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Discussion MY MKXL PATCH LIST FOR KP3 (Post Yours)

D7X

EMPEROR | D7X
What's his biggest meterless and metered combos.
The biggest metered (1 bar) I found was 39% midscreen.
His biggest meterless is very weak probably. The biggest I found for it so far is 24%.
He is really good at mind games and opening people up with pressure :D
 

chrisisnice

I'm a lover, not a fighter
@YOMI REO

Are you considering editing your first post to incorporate some of the suggestions people are making that you agree with? You have some weight in the community and I have no doubt that your suggestions would be among those considered by NRS. I think it would be a good idea to make some edits based on some of the reasonable adjustments people are suggesting.
 
Wait what happened to the rating system lmao
Thankfully, it got disabled but they're deciding on if they should keep it or not.

And Lasher in the right hands is actually more painful to deal with than SRYU. You see many SRYUs but no Lasher that once you see a good one, your minds' blown
 

D7X

EMPEROR | D7X
Thankfully, it got disabled but they're deciding on if they should keep it or not.

And Lasher in the right hands is actually more painful to deal with than SRYU. You see many SRYUs but no Lasher that once you see a good one, your minds' blown
Yeah Lasher's great!
I got a max of 45% in the corner one bar with him :D
He's the most underrated variation, in my opinion. He's so underused
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I'm fine with Noxious being the same. It's not as strong as the others but it's decent.
I'd like it to be as good as the others.
Though, Noxious isn't really meter dependent like Deceptive and Nimble
The issue with Noxious, though, is that its main draw, the DoT, isn't really too useful. The passive DoT does negligible damage, and the active gas doesn't stay active if Reptile gets hit. Their strengths come end-round, but getting to end-round is easier with Nimble and Deceptive just because of what they add.

I think the active gas should stay on hit. Lower the damage if you have to, but with how it is right now, it's basically worthless. The way offense is doesn't benefit the variation at all.
 
Reactions: D7X

thlityoursloat

kick kick
tremors d1 is fine being 9f since it has good range, his d3 should be his fast poke instead at 7f since its useless right now
Can we stop saying Tremor's d1 has too much range to be 6f? Let me remind you Lackey Torr exists.. Shinnok's d1 is also by no means stubby. Kotal's d4 exists too.
I'm not saying it should be 6f, stupid scrubby auto pilot pokes like Lackey's and Jason's need to go.
 

D7X

EMPEROR | D7X
The issue with Noxious, though, is that its main draw, the DoT, isn't really too useful. The passive DoT does negligible damage, and the active gas doesn't stay active if Reptile gets hit. Their strengths come end-round, but getting to end-round is easier with Nimble and Deceptive just because of what they add.

I think the active gas should stay on hit. Lower the damage if you have to, but with how it is right now, it's basically worthless. The way offense is doesn't benefit the variation at all.
I know what you mean man. .20% per second is really not alot. Mainly people do use Noxious gas during combos. He's still decent, but not as strong as the others.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
What does kitana special cancel her pokes into lol?
She's got nothing that won't let her be full comboed, if anything it'd be an indirect buff because it'd stop potential fuck ups.

And to all those saying cancelling on whiff is dumb, can't you do that in sfv too?
Not from what I'm aware of. Unless we're thinking two different things.
 

Carl

Noob
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.

THANK YOU wonderuflly written for my lao. exactly what im thinking about buzzsaw.
 

SOULWARRIOR 71K

XBL: SOULWARRIOR 71K PSN: SOULWARRIOR71K
Ex-kunai should not be made a mid...ever. I love using the low ex-kunai to get the restand/reset standing guard break in the corner. Making it a mid would remove this, therefore I can't ever support this.

Only other thing that I strongly disagree with is adding frames to jumps. I wouldn't mind this as much if 6 frame d1's didn't exist.
 

Tweedy

Noob
Can we stop saying Tremor's d1 has too much range to be 6f? Let me remind you Lackey Torr exists.. Shinnok's d1 is also by no means stubby. Kotal's d4 exists too.
I'm not saying it should be 6f, stupid scrubby auto pilot pokes like Lackey's and Jason's need to go.
Kotal's D4 is horrible on whiff and block. I'd seriously rather have a D4 that resembles Tremor's D1. 9 frames, -3 on block, +15 on hit, can almost hit at the start of the match. Especially since Kotal's D1 is already insane.

Tremor's D1 being 6 or 7 frames, with it's current frame data and range, would be too much. It doesn't matter if you have an example or two like Lackey F/T. Characters are different. You have to weigh everything that the character can do. Takeda for example doesn't need a 6 frame D1, but Jason did(however other buffs make that questionable).
 

thlityoursloat

kick kick
Kotal's D4 is horrible on whiff and block. I'd seriously rather have a D4 that resembles Tremor's D1. 9 frames, -3 on block, +15 on hit, can almost hit at the start of the match. Especially since Kotal's D1 is already insane.

Tremor's D1 being 6 or 7 frames, with it's current frame data and range, would be too much. It doesn't matter if you have an example or two like Lackey F/T. Characters are different. You have to weigh everything that the character can do. Takeda for example doesn't need a 6 frame D1, but Jason did(however other buffs make that questionable).
Tremor got fucked. Lackey is dumb, everything's safe and he does a ton of damage.
 

MrProfDrPepper

NRS, Guilty Gear, and KI, the holy trinity
My wishlist, please be gentle to general takeda to keep lasher intact, hell I'll give up my safe ranged 50/50s by making whip trip more punishable, I'm willing to let tornado kick get butt fucked, and I'll give up ex kunai bring a low. I just don't want lasher to get completely annihilated in the patches.