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Discussion MY MKXL PATCH LIST FOR KP3 (Post Yours)

Eddy Wang

Skarlet scientist
Those Kung Lao changes are pretty cool. Never thought of them. I agree with them. They should also fix his 112124 string whiffing on crouch blocking opponents, make teleport 3 zero on block, a bit faster d1 or standing 1, and fix his j2 whiffing.
But I'm not an expert on the character by any means.
he also needs small holes on his pressure game which are actually pretty high, people need to fear pressing a button when 112124 is being canceled into hat trap. The easiest way to do that is giving him armor on HCB.
His traps above and behind traps need to be revised, above trap needs a different placement spot to actually stop people for jumping, he needs a hatless into call back linking combo to extend damage when he uses them and people panic over it.
Hatarang needs more hit advantage when going and coming back for a DU2 link to compensate the lack of stamina now, and that gap need to be removed on block.
Better hat hitbox on call back to not whiff against everyone that is not Kotal Kahn or Goro or Jason.
Call back shouldn't disappear when he gets hit if he already has summoned the hat back to him.
and call back needs to be at least -5 to be actually safe.


And of course the most important, get rid of the juggle diference bug, its killing the character.
 
Buffs And Nerfs List: By FOREVER KING JR

Buffs first then nerfs so if you see a high tier character with the word "buff" don't panic. I hope you guys agree with these buffs and nerfs and share your thoughts so maybe MK X can possibly be a better game than what it is now. MK X doesn't need to die in within around a year. Please :) @noobde and @colt

Alien Buffs

Konjurer Buffs
DB1 and DB1 Meter Burn should have a lot less recovery frames
DB4 should have no cool down
DB4 and DB4 Meter Burn should recover a lot faster
You should be able to hold DB4 Meter Burn longer
You should be able to do inputs right after summoning DB4 Meter Burn. If you do DB4 Meter Burn and try to press something it won’t come out right away because Alien is yelling for so long to activate DB4 Meter Burn

Alien Nerfs

Universal Nerfs
B3 should have less range
DB3 and DB3 Meter Burn should be -22 on block (from -15 on block)
BF4 should either be a mid (from an overhead) or be -12 on block (from -7 on block)

Acidic Nerfs
DB4 and DB4 Meter Burn should deal 2.00% to himself (from 1.00%)

Tarkatan Nerfs
The low swipe from delayed BF2,1,4 shouldn’t be plus on block
DB2 and DB2 Meter Burn should be 12 frame start up (from 9 frame start up)

Jason Vorhees Buffs

Universal Buffs
2,3 should be a true block string
F3 should be 16 frame start up (from 24 frame start up)

Unstoppable Buffs
DB1 should have the same priority as Kotal Kahn’s anti air grab and be 20 recovery frames (from 33 recovery frames)
DD3 Meter Burn should last for 7 seconds (from 5.5 seconds)
DD4 Meter Burn should do +1% HP (from 0.30%)

Slasher Buffs
Standing 2 should be 9 frame start up (from 14 frame start up)
2,4 should hit more consistently so the last hit doesn't whiff on hit
B2 should hit the opponent straight upward rather than hitting them diagonally for easier and more consistent conversions
BF2 Meter Burn should be +2 on block (from -5 on block)

Relentless Buff
DB1 should have the same priority as Kotal Kahn’s anti air grab and be 20 recovery frames (from 33 recovery frames)

Kung Lao Buffs

Universal Buff
1,1,2,1,2,4 shouldn't whiff on crouch blocking opponents

Hat Trick Buffs
You should be able to do Air DD2 and DD2 Meter Burn after Teleport and Meter Burn Teleport
DF1 Meter Burn shouldn’t launch until the last hit so there is less gravity scaling for better damage

Buzz Saw Buffs
DF1 Meter Burn should have less damage scaling
DF1 Meter Burn shouldn’t launch until the last hit so there is less gravity scaling for better damage
DB2 Meter Burn should be +6 on block (from +4 on block)
You should be able to convert off of BF2 Meter Burn on hit better
You should be able to convert off of DF2 Meter Burn (on the way down) on hit better

Sonya Buffs

Special Forces Sonya Buffs
DD1 should have a lot less recovery
Pressing DD1 while drone is active should reset the time that it takes disappear
2+Right Trigger should zap the opponent in place for combos rather than hitting them back
3+Right Trigger should be 18 frame start up (from 28 frame start up)
4+Right Trigger should be 20 frame start up (from 31 frame start)

Kenshi Buffs

Universal Buffs
Standing 3 should be 10 frame start up (from 11 frame start up)
D3 should be +1 on block (from -2 on block)

Kenjutsu Buffs
B2 should be 22 frame start up and should be +5 on block (from 27 frame start up and -18 on block)
F4 should be +6 on block, be a mid and be a true mid (from +2 on block and a high)
Jump 1 should be +13 on hit for attacks landing on hit more consistently (from +1 on hit)
BF2 Meter Burn should be +3 on block (from -13 on block)

Balanced Buffs
F2 should be +1 on block (from -6 on block)
F4 should be +6 on block, be a mid and be a true mid (from +2 on block and a high)
All ranges of DB4 should be -10 on block and +8 on hit (from -49 on block and -1 on hit)
BF2 Meter Burn should be +3 on block (from -2 on block)
BF3 and BF3 Meter Burn should have slightly less recovery frames
BF3 Meter Burn should have increased pushback on block
All ranges of DB4 Meter Burn should lead into a hard knockdown, be +2 on block and have increased pushback on block (from -10 on block)

Possessed Buffs
F4 should be 16 frame start up and -16 on block (from 29 frame start up and -20 on block)
DB1 Meter Burn should be -5 on block (from -10 on block)
BF3 and BF3 Meter Burn should be -5 on block (from -23 on block)
BF3 Meter Burn should let you the toss the opponent left or right
All ranges of DB4 Meter Burn should be +7 on block (from -6 on block)
DF4 and DF4 Meter Burn should be 17 frame start up (from 19 and 23 frame start up)
DF4 Meter Burn should be +7 on block (from +5 on block)

Kitana Buffs
B1 should be 9 frame start up (from 10 frame start up)
D1 should be +6 on hit (+3 on hit)
B2 should be 15 frame start up (from 25 frame start up)
Standing 3 should have increased range and should be a true mid
Standing 4 should be 17 frame start up (from 30 frame start up)

Royal Storm Buffs
2,4 should be +2 on block (from -11 on block)
DF1 Meter Burn should be +2 on block (from +1 on block)
DB3 Meter Burn should be -5 on block (from -17 on block)
Air DB3 and Air DB3 should have a lot less whiff recovery
Air DB3 Meter Burn should be -2 on block (from -17 on block)

Assassin Buff
DF1 Meter Burn should be +2 on block (from +1 on block)
Mournful Buffs
Air DF1 Meter Burn should keep the on opponent in the air longer to make conversions more consistent
DB3 Meter Burn should be -5 on block (from -12 on block)

Scorpion Buffs

Inferno Buffs
DB1 should be -5 on block (from -21 block advantage)
DB1 Meter Burn should be 15 frame start up, +4 on block and be +17 on hit (from 24 frame start up, -21 on block and +4 on hit)
DB2 should be 16 frame start up, -9 on block and +5 on hit (from 28 frame start up, -19 on block and -8 on hit)
DB2 Meter Burn should be be 16 frame start up, -5 on block, have increased pushback on block and +5 on hit (from 28 frame start up, -19 on block and -1 on hit)

Hellfire Buffs
DB2 and DB2 Meter Burn should be +7 on hit (from -1 hit advantage)

Sub-Zero Buffs

Unbreakable Buffs
DB1 Meter Burn (DB3 active) should do 15% of damage (from 12% of damage)
DB3 should decrease all damage dealt to Sub by 10%
DB3 Meter Burn should decrease all damage dealt to Sub by 50%
BF4 Meter Burn should do 14% of damage (from 11% of damage)
A grab should do 17% (DB3 active) of damage but DB3 goes away after landing the grab

Mileena Buffs

Ravenous Buffs
DB4 should tick throw off of the fourth hit of F1,2 on block
DB4 should tick throw off of the second hit of F2,3 on block
DB4 should tick throw off of the second hit of F3,4 on block

Mileena Nerfs

Universal Nerf
F1 should be -7 on block (from +2 on block)

Piercing Nerf
B1,2 should be -9 on block (from -5 on block)

Takeda Nerfs

Shirai Ryu Nerfs
Meter Burn DB1 should be +5 on block to prevent jailing pressure and all the 3 kunais should connect on block to prevent hard unblockables
BF2 Meter Burn should only be able to be used once in the same combo

Ronin Nerf
B2,1,2+4 should have less cancel advantage so blade drop isnt +2 after using B2,1,2+4
BF2 Meter Burn should only be able to be used once in the same combo

Lasher Nerfs
BF2 Meter Burn should be -22 on block (from -12 on block)
DB2 Meter Burn should be -22 on block (from -11 on block)

Cassie Cage Buff

Spec Ops Buff
DB1 should have less damage scaling and should be 5.00% on hit (from 2.00% on hit)

Jacqui Briggs Nerfs
DB2 Meter Burn should be -24 on block and should have more damage scaling (from -6 on block)

Kung Jin Buffs
Ancestral Buffs
All summoned arrows should be kept without going away
Low fire arrows should be a hard knockdown on hit
Vampiric arrows should do 4% (from 2%)
All aerial arrows should have a lot less recovery frames
All aerial arrow shots should be -6 on block and +7 on hit (from -25 on block and -3 on hit
Air DD1 should be -6 on block and +7 on hit (from -16 on block and +6 on hit)
All Meter Burn aerial arrows should be +6 on block and +14 on hit (from -6 on block and -2 on hit)
Air DD2 Meter Burn should be +6 on block and +14 on hit (from +3 on block and +7 on hit)

Tanya Buffs

Universal Buffs
Damage should return to how it was originally
3,4 cancel advantage should return to how it was originally

Kobu Jutsu Buffs
Make all follow ups after B1,2+4 jail on block and have less damage scaling
3,2,1 should be a true block string
DF1 Meter Burn should be +3 on block (from -4 on block)
DF2 Meter Burn should have 1 hit of armor

Dragon Naginata Buffs
Make B2 -12 on block (from -22 on block)
B3,2 should return to being +2 on block
Air D2,4 should be a true blockstring
Fix all inconsistent hitboxes and combos
Should have a variation exclusive effect for aerial teleports to have some invincibility frames on start up to help increase Dragon Naginatas defense and mobility

Pyromancer Buffs
DF2 Meter Burn should restand
All ground and aerial fireballs should have a lot less recovery frames
All Meter Burn aerial fireballs should have a lot less recovery frames and increased pushback on block

Bo Rai Cho Buffs

Universal Buffs
D3 should have increased range
F4 should be 15 frame start up and be -5 on block (from 25 frame start up and -7 on block)
BF4 Meter Burn should be -5 on block (from -15 on block)

Dragon Breath Buff
F1 should be a true mid

Drunken Master Buffs
F1 should be a true mid
DD1 should have a lot less recovery frames
DD1 should last 15 seconds before vomiting (from 10 seconds before vomiting)
It should only require 1 DD1 to perform DF1
Both hits from DB1 and DB1 Meter Burn should always connect and should have a lot less whiff recovery
Using DF2 and DF2 Meter Burn should set back the vomit by one stage if DD1 was used. The more Bo drinks the longer the vomit lasts for. Say Bo drinks twice and Bo uses DF2 or Meter Burn DF2 it should set Bo back to level 1 drinking from level 2 but Bo vomits regardless of the use of DF1 or DF1 Meter Burn from level 1 drink. Level 3 DF2 and DF2 Meter Burn should be separate attacks from level 0-2 DF2 and level 0-2 DF2 Meter Burn. Level 3 DF2 and DF2 Meter Burn should be BF2 and BF2 Meter Burn so it doesn’t affect Bo Rai Cho’s DF2 corner combos

Leatherface Buffs

Universal Buffs
F1,2,B2 should be -9 on block (from -12 on block)
F1,2,B2 should be a hard knockdown on hit
Standing 3 should be 9 frame start up (from 12 frame start up)
D4 should be 10 frame start up and -10 on block (from 16 frame start up and -16 on block)

Killer Buffs
B2 should be a hard knockdown on hit and be -8 on block (from -14 on block)
DB3,2 should be 0 on hit (from -1 on hit)

Butcher Buffs
D1 into command grab should be a tick throw
DF4 and DF4 Meter Burn should be a hard knockdown on hit

Pretty Lady Buffs
B2 should be a hard knockdown on it be -8 on block (from -14 on block)
DB2 should be +2 on block and +12 on hit (from -4 on block and from 0 on hit)
DB3 Meter Burn should be a hard knockdown on hit

Predator Buffs

Warrior Buffs
Needs a command grab
The command grab should be 15 frame start up, be 49 recovery frames on whiff (as much recovery frames as Sun God Kotal Kahns command grab) do 8.00%, and be +15 on hit
BF1 should be a hard knockdown on hit
DB4 should be -35 recovery frames (from -181 recovery frames)
DB4 Meter Burn should be -35 recovery frames (from -187 recovery frames)

Hish-Qu-Ten Buff
All hits of DB3 Meter Burn should connect on block and be a true block string

Shinnok Nerf

Universal Nerf
B3 should be -15 on block (from -11 on block)

Shinnok Buff

Necromancer Buff
BF2 should return to how it was originally where on hit it makes the opponent roll backwards
DB1 Meter Burn OTG should have less damage scaling

Kano Buffs

Universal Buffs
The last hit of 1,1,2 should be a true block string

Cutthroat Buff
The first knife toss in DF2 Meter Burn shouldn't whiff on crouch blocking opponents

Cybernetic Buff
DF2 Meter Burn should have a lot less damage scaling

Commando Buffs
DF1 and DF1 Meter Burn should be a mid
The first knife toss in DF2 Meter Burn shouldn't whiff on crouch blocking opponents

Cutthroat Nerfs
DB1 should have less range
DD3 Meter Burn should have less damage increase

Johnny Cage Buffs

Fisticuffs Buffs
The last hit of 1,2,1 shouldn't whiff on crouch blocking opponents
B1, B1,2 ,B1,2,1 and all punches continued afterwards should be 0 on block (from -3 on block)
B1,2,1 should be a true blockstring
Fisticuffs should have a BF1 Meter Burn similar to Flame List Liu Kangs DD1 Meter Burn

Stunt Double Buffs
The last hit of 1,2,1 shouldn't whiff on crouch blocking opponents
DB2 Meter Burn should be a true block string but be +3 on block (from +5 on block)

A-List Buff
B2 should be +3 on block (from -2 on block)

A-List Nerf
F3,4 shouldn't exist (ill be honest as a cage player). If you input F3,4 it will come out because it's a string and you can cancel the string in A-list. Special moves don't come out on whiffing strings. That would fix F3,4 whiff cancels. Cage would still have F3 cancels with shadow kick run cancel rather than F3,4 string cancels. So instead of F3,4 Cage could use F3,BF4. Whiffing normals and being safe for the most part is kind of crazy lol :)

Erron Black Buffs

Marksman Buffs
DF1 should be 25 frame start up, be -15 on block, a hard knockdown on hit and have 45 recovery frames (from 24 frame start up, -30 on block and -142 recovery frames)
DF1 Meter Burn should be 16 frame start up, be +2 on block,have increased pushback on block, a hard knockdown on hit, and have 45 recovery frames (from 24 frame start up, -30 on block and -142 recovery frames)

Liu Kang Buffs

Universal Buffs
D1 should be 7 frame start up (from 9 frame start up)
F2,1,3 should have more cancel advantage to benefit dualist and Dragon’s fire has loopable pressure already so making it more plus wouldn't be crazy

Dualist Buffs
Solar BF3 should be 14 hit advantage (from 8 hit advantage)
Air Solar BF1 should be -10 on block (from -25 on block)
Soul BF1 (stop sphere) should be 1 frame start up (from 34 frame start up)
Soul BF1 Meter Burn (stop sphere) should be 1 frame start up (from 34 frame start up)
Soul BF3 (stop sphere) should be 1 frame start up (from 34 frame start up)
Air Soul BF1 (stop sphere) should be 1 frame start up (from 34 frame start up)

Ermac Buffs

Universal Buffs
B2 should be 12 frame start up (from 32 frame start up)
B2,3+4,1,2 should do 13.00% and have less damage scaling (from 8.00%)

Kotal Kahn Buffs
Blood Gods Buffs
Blood Totem should drain whatever health Kotal Kahn gained regardless of being hit
He should have a meter burn totem that summons a totem with the effect of all 3 totems at once but with the same duration as the regular totems which all 3 are active for 7 seconds. It disappears when Kotal Kahn gets hit. He still receives whatever meter gain or health he got by damaging the opponent from the effect of the obsidian and blood totem after getting hit. It also has a cooldown of 7 seconds.

War God Buff
DB1 should be a hard knockdown on hit so ending combos on hit won't put the user with negative hit advantage or getting punished due to really high gravity scaling. It should be the same knockdown as a neutral jump kick

War God Nerf
DB1 should have no pushback on block

Reptile Buff

Noxious Buff
DD3 Meter Burn should have 15 recovery frames (from -281 recovery frames)

Ferra/Torr Buffs

Lackey Buffs
B2 should be 16 frame start up (from 23 frame start up)
Increase the hit box on DB2 Meter Burn so the second hit won’t whiff on crouch block by small hit box characters like the whole female cast, Scorpion, Sub-Zero, Kung Jin, Kano, Raiden

Ferra/Torr Nerf
Less damage increase in Pain “N” Gain

D’Vorah Buffs
Venomous Buffs
DF1 and DF1 Meter Burn should be -15 on block (from -23 on block

D’Vorah Nerf

Swarm Queen Nerf
DF1 Meter Burn have have a lot less hit advantage

Raiden Buffs

Universal Buff
Make F2 11 frame start up (from 15 frame start up)

Master Of Storms Buffs
Static trap should be a mid when orbs are connected
All static traps should be -15 recovery frames (from -567)
All Meter Burn static traps -15 recovery frames (from -103)
Individual orbs should do 0.50% of damage (from 0.20% of damage)

Quan Chi Buffs

Universal Buffs
Make air DB2 and air DB2 Meter Burn both overheads (from mids)

Sorcerer Buffs
While standing on the DD1 when it is active, all attacks that get boosted should increase by .20% on hit, on block and should drain the opponent’s meter rather than depleting it for Quan Chi’s own benefit

Warlock Buffs
DF1 should be +6 on hit and should be a hard knockdown on hit (from -5 on hit)
DF1 Meter Burn should be 8.00% (from 2.00% damage)
DF2 should be -6 on block (from -14 on block)
F3 should be a hard knockdown on hit
The last hit of 2,1,F3 should be a hard knockdown on hit

Goro Buffs

Universal Buffs
B1 should be a true mid and reach farther
DBF1 should have an increased hitbox and reach farther
Telestomp and Meter Burn Telestomp should always do 9.00% like it did originally

Tigrar Fury Buffs
BF1 should be +16 on hit(from +4 on hit)
All fireballs from BF1 Meter Burn should be mids
DB4 and DF4 should be a hard knockdown on hit
DB4 and DB4 Meter Burn should be 20 frame start up (from 30 frame start up)
DF4 and DF4 Meter Burn should be 20 frame start up (from 34 frame start up)

Kuatan Warrior
DD4 Meter Burn should be +8 hit advantage (from -1 hit advantage)
DD4 Meter Burn OTG should have less damage scaling

Dragon Fangs
Overall chip damage with bladed gauntlet attacks should do .50% extra chip damage
BF2 and BF2 Meter Burn should be a hard knockdown on hit

Tremor Buffs

Universal Buffs
D1 should be 7 frame start up (from 9 frame start up)
D3 should be +1 on block (from -2 on block)

Metallic Buffs
DB1 (while in Gold Skin) should be +2 on block and be +15 on hit (from -20 on block and +2 on hit)
DB1 Meter Burn should be +5 on block (from -10 on block)
Upward DB1 (while in Gold Skin) should be +4 on block (from -6 on block)

Triborg Buffs

1,1,4 should be a true block string
D4 should be 11 frame start up (from 13 frame start up)
D4 should kick towards the ground rather hitting diagonally upward

Cyrax Buff
Make him day 1 Cyrax but to compensate make him have more damage scaling from mid 40% combos to mid 30% combos

Cyber Sub-Zero Buffs
2,1,2 (drone buff) should be +3 on block (from -1 on block)
F1,2 and F1,2 (drone buff) should be a true block string
F1,2 (drone buff) should be +2 on block (from +1 on block)
F1,3 into ice ball should connect on hit
F2 should be a mid but be -5 on block (from +2 on block)
B2 and B2 (drone buff) should be +2 on block (from -10 on block)
DB4 Meter Burn should launch with the use of the drone buff
 

Damaja325

Stylin' & Low Profilin'
Mileena Buffs

Ravenous Buffs
DB4 should tick throw off of the fourth hit of F1,2 on block
DB4 should tick throw off of the second hit of F2,3 on block
DB4 should tick throw off of the second hit of F3,4 on block

Mileena Nerfs

Universal Nerf
F1 should be -7 on block (from +2 on block)

Piercing Nerf
B1,2 should be -9 on block (from -5 on block)
i agree with making low pounce in ravenous a true tick throw. being more of her rushdown variation, i do believe she should benefit from some safer mix-up options.

as for piercing, do not agree with making b12 unsafe. the more pressing issue is her meter building.
 

coconutshrimp

Damn vro, hadda mess with yo auntie
One Nerf to SD is to make the second hit of his Mimic EX DB1 a mid to prevent hard to block 50/50s from.

This way his pressure off it isn't destroyed, and he still has the option to 50/50 if he so chooses but not more Hard to blockable on top of that
 

Bruno-NeoSpace

They see me zonin', they hatin'
Liu Kang Buffs

Universal Buffs
D1 should be 7 frame start up (from 9 frame start up)
F2,1,3 should have more cancel advantage to benefit dualist and Dragon’s fire has loopable pressure already so making it more plus wouldn't be crazy

Dualist Buffs
Solar BF3 should be 14 hit advantage (from 8 hit advantage)
Air Solar BF1 should be -10 on block (from -25 on block)
Soul BF1 (stop sphere) should be 1 frame start up (from 34 frame start up)
Soul BF1 Meter Burn (stop sphere) should be 1 frame start up (from 34 frame start up)
Soul BF3 (stop sphere) should be 1 frame start up (from 34 frame start up)
Air Soul BF1 (stop sphere) should be 1 frame start up (from 34 frame start up)
LOL ARE YOU INSANE? :confused::eek:

Why BF3 should be +14 on hit but BF1?

Liu Kang does not need a better D1.

F2,1,3 having more cancel advantage would make Dragon's Fire more stupid than it already is and it would make F2,1,3 into Shaolin Flame (flame fist) to be safe on block...

Those buffs on the orbs would be prolly the most broken stuff in the game because Dualist could be like +20 easily everytime.

@YOMI REO list is much, MUCH better :p
 
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ismael4790

Stay focused or get Caged
One Nerf to SD is to make the second hit of his Mimic EX DB1 a mid to prevent hard to block 50/50s from.

This way his pressure off it isn't destroyed, and he still has the option to 50/50 if he so chooses but not more Hard to blockable on top of that
If this happens, Takeda Ex kunais should be a mid.

To remove SD hard to block there are other options, like changing the sweep frames.
 

coconutshrimp

Damn vro, hadda mess with yo auntie
If this happens, Takeda Ex kunais should be a mid.

To remove SD hard to block there are other options, like changing the sweep frames.
I think Takeda's EX Kunai's should also be a mid. But like changing his sweep to pre patch would be wrong. Say this situation happens

You're in a tournament, nerves and tension is high, really stressed out, and you mistime the cool down on his mimics, you've now whiffed a sweep. Do you remember how horrible his sweep was on whiff back then? Hell fucking no thanks I will take a mid EX MRS any day over getting full combo punished for mistiming the cool down, it's happened more times than I'd like to admit and I'm not saying change the EX MRS cause of my occasional errors, but it's better for the character competitively and will help further solitfy SD as Johnny's tournament variation. And what exactly would happen if you were to go for htb, and you mistime it and the pre patch sweep whiffs? Full combo punished buddy. Yeah it can whiff but with new sweep I've never gotten punished for it :)

When you win with SD and you do the hard to block, very likely the first thing on the opponents mind is a very sarcastic "WELL GEE THAT WAS REALLY FUCKING FAIR" admittedly funny, but still kinda unfair on top of how good SD already is HTB aside

BTW the sweep was 11 frames per patch in terms of start up, don't think that would really help prevent it tbh.
 

Osagri

Fear the blade of Osh-Tekk
So EX totem with all three totems benefits but it goes away when u get hit? Then u would only get benefits of two totem coz u know, obsidian gives u dmg reduction and more meter whenu get hit or block. Just saying
 
LOL ARE YOU INSANE? :confused::eek:

Why BF3 should be +14 on hit but BF1?

Liu Kang does not need a better D1.

F2,1,3 having more cancel advantage would make Dragon's Fire more stupid than it already is and it would make F2,1,3 into Shaolin Flame (flame fist) to be safe on block...

Those buffs on the orbs would be prolly the most broken stuff in the game because Dualist could be like +20 easily everytime.

Dualist needs some kind of help. Dragon fire was only stupid when Meter Burn flying kick was +2 on block. Other characters have jailing pressure like liu kang. Kang also should have a 8 frame poke at least. Everaince his nerfs hes gotten a little bit lower

@YOMI REO list is much, MUCH better :p
 
i look at everyone you said should be nerfed. then i look at demo sonya staying the same. HOW? i can't read more till i understand someone please explain this atrocity
I cant really decide on how to nerf demo without over nerfing her so i didnt put anything but i agree she needs nerfs
 
So EX totem with all three totems benefits but it goes away when u get hit? Then u would only get benefits of two totem coz u know, obsidian gives u dmg reduction and more meter whenu get hit or block. Just saying
Good point. Whats the purpose of obsidian totem in the meter burn totem if it goes on away after getting hit
 
I think Takeda's EX Kunai's should also be a mid. But like changing his sweep to pre patch would be wrong. Say this situation happens

You're in a tournament, nerves and tension is high, really stressed out, and you mistime the cool down on his mimics, you've now whiffed a sweep. Do you remember how horrible his sweep was on whiff back then? Hell fucking no thanks I will take a mid EX MRS any day over getting full combo punished for mistiming the cool down, it's happened more times than I'd like to admit and I'm not saying change the EX MRS cause of my occasional errors, but it's better for the character competitively and will help further solitfy SD as Johnny's tournament variation. And what exactly would happen if you were to go for htb, and you mistime it and the pre patch sweep whiffs? Full combo punished buddy. Yeah it can whiff but with new sweep I've never gotten punished for it :)

When you win with SD and you do the hard to block, very likely the first thing on the opponents mind is a very sarcastic "WELL GEE THAT WAS REALLY FUCKING FAIR" admittedly funny, but still kinda unfair on top of how good SD already is HTB aside

BTW the sweep was 11 frames per patch in terms of start up, don't think that would really help prevent it tbh.
So what your saying is to avoid getting punished trying to summon stunts you would rather have Meter Burn DB1 be a mid and have no cool down. SD without stunt cool down would be pretty ID since he has jailing pressure and gets a lot of guaranteed chip damage on block with meter
 

Awkward Sloth

Lamest Harley, still better sloth than Jer
Those Tanya buffs are a good start but universal changes I'd add
*MB F3 that pops up for a juggle
*2,4,3 has no gap
*D1 less minus on block instead of -6.
*F2 hitbox inconsistency issues fixed.
 
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Osagri

Fear the blade of Osh-Tekk
May
Good point. Whats the purpose of obsidian totem in the meter burn totem if it goes on away after getting hit
Maybe if u extotem it extends the timer of totem X amount of frames AND lets u summon another totem same time?
EDIT: If u use extotem u can out another totem up if u ex it also so u have to use to bars
 
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as far as ronin is concerned, i think it should be left alone, if you wanna spend 2 bars to get more damage out of your combo then you should be able to, simple as that. Same with his overhead string being left alone. The only real issue with takeda is his HTB in SR.[/QUOTE]

ronin doesnt need to be plus on dropping the blade and calling the blade back especially if its meterless pressure and gains a lot bar from his pressure. he should only be plus on block from blade call back not blade drop. he should be safe on block from blade drop not plus. its OD
 

A F0xy Grampa

Problem X Promotions
Full combo punishable b12 and f1, so you want Mileena players to yolo 5050 every time?

Rip footsies

IMO the best demo Sonya nerf would be to make stun grenade disappear when you hit her, but not frags, that way you have a purpose for the frag, keeping the breaker style game plan with the nade, as long as you read it
 
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