30 frame startup, that is basically the equivalent of doing d4 into flame breath which is very easy to see and is pokeable and armorable.
I think it's better to solve Goro's footsie problem instead of punchwalk. The latter is perfectly fine as you said and really doesn't need much more in my opinion. I think it's better if Goro gets a faster F3 or F2 to help with the footsie issue.
 
-taking chip damage gives opponent meter

kano
-overhead for cybernetic kano or the very least b+1 is 0 on block.
-ex buff doesn't lose health (keep the buff damage value the same as current patch)
-slight range buff for cut throat kanos b1
-commando's new ex slam scales less

shinnok
-shinnok amulet blast is safer on block
-skeletal grab hits low
-ex bitch slap has armor

kotal
-kotal b14 is -9 at worst

ferra/torr
-torr is able to do his tackle special without ferra

quan chi
-minor scaling on bat combos

ermac
-less recovery on tele-choke
-give us a reason to use mystic and spectral over master of souls

sub zero
-increased cool down time for ice clone

goro
-decrease the start up on his b2 and f2 by at least 5 frames

kenshi
-overall faster and safer specials
-sword normals and strings for balanced variation
 
- Back Throwing has a slightly altered animation on start up

- Teching a throw no longer gives the first hit bonus
I disagree with the animation change. I think throws are fine as they are for this game. Throws are a crucial part of the mixup for characters who lack strong meterless OH/Low mixups, as well as those who lack extreme blockstring pressure. It may make defending vs certain characters easier, but I feel like this would do more harm than good as throws would be harder to use effectively at high level, similar to Tekken.

Having said that, I 100% agree with First-hit Bonus. I shouldn't be awarded meter if my opponent guessed right on the throw break.

Mileena:
- D+1 is now 7 frames.
Considering the range on it, why do you say 7f and not 6f?
 
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PND_Ketchup

"More deadly than the dawn"
The two changes I think Summoner should receive are the following:

Low Bat is now a mid - There's no denying that safe 50/50's that lead into more 50/50's are a problem, but Tom Brady was right, it's more than a 50/50. With all the stuff Quan can as is, there's no reason he should also have the ability to throw on psuedo-unblockables on top of that.

Making Low Bat hit mid would only remove the unblockables. He would still be able to loop his 50/50's and it wouldn't hurt his zoning in any way.

Either increase the damage scaling rather heavily after a bat connects or remove his ability to combo from his straight skull - One of these needs to apply in the next update IMO.

Removing the ability to combo from straight skull would address the issue of 1 bar 60% combos for the most part but would leave his unbreakable damage and midscreen damage fairly similar to the way it is. increasing the scaling on Bat would address the issue across the board, but how much it would hurt Summoner is up for debate. It just means he'd need to hit you a couple more times to cheese you out.

As it is, Summoner needs to be addressed I think. Especially since the latest patch, a character who was already fantastic was buffed into being ridiculous with the corner damage.

The only other change I've been thinking of is giving him the ability to MB his bat, which then makes low bat hit low and maybe not go away when he gets hit. This meant if he wanted to go for the super cheap stuff, he'll have to spend resources on it. The same way Warlock has to spend bar to completely set up his free 50/50 with MB Portal Stab, but to be honest, it's not really necessary.
 
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The two changes I think Summoner should receive are the following:

Low Bat is now hits mid - There's no denying that safe 50/50's that lead into more 50/50's are a problem, but Tom Brady was right, it's more than a 50/50. With all the stuff Quan can as is, there's no reason he should also have the ability to throw on psuedo-unblockables on top of that.

Making Low Bat hit mid would only remove the unblockables. He would still be able to loop his 50/50's and it wouldn't hurt his zoning in any way.

Ither increase the damage scaling rather heavily after a bat connects or remove his ability to combo from his straight skull - One of these needs to apply in the next update IMO.

Removing the ability to combo from straight skull would address the issue of 1 bar 60% combos for the most part but would leave his unbreakable damage and midscreen damage fairly similar to the way it is. increasing the scaling on Bat would address the issue across the board, but how much it would hurt Summoner is up for debate. It just means he'd need to hit you a couple more times to cheese you out.

As it is, Summoner needs to be addressed I think. Especially since the latest patch, a character who was already fantastic was buffed into being ridiculous with the corner damage.

The only other change I've been thinking of is giving him the ability to MB his bat, which then makes low bat hit low and maybe not go away when he gets hit. This meant if he wanted to go for the super cheap stuff, he'll have to spend resources on it. The same way Warlock has to spend bar to completely set up his free 50/50 with MB Portal Stab, but to be honest, it's not really necessary.
I disagree on the low bat being mid , really , just add a few more frames to block it easier , i agree on the rest though.
 

PND_Ketchup

"More deadly than the dawn"
I disagree on the low bat being mid , really , just add a few more frames to block it easier , i agree on the rest though.
I thought it would hurt him too much at first, then I just sat and thought about it more.

There really is no reason he should have all the stuff he has, an THEN get unblockables to boot. It's just over the top for a character that is already really good without it.
 
I thought it would hurt him too much at first, then I just sat and thought about it more.

There really is no reason he should have all the stuff he has, an THEN get unblockables to boot. It's just over the top for a character that is already really good without it.
If rather for him to keep it , sure it might be more than a 50/50 but i think if they would completely nerf his damage hard he should keep it , they should atleast give a purpose for the low bat then , theres literally no reason to use it over the normal bat if it becomes a mis
 

SaSSolino

Soul Stealing Loyalist
GENERAL

stamina bar recharges normally after a breaker

block breakers require 1 bar of stamina (and 2 bars of super meter)

SHINNOK

BS's dark beam is -8 on block

REO's ideas on necro

can cancel necro's judgement fist

better tracking on necro's flick

can connect BS's scepter to EX Shoulder

Impostor steals EX Electricity from raiden

Impostor steals EX fists from takeda

Impostor steals reflect from Kenshi

no more gap between f224 and special

amulet strike is useful

brutal on necro's hand grab

brutal on xray's bitch slap

BUT MOST OF ALL

jump nerfs / jump attacks
 
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Reactions: REO
Erron : f3 into special cancel now connects on all of the characters

B32u1 is 23 recovery frames (down from 28)

Ex sand gernade is +8 on block

F13 and b33 ex sg have more hitstun so you cant jump out for free

Ex slide is +20 on hit

Sand tackle is +12 on hit

11b3 is -5

21122db2(marksman) is a true block string.
D3 is 6f.
 
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Zaccel

Noob
REO seems to have it on lock, but I'll toss my hat in:

-When backdashes cost a resource, should any be weak? Whether it's speed, distance, iFrames, whatever, they should have something to make the stamina worth it.
-I'd like to see Block Breakers cost only 1 stamina chit somehow, but 1 bar/full stamina's probably the best way to do it.
-More universal blockstun would be nice. Fat blockstun on unsafe moves justs misleads beginners and irks the rest.

And my thoughts on Reptile (I'm barely experienced with him; obviously I'm no authority on anyone else):

-I'm still not sold on ED's recovery. Considering its uses mid-combo (or movement/fast punishment), making it way more unsafe than db2/db4 with less reward leaves me puzzled. Dropping some recovery (or even just whiff recovery) couldn't go that bad, surely?
-EX ED still seems caught in the lurch without armour. Maybe if it had longer range it could find more use as a whiff-punisher?
-Deceptive's sweet, even if it makes the other variations seem pretty tame. It's hard to tone it down without making it buttcheeks again, though; I'm not sure what could be done without crashing the party. Removing the armour would be pretty dramatic, for instance, even if the plus frames still abound.
-Noxious is on the right track already, I think. I'd like dd3 to stay on hit, if only for greater variance in meter economy. Since combos scale the fumes down, it could add the passive damage the variation is looking for--and uniquely bolster its defense.
-Nimble is tricky. Shortening meterless Basilisk's startup would be fine, but I've warmed up to @THTB's suggestion of matching the EX's startup with a reduced duration (mostly for universality in combo starters, minor as it is).
-This is wishful thinking, but I wouldn't mind db4 no longer being an overhead if it could be safer on block, or have more pushback or something. It's telegraphed enough that hitting overhead isn't a big deal, so it'd be cool if it were less similar to db2 on block. Something like that.
 

DDutchguy

Stand 4'ing airplanes out of the sky
SHINNOK

BS's dark beam is -8 on block

REO's ideas on necro

can cancel necro's judgement fist

better tracking on necro's flick

can connect BS's scepter to EX Shoulder

Impostor steals EX Electricity from raiden

no more gap between f224 and special

amulet strike is useful
As a Raiden main I take offense to this. Agree with the EX shoulder connecting to scepter only because it looks really cool.

Erron : f3 into special cancel now connects on all of the characters

B32u1 is 23 recovery frames (down from 28)

Ex sand gernade is +8 on block

F13 and b33 ex sg have more hitstun so you cant jump out for free

Ex slide is +20 on hit

Sand tackle is +12 on hit

11b3 is -5

21122db2(marksman) is a true block string.
D3 is 6f.
Sand tackle is EX command grab or? Normal command grab should definitely stay as it is, would make Erron's oki and neutral a bit much. Don't agree with 6-frame d3, would eliminate one of Erron's main weaknesses which is his slow-ish pokes. Then again I don't play Erron that much, but that's just how I see it.
 

EMPEROR_KNICKS

Master of Kombat(frauds)
Goro has enough plus frames as is and if you want more plus frames use Dragon Fangs for 2,1,2 and ex low stab. There is no reason to buff Goro's plus frames when that is not a weakness or issue of his at all. That makes absolutely no sense.

That ex punch walk buff is just ridiculous when the move checks so many boxes from safeness to tank like armor to fast advancing and combo launching and then making it plus too?

And why would you advocate for adding a gap to punch walk, it's like none of these suggestions are thought out in a cohesive way. If you want plus on block specials, use the two variations that provide it.

The non-Goro players made more sensible change suggestions like a faster run/walk speed. If you have an issue with Goro's footsies, improving movement would make more sense than making him absolutely stupid.

If he needs anything else, it's very minuscule things, nothing crazy or over the top.
Not only does goro need that he needs to have that, we should let he f3 restand while being special cancelable, like i said and make his fire breath a true blockstrings, his punchwalk has 5 hits of armor, and is plus 14, and then we have a solid character. As well as other suggested buffs and make it 1 punchwalk to build a bar.
 

Braindead

I want Kronika to step on my face
-Clone shatter projectiles now hit overhead. Not necessary at all but would make his brutality a bit easier to do.

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.
-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.
 

exflyingbooty

This dream has a sad ending
-D1 into EX hammer now jails on block.]
Sir, we need to discuss this. Ex hammer is like 24 frames or 22 or something. It's in the twenties. So in order for it to jail on block his d+1 needs to be like +17 or +18 and do you really think it's a good idea that any character has a d+1 that's + on block or let alone that +.

I understand that you're new but just think about my statement and possibly relook at your balance list.
 
Impostor buffs for shinnok

Cassie: gets her flip kick
Kenshi: gets telehold or ex df1
Erron: gets ex sand ball
Takeda: gets ex whip flurry
Devorah: gets vortex swarm
Predator: gets either trap, dread launch or yautja pounce
 

WiseM0nkey

welcome to the ButtSlam
Not only does goro need that he needs to have that, we should let he f3 restand while being special cancelable, like i said and make his fire breath a true blockstrings, his punchwalk has 5 hits of armor, and is plus 14, and then we have a solid character. As well as other suggested buffs and make it 1 punchwalk to build a bar.
punch walk is seriously the least of Goro problems, he's quite solid now, your changes would make him OP
 

TakeAChance

TYM White Knight
Mileena:

Universal
D1 reduced to 6f
Air sai has less recovery allowing for more combo opportunities and zoning.
F3 reduced to 20f startup.
F44 is can now be special cancelled.

Piercing
B212+4 = larger hitbox on the 2+4 allowing for enders to connect much easier

Ravenous
db4 is a true overhead.
F12 now ticks into Db4



Ethereal
Regular teleport - Startup reduced to 6f, recovery remains the same.
B22 2+4 damage increased by 2%
 
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TamedLizard

Buff George
A lot of great ideas/suggestions in this thread. I like many of the suggestions for Kenshi, Pyro, Mileena, and Goro.

Deceptive needs no changes though. Is he really giving people that much trouble now? Or is it just D3,B2 true block string online troll shenanigans?

As for Noxious, EX DD3 not going away on hit would be nice.
 

EmperorP

THE BRIGGZ
I mean't the way the ground pound used be cunciled in mk9 dude not cunciling a string with it no just a stand alone council so it can have a use , its to slow
 

jokey77

Character Loyalist
Predator

Hish-Qu-Ten
- 2% overall damage reduction on all and every single plasma laser attack. (This furthur reduces all of his combos using laser attacks. This effectively lowers the chip damage on all of his laser attacks. This also effectively cuts EX laser damage output both on hit and in chip almost by half.)
I could live with a plasma nerf, but it would hurt Predator a lot. It would change his gameplan fundamentally against many chars that he can currenty trade projectiles with. HQT would end up being a rushdown character without advancing specials/teleports. This could still work. However in return he should at least get a decent mid, like every other rushdown character has. Maybe giving b1 a 10f start-up and a way better cancel advantage could keep Predator viable. Most of the time he won't have enough stamina for b1-cancels anyway. I'd prefer getting back good old mid-hitting 3 though. :)