What's new

MK9 patch: Rainbown Edition

Eddy Wang

Skarlet scientist
This is just for fun, shiz and giggles
There are 6 untouched characters that i ran out of ideas and tired, hope you guys like the rest

This is how i feel an MK patch or hacked version what ever shoudl be:

General/ System Changes
Fixed the input bug where the character wouldn't jump after the up button is slighly pressed for exact 1 frame.
Fixed the glitch where using an ex move during a block stun would cause the meter to be spent without using the move it self.
The meter is now drained as the animation of the move is out, not before.
Jump kicks are now -5 frames on whiff.
all throws are now -15 on whiff
Deep Jump kicks loses active frames if whiff and touches the ground to no longer hit someone trying to punish it.
Release Check System removed
All PS Vita exclusive costumes are now available for consoles,PC


Scorpion
D4 is now +11 on hit vs standing and +4 on hit vs crouching
D3 is now +3 on hit vs standing and +10 on hit vs crouching
F214 string last hit can be canceled into air teleport for juggle
F4 reduced to 13 frame startup down from 19
F43 now launches opponent full screen on hit
Flame Spear hitbox expanded down so can no longer be avoided by D3 or D4 under it
Spear recovery time reduced to -18 on block and -27 on whiff
Hellfire and EX Version no longer can be used against knockdown opponents.
Flame Spear invincibility frames on startup removed
Leg Takeout (ex Df4) invincibility frames on startup removed

Sub-Zero
All strings now can be canceled into ice Puddle or Ground freeze.
D4 is now 12 frames startup like any other
D4 is now +11 on hit vs standing characters and +4 vs crouching characters
Ex Freeze now has to be blocked during all animation and deals 0,5% chip damage (total 5% chip)
Power Slide startup reduced down to 9 frames from 10
Power Slide invincibility frames on wakeup removed.
Ability to use Ice Puddle after the freeze move being used reverted back to the patch 1.03
Freeze into Ice puddle combos now counts on the hit counter instead of erasing it.
Air clone recovery frames reduced slightly by 3 frames.
Ex Freeze Startup reduced to 16 frames from 20

Jade
1,2 string can now be comboed into Staff Overhead and Staff Smash on hit cancel advantage on block remains interruptible
Boomerang startup is now 19 frames
Returning Boomerang's returning hit is now guaranteed on hit against grounded opponents.
Glow no longer causes jade to suffer double damage
damage output slighly increased up to 3% more in overall combo damage
Standing 3 is now 13 frames startup
Staff Smash is now hold-able and can be dash canceled.
Standing 3~ex Staff Smash dash cancel~ 1 is now a true 1 frame link
U3 now hits crouching characters
U3 is now -18 on block
342 string now can be used without connecting
342 sttring last hit recovery frames are now 59 frames, down from 99 (allows for juggles midscreen)
342 string last hit is also special cancelable.
Glow no longer had invincibility frames startup on wakeup

Cyrax
D4 is now +11 on hit vs standing characters (it was +16 on hit)
Standing 1 is now -1 on block
1,2 string pushback slightly increased on block
Ghost Hitbox from teleport where supposedly caused some characters to cause collision against it removed
B1, 121 now is +15 on hit ( no longer grants safejump +35 frames on hit)
bomb tosses recovery frames increased by 1 frame.
ex Bomb toss (sticky bomb) now activates damageXcaling
Bombs explodes duration are now 35 frames while opponent is being comboed, raw bomb duration still 41 frames.
double net combo into bomb now counts in the combo and hit counter instead of erasing it (reset removed, its now a combo cos bomb xplodes faster)
ex Net now activates damageXcaling.
Buzzsaw is now a soft knockdown, saw blade is still a hard knockdown.
Reverse Kick is now -3 on block
Wakeup Reverse kick (DF3) is now fully invincible until the first hit


Kabal
fixed the bug where another gas blast could be used to erase the first one allowing kabal to have 2 gas blast in the screen
Fixed the issue where Kabal could cancel nomad dash with his other special moves. (should this stay? nah!)
Ex Nomad Nomad Dash can be canceled with other specials
Nomad Dash now can be manipulated by holding forward and put Kabal about 1 dash distance away from the opponent on hit.
Gas Blast air restrition increased by 1 frame.
Air Vapor Blast travel speed reduced to match reptile's slow force ball's speed
Air Gas Blast is now 8 frames startup
Pushback from saw blade removed (the move is about -15 on block, the pushback makes it safe)
F4 is now -15 on block canceling advantage remains the same.
F4 Hitbox slighly ajdusted to not hit jumping characters outside of reach
F4 hurtbox adjusted, now is slightly an anti-low normals move.
F32~NDC and B12~NDC are now +2 on block
Hitbox of standing 2 slightly moved up to not perform block stun on big sized characters
2~NDC blockstring is now +8 frames down from +9 (now is a 1 frame link)
Wakeup Nomad Dash invincibility frames on startup increased to 17 frames from 11 (NDC startup is 17 frames)
Wakeup ex Nomad Dash invincibility frames on startup removed
F4~ex NDC~2 is now a true 1 frame link combo

Kung Lao
F3 now correctly goes under mid traveling projectiles
Standing 2 now hits mid
21 string is now -1 on block.
D3 is now 7 frames startup.
Armor disabled after ex teleport follow-up moves being used, it can no longer be extended for a free throw or pressure.
Teleport Direction can now be manipulated by holding Back to appear in the front of the opponent instead of behind
Ex Teleport direction can now be manipulated by holding forward to appear in the back on the second teleport instead of behind.
Ultimate Hat respawn time slighly reduced to 120 frames on hit from 180 frames, now Kung can used more than 2 hats in one combo much easely.
Ultimate Hat standing 2 is now a true combo link.
Dive kick Juggle restriction relaxed by 1 hit count, now can use more than 2 dive kicks in one combo.
Invincibility startup on wakeup from ex teleport removed.

Sonya
F22~MS~frame advantage is now +33 frames on hit (with the removal of Input bug it shall be easier to connect dive kick from this combo making it pratical)
Cartwheel now fully invincibible until the first active frame.
Deadly Kiss can now be dash canceled 5 frames earlier before the hold-able stage
DB4 now can be canceled into Dive kick or ex Dive kick at dive kick's air restrition.
MS~4 launcher angle adjusted to go up and closer to sonya, it no longer sends characters full screen
Ms~4 now avoids low attacks
Dive kick is now -12 on block at any height
Cartwheel Bash invincibility on startup removed.
Cartwheel Bash is now -15 on block
MS f1 is now 0 frames on block, down from +1

Stryker
Dash distance covered and recovery reverted back to the vanilla version (this makes easier to combo from gunshots)
Walk Speed (forward) lightly increased
Standing 2 is now 15 frames startup down from 19
new launcher string 12B2 added (the B2 animation is the last one of B122)
new string 124 added (4 animation is the same as the standing 4)
Standing 4 now launches opponents backwards
232 string last hit is now cancelable into special attacks
B32 is now cancelable into special attacks
Standing 1 recovery frames reduced to 20 from 25 to match sonya's juggle speed
11 string recovery frames reduced to 21 from 25 to match cage's juggle speed
B3 starup frames reduce to 13 from 26
Standing 4 launching proprieties changed to match Kung Lao B333 launching proprieties
1,2 string cancel frames restrition slightly relaxed, now is easier to cancel into gun shot.
Gun Shot now perform 3 fires instead of two by rapidly pressing front punch 5 times in a row
Standing 3 can now connect special moves on the ground.
Bang Bang can now be dash canceled on 23rd frame
Roll Toss is now a low attack
B1 is now a 9 frames startup
F2 startup is now 11 frames startup.
baton sweep now juggles in the corner on hit
Busted Startup frames reduced to 24 from 34
Busted is now +5 on block (safe x-Ray like most of the guys)
Roll Toss invincibility on startup removed

Mileena
Standing 4 is now 13 frames startup
Standing 2 is now 14 frames startup
Telekick(hit)~whiffed sai standing 4 is now a combo link
F2 now trully links into special attacks on hit.
Roll command changed to BF4 from BD4
Roll now has recovery animation on ground
ex Sai Throw last sai can now be dash canceled before it comes out.
B2 now leaves the impaled blade on hit and gradually takes 1% of damage at every 30 frames for 5 seconds on hit(10% damage)
ex Neckbite now has 18 frames of armor
ex Neckbite now drains 6.7% of more health
D3 now is 7 frames startup
ex Neckbite no longer has invincibility frames on startup

Liu Kang
D1 is now 6 frames startup
D3 is now 7 frames startup
F12 is now -1 on block
B312 is now -2 on block.
F3 now has a 14 frames startup
F3 is now -1 on block.
Parry is now 3 frame startup
Ex Parry is now 1 frame startup
ex Parry has 2 frames onf invincibility on startup.
Parry and ex Parry both has 18 frames of recovery if whiffs
Flying kick no longer has Invincibility frames startup on wakeup

Reptile
1221 is now special cancelable
F21 is now special cancelable
Damage boost while invisible, does 1% more damage to every first attack
Vanish now last for 490 frames up from 460
Invisibility phases trough projectiles during the background distortion animation
Vanish nulifies projectiles during the background distortion animation
Uppercut is now 10 frames startup
D1 is now 6 frames startup
D3 is now 7 frames startup
Reptalian hand recovery on hit reduced by 2 frames (recovers faster now)
Slime trail no longer has invincibility frames startup on wakeup


Noob Saibot
B121 recovery time reduced in the last hit allowing to continue juggles
Dark Hole total frames is now 60
Dark Hole recovery frames is now 40 down from 49
Darkskness (ex Dark hole) stays active in place if hits allowing for a loop of 4 transports
Darkness cumulative damage is 4%, 3% 2% 2% (11)
Darkness is disabled after connects unless the damage is erased.
B214 and B1214 now have hard knockdown proprieties
B1214 Cancel advantage (hit) from the last hit is now +58 on hit
hurtbox of shadow upknee and saibot up knee slightly expanded to allow other characters to punish him after armoring trough the shadow
Saibot Slide now launches the opponent to guaranteed combos mid screen with black hole at distance and normals up close.
Recovery time from saibot slide slightly reduced.
B1 is now 19 frames startup down from 21.
12 shadow upknee is now a true combo link
F3 is now 13 frames startup down from 17

Ermac
B1,D2 combo path added (launcher string)
levitate cam now be performed in air
Levitate special moves air restrition relaxed, now it can be performed at the lowest teleport height
Teleport can now be canceled into levitate before the punch connects.
levitate can now be canceled into jump attacks (NJP, Jump kick) which can be canceled into air specials if the attack connects.
F1 is now a 16 frames startup string
B1 now hits low
U4 is now overhead
U4 can be canceled into air specials once it gets airborne
F4 can now be canceled into all grounded specials
Air Blast is now ~-6 at the lowest altitude.

Nightwolf
Walkspeed improved
Walk backward Speed improved
Arrow shot startup is now 11 frames
ex arrow shot startup is now 6 frames
ex Shoulder tackle armor last until the last hit.
ex shoulder tackle now is -6 on block
F3 is now a low attack
122, last two attacks are now overheads
B1 is now 13 frames.
F312 recovery frames from the last hit slightly recovery to allow midscreen, juggles.
Ex Should Tackle no longer has Invincibility frames startup on wakeup

Kenshi
Damage output from combos lightly increased by 3%
Walk backward speed increased
Backdash distance slightly increased
D2 is now 11 frames, easier to Anti-Air
Standing 2 duration reduced to 26 frames from 30
Backdash speed lightly increased
Spirit Charge no longer a physical projectile
Ex Spirit Charge no Longer a physical projectile
Spirit Charge Hitbox adjusted now everyone can D3 to avoid being hit, still requires timing.
Teleflurry no longer a physical projectile
ex teleflurry no longer a physical projectile
F22B1 recovery time for the last hit slightly relaxed on hit by 2 frames.
Bug where reversal move active frames would stay active after the animation was already ended, fixed.
F3 is now a 14 frames startup.
U4 is now a launcher and can be canceled into special attacks
ex Spirit Charge now is +3 on block.
Rising Karma armor is now 5 frames, no longer lasts trough the whole animation.
ex Spirit Charge and Teleflurry armor completely removed.
Rising Karma no longer has Invincibility frames startup on wakeup


Skarlet
F4 Hurtbox slightly adjusted to match the crouching animation, now Skarlet can no longer be hit on the active frames against jump attacks or High Attacks
B24 no longer has gaps between hits
B24 string, last hit can now be canceled into air specials.
Standing 3 Hurtbox slightly moved backwards to properly match the body animation, now Skarlet can no longer be hit on the active frames against jump attacks.
Fixed the Bug where Skarlet couldn't dash into U34 string
F312, last two hits are now overhead.
F33 is now +9 on hit, and Cancel Avantage (hit)+33
Ability to cancel Slide into downslash, or upslash added ONLY from Crimson Dash
Slide from crimson dash is now always 0 frames on block.
Teleport is now 11 frames startup on ground from 20
Ex teleport is now fully invincible on wakeup
Dagger now do 1% chip damage and does 4% damage
Slide is now a true low attack and no longer considerable mid against some attacks
Hitbox from standing 1 expanded lightly forward, now is easier to connect harder resets
Red Dash invincibility wakeup frames increased to 12 frames from 11.
X-Ray full Damage adjusted to 32%

Damage output reduced to match Kabal's damage
Armor frames on crimson dash reduced to 25 frames
Crimson Dash duration reduced to 25 frames, distance traveled reduced by 6 pixels
Armor from Crimson Dash can no longer be expanded into ex upslash, or ex down slash or slide.
Armor from Crimson Dash can no longer be expanded into the last possible frame of the normal followups of red dash (downslash, up slash, slide)
Armor from Crimson dash can no longer be expanded to last 45 lasting frames by delaying followups
there is a gap of 18 frames between Slide and Downslash cancel ( actually the is no block stun if blocked) its interruptible.
Fixed the bug where Skarlet low dagger would become unblockable against a character waking up at the lowest point possible.
Downslash hitbox reduced, now it can longer hit high altitude crossups or high altitude neutral jumps
Teleport is now -14 on block
Ex teleport is now -16 on block
Crimson Dash no longer has Invincibility frames startup on wakeup attack


Jax
F41 now connects on all opponents.
F41 is now -2 on block
Hurtbox of air gotcha grab adjusted to match jax animation, no longer jax can be hit on active frames of air gotcha grab from air attacks unless armored.
Air Gotcha grab now has 9 frames startup
2F2B1 last hit now allows for combo juggles midscreen
Fixed the issue where characters would lift one leg to avoid ground pound, now everyone with a single leg on the ground gets hit, unless the same jumps or armor.

Overhead smash is now soft knockdown (it removes the corner infinite)
D4 Overhead Smash now has a 10 frames gap
F413 last hit now has a 7 frames gap.
ex Dash Punch no longer has Invincibility frames startup on wakeup attack
ex Overhead Smash no longer has Invincibility frames startup on wakeup attack

Kano
Knife Throw is now 13 frames startup
ex Knife Throw is now 12 frames startup
B2 is now 18 frames startup
F3 is now 14 frames startup
112 last hit now hits mid
Choke now hits mid
ex Knife throw is now +29 on hit
ex Knife Throw now grants a free hit on ground.
ex Knife Throw recovery frames reduced by 10 frames
ex Ball can armor now lasts for 29 frames when holding
ex Ball is now unblockable on after holding for 35 frames instead of 360
Up ball is now -15 on block

Sektor
Teleport Uppercut (air minimum execution) is now 13 frames startup
Straight Missile is now 18 frames startup
Up Missile is now 31 frames startup
standing 4 can now correctly link into special attacks
124 string can now correctly link into special attacks
Flamethrower and Flameburner command changed to DB2 from BF2
F4 Teleport Uppercut now is a true combo link
F2B1 now can be canceled into special attacks
F2B1 now causes hard knockdown
B3F4 can no longer be canceled into teleport Uppercut if doesn't connect.
U34 can no longer be canceled into specials if doesn't connect.
Teleport Uppercut now fully Invincible until the first active frame

Smoke
Walk speed increased during invisibility
Vanish gains Damage Boost, all single hits or 1st hits of a string counts 1% more
1,3 string is now a combo launcher
standing 3 is now 14 frames
F4 hurtbox adjusted to avoid low attacks
animation that put smoke stuck in the air for 18 adicional frames after whiffing a teleport before start falling removed
Smoke away now lasts for 35 frames
Smoke towards lasts for 35 frames
last 3 frames of smoke away and smoke towards are now invisible
while in vanish, all smoke traces disappear completely
214 now correctly links into smoke bomb or Smoke Cloud it can no longer be blocked
Smoke cloud now adds to the hit counter instead of erasing it (9%)
Smoke bomb now adds to the hit counter instead of erasing it (15%)
F4 into Smoke bomb air restriction relaxed, now is easier to connect from air bone
Smoke bomb juggle restriction removed by 1, now smoke can use 1 smoke cloud and 1 smoke bomb in a single combo.
Smoke bomb now causes damageXcaling
Teleport can now be dash canceled on the first hit
teleport~dash~2 is a true combo link
Smoke's X-Ray is now active on the 28th frame from 33
Damage output slightly reduced to mach Kung Lao's damage.
Smoke bomb now adds to the hit counter instead of erasing when connected from F4 (reset is gone)



Quan Chi
212~ground Blast is now a true combo link
Skeletal Boost can now be performed while the opponent is in transe.
U3 is now 21 frames startup from 26
Trance is now -27 on block down from -35

Damage reduced to match Kabal's Damage
Ground Blast is no longer Unblockable
Ground Blast now juggles on hit.
U3 adjusted to correctly go over low attacks

Kitana
D4 startup frames reduced to 12 frames from 14
standing 1 reduced do 12 frames from 14
F3 reduced to 16 frames from 18
F3 hurtbox adjusted, now goes over low attacks with consistency
Pretty Kicks now hits mid
Ex Air Fan now can be canceled with square boost during the backflip animation
Ex air Fan now can be canceled with air fan during the backflip animation
Air fan now activates damageXcaling
ex air fan now can be canceled with other specials once it touches the ground.
B3 distance traveled slightly improved by 4 pixels
Air Fan now has -5 recovery frames on ground to cooldown the fan barrage.

Sindel
Levitate boost fireball damage by 2% more, and do 1% more chip
fireball(air) at blast radius is now +17 on hit and is now a combo link
B3 is now 21 startup frames
2,1~levitate~fireball(air)~ is now a true combo link
3,1~levitate~fireball8air)~is now a true combo link
2,3~levitate (cancel)~ can now be linked into standing 1, it will not link with any other string.
Levitate now can be done in mid air
Levitate backdash recovery slighly relaxed
44 now can be canceled into air levitate
B2 can now be canceled into levitate or air specials
Levitate foward Dash now fully invulnerable to at the 3rd frame
Stepover now has 13 frames of armor.
Damage output lightly increased by 2%
31B2 is now special cancelable
StepOver no longer has invincibility frames startup

Cage

Cyber Sub-Zero

Freddy

Baraka

Shang Tsung

Sheeva

Rain
 
Last edited:

Eddy Wang

Skarlet scientist
Skarlet has the most changes ;)
Biased much?
Unbiased, she has the most changes because she also has a lot of bullshit, so i took all the good stuff, gave her some new good stuff which is only related to the useless strings hitbox problems etc.

aside from that i took her gambling game and gave her a better movement to actually play convincingly, and removed the bullshits.

You forgot about trades. Removing P1 advantage would be essential.
Indeed i forgot that, should've just type "all the bullshits removed"
:DOGE
 

coolwhip

Noob
This is just for fun, shiz and giggles

Kung Lao

Standing 2 now hits mid
D3 is now 7 frames startup.
Nah, even with the reduction of the 21 string to -1 on block that would be much, and I'm a Lao player. That's not how Lao is designed. He's not designed to be able to pressure you for free. There's a reason his D3 is slower and standing 2 is a special mid, and that's because of his 6 frame spin. The way Kung Lao works is after every block string, you have to guess whether he's going to spin or not. That's how he's able to continue his pressure (by making you respect the spin), or blow you up if you don't respect it and try to poke/press buttons. Of course, he can be blown up if he guesses wrong, but that's the risk/reward being fair. I actually really think post-patch Kung Lao is an extremely well-designed character that needs zero changes.

Also, a major "no" to slowing down Sub Zero's D4.

Still, it's a fun thread. I like how much thought you put into this.
 
Last edited:

Eddy Wang

Skarlet scientist
Nah, even with the reduction of the 21 string to -1 on block that would be much, and I'm a Lao player. That's not how Lao is designed. He's not designed to be able to pressure you for free. There's a reason his D3 is slower and standing 2 is a special mid, and that's because of his 6 frame spin. The way Kung Lao works is after every block string, you have to guess whether he's going to spin or not. That's how he's able to continue his pressure (by making you respect the spin), or blow you up if you don't respect it and try to poke/press buttons. Of course, he can be blown up if he guesses wrong, but that's the risk/reward being fair. I actually really think post-patch Kung Lao is an extremely well-designed character that needs zero changes.

Also, a major "no" to slowing down Sub Zero's D4.

Still, it's a fun thread. I like how much thought you put into this.
Funny thing:
I completely agree with you on Kung Lao, then i though about it how PL talked much about how he struggles against characters where he can't touch the first hit, and its really a pain, so by giving him a mid hitting string i reduced to -2 to no basically change his gameplan despites of having a 7f poke.

But still there really com cool ideas in there like the hat respawn.

Personally, i think there is something i like in every characters with this changes, mileena is the ability to combo from a telekick, i think that would be sick, sindel despites of being small i think the changes do make a huge impact in her gameplan as well, but this would make her one of the toughest execution characters in the game, but still fun.

Why assume if you can easily check?
Maybe if i waited a day, i would possibly give him some good stufff, all those changes are actually there in any characters because i put the game in the practice mode for a few minutes and saw trough almost all frame data, except him.

I think i would give him the ability to cancel normals and strings into taunt, and change his db2 3 wakeup animation, i think Liu needs to techroll instead of waking up like marshall law.
 
When i read this.


Jax

F41 now connects on all opponents. -YES
F41 is now -2 on block
Hurtbox of air gotcha grab adjusted to match jax animation, no longer jax can be hit on active frames of air gotcha grab from air attacks unless armored. -YES
Air Gotcha grab now has 9 frames startup -YES
2F2B1 last hit now allows for combo juggles midscreen -YES
Fixed the issue where characters would lift one leg to avoid ground pound, now everyone with a single leg on the ground gets hit, unless the same jumps or armor.-YES

Overhead smash is now soft knockdown (it removes the corner infinite) -YOU IDIOT NOOOOOOOOOOOOOOO!!!!!
D4 Overhead Smash now has a 10 frames gap- IDC
F413 last hit now has a 7 frames gap. - BRUH.
ex Dash Punch no longer has Invincibility frames startup on wakeup attack - BRUH.
ex Overhead Smash no longer has Invincibility frames startup on wakeup attack - BRUHHHHHHHHHHHHHHHHHHHH
 

GLoRToR

Positive Poster!
@Eddy Wang You forgot this: Jade's Green Flash should actually do what it says it does: Make her immune to Zoning, including Freddy's ground claw, Kabal's saw, Kenshi's manifestations, Sektor's Flamethrower etc etc etc on goes the list it doesn't work against.
 

Eddy Wang

Skarlet scientist
@Eddy Wang You forgot this: Jade's Green Flash should actually do what it says it does: Make her immune to Zoning, including Freddy's ground claw, Kabal's saw, Kenshi's manifestations, Sektor's Flamethrower etc etc etc on goes the list it doesn't work against.
You mean physical projectiles.
The ironic is, some of these changes are actually in MKX lol
 
Last edited:

GLoRToR

Positive Poster!
You mean physical projectiles.
The ironic is, some of these changes are actually in MKX lol
Jade is not in mkx so it doesn't really matter. We have Kitana now for a bad character. I also hope she won't suck for much longer. Her throat is getting sore.
 

Eddy Wang

Skarlet scientist
Jade is not in mkx so it doesn't really matter. We have Kitana now for a bad character. I also hope she won't suck for much longer. Her throat is getting sore.
She is in Kitana's variation, at least that, Skarlet in the other hand...

well I'm sure Kitana will get buffed. I just love when my line of though sometimes gets in sync with NRS's devs, sometimes i wonder why i'm not there lol, i need to change countries seriously.
 

GLoRToR

Positive Poster!
She is in Kitana's variation, at least that, Skarlet in the other hand...

well I'm sure Kitana will get buffed. I just love when my line of though sometimes gets in sync with NRS's devs, sometimes i wonder why i'm not there lol, i need to change countries seriously.
Look at their website for job requirements and start working on it. Who knows, maybe you'll be in there with their next game!
 

Eddy Wang

Skarlet scientist
Look at their website for job requirements and start working on it. Who knows, maybe you'll be in there with their next game!
They only have room for devs mostly, being a tester for them would sure be a dream come true, it would be like do whatever you love every day.
 

Qwark28

Joker waiting room
Nah, even with the reduction of the 21 string to -1 on block that would be much, and I'm a Lao player. That's not how Lao is designed. He's not designed to be able to pressure you for free. There's a reason his D3 is slower and standing 2 is a special mid, and that's because of his 6 frame spin. The way Kung Lao works is after every block string, you have to guess whether he's going to spin or not. That's how he's able to continue his pressure (by making you respect the spin), or blow you up if you don't respect it and try to poke/press buttons. Of course, he can be blown up if he guesses wrong, but that's the risk/reward being fair. I actually really think post-patch Kung Lao is an extremely well-designed character that needs zero changes.

Also, a major "no" to slowing down Sub Zero's D4.

Still, it's a fun thread. I like how much thought you put into this.
@aroulis