Konqrr
MK11 Kabal = MK9 Kitana
I think that MKII needs a MAJOR overhaul. The game is fun and very nostalgic, but it is so limited and there are so many problems with it.
The question is this:
What would you do to balance and improve the game.
What would you change?
What on my list do you like? dislike?
How would you add Smoke/Jade/Noob to the game? Hopefully not Scorpion clones!
What about MK1 Kano and MK1 Sonya, how would they fit in?
Most of all, be serious when you post ^_^
I've come up with several things over the years and I keep adding and changing things in the list.
Here's what I've compiled:
NOTE: Some of the things in my list are pretty out there.
MKII Fixes and Balance
FIRST AND FOREMOST - Make it so all characters do not have to complete the full walking animation
before they can duck. Currently, this only applies to the Ninjas. All other
characters have to tap block or do a kara jab before they can duck or stop
walking forward or backwards.
- Shang Tsung's jab hitbox needs to be moved a few pixels higher so he doesn't
have such a huge advantage against Male Ninjas and Raiden/Jax up close.
- Male Ninja jab hitboxes need to be moved a few pixels lower so they can actually
use them on opponents who are ducking and blocking.
- Sweeps need to have a few frames more recover to stop them from being so abusable.
- Juggles outside of the corner need to have no pushback after 4 hits.
- Male Ninja jump kick hotboxes need to be slightly lower to be able to hit
characters who can currently avoid the jump kick altogether by using a well
timed ducking LK.
- Blocked uppercut causes slightly more block stun and minor pushback.
- Close HK moves need to have less recovery so they are actually useful.
- Some Close HP moves need to have more recovery to make them less abusable.
- Any move blocked in the corner causes the "iceskate" pushout, even a single jab.
*NEW* - Male Ninja RH has less priority (aka doesn't own every jump in)
*NEW* - Liu Kang and Kung Lao's ducking LK needs a few more recovery frames
Reptile
=======
+ Tongue Pull - Works like Spear only it does not stun, it pulls them back and they struggle like
slipping on Ice Puddle facing away from Reptile.
+ Acid Puddle - Doesn't stun, just does damage while opponent is in it's range.
+ Forceball comes out faster like in UMK3, fast and slow version but only one on the screen at a time.
- Remove Slide
Mileena
=======
+ Ball - Bigger hitbox so it can be used as Anti-Air.
Disabled after 4 hits.
- Air Sai - When used outside of a combo, it comes out slower and has more recovery time.
- Sai takes 3 seconds to charge, can be glitched using MGP/MBK method.
- Telekick attacks the position the opponent was when the move was initiated, not where
they are when she appears at the top of the screen.
This removes the nearly guaranteed victory when she has her opponent on Danger.
Cage
====
+ Red Shadow Kick is no longer random and travels full screen and is faster than regular Shadow Kick.
+ Nut Punch has a bigger hitbox to make it more useful.
+ Shadow Uppercut has less startup and a bigger hitbox.
Raiden
======
+ Super Shock Grab - Done by holding HP for 15 seconds. Unblockable.
You will hear electricity to let you know you the move is charged.
Does more damage than regular Shock Grab.
Cannot be used with the MGP/MBK method to avoid infinite Super Shock Grabs.
+ Teleport away - Same startup, more recovery upon reform. 5 second downtime after use.
+ Air Teleport - Can be used with normal teleport or away teleport inputs. 5 second downtime after use.
- Superman - When blocked, Raiden doesn't bounce so far away. This will prevent move abuse against characters
who have a hard time punishing the move.
Jax
===
+ Gotcha Grabs - Afterward, opponent is knocked slightly higher after last hit to remove guaranteed moves
by opponent when they land.
- Ground Pound - More startup and recovery.
Cannot do special moves while charging LK.
- Air Throw - Smaller hitbox
- HK has less range
Liu Kang
========
- Air Fireball - Longer recovery
- Low Fireball - Longer recovery. Can be hit by Iceball in recovery frames.
- Flying Kick - More susceptible to uppercuts.
Sub-Zero
========
+ Iceball - Can be used to freeze opponent in the air after an aaHP or deep jump kick.
Disabled after 2 hits (aaHP->freeze = freeze disabled for the rest of the combo)
+ Snowball - Animation from fatality. Throws a slow moving snowball that travels 1/2 screen.
If it hits, the opponent cannot jump for 3 seconds.
Scorpion
========
+ Leg Takedown - Can hold down to cancel kipup animation and recover faster.
Opponent cannot recover this way.
This prevents a free uppercut after the move connects.
+ Teleport - ALWAYS works when not cornered. *NEW*
- Spear - Longer recovery
Kung Lao
========
+ Teleport - Can hold down after teleport to cancel the float and recover ducking.
- Spin Shield - Disabled after 1 hit.
Shang Tsung
===========
+ Morph - Can morph at will from whoever he is currently to any character, even back to himself.
- After Morph is used it is disabled for 5 seconds
- You can always Morph back to Shang at any time with no limitations, but the limitation
remains for morphing into other characters.
*NEW* - You cannot actively morph when a containment move is active (frozen, floating from fan lift),
but Shang can morph back to himself like he normally does.
- Jump Kick has less prioroty.
Baraka
======
+ Low Spark - works like Liu Kang's Low Fireball.
+ Double Knee is a true combo.
+ Charging Blades attack from MKD
Kitana
======
Can't think of any changes...
The question is this:
What would you do to balance and improve the game.
What would you change?
What on my list do you like? dislike?
How would you add Smoke/Jade/Noob to the game? Hopefully not Scorpion clones!
What about MK1 Kano and MK1 Sonya, how would they fit in?
Most of all, be serious when you post ^_^
I've come up with several things over the years and I keep adding and changing things in the list.
Here's what I've compiled:
NOTE: Some of the things in my list are pretty out there.
MKII Fixes and Balance
FIRST AND FOREMOST - Make it so all characters do not have to complete the full walking animation
before they can duck. Currently, this only applies to the Ninjas. All other
characters have to tap block or do a kara jab before they can duck or stop
walking forward or backwards.
- Shang Tsung's jab hitbox needs to be moved a few pixels higher so he doesn't
have such a huge advantage against Male Ninjas and Raiden/Jax up close.
- Male Ninja jab hitboxes need to be moved a few pixels lower so they can actually
use them on opponents who are ducking and blocking.
- Sweeps need to have a few frames more recover to stop them from being so abusable.
- Juggles outside of the corner need to have no pushback after 4 hits.
- Male Ninja jump kick hotboxes need to be slightly lower to be able to hit
characters who can currently avoid the jump kick altogether by using a well
timed ducking LK.
- Blocked uppercut causes slightly more block stun and minor pushback.
- Close HK moves need to have less recovery so they are actually useful.
- Some Close HP moves need to have more recovery to make them less abusable.
- Any move blocked in the corner causes the "iceskate" pushout, even a single jab.
*NEW* - Male Ninja RH has less priority (aka doesn't own every jump in)
*NEW* - Liu Kang and Kung Lao's ducking LK needs a few more recovery frames
Reptile
=======
+ Tongue Pull - Works like Spear only it does not stun, it pulls them back and they struggle like
slipping on Ice Puddle facing away from Reptile.
+ Acid Puddle - Doesn't stun, just does damage while opponent is in it's range.
+ Forceball comes out faster like in UMK3, fast and slow version but only one on the screen at a time.
- Remove Slide
Mileena
=======
+ Ball - Bigger hitbox so it can be used as Anti-Air.
Disabled after 4 hits.
- Air Sai - When used outside of a combo, it comes out slower and has more recovery time.
- Sai takes 3 seconds to charge, can be glitched using MGP/MBK method.
- Telekick attacks the position the opponent was when the move was initiated, not where
they are when she appears at the top of the screen.
This removes the nearly guaranteed victory when she has her opponent on Danger.
Cage
====
+ Red Shadow Kick is no longer random and travels full screen and is faster than regular Shadow Kick.
+ Nut Punch has a bigger hitbox to make it more useful.
+ Shadow Uppercut has less startup and a bigger hitbox.
Raiden
======
+ Super Shock Grab - Done by holding HP for 15 seconds. Unblockable.
You will hear electricity to let you know you the move is charged.
Does more damage than regular Shock Grab.
Cannot be used with the MGP/MBK method to avoid infinite Super Shock Grabs.
+ Teleport away - Same startup, more recovery upon reform. 5 second downtime after use.
+ Air Teleport - Can be used with normal teleport or away teleport inputs. 5 second downtime after use.
- Superman - When blocked, Raiden doesn't bounce so far away. This will prevent move abuse against characters
who have a hard time punishing the move.
Jax
===
+ Gotcha Grabs - Afterward, opponent is knocked slightly higher after last hit to remove guaranteed moves
by opponent when they land.
- Ground Pound - More startup and recovery.
Cannot do special moves while charging LK.
- Air Throw - Smaller hitbox
- HK has less range
Liu Kang
========
- Air Fireball - Longer recovery
- Low Fireball - Longer recovery. Can be hit by Iceball in recovery frames.
- Flying Kick - More susceptible to uppercuts.
Sub-Zero
========
+ Iceball - Can be used to freeze opponent in the air after an aaHP or deep jump kick.
Disabled after 2 hits (aaHP->freeze = freeze disabled for the rest of the combo)
+ Snowball - Animation from fatality. Throws a slow moving snowball that travels 1/2 screen.
If it hits, the opponent cannot jump for 3 seconds.
Scorpion
========
+ Leg Takedown - Can hold down to cancel kipup animation and recover faster.
Opponent cannot recover this way.
This prevents a free uppercut after the move connects.
+ Teleport - ALWAYS works when not cornered. *NEW*
- Spear - Longer recovery
Kung Lao
========
+ Teleport - Can hold down after teleport to cancel the float and recover ducking.
- Spin Shield - Disabled after 1 hit.
Shang Tsung
===========
+ Morph - Can morph at will from whoever he is currently to any character, even back to himself.
- After Morph is used it is disabled for 5 seconds
- You can always Morph back to Shang at any time with no limitations, but the limitation
remains for morphing into other characters.
*NEW* - You cannot actively morph when a containment move is active (frozen, floating from fan lift),
but Shang can morph back to himself like he normally does.
- Jump Kick has less prioroty.
Baraka
======
+ Low Spark - works like Liu Kang's Low Fireball.
+ Double Knee is a true combo.
+ Charging Blades attack from MKD
Kitana
======
Can't think of any changes...