What's new

Discussion MY MKXL PATCH LIST FOR KP3 (Post Yours)

Kamikaze_Highlander

PSN: Windude008
@YOMI REO

Can you explain your thoughts on Sonya's Stun Grenade going away when she's hit and why you separate that property from her Frags/Drones or D'Vorah's Puddle as other examples.

I've tried to understand this in the game recently and it just strikes me as weird to hit them and then eat a combo yourself.
Wait do you think her grenade goes away if SONYA hits you? if so no, its when her opponent hits her. I like the idea as the frag can still punish people if they want to push buttons but doesn't lead to a full combo if you guessed her 50/50 right.
 

IrishMantis

Most humble shit talker ever!!!
This list is ace!!!

trying to make the game more footsie based and less jumpsy based i like it

Also a requested universal nerf of mine is to not be able to cancel run into jumps
So when when you react to them running you might be able to whiff punish instead of losing to an attempted whiff punish because they jumped at you and punished you
 

ChaosTheory

A fat woman came into the shoe store today...
Wait do you think her grenade goes away if SONYA hits you? if so no, its when her opponent hits her. I like the idea as the frag can still punish people if they want to push buttons but doesn't lead to a full combo if you guessed her 50/50 right.
No, I meant when the opponent hits Sonya. Same with Puddle and I believe Drones. I actually see this more with D'Vorah personally.

Sonya or D'Vorah set up a Nade/Drone or Puddle unsafely and the opponent hits them clean. But then they launch for a combo literally while they're in hitstun.

It reminds me of MK9 demo Sub-Zero when his Clone stayed even when hit. In MKX, it doesn't even stay on block.
 

ismael4790

Stay focused or get Caged
This list is ace!!!

trying to make the game more footsie based and less jumpsy based i like it

Also a requested universal nerf of mine is to not be able to cancel run into jumps
So when when you react to them running you might be able to whiff punish instead of losing to an attempted whiff punish because they jumped at you and punished you
Do you agree with SD ex rising shadow not being an overhead?
I think it's overkill. The htb (which is the point of the proposed nerf) could be removed in other non-drastical ways...
 

Lokheit

Noob
Just asking a couple of simple things:

Cryo Sub-Zero:

- New F22 string that is the same than the 2nd and 3rd strikes of F122. Missing the klone, Subby needs at least a tool to play neutral game. There are examples of characters adding strings on patches that are just part of other strings so it's a possibility.

- Either in addition or as alternative, air hammer reach is now like other air pounds and a new meter version with armour and launch (you could take away the armor breaking part to compensate, it has bigger risks than rewards as it is anyway).

Kenjutsu Kenshi:

- Fix the 378189482666849262 cases of atrocius damage scaling (for all variations).

- DB1 juggles for more time so it's a reliable combo tool (make it 1000000 frames negative on block if you want but at least make it reliable as his only meterless combo starter that isn't string dependant). I think during the online beta the time was increased but it was reverted again.
 

IrishMantis

Most humble shit talker ever!!!
Do you agree with SD ex rising shadow not being an overhead?
I think it's overkill. The htb (which is the point of the proposed nerf) could be removed in other non-drastical ways...
I would prefer for the sweep to be nerfed are a lot of pushback

But if it means other chars losing there HTBs I can accept it

Plus I've being using Alist since ESL
 

M.D.

Spammer. Crouch walk hater.
IIRC deceptive ex invis cancels were not that plus, so basically on each blockstring cancelled into ex invis, with the universal d1/d3 buffs cross the board that made them all 6~7 frames, it's a 50-50 mindgame whether you get d1ed if you don't f4 after invis cancel, or armored out if you do.
The armor does not last long enough so you can absorb a d1 through it and punish with f4.


The ideea of being invisible while applying 50-50 to the opponent is appealing at first, yes, but in this game nobody stands still to wait for that, so basically you spend a bar for a 50-50 that most of the other chars get for free.

You would also say that it can be used as a parry, but so can the universal db2 ex in all variations. The only difference is in string gaps, which is not reliable due to the variable block stun.

I still think Deceptive is upplayed and even if I saw videos in training mode of what you can actually do, I have yet to see a match where all that stuff is applied, not even to say a tournament one. Most of the matches used the Deceptive tools once or twice at the most, and even then they didn't succeed 100% of the time because they were armored out or poked out of invis.


It's not that deceptive is garbage tier, but it's just balanced out and nothing spectacular to worry about.
 

Nedyrc

Noob
I agree with f3 being punishable on whiff, i dont agree with 6 frame nerf because johnnys only mid sure is godlike for neutral but its bad for pressuring since it requires stamina and if jc kick cancels nerfed by 6 frames no one needs to respect f2 or s1 after shadow kick cancel because they can just down poke. Unless ofcourse jc goes for f3 everytime which would greatly reduce his pressure game since he has only one cancel chance after going in with f3
 

Blewdew

PSN: MaxKayX3
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.
Yeah the Low has some as Well. I can tell you that when I play vicious and wanna play donkey braindead doing b121 into 50/50 I have never been punished for it when blocked. I wouldn't Even mind if it would be -100 since it's only fair if launching 50/50 are punishable. To be honest there if you dare taking the risk using these as a Block mixup you deserve to be punished lol (except f2 ex oh in the corner this mixup is dope)
 

Nedyrc

Noob
I would add;
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.
- B+1,2,1 's last hit cant be special cancelled on block
- B+1,2 's last hit cant be special cancelled on block

otherwise kano still has a meterless safe 5050 if he cancels it to db1
 
Last edited:
Adding 6 frames would reduce how plus he is off of cancels. F3 is +16 when shadow kick cancelled ? Johnny has how many jailing strings ? F3, 333, 12, 114. He burns through stamina then spends a bar to be at +7 allowing for another block string in some instances. On top of his forward advancing mid that can crush lows.

He doesn't need all of that to be honest, no one does. A reduction in plus frames would affect his placement of the tiers and cause Cage players to relearn his cancels (something that Dvorah, Scorpion, Liu Kang and Erron Black)players have all done. So it would just be making Cage more like his other FBC counter parts.
 
REO's changes about Sonya are great, especially the Demolition ones. It balance the character without badly hurting her.

The other changes seems fair, maybe except the hurtboxes on weapons (except D'Vorah ovipostors and Alien's blades and tail)
 

SmokingWarrior

France règle
I agree with f3 being punishable on whiff, i dont agree with 6 frame nerf because johnnys only mid sure is godlike for neutral but its bad for pressuring since it requires stamina and if jc kick cancels nerfed by 6 frames no one needs to respect f2 or s1 after shadow kick cancel because they can just down poke. Unless ofcourse jc goes for f3 everytime which would greatly reduce his pressure game since he has only one cancel chance after going in with f3
I don't know, considering the F3 has a very bad recovery, it could be a brutal nerf for him if you compare it to Cassie's B1 for exemple.
Of course you can continue with the 4 but the A-list's F3,4 is a 25 frame starup and has 34 recovery frames.
So if the F3 RC must be removed on whiff, then they should buff the recovery of the F3 and the F3,4
 

Nedyrc

Noob
I don't know, considering the F3 has a very bad recovery, it could be a brutal nerf for him if you compare it to Cassie's B1 for exemple.
Of course you can continue with the 4 but the A-list's F3,4 is a 25 frame starup and has 34 recovery frames.
So if the F3 RC must be removed on whiff, the they should buff the recovery of the F3 and the F3,4
JC player should not throw f3 randomly anyway imo
 

Dankster Morgan

It is better this way
I don't know, considering the F3 has a very bad recovery, it could be a brutal nerf for him if you compare it to Cassie's B1 for exemple.
Of course you can continue with the 4 but the A-list's F3,4 is a 25 frame starup and has 34 recovery frames.
So if the F3 RC must be removed on whiff, then they should buff the recovery of the F3 and the F3,4
I disagree considering the range and speed of it. That plus when you block it you aren't allowed to play the game for the next 4 or 5 seconds. The move should have a weakness.