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Question - Shinnok KP3 Buffs? Nerfs? What do you think?

ArmedCalf

I guess I play Necromancer now.. PSN: ArmedCalf
So everyone's asking for buffs or nerfs for their character. I figured I'd make a thread for Shinnok. I personally think he's fine right now, I think Necro could use some slight changes such as tracking on flick but that's just me. What do you folks think?

Here are all the proposed changes:

Universal -
  • (Note: Not necessarily a priority but would help) Startup frames on F3 reduced from 16 to 12 : It has a little more range than F4 and would be more useful for whiff punishing, you never really see it used right now.
Impostor -
  • Mimicry (DB1) now steals Ferra Throw (DB2ex) instead of Deep Stab (DBF1) : I mean come on a full guaranteed 19% is ridiculous lol. That way he'd have a fast, launching but unsafe overhead which keeps his mixup game strong but doesn't give him guaranteed damage.
Bone Shaper -
  • Fix bug where at max distance the first hit of Scepter Launch (DF2ex) will connect but the second hit will whiff : Bugs are bugs, this one's annoying.
  • Increase the damage on the last three hits of F221+3 : This brings up his damage slightly so his meterless and metered damage are still below average but more solid.
  • If NRS wanted to throw us a bone, I wouldn't mind being able to NJP on long range EX scoop.
Necromancer -
  • Decrease the startup on Devil's Flick (BF2)/Devils Backhand (BF2ex) : In its current state BF2 is pretty useless for zoning. A decrease in startup would not only make it worth using but would also sort at least some of its tracking problems, and I WON'T GET FULL COMBO PUNISHED FROM FULL SCREEN FOR USING IT as much.
  • Make Summoned Fiend (DF4) safe(r) on block : 21 frames startup and -20 on block is utter garbage for a tool of a zoning variation. This move has the frame data of a move with great reward but its actual reward is pretty terrible. Its only use is as an ender right now, this would also allow Necromancer to have something safe to cancel into from moves that aren't hit-confirmable as well as increase his meter building which he needs to get any sort of damage.
  • Summoned Fiend (DF4) now has a MB option : Similar to Takeda and Goro this would allow Necromancer to do something like F4~DF4 so he doesn't have to commit to spending the meter and lose a whole bar on a wrong guess if he wants a combo.
  • Startup on Judgment Fist (DB1)/Judgment Smash (DB1ex) reduced from 52 to 38 frames : This would allow Necromancer access to legit OTG setups for a bar similar to Bo. Plus, right now no person with basic Necromancer matchup knowledge and even normal reactions is getting hit by this move. At 38 it's still reactable anyway but at least it's a little more useful.
 
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Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
I'll list the change then the reasoning for it (something most people don't do since they're usually just regurgitating changes they've seen other people make)

I feel all of the below changes address any problems the variations actually have.

Universal -
  • (Note: Not necessarily a priority but would help) Startup frames on F3 reduced from 16 to 12 : It has a little more range than F4 and would be more useful for whiff punishing, you never really see it used right now.
Impostor -
  • Mimicry (DB1) now steals Ferra Throw (DB2ex) instead of Deep Stab (DBF1) : I mean come on a full guaranteed 19% is ridiculous lol. That way he'd have a fast, launching but unsafe overhead which keeps his mixup game strong but doesn't give him guaranteed damage.
Bone Shaper -
  • Fix bug where at max distance the first hit of Scepter Launch (DF2ex) will connect but the second hit will whiff : Bugs are bugs, this one's annoying.
  • Increase the damage on the last three hits of F221+3 : This brings up his damage slightly so his meterless and metered damage are still below average but more solid.
Necromancer -
  • Decrease the startup on Devil's Flick (BF2)/Devils Backhand (BF2ex) : In its current state BF2 is pretty useless for zoning. A decrease in startup would not only make it worth using but would also sort at least some of its tracking problems, and I WON'T GET FULL COMBO PUNISHED FROM FULL SCREEN FOR USING IT as much.
  • Make Summoned Fiend (DF4) safe(r) on block : 21 frames startup and -20 on block is utter garbage for a tool of a zoning variation. This move has the frame data of a move with great reward but its actual reward is pretty terrible. Its only use is as an ender right now, this would also allow Necromancer to have something safe to cancel into from moves that aren't hit-confirmable as well as increase his meter building which he needs to get any sort of damage.
  • Summoned Fiend (DF4) now has a MB option : Similar to Takeda and Goro this would allow Necromancer to do something like F4~DF4 so he doesn't have to commit to spending the meter and lose a whole bar on a wrong guess if he wants a combo.
  • Startup on Judgment Fist (DB1)/Judgment Smash (DB1ex) reduced from 52 to 38 frames : This would allow Necromancer access to legit OTG setups for a bar similar to Bo. Plus, right now no person with basic Necromancer matchup knowledge and even normal reactions is getting hit by this move. At 38 it's still reactable anyway but at least it's a little more useful.
Anyone suggesting things like Necro's DB1 being cancellable and BF2 being safe aren't really getting the point that Necromancer is a zoning variation by design and how this wouldn't sort his problems.
 

ArmedCalf

I guess I play Necromancer now.. PSN: ArmedCalf
I'll list the change then the reasoning for it (something most people don't do since they're usually just regurgitating changes they've seen other people make)

I feel all of the below changes address any problems the variations actually have.

Universal -
  • (Note: Not necessarily a priority but would help) Startup frames on F3 reduced from 16 to 12 : It has a little more range than F4 and would be more useful for whiff punishing, you never really see it used right now.
Impostor -
  • Mimicry (DB1) now steals Ferra Throw (DB2ex) instead of Deep Stab (DBF1) : I mean come on a full guaranteed 19% is ridiculous lol. That way he'd have a fast, launching but unsafe overhead which keeps his mixup game strong but doesn't give him guaranteed damage.
Bone Shaper -
  • Fix bug where at max distance the first hit of Scepter Launch (DF2ex) will connect but the second hit will whiff : Bugs are bugs, this one's annoying.
  • Increase the damage on the last three hits of F221+3 : This brings up his damage slightly so his meterless and metered damage are still below average but more solid.
Necromancer -
  • Decrease the startup on Devil's Flick (BF2)/Devils Backhand (BF2ex) : In its current state BF2 is pretty useless for zoning. A decrease in startup would not only make it worth using but would also sort at least some of its tracking problems, and I WON'T GET FULL COMBO PUNISHED FROM FULL SCREEN FOR USING IT as much.
  • Make Summoned Fiend (DF4) safe(r) on block : 21 frames startup and -20 on block is utter garbage for a tool of a zoning variation. This move has the frame data of a move with great reward but its actual reward is pretty terrible. Its only use is as an ender right now, this would also allow Necromancer to have something safe to cancel into from moves that aren't hit-confirmable as well as increase his meter building which he needs to get any sort of damage.
  • Summoned Fiend (DF4) now has a MB option : Similar to Takeda and Goro this would allow Necromancer to do something like F4~DF4 so he doesn't have to commit to spending the meter and lose a whole bar on a wrong guess if he wants a combo.
  • Startup on Judgment Fist (DB1)/Judgment Smash (DB1ex) reduced from 52 to 38 frames : This would allow Necromancer access to legit OTG setups for a bar similar to Bo. Plus, right now no person with basic Necromancer matchup knowledge and even normal reactions is getting hit by this move. At 38 it's still reactable anyway but at least it's a little more useful.
Anyone suggesting things like Necro's DB1 being cancellable and BF2 being safe aren't really getting the point that Necromancer is a zoning variation by design and how this wouldn't sort his problems.
It's funny as I posted it I was like, "Well I mean Impostor could lose Ferra/Torr's grab and be fine". They'd have to replace it and not do what they did in the Goro MU - 2% stomp is buns city.
 

Invincible Salads

Seeker of knowledge
make meterless amulet safer, i don't get why the move is unsafe when it doesnt really do much, its not even a projectile like dark beam in boneshaper.
 

ArmedCalf

I guess I play Necromancer now.. PSN: ArmedCalf
make meterless amulet safer, i don't get why the move is unsafe when it doesnt really do much, its not even a projectile like dark beam in boneshaper.
The way he is now I'm not sure that he needs it. In Necro it'd be dope but if Impostor gets anything else it'll put him over the edge
 

Invincible Salads

Seeker of knowledge
The way he is now I'm not sure that he needs it. In Necro it'd be dope but if Impostor gets anything else it'll put him over the edge
i dont' think it would put em over the edge, i mean the move doesnt have much purpose aside from the brutal or canceling out projectiles.
 

ArmedCalf

I guess I play Necromancer now.. PSN: ArmedCalf
i dont' think it would put em over the edge, i mean the move doesnt have much purpose aside from the brutal or canceling out projectiles.
Over the edge might have been a wrong way to put it, I just don't think he needs it. It would be awesome, you wouldn't have to commit to anything ever. Like at the moment if Shinnok throws out f22 he's either gonna hit it and convert, not hit it and spend the bar to be safe, or try and stagger a -8 string. If the meterless amulet was safe (like -5) then he could use his advancing mid string and then just do amulet if it gets blocked and HS if it hits. His neutral would get way better which is one of Imposter's bigger problems imo.
 

Bruno-NeoSpace

They see me zonin', they hatin'
Shinnok:
- D+4 hurtbox now slightly raised
- J+1 slightly normalized.
- Hell Sparks can no longer be Meter Burned on block during the third projectile only.

Imposter:
- Opponent can no longer be grabbed during Mimicry hit stun.
- Stolen Mileena roll now bounces properly in the air when blocked.

Necromancer:
- All forms of Judgement Fist can now be cancelled and linked into from a normal on hit only.
- Summoned Fiend is now a Low.
- EX Summoned Fiend is now a Low.
- EX Devil's Backhand now has breif tracking.

Bone Shaper:
- All staff based attacks now have hurtboxes.
 

Invincible Salads

Seeker of knowledge
Over the edge might have been a wrong way to put it, I just don't think he needs it. It would be awesome, you wouldn't have to commit to anything ever. Like at the moment if Shinnok throws out f22 he's either gonna hit it and convert, not hit it and spend the bar to be safe, or try and stagger a -8 string. If the meterless amulet was safe (like -5) then he could use his advancing mid string and then just do amulet if it gets blocked and HS if it hits. His neutral would get way better which is one of Imposter's bigger problems imo.
so yeah i say it'd be fine :p
 

True Grave

Giving The Gift Of Graves
I'll list the change then the reasoning for it (something most people don't do since they're usually just regurgitating changes they've seen other people make)

I feel all of the below changes address any problems the variations actually have.

Universal -
  • (Note: Not necessarily a priority but would help) Startup frames on F3 reduced from 16 to 12 : It has a little more range than F4 and would be more useful for whiff punishing, you never really see it used right now.
Impostor -
  • Mimicry (DB1) now steals Ferra Throw (DB2ex) instead of Deep Stab (DBF1) : I mean come on a full guaranteed 19% is ridiculous lol. That way he'd have a fast, launching but unsafe overhead which keeps his mixup game strong but doesn't give him guaranteed damage.
Bone Shaper -
  • Fix bug where at max distance the first hit of Scepter Launch (DF2ex) will connect but the second hit will whiff : Bugs are bugs, this one's annoying.
  • Increase the damage on the last three hits of F221+3 : This brings up his damage slightly so his meterless and metered damage are still below average but more solid.
Necromancer -
  • Decrease the startup on Devil's Flick (BF2)/Devils Backhand (BF2ex) : In its current state BF2 is pretty useless for zoning. A decrease in startup would not only make it worth using but would also sort at least some of its tracking problems, and I WON'T GET FULL COMBO PUNISHED FROM FULL SCREEN FOR USING IT as much.
  • Make Summoned Fiend (DF4) safe(r) on block : 21 frames startup and -20 on block is utter garbage for a tool of a zoning variation. This move has the frame data of a move with great reward but its actual reward is pretty terrible. Its only use is as an ender right now, this would also allow Necromancer to have something safe to cancel into from moves that aren't hit-confirmable as well as increase his meter building which he needs to get any sort of damage.
  • Summoned Fiend (DF4) now has a MB option : Similar to Takeda and Goro this would allow Necromancer to do something like F4~DF4 so he doesn't have to commit to spending the meter and lose a whole bar on a wrong guess if he wants a combo.
  • Startup on Judgment Fist (DB1)/Judgment Smash (DB1ex) reduced from 52 to 38 frames : This would allow Necromancer access to legit OTG setups for a bar similar to Bo. Plus, right now no person with basic Necromancer matchup knowledge and even normal reactions is getting hit by this move. At 38 it's still reactable anyway but at least it's a little more useful.
Anyone suggesting things like Necro's DB1 being cancellable and BF2 being safe aren't really getting the point that Necromancer is a zoning variation by design and how this wouldn't sort his problems.
I agree with a lot of these. Especially making Summoned Fiend meterburnable when used at full-screen for greater damage and combo options. As well as being able to confirm and not waste meter for making a bad guess as you said. The last thing I really would like to see since he doesn't have one is an X-Ray brutality. The prerequisites can be whatever, but I'd love to see him pimp slap his opponent and then watch them explode into a million pieces. Although @Skylight1 blew my mind the other day when I saw the Summoned Fiend brutality that I have been waiting for so long to happen. Just kind of wish that it was an actual hand crush instead of their head exploding. Aside from all of that I think he is a solid character and by far one of the most balanced characters in the game.

Edit: I also would like to see a change in the move that he steals from Erron. I personally think the coin toss move should be his stolen move instead of the air sand bomb. This would allow Shinnok to have a more viable move instead of having to use it in specific situation or just wasting it all together.
 

DC4-3

Low tier button masher.
I want to steal launchers from every character so that I can have a vortex against everyone as Impostor)
To be honest I wouldn't mind stealing different moves from some match ups. Especially tough match ups like Johnny cage, d'vorah etc. But I think it's too late in the game to do this. Could you imagine stealing swarm queens puddle?
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
I actually thought of something else to add:
Universal (technically just Impostor/Necromancer) -
  • Reduced startup on Amulet Strike (BF1) : In its current state it's not really useful in blockstrings or as an ender or anything like that so to make it more useful I'd suggest reducing the startup. This also means that Impostor and Necromancer will be better able to handle zoners as Amulet Strike's active frames can absorb a projectile.
    • A potential change to BF1 instead of/along with this is to reduce its recovery frames. This will give him a way to make blockstrings safe/build meter. However I think this is probably not necessary as Necromancer would already have an improved DF4 and BF2 for building meter and Impostor is probably the least meter reliant of the three variations already so there's no need for an indirect buff to that variation.
It's funny as I posted it I was like, "Well I mean Impostor could lose Ferra/Torr's grab and be fine". They'd have to replace it and not do what they did in the Goro MU - 2% stomp is buns city.
Yeah I think Impostor is fine where it sits now but the change I suggested would give Ferra/Torr a better chance in the matchup. Impostor right now isn't even top 10 despite popular opinion from people who play one character who happens to steal a good/vortexing move lol, but changing that one move won't hurt him that much. I couldn't really see any other moves that should be changed because if you give him the right move then Impostor probably WOULD be top 10 since he'd be able to vortex everyone.
REO's changelist for Shinnok
Half of those changes are terrible, wow.
Hell sparks not being meter burnable on the last one is irrelevant because people can already backdash/armour out of it.
Stolen Mileena roll doesn't need to "bounce" them, she gets a full B12 punish already. That sounds like a change from someone who hasn't played the matchup and just wants to find something to change lol.
How good Judgment Fist being cancellable would be would depend on when it can be cancelled, but even then it wouldn't sort Necros problems. It's not an offensive variation anyway.
DF4/DF4EX being a low is also irrelevant because it wouldn't even improve his mixup game nor should it.
I agree with a lot of these. Especially making Summoned Fiend meterburnable when used at full-screen for greater damage and combo options. As well as being able to confirm and not waste meter for making a bad guess as you said. The last thing I really would like to see since he doesn't have one is an X-Ray brutality. The prerequisites can be whatever, but I'd love to see him pimp slap his opponent and then watch them explode into a million pieces. Although @Skylight1 blew my mind the other day when I saw the Summoned Fiend brutality that I have been waiting for so long to happen. Just kind of wish that it was an actual hand crush instead of their head exploding. Aside from all of that I think he is a solid character and by far one of the most balanced characters in the game.

Edit: I also would like to see a change in the move that he steals from Erron. I personally think the coin toss move should be his stolen move instead of the air sand bomb. This would allow Shinnok to have a more viable move instead of having to use it in specific situation or just wasting it all together.
I also personally think his Summoned Fiend brutality is disappointing and like you I wanted to see them be crushed by the hand.
However, and I'm sorry to be blunt about this, changing the move he steals from Erron from DB4 to coin shot would be terrible for multiple reasons (although I will list those reasons for fairness). The move is most definitely viable/useful and by what you're saying I'm going to assume you don't realise why (if you do then my bad) because you don't have to waste it.
1. Up grenade allows Impostor to vortex Erron, if he stole coin shot he wouldn't be able to do that any more.
2. Coin shot is also relatively reactable so you'd get full combo punished for doing anything except 312~DB1.
3. Impostor steals non-variation specific moves, coin shot is Gunslinger-specific.
Changing the move from DB4 to coin shot would be some major nerfs for that matchup.
 

True Grave

Giving The Gift Of Graves
I actually thought of something else to add:
Universal (technically just Impostor/Necromancer) -
  • Reduced startup on Amulet Strike (BF1) : In its current state it's not really useful in blockstrings or as an ender or anything like that so to make it more useful I'd suggest reducing the startup. This also means that Impostor and Necromancer will be better able to handle zoners as Amulet Strike's active frames can absorb a projectile.
    • A potential change to BF1 instead of/along with this is to reduce its recovery frames. This will give him a way to make blockstrings safe/build meter. However I think this is probably not necessary as Necromancer would already have an improved DF4 and BF2 for building meter and Impostor is probably the least meter reliant of the three variations already so there's no need for an indirect buff to that variation.
Yeah I think Impostor is fine where it sits now but the change I suggested would give Ferra/Torr a better chance in the matchup. Impostor right now isn't even top 10 despite popular opinion from people who play one character who happens to steal a good/vortexing move lol, but changing that one move won't hurt him that much. I couldn't really see any other moves that should be changed because if you give him the right move then Impostor probably WOULD be top 10 since he'd be able to vortex everyone.

Half of those changes are terrible, wow.
Hell sparks not being meter burnable on the last one is irrelevant because people can already backdash/armour out of it.
Stolen Mileena roll doesn't need to "bounce" them, she gets a full B12 punish already. That sounds like a change from someone who hasn't played the matchup and just wants to find something to change lol.
How good Judgment Fist being cancellable would be would depend on when it can be cancelled, but even then it wouldn't sort Necros problems. It's not an offensive variation anyway.
DF4/DF4EX being a low is also irrelevant because it wouldn't even improve his mixup game nor should it.

I also personally think his Summoned Fiend brutality is disappointing and like you I wanted to see them be crushed by the hand.
However, and I'm sorry to be blunt about this, changing the move he steals from Erron from DB4 to coin shot would be terrible for multiple reasons (although I will list those reasons for fairness). The move is most definitely viable/useful and by what you're saying I'm going to assume you don't realise why (if you do then my bad) because you don't have to waste it.
1. Up grenade allows Impostor to vortex Erron, if he stole coin shot he wouldn't be able to do that any more.
2. Coin shot is also relatively reactable so you'd get full combo punished for doing anything except 312~DB1.
3. Impostor steals non-variation specific moves, coin shot is Gunslinger-specific.
Changing the move from DB4 to coin shot would be some major nerfs for that matchup.
I do realise why. The question was what would I like to see as far as changes, not what should be changed. But fair enough.
 
people can already backdash the 3rd hell sparks on block so it'd be irrelevant as it is already.

As a necromancer player, those would make the variation even worse. It's his only defensive/zoning variation and by making those specific moves low, would just obliterate his already weakened defense in that variation.
 

STB Damashi

SmallBurntEarths
Please Calf, add all the suggested changes at the top of the thread (as seen here: https://testyourmight.com/threads/with-the-kp2-patch-coming-up-what-buffs-nerfs-should-shinnok-receive.57844/) I was gonna make this thread lol but you beat me to it. Anyways, the changes I want are:
  • OTG doesn't scale
  • Can Mimicry and Scoop after Krushing Shoulder
  • Krushing Shoulder's Spark on hit comes out on block as well leaving him at -7 but there is a gap between the spark and the hit from the shoulder
  • Standing 4 faster start-up
  • F2 is -3
  • Less Push Back on Amulet Curse
  • F3 faster start-up
  • B2 is +6 on block (gets the big leg treatment)
  • Amulet Strike steals bar from the opponent
  • Mimicry steals bar from the opponent
  • Increased range on Scepter Slam/Launch
  • Amulet Curse has more pop-up/launch
  • Ex-Dark Beam is +16
  • Increased Vertical Hitbox on F4
  • Amulet Strike is -5
  • Krushing Shoulder pops them towards Shinnok not away
  • Make D2 a mid
  • Make Krushing Shoulder safe
  • Make Charging Shoulder safe
Here are the changes I still want implemented from the KP2 Thread
--------------------------------------------------------------------------------------------------------

Universal:

· Standing 3 – Now a Low instead of a Mid Buff

· Standing 4 – Now a Mid instead of a High Buff

· F2 – 2 frames off the start up frames (Down to 15 in Non-Bone Shaper; Down to 17 in Bone Shaper) Buff

· B1 – Increased push-back (enough for all 3 Hell Sparks to connect on block) Buff

· Damage – Increased damage output overall Buff

· 11 – Fix hit box issues Buff

· X-Ray – Bitch slaps into Brutality

Necromancer:

· Devil’s Flick

o Improve tracking Buff

o Reduced start up frames Buff

o Reverted back to -4 on block Buff

· Summoned Fiend

o Improve tracking Buff

o Safe(r) on block Buff

o Becomes a Low Buff

o Reduce start up frames (fast enough to anti-air) Buff

o Able to Brutality off of​

· Judgment Fist

o Becomes an 11 Frame Overhead instead of Unblockable (similar to Tremor’s Rock Drop) Buff

o Cancel-able if it does not become an 11 frame overhead (cancel similar to MK9 Jax’s Ground Pound) Buff

o Note: Judgment Smash still remains a slow unblockable. with it able to still crush opponents on delayed wake-up.​

· Judgment Smash – Cancel-able but faster than Judgment Fist's cancel (like the difference in advantage between cancelling LK's fire ball and cancelling his Ex-fire ball) Buff

· Summoned Slam

o Able to utilize twice in one combo Buff

o Armored Buff

· Variation Aesthetics – Remove silly bone hands in exchange for another aesthetic identifier (possibly Pimp Rings)

Impostor:

· Stolen Moves – Different stolen moves from the following characters:

o Kenshi; currently steals Rising Sword​

o Takeda; currently steals Tornado Kick​

o Jacqui; currently steals Bionic Dash​

o Ferra/Torr; currently steals Deep Stab​

o Raiden; currently steals Electric Fly​

o Goro; currently steals Stomp​

o Jason; currently steals Killing Machine​

o Predator; currently steals Stealth​

· Mimicry

o Kenshi – Steal “Blade Reflect” or “Rising Karma” instead of “Rising Sword”​

o Takeda – Steal “Fist Whirlwind” instead of “Tornado Kick”​

o Raiden – Steal “Shocker” instead of “Electric Fly”​

o Predator – Steal “Scimitar Slam” instead of “Stealth”, or add the ability to combo into Mimicry while Stealth is already active at the cost of removing the invisibility.​

o Add an Enhanced Mimicry or a MB version of Mimicry with the following properties:
  1. Armor while using the stolen move Buff
  2. Gains the Ex-properties of the stolen move if he does not already Buff
  3. Able to hit full screen like Quan Chi's trance Buff

· Air-Tricky Portal

o Can Air-Tricky Portal while grounded (just Tricky Portal); Ex-Version of grounded Tricky Portal with armor upon reaching the destination Shinnok teleported to. Buff

o Can teleport in place, in addition to behind or in front of the opponent. Buff

Bone Shaper:

· Dark Beam – Revert to -8 on block instead of -12. Buff

· F221+3 – Make the “1+3” part of the string able to come out on block (currently +2 but not possible to come out and block; also, come out as a Mid not a throw/grab) Buff

· F4, 1, D2, U2

o U2 is at least 0 on block Buff

o U2 has enough hit advantage to follow up with Sceptor Slam and Sceptor Launch Buff

o Gap between D2 and U2

o Note: Apply the same changes to F3, 1, D2, U2​

· Krushing Shoulder – Can combo off it with Sceptor Slam/Sceptor Launch Buff

Both Impostor and Necromancer:

· Krushing Shoulder – Able to juggle off it with F22 Buff

· F2, 2, 4

o Fix hit box issues; some female characters low profile this mid hitting string while crouching or crouch blocking. Buff

o Add more cancel advantage frames to '4' Buff

o Less minus on block (currently -17) Buff

· Amulet Strike

o Reduce start up frames Buff

o Reduce recovery frames Buff

o Safe on block (around -5/-6) Buff

o Made into a Mid instead of a High. Buff

o Implement one of the 3 following options: Buff
  1. When Shinnok negates a projectile, 20-25% of a meter is gained
  2. When Shinnok negates a projectile, 2% of health is gained back
  3. When Shinnok negates a projectile, the next time Amulet Strike is used, it comes out faster with projectile absorbing properties, ~10% damage, ~3% chip damage, and at least neutral on block (similar to Ronin Takeda's Piercing Beam)
 
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