Guys, let's be honest, there are some buffs listed that are BROKEN.
Consider giving Dualist an EX version of Healing where he puts a white aura on himself that heals 1% each second and with that he can move, attack and block. This aura should not disappear after getting a hit, but should disappear after switch into Dark side. The aura should last for 15 seconds so that for 1 bar he could heal total of 15% health.
That's not necessary. Dualist doesn't need this because buffing the healing to make it heal 1% while holding and 3% on release of the special already would be very good.
Damage charge buff special move should either have EX version for instant level 3 charge or make charge special a bit faster than it is.
Flame Fist or Dualist? This would be better than Shaolin-ferno... lol
I agree about to make the charge special a bit faster than it is, but an EX version... Dualist doesn't need this because buffing the damage buff to don't disappear after getting hit already would be really good.
Damage buff recovery should be lessened by 10 frames.
I think F2,1,3 into damage buff is -6. With that buff, I think F2,1,3 into damage buff would be +4. That's broke because Liu Kang would have almost an infinite block pressure: F2,1,3 ~ DB3 = +4. Then, F2 would be 6f mid, and he would do the same blockstring over and over again.
Dualist Liu Kang should be able to cancel his combos into special move that stops red orbs after he throws EX red orb, so that option won't be free for it's strength of giving plus frames on block or new combo possibilities on hit.
I still say that it is really broken. F2,1,3 into stop red orb = +23 on block. Meteless and without spending stamina... best blockstring in the game. lol
Red orbs should have less recovery: -5 recovery for regular orb because it has an EX version, -5 recovery for low orb because it is low
I suggested these buffs, and now i'm suggested to remove these buffs because it would make F2,1,3 into red orb = -9 on block.
Let's be sincere. You gotta react to that orb coming out, even if you jump over you would get anti aired, if you backdash, you can't punish and I can run. If i do F2,1,3 ~ SS ~ F2,1,3 ~ Solar Blast ~ F2,1,3 ~ SS ~ F2,1,3 ~ Ex orb (-9) block in the corner, if the opponent doesn't react I can continue. It's almost like an infinite with gap.
About the air orb, It is fair -15 recovery for air orb because air orb is very useless.
Stance switch recovery have to be lessened by 5 frames.
F2,1,3 into SS is +5 and that's good for meteless and without spending stamina. Lessening SS by 5 frames would make F2,1,3 into SS = +10.
Let's check blockstrings with F2,1,3 in other variations:
Dragon's Fire: F2,1,3 into FBRC = +13, but it is hard to execute and it spend stamina.
Flame Fist: F2,1,3 into Shaolin Flame into Wildmill Punch = true blockstring, but it is hard to execute and it is no safe.
Lessening SS by 5 frames is not necessary.
That's it. About the other buffs, they're all fair enough.