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Discussion MY MKXL PATCH LIST FOR KP3 (Post Yours)

Meep8345

Noob
She needs it amirite?
Not really. She'd live without it being as plus and still be a pretty great character. It's not really broken just kinda dumb in the corner but there's so much worse in this game like Sonya,Kano,takeda,etc it kind of pales in comparison to them. But that's just my opinion.
 

thlityoursloat

kick kick
These are the buffs/nerfs I THINK the characters I play should recieve.
Kenshi
Balanced:
Tele flurry is now -7 on block Why? It's just fine at -9.
These buffs are to make him a more effective zoner with a slight bit more offense cause he practically has none

Possessed:
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) Not necessary.. this might break Possessed and will probably make it his best variation.
Remove armor on EX DF4 You don't like Kenshi having + on block slow armor?


Kenjutsu:
EX BF2 is +5 on block Unneccesarry unless the pushback is reduced.
DB1 now recovers faster on hit to allow for easier S1 and D1 links d1 link is just fine. d1 into S2 is not a very tough link.
 

YoloRoll1stHit

Publicly Educated
Seriously I would like to have a patch with a lot of universal game mechanics changes: jump attack nerfs, better priority for anti air moves, inconsistencies and bugs fixed....Then we give the game a short time to see how those universal changes affect everyone, then we can talk about character specific changes later.
Kung Lao is an example of how a character can be ruined completely by bugs, universal game changes and nerfs AT THE SAME TIME as XL came out
 
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REO

Undead
Hey, everyone. So I'm sure some of you guys heard the news on Twitter and know this isn't anything new since many threads like this have been done before. But ever since Boon teased that there may be a possibility of KP3 hitting on Twitter, it's that time again for everyone to post your wish lists and balance changes for what you want in the next big patch IF KP3 is true and happens. My list has some pretty old ideas on it because I started this a while ago but never got to finish it. But now with the recent hints at a KP3, I went back to update it and put some things for the new KP2 characters. Keep in mind this is all my opinion of course and what I want to see happen.



GENERAL:

- Push block now cost 1 bar of super meter and full bar of stamina to use.

- Jumping now has 2 - 3 frame extra start up before your character becomes airborne vs strike attacks. (this does not affect jumping out of throws or command grabs)

- Jump attacks can no longer be cancelled into aerial special attacks when whiffed and while you are on the way down from the jump in recovery frames.

- All jumping attacks now have 2 extra frames of whiff recovery.

- Strings or normal attacks can no longer be linked after a BACKWARDS jump attack on BLOCK ONLY. (the follow ups will still come out and connect on hit).

- JIP attacks linked into strings or attacks now ONLY jail on block into attacks that are 12 frames or faster.

- JIP attacks that hit the opponent and are NOT linked into any attack follow ups now have their hit stun reduced by half.

- Breaker knockdowns now properly space the two characters away from each other so they can no longer give advantageous situations for the person using breaker or being broken on near the corner. Both players recover at exactly the same frame with space from one another.

- Teching a throw now adds full invincibility frames to both players during the full tech escape window animation.

- Back Throw now has a slightly altered animation.

- Round ending victories now will ALWAYS push the two characters away from each other and place them back in neutral to prevent the next round starting with both players right in each others face.

- Characters hit and launched out of CROUCH now no longer give reduced height that would be limiting many guaranteed juggle opportunities for certain characters.

- Normals on a successful trade up close no longer grant a full combo opportunity for any character.

- All frame data is now properly updated and listed accurately in the move list.

- Any costumes that slightly change or affect a characters hitboxes or hurtboxes is now fixed.

- You can now use the "RESET" option during an X-Ray attack in practice mode.

- AI Bug in King of the Hill online practice mode where you cannot configure "AI OPTIONS" sometimes is now fixed and always works.

- 2-6 new characters added to the roster.

- 1 new stage added.




CHARACTER SPECIFIC CHANGES:


Johnny Cage:
- Hurtbox on D+4 slightly increased.

A-List:
- F+3 can no longer be cancelled on whiff.
- Shadow Kick now has 6 frames of added delay before you can cancel out of it on block. (this does not affect any current dash cancel combos and there is no delay on Hit)

Fisticuffs:
- EX version of Fistbump added that has faster recovery and lasts longer.
- Throw now stacks separately with both Red Johnny and Fistbump. This results in a 20% throw if you have Red Johnny active AND Fistbump active at the same time.

Stunt Double:
- Second hit of EX Rising Mimic is now a mid.




Takeda:
- All whip based attacks now have hurtboxes.
- EX Kunais now become a mid when holding the button down after a few frames have passed.
- All separate hits of EX Kunais no longer build any meter on block.
- All separate hits of EX Kunais now do 0.50% chip damage on block.
- The last hit (4th attack) of Hellspawn combo string (F+1,2,2+4) no longer builds meter on block.
- J+4 slightly normalized.

Ronin:
- All light saber based attacks now have hurtboxes.
- The second hit of 2,1 string (Double Bladed) will only restand the opponent once during the same combo.
- Quick Kall (D,F+1) now has 1 extra frame of start up.
- EX Piercing Beam (D,F+3+BLK) is now 0 on block.
- EX Reflect now absorbs and heals Takeda by the amount of damage the projectile attack is worth.





Jax:
- Jump 1 slightly nerfed.
- The Briggs (D+1,D+2) is now -6 on block.
- B+2 (non charge) now sucks the opponent in on block.





Kung Jin:
- All stick based attacks now have hurtboxes.
- Forward jump 1 now normalized and has it's hitbox reduced so it can no longer hit an opponent who is crouching while Kung Jin is on the way up.
- J+2 slighty normalized.
- Bug causing whiffed air attacks to have no recovery now fixed.
- Dive Kick no longer auto corrects
- Hurtbox increased on Cartwheel Drop (D,B+4) recovery frames.
- Hurtbox increased on EX Cartwheel Smash (D,B+4+BLK) recovery frames.
- Rising Boot (2,4) can now be cancelled into air special attacks.

Ancestral:
- Stun Arrow no longer has a timer and lasts until it is used.
- Fire Arrows chip damage now properly stacks with one another and doubles up in chip or damage when using an EX Arrow attack with multiple hits.
- Fire Arrows now cause hard knockdowns.
- Low Shot now becomes -6 on block only when Vampiric Quiver is active.

Bojutsu:
- Bo Flame damage increased to 12%.
- Bo Inferno (D,B+1+BLK) now launches the opponent for a juggle opportunity similar to Reptile force ball hit animation.
- Low Bo Swing damage now increased to 12%.




Sub-Zero:
- Jump 1 slightly normalized.
- J+3 normalized.
- D+1 is now 8 frames.
- Permafrost (1,1,4) is now a hard knockdown.
- Hurtbox on D+4 slightly increased.
- Frost Bomb (D,B+1+BLK) no longer has any push back on block.

Unbreakable:
- Normal parry is now 2F start up
- EX parry is now 1F start up
- Ice Parry now breaks upon colliding with a projectile attack and allows Sub-Zero to move and recover instantly
- EX Ice Parry now breaks upon colliding with a projectile attack and allows Sub-Zero to move and recover instantly
- Ice Aura no longer let's the opponent build meter when Sub-Zero is blocking any attacks.
- EX Ice Aura no longer let's the opponent build meter when Sub-Zero is blocking any attacks.

Grandmaster:
- Ice Shatter combos in the corner now have increased damage scaling.

Cyromancer:
- Regular Frost Hammer is now 0 on block.
- The last hit of Quick Slice (1,1,1) is now an Overhead.




Ferra / Torr:
- All forms of EX Ferra Overhead Toss (D,B+2+BLK)are now -25 on block and have increased whiff recovery.
- EX B,F+2+BLK (Little One Slide) is now -20 on block and has increased whiff recovery.
- Close Overhead Ferra Toss block stun advantage slightly reduced by 3 frames overall.

Lackey:
- The first hit of Torr Smash (D,B+2+BLK) now has increased push back to prevent the second hit from whiffing against certain characters crouch blocking.

Ruthless:
- Pain N' Gain self inflicted damage now increased to 6%.




Kotal:
- Jump 1 slightly normalized.
- D+4 hurtbox slightly increased.
- 1,1,4~Air Throw now consistently works against every character in the game.

War god:
- All macuahuitl based attacks now have hurtboxes.
- EX Overhead Sword is now -19 on block and sucks the opponent in on block.
- Second hitbox of EX Overhead Sword is slightly increased so it can never whiff if the opponent is hit by the first hit of max range EX Overhead Sword.

Blood God:
- Blood Totem causes the opponent to no longer build any meter only when Kotal Kahn is hitting them.
- Blood Totem now absorbs any chip damage dealt to the opponent and replenishes Kotal by a percentage.
- Blood Totem now absorbs any damage dealt by all forms of God Ray and replenishes Kotal by a percentage.
- Blood Totem now absorbs any damage dealt by all forms of EX Sunlight and replenishes Kotal by a percentage.




Sonya:
- Jump 1 slightly normalized.
- Dive Kick no longer auto corrects.
- Dive Kick no longer has any pushback for the opponent on block.
- Dive Kick on block now causes Sonya to land closer to the opponent.
- Beat Up (B+1,4) string now has a consistent 1 frame gap regardless of distance.

Demolition
- Stun Grenades can no longer be detonated if Sonya is being hit, and it then becomes disarmed and does not explode on it's own.
- Stun Grenades no longer grant a hard knock down on hit.
- Stun Grenades have slightly reduced block stun now.
- Frag Grenades are unchanged and can still be detonated regardless if Sonya is being hit or not.
- Frag Grenades keep the same block stun.

Special Forces:
- Drone Homing Missile (BLK+2) can now be properly reflected by certain special attacks that could not reflect it before.
- Drone Homing Missile (BLK+2) now does 1% chip on block.




Quan Chi:
- Jump 1 slightly normalized.
- All sword based attacks now have hurtboxes.




Tanya:
- Jump 2 slightly normalized.
- Fully charged High Heel (F+3) is now +2 on block.

Pyromancer:
- Opponent can no longer be grabbed during Dark Shroud (D,F+2) hit stun. (Opponent can still be grabbed during the EX version.)
- EX Air Fireballs now hit Overhead.
- Tanya can now perform an aerial teleport during recovery frames after EX Air Fireballs.

Dragon Naginata:
- All naginata based attacks now have hurtboxes.
- High Poke (D+B+2) start up now changed to 8 frames.
- Spinning Kick (EX B,F+2+BLK) now has 1 hit of armor.
- Staff Stance~Staff Slide (3) is now a hard knockdown on hit.
- Ankle Kutter (B+1,2) can now be cancelled into specials on hit and block.

Kobu Jutsu:
- All tonfa based attacks now have hurtboxes.
- B+1,D+2 (Dragon Teeth) string is now -6 on block.
- D,F+1 (Tonfa Toss) projectile is now +2 on hit up close.




Mileena:
- Mileena can no longer perform a regular air Sai after a blocked Tele Drop. (Mileena can still perform an EX air Sai after a blocked Tele Kick if she has meter, or an X-Ray.)
- Hurtbox on D+3 slightly increased
- Hurtbox on D+4 slightly increased.
- Hurtbox on Roll (B,D+4) increased so it can no longer go under many overheads, mids, lows, or etc.
- X-Ray now has more recovery on whiff.
- JIP 1 is now slightly normalized.

Piercing
- All sai based normal attacks now have hurtboxes.
- Second hit of F+1 (Sai-Fan) no longer builds meter on block.
- F+1 (Sai-Fan) is now -1 on block.
- B+1 (Sai Poke) now does 4% damage on hit.
- B+1,2,1+3~D,D+2 Combo String is now +1 on hit.
- B+1,2,1+3 Combo String is now +12 on hit.
- Slight damage scaling now added to Sadistic Ways (B+2,1,2+4) Combo String.
- Performing a Low Sai now builds slightly less meter.
- Low Sai now builds slightly less meter on block.





Bo Rai' Cho:
- Now has a 6F D+1
- F+4 now fully low crushes.
- B,F+4 (Belly Bash) now has slightly improved whiff recovery.
- Fart no longer counts as a projectile attack and can not be absorbed or negated by any projectile absorbing-attacks.

Drunken Master:
- Each Drink now lasts 12 seconds instead of 10 seconds.
- Each Drink now causes Bo Rai' Cho to take 5% reduced damage. Maximum of three stacks and 15% total damage reduction.

Dragon Breath:
- Igniting the fart now has a larger and increased hitbox on the explosion.
- Igniting the fart explosion chip damage is now increased to 5%.
- Igniting the fart explosion damage is now increased to 12%.
- Igniting the fart explosion now breaks all armor.

Bartitsu:
- All staff based attacks now have hurtboxes.





Jacqui:
- Slight corner damage scaling added in general.

Shotgun:
- EX Low Shotgun Blast (only the up close hit, not the dust cloud) is now -20 on block.
- Opponent can no longer be grabbed during Shotgun Blast hit stun. (Opponent can still be grabbed during the EX version hit stun.)

Full Auto:
- EX Upward Missiles are now +1 on block.





Kano:
- Hurtbox on D+4 slightly increased.

Cutthroat
- All knife based attacks now have hurtboxes.
- D,B+1 is now -6 on block.
- D,B+1 now has 1 added frame of start up.
- D,B+1 now pushes the opponent a bit further away on hit.
- D,B+1 is now +13 on hit.
- B+1,2,1 string is now -12 on block.





D'Vorah:
- All ovipositor based attacks now have hurtboxes.

Swarm Queen:
- Launching Swarm Puddle is now +10 on block.
- Wasp Grenade now has 2 added frames of extra delay before you can cancel out of it on block. (does not affect any dash cancel combos and there is no added delay on Hit)

Venomous:
- All separate instances of Ovipositor attacks during Throw Towards and Throw Backwards now stack in poison and cause damage over time.

Broodmother:
- The last hit of EX D,F+1~BLK~Meter Burn is now a mid.





Tremor:
- D+1 is now 8 frames.
- F+4 is now -6 on block.

Crystalline:
- EX Low Shatter is now -15 on block.

Metallic:
- EX Low Bouncing Gold projectile now has pushback on block.
- EX Low Bouncing Gold projectile now does 12% damage.
- EX Gold Launch projectile now abosrbs and negates all projectiles that it comes in contact with.
- Arcing Gold projectile now travels slightly slower.
- EX Arcing Gold projectile now travels slightly slower.

Aftershock:
- Earthshake (D,D+1) no longer goes away if Tremor blocks an attack from the opponent.





Jason:
- D+1 on block is now -4.
- Tight Squeeze (D,B,F+2) now has 5 extra frames of recovery.
- EX Crippler (D,B,F+2+BLK) now has 5 extra frames of recovery.
- The second hit level of Camp Killer (F+2,1+3) is now changed to a Throw.
- You can now select which side to throw your opponent after the second hit of Camp Killer (F+2,1+3) on hit.

Slasher:
- Jump 1 hitbox slightly normalized.
- Jump 2 hitbox slightly normalized.
- All machete based attacks now have hurtboxes.





Scorpion:
- Hurtbox on D+4 slightly increased.
- J+3 now normalized.

Inferno:
- Minion Charge D,B+1 is now -6 on block.
- EX Minion Charge is now +7 on block.
- Minion Drop D,B+2 is now +10 on hit.
- EX Minion Drop (D,B+2+BLK) now stuns the opponent on hit exactly like Jason's F+2 hit animation, which allows a combo follow up.

Ninjitsu:
- All sword based attacks now have hurtboxes.





Shinnok:
- D+4 hurtbox now slightly raised
- J+1 slightly normalized.
- Hell Sparks can no longer be Meter Burned on block during the third projectile only.

Imposter:
- Opponent can no longer be grabbed during Mimicry hit stun.
- Stolen Mileena roll now bounces properly in the air when blocked.

Necromancer:
- All forms of Judgement Fist can now be cancelled and linked into from a normal on hit only.
- Summoned Fiend is now a Low.
- EX Summoned Fiend is now a Low.
- EX Devil's Backhand now has breif tracking.

Bone Shaper:
- All staff based attacks now have hurtboxes.





Reptile:
- J+4 slightly normalized.
- Disappearing forceball bug now fixed.

Noxious:
- Acid Spit now has a little bit of ticks that damage the opponent over time on block or hit.
- EX Acid Puddle area of effect is now doubled.
- Reptile can now perform D,D+3 while EX D,D+3+BLK is active.
- Reptile can now perform EX D,D+3+BLK while D,D+3 is active.
- Poison Gas (D,D+3) and Toxic Fumes (EN D,D+3+BLK) now stack with each other.





Predator:
- All staff based attacks now have hurtboxes.
- All claw based attacks now have hurtboxes.
- J+3 now normalized.
- Smart Disc can now be reflected by projectile reflecting attacks.
- Smart Disc no longer builds any meter on block.

Hunter:
- Medikit (D,D+3) now only consumes 1 bar of stamina instead of both.
- Far Trap (D,B+4~F) now properly combos after a Smart Disc on hit.

Hish-Qu-Ten:
- All Low Laser attacks now do 1% chip damage on block.
- All Low Laser attacks no longer have any push back on block.

Warrior:
- All versions of D,B+2 now fully low crush.





Erron Black:
- Caltrops no longer grant the first hit bonus reward.

Outlaw:
- New move: U+1 that is a high, starts up in 10 frames, can be special cancelled, and uses the same exact animation for Tarkatan Poke (B+2,1).
- The second hit level of Tarkatan Strike (F+3,2+4) is now changed to a high Throw.
- The last hit of Tarkatan Strike (F+3,2+4) now has more start up frames.
- Tarkatan Strike (F+3,2+4) now has more whiff recovery.

Marksman:
- EX Sniper Shot (D,F+1+BLK) now breaks all armor.





Goro:
- EX Punch Walk is now -6 on block.
- EX B,F+1+BLK now absorbs and negates all projectiles that it comes in contact with. (Kuatan Warrior and Dragon Fangs only)

Kuatan Warrior:
- EX Ground Pound is now +2 on hit.
- You can now choose the side of where you want to throw your opponent after EX B,F+2+BLK (Chest Charge) on hit.

Tigrar Fury:
- Block advantage on Dragon Breath reduced by 2 frames.
- The first hit of EX Dragon Torch no longer pushes the opponent back on block.
- The second hit of EX Dragon Torch no longer pushes the opponent back on block.
- The second hit animation of EX Dragon Torch is now replaced with the first hit animation of EX Dragon Torch.
- The last hit of Flame Chain (EX B,F+1+BLK) is now a mid.




Liu Kang:
- Hurtbox on D+3 slighty increased.
- U+4 is now a high.
- U+4 start up now changed to 10 frames.
- U+4 now has a slightly increased upward hitbox.
- The last hit of Snapping Dragon (1,1,2) now has less pushback on hit.

Dualist:
- All Solar Flare projectiles drain one bar of energy from the opponent on hit. (energy = stamina for running)
- All Solar Flare projectile types drain half of a bar of energy from the opponent on block.
- Yin (D,B+3) now also replenishes Liu Kang's stamina bar to full after the ending animation.
- Instant air Soul Spheres have recovery reduced.
- EX B,F+1+BLK (Dark Sphere) now absorbs and negates all projectiles that it comes in contact with.
- EX B,F+1+BLK (Dark Sphere) no longer counts as a projectile and cannot be negated or absorbed by any other projectile based attack.
- All Soul Spheres now have a slightly increased hitbox on the explosion.
- All Soul Spheres now absorb 1 projectile that they collide with only when Yang (D,B+3) buff is active.

Dragon Fire:
- Dragon Fire now has 3 frames of added delay before you can cancel out of it on block. (this does not affect any current dash cancel combos and there is no delay on Hit)
- Flying Kick~MB (B,F+2~Meter Burn) hitbox adjusted so it no longer whiffs or switches sides against certain characters crouch blocking.




Kung Lao:
- Dive Kick no longer auto corrects.
- J+3 slightly normalized.
- Last hit of 1,1,2,1,2,4 (Chain Fist) hitbox slightly increased to prevent a lot of whiffing issues.
- Twin Lock (F+3,4) is now +2 on block.
- X-Ray no longer whiffs if the first or second attack hit the opponent.

Buzz Saw:
- Second arc of EX D,F+2+BLK is now an Overhead on the way down.
- Upward Hat Grinder projectile toss now has slightly less recovery on hit.

Hat Trick:
- Above Hat Trap now has greatly reduced recovery.
- The hat on a returning Call Back now has a slightly improved downward hitbox to reduce many whiffing issues on certain characters.
- EX Hat Call Back now has 1 hit of armor.





Alien:
- Blocking hurtbox now adjusted to act more accordingly and consistently against all characters.
- J+2 now normalized.
- J+3 bug causing whiffed air attacks to have no recovery now fixed.
- All tail based attacks now have hurtboxes.
- All tarkatan blade based attacks now have hurtboxes.
- Armor on EX Overhead Flip is now removed.
- Tail Sang (D,B+3) no longer has any pushback on block.
- Xeno Strike (D,F+3) can now be parried.
- Xeno Pounce (D,F+3+BLK) can now be parried.
- Tail Flip (B,F+4) can now be parried.
- Tail Slam (B,F+4+BLK) can now be parried.

Acidic:
- Any ground based acid attack no longer grants the first hit bonus meter award.
- All acid puddles left from any version of Exo Sting projectile (D,B+2) no longer kills the opponent. (Acid Blood puddle D,B+4 will still kill and is unchanged)

Tarkatan:
- Tarkatan Rush (B,F+2) now does 1% chip on block.
- All Tarkatan Rush follow ups now do 1% chip on block.

Conjurer:
- Bug where Drone Drop or EX Drone Drop randomly do more damage on hit is now fixed.





Kitana:
- All fan based attacks now have hurtboxes.

Royal Storm:
- 2,4 now leaves Kitana in a brief aerial state during the last attack on whiff and block.
- Projectile Reflect now properly reflects many projectile attacks in the game that it could not before.

Assassin:
- The drop down attack after a successful Princess Parry now armor breaks.

Mournful:
- The second hit of Eclipse Kick (D,F+4+BLK) now auto corrects to prevent certain whiffing issues when the first attack connects.





Kenshi:
- Bug causing whiffed air attacks to have no recovery now fixed.
- EX Reflect now absorbs and heals Kenshi by the amount of damage the projectile attack is worth.

Balanced:
- EX Shoulder Charge (B,F+2+BLK) is now +6 on block.
- All version of Overhead Slash are now -6 on block.
- The second hit of EX Overhead Slash (D,B+4+BLK) now comes out on block.
- EX Tele-Beatdown (B,F+3+BLK) is now 2 frames faster.
- EX Tele-Beatdown (B,F+3+BLK) damage increased to 16%.
- The last hit of EX Tele-Beatdown (B,F+3+BLK) is now +10 on block.

Possessed:
- F+4 can now be cancelled into specials on hit and block.

Kenjutsu:
- All sword based attacks now have hurtboxes.





Triborg:
- The second hit of Collision Sensors (F+4,3) now has a slightly improved hitbox to prevent the second hit from whiffing against certain characters crouch blocking.

Cyber Sub-Zero:
- Dive Kick no longer auto corrects.
- All ice lance based attacks now have hurtboxes.
- Drones called during a combo no longer add extra damage scaling.
- Performing dive kicks during a combo no longer adds extra damage scaling.
- Slide and Strike (D,B+4+BLK) can now be augmented by Drones for increased damage.

Cyrax:
- Detonation (2,1,2) can now be done on whiff.
- The second hit of EX Teleport (D,F+4+BLK) now launches the opponent for a juggle opportunity.

Smoke:
- The second hit of B+2,1 string is now a high.
- The second hit of B+2,1 now jails consistently on block against all characters.
- The last hit of B+2,1,4 is now a mid.
- Dissipate (D,D+3) now has slightly improved recovery.

Sektor:
- Sektor can no longer perform an EX Air Cyber Slam after regular Teleport Uppercut on block. (Sektor can still perform EX Air Cyber Slam after EX Teleport on block)
- EX Air Cyber Slam peformed after an EX Teleport is now -8 on block.
- Flame Burner (D,D+3) is now -9 on block.
- Homing Missile (D,B+2+BLK) can now be reflected by projectile reflects.
- Havoc Missiles (B,F+1+BLK) can now be reflected by projectile reflects.





Ermac:
- J+3 now normalized.
- Hurtbox on D+3 slightly increased.
- Ground Slam is now -6 on block.
- Hitbox on F+4 slightly increased so it no longer whiffs on certain characters crouching.

Mystic:
- Infinite health glitch now fixed.
- EX Push start up is now 12 frames.
- EX Push active frames now cut in half.
- EX Push no longer pushes the opponent back on block.
- EX Push is now -9 on block.





Raiden:

Displacer:
- D,U~D (Phase, AKA Teleport in place) no longer consumes stamina.

Master of Storms:
- (Above) Static Trap (D,D+4) has greatly reduced recovery.
- Any projectile that comes in contact with the hitbox of the tethered electric current between two orbs will now be negated and absorbed.





Cassie Cage:
- All baton based attacks now have hurtboxes.
- Hurtbox on D+4 slightly increased.
- Bug causing whiffed air attacks to have no recovery now fixed.
- F+3 no longer has any pushback on block.

Spec Ops:
- Target Paint (D,D,+1+BLK) can now be reflected by projectile reflects.




Leatherface:
- All chainsaw based attacks now have hurtboxes.




Post what you guys think will happen or what changes you want to happen for KP3 here. Also I can explain any reasoning for why I think they should be changed.
 
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Trauma_and_Pain

Filthy Casual
Damn, you put some work into this.
2-6 new characters added to the roster.
I vote 6. More chances for Kabal.
Ferra / Torr:
- All forms of EX Ferra Overhead Toss (D,B+2+BLK)are now -25 on block and have increased whiff recovery.
- EX B,F+2+BLK (Little One Slide) is now -20 on block and has increased whiff recovery.
- Close Overhead Ferra Toss block stun advantage slightly reduced by 3 frames overall.

Lackey:
- The first hit of Torr Smash (D,B+2+BLK) now has increased push back to prevent the second hit from whiffing against certain characters crouch blocking.

Ruthless:
- Pain N' Gain self inflicted damage now increased to 6%.
I think your F/T changes are all reasonable. The character doesn't need huge changes. Personally I would remove the ex Ferra Toss and ex Bowl Girl from Ruthless and maybe give them back double F2 combos like pre-XL. This would create more variety between Ruthless & Vicious.
- You can now use the "RESET" option during an X-Ray attack in practice mode.
- All frame data is now properly updated and listed accurately in the move list.
Also, both these ^ plz NRS.
 
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Reactions: REO

21122

Noob
I don't agree with making ex-low shatter -15.

Hey @YOMI REO, can you explain Outlaws Tark poke changes? Also don't you think it should be buffed, the move is useless unless I'm missing some tech because it scales very badly in combos.

And can you explain Tremor shatter -15.

Thanks!
 

ForeverKing

Patreon.com/MK_ForeverKing
After reading through the character specific stuff I agree with like 90% it, that would be really awesome if this was the actual patch.

The only stuff I wouldnt agree with is some characters that aren't top tier received nerfs, Ive always been a believer that only top tiers deserve to be nerfed. If they're mid tier or low tier, why any nerfs at all lol
 

21122

Noob
After reading through the character specific stuff I agree with like 90% it, that would be really awesome if this was the actual patch.

The only stuff I wouldnt agree with is some characters that aren't top tier received nerfs, Ive always been a believer that only top tiers deserve to be nerfed. If they're mid tier or low tier, why any nerfs at all lol
I feel like at this point NRS should buff low-mid tiers to match the top tiers. NRS seem to do a better job at buffing than nerfing lol.
 

Trauma_and_Pain

Filthy Casual
After reading through the character specific stuff I agree with like 90% it, that would be really awesome if this was the actual patch.

The only stuff I wouldnt agree with is some characters that aren't top tier received nerfs, Ive always been a believer that only top tiers deserve to be nerfed. If they're mid tier or low tier, why any nerfs at all lol
The other way of doing it is to decide what average strength is, buff everything beneath it and nerf everything above it until everything is as close to average as you can get. Seems logical to me.
 

Tweedy

Noob
Btw I've never been more in favor of any buff ever, than "- Second hitbox of EX Overhead Sword is slightly increased so it can never whiff if the opponent is hit by the first hit of max range EX Overhead Sword."

Forget Sub Zero and Shinnok, that is the bane of War God player's existence. Jesus I hope that makes it in.
 

Konqrr

MK11 Kabal = MK9 Kitana
Removing armor on alien ex flip would render the move useless. Keep the armor, but no more juggle.

And give Tanya the ability to do blockstrings again after a teleport jp... fuuuuuuuck. The teleport has 0 invulnerable frames anymore.
 

Trauma_and_Pain

Filthy Casual
Weapons shouldn't have hit boxes. If Takeda whip had a hurt box wouldn't that be weird looking? You punish from half screen by touching the whip??
Might look weird, but wouldn't you agree with gameplay > realism?

Dhalsim's fullscreen kicks can be punished. It wouldn't be any different from that. I'm in favor of making footsies more relevant in MKX, but I would have to evaluate this on a case-by-case basis to fully agree or disagree.
 

Tweedy

Noob
Removing armor on alien ex flip would render the move useless. Keep the armor, but no more juggle.

And give Tanya the ability to do blockstrings again after a teleport jp... fuuuuuuuck. The teleport has 0 invulnerable frames anymore.
It would be far from useless. The point of enhancing it would be to launch, which is fine.

Tbh EX flip atm is one of the best neutral tools in the game. It's hitbox is so huge that it catches jumps, you can use it in the air and eat anti airs/projectiles, people are already blocking low to avoid D4, snag, B3, and there's little risk of getting interrupted since it has armor. Removing it's armor is very fair imo.

Alien would still have good wake ups. The risk/reward of waking up would just be worse, however that's kind of the archetype of Alien anyways. Insane neutral and mix ups with questionable risk/reward.
 

21122

Noob
Might look weird, but wouldn't you agree with gameplay > realism?

Dhalsim's fullscreen kicks can be punished. It wouldn't be any different from that. I'm in favor of making footsies more relevant in MKX, but I would have to evaluate this on a case-by-case basis to fully agree or disagree.
First I want to point out when REO states a projectile has a hurt box it is tied to the character.

Now Mileena does her low Said, she is on the other side of the screen, you D1 the Said and somehow Mileena who is on the other side of the screen gets hurt? It just makes no sense from a game design perspective. Unless I'm misunderstanding what REO means when weapons have hurtboxes.

It should be case by case. Like Tanya's rekka having hurtboxes is okay since they are small and close to hear body.
 

B. Shazzy

NRS shill #42069
i feel like you don't really care about other character's disjointed hitboxes but want nerfs to seem consistent on the alien nerfs your actually wanted

my list would be the exact thing except like hella catanna nerfs
 
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Jynks

some heroes are born, some made, some wondrous
I do not have the kind of full cast knowledge you have, so can not speak to a lot of what you have listed. They may be good changes, they may be bad... I just do not know. I do know what I personally might be good ideas for the characters I play and the ones I play against most often.

Even so, like a "balance mod" in a Strategy Game, these kind of posts are not about balance, not really.. The games are usually not improved, just changed to the modder / posters preferences. The actual value of the changes are subjective and debatable for all time.

- Push block now cost 1 bar of super meter and full bar of stamina to use
This seams like a terrible idea to me. The breaker and meter building should be left alone imo. All this dose is reduce the penalties for using it so people can do more stuff after.. it is a change that is based on "have my cake and eat it".

I think people when that most people when they are making balance suggestions are just posting junk ideas to make their playstyle or favourite character more powerful, maybe a character they hate really weak. There is a big difference between balancing a game and just being "selfish".

This to me is one of those kind of suggest changed. This is not about improving the game at all. In fact I think it would do the exact opposite.

- Back Throw now has a slightly altered animation.
This is another one that throws up a red flag. They have already increased the tek window to make tek throwing easier. I think this change will remove the concept of "reads" when you talk about throws. Personally I do very well with throw teking as (at my level at least) I'm about to make strong reads as to where a throw will go.. hint 90% of the time it is towards the corner, though people like GM-Sub and other characters have their own ideas. I think the original change to make the tek'n window more open but still allow the fun of god like reads to be much better. All in all I disagree with this change.

- Round ending victories now will ALWAYS push the two characters away from each other and place them back in neutral to prevent the next round starting with both players right in each others face.

- Breaker knockdowns now properly space the two characters away from each other so they can no longer give advantageous situations for the person using breaker or being broken on near the corner. Both players recover at exactly the same frame with space from one another.
I love these change ideas.

Sub-Zero:
Unbreakable:
- Normal parry is now 2F start up
- EX parry is now 1F start up
- Ice Parry now breaks upon colliding with a projectile attack and allows Sub-Zero to move and recover instantly
- EX Ice Parry now breaks upon colliding with a projectile attack and allows Sub-Zero to move and recover instantly
- Ice Aura no longer let's the opponent build meter when Sub-Zero is blocking any attacks.
- EX Ice Aura no longer let's the opponent build meter when Sub-Zero is blocking any attacks.

Grandmaster:
- Ice Shatter combos in the corner now have increased damage scaling.
I play a quite lot of Unbreakable, as my "for fun" casual games. I really enjoy it and I agree with nearly all these changes.

I think Ice EX-Aura stopping meter build is going way to far though.

Still, I have great hope for unbreakable to be fixed as I think it could be a great variation to change to form GM when dealing with hyper aggressive characters like Mileena, D'vorah, Alien, Tekada, etc whom can nearly nullify ice clone.. IF the Ice Parry was just a tiny bit faster. I think this is what the variation was designed for, but it is just not viable for serious play.

As it is right now for medium level players it can answer to a lot of the hyper regressive characters, but yeah.. I think there needs some major work on it, I am not an expert like Reo, but these all seam like good ideas to me.

Damage Scaling on Ice Shatter should stay the same in GM though imo. GM relies on massive damage off a one-touch. His entire design is based around it. If you change this one factor you are going to have to change a lot more about how he works. I hate this TYM phrase.. but I'm going to say it anyway, without a trace of irony.. "He needs it".

Blood God:
- Blood Totem causes the opponent to no longer build any meter when Kotal Kahn is hitting them.
- Blood Totem now absorbs any chip damage dealt to the opponent and replenishes Kotal by a percentage.
- Blood Totem now absorbs any damage dealt by all forms of God Ray and replenishes Kotal by a percentage.
- Blood Totem now absorbs any damage dealt by all forms of EX Sunlight and replenishes Kotal by a percentage.
Again these "no meter" ideas.. I dunno.. really? I do not like those at all.

I play a LOT of Kotal and Blood God especially and he is a pretty legit character, imo. Only Blood Totem really needs attention.

To be honest I use Blood Totem so little, I'm a little unsure of how it functions.... but I have always thought it needs to "pop" itself to get the health back. All we really need if for Blood Totem to not go away on block. Maybe even making it go away on hit, but not block would be good enough. Also I think it should cash out any time it goes away, not only when it times out.

The Blood Totem getting fuelled by all forms of damage (apart from X-Ray) even including Blood Offering is a no brainier and I can not believe it is not like this already.

Dragon Naginata:
- All naginata based attacks now have hurtboxes.
- High Poke (D+B+2) start up now changed to 8 frames.
- Spinning Kick (EX B,F+2+BLK) now has 1 hit of armor.
- Staff Stance~Staff Slide (3) is now a hard knockdown on hit.
- Ankle Kutter (B+1,2) can now be cancelled into specials on hit and block.
The hurtbox this is a huge "NO" form me. I like how there are characters in this game like D'Vorah and Alien that have these safe pokes and stuff. We do not need to make everything have hurtboxes and using her pole on one side of the stage and having someone neutral JP it or something will not only suck it would look stoooopid as hell. This idea is just terrible.

Apart from that the rest of these look ok to me. I think this variation is actually still pretty awesome, just under used. It made it to top 8 I think in Viennality vs some stiff competition but as far as I know there is only a few even using it, even before she was nurffed.

Tayna was hit and hit HARD by the nurff bat and I really hope she is given a little something especially in this variation that is so fun and spectacular to watch.

I have more to say but wife just called for me to go pick up the kids... bbl to post more (after i wade though all the hate! Gotta love TYM!)
 
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RM AtK!

aka - RM_AtK !
I agree with all the general changes, except for not being able to cancel whiffed air normals into specials anymore.

I like when I whiff a jump attack with Kung Jin and then dive kick to body their trip guard attempts :p
Yea that mechanic is neat
iono wiffing a normal into dk is pretty scrubby .. i agree that you shouldn't be able to do shit like that (like in mk9 with sonya infamous crossup jump punch crossback dk lmao)
 
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