Ok so I'm only going to touch on my two babies, Leatherface and Jason, because well I've played them to death. If F1 is becoming a mid, we are losing frames on it man. No one wants a 7f mid running around. We want balance not that shit. It's going to have to be 9 or 8f, 8 is pushing it. Making BS2 more plus on his is a good idea, or at least 0, like really? -1 NRS? B2 is a perfect spacing tool, don't see how you think it's useless. S2 is a perfect stagger again, how is it useless? Same with F1. Gut Slice, that's DB3 on butcher yea? I only know inputs because I don't both learning names. If it's the move in thinking of that's not necessary, we have DF2 which is +2 meterless. Everything else seems reasonable I guess, don't know what "Ender esque string" is supposed to be, we have enders up the wazoo.General:
Revert OTG's to somewhere between their current state and their pre-patch power.
Leatherface:
F1 becomes mid
F4 has more hit advantage
Change EX Ground Sparks (Armor?)
Make Saw Spin/EX Saw Spin faster, and third hit can catch from behind.
More usefulness for generally useless strings (F1, 2, B2, B1, 2)
F3 does 5%
Berserker Stance 2 has more hit advantage, EX version put them CLOSE to Leatherface rather than full screen, and does 23%.
Berserker Stance 4 does 16% raw, and 26% meterburned.
4 is faster.
Gets a ender-esque string
Command Grab is back to 6-frames (or increase damage to 15%)
Raw Command Grab no longer put opponents full screen.
Gut Slice is Plus on block (EX and Raw)
Jason Voorhees:
Make Shoulder Charge in Slasher actually hit form full screen.
Change Corpse Grab (Bounce like Kotal's? More damage? Able to do Towards or Away versions?)
4 is faster, as well as 3.
F2, 1+2 is a tick throw.
F2 is mid(?)
Jax:
Command Grab has MUCH more input buffer (Especially in EX)
Command Grab automatically does the Away version (To keep the opponent in the corner more easily)
Command Grab is faster with less recovery, does 14% raw.
Kano
F4 tick throws (Commando).
2, 2 becomes universal string.
Cybernetic gets overhead.
Commando gets better meterless damage.
3,2 from Commando applies to other variations (No longer launches)
Predator
Self Detonate has better startup and less recover (In EX only?)
EX Self Detonate goes away on 3 hits.
Disc has less scaling (And EX Disc)
Tremor
Rock drop is somewhere between now and pre-patch.
Same as above for OTG
Yes. Please. PLEASE.Universal:
F4 is now special cancellable
D1 is -4 on block
Air split Dive now has a 15 frame start up and is -2 on block
2U3 is now -2 on block
Low drill is now fixed and pops up opponents consistently
F43 gap removed
Standing 4 is now a mid
F3 can be EX'd to give it armor and it removes 4 frames off of startup.
Pyromancer :
Air fireballs are now an overhead, they do the same damage as ground fireballs, and they now have an increased hitbox.
5% added to her combos.
B31 dust jails
All fireball have 6 frames removed off of their startup.
All fireballs have 3 frames removed off recovery
Kobu Jutsu:
EX Tonfa toss now has a 2% damage increase and scales less in combo
Old damage reverted back to her combos + an additional 1%
EX Tonfa toss reverted back to pre patch ON HIT
Dragon Naginata:
Staff Stance is -10 on block
Staff stance 4 and EX staff stance 4 now jail
Staff stance 1 startup decrease
B2 hit advantage is now +10
B1 startup decreased by 5 frames
F42 is now -5 on block
yeah no, that gap needs to stay gone. i several other issues with these suggestions but im too tired to explain.Universal:
F4 is now special cancellable
D1 is -4 on block
Air split Dive now has a 15 frame start up and is -2 on block
2U3 is now -2 on block
Low drill is now fixed and pops up opponents consistently
F43 gap removed
Standing 4 is now a mid
F3 can be EX'd to give it armor and it removes 4 frames off of startup.
Pyromancer :
Air fireballs are now an overhead, they do the same damage as ground fireballs, and they now have an increased hitbox.
5% added to her combos.
B31 dust jails
All fireball have 6 frames removed off of their startup.
All fireballs have 3 frames removed off recovery
Kobu Jutsu:
EX Tonfa toss now has a 2% damage increase and scales less in combo
Old damage reverted back to her combos + an additional 1%
EX Tonfa toss reverted back to pre patch ON HIT
Dragon Naginata:
Staff Stance is -10 on block
Staff stance 4 and EX staff stance 4 now jail
Staff stance 1 startup decrease
B2 hit advantage is now +10
B1 startup decreased by 5 frames
F42 is now -5 on block
Ill let you know what i think of yours before going onto mine:My personal changes
1.) jhonny cage red state should take less health to activate
2.) sonya(demolition) grenades should go away on hit
3.)subzero (grand-master) ice clone shouldn't go away on block
4.)alien tail flip should be changed to a mid and have less recovery frames
5.) kotal khan should be able to integrate sunlight into combo
Well when you catch up with your rest let me know ALL the problems you have.yeah no, that gap needs to stay gone. i several other issues with these suggestions but im too tired to explain.
kotal shoukd be able to comIll let you know what i think of yours before going onto mine:
1: I think this could be a good idea but i think it should only apply to Johnny Fistycuffs. Alist and SD are to strong as it is.
2: Sonya Demo and her grenades, this is a bit much, but what could be done instead is to address corner shenanigans with mutiple grenades there could be a timer added to reloading grenades while in combo, at end of combo you would still be able to load them safley but being able to use normals after would be delays thus ending 5-6 grenade combos, and honestly her getting 28-40% is not that bad many other character sget that. BTW i don't use Demo anymore since everyone hoped on that band wagon.
3: I agree with that but as is he is very strong what could be done instead, is When he cancels into Clone he can be placed further back just enough so D'vorah/Kenshi/Cyrax/Alien/KungJin/Cassie/FerraTorr/Erron and others can not hit him through clone without meter.
4: Ok i hate the Alien matchup just as much as anyone, and yes i used to use Acidic and Konjurer, but i don't know, but Tail flip is not broken, and does not need adjusting, if you would like to look in the kenshi forums, i explaine how more than 24 characters in the cast have Safe Oh's/Lows or ways to make them safe for meter or meterless. and thus Alien should keep this tail flip cuz its not game breaking. What needs to be done for sure is Alien has an Absurd JIP2 and it has auto tracking and this is game breaking, it adjust him/her to be in advantage frames even if he/she wiffs. thats not cool and not fair. this JIP2 should be adjusted accordingly and F134 (Mid,Mid,Low) should be at least -8 on block so it can be punished and there should be a small gap between F134 xx Tail flip normal version, it should stay safe but be armorable to punish players who use it as a staple. that is fair for Alien players, and when other characters get buffed you should see most of the alien players go to whoever else they think is broken.
5: Kotal does intergate them allready, but if you mean F1B2 sunlight into combo extender, yeah thats not gonna happen, but you can allready end combos in light on him to heal or on opponent to lock them in corner. i think it would becooler if Blood Totem was buffed to be more viable.
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as for mine:
Kenshi Kenjutsu
- DB1 take off 6 frames of recovery
- DF1 only normal version: make -7 on block
Unbreakable Sub Zero:
- Tele push make it -9 on block and keep the same push back.
- allow kenshi to combo off F4
- Frost Shield freezes jip's/Crossovers and NJP's
- Frozen aura: has less frame sof recovery at least 6 less
Cyber Sub Zero:
- Can double freeze: only after he gets you with Frozen Shield he can combo into a freeze once and then finish to add some damage to those weak frost shield parries.
- Normal freeze: make startup 5 frames faster, and make recovery 5 frames longer. then all his normals will work again I.E. : F13/1/11/B1/B3 into normal freeze.
Cyrax:
- B2 should take half as much stamina so when he uses that as a starter he can run cancel into a combo without getting tired.
- Net: hold twice as long now, since they can actually use moves during the last half of the net as of 3-29. give it some pushback like before so we can use it for combo starter.
- Shrapnel Port: EX tele: make it launch opponent, it only does 11% for a bar as of now and is punishable on block.
Raiden Master Of Storms:
- Combos: allow metered net in combos. pay abar to extend combos, and Net reduces damage so its fair after what happened on 3-29-2016.
- Normal Orb is safer on recovery so there should be a couple strings that allow him to get them out safely.
Jacqui High Tech:
- Her DF2 cancels should be more positive at least + 7 on block
thats what i really wan't i want more but there is to much to post, it would take me all day to list all the changes i would like to do. most of it is buffs in single areas that lower tier characters need.
- Increase range of D1
i like your ideas but don't say someone else is not gonna happen its very rudeIll let you know what i think of yours before going onto mine:
1: I think this could be a good idea but i think it should only apply to Johnny Fistycuffs. Alist and SD are to strong as it is.
2: Sonya Demo and her grenades, this is a bit much, but what could be done instead is to address corner shenanigans with mutiple grenades there could be a timer added to reloading grenades while in combo, at end of combo you would still be able to load them safley but being able to use normals after would be delays thus ending 5-6 grenade combos, and honestly her getting 28-40% is not that bad many other character sget that. BTW i don't use Demo anymore since everyone hoped on that band wagon.
3: I agree with that but as is he is very strong what could be done instead, is When he cancels into Clone he can be placed further back just enough so D'vorah/Kenshi/Cyrax/Alien/KungJin/Cassie/FerraTorr/Erron and others can not hit him through clone without meter.
4: Ok i hate the Alien matchup just as much as anyone, and yes i used to use Acidic and Konjurer, but i don't know, but Tail flip is not broken, and does not need adjusting, if you would like to look in the kenshi forums, i explaine how more than 24 characters in the cast have Safe Oh's/Lows or ways to make them safe for meter or meterless. and thus Alien should keep this tail flip cuz its not game breaking. What needs to be done for sure is Alien has an Absurd JIP2 and it has auto tracking and this is game breaking, it adjust him/her to be in advantage frames even if he/she wiffs. thats not cool and not fair. this JIP2 should be adjusted accordingly and F134 (Mid,Mid,Low) should be at least -8 on block so it can be punished and there should be a small gap between F134 xx Tail flip normal version, it should stay safe but be armorable to punish players who use it as a staple. that is fair for Alien players, and when other characters get buffed you should see most of the alien players go to whoever else they think is broken.
5: Kotal does intergate them allready, but if you mean F1B2 sunlight into combo extender, yeah thats not gonna happen, but you can allready end combos in light on him to heal or on opponent to lock them in corner. i think it would becooler if Blood Totem was buffed to be more viable.
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as for mine:
Kenshi Kenjutsu
- DB1 take off 6 frames of recovery
- DF1 only normal version: make -7 on block
Unbreakable Sub Zero:
- Tele push make it -9 on block and keep the same push back.
- allow kenshi to combo off F4
- Frost Shield freezes jip's/Crossovers and NJP's
- Frozen aura: has less frame sof recovery at least 6 less
Cyber Sub Zero:
- Can double freeze: only after he gets you with Frozen Shield he can combo into a freeze once and then finish to add some damage to those weak frost shield parries.
- Normal freeze: make startup 5 frames faster, and make recovery 5 frames longer. then all his normals will work again I.E. : F13/1/11/B1/B3 into normal freeze.
- B2 should take half as much stamina so when he uses that as a starter he can run cancel into a combo without getting tired.
Cyrax:
- Net: hold twice as long now, since they can actually use moves during the last half of the net as of 3-29. give it some pushback like before so we can use it for combo starter.
- Shrapnel Port: EX tele: make it launch opponent, it only does 11% for a bar as of now and is punishable on block.
Raiden Master Of Storms:
- Combos: allow metered net in combos. pay abar to extend combos, and Net reduces damage so its fair after what happened on 3-29-2016.
- Normal Orb is safer on recovery so there should be a couple strings that allow him to get them out safely.
Jacqui High Tech:
- Her DF2 cancels should be more positive at least + 7 on block
- Increase range of D1
thats what i really wan't i want more but there is to much to post, it would take me all day to list all the changes i would like to do. most of it is buffs in single areas that lower tier characters need.
Sorry with the way I abbreviated the buttons, I meant the F12B2 and B12 string that Leatherface has. And yeah, I was thinking the ground bounce air grab could be too much. Also I though F1 was 9 frames, but yeah if its 7 that'd be too good for a mid. Jason's F2 tick throwing does seem kinda useless now that I think about it, since it already tick throws with his command grabs. And what I meant by "Ender Esque String" is something like Predators 321+2, and this is mostly because I really like strings like this, but also because if they WERE to change F12B2 on Leatherface, they could make it a better ender than Psycho Kutter (Or just for the sake of variety/style). Thanks for the reply!Ok so I'm only going to touch on my two babies, Leatherface and Jason, because well I've played them to death. If F1 is becoming a mid, we are losing frames on it man. No one wants a 7f mid running around. We want balance not that shit. It's going to have to be 9 or 8f, 8 is pushing it. Making BS2 more plus on his is a good idea, or at least 0, like really? -1 NRS? B2 is a perfect spacing tool, don't see how you think it's useless. S2 is a perfect stagger again, how is it useless? Same with F1. Gut Slice, that's DB3 on butcher yea? I only know inputs because I don't both learning names. If it's the move in thinking of that's not necessary, we have DF2 which is +2 meterless. Everything else seems reasonable I guess, don't know what "Ender esque string" is supposed to be, we have enders up the wazoo.
Next is Vorheez. I like the idea of making Jason's air throw actually useful but if you make it Kotal's air throw, it breaks the character because now he has ABSURD midscreen damage when right now mid screen he's capping out at like 25 unless you get them with F2 but making it bounce would mean...gross things really, B122 would be even more of a crazy string than it already is. F4 and F3 don't need to be faster, they're for knockdown mind games or meaty plus frames, they're fast enough. F2 being a mid probably doesn't hurt too much but making it tick throw is honestly pointless. The reason B3 becoming a tick throw was so huge for the character was because of B3U1 and B3D1 were also added with that, becoming a mind game that helped him a lot. Unless they did the same with F2, which they don't need to, he has B3, it's pointless to make this change, it's a cool string tho.
Hope I have added some thought for you to have
Lmaooo I love it tbhUniversal:
F4 is now special cancellable
D1 is -4 on block
Air split Dive now has a 15 frame start up and is -2 on block
2U3 is now -2 on block
Low drill is now fixed and pops up opponents consistently
F43 gap removed
Standing 4 is now a mid
F3 can be EX'd to give it armor and it removes 4 frames off of startup.
Pyromancer :
Air fireballs are now an overhead, they do the same damage as ground fireballs, and they now have an increased hitbox.
5% added to her combos.
B31 dust jails
All fireball have 6 frames removed off of their startup.
All fireballs have 3 frames removed off recovery
Kobu Jutsu:
EX Tonfa toss now has a 2% damage increase and scales less in combo
Old damage reverted back to her combos + an additional 1%
EX Tonfa toss reverted back to pre patch ON HIT
Dragon Naginata:
Staff Stance is -10 on block
Staff stance 4 and EX staff stance 4 now jail
Staff stance 1 startup decrease
B2 hit advantage is now +10
B1 startup decreased by 5 frames
F42 is now -5 on block
As do I.Lmaooo I love it tbh
Honestly do you think it would make her too strong or what? I don't think she would be too strong or anything.Lmaooo I love it tbh
I love Tanya, but if she got these, she'd be the new MileenaHonestly do you think it would make her too strong or what? I don't think she would be too strong or anything.
How?I love Tanya, but if she got these, she'd be the new Mileena
This seems like a little much. What kind of parry is it? Just mids and highs, or everything?Added a parry ala FF Liu.
A parry that works exactly as ff liu, stops mids and highs. Not op at all. Just would add respect to people trying to poke out of his "pressure".This seems like a little much. What kind of parry is it? Just mids and highs, or everything?
Edit: add replace f4 with new move into luxury buffs. Fisticuffs f4 is now the last hit of 113.