What's new

Question What are your personal character improvements/changes?

Wam-Zlay

Reptile / Noob
Reptile :
Forceball cancels with jailing effects -> Like A-List cage with all his strings into jail or armor break
 
General:
Revert OTG's to somewhere between their current state and their pre-patch power.

Leatherface:
F1 becomes mid
F4 has more hit advantage
Change EX Ground Sparks (Armor?)
Make Saw Spin/EX Saw Spin faster, and third hit can catch from behind.
More usefulness for generally useless strings (F1, 2, B2, B1, 2)
F3 does 5%
Berserker Stance 2 has more hit advantage, EX version put them CLOSE to Leatherface rather than full screen, and does 23%.
Berserker Stance 4 does 16% raw, and 26% meterburned.
4 is faster.
Gets a ender-esque string
Command Grab is back to 6-frames (or increase damage to 15%)
Raw Command Grab no longer put opponents full screen.
Gut Slice is Plus on block (EX and Raw)


Jason Voorhees:
Make Shoulder Charge in Slasher actually hit form full screen.
Change Corpse Grab (Bounce like Kotal's? More damage? Able to do Towards or Away versions?)
4 is faster, as well as 3.
F2, 1+2 is a tick throw.
F2 is mid(?)

Jax:
Command Grab has MUCH more input buffer (Especially in EX)
Command Grab automatically does the Away version (To keep the opponent in the corner more easily)
Command Grab is faster with less recovery, does 14% raw.

Kano
F4 tick throws (Commando).
2, 2 becomes universal string.
Cybernetic gets overhead.
Commando gets better meterless damage.
3,2 from Commando applies to other variations (No longer launches)

Predator
Self Detonate has better startup and less recover (In EX only?)
EX Self Detonate goes away on 3 hits.
Disc has less scaling (And EX Disc)

Tremor
Rock drop is somewhere between now and pre-patch.
Same as above for OTG
 

CrazyFingers

The Power of Lame Compels You
General:
Revert OTG's to somewhere between their current state and their pre-patch power.

Leatherface:
F1 becomes mid
F4 has more hit advantage
Change EX Ground Sparks (Armor?)
Make Saw Spin/EX Saw Spin faster, and third hit can catch from behind.
More usefulness for generally useless strings (F1, 2, B2, B1, 2)
F3 does 5%
Berserker Stance 2 has more hit advantage, EX version put them CLOSE to Leatherface rather than full screen, and does 23%.
Berserker Stance 4 does 16% raw, and 26% meterburned.
4 is faster.
Gets a ender-esque string
Command Grab is back to 6-frames (or increase damage to 15%)
Raw Command Grab no longer put opponents full screen.
Gut Slice is Plus on block (EX and Raw)


Jason Voorhees:
Make Shoulder Charge in Slasher actually hit form full screen.
Change Corpse Grab (Bounce like Kotal's? More damage? Able to do Towards or Away versions?)
4 is faster, as well as 3.
F2, 1+2 is a tick throw.
F2 is mid(?)

Jax:
Command Grab has MUCH more input buffer (Especially in EX)
Command Grab automatically does the Away version (To keep the opponent in the corner more easily)
Command Grab is faster with less recovery, does 14% raw.

Kano
F4 tick throws (Commando).
2, 2 becomes universal string.
Cybernetic gets overhead.
Commando gets better meterless damage.
3,2 from Commando applies to other variations (No longer launches)

Predator
Self Detonate has better startup and less recover (In EX only?)
EX Self Detonate goes away on 3 hits.
Disc has less scaling (And EX Disc)

Tremor
Rock drop is somewhere between now and pre-patch.
Same as above for OTG
Ok so I'm only going to touch on my two babies, Leatherface and Jason, because well I've played them to death. If F1 is becoming a mid, we are losing frames on it man. No one wants a 7f mid running around. We want balance not that shit. It's going to have to be 9 or 8f, 8 is pushing it. Making BS2 more plus on his is a good idea, or at least 0, like really? -1 NRS? B2 is a perfect spacing tool, don't see how you think it's useless. S2 is a perfect stagger again, how is it useless? Same with F1. Gut Slice, that's DB3 on butcher yea? I only know inputs because I don't both learning names. If it's the move in thinking of that's not necessary, we have DF2 which is +2 meterless. Everything else seems reasonable I guess, don't know what "Ender esque string" is supposed to be, we have enders up the wazoo.

Next is Vorheez. I like the idea of making Jason's air throw actually useful but if you make it Kotal's air throw, it breaks the character because now he has ABSURD midscreen damage when right now mid screen he's capping out at like 25 unless you get them with F2 but making it bounce would mean...gross things really, B122 would be even more of a crazy string than it already is. F4 and F3 don't need to be faster, they're for knockdown mind games or meaty plus frames, they're fast enough. F2 being a mid probably doesn't hurt too much but making it tick throw is honestly pointless. The reason B3 becoming a tick throw was so huge for the character was because of B3U1 and B3D1 were also added with that, becoming a mind game that helped him a lot. Unless they did the same with F2, which they don't need to, he has B3, it's pointless to make this change, it's a cool string tho.

Hope I have added some thought for you to have :)
 

Blonde_Huntress

Edenian Witch <3
Universal:
F4 is now special cancellable
D1 is -4 on block
Air split Dive now has a 15 frame start up and is -2 on block
2U3 is now -2 on block
Low drill is now fixed and pops up opponents consistently
F43 gap removed
Standing 4 is now a mid
F3 can be EX'd to give it armor and it removes 4 frames off of startup.

Pyromancer :
Air fireballs are now an overhead, they do the same damage as ground fireballs, and they now have an increased hitbox.
5% added to her combos.
B31 dust jails
All fireball have 6 frames removed off of their startup.
All fireballs have 3 frames removed off recovery


Kobu Jutsu:
EX Tonfa toss now has a 2% damage increase and scales less in combo
Old damage reverted back to her combos + an additional 1%
EX Tonfa toss reverted back to pre patch ON HIT

Dragon Naginata:
Staff Stance is -10 on block
Staff stance 4 and EX staff stance 4 now jail
Staff stance 1 startup decrease
B2 hit advantage is now +10
B1 startup decreased by 5 frames
F42 is now -5 on block
Yes. Please. PLEASE.
 

Invincible Salads

Seeker of knowledge
Universal:
F4 is now special cancellable
D1 is -4 on block
Air split Dive now has a 15 frame start up and is -2 on block
2U3 is now -2 on block
Low drill is now fixed and pops up opponents consistently
F43 gap removed
Standing 4 is now a mid
F3 can be EX'd to give it armor and it removes 4 frames off of startup.

Pyromancer :
Air fireballs are now an overhead, they do the same damage as ground fireballs, and they now have an increased hitbox.
5% added to her combos.
B31 dust jails
All fireball have 6 frames removed off of their startup.
All fireballs have 3 frames removed off recovery


Kobu Jutsu:
EX Tonfa toss now has a 2% damage increase and scales less in combo
Old damage reverted back to her combos + an additional 1%
EX Tonfa toss reverted back to pre patch ON HIT

Dragon Naginata:
Staff Stance is -10 on block
Staff stance 4 and EX staff stance 4 now jail
Staff stance 1 startup decrease
B2 hit advantage is now +10
B1 startup decreased by 5 frames
F42 is now -5 on block
yeah no, that gap needs to stay gone. i several other issues with these suggestions but im too tired to explain.
 

ismael4790

Stay focused or get Caged
Fisticuffs Cage:

-B1 back to 9 f startup.
-All speedbag hits are -2 on block.
-Speedbag whiffing issues solved. Works as a true mid. Slightly decreased pushback. Possibly gap place changed to third punch and not the second.
-Fistbump has faster activation, to at least allow him to activate it safely after some blockstrings.
-Ex fistbump move added. Does more chip, lasts longer and slightly increases damage output. Its faster on activation and allows to extend some combos ala FF Liu.
-Added a parry ala FF Liu.
-New string with f321, -6 on block, special cancelable, so he has a way to safely hitconfirm into combo off f3 as the other variations.
-Luxury buff for all Cages: Red mode activates at 12%life remaining.

Balanced Kenshi:

-Teleflurry recovery on whiff is now 32f.
-Ex teleflurry is a mid block and all hits come out on block.
-Regular teleflurry can be meterburned as Jacqui's df2 mb.
-Regular push is now -10.
-Ex push is +5 on block.
-Overhead slash has faster startup.
-Overhead slash is -6 on block and +10 on hit.
-B1~overheadslash is now a blockstring.
-322~overhead slash is now a blockstring.
-Ex overhead slash both hits come out on block, it's +3 on block and launches for small combo midscreen and full combo in corner.
-db2 reflect has 6f startup.
-Each successful close parry adds a small damage increase for the possible combo followup.
-Ex parry up close is now an automatic parry (as kitana or Liu).
 
Last edited:

KanoBaII

Noob
My opinion on cutthroat+changes:

Cutthroat is clearly an S tier character based on his tools alone. However I feel he is easily the the top character that is taken for face value in the game, it makes sense though, plus 50 50s that launch for 43+ in the corner for a bar is disgusting af. The only thing that I feel is bittersweet about CT kano as a kano main is that there is only way that he can be played at a high level, and that is relentless and maniacal rush down off straight 50 50s and reads. This is not a character that starts his offense off of footsies or off a mid (without bar), excluding the d4 db1 gimmick. His meter less offense is strictly based off of safe 50 50s which is what makes him a dumb character, and scruby and brain dead at a base level.


That being said as I am extremely biased and would like cutthroat to remain top tier, these are some ideas for changes:

- Less cancel frames on b121 so b121db1 has a gap.
- db1 +13 on hit.
- slow down b1 from 13 frames to around 17-19(idk)
- make b121 -8 to -13
- change the property of ex buff to where he doesn't gain damage but maybe takes meter??? (if the other person is hit). I've always thought the dumbest thing about cutthroat was the damage.
- make airball overhead mid
- decrease the amount of plus frames on everything to ex buff by 4 frames.


Change the property of his f21 string to make it the focal point of his offense.
- loses 5% on ex buff (if he loses the damage)
- f2, -1 on block and less whiff recovery.
- f21, -2 on block and less recovery.
- Make 32 not knock down on hit.





Ok that's it, keep in mind I would still like cutthroat to remain stupid just a different type of stupid and that these changes are off the top brain storm ideas not solidified well thought out top player patch notes. If you disagree with anything I said I would like you to know that you are wrong and I am right.

 
Last edited:

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
My personal changes

1.) jhonny cage red state should take less health to activate

2.) sonya(demolition) grenades should go away on hit

3.)subzero (grand-master) ice clone shouldn't go away on block

4.)alien tail flip should be changed to a mid and have less recovery frames

5.) kotal khan should be able to integrate sunlight into combo
Ill let you know what i think of yours before going onto mine:


1: I think this could be a good idea but i think it should only apply to Johnny Fistycuffs. Alist and SD are to strong as it is.

2: Sonya Demo and her grenades, this is a bit much, but what could be done instead is to address corner shenanigans with mutiple grenades there could be a timer added to reloading grenades while in combo, at end of combo you would still be able to load them safley but being able to use normals after would be delays thus ending 5-6 grenade combos, and honestly her getting 28-40% is not that bad many other character sget that. BTW i don't use Demo anymore since everyone hoped on that band wagon.

3: I agree with that but as is he is very strong what could be done instead, is When he cancels into Clone he can be placed further back just enough so D'vorah/Kenshi/Cyrax/Alien/KungJin/Cassie/FerraTorr/Erron and others can not hit him through clone without meter.

4: Ok i hate the Alien matchup just as much as anyone, and yes i used to use Acidic and Konjurer, but i don't know, but Tail flip is not broken, and does not need adjusting, if you would like to look in the kenshi forums, i explaine how more than 24 characters in the cast have Safe Oh's/Lows or ways to make them safe for meter or meterless. and thus Alien should keep this tail flip cuz its not game breaking. What needs to be done for sure is Alien has an Absurd JIP2 and it has auto tracking and this is game breaking, it adjust him/her to be in advantage frames even if he/she wiffs. thats not cool and not fair. this JIP2 should be adjusted accordingly and F134 (Mid,Mid,Low) should be at least -8 on block so it can be punished and there should be a small gap between F134 xx Tail flip normal version, it should stay safe but be armorable to punish players who use it as a staple. that is fair for Alien players, and when other characters get buffed you should see most of the alien players go to whoever else they think is broken.

5: Kotal does intergate them allready, but if you mean F1B2 sunlight into combo extender, yeah thats not gonna happen, but you can allready end combos in light on him to heal or on opponent to lock them in corner. i think it would becooler if Blood Totem was buffed to be more viable.



------------------------------------------------------------------------------------------

as for mine:

Kenshi Kenjutsu

  • DB1 take off 6 frames of recovery
  • DF1 only normal version: make -7 on block
  • Tele push make it -9 on block and keep the same push back.
  • allow kenshi to combo off F4
Unbreakable Sub Zero:


  • Frost Shield freezes jip's/Crossovers and NJP's
  • Frozen aura: has less frame sof recovery at least 6 less
  • Can double freeze: only after he gets you with Frozen Shield he can combo into a freeze once and then finish to add some damage to those weak frost shield parries.
Cyber Sub Zero:


  • Normal freeze: make startup 5 frames faster, and make recovery 5 frames longer. then all his normals will work again I.E. : F13/1/11/B1/B3 into normal freeze.
  • B2 should take half as much stamina so when he uses that as a starter he can run cancel into a combo without getting tired.


Cyrax:


  • Net: hold twice as long now, since they can actually use moves during the last half of the net as of 3-29. give it some pushback like before so we can use it for combo starter.
  • Shrapnel Port: EX tele: make it launch opponent, it only does 11% for a bar as of now and is punishable on block.
  • Combos: allow metered net in combos. pay abar to extend combos, and Net reduces damage so its fair after what happened on 3-29-2016.

Raiden Master Of Storms:



  • Normal Orb is safer on recovery so there should be a couple strings that allow him to get them out safely.

Jacqui High Tech:



  • Her DF2 cancels should be more positive at least + 7 on block
  • Increase range of D1


thats what i really wan't i want more but there is to much to post, it would take me all day to list all the changes i would like to do. most of it is buffs in single areas that lower tier characters need.
 

Tanno

The Fantasy is the Reality of the Mind
I agree about Unbreakable's improvements. I, also, want the Ice Floor back. This would be an amazing addition just like Erron Black's Caitdrops, Alien's acidic floor and Bo Rai Cho's flaming floor.

If it happened, I would make a new middle to corner combo like this.

FJP, B12~Iceball, FJP, B12~Aura, B12~Ice Floor, FJP, 242, NJP, FJP, FJP, 1, B12~Burst. I imagine it would give around 42% or so.
 
Ill let you know what i think of yours before going onto mine:


1: I think this could be a good idea but i think it should only apply to Johnny Fistycuffs. Alist and SD are to strong as it is.

2: Sonya Demo and her grenades, this is a bit much, but what could be done instead is to address corner shenanigans with mutiple grenades there could be a timer added to reloading grenades while in combo, at end of combo you would still be able to load them safley but being able to use normals after would be delays thus ending 5-6 grenade combos, and honestly her getting 28-40% is not that bad many other character sget that. BTW i don't use Demo anymore since everyone hoped on that band wagon.

3: I agree with that but as is he is very strong what could be done instead, is When he cancels into Clone he can be placed further back just enough so D'vorah/Kenshi/Cyrax/Alien/KungJin/Cassie/FerraTorr/Erron and others can not hit him through clone without meter.

4: Ok i hate the Alien matchup just as much as anyone, and yes i used to use Acidic and Konjurer, but i don't know, but Tail flip is not broken, and does not need adjusting, if you would like to look in the kenshi forums, i explaine how more than 24 characters in the cast have Safe Oh's/Lows or ways to make them safe for meter or meterless. and thus Alien should keep this tail flip cuz its not game breaking. What needs to be done for sure is Alien has an Absurd JIP2 and it has auto tracking and this is game breaking, it adjust him/her to be in advantage frames even if he/she wiffs. thats not cool and not fair. this JIP2 should be adjusted accordingly and F134 (Mid,Mid,Low) should be at least -8 on block so it can be punished and there should be a small gap between F134 xx Tail flip normal version, it should stay safe but be armorable to punish players who use it as a staple. that is fair for Alien players, and when other characters get buffed you should see most of the alien players go to whoever else they think is broken.

5: Kotal does intergate them allready, but if you mean F1B2 sunlight into combo extender, yeah thats not gonna happen, but you can allready end combos in light on him to heal or on opponent to lock them in corner. i think it would becooler if Blood Totem was buffed to be more viable.



------------------------------------------------------------------------------------------

as for mine:

Kenshi Kenjutsu

  • DB1 take off 6 frames of recovery
  • DF1 only normal version: make -7 on block
  • Tele push make it -9 on block and keep the same push back.
  • allow kenshi to combo off F4
Unbreakable Sub Zero:


  • Frost Shield freezes jip's/Crossovers and NJP's
  • Frozen aura: has less frame sof recovery at least 6 less
  • Can double freeze: only after he gets you with Frozen Shield he can combo into a freeze once and then finish to add some damage to those weak frost shield parries.
Cyber Sub Zero:


  • Normal freeze: make startup 5 frames faster, and make recovery 5 frames longer. then all his normals will work again I.E. : F13/1/11/B1/B3 into normal freeze.
  • B2 should take half as much stamina so when he uses that as a starter he can run cancel into a combo without getting tired.
Cyrax:


  • Net: hold twice as long now, since they can actually use moves during the last half of the net as of 3-29. give it some pushback like before so we can use it for combo starter.
  • Shrapnel Port: EX tele: make it launch opponent, it only does 11% for a bar as of now and is punishable on block.
  • Combos: allow metered net in combos. pay abar to extend combos, and Net reduces damage so its fair after what happened on 3-29-2016.
Raiden Master Of Storms:



  • Normal Orb is safer on recovery so there should be a couple strings that allow him to get them out safely.

Jacqui High Tech:



  • Her DF2 cancels should be more positive at least + 7 on block
  • Increase range of D1
thats what i really wan't i want more but there is to much to post, it would take me all day to list all the changes i would like to do. most of it is buffs in single areas that lower tier characters need.
kotal shoukd be able to com
Ill let you know what i think of yours before going onto mine:


1: I think this could be a good idea but i think it should only apply to Johnny Fistycuffs. Alist and SD are to strong as it is.

2: Sonya Demo and her grenades, this is a bit much, but what could be done instead is to address corner shenanigans with mutiple grenades there could be a timer added to reloading grenades while in combo, at end of combo you would still be able to load them safley but being able to use normals after would be delays thus ending 5-6 grenade combos, and honestly her getting 28-40% is not that bad many other character sget that. BTW i don't use Demo anymore since everyone hoped on that band wagon.

3: I agree with that but as is he is very strong what could be done instead, is When he cancels into Clone he can be placed further back just enough so D'vorah/Kenshi/Cyrax/Alien/KungJin/Cassie/FerraTorr/Erron and others can not hit him through clone without meter.

4: Ok i hate the Alien matchup just as much as anyone, and yes i used to use Acidic and Konjurer, but i don't know, but Tail flip is not broken, and does not need adjusting, if you would like to look in the kenshi forums, i explaine how more than 24 characters in the cast have Safe Oh's/Lows or ways to make them safe for meter or meterless. and thus Alien should keep this tail flip cuz its not game breaking. What needs to be done for sure is Alien has an Absurd JIP2 and it has auto tracking and this is game breaking, it adjust him/her to be in advantage frames even if he/she wiffs. thats not cool and not fair. this JIP2 should be adjusted accordingly and F134 (Mid,Mid,Low) should be at least -8 on block so it can be punished and there should be a small gap between F134 xx Tail flip normal version, it should stay safe but be armorable to punish players who use it as a staple. that is fair for Alien players, and when other characters get buffed you should see most of the alien players go to whoever else they think is broken.

5: Kotal does intergate them allready, but if you mean F1B2 sunlight into combo extender, yeah thats not gonna happen, but you can allready end combos in light on him to heal or on opponent to lock them in corner. i think it would becooler if Blood Totem was buffed to be more viable.



------------------------------------------------------------------------------------------

as for mine:

Kenshi Kenjutsu

  • DB1 take off 6 frames of recovery
  • DF1 only normal version: make -7 on block
  • Tele push make it -9 on block and keep the same push back.
  • allow kenshi to combo off F4
Unbreakable Sub Zero:


  • Frost Shield freezes jip's/Crossovers and NJP's
  • Frozen aura: has less frame sof recovery at least 6 less
  • Can double freeze: only after he gets you with Frozen Shield he can combo into a freeze once and then finish to add some damage to those weak frost shield parries.
Cyber Sub Zero:


  • Normal freeze: make startup 5 frames faster, and make recovery 5 frames longer. then all his normals will work again I.E. : F13/1/11/B1/B3 into normal freeze.
  • B2 should take half as much stamina so when he uses that as a starter he can run cancel into a combo without getting tired.

Cyrax:


  • Net: hold twice as long now, since they can actually use moves during the last half of the net as of 3-29. give it some pushback like before so we can use it for combo starter.
  • Shrapnel Port: EX tele: make it launch opponent, it only does 11% for a bar as of now and is punishable on block.
  • Combos: allow metered net in combos. pay abar to extend combos, and Net reduces damage so its fair after what happened on 3-29-2016.
Raiden Master Of Storms:



  • Normal Orb is safer on recovery so there should be a couple strings that allow him to get them out safely.

Jacqui High Tech:



  • Her DF2 cancels should be more positive at least + 7 on block
  • Increase range of D1

thats what i really wan't i want more but there is to much to post, it would take me all day to list all the changes i would like to do. most of it is buffs in single areas that lower tier characters need.
i like your ideas but don't say someone else is not gonna happen its very rude
 

TamedLizard

Buff George
I really just want the top tier's retarted stuff to be normalized a bit, Bo to get a few QoL buffs, and...

  • Reptile (Deceptive) - added 5 recovery frames with Stealth & Invisibility when the opponent is in block stun
...this is to be removed completely. It's not a HUGE deal, but even to this day his invisibility cancels don't feel as smooth as they used to. Plus, we had a good thing going man. Until the 3-1 patch, Reptile was one of the very few characters to receive nothing but buffs. Let's get back on track. :p

CSZ and Tanya compensation buffs would be bonus.
 
Last edited:

exflyingbooty

This dream has a sad ending
I just have a list of system mechanics i'd like changed

  • Jumps have 3 or 4 frames of start up except during iaf or tk motions
  • When you grab someone you become projectile invul(including sonya's grenades)this will take out a lot of bullshit in the game
  • Run cancel's no longer do chip damage in a true block string
 
Ok so I'm only going to touch on my two babies, Leatherface and Jason, because well I've played them to death. If F1 is becoming a mid, we are losing frames on it man. No one wants a 7f mid running around. We want balance not that shit. It's going to have to be 9 or 8f, 8 is pushing it. Making BS2 more plus on his is a good idea, or at least 0, like really? -1 NRS? B2 is a perfect spacing tool, don't see how you think it's useless. S2 is a perfect stagger again, how is it useless? Same with F1. Gut Slice, that's DB3 on butcher yea? I only know inputs because I don't both learning names. If it's the move in thinking of that's not necessary, we have DF2 which is +2 meterless. Everything else seems reasonable I guess, don't know what "Ender esque string" is supposed to be, we have enders up the wazoo.

Next is Vorheez. I like the idea of making Jason's air throw actually useful but if you make it Kotal's air throw, it breaks the character because now he has ABSURD midscreen damage when right now mid screen he's capping out at like 25 unless you get them with F2 but making it bounce would mean...gross things really, B122 would be even more of a crazy string than it already is. F4 and F3 don't need to be faster, they're for knockdown mind games or meaty plus frames, they're fast enough. F2 being a mid probably doesn't hurt too much but making it tick throw is honestly pointless. The reason B3 becoming a tick throw was so huge for the character was because of B3U1 and B3D1 were also added with that, becoming a mind game that helped him a lot. Unless they did the same with F2, which they don't need to, he has B3, it's pointless to make this change, it's a cool string tho.

Hope I have added some thought for you to have :)
Sorry with the way I abbreviated the buttons, I meant the F12B2 and B12 string that Leatherface has. And yeah, I was thinking the ground bounce air grab could be too much. Also I though F1 was 9 frames, but yeah if its 7 that'd be too good for a mid. Jason's F2 tick throwing does seem kinda useless now that I think about it, since it already tick throws with his command grabs. And what I meant by "Ender Esque String" is something like Predators 321+2, and this is mostly because I really like strings like this, but also because if they WERE to change F12B2 on Leatherface, they could make it a better ender than Psycho Kutter (Or just for the sake of variety/style). Thanks for the reply!
 

RevetLeafing

Tanya, Tanqui, and Kaprisun Specialist
Universal:
F4 is now special cancellable
D1 is -4 on block
Air split Dive now has a 15 frame start up and is -2 on block
2U3 is now -2 on block
Low drill is now fixed and pops up opponents consistently
F43 gap removed
Standing 4 is now a mid
F3 can be EX'd to give it armor and it removes 4 frames off of startup.

Pyromancer :
Air fireballs are now an overhead, they do the same damage as ground fireballs, and they now have an increased hitbox.
5% added to her combos.
B31 dust jails
All fireball have 6 frames removed off of their startup.
All fireballs have 3 frames removed off recovery


Kobu Jutsu:
EX Tonfa toss now has a 2% damage increase and scales less in combo
Old damage reverted back to her combos + an additional 1%
EX Tonfa toss reverted back to pre patch ON HIT

Dragon Naginata:
Staff Stance is -10 on block
Staff stance 4 and EX staff stance 4 now jail
Staff stance 1 startup decrease
B2 hit advantage is now +10
B1 startup decreased by 5 frames
F42 is now -5 on block
Lmaooo I love it tbh
 

RevetLeafing

Tanya, Tanqui, and Kaprisun Specialist
Tanya
Universal
F4 can now be special canceled.
B3,1,3 is now a pop up
2u3 is now -5 on block
F 3 (Full Charged), is now Plus 2 on block.
X-Ray now hits as an overhead.

Pyromancer
Air Fireballs do the same as ground ones
One New Pyromancer String: Edenian Blaze

Kobu Justu
Ex Tonfa Toss damage scales less due to her not being able to run up anymore.
321 Is now -3 Down From +2
Add 1% Damage to all combos as a variation specific

Dragon Naginata
B1 Start up is now -15
F4 2 Is now -5
 

Wolverine32

PSN: ADM_Wolverine
All I would like to see is reptile gain the ability to cancel his force balls similarly to tremors db1 cancels. Not plus or able to link into combos make fast forceball startup fast enough to make it a true block string off of some strings but these would only be luxury buffs, if reptile goes untouched and top tiers come down, he'd be buffed enough by that alone.
 

ismael4790

Stay focused or get Caged
This seems like a little much. What kind of parry is it? Just mids and highs, or everything?

Edit: add replace f4 with new move into luxury buffs. Fisticuffs f4 is now the last hit of 113.
A parry that works exactly as ff liu, stops mids and highs. Not op at all. Just would add respect to people trying to poke out of his "pressure".

F4 is a good move, should get a better hitbox to antiair.

If you mean making f4 a low starter...I don't know if at this point in the game it's reasonable to introduce such a radical design change. Ok, there are precedents of 1 variation of a char having 50/50s and the rest not having them (kano for example) but with Cage it would be dangerous, he has a nutpunch restand that would guarantee a mixup each time...

A string with a second hit low? That would be another thing. I strongly believe this variation needs a new string, specially one that makes good use of f3.
 

MK_Al

Noob
KL Buzzsaw:
- Reduce scaling on EX spin and (non EX) hat throw to slightly raise combo dmg
- Fix hitbox issues (112124 string)

SR Takeda:
- Give back the gap in f12 2+4
- Make EX Kunais explode at the same time to prevent "HTBs" that are actually unblockable

Alien:
- Make long ranged pokes not special cancelable

Mileena:
- Take away the restand
- Add more rec frames on low sai

HQT Predator:
- Add more active frames to close low laser so that the -7 on block play like -7 and give enough time to buffer a reversal (if you put KL on reversal in pmode he will punish low laser; however; it seems impossible for me to reversal manually)

CSZ:
- Revert the changes to ice ball from last patch
- Make a well spaced DK safe"ish" (similar to scorps f2)

Jacqui:
- Make b2 -9 on block
- Make b3 -5 on block
- Reduce startup of f3 and f4

Kano
- Make b31 -5 on block (but TBH i don't know the implication for commando and cybernetic)
- Increase the hurtbox on blocked ball rolls for more consistent punishes

D'Vorah
- Change db1 (?) to a far, mid and close version an reduce the block adv. depending on how close she is. Close db1 (db1b) should be +12 on block at max.

General:
- Make all cancels (LK...) cost 50% stamina
- Fix hitboxes of all moves that hit behind the back
- Don't throw out nerfs and buffs like candy and wonder that the character is OP or trash afterwards