While I love the animations of Kahnum Dash, it IS trash. No dmg, its mixup is trivial to fuzzy, it is unsafe on block, slow to start up and actually start low-profiling stuff, doesn't combo from all strings, cancel is incredibly slow... list just goes on. It doesn't give anything back for taking away your launcher.Does anyone use Khanum Dash? It seems ok Maybe but not good enough to give up launcher.
I'm also prone to fairly lame play, so I don't mind chilling at a distance
I play Twisted Sister (V2) 98% of the time. It does have low damage and doesn’t launch but it just seems to fit her MK11 design to me which is a pesky lil fly that won’t leave you alone.Does anyone use Khanum Dash? It seems ok Maybe but not good enough to give up launcher.
I think punishing certain things is the intended use of Khanum Dash. It’s moves very far fairly fast and the slide animation seems to indicate it would/should be good for low profiling things. Unfortunately it’s too slow getting into the slide part of the animation and it does laughable damage so it’s not really good for anything. Until it gets real buffs I can’t see myself using it and will stick to Rolling Thunder.I think Mileena is pretty good. My suggestion would be that the ball roll moves faster (between start and end) and gets a better anti air hitbox . It can remain 13 frames but it should move quicker so that it is able to punish very negative moves that have push back like Sub Zero, Jade, Johnny, Liu Kang, Cassie (shoulder), Geras, Shang (ground eruption).
I suspect moves like this existed as a roundabout way of balancing variations before we got customs. They aren’t supposed to be better than the moves they replace...they were intended to prevent the use of strong base kit moves along with certain strong variation options.Khanum dash is what I call trading gold for aluminum. I don't know what the reasons are, but there's a lot of moves like that...Jade has one of those with her projectile staff spin parry.
Getting rid of moves that define characters and are strong or at least decent is wild as is, but to be something that seems more like a detriment to equip than an asset is hogwash.
The thing is the balancing fails when the moves are so inferior to others that it is nigh impossible to justify them replacing something else. Mileena was made around with Ultimate and customs too. I understand that balancing concerns are real and valid, but we've had time to contextualize it and the move cannot be justified replacing ball roll in my humble opinion.I suspect moves like this existed as a roundabout way of balancing variations before we got customs. They aren’t supposed to be better than the moves they replace...they were intended to prevent the use of strong base kit moves along with certain strong variation options.
Jade reflect, sub shoulder, and Kitana razors (tho this one ended up being really good), all replace great base kit moves and are also paired with great other custom tools (Deadly assassin, amp ice ball, and Half-blood stance). I’m sure there are other examples.
Of course I don’t have any actual proof of this theory, but I’ve seen devs balance games like this before. Khanum Dash was probably meant be paired with something the devs were afraid of being OP like Vanish.
Oh I agree. My point was that bad custom moves replacing better base moves was a poor attempt at balancing variations. It’s one of the biggest reasons I hated variations in this game and dropped it a year ago. The system was never about making the best possible builds or multiple decent ones until recently.TL; DR:
A move replacing a base move is not the issue. A base move being replaced with a very weak or underwhelming move simply cannot be justified as being worth equipping.
While I wouldn’t mind haven’t more damage and a faster cancel is a must I say add a KB to the second meter burn option. Right now using dash takes away her b1,1,4 KB which leaves her with the universal d2 kb, f2,3 kB (which is damn near impossible to hit) and forward throw kb. Dash should also be able to combo off of 2,3,3More damage and a faster cancel.
Faster cancel, more damage and her animation should low profile faster. Also the second amp should either launch or apply some sort of status effect.So what would make dash more desirable. I know people who tried the move says it needs more damage which is true IMO I just wish the cancel wasn’t full combo punishable on every block string except s3/s4. I haven’t tried every low projectile but it does low profile Liu Kangs low fireball if she gets into her slide animation.
Best thing would be to have the second amp stun the enemy to continue the combo and add a KB that triggers the third time you stun your opponent. Damage would be like 12%+bleed damage or something. This would simultaneous allow the b114 KB to be used outside double KB scenarios. With more damage and better cancels (or at least options out of the cancel) the move could be a nice alternative to roll/low sai.While I wouldn’t mind haven’t more damage and a faster cancel is a must I say add a KB to the second meter burn option. Right now using dash takes away her b1,1,4 KB which leaves her with the universal d2 kb, f2,3 kB (which is damn near impossible to hit) and forward throw kb. Dash should also be able to combo off of 2,3,3
She don’t feel that way she IS restricted. She literally has 2 base moves the rest you have to pick. Out of 9 abilities 2 replace her base moves and 2 are must haves if you wanna complete against the rest of the kast.Both Kitana and jade can have a low projectile coupled with their regular ones. Idk why Mileena can’t.
she feels so restricted
She already has dash f1 that can cover half the screen in a flash.It can remain 13 frames but it should move quicker so that it is able to punish very negative moves that have push back like Sub Zero, Jade, Johnny, Liu Kang, Cassie (shoulder), Geras, Shang (ground eruption).
This, definitely. 24f startup of just standing around and getting hit by anything, to only then start doing the actual slide...Unfortunately it’s too slow getting into the slide part of the animation
Needs damage, more than anything else - let its role be the unbreakable option (whereas roll is the most breakable thing in the game). But it needs to do enough damage to justify giving up your 300+ bnbs and the b114 KB. Right now, you can end your combos in sais to deal more unbreakable dmg.So what would make dash more desirable.
Real talk what will those 2 buffs do exactly. F12~air sai won’t get you much but a knockdown unless you amp the sais which doesn’t juggle them long enough for ball role unless your close to the ground and it still depends on distance for the ball roll to hit.Again, the buffs I would like to see are to her custom moves, not her base moves. The only base move changes I’d want to see are f12 special cancellable into aerial moves and f43 -6 on non-playtime version. These two buffs again would basically be buffs to customs and not so much her base kit per se.
I just want more variety in the choices I can equip.