With the highly anticipated Kombat Pack Season 2, there's a ton of speculation on what will happen, which characters will receive changes, who will be added into the roster, any general gameplay changes, and much more. Lately there hasn't been much of any information released at all, so I think this is the perfect time during this slump to post what we think will happen or what we want to happen. And what better way than to talk about potential patch changes? I'll go first:
My wish list for KP2: (GAMEPLAY RELATED)
General Gameplay:
- Block Breakers now cost one bar of super meter and all of your energy meter
- Back Throwing has a slightly altered animation on start up
- Teching a throw no longer gives the first hit bonus
- An additional option to turn off Interactable (1+2) short cuts while keeping your button and precision preference intact
- Slight hitbox or priority improvement to all down+2s across the board
- Timer default in gameplay options set to 60 seconds
- Greatly improved netcode
Character Specific Changes:
Jason
- Read
here.
Kung Lao
- Jump 2 hitbox heavily normalized (think Injustice Scorpion jump 3 before and after)
Hat Trick
- Calling hat back during travel will absorb all projectiles it comes in contact with (Think Sub-Zero EX ice ball and Ferra toss)
- Animation during hat call back in air (D,D+2) can now be cancelled into a dive kick.
- Kung Lao can now call his hat back during his (D,U) teleport by doing D,D+2 when he reappears on the other side
- D,D+2 above high hat trap now hits Overhead when called back
- EX hat call back (D,D+2+BLK) now gives Kung Lao a brief short duration of one hit of armor
Buzz Saw
- EX D,F+2+BLK now hits Overhead on the way down
Tempest
- EX D,F+1+BLK now sucks you in closer to Kung Lao when blocked
Jax:
- B2 option select where special move doesn't come out on block but only on hit is now removed
- B2 cancel advantage reduced so energy wave doesn't jail on block afterwards (this means Heavy Weapon cancel off this move won't be plus)
Sonya Blade:
- Dive kick has increased whiff recovery
Demolition
- EX D,D+1+BLK grenades now always bounce back on the corner of every stage instead of just some regardless of screen positioning.
- Frag Grenades (not stun grenades) now do extra chip damage on block
Special Forces
- B2 is now neutral on block
Kenshi
Balanced
- All versions of Telekinetic Strike (D,B+4) are now -3 on block.
- All versions of Telekinetic Strike are now +10 on hit.
- All versions of EX D,B+4+BLK now have one hit of armor.
- EX Spirit Charge is now +7 on block.
- EX Tele Flurry is now -6 on block and has it's whiff recovery cut in half
Possessed
- F4 can now be cancelled into specials on hit and block.
- EX B,F+3+BLK now has 100% increased tracking.
- D,F+4 is now +15 on hit.
Kitana
Assassin
- D,F+4 and EX D,F+4+EN have reduced recovery.
- EX Fan Sharpen now further increases chip and damage dealt from fan based attacks.
Scorpion
- F2 now has better hit detection so it doesn't whiff on certain crouching characters up close.
- Teleport cancelling away from the opponent now requires and consumes one bar of stamina. (Teleport cancelling behind the opponent will still consume two) (This will mainly help Inferno)
- BLK enhance after Double Spear (B,F+1+BLK) on hit now will always do 12% unscaled damage.
Inferno
- Minion Charge D,B+1 is now -5 on block.
- EX Minion Charge is now +7 on block.
- Minion Drop D,B+2 is now +10 on hit.
Sub-Zero:
Unbreakable
- D,B+2 and EN D,B+2+BLK ice parry now gives Sub-Zero instant recovery when a projectile comes in contact with the ice barrier.
- Performing Ice Burst while you have Frozen Aura active (D,B+3) now launches ice shards towards the opponent similar to exploding the Ice Clone.
- Activating Frozen Aura (D,B+3) while an opponent is frozen no longer adds damage scaling.
Mileena:
- Instant air sai recovery slightly reduced.
- D+1 is now 7 frames.
Ravenous
- D,B+3 is now an Overhead.
Takeda
- EX Kunais now disappear when Takeda is hit.
Lasher
- D,F+1 is now an Overhead.
Cassie Cage
- EX Back flip is now full combo punishable on block and does not move Cassie away from her opponent when blocked.
Brawler
F+2,1+3 now has slightly more advantage on hit.
Jacqui Briggs
- EN B,F+2+BLK is now -9 on block.
- D,B+1 now has slightly less recovery.
High Tech
- D,B+2 and EN D,B+2+BLK have reduced recovery.
Kung Jin
- Hitbox on jump 1 and jump 2 are reduced.
Ancestral
- Loading up a Stun Arrow no longer has a timer.
Shaolin
- EX Low Chakram now always has a one frame gap after it passes through the opponent and comes back up close.
Bojutsu
- EX Bo Flame (D,B+1+BLK) now travels much slower and eats all projectiles it comes in contact with.
Tanya
- Teleporting backwards now has frames of invincibility when Tanya disappears.
Kobu Jutsu
- EX Boomerang now always has a one frame gap when it passes through the opponent and comes back up close.
- All Rekkas (including the EX versions) no longer build meter on block.
Pyromancer
- D,B+1 fireball has greatly reduced whiff recovery.
- D,F+1 fireball has reduced recovery.
- EX air fireballs now hit Overhead and Tanya can perform an air teleport while recovering. (this will create new potential combos vs a grounded opponent being hit by EX air fireball and then teleport cancelling into them)
- EX D,F+2+BLK now restands an airborne opponent.
Dragon Naginata
- D+B+2 is now 9 frames.
- EX B,F+2+BLK now has one hit of armor during the beginning attack frames.
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.)
Warrior
- B,F+1 is now -1 on block.
- B,F+1 now launches for a full combo on hit.
- All versions of D,B+2 (not including aerial version) have less recovery on whiff similar to Takeda's B,F+4.
- EX Self-Destruct now has one hit of armor and less recovery.
Hunter
- Medkit Healing (D,D+1) now only requires and consumes one bar of stamina.
Shinnok
- Amulet Strike (B,F+1)has lessened recovery when negating a projectile attack.
Necromancer
- All forms of Judgement fist (D,B+1) can now be two in oned from normals on hit.
Johnny Cage
Fisticuffs
- Fist Bump (B,F+1) recovers quicker.
- B+1 now has 9 frames of start-up.
A-List
- F3 dash cancels are now +10 instead of +12 to prevent guaranteed block loops.
Erron Black
- Caltrops no longer grant the first hit of bonus meter.
- Caltrops will no longer kill an opponent who is in danger. (EX Caltrops still will)
Liu Kang
Dragon Fire
- F+2,1,3 fireball cancel is now +9 instead of +11 to prevent guaranteed block loops.
Dualist
- Instant air Solar Flare projectile recovery sightly reduced.
- All Solar Flare projectiles drain one bar of energy from the opponent on hit. (energy = stamina for running)
- All Solar Flare projectile types drain half of a bar of energy from the opponent on block.
- Yin (D,B+3) now slows down time slightly around Liu Kang as he heals similar to Deception Konquest story mode focus.
- Yang power up (D,B+3) does not go away if Liu Kang is hit.
- Instant air Soul Spheres recovery slightly reduced.
- EX Soul Sphere (B,F+1+BLK) now eats and negates all projectiles it comes in contact with while traveling.
Ermac
- D,B+2 is now safer on block.
Mystic
- B,F+2 is now -13 on block.
- EN B,F+2+BLK no longer gives the opponent super meter while being hit by this attack.
Master of Souls
- EX D,B+3+BLK recovers much quicker when done on the ground similar to Mileena's EX Fade.
Kotal Kahn
War God
- EX D,B+1+BLK is now -20 on block instead of -14. (Think Erron Black pre patch sand toss VS post patch sand toss)
Blood God
- D,B+3 totem no longer causes the opponent to gain any super meter when hit by Kotal Kahn's attacks.
Reptile
Deceptive
- EX D,D+3+BLK no longer has a hit of armor but now has projectile immunity in place for the frames where it did have armor.
D'Vorah
Swarm Queen
- F+1,1,2 Wasp Grenade cancel is now +11 instead of +12 to prevent guaranteed block loops.
Raiden
- Hitbox has been increased on both hits of B+1,1 so it can no longer be low profiled by any character.
Master of Storms
- All versions of summoning traps have slightly improved recovery.
- Summoning traps no longer has a set timer where the orb will disappear after some time.
- The hitbox for tethered electric current between two orbs has been increased so it can no longer be low profiled by any character.
- Any projectile that comes in contact with the hitbox of the tethered electric current between two orbs will be negated.
Quan Chi
Summoner
- All Bat based attacks now cause and have increased damage scaling.
- Quan Chi can only summon the bat once while during a combo.
Sorcerer
- D,D+1 Black Magic circle now has greatly reduced recovery.
- D,D+1 Black Magic circle now has a bigger area of effect.
- D,D+1 Black Magic circle now causes all skull type projectiles and runes to drain super meter on block.
- D,D+1 Black Magic circle now slightly reduces the recovery of a skull projectile done in the air when landing.
Goro
- B,F+1 is now +15 on hit.
Tigrar Fury
- The last projectile in EX B,F+1+BLK is now a mid.
- D,F+4 is now a hard knockdown on hit.
- D,B+4 is now a hard knockdown on hit.
Tremor
- EX D,D+4+BLK damage decreased to 10%.
Crystalline
- All versions of EX D,B+1+BLK are no longer advantage on block.
Post what you guys think will happen or what changes you want to happen for KP2 here.