IMO the list of nerfs/balances isnt that long:
* Revome Noobs disabler and make it FREEZE (aka Sub Zero). Is the same shit and have a hit limit of 1 or 2.
* Remove Rain inf.
* Make kabal Spin Dash ACTIVATE Damage Protection (lol i meant it seriously). He will be still a beast.
* Remove relaunchers.
* Add a BIT of more dmg protection on H. Smoke combos and the Tlk Slam from ermac to have Dmg prot too. (Just a bit so none of them can land 60% every time they touch you).
* MKII Lao to do NORMAL dmg. REMOVE his HP OTG combo ability.
Buffs? nah. Everybody is fine aside from:
* Cage to do N64 dmge (he does less in psx/pc)
I dont know what to think this is only out of my mind.
Ah! Leave corner Rjab infs in the corner please hehehehe >=D
A lot of this stuff applies to UMK3, but I'll include MKT as well.
Make Noob's Disabler only disable block, not attack collision, limit of 4 hits before it's disabled just like a spear so you could mix it up with his other moves, and remove the combo break when it wears off. You don't even have to reduce the speed as much as the start up. That would still make it a unique move but not nearly as broken.
You'd also have to fix his clone throw, it's broken too.
Teleport I would suggest limiting it to once per combo, like a Sub-Freeze/Jade Kick.
Make Rain's Super RH a special move, B, B, HK, limit it to once in a combo, limit the Rain Ball I would say more like Ermac's slam, and the Lightning can stay the way it is, in fact I would say it should be a ducking block only move.
I have thought about making the Spin do Damage protection, but actually, it might be more reasonable to make the collision not happen until he's in the actual "Dash" animation. Normal Kabal start up with frame advantage is 4 frames before you are in the spin, and 7 frames before he is in the actual animation for the Dash, that doesn't look like normal running animation. These extra 3 frames would go a long way because you'd actually be able to see him start moving. Adding DP would cripple him damage-wise, it might be a better idea to make just the Fireball itself do a little less damage, and his throw too. Fix the damage protection reset bug when they drop out of the Spin during DP.
Removing relaunchers would be grand, but possibly very difficult. This would probably require knowing a LOT about the actual programming of the game system, and could be a fundamental part of functionality.
Rather than DPing Smoke's combos, maybe DP at the Spear, or perhaps limit the amount of hits he can do before it to 3. It'd knock his combos down a bit, and make a number of mid 50% standards into just under 50%, and maybe even eliminate his air throw and forget about DP at all.
For Ermac, DP for his TKS would probably work very well because it wouldn't change his autocombo damage at all, just naked TKS and aaHP combos. This would effectively eliminate his corner 100%s, but he could still break 50% in some cases. Possibly, make the TKS count as part of a combo.
MKII Kung Lao's HP otg is kinda neat actually, since it's blockable I don't think there's any reason to remove it. Other characters can do it with knee lifts.
All characters should do standard UMK3 damage, even fix Liu Kang's weird JP that does the wrong damage and give him normal damage on his pop up combo. 70% Liu corner combos!
There is a laundry list of changes to other characters that could help them here and there.
Remove Damage Protection from Cyrax and Sheeva's throws.
Give Sub his real 6 hit ground combo damage.
Give Mileena real damage for her 6 hit combo after a starter, and take away DP on her Sai Shot. There's no reason for it to be there because IF you can combo without DP already being there going into a Sai Shot, and combo after it, you DESERVE the full damage because you a frigging master. Eliminate her pop up as well and give it to Jade! A pop up combo would help her out a lot, also air projectile protection. Make Mileena's her Roll do 15%, change nothing else about it, and watch the smiles.
Eliminate Stryker's Riot Gun infinite by making the time limit more like Kitana's fan throw, but give him normal damage properties for his Baton Throw (no self DP on 3 hits) and this would help bring up the damage on the end of his combo so he could still break 50% off a JP starter. There's a chance even with Kitana's time limit that the Riot Gun could still be performed a second time in a combo, but it's unlikely that it would leave the opponent in any kind of position to receive further damage except maybe a Grenade
Have Sonya's Leg Grab do normal DP to itself after 3 hits, not Double DP.
Baraka DP on Blade Spin.
Robot Smoke and Reptile invisibilty time limit like Shang's morphs. If you're gonna go invis, shit or get off the pot, don't sit across the screen like a bitch waiting for an attack!
MKII and MK3 Kung Lao Spin disable the Dive Kick.
Nightwolf, add just *2* frames of recovery time to his shoulder tackle when blocked.
MK1 Raiden, make his ducking LK recovery the same as MK1 Kano's. He can still do multiple Ducking LKs but not infinite.
Add whatever recovery time is necessary to his turn around on a whiffed elbow Dash to eliminate his infinites, but not completely eliminate the property it has that enables you to do some kind of juggling, ie: they drop more each volley which might cause the third punch to miss, or making 3 hits in any way impossible. This is not fool proof of course, it may come down to just limiting its usage somehow and removing the ability altogether which NO ONE wants! This time recovery on the turn around might not have to be applied when you run beyond the character on the ground when they don't block. If it did however, it would make it easier to counter him coming in from the other side. Not everyone can, but some have moves fast enough to snuff Reptile's elbow dash.
Classic Sub, I really don't know what could be done to make him better without making him more like Unmasked Sub. Maybe give him something ridiculous like limit his freeze to 4 hits so he could freeze you after a pop up and reposition you a bit and get more out of juggles.
For Jax, don't have the single and double missiles affect how the other works, but still give them both individual recharge time as it exists in UMK3. For example if you do a single missile, you cannot do a double missile for the same duration you can't do a single missile. This way you could do double missile, single missile, but then have to wait a bit to do either again, and vice versa, but still not as bad as MK3 where he could do double missile, 3 singles, double, forever.
Shang Tsung, allow spamming of single skulls only, not for all 3 types, and add recharge time to them only during combos, similar to Scorpion's spear (You can spam it but once it hits you have to wait). This would prevent aaHP, Skull corner infinite.
Make Sindel's hit counting work correctly during her screams, which may actually just be a reset property of the scream itself so that would have to be changed.
I'm sure I missed some stuff here and there but that's a pretty good list of things that could be done to shuffle the characters around without having to add anything that doesn't already exist, and utilizing existing programming as much as possible to modify things as well.
Corner jab infinites, I don't know exactly how to remove them outright, but it may be possible to just force pushback on 3 consecutive jabs without a timer being involved, as that's what it seems to be, 3 jabs have to be blocked within like 1 second.