What's new

Mortal Kombat 9 Trilogy Edition Mod Discussion (CURRENTLY ON VERSION 2.50)

Would you want classic/legacy music to play by default instead of the modern music?

  • Yes

    Votes: 9 90.0%
  • No

    Votes: 1 10.0%

  • Total voters
    10
  • Poll closed .

NSR

Also known as Futuretime23
As some of you know from a certain thread, I released a patch that rebalances the entire cast (all 32 characters, including DLC and Kratos) for Custom Firmware PS3s and PC.
I'm making this thread to redirect any and all discussion of this mod here.
Don't ask for a download link, you won't get any (legal concerns) and do not post a download link, or say, a picture or a video with the download link in it. It is strictly forbidden.
Discussion of the mod (along with videos, pictures,etc) is allowed, so long as no sharing of the DL link or any forum that condones said activities is posted. Sorry guys, but rules are rules.
Anyways, said mod is easy enough to find via either Google, or any search engine you want, or even Youtube (just search the title of the mod and that's it)
Installation instructions are included in the file, as well as an overall list of changes.

Here are the changes anyway:
Feedback is greatly appreciated.

ALL PATCHES ARE STANDALONE, you do not need to download and install previous versions: just install the latest one and that's it!

Current version: 2.50 (Released on 12/09/2018)

Misc. Changes:

- Mids and Overheads are now referred to as "Mid and "Overhead" in practice mode.
- Characters will now perform their normal fatalities on Kratos.
- Sub-Zero and Shang Tsung Costume 2 now have new intros that feature previously unused audio.
- Sub-Zero Costume 2 intro duration fixed so it does not cut out early.
- The title screen has been modified to say "Trilogy Edition".
- Info on the startup screen has been modified to credit those who helped with MK9 Trilogy Edition.
- Default volume settings were changed to make Music a bit louder and the game SFX lower.
- Classic music now plays by default (modern music now plays instead when activating the classic music codes) Klassic music text was altered to say Modern Music instead.
- Desert and Bell Tower stages now play the Rooftop theme.
- Courtyard Night now plays the regular Courtyard theme.
- MK3 Char select theme plays instead of the MK9 select theme.
- Noob and Sonya Blade's name now show up as "Noob Saibot" and "Sonya" like how it was in MKT.
- A new stage has been added called Noob's Dorfen, intended for low performance PCs and unstable netcode connections.





General gameplay system changes:

- Air Breakers now force both players to recover at neutral together.
- Toasty Boost no longer gives a player full meter.
- All Jump-In Punches now do 2% damage on hit instead of 4%.
- Global chip damage changes to every character where many attacks that used to do 2% on block now do 1% chip damage on block.
- Global damage changes have been done to every character.
- All characters now transition between standing to ducking, ducking to standing, stand blocking to crouch blocking, and crouch blocking to stand blocking much more responsively to the player's inputs.
- Entering crouch block and releasing out of crouch block now takes 1 frame instead of 3.
- Do to the changes above, random block advantage bug is no longer present and seems to be fixed.
- Input bug mostly fixed and cleaned up (present but rare)
- Forward and backward step speeds have been made more fluid by reducing the start up by 2 frames for every character. (step speed is the initial step a character takes BEFORE entering their walk speed, no characters walk speeds have been altered in this process)
- Meterless launching wake-ups are now all removed. Any additional specific wake-up changes to characters are listed under their name.

Character specific changes:

Baraka:
Normals:
- D+1 now has increased range.
- 1 is now 11 frames instead of 13.
- 1,2,1 is no longer special cancellable.
- 1,2,1 now launches a ground opponent on hit.
- 1,2,1 now launches an airborne opponent behind Baraka's head.
- 1,2,2 is no longer special cancellable.
- 1,2,2 is now an Overhead instead of a Mid.
- 1,2,2 now plants an opponent into the ground.
- 2,2 is now a true Mid.
- 2,1,2 now launches on hit.
- 3 is now a true Mid.
- 3 is now 0 on block instead of -8.
- 4 is now +15 on hit instead of +4.
- U+4 is now plus +20 on hit instead of -15.
- B+2 is now a true Mid.
- B+2,F+2 now launches an airborne opponent.
- B+3 is no longer special cancellable.
- B+3 string follow-ups no longer whiff from max range of B+3 hitting.
- B+3,1 is now a High.
- B+3,1 now launches an airborne opponent away from Baraka.
- B+3,1,F+1 now launches a grounded opponent.
- B+3,2 is no longer special cancellable.
- B+3,2,2 is now -6 on block instead of -14.
- B+3,2,2 before the last hit now has a 5 frame gap instead of 14.
- B+1 is now 9 frames instead of 14.
- B+1 is now a High instead of a Mid.
- B+1,F+2 second hit is no longer special cancellable.
- B+1,F+2 no longer whiff from it's max range on hit.
- B+1,1 is now a safe jump on hit.
- F+2,4 is now +1 on block instead of -8.
- F+2,4 is now a special High instead of a Mid.
- F+2,2 now briefly launches a grounded opponent into the air.

Specials:
- Blade Slicer (D,F+1) first hit is now a special High instead of a Mid.
- Blade Slicer (D,F+1) both versions no longer have any hits or follow ups whiff from any range.
- Blade Slicer (D,F+1) is now -4 on block instead of 0.
- EX Blade Slicer (D,F+1) first hit is now a special High instead of a Mid.
- EX Blade Spark (D,B+2) is now a true Mid.
- EX Blade Spark (D,B+2) now knocks an opponent back on hit.
- EX Blade Spin (D,B+3) now puts a grounded opponent airborne on the last hit to reduce gravity.

Wake-Ups:
- EX Blade Slicer (D,F+1) is no longer a wake-up.

Cyber Sub-Zero:
Cosmetics:
- Costume MK3 player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- 1 is now a High instead of a special High.
- D+2 is now 8 frames start up instead of 13.
- D+4 is now +13 on hit instead of 0.
- 4 is now 15 frames start up instead of 23.
- 1,1 is now a High instead of a Mid.
- 1,1,1 is now a true Mid.
- 1,1,F+4 is now an Overhead instead of Mid.
- The last hit of 1,1,F+4 now recovers 10 frames faster on HIT only to prevent some wake ups from punishing CSZ before he can block.
- F+4 is now +2 on block instead of -19.
- F+4 is now a true Mid.
- F+1 is now 11 frames start up instead of 17.
- F+1,4 is now an Overhead instead of Mid.
- F+2 is now 14 frames start up instead of 15.
- F+2,2,1 now plants a grounded opponent.
- B+1,2 now combos more consistently against an airborne opponent.
- B+1,2 against an airborne opponent now shares same properties as Neutral Jump Punch.
- B+2,2 is now a true Mid.
- B+2,4 is now a High instead of a Mid.
- B+2,4 now launches grounded opponents on hit.
- B+3,2 is now a true Mid.
- B+3,2,1 against an airborne opponent now shares same properties as Neutral Jump Punch.

Specials:
- Dive Kick now knocks an airborne opponent slightly upwards into the air which prevents it from being minus on hit in some situations.
- EX Dive Kick second hit now whiffs against airborne opponents which allows CSZ to chain together new combos.
- All Ice Bombs now recover 5 frames faster.
- Regular Ice Ball (D,F+1) is now a Mid instead of a special High.
- EX Ice Beam (D,F+1) now freezes an airborne opponent for the same amount of frames it does against a grounded opponent.
- EX Teleport (D,B+1) now launches an airborne opponent upwards into the air.
- Both Parries (D,B+2) are no longer special cancellable.
- X-Ray is now an Overhead instead of Mid.

Wake-Ups:
--


Cyrax:
Cosmetics:
- All costumes player 2 color are now changed to differentiate it from the player 1 color.

Normals:
- 2 is now a true Mid.
- 2,1,2 no longer grants a free 50/50 in the corner on hit.
- 1,1 is now a true Mid.
- 1,1,1 now pops a grounded opponent slightly into the air.
- U+4 now pops a grounded opponent slightly into the air.
- 1,2 is now a true Mid.
- 1,2,3 is now a true Mid.
- 4 is now 14 frames instead of 19.
- 4 is now a true Mid.
- B+3 is now +2 on block instead of -11.
- B+4 is now 0 on block instead of -7.
- 2,2,F+1 last hit is now an Overhead instead of a Mid.
- 2,2,F+1 now pops a grounded opponent slightly into the air.
- 3,3 is now a true Mid.
- 3,3,4 is now a High.
- Command Grab (B+1) no longer grants a safe jump on hit and is now +18.
- Command Grab (B+1) no longer whiffs on any characters crouch blocking.
- Bomb reset is now removed, eliminating all guaranteed 100% combos using a net and bomb.

Specials:
- EX Teleport (D,B+1) now plants the opponent into the ground.
- Bombs are now a Low instead of Unblockable.

Wake-Ups:
--


Ermac:
Cosmetics:
- Costume 1 and MK1 player 2 colors are now changed to differentiate it from the player 1 color.

Normals:
- D+3 is now plus on hit instead of being minus.
- 4 is now 13 frames instead of 20.
- 4 is now a true Mid.
- Ermac now recovers off U+4 faster to allow combos like Tele-Lift or Tele-Choke to connect afterwards.
- U+4 is -7 on block instead of -4.
- F+2 against a crouching opponent now allows Tele-Lift to connect.
- B+2 fully charge now knocks an opponent away from Ermac.
- 1,2 no longer whiffs into 1,2,1 string follow up from max range.
- 3,1 is now a special High instead of a Mid.
- 3,1 now connects against every character crouch blocking.
- 3,1,2 is now a true Mid.
- 3,1,2 is no longer special cancellable.
- B+3 is now 10 frames instead of 12.
- B+3,4 now crumples a grounded opponent.
- 3,3 is no longer special cancellable.
- 3,3 now knocks a grounded opponent back.
- 3,3 now briefly launches an airborne opponent.
- F+1 is now 15 frames instead of 18.
- F+1 is now a true Mid up close.
- F+1,1 is now a true Mid.
- F+1,1,4 is no longer special cancellable.
- F+4 both hits now connect against an airborne opponent more consistently.
- F+4,2 second hit now briefly launches a grounded opponent into the air.

Specials:
- Lift (D,B+1) both versions are now -36 on block instead of -26, and recover 10 frames slower on whiff.
- Projectile (D,B+2) now knocks an airborne opponent down on hit.
- EX Projectile (D,B+2) now knocks down on hit.
- Air Blast (D,B+2) both versions now briefly launch an airborne opponent into the air.
- Air Blast (D,B+2) both versions now have 5 more active frames.
- Levitate (D,D,U) is now 27 start up frames instead of 32.
- EX Levitate (D,D,U) is now 24 start up frames instead of 32.
- Levitate Slam now crumples a grounded opponent and is +6 on hit up close.

Wake-Ups:
- Regular Lift (D,B+1) is no longer a wake-up.

Freddy:
Normals:
- D+1 is now 7 frame start up instead of 6.
- D+2 is now 9 frame start up instead of 10.
- 1,1 is now a true Mid.
- B+1 is now a true Mid at pointblank.
- B+1,2,U+1 is no longer special cancellable.
- B+1,2,2 is now special cancellable.
- B+1,2,2 is now a true Mid.
- B+2 is now -12 on block instead of 0.
- B+2 is no longer special cancellable.
- B+2,4 now plants the opponent.
- 3 is now 14 frame start up instead of 16.
- B+3 no longer whiffs into the string follow up B+3,3 from max range.
- B+3,3 is now -6 on block instead of -1.
- B+4 now knocks the opponent further away on hit.
- B+4 now recovers 5 frames faster on whiff only.
- F+4,3 now splats an airborne opponent into the ground.
- Nightmare Stance 1 is now -25 on block instead of -1.
- Nightmare Stance 2 now bounces an airborne opponent off the ground.

Specials:
- Both Finger Crawlers (D,B+2) now crawl slowly towards the opponent.
- Both Finger Crawlers (D,B+2) now are 40 frame start up instead of 25.
- EX Finger Crawlers (D,B+2) now knocks the opponent off of their feet.
- EX Glove Toss (B,F+2) now launches an airborne opponent upwards into the air.
- EX Glove Toss (B,F+2) is no longer special cancellable.
- Regular Sweet Dreams (D,F+4) now falls from the sky 20% slower in speed.
- EX Sweet Dreams (D,F+4) is now +1 on block against a standing opponent instead of +20.

Wake-Ups:
- All wake-ups removed except for Teleport Away (F,B+3) and Teleport Forward (B,F+3).

Jade:
Cosmetics:
- MK2 and MK3 costume players 2 colors are now changed to differentiate it from the player 1 color.

Normals:
- 1,2 now combos into Staff Slam (D,B+2).
- 1,2,2 is now +12 on hit instead of -14.
- 2,3 now combos into Staff Slam (D,B+2).
- U+3 are now both Mids instead of special Highs.
- B+1 are now Highs instead of Mids.
- B+1,F+1 is now +20 on hit instead of +9.
- F+2 is now a High instead of a Mid.
- F+2 is now 18 frames start up instead of 24.
- B+3,2 is now 12 frames start up instead of 22.
- 4 now combos into EX Staff Slam (D,B+2).
- 4,F+3 is now a true Mid.
- 4,F+3 is now -1 on block instead of -7.
- 3,4,2 now launches the opponent closer to Jade.
- 3,4,2 is now special cancellable.

Specials:
- Upward High Boomerang (D,B+1) now recovers faster by 10 frames.
- Upward High Boomerang (D,B+1) now leaves an airborne opponent juggled in the air slightly longer.
- EX Upward High Boomerang (D,B+1) second hit is now an Overhead instead of Mid.
- EX Upward High Boomerang (D,B+1) second ht now puts the opponent into the air.
- EX Glow (B,F+3) now causes Jade to take double damage when active.
- X-Ray is now a Mid instead of a High.


Wake-Ups:
- Glow (B,F+3) both versions are no longer a wake-up.
- Regular Staff Slam (D,B+2) is no longer a wake-up.

Jax:
Cosmetics:
- Costume 2 player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- 4 is now 16 frames of start up instead of 26.
- 3 is now 12 frames of start up instead of 17.
- B+4 is now 15 frames of start up instead of 22.
- 1,2 is now a High instead of a Mid.
- 1,2,3 is now +6 on hit instead of 0.
- 2,1 is now a true Mid.
- 2,2 now knocks opponents into the air.
- 2,2 is now a true Mid.
- F+2,2 now heavily plants an airborne opponent into the ground.
- F+2,2,B+1 now launches.
- F+4,1 is now a true Mid.
- F+4,1 is now -10 on block instead of -5.
- F+4,1,3 is now -8 on block instead of 0.

Specials:
- All versions of Ground Pound now have 15 extra frames of recovery on whiff only.
- Reaction to EX Ground Pound on OTG has been changed to remove the reset and 100% combos.

Wake-Ups:
- EX Elbow Drop (D,U+4) is no longer a wake-up.

Johnny Cage:
Normals:
- F+2 second hit is now a true Mid.
- B+3 is now -25 on block instead of -15.
- 1,1 is now a High instead of a special High.
- 1,1,1 is now a High instead of a Mid.
- 1,1,F+1 is now a High instead of a Mid.
- 2,1,B+4 now knocks down on hit.
- B+2 is now an Overhead.
- B+2 fully charged is no longer unblockable.
- B+2 fully charged is now +10 on block when dash cancelled.
- F+3 is now -3 on block instead of 0.
- F+3,3 third hit is now a High instead of a Mid.
- F+3,3,B+3 is now -5 on block instead of 0.
- F+3,3,B+3 now knocks a grounded opponent slightly away on hit.
- F+3,3,B+3 is now +10 on hit instead of +5.
- F+3,2 is now a true Mid.
- 4,4 second hit no longer whiffs when the first hit connects from it's max range.
- 1,3,2 is now a High instead of a Mid.
- 1,3,2 is now +1 on block instead of 0.
- 1,3,2 can now combo into Shadow Kick (B,F+4) mid screen.

Specials:
- Nut Punch (B,D+1) is no longer a safe jump on hit and is now +19.
- Flip Kick (D,B+3) is now -22 on block instead of -12.
- EX Force Balls (D,F+2) now connect against Ermac and Reptile stand blocking up close.
- EX Flip Kick (D,B+3) now has it's damage increased.

Wake-Ups:
--

Kabal:
Cosmetics:
- Costume 1 player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- 1 is now 10 frames instead of 13.
- 1,1,1 now connects more consistently against an airborne opponent.
- 1,1,1 is now a special High instead of a Mid.
- 1,1,B+4,3 is now 0 on block instead of -1.
- 1,1,B+4,3 is now +16 on hit instead of +6.
- 2 is now 10 frames instead of 9.
- 2 is now a High instead of a special High.
- F+4 is now -20 on block instead of -11.
- B+1 is now a true Mid.
- B+1,2,1 is now -5 on block instead of 0.

Throw:
- Throw damage now does 11% instead of 12%.

Specials:
- Hookswords (D,B+2) both versions are now Mid instead of Overhead.
- Nomad Dash (B,F+4) both versions are now -50 on block instead of -31.
- EX Nomad Dash (B,F+4) armor is now removed.
- Ground Gas Blast (B,B+1) is now +1 on hit instead of -7.
- EX Ground Gas Blast (B,B+1) is now a true Mid.
- EX Ground Gas Blast (B,B+1) now knocks an opponent down on hit.
- EX Air Gas Blast (B,B+1) now launches a grounded opponent into the air.

Wake-Ups:
- Nomad Dash (B,F+4) both versions are no longer a wake-up.

Kano:
Normals:
- 1 is now 9 frames instead of 11.
- 1,1,2 now knocks down on hit.
- 1,1,2 last hit is now a true Mid.
- 4 is now +15 on hit instead of +3.
- 4 now recovers 5 frames faster on whiff.
- 3 is now 11 frames of start up.
- 3,3 second hit is now a true mid.
- B+1 is now 14 frames instead of 12.
- B+1,2 is now a safe jump on hit.
- F+1,1 both hits are now true Mids.
- F+1,2 is now a safe jump on hit.
- F+3,3 is now -1 on block instead of -20.
- B+2 is no longer special cancellable.
- B+2,F+1 is now a High instead of a Mid.
- B+2,3 is no longer special cancellable.
- F+4 is now 17 frames of start up instead of 27.

Specials:
- Choke (D,F+1) is now a true Mid.
- Choke (D,F+1) is now -7 on block instead of -1.
- EX Knife Toss (D,B+2) now recover 4 frames faster.
- EX Knife Toss (D,B+2) is now +1 on block instead of -3.
- EX Kano Ball (F,D,B,U) now switches sides on hit.
- Up Ball (D,F+2) is now -20 on block instead of -13.
- EX Up Ball (D,F+2) now recovers 15 frames faster on whiff.
- X-Ray is now a true Mid.

Wake-Ups:
--

Kenshi:
Normals:
- D+1 is now 8 frames instead of 6.
- 3 is now 11 frames instead of 12.
- 4 is now 15 frames instead of 18.
- F+3 phantom hitbox range reduced.
- 1,1,1 is now 18 frames instead of 12.
- 1,1,2 is now a special High instead of a Mid.
- 1,1,2 is now +1 on block instead of -13.
- 2,1 is now 14 frames instead of 24.
- 2,1 now has variable frame data depending on the distance it is blocked, up to -5 up close to 0 from max range.
- B+2 is now a Mid instead of an Overhead.
- F+4 is now an Overhead instead of a Mid.
- U+4 now launches on hit.
- B+4 now knocks down on hit.
- F+2,2,B+1 is now -24 on block instead of -4.

Specials:
- Shoulder Charge (B,F+2) is now a High instead of a Mid.
- EX Shoulder Charge (B,F+2) is now 0 on block instead of +8.
- EX Shoulder Charge (B,F+2) now plants grounded opponents.
- EX Shoulder Charge (B,F+2) now briefly launches airborne opponents.
- EX Shoulder Charge (B,F+2) armor now removed.
- Tele-Flurry (B,F+3) second hit is now +15 on a trade instead of +70.
- Tele-Flurry (B,F+3) now connects against all characters crouch blocking.
- EX Tele-Flurry (B,F+3) third hit is now a true Mid.
- EX Tele-Flurry (B,F+3) last hit now plants an airborne opponent into the ground.
- EX Tele-Flurry (B,F+3) armor now removed.
- Overhead Slash (D,F+4) now briefly launches airborne opponents.
- EX Overhead Slash (D,F+4) armor now removed.
- EX Overhead Slash (D,F+4) second hit now launches grounded opponents.
- Rising Karma (D,B+1) is now -27 on block instead of 17.
- EX Rising Karma (D,B+1) is now -60 on block instead of 0.
- Both Reflects (D,B+2) are no longer special cancellable.

Wake-Ups:
- All wake-ups removed except for regular Shoulder Charge (B,F+2) and EX Rising Karma (D,B+1).

Kitana:
Normals:
- B+2 is now 10 frame start up instead of 22.
- B+2 is now a High instead of a Mid.
- B+4 is now 0 on block instead of -7.
- 1,1,2 on an airborne opponent now bounces them off the ground.
- B+1 now recovers 5 frames faster on whiff only.
- B+1,2 on an airborne opponent now bounces them off the ground.
- F+2 no longer whiffs into the string follow-up F+2,1 from max range.
- F+2,1 is now -5 on block instead of -1.
- F+3 is now a true Mid.
- F+3 now recovers 5 frames faster on whiff only.
- F+3,1,2 string has now been adjusted so it does not whiff on block up close against many characters.
- F+3,1 is now only special cancellable on hit.
- B+3,3 is now a true Mid.
- F+4 is now a High instead of a Mid.
- F+4,1 is now -6 on block instead of 0.
- F+4,1 is no longer special cancellable.
- F+4,3 is now a true Mid.
- F+4,3 is now +1 on block instead of 0.
- F+4,3 against an airborne opponent now leaves them in the air slightly longer.

Specials:
- Fan Lift input is now changed from B,B+2 to D,B+2.
- Fan Cutter (D,F+2) is no longer a safe jump on hit and is now +19.
- Fan Cutter (D,F+2) now has 3 more frames of recovery on whiff only.
- EX Fan Cutter (D,F+2) now connects more consistently against an airborne opponent.
- Pretty Kick (D,B+3) is now a safe jump on hit.
- EX Pretty Kick (D,B+3) second hit is now a true Mid.
- EX Pretty Kick (D,B+3) last hit now launches an airborne opponent into the air.

Wake-Ups:
- Regular Fan Lift (B,B+2) is no longer a wake up.

Kratos (PS3 Exclusive):
- D+1 is now plus on hit.
- D+3 is a bit faster, with slighly less recovery on whiff and block and now plus on hit.
- F+2 is now approximately 6 frames faster (down to 24 frames from 30 frames)
- 2,1,2 is a bit faster by 1-2 frames to slightly close the gap on the string.
- B+1,2 is faster.
- F+1,4's recovery frames on hit were reduced: This was done to prevent Kratos from being punished easily.

Kung Lao:
Normals:
- 1 is now a High instead of a special High.
- 1,1,2,1 is no longer special cancellable.
- 1,1,2,1 is now a true Mid.
- B+1,F+1 all hits now connect more consistently against airborne opponents.
- 2,1,2,1,1+2 is now 11 frame start up instead of 24 frames.
- 2,4 now combos into Spin (D,F+1) regardless of Stance Switch.
- F+2 now launches airborne opponents.
- 3 is now +11 on hit instead of +4.
- 4 is now 16 frames of start up instead of 22.
- B+4 is now 17 frames instead of 19.
- F+4 now knocks the opponent into the air.
- F+4 is now 20 frames of start up instead of 27.
- F+4 is now +1 on block instead of 0.

Specials:
- EX Spin (D,F+1) is now consistent to punish on block.
- Teleport 2 can no longer be low profiled.
- Teleport 3 is now a special High instead of a Mid.
- Teleport 4 is now a Mid instead of a High.
- Teleport 4 now has 5 more active frames.
- Teleport 4 now knocks down on hit.
- EX Teleport now has a reduced armor duration to prevent EX Teleport 1 armor increase exploit.
- EX Dive Kick no longer launches grounded opponents into the air.
- EX Dive Kick is now +3 to +12 on block depending on the height it connects with the opponent blocking.
- Low Hat (D,B+2) against an airborne opponent now leaves them in the air for 4 extra frames.
- EX Low Hat (D,B+2) projectile now briefly knocks a grounded opponent into the air.
- EX Low Hat (D,B+2) projectile now launches airborne opponents upwards.

Wake-Ups:
- Regular Spin (D,F+1) is no longer a wake-up.

Liu Kang:
Normals:
- D+1 is now 6 frames instead of 10.
- 2 is now a High instead of a special High.
- B+1 is now -1 on block instead of -3.
- B+1 now plants an airborne opponent.
- F+3 now plants an airborne opponent.
- 1,1,1 is now a true Mid.
- 1,1,1 now crumples a grounded opponent on hit.
- 1,1,2 is now an Overhead instead of a Mid.
- F+1,2 is now a true Mid.
- F+1,2,1 hitbox no longer whiffs on Sub-Zero stand blocking.
- B+3,1,2 is now -5 on block instead of 0.
- 3,3,4 now plants the opponent on hit.
- F+4 is now 9 frames instead of 13.
- F+2 is now 15 frames instead of 17.
- F+2,4 is now a High instead of a Mid.
- B+2,3 is now +1 on block instead of 0.
- B+2,B+3 is now 19 frames instead of 15.
- B+2,B+3 is now -5 on block instead of 0.
- Dragon Stance 2 now crumples an airborne opponent on hit.
- Dragon Stance 2 is now -4 on block instead of -10.
- Dragon Stance 3 now has a bigger hitbox.
- Dragon Stance 3 is now 20 frames of start up instead of 25.
- Dragon Stance 3 now makes an airborne opponent bounce off the ground.
- Dragon Stance 4 is now 11 frames of start up instead of 15.
- Dragon Stance 4 is now -8 on block instead of 0.

Specials:
- Ground EX Fireball (B,F+1) is now a true Mid.
- Ground EX Fireball (B,F+1) now plants the opponent into the ground.
- Air EX Fireball (B,F+1) now launches a grounded opponent into the air.
- Air EX Fireball (B,F+1) now launches an airborne opponent slightly higher into the air.
- Both Parries (D,B+1) are no longer special cancellable.

Wake-Ups:
- Regular Low Fireball (B,F+3) is no longer a wake-up.

Mileena:
Cosmetics:
- All costumes player 2 color are now changed to differentiate it from the player 1 color.

Normals:
- D+1 is now plus on hit and in line with other characters.
- 1,1 is now a true Mid.
- 2 is now 14 frames of start up instead of 16.
- 3 is now 13 frames of start up instead of 16.
- B+3 into EX Ball Roll (B,D+4) now connects as a combo from max distance.
- F+2 is now 18 frames of start up instead of 27.
- F+2 is now +5 on hit instead of 0.
- B+2 is now +9 on block instead of -5.
- F+3 now knocks down on hit.
- F+3,1+2 is now 12 frames of start up instead of 22.
- F+3,1+2 is now a safe jump on hit.

Specials:
- Tele-Kick input is now changed to D,D+3 from F,F+3.
- Tele-Kick (D,D+3) is now +3 on hit instead of +32.
- Neckbite (B,F+2) damage is now further increased when an opponent has a sai in their back due to B+2.
- EX Neckbite (B,F+2) damage is now further increased when an opponent has a sai in their back due to B+2.
- EX Neckbite (B,F+2) is now a Mid instead of a High.
- EX Sai (B,F+1) second hit is now a Mid instead of a High.

Wake-Ups:
- Regular Roll (B,D+4) is no longer a wake-up.

Nightwolf:
Cosmetics:
- Costume 1 player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- D+1 is now +1 on hit instead of -5.
- 2 is now 9 frames of start up instead of 13.
- 3 is now 13 frames instead of 17.
- 3 is now +15 on hit instead of +2.
- B+4 is now +15 on hit instead of -8.
- F+3,B+4 is now +15 on hit instead of -9.
- F+3,1,2 now connects into Shoulder Charge (D,F+4) mid screen.
- F+3,1,2 no longer launches an airborne opponent.
- 1,1,4 is now a special High instead of a Mid.
- 1,1,4 is now +1 on block instead of -2.
- B+1 is now 0 on block instead of -6.
- 1,2,2,1 now knocks a grounded opponent down.
- 1,2,2,1 now plants an airborne opponent.
- B+2,2,1 now matches 1,2,2,1 axe animations, speed, and frame data.
- B+2,2,1 now heavily plants an airborne opponent into the ground.
- F+2 is now an Overhead instead of a High.
- F+2 now plants an opponent into the ground.

Specials:
- Shoulder Charge input is now changed to D,F+4 from F,F+4.
- EX Axe Swing (D,F+1) second hit is now an Overhead instead of a Mid.
- Choke (D,F+2) both versions are no longer special cancellable.
- Choke (D,F+2) both versions are now a true mid command grab that are unblockable.
- EX Choke (D,F+2) armor is removed.
- EX Choke (D,F+2) is now 10 frames of start up instead of 20.
- Both Reflects (D,B+2) are no longer special cancellable.

Wake-Ups:
- Axe Swing (D,F+1) both versions are no longer a wake-up.

Noob Saibot:
Cosmetics:
- All costumes player 2 color are now changed to differentiate it from the player 1 color.

Normals:
- 1,2 is now a true Mid.
- B+1 is now 18 frames start up instead of 21.
- B+1 string follow ups into B+1,2,1,4 no longer whiff from max range on hit.
- B+1,2 is no longer special cancellable.
- B+1,2,F+4 is now +15 on hit instead of -4.
- B+1,2,1,4 is now -20 on block instead of -3.
- 2 string follow up into 2,1 no longer whiffs from max range on hit.
- 2,1 now recovers 5 frames faster on whiff only.
- 2,1,2 is now -20 on block instead of -6.
- B+2,1 now bounces an airborne opponent off of the ground.
- 3 is now a true Mid.
- 3 is now 14 frame start up instead of 26.
- 4 is now 12 frame start up instead of 18.
- B+4 is now 16 frames start up instead of 22.
- F+4 is now a true Mid.
- F+4,3 is now a true Mid.

Specials:
- Running Shadow (D,F+3) is now a Mid instead of an Overhead.
- Shadow Slide (B,F+4) now trips a grounded opponent off their feet.
- Shadow Slide (B,F+4) now recovers faster by 5 frames.
- EX Shadow Slide (B,F+4) now recovers quicker by 5 frames and allows Noob to perform combo follow-ups after 2,1,2 and B+2,1,4.
- Ghost Ball (D,F+1) both versions are now 15 frames start up instead of 27.
- Ghost Ball (D,F+1) both versions projectile speed now travel slower by 50%.
- EX Ghost Ball (D,F+1) is now a Mid instead of a special High.
- Black Hole (D,B+2) both versions now recover faster by 10 frames.
- X-Ray is now 24 frames of start up instead of 34.

Wake-Ups:
- All wake-ups are now removed except for Teleport (D,U) and EX Teleport (D,U).

Quan Chi:
Cosmetics:
- Both costumes player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- D+1 is now 6 frames start up instead of 11.
- D+1 is now plus on hit and in line with other characters.
- 3 is now 0 on block instead of -9.
- U+3 now connects into Trance (B,F+3) against an airborne opponent.
- 4 is now 9 frames start up instead of 22.
- 4 is now a High instead of a Mid.
- F+4 is now a true Mid.
- F+4 is now 10 frames start up instead of 15.
- F+4 now knocks the opponent back on hit.
- 1,1,2 is now -9 on block instead of 0.
- 1,1,3 is now 0 on block instead of -9.
- 2,1,2 is now -5 on block instead of -2.
- 2,1,U+3 is now special cancellable.
- 2,3,4 is now 0 on block instead of -19.
- B+2 is now a true Mid.
- B+2,4 is now 0 on block instead of -14.
- B+3,1+2 is no longer special cancellable.


Specials:
- Regular Runes (D,F+1) now hit Low instead of Mid.
- Rune Runes (D,F+1) now knock down on hit.
- Regular Runes (D,F+1) are now -15 on block instead of -9.
- EX Runes (D,F+1) now bounce an airborne opponent off of the ground.
- EX Skull (D,B+2) now launches an airborne opponent slightly higher.
- Teleport Stomp (D,B+3) now heavily plants an airborne opponent.
- Skeletal Boost (D,B+4) can now be used during Trance (B,F+3).

Wake-Ups:
--


Raiden:
Cosmetics:
- Costume 2 player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- 4 is now 14 frames of start up instead of 18.
- D+2 is now 9 frames instead of 12.
- 1,2,1,2 is now a true Mid.
- 2,2 is now a true Mid.
- 2,2,F+1 is now 16 frames start up instead of 14.
- 2,2,F+1 is now a true Mid.
- 2,2,F+1 is now 0 on block instead of -7.
- 2,2,F+1 is now special cancellable.
- 2,2,B+4 last hit now combos with the string on hit.
- 3 is now a true Mid.
- 3,3 second hit no longer whiffs from max range into 3,3,4.
- B+3 first hit no longer whiffs from max range into B+3,1,2.
- B+3,1,2 is now -5 on block instead of -3.
- F+3 is now a true Mid.
- F+3 is now +1 on block instead of 0.
- F+3 now pops an airborne opponent breifly into the air.
- F+4 now launches a grounded opponent higher into the air.
- F+2,3,1+2 is now an Overhead instead of a Mid.
- F+2,3,1+2 now bounces an airborne opponent off the ground.
- B+2,F+1 second hit now does 2% chip damage on block instead of 1%.
- B+2,F+1,1+2 is now 0 on block instead of -14.
- B+2,F+1,1+2 now recovers 20 frames faster on hit.

Specials:
- EX Projectile Blast (D,B+1) second fireball now travels 50% slower.
- EX Projectile Blast (D,B+1) now knocks a grounded opponent briefly into the air.
- EX Vicinity Blast (D,B+2) is now a true Mid.

Wake-Ups:
- Regular Teleport (D,U) is no longer a wake-up.


Rain:
Cosmetics:
- Costume 1 player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- D+3 is now plus on hit and in line with other characters.
- B+1 now recovers 7 frames faster on whiff only.
- B+1 is now +20 on hit instead of 0.
- B+3 is now 0 on block instead of -7.
- B+3 against an airborne opponent now leaves them in the air slightly longer.
- 1,1 is now a true Mid.
- 2 now connects on every character crouch blocking.
- 2,4 is now a true Mid.
- 2,4 now leaves an airborne opponent closer to Rain on hit.

Specials:
- Aqua Blast (B,F+1) both versions are now a high instead of a Mid.
- Aqua Blast (B,F+1) both versions are now 0 on block instead of -2.
- Water Bubble (D,F+3) both versions are now a Mid instead of a special High.
- H20 Buff (F,D,B+1) both versions now recover 15 frames faster.
- H20 Buff (F,D,B+1) both versions are no longer special cancellable.
- H20 Buff (F,D,B+1) both versions no longer disable blocking when active.
- EX Lightning Strike (D,B+2) now recovers 10 frames faster on hit only.
- EX Round House (D,B+4) armor is now removed.

Wake-Ups:
- Regular Lightning Strike (D,B+2) is no longer a wake-up.


Reptile:
Cosmetics:
- Costume 2 player 2 color is now changed to differentiate it from the player 1 color.
- MK1 costume player 2 color is now changed to differentiate it from the player 1 color.

Movement:
- Dash speed (forward, backwards, into duck transitioning, both from forward and backwards dashes) has been increased and improved.

Normals:
- D+1 is now 7 frames of start up instead of 9.
- D+1 is now plus on hit and in line with other characters.
- D+2 is now 9 frames of start up instead of 11.
- 2 no longer whiffs on any character crouch blocking.
- 4 is now 9 frames of start up instead of 15.
- 4 is now a High instead of a Mid.
- B+1 now knocks the opponent off their feet.
- B+1 now recovers 7 frames faster on whiff.
- B+4 now plants an opponent into the ground.
- F+3 is now a true Mid.
- F+3 is now 12 frames start up instead of 15.
- F+3 is now 0 on block instead of -3.
- 1,2,4 now launches a grounded opponent.
- 3,2,B+4 now plants an opponent into the ground.
- 2,3+4 is now an Overhead instead of a Mid.
- 2,3+4 now launches an airborne opponent.
- F+2,B+2 now recovers 1 frame faster on hit.

Specials:
- EX Acid Spit (D,F+1) is now +1 on hit instead of -6.
- Elbow Dash (B,F+2) is now -60 on block instead of -15.
- Elbow Dash (B,F+2) now pops the opponent briefly into the air which allows it to combo into force balls.

Wake-Ups:
- Both versions of Elbow Dash are no longer a wake-up.

Scorpion:
Cosmetics:
- MK1 costume player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- D+3 is now plus on hit and in line with other characters.
- D+4 is now plus on hit and in line with other characters.
- 4 is now 12 frames instead of 21.
- 4 now knocks an airborne opponent downward.
- B+4 is now +1 on block instead of -6.
- 2,1,2 is now +33 on hit instead of +29.
- F+2,1,4 is now special cancellable.
- F+4,3 is now a High instead of a Mid.
- F+4,3 is now a safe jump on hit.
- B+2 is now -35 on block instead of -25.
- F+3 now launches an airborne opponent.
- 3,3,4 is now a true Mid.
- 1,1,1 now pushes the opponent slightly further away from Scorpion.
- 1,1,4 is now 0 on block instead of -8.
- 1,1,4 no longer knocks down a grounded opponent on hit and is now +5.

Specials:
- Spear (B,B+1) both versions now recovers 5 frames faster on block only.
- EX Spear (B,B+1) is now a High instead of a Mid.


Sektor:
Cosmetics:
- MK3 costume player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- D+1 is now plus on hit and in line with other characters.
- 1 is now a High instead of a special High.
- 1,1 now combos into Tele-Cut (D,F+4).
- 1,2 is now a true Mid.
- 1 string follow ups into 1,2,B+1 and 1,2,2 no longer whiff from max range on hit.
- 1,2,B+1 is now -5 on block instead of -3.
- 1,2,4 is now 0 on block instead of -10.
- 1,3 is now a true Mid.
- 1,3 is now a safe jump on hit.
- 1,2,2 now has an increased hitbox.
- 2 now connects on all characters crouch blocking.
- F+2,B+1 is now -11 on block instead of -31.
- F+2,B+1 is now +20 on hit instead of +1.
- 3 is now a High instead of a Mid.
- 3 is now 9 frames start up instead of 15.
- U+3~4 now bounces an airborne opponent off the ground.
- B+3,4 is now a true Mid.
- B+3,4 is now -5 on block instead of 0.
- F+4 is now 15 frames start up instead of 17.
- F+4,3 is now a High instead of a Mid.
- F+4,3 now launches a grounded opponent briefly into the air.
- F+4,4 is now a true Mid.


Specials:
- EX Tele-Cut (D,F+4) is now a High instead of a Mid.

Wake-Ups:
- Regular Tele-Cut (D,F+4) is no longer a wake-up.

Shang Tsung:
Normals:
- 4 is now 18 frames start up instead of 28.
- B+4 is now 16 frames of start up instead of 21.
- B+1,2 is now a special High instead of a Mid.
- F+2 is now a High instead of a Mid.
- F+2 is now 7 frames start up instead of 11.
- F+2 now knocks the opponent down on hit.
- 3 is now a true Mid.
- 3 is now 10 frames start up instead of 18.
- 1,3 now plants a grounded opponent.
- F+4 is now 11 frames start up instead of 10.
- F+4,3 is now a true Mid.
- 2,2,B+4 is now 0 on block instead of -5.
- 2,2,B+4 now recovers 10 frames faster on hit only.
- 1,2 is now a true Mid.
- 1,2,2 is now a special High instead of a Mid.
- 1,2,2 now connects against every character on crouch block.

Specials:
- Soul Steal (F,D,B+3) both versions second hit is now Unblockable.
- Soul Steal (F,D,B+3) both versions on hit now push the opponent away from Shang Tsung.
- Soul Steal (F,D,B+3) is now always 0 on hit instead of becoming -10 when the opponent blocks.
- EX Soul Steal (F,D,B+3) is now 24 start up frames instead of 18.
- EX Triple Skull Fireball (B,B+1) last hit is now a Mid instead of a High.
- EX Triple Skull Fireball (B,B+1) is now 0 on block instead of -15.

Wake-Ups:
--


Sheeva:
Normals:
- 1 is now 11 frames start up instead of 13.
- 1,2 is now a High instead of a Mid.
- 1,2,B+1 last two hits have been slightly sped up so any follow ups after 1 into 1,2,B+1 no longer whiff on hit from max range.
- 1,2,B+1 is now a true Mid.
- 1,2,B+1 now launches an airborne opponent behind Sheeva's head.
- B+1 is now 16 frames start up instead of 21.
- B+2 is now 26 frames start up instead of 28.
- B+2,1+2 last hit now recovers 15 frames faster on whiff only.
- F+2 is now 21 frames start up instead of 31.
- F+2 is now a true Mid.
- F+3 is now 21 frames start up instead of 26.
- F+4 is now -2 on block instead of -7.
- F+4 is now a true Mid.
- 4 is now a true Mid.
- B+4 is now 14 frames start up instead of 24.
- 1,B+2,F+1 is now +1 on block instead of -8.
- 1,B+2,F+1 last hit against an airborne opponent now shares same properties as Neutral Jump Punch.
- 2,1,2,F+1 no longer whiffs on any character crouch blocking.
- 2,1,2,F+1 now connects more consistently against an airborne opponent.
- 3 string follow up into 3,3 no longer whiffs from max range on hit.
- 3,3 is now a true Mid.
- F+3,B+1 now knocks the opponent off of their feet.
- F+3,2 is now +1 on block instead of -30.

Specials:
- EX Teleport Stomp (D,U) armor duration has been doubled so it lasts until Sheeva is about to touch the ground.
- EX Shokan Blast (D,F+2) armor is now removed.
- EX Shokan Blast (D,F+2) against an airborne opponent now leaves them in the air slightly longer.
- Grab N Punch (B,F+3) both versions are now +10 on block instead of +12.
- Ground Stomp (D,B+4) now recovers 5 frames faster.
- Ground Stomp (D,B+4) both versions now plant the opponent on hit.


Wake-Ups:
--


Sindel:
Cosmetics:
- Costume 2 player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- 1,1,B+2,4 now jails a standing opponent on block.
- F+1 is now 9 frames start up instead of 15.
- 2 (second hit) is now a true Mid.
- 2,1,2 is now +60 on hit instead of +56.
- 2,1,2 against an airborne opponent now knocks them upwards into the air.
- 2,1,B+3 is now an Overhead instead of Mid.
- 2,1,B+3 against an airborne opponent now shares the same properties as a Neutral Jump Punch.
- B+1 no longer knocks down on hit.
- B+1,2 is now a High instead of a Mid.
- B+2 is now a true Mid.
- B+2,4 now jails a standing opponent on block.
- B+3 string follow up into B+3,F+2 no longer whiffs from max range on hit.
- 3 is now a true Mid.
- 3,1 is now a true Mid.
- 3,1,1 is now a special High instead of a Mid.
- 4,4 is now a true Mid.
- 4,4 is now -7 up close on block to -3 from max range on block instead of 0.
- 4,4,U+3 is now 6 frames start up instead of 13.
- U+3 is now 9 frames start up instead of 16.
- U+3 now knocks the opponent upwards into the air.
- U+4 is now a true High.
- U+4 now has an increased hitbox.
- F+3 against an airborne opponent now shares the same properties as a Neutral Jump Punch.
- F+3 now recovers 5 frames faster on whiff only.

Specials:
- Cartwheel (D,F+4) both versions are now -25 on block instead of -7.
- Cartwheel (D,F+4) last hit now connects more consistently during a big combo.
- Hair Whip (D,F+2) both versions are now Mid instead of a special High.
- Flight (D,D,U) air forward dash now recovers 10 frames faster.
- Flight (D,D,U) air backward dash now recovers 10 frames faster.

Wake-Ups:
- Regular Low Fireball (D,F+3) is no longer a wake-up.

Skarlet:
Cosmetics:
- Costume 1 player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- 3 is now 10 frames start up instead of 12.
- U+3 is now a High instead of a Mid.
- U+3 is now 8 frame start up instead of 16.
- B+2 is now a true Mid.
- B+2,4 is now a true Mid.
- B+2,4 now has a 5 frame gap between the string instead of a 10 frame gap.
- B+2,4 now plants an opponent into the ground.
- B+1,1,3 is now 0 on block instead of -13.
- B+1,F+3 now bounces an airborne opponent off of the ground.
- B+1,1,B+4 is now -4 on block instead of -15.
- B+1,1,B+4 is now +30 on hit instead of +8.
- F+2 is now a High instead of a Mid.
- F+2,1 is now a true Mid.
- F+3 is now 17 frames instead of 19.
- F+3,1 now bounces a grounded opponent off of the ground.
- F+3,1,2 is now an Overhead instead of a Mid.
- F+3,1,2 is no longer special cancellable.


Throw:
- Throw damage now does 8% instead of 12%.

Specials:
- EX Kunai (D,F+1) second hit is now a Mid instead of a High.
- EX Kunai (D,F+1) second hit now knocks the opponent down on hit.
- Blood Dash Slide (D,F+3, 4) is now -5 on block instead of -3.
- EX Krimson Dash (D,F+3) armor is now removed.
- EX Krimson Dash (D,F+3) is now 10 frames start up instead of 12.
- EX Krimson Dash (D,F+3) now recovers 5 frames faster.
- Both Teleports (D,B+4) have a slightly bigger hitbox, thus allowing it to connect against an opponent more consistently.
- Regular Teleport (D,B+4) now bounces an opponent off of the ground which leaves Skarlet +10 on hit instead of -11 on hit.
- Both Teleports (D,B+4) are now -16 on block instead of -13.
- Blood Ball (F,D,B+1) projectile now travels 25% slower.
- X-Ray second hit now connects against every character crouch blocking.

Wake-Ups:
- Regular Blood Dash (D,F+3) is no longer a wake-up.

Smoke:
Cosmetics:
- Costume 1 and 2 player 2 color are now changed to differentiate it from the player 1 color.

Normals:
- 1,1 is now a true Mid.
- 1,1,2 now combos into Smoke Bomb (D,F+2) on hit.
- 1,3 is now a true Mid.
- 1,3 now knocks a grounded opponent back in the air on hit.
- 2,1 is now a true Mid.
- B+1,4 is now a true Mid.
- B+1,4 is now 12 frame start up instead of 20.
- B+1,4 now knocks an airborne opponent close to Smoke.
- B+2,3 is now a High instead of a Mid.
- B+3 is now 9 frame start up instead of 14.
- 3 string follow ups into 3,2 and 3,D+1,2 no longer whiff from max range on hit.
- F+4 no longer causes the EX Smoke Bomb (D,B+2) reset against airborne opponents.
- F+4 is now 15 frame start up instead of 17.
- F+4 is now 0 on block instead of -2.
- F+4 second hit is now a true Mid.

Specials:
--

Wake-Ups:
--


Sonya:
Cosmetics:
- Costume 1 player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- 1 is now a High instead of a special High.
- D+4 is now 13 frames of start up instead of 12.
- B+4 is now 19 frames of start up instead of 25.
- B+4 is now neutral on block instead of -1.
- F+4 now bounces airborne opponents off the ground.
- B+3 is now 0 on block instead of -9.
- 2,1,B+3 is now 0 on block instead of -9.
- 2,1,B+4 no longer knocks down and is now +12 on hit.
- 4,4 now briefly launches the opponent into the air.
- 1,1,2 is no longer special cancellable.
- 3,1 is now a true Mid.
- 3,1 is no longer special cancellable.
- F+2 is now a special High instead of a Mid.
- F+2 no longer whiffs against any character crouch blocking.
- F+2,2,4 now launches on hit.

Specials:
- Military Stance now has 10 extra frames before Sonya can cancel out of it into a forward dash or backdash.
- Military Stance F+1 is now -20 on block instead of +1.
- Military Stance F+1 second hit is now a Mid instead of a Low.
- Military Stance 2 is now a special High instead of a Mid.
- Military Stance 2 is now +2 on block instead of -5.
- Military Stance 4 no longer grants combo juggles afterwards.
- Military Stance 1+3 (Overhead) is now 18 frames of start up instead of 12.
- Military Stance 1+3 (Overhead) is now -5 on block instead of -3.
- Dive Kick is now -30 on block instead of -17.
- Dive Kick now has 15 extra frames of recovery on whiff.
- EX Dive Kick is now a safe jump on hit.
- EX Dive Kick is now +1 to +8 on block depending on the height it connects with the opponent blocking.
- EX Cartwheel (D,F+3) armor is now removed.
- EX Kiss (D,B+1) now has 20 more active frames.
- Arc Kick (D,B+4) both versions now recover 10 frames faster on whiff only.

Wake-Ups:
- Cartwheel (D,F+3) both versions are no longer a wake-up.

Stryker:
Cosmetics:
- Costume 2 player 2 color is now changed to differentiate it from the player 1 color.

Normals:
- 3 is now 10 frames of start up instead of 13.
- 3 is now -5 on block instead of -9.
- B+1 is now a High instead of a Mid.
- B+1 string follow ups into B+1,2,2 no longer whiff on block from any range.
- B+2 is now 9 frames of start up instead of 19.
- B+2 multi-hits now combo more consistently against an airborne opponent.
- B+2,1 is now a true Mid.
- B+2,1 is now 0 on block instead of -8.
- B+2,F+2 is now -8 on block instead of 0.
- B+2,B+4 is now +15 on hit instead of +3.
- B+3 now combos into EX Baton Sweep (D,B+4) on hit.
- B+3,2 against an airborne opponent now shares same properties as Neutral Jump Punch.
- 1,2 is now a High instead of a Mid.
- 1,2 is now a safe jump on hit.
- 1,1,4 is now a true Mid.
- 1,1,4 is now 0 on block instead of -9.
- 1,1,4 is now +18 on hit instead of +1.
- 2 is now 13 frames start up instead of 18.
- 2,3,2 is now 10 frame start up instead of 16.
- 2,3,2 is now a special High instead of a Mid.
- 2,3,2 is now special cancellable.
- 2,3,2 Gun Shot (B,F+1) dash cancel is +5 on block when executed properly.
- 2,3,2 EX Gun Shot (B,F+1) dash cancel is +10 on block when executed properly.
- 2,3 is now -5 on block instead of -17.

Specials:
- Roll Toss (B,F+4) both versions are now -9 on block instead of -7.
- EX Baton Sweep (D,B+4) armor is now removed.
- Non-Enhanced Grenades (D,B+1) now ground bounce an airborne opponent on contact.
- EX Grenades (D,B+1) now launch the opponent into the air.
- EX Gun Shot (B,F+1) is now 17 frames of start up instead of 22.
- EX Gun Shot (B,F+1) dash cancel can now combo off of B+2 with 15 frame normals or faster.
- X-Ray is now a true Mid.

Wake-Ups:
--


Sub-Zero:
Normals:
- D+1 is now +1 on hit instead of -3.
- D+4 is now 9 frames of start up instead of 8.
- 1 is now 8 frames of start up instead of 16.
- 2 is now a true Mid.
- 4 is now 16 frames of start up instead of 21.
- B+1 now recovers 5 frames faster on whiff.
- B+1,2,1 now launches an airborne opponent away from Sub-Zero.
- B+1,2,4 is now 29 frames of start up instead of 37.
- B+2 now does increased damage on the fully charged hit.
- B+4 is now 13 frames of start up instead of 16.
- 1,1 now knocks down on hit.
- 1,1 is now a true mid.
- 1,3 is now 0 on block instead of -4.
- 1,3,F+4 now recovers 10 frames faster on hit.
- 1,3,B+4 is now 0 on block instead of -6.
- 3,F+4 now recovers 10 frames faster on hit.
- 3,F+4 now launches an airborne opponent.
- F+4,1+2 is now -12 on block instead of -41.

Specials:
- Ice Puddle (D,B+3) both versions now inflict damage on hit.
- Ice Puddle (D,B+3) is now faster by 5 frames and recovers faster by 5 frames.
- Ice Puddle (D,B+3) both versions now have an increased hitbox.
- EX Ice Puddle (D,B+3) is now 43 frames of start up instead of 53, and recovers faster by 5 frames.
- EX Ice Beam (D,F+3) now freezes an airborne opponent for the same amount of frames it does against a grounded opponent.
- EX Ice Clone (D,B+1) now lasts for 300 active frames instead of 240.
- X-Ray is now -20 on block instead of -2.

Wake-Ups:
- Regular Ice Clone (D,B+1) is no longer a wake-up.

TAG MODE CHANGES:
- Scorpion Tag Assist (EX Hellfire) is now slower in start up.
- Nightwolf Tag Assist (Multi-Shot Arrows) is now slower in start up.
- Kratos Tag Assist (Arrows) is now slower in start up.
- Noob Saibot Tag Assist (EX Ghost Ball) is now slower in start up.
- Smoke Tag Assist (EX Smoke Bomb) is now slower in start up.
 
Last edited:

NSR

Also known as Futuretime23
She did need help in a couple of areas: several of her normals were rather slow, and the Neckbite definitely needed a damage buff.
She's not bad, per se, but she definitely was lacking in a few areas, compared to other characters.
BTW, has anybody been able to test this mod on a CFW PS3? I forgot to mention that the mod is intended to be used on the Komplete Edition (regardless of region)
 

BillStickers

Do not touch me again.
@NSR are you only editing the TweakVars to make these changes? If so, a PC port might not be that difficult -- if I recall correctly, one would just need to convert the byte order on ints and floats from big endian to little endian.
 
Cage didn't need a buff, and also why is the recovery of the f33 increased??? It's completely pointless. Who uses just f33 ?? No good cage player even does that

If you want to buff him, give him f32 nut punch back. He'll basically be the exact same but it'll be fun to use.
 
Last edited:

NSR

Also known as Futuretime23
@NSR are you only editing the TweakVars to make these changes? If so, a PC port might not be that difficult -- if I recall correctly, one would just need to convert the byte order on ints and floats from big endian to little endian.
yes, 99% save for, say, inputs, are all tweakvars.
@Derptile
I wasn't planning to remove the NDCs, but I was forced when I couldn't figure out a way to delay when Kabal could cancel out of the ND. The only value present in the tweakvars points to an animation that only occurs when Kabal does nothing after cancelling, which you'll rarely get to see in gameplay, unless you deliberately aim for it.
@Soul Bound X
F33's recovery was only increased on block in order to reduce some of the pressure he could get off that string on block. It's compensated by making combos from 21F2 on hit easier. The fireball buff is only a very slight one (actual projectile isn't touched) just to make him slightly better at zoning. Compared to the two previous changes, this one is a small change, in my opinion.
 
I guess that's fine. People were already getting out of f33 though. We didn't have trouble getting combos off of 21f2 either. He's still gonna play exactly the same. Which is fine. I never thought he needed any big nerfs. Certainly didn't think he needed any buffs though. Cage players were pretty content with how he was. We just hated the kenshi mu. But the nerfs to kenshi ought to help cage out a little.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Can you explain how Cyrax's changes affect his reset and overall damage. Wondering what a standard BNB without a reset will do versus one of the standard reset BNBs.
 
im waiting this very much on pc.
can i ask why ermac's u4 is not special cancelable, because in previous thread you said it was. in eddy wang-s patch thread (old) it was also special cancelable, he kinda needs it.

also, one of the most important things should have been removing or neutralizing cyrax's resets. i remember in previous thread you addressed it, but i dont see changes to it here.
i also want to ask why on earth would you buff sub zero's d4, because it already was godlike and his best tool. this makes no sense.
 
Last edited:

Prinz

watch?v=a8PEVV6tt14
HOLY SHIT dude! I'm tearing up of joy. Jade is awesome now. If you could make the enhanced boomerangs jail on block would be great.
Also Kenshi and Kabal have been severely castrated. I like it.
Maybe make Quan's enhanced rune neutral on hit to remove the rune trap and slightly + on block to compensate.
 
Last edited:

Prinz

watch?v=a8PEVV6tt14
Kano is a beast now as well. From the video on youtube, Kano's choke seems to be overhead, not mid. It's kinda ridiculous though.
 
I hated Kabal, but when you look at those nerfs...this dude f'n HATED Kabal. Probably super low tier now.
He said this :I wasn't planning to remove the NDCs, but I was forced when I couldn't figure out a way to delay when Kabal could cancel out of the ND. The only value present in the tweakvars points to an animation that only occurs when Kabal does nothing after cancelling, which you'll rarely get to see in gameplay, unless you deliberately aim forit.