What's new

MY MKX PATCH WISH LIST FOR KP2 (POST YOURS)

REO

Undead
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 or aerial teleport.
- 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 significantly reduced so energy wave doesn't jail on block afterwards (this means Heavy Weapon cancel off this move will not be plus)

Wrestler
- Back Breaker (D+1+3 in air) now has increased hit advantage.



Sonya Blade:
- Dive kick has increased whiff recovery

Covert Ops
- Air Strike (D+1+3 in air) now has increased knockdown advantage.

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.
- EX D,F+1+BLK now has 10 frames of start up.
- EX D,B+1+BLK now has 10 frames of start up.

Special Forces
- B2 is now -1 on block
- Hit detection on BLK+3 while Drone is out slightly increased so it does not whiff on certain characters running forward.
- Performing BLK+1 while Drone is out now negates all projectiles that make contact with the hitbox.



Kano:

Commando
- 3,2,1+3 string (Wood Chipper) into enhanced meter burn now has less damage scaling.
- EX D,B+3+BLK (High Counter) now has one frame of start up.
- EX D,B+1+BLK (Low Counter) now has one frame of start up.
- Choke now has more hit advantage on knockdown.
- EX Choke now has more hit advantage on knockdown.

Cybernetic
- Knives now do 7% on hit.
- B+2 is now neutral on block.
- D,B+1 and EX D,B+1+BLK are now unbreakable on hit.
- EX D,B+1+BLK now hits mid.



Kenshi:
- EX Blade Absorb (D,B+2+BLK) now has 5 frames of start up.

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 +8 on block.
- EX Tele Flurry first two hits come out on block now, down to -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.

Kenjutsu
- 3,2,2 (Downward Cut) is now +2 on block.
- B+2 now launches on hit.
- F+2 is now -6 on block.



Kitana:

Royal Storm
- 2,4 now puts Kitana in a brief aerial state for the last hit and she can cancel the recovery into air specials.

Assassin
- D,F+4 and EX D,F+4+EN have reduced recovery.
- EX D,B+3 now has an increased armor duration.
- F+2 gains a new hit property while D,F+4 and EX D,F+4+BLK are active: F+2 becomes an Overhead.



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.
- EX Minion Drop (D,B+2+BLK) now stuns the opponent on hit exactly like Jason's F+2 hit animation.

Ninjitsu
- B+4 (Downfall) is now -6 on block.



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.
- The EN version of D,B+2+BLK now has 1 frame of start up.
- 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 in Grandmaster.
- Activating Frozen Aura (D,B+3) while an opponent is frozen no longer adds damage scaling.

Cryomancer
- Air Hammer (D,B+2) now hits Overhead, Low.
- D,B+2 (Frost Hammer) is now -6 on block.



Mileena:
- Instant air sai recovery slightly reduced.
- D+1 is now 7 frames.
- EX B,F+1 first sai now jails into the second sai on block.
- Air EX B,F+1 first sai now jails into the second sai on block.

Ravenous
- D,B+3 is now an Overhead.

Piercing
- Double Low Sai (B,F+3+BLK) first sai now jails into the second sai on block.

Ethereal
- Fade (D,D+2) now has improved recovery.



Takeda:
- EX Kunais now disappear when Takeda is hit.

Lasher
- D,F+1 is now an Overhead.
- EX D,F+1+BLK 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.
- Air Power Slam (D+1+3 in air) has more knockdown advantage on hit.
- Now has an EX version of D,B,F+2 (Bow Breaker) that has one hit of armor.

Spec Ops
- The American Way (D,B+1) is now -4 on block.



Jacqui Briggs:
- EN B,F+2+BLK is now -9 on block.
- D,B+1 now has slightly improved frames all around.

High Tech
- D,B+2 and EN D,B+2+BLK have reduced recovery.

Shotgun
- D,F+2 is now +15 on hit.

Full Auto
- D,F+2~Meter Burn is now a true mid that cannot be low profiled.



Kung Jin:
- Hitbox on jump forward 1 and jump forward 2 are normalized.

Ancestral
- Loading up a Stun Arrow no longer has a timer.
- Fire arrows now cause hard knockdowns.

Shaolin
- EX Low Chakram now always has a consistent 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 (High Poke) is now 9 frames.
- B+1,2 string (Ankle Kutter) can now be cancelled into specials on hit and block.
- 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 has slightly improved hit advantage on hit to allow very fast follows up in the corner.
- EX Dread Slam (B,F+1+BLK) is now faster in start up, but more punishable on block.
- All versions of D,B+2 (not including aerial version) have less recovery on whiff similar to Takeda's B,F+4.
- All versions of D,B+2 now low crush.
- EX Self-Destruct now has one hit of armor and less recovery.

Hunter
- Medkit Healing (D,D+3) 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 cancelled into from normals on hit only.
- D,F+4 now hits low.
- EX D,F+4+BLK now hits low.
- EX B,F+2+BLK now has improved tracking.



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)

Marksman
- D,F+1 now has increased advantage on hit to prevent Erron Black from being punished by fast wake ups on hit in the corner.
- EX D,F+1+BLK now causes a hard knockdown to prevent being punished by fast wake ups in the corner on hit.



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 (think Reptile Nimble, but only slowdown for the opponent)
- Yang power up (D,B+3) does not go away if Liu Kang is hit.
- Instant air Soul Spheres recovery 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.

Spectral
- Ermac can now enter Air Soul Ascension (D,D,U) after performing EX Air Spectral Charge (Air~B,F+2+BLK) on whiff during the recovery frames by cancelling out of them.



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.

Noxious
- Reptile can now perform D,D+3 while EX D,D+3+BLK is active.
- Reptile can now perform EX D,D+3+BLK while D,D+3 is active.
- Poison Gas (D,D+3) and Toxic Fumes (EN D,D+3+BLK) now stack with each other.



D'Vorah:

Swarm Queen
- F+1,1,2 Wasp Grenade cancel is now +11 instead of +12 to prevent guaranteed block loops.

Venomous
- All separate instances of Ovipositor attacks during Throw Towards and Throw Backwards now poison and cause damage over time.

Broodmother
- Cool down on Krawler D,F+3 now cut in half.



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.

Displacer
- D,U~D (Phase, AKA Teleport in place) no longer consumes stamina.



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.
- D,D+1 Black Magic circle now causes AIR Skull projectiles to hit Overhead instead of mid.
- D,D+1 Black Magic circle now causes all versions of Ground Burst (D,B+1) to hit Low instead of mid.



Goro:
- B,F+1 is now +10 on hit. (Kuatan Warrior and Dragon Fangs only)
- EX B,F+1+BLK now absorbs and negates all projectiles that it comes in contact with. (Kuatan Warrior and Dragon Fangs only)
- F+3 linked into B,F+1 on a cornered opponent now will always connect. (Kuatan Warrior and Dragon Fangs only)

Tigrar Fury
- The last projectile in EX B,F+1+BLK is now a mid.
- Pushback on block for the first two hits of EX B,F+2+BLK reduced so the final hit does not whiff so often.

Kuatan Warrior
- Tremor (EX D,D+4+BLK) is now +1 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.

Metallic
- EX D,B+1+BLK projectile now absorbs and negates all projectiles that it comes in contact with.




Post what you guys think will happen or what changes you want to happen for KP2 here.
 
Last edited:

Lt. Boxy Angelman

I WILL EAT THIS GAME
Cyrax and/or Kabal for DLC.
Better netcode.
Kenshi improvements.
New stages.
Make Block Breakers only cost one bar of Meter and Stamina.
Fix Sub's Clone and Hat Trick.
And for the love of the gods, give Jason something. At least make Slasher's BF2 capture like Jacqui's flurry does.
 

I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
That would kill Tanya. Some stuff I agree with, some I don't, but that one specifically doesn't look good. I think the JC, QC, LK, Buzzsaw, Ancestral, Unbreakable, and a few more are pretty good important changes. A few characters suggestions strike me as "good start" but didn't quite address the key issues with the character
 

REO

Undead
Can u clarify the point re ex chakram? Not sure I fully grasp the implications of that.
Basically there's some inconsistency with Kung Jin's current EX chakram. Sometimes you can armor or backdash out, sometimes you can't. I'm not exactly sure if it has to do with the normal linked into it, screen positioning, specific character hurtboxes, etc. I just think it's kind of annoying the way it is now and there should be some form of consistency so players know what it is already.

Ex Kunai going away on hit? Alright. That's fine.

Blade Kall should have a consistent amount of blockstun.
I think Takeda's EX kunais currently are top ten dirtiest things in the game right now, lol. They set up psuedo unblockables, are heavily frame advantage on block, do great chip and build solid meter, lead to full combos, and create insane throw traps that catch you even if you tech. I think the move needs at least one down side, and it disappearing on hit like some other things in the game (Scorpions minions mid-travel, Quan Bat mid travel, etc.) wouldn't be too bad.

I mean this. In all honesty, what would we have to do to get you in charge of balancing the game at NRS? Because almost all of these suggestions are dead on and would be the greatest patch ever for the characters and the game.
Thanks, man. I've been playing and labbing close to over 20+ characters over the past month and some of shortcomings or kind of unfair things some characters have really stuck out to me. I'm not sure why some things like Warrior Predator B,F+1 are the way they are, lol.
 

Ayase Chihaya

Chihayafuru
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

- Greatly improved netcode



Character Specific Changes:

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


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.
- 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.

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.


Mileena:
- Instant air sai recovery slightly reduced.

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.


Tanya

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 D,F+2+BLK now restands an airborne opponent.


Predator

Hish-Qu-Ten
- 2% overall damage reduction on all and every single plasma laser attack.

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.


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 cancelled and linked into on hit from normals.


Johnny Cage

Fisticuffs
- Fist Bump (B,F+1) recovers quicker.

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
- 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.


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.
- 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.


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.
Godlike notes like this, why don't you work at NRS? Oh right... we got Paulo... LOL

Just a small addition: Sonya = B14 is now a hard knockdown again, it will fix demolition.
 

Eddy Wang

Skarlet scientist
Nice list REO, just don't agree with some of your hat trick buffs at all, i don't see how above hat would pose a problem since the problem with it its not hitting mid, but the position where the hat is placed before HCB

General Gameplay fixes
- Finally we no longer have to wait nearly a second to block punish attacks under negative frames
- 1frame cost to unblock removed.
- Blockbreakers costs 1 bar of stamina and 1,5 bar of meter instead of 2
- Jump attacks whiff recovery slightly increased
- all jump ins punches are -3 on block and only string/special cancelable on hit.
- Some backdashes startup slightly increased
- Jump attacks hitboxes increased slightly


Character Changes
Kung Lao
- Teleport (DU) now emerge much closer to the opponent by inputing F
- Delayed Enhanced teleport now tracks once Kung Lao emerges from the ground by inputing F
- Jump 2 Hitbox greatly reduced


Hat Trick
- Hat Call (with the hat behind kung lao) when canceled from 11212 can be 2 in 1 connected with 44 in a 1frame link interval
- Hat Call Back no longer disappears when Kung lao takes a hit once it starts traveling back
- Fixed the issue where characters could neutral duck Hat call back
- Fixed the issue where the hat would randomly miss after the opponent getting hit previously by a string linked into hat call back
- Hat call back now has same juggle height either if opponent is standing or crouching
- Low Hat call back has same juggle height either the opponent is standing or crouching


Scorpion
- Walking back speed slightly increased
- B2 damage protection removed
- F4 startup reduced to 20 frames
- 214 juggle height slightly increased
- B2 startup reduced to 10 frames (down from 16)
- MB Ex spear now has 5 seconds of additional flame burning dealing 1.25% damage by second

Inferno
Minion charge is now -5 on block
Minion drop is now +10 on hit
Ninjutsu
-B321 is now -7 on block


Sonya Blade
-Dive kick whiff recovery increased
Special Forces
- Drone Active time slighly increased
- New string, 21B+2
Demolition
-Grenade Recharge time lightly reduced

Goro
- Run speed slighly increased.


That's pretty much my wish list, i know there are characters who are heavily in need of buffs, but i can't make a wish list for characters i don't understand
 

REO

Undead
That would kill Tanya. Some stuff I agree with, some I don't, but that one specifically doesn't look good. I think the JC, QC, LK, Buzzsaw, Ancestral, Unbreakable, and a few more are pretty good important changes. A few characters suggestions strike me as "good start" but didn't quite address the key issues with the character
I think Tanya would still be really good. She would still have access to one of the best normal and strings in the game with B+1, one of the best armor attacks with EX rekkas, one of the better grounded projectiles, some of the best pressure in the game, insanely easy hit confirms for good damage, and some of the best chip in the game.
 
Eh. I feel like some of these changes just don't agree with some of the overall gameplay changes listed. With a one bar block breaker and greater d2, characters such as quan chi I feel will need more "balancing." Nerfing of the rushdown such as Jax, dvorah, and liu especially is unneeded with the changes imo. Balancing a game is very difficult and I can only hope NRS does it well with the next patch.
 

BlackViper415

TYM's Head Herpetologist
The only thing I'd add as a Kotal main is fixing the hitbox on 114. Right now the hitbox causes air grab to whiff at some weird times (including missing F/T completely). For Blood God, this is huge since he relies so strongly on just getting small openings. It's not so bad for War God or Sun God but sometimes when I'm doing Blood God's BNB's it will randomly whiff and I'll curse the heavens because my only opening in a long time just got destroyed by a silly technicality.

Edit: Whoops, I didn't mean hitbox. I more meant that 114 knocks your opponent up in such a weird way that air throw sometimes fails to connect. Perhaps it is air throw that should be corrected, or just have the knock back angle of 114 changed.
 
Last edited:

REO

Undead
Eh. I feel like some of these changes just don't agree with some of the overall gameplay changes listed. With a one bar block breaker and greater d2, characters such as quan chi I feel will need more "balancing." Nerfing of the rushdown such as Jax, dvorah, and liu especially is unneeded with the changes imo. Balancing a game is very difficult and I can only hope NRS does it well with the next patch.
I mean, I wouldn't really call something that went down from +11 to +10 that big of a nerf lol. The added layer of armoring out or backdashing is a pretty strong tool to feed off of and net yourself an even bigger reward.
 
I mean, I wouldn't really call something that went down from +11 to +10 that big of a nerf lol. The added layer of armoring out or backdashing is a pretty strong tool to feed off of and net yourself an even bigger reward.
Exactly my point. Why make the aggressor have that added layer ALONG with block breaker. If you are going to have that remove the block breakers. The point of the block breaker is for guaranteed stuff of that sort. Idk. It just seems like too big a Nerf to Rushdown when atm I see it as powerful but definitely manageable.
 

DOOMSDAY-15RUS-

i'LL DESTROY YOU ALL
agree with most of them, I will talk more about pain full things I wish to nerf :

Reduce hitbox of certain abused NJP like KJ, Predator, Takeda, etc
All NJP a little bit more negative on block to avoid something like throw when you try to poke a blocked NJP
Make a real throw tech like in street fighter, tired of this random shit people spamming buttons and tech it

Kitana Mournful - stay close when jade slide kick is blocked
Sonya - Increase cooldown of her assist white missle, and only 2 grenades in a combo
Takeda - kunai -3 on block instead of +2 and increase recovery after air teleport whiff
Tanya - slide is no longer a LOW ( WTF, she is only 1 in a NRS game with a low/overhead wake up + teleport), and increase recovery of air D2 on block
Predator - more recovery on lasers if blocked
Shinnok - more recovery on his teleport blocked NJP and should wait a little bit more before be able to hit with NJP after his teleport ; no longer can throw after mimicry ( 16% is abused for 33/33/33 mixup)
Liu kang / Dvorah - give opponent a little window to armor during their cancels

I think is already enougth
 

GLoRToR

Positive Poster!
These are suggestions, order of importance top to bottom.

Tanya:

MustFix:
The gap between b3 and 1 in B31 to be removed. There is still a gap between 1 and 2 in B312.

Pyromancer Fixes:
Pyromancer's Shroud and Meter Burn Shroud to restand if hit mid-air like Trance, Nut Punch etc.
Pyromancer's Meter Burn Shroud to be +14 on block.
Pyromancer to have less recovery on Air Fireball.
Pyromancer to gain Kobu Jutsu's B1 where she hits mid+overhead, but no Tonfa thus no armour break property to it.
Pyromancer to gain B1 followup D2 - a low hit with fire and hard knockdown. -11 on block.
Pyromancer to gain B1 followup 2+4 - a mid hit with fire. +2 on block.
Pyromancer to gain B1 followup 4 - an overhead kick with hard knockdown. -11 on block.


Luxury:
Pyromancer's all fireballs to gain a formidable blockstun effect.
Pyromancer's High Fireball an overhead after the down arc.
Pyromancer's Air Fireball an overhead.
Pyromancer's Shroud and Meter Burn Shroud to be Meter Burnable at all frames not just immediately.
Meter Burn Air Drill recovers faster and gains + frames on block the closer to the ground it hits the target.
Meter Burn Air Drop recovers faster and launches on hit. Severely negative on block.
Air Drill restands, recovers safely on a whiff but is severely negative on block.
Air Drop launches, severely negative on block and whiff.
Drill is invincible to projectiles, remains severely negative on block.
Axe Kick reach reduced to 50% but safe on whiff and starts up faster.
 

EMPEROR PRYCE

WAR SEASON "THE WEAK EXPOSED!"
Before block breakers are changed to one bar, they would need to revamp meter build on block for characters like Lao Kang and Tanya.

With the amount of meter they build on block, they would simply be fucking tanks. They will pressure you all match and the second you touch them, either block of combo breaker and back to square one.
 

REO

Undead
Exactly my point. Why make the aggressor have that added layer ALONG with block breaker. If you are going to have that remove the block breakers. The point of the block breaker is for guaranteed stuff of that sort. Idk. It just seems like too big a Nerf to Rushdown when atm I see it as powerful but definitely manageable.
The thing is in this game block breakers don't necessarily put you away back in the neutral without an impact full disadvantage. You lose your entire stamina bar and are put into the breaker penalty where for some time you will not have access to using interactables, running, backdashing for some space, or character specific tools that require stamina. Not to mention, you also used some of your super meter you could have used for armor. Now if your opponent gets back in he will have a field day since you won't be able to backdash or use interactables to escape. It's a double edged sword. Other fighting games don't really penalize you for using a form of push block.