Key things
-Fix B1(mid) whiffing issues on crouching opponents
-Fix F2 issue where it connects but doesn't launch properly
-Fix aerial hitbox on B2 where Ferra phases through opponent
-Fix Close Ferra Toss whiffing issues on crouching opponents
-Fix Deep Stab and Grab n Stab damage to reflect last patch notes
- Reduce Pain n Gain recovery from 71 to 51
- Add MB Pain n Gain to remove 5% health loss
- Ferra keeps hurtbox on Ferra Toss even Torr gets hit
- Leave oppenent closer after Lackey command grab
- Reduce roll recovery
- Give Lackey charge more push back on block
All the fixes Forr suggested should be a priority for NRS patches. These are all annoying
bugs that shouldn't exist in the game. T'is hard to decide which one is the worst of them; Noting a next to useless buff for a problematic to use variation (Ruthless), one that does nothing to solve the variation's issues, a frikkin ghost buff that
doesn't even occur (hell no) after the patch

?! Having Cassie-duck whiffing our B1 mid at times while swinging her head at duck state? B2's nice arc phasing through aerial opponents? Or Torr turning his back for nought after landing a far fetched F2 that fails to launch?
As for the 2nd and 3rd paragraphs, imo..
2nd paragraph
- That, or at least make the move's last 20 frames of recovery dash/jump cancellable. Torr doesn't have to take the pain just standing there, he should have the option to dash/jump right as Ferra's pulling the blades out. That would fit a reaction to the pain.
- Health loss has to be there due to move's nature, I'd like a MB Pain n Gain that offers a 2 level increase instead of a 1 level increase (after a normal P n G that hasn't expired, an EX one would take thee straight to Lv. 3). Move would inherit the armor of the level it reaches and inflict to the player 7% damage. MB P n G should work as a wake-up attack too. Cancelling out of move's latest 20 frames of recovery stands as mentioned of course.
- Agreed, if Torr has already thrown Ferra, why should she lose her hurtbox when he gets hit? Unless it's supposed to be a symbiotic thing of sensing Torr's frustration and losing her focus due to that, that one I could pass.
3rd paragraph
- I'd prefer it if the Lackey command grab gave us some more frame advantage, like 20 let's say, so that we may cover the distance to a point and capitalize on it for corner game.
- Couldn't agree more.. If blocked, Roll can be punished hard, so why does it have so much recovery on whiff? That's unfair, Roll should be a mobility special, a way for Lackey Torr to cover distance, he NEEDS that for Kahn's sake, thus recovery on whiff should be minimal. Shades of MK9 Reptile minimal.
- Welcomed, but could do without it, pushback is barely viable as it is, yet viable still.
And if I may add some more buffs I consider justified;
- 1st is for Ruthless; Make the damage buff timer PAUSE when Torr is in a juggle/combo state. A hit counting state as I call it. P n G buff timer continues on as long as the enemy's combo hit counter isn't counting from the 2nd hit onwards. That's really fair if you think on it. It gives us a chance to retaliate with our buff after getting comboed, retaliation is what NRS games are all about. If the opponent wants to expire our buff, they can try some blockstrings or zoning, that's fair. But as of how the game is right now, the Ruthless player may attempt the buff, get punished after doing it due to long recovery, have it completely expired after receiving the duration of a long punish, adding 5% more damage to the punish himself in the process!! Now how fair is that ?!? Bulls*it

!
- 2nd; B2, 3, 2+4 string should inflict 12% damage. All these mighty blows dealing only 10% is ridiculous. The launcher should also scale the damage in a manner that makes the final damage output 1% or 2% more than what the
same follow-ups do after the F2 starter. It is absurd that B2 starter (which requires more inputs and shows more impressive blows) ends up doing less damage than the F2 starter. Do not nerf F2 combo damage, it is just fine. Buff B2 combo damage instead. For looks sake, it should provide at least 1% or 2% more damage than the F2 respective combo damage output.
- 3rd; Give a normal like Fierce Hook (2 high) or 4 (high) a more decent anti-air hitbox. Ferra/Torr need a viable anti-air normal.
- 4th; 1, 1, 2+4 string needs a more viable follow-up window. The one we got right now is absurdly strict, making the string effectively unreliable.