Scoot Magee
But I didn't want to dash
I got you broskieI'd like my own post if I could.
I got you broskieI'd like my own post if I could.
uhmm, you have hard knockdowns and safe jumps...and no not everyone has free wakeup attacks like ken does for example my character has an uppercut as well but she cant use it as a wakeup attack without meter, they look the same but the properties of the attack are way different. but the point is the wakeup attack guessing game is one of the best things in this game that is unique, so many people hating chip damage, wakeup attacks, fast specials and stuff, if you guys dont like it why are you guys playing mk in the first place?Are we talking sf or mk here? I was just using an example. Its basically the same thing. If someone dp's you on wakeup NOTHING you do will beat it out. Hell you can be dp'd out of an ultra when its not even a wakeup attack. I'm glad they normalized the wakeup attacks in this game. I would get so pissed when it would say "wakeup attack" but on the screen I'm getting my ass kicked. lol As for your statement, the same can be applied to 360 grabs....and now that I think about it, ALOT of characters in sf have dp's or dp-like moves.
Wouldn't that be a timing thing?I guess I see where you're coming from, but what about when their Wake-Ups work consistently but yours will not?
P1 priority should be gone. But trades? MK's never had them, no thanks.Player 1 priority gone...In other words ADD TRADING!!!!!
Then how would u win a poking/projectile fighting? Thats why P1 priority is in the game b/c Mk doesn't have trades. W/o p1 priority something else has to fill in tht empty space which is either trades or clashingP1 priority should be gone. But trades? MK's never had them, no thanks.
Either priority alternates every frame or every few frames (easy to do), or they did what I think the old MKs did, which was give cancel advantage to p2.Then how would u win a poking/projectile fighting? Thats why P1 priority is in the game b/c Mk doesn't have trades. W/o p1 priority something else has to fill in tht empty space which is either trades or clashing
hehe this 2 things would make this char a beastI'm fucking glad someone else understands what Nightwolf needs...This made me happy, sir.
e.Wow, reo that is very noble of you, but this may be a bit extrem
And them I'll say play Cage like always lol.Oh and don't be surprised if minutes from now, days from now...I call this game trash again and get all mad...it's simply what I do.
And I want Kitana's Fan lift to be the same recovery as her cutterKano's going to need a lot more than a faster overhead to be viable.
- B2 speeded up to around 13 frames
- Faster Knife Throw, either the old one or perhaps even a little faster than that.
- Straight Ball's input changing to B,F+4 or anything similar.
- Recovery on Block for Straight Ball and Air Ball to be the same as Up Ball.
- New Eye Laser move that acts similar to Sektor's Flamethrower and Reptile's Ex Acid Spit that resets airborne opponents to the ground and is good for footsies.
For Nightwolf, the F3 being a low is pretty much my only desired buff. Though it would be nice for arrow to at least be almost as fast as Jax's projectile in startup and recovery so it can be much more viable.
Cyrax, I'm pretty much happy with the character as he is now. Resets or not. Though Cyblax's teleport is still a little nuts, but people have never really said anything about it.
Quan could use a 6 frame d1 at the least, not really sure on what else to give him without potentially overpowering him. Maybe make the startup on telestomp faster?
Except Straight Ball and Air Ball don't lead to full combos bro. You're risking a full combo punish either way for a blocked straight or up ball just to get a meager 8% damage, so why the inconsistency in recovery time? Either make up ball just as punishable as straight ball or vice-versa. If Kano has to suck, it should at least be consistent.And I want Kitana's Fan lift to be the same recovery as her cutter
Kappa?
Maybe we should just change his upball to his straight ball recoveryExcept Straight Ball and Air Ball don't lead to full combos bro. You're risking a full combo punish either way for a blocked straight or up ball just to get a meager 8% damage, so why the inconsistency in recovery time? Either make up ball just as punishable as straight ball or vice-versa. If Kano has to suck, it should at least be consistent.
Just wondering, is that PL in your sig?Nothing, but work on mk10.
We're way too alike lol...I would've stuck with Reptile if he was low tier.Dontay I know man, I could simply use a better character and be done with it. But I'm honestly not the type to just play a character just to win. I know most high level players do, and that's cool and all. But I'm simply loyal to characters that I like.
No one could play any character or stick with the game, if they can't accept it for what it is. I think this is where I need to focus on for now.
As you can see, it's not easy lol.
so who exactly should they listen to then? People that do not play the game? I don't understand what you are trying to accomplish.I didn't read any of this, just the title. I hope NRS doesn't listen to this retarded community when making gameplay and balance changes. For the most part TYM is a cesspool of stupidity and should never be consulted for actual advice.
^This.Kano's going to need a lot more than a faster overhead to be viable.
- B2 speeded up to around 13 frames
- Faster Knife Throw, either the old one or perhaps even a little faster than that.
- Straight Ball's input changing to B,F+4 or anything similar.
- Recovery on Block for Straight Ball and Air Ball to be the same as Up Ball.
- New Eye Laser move that acts similar to Sektor's Flamethrower and Reptile's Ex Acid Spit that resets airborne opponents to the ground and is good for footsies.
Quan could use a 6 frame d1 at the least, not really sure on what else to give him without potentially overpowering him. Maybe make the startup on telestomp faster?
Qualified testers and QA employes. They could possibly recruit employes from the tournament scene... but to listen to just anyone's opinion is extremely dangerous.so who exactly should they listen to then? People that do not play the game? I don't understand what you are trying to accomplish.
I agree to a point. However, some of these ideas are actually well thought out.
Kl no changes really? How about the 2,4 spin Bring stance dependant? I'm getting really tired of players asking for buff only to the chars they pike and ignore other chars, that is why nrs shouldn't listen to our opinions, they are naive and based.Baraka - BUFF: Make b31 still be negative on block (like -3) and not actually punishable (it is currently -11 on block).
CSZ - BUFF: Give him Human Cyrax's Teleport.
Cyrax - NERF: Any bombs that are thrown during an opponent's hit-stun will not popup, they will do unblockable damage and knock down. (like CSZ)
Ermac - BUFF: EX Teleport like Scorpion where you can punish it before it connects, but if you block it he has advantage.
Freddy - NERF: More recovery on Glove Toss.
Jade - BUFFS: Faster startup on b2. Slightly more range on standing 3. Standing 12 combos into overhead staff.
Jax - No changes
Johnny Cage - f3 should be -1 on block.
Kabal - NERFS: Damage on projectile down from 9% to 7%. Saw disappears if Kabal is hit before the saw is in front of him. Less frame advantage on 2~ndc but don't mess with the timing so he keeps his juggles with it.
Kano - BUFFS: Return old knife recovery. Faster startup on b2 overhead. Make additional ball input (bf3).
Kenshi - NERFS: bf2 and EX bf2 less advantage on block. EX bf2 should only go the same distance as normal bf2, but retain it's other properties. Overhead swords should have a slightly smaller horizontal hitbox so you can have a chance of dashing out the way. They also should not connect on Jade in glow.
Kitana - NERFS: f21 should be less safe on block (it is -1 currently), but not to the extent that it is a guaranteed punish. Cutter should be -1 on block.
Kitana Troll Buff - EX Cutter should have armor and have normal Cutter properties ^_^ Can you say OP? lol
Kung Lao - No changes
Liu Kang - BUFF: Less recovery on whiffed Flying Kick.
Mileena - BUFF: Make d1 on hit not be -6
Nightwolf - BUFF: Slightly faster startup on Arrow
Noob Saibot - BUFFS: Armor on EX Teleport. EX Teleport juggles for a small combo afterwards. EX Teleport should be safe on block like Sektor's EX TU. EX Shadow Tackle should have less recovery than a normal tackle, not more!
Quan Chi - BUFF: Trance slightly faster recovery. To balance this, make it build less meter.
Raiden - No changes
Rain - No changes
Reptile - No changes
Scorpion - BUFF: Either less recovery on b2, or a way to hit-confirm f4 into spear (he needs it!). Make his d3 block/hit advantage the same as other characters (it is currently -6 on hit).
Sektor - NERF: Less pushback on blocked Flamethrower.
Shang Tsung - BUFF: Give him the ability to use Ground Skulls as a wakeup attack.
Sheeva - BUFFS: She should not have a hitbox on her Telestomp until she appears on the screen coming down. B2,1+2~bf3 should always connect.
Sindel - BUFF: Make her EX Low Fireball hit correctly. You guys will LOL at this, but give her the ability to come out of Flight (cancel with block) into a JPS or Jump Kick.
Skarlet - BUFF: Make the cancel window on regular dagger 7 frames, not 10 frames. They nerfed her dagger too hard.
Smoke - NERF: Remove the EX Smoke Bomb reset.
Sonya - No changes
Stryker - BUFF: Armor for the duration of EX Roll.
Sub-Zero - BUFF: Give him the EX Ground Freeze combo back. He had to burn meter to use it.