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If there was one more patch...

Eddy Wang

Skarlet scientist
Hat Trick's call back is actually fine now, i'd rather have all hat traps having 5 less recovery frames, and call back be -5 on block instead of -7

This alone would make Hat Trick really strong in neutral, and his wakeup weakness would've stay just the same, without altering his others variations as a side effect of the buffs.

Scorpion's flame aura's extra active frames that causes heat damage when someone tries to whiff punish him needs to be normalized as well.

One option i think it should be universal is, better backdashes for everyone, or no stamina cost while doing them, either this or no string reaches character at basically round start position from anyone, it would make the footsie game much better.


Also, i'd would prefer REO's list over TM which was didn't adress many issues with the game, this one does, not all but it addresses the most of them.
 
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Kotal's j1 brought up again? Pfffft. When it's as bad as Mileena's (I know you suggested it should get normalized), Sub-Zero's (again, same as with Mileena), etc, then it should get brought up. It's nowhere near as bad as them.

I like the change to Blood Totem. It would actually have a useful fucking effect for once.
Not to mention none of those characters need, to get in is greater than kotal or even near it

I think blood totem already has a function and that is to be used in combos and kill some time afterwards to get the rewards, For this variation I would suggest to reduce the time that blood totem needs to expire after a combo and maybe up the rewards on hp and meter a bit and return the obsidian totem duration and ex pizza plus frames to prepatch

Someone suggested to make his ex db1 like predator and only launch with 2 bar, but I dont really like that change, since it really hurts War gods high risk high reward playstyle especially with that move

Also his d4 is already punishable if whiffed (26) and its -10 on block, I dont expect a change to that but it would be fun to see
 
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Darth-Nero

Come Thunder! Come Lightning!
Raiden's EX db2 being -6 is fine by me, This move was never meant to be machine gunned anyway.

Jason's b1 being a high is also okay, but he have to be compensated a little. make his b3u1 safe on block or special cancelable.

BRC's f2 still needs to be a mid tho, but you can reduce his plus frames off of his f21 string in return.

Great work overall, I approve of these changes to keep MKX alive.
 

UPR_Nova

Noob
Jax HW
-slightly increase stamina so he can at-least run after hitting ex OH. F21 after ex OH is way to inconsistent especially on female characters
As a suggestion on relation to this request, I would say you should hit confirm off of LAW cancel into 3b2. It launches into the f21 ender and stamina isn't required. This saves you from wasting a bar unnecessarily. If you are interested in damage, Heavy Weapons should not be the choice variation. Not trying to come off condescending or negative just making a suggestion as Jax is my only serious character.
 

RyuKazuya

Jesus is my Lord and Savior!
Hat Trick's call back is actually fine now, i'd rather have all hat traps having 5 less recovery frames, and call back be -5 on block instead of -7

This alone would make Hat Trick really strong in neutral, and his wakeup weakness would've stay just the same, without altering his others variations as a side effect of the buffs.

Scorpion's flame aura's extra active frames that causes heat damage when someone tries to whiff punish him needs to be normalized as well.

One option i think it should be universal is, better backdashes for everyone, or no stamina cost while doing them, either this or no string reaches character at basically round start position from anyone, it would make the footsie game much better.


Also, i'd would prefer REO's list over TM which was didn't adress many issues with the game, this one does, not all but it addresses the most of them.
Totally agreed. Even though I got all the respect for TM, I couldnt believe his tier list was supposed to be serious at certain points (mainly liu kang and not mentioning cage at all).

Anyways I am not sure if giving characters like Kotal or Shinnok an infinite amount of backdashes is the right thing to do, since those characters could make you chase them through the entire stage, which would remind me of Smoke in mk9 to a certain extend :)
But this might be a matter of preference.
 

NeroOps

Death Before Dishonor
Nerfing Sonya dive kick and forward jump 1 -_- what kind of bullshit is that. There is nothing broken about her divekick at all. Why is everyone trying to hurt covert ops variation so much? Like for real, the variation isn't even broken and people want it worse then it already is. It was already a waste of time that they nerfed her B1,3 50/50 mofos still don't know how to block that shit after the nerf. She can't even get a 40% combo with out her dive kick in that variation unless you use her shitty ex counter that leaves her open at start and after. So why the divekick nerfs? They already nerfed her MS in some other patch. what more do y'all want. The changes that people want are just stupid some times i swear.
 
E

Eldriken

Guest
Nerfing Sonya dive kick and forward jump 1 -_- what kind of bullshit is that. There is nothing broken about her divekick at all. Why is everyone trying to hurt covert ops variation so much? Like for real, the variation isn't even broken and people want it worse then it already is. It was already a waste of time that they nerfed her B1,3 50/50 mofos still don't know how to block that shit after the nerf. She can't even get a 40% combo with out her dive kick in that variation unless you use her shitty ex counter that leaves her open at start and after. So why the divekick nerfs? They already nerfed her MS in some other patch. what more do y'all want. The changes that people want are just stupid some times i swear.
Sonya's j1 is pre-patch Kotal levels of stupid and yet people still bitch about Kotal's normalized j1.

Her divekick is dumb.
 

Bruno-NeoSpace

They see me zonin', they hatin'
Nerfing Sonya dive kick and forward jump 1 -_- what kind of bullshit is that. There is nothing broken about her divekick at all. Why is everyone trying to hurt covert ops variation so much? Like for real, the variation isn't even broken and people want it worse then it already is. It was already a waste of time that they nerfed her B1,3 50/50 mofos still don't know how to block that shit after the nerf. She can't even get a 40% combo with out her dive kick in that variation unless you use her shitty ex counter that leaves her open at start and after. So why the divekick nerfs? They already nerfed her MS in some other patch. what more do y'all want. The changes that people want are just stupid some times i swear.
Sonya's JI1 is beyond stupid and her divekick is annoying as fuck to punish.
 
I'm not quite sure I get the purpose of the Jacqui change. If you want to slow down her overhead, make it 2 frames slower. Having to cancel it from f3/f4 doesn't really make it anymore telegraphed since it's still a 50/50. I'm not sure what you're hoping to achieve other than adding an unnecessary extra button press when playing her.


My proposed changes to Jacqui

Universal:
- 4u4 input changed or made easier [I don't have trouble but others do]
- db1 7 frame startup [to put inline with other reflects/absorbs]
- bf2 -12 on block
- bf1 and ex bf1 safer on whiff (still death on block)


Full auto needs to be toned down a bit;
- db3, -5 on block (up from -1)
- df2, 2 frames extra recovery
- ex up rocket damage nerf (2-3%)

High tech needs some help;
- db2 40 frames of recovery (down from 60)
- Jacqui gets extra range on all punching normals and strings when gauntlets are buffed

No need for shotgun specific changes as bf2 nerf diminishes the strength of her 50/50s.


EDIT:
Can we also please change HQT Predator's low shot to be counted as a projectile? The fact that it isn't makes no sense and is very frustrating.
I'm a bit surprised that as a Jacqui player, you would want her bf2 to be more negative. So this brings me to question. When you play High Tech how do you get in on players like Kitana and HQT? Bf2 is a very good tool to help her get in on zoners, making it more negative would downgrade her gameplay drastically, out of all the changes to Jacqui that can be made, that shouldn't be one. But that's just my opinion.
 

Darth-Nero

Come Thunder! Come Lightning!
to be fair, she wasn't always. Took 30+ buffs to get there...
Yeah no one said 2015 Kitana was top, but she's always been very strong in the entirety of 2016 yet she kept getting buffs after buffs until we wind up with that ridiculous fans shredding machine we have today.

I don't really think her community meant to downplay her to this point, but they suffer from what i call the "scorpion syndrome", Kitana is just one of those characters who'll always be mid-tier in the general consensus no matter how stupid she gets.
 

kantboy-2

Ripper
So, everyone expects nothing MK-related on the 25th anniversary of the franchise; just a patch?

Can't wait for I2 to get released and E3 to announce something.
 

Dankster Morgan

It is better this way
Yeah no one said 2015 Kitana was top, but she's always been very strong in the entirety of 2016 yet she kept getting buffs after buffs until we wind up with that ridiculous fans shredding machine we have today.

I don't really think her community meant to downplay her to this point, but they suffer from what i call the "scorpion syndrome", Kitana is just one of those characters who'll always be mid-tier in the general consensus no matter how stupid she gets.
Kitana was bottom 5 free pre patch
 

Pan1cMode

AUS FGC represent!
I'm a bit surprised that as a Jacqui player, you would want her bf2 to be more negative. So this brings me to question. When you play High Tech how do you get in on players like Kitana and HQT? Bf2 is a very good tool to help her get in on zoners, making it more negative would downgrade her gameplay drastically, out of all the changes to Jacqui that can be made, that shouldn't be one. But that's just my opinion.
I do use bf2 to get in.

However, if she was given more range on her punching normals and strings (as I suggested) as well as a better reflect (also as I suggested) this wouldn't be as much of an issue. You'd be able to walk in and play a decent neutral. You're also able to use bf1 to cover space without the horrendous whiff lag. She'd actually be able to deal with zoners much more effectively with the changes I proposed.

The changes are to be taken all together, not just one by themselves. Look at them as a whole.

Also, at -12 with the same pushback, she's not really going to get punished much outside a low poke or certain characters with far advancing strings (which aren't problem MUs anyways). You'd still be welcome to use bf2 as a means to get in, it would just mean that your turn is 100% over if they block it.
 

JGillette

My thirst for knowledge cannot be quenched
If there was to be one more final big patch for MKX, what would you want to see changed? Here's what I would:



(GAMEPLAY ONLY)


GENERAL:

- Push block (Block Breaker) now cost 1 bar of super meter and depletes all of YOUR stamina only. The opponent's stamina bar remains untouched.
- New option added to further reduce negative edge input and make button presses input require more strict timing.
- All breathing hitbox and hurtbox changes have now been removed and are fully 100% consistent at all times with character models.
- Teching a throw now adds full invincibility frames to both players during the full tech escape window animation.
- Round ending victories now will ALWAYS push the two characters away from each other and place them back in neutral to prevent the next round starting with both players right in each other's face.
- Many overheads or certain attacks that are "immune to throws and command grabs" are now properly adjusted and now susceptible to those attacks if the characters is on the ground.
- Characters hit and launched out of CROUCH now no longer give reduced height that would be limiting many guaranteed juggle opportunities for certain characters.
- All frame data is now properly updated and listed accurately in the move list.
- Any costumes that slightly change or affect a characters hitboxes or hurtboxes is now fixed.
- You can now use the "RESET" option during an X-Ray attack in practice mode.
- AI Bug in King of the Hill online practice mode where you cannot configure "AI OPTIONS" sometimes is now fixed and always works.
- You can now invite players to Round Robin or Team Tournament when at the team selecting menu.





CHARACTER SPECIFIC:


Takeda
- J+4 slightly normalized

(Shirai Ryu)
- Cancelling your teleport no longer drains or requires one bar of stamina.
- Takeda now recovers from his teleport cancel 2 frames earlier.
- Teleport no longer builds any meter when performed.




Jax
- EX B,F+2 (Dash Fist) now has one hit of armor.

Heavy Weapons:
- D,B+3 (Up Machine Gun) is now 6 frames of start up.
- EX D,B+3 (Up Machine Gun Fire) is now 6 frames of start up.



D'Vorah (Venomous)
- All separate instances of Ovipositor attacks during Throw Towards and Throw Backwards now stack in poison and cause damage over time.
- D,F+1 (Bug Spray) now absorbs and negates any projectile based attacks it makes contact with.
- Fatal Attraction (F+3,4,1+3) now adds new bonus Poisonous side effect that drains the opponent's health by 5% each time they use a special move. Lasts 10 seconds.




Alien (Tarkatan)
- B,F+2 (Tarkatan Rush) Straight Slice (1) now builds meter on block.
- B,F+2 (Tarkatan Rush) can now be delayed on HIT only.
- D,B+1 (Chop Chop) is now -7 on block.

Konjurer
- EX Egg now has improved recovery.




Sub-Zero
- Jump 1 slightly normalized.
- J+3 normalized.
- B+2 no longer has any pushback on block.
- Permafrost (1,1,4) is now a hard knockdown.
- Hurtbox on D+4 slightly increased.

Unbreakable:
- Normal parry is now 2F start up
- EX parry is now 1F start up
- Ice Parry now breaks upon colliding with a projectile attack and allows Sub-Zero to move and recover instantly
- EX Ice Parry now breaks upon colliding with a projectile attack and allows Sub-Zero to move and recover instantly

Grandmaster:
- Ice Shatter combos in the corner now have increased damage scaling.




Ferra / Torr (Lackey)
- The first hit of Torr Smash (D,B+2+BLK) now has increased push back to prevent the second hit from whiffing against certain characters crouch blocking.
- Torr Charge (B,F+3) now has more pushback on block.



Kotal:
- Jump 1 slightly normalized.
- D+4 hurtbox slightly increased.
- 1,1,4~Air Throw now consistently works against every character in the game.

Blood God:
- Blood Totem causes the opponent to no longer build any meter when Kotal Kahn is hitting them.
- Blood Totem now absorbs and adds any chip damage dealt to the opponent and replenishes Kotal by a percentage.
- Blood Totem now absorbs and adds any damage dealt by all forms of God Ray and replenishes Kotal by a percentage.
- Blood Totem now absorbs and adds any damage dealt by all forms of EX Sunlight and replenishes Kotal by a percentage.
- Throwing the opponent when Blood Totem is active now absorbs and takes half of one bar of meter from the opponent.



Sonya:
- Jump 1 slightly normalized.
- Dive Kick no longer auto corrects.
- Dive Kick no longer has any pushback for the opponent on block.
- Dive Kick on block now causes Sonya to land closer to the opponent.



Quan Chi:
- Jump 1 slightly normalized.

Warlock:
- EX D,B+2 (Portal Stab) now has increased armor duration frames until the attack hitbox becomes active.




Tanya:
- Jump 2 slightly normalized.

Pyromancer:
- Opponent can no longer be grabbed during Dark Shroud (D,F+2) hit stun. (Opponent can still be grabbed during the EX version.)

Dragon Naginata:
- High Poke (D+B+2) start up now changed to 8 frames.




Mileena:
- J+1 is now normalized
- Hurtbox on D+3 slightly increased
- Hurtbox on D+4 slightly increased.
- Hurtbox on Roll (B,D+4) increased so it can no longer go under many overheads, mids, lows, or etc.
- U+3 now has an improved hitbox and priority over air attacks.




Bo Rai' Cho:
- J+2 slightly normalized.
- F+4 now fully low crushes.
- F+3 feint cancel with D,D or B,B no longer has a cooldown.
- Fart no longer counts as a projectile attack and can not be absorbed or negated by any projectile absorbing-attacks.

Drunken Master:
- Each Drink now lasts 12 seconds instead of 10 seconds.
- Each Drink now causes Bo Rai' Cho to take 5% reduced damage. Maximum of three stacks and 15% total damage reduction.

Dragon Breath:
- Igniting the fart explosion chip damage is now increased to 5%.
- Igniting the fart explosion damage is now increased to 12%.
- Igniting the fart explosion now breaks all armor.




Jacqui
- B+2 (Downward Hammer) standalone attack is now removed.
- Jacqui can still perform Downward Hammer overhead with F+3 (Roundhouse).
- Jacqui can still perform Downward Hammer overhead with F+4 (Hop Kick).




Kano
- Hurtbox on D+4 slightly increased.
- Hurtbox on D+3 slightly increased.




Tremor

Metallic:
- EX Low Bouncing Gold projectile now has pushback on block.
- EX Low Bouncing Gold projectile now does 12% damage.
- Launching projectile is now -9 on block.
- EX Gold Launch projectile now abosrbs and negates all projectiles that it comes in contact with.
- Arcing Gold projectile now travels slightly slower.
- EX Arcing Gold projectile now travels slightly slower.

Crystalline:
- EX B,F+4 (Krystal Kutter) is now +9 on block. (frame data says +9, but it's actually +13 on block at pointblank currently)




Jason:
- B+1 is now a high.
- D,B+1 (Corpse Grab) now has an improved hitbox and anti airs consistently.
- EX D,B+1 (Corpse Slam) now has an improved hitbox and anti airs consistently.
- The second hit level of Camp Killer (F+2,1+3) is now changed to a Throw hit level.
- You can now select which side to throw your opponent after the second hit of Camp Killer (F+2,1+3) on hit.

Slasher:
- Throw towards now has +20 knockdown advantage.
- Throw backwards now has +20 knockdown advantage.




Scorpion:
- Hurtbox on D+4 slightly increased.
- J+3 now normalized.

Inferno:
- Minion Charge D,B+1 is now -7 on block.
- EX Minion Charge is now +7 on block.
- Minion Drop D,B+2 is now +10 on hit.
- EX Minion Drop (D,B+2+BLK) now stuns the opponent on hit exactly like Jason's F+2 hit animation, which allows a combo follow up.

Hellfire:
- D,B+4 (Flame Aura) is now -20 on block.



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. (It can still be meter burned on block during the first and second projectiles. And the EX version retains the property of being able to be meter burned on the third projectile)

Imposter:
- Opponent can no longer be grabbed during Mimicry hit stun. (this slightly reduces how powerful his vortex game is while also making some MUs like Ferra / Torr not BS)
- Stolen Mileena roll now bounces properly in the air when blocked.

Necromancer:
- Summoned Fiend is now a Low.
- EX Summoned Fiend is now a Low.
- EX Devil's Backhand now has breif tracking.





Reptile:
- J+4 slightly normalized.
- Disappearing Force ball glitch now fixed.
- B+2 is now -7 on block.
- New Move - U+1 - Reptile aims his tongue up in the air (using the B+1 animation) but just upwards. 10 frame start up, and is special cancellable.

Noxious:
- Acid Spit now has a little bit of ticks that damage the opponent over time on block or hit.
- EX Acid Puddle area of effect is now doubled.
- Reptile can now perform D,D+3 while EX D,D+3+BLK is active.
- Reptile can now perform EX D,D+3+BLK while D,D+3 is active.





Predator:
- J+3 now normalized.

Hunter:
- Glitch where EX Far Trap (D,B+4+BLK~F) does not combo after a Smart Disc on hit is now fixed.

Hish-Qu-Ten:
- Plasma Caster now has a one second cooldown after cancelling it, before it can be cancelled again.




Erron Black:
- F+3 is now 10 frames.

Outlaw:
- New move: U+1 Anti-Air that is a high attack, starts up in 9 frames, can be special cancelled, and uses the same exact animation for Tarkatan Poke (B+2,1) where Erron Black pokes his sword up into the air.
- The second hit of Tarkatan Strike (F+3,2+4) is now changed to a high and has the hit level of a Throw now.
- The last hit of Tarkatan Strike (F+3,2+4) now has slightly more start up frames.
- Tarkatan Strike (F+3,2+4) now has more whiff recovery.

Marksman:
- EX Sniper Shot (D,F+1+BLK) can now be aimed upwards into the air by tapping UP similar to Jax Heavy Weapon Rocket Launcher.





Goro:
- EX B,F+1+BLK now absorbs and negates all projectiles that it comes in contact with. (Kuatan Warrior and Dragon Fangs only)

Kuatan Warrior:
- EX Ground Pound is now +2 on hit.
- You can now choose the side of where you want to throw your opponent after EX B,F+2+BLK (Chest Charge) on hit.





Liu Kang:
- Hurtbox on D+3 slighty increased.
- EX D,B+2 (Dragon Palm) now has 1 hit of armor.
- U+4 is now a high.
- U+4 start up now changed to 10 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. (This makes it so Dualist combo links don't whiff sometimes on hit)
- Second hit of F+4,4 is now improved so it does not whiff sometimes on hit.
- Second hit of 1,1 hitbox is now improved so it does not whiff on some characters.

Dualist:
- All Solar Flare projectiles drain one bar of energy from the opponent on hit. (energy = stamina for running)
- All Solar Flare projectile types drain half of a bar of energy from the opponent on block.
- Yin (D,B+3) now also replenishes Liu Kang's stamina bar to full after the ending animation.
- Instant air Soul Spheres have recovery reduced.
- EX B,F+1+BLK (Dark Sphere) now absorbs and negates all projectiles that it comes in contact with.
- EX B,F+1+BLK (Dark Sphere) no longer counts as a projectile and cannot be negated or absorbed by any other projectile based attack.
- All Soul Spheres now absorb 1 projectile that they collide with only when Yang (D,B+3) buff is active.
- All Soul Spheres no longer disappear too early when they get near the wall on some stages.

Dragon Fire:
- Flying Kick~MB (B,F+2~Meter Burn) hitbox adjusted so it no longer whiffs or switches sides against certain characters crouch blocking.





Kung Lao:
- J+3 slightly normalized.
- Last hit of 1,1,2,1,2,4 (Chain Fist) hitbox slightly increased to prevent a lot of whiffing issues.
- X-Ray no longer whiffs if the first or second attack hit the opponent.
- D,F+1 (Spin) now has an improved hitbox on top of Kung Lao's head.

Hat Trick:
- Above Hat Trap now has greatly reduced recovery.
- The hat on a returning Call Back now has a slightly improved downward hitbox to reduce many whiffing issues on certain characters.






Kitana:
- J+2 slightly normalized.
- D+3 is now -5 on block.
- D,B+2 (Rising Fan) can no longer be cancelled into Air Princess Flutter on block only. It can still be cancelled if the attack hits or on whiff.)




Kenshi:
- EX Reflect now absorbs and heals Kenshi by the amount of damage the projectile attack is worth.

Balanced:
- EX Tele-Beatdown (B,F+3+BLK) is now 2 frames faster.
- EX Tele-Beatdown (B,F+3+BLK) damage increased to 16%.
- The last hit of EX Tele-Beatdown (B,F+3+BLK) is now +10 on block. (this does not mean all EX tele-flurry hits come out on block)

Possessed:
- EX D,F+4 (Demonic Slice) now has 1 hit of armor.
- EX D,F+4 (Demonic Slice) no longer has a hitbox behind Kenshi.
- EX D,F+4 (Demonic Slice) no longer whiffs if the opponent is too close to Kenshi.

Kenjutsu:
- B+2 (Leaping Sword) now fully low crushes.
- B+2 (Leaping Sword) now does 12% on hit.
- 3,2,2 (Downard Kut) is now 0 on block.







Triborg:
D+3 hurtbox now increased.
J+2 slightly normalized.

Cyber Sub-Zero:
- Dive Kick no longer auto corrects.
- Drones called during a combo no longer add extra damage scaling.
- Performing dive kicks during a combo no longer adds extra damage scaling.
- Slide and Strike (D,B+4+BLK) can now be augmented by Drones for increased damage.

Cyrax:
- Detonation (2,1,2) can now be done on whiff.
- All versions of EX Smart Hover Air bombs now last active for an extra 2 seconds.
- Bug where second hit of the explosion on B+2 that randomly whiffs up close sometimes on block is now fixed.
- Cyber Initiative (X-Ray) is now 10 frames of start up.

Smoke:
- The second hit of B+2,1 string is now a high.
- The second hit of B+2,1 now jails consistently on block against all characters.
- The last hit of B+2,1,4 is now a mid.

Sektor:
- Sektor can no longer perform an EX Air Cyber Slam after regular Teleport Uppercut on block. (Sektor can still perform EX Air Cyber Slam after EX Teleport on block)
- EX Air Cyber Slam peformed after an EX Teleport is now -8 on block.
- Flame Burner inputs are now changed to D,B+3.
- EX Flame Burner no longer has any pushback on block.
- Homing Missile (D,B+2+BLK) can now be reflected by projectile reflects.






Ermac:
- J+3 now normalized.
- Hurtbox on D+3 slightly increased.
- Hitbox on F+4 slightly increased downwards so it no longer whiffs on certain characters crouching.
- Floating hurtbox now normalized and extended downwards a bit to prevent an array of low based attacks from being immune while Ermac is moving or performing certain attacks.
- Aerial Teleport no longer phases through the opponent in the corner.

Mystic:
- EX Push on trade now drops the opponent quicker.
- EX Push active frames now cut in half.
- EX Push no longer pushes the opponent back on block whatsoever.
- EX Push no longer has a lingering hitbox behind Ermac's head.
- EX Push is no longer a hard knockdown on hit.






Raiden:
- EX D,B+2 (EX Vicinity Blast) is now -6 on block.

Master of Storms:
- (Above) Static Trap (D,D+4) has greatly reduced recovery. (This means that if Raiden does a string with good cancel advantage like F+2,2+4~into ABOVE STATIC TRAP, he will be +2 on block.)






Cassie Cage:
- Hurtbox on D+4 slightly increased.
- Hurtbox on D+3 slightly increased
- F+3 no longer has any pushback on block.

Spec Ops:
- Target Paint (D,D,+1+BLK) can now be reflected by projectile reflects.

Hollywood:
- Invincibility on EX Nutpunch now removed.
- EX Nutpunch now has 2 hits of armor.






Leatherface:
- Hinge Kick (3) is now +13 on hit.

Pretty Lady:
- EX Upward Chainsaw (D,B+2+BLK) now has a slightly increased hitbox so it launches and combos female characters more consistently.

Butcher:
- D,F+4 now has 10 frames of start up.
- D,F+4 now grants a hard knockdown on hit.
- EX D,F+4 now has 10 frames of start up.
- EX D,F+4 now grants a hard knockdown on hit.
- EX D,F+4 now has 2 hits of armor.






Johnny Cage
- Hurtbox on D+4 slightly increased.
- Second hit of 1,1 hitbox improved so it does not whiff sometimes on certain characters.
- Ax Kick (F+4) is now 10 frames start up and has a slightly improved upward hitbox.

Fisticuffs:
- Throw now stacks separately with both Red Johnny and Fistbump. This results in a 20% throw if you have Red Johnny active AND Fistbump active at the same time.

A-List:
- Last hit of F+3,4 string is now -8 on block.






Kung Jin:
- Forward jump 1 now normalized.
- Dive Kick no longer auto corrects
- Hurtbox increased on .
My wishlist would be like
Tanya
Dragon Naginata
- Ex spinning kick gets a bit more active frames
Kobu Jutsu
- All of her rekka involved combos deal %2 more damage
- reduced damage scaling from the extended combos with teleport
- xray is overhead
I can agree with the pyromancer change
you suggest @REO yet the j2 thing might require these stuffs
@RevetLeafing what are your thoughts?
 
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