What's new

Discussion MY MKXL PATCH LIST FOR KP3 (Post Yours)

Tweedy

Noob
Doesn't the ability to cancel pokes into specials add depth to the game?

Obviously this is going to be something that is in the Mileena player's agenda, to get rid of, and in the Alien player's agenda to keep. Lets not stand on ceremony lol.

I'd like to see a compromise, rather than just making the counterpoke game much more linear by removing it. I mean specials after pokes is not like varying blockstun. It definitely does some good for the depth of the game, in a positive manner. Some characters just have real dirt with it and some have almost none.
 

RM AtK!

aka - RM_AtK !
Doesn't the ability to cancel pokes into specials add depth to the game?

Obviously this is going to be something that is in the Mileena player's agenda, to get rid of, and in the Alien player's agenda to keep. Lets not stand on ceremony lol.

I'd like to see a compromise, rather than just making the counterpoke game much more linear by removing it. I mean specials after pokes is not like varying blockstun. It definitely does some good for the depth of the game, in a positive manner. Some characters just have real dirt with it and some have almost none.
.. no its not gonna make it linear its gonna make it have sense lol
d1 specials in mk9 were always interruptable (sometimes by full combos) and without meter. only like 2 ppl i think had a true d3 into a special that u couldnt counter without meter (cant remember).

but yeah
 

Tweedy

Noob
.. no its not gonna make it linear its gonna make it have sense lol
d1 specials in mk9 were always interruptable (sometimes by full combos) and without meter. only like 2 ppl i think had a true d3 into a special that u couldnt counter without meter (cant remember).

but yeah
Look man.

Every time you post it's like "MK9 was da best convict music if it aint like mk9 breh den fuck dat".

Pokes into specials by design add depth to the counterpoke game. I'm sorry that your favorite game was different and so perfect omg.

The problem with them is the balance. Alien being able to do unreactable 50/50s off of pokes is pretty dumb. That doesn't mean that the mechanic itself is dumb.

Edit: "Making sense", should never be used to justify making a game more linear. Of course a more linear system will be easier to make sense of. That's not a good thing.
 

RM AtK!

aka - RM_AtK !
Look man.

Every time you post it's like "MK9 was da best convict music if it aint like mk9 breh den fuck dat".

Pokes into specials by design add depth to the counterpoke game. I'm sorry that your favorite game was different and so perfect omg.

The problem with them is the balance. Alien being able to do unreactable 50/50s off of pokes is pretty dumb. That doesn't mean that the mechanic itself is dumb.

Edit: "Making sense", should never be used to justify making a game more linear. Of course a more linear system will be easier to make sense of. That's not a good thing.
i don't really care if specials off pokes exist .. but i do care if they are interruptable because its a scrubby thing that defeats the purpose of having pokes. Only people like you would complain
 

KingHippo

Alternative-Fact Checker
but i do care if they are interruptable because its a scrubby thing that defeats the purpose of having pokes
That's some goofy logic. Pokes are universally pretty darn horrid in MK9 and their only saving grace is to cancel into safer specials. Without that, they are fast options that are punishable and give almost nothing on hit.

In what universe is the concept of using specials cancelled from pokes "scrubby"? And for that matter, what are the purpose of pokes other than to quickly steal some offense during a gap in pressure or punish a move that is in the low negatives? Having specials that don't combo on hit doesn't inherently change that purpose other than enhance the offense one would get from a defensive poke.
 

RM AtK!

aka - RM_AtK !
That's some goofy logic. Pokes are universally pretty darn horrid in MK9 and their only saving grace is to cancel into safer specials. Without that, they are fast options that are punishable and give almost nothing on hit.

In what universe is the concept of using specials cancelled from pokes "scrubby"? And for that matter, what are the purpose of pokes other than to quickly steal some offense during a gap in pressure or punish a move that is in the low negatives? Having specials that don't combo on hit doesn't inherently change that purpose other than enhance the offense one would get from a defensive poke.
if that's what you like thats fine.. everyone is entitled to their own opinion, but i know a majority of players dont agree with that also. pokes imo are a guess to iniitiate your turn or stop someone else from interrupting your turn.. if you have specials that are safe on block and are true block strings without meter it defeats the purpose because some of the specials are hella + on block so you just get guarantee'd things and imo the whole chess game of when to poke is taken from it.

like i said though i'm not here to hate anyones opinions. so if you agree coo if not coo. i respect it
 

Blewdew

PSN: MaxKayX3
@the.hamburglar b121pngc is not - actually it's 0 on block

@thlityoursloat I don't want to come over as an asshole since I play this character a long time and while you're right at some point I think I know better about his gameplan so I'll try to give you some facts.

counterzoning:

yes ferra is super good as a counter zoner but there are ALOT of characters who can get around it. here's a list of characters who don't give a shit about ferra:

-acidic alien (no projectile to absorb)
-demo sonya (grenades can't be asborb)
-kenshi (no projectile to absorb)
-mileena (recovers too fast. you can only counter low sai on read)
-takeda (kunais can't get absorbed, ronin sword keeps you at distance)
-full auto (you can't absorb all hits of here machine gun but can hit her during recovery but so can she. super lame mu)
-hqt predator (recovers to fast)
-imposter/boneshaper shinnok (this mu is horrible in general but hellsparks takes the cake there is almost no way around it for ft)
-ct kano (recovers too fast. you can get one trade and then get shit on)
-gunslinger erron (hard to absorb everyting. though low grenade can be full combo punished even midscreen)
- df/ff (I don't think df is that bad tbh if he reads your toss you have to held some chip but ff with flame active is a nono)
-mystic ermac (no projectile to absorb and has excellent screen coverage)
-summoner quan (you can asborb skulls but that's it and you won't hit him probably when he's airborne)
-(maybe sektor? haven't played this mu too often tbh so I can't say much about it)

when ferra gets thrown you can avoid getting hit by her by jumping back. pretty much everyone I play figure this out at some point. ferra needs about 2,5s to get back on your back. at mid or close range I couldn't care less since I get my lackey d1 but fullscreen this means you have 2,5 seconds to zone me without the smallest risk. I can't get closer, I can't trade and you get at least chip damage for free.

now to the fun part. it seems since you mentioned bane charge it is only availabe in lackey. vicious and ruthless both have something similiar but it is not as good as lackey charge.

let's compare dvorah and ruthless since you mentioned them ( I main them both :) )

main pressure tools
dvorah: f112wgc (~+12)
ruthless: b12(1)pngc (+2(0))

=> so what does it tell you? dvorah is +12 after her wgc, meaning she can cancel into s2,s1,d3,d4 as a single, string,cancel into puddle on hit to jail again or wgc again for mind games. ruthless on the other hand jails into... nothing. BUT you're right he has armor but only during recovery. when I cancel on the first frame and try to follow up and my opponent trys to armor or poke it doesn't give me too much. it's a great tool though since you can absorb their reversal (as long as it doesn't hit multiple times) and punish them. it's a read for both sides because it's kinda risky not to cancel when your opponent is aware of this and reads it (who cares about armor if the follow up too slow)

however f2pngc and s4 pngc can jail into b121 which is pretty cool.

follow up when respected
dvorah: f22wgc,b1wgc,112wfc,f112wgc,2wgc etc
ruthless: f2,b12,b1212,d3

=> this is where it splits up. you said they have similiar 50/50 game but it's not true at all. after f112wgc dvorah can go for the 50/50 and on block she's still safe. ruthless has good possibilites though. f2 is a low and with -7 relatively safe(jax,lao,reptile can punish it). b12 is 0 on block and a nice stagger as long as ferra isn't on his back you can follow with a nice d1. b1212 is safe and the last hit hits OH which alot of people don't know. d3 is something bio does a lot after b121pngc which I don't really know why but it works for him. though they can't follow with 50/50 and his pressure ends at this point. you can't cancel until ferra is back so hold whatever ft is doing and you'll be fine.

neutral:
dvorah: f1,f2,d4,d3,d1
ruthless: f3,b1,b2, lackey d1,njp

=> well it's no secret dvorah as a top tier neutral game. f1 has wonderful range and is a quite fast advancing mid with 12 frame startup. after that she can go for stagger or just her full pressure thing. ft has f3 which doesn't reach as far and is 15 frame startup but it's really not but at all. you can cancel it into wgc, go for stagger or to f32 and go for stagger since they're both only -3 on block. though it's pretty gimmicky and garantuees you nothing you just have to play it smart.
otherwise dvorah has really good reaching normals and pokes overall with her long limbs. ft's b1,b2 are also good reaching but not as good as dvorah's normals. however when ferra is thrown and you get lackey d1 I'd take it over dvorah's pokes anytime. also their njp is godlike there is no deny to that

fullscreen options:
dvorah: db1
ruthless: bf2,db2f

both are great anti zoner. however dvorah can always puddle while ruhtless is limited to ferra.

anti air:
dvorah: s1,d2,njp
ruthless: d3,s1,njp

now this is where it gets shitty for ft. dvorah has a super good s1 to anti air which makes crossovers generally no problem to punish. her d2 is absolutely godlike and makes jip really hard to get through. her njp is also really good.
ruthless on the other side has d3 which is okay for crossovers but only for those who don't go vertical too much and there are not many jip that don't are like this. it works sometimes but you're taking a big risk going for this while dvorah's s1 is piss easy to aa with. s1 works against some jip since d3's horizontal reach is buttcheaks but it's slow and doesn't work all the time. there are just too many characters that can jump in or cross over with literally no risk. njp works as a read as well or njk for cross overs but yeah overall ft's aa game is weak.

One point I think every ft main agrees with you is that the damage is too high. I think no one would care if only vicious has access to the ex tosses ruthless would still do well.


I guess there are many more points since they both have more to offer than this but I think you get the idea of the comparison. is ruthless good? fuck yes. is he top 5? no but they're definitely top 10. are they a potato? no. whoever thinks this character is a "pick up day 1 and magically win every match" is wrong. they're really good but they have flaws and plenty of bad mu's. there is no reason thinking they're better than alien, mileena,johnny,kano or sonya.

so yeah hopefully you change your mind about them. if not at least you got some mu tips for them.
 

the.hamburglar

Alien keeps me up at night
@the.hamburglar b121pngc is not - actually it's 0 on block

@thlityoursloat I don't want to come over as an asshole since I play this character a long time and while you're right at some point I think I know better about his gameplan so I'll try to give you some facts.

counterzoning:

yes ferra is super good as a counter zoner but there are ALOT of characters who can get around it. here's a list of characters who don't give a shit about ferra:

-acidic alien (no projectile to absorb)
-demo sonya (grenades can't be asborb)
-kenshi (no projectile to absorb)
-mileena (recovers too fast. you can only counter low sai on read)
-takeda (kunais can't get absorbed, ronin sword keeps you at distance)
-full auto (you can't absorb all hits of here machine gun but can hit her during recovery but so can she. super lame mu)
-hqt predator (recovers to fast)
-imposter/boneshaper shinnok (this mu is horrible in general but hellsparks takes the cake there is almost no way around it for ft)
-ct kano (recovers too fast. you can get one trade and then get shit on)
-gunslinger erron (hard to absorb everyting. though low grenade can be full combo punished even midscreen)
- df/ff (I don't think df is that bad tbh if he reads your toss you have to held some chip but ff with flame active is a nono)
-mystic ermac (no projectile to absorb and has excellent screen coverage)
-summoner quan (you can asborb skulls but that's it and you won't hit him probably when he's airborne)
-(maybe sektor? haven't played this mu too often tbh so I can't say much about it)

when ferra gets thrown you can avoid getting hit by her by jumping back. pretty much everyone I play figure this out at some point. ferra needs about 2,5s to get back on your back. at mid or close range I couldn't care less since I get my lackey d1 but fullscreen this means you have 2,5 seconds to zone me without the smallest risk. I can't get closer, I can't trade and you get at least chip damage for free.

now to the fun part. it seems since you mentioned bane charge it is only availabe in lackey. vicious and ruthless both have something similiar but it is not as good as lackey charge.

let's compare dvorah and ruthless since you mentioned them ( I main them both :) )

main pressure tools
dvorah: f112wgc (~+12)
ruthless: b12(1)pngc (+2(0))

=> so what does it tell you? dvorah is +12 after her wgc, meaning she can cancel into s2,s1,d3,d4 as a single, string,cancel into puddle on hit to jail again or wgc again for mind games. ruthless on the other hand jails into... nothing. BUT you're right he has armor but only during recovery. when I cancel on the first frame and try to follow up and my opponent trys to armor or poke it doesn't give me too much. it's a great tool though since you can absorb their reversal (as long as it doesn't hit multiple times) and punish them. it's a read for both sides because it's kinda risky not to cancel when your opponent is aware of this and reads it (who cares about armor if the follow up too slow)

however f2pngc and s4 pngc can jail into b121 which is pretty cool.

follow up when respected
dvorah: f22wgc,b1wgc,112wfc,f112wgc,2wgc etc
ruthless: f2,b12,b1212,d3

=> this is where it splits up. you said they have similiar 50/50 game but it's not true at all. after f112wgc dvorah can go for the 50/50 and on block she's still safe. ruthless has good possibilites though. f2 is a low and with -7 relatively safe(jax,lao,reptile can punish it). b12 is 0 on block and a nice stagger as long as ferra isn't on his back you can follow with a nice d1. b1212 is safe and the last hit hits OH which alot of people don't know. d3 is something bio does a lot after b121pngc which I don't really know why but it works for him. though they can't follow with 50/50 and his pressure ends at this point. you can't cancel until ferra is back so hold whatever ft is doing and you'll be fine.

neutral:
dvorah: f1,f2,d4,d3,d1
ruthless: f3,b1,b2, lackey d1,njp

=> well it's no secret dvorah as a top tier neutral game. f1 has wonderful range and is a quite fast advancing mid with 12 frame startup. after that she can go for stagger or just her full pressure thing. ft has f3 which doesn't reach as far and is 15 frame startup but it's really not but at all. you can cancel it into wgc, go for stagger or to f32 and go for stagger since they're both only -3 on block. though it's pretty gimmicky and garantuees you nothing you just have to play it smart.
otherwise dvorah has really good reaching normals and pokes overall with her long limbs. ft's b1,b2 are also good reaching but not as good as dvorah's normals. however when ferra is thrown and you get lackey d1 I'd take it over dvorah's pokes anytime. also their njp is godlike there is no deny to that

fullscreen options:
dvorah: db1
ruthless: bf2,db2f

both are great anti zoner. however dvorah can always puddle while ruhtless is limited to ferra.

anti air:
dvorah: s1,d2,njp
ruthless: d3,s1,njp

now this is where it gets shitty for ft. dvorah has a super good s1 to anti air which makes crossovers generally no problem to punish. her d2 is absolutely godlike and makes jip really hard to get through. her njp is also really good.
ruthless on the other side has d3 which is okay for crossovers but only for those who don't go vertical too much and there are not many jip that don't are like this. it works sometimes but you're taking a big risk going for this while dvorah's s1 is piss easy to aa with. s1 works against some jip since d3's horizontal reach is buttcheaks but it's slow and doesn't work all the time. there are just too many characters that can jump in or cross over with literally no risk. njp works as a read as well or njk for cross overs but yeah overall ft's aa game is weak.

One point I think every ft main agrees with you is that the damage is too high. I think no one would care if only vicious has access to the ex tosses ruthless would still do well.


I guess there are many more points since they both have more to offer than this but I think you get the idea of the comparison. is ruthless good? fuck yes. is he top 5? no but they're definitely top 10. are they a potato? no. whoever thinks this character is a "pick up day 1 and magically win every match" is wrong. they're really good but they have flaws and plenty of bad mu's. there is no reason thinking they're better than alien, mileena,johnny,kano or sonya.

so yeah hopefully you change your mind about them. if not at least you got some mu tips for them.
Thanks for the knowledge once again. I must have read wrong about the cancels being - but hey, you learn something new everyday
 

thlityoursloat

kick kick
Thanks for all that, definitely helps. I don't struggle with the matchup though, it's just zoning. Commando's offense is not terrible but it's not on par with top 10 characters' so I zone for most of the match.
 

Blewdew

PSN: MaxKayX3
Thanks for all that, definitely helps. I don't struggle with the matchup though, it's just zoning. Commando's offense is not terrible but it's not on par with top 10 characters' so I zone for most of the match.
To be fair in this matchup specifically zoning is not a problem for ft as long as it's not ct so in this case I can understand the rant about the anti zoning lol
 

ShadyHeart

Relationship with Sonya ended
A few of these changes are nerfs to shitty characters just for the sake of consistency. Pyro Tanya can't grab after dust? Her options after dust are already crappy and don't need to be any worse. She needs more than just overhead EX air fireballs that can be cancelled into a teleport.

The long ranged weapons having hurtboxes makes NO sense. If I hit Dragon Nagitanas stick when she uses her long range poke she's gonna get hit all the way across the screen? What? It's supposed to be her long range zoning option (even if it is terrible) and that would neuter it in the most hilariously nonsensical way possible. Same goes for things like Takeda whips and whatnot. Disjointed hitboxes are NOT inherently bad.

Shotgun Jacqui EX low shotgun nerf really stood out to me. She has to spend a bar of meter to get a safe combo starter off of her overhead/low in the corner. Why would you nerf it? It'd make the character such a gamble to play for no reason and she'd instantly have no reason to be played over other safe 50/50 characters. Sure she does some pretty ridiculous damage if she guesses right and has potential to lead you into a vortex, but she needs meter to do it safely (and to keep super high damage) and you could easily nerf the damage scaling instead if you really wanted to nerf her. Does she actually deserve a nerf though?
 
Just a small observation:

Inferno scorpion low minion is -45 on whiff. It's a low launcher.

Kenshi's teleflurry is -43 on whiff. It's a 9% space control high move.

Does anybody still think Teleflurry shouldn't be buffed?
I think Balanced Kenshi's Spirit Charge should get buffed so he'll have better control of the midrange like he had in MK9.
 

YoloRoll1stHit

Publicly Educated
On block: 6f low pokes should be -6, 7f low pokes should be -5, 8f should be -4.....Yea I know Kitana and Jason are not top tier they shouldn't be nerfed but 6f -3 on block low pokes shouldn't be allowed in this game
Edit: and everyone should have a 6/7f low pokes as their fastest defensive tool. Jason's d1 d1 d1 d1 d1 feels like a block infinite against Tremor.....
 

D7X

EMPEROR | D7X
Time to stop stalling and get to it!
Please leave your opinions.

KP3 WISHLIST
- Kabal (Loved playing as him when I was a casual!)
- Baraka (Loved playing as him when I was a casual!)
- Skarlet or Sindel (To make it realistic, there's going to be a female, I wanted another slot to Shang Tsung or Rain, or Noob)
- Guest character: Pinhead... HANDS DOWN! Favorite horror movie villain!

COSTUME WISHLIST
JASON: Jason X costume
JOHNNY: Klassic Johnny costume
REPTILE: Emerald Reptile and HUMAN NINJA REPTILE PLEASE.
GORO: Kintaro/Sheeva skin? (May be a stretch)
TREMOR: Klassic Tremor
MILEENA: Make a mummy Mileena one, please. Loved that MK9 skin.
TRIBORG: Human Cyrax, Sektor, Smoke
FINALLY: NRS, Please re-do the tournament skins so they actually look like how they did in MK9. I know the women tournament ones make feminazis (NOT feminists. Feminazis are the people who think all men are rapists, feminists believe in equal rights) go bat shit crazy, but please. Even the male tournament ones are way off in my opinion.

PATCHES WISHLIST
Disclaimer: I don't know every character, so some I will just not even try to say what needs to be changed.
ALIEN: Cut his damn tail off
JASON: Leave it be?
KUNG LAO: Hat Trick buff
JAX: Slight PU buff?
SONYA: Demolition nerf
KENSHI: Buff Balanced is all I ask. Universal buffs are good too.
KITANA: Slight buffs all around, especially in Mournful
SCORPION: I would say make him trash tier, but that's a me thing lol. (Hate him)
SUB ZERO: Unbreakable buff
MILEENA: Piercing Nerf
TAKEDA: Maybe a slight Shirai Ryu nerf? (Don't make it universal!!!)
CASSIE CAGE: Leave it be
JACQUI BRIGGS: High Tech buff
KUNG JIN: Buff Ancestral
TANYA: Definitely BUFF
BRC: BUFF
LEATHERFACE: I think he's fine, but not too sure
PREDATOR: Warrior buff: Make SD not go away on hit?
SHINNOK: I think he's fine
KANO: Nerf a bit on Cutthroat, slight buff with Cybernetic and Commando?
JOHNNY: Nerf A-List a little bit? #FISTIBUFFS
ERRON: Outlaw and Marksman buff easily, Gunslinger is debatable. Could use a buff.
LIU KANG: Buff Dualist
ERMAC: Leave it be
KOTAL: Buff Blood God, maybe give him an armored wake up?
REPTILE: Buff Noxious a bit. Maybe increase the DoT. .20 per second is basically nothing, especially DD3 goes away on hit and .50 is not enough.
FERRA/TORR: I think he's fine?
D'VORAH: Not sure if she needs a nerf, but definitely a buff on Brood Mother.
RAIDEN: Debatable. I think he's a well-rounded character. Buff MoS though!
QUAN CHI: Not sure. A warlock buff is debatable for me.
GORO: Buffs all around!
TREMOR: Slight buffs. Especially some in Metallic.
TRIBORG: Buff Cyrax and CSZ.

WOOHOO! Glad that's over.
And you noticed how I said SLIGHT? Why? BECAUSE NRS JUST NERFS EVERYONE TO TRASH TIER, THAT'S WHY!
Anyway, thoughts? Opinions?
 
Last edited:

STORMS

Co-founder
Founder
Premium Supporter
For characters, Fujin has got to be a shoe in considering he has a character model... or at least was in story mode. If Sindel returned... make her not trash like in MK9. @DanCock will rejoice.
 

omooba

fear the moobs
And for anyone who thinks whiff punishing attacks with half screen range would be so easy, then try to do this in training mode 10 out of 10:

Tanya's B,F+2 attack in Dragon Naginata is the perfect example of a well designed attack. It covers a ton of space and distance, it is one of the furthest reaching attacks in the game, AND it has a hurtbox. Now try to whiff punish this attack in training mode with a character's standing jab (that has a hurtbox) far away from Tanya while she is still in range for her attack's hitbox.


Keep in mind this is practicing against the AI for something that you 100% KNOW is coming. Doing this consistently in a real match against a smart player that knows how to use this attack in an unpredictable manner is a different story.

I do Alien's uppercut (D+2) at the end to trade to close out a win or gain the life lead advantage as an example.
actually i kinda want this to happen. so kung jin can option select half the cast's wake up with 1,1
 

D7X

EMPEROR | D7X
For characters, Fujin has got to be a shoe in considering he has a character model... or at least was in story mode. If Sindel returned... make her not trash like in MK9. @DanCock will rejoice.
Not sure if you were talking about my post, but if so:
This is my wishlist. I don't really care about Fujin. This is my dream list x)
 

Dankster Morgan

It is better this way
These are the characters I find extremely likely to be in if there is KP3 and why:
1. Fujin- was in story, they have a model, high fan demand, and would have a lot of opportunities in the variation system with his wind powers and the staff.

2. Sindel- mostly the same reasons as Fujin

3. Noob Saibot- highest demand character in one of Ed Boon's polls, classic character, I really don't see it happen without him. Not something super important but in and intro between Sub-Zero and Bo, Bo tells SZ that his brother still exists, and Lao tells SZ that his brother calls for him.

4. ??? I really don't know. But I want The Great Kung Lao.
 
A few of these changes are nerfs to shitty characters just for the sake of consistency. Pyro Tanya can't grab after dust? Her options after dust are already crappy and don't need to be any worse. She needs more than just overhead EX air fireballs that can be cancelled into a teleport.

The long ranged weapons having hurtboxes makes NO sense. If I hit Dragon Nagitanas stick when she uses her long range poke she's gonna get hit all the way across the screen? What? It's supposed to be her long range zoning option (even if it is terrible) and that would neuter it in the most hilariously nonsensical way possible. Same goes for things like Takeda whips and whatnot. Disjointed hitboxes are NOT inherently bad.

Shotgun Jacqui EX low shotgun nerf really stood out to me. She has to spend a bar of meter to get a safe combo starter off of her overhead/low in the corner. Why would you nerf it? It'd make the character such a gamble to play for no reason and she'd instantly have no reason to be played over other safe 50/50 characters. Sure she does some pretty ridiculous damage if she guesses right and has potential to lead you into a vortex, but she needs meter to do it safely (and to keep super high damage) and you could easily nerf the damage scaling instead if you really wanted to nerf her. Does she actually deserve a nerf though?
I get what you're saying but no 50/50 should be safe or plus, ever. All of the 50/50 in the game should be high risk and reward, that's the whole point of the move
 

Pan1cMode

AUS FGC represent!
I get what you're saying but no 50/50 should be safe or plus, ever. All of the 50/50 in the game should be high risk and reward, that's the whole point of the move
So it's ok for Kung Jin, Cassie, D'Vorah, Sonya, Raiden, Ermac, Kano, Goro, Quan; but not for Jacqui?

And for anyone who thinks whiff punishing attacks with half screen range would be so easy, then try to do this in training mode 10 out of 10:

Tanya's B,F+2 attack in Dragon Naginata is the perfect example of a well designed attack. It covers a ton of space and distance, it is one of the furthest reaching attacks in the game, AND it has a hurtbox. Now try to whiff punish this attack in training mode with a character's standing jab (that has a hurtbox) far away from Tanya while she is still in range for her attack's hitbox.


Keep in mind this is practicing against the AI for something that you 100% KNOW is coming. Doing this consistently in a real match against a smart player that knows how to use this attack in an unpredictable manner is a different story.

I do Alien's uppercut (D+2) at the end to trade to close out a win or gain the life lead advantage as an example.
Her body physically moves forward though to connect with your hurt box. Literally just imagine someone njp Tanya staff from max distance, or punished with a standing jab. How would that even work? The rest of the string would whiff? Or does she janky teleport up close so everything connects?

I'm not saying is easy or would occur with high frequency, but really MKX doesn't need more of that glitchy stuff. There's already enough broken hitbox/hurtbox stuff in the game without adding extra.