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Tekken Master Changes for MKXL

Do you Agree with these changes ?

  • Yes

    Votes: 8 6.7%
  • No

    Votes: 111 93.3%

  • Total voters
    119

SHAOLIN

内部冲突
Liu Kang & Tremor changes are just plain stupid. Nothing to compensation the nerfs & no explaination.

Like the Leatherface buff though. . .
 
If Shinnok's b3 was -17 and led to a 9% knockdown, or if it was just removed because he doesn't need it with all his chip damage, and if MB shoulder was unsafe, then I'd be content with that, but ideally he should also have his jump attacks nerfed, tricky portal should have slower start up, MB hell sparks should either be plus 2 or 0, and EX amulet should be plus 7, down from plus 14. And necromancer should have his OTGs restored to their former damage and his projectiles buffed some more.
 
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CrazyFingers

The Power of Lame Compels You
So, can someone explain to me what the change to berserker stance even means? Like does it mean you're given more frames earlier to cancel out of it? Or do you need to wait 3 frames longer? Explanation would be nice, it's kind of vague. On the subject of his F1 becoming a 9f mid...i really REALLY appreciate the thought of Leatherface having a 9f advancing mid that catches backdashes but there are a lot of other buttons I'd rather have made mids, so I can keep my 7f punish (it's one of his best tools to open people up because they have to be more careful about throwing out stuff that's minus.) buttons that could be made into useful mids include

S2 (reduce plus frames and make it like 9-10 frames)
S3 being fixed
B1 sped up a bit and made a mid
Butcher's B1 sped up slightly (this way if you have an MU where a fast counter poking mid is needed, you can pick Butcher and the variation system is doing its job)
 

Kenshi-Keanu-Kool

D1 mashing is the tactic when skill fails !
Simply neutral duck the bullets then do the move asap.
Kenshi can do bf spirit asshole. Quan can do Rune and obviously his Warlock nonsense and I think he can fuckin MB trance from fullscreen too, Jacqui can shoot back as a punish, Shinnok BS can do scoop from basically fullscreen.
A lot of teleports can do it as well but it's pretty tight, but it becomes free if she MBs it as there's a gap and it leaves her open for longer.
There is also the plethora of crouching moves that simply tell Jacqui to fuck off and go right under such as Jin's low chakram, Mileena's low sai, LK's low fireball, Reptile's and Sub's slides, Alien's crawl, and Triborg f3 (i think?)
Midscreen-ish many more characters can punish after the duck like Kotal with overhead sword, Sektor f3, Raiden superman, Kano ball, Ermac push or superman, Lasher's low swipe, Cage and Mournful shadow kick, Jax flypunch, Naginata Tanya b2 and so on.
There's also that trades are generally not in her favor as trades usually interrupt the df2 so she doesn't get full damage and in some super shitty cases they can even convert off the trade such as Ice ball, Cyrax net, Ermac soul ball etc etc
Alot of IFs........... its all very nice on paper . if if if if ... bla bla bla..... her full screen bullets are stupid and make the fight boring . end of story .
 

CrazyFingers

The Power of Lame Compels You
OKAY. I WAS GONNA BE ALL NICE N SHIT BUT IVE GOT BEEF. What the hell is this man doing to Jason? He has single handedly killed anything interesting/good about Unstoppable, while also giving Slasher A SEVEN FRAME MID WITH A HUGE HITBOX. You think for about 5 seconds and you understand what's wrong with what he's done to Jason. Jesus.
 

Invincible Salads

Seeker of knowledge
I'm sorry but a lot of these changes are bad... i'll talk about my characters.



safe-ish 50/50s... this game already has a lot of safe/safe-ish 50/50s... we should rip them off instead of putting more of them.

My changes for Cyrax:

- Hitbox on both hits of B2 is now increased.
- Air Grab and EX Air Grab now have invincible upward hitbox.
- F2,1,1 does not do knockdown on hit anymore and it's special cancellable on hit and on block.
- EX Saw is now -5 on block.



B1,2 being -10 would be very bad because Liu Kang would not be able to use any stagger off B1 because B1 is -8, B1,2 would be -10 and B1,2,4 is -10. And besides that, there would not be any reason to do just B1,2 if Kang would be as minus as doing the full string.

DB2 being -4 is fine because it being -2 really is kinda busted... end your string into DB2 (-2) into a 7 frames D1... kinda busted :p

EX DB2 being -10 is too much because

1 - it's a 18 frames armored move
2 - you can low profile it
3 - you can jump over it or sometimes a NJP will punish it

make EX DB2 -5 and it'll be more fair.

Flame Fist's FBF4 is not +50, it is around +18 (the frame data is wrong).

make the damage scaling bigger on FBF4 and EX FBF4 so it'll be more fair.

My changes for Liu Kang:

- Hurtbox on D3 slighty increased.
- D1 is now -5 on block.
- U+4 is now a high.
- U+4 start up now changed to 6 frames.
- U+4 now has a slightly increased upward hitbox.
- The last hit of Snapping Dragon (1,1,2) now has less pushback on hit.
- 1,1 now has bigger hitbox.
- F1,2 now has bigger hitbox.
- F4,4 now has bigger hitbox.
- F4,4,4 now has bigger hitbox and -5 on block.
- Flying Kick and EX Flying Kick are now -15 (still -8 on dragon's fire) on block with no pushback and no blockstun.
- Dragon Roar is now -5 on block.
- EX Dragon Roar is now -5 on block.

Dualist:

- Healing now 0.30% while Liu Kang holds the animation and 3% when he ends it.
- Air Orb is now 10 frames faster on recovery.
- Hitbox increased on explosion of regular, low and air orb.
- Orbs does not explode on the end of scenarios anymore.
- EX Orb now absorbs and negates all projectiles that it comes in contact with.
- EX Orb when Yin is active no longer counts as a projectile and cannot be nenated or absorbed by any other projectile.
- Regular, air and low orb when Yin is active now absorb 1 projectile that they collide with.

Dragon's Fire:

- Flying Kick~MB hitbox adjusted so it no longer whiffs or switches sides against certain characters crouch blocking.
- Bicycle Kick~MB hitbox adjusted so it no longer whiffs or switches sides against certain characters crouch blocking.

Flame Fist:

- Hitbox on High Fireball and EX Fireball slightly increased.
- Increased damage scalling on Windmill Punch and EX Windmill Punch.



Kenjutsu's DB1 being a mid would be very interesting... no more 50/50s into full combo. But it being neutral on block would be kinda busted because he would spam that everytime into a 7 frames D1.

Balanced's BF3 does not need to be faster on start-up and that damage change got me confused a lot. lol
Make BF3 and also EX BF3 faster on RECOVERY and it would be perfect.

EX BF3 being a +25 restand is an interesting idea because it would not lead into a vortex if kenshi is at fullscreen, it would lead into a fullscreen zoning. But it would lead into a ''vortex'' if Kenshi is at the corner...

I dont know what to think about removing the armor from Possessed's EX DF4... and EX BF2 being -10 maybe would still be fine because it has a lot of pushback :p

My changes for Kenshi:

- Bug causing whiffed air attacks to have no recovery now fixed.
- Reflect and EX Reflect now properly reflects many projectile attacks in the game that it could not before.
- EX Reflect now absorbs and heals Kenshi by the amount of damage the projectile attack is worth.
- Hitbox on S3 slightly increased.
- Reflect and EX Reflect are now 5 frames on start-up.
- B2 is now neutral block. (not on kenjutsu)
- S4 now has bigger upward hitbox and invincible upward hitbox.
- Jump 4 normalized.
- Jump 1 normalized on Possessed.
- 4,2 now has -5 frames added on block advantage cancel.
- 4,2,1 now has -3 frames added on block advantage cancel.
- B1 is now -5 on block.

Balanced:

- Overhead Slash is now +10 on hit.
- All version of Overhead Slash are now -5 on block.
- The second hit of EX Overhead Slash now comes out on block and it's -5 on block.
- Tele-Flurry and EX Tele-Flurry are now 30 frames on recovery.
- EX Tele-Flurry now does 18% damage.
- All hits of EX Tele-Flurry comes out on block and it's +5 on block.
- Rising Karma and EX Rising Karma have now bigger upward hitbox and invincible upward hitbox.

Possessed:

- F4 can now be cancelled into specials on hit and block.
- Hitbox on EX overhead is now normalized.
- EX overhead is now 5 frames slower on recovery.
- Demonic Strike is now -5 on block and it does not have any pushback and blockstun.
- Demon Assault and EX Demon Assault now has breif tracking.
- Sickle Lift and EX Sickle Lift have now bigger upward hitbox and invincible upward hitbox.

Kenjutsu:

- All sword based attacks now have hurtboxes.
- Gravity on Blade Sword is slightly better to make combos easier.
- Blade Sword and EX Blade Sword are now -20 on block, 7 frames on start-up, bigger hitbox and invincible upward hitbox.
- Spinning Blade and EX Spinning Blade are now -20 on block.
- 1,1 is now neutral on block.
- 1,1,1 is now -5 on block.
- 3,1 is now -3 on block.
- 3,2 is now neutral on block.
- 3,2,2 does not do knockdown on hit anymore and it's special cancellable on hit and on block.
- F2 is not special cancellable on block anymore and it's -20 on block.
- B2 is now 15 frames on start-up and 1% more damage on hit.
what does FBF4 stand for?
 

Second Saint

A man with too many names.
Swarm Queen changes are pretty on point. A lot of people are just seeing the return of puddle oki, but don't seem to realize that the recovery nerf is still there. Anyone with a decently fast wakeup can punish D'vorah for trying to use puddle on knockdown, so even if it was +20 for a bar, you still have real options to get out of it.

Honestly, I'd go a little further and make a couple of universal changes too. D3 should finally be a low, d1 should be 7f startup (from 8) and make it -4 on block to maintain the same gap to counterpoke for the rest of the cast. This will solve a lot of small fundamental problems for her, like dealing with frame traps that only exist for her and tremor, actually being able to enforce her strings that are +2 effectively across the entire cast, etc.

Not going to comment on the rest.
 

Bruno-NeoSpace

They see me zonin', they hatin'
what does FBF4 stand for?
Windmill punch. Around +18 on hit. At midscreen it guarantees a B2 (knockdown overhead), slightly walk forward into F4 (low), a run into F2,1,3 and a run into B3,4... but you gotta be very fast because it is just around +18, so, if you're not fast enough your opponent will be able to backdash/armor.
 

xMEECH

Dyslexic
Swarm Queen changes are pretty on point. A lot of people are just seeing the return of puddle oki, but don't seem to realize that the recovery nerf is still there. Anyone with a decently fast wakeup can punish D'vorah for trying to use puddle on knockdown, so even if it was +20 for a bar, you still have real options to get out of it.

Honestly, I'd go a little further and make a couple of universal changes too. D3 should finally be a low, d1 should be 7f startup (from 8) and make it -4 on block to maintain the same gap to counterpoke for the rest of the cast. This will solve a lot of small fundamental problems for her, like dealing with frame traps that only exist for her and tremor, actually being able to enforce her strings that are +2 effectively across the entire cast, etc.

Not going to comment on the rest.
Makin d3 a low would be the dumbest shit it has a huge disjointed hitbox and really good recovery. There's a reason dvorah players just mash d3 in the neutral cuz it's no risk to her and prevents people from running in
 

Cashual

PSN: Cansuela
Alot of IFs........... its all very nice on paper . if if if if ... bla bla bla..... her full screen bullets are stupid and make the fight boring . end of story .
Not a jacqui player myself, but her guns are completely fine. How to navigate her guns is one of the first matchup specific skills any semi decent player learns. Full auto jacqui is week 1 stuff, and basically a meme at this point. Definition of a scrub killer.

Make the fight boring?i disagree, it's very satisfying getting in on her, baiting uprockets and full combo punishing. A high projectile in this game is honestly no problem in the meta. Do you hate kitana "spam" too?

If you have trouble with the guns, I hate to say it but you (not you personally necessarily, in general) just need to level up period. Only players that relentlessly jump in like maniacs and block the guns have issues with them. The guns are not her best tool, at all.