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Discussion MY MKXL PATCH LIST FOR KP3 (Post Yours)

chrisisnice

I'm a lover, not a fighter
Off the top of my head, I'd include

Tanya
34 Reverted to pre-nerf
Quicker start up on air flip and/or significantly reduced recovery

Pyro
Another fire based string (243 or something)
Reduce recovery on air Fireball

DN definitely needs adjustment, but I am not qualified enough to speak with any authoritah

EDIT
Actually I would consider giving Kobu more advantage again with Tonfa Throw. She does not build as much meter with all the changes, so don't think it was necessary
 

coconutshrimp

Damn vro, hadda mess with yo auntie
For the tele flurry being -7 instead of -9, I remember sanix punishing it 1 time I was like "oh lawwwd" I know stupid reason honestly not necessary you are right it's fine as is.

Possessed getting the air tele, I could a sworn I heard Pig say he should get an Air tele once so that's why I put it on, and slow armor it's slow at like what 21 frames startup? Trust me I bet most Possessed players forgot that even had armor I mostly just use it to create space after B1 or 421 on block while keeping my turn where as EX Push puts you at -9 on block, never would I ever interrupt gaps or wakeup with EX DF4, both the other armored options get more damage anyways

And yeah I don't have a hard time with D1 links off of it they aren't that hard in all honesty, I guess a better buff to DB1 would be a hitbox adjustment so that it could be a decent meterless AA that nets a combo.

Oh and I forgot something for Balanced and Kenjutsu, EX Parry gains health from successful parries, the last time I tried talking about the EX Parry it devolved into Kotal has this thing with his parry so Kenshi should get something like that for his EX Parry and I didn't mean for it be like that and I'm not gonna argue for it again as it is common sense as to why this needs to happen.
 

thlityoursloat

kick kick
WEAPONS HAVING HURTBOXES IS GOING TO MAKE GRANDMASTER THE NEW BROKE TIER, I'm warning you all.
The only reason Grandcock isn't in top 5 is because of characters with disjointed hitboxes, take them away and GM is going to have a god like tier list.
On second thought, I wouldn't mind this happening since it would mean Kenshi would be the only character in the game who wins this MU soo... :DOGE
 

Pan1cMode

AUS FGC represent!
Giving disjointed hitboxes an active hurt box will look janky as hell. Can you imagine s1 punishing Takeda's b12 at max range? What the hell happens there?

It feels as if you decided how you wanted alien to be nerfed, and then retro-actively went back and applied it to every character.

I agree with the general mechanic changes, cancelling things on whiff is hella stupid.

I don't understand the Jacqui nerfs (besides the damage nerf which I would agree with). It's a 1 bar safe, non-armoured launcher. Plenty of characters have similar moves (off the top of my head Kung Jin, Shinnok, Takeda, Tanya) and her neutral already requires meter to be played effectively; now you want it to be punishable? This nerf doesn't change her block string pressure and it's not like anything she's going to cancel from is gonna be negative anyways. It's literally a nerf to her neutral game which just doesn't make sense to me.


Also, why the ex up missile nerf? I'm just curious because Jaqcui is hardly a character that people think of when top tier discussion is brought up (at least not top 10) and you want to nerf her two competitively viable variations?
 

Zionix

AKA Ponkster
i don't get whats with normalizing all these j3's. anyways, if the actual update is anything like a majority of what reo all posted up there, im dropping the game. lol
Well then nobody would miss you. His list probably isn't perfect but characters having 3-6 frame jump kicks which cancel into full vortex combos completely negate that aspect of the games play. Likewise cross-up with sub or scorpion is absolutely FREE against most the cast. There is no read, no skill, it's obnoxious and the game doesn't need it.

Another thing that is just not necessary is cancelling 6 frame pokes into specials.

Kano doing d4 db1. WHY

Kotal D4 low sword

Fuck the frame data spam low pokes into random 50/50 specials. Fox did it against grampa and it was painful to watch.

I find it credulous that this is an accepted practice at this point, but if the community likes it then, thats just the way it is.
 
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KingHippo

Alternative-Fact Checker
Disjointed hitboxes that are impossible to counterpoke are all over fighting games, more of a fact of life than anything. I'm not saying that absolutely absurd normals don't exist, but I mean let's look at some classic examples

http://wiki.shoryuken.com/images/1/18/Balrog_crstrng3.png (This move is +6 on block, for christ's sake)

http://wiki.shoryuken.com/images/a/ad/Ryu_crstrng3.png

http://wiki.shoryuken.com/images/c/c6/OTHawk_crjab3.png

https://sfz2.wordpress.com/hitbox-data/chun-li-hitboxes/#jp-carousel-965

Not entirely sure why extensions not related to actual limbs of a character should be hit, kind of the point of the weapon based attack. For example, I agree with D'vorah probably having more extensive vulnerability since those are actual parts of her body, but Takeda? KJ? I can't get behind that.
 

LaidbackOne

Scrubby nice guy
Please stop comparing a single tool in some character. Cage has more plus frame because he does not have good zoning, walk speed, damage as Liu Kang, and he does not have range, puddle of Dvorah. It is like you ask why Takeda pokes are slower than Quan chi pokes (just an example, don't go into details plz), they are pokes right? Or why Shinnok projectile is different than Jax projectile or Takeda projectile, they are all projectiles right? Because each character is different, so their tools must be different.
But I still agree that JC cancel must be toned down a bit (especially cancel on whiff)
Last time I saw Ex shadowkick and forceballs were excelent zoning tools.
 

hkriderz

Lin Kuei Scum, yellow robot enthusiast
Love the list REO but as a grandmaster main (sorry if i sound biased) i think he needs a seven frame d1 tbh considering all the frame traps and all his female and any hitbox issue fixed (i don't know if you mentioned that already). I'll gladly accept a damage nerf (nothing over 6%)

If everything has a hurtbox, literally all his 6-4 and 7-3 matchups almost reverse or turn into 5-5s. He'd be a powerhouse in the corner lol. i don't know about the fairness but I'll take it :DOGE

Also for cyrax i think he should get his net back after a combo but if the character in it is in midair it causes a knockdown.

Alien I think needs the flip armor tbh. Make the regular one -9, and the ex one more punishable and reduce the hitbox of it so it doesn't hit behind him, but he needs the armor. But remove it from the midair ex flip.

and make ferra torr's low scoop unsafe (cmon we don't need safe 50 50s man).

Other than that, good list.
 
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Reactions: REO

REO

Undead
I agree with all the general changes, except for not being able to cancel whiffed air normals into specials anymore.

I like when I whiff a jump attack with Kung Jin and then dive kick to body their trip guard attempts :p
I think that's dumb personally. Having to make a double-read against the opponent JUST because they held up on the joy stick is skewed risk reward for a game that already has strong jumping.

I think the whole point of dive kicks or many air special attacks is to alter your jump arc and give you a 50/50 if you will do a dive kick and your opponent will try and anti-air you or not.


I don't agree with making ex-low shatter -15.

Hey @YOMI REO, can you explain Outlaws Tark poke changes? Also don't you think it should be buffed, the move is useless unless I'm missing some tech because it scales very badly in combos.

And can you explain Tremor shatter -15.

Thanks!
It basically just gives Outlaw a new anti-air from that useless string in B+2,1,1. Think of it like Kung Jin's U+1 but not as slow.

Removing armor on alien ex flip would render the move useless. Keep the armor, but no more juggle.

And give Tanya the ability to do blockstrings again after a teleport jp... fuuuuuuuck. The teleport has 0 invulnerable frames anymore.
Basically what @Tweedy said. But to add on, Alien is already a ridiculous ground character that can match or out footsie any character on the ground. He doesn't NEED a global overhead armor launcher that is grab immune, low crushes, gives him 50/50 armor wake-ups, and is also cannot be parried. It has a hitbox that reaches to the moons, gives him air armor, and has a deceptive horizontal hitbox. I think it's the most busted thing Alien has and is definitely overkill with his tool set.

Alien already has a VERY fast forward lunging armor attack with D,F+3 that even covers the air as a bonus, and has very minimal whiff recovery. His Low Tail armor is also great. Besides, if you really want armor launchers, then play Tarkatan.
 

EmperorP

THE BRIGGZ
I don't agree with jax's list there r charecters with stupid jump attacks like sub,scope,alien etc. look at jax's tool he has good tools yes but how good r they if his string have so mach gaps in them I say leave him alone
 

omooba

fear the moobs
so basically....
no broke jailing run cancels
no broke limbs
no broke jump ins
disagree on first two but agree with almost everything else in list
i'm a strong advocate of break everyone rather than tone down to lower tier's level
 

REO

Undead
I think most of these changes are good, but you really have to be careful about certain attacks no longer building meter for the opponent on block REO. Taking Blood God as an example, he would get some massive matchup shifts as meter-reliant characters such as Thunder God Raiden are now screwed vs Blood God because Blood God's entire gameplan is to always have a totem on the screen, thus denying the opponent of his major source of meter building (hitting the opponent on block). Characters that don't need meter per se however get off scot free.

Besides this change for Blood God and Unbreakable, I agree with most of the list. This no-meter-building however is something we have to be very careful about.
Blood Totem only doesn't allow the opponent to build meter if he is HITTING him. What's the point of it "draining" the opponent's meter on hit if the opponent is just negating it with gaining meter for being hit?

I think these buffs would make Blood Totem worth using and viable in certain match ups instead of only seeing it 10% of the time like now.
Crystalline low shatter being -15 I don't necessarily agree.

Tremor would also benefit more from d1 being 7 frames instead of 8. He could contend in the poke game against more of the cast. That OR make b1 a 12-14 frame mid instead of 19.

I don't see the equality in further nerfing the shatters without looking at the rest of the character/variation

After Shock dd1 not going away if he were to block something for instance. Or reducing recovery on db3 for instance.

As far as Ermac goes, I'm not surprised to see Mystic's ex Push being thrown under the bus again. Personally I think Ermac is fine the way he is but I may be in the minority there.

Overall I agree more with the universal gameplay mechanics
@21122
Tremor is already really good. Giving him a 7 poke or anything more would make him too ridiculous because now he has a ton of frame traps off so many strings, and his poke has very good range for a D+1. Not to mention, this would make Crystalline unnecessarily better since all of his normal shatters are 0 on block.

Crystalline having a nearly half-screen safe Low Armor Launcher is insane. At -15, it would still be very hard for many characters to punish it from distance if spaced. A move like this should not be safe at all. Besides, if you want safe armor launchers, he already has two other ones with normal EX D,B+1 and EX D,B+1~UP.

Tremor already has a fast mid with F+4. It just needs to be safer and not horrendous on block like it currently is. I do agree with your Aftershock buff, though. That is good and fair, and doesn't make him dumb for the sake of being stupid.

I think Ermac is overpowered. All top tier characters need to be addressed. They have way too many tools as is. I think it's better to tone down some of the dumb stuff than it is to just make every character a Final Fantasy Boss character with a bunch of BS.
 

Hidan

Where the hell is Reiko's wheel kick
Jason:
- D+1 on block is now -4.
- Tight Squeeze (D,B,F+2) now has 5 extra frames of recovery.
- EX Crippler (D,B,F+2+BLK) now has 5 extra frames of recovery.

Slasher:
- Jump 1 hitbox slightly normalized.
- Jump 2 hitbox slightly normalized.
- All machete based attacks now have hurtboxes.

Leatherface:
- All chainsaw based attacks now have hurtboxes.
You can't think straight anymore huh?
 

DDutchguy

Stand 4'ing airplanes out of the sky
Blood Totem only doesn't allow the opponent to build meter if he is HITTING him. What's the point of it "draining" the opponent's meter on hit if the opponent is just negating it with gaining meter for being hit?

I think these buffs would make Blood Totem worth using and viable in certain match ups instead of only seeing it 10% of the time like now
Ah wait nvm I'm an idiot. I read it wrong somehow and thought you were referring to totems in general and meter building on block not on hit. I have a tendency to read things very poorly.

In that case though, good buff for Blood Totem, making it an actually viable choice now.
 

REO

Undead
Weapons having hurtboxes is going to plunge Grandmaster into top 5....
WEAPONS HAVING HURTBOXES IS GOING TO MAKE GRANDMASTER THE NEW BROKE TIER, I'm warning you all.
The only reason Grandcock isn't in top 5 is because of characters with disjointed hitboxes, take them away and GM is going to have a god like tier list.
On second thought, I wouldn't mind this happening since it would mean Kenshi would be the only character in the game who wins this MU soo... :DOGE
Kenshi, Ermac, Sonya, Ferra / Torr, Tremor, Raiden, Shinnok, Jacqui, Triborg, etc. don't do bad against Grandmaster at all and they don't even bank off no hurtbox normals.

Giving disjointed hitboxes an active hurt box will look janky as hell. Can you imagine s1 punishing Takeda's b12 at max range? What the hell happens there?

It feels as if you decided how you wanted alien to be nerfed, and then retro-actively went back and applied it to every character.

I agree with the general mechanic changes, cancelling things on whiff is hella stupid.

I don't understand the Jacqui nerfs (besides the damage nerf which I would agree with). It's a 1 bar safe, non-armoured launcher. Plenty of characters have similar moves (off the top of my head Kung Jin, Shinnok, Takeda, Tanya) and her neutral already requires meter to be played effectively; now you want it to be punishable? This nerf doesn't change her block string pressure and it's not like anything she's going to cancel from is gonna be negative anyways. It's literally a nerf to her neutral game which just doesn't make sense to me.


Also, why the ex up missile nerf? I'm just curious because Jaqcui is hardly a character that people think of when top tier discussion is brought up (at least not top 10) and you want to nerf her two competitively viable variations?
It's not really about how it looks, or how realistic it is. It's more about gameplay. I mean, does instant jump kick over and over look "good" on block? Does Jason Voorhees look "good" running? Does Leatherface look good throwing chainsaws? Mileena look good GRAPPLING Goro in ravenous? Etc. etc. You can make this argument for so many things but it's just moot, IMO. I think whiff punishing someone with an uppercut for whiffing a half screen normal would be hype. Or doing crazy converts off a half screen normal with Jacqui like standing 1 -> Shotgun capture would be equally hype. It would just add more depth to the game, I believe.

If you want safety with Shotgun, then cancel into regular low shot or use straight shot to jail with. You can hit confirm her Low option anyway. But being able to YOLO out 50/50s into round critical damage and death re-stands should not come at no consequence. She's already a ridiculous blender character and her EX Low Shotgun being safe is overkill, IMO.

Her EX up missiles shouldn't be advantage. It's already good enough they lead to safe launching damage off many attacks. I think Jacqui high tier and definitely needs a bit of toning down. Don't know why other players don't think the character is ridiculous.


Disjointed hitboxes that are impossible to counterpoke are all over fighting games, more of a fact of life than anything. I'm not saying that absolutely absurd normals don't exist, but I mean let's look at some classic examples

http://wiki.shoryuken.com/images/1/18/Balrog_crstrng3.png (This move is +6 on block, for christ's sake)

http://wiki.shoryuken.com/images/a/ad/Ryu_crstrng3.png

http://wiki.shoryuken.com/images/c/c6/OTHawk_crjab3.png

https://sfz2.wordpress.com/hitbox-data/chun-li-hitboxes/#jp-carousel-965

Not entirely sure why extensions not related to actual limbs of a character should be hit, kind of the point of the weapon based attack. For example, I agree with D'vorah probably having more extensive vulnerability since those are actual parts of her body, but Takeda? KJ? I can't get behind that.
I think that's poor game design. Aside from a few exceptions, there's literally no reason why ridiculous normal attacks that lead to pressure, devastating damage on hit, already empower the character's neutral, etc. etc. should have invincible fire-ball esque hitboxes.

One of the reason's people hate Marth in melee is because of his absurd normals with no hurtboxes that are prevalent in the neutral game. I really don't think anyone can make a case for their character being "ruined" or "unplayable" if the character is now vulnerable like 80% of the cast when swinging with their attacks.

@YOMI REO, the 3f extra startup on jumps, would that greatly affect insta jump specials?
It wouldn't affect the air time to execute the attack. Just slightly prolong it due to the added jump start up.
 

SaSSolino

Soul Stealing Loyalist
f41 isnt legit cause every player that knows the MU just punish you hard for trying to followup after f41.. his main mid string or normal either ends at -5 or worse, wich is cool since f4 it's a 9f mid...

i do also think reptile is good and it's most likely A / A+ tier.. but in the current meta and with the current low profile this game has, a 12f and 9f high staggers to get plus frames are not enough to compete with the top tiers.

i'd be cool if they made his 50/50 game less rewarding / forgiving (although its not as forgiving as some of the other characters), just to enhance his block pressure game
you get punished for using f41 only if you abuse it, as far as my experience goes at least. also I don't thinkk you should ask for buffs so that your character can compete with the top tiers, the tops are those that should probably receive nerfs.

in my opinionn reptile is in an almost perfectly balanced spot at the moment. he could use some slight nerfs in deceptive and nimble and maybe that b2, but besides that reptile's perfect.