Chernyy Volk
Wolf lord, footsie bully, chronic corner abuser.
Any insults or salt will just be ignored. I'm happy to discuss any of these ideas with people. Also, when you read this, you need to treat it LIKE PATCH NOTES, as in, think about the universal changes along with the nerfs/buffs. People I've shown this to see their character getting nerfed and flip the fuck out without realizing their character would actually be buffed overall.
Only a couple of characters here get seriously hurt, but they still gain big returns. I don't even know what you would do with Lao and D'vorah, so I'm happy to hear what Lao and D'vorah mains think their character needs. I also agree Johnny Cage needs better KB requirements but I'd rather hear what the Johnny mains would like to have.
Alright, here's what I'd like to see on every character and universally in the game.
The universal changes have these goals in mind
1: Remove variability
2: Higher reward for being FUNDAMENTALLY good at the game. You can use the system and nothing else to win. So mechanics got buffed etc.
3: Universalizing/Normalizing basic tools across the cast.
4: Emphasize player expression through resource management (KB's and supers mainly)
Universal:
1: Increase jumping startup frames
2: Increase u3 damage to 12%
3: Increase u2 damage to 15%
4: Fix the hitbox/hurtbox issues to make jailing/pressure more reliable
5: Nerf s1/d1-d3 AA's, make d2 upper body invincible u2 style
6: One breakaway per round
7: Fatal blow is lost on hit, block AND whiff
8: Bring back the ability to use punish/kounter hit KB's in the middle of combos that were a punish/counter
9: All d1's are 7f, +10 on hit and -6 on block
10: Bring back the ability for "if opponent is stand/crouch blocking" KB's on specials to work out of strings.
Baraka:
Baraka is fine as is. He's one of the few characters in this game that has strengths, weaknesses, AND a fully fleshed out gameplan with fully usable buttons. He's a good example of MK11's character potential.
Cassie Cage:
1: Make Kneecappin' (db1 in Digital Soldier) have 10 more recovery frames. The frame data doesn't even have recovery for this move so I'm ball parking it. This makes the move worth dodging, instead of it being preferable to block it. Right now she can machine gun this on whiff.
2: db4 MB in Yaas Queen is +20 on hit, making the b13 link easier and giving her more combo options overall. I'm pretty sure this would allow her to do j1/j2 links.
3: Make Flippin' Out (db3) launch higher, giving Cassie a small juggle if it connects.
Overall, Cassie is in a good place.
Cetrion:
I think Cetrion is fine as is except for teleport. Make it cost 2 defense bars.
D'vorah:
I don't even understand what's supposed to be bad about this character. But I'd increase the cancel advantage on 12 so it can link into puddle. This is a very dangerous character to buff tbh.
Erron Black:
dd3 can no longer be canceled into out of strings in 52 Kard Pickup
21212 is flawless blockable on the final hit into an u3 punish
f4 MB is -15 on block
Frost:
1: Fix her s1 and s2 hitbox. I feel like if anything she should have one of the longest s2's in the whole game.
2: Remove the Flawless Block gap from b22.
2: Decrease the scaling off the b2212 KB
4: Cryogenic Crown is a mid
Geras:
1: f212 is -7 on block and flawless blockable on the final hit
2: 111 is -14 on block
3: Sandtrap in infinite Warden only is -35 on block
4: d1 is normalized to 7f
5: Swap the KB requirements between the sandtraps
6: u2 is normalized into average u2 speed of 10-13 frames so he can't launch counterpokes anymore
7: Fix the gap in f212 so he doesn't have jank based 3-7 MU's
8: Decrease his hurtbox size while blocking so he isn't being forced to hold strings other characters don't have to (Johnny's 124 etc)
Jacqui Briggs:
1: f1 is 9 frames and a high from 11 frames and a mid
2: f3 is 13 frames from 9 frames
3: Jacqui is -7 after her throw reversal is teched
4: Jacqui is -8 if b34 is flawless blocked
Jade:
I actually think Jade is just fine
Jax:
Jax is fine.
Johnny Cage:
1: Fix all of his whiffing issues
2: bf2 EX is +1 down from +3 on block
Kabal:
1: Turn Nomad Spin (db2) into a MB launcher, give it more damage on regular so it can be a combo ender.
2: Make bf2 KB out of strings but make it -25 on block
This is all I feel Kabal should get tbh
Kano:
I feel like Kano's problems are entirely rooted in his variations to be honest.
1: Fix the whiffing issues on f12b2
2: Make variation one Manhandled+Snakebite
3: Make variation two Lumbar Check+Magnet Pull+Vegemite Buff
Kitana:
I don't know what Kitana needs. I feel like the universal changes I proposed would help her though.
Kollector:
1: 131 has 25 recovery down from 40, allowing Kollector to combo off this meterlessly.
2: 21+3 is special cancelable
3: 32 KB is changed to be a punish/kounter KB
4: b122 can come out on whiff and block
5: f321 is special cancelable like the frame data says
6: f3 is -10 on block, basically converting this into a high damage but punishable whiff punish button
Kotal Khan:
1: You can choose what direction to throw somebody off of db2
2: 212 has 5 less recovery frames and launches the opponent right in front of you, giving him a meterless combo option
3: b22 does 200 damage stand alone. I'm not kidding. I like the idea of this just being a soul destroying launcher for how slow it is.
4: b223 is +10 on block
5: Mace parry buff lasts 5 seconds
I like the idea of Kotal being just a big damage meat head and being rewarded for taking huge risk. I think this all helps that.
Kung Lao:
People say this character sucks? So like, I don't know what he needs cause I don't think he's that bad. I do think that his strings that have huge pushback on hit should have less, so that he can hat spin off of everything without HAVING to spend the bar. Seems kinda whack.
Liu Kang:
1: F4 is 11f startup from 9
2: 12 is 0 on block from +2
Noob Saibot:
1: 212 launches closer to Noob, allowing for more consistent combos to help out his zoning variation. This string is pretty irrelevant in the one we all use. This just makes the f2212 conversion easier.
2: bf2 MB KB is changed to work on an anti air.
3: b31+3 KB is changed to a punish/kounter KB
Raiden:
1: db4 MB in Raijin is a launcher again.
2: Air and grounded bf3 KB's are changed to work on punish/kounter
Scorpion:
1: Can't MB teleport on block
2: Close tele cancel costs offense bar instead of defense (I think people would agree this is an aggressive maneuver). Far tele cancel costs both defense bars.
3: b141 is special cancelable, but the full string will come out on block. Making it for whiff punishing only.
Shao Khan:
People downplay this character hella.
1: Give his buffs/taunts less recovery.
2: Shoulder can be MB'd on block
That's all he needs. I don't wanna hear it.
Skarlet:
Skarlet is fine.
Sonya Blade:
1: b123 is a string that has to be fully dialed in. b1 is -10 on block. Make her commit to the mix.
2: 134 is flawless block u3-able on the last hit
3: Double the recovery on bf1. Deadshot this projectile.
4: Remove the low profiling on d3
5: b14 is -15 on block and only special cancelable on hit
Sub Zero:
Sub is fine if all the universal changes I mentioned are implemented.
There we go.
Only a couple of characters here get seriously hurt, but they still gain big returns. I don't even know what you would do with Lao and D'vorah, so I'm happy to hear what Lao and D'vorah mains think their character needs. I also agree Johnny Cage needs better KB requirements but I'd rather hear what the Johnny mains would like to have.
Alright, here's what I'd like to see on every character and universally in the game.
The universal changes have these goals in mind
1: Remove variability
2: Higher reward for being FUNDAMENTALLY good at the game. You can use the system and nothing else to win. So mechanics got buffed etc.
3: Universalizing/Normalizing basic tools across the cast.
4: Emphasize player expression through resource management (KB's and supers mainly)
Universal:
1: Increase jumping startup frames
2: Increase u3 damage to 12%
3: Increase u2 damage to 15%
4: Fix the hitbox/hurtbox issues to make jailing/pressure more reliable
5: Nerf s1/d1-d3 AA's, make d2 upper body invincible u2 style
6: One breakaway per round
7: Fatal blow is lost on hit, block AND whiff
8: Bring back the ability to use punish/kounter hit KB's in the middle of combos that were a punish/counter
9: All d1's are 7f, +10 on hit and -6 on block
10: Bring back the ability for "if opponent is stand/crouch blocking" KB's on specials to work out of strings.
Baraka:
Baraka is fine as is. He's one of the few characters in this game that has strengths, weaknesses, AND a fully fleshed out gameplan with fully usable buttons. He's a good example of MK11's character potential.
Cassie Cage:
1: Make Kneecappin' (db1 in Digital Soldier) have 10 more recovery frames. The frame data doesn't even have recovery for this move so I'm ball parking it. This makes the move worth dodging, instead of it being preferable to block it. Right now she can machine gun this on whiff.
2: db4 MB in Yaas Queen is +20 on hit, making the b13 link easier and giving her more combo options overall. I'm pretty sure this would allow her to do j1/j2 links.
3: Make Flippin' Out (db3) launch higher, giving Cassie a small juggle if it connects.
Overall, Cassie is in a good place.
Cetrion:
I think Cetrion is fine as is except for teleport. Make it cost 2 defense bars.
D'vorah:
I don't even understand what's supposed to be bad about this character. But I'd increase the cancel advantage on 12 so it can link into puddle. This is a very dangerous character to buff tbh.
Erron Black:
dd3 can no longer be canceled into out of strings in 52 Kard Pickup
21212 is flawless blockable on the final hit into an u3 punish
f4 MB is -15 on block
Frost:
1: Fix her s1 and s2 hitbox. I feel like if anything she should have one of the longest s2's in the whole game.
2: Remove the Flawless Block gap from b22.
2: Decrease the scaling off the b2212 KB
4: Cryogenic Crown is a mid
Geras:
1: f212 is -7 on block and flawless blockable on the final hit
2: 111 is -14 on block
3: Sandtrap in infinite Warden only is -35 on block
4: d1 is normalized to 7f
5: Swap the KB requirements between the sandtraps
6: u2 is normalized into average u2 speed of 10-13 frames so he can't launch counterpokes anymore
7: Fix the gap in f212 so he doesn't have jank based 3-7 MU's
8: Decrease his hurtbox size while blocking so he isn't being forced to hold strings other characters don't have to (Johnny's 124 etc)
Jacqui Briggs:
1: f1 is 9 frames and a high from 11 frames and a mid
2: f3 is 13 frames from 9 frames
3: Jacqui is -7 after her throw reversal is teched
4: Jacqui is -8 if b34 is flawless blocked
Jade:
I actually think Jade is just fine
Jax:
Jax is fine.
Johnny Cage:
1: Fix all of his whiffing issues
2: bf2 EX is +1 down from +3 on block
Kabal:
1: Turn Nomad Spin (db2) into a MB launcher, give it more damage on regular so it can be a combo ender.
2: Make bf2 KB out of strings but make it -25 on block
This is all I feel Kabal should get tbh
Kano:
I feel like Kano's problems are entirely rooted in his variations to be honest.
1: Fix the whiffing issues on f12b2
2: Make variation one Manhandled+Snakebite
3: Make variation two Lumbar Check+Magnet Pull+Vegemite Buff
Kitana:
I don't know what Kitana needs. I feel like the universal changes I proposed would help her though.
Kollector:
1: 131 has 25 recovery down from 40, allowing Kollector to combo off this meterlessly.
2: 21+3 is special cancelable
3: 32 KB is changed to be a punish/kounter KB
4: b122 can come out on whiff and block
5: f321 is special cancelable like the frame data says
6: f3 is -10 on block, basically converting this into a high damage but punishable whiff punish button
Kotal Khan:
1: You can choose what direction to throw somebody off of db2
2: 212 has 5 less recovery frames and launches the opponent right in front of you, giving him a meterless combo option
3: b22 does 200 damage stand alone. I'm not kidding. I like the idea of this just being a soul destroying launcher for how slow it is.
4: b223 is +10 on block
5: Mace parry buff lasts 5 seconds
I like the idea of Kotal being just a big damage meat head and being rewarded for taking huge risk. I think this all helps that.
Kung Lao:
People say this character sucks? So like, I don't know what he needs cause I don't think he's that bad. I do think that his strings that have huge pushback on hit should have less, so that he can hat spin off of everything without HAVING to spend the bar. Seems kinda whack.
Liu Kang:
1: F4 is 11f startup from 9
2: 12 is 0 on block from +2
Noob Saibot:
1: 212 launches closer to Noob, allowing for more consistent combos to help out his zoning variation. This string is pretty irrelevant in the one we all use. This just makes the f2212 conversion easier.
2: bf2 MB KB is changed to work on an anti air.
3: b31+3 KB is changed to a punish/kounter KB
Raiden:
1: db4 MB in Raijin is a launcher again.
2: Air and grounded bf3 KB's are changed to work on punish/kounter
Scorpion:
1: Can't MB teleport on block
2: Close tele cancel costs offense bar instead of defense (I think people would agree this is an aggressive maneuver). Far tele cancel costs both defense bars.
3: b141 is special cancelable, but the full string will come out on block. Making it for whiff punishing only.
Shao Khan:
People downplay this character hella.
1: Give his buffs/taunts less recovery.
2: Shoulder can be MB'd on block
That's all he needs. I don't wanna hear it.
Skarlet:
Skarlet is fine.
Sonya Blade:
1: b123 is a string that has to be fully dialed in. b1 is -10 on block. Make her commit to the mix.
2: 134 is flawless block u3-able on the last hit
3: Double the recovery on bf1. Deadshot this projectile.
4: Remove the low profiling on d3
5: b14 is -15 on block and only special cancelable on hit
Sub Zero:
Sub is fine if all the universal changes I mentioned are implemented.
There we go.