Arqwart
D'Vorah for KP2 copium
NRS confirmed a patch is coming with the November release of KP2. Everyone's thinking about it. Everyone's got their own lists. Are you team Delete Jacqui 2020? Are you team Truth and Light Raiden as S+++ Tier 2020?
What balance changes do you desire from the patch that will be coming with the KP2 release?
General Changes
Fatal Blows: one and done when used in a round. If it misses or is blocked, it won't come back until the next round. If canceled (Johnny/Joker), it will still return but will have a longer cooldown of 15s instead of 10s.
Krushing Blows: bleed from KBs can now kill. All abysmally useless KB requirements (e.g. Cetrion Geyser and Johnny Camera) reworked.
Variations: meme-tier / pointless variations buffed to viability. This should bring a good 18+ variations into the viable pool.
Armor Breakers: any armor breaker that does not have a KB tied to it and doesn't allow for a combo after now has a large damage boost.
Specific Changes:
Geras
Jacqui
Kabal
Liu Kang
Joker
Cetrion
D'Vorah
Skarlet
Jade
What balance changes do you desire from the patch that will be coming with the KP2 release?
General Changes
Fatal Blows: one and done when used in a round. If it misses or is blocked, it won't come back until the next round. If canceled (Johnny/Joker), it will still return but will have a longer cooldown of 15s instead of 10s.
Krushing Blows: bleed from KBs can now kill. All abysmally useless KB requirements (e.g. Cetrion Geyser and Johnny Camera) reworked.
Variations: meme-tier / pointless variations buffed to viability. This should bring a good 18+ variations into the viable pool.
Armor Breakers: any armor breaker that does not have a KB tied to it and doesn't allow for a combo after now has a large damage boost.
Specific Changes:
Geras
Base
Aerial Normals: hurtbox slightly increased across the board
Aerial Normals: hurtbox slightly increased across the board
Jacqui
Base
Kranked (11) block: +2f -> -4f
Bionic Dash (BF2) block: -7f -> -15f
Aerial Normals: hurtbox slightly increased across the board
Upgraded (V3)
(Air) Shrapnel Blast (DB1): combo damage scaling slightly increased
Kranked (11) block: +2f -> -4f
Bionic Dash (BF2) block: -7f -> -15f
Aerial Normals: hurtbox slightly increased across the board
Upgraded (V3)
(Air) Shrapnel Blast (DB1): combo damage scaling slightly increased
Kabal
Base
Extermination Squad (B12D2) startup: 17f -> 24f (now has a flawless blockable gap, removing the pushback and making it negative)
Extermination Squad (B12D2) block: -4f -> +4f
Extermination Squad (B12D2) flawless block: -4f -> -11f
Extermination Squad (B12D2) startup: 17f -> 24f (now has a flawless blockable gap, removing the pushback and making it negative)
Extermination Squad (B12D2) block: -4f -> +4f
Extermination Squad (B12D2) flawless block: -4f -> -11f
Liu Kang
Base
Silent Chop (B1) startup: 9f -> 7f
Silent Chop (B1): Mid -> High
Luohan Quan (V1)
Low Fireball (DB1) amplified block: -7f -> -11f
Silent Chop (B1) startup: 9f -> 7f
Silent Chop (B1): Mid -> High
Luohan Quan (V1)
Low Fireball (DB1) amplified block: -7f -> -11f
Joker
Base
CCDDEGEC (BF4): no longer has pushback on block when the projectile falls
Show's Over (F212) startup: 21f -> 24f (now has a flawless blockable gap, removing the pushback and making it negative)
Show's over (F212) block: -11f -> +4f
CCDDEGEC (BF4): no longer has pushback on block when the projectile falls
Show's Over (F212) startup: 21f -> 24f (now has a flawless blockable gap, removing the pushback and making it negative)
Show's over (F212) block: -11f -> +4f
Cetrion
Base
Natural Barrier (DB1) hit advantage: 15f -> 10f (unamplified and amplified)
Hell's Wrath (DF1) hit advantage: 3f lower on all versions in all situations
Natural Barrier (DB1) hit advantage: 15f -> 10f (unamplified and amplified)
Hell's Wrath (DF1) hit advantage: 3f lower on all versions in all situations
D'Vorah
Base
Killer Strike (F2) startup: 19f -> 16f
Yellow Jacket (12): special cancels earlier, comboing into Window's Kiss (Arachnophobia) and amplified Ground Swarm
Buzzed (V1)
(Air) Ticking Time Bug (BF1) unamplified recovery: 70f -> 30f recovery
Tsetse (F22D1+3): hit box adjusted to no longer whiff crouching opponents
Kreepy Krawler (V3)
Bombardier Beetle (DF3) unamplified arming time: 60f -> 30f arming time
Fly By (BF3) minimum distance: 3 character lengths -> 1 character length
Fly By (BF3) cancel recovery: ?f -> 0f
Fly By (BF3): D'Vorah is no longer considered ascending for the first few frames after canceling Fly By. She is now immediately considered descending so all aerial attacks out of Fly By are overheads
Flippin' Out (DB4): renamed to Ketipo Slam
Killer Strike (F2) startup: 19f -> 16f
Yellow Jacket (12): special cancels earlier, comboing into Window's Kiss (Arachnophobia) and amplified Ground Swarm
Buzzed (V1)
(Air) Ticking Time Bug (BF1) unamplified recovery: 70f -> 30f recovery
Tsetse (F22D1+3): hit box adjusted to no longer whiff crouching opponents
Kreepy Krawler (V3)
Bombardier Beetle (DF3) unamplified arming time: 60f -> 30f arming time
Fly By (BF3) minimum distance: 3 character lengths -> 1 character length
Fly By (BF3) cancel recovery: ?f -> 0f
Fly By (BF3): D'Vorah is no longer considered ascending for the first few frames after canceling Fly By. She is now immediately considered descending so all aerial attacks out of Fly By are overheads
Flippin' Out (DB4): renamed to Ketipo Slam
Skarlet
Base
Scythe Slam (B2) startup: 22f -> 20f
Scythe Slam (B2) KB: 100 damage bleed added after initial hit, totaling 280 damage
Heart Pierce (V1)
Blood Ritual (DBF1): max length reduced from 4s to 2s
Blood Ritual (DBF1): now heals Skarlet for the damage dealt to both players if she finishes the full duration
Blood Drive (V2)
Blood Ball (DB2) amplified: now larger than regular Blood Ball and a Mid
Cell Siphon (BF4) recovery: 77f -> 40f
Cell Siphon (BF4) active: 3f -> 10f
Cell Siphon (BF4): hitbox now extends as far as the graphic
Cell Siphon (BF4): graphic now dissipates at the end of the 10 active frames
Hemorrhage (V3)
Boiling Point (BF4) startup: 22f -> 17f
Boiling Point (BF4) active: 3f -> 8f
Scythe Slam (B2) startup: 22f -> 20f
Scythe Slam (B2) KB: 100 damage bleed added after initial hit, totaling 280 damage
Heart Pierce (V1)
Blood Ritual (DBF1): max length reduced from 4s to 2s
Blood Ritual (DBF1): now heals Skarlet for the damage dealt to both players if she finishes the full duration
Blood Drive (V2)
Blood Ball (DB2) amplified: now larger than regular Blood Ball and a Mid
Cell Siphon (BF4) recovery: 77f -> 40f
Cell Siphon (BF4) active: 3f -> 10f
Cell Siphon (BF4): hitbox now extends as far as the graphic
Cell Siphon (BF4): graphic now dissipates at the end of the 10 active frames
Hemorrhage (V3)
Boiling Point (BF4) startup: 22f -> 17f
Boiling Point (BF4) active: 3f -> 8f
Jade
Base
Pole Slam (F2): now hits across the entire arc, not just when it gets past Jade's head
Pole Strike (B1) startup: 15f -> 12f
Teaser (B12) startup: 21f -> 16f
Razor-rang (BF1) amplified: High -> Mid
Razor-rang (BF1) amplified startup: 23f -> 20f (now jails on block with no flawless block gap)
Razor-rang (BF1) amplified block: +7f -> -5f
Emerald Defender (V1)
Edenian Spark (DB3): now has an amplification. Amplified Edenian Spark sends a second wave full screen that's a Mid wall (See: IJ2 Captain Cold's amplified ice wall).
Edenian Spark (DB3) amplified info: Mid, 60 damage, 16f startup, -11f on block, 30f recovery, slight pushback on block (removed when flawless'd), large knockback on hit (see: Sonya's amplified ring).
Edenian Spark (DB3) amplified: Krushing Blow if it hits after the first wave hits. Deals increased damage based on distance (160 - 280, totaling 220 - 340 with first wave's damage included).
Untamable (V3)
Vanishing Winds (DB3) amplified startup: 22f -> 18f
Pole Slam (F2): now hits across the entire arc, not just when it gets past Jade's head
Pole Strike (B1) startup: 15f -> 12f
Teaser (B12) startup: 21f -> 16f
Razor-rang (BF1) amplified: High -> Mid
Razor-rang (BF1) amplified startup: 23f -> 20f (now jails on block with no flawless block gap)
Razor-rang (BF1) amplified block: +7f -> -5f
Emerald Defender (V1)
Edenian Spark (DB3): now has an amplification. Amplified Edenian Spark sends a second wave full screen that's a Mid wall (See: IJ2 Captain Cold's amplified ice wall).
Edenian Spark (DB3) amplified info: Mid, 60 damage, 16f startup, -11f on block, 30f recovery, slight pushback on block (removed when flawless'd), large knockback on hit (see: Sonya's amplified ring).
Edenian Spark (DB3) amplified: Krushing Blow if it hits after the first wave hits. Deals increased damage based on distance (160 - 280, totaling 220 - 340 with first wave's damage included).
Untamable (V3)
Vanishing Winds (DB3) amplified startup: 22f -> 18f
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