What's new

Tekken Master Changes for MKXL

Do you Agree with these changes ?

  • Yes

    Votes: 8 6.7%
  • No

    Votes: 111 93.3%

  • Total voters
    119

Pan1cMode

AUS FGC represent!
If you want to change Jacqui, this is what you should do:

Universal
bf2 is -12 (down from -9)
easier stanky input
db1 has 7 frames startup (down from 11)
db1 recovers quicker from an absorb

Full Auto
db3 is -5 on block [NERF]
df2 has 3 frames extra recovery on whiff [NERF]
Increased damage scaling on ex db2 [NERF]


High Tech
db2 has 40 recovery frames (down from 60)
Jacqui gains extra range on all punching normals when gauntlets are active


Nerfs in red, buffs in green.

"Tekken Master's" suggested changes help neither high tech nor shotgun (she doesn't need another faster mid with ehh range, she has 4u4 for that) and nerf full auto in unfair/unnecessary ways.
 

Pan1cMode

AUS FGC represent!
A lot of what you stated aren't punishes. Only punishes comes from the low profiling projectiles and slides that not every has and the gap that not everyone can exploit. Only people that can really exploit that gap are TP characters. The whole trades with Soul Ball, Ice Ball etc. Thing is a stupid argument because the purpose of those moves are to win every trade so complaining about how you lose a soul ball trade is stupid.

Are you just trying to spread misinfo for buffs? ik you know Kenshi can't punish, Quan can't punish, Kano can't punish, Johnny can't punish, Koyal can't punish with overhead sword, Tanya can't punish with B2, Shinnok can't punish. The move is minus 10 and all those moves you said these characters can use are slower than 10 frames
He was talking about punishing df2 if it's neutral ducked.

In fact, he even opens up his post stating that. Go and test it out, they most certainly can punish a whiffed gun shot.
 

TrulyAmiracle

Loud and Klear~
A lot of what you stated aren't punishes. Only punishes comes from the low profiling projectiles and slides that not every has and the gap that not everyone can exploit. Only people that can really exploit that gap are TP characters. The whole trades with Soul Ball, Ice Ball etc. Thing is a stupid argument because the purpose of those moves are to win every trade so complaining about how you lose a soul ball trade is stupid.

Are you just trying to spread misinfo for buffs? ik you know Kenshi can't punish, Quan can't punish, Kano can't punish, Johnny can't punish, Koyal can't punish with overhead sword, Tanya can't punish with B2, Shinnok can't punish. The move is minus 10 and all those moves you said these characters can use are slower than 10 frames
-10 on block! You neutral duck meaning you won't block and punish the whiff recovery, try it in training mode before saying it doesn't work.
Plus i don't play MKX anymore so I'm not looking for buffs lol.
 

coconutshrimp

Damn vro, hadda mess with yo auntie
He was talking about punishing df2 if it's neutral ducked.

In fact, he even opens up his post stating that. Go and test it out, they most certainly can punish a whiffed gun shot.
-10 on block! You neutral duck meaning you won't block and punish the whiff recovery, try it in training mode before saying it doesn't work.
Plus i don't play MKX anymore so I'm not looking for buffs lol.
From full screen tho like you said? No
And I just tested it midscreen. Still no. None of these things punish except for slides and the like
 

Temetias

"MKX kid"
I generally like the approach of "nerf everyone" instead of buffing the bad characters because that usually gets rid of a lot of bs in the game. Of course it means a lot more of crying on the forums but that's still the way it should be handled.

These are necessarily not the changes I would make tho.
 
First of all Shinnok doesn't have a f223 string, it is f224. Second, It is hard to understand what you want his shoulder to be, first you say ex bf3 is -23 ( on what????block??? Hit????! Seems that on block since you are saying down from -15) then you say ENhanced bf3 and ex bf3 are -20, I assume you mean meterburned bf3 and meterbuned ex bf3.
In general I don't like the main ideas behind the suggested changes for most of the characters
 

Bruno-NeoSpace

They see me zonin', they hatin'
I'm sorry but a lot of these changes are bad... i'll talk about my characters.

Cyrax

EX Net is -8 on block ((from -26 ))
safe-ish 50/50s... this game already has a lot of safe/safe-ish 50/50s... we should rip them off instead of putting more of them.

My changes for Cyrax:

- Hitbox on both hits of B2 is now increased.
- Air Grab and EX Air Grab now have invincible upward hitbox.
- F2,1,1 does not do knockdown on hit anymore and it's special cancellable on hit and on block.
- EX Saw is now -5 on block.

Liu Kang

B12 is -10 from -3

DB2 is -4 from -2

EX DB2 -10 from -2

Flame Fist

FBF4 is +10 on hit (( from +50 ))
B1,2 being -10 would be very bad because Liu Kang would not be able to use any stagger off B1 because B1 is -8, B1,2 would be -10 and B1,2,4 is -10. And besides that, there would not be any reason to do just B1,2 if Kang would be as minus as doing the full string.

DB2 being -4 is fine because it being -2 really is kinda busted... end your string into DB2 (-2) into a 7 frames D1... kinda busted :p

EX DB2 being -10 is too much because

1 - it's a 18 frames armored move
2 - you can low profile it
3 - you can jump over it or sometimes a NJP will punish it

make EX DB2 -5 and it'll be more fair.

Flame Fist's FBF4 is not +50, it is around +18 (the frame data is wrong).

make the damage scaling bigger on FBF4 and EX FBF4 so it'll be more fair.

My changes for Liu Kang:

- Hurtbox on D3 slighty increased.
- D1 is now -5 on block.
- U+4 is now a high.
- U+4 start up now changed to 6 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.
- 1,1 now has bigger hitbox.
- F1,2 now has bigger hitbox.
- F4,4 now has bigger hitbox.
- F4,4,4 now has bigger hitbox and -5 on block.
- Flying Kick and EX Flying Kick are now -15 (still -8 on dragon's fire) on block with no pushback and no blockstun.
- Dragon Roar is now -5 on block.
- EX Dragon Roar is now -5 on block.

Dualist:

- Healing now 0.30% while Liu Kang holds the animation and 3% when he ends it.
- Air Orb is now 10 frames faster on recovery.
- Hitbox increased on explosion of regular, low and air orb.
- Orbs does not explode on the end of scenarios anymore.
- EX Orb now absorbs and negates all projectiles that it comes in contact with.
- EX Orb when Yin is active no longer counts as a projectile and cannot be nenated or absorbed by any other projectile.
- Regular, air and low orb when Yin is active now absorb 1 projectile that they collide with.

Dragon's Fire:

- Flying Kick~MB hitbox adjusted so it no longer whiffs or switches sides against certain characters crouch blocking.
- Bicycle Kick~MB hitbox adjusted so it no longer whiffs or switches sides against certain characters crouch blocking.

Flame Fist:

- Hitbox on High Fireball and EX Fireball slightly increased.
- Increased damage scalling on Windmill Punch and EX Windmill Punch.

Kenshi

Kenjutsu

DF1 is now Mid (( from Overhead ))

DF1 is 0 on block (( from -10 ))

Balanced

BF3 Startup is 10F(( from 14F ))

BF3 first hit does 5%/ second hit does .90%/ third hit does 2.61% ... (( from 3%/1.90%/ 3.61%))

EX BF3 Restand the opponent, also keeps its hit advantage of +25

BF2 is -5 on block (( from -10 ))

Possessed

Armor removed from EX DF4

EX BF2 is -10 (( from +3 ))
Kenjutsu's DB1 being a mid would be very interesting... no more 50/50s into full combo. But it being neutral on block would be kinda busted because he would spam that everytime into a 7 frames D1.

Balanced's BF3 does not need to be faster on start-up and that damage change got me confused a lot. lol
Make BF3 and also EX BF3 faster on RECOVERY and it would be perfect.

EX BF3 being a +25 restand is an interesting idea because it would not lead into a vortex if kenshi is at fullscreen, it would lead into a fullscreen zoning. But it would lead into a ''vortex'' if Kenshi is at the corner...

I dont know what to think about removing the armor from Possessed's EX DF4... and EX BF2 being -10 maybe would still be fine because it has a lot of pushback :p

My changes for Kenshi:

- Bug causing whiffed air attacks to have no recovery now fixed.
- Reflect and EX Reflect now properly reflects many projectile attacks in the game that it could not before.
- EX Reflect now absorbs and heals Kenshi by the amount of damage the projectile attack is worth.
- Hitbox on S3 slightly increased.
- Reflect and EX Reflect are now 5 frames on start-up.
- B2 is now neutral block. (not on kenjutsu)
- S4 now has bigger upward hitbox and invincible upward hitbox.
- Jump 4 normalized.
- Jump 1 normalized on Possessed.
- 4,2 now has -5 frames added on block advantage cancel.
- 4,2,1 now has -3 frames added on block advantage cancel.
- B1 is now -5 on block.

Balanced:

- Overhead Slash is now +10 on hit.
- All version of Overhead Slash are now -5 on block.
- The second hit of EX Overhead Slash now comes out on block and it's -5 on block.
- Tele-Flurry and EX Tele-Flurry are now 30 frames on recovery.
- EX Tele-Flurry now does 18% damage.
- All hits of EX Tele-Flurry comes out on block and it's +5 on block.
- Rising Karma and EX Rising Karma have now bigger upward hitbox and invincible upward hitbox.

Possessed:

- F4 can now be cancelled into specials on hit and block.
- Hitbox on EX overhead is now normalized.
- EX overhead is now 5 frames slower on recovery.
- Demonic Strike is now -5 on block and it does not have any pushback and blockstun.
- Demon Assault and EX Demon Assault now has breif tracking.
- Sickle Lift and EX Sickle Lift have now bigger upward hitbox and invincible upward hitbox.

Kenjutsu:

- All sword based attacks now have hurtboxes.
- Gravity on Blade Sword is slightly better to make combos easier.
- Blade Sword and EX Blade Sword are now -20 on block, 7 frames on start-up, bigger hitbox and invincible upward hitbox.
- Spinning Blade and EX Spinning Blade are now -20 on block.
- 1,1 is now neutral on block.
- 1,1,1 is now -5 on block.
- 3,1 is now -3 on block.
- 3,2 is now neutral on block.
- 3,2,2 does not do knockdown on hit anymore and it's special cancellable on hit and on block.
- F2 is not special cancellable on block anymore and it's -20 on block.
- B2 is now 15 frames on start-up and 1% more damage on hit.
 
Last edited:

ismael4790

Stay focused or get Caged
Balanced:

- Overhead Slash is now +10 on hit.
- All version of Overhead Slash are now -5 on block.
- The second hit of EX Overhead Slash now comes out on block and it's -5 on block.
- Tele-Flurry and EX Tele-Flurry are now 30 frames on recovery.
- EX Tele-Flurry now does 18% damage.
- All hits of EX Tele-Flurry comes out on block and it's +5 on block.
- Rising Karma and EX Rising Karma have now bigger upward hitbox and invincible upward hitbox.
Very good changes for Balanced.

The invincible upward hitbox would bring back the antiair/anticrossup power to the variation, being an alternative to the 1bar armor launcher/2 bar armor launcher to keep armor haters satisfied.

To ex teleflurry, an alternative would be mb version as Jacqui's mb df2, but this should only be done if teleflurry recovery on whiff stayed more or less the same.
 

Eddy Wang

Skarlet scientist
this is his suggusted changes, i just wrote what he said
These changes are hilariously terrible, they all appear pretty random, and do nothing but pissing ppl who obviously know their character well, the problem with MKXL its not characters having -15 moves, or scorpion having fast teleport, the real problem this game has, its on the core.

In a game where almost everyone has a 11f mid, fullscreen strings out of the ass, backdashes are mostly extreme situational since they're bad and binded into a stamina meter, jump attacks are dumb as fuck, offense is ubber strong, 7f pokes that low profiles and are safe, most of the walkspeeds are bad or okay at best, top tiers have the fastest walks.

These changes are out of the place, except for Jaccqui's Stanky Leg, honestly this isn't what the game needs, and these changes don't address any of this.

There is a reason why every suggested change in this game never work out when done by a single individual, no one plays everyone at the highest level in this game, not even Tekken Master, REO or Sonic Fox or anyone else, there are characters unless u spend a lot of time trying to understand them your suggestions will appear very random.

KL in general if he is to need changes universally, he needs buffs, his backdash needs to be a little bit faster, as well as his walkspeed

Hat trick needs all hat traps to be reduced in recovery by 5 frames, and that is because the current meta requires.

Scorpion doesn't need anything.

Shinnok's don't need to be -23 on block to be punishable.

some really random changes in there, the Kotal one's look biased as fuck, a character with uber range don't need a 11f mid, and if could i would nerf cassie's too.
 

omooba

fear the moobs
subzero had me freaking out for a sec but i actually agree
you definitely tweaked on scorpion though. definitely tweaked scorpion is in a very good place right now just leave him be.
and why are we still nerfing alien?
nah i'm good i disagree with waaaaay too much on here. a lot of unnecessary nerfs and buffs that don't really deal with the character's problems
 

Zionix

AKA Ponkster
These changes are hilariously terrible, they all appear pretty random, and do nothing but pissing ppl who obviously know their character well, the problem with MKXL its not characters having -15 moves, or scorpion having fast teleport, the real problem this game has, its on the core.

In a game where almost everyone has a 11f mid, fullscreen strings out of the ass, backdashes are mostly extreme situational since they're bad and binded into a stamina meter, jump attacks are dumb as fuck, offense is ubber strong, 7f pokes that low profiles and are safe, most of the walkspeeds are bad or okay at best, top tiers have the fastest walks.

These changes are out of the place, except for Jaccqui's Stanky Leg, honestly this isn't what the game needs, and these changes don't address any of this.

There is a reason why every suggested change in this game never work out when done by a single individual, no one plays everyone at the highest level in this game, not even Tekken Master, REO or Sonic Fox or anyone else, there are characters unless u spend a lot of time trying to understand them your suggestions will appear very random.

KL in general if he is to need changes universally, he needs buffs, his backdash needs to be a little bit faster, as well as his walkspeed

Hat trick needs all hat traps to be reduced in recovery by 5 frames, and that is because the current meta requires.

Scorpion doesn't need anything.

Shinnok's don't need to be -23 on block to be punishable.

some really random changes in there, the Kotal one's look biased as fuck, a character with uber range don't need a 11f mid, and if could i would nerf cassie's too.
I think low pokes into specials that can full combo are a huge problem at the moment. Hat-trick does this, so nerf hat-trick.
 

SylverRye

Official Loop Kang Main
Make liu kangs b12 -6, the rest i agree with. Possessed kenshi either remove the Phantom hit boxes on ex df4 or give it 1 hit of armor . Take off the blockstun and pushback on regular df4 too and hes good.

Some of those changes are wild
 

Dankster Morgan

It is better this way
My changes to Sub would be to nerf his jump ins. I know I'll probably get roasted for this but I honestly think he's in an okay place balance wise. He has actual losing matchups(I think he loses 9), a good chunk of winning, a good chunk of evens as well. He sits right ouside of the top 10 imo. Not because he's lacking because he's not, just cause there are other characters that are even better.

B2 is a really tricky thing to handle imo. Midscreen and in the other 2 variations the risk/reward for Sub's 50/50 is intact. If it hits you do low to mid 20s midscreen and 30s in the corner, with the low option costing a bar on midscreen males, both options semi unsafe, and if unpunished his turn is totally over. But Grandmaster in the corner is where it's fucked up so maybe if B2 was changed for GM only that would be a good thing.

J1 and J3 are hella fucked up though especially after the armor launcher nerfs
 

Bruno-NeoSpace

They see me zonin', they hatin'
Seriously? He wants to kill Mournful?


Boi if you dont get yo....
12 frames move with a lot of range that sends the opponent to fullscreen that is where Mournful can zone the shit out of her opponent, will do 10% damage on hit and -10 on block but still with a lot of pushback and blockstun...

Yeah... it will kill Mournful :DOGE
 
Tfw you want to buff your characters but nerf everyone else's.

I kid of course.

I don't believe in the changes to Tremor, TriBorg or Ermac in the least.

As far as Cyber Sub Zero's dive kicks being made even more negative on block. Is there any character that can't punish them currently? Otherwise that seems to be adding insult to injury as that variation is already mediocre and an ice ball buff won't fix that.