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Question What is the general consensus on the patches? And what should be added/removed?

NSR

Also known as Futuretime23
Guys, I've been dealing with Quan Chi as of late, and while I can make his U3 faster, not to mention, recover faster on block (I can also make Trance recover faster from block) I can't find way to make EX Ground Burst to juggle, nor allow him to summon the Skeletal Boost while the opponent is in a trance.
Just buffing the above and getting rid of the Rune Trap by making EX Burst a High would pretty much wreck him.
What I thought instead was increase the recovery of the EX, but it seems the values are shared between the two versions (damn!).
Otherwise, I've also thought his non EX Burst should be a Low. It certainly looks like it could be. IDK, any suggestions guys?
 

Rude

You will serve me in The Netherrealm
Any other suggestions? Any Quan Chi mains want to help out?
@Rude

Keep in mind, I'm not the highest level of Quan. But here goes:

I think if you were going to get rid of the Rune Trap, you need to basically invent a new style of play for him, since everything is about building a ton of meter and letting it rip with the trap.

My idea was to increase the speed and make U3 hit confirmable, so he has an actual 50/50. Other than that, I felt like making 21,U3 linkable to Trance(it's not right now) would give him a very solid mix up.

212 by itself doesn't grant much of anything on hit, and 2,1 is 0 on block. So the opponent would have a guess between Quan finishing the string, doing 2,1 into a poke, or 2,1,U3 string. Once they're conditioned, he could stagger 2,1 into b3.

Given that Sky Drop is a re-stand, this might be too much as he could make them guess wrong repeatedly.

I'm not entirely sure, but my wishlist for Quan was always a faster d1, a faster U3, and the 21,U3 link into Trance.

I hope this at least kind of helps. Lol
 

Scott The Scot

Where there is smoke, there is cancer.
hmm, gonna need a detailed list on CSZ changes
Also one for Baraka
Anyways, I decided to work on Jade today, and got these changes in:
Jade
U3 now hits Mid.
Boomerang startup (for both EX and non EX versions, and for all directions) is slightly faster.
EX Shadow Flash no longer takes additional damage.
342's last hit's recovery frames have been reduced, thus allowing for new combos to be made.
To further complement the above change (also due to MK9's coding) 342's last hit is much faster.
122's last hit does 8% damage, thus increasing the overall combo damage to 13%
B1F1's last hit does 10% damage now, thus increasing the overall combo damage to 18%
23F2's last hit does 10% damage now, thus increasing the overall combo damage to 16%
F212's last hit does 10% damage now, thus increasing the overall combo damage to 16%
B32's last hit does 10% damage now, thus increasing the overall combo damage to 14%
4F3's last does 12% damage now, thus increasing the overall combo damage to 16%
I approve of these changes :3

Damn! I would say give him a 6f d1. Make u3 safe. And change ex rune to +3. Been awhile since I played quan but I think that would make him a decent character.

Alternatively give him a bat to call
He already had a 7 frame D3 though :p
 

ChaosTheory

A fat woman came into the shoe store today...
I'm unfamiliar, but is this meant to be distributed to players? If so, how exactly?
 

NSR

Also known as Futuretime23
yes, this is meant to be uploaded online.
where and what link? those are strictly forbidden to be discussed.
however, discussion of the mod itself is allowed. I already talked to Tim about this.
 

NSR

Also known as Futuretime23
I already made his D1 faster, can't tell the exact frame data,sorry.
U3 is also faster, and you can perform a special move after 21U3 (yes, you can link it with Trance)
 

NSR

Also known as Futuretime23
Guys, I was wrong about one thing: at the very least on blockbreakframe data (specifically, reducing it) it's possible to make it so there's no recovery at all (the animation will still play, but you can cancel it out instantly) I might wanna go back on Sub's F4, 1+2 on this. Especially since I've figured out how to allow a special move after a combo string.
Ok, I'm thinking on doing these last changes for Chi: make his non EX Burst a Low.
To counteract this a little, EX Burst is reduced to 7% damage.
 

NSR

Also known as Futuretime23
It's intended to be used on KE.
And as for a 360 port...yeah, not gonna happen anytime soon. A PC port is more likely, given how many tools exist for PS3 and PC yet little to none for 360.
Anyways, guys, I was also working on Stryker, and given that I can't seem to find his Xray speed values (what I found is the reaction of the opponent, and the recovery frames AFTER the xray is done) I think i'm gonna stop working on him and move over to another character. Here are his changes:
Stryker
B3 is faster
B1 is faster
Roll Toss is now a Low attack.
Forward walkspeed has been slightly increased
1's recovery frames on hit have been reduced to allow easier juggles.
11's recovery frames on hit have been reduced to allow easier juggles.
12's recovery frames on hit have been reduced to allow easier juggles.
I would say the reduced recovery frames make his hits (12 in particular) a lot better, as quick as Jax's or Cage's (essentially, this helps Stryker not only a lot in the corner, but also midscreen, it's much easier to get +30% on both corner and midscreen, hell, even 40% if you are skilled)
I'm thinking about going back to Sub and editing the miss break frame data for his Slide so his whiff frames are lower. I'm still keeping that slide speed buff, however. It's only a very slight buff after all.
@GGA Jeremiah
Don't want to bother you, but i'm still waiting on Sheeva.
 

NSR

Also known as Futuretime23
So, next character is Smoke
Resets are gone, F4's recovery frames on hit have been increased, and thus, it's no longer possible to do those resets.
However, trying to get 214 to combo into non EX Smoke Bomb has been hell: If I decrease the recovery frames for it/and or increase the speed of the animation, it still doesn't work, unless I use the EX version, but the game counts it as a reset. Not to mention, it leads to rather high damage combos in the corner (upwards of 30%, you can get to 37% easily)
The only ways possible I imagine solving this without breaking the crap out of Smoke, are either A) altering the reaction speed to this attack, which, due to it's absence in the tweakvars (as I've stated earlier, not everything is handled by the vars) is going to be a hexadecimal hunt. or B) increase the speed, and/or possibly hitbox of the non EX Smoke Bomb to allow it to combo from that string.
Any suggestions guys? is the 214 buff absolutely necessary? or can I skip it?
 

ChaosTheory

A fat woman came into the shoe store today...
I'd skip it, personally. All that would be is a buff to a strong character. Reset is the only issue I real issue I remember with Smoke.

You had d1 harassment, but was it a "problem"? And point-blank Smoke Bomb might not be punishable by a lot of the roster. Judgment call. Spear, Net, Ice Blast, and other disablers were death on block.
 

NSR

Also known as Futuretime23
I thought I disabled the reset by increasing the recovery frames, but it seems the cancel overrides it )? I would probably have to tone down the speed of the move, I guess.
I found an alternate solution: Smoke can no longer perform special moves after doing F4. Far more efficient than what I previously did.