These are the buffs/nerfs I THINK the characters I play should recieve.
Kenshi
Balanced:
Tele flurry is now -30 on whiff
Tele flurry is now -7 on block
EX Tele Flurry becomes mid, but in turn becomes -16 on block
Overhead slash is +8 on hit
Overhead slash and EX Overhead slash starts in 20 frames
EX Overhead slash launches for a combo midscreen and corner
All hits of EX Overhead slash come out on block
Push is now - 11 on block
EX Push is now +5 on block
These buffs are to make him a more effective zoner with a slight bit more offense cause he practically has none
Possessed:
Tele flurry and EX Tele flurry Tracking fixed
Tele flurry and EX Tele flurry are now -25 on block
DB1 and EX DB1 No longer has whiff issues
DB1 now combos in the corner like it use to, but with more scaling than it use to
DF4 is now +10 on hit
Low Demon Drop and EX Low Demon Drop starts in 20 frames
Teleport now starts in 20 frames
EX Teleport now starts in 16 frames
Teleport can now be done in air (just so imposter shinnok mains don't complain, he gains a grounded tele in addition to his current tele)
Remove armor on EX DF4
This is supposed to be the mixed variation. Has everything the other variations have but doesn't do those things quite as effectively. If all changes are applied than Balanced is a heavy zoner, Kenjutsu heavy rushdown, Possessed Jack of all trades master of none.
Kenjutsu:
DF1 is now -7 on block
EX DF1 is now -12 on block
BF2 is now -11 on block
EX BF2 is +5 on block
DB4 and EX DB4 are now -18 on block (as opposed to -29 right now)
F2 now starts in 15 frames
B2 now starts in 18 frames
EX DF1 Recaptures opponent when hitting them while they're airborne
DB1 now recovers faster on hit to allow for easier S1 and D1 links
32 is now +2 on block
322 is now 0 on block
31 is now -8 on block
311 is now -6 on block
Johnny Cage (this will likely be more nerf heavy but not many buffs if any at all)
A-List:
F3 can no longer be canceled on whiff
F3(4) canceled on block is now +10
12(1) can no longer be canceled on whiff
Sorry couldn't think of many nerfs, I guess tone down the plus frames a little bit but not too much.
Stunt Double:
Second hit of EX Mimic Rising Shadow becomes a mid (No more hard to block, just a 50/50 now and this way his pressure isn't completely destroyed)
Mimics no longer go away when Xrayed, Parried, or performing an Xray
Trying to be as careful as possible with Stunt Double because 1 change could potentially break him like less cooldown on mimics makes him broke, or changing the frames on his EX MRS could destroy his pressure potentially.
Fisticuffs:
@ismael4790 This guy can tell you and probably has told you a million times the changes fisticuffs needs and I agree with it all. As it is right now the only way you'll win with Fisticuffs is through gimmick speedbag staggers into throws at least from my experience. The changes he suggests would make him a decently viable character, not as viable as the other 2, but can hold his own.
Those are my suggestions for my mains, Ik what is probably going through your head "are you focking mad m9? That Kenshi shit is way overboard, and Johnny needs to be -3 on all cancels you focking retarrr" but I think Kenshi needs a decent amount of these changes and with Johnny I don't want another Cyber Sub-Zero situation where "He might as well not be in the game he's so bad". Enjoy ripping my post apart without knowing anything about these 2 characters
