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Discussion MY MKXL PATCH LIST FOR KP3 (Post Yours)

Skedar70

Noob
they need to fix tanya, they need to fix aliens hitbox issues and maybe lower the Dot effect a bit. Remove STunt doubles HTB in the corner. And thats about all that really should be nerfed tbh. Possibly give dvorah puddle a bit more recovery maybe. but honestly that could go wrong very quickly, so i hope they just leave her alone.

they nerfed kobu tanya's b2 string right? they should undo that.

Also they need to buff the following character variations
Hattrick
Tempest
Kenshi in general
Bo Rai Cho in general
Ancestral
Inferno
Unbreakable
Jason in general could use a bit more
Dualist
Cyber Sub
Cyrax
Necromancer (make his meterless amulet in general safer on block)
Hi-tech (gotta be careful tho because she kinda a has block infinite for the duration of her lvl 2 spark fists right?)


anyone im missing?
Jason is fine he doesn't need anything besides good players to exploit his potential and show the world his power.
Aside from that u missed these
Warrior predator needs help
Master of storms Raiden needs help.
 

Geoffmeister

PS4/EU Ermac main
OMFG she gets 3 attempts at a safe 50/50 and then gets a free reload if she guesses right once. She gets a reload after literally every combo. And the grenades themselves give her an amazing wake up, safety, and good space control. Not to mention when she runs out she can EX drone drop. And yeah Scar is scary, that's what happens when a top tier player masters a top tier character. This character is really potato and she is just as good as Alien, Mileena, Kano, Takeda, Ermac, and Cage.
I agree on Sonya, Alien and Kano having the strongest mixup game.. I would add Kung Jin and Jacqui up there as well. However, Ermac doesn't share the same luxury of having either mixup specials, neutral mixup tools and/or gapless mixup-after-mixup situation, having completely safe meterless mixups is great(stupid), but it's also avoidable. Mileena, Takeda and Cage aren't really the same category but deserve a little tweak as well imo.. Then there's D'vorah...

As for the rest, only consider bottom tier to receive slight improvements. General hitbox fixes, reduced poke-and NJP on-block advantages and maybe.. a bit of meter gain for blocking?
 

Dankster Morgan

It is better this way
I agree on Sonya, Alien and Kano having the strongest mixup game.. I would add Kung Jin and Jacqui up there as well. However, Ermac doesn't share the same luxury of having either mixup specials, neutral mixup tools and/or gapless mixup-after-mixup situation, having completely safe meterless mixups is great(stupid), but it's also avoidable. Mileena, Takeda and Cage aren't really the same category but deserve a little tweak as well imo.. Then there's D'vorah...

As for the rest, only consider bottom tier to receive slight improvements. General hitbox fixes, reduced poke-and NJP on-block advantages and maybe.. a bit of meter gain for blocking?
Yeah D'Vorah is top also. And Ermac is top for more than just his mixups imo.
 

Invincible Salads

Seeker of knowledge
I agree on Sonya, Alien and Kano having the strongest mixup game.. I would add Kung Jin and Jacqui up there as well. However, Ermac doesn't share the same luxury of having either mixup specials, neutral mixup tools and/or gapless mixup-after-mixup situation, having completely safe meterless mixups is great(stupid), but it's also avoidable. Mileena, Takeda and Cage aren't really the same category but deserve a little tweak as well imo.. Then there's D'vorah...

As for the rest, only consider bottom tier to receive slight improvements. General hitbox fixes, reduced poke-and NJP on-block advantages and maybe.. a bit of meter gain for blocking?
thing is, a lot of people are trying to balance the game around what they feel the game should be rather than what it is. Mileena, Takeda and cage should be left alone, with maybe the exception of SR takeda's low kunai becoming mid. Dvorah honestly should be left alone. Demo Sonya, her armor breaking 50/50's are troublesome, but i guess im okay with that. what she really needs imho is to make her divekick much much more punishable. it technically is, but on block it still give a lot of blockstun and she's flips back a bit as well.
 

gam224

The world's least hype player
General:
All NJP's now have an extra 10 recovery frames of whiff
no NJP's are plus and are a least -6
All JK's now are at least -10

Alien:
remove low in f134
tail flip is now -15

Jason:
Slasher:remove Armour off ex machete toss but now it's +15 on block.

Lao:
Hat trick: all hat throw are now what they were pre-patch

Jax:
energy wave now only +2 (down from +7)
gotcha grab now -6 (up from -4)

Sonya:
Fixed an issue where dive kick was only punishable if blocked low (now leaves Sonya closer to opponent)
Dive kick now uses 1 bar of stamina

Kenshi:
Balanced: ex teleflurry hits mid but is - 30 on block

Kenjutsu: overhead sword is now -6

Kitana:
B12 leaves kitana closer to opponent
b14 is now -10
b144 is now -15
throat slice is now an overhead
back 2 is now 15 frames
Assassin: assassin strike is now an overhead
Scorpion:
gains new 12 frame f4 which launches upwards for a full combo but is not special
cancel-able

Sub zero:
Back 2 is now -20 on block
Grand master:
ex clone does not go away on block
Unbreakable:
regularfreeze aura shortened
regular freeze aura now reduces damage
Ex freeze aura now has longer duration

Mileena:
Cannot cancel teleport into sai on block
Takeda:
down 3 is now -3
held kunais now hit mid
Ronin:
ex beam no longer takes away other projectiles
fixed a hitbox issue on the last hit of b2 1 24

Cassie:
ex glow kick now leaves a standing opponent full combo able after ex glow kick
Kung jin:
Ancestral:
Freeze arrow no longer has a timer
Shaolin:
Fixed an issue where there wasn't always a gap in low chakram

Tanya:
34 has been given back it's original juggle potential
air teleport can now be meter burned for invicibility
Kobjutsu:
Ex tonfa throw is now +5 on block

Bo rai cho:
f2 is now a mid
down 1 is now 6 frames
ex fart goes away if bo rai cho is hit
Bartitsu:
ex db1 and ex db2 now have a hit of armour
bf4 can now be meter burned for a hit of armour
Drunken master:
bo now has access to db1 and df1 when not drunk (but not as effective)
ex chug now lasts for 20 seconds
the puke (not df2) now hits in-front of bo rai cho leading to a knockdown

Leather face:
Slightly increase damage scaling

Shinnok:
back 3 is now -30

Kano:
Ex upball now loses armour
ex kano ball now easier to punish
d4 is 10 frames
air kano ball now only hit's overhead
Cut throat:
b121 is now -15 on block
b12 is not -15 on block
b1 is now -15 on block
anything cancelled into b121, b12, or b1 has a gap

Johnny cage:
regular force ball is now a high
fisticuffs:
fist bum can be meter burned for plus on block scenarios (not off 113) and increased duration
reptile:

when reptile is hit slime ball goes away
back 2 is now - 4 on block
back 34 no longer low profiles

Ferra torr:
Ex db4 removed

Dvorah:
Brooh mother:
ex df1 now hit mid
ex df1 can now extend combos (like df1 ex ex )
Quan chi:

Summoner:
gains ex bat which has two bats and lasts twice as long

Tremor:
d1 is now 7 frames

Triborg:
3 has vanilla plus frames
Cyber sub zero:
b3 ice ball and b1 iceball now combo mid screen

Liu kang:
bicycle kicks (and punches) input now bf4
Dualist:
light stance fireball now launches upwards for a full combo mid screens
meter burning bicycle kick into a launcher is no longer just for dragon's fire
 
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Invincible Salads

Seeker of knowledge
making normal tail flip unsafe is stupid and would make the move useless, no. Low risk low reward 50/50's are part of his game. removing the low in f134 tho is fine. Also leave kano alone too.
 
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Bruno-NeoSpace

They see me zonin', they hatin'
I will talk about my character:

Dualist's buffs and fix

1 - Fix the orb's issue that makes orbs explodes on walls.

2 - Healing: 1% while held the animation and 3% when Liu Kang ends the animation. This way, the healing would be a high risk/high reward special move.

3 - Orb's hurtbox: increase regular orb, low orb and air orb hurtbox because they're small.

4 - Orb's distance: decrease all orbs distance when Liu Kang puts them on screen because when Liu Kang puts them instantly on screen, they stay too far from Liu Kang.

5 - Air orb: faster recovery on air orb to make it useful. 15 frames faster on recovery would be nice.

6 - EX orb: make the EX orb negates any projectile like EX ice ball.

7 - Frame links to combo: 1 frame faster on recovery of metamorphosis to make the frame links a little bit easy to combo. (F1,2 into SS into S1 is 1 frame to link :( )

And fix Liu Kang's hit/hurt boxes issues - 1,1,1/f4,4 / etc :
 
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Tweedy

Noob
Predictions.

Alien and Takeda will not survive. Mileena will probably just lose her beta changes and be pretty good. Characters that are seen as right under those 3 like Cutthroat, A List, Ermac, will see no nerfs and become the new Alien/Takeda/Mileena.

Essentially every NRS patch.
 

Invincible Salads

Seeker of knowledge
Predictions.

Alien and Takeda will not survive. Mileena will probably just lose her beta changes and be pretty good. Characters that are seen as right under those 3 like Cutthroat, A List, Ermac, will see no nerfs and become the new Alien/Takeda/Mileena.

Essentially every NRS patch.
if they shit on takeda im done lol. i've just started getting pretty good with him too.
 

TyCarter35

Bonafide Jax scrub
Give BRC some mobility ffs, Bartitsu needs f1 to become a mid, make db2 a mid, remove the gap in f112 , give more range on the low in b14, make 244 -10 on block instead and give bf4 an armored version and make ex db1 -6 on block instead.

Give Hat Trick Lao some buffs and fix his whiffing issues on hat callback

Buff Mos Raiden and revert the superman hitbox nerf

Nullify the advantages of female hurtboxes with the less launching height crap which is bs.

Nerf the f134 string for Alien

Make f1 and f12 string on Mileena -4 or something.

Give Johmy Cage less plus frames

That's just what I think needs fixing if another patch comes
 

babalook

Noob
They need to undue everything (besides maybe the damage nerf) that they did to CSZ in the last patch. They took a mid/high-mid tier character that seemed top tier if you didn't know the match up, and nerfed him to bottom tier. He was not only one of the more entertaining characters to play as but also to watch and they nerfed him right out of the tournament scene. #stillbitter
 

errormacro7

Official Sonya simp
Figuring that Sonya only started to get exposure with the recent MKXL patch, I'd say I've been playing for throughout the game's short lfiespan of one year and one month. Again like I stated, Demolition isn't that good. Once you get in on Demo Sonya, it's not that hard to stay in with her. Plus the way you make it appear, she's like Alien or Piercing Mileena. Only time she's scary is when she has fully reloaded other than that, it's pure game for you.

Stop upplaying her when there's no reason to. Scar got you guys scarred for life with his tremendously exceptional Demo Sonya.
Yes, please, keep telling everyone she isn't that good. That way if another patch comes out, she'll remain untouched and broken. :p
 

dennycascade

UPR_ghastem
Figuring that Sonya only started to get exposure with the recent MKXL patch, I'd say I've been playing for throughout the game's short lfiespan of one year and one month. Again like I stated, Demolition isn't that good. Once you get in on Demo Sonya, it's not that hard to stay in with her. Plus the way you make it appear, she's like Alien or Piercing Mileena. Only time she's scary is when she has fully reloaded other than that, it's pure game for you.

Stop upplaying her when there's no reason to. Scar got you guys scarred for life with his tremendously exceptional Demo Sonya.
Jesus.
 

Bruno-NeoSpace

They see me zonin', they hatin'
General:
All NJP's now have an extra 10 recovery frames of whiff
no NJP's are plus and are a least -6
All JK's now are at least -10

Alien:
remove low in f134
tail flip is now -15

Jason:
Slasher:remove Armour off ex machete toss but now it's +15 on block.

Lao:
Hat trick: all hat throw are now what they were pre-patch

Jax:
energy wave now only +2 (down from +7)
gotcha grab now -6 (up from -4)

Sonya:
Fixed an issue where dive kick was only punishable if blocked low (now leaves Sonya closer to opponent)
Dive kick now uses 1 bar of stamina

Kenshi:
Balanced: ex teleflurry hits mid but is - 30 on block

Kenjutsu: overhead sword is now -6

Kitana:
B12 leaves kitana closer to opponent
b14 is now -10
b144 is now -15
throat slice is now an overhead
back 2 is now 15 frames
Assassin: assassin strike is now an overhead
Scorpion:
gains new 12 frame f4 which launches upwards for a full combo but is not special
cancel-able

Sub zero:
Back 2 is now -20 on block
Grand master:
ex clone does not go away on block
Unbreakable:
regularfreeze aura shortened
regular freeze aura now reduces damage
Ex freeze aura now has longer duration

Mileena:
Cannot cancel teleport into sai on block
Takeda:
down 3 is now -3
held kunais now hit mid
Ronin:
ex beam no longer takes away other projectiles
fixed a hitbox issue on the last hit of b2 1 24

Cassie:
ex glow kick now leaves a standing opponent full combo able after ex glow kick
Kung jin:
Ancestral:
Freeze arrow no longer has a timer
Shaolin:
Fixed an issue where there wasn't always a gap in low chakram

Tanya:
34 has been given back it's original juggle potential
air teleport can now be meter burned for invicibility
Kobjutsu:
Ex tonfa throw is now +5 on block

Bo rai cho:
f2 is now a mid
down 1 is now 6 frames
ex fart goes away if bo rai cho is hit
Bartitsu:
ex db1 and ex db2 now have a hit of armour
bf4 can now be meter burned for a hit of armour
Drunken master:
bo now has access to db1 and df1 when not drunk (but not as effective)
ex chug now lasts for 20 seconds
the puke (not df2) now hits in-front of bo rai cho leading to a knockdown

Leather face:
Slightly increase damage scaling

Shinnok:
back 3 is now -30

Kano:
Ex upball now loses armour
ex kano ball now easier to punish
d4 is 10 frames
air kano ball now only hit's overhead
Cut throat:
b121 is now -15 on block
b12 is not -15 on block
b1 is now -15 on block
anything cancelled into b121, b12, or b1 has a gap

Johnny cage:
regular force ball is now a high
fisticuffs:
fist bum can be meter burned for plus on block scenarios (not off 113) and increased duration
reptile:

when reptile is hit slime ball goes away
back 2 is now - 4 on block
back 34 no longer low profiles

Ferra torr:
Ex db4 removed

Dvorah:
Brooh mother:
ex df1 now hit mid
ex df1 can now extend combos (like df1 ex ex )
Quan chi:

Summoner:
gains ex bat which has two bats and lasts twice as long

Tremor:
d1 is now 7 frames

Triborg:
3 has vanilla plus frames
Cyber sub zero:
b3 ice ball and b1 iceball now combo mid screen

Liu kang:
bicycle kicks (and punches) input now bf4
Dualist:
light stance fireball now launches upwards for a full combo mid screens
meter burning bicycle kick into a launcher is no longer just for dragon's fire
A lot of stuffs that you said does not make sense: Kenjutsu's overhead sword being -6, it would make Kenjutsu to have safe 50/50s... then, you said some nerfs to don't make safe 50/50s in some characters.

Please, don't do this, not talking about only you, but also talking about other players that does not understand all characters, and start to ask a lot of buffs and nerfs that will not make any sense.

My main character is Liu Kang, those changes that you have suggested are kinda no sense:

Bicycle Kicks (and punches) input being BF4 is a good change;
Light stance fireball launching upwards for a full combo midscreen does not make sense at all because if it happens, why would I use the EX orb?
Meter burning bicycle kick into a launcher in Dualist also does not make sense because that is a buff that does not fit the Dualist variation. Dualist needs buffs on his tools that are not working very well - healing and orbs.
 

errormacro7

Official Sonya simp
She has bad Mu not a lot only thing coming in mind

She has few losing Mu and destroy a lot of characters I m not really sure how to nerf her without destroying the character so I d say let her fly for now
Demolition has probably only one losing MU and that is against Mileena because whenever Sonya throws a grenade, Mileena can low profile with meterless roll for a full combo. And it doesn't matter how much she delays the detonation, whether she does it immediately or not, roll is too fast and catches everytime.

Acidic Alien might be a bad MU too, but I'm not sure.
 

Tweedy

Noob
Sonya downplay is bottom tier grossness boyz.

If she's left alone and Alien, Mileena, Takeda, Cutthroat, A List, etc are nerfed, HOLY SHIT. You guys will not like the game with Sonya as the dominant #1.

So we must stop them.
 

Tweedy

Noob
Demolition has probably only one losing MU and that is against Mileena because whenever Sonya throws a grenade, Mileena can low profile with meterless roll for a full combo. And it doesn't matter how much she delays the detonation, whether she does it immediately or not, roll is too fast and catches everytime.

Acidic Alien might be a bad MU too, but I'm not sure.
What about Lord Jax? I was looking into that MU and it seems like Jax could get around the nades decently, and then I saw Lord Scar use Covert Ops vs Jupiter.

Jax probably has a beast MU chart tbh.
 

errormacro7

Official Sonya simp
Funny because if that was true then Scar wouldn't be the only one successful with said "top tier" character. Sonya's not a "potato," you can't just pick her up within a week and expect to do the things Scar did. You can use that argument instead for a FoxyGrampa when he used Mileena. Now SHE'S a potato but Sonya or Ermac? Nah, not buying it. You can't go autopilot with those two.

Outside of the roll grenade wake-up, Sonya has no real good wakeups in Demolition. Plus, she's wasting a bar of meter for that wake up where characters like Mileena or Johnny can just YOLO roll or shadow kick for free, at no expense of meter. Plus Sonya is NOT going to get an EX drop Drop unless we're talking Special Forces and I would assume that you're not trying to imply that Special Forces is broken or top tier. Because if you are then I question the validity of your statement, but I know you're not so I'm worried...yet.
Man, there are so many wrong premises in this post that I can't even...

- Special Forces doesn't have EX drone drop. We're talking about the drone dropping those three frag grenade when she's out of them.

- You don't waste meter for the grenade wakeup if that's what you mean. It's meterless, invincible, does 16% IIRC, leads to a full combo if she's in the corner/the opponent is in the corner. One of the best wakeups in the entire game.

Have you REALLY seen Scar playing Demo? How you can't press buttons over a grenade? Strong armor-breaking 50/50 oki in the corner? 6 grenade combos?
 
Sonya downplay is bottom tier grossness boyz.

If she's left alone and Alien, Mileena, Takeda, Cutthroat, A List, etc are nerfed, HOLY SHIT. You guys will not like the game with Sonya as the dominant #1.

So we must stop them.
I'm a freakingNecromancer Player. You think I CARE about a freaking top tier?

"We must stop them..." Stop who? The people who know good and damn well that Demo Sonya is only as good as the person who uses her? Get that passive-aggressiveness out of here with that BS. I said it and I would say it again, Demo Sonya is NOT...that....good. Period. Now unless I'm missing the big picture (which I don't think I am,) I don't see why she needs to be nerfed (it it isn't Covert Ops, don't come talking to me about nerfing her.) What is it that Demo Sonya has that CT Kano, Acidic Alien, Piercing Mileena, Shotgun Jacqui, Impostor/Boneshaper Shinnok, Tigrar Fury Goro, A-list/SD Johnny, HQT Predator, and Takeda don't have? Why is it that out of EVERYONE listed, she's supposedly "broken" or "too hot to handle"? Or is there an agenda going on around here that's forcing people here to only claim "buff" or "nerf" due to a person's stellar or non-stellar performance at a tournament?
 

errormacro7

Official Sonya simp
What about Lord Jax? I was looking into that MU and it seems like Jax could get around the nades decently, and then I saw Lord Scar use Covert Ops vs Jupiter.

Jax probably has a beast MU chart tbh.
I think Jax is 5-5. I need to reevaluate that MU. Maybe you know something I don't know since I don't play him. :p

How do you think Jax gets around the grenades?
 

Tweedy

Noob
I'm a freakingNecromancer Player. You think I CARE about a freaking top tier?

"We must stop them..." Stop who? The people who know good and damn well that Demo Sonya is only as good as the person who uses her? Get that passive-aggressiveness out of here with that BS. I said it and I would say it again, Demo Sonya is NOT...that....good. Period. Now unless I'm missing the big picture (which I don't think I am,) I don't see why she needs to be nerfed (it it isn't Covert Ops, don't come talking to me about nerfing her.) What is it that Demo Sonya has that CT Kano, Acidic Alien, Piercing Mileena, Shotgun Jacqui, Impostor/Boneshaper Shinnok, Tigrar Fury Goro, A-list/SD Johnny, HQT Predator, and Takeda don't have? Why is it that out of EVERYONE listed, she's supposedly "broken" or "too hot to handle"? Or is there an agenda going on around here that's forcing people here to only claim "buff" or "nerf" due to a person's stellar or non-stellar performance at a tournament?
How is Sonya only as good as the player that uses her? She's a 50/50 character with an OP jump 1, a D4 that usually guarantees a 50/50, and those 50/50s are not always easy to punish, if your character can punish them at all.

The opposite statements can be made about Sonya.
 

Tweedy

Noob
I think Jax is 5-5. I need to reevaluate that MU. Maybe you know something I don't know since I don't play him. :p

How do you think Jax gets around the grenades?
I've never put it into practice, but I was thinking that Jax's fast advancing armor would help him avoid having to hold grenades.

And when I saw Scar switch on Jupiter I was like "oh shit breh I mighta been on ta something", but I have nothing more than that to say really lol. I just play Alien vs her.
 

Percimon

Sky above, Voice within
BRC Drunken Master buffs:
- f2 mid and slightly faster;
- ex-df2 reset Drunk Level;
- dd3 has the same start up as ex-dd3 in current patch;
- slightly better rolls recovery;
- give BRC ability to drink in meditation;
- dd1+dd1 = 20 seconds until BRC vomits, dd1+dd1+dd1 = 30 seconds
 

Bruno-NeoSpace

They see me zonin', they hatin'
1. Better tracking. No freaking way should my grab WHIFF on running opponents
Agreed.

2. After you fix the stupid tracking, fix the recovery frames on the move so I won't be standing there like Forrest Gump, just waiting to be punished.
That's too much because that move is pretty safe on block, does good damage on hit and on block, it's mid and with a better tracking, making it faster on recovery would make that move super mega god-like. :confused:

3. Make Hand Crush and Hand Grab cancellable so I can continue my pressure or establish my offensive dominance.
Cool change because if the BF2 would have a very good tracking, it would have no reasons to use the DB4 as a zoning tool.

4. Make Regular hand flick a little safer on block (from -6 to -3)
Again, too much.

General fixes:
Have Shinnok's normals (F4, 312, 22) actually do some decent damage (and a little chip on block).
Again, too much. Impostor can do over 45% for 1 bar in the corner using the 3,1,2 string. The 2,2 is useful to do a gimmicky - standing 2 into F4 or overhead, 2,2 to trick your oponent because he might think that you will do standing 2 into F4 or overhead...
 

errormacro7

Official Sonya simp
I've never put it into practice, but I was thinking that Jax's fast advancing armor would help him avoid having to hold grenades.

And when I saw Scar switch on Jupiter I was like "oh shit breh I mighta been on ta something", but I have nothing more than that to say really lol. I just play Alien vs her.
I've been labbing stuff and I believe she can blow up most advancing armored moves in the game (except EX punch walk cuz reasons) by throwing a close stun grenade. Not really blows up, but it's gonna be a trade if the Sonya player detonates the grenade at the right time. Jax's EX straight dash punch is gonna be a trade. Not sure about the OH, haven't tested it yet.

What I've discovered is that Kano can always backdash the grenades. SZ can backdash it, bit he can't backdash a grenade after 121. Shinnok can backdash as well, but can't backdash if you cancel into grenade after the first punch of her B332 string. It's weird. I need to lab more to make sure. lol