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New MKX TIER LIST Presented by Team YOMI! (12/03/15)

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
I really don't see it

-1 safe armored wake up that can be baited, also Tonfa swipe/tonfa swipe is -5 and that won't start any "pressure" on block, and if she goes for the third tonfa swip without a hole she's vary unsafe and with the hole you can Backdash/Armor.

-Forces you to guess what?? lol a -25 on block/0 on hit OH or a -36 on block Low that only leads into around 27% that only ends with +4 hard knockdown

-I'll give you that.

-Ok projectile* she can not get a combo from full screen on hit, and if you're getting hit by full screen EX Tonfa toss you're doing something wrong, Vice versa if tanya is throwing away her meter on full screen EX tonfa toss their doing something wrong... That shit can be ducked

-If she delays rekkas you can either Backdash/Armor, Yah again on block she has no "Pressure" off EX rekkas.

-Fair enough.

Yah UNSAFE! with little to no reward on hit.

Yah she isn't S tier.. not if you sit down and look at her "Options":coffee:
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
LOL girl what? First of all Tanya is not necessarily bad but she is definitely not S tier and anyone who says so is too stubborn to press training mode and see the 1 trillion options you have against her OK let me explain how Tanya has no options her 50/50 wake ups are unsafe and full combo punishable and high risk low reward so anyone using that needs to reevaluate their gaming career. Her mb tonfa swipe like any wakeuo can be baited and if she does two swipes she's -4 and if she goes for a 3rd she creates an armorable hole and a back dash opportunity. Tonfa swipes on hit you can back dash out of mb tonfa toss can be low profiled almost always and even if u don't low profile it you can back dash after it returns. Her "pressure" is not existent cause you can poke or armor or dash out of her teleport cancels. Her delayed tinfa swipes have huge holes in them and sometime delaying them slightly gives it a hole which u can armor out of or back dash out of and get a whiff punish. and even if u don't delay and mb burn the last part of tonfa swipe it sometimes can be low profiled And lord knows the bitch can't anti air for shit besides down 2 which is very inconsistent. Her only true option is to threaten a mb tonfa swipe and even then if blocked she can't do much with it. But I bet no one knew any of that cause everyone is in the delusion that she's impossible to beat
Post will not be liked by anyone credible ^
 

Jack Ashe

Jaded
If you bait her armor she can wake up B1/D1 out of pressure for free (lol right? yes because you hesitate to pressure her on wake up she can do whatever she wants). That's how a safe armor works, it's not like "I have a safe armor so I'm gonna use it every single time". Having a safe armor is a huge deal in this game
Tonfa guessing game is in HER favor. She can stop at 2nd (after delaying) if you back dash or armor she can chase that down to punish. And if you try to back dash/armor through her tonfa she can just do the gapless tonfa and mb at the 3rd hit to be safe and blow up your attempt. The problem is you can't tell if her tonfa is delayed or not, until she already did it. Thing like "if she delays rekkas you can either back dash/armor" doesn't happen. You have to guess. Unless you are Kung Lao or Cassie, everyone else loses the guessing game to Tanya.
And her oh/low reversal is just a bonus to everything else she has. She only uses them she she wants to yolo. Who has 50/50 on wakeup? (adding wakeup throw and wakeup tonfa it's very unlikely that you guess right and punish her next YOLO attempt). She can stays safe forever.
And finally, do you realize how much chip her df2 does on block?
There's more then one way of baiting her armor and her "50/50 Wakeups". the thing is i'm not afraid of her waking up lol, you only take about 11% off the wake up and all her pressure options can be countered! there's an option select for rekkas and you know you can backdash out of rekkas on hit right?? how does "She stay safe for forever" lol. yah rekkas does 4.63% and EX at the end is 5.88%, EX rakkas does 7.26%, again can be countered all the way though:coffee:
 

YoloRoll1stHit

Publicly Educated
There's more then one way of baiting her armor and her "50/50 Wakeups". the thing is i'm not afraid of her waking up lol, you only take about 11% off the wake up and all her pressure options can be countered! there's an option select for rekkas and you know you can backdash out of rekkas on hit right?? how does "She stay safe for forever" lol. yah rekkas does 4.63% and EX at the end is 5.88%, EX rakkas does 7.26%, again can be countered all the way though:coffee:
What are those "more than one way" and does it give her turn to press buttons if she doesn't wake up? And how to counter her ex rekkas please tell me.
 

Wigy

There it is...
LOL girl what? First of all Tanya is not necessarily bad but she is definitely not S tier and anyone who says so is too stubborn to press training mode and see the 1 trillion options you have against her OK let me explain how Tanya has no options her 50/50 wake ups are unsafe and full combo punishable and high risk low reward so anyone using that needs to reevaluate their gaming career. Her mb tonfa swipe like any wakeuo can be baited and if she does two swipes she's -4 and if she goes for a 3rd she creates an armorable hole and a back dash opportunity. Tonfa swipes on hit you can back dash out of mb tonfa toss can be low profiled almost always and even if u don't low profile it you can back dash after it returns. Her "pressure" is not existent cause you can poke or armor or dash out of her teleport cancels. Her delayed tinfa swipes have huge holes in them and sometime delaying them slightly gives it a hole which u can armor out of or back dash out of and get a whiff punish. and even if u don't delay and mb burn the last part of tonfa swipe it sometimes can be low profiled And lord knows the bitch can't anti air for shit besides down 2 which is very inconsistent. Her only true option is to threaten a mb tonfa swipe and even then if blocked she can't do much with it. But I bet no one knew any of that cause everyone is in the delusion that she's impossible to beat
While i agree with what you're saying, her wakeups are some of the best in the game, yeah the 50/50 wakeups are punishable, but they are 50/50s and one leads to a fullcombo lol. ex tonfa is amazing. Backward tele is one of the few non ex wakeups thats useful.
 

IrishMantis

Most humble shit talker ever!!!
Are people really defending Tanya?

Wtf is it always the Girl chars that gets the most defended for being top tiers?

Was the same with Sonya and same with Batgirl
 

Wigy

There it is...
He's not far from it dude

Outside of it I say, like he be one of the leaders in the A+ decision
He has matchups that arent great that arent highlighted due to lack of character representation but he does pretty good against some of the top tier and completely shuts down characters who struggle in pressure (who are all mid tier anyway except for quan)

Liu and jax are both better but i would agree if there was an A+ tier with 5 or so characters he would probably make the cut. He is however NOT on par with lao as people seem to think.

Not to mention dizzy makes him look filthy cause hes unreal. (Sonic fox syndrome)
 

@MylesWright_

I'll be back 3ing
I think they took time out of making Jason playable in the game to work on his design. The exact opposite of what they did with Tanya
 
OK, so last night I had some ideas for nerfing block pressure and I want to know what people think. In my opinion, 1 bar, full stamina block breakers are ideal for this game as long as all character balance changes are made to keep them from overpowering some characters over others. I've read from some people that they would buff some pressure characters more rather than nerf them because of how much meter they gain during the match. If this is true, then I was thinking that 2 simple things could be done to solve this problem.

1. Make stamina take twice as long to recover.
2. Make all EX moves cost a half bar of stamina.

For #1, stamina recovers too quickly as it is to really punish people for spamming their run ability and abusing block breakers if they cost full stamina. This would ensure that no player would ever be spamming block breakers or using them unless they thought they really needed to, because it would leave them at a significant disadvantage for a long time if they did. Pressure characters especially wouldn't want to use them because they need that stamina to close gaps and start their pressure. This would also help zoning in general to be more effective because there would be less running in from full screen, jumping over a projectile and landing a jump in punch for a full combo. Games would last longer too.

And for #2, not only would this make people even more hesitant to block break unless they needed to, because they wouldn't be able to use their metered tools for offense or defense since breakers would cost full stamina, but all pressure loops like Tempest's EX orbital hat loops, Shinnok's MB hell sparks loops, Quan's MB rune loops and Tanya's EX tonfa toss loops would now be much less effective and you would only be able to loop them twice instead of three times even if you had 3 bars of meter. If they did decide to loop them twice, they would have no stamina to use any of their enhanced moves, run, or back dash. They would only be looped twice to end rounds, and even then if the opponent conserved just 1 bar of meter, they can just break the EX move when it hits.

So basically, regardless of how much meter a character gains throughout the match, stamina loss is universally the same for everyone, so if stamina is made even more valuable than it already is by making these changes, then block breakers would not be abused by anyone and especially not block pressure/rush down characters because they rely on their stamina more than anyone.

And before anyone mentions Summoner Quan or Hish Qu Ten Predator, they're only 2 characters and they need to be nerfed regardless. The good these changes would do would make up for 1 or 2 cases like these many times over.
 

Wigy

There it is...
OK, so last night I had some ideas for nerfing block pressure and I want to know what people think. In my opinion, 1 bar, full stamina block breakers are ideal for this game as long as all character balance changes are made to keep them from overpowering some characters over others. I've read from some people that they would buff some pressure characters more rather than nerf them because of how much meter they gain during the match. If this is true, then I was thinking that 2 simple things could be done to solve this problem.

1. Make stamina take twice as long to recover.
2. Make all EX moves cost a half bar of stamina.

For #1, stamina recovers too quickly as it is to really punish people for spamming their run ability and abusing block breakers if they cost full stamina. This would ensure that no player would ever be spamming block breakers or using them unless they thought they really needed to, because it would leave them at a significant disadvantage for a long time if they did. Pressure characters especially wouldn't want to use them because they need that stamina to close gaps and start their pressure. This would also help zoning in general to be more effective because there would be less running in from full screen, jumping over a projectile and landing a jump in punch for a full combo. Games would last longer too.

And for #2, not only would this make people even more hesitant to block break unless they needed to, because they wouldn't be able to use their metered tools for offense or defense since breakers would cost full stamina, but all pressure loops like Tempest's EX orbital hat loops, Shinnok's MB hell sparks loops, Quan's MB rune loops and Tanya's EX tonfa toss loops would now be much less effective and you would only be able to loop them twice instead of three times even if you had 3 bars of meter. If they did decide to loop them twice, they would have no stamina to use any of their enhanced moves, run, or back dash. They would only be looped twice to end rounds, and even then if the opponent conserved just 1 bar of meter, they can just break the EX move when it hits.

So basically, regardless of how much meter a character gains throughout the match, stamina loss is universally the same for everyone, so if stamina is made even more valuable than it already is by making these changes, then block breakers would not be abused by anyone and especially not block pressure/rush down characters because they rely on their stamina more than anyone.

And before anyone mentions Summoner Quan or Hish Qu Ten Predator, they're only 2 characters and they need to be nerfed regardless. The good these changes would do would make up for 1 or 2 cases like these many times over.
After a breaker you have no stamina for around 6 seconds, you want to make it 12? Thats an actual fucking death sentence vs 3/4 of the cast.

No ex moves when ur stamina is below 50% just sounds like it could create issue with rushdown characters, means JC couldn't do his RC pressure and link into NP for a combo midscreen also means if you block breaker, get knocked down you have no option but to stand and block.

Not to be a dick but all these ideas are fucking terrible.

Block breaker should cost 1 bar and take 4-5seconds to recover stamina rather than the 6 currently.
 

Wigy

There it is...
I think over time Tanya will fall.
I know I play Lao, but it is kinda obvious when it's your turn against her.
I think everyone gets salty about her as shes top tier with low execution. She has exploitable holes that balance her but you have to be on the ball to punish them, for most of us players that can be tricky. By any means characters should be balanced on max potential not their execution.. no matter how braindead and effective.
 
After a breaker you have no stamina for around 6 seconds, you want to make it 12? Thats an actual fucking death sentence vs 3/4 of the cast.

No ex moves when ur stamina is below 50% just sounds like it could create issue with rushdown characters, means JC couldn't do his RC pressure and link into NP for a combo midscreen also means if you block breaker, get knocked down you have no option but to stand and block.

Not to be a dick but all these ideas are fucking terrible.

Block breaker should cost 1 bar and take 4-5seconds to recover stamina rather than the 6 currently.
Telling me my ideas are terrible is not being a dick. It only took me 10 minutes to think of these, it's not like I have pride over them. I just want to post them, see if they get shit on, then try to come up with something else. Anyways, for your first point, I also think regular breakers should only cost half stamina, so it wouldn't necessarily be a death sentence for people to use them as long as they only do so when they have full stamina. Regardless, discard my first idea. After thinking about it, it probably wouldn't be necessary. Also, when you say NP, what does that stand for?
 

Wigy

There it is...
Nut punch.

I think simply reducing the meter cost to 1 bar with an entire stamina bar would be sufficient.

Only characters who build meter quick and need a 'get off me' that would be an issue is quan, but hes pretty reliant on his backdash, so for 6 seconds he would be vulnerable.