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Discussion MY MKXL PATCH LIST FOR KP3 (Post Yours)

Bruno-NeoSpace

They see me zonin', they hatin'
Activating fistbump gives him a chip buff for all attacks (which Kang also gets), but for regular damage, the increase only goes to speedbag attacks (and the throw).
Rest of punch attacks don't get a damage increase, which really makes no sense.
Kang does not gain a better chip for all attacks, it's only on his punch attacks. About the fistbump increasing only his speedbad attacks and throw, I did not know about it, my bad. And, yeah, it's very weird :confused:
 
I lost it at "it's as simple as that!". You really think zoning Demolitions Sonya out for the ENTIRE match is a viable strategy? Let alone zoning anybody except for freaking Bo Rai Cho? Yeah, right. You're also seriously trying to tell us that Mileena's 50/50s are better?
I'm not trying to be rude, but you have no idea what you're talking about.
I've talked to few members of Khaotic for XBOX and Kinetic for XBOX and they have agreed that Sonya's a good character but what she does is limited to the what the player has learned. Essentially meaning, she's a situational character that's only boosted by how good a player are undamentally. Scar is a fundamentally sound character and the only reason why he did so well is because of how good he is at a more advanced level of the games mechanics.

You're "troll" posts aren't doing anything but exposing the hive-mentality that TYM has developed over the past 3-4 years and have "relished" in. This is my last post so don't reply (or if you do reply, know I won't be replying back because it's pointless to argue with someone who's ignoring simple facts.)
 

ismael4790

Stay focused or get Caged
Kang does not gain a better chip for all attacks, it's only on his punch attacks. About the fistbump increasing only his speedbad attacks and throw, I did not know about it, my bad. And, yeah, it's very weird :confused:
We both mistaken in a part, yeah xD
Kang gets chip and damage for punches and projectiles. Cage gets chip increase for all and damage only for speedbag and throw.

As you say, it doesn't make any sense in terms of design. All moves where brass knuckles hit the opponent's body should get damage increase.
 

Dankster Morgan

It is better this way
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
Sub-Zero B2 minus 20 is one of the worst changes Iv ever heard. This character is already pretty unsafe and this would nuke the shit out of him and make his hard matchups even harder. I agree with the other Sub-Zero changes though.

Alien BF4 should just become mid. It should give him a safety net though because his strings are pretty negative and he would be very punishable if it was unsafe. I agree that Alien's safe mixups are bullshit so I would say make it a mid, but keep it safe.

And I definitely disagree with all the overheads for Kitana, character is fine.

And Scorpion getting a fast overhead launcher is not good at all. He would be so fucked up.
 

Captain l2ed

White wolf
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 (or was it b1?) 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?)
Fisticuffs
Warrior
Master of Storms

anyone im missing?
I'd personally like to see buzzsaw get something like allow him to use ex spin and regular spin in a string like tempest. Also, let's get bo some mobility.
 

thlityoursloat

kick kick
I've talked to few members of Khaotic for XBOX and Kinetic for XBOX and they have agreed that Sonya's a good character but what she does is limited to the what the player has learned. Essentially meaning, she's a situational character that's only boosted by how good a player are undamentally. Scar is a fundamentally sound character and the only reason why he did so well is because of how good he is at a more advanced level of the games mechanics.

You're "troll" posts aren't doing anything but exposing the hive-mentality that TYM has developed over the past 3-4 years and have "relished" in. This is my last post so don't reply (or if you do reply, know I won't be replying back because it's pointless to argue with someone who's ignoring simple facts.)
Mileena being a better 50/50 character than Sonya is not "fact". I'm sorry I'm not buying into your bullshit baseless speculation sold as "facts".
Also using your logic, D'vorah is FINE because the only player putting in work with her happens to be one of the best MKXL players in the world, Mileena should be fine too since Foxy is a top player too.
 

chrisisnice

I'm a lover, not a fighter
Tanya and Bo need buffs. They are both pretty weak.

Tanya was nerfed across the board (unfairly) due to people not being able to handle Kobu. Kobu was the only variation that needed adjustments and even then, they went overboard with that. Instead, they not only nerfed Kobu, they stealth nerfed her across the board.

To whoever said that Vak is good with her as an excuse to not touch her, your logic is flawed. He is a REALLY good player and is using a character that is underutilised. He does an amazing job with a character that is poor.

I think many of us would struggle against a Hat Trick specialist (or any other underutilised variation) as you never see them and don’t always know what to expect. Pyro and DN players get away with murder. People constantly do stupid stuff against her. I have regularly seen stuff like rushdown characters trying to play keep away from Pyro and not punishing Naginata’s unsafe moves and trying to fight her in her offensive sweet spot. Tanya is a situational character and has many poor matchups.

Bo Rai Cho is desperately in need of an overhaul. He was a very poorly designed character. Sure he has his advantages, but so does every character in the game. Bo was my most anticipated DLC characters apart from Tanya and I find him close to unplayable.

One of the things I would love to see is at least one variation (preferably Dragon Breath) have a non-EX projectile. He is the only character in the game without some sort of a projectile in at least one of their variations. That is just ridiculous.
 

Dankster Morgan

It is better this way
Ok, not AS good as he was. But I want him to be viable.
Fair enough. I don't play Kenshi so I won't comment too much on viability because I don't really know. And Iv heard a lot of mixed things about how good he is. I think Balanced is shit, Possessed is a giant gimmick, and Kenjutsu is alright. I think he is better than Tanya and Bo Rai Cho for sure.
 

gam224

The world's least hype player
Sub-Zero B2 minus 20 is one of the worst changes Iv ever heard. This character is already pretty unsafe and this would nuke the shit out of him and make his hard matchups even harder. I agree with the other Sub-Zero changes though.

Alien BF4 should just become mid. It should give him a safety net though because his strings are pretty negative and he would be very punishable if it was unsafe. I agree that Alien's safe mixups are bullshit so I would say make it a mid, but keep it safe.

And I definitely disagree with all the overheads for Kitana, character is fine.

And Scorpion getting a fast overhead launcher is not good at all. He would be so fucked up.
You have a
Sub-Zero B2 minus 20 is one of the worst changes Iv ever heard. This character is already pretty unsafe and this would nuke the shit out of him and make his hard matchups even harder. I agree with the other Sub-Zero changes though.

Alien BF4 should just become mid. It should give him a safety net though because his strings are pretty negative and he would be very punishable if it was unsafe. I agree that Alien's safe mixups are bullshit so I would say make it a mid, but keep it safe.

And I definitely disagree with all the overheads for Kitana, character is fine.

And Scorpion getting a fast overhead launcher is not good at all. He would be so fucked up.
Back 2 can launch for 40% meterless with a clone, it should be super punishable. As a day one kitana main she needs some kind of offense, with the buffs i had for kitana b134 would be unsafe even if staggered. This will giver her a way to regain the life lead when the going get's rough and all of her overheads would be unsafe except back which on further thought should just stay 24 frames. If you don't want scorpion to have a fast overhead are there any suggestions as to what to do to the character?
 

thlityoursloat

kick kick
Can Kano's b1 please go back to being -2? Can we at least receive an explaination as to why it was nerfed in the 1st place?
Cybernetic could do with some extra helpful buffs, B2 should be faster and have a bigger hitbox to bolster its priority, B23 should have extra range so that the 3 doesn't whiff after the B2 hits max range. Meterless damage should be buffed so it's always better than CT's, that way Cybernetic has something meaningful over CT.
 

Dankster Morgan

It is better this way
You have a

Back 2 can launch for 40% meterless with a clone, it should be super punishable. As a day one kitana main she needs some kind of offense, with the buffs i had for kitana b134 would be unsafe even if staggered. This will giver her a way to regain the life lead when the going get's rough and all of her overheads would be unsafe except back which on further thought should just stay 24 frames. If you don't want scorpion to have a fast overhead are there any suggestions as to what to do to the character?
I'll try to address everything I can here:

1. Sub-Zero: B2 is already -13 which is pretty damn punishable. And yeah sure I get high corner damage with it. Everyone gets high corner damage, the only difference is Sub needs a clone to do it so it's fair. Especially compared to the top tier characters.

2. I don't really play Kitana too much, so I guess I'll leave that to you Kitana players, I just think she is already good.

3. I don't think Scorpion should be touched outside of Inferno buffs, and more plus frames on D4 on hit. The D4 isnt even a must have, but I do think it would be a good change to help Scorpion keep the momentum shifted in his favor in a fair way. Ninjutsu and Hellfire are both pretty good already.
 

Eddy Wang

Skarlet scientist
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
Agreed, He should really be able to drink while in meditation
and drinking should've add 10 seconds to the existing remaining time, instead of increasing to 10 seconds only.
If he is able to sip his drink 10 times, he shouldn't even need to drink anymore, because he would be drunk for the whole round.
 

gam224

The world's least hype player
I'll try to address everything I can here:

1. Sub-Zero: B2 is already -13 which is pretty damn punishable. And yeah sure I get high corner damage with it. Everyone gets high corner damage, the only difference is Sub needs a clone to do it so it's fair. Especially compared to the top tier characters.

2. I don't really play Kitana too much, so I guess I'll leave that to you Kitana players, I just think she is already good.

3. I don't think Scorpion should be touched outside of Inferno buffs, and more plus frames on D4 on hit. The D4 isnt even a must have, but I do think it would be a good change to help Scorpion keep the momentum shifted in his favor in a fair way. Ninjutsu and Hellfire are both pretty good already.
1. if sub zero is already pretty punishable than what difference would another 7 frames make?
3. I agree that hell fire and ninjutsu are both where they need to be.
 

Dankster Morgan

It is better this way
1. if sub zero is already pretty punishable than what difference would another 7 frames make?
Because at least it's scrub proof now. I already have to hold 36% every time that bastard Alien blocks it, he should at least need semi decent reactions to do it. A lot of characters already punish it and this move shouldn't be nerfed because it's changes like this that ruin characters.
 

Damaja325

Stylin' & Low Profilin'
- fix fucked up hitboxes on certain jump attacks (sub, jax, alien, kotal, jin)
- all jump attacks minus on block
- all D2's are punishable on block
- absolutely NO plus on block pokes (takeda, liu)
- ALL hard-to-block scenarios removed
- d'vorah puddle goes away on hit
- takeda ex kunai changed to mids
- make throws tech-able by all four buttons.
- alien can't special cancel tail normals or at least her pokes
- mileena b1/b12 more recovery on whiff

prolly forgetting some things but all these for sure
 

Dankster Morgan

It is better this way
true but for a lot of characters it's rough to get a full punish. With kitana for example I can't consistantly punish it because if it's spaced from far enough away standing 2 can't punish it.
Can you not punish with ass in royal storm? Idk but minus 13 is enough for you to start your offense. Midscreen he will only get 16-22. In the corner he gets 24 if he wants a guaranteed re clone(he can't combo the tiny girls), and in the 30s off of a shatter on a female hit box, and no armor break set up because he ends shatters in 112 on females. This is a devastating force to be reckoned with for Kitana and as you said if his spacing isn't on point; he will get stand 2 punished. So yeah that's my two cents on why B2 is fine, you're welcome to your opinion.
 

Flippers

Noob
Fix the female hitboxes along with fixing character specific hitbox anomalies(such as Alien's backdash avoiding certain mids on specific characters.) Bo Rai Cho actually having a good run speed, foward dash, back dash, and fixing his D1 . Plus, D4 opponent pushback on hit. Maybe even give Scorpion's teleport 1 hit of armor, or give his teleport a decent amount of pushback on block.