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If there was one more patch...

REO

Undead
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 EX teleport no longer drains or requires one bar of stamina.

(Ronin)
- EX Reflect now absorbs and heals Takeda by the amount of damage the projectile attack is worth.




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 Cartwheel Drop (D,B+4) recovery frames.
- Hurtbox increased on EX Cartwheel Smash (D,B+4+BLK) recovery frames.
- Rising Boot (2,4) can now be cancelled into air special attacks.
- U+1 is now 9 frames.


Bojutsu:
- Low Bo Swing damage now increased to 12% in total.
- Low Bo Swing now causes a hard knockdown.
 
Last edited:

GLoRToR

Positive Poster!
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.
- 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 (Shirai Ryu)
- Cancelling your teleport no longer drains or requires one bar of stamina.
- Takeda now recovers from his teleport cancel 2 frames earlier.



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.
- D,B+1 (Chop Chop) is now -7 on block.




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.




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 now has a larger and increased hitbox on the explosion.
- 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.




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.




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 -6 on block.

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.
- Poison Gas (D,D+3)





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:

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)

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.

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.

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.






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:
- Infinite health glitch and meter drain glitch now fixed.
- 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.






Johnny Cage
- Hurtbox on D+4 slightly increased.
- 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.






Kung Jin:
- Forward jump 1 now normalized.
- Dive Kick no longer auto corrects
- Hurtbox increased on Cartwheel Drop (D,B+4) recovery frames.
- Hurtbox increased on EX Cartwheel Smash (D,B+4+BLK) recovery frames.
- Rising Boot (2,4) can now be cancelled into air special attacks.
- U+1 is now 9 frames.


Bojutsu:
- Low Bo Swing damage now increased to 12% in total.
- Low Bo Swing now causes a hard knockdown.
You know I adore you on all level but if you suggest another nerf to Tanya I'll have to fly over and kick your ass with a huge pillow.
 

Invincible Salads

Seeker of knowledge
eh, i dunno about some of these changes.

i mean i guess i'd be fine with most of em, but stuff like making jasons b1 a high....nah.

and that shirai ryu buff....kinda outta the blue if u ask me. if anything, id give ronin 1 or 2 more + frames back for his quick calls. i think shirai ryu is fine as is.
 
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CrazyFingers

The Power of Lame Compels You
For Leatherface some stuff I'd add. DF4 (on butcher), make it like ya know...maybe a little less than useless on hit. Other than that there are some issues he has involving hitboxes/hit stun animations (you acknowledge one with Pretty Lady) however to make S3 and actually usable mid (again, something you did here, I really appreciate that) the problems with its hitstun animation need to be addressed. S3 for those that don't know has the opponent do a small hop. This, stupidly enough, counts as gravity if they are hit while mid air. SO! BD4 after S3 will have added gravity and makes the normal B&B's afterwards un doable. If you do S3 xx Berserker Stance->1 again, gravity will be added and then you don't get your full combo. Lastly, more of a "hey this would be nice" if S3's scaling was made less ass that'd be really great. Otherwise on the characters I play I don't see anything too crazy.
 

myri

Time Warrior
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 now has a larger and increased hitbox on the explosion.
- 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.
Okay let's talk about these, all the universal changes seem pretty fair to me, nothing particularly demanding there, just some tweaks. Moving on to Drunken Master and Dragon Breath... are you sure you don't work for NRS already REO? The changes to Dragon Breath are crazy and unnecessary, this variation is in a perfect place right now and doesn't need more buffs. I mean if he gets them I'll take them but they are completely unnecessary. By the same token I'd take those Drunken Master buffs in a heartbeat but they don't solve that variations issues at all.

Twelve seconds instead of ten and some reduced damage is still not good enough incentive to use this variation because the core issue is and always will be 1) getting drunk safely and 2) staying drunk safely, both of which are very very tough to do in this game. Now I'm not saying that he doesn't deserve to have some risk involved with his playstyle, but when it comes down to it, the things he gains from drinking are nowhere near worth the risk involved for getting them in the first place. Basically without a drink, you are gimped and are basically variationless Bo' Rai Cho, so you either have to risk taking a drink in your neutral game, which is not without huge risk or wait to open your opponent up to get a drink which is hard to do without 90% of your toolset.

So then you get a drink, now you have a short time to open your opponent up or you risk being full comboed, where his best tool is an unsafe launcher, which is fine, it just stacks risk on top of an already huge risk you are already taking. Basically it doesn't matter if you can get a drink or not because you are always at a disadvantage. So let's talk about the changes, a change to twelve seconds from ten is inconsequential really, one of the big problems I find with labbing this variation is that many of his setups are too inconsistent because of when you had your last drink.

Damage reduction of 5% per drink up to 15%? I assume you mean if a combo would normally do 35% for instance this would reduce it to 20%. It sounds cool in theory but again this only helps you when Bo is getting hit, which means it doesn't really help you at all, especially since the most common time you will get hit is right after the vomit and you don't have this buff anymore. Again the incentive to drink is very low and the risk/reward still very skewed against Bo. This variation needs either a complete rework or changes to the mechanics that would make the risk reward even. I've already written about this a lot in this thread here. The problems that need to be tackled are to do with the actual mechanic of drinking and the vomit that stuns you. I don't mean to seem disrespectful because I actually really admire you as a player but this is not going to make this variation any better. Like I said it seems odd that you are following the same patching technique that NRS has followed with Bo, that being buffing his already solid variations and barely touching his dumpster fire one. I'd like to hear your reasoning though and your opinions on what I've written both here and in the thread I linked.

Anyway, no changes for bartitsu? I have often said I would like df3 meterless to launch for a combo with the meterburn version for damage and knockdown into a setup potentially but maybe that is too much. Another option I would like is to just remove the insane scaling on the df3 meterburn. Right now you can only get about 28% for spending that bar? It's pretty insane, if they changed that then I would be happy.

TL;DR Buffing Dragon Breath at this point is not necessary, the changes to Drunken Master do basically nothing in my opinion.
 

CrazyFingers

The Power of Lame Compels You
Also buff to Slasher's grab is a subtle one that I don't think people realize how significant it is. Makes throw ACTUALLY threatening in the variation that can use normal throw better than the other two.
 

Parasurama

Dragon
Leave the game as is.... only patch if KP3. I don't like some of the character specific stuff but the general stuff seems good.
 

REO

Undead
@GLoRToR Tanya would still be good and be one of the better characters in the game.

@Invincible Salads Ronin or Lasher don't need buffs over Shirai Ryu. The teleport not costing stamina anymore to cancel would help Shirai Ryu in more ways than you think. Also it was either Jason B+1 becomes a high since all low profiling is gone or his command grabs gets more recovery. I think the B+1 becoming a high is less of a nerf and makes some of his dumb MUs vs some chars more reasonable.

@myri I asked Paulo a good while ago on my stream why he didn't just make Drunken Master not vomit on level 1 or 2 drink and he said "it's supposed to be a high risk high reward variation". And it makes sense since he has the most 50/50s and the broken invincible launcher in that variation. 2 extra seconds would help him more than I think it's being accounted for. Also less damage while drunk = less overall reduction on chip damage vs zoning and more health to work with in general. Also I buffed the fire explosion in Dragon Fire because it's almost useless and I never see bo's trying to even use it when they EX fart, because well it's kinda whack atm.

@Parasurama Game needs another final patch. Too many people are losing interest and we need more chars and content so majors can start hosting it every where again.

Also I thought I had my Kenjutsu there but I guess I forgot to copy it.
 

CrazyFingers

The Power of Lame Compels You
@GLoRToR Tanya would still be good and be one of the better characters in the game.

@Invincible Salads Ronin or Lasher don't need buffs over Shirai Ryu. The teleport not costing stamina anymore to cancel would help Shirai Ryu in more ways than you think. Also it was either Jason B+1 becomes a high since all low profiling is gone or his command grabs gets more recovery. I think the B+1 becoming a high is less of a nerf and makes some of his dumb MUs vs some chars more reasonable.

@myri I asked Paulo a good while ago on my stream why he didn't just make Drunken Master not vomit on level 1 or 2 drink and he said "it's supposed to be a high risk high reward variation". And it makes sense since he has the most 50/50s and the broken invincible launcher in that variation. 2 extra seconds would help him more than I think it's being accounted for. Also less damage while drunk = less overall reduction on chip damage vs zoning and more health to work with in general. Also I buffed the fire explosion in Dragon Fire because it's almost useless and I never see bo's trying to even use it when they EX fart, because well it's kinda whack atm.

@Parasurama Game needs another final patch. Too many people are losing interest and we need more chars and content so majors can start hosting it every where again.

Also I thought I had my Kenjutsu there but I guess I forgot to copy it.
On the note of Jason's B1. Unlike Kotal, the man has a 9f B3 which is better at the ranges he needs a mid for. B1 will still do its "Hi I'm a near full screen normal" job.
 

SneakyTortoise

Official Master of Salt
The problem with making Possessed's exdf4 only one hit of armour and removing the hitbox behind him, is that it would make that move completely useless. Why would you ever use it over exbf2?

I am aware it's a silly move, but I don't think that's the right solution.
 

myri

Time Warrior
@myriI asked Paulo a good while ago on my stream why he didn't just make Drunken Master not vomit on level 1 or 2 drink and he said "it's supposed to be a high risk high reward variation". And it makes sense since he has the most 50/50s and the broken invincible launcher in that variation. 2 extra seconds would help him more than I think it's being accounted for. Also less damage while drunk = less overall reduction on chip damage vs zoning and more health to work with in general. Also I buffed the fire explosion in Dragon Fire because it's almost useless and I never see bo's trying to even use it when they EX fart, because well it's kinda whack atm.
I would be fine with that if that was the case but the tools he gets for using the drink are mediocre at best, this is definitely not a case of high risk high reward, it's high risk low reward. This is even overshadowed by the fact that his other variations have better tools without this mechanic, it just makes no sense to me. The invincible launcher is okay, the actually amount of invincible frames on it is very short though and it frequently gets stuffed before you can even use the low launcher. I see what you mean by the reduced damage but if you're using this variation's tools then you're going to be getting in easier than his other variations anyhow, the invincibility on roll is actually good compared to the launcher and getting in is reasonably easy, at least comparatively so it doesn't do as much for him there.

Fire explosion is actually very useful for his corner setups if your opponent is ducking f3/b3 grab and also just for damage spending a bar for ex fart on existing ground flames but I won't go on about that, it's really Drunken Master that needs the changes. If NRS want to have it be high risk high reward then that's fine, but at this point it isn't, the reward is nowhere near the risk you take and like I say, if you drink or don't you are at a disadvantage. There needs to be a better reason to drink, something that really makes it worthwhile to take that risk, I don't know what exactly but as it stands this variation is not going to cut it, especially when Dragon Breath is already so beastly.
 

ismael4790

Stay focused or get Caged
About the last hit of exbf3 being +10 on block in Balanced, I assume all hits come out on block too?

For A-List and Fisticuffs, I think they need armor on ex flipkick so as to have a mid armor again, with reaction changed so it does not become an armor launcher in the corner.

I agree with the fact that the game needs one more patch (after such a radical one we got in October) that settles the new meta.
 
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GLoRToR

Positive Poster!
@GLoRToR Tanya would still be good and be one of the better characters in the game.

@Invincible Salads Ronin or Lasher don't need buffs over Shirai Ryu. The teleport not costing stamina anymore to cancel would help Shirai Ryu in more ways than you think. Also it was either Jason B+1 becomes a high since all low profiling is gone or his command grabs gets more recovery. I think the B+1 becoming a high is less of a nerf and makes some of his dumb MUs vs some chars more reasonable.

@myri I asked Paulo a good while ago on my stream why he didn't just make Drunken Master not vomit on level 1 or 2 drink and he said "it's supposed to be a high risk high reward variation". And it makes sense since he has the most 50/50s and the broken invincible launcher in that variation. 2 extra seconds would help him more than I think it's being accounted for. Also less damage while drunk = less overall reduction on chip damage vs zoning and more health to work with in general. Also I buffed the fire explosion in Dragon Fire because it's almost useless and I never see bo's trying to even use it when they EX fart, because well it's kinda whack atm.

@Parasurama Game needs another final patch. Too many people are losing interest and we need more chars and content so majors can start hosting it every where again.

Also I thought I had my Kenjutsu there but I guess I forgot to copy it.
What do you think of Jason in general? He's kinda cancer atm.
 

omooba

fear the moobs
i've gotten to the point where i'm fine with literally everything in the game except scoprions 1,1. that shit is a high like literally triborg can low block it and it'll whiff
 
If there was to be one more final big patch for MKX, what would you want to see changed? Here's what I would:

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.

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 in total.
I agree with changes to Quan, but also think the problem with Warlock's Portal Stab is also in it's shitty tracking and whiffing during some attack/movement animations of Quan's opponent. It whiffs so often and on so many characters' animations. Even if he has a 3300000 hits of armour up until the activation of the hitbox, when it whiffs your hitbox is active but it doesn't touch the opponent and your armour is gone and you are a sitting duck for like forever. Needs better tracking in general and needs to not whiff on a lot of movement/forward advancing,hitbox reducing attacks.

With Shinnok I don't like the changes to the hellsparks)
For Impostor I think the move he steals in Ferra Torr MU should be changed. But he should be still able to throw during the Mimicry hitstun. First of all the normal throw can be teched, it is hard but the throw is in no way a guaranteed option here. Second, if he can't throw his damage is shit while you are landing the initial combo. Like you get maximum 25% FOR A BAR of meter (without a bar you get 5% off the low starter into Mimicry and 16% maximum off the overhead onto Mimicry), the threat of the throw at least makes up for it. Plus his vortex ISN'T a vortex on like 1/3 of the cast, where he steals shitty moves. In those MU there is no vortex, all you get after a restand is either a throw or 1 attempt at a mix (where overhead is always punishable) and that's it, you are back to neutral with that shitty stolen move (which you can't even safely get rid of sometimes)and the damage boost timer expired.
The way it is right now is perfect for him - some MU are great due to having the vortex, some are bad because of the moves he steals but you still can get some extra damage off throws and if you make a lucky guess and it is over, no vortex or anything. They only need to fix the Ferra Torr problem like they fixed Jax ( by the way it would be fine stealing his ground pound now since the Mimicry is only +17 and it wouldn't be guaranteed in any way).
 

REO

Undead
Super surprised some Shinnok players agree he could warrant a nerf of some kind in the future if this game ever got some extra love and more balance patches. Too many people that play Kitana and Shinnok think their characters are the epitome of balance and "honesty" lol.

Is the general consensus Kitana is still around mid tier? Haven't seen a tier lists lately so Idk, but ton of top players I've been talking to lately think she could be top 5 and is definitely top tier. Crazy how it was a blow up calling her BS 6 months ago but now people are starting to see how strong her pre-patch Jason esque D+3 is, her absurd pressure game in corner and her ridiculous jump strength and crippling neutral for many characters. Also combine the fact that she builds meter like candy, has some of the best armor attacks, can mix with her overhead, floats, / millions lows, x-ray, hits like a truck, SUPER SAFE in general, etc. I would be shocked if NRS didn't touch her at all if there was some kind of big patch in the future. It's kinda like the 2016 Mileena situation again where almost all Mileena mains thought she was fine because of something like "she's unsafe bro, just block and punish"
 

Wigy

There it is...
The problem with making Possessed's exdf4 only one hit of armour and removing the hitbox behind him, is that it would make that move completely useless. Why would you ever use it over exbf2?

I am aware it's a silly move, but I don't think that's the right solution.
Cause its got a better hitbox and its an overhead and doesnt send them full screen.

Atm why the shit would you use bf2
 

Lokheit

Noob
Kenjutsu:

DB1 launchs higher allowing you to even connect a s4 (like DB1 in balanced). If they want the move to be a launcher (and it has worse damage scaling than balanced's version) then treat it like one.

Remove DB4 (telehold). BF2 (telepush) can be meter burned on hit to act like EXDB4. This way he gets a 2 bars armor launcher and his push (which is by far the worse across variations) is improved as it gets the meterburn threat.

Warlock:

Fix portal sword tracking.

Make ex scoop armored but not launch. Make both versions of scoop launch on meter burn on hit (like the original string version used to do) so he has 2 stages armor launcher.

Cryo:

Command Grab is now a mid instead of a throw.

Revert the F12 and F42 on block nerfs (they were changed only to act as tick throws and it hurt the character more than what adding the command grab helped).

Remove the first hit of F122 so the first hit is with the sword and not a slap 1 inch away. All he needed was neutral tools, not to change the whole character into something that others do 1000 times better.

Either remove air hammer from the game or make it a true ground pound. The move is currently a joke and got even worse when everyone got 2 hit armors (and it wasn't even useful for that role anyway as it had no reward on hit).
 
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SneakyTortoise

Official Master of Salt
Cause its got a better hitbox and its an overhead and doesnt send them full screen.

Atm why the shit would you use bf2
Reo is proposing altering the hitbox though. If you lose the hitbox behind Kenshi, it's not going to be better than exbf2.

It being overhead doesn't matter if you're using it for the armour.

Exbf2 doesn't push them full screen in Possessed.

And you use exbf2 if the opponent knows that using an advancing string fucks up exdf4 or you need a faster armoured move than exdf4