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If you could balance patch MK9, what would you do? (NRS PLEASE READ!!!)

Are we talking sf or mk here? I was just using an example. Its basically the same thing. If someone dp's you on wakeup NOTHING you do will beat it out. Hell you can be dp'd out of an ultra when its not even a wakeup attack. I'm glad they normalized the wakeup attacks in this game. I would get so pissed when it would say "wakeup attack" but on the screen I'm getting my ass kicked. lol As for your statement, the same can be applied to 360 grabs....and now that I think about it, ALOT of characters in sf have dp's or dp-like moves.
uhmm, you have hard knockdowns and safe jumps...and no not everyone has free wakeup attacks like ken does for example my character has an uppercut as well but she cant use it as a wakeup attack without meter, they look the same but the properties of the attack are way different. but the point is the wakeup attack guessing game is one of the best things in this game that is unique, so many people hating chip damage, wakeup attacks, fast specials and stuff, if you guys dont like it why are you guys playing mk in the first place?
 

Hitoshura

Head Cage
P1 priority should be gone. But trades? MK's never had them, no thanks.
Then how would u win a poking/projectile fighting? Thats why P1 priority is in the game b/c Mk doesn't have trades. W/o p1 priority something else has to fill in tht empty space which is either trades or clashing
 
I'd give Sub the ability to cancel his Slide and remove Ice Puddle in favor of a fast, launching (but unsafe) overhead special.

Or just a Slide cancel.

Or, I'd just be happy if they removed the air freeze time in relation to the ground. Make it one static duration no matter what. Booyah.
 

aj1701

Noob
Then how would u win a poking/projectile fighting? Thats why P1 priority is in the game b/c Mk doesn't have trades. W/o p1 priority something else has to fill in tht empty space which is either trades or clashing
Either priority alternates every frame or every few frames (easy to do), or they did what I think the old MKs did, which was give cancel advantage to p2.
 
Wow, reo that is very noble of you, but this may be a bit extrem
e.

yeah, I really appreciate that !!
... I hope that those mad cyrax players do the same ...

we all know the game is not gonna be patched again anyway ..

I mean, don't stare at me !.If sub zero really need nerfs I would say it.But ... COME ON !!!
 
I sounded like a complete douche. But I guess that goes along with the frustration I have for this game. Of course I care. That's why I made this thread. But it seems most folks don't like my ideas. Which is alright.

It may sound like I wanted these changes mainly for Sheeva, which is partially true lol. But....I do wish the game favored and severely rewarded the aggressor. People say it does. But I just don't see it. Probably my personal problem.

Anyways I think my biggest problem is really accepting the game for what it is. People say, "Man just play someone else or just quit". Well that's easier said than done. Why would I want to quit a fighting game that has such an awesome community to back it? Why would I quit a character, I truly like a lot? I'm very passionate about both. Hence again the frustration.

No matter how many times I've tried to quit this game, break the game (literally lolz), and move on...

...I just keep coming back and supporting this game and community in some fashion.

Anyways, I'm sorry for being a dick. I did think some of my changes were pretty cool. Some very necessary. And some catered to what I'd personally like to see.

But maybe it's best to just leave it up to NRS (and high level "STRATEGIC" players) and pray they do better next time.

For the record, there are MORE THINGS I LIKE about this game, than things I dislike about it. Believe it or not. :p

Oh and don't be surprised if minutes from now, days from now...I call this game trash again and get all mad...it's simply what I do. Hell I play Sheeva, I have the right to be salty lol.
 
Dontay I know man, I could simply use a better character and be done with it. But I'm honestly not the type to just play a character just to win. I know most high level players do, and that's cool and all. But I'm simply loyal to characters that I like.

No one could play any character or stick with the game, if they can't accept it for what it is. I think this is where I need to focus on for now.

As you can see, it's not easy lol.
 
Kano's going to need a lot more than a faster overhead to be viable.

- B2 speeded up to around 13 frames
- Faster Knife Throw, either the old one or perhaps even a little faster than that.
- Straight Ball's input changing to B,F+4 or anything similar.
- Recovery on Block for Straight Ball and Air Ball to be the same as Up Ball.
- New Eye Laser move that acts similar to Sektor's Flamethrower and Reptile's Ex Acid Spit that resets airborne opponents to the ground and is good for footsies.

For Nightwolf, the F3 being a low is pretty much my only desired buff. Though it would be nice for arrow to at least be almost as fast as Jax's projectile in startup and recovery so it can be much more viable.

Cyrax, I'm pretty much happy with the character as he is now. Resets or not. Though Cyblax's teleport is still a little nuts, but people have never really said anything about it.

Quan could use a 6 frame d1 at the least, not really sure on what else to give him without potentially overpowering him. Maybe make the startup on telestomp faster?
And I want Kitana's Fan lift to be the same recovery as her cutter

Kappa?
 

Z-911-Z

Bone and Metal
And I want Kitana's Fan lift to be the same recovery as her cutter

Kappa?
Except Straight Ball and Air Ball don't lead to full combos bro. You're risking a full combo punish either way for a blocked straight or up ball just to get a meager 8% damage, so why the inconsistency in recovery time? Either make up ball just as punishable as straight ball or vice-versa. If Kano has to suck, it should at least be consistent.
 
Except Straight Ball and Air Ball don't lead to full combos bro. You're risking a full combo punish either way for a blocked straight or up ball just to get a meager 8% damage, so why the inconsistency in recovery time? Either make up ball just as punishable as straight ball or vice-versa. If Kano has to suck, it should at least be consistent.
Maybe we should just change his upball to his straight ball recovery :D
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Dontay I know man, I could simply use a better character and be done with it. But I'm honestly not the type to just play a character just to win. I know most high level players do, and that's cool and all. But I'm simply loyal to characters that I like.

No one could play any character or stick with the game, if they can't accept it for what it is. I think this is where I need to focus on for now.

As you can see, it's not easy lol.
We're way too alike lol...I would've stuck with Reptile if he was low tier.
 

NRF CharlieMurphy

Kindergarten Meta
I didn't read any of this, just the title. I hope NRS doesn't listen to this retarded community when making gameplay and balance changes. For the most part TYM is a cesspool of stupidity and should never be consulted for actual advice.
so who exactly should they listen to then? People that do not play the game? I don't understand what you are trying to accomplish.
I agree to a point. However, some of these ideas are actually well thought out.
 

Plop

Noob
Kano NEEDS buffs! -
Either make the armor on EXkanoball last the duration of the move or just give the armor to EXchoke
Old knives!
Make b2 faster
Make the 3rd hit of b112 an overhead.
Block advantage on EXKnives
Also, i dont wanna be left at a disadvantage after i df1 a bitch
fuck it, while we're at it, gimme my old upball back as well!
 

Plop

Noob
Kano's going to need a lot more than a faster overhead to be viable.

- B2 speeded up to around 13 frames
- Faster Knife Throw, either the old one or perhaps even a little faster than that.
- Straight Ball's input changing to B,F+4 or anything similar.
- Recovery on Block for Straight Ball and Air Ball to be the same as Up Ball.
- New Eye Laser move that acts similar to Sektor's Flamethrower and Reptile's Ex Acid Spit that resets airborne opponents to the ground and is good for footsies.


Quan could use a 6 frame d1 at the least, not really sure on what else to give him without potentially overpowering him. Maybe make the startup on telestomp faster?
^This.
Aaaaall this.
 

GrandMasterson

The Netherrealm beckons
+Stryker's standing 3 becomes an overhead

+Scorpion gets a normal D3 and D4
+Hellfire gets +frames on hit

+Jade takes no damage during EX glow
+F2 is now a mid

+Baraka's standing 2 now has 13 frames of startup instead of 23
+Increased dash speed

+Noob has greater pushback on blocked shadow projectiles

+Kano gets old upball back


Seriously, you guys asking for like 6+ buffs are insane. Most low-to-mid tier characters just need 1 or 2 decent buffs to be totally viable. And normally I'm against nerfing high-tier in favor of buffing low-tier, but Kabal's armor on EX dash has got to go. That fucking character does not need armor.
 

SwiftTomHanks

missiles are coming
so who exactly should they listen to then? People that do not play the game? I don't understand what you are trying to accomplish.
I agree to a point. However, some of these ideas are actually well thought out.
Qualified testers and QA employes. They could possibly recruit employes from the tournament scene... but to listen to just anyone's opinion is extremely dangerous.
 

Konqrr

MK11 Kabal = MK9 Kitana
Baraka - BUFF: Make b31 still be negative on block (like -3) and not actually punishable (it is currently -11 on block).

CSZ - BUFF: Give him Human Cyrax's Teleport.

Cyrax - NERF: Any bombs that are thrown during an opponent's hit-stun will not popup, they will do unblockable damage and knock down. (like CSZ)

Ermac - BUFF: EX Teleport like Scorpion where you can punish it before it connects, but if you block it he has advantage.

Freddy - NERF: More recovery on Glove Toss.

Jade - BUFFS: Faster startup on b2. Slightly more range on standing 3. Standing 12 combos into overhead staff.

Jax - No changes

Johnny Cage - f3 should be -1 on block.

Kabal - NERFS: Damage on projectile down from 9% to 7%. Saw disappears if Kabal is hit before the saw is in front of him. Less frame advantage on 2~ndc but don't mess with the timing so he keeps his juggles with it.

Kano - BUFFS: Return old knife recovery. Faster startup on b2 overhead. Make additional ball input (bf3).

Kenshi - NERFS: bf2 and EX bf2 less advantage on block. EX bf2 should only go the same distance as normal bf2, but retain it's other properties. Overhead swords should have a slightly smaller horizontal hitbox so you can have a chance of dashing out the way. They also should not connect on Jade in glow.

Kitana - NERFS: f21 should be less safe on block (it is -1 currently), but not to the extent that it is a guaranteed punish. Cutter should be -1 on block.
Kitana Troll Buff - EX Cutter should have armor and have normal Cutter properties ^_^ Can you say OP? lol

Kung Lao - No changes

Liu Kang - BUFF: Less recovery on whiffed Flying Kick.

Mileena - BUFF: Make d1 on hit not be -6

Nightwolf - BUFF: Slightly faster startup on Arrow

Noob Saibot - BUFFS: Armor on EX Teleport. EX Teleport juggles for a small combo afterwards. EX Teleport should be safe on block like Sektor's EX TU. EX Shadow Tackle should have less recovery than a normal tackle, not more!

Quan Chi - BUFF: Trance slightly faster recovery. To balance this, make it build less meter.

Raiden - No changes

Rain - No changes

Reptile - No changes

Scorpion - BUFF: Either less recovery on b2, or a way to hit-confirm f4 into spear (he needs it!). Make his d3 block/hit advantage the same as other characters (it is currently -6 on hit).

Sektor - NERF: Less pushback on blocked Flamethrower.

Shang Tsung - BUFF: Give him the ability to use Ground Skulls as a wakeup attack.

Sheeva - BUFFS: She should not have a hitbox on her Telestomp until she appears on the screen coming down. B2,1+2~bf3 should always connect.

Sindel - BUFF: Make her EX Low Fireball hit correctly. You guys will LOL at this, but give her the ability to come out of Flight (cancel with block) into a JPS or Jump Kick.

Skarlet - BUFF: Make the cancel window on regular dagger 7 frames, not 10 frames. They nerfed her dagger too hard.

Smoke - NERF: Remove the EX Smoke Bomb reset.

Sonya - No changes

Stryker - BUFF: Armor for the duration of EX Roll.

Sub-Zero - BUFF: Give him the EX Ground Freeze combo back. He had to burn meter to use it.
 

WakeUp DP

GT MK OshTekk.
Baraka - BUFF: Make b31 still be negative on block (like -3) and not actually punishable (it is currently -11 on block).

CSZ - BUFF: Give him Human Cyrax's Teleport.

Cyrax - NERF: Any bombs that are thrown during an opponent's hit-stun will not popup, they will do unblockable damage and knock down. (like CSZ)

Ermac - BUFF: EX Teleport like Scorpion where you can punish it before it connects, but if you block it he has advantage.

Freddy - NERF: More recovery on Glove Toss.

Jade - BUFFS: Faster startup on b2. Slightly more range on standing 3. Standing 12 combos into overhead staff.

Jax - No changes

Johnny Cage - f3 should be -1 on block.

Kabal - NERFS: Damage on projectile down from 9% to 7%. Saw disappears if Kabal is hit before the saw is in front of him. Less frame advantage on 2~ndc but don't mess with the timing so he keeps his juggles with it.

Kano - BUFFS: Return old knife recovery. Faster startup on b2 overhead. Make additional ball input (bf3).

Kenshi - NERFS: bf2 and EX bf2 less advantage on block. EX bf2 should only go the same distance as normal bf2, but retain it's other properties. Overhead swords should have a slightly smaller horizontal hitbox so you can have a chance of dashing out the way. They also should not connect on Jade in glow.

Kitana - NERFS: f21 should be less safe on block (it is -1 currently), but not to the extent that it is a guaranteed punish. Cutter should be -1 on block.
Kitana Troll Buff - EX Cutter should have armor and have normal Cutter properties ^_^ Can you say OP? lol

Kung Lao - No changes

Liu Kang - BUFF: Less recovery on whiffed Flying Kick.

Mileena - BUFF: Make d1 on hit not be -6

Nightwolf - BUFF: Slightly faster startup on Arrow

Noob Saibot - BUFFS: Armor on EX Teleport. EX Teleport juggles for a small combo afterwards. EX Teleport should be safe on block like Sektor's EX TU. EX Shadow Tackle should have less recovery than a normal tackle, not more!

Quan Chi - BUFF: Trance slightly faster recovery. To balance this, make it build less meter.

Raiden - No changes

Rain - No changes

Reptile - No changes

Scorpion - BUFF: Either less recovery on b2, or a way to hit-confirm f4 into spear (he needs it!). Make his d3 block/hit advantage the same as other characters (it is currently -6 on hit).

Sektor - NERF: Less pushback on blocked Flamethrower.

Shang Tsung - BUFF: Give him the ability to use Ground Skulls as a wakeup attack.

Sheeva - BUFFS: She should not have a hitbox on her Telestomp until she appears on the screen coming down. B2,1+2~bf3 should always connect.

Sindel - BUFF: Make her EX Low Fireball hit correctly. You guys will LOL at this, but give her the ability to come out of Flight (cancel with block) into a JPS or Jump Kick.

Skarlet - BUFF: Make the cancel window on regular dagger 7 frames, not 10 frames. They nerfed her dagger too hard.

Smoke - NERF: Remove the EX Smoke Bomb reset.

Sonya - No changes

Stryker - BUFF: Armor for the duration of EX Roll.

Sub-Zero - BUFF: Give him the EX Ground Freeze combo back. He had to burn meter to use it.
Kl no changes really? How about the 2,4 spin Bring stance dependant? I'm getting really tired of players asking for buff only to the chars they pike and ignore other chars, that is why nrs shouldn't listen to our opinions, they are naive and based.