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.