21122
Noob
lol sorry, I am super salty with what they did to my main man Erron D:Wow my friend,I really thank you all for replying to my thread,but let's keep it civilized.
lol sorry, I am super salty with what they did to my main man Erron D:Wow my friend,I really thank you all for replying to my thread,but let's keep it civilized.
It is OK man.I didn't like the nerfs the cowboy received either.lol sorry, I am super salty with what they did to my main man Erron D:
I reread your post 5 times and I think your on to something. It's a good argument to make.I've mentioned this is another post, but didnt get much attention.
What I hope they would change, is the current breaker system.
The gripe I have with the current blocker system, is that Block breakers and Combo Breakers are valued the same.
IMO -> Getting out of actual combo damage is way more valuable, than just getting out of pressure/chip/ even meter building.
However, as of the current both build combo breakers AND block breakers cost 2 bars + you and opponents stamina meter.
Whether you like the new change in depleting opponents stamina bar is debatable, but my point is that block breakers should be inherently cheaper in terms of resources because the action is less valuable.
what I am suggesting is to change the
block breaker system -> So that it still costs 2 bars but you get to keep your stamina!
That way it gives incentive to actually use the block breaker system, by knowing you still get to keep your movement options after getting out of deep pressure. It allows you to also block breaker after running in, or using interactables etc...
I've seen a lot of suggestion that block breakers cost 1 bar, but imo i do not think NRS is pushing for a push block/ burst heavy game" MKX is designed to be offensive oriented, it always as. So instead of making block breakers extremely accessible, I feel by keeping the stamina bars it finds a happy medium between both offence and defense.
What do you guys think?
REO liked the buffs in Balanced, he played him on stream a few times.You clearly haven't played the character..
No need for any downplayI think you're making some unfair accusations here, pal.
Balanced is still lacking at many fields even with the buffs. Kenjutsu and Possessed had a better treatment.REO liked the buffs in Balanced, he played him on stream a few times.
Why do so many people want D'Vorah nerfed?Take away the added gap in Cassie B212
Give DVorah some sort of nerf
Why do so many people want D'Vorah nerfed?
I said it above,I really want this to happen, no more free jump ins or cross (sub zero) overs.Also when will we get that universal D2 buff? Some jumpins are still cheesy as fuck.
Who can consistently punish subzero/jax crossups on reaction or kotal/lao from range?first of all cage isn't supposed to have good anti airs other than ex nut punch. you know who is supposed to have good anti airs? jax and as a jax main i have ZERO problems anti airing (except online). like i said it's part balancing character's pro's and cons. jump in's aren't a huge risk against cage but do it against someone with good anti airs and it's a risk.
if you think they're too good that's your opinion and thats fine but if you're saying jump in's are brain dead i can't understand that
Excusez moi?Universal antiairbuffs and jip nerfs
Sub jax kotal sonya tanya lao all need their JIPs adjusted.
I shouldnt HAVE to trip guard or use armour to antiair on a read.
Leave cage the fuck alone unless you want to buff Fisticuffs
Thanks man, although im starting to think that maybe this thread wasn't the best place to post this either. Most people in this thread seem to be interested in character specific changes. I feel like my post will just get lost in the comments. Should I just make a separate thread about this (or would that be redundant? :S (I'm Pretty new on TYM )I reread your post 5 times and I think your on to something. It's a good argument to make.
Gotta think on this.
I block brake from your wicked pressure.
I gain space and I'm quickly gain myself back into the neutral game.
I keep stamina with I can then use an intractable, dash back/forward. RC into my own offense.
I could just read the gaps in your pressure or string and maybe interrupt it with an armor special or 8-6-5 frame string or armored special.
There's options there but you make a good argument because I still have my stamina.
Interesting.
I agree.
Why? You think all those combined would make Unbreakable Sub Zero S tier? I highly doubt that.wow chill with the buffs there, faster recovery and damage mitigation on normal aura sounds good enough to start already
...There is Air Fan and a ground fan. Both launch air opponents. Both lead to a full screen conversation on said airborne hit and can be used in full screen unbreakable dmg.The only thing I'd change about Kitana is giving her her old damage back. That's it. Basically, decrease damage scaling on Fan Throw/Air Fan.
And just a needless buff, but a buff nonetheless, could they make Fan Toss pushback less on hit? It'sto continuously have to do the run, then d1, then throw a fan.
Something else that bothers me about Kitana is that if you do Fan Toss while your opponent is in the air, you can't do a grounded fan and catch them with it.
It is too expensive indeed,if we keep the stamina as the friend above mentioned it will be a worthy move.Thanks man, although im starting to think that maybe this thread wasn't the best place to post this either. Most people in this thread seem to be interested in character specific changes. I feel like my post will just get lost in the comments. Should I just make a separate thread about this (or would that be redundant? :S (I'm Pretty new on TYM )
But, you hit the nail on the head with my point! I feel like the blocker breaker system is under utilized because its just too expensive, but if a person knows they have all these options after a block breaker, than it will give them an incentive to actually use it!
Again I can with jax consistent. All the damn time.Who can consistently punish subzero/jax crossups on reaction or kotal/lao from range?
You're completely oblivious and wrong on this subject.
Just about everyone except you agrees. Its way too easy to do and way too hard to deal with at certain ranges unless you have armour. Dont care about my wording. The risk reward is stupid, just cause jax has all of the best antiair normals and you can deal with them doesnt make it ok.Again I can with jax consistent. All the damn time.
I'm just gonna stop replying now cus again you said jip is brain dead.
What? She's perfectly fine come on now. She's an annoying shit online but this new net code already shuts spammers down. I don't even play her and I know that she does not need to even think about the nerf hammer.Nerf full auto
I have blown up lao and kotal jump in punches from range with scorpion's standing 3 into a full combo in the beta. No armor or bar of meter required...Who can consistently punish subzero/jax crossups on reaction or kotal/lao from range?
You're completely oblivious and wrong on this subject.
For Mileena, yes. For Kitana, no. Fuck her.Kitana:
-Make D1 6F of start up and +15 on hit
-Make F1 double hitting and 11F
-Make B1 8F
-Give her the old damage back
-Make booty charge safe on block and give it better recovery
-Give her a new D3/D4
Mileena:
-Give her a sai on her new D1 just like Kitana's
-Make B1 7F of start-up and a true mid so people can actually complain with a true reason to do so
-Make telekick safe on block and 10F of start-up
-Make F1 10F of start-up
-Make F12B4 +2 on block