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Name your top 5 MKX Characters in order & List one hypothetical Nerf for each

WiseM0nkey

welcome to the ButtSlam
So you're saying you don't think he's top 5? I don't beleive he has any losing matchups. Maybe he doesn't get Guarenteed chip but a good shinnok player can still make plenty of use out of his plus restand , not to mention the F41D2 mb hell spark loops into itself on block as a BLOCKSTRING. I don't think his damage is low if you include his massive chip.
MB hell sparks doesnt guarantee anything besides d1
 

Darth-Nero

Come Thunder! Come Lightning!
Any character can anti air that shit i can do it with EB.So why Can't other chars?And on the dvorah thing.112 WGC 212 db1 f34 b12 air throw which is 34% meter less she gets no more damage than that METERLESS.No you can go shove your own argument up your ass and come up with an excuse that's ACTUALLY making sense in any way of the word.
edit:So I and every other d'vorah player is waiting on your MLG 420 blaze it 360 no scope 41% METERLESS
You and the other "d'vorah players" can stop failing up my interwebz and go watch HoneyBee's gameplay and how much meterless damage into setup he does with her, And take note of how much x-rays he pulls because she hits like a truck meterless while her bar is literal candy.
I've had enough of your pretentiousness as well as ignorance, Kindly piss off.
 

The PantyChrist

Rest in Pantiez
Tempest:

-hat spin is now -5

- 44 string dmg reduced

Quan Chi:

-Overall dmg reduced

-MB rune less plus on block

This are the things that i can think of speaking of Lao and Quan
What does everyone think about a nerf to Kung Lao's 44 damage? I think almost 40% meterless off of any string into hat pressure is kind of ridiculous. Obviously the 2 frame link isn't easy to do, but after loads of practice anyone could get it consistently offline, off of any string. If the damage on it is toned down, Lao's will have to use a bar for 35%-40% damage, as they should imo.

Not to mention combos involving the string carry about as much as a babalay.
Kung Lao - Shrink the hitbox of j2, make hat spin -6 on block, remove some hit advantage of throw, keep b3 as safe as it is but add more recovery on both sides so the stagger becomes more reactable
Quan Chi - no more low bat bruh mid only, make bat scale more in combos and reduce the bat's blockstun
Cassie - either reduce the range of b1 or make it a high, make EX flip reasonably punishable depending on character, and remove stupid ass invincibility from nutcracker
Tanya - make b1 start high and add a gap in EX tonfa anywhere on the screen
Predator - add more recovery to shots and make low plasma -11

I think these characters would still all be S tier with these change, just less (soap bar in my mouth) and braindead to fight. Basically just changes to make them actually consider consequences for once instead of going for the same braindead shit over and over. Anything seem like too much?
Some goofy ass Lao nerfs. 44 is a high with a huge gap in it. If he hits you with it he deserves the damage.
I also saw someone wants a gap between 11 and 2124 which is also goofy. 9 seconds also sounds like a lot. Keep in mind he can't spin with no hat.

As for some of the rest of the nerd suggestions for this thread.. I'm just glad none of you are in charge of balance at nrs. We'd all be playing a game where no one has the tools to deal with Leatherface
 

Tweedy

Champion
I was referring to the damage he gets when he does F2 hatspin, B2 hatspin, 11212 hatspin, etc into 44. 37%-40% damage meterless off of safe and staggerable starters shouldn't be nerfed. i'm a goofy ass.
 

coolwhip

Master
Yea we wouldn't wanna stop people blocking and eating pressure for years would we
No, we certainly would, but I we also wouldn't want to completely destroy a character. 9 seconds is a LONG time in this game,. especially with how quickly rounds go by. That's almost literally like limiting the amount of times Lao can use his ex hat in a round. It's not the premise that I'm disagreeing with, it's the extent. I'm sure you get my point.
 

RM AtK!

aka - RM_AtK !
1. Lao Tempest
8-9 second cool down on hat after using ex hat orbit

Reason: removes brain dead endless meter building/pressure/chip

Promotes better play

2. Tanya Kobu
Must commit to delayed rekka for all or fast rekka for all
(Although b1 should be a high and not 9f i.e.: raiden, tremor, Erron)

Reason: Removes endless well of possibilities of pressure offense w little consequence

Forces better play

3. Quan Chi summoner
When summoning bat and having opponent in trance at same time the bat summon releases you but Quan is +2

Reason: keeps him plus but release the opponent further releasing insane near unblockable loops that not one person likes in the game other than Quan mains


4. Cassie Cage Hollywood
212d1+2 string is -11

Reason: gives her a string finally entire cast can punish. Oh my god she now has a consequence (can make safe w ex flip )

5. Liu Kang dragon Fire
DF cancels have adjusted frames to make not as + (currently don't have his xx frames memorized by @Derptile can help) more interested in what derptile would recommend

Reason: No one likes Kabal and no one like this crap

Post yours for fun and discussion
imo nobody should have anything more then +5 on a cancel or special move
 

Rude

You will serve me in The Netherrealm
So, there is a property in the game where it an overhead and a low were to connect at the same time, one is turned into a mid.

If you took this property and extended it by about five frames and apply it to all characters with one frame blocks and pseudo unblockables, much of what people bitch about with Quan wouldn't be a problem. He'd keep low bat and his mix ups, but they would be easier to block.

Return the autoblock property to skull and you've nerfed where a lot of his big damage comes from.

These would be fair nerfs.
 

Rude

You will serve me in The Netherrealm
You guys need to stop bitching about anti air. It's not that bad.

Kung Lao's j2 isn't too bad. You just have to know when to throw out your AA jab and how to space yourself.

In other words, practice.

Reading these posts, it's like you don't want jumping to be any good at all.
 

xxFalcon Loverxx

Ignorant slaves, how quickly you forget.
You and the other "d'vorah players" can stop failing up my interwebz and go watch HoneyBee's gameplay and how much meterless damage into setup he does with her, And take note of how much x-rays he pulls because she hits like a truck meterless while her bar is literal candy.
I've had enough of your pretentiousness as well as ignorance, Kindly piss off.
You haven't proven me wrong yet grandpa.I watch honeybee and i extremely admire the player because of his frame perfect cancels.D'vorah doesn't get more than 34% meterless damage!you aren't proving anything

I'm still waiting for the 41%.....:coffee:
 

xxFalcon Loverxx

Ignorant slaves, how quickly you forget.
This thread has me lying in bed thinking like...how good is Johnny reeeeeeally though. I think both SD and A-List are super good.
Johnny's has amazing cancels great pressure and damage is a little bit meh.....But his pressure actually makes up for it.But he's actually known as "Straight Outta Stamina" He relies upon it.A lot.I think alist and SD are both Solid upper mid
 

llabslb

R1D1_998
Quan Chi: After using the bat you have to wait 10 seconds before you can summon it again. I would also say make the rune less plus so it's harder to do a blockstring but I don't know how that would affect sorcerer and warlock.

Cassie: Do something about that God damn flip
 
No, we certainly would, but I we also wouldn't want to completely destroy a character. 9 seconds is a LONG time in this game,. especially with how quickly rounds go by. That's almost literally like limiting the amount of times Lao can use his ex hat in a round. It's not the premise that I'm disagreeing with, it's the extent. I'm sure you get my point.
Itis limiting how much he will be able to use it. He would probably only be able to use it once per round and lucky to use it twice. And god forbid you went for a grab after exhat spin and people armor out or just duck and punish your grab for that one ex hat spin you got to use per round. You would have thought people had learned from injustice scorpion.
 

Pan1cMode

AUS FGC represent!
Itis limiting how much he will be able to use it. He would probably only be able to use it once per round and lucky to use it twice. And god forbid you went for a grab after exhat spin and people armor out or just duck and punish your grab for that one ex hat spin you got to use per round. You would have thought people had learned from injustice scorpion.
How about ex hat spin has a 6 second cool down, but it come back if he gets hit or blocks a move.
 

Paul the Octopus

Slow Starter
You have most of the people here suggesting hat spin to be full combo punishable and you suggested ex hat spin to have a 9 sec cool down in a game where rounds barely take over 30 seconds to end. That is what you call requiring brainpower? Why are we pretending like all these other characters are like rocket science?
Honest question - why does KL need to be able to use regular hat spin in block strings? There are so many ways to mix up 112124 even without the hat spin ender. I think you mentioned earlier in the thread that hat spin needs to be used in block strings after f2 and b2... but why can't he hit confirm off f21 and b22? Those seem fine to me, but maybe I'm missing something.
 

coolwhip

Master
Honest question - why does KL need to be able to use regular hat spin in block strings? There are so many ways to mix up 112124 even without the hat spin ender. I think you mentioned earlier in the thread that hat spin needs to be used in block strings after f2 and b2... but why can't he hit confirm off f21 and b22? Those seem fine to me, but maybe I'm missing something.
b22~hat spin wouldn't work. Opponent gets knocked down after the second hit and hat spin won't connect. And how many ways can you really mix up 112124 without hat spin? The only serviceable mix up would be just doing 11212, and that's about it. I mean, yeah can do just 11 I guess but that's something we're going to write home about?
 
How about ex hat spin has a 6 second cool down, but it come back if he gets hit or blocks a move.
The thing is making it have a 4 sec cooldown is a perfectly fine solution because it already adds another chance for you to poke, armor or backdash out of pressure. The nerfs that are suggested here are not to make him more balanced, but to completely remove him out of the picture. Hat trick will be better than tempest if you make hat spin punishable and give a 9 sec cooldown on ex hat spin.