What's new

Question What's Left To Be Fixed?

Lt. Boxy Angelman

I WILL EAT THIS GAME
We've seen the buffs and nerfs.
We've seen tiers rise and fall.
At the near end of year one and two rounds of DLC in, almost everything that needed fixing or dealing with has been addressed...almost.

Almost everyone is at the same state of par.
Almost every character has at least one if not more means of being competitive.
But there are issues still at work that cannot go untouched or unacknowledged before the end times.

Post yours.

Mine boil down to this:

-Hat Trick Lao is unjustifiably butt.
-Balanced Kenshi is just short of viable.
-Tremor has gotten the MK9 Sub-Zero treatment and he isn't even Brady's secondary.
-I'm still convinced there's an impossible but still existing way to unlock Fujin.
-plus on block cancel pressure still pisses me off to absolutely no fucking end.

I'm sure I'll think of more as time goes on, but I might be of the minority that thinks this game has been made a fuck ton better post-XL. But I want to see everyone get some validity. Unstoppable got it and we all thought that variation was lost at sea.
 

Zionix

AKA Ponkster
cages 114 2nd hit whiffing after 1st 1 is blocked. Same issue with alien aswell. They in range for the first hit, the 2nd should be hitting.

mileena needs to more recovery on her f1 string at all stops and 21up4 needs adjustingm not sure how but its free pressure for mileena and a nightmare to block because of the mix up potential.
 

Eddy Wang

Skarlet scientist
In All seriousness to anyone that cares, just a few, but i'm not sure NRS will bother with those

Generally
  • No Jump attack should be plus on block and allow for guaranteed anything on ground when blocked
  • Whiffed jump attacks in general including NJPS should have a few more recovery frames on landing
  • Some advancing Strings could get their distance traveled slightly reduced
  • Characters float way low when a launcher hits them crouching making characters with single hit mids or overhead launchers having juggle inconsistency, like Hat trick, Jax, Sub-Zero etc etc, the height should be the same as standing
  • Backdashes should recover faster to counter advancing moves, or they should stay the same and have more invincibility frames to compensate for the ass recovery so we can use as a defensive maneuver, either one but not both
  • standing highs should always hit someone mashing d1 , since they hit someone crouch blocking it doesn't makes sense being low profiled by D1

At least this is something that could be done with the last patch, this would surely make the game infinitely better aside from character balancing.
 
Last edited:

Zionix

AKA Ponkster
In All seriousness to anyone that cares, just a few, but i'm not sure NRS will bother with those

Generally
  • No Jump attack should be plus on block and allow for guaranteed anything on ground when blocked
  • Whiffed jump attacks in general including NJPS should have a few more recovery frames on landing
  • Some advancing Strings could get their distance traveled slightly reduced
  • Characters float way low when a launcher hits them crouching making characters with single hit mids or overhead launchers having juggle inconsistency, like Hat trick, Jax, Sub-Zero etc etc, the height should be the same as standing
  • Backdashes should recover faster to counter advancing moves, or they should stay the same and have more invincibility frames to compensate for the ass recovery so we can use as a defensive maneuver, either one but not both
  • standing highs should always hit someone mashing d1 , since they hit someone crouch blocking it doesn't makes sense being low profiled by D1

At least this is something that could be done with the last patch, this would surely make the game infinitely better aside from character balancing.
Godlike post.
 

Zoidberg747

My blades will find your heart
The only necessary things are some mids whiffing and stuff like that. I dont get why people complain about Hat Trick Lao or Unbreakable sub. There's over 90 variations in this game, you can't expect every single one to be viable.

I wouldn't mind if they buffed AAs and nerfed jump ins though lol.
 

Baconlord

Proud follower of the church of Cetrion
cages 114 2nd hit whiffing after 1st 1 is blocked. Same issue with alien aswell. They in range for the first hit, the 2nd should be hitting.

mileena needs to more recovery on her f1 string at all stops and 21up4 needs adjustingm not sure how but its free pressure for mileena and a nightmare to block because of the mix up potential.
these are the weirdest nerf suggestions I've seen yet.
 

Invincible Salads

Seeker of knowledge
In All seriousness to anyone that cares, just a few, but i'm not sure NRS will bother with those

Generally
  • No Jump attack should be plus on block and allow for guaranteed anything on ground when blocked
  • Whiffed jump attacks in general including NJPS should have a few more recovery frames on landing
  • Some advancing Strings could get their distance traveled slightly reduced
  • Characters float way low when a launcher hits them crouching making characters with single hit mids or overhead launchers having juggle inconsistency, like Hat trick, Jax, Sub-Zero etc etc, the height should be the same as standing
  • Backdashes should recover faster to counter advancing moves, or they should stay the same and have more invincibility frames to compensate for the ass recovery so we can use as a defensive maneuver, either one but not both
  • standing highs should always hit someone mashing d1 , since they hit someone crouch blocking it doesn't makes sense being low profiled by D1

At least this is something that could be done with the last patch, this would surely make the game infinitely better aside from character balancing.
i think jump attacks being plus on block on the way down is fine, if ur saying that jump in attacks shouldnt be part of a string.....i have no comment.
 
Buff the really shitty stuff like high tech, master of storms, dualist, unbreakable, Kitana's face, Bo Rai Cho.
Buff Tanya:
Universal: F3 is 16 frames
Drill kick and flip kick back to its original state
Pyro:
Ex fireball (ground) now does 12% damage
F3 now does 13% damage on shrouded opponents and fireballs can still be used afterwards.
Gap in b312 is removed.
Ex shroud now stuns to continue combos (like Ex Tonfa).
And finally more strings (one of which being a true mid attack)
Kobu:
B12+4 now does it original damage
Ex Tonfa does increased damage (and scales significantly less) Tanya now throws both Tonfas (comes with a slightly altered brutality animation)
B12+42+3 now does increased damage.
Dragon Naginata:
Ex bf2 now has armor
Pogo has more hitstun
Pogo more + on block
One or two more strings
Pogo 1 now bounces vertically allowing for midscreen combos.

Honestly, this would never happen but I would just take her teleport out of the game and add one unique special to each variant. So Pyro would have find me which makes Tanya go invisible and all her attacks do more damage and she has slightly faster movement and attacks+ fireballs come out faster. DN would get an air flip move that allows her to get across the screen flawlessly. Kobu could almost rock without something new. I'd just give it a low Tonfa toss. All really cool moves each useful.
 

Eddy Wang

Skarlet scientist
i think jump attacks being plus on block on the way down is fine, if ur saying that jump in attacks shouldnt be part of a string.....i have no comment.
It shouldn't, because it also ensures OH/low guaranteed 50-50s, that is why it should be minus.

The reward of getting a jump attack blocked in MK9 was to get a free standing Jail which some characters could use to fully blockstring their opponents get more chip and more meter than usual

In this MK there is no standing Jail, and there are massive quicks Overhead/Low combo starters, so having this option with jump attacks being this strong, its an option that could use this repercussion honestly.
 
Last edited:

Gesture Required Ahead

Get on that hook
In All seriousness to anyone that cares, just a few, but i'm not sure NRS will bother with those

Generally
  • No Jump attack should be plus on block and allow for guaranteed anything on ground when blocked
  • Whiffed jump attacks in general including NJPS should have a few more recovery frames on landing
  • Some advancing Strings could get their distance traveled slightly reduced
  • Characters float way low when a launcher hits them crouching making characters with single hit mids or overhead launchers having juggle inconsistency, like Hat trick, Jax, Sub-Zero etc etc, the height should be the same as standing
  • Backdashes should recover faster to counter advancing moves, or they should stay the same and have more invincibility frames to compensate for the ass recovery so we can use as a defensive maneuver, either one but not both
  • standing highs should always hit someone mashing d1 , since they hit someone crouch blocking it doesn't makes sense being low profiled by D1

At least this is something that could be done with the last patch, this would surely make the game infinitely better aside from character balancing.
Everything except for the last one. Those attacks are high for a reason. If you want mids, they're also in the game. Just not acting properly

i think jump attacks being plus on block on the way down is fine, if ur saying that jump in attacks shouldnt be part of a string.....i have no comment.
Maybe it shouldn't be - but it should not guarantee all the options it currently gives.
 

Eddy Wang

Skarlet scientist
Everything except for the last one. Those attacks are high for a reason. If you want mids, they're also in the game. Just not acting properly
If everyone had 11f mids across the board i would be okay with this. The problem is, some character mids are just way too slow, and D1s are 6f startup and most of the time -6 to -7 on block, adding this to the fact that the Block/unblocking game in MKX is also a mechanic, which won't allow you to use a normal on the first available frame they're negative, you end having people mashing for trades.


He poked you with a 6f move that is -6, the time you perfectly release block he is at -5, the instant you perfectly input your 15f mid, you will lose the advantage in the next 5 frames so your attack will reach on the next 10f, he inputs d1 again which is 6f startup, and you lose the trade again.

Mechanically the advantage was never yours to begin with, specially if 15f is your fastest mid or overhead or low, you're just doomed, having standing highs beating at least d1s during the time standing highs could win a trade, it would solucionate most of the low profiling d1s against better rewards considering they're 8 to 12f but hits high, people would still beat them by inputing d3s and d4, but those are far more negative if blocked in most characters.
 

Arkane Slim

I did a lot but I never hated...
  • No Jump attack should be plus on block and allow for guaranteed anything on ground when blocked
  • Some advancing Strings could get their distance traveled slightly reduced
  • Backdashes should recover faster to counter advancing moves, or they should stay the same and have more invincibility frames to compensate for the ass recovery so we can use as a defensive maneuver, either one but not both

    You are absolutely right on these. I still like some of the character balancing, but these things overall are good suggestions.

    Until NRS developers learn to think more defensive-minded and award those with good defense, they will always end up patching this game.