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Discussion MY MKXL PATCH LIST FOR KP3 (Post Yours)

Jer

I'm a literal Sloth
So its ok for sonya to whiff a divekick and go for a mix up? Have you really lost that many matches because of F3 whiff cancels? Your obviously not that good i mean if thats that much of a problem for you then your doing something wrong. Walking back literally eliminates the whole f3 whiff cancel thing and like i said above- if you whiff a f3 you have less stamina to back dash or do another cancel you literally just have to sit there and block until stamina recovers so... ye not that much of a big deal to me
Sonya cannot whiff a divekick and get a mixup. Nice try though
 

RM AtK!

aka - RM_AtK !
So its ok for sonya to whiff a divekick and go for a mix up? Have you really lost that many matches because of F3 whiff cancels? Your obviously not that good i mean if thats that much of a problem for you then your doing something wrong. Walking back literally eliminates the whole f3 whiff cancel thing and like i said above- if you whiff a f3 you have less stamina to back dash or do another cancel you literally just have to sit there and block until stamina recovers so... ye not that much of a big deal to me
pretty sure you're missing the point and that's okay MKX is your first fighter..

see what happens in fighting games is 2 players in the neutral game (spaced around where the match is started specifically for this or you can say fullscreen since satanic run speeds etc) are deciding whether or not to COMMIT to something.. If one player does indeed commit to something ex F3 a fuckin mid that is a quick advancing normal and wiffs. The other player is entitled to punish your bad decision. He didn't make you throw it out and wiff it. You're failing to understand that just because jailing guaranteed pressure and safe 5050s didn't make you get hit, that you shouldn't be hit otherwise?
 

RM AtK!

aka - RM_AtK !
pretty sure you're missing the point and that's okay MKX is your first fighter..

see what happens in fighting games is 2 players in the neutral game (spaced around where the match is started specifically for this or you can say fullscreen since satanic run speeds etc) are deciding whether or not to COMMIT to something.. If one player does indeed commit to something ex F3 a fuckin mid that is a quick advancing normal and wiffs. The other player is entitled to punish your bad decision. He didn't make you throw it out and wiff it. You're failing to understand that just because jailing guaranteed pressure and safe 5050s didn't make you get hit, that you shouldn't be hit otherwise?
Johnny Cage players worry me, the type of shit that gets said on the regular lol.
Espio im bout to leave forever atm.. halp
 
E

Eldriken

Guest
I agree with the change to Blood Totem. The only reason I currently use it is to lose while attempting to go for the d2 Brutality.

If it were actually viable, I just might keep it out instead of the Crystal Totem and d2ing like a mad man.
 

aieches

#freeHomelee2016
@YOMI REO
about ex kunai's

im still on the fence about the ex kunai suggestion . - i would honestly rather nrs just adjust the timing and even the meter building before making it a mid in any case-
id really wish for them to fix all a lot of the hitbox problems in the game first before kunais were to become mid. i mean mileena ball rolling over (under) ex kunais or even cage just d4'n would be kinda on the "wtf"side. low profiling a move that is literally stuck in the ground and meant to protect/attack low would be extreme frustrating .


BUT if they had to turn ex kunais mid in any way i would suggest maybe they also should change/fade color- like go from yellow to red.. and once they turn red they are mid
say the duration for ex kunais is 90 frames ( 90 frames is a guess as to i dont remember just how long the full duration is
id be okay with say 40 frames yellow - low
50 frames red - mid


this way there is a clear indicator for both players as to when the timer will be released if they made this change
 

jaylee777

Juh-Mill-E
I'm almost certain that if johnny whiffs a f3 and tries to cancel into block he can still be punished if you're fast enough. Regardless, if johnny whiffs f3 its the opponent's turn and if johnny tries to cancel whiffed f3 into anything other than block, he'll get blown up.
I'm curious as to why you chose to nerf johnny's cancels by 6 frames and not any other number.
As for stunt double, either making ex db1 push johnny back a little more on block so that sweep would whiff or just making the sweep a couple frames slower would be a better change imo.
All fisticuffs needs is a hit confirmable string after f3 and maybe also an ex version of the buff.
 

TopTierHarley

Kytinn King
Not sure about some of the general stuff.
I also don't agree with johnny cage F3 not being able to be cancelled on whiff, especially when whiff cancelling allows the opponent to whiff punish you for badly judging your F3 spacing. Oh and the fact he can also whiff cancel 121 so.....

Why add 6frames of delay to shadow kick cancel when A-list players have already built up the muscle memory and i just feel its unwarranted.

I don't think jax jump 1 needs a nerf and his d12 just got fixed last patch why change it again? (has tyrant been whooping that ass) lol

Your 1st 2 smoke patches contradict each other.

I feel like you Bo rai cho dragons breaths patches are too biased. He already does more damage than 80% of the cast without even spending a bar. Perhaps make him able to hold and or special cancel his sweep in dragons breath as well, at-least that way he can low profile a lot of projectiles.

Most of the rest seem to be fine.
D'Vorah players built up muscle memory for her cancels and they got changed and we moved on and learned the new ones.
 

GOOD DRAGON

Awesometacular
pretty sure you're missing the point and that's okay MKX is your first fighter..

see what happens in fighting games is 2 players in the neutral game (spaced around where the match is started specifically for this or you can say fullscreen since satanic run speeds etc) are deciding whether or not to COMMIT to something.. If one player does indeed commit to something ex F3 a fuckin mid that is a quick advancing normal and wiffs. The other player is entitled to punish your bad decision. He didn't make you throw it out and wiff it. You're failing to understand that just because jailing guaranteed pressure and safe 5050s didn't make you get hit, that you shouldn't be hit otherwise?
Dude wtf are you talking about-
1- we are the same age and i have been playing fighting games before you so shut your condescending ass up. (and no im not talking about mk9)
2- if you really wanna talk to me and try and make me understand things form YOUR point of view then your gonna have to speak to me with respect.
3-What you just said doesn't really make sense and i quote (If one player does indeed commit to something ex F3 a fuckin mid that is a quick advancing normal and wiffs. The other player is entitled to punish your bad decision. He didn't make you throw it out and wiff it. You're failing to understand that just because jailing guaranteed pressure and safe 5050s didn't make you get hit, that you shouldn't be hit otherwise?)
how does that have anything to do with what i said?
 

Kamikaze_Highlander

PSN: Windude008
The ex Versions Are -19 atm but super hard to punish. When Blocked Low and then high the oh is even safe (haven't tested it on reptile yet though)
Yea ok, I thought it was somewhere closer to -14~-18. I can take 2-7 more frames and be okay, isn't there a bit of pushback on both? Removing that would make punishes easier too.
 

GOOD DRAGON

Awesometacular
To take away how plus they are, same nerf he suggested for Debbie at 2f which would make her most plus cancel +10 instead of +12.
Do you really think johnny is anything without his plus cancels and f3? I mean doesn't do great damage, he can only really zone full screen - i just think those plus cancels and that f3 is all he has
 

RM AtK!

aka - RM_AtK !
Dude wtf are you talking about-
1- we are the same age and i have been playing fighting games before you so shut your condescending ass up. (and no im not talking about mk9)
2- if you really wanna talk to me and try and make me understand things form YOUR point of view then your gonna have to speak to me with respect.
3-What you just said doesn't really make sense and i quote (If one player does indeed commit to something ex F3 a fuckin mid that is a quick advancing normal and wiffs. The other player is entitled to punish your bad decision. He didn't make you throw it out and wiff it. You're failing to understand that just because jailing guaranteed pressure and safe 5050s didn't make you get hit, that you shouldn't be hit otherwise?)
how does that have anything to do with what i said?
just forget it buddy..

pretty sure a second ago your shit said you were 20, and you've known me all my life i guess and marked down the dates we played fighting games.

Tbh none of that whether it be true or not even matters. I don't judge based on your age so its okay if you are younger etc, but i really don't know how to make it anymore clear as to why this nerf is a justified thing and as to why it shouldn't even be possible for anyone to do that.

So TLDR i guess you are da bes man, keep doing your thing
 
It gave the impression that REO thinks that Disjointed Hitboxes are bad for the game, damn you AAAQUAMAAAN! :p

My suggestion would be

The juggle difference really needs to go at once, standing or crouching the height should be the same.
No d1 can low profile standing highs anymore
better recover and distance coverage to many of the bad backdashes.
All jump attacks are now -3 when blocked, can still be canceled into strings, but its not guaranteed anymore
Every single projectile or special move disappears when a character gets hit.


Bo' Rai Cho
Slightly better run speed

Drunken Master

Drinking now stacks, instead of 10 seconds with each drink, it now adds 10 seconds to the additional remaining time.
Able to Drink while in meditate stance
New command Drink and sleep: d,d1hold down (bo' Rai Cho takes a sip on his drink, and goes into meditate stance)
DB2 can now be canceled into drinking
able to drink cancel F3,1+3 even after lvl1 of drunkness is activated, making him go into meditate stance if down is held after the throw.
F2 now hits mid.

Kung Lao
Slightly Better walkback speed.
better hitbox on 11212 to prevent whiffing when blocked.
better hitbox on 112124 to prevent whiffing
(Hatless) DU2 has less air stall after it hits for easy conversion
Less air restriction to land ud3 has a combo starter.
ex DU can now be consistently activacted when canceled off of a jump attack on hit
ex DU when delayed now can be held back to emerge away from the opponent, or held Forward to emerge close if he moves, if stand still, emerges from the opposite side.

Buzzsaw
Ex BF2 now launches opponents when it hits them on the ground
DF2 and BF2 now stalls the opponents longer if the hat hits them in the air to guarantee conversions followups.

Hat Trick (Sorry, but this var needs a lot of work)
New command dd2F (allows to place the above trap in front of Kung Lao)
New command dd2B (allows to place the above trap Behind Kung Lao)
Call Back is now -5 on block down from -7 (come on, KL can reversal punish it)
Better hitbox on hat to hit breathing and crouching hurtboxes when HCB is activated.
(Hatless) 11212~HCB(away/above/ In front but no guaranteed hit) now allows to connect 44, F32, and run cancel 11212 on hit.

Jacqui
better height on some of her juggles

Liu Kang
Dualist
stance button now detonates the dark balls from the level 1 to level 3 when on screen.


@Eddy Wang @YOMI REO totally agree with the changes bro! NRS hope to hear us!

(For all modes) Only just add F + 1,4 (F + 1 real overhead) in fact this movement has animation overhead.
 

Kamikaze_Highlander

PSN: Windude008
Kenshi, Ermac, Sonya, Ferra / Torr, Tremor, Raiden, Shinnok, Jacqui, Triborg, etc. don't do bad against Grandmaster at all and they don't even bank off no hurtbox normals.
F/T has a few, d1, b4, and maybe 4,2+4 (technically a string yes).

One nerf added to mileena, and personally i think this is the only thing she needs. But whatever that sai roll combo that goes low (f1 i think it starts with) needs to either not armour break, or not be grab immune. It boils my blood playing ruthless where I have a two hit armour wakeup that I can't fucking use cuz its a command grab. Her oki game is way too strong right now.
 

Darth-Nero

Come Thunder! Come Lightning!
The general changes are pure gold, The aerial attacks adjustments is all this game needs to become great. Am all for adding 6 new characters if this is going to be the last kombat pack.


As for the characters, I agree with 90% of the changes as well but,
- don't think those Jason nerfs are necessary
- Raiden's universal needs more attention
- Mileena needs damage scaling on more than just that one string
- Reptile's ex force balls should negates all projectiles that they comes in contact with
- stop buffing Kitana for the love of god, she shouldn't be able to reflect everything (specially not bullets but she does anyways)
- Cyrax and Fisticuffs needs more than that.

Well done on Sonya, BRC, Dualist, Imposter, Tanya and Blood God.
 

TopTierHarley

Kytinn King
Do you really think johnny is anything without his plus cancels and f3? I mean doesn't do great damage, he can only really zone full screen - i just think those plus cancels and that f3 is all he has
I don't play any other character outside of D'Vorah so I can't really say how, if these changes exist, would affect him in anyway. I do believe no character should be safe whiffing normals however.