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Suggested MK 1 Changes

What up Kombatants, with the exciting changes to TYM Ive wanted to revisit the site more. I enjoy playing/talking about NRS games and play most of them all to this day. I usually post my suggestions on twitter but this is another place id like to share them on. Im someone who enjoys the higher power level designs of previous NRS games like MK9, Injustice 1, MK X so my changes may seem like a lot or crazy since the majority of them are buffs but in my opinion the more options characters have for players to use the better and more fun a game will be. There are some characters I either havent used enough, couldnt come up with interesting ideas for or feel they dont need much changed so some have less than others. I also wanted to do my best on also listing changes related to brutalities but I dont have all the brutalities so im sure I missed a lot of brutalities with super tedious requirements or trigger inputs. I definitely will add more changes over time this is just what I came up with from Day 1 all the way up til now. I enjoy discussing these kinds of things because I feel that communicating our ideas/thoughts in a civil manner will give us the best odds of the devs maybe seeing our changes and making them happen. Let me know your thoughts

General Changes
-Jump kicks should have the same reaction as jump kicks in MK X where the user is stuck in the air after their jump kick hits or is blocked to prevent huge easy rewards from jump kicks
-All Fatal Blows should be -50 on block with 0 pushback
-There should be way less get up invincibility frames to make wake up buttons way less common and to account for the general high recovery frames on normals, strings and specials in the game
-Grabs should be able to grab opponents in hit stun or a juggle state after the "Finish Them" screen activates
-Brutalities with any unnecessary requirements to trigger should be removed (for example a lot of projectile ones have to land at jump distance)
-Most brutalities should trigger by holding the last button that was pressed (for example Geras Sandstorm brutality is triggered by pressing Down Down Down but its awkward to trigger since Sandstorm has a close, medium and far distance which you have to hold back for close and hold forward for far. So my solution would be to trigger Sandstorms brutality by holding 4 since Sandstorms input is DF4)
-In Practice Mode, when setting the AI to reversal attack it should automatically set the "On/Off" option under reversal attack to "On" like in previous NRS games

Main Roster

Ashrah

-Astral Projection and Astral Projection Meter Burn should be -30 on block (from -13)

Baraka
-F2 should be +2 on block (from -3)
-S3 should reach farther horizontally
-The last hit of B3,1 should have 40 recovery frames (from 26)
-B3,2 should be -6 on block (from -13)
-F3 should be -6 on block (from -7)
-S4 should be special cancelable on the first hit (from only second hit) and the second hit shouldnt whiff on stand block and crouch block at farther distances
-4,4,4 should be special cancelable on the third and fourth hit (from only fifth hit)
-4,4,4,4,4,4 should be special cancelable on the sixth hit (from only seventh hit)
-F4 should have 5 active frames (from 1)
-F4,4 should have a lot more pushback on block but not flawless block

General Shao
-F4 should be +6 on block (from -6)

Axe Stance
-B1 should be 11 frame start up (from 14)
-F2 should be -6 on block (from -30)
-F2,1+3 should be -6 on block (from -15) but remain -15 on flawless block
-D4 should be 11 frame start up (from 13), be +14 on hit (from +10) and be -6 on block (from -11)
-Devastator Meter Burn when Shaos armor is hit should allow the user to use Power Strike after but it shouldnt launch

No Axe
-Command Grab and Command Grab Meter Burn on hit should have an option to keep the axe in the ground by holding 2 but both should have 59 recovery frames (from 39)
-Command Grab Meter Burn should be a mid (from a high)
-Command Grab and Tree Chopper should be useable anywhere (from needing to be near axe). With Tree Choppers animation you could add a red glow that looks like Shao teleported the axe in his hand. With Command Grab the axe should teleport on the ground wherever Shao landed command grab. This would prevent confusion on if youre considered to be “near axe” or not
-Axe shouldnt reappear in Shaos hand automatically after a time duration has passed, it should only come back manually by the user to prevent combo drops from the axe appearing back in hand mid combo (This is an option which axe recall is DF4, the axe just shouldnt come back after a time duration) or maybe it should work similar to Shangs morphing and you can press left trigger to passively have it return without an animation to allow for axe recall mid combo

Ermac
-Strings that normally connect on block shouldnt whiff against Ermac on block
-1 should be +7 on hit (from +20)
-Deaths Embrace effects shouldn’t start until it fully recovers

Geras
-D1 should have the same range as Scorpions D1
-B1,2 should be -6 on block (from -7)
-F1,2 should be +6 on hit (from -12)
-F1,2 canceled into most summons should combo
-F2 should be +2 on hit (from -2)
-F2,4 should be +2 on hit (from -2)
-Sandstorm should be -15 on block (from -27), have 30 recovery frames (from 43) and have a higher hitbox
-Sandstorm should be useable while Sandstorm Meter Burn is active
-Geras should be able to use Inevitable regardless of however many times he already froze the opponent in a combo (from only being able to freeze opponent once before Inevitable)
-Double Time Meter shouldn’t be spent until the screen freezes (from before screen freeze)
-Command grab when interrupted by Double Time Clone should have it’s damage scaling reverted
-Fatal Blow should be a mid command grab (from a mid attack)
-Sandstorm Brutality should trigger by holding 4 (from holding “down”)

Havik
-2,2 should have no gap between the first and second hit (from having an armor gap)
-S3 should be 11 frame start up (from 15)
-D4 should be -9 on block (from -12) and be +14 on hit (from +9)
-F4,Neoplasm should jail on block
-Neoplasm shouldn’t disappear when doing them back to back as early as possible
-Corpse Taunt Tether should go away if the opponent armors through the tether itself but doesnt hit Havik
-Corpse Taunt should heal 70.00% (MK Deception throwback)
-Twisted Torso Meter Burn should have 1 hit of armor

Johnny
-2,1 on the second hit shouldnt whiff on block at farther distances
-B3 should be -20 on block (from -13) and have 44 recovery frames (from 31)
-Jump Kick should have way less horizontal range and shouldnt hit from behind
-Wowing Out should be useable after the Finish Them screen
-Shadow Kick Brutality should be able to be triggered on crumpled opponents (from only standing)

Kenshi
-Kenshi should have 900 health (from 1000)
-Fatal Blow shouldnt switch Kenshi back to Balanced Stance

Balanced Stance
-Switching into Sento Stance should cost a bar

Sword Stance
-B1,2 on the second hit shouldnt whiff after landing the first hit at farther ranges
-Air 1,1,2 and Air 2,3 hit reaction should be reverted to its original hit reaction in the beta
-DB4 should be useable without sento to have a better combo ender but it shouldnt bring back sento

Kitana
-B1 should reach farther
-B1,4 should have way less pushback on block
-F1 should be 0 on block (from -11)
-2,4 should have no gap (from having an armor gap)
-2,4,2 should be +1 on block (from -5) but remain -5 on flawless block
-B2 should be -6 on block (from -7)
-B2,4 should have no gap (from having an armor gap)
-B3,3 should keep the opponent standing (from knocking down) and be special cancelable
-B3,4 should hit lower and be a mid (from a high)
-Air 2,1 should hit the opponent straight up (from up and away)
-Jump 3,4 on block shouldnt auto correct and jail into Jump 3,S4 (This doesnt work with Jump 4 and also doesnt work with any other normals besides S4 after Jump 3)
-Fan Toss should have an Enhanced version that throws a second fan but is a mid and it’s input should be BF1, Right Trigger
-Aerial Fan Toss should have a Meter Burn version that keeps the opponent in a launched state if it lands on an airborne opponent similar to how MK9 aerial fan was on hit and it’s input should be Air BF1 + Right Trigger
-All distances of Fancy Flick Meter Burn should go away on hit
-All Versions of grounded and aerial Square Wave should have 90 recovery frames (from 30)

Kung Lao
-S2 should be +3 on block (from +1)
-2,1 on the second hit shouldnt whiff on block at farther distances
-F3 should be 0 on block (from -7)
-F3,3,3 should have 28 cancel advantage on block (from 22)
-F4 should be poke immune when Lao leaves the ground and poke crush, it should have an active hitbox for a few frames on Laos way down before landing on the ground, it should be -12 on block (from -23) and it should have a farther distance he advances forward a bit and its input should be F4,Hold but it should be -16 on block
-Shaolin Shimmy Meter Burn should have 60 recovery frames (from 33)
-Jump 3,4 on block shouldnt auto correct and jail into Jump 3,S4 (This doesnt work with Jump 4 and also doesnt work with any other normals besides S4 after Jump 3)
-2,1,2,1 Brutality should be able to be triggered on airborne opponents (from only standing)
-Buzzsaw Brutality should be able to be triggered on airborne opponents (from only standing) and be able to be triggered at any distance (from jump distance or more)

Li Mei
-1,2,4 canceled into Nova Blast Meter Burn shouldn’t whiff when the opponent gets hit by the second hit first (from either after blocking first hit or after first hit whiffs) at further distances
-B2,1 should have no gap (from having an armor gap)
-B2 , 4,3 and F4 canceled into Nova Blast Meter Burn should have no gap (from having an armor gap)
-D3 should be -6 on block (from -8)
-F4 should be 0 on block (from -11)
-F4,4 should have no gap (from having an armor gap)
-D4 should have slightly more range
-Air Nova Blast and Air Nova Blast Meter Burn at the lowest height shouldn’t whiff on standing female characters

Liu Kang
-Jump Kick shouldn’t hit from behind
-Dragons Tail Meter Burn should have 40 recovery frames (from 11)

Nitara
-1,2,4 should be +2 on block (from -3) but remain -3 on flawless block
-F1,2 should be -6 on block (from -7), should keep the opponent standing (from knockdown) and be special cancelable
-Vomit and Vomit Meter Burn should restand the opponent when Blood Sacrifice and Blood Sacrifice Meter Burn are active (from keeping them juggled)
-Grounded and Aerial Quick Taste and Quick Taste Meter Burn should heal 50.00 health (from 47.50)
-Blood Sacrifice shouldnt go away on hit
-Blood Sacrifice and Blood Sacrifice Meter Burn effects shouldnt go away when using Quick Taste, Vomit and Blood Bolt. Blood Sacrifice Effects shouldnt go away on block when using Blood Bolt. Blood Sacrifice should only go away after its time duration is up
-Blood Bolt Meter Burn should launch the opponent higher and eat projectiles

Mileena
-F4 should have 36 recovery frames (from 26)

Omni-Man
-1,2 should have no gap (from having an armor gap)
-B1,1 should be -6 on block (from -7)
-F4,1 on the second hit should hit the opponent at the same height as when landing the F4,1. When the second hit is the first to connect it launches the opponent lower
-Mega Clap Meter Burn should be -8 on block (from -15) and have much more pushback on block
-Air Mega Clap Meter Burn should have much more pushback on block and hit slightly lower
-Viltrumite Stance Tiebreaker should hit the opponent straight up (from up and away)
-Air Fly Towards and Air Fly Away should be cancelable into Jump 1 or Jump 2 on block for a bar but only when done by itself or after Jump 1 or 2, not jump kicks (For example if you do Jump 3/4 into Air Dash, you can’t spend the bar to continue pressure on block)
-Fatal Blow should have a second start up animation, instead of charging behind wherever the opponent is Omni-Man should do a very short charge that hits in front of the opponent to allow for more consistent fatal blow enders in combos and it’s input should be by pressing Left Trigger during fatal blow into
-Omni-Man should have a high command grab that uses the same animation as the last hit in F4,1,1+3. It should do 120.00%, be 17 frame start up, have 60 recovery frames and be able to use the Brutality F4,1,1+3 has

Peacemaker
-Torpedo shouldnt whiff over a crouched opponent
-Forcefield Meter Burn should absorb any amount of projectiles (from 2) and should be active for 210 frames after the reflect is done (from about like 90? Practice mode frame data/moves list frame data doesnt display active frames)

Quan Chi
-F2,1 should be -6 on block (from -13)
-S4 canceled into Psycho Skull and Psycho Skull Meter Burn should combo on hit
-F4,4 on the second hit shouldnt whiff on block at farther ranges
-Purple Aerial Head Rush should have a slow and fast speed like Aerial Head Rush Meter Burn
-Grounded Head Rush Meter Burn should literally eat every projectile, even meter burn ones that would either trade or eat regular projectiles. The only projectile it should trade with is itself
-Grounded and Aerial Purple Head Rush Meter Burn and Purple Psycho Skull Volley Meter Burn should only use up 1 Zone Of Power Effect (from 2)
-Psycho Skull Volley should hit an airborne opponent higher
-Psycho Skull Meter Burn and Psycho Skull Volley Meter Burn should hit the opponent straight up (from up and away), recover much faster on hit and be unbreakable (from being breakable on both the skull and the skull exploding)
-Zone Of Power shouldn’t automatically use the effect when near the portal, the user should be able to hold “1” to use the purple versions of the moves. This would allow the user to choose desired versions of the moves without needing to move near or away from the portal
-Enhanced Low Tentacle should cost 1 bar (from 2) and be a mid (from a low) but should only be able to be used once per combo and be -40 on block (from -22)
-Quan should have 3 more distances for F4,4. The 3 inputs should be Down + Forward 4 (Medium), F3 (Far) Down + Forward 3 (Very Far) but should have 50 recovery frames instead of 31 and be -18 on block instead of -2 and the second hit of these 3 distances (second hit of F4,4) should only come out on hit
-Quan should have a B1 input and it should have the same animation and properties as the third hit of 2,1,3. It should track in front of the opponent but shouldnt be able to hit the opponent if theyre moving backwards or jumping and should hit mid instead of low
-BF1 brutality (while Zone Of Power is active) should trigger if any skull kills (from only triggering on first skull while having Zone Of Power active) and should trigger at any distance (from only jump distance)
-BF1 Meter Burn brutality should be able to be triggered while Zone Of Power is active, should be able to be triggered at any distance (from jump distance) and on airborne opponents (from only standing)

Raiden
-F4,3 on the second hit shouldnt whiff after landing the first hit at farther ranges
-Shocker shouldnt whiff after landing F4,3 at farther ranges
-Air 2,2,4 hit reaction should be reverted to its original hit reaction
-Electric Fly and Electric Fly Meter Burn should leave Raiden right next to the opponent after it is blocked and Air Electric Fly and Air Electric Fly Meter Burn should have 90 recovery frames (from 38)
-Shocker and Shocker Meter Burn should have 40 recovery frames (from 20)
-Razzle Dazzle should do 50.00% on hit (from 0%)
-Razzle Dazzle Meter Burn should do 100.00% on hit (from 88.00)
-(When Raiden has full charge) Razzle Dazzle and Razzle Dazzle Meter Burn should be +5 on block (from -11) and Razzle Dazzle Meter Burn should launch by kicking the opponent that wall bounces them to Raiden for a full combo
-Teleport Meter Burn should cost 1 bar (from 2)
-Electric Charge should be built by the amount of blocked attacks (from based off the block damage dealt) and it should take 10 blocked attacks to gain full Electric Charge

Rain
-1,1 on the second hit shouldn’t whiff at farther distances
-Jump 3,2 on block shouldnt auto correct and jail into Jump 3,S2 (This doesn’t work with Jump 4 and also doesn’t work with any other normals besides S2 after Jump 3)
-Water Beam Meter Burn should be a mid (from a high)
-Geyser and Geyser Meter Burn should have a far and very far distance but Close Meter Burn Geyser should be the only distance to have armor (from meter burn close and medium having armor)
-Water Shield should absorb 3 projectiles (from 2)
-Water Shield Meter Burn should absorb any amount of projectiles (from 2)
-Rain God input should be DB4 (from DDU). Rain God should work similar to Sindels levitate. Like Sindels levitate, Rain should stay levitated until the user cancels it which the cancel input should be Down Right Trigger (from Rain levitating when Holding Up or Right Trigger). Rain God close electric ball input should be 1, medium electric ball input should be 3 and far electric ball input should be 4 (from close by holding back, medium by default and far by holding forward). Rain should also be able to summon portals and teleport while in Rain God
-Rain should be able to summon portals at medium and far distance and the inputs should be DB2 Hold Back for close, DB2 for Medium and DB2 Hold Forward for far
-Portal Bugs should be fixed, Old Portal Teleport doesn’t always work depending on how far you are from old portal (I have a video that breaks it down in depth)
-1,1,2 Brutality should be able to be triggered on an airborne opponent (from only standing)
-F2,1,3 Brutality should be able to be triggered on airborne opponents (from only standing)
-Rain God Brutality requirement should be holding 1 (from holding “down” during hit, must be fully charged, must be jump distance away)

Reiko
-F1,1 should have less block stun to allow the opponent to jump sooner in the case Fatal Blow is used on block after F1,1 (Anti Air Fatal Blow comes out before the opponents jump does, but F1,1 ticks on block with grounded Fatal Blow. So there’s no mind game here, you’ll always jump F1,1, Fatal Blow since the Anti Air version whiffs)
-B3 should be -6 on block (from -14)
-F4 should be -8 on block (from -14)
-Command Grab and Command Grab Meter Burn should have 59 recovery frames (both from 39)
-Command Grab Meter Burn should cost 1 bar (from 2)
-Slide and Slide Meter Burn should leave Reiko next to the opponent on block (from Reiko walking back after slide is blocked)
-Parry and Parry Meter Burn should be 2 frame start up (from 8)
-Fatal Blow shouldnt whiff on any grounded attacks, (many characters have at least 1 throw immune move to beat Fatal Blow)

Reptile
-F3,2 should be cancelable into any special move and kameo summon (from only being able to cancel into Slide, Acid Spit, Invisibility and Fatal Blow)
-Acid Spit and Acid Spit Meterburn should have less pushback on hit
-Acid Spit Meter Burn should restand the opponent (from juggle)

Scorpion
-B2 should have less pushback on block
-3,3 should be +1 on block (from -5)
-3,3,3 should be +3 on block (from -5)
-B3 should always be 2 hits on block (sometimes it can hit 3 times on block)
-F3 should be 0 on block (from -4)
-F3,4 should have no gap (from having an armor gap) and combo into Spear and Teleport
-D3 should be -10 on block (from -12) and be +12 on hit (from +9)
-S4 should be +4 on block (from -4)
-B4 should be 0 on block (from -2)
-F4 should be 10 frame start up (from 16) and be -6 on block (from -7)
-Air 1,1,2 hit reaction should be the knockdown that sends the opponent sliding and should do 150.00 damage (from 102.65)
-Air 1,1,4 should have the same hit reaction as Air 1,2
-Air 1,3 should hit the opponent straight up (from up and away)
-Air 2,1+3 should have a meter burn version that costs 1 bar that launches the opponent with unscaled gravity but should only be able to be used once per combo
-Air 2,4 hit reaction should be the knockdown that spikes your opponent down rolling backwards and should do 170.00 damage (from 113.00)

Shang Tsung
-Shang should have 1050 health
-B2 should be 11 frame start up (from 14)
-D3 should be +14 on hit (from +12)
-Air 1,2,2 shouldn’t send the opponent away so fast, they should be airborne for much longer
-Form Stealer should be useable when morphed into the opponent to switch back to Shang when desired and should have an extra input to switch back to a specific Shang form, FDB4 should switch back to Young Shang and to switch back to Old Shang the new input should be BDF4
-Shang should be able to morph back to himself when morphed as the opponent by using the left trigger similar to how he can morph in between stances without being locked in an animation but it should cost a bar and their inputs should be Back Left Trigger for Young Shang and Forward Left Trigger for Old Shang

Young Shang
-B1,2 should recover much faster on hit
-Air Straight Skull should have an angled version and it’s input should be Air DB1 and this Air Angled Skull should have a Meter Burn version that has the same exact properties as Air Straight Skull Meter Burn but with a downward angle
-Bed Of Spikes Meter Burn should restand the opponent (from juggle) but end your combos and the spikes should stay active for 120 frames on whiff

Old Shang
-Injection Meter Burn should be 1 bar (from 2)
-Air Down Skull should have 2 more inputs for each distance and their inputs should be Air DB1 for in front opponent, Air DF1 for below opponent and Air DBF1 for behind opponent (From Air DF1 hold back for in front, Air DF1 for below and Air DF1 hold forward for behind)

Smoke
-F1,2 should have no gap (from having an armor gap
-F1,2,1+3 should have 20 recovery frames (34)
-Jump 3,4 on block shouldnt auto correct and jail into Jump 3,S4 (This doesnt work with Jump 4 and also doesnt work with any other normals besides S4 after Jump 3)
-Vicious Vapor Meter Burn should be 5 frame start up (from 10)
-In Practice Mode, you cant land Vicious Vapor against the AI when its set to Auto Block

Sub Zero
-1,2 should have no gap (from having an armor gap) and be -5 on block (from -7)
-S2 should be +2 on block (from 0)
-2,1 should be -3 on block (from -7) and restand the opponent (from juggle)
-F1,2 should be -6 on block (from -7)
-F1,2,3 should be -6 on block (from -12)
-Ice Ball Meter Burn should be 20 frame start up (from 39)
-Ice Clone and Ice Clone Meter Burn should have 25 recovery frames (from 43)
-Ice Clone Enhanced and Ice Clone Meter Burn Enhanced (2 Bar Version) should have the second and third clones be summoned at lower heights to break forward advancing armored specials
-All Versions of Ice Clone should have no cool down on hit (This is to allow Sub to do Ice Clone combos and then being able to use Ice Clone right after the combo)
-Clone Charge Meter Burn should eat projectiles (from trading with them)
-Deadly Vapors Meter Burn damage scaling should be reverted
-Diving Glacier should be -10 on block at its lowest height (from -5)
-Ice Ball Brutality should be able to trigger at distance (from only fullscreen) and should be able to trigger on airborne opponents (from only standing)
-2,1,2 Brutality should be able to be triggered on airborne opponents (from only standing)
-Deadly Vapors Brutality should be able to be triggered on airborne opponents (from only standing)

Tanya
-F2,1,1 should have 30 recovery frames (from 24) but all hits in the 1,1 part should be special cancelable (from only being cancelable on the 3rd hit in 1,1)
-Air Spinning Split Kicks and Air Spinning Split Kicks Meter Burn should have 90 recovery frames (from 41)
Kameo Roster

Kameo Roster

Cyrax

-Cyrax should take away 50 health (from 0)
-Kopter Chopper should have 8 second recharge time (from 13)
-Horizontal Kopter Chopper should have 12 second recharge time (from 11) but cost half a kameo bar (from full)
-Self Destruct should have 7 second recharge time (from 12)
-Cybernetic Net should have 7 second recharge time (from 10)
-Cybernetic Net shouldnt knockdown after landing Kopter Chopper in the same combo
-Cybernetic Net should have an ambush version for a full kameo bar with 10 second recharge time and it’s input should be Down Back Assist

Darrius
-Tornado Kick should have 13 second recharge time (from 26) and should start recharging immediately when Darrius is off screen (from a second later after being off screen)
-The Double Whammy, The Double Whammy into Twister Kicks and Tornado Kick into Volleyballistic should have 10 second recharge time (from 26)
-Double Daegon Kick should have 8 second recharge time (from 26)
-Twister Kicks should be -6 on block and flawless block (from -7 on block and -17 on flawless block), each kick should bring the opponent in block to better jail all kicks, should have 7 second recharge time (from 10) and should have full invincibility on reversal but on reversal it should have no pushback on block, be -17 on flawless block and have 14 second recharge time (from 10)
-Eat Dirt should come out on whiff (from only if the overhead flip kick lands or is blocked)
-The Double Whammy should have a brutality that uppercuts the opponents head off then follows up with the Double Daegon Kick that kicks off the opponents torso

Frost
-Frost should add 100 health (from 0)
-Ice Krash should have partial invincibility on reversal and wake up but on reversal and wake up should be -6 on block (from +4) and be -20 on flawless block (from +4) and should have 5 second recharge time (from 10) but on reversal and wake up should have 10 second recharge time
-Frostys Revenge input should be Down Assist (from Assist Hold)

Goro
-Punchwalk should be 18 frame start up (from 32), should do 50.00 block damage (from 37.50), should have partial invincibility frames on reversal but be -16 on reversal (from -6)

Jax
-Ground Pound should be able to be canceled by pressing Assist in case the user wants to send away Jax after using Ground Pound
-Back Breaker should have an enhanced version that costs a full kameo bar but recharges slightly faster that leaves the opponent in a restand state for combo extensions and it’s input should be B or F Assist Hold
-Energy Wave should be 18 frame start up (from 25), have way less pushback on block, be +2 on regular and flawless block (from both being -3), have partial invincibility on reversal but be -15 on block and flawless block, and launch on reversal counter punish (it could wall bounce the opponent like B3s in Injustice or put the opponent in a dazed state)

Kano
-Kano Ball Assist shouldnt deplete kameo meter when holding the duration of its use
-Eye Laser should have partial invincibility on reversal, should have full invincibility on wake up, it’s input should be Down Assist (from Neutral Assist) and on hit it should disable the opponent from using Kameos and Breaker for 8 seconds and should leave a noticeable burn mark on the opponent to represent the time their Kameo and Breaker is locked out for

Khameleon

Universal
-Change disguise input should also be Assist Tap to make allowing changing disguises easier mid combo without needing to hold assist
-Whenever Khameleon changes disguises, a veil should appear and travel from the users base character to into the stage representing the color of the disguise she just switched to (For example you see a blue veil, shes now in her Kitana disguise. In the case of a Khameleon mirror, whoevers base character the veil came from will represent whos Khameleon disguise changed)

Jade Disguise
-Glaive should travel straight forward and straight back (From having random angeled traveling), shouldnt become invisible on the way back sometimes and should become inactive after the Glaive users base roster character or Khameleon gets hit

Mileena Disguise
-Roll shouldnt have invincibility frames on wake up and should be -30 on block (from -17)

Kitana Disguise
-Fan Lift shouldnt ignore the opponents hit advantage

Kung Lao
-Away We Go shouldnt ignore the opponents hit advantage and shouldnt be useable during throw tech animations
-Spin should be 15 frame start up (from 23) should launch on reversal but should be -30 on block (from -15)

Mavado
-Mavado should take away 50 health (from taking away 100)

Motaro
-Motaro should have 0 health value (from taking away 50)
-Centaurian Warp shouldnt ignore the opponents hit advantage
-Tail Shot should have a close, medium, far and very far distance (from only having the one distance it currently has) and the inputs should be Down Assist for medium, DB Assist for close, DF Assist for far and DBF Assist for very far but all distances of Single Tail Shot should be a mid (from a Low)
-Reflect should have a stationary version when extending the duration. It’s input should be back assist, the input for the current reflect that moves forward when extending the duration should be Forward Assist
-Tail Turret input should be DFB Assist (from Down Assist) and should be 28 frame start up (from 40)

Sareena
-Jataakas Kurse should reach the opponent no matter how high above the hex they are
-Old Moon should have an enhanced version where she throws another knife after the first one she threw for another kameo bar, after the first knife is thrown the opponent should be free from the summon stance, the second knife should be a mid instead of a high and it’s input should be Forward Assist, Assist
-Old Moon should have an ambush version for a full Kameo bar with the same recharge time and it’s input should be DF Assist

Scorpion
-Hell Blades should keep the opponent in a standing state when landing on a grounded opponent (from krumple state when hit grounded), should be 22 frame start up (from 30), should have partial invincibility on reversal, should launch on reversal, but be a mid (from an Overhead)
-Scorpion should have a summon attack using flame breath for half a kameo bar similar to MK 11 Scorpions flame breath, but it should restand the opponent and have an enhanced version to do extra damage and more pushback on block for another kameo bar. Regular version should be unsafe but the enhanced version should be safe with pushback. It’s input should be DF Assist and enhanced input should be DF Assist, Assist

Sektor
-All versions of Up Rocket should have 6 second recharge time (from 13)
-Up Rocket In Front of opponent input should be Back Assist (from Up Assist)
-Up Rocket Behind opponent input should be Forward Assist (from Down Assist)
-Activate Homing input should be Neutral Assist Hold (from Assist and press Assist again)
-Tele-Punch input should be DB Assist (from Back Assist) and it’s hit reaction should make the opponent fall slower (The higher the Tele-Punch lands the less hit advantage it has, making combo routes harder or impossible if catching someone jumping or juggled)
-Tele-Punch should have an enhanced version that uses a full kameo meter that does a second hit with the same animation and properties as MK X Sektors Tele-Punch Meter Burn where the opponent bounces off the ground but the opponent should be sent directly in front of the user before they bounce off the ground, should have 15 second recharge time and it’s input should be DB Assist Hold
-The first hit of Flamethrower should restand the opponent (from juggle) and it’s input should be DF Assist (from Forward Assist)

Shujinko
-Shujinkos throw should do 140.00 damage (from 110.00)
-Shujinko should be able to meditate after using a throw and it’s input should be Assist Hold or Assist Tap
-Shujinko should default to disappearing when using only Apep Punch and only Konquest Kick (from meditating by default after), Shujinko should only meditate when the user inputs Assist Hold or Assist Tap
-Apep Punch should have partial invincibility frames on reversal
-Konquest Kick should have partial invincibility frames on wake up
-Apep Punch should have a brutality that explodes the opponents entire body from the waist up and its input to trigger it should be Assist Hold
-Shujinko should be able to cancel into any stored moves after Apep Punch or Konquest Kick when the “Finish Them” screen is active
-Shujinkos forward throw should have a brutality involving his 2 swords and slicing up the opponent like from MK Deception as a call back
-Shujinko should be able to use any brutalities from his opponents moves that contain them and they should be able to be triggered by holding the button that is pressed for the special move (for example, for Shujinko to trigger Raidens Electric Fly brutality the user should have to hold "3" since Electric Flys input is Back Forward 3)

Shujinko (VS Ashrah)
-Hell’s Pillar should have the Meter Burn properties (from regular), be 40 frame start up like Ashrahs (from 44) and be +5 on block like Ashrahs (from -2)
-Light Ascension should be 14 frame start up likes Ashrahs (from 21)

Shujinko (VS Baraka)
-Stab Stab should have the Meter Burn properties (from regular)

Shujinko (VS Johnny)
-Ball Buster and Shadow Kick should have the Star Power properties such as armor and 110.00 damage on Shadow Kick, invincibility on Ball Buster and being able to do 1-3 of either move on block or on hit and in any combination

Shujinko (VS Kenshi)
-Sento shouldn’t disappear when Sento or the user is hit, Sento should go in the same fallen state he goes in when being used by Kenshi

Shujinko (VS Kitana)
-Kopy Kat should steal Fan Toss (from Square Wave)
-Fan Nado should recover much faster on hit and have 89 hit advantage like Kitanas (from 69, Shujinkos Fan Nado follow up potential is much worse than Kitanas Fan Nado)

Shujinko (VS Kung Lao)
-Buzzsaw should be 18 frame start up like Kung Laos and have the Meter Burn properties (It’s worse than Kung Laos regular Buzzsaw, you can’t even combo off an airborne opponent with Shujinkos Buzzsaw)
-Mimic should steal Kung Laos Soaring Monk Meter Burn (from Shaolin Spin Meter Burn)

Shujinko (VS Li Mei)
-Shi Zi Lion should be +2 on block (from -23)

Shujinko (VS Liu Kang)
-Dragon’s Tail Meter Burn should hit the opponent much higher

Shujinko (VS Mileena)
-Straight Sai should be 17 frame start up (from 28)
-Roll should recover much faster on hit and have 57 hit advantage like Mileenas (from 51)

Shujinko (VS Nitara)
-Bad Blood should have the Meter Burn properties (from regular) and restand the opponent (from knock down)
-Leap Of Faith Meter Burn should be 14 frame start up (from 19), recover much faster on hit and never have gravity scaling. Or it should be replaced with Quick Taste Meter Burn

Shujinko (VS Omni-Man)
-Mega Clap should have the Meter Burn properties (from regular), be 13 frame start up (from 23) and have a lot more pushback on block

Shujinko (VS Peacemaker)
-Force Multiplier should be 17 frame start up (from 25)
-Activate Sonic Boom should recover much faster on hit

Shujinko (VS Quan Chi)
-Head Rush should be 15 frame start up (from 22)

Shujinko (VS Raiden)
-Electric Orb should keep the opponent standing and be 25 frame start up like Raidens (from knocking down and being 32 frame start up)
-Lightning Port Meter Burn should be 20 frame start up like Raidens (from 27)

Shujinko (VS Rain)
-Water Beam should be 17 frame start up (from 34)
-Upflow Meter Burn should recover much faster on hit, have 20 frame start up like Rains (from 30) and have its animation fixed (it’s choppy whenever Shujinko uses it, the animation has a cut in it)

Shujinko (VS Reiko)
-Tactical Takedown should have it’s full animation like Reikos and be 16 frame startup (from 29)
-Retaliation Meter Burn should always lead to Shujinko taking whatever hit is coming (in some cases the opponent can attack through Shujinko completely ignoring the parry and hitting the user)

Shujinko (VS Reptile)
-Acid Spit should have the Meter Burn properties (from regular) and restand the opponent (from knock down)
-Forceball should have the Meter Burn properties (from regular)

Shujinko (VS Shang Tsung)
-Straight Skull should keep the opponent standing and be 18 frame start up like Shang Tsungs (from knocking down and being 28 frame start up)

Shujinko (VS Shao Kahn)
-Power Strike should be 20 frame start up (from 38), should recover much faster on hit for more follow up potential on juggled opponents and be 0 on block (from -10)

Shujinko (VS Sindel)
-Hairball should have the Meter Burn properties (from regular) and be 19 frame start up (from 30)

Shujinko (VS Smoke)
-Shadow Blade should have the Meter Burn properties (from regular), do 140.00 damage (from 80.00) and be 10 frame start up like Smokes (from 18)

Shujinko (VS Sub-Zero)
-Ice Ball should have the Meter Burn properties (from regular) and be 20 frame start up (from 41)

Shujinko (VS Tanya)
-Heavenly Hand should have the Meter Burn properties (from regular) and be 17 frame start up (from 30)

Sonya
-Sonya should add 100 health (from 0)
-Square Wave should have 2 second recharge time (from 11)
-Energy Ring should be an ambush (from a summon)
-Leg grab should be 20 frame start up (from 29), launch the opponent at air combat height to allow for more combo potential, have partial invincibility on reversal and launch on reversal but on reversal should be -30 on block (from -9)

Stryker
-High Grenade Toss should have 8 second recharge time (from 17), be 30 frame start up (from 59), only be able to hit grounded opponents when arching down unless they’re already in a combo state (from hitting if opponent is close enough to Stryker) and Stryker should throw high grenades from behind the user (from running in front of)
-Low Grenade Toss should have have 12 second recharge time (from 17) but Stryker should throw low grenades from in front of the user (from behind)

Sub-Zero
-Cold Shoulder should be 19 frame start up (from 26), have 6 second recharge time (from 8), have partial invincibility on reversal and be fully invincible on wake up but on wake up have 12 second recharge time

Tremor

Universal
-Ambush versions of all attacks except Ground Pound and Crystal Armor should have 7 second recharge time (from 10)
-Tremor should be able to use ambush attacks after the finish them screen

Aftershock Form
-Rock Punch should have should have 5 second recharge time (from 10)
-Rock Punch Uppercrust Brutality should be able to trigger while the opponent is airborne (from only standing)

Metallic Form
-Lava Burst should have 5 second recharge time (from 8) an should have an enhanced version that costs a full kameo meter that restands the opponent and it’s input should be Forward Assist Hold
-Eruption should be 10 frame start up (from 26), recover much faster on hit, have 2 second recharge time (from 8) and should have an enhanced version that costs a full kameo meter that becomes a trap move that functions similar to MK X Tremors Overhead Lava and it’s input should be Up Assist Hold
-Rolling Rock and Rock Toss should have 2 second recharge time (from 10)

Crystalline Form
-Crystal Wall Punch should be 13 frame start up (from 23)
-Crystal Armor should recover slightly faster from attacks on hit, have less pushback on hit, have 7 second recharge time (from 10) and Ambush Crystal Armor should have 10 second recharge time (from 12)
 

Fatality o

Cigretts PSN
Love a lot of these changes, many many qol changes inputwise. Makes you wonder how some of the janky inputs we have now even got okayed in the first place.

Most of this stuff would make the game more fun imo, good shit!
 

Arqwart

D'Vorah for KP2 copium
Liking this just due to the sheer amount of work that went into it. Will read in detail after work, but hot damn. This man came here with a whole ass binder of content.

Looking at just the Kitana changes, I will say that she does already have a meter burn Fan Toss on the ground. Are you saying she should be the first ever to have two different meter burn options on the same move? Would be interesting, though strange. Could work if they brought back MK11-style amplification where you do it after the move instead of with it, but I feel just the amplified air fan toss addition should be fine.

Don't see the point in removing the Amp. Fancy Flick pressure gimmick or its ability to trade well with other projectiles. You're burning meter in the hopes the opponent makes a mistake so it makes sense that it stays when Kitana gets hit. If it's a fullscreen trade, it's difficult for her to make use of it without having certain kameos like Mavado on deck. If it's a close range pressure gimmick, it's tantamount to suicide against anyone who knows and reacts. A suitable change IMO could be to drastically increase its damage scaling if Kitana gets hit while it's flying so trades / poke callouts aren't taking 35%+. Maybe around 20-25% at most.

Button changes are welcome. Gap removal is a little iffy for me in conjunction with all the other buffs, though. I'd be fine with 24 losing its gap, but B24 being a long reaching advancing mid string that's barely negative should absolutely have a gap for a character like this. B33 being a combo starter would be interesting to fish for and could make other kameo options like Stryker and Darrius more appealing.

And yes PLEASE nerf Square Wave recovery. As a Kitana main, it's wild to me that only Raiden has gotten the much needed kneecap break for runaway shenanigans. Kitana not being in the public eye much has let her stay under the radar and it's silly, especially when using Jax, Kano, Mavado, or Khameleon kameo.
 
Liking this just due to the sheer amount of work that went into it. Will read in detail after work, but hot damn. This man came here with a whole ass binder of content.

Looking at just the Kitana changes, I will say that she does already have a meter burn Fan Toss on the ground. Are you saying she should be the first ever to have two different meter burn options on the same move? Would be interesting, though strange. Could work if they brought back MK11-style amplification where you do it after the move instead of with it, but I feel just the amplified air fan toss addition should be fine.

Don't see the point in removing the Amp. Fancy Flick pressure gimmick or its ability to trade well with other projectiles. You're burning meter in the hopes the opponent makes a mistake so it makes sense that it stays when Kitana gets hit. If it's a fullscreen trade, it's difficult for her to make use of it without having certain kameos like Mavado on deck. If it's a close range pressure gimmick, it's tantamount to suicide against anyone who knows and reacts. A suitable change IMO could be to drastically increase its damage scaling if Kitana gets hit while it's flying so trades / poke callouts aren't taking 35%+. Maybe around 20-25% at most.

Button changes are welcome. Gap removal is a little iffy for me in conjunction with all the other buffs, though. I'd be fine with 24 losing its gap, but B24 being a long reaching advancing mid string that's barely negative should absolutely have a gap for a character like this. B33 being a combo starter would be interesting to fish for and could make other kameo options like Stryker and Darrius more appealing.

And yes PLEASE nerf Square Wave recovery. As a Kitana main, it's wild to me that only Raiden has gotten the much needed kneecap break for runaway shenanigans. Kitana not being in the public eye much has let her stay under the radar and it's silly, especially when using Jax, Kano, Mavado, or Khameleon kameo.
1. Yes im referring to an amplify style like MK 11 for Fan Toss which actually some characters are already have in MK 1 (Baraka has blade charge which you can then press Right Trigger to Enhance after performing)

2. Fancy Flick Meter Burn should go away on hit imo cause it almost always results in Kitana comboing the opponent if they try to punish it when Kitana uses it from normals/strings. I feel like she already has this mind game with BF1 Meter Burn but at least with that move theres consistent counter play if you read it and can do a forward advancing attack to avoid it but with Fancy Flick it almost always tracks you even when youre advancing forward very far so you pretty much just have to block it
 
Darius changes lets gooo id agree with most of what you said in relation to my team , i dont really use stand one advantage with ermac but i wasnt aware it was so plus gonna have to use it more as a poke
 

Arqwart

D'Vorah for KP2 copium
2. Fancy Flick Meter Burn should go away on hit imo cause it almost always results in Kitana comboing the opponent if they try to punish it when Kitana uses it from normals/strings. I feel like she already has this mind game with BF1 Meter Burn but at least with that move theres consistent counter play if you read it and can do a forward advancing attack to avoid it but with Fancy Flick it almost always tracks you even when youre advancing forward very far so you pretty much just have to block it
Again, gunna have to 100% disagree on this one. In practice, the Amp Fancy Flick is even easier to blow up on reaction than Amp Fan Toss. Full combo punishes are more matchup specific (such as Liu Kang), but everyone else can 100% hit her with something fast and recover in time to block which just results in a slightly plus situation for Kitana. Considering it's a whole bar spent and she still gets hit, that's really not a great gimmick against knowledgeable opponents. Not to mention the gigantic list of advancing specials that get the opponent and Kitana out of the way or the fact that grabbing her on a read out of the startup gets rid of her ability to aim the Fancy Flick to land it close. I've even eaten uppercuts while Kitana is standing back up, leaving the two of us knocked down and me way behind on the trade because Fancy Flick doesn't do a lot of damage on its own.

Overall, I think just hard scaling the damage if she gets hit during its flight would be fine enough.
 
Darius changes lets gooo id agree with most of what you said in relation to my team , i dont really use stand one advantage with ermac but i wasnt aware it was so plus gonna have to use it more as a poke
The S1 hit advantage change is to address scenarios where ermac uses S1 but trades attacks with the opponents attack, ermac uses 1,2 a lot in his offense so its very common for ermac trade with S1 and still combo from the trade since the opponent is stuck in the +20 hit advantage and ermac recovers fast enough to full combo them on hit
 

Archgamer

Mortal
I see, so torpedo should stay as a high it just shouldnt pass over a crouching opponent similar to johnnys shadow kick if that makes sense
How does that even make sense animation wise?

Peacemaker is flying off the ground while Johnny's shadows kick still keeps him on the ground. If your crouching then physics would tell you that the torpedo flies over it. It'll look weird that an invisible barrier prevents him from flying over the opponent.
 

Felipe_Gewehr

Twinktile
How does that even make sense animation wise?

Peacemaker is flying off the ground while Johnny's shadows kick still keeps him on the ground. If your crouching then physics would tell you that the torpedo flies over it. It'll look weird that an invisible barrier prevents him from flying over the opponent.
Well, have you seen what happens when Smoke does F4 (a high that keeps him off the ground) while Reptile does a crocodile slide? Neither hits the other, and Smoke "glides" over Reptile without switching sides. This peacemaker change would definitely look weird, but would not be something new.
 

CanoCano

Apprentice
How does that even make sense animation wise?

Peacemaker is flying off the ground while Johnny's shadows kick still keeps him on the ground. If your crouching then physics would tell you that the torpedo flies over it. It'll look weird that an invisible barrier prevents him from flying over the opponent.
Yeah but this is a balance change thread, it doesn't matter if it looks a bit janky and in any case you could make it so if it goes over an opponent Peacemaker stops travelling faster similar to the E.Honda nerf from last month
 
How does that even make sense animation wise?

Peacemaker is flying off the ground while Johnny's shadows kick still keeps him on the ground. If your crouching then physics would tell you that the torpedo flies over it. It'll look weird that an invisible barrier prevents him from flying over the opponent.
sometimes logic isnt always considered in balance, rain can sometimes crouch the torpedo and torpedo wont go past rain and it honestly doesnt look weird but idk I think regardless of whether it visually makes sense it would be a very healthy change for peacemaker
 

CanoCano

Apprentice
Imo they should really lean into Johnny being a glass cannon character, lower his health a ton but make it easier to go into Hype and give Hype more options (specials cancelable into normals, normals you can't normally cancel into specials are now cancelable into specials and more)
Will probably give a detailed list of changes for that in the morning or smth but what do y'all think