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.
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: