Nexallus
From Takeda to Robin
Overall, I think the additions that came with MKXL is one of the greatest overall improvements I have been able to experience out of almost any game I have tried. My favorite add-on was the netkode change from input-delay to rollback with the second being the change in the breaker system. In the past month and a half, I have had more fun in MKXL than I ever had playing in MKX. However, there are only a few more changes that I feel must be made before the game feels "Komplete" as a fighting game and below is the small list of them.
1. Block Breakers: Rather than taking 2 bars of meter from the player who broke and full stamina from both players, I feel that these breakers should take 1 bar of meter from the player who broke and 1 bar of stamina from both players. This way block breakers won't be exploited to completely prevent the other player from combo breaking if they are caught in a hit-confirm, due to only half of the stamina being lost.
2. Female/Giant Hurtboxes: The smaller and bigger hurtboxes of female(ish) and monstrous characters can cause a vast amount of Hitbox Inconsistency Issues, especially when the opponent is crouching or crouch blocking. This can give an unnecessary edge to characters with these type of hurtboxes, and can cause a vast amount of Match-up problems.
3. Corner Interactable Bugs: Some maps in MKXL have interactables that can actually Stop Certain Projectiles from Working. Some examples of this would be the interactables that are in the maps: Kuatan Jungle (left corner), Sky Temple (right corner) and Lin Kuei Temple (left corner).
4. X-Ray Brutalities: Landing an X-Ray is hard enough, but finishing someone with it? That's another level to me, and I wish every character got some sort of a reward for such a thing. I feel that every character should have a brutality if they finish their opponent with an X-Ray, in order to make the game feel more rewarding and fun to play.
I feel that if these few changes Listed Above were made it would fix a lot of issues, and help to ultimately balance the game, or just to make the game more fun play. Feel free to post your thoughts, or ideas even, on changes for MKXL before it should be "Komplete".
Also, here are some ideas of character specific changes I thought would make each character more fun to play as, some of which are ideas based off of what I've seen from other people in TYM come up with.
Edit: What I put below are just Ideas. They aren't necessarily what I think should definitely be in the game, but I did want to see what other people thought about these. Also excuse any typos I've had.
Kenshi
Kung Jin
Tanya
Sonya Blade
Bo Rai Chu
Raiden
Takeda
Erron Black
Ermac
Kung Lao
Liu Kang
Kitana
Sub-Zero
Johnny Cage
Cassie Cage
Shinnok
Jaqui Briggs
Triborg
1. Block Breakers: Rather than taking 2 bars of meter from the player who broke and full stamina from both players, I feel that these breakers should take 1 bar of meter from the player who broke and 1 bar of stamina from both players. This way block breakers won't be exploited to completely prevent the other player from combo breaking if they are caught in a hit-confirm, due to only half of the stamina being lost.
2. Female/Giant Hurtboxes: The smaller and bigger hurtboxes of female(ish) and monstrous characters can cause a vast amount of Hitbox Inconsistency Issues, especially when the opponent is crouching or crouch blocking. This can give an unnecessary edge to characters with these type of hurtboxes, and can cause a vast amount of Match-up problems.
3. Corner Interactable Bugs: Some maps in MKXL have interactables that can actually Stop Certain Projectiles from Working. Some examples of this would be the interactables that are in the maps: Kuatan Jungle (left corner), Sky Temple (right corner) and Lin Kuei Temple (left corner).
4. X-Ray Brutalities: Landing an X-Ray is hard enough, but finishing someone with it? That's another level to me, and I wish every character got some sort of a reward for such a thing. I feel that every character should have a brutality if they finish their opponent with an X-Ray, in order to make the game feel more rewarding and fun to play.
I feel that if these few changes Listed Above were made it would fix a lot of issues, and help to ultimately balance the game, or just to make the game more fun play. Feel free to post your thoughts, or ideas even, on changes for MKXL before it should be "Komplete".
Also, here are some ideas of character specific changes I thought would make each character more fun to play as, some of which are ideas based off of what I've seen from other people in TYM come up with.
Edit: What I put below are just Ideas. They aren't necessarily what I think should definitely be in the game, but I did want to see what other people thought about these. Also excuse any typos I've had.
Kenshi
Able to cancel into special moves right after reflecting projectiles.
(Kenjutsu): Decreased recovery of DB1 by 1-2 frames. B2 Should crush low pokes just as much as Raiden's F4 does.
(Possessed): Able to use DB2 in the air.
(Kenjutsu): Decreased recovery of DB1 by 1-2 frames. B2 Should crush low pokes just as much as Raiden's F4 does.
(Possessed): Able to use DB2 in the air.
Kung Jin
(Ancestral): For the love of god, please remove the timer of the DB1 Stun Arrow!!!!
Tanya
Make F3 Special Cancellable rather than a Knockdown. Charging it can still give a Launcher.
(Dragon Naginata): Allow Tanya to go into her Pogo stance by holding Up after Inputing BF2. The Overhead Special move on the Pogo should keep the opponent close to her so she can have a midscreen follow-up from one of her stance moves. I also would rather have ExBF2 leave the opponent standing if they were hit by it on the ground, rather than a knockdown.
(Pyromancer): The Shroud special move should be able to restand the opponent.
(Dragon Naginata): Allow Tanya to go into her Pogo stance by holding Up after Inputing BF2. The Overhead Special move on the Pogo should keep the opponent close to her so she can have a midscreen follow-up from one of her stance moves. I also would rather have ExBF2 leave the opponent standing if they were hit by it on the ground, rather than a knockdown.
(Pyromancer): The Shroud special move should be able to restand the opponent.
Sonya Blade
(Special Forces): Able to keep the drone parked even after using other Drone moves.
Bo Rai Chu
(Drunken Master): Increase the amount of time it takes Bo Rai Chu to vomit after he has taken a drink. Slightly reduce the startup time of Vomit Spray after lvl 3 Drunk.
Raiden
Able to use Air Normals after DB3 similar to Possessed's DB2.
(Master of Storms) able to stop ExDB1 anywhere on the screen similar to Thunder God and make the orbs hit mid if placed mid.
(Master of Storms) able to stop ExDB1 anywhere on the screen similar to Thunder God and make the orbs hit mid if placed mid.
Takeda
(Lasher): Change the input of DF1 so that the inputs for F+D+1 won't auto-correct to DF1
Erron Black
(Gunslinger): Eliminate the small recovery window of DB1 so I can transition into the stance moves easier.
Ermac
B2 should hit TWICE similar to Gunslinger's DB1+2
(Spectral): Ability to block while in hover mode, however every blocked attack should cause him to fall a little to the ground until he falls to the ground.
(Spectral): Ability to block while in hover mode, however every blocked attack should cause him to fall a little to the ground until he falls to the ground.
Kung Lao
(Hat trick): Hat-a-Rang should launch the opponent higher and the gravity should not be affected by the opponents position when they got hit by the special move. Suspended hats should deal low DoT damage to the opponent while they are near the floating hat similar to Caltrops.
Liu Kang
(Dualist): The Healing move in light stace should absorb projectiles and recover health equal to the damage of the projectile.
Kitana
(Mournful): I just want some normal move Glaive animations for some of her move-strings like how most other characters with alternate weapons in one of their variations have.
Sub-Zero
(Unbreakable): Ability to cancel into special moves after Activing Ice Aura. Shattering the aura grants a Shatter Launcher similar to ice klone shatters in Grandmaster OR cause BF3 To Freeze the opponent if Ice Aura was active.
Johnny Cage
(Fisticuffs): Ability to cancel into special moves after BF1 (Fist Bump). While DD1 is active, Johnny recovers health equal to the chip damage he deals.
Cassie Cage
I don't know too much about this character sadly. Perhaps bring back the F34 Special Cancel; someone want to help me out here?
Shinnok
(Necromancer): Add a new Variation specific Normal String called "Make Netherrealm Great Again" B2, 1, D2 which launches the opponent and uses his animations with his Skeleton Hands.
Jaqui Briggs
(High Tech): Can cancel Parried Projectiles into Special Moves. Reduce the recovery/active animation frames of Guantlet spark/ignite OR able to cancel into special moves after Guantlet spark/ignite.
Triborg
The character is still kind of new to me, so give me some ideas I guess?
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