They buffed goro's run speed but not ferra/torr's... That's pretty much it.
Eh, this is pretty minor, and not necessary, F/T is stronger in the mid and neutral, so speed isn't a concern, dashes could be improved though, I'm more upset about ferra toss hitbox, and double f2 nerfs, and lackey getting nothing but 1 real buff. Scratch that, what i'm really pissed about is NRS doesn't even understand there own fucking character (they said d1 was +2 on block so it needed nerfing :16Bit )
Some people are mad about shit that gives us a variety of gameplay, like some characters having strong projectiles while others don't, c'mon guys we don't want just re skinned characters with a few extra new moves tacked on to a base model. Character depth is just as important as character breadth. That being said all character should have options that cover
most options, the variation systems allows different variations to cover a different set of options while still maintaining character originality, probably my favourite thing about the game, but thats for another thread.
Anyway, the salt inducers are
r e t a r d e d hitboxes and start up on jik (Sub and scorp can both jik at the start of the match before I can throw my 11-14f aa, wtf is the point of it then)
recent buff with teleports being able to jump in punch, wtf you could already njk for +frames why give this massive buff to only a few variations.
unreactable 50/50s, if a character is 50/50 based they should be fuzzyable, or at least punishable unless made safe (not plus) with a bar.
wild changes in behaviour patch to patch (not to say buffing or nerfing a character to such a point is bad, but things like subs clone working/not working as intended depending on who you ask is annoying), make up your mind what a move should/shouldn't do and just make sure that it is doing that, not appeasing the community cuz they think its broke or needs nerfed.
having shit to no cross ups defense, some characters are completely free on wakeup as you can just cross up and either dodge the armour, punish in recovery frames, or force blocking into more pressure.
normals/specials being - on hit, if its that strong/abusable of a tool just make it neutral/more punishable/longer recovery, its stupid to be scared of pushing buttons after landing a hit that isn't a knockdown.
female hit boxes
"breathing"
Kotal Kahn's joke of a command grab input
hitboxes inside character models (F/T f3 is a good example, knee clearly clips into character, tho this may be an active frames issue, still is stupid and annoying to watch my foot clearly hit a target and get nothing.)
being able to Low profile mids
gravity of an opponent hit in the air with a launcher shouldn't affect the gravity (of the first launcher)
characters with stupid amounts of meter build and stupid amounts of pressure (looking at you Lui Kang)
Rollback on bad ping
Characters that are free from punishes because of hitbox/recovery animation, also ties into low profiling mids. e.g. Kitana's square boost leaves her -17 or something, but with the way the animation has her crouched so low hardly any fast mids will punish it.
hits in the middle of a string whiffing cuz the gravity of the last move knocked your opponent out of the way, F/T b121xx is a good example, hit them too high and the last 1 whiffs ruining your cancel. I don't want to make spacing and timing combos brain dead easy, but strings should link into themselves and cancels much more consistently, not inconsistently.
Similar to the last point but more general, things just need to be more consistent in general.
NRS being fucking awful at their own game, and making decisions that make it look like they don't even play it.