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The patch (notes) that will never happen!

Dankster Morgan

It is better this way
endeless mixups into hard knockdowns into setups into other mixups, plus great subzero mobility, good damage, good normals...



Shinnok isn't better than Cryo because Impostor is, you have think about all the 90(?) variations when deciding a tier placement, not only the best for each character.
Imposter and Boneshaper are both easily better than Cryo
 

SaSSolino

Soul Stealing Loyalist
Jump back bro.
to get hit anyway by his better air normals?

Imposter and Boneshaper are both easily better than Cryo
I agree on Impostor, not on BS.

I agree with you, Cryo is actually UNDER the 50% bar (though not by a lot) and only recently people started to realize that and agree with what Cryo mains had been saying since the patch, that he was way worse than GM and UB. It took Sonic dropping the character after he stubbornly tried to make him a winner without success (I still don't know why he didn't switch when it was so obvious Boneshapper Shinnokh and Smoke were curbstomp losing matchups for him) that the cries stopped and people realized that when a character is destroyed by anyone with just a decent neutral game because he doesn't have options to fight them properly, maybe it's not as good as they thought.

Basically the last patch made him stronger at something he was already good at (options to open for a combo, he didn't need more so the buff at the end of the day didn't affect him too much) and WORSE at the things he absolutely needed to improve to have a chance (his best neutral tools that were already bad were nerfed and his stagger options were gonne because they needed to be more negative for the stupid tick throw that I wish he never had because that's not what he needed). All of this while increasing character execution if you want to deal damage close to what he used to and completly removing his midscreen OH meterless damage that was one of the salving graces he had, now you can't combo for any damage from the OH.
I'm guessing you meant to say that you DISagree with me? Sorry, I got a little confused.

However, Cryo got buffed a lot in the last patch. His mixups which, as you said, were already strong, got even better and he now even has a very safe special to end each string.

Besides, the standard SZ kit is very good by itself. The only relevant weakness I can think of is his command grab hitting high, which is exactly what every command grab should do.
 
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myri

Time Warrior
Kung Lao: Walkspeed backwards slightly increased
Kung Lao: Backdash distance traveled increased by 2 pixels per frame
Kung Lao: Teleport now emerges 3 pixels closer to the opponent
Kung Lao: J2 hitbox slightly increased to hit crouching opponents
Kung Lao (Hat Trick) All hat Traps have 5 less recovery frames
Kung Lao: (Hat Trick) Call back is now -5 on block from -7
Kung Lao: (Hat Trick): Hat-a-Rang disappears immediately if KL gets hit.

Bo' Rai Cho: F2 is now a mid
Bo' Rai Cho: B234 last hit is now special cancelable.
Bo' Rao Cho: B2 distance covering slightly reduced
Bo' Rai Cho: 2, 1 now launches opponent a bit closer
Bo' Rai Cho (Drunken Master) When drunk timer reaches to 0 Bo' no longer pukes, just lose access to his drunk moves
Bo' Rai Cho (Drunken Master): Can now Drink while in meditate stance
Bo' Rai Cho (Drunken Master): B3, 1+3 while on lvl 1 of drunk or above can be held down during the throw to activate meditate stance.
Bo' Rai Cho (Drunken Master) Can now drink during B3, 1+3 throw on lvl 1 or above

Tri-borg: B3 startup reduced from 16 to 12 frames
Tri-borg: B3 is now -1 on block from -6
Triborg: F13 is now -5 on block
Triborg: F131 is now -3 on block
Triborg (Cyrax): Spark Port now can be held upwards to teleport into the air.
Only going to comment on my characters because as we know people hate it when I talk about ANY character I haven't played, married, had kids with and buried after a long happy relationship.

That said, all the Kung Lao changes seem fine, I just want a viable wakeup.

Bo changes are likewise, except I don't care about b234, it's pointless and that wouldn't change if you could special cancel it, b233 is still better. Maybe there would be some tech there but I doubt it.

The changes to Triborg's b3 are insane like what. I think f13 and f131 are fine as is, every cyborg can still stagger these fine with, missle/saw/smokebomb. Cyrax teleport, yeah sure why not, it's not the reason the character is MID TIER (not garbage tier, please stop downplaying you Cyrax downplayers, not directed at you actual Cyrax's who are realistic.)

I just want Drunken Master to be viable really. Turned into a weird post but it's late so fuck it. Peace.
 

CrazyFingers

The Power of Lame Compels You
D1's not low profiling highs is a nice touch but like, some D3's are used more than D1's. I don't think D3's should be so damn fast (on anyone.)
 

JGillette

My thirst for knowledge cannot be quenched
Tanya
DB4 and ex db4 get +2 damage back
Ex bf4 and bf4 get +1 dmg back

Kobu Jutsu
Rekka combos deal %2 more damage ( I find it fair because the meter build from blocked rekkas was hugely nerfed , she cant delay her non ex rekkas anymore and she needs meter to do her variation specific combos. I really think she needs it)

Aand maybe 2 less recovery frames to teleport
( I think that would be good too if Dragon Naginata's current damage potential is thought, faster teleports would suit very well)
 
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Colest

Mid-Tier 'Mancer Main
- All d1 no longer low profile high attacks.
- All Run cancel characters stamina requirement to cancel reverted back to previous patch version.
- All jump attacks active frames have been reduced from 15 to 10 active frames.
Sub-Zero: B2 recovery increased to 35 frames from 22
Sub-Zero (Cryomancer): Polar Puncture no longer cancels into enhanced specials unless a bar of meter is used to connect polar puncture first.
Tri-borg: B3 startup reduced from 16 to 12 frames
Tri-borg: B3 is now -1 on block from -6
Triborg: F13 is now -5 on block
Triborg: F131 is now -3 on block
Kung Lao: Walkspeed backwards slightly increased
Kung Lao: Backdash distance traveled increased by 2 pixels per frame
No thank you.

block button is now a priority button once held no attack will come out even out of blockstrings.
There is very likely a reason they haven't done this yet. My guess is it would probably really fuck up the inputs for EX moves.

Also is someone legit saying Cryo is better than Shinnok? I'm a Necro main and even I know that's bullshit.
 
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Cobainevermind87

Mid-match beer sipper
I think Eddie already touched on it, but some characters' jump-ins are pretty much impossible to anti-air. As Ermac, I've seen my d1s, d3s, and d4s go right THROUGH Kitana's body as she crosses me up and proceeds to full combo me because I'm stuck in recovery from a perfectly timed anti-air normal. I've also had a few instances where I've b1'd her on a telegraphed jump-in, and somehow she ends up behind me after the b1 hits and I can't continue the combo. I've given up trying to anti-air her, scorp (j3), sub, and kenshi.
 

SaSSolino

Soul Stealing Loyalist
GENERAL

- 3f startup on jumps

- can cancel runs in jump backs

- heavily nerfed air normals

- removed the ability to do instant air specials


SHINNOK

- hitbox improvments on 11, 31 and f22

- 3 hits low

- b2 is not +4 on block (up from +2)

- d4 doesn't jail into special anymore

- reduced the vertical hitbox on the first Hellspark, allowing for more consistent jump ins

- reduced active frames and hitbox on ji1

- gap removed between f224 and special


IMPOSTOR

- removed the ability to do instant air teleport

- steals better stuff

- slightly more plus frames on mimicry on hit


BONESHAPER

- f41d2u2 and f31d2u2 launch, allowing for a full combo in the corner but only the scepter midscreen

- f41d2u2 and f31d2u2 are -6 on block

- added gap in f41d2 <gap> u2 and f31d2 <gap> u2


NECROMANCER

-slightly faster startup on hand grab


but most of all, BRUTALITY ON X-RAY'S BITCH SLAP
 
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DC4-3

Low tier button masher.
Kenshi: Backdash startup slightly increased
Kenshi: Backdash distance traveled increased by 3 pixels per frame
Kenshi: Deep Connection (421F2) last hit is now special cancelable.
Kenshi (Balanced): EX Rising Karma has 1 hit of armor
Kenshi (Balanced) EX Rising Karma is now -17 on block
Kenshi (Kenjusu): Rising Sword juggle window relaxed from 10 to 25 frames
Kenshi (Kenjutsu) Blade-nado launches opponent closer to Kenshi
Kenshi (Kenjutsu) : Leaping word (B2) is now 24 frames startup down from 27
I'd be okay with EX Rising Karma having armor if it didn't launch the opponent for a combo and leave it the way it is on block. (But really all Balanced needs is a better backdash Imo.)

And I feel that Kenjutsu just has too many minus frames at the moment, so I would look at making him less minus on few things rather than giving armour here or there. I think blade nando is fine the way it is at the moment. Just make it -6 on block rather than -10 and I'd put the juggle window of rising sword to 15 rather than 25.
 

CrazyFingers

The Power of Lame Compels You
I'd be okay with EX Rising Karma having armor if it didn't launch the opponent for a combo and leave it the way it is on block. (But really all Balanced needs is a better backdash Imo.)

And I feel that Kenjutsu just has too many minus frames at the moment, so I would look at making him less minus on few things rather than giving armour here or there. I think blade nando is fine the way it is at the moment. Just make it -6 on block rather than -10 and I'd put the juggle window of rising sword to 15 rather than 25.
Kenjutsu specifically is just absolute death on whiff with all his variation specific normals. You can maximum delay wakeup and get up in time to punish a whiffed F2. Shit is dumb.
 

myri

Time Warrior
Changed my mind on Bo's b234 being special cancel-able, that would be lit actually because I remembered he doesn't have a string that knocks down and can be cancelled like most characters.
 

Marinjuana

Up rock incoming, ETA 5 minutes
D1's low profiling highs is a fundamental part of the game.

Why lower the range of Bo's B2?

Why increase Ermac's walk back speed? I don't see why Lao needs it either.

Wouldn't making block have priority mess with your ability to use EX reversals what with block being needed for EX?

Why buff Triborg?
 

Bruno-NeoSpace

They see me zonin', they hatin'
Good wish list.

I also have one wish list that i've been making it for a long time... a lot of ideas in it was took from REO's wish list. check it out:

GENERAL:

- Push block (Block Breaker) now cost 1 bar of super meter and depletes all of YOUR stamina only. The opponent's stamina bar remains untouched.

- Jump attacks can no longer be cancelled into aerial special attacks when whiffed and while you are on the way down from the jump in recovery frames.

- All breathing hitbox and hurtbox changes have now been removed and are fully 100% consistent at all times with character models.

- Teching a throw now adds full invincibility frames to both players during the full tech escape window animation.

- Round ending victories now will ALWAYS push the two characters away from each other and place them back in neutral to prevent the next round starting with both players right in each others face.

- Characters hit and launched out of CROUCH now no longer give reduced height that would be limiting many guaranteed juggle opportunities for certain characters.

- Many overheads or certain attacks that are "immune to throws and command grabs" are now properly adjusted and now susceptible to those attacks if the characters is on the ground.

- No more death by chip damage. The HP will stuck in the red pixel (think about Street Fighther V).

- Any side of throw can now be teched by 1,2,3 and 4 (no more 50/50 on throw).

- Pokes can no longer be special cancellable on BLOCK (it does not include tick throws).

- All frame data is now properly updated and listed accurately in the move list.

- Any costumes that slightly change or affect a characters hitboxes or hurtboxes is now fixed.

- You can now use the "RESET" option during an X-Ray attack in practice mode.

- AI Bug in King of the Hill online practice mode where you cannot configure "AI OPTIONS" sometimes is now fixed and always works.

- You can now invite players to Round Robin or Team Tournament when at the team selecting menu.

Character Specific Changes:

Johnny Cage:

- Hurtbox on D4 slightly increased.
- Hitbox on 1,1 slightly increased.
- Jump 3 normalized.
- D3 is now -5 on block.
- F4 is now 9 frames on start-up, high, bigger upward hitbox and invincible upward hitbox.
- EX nutpunch does not have pushback and blockstun anymore.
- EX flipkick has 1 hit of armor.

Fisticuffs:

- Hitbox on B1 slightly increased.
- Throw now stacks separately with both Red Johnny and Fistbump. This results in a 20% throw if you have Red Johnny active AND Fistbump active at the same time.

-----------------

Takeda:

- All whip based attacks now have hurtboxes.
- Hitbox on Jump 4 normalized.
- EX Kunais now become a mid when holding the button down after a few frames have passed.
- S2 now have bigger upward hitbox and invincible upward hitbox.

Ronin:

- All light saber based attacks now have hurtboxes.
- Reflect and EX Reflect are now 5 frames on start-up.
- Reflect and EX Reflect now properly reflects many projectile attacks in the game that it could not before.
- EX Reflect now absorbs and heals Takeda by the amount of damage the projectile attack is worth.

-----------------

Jax:

- Hitbox on Jump 1 normalized.
- Hitbox on Jump 3 normalized.
- B+2 (non charge) now sucks the opponent on block.
- D3 is now -3 on block.
- D1,D2 is now -5 on block.
- 1,2,3 now has bigger hitbox.
- Ground Pound and Ground Tremor can no be canceled into dash forward or back dash or run.
- EX dash push now has 1 hit of armor.
- Gotcha and EX Gotcha (all variations) now has invincible upward hitbox.

Heavy Weapons:

- Up Machine Gun and EX Up Machine Gun are now 7 frames on start-up.

Wrestler:

- Back Breaker now has invincible hitbox.

Pumped Up:

- EX Ground Tremor now does 3% more damage.

-----------------

Kung Jin:

- All stick based attacks now have hurtboxes.
- Jump 1 normalized.
- Jump 2 normalized.
- Jump 3 normalized.
- Jump 4 normalized.
- Bug causing whiffed air attacks to have no recovery now fixed.
- Hurtbox increased on Cartwheel Drop and EX Cartwheel Drop recovery frames.
- Rising Boot (2,4) can now be cancelled into air special attacks.
- U1 is now 7 frames on start-up and invincible upward hitbox.
- EX Divekick does not have pushback and blockstun on block anymore.

Ancestral:

- Fire arrows and purple arrows now lasts a little longer.

Bojutsu:

- Bo Inferno (D,B+1+BLK) now launches the opponent for a juggle opportunity similar to Reptile force ball hit animation.

------------------

Sub-Zero:

- Jump 1 normalized.
- Jump 3 normalized.
- D3 is now -3 on block.
- Permafrost (1,1,4) is now a hard knockdown.
- Hurtbox on D+4 slightly increased.
- EX frost explosion no longer has any pushback and blockstun.
- B2 does not have pushback and blockstun anymore.
- S1 has bigger upward hitbox.
- S4 is now 7 frames on start-up, bigger upward hitbox and invincible upward hitbox.

Unbreakable:

- Normal parry is now 2F start up.
- EX parry is now 1F start up.
- Ice Parry and EX Ice Parry now breaks upon colliding with a projectile attack and allows Sub-Zero to move and recover instantly.
- Ice Aura and EX Ice Aura no longer let's the opponent build meter when Sub-Zero is blocking any attacks.

Grandmaster:

- Ice Shatter combos in the corner now have increased damage scaling.

Cryomancer:

- D2 is now 6 frames on start-up.
- B3 and B3,3 can no longer do tick throw.
- Air Frost Hammer now does 4% more damage on hit and 2% more damage on block.

-----------------

Ferra/Torr:

- All forms of EX Ferra Overhead Toss (D,B+2+BLK) are now -20 on block and have increased whiff recovery.
- EX B,F+2+BLK (Little One Slide) is now -20 on block and has increased whiff recovery.
- D3 is now -3 on block.
- S4 now has bigger upward hitbox, invincible upward hitbox and 9 frames on start-up.
- B2 is now 28 frames on start-up in Vicious and Ruthless variations.
- B2,3 is now -10 on block with no pushback and no blockstun.
- B2,3,2+4 is now -20 on block with no pushback and no blockstun.

Lackey:

- The first hit of Torr Smash (D,B+2+BLK) now has increased push back to prevent the second hit from whiffing against certain characters crouch blocking.
- D1 is now -5 on block.

Ruthless:

- Pain N' Gain self inflicted damage now increased to 7%.

-----------------

Kotal Kahn:

- Jump 1 normalized.
- Jump 3 normalized.
- D+4 hurtbox slightly increased.
- 1,1,4~Air Throw now consistently works against every character in the game.
- F1,B2 not special cancellable on BLOCK anymore.
- Air Grab and EX Air Grab now have invincible upward hitbox.
- Parry is now 3 frames on start-up.
- EX Parry is now 1 frame on start-up.

War God:

- All macuahuitl based attacks now have hurtboxes.
- EX Overhead Sword is now -20 on block and sucks the opponent on block.
- Second hitbox of EX Overhead Sword is slightly increased so it can never whiff if the opponent is hit by the first hit of max range EX Overhead Sword.

Blood God:

- Blood Totem does not go away on hit and on block anymore.
- Blood Totem now absorbs any damage dealt by all forms of Sun Ray and EX Sun Ray and replenishes Kotal by a percentage.

Sun God:

- Kotal Kahn can now choose the side that he will put his opponent when he does his command grab (it works for all levels of his command grab).

-----------------

Sonya:

- Jump 1 normalized.
- Dive Kick no longer has any pushback for the opponent on block.
- Dive Kick on block now causes Sonya to land closer to the opponent.
- B3,3,U4 is now -20 on block.
- EX Arc Kick does not have pushback and blockstun anymore.
- S3 is now 7 frames on start-up, bigger upward hitbox and invincible upward hitbox.

Demolition:

- Stun Grenades can no longer be detonated if Sonya is being hit, and it then becomes disarmed and does not explode on it's own.
- Stun Grenades no longer grant a hard knock down on hit.
- Stun Grenades have slightly reduced block stun now.

Special Forces:

- Drone Homing Missile (BLK+2) can now be properly reflected by certain special attacks that could not reflect it before.
- B2 is now 7 frames on start-up, high, bigger upward hitbox and invincible upward hitbox.

------------------

Quan Chi:

- Jump 1 normalized.
- Jump 3 normalized.
- All sword based attacks now have hurtboxes.
- Sky Drop and EX Sky Drop now has bigger hitbox.
- S4 has invincible upward hitbox.
- S3 has invincible upward hitbox.
- B3,2,4 is now -20 on block.
- F4 is now 22 frames on start-up.

Warlock:

- EX stab and portal grab now has bigger hitbox.
- F3 has bigger hitbox.
- 2,1,F3 is now special cancellable on hit and on block.

------------------

Tanya:

- Jump 2 normalized.
- Jump 3 normalized.
- 1,1 now have slightly increased hitbox.
- S4 is now 9 frames on start-up and invincible upward hitbox.
- F4 is now 9 frames on start-up and invincible upward hitbox.
- Low Drill and EX Low Drill does not have blockstun and pushback anymore.
- Flip Kick and EX Flip Kick does not have blockstun and pushback anymore.

Dragon Nagnata:

- All naginata based attacks now have hurtboxes.

Kobu Jutsu:

- All tonfa based attacks now have hurtboxes.

-------------------

Mileena:

- Mileena can no longer perform a regular air Sai after a blocked Tele Drop. (Mileena can still perform an EX air Sai after a blocked Tele Kick if she has meter, or an X-Ray.)
- Hurtbox on D+3 slightly increased
- Hurtbox on D+4 slightly increased.
- Hurtbox on Roll increased so it can no longer go under many overheads, mids, lows, or etc.
- Roll and EX roll have now a different animation on block that makes her roll much easier to punish.
- X-Ray now has more recovery on whiff.
- Jump 1 is now normalized.

Piercing:

- All sai based normal attacks now have hurtboxes.

Ravenous:

- High Pounce is now -5 on block

-------------------

Bo Rai'Cho:

- Jump 2 normalized.
- Jump 4 normalized.
- F+4 now fully low crushes.
- B,F+4 now has more whiff recovery.
- Fart no longer counts as a projectile attack and can not be absorbed or negated by any projectile absorbing-attacks.
- S4 is now 8 frames on start-up.

Druken Master:

- Each Drink now lasts 12 seconds instead of 10 seconds.
- Each Drink now causes Bo Rai' Cho to take 10% reduced damage. Maximum of three stacks and 30% total damage reduction.

Dragon Breath:

- Igniting the fart now has a larger and increased hitbox on the explosion.

Bartisu:

- All staff based attacks now have hurtboxes.

--------------------

Jacqui:

- Jump 3 normalized.
- Anti-projectile and EX anti-projectile are now 2 frames on start-up.
- B2 not special cancellable anymore only on BLOCK and it's -20 on block with no pushback and no blockstun.

Shotgun:

- EX Low Shotgun Blast (only the up close hit, not the dust cloud) is now -20 on block.

Hi-Tech:

- Gaunlet Spark and EX Gaunlet Spark are now 10 frames faster on recovery.

---------------------

Kano:

- Hurtbox on D3 slightly increased.
- Hurtbox on D4 slightly increased.
- D3 is now -5 on block.
- Hitbox on Jump 3 normalized.
- Air ball has now a different animation on block that makes it much easier to punish.
- Up ball and EX Up ball now has invincible upward hitbox.
- B3,1 is now -5 on block.
- B3,1,2 is now -15 on block with no pushback and no blockstun.
- B1 now has invincible upward hitbox (not on cutthroat).

Cutthroat:

- All knife based attacks now have hurtboxes.
- B1 is now -20 on block with no pushback and no blockstun.
- F2,1,2 is now -20 on block with no pushback and no blockstun.

Commando:

- High Parry and Low Parry are now 2 frames on start-up.
- EX High Parry and EX Low Parry are now 1 frame on start-up.

----------------------

D'Vorah:

- All ovipositor based attacks now have hurtboxes.
- Jump 3 normalized.
- S4 is now 7 frames on start-up, bigger upward hitbox and invincible upward hitbox.
- Ovipositor Charge and EX Ovipositor Charge does not have any pushback and blockstun on block.

Venomous:

- All separate instances of Ovipositor attacks during Throw Towards and Throw Backwards now stack in poison and cause damage over time.

----------------------

Tremor:

- Hitbox on Jump 3 normalized.
- F1,2,1 is now -5 on block.
- Overhead punch, punch launcher, EX overhead punch and EX punch launcher are now -20 on block.
- F2 is now -5 on block.
- B2 is now an high, 6 frames on start-up, -20 on block, bigger upward hitbox, invincible upward hitbox and can no longer be special cancellable on block.
- Up rock now has invincible upward hitbox.

Metallic:

- EX Low Bouncing Gold projectile now does 12% damage.
- EX Gold Launch projectile now abosrbs and negates all projectiles that it comes in contact with.
- Arcing Gold projectile now travels slightly slower.
- EX Arcing Gold projectile now travels slightly slower.

Aftershock:

- Earthshake (D,D+1) no longer goes away if Tremor blocks attacks from the opponent.

----------------------

Jason:

- D1 is now -5 on block.
- Tight Squeeze (D,B,F+2) now has 10 extra frames of recovery.
- EX Crippler (D,B,F+2+BLK) now has 10 extra frames of recovery.
- The second hit level of Camp Killer (F+2,1+3) is now changed to a Throw.
- You can now select which side to throw your opponent after the second hit of Camp Killer (F+2,1+3) on hit.
- B1,2,2 is now -20 on block and it does not have pushback and blockstun.
- B3,U1 is now -20 on block.
- 3,2,U1 is now -20 on block.
- B2 is now an high and bigger upward hitbox.
- Air Grab and EX Air Grab now have invincible upward hitbox.
- Air Grab now does 15% damage.
- EX Air Grab now does 25% damage.

Slasher:
- Jump 1 hitbox normalized.
- Jump 2 hitbox normalized.
- All machete based attacks now have hurtboxes.

-----------------------

Scorpion:

- Hurtbox on D4 slightly increased.
- Jump 3 now normalized.
- 1,1,4 does not have a gap anymore.
- B2 is now high, 7 frames on start-up, invincible upward hitbox and -20 on block with no pushback and no blockstun.
- Hurtbox on Takedown and EX Takedown slightly increased on block and on wiff.
- F2 has 8 more recovery frames (not on Ninjutsu).
- B3,2,F2 has 8 more recovery frames (not on Ninjutsu).
- EX spear MB now does 5% overtime damage.

Inferno:

- Minion Charge is now -5 on block.
- EX Minion Charge is now +5 on block.
- Minion Drop is now +10 on hit.
- EX Minion Drop now stuns the opponent on hit exactly like Jason's F+2 hit animation, which allows a combo follow up.

Ninjutsu:

- All sword based attacks now have hurtboxes.
- Second hit of F2 is now a mid.

Hellfire:

- Flame Aura and EX Flame Aura does not have pushback and blockstun on block anymore.

---------------------

Shinnok:

- D+4 hurtbox now slightly increased.
- D+3 hutbox now slightly increased.
- Jump 1 normalized.
- Jump 2 normalized.
- Jump 3 normalized.
- Jump 4 normalized.
- Shoulder Charge and EX Shoulder Charge can no longer be meter burned on BLOCK.
- B1 is now 7 frames on start-up, high, bigger upward hitbox and invincible upward hitbox
- Amulet Strike is now 7 frames on start-up.

Imposter:

- Mimicry does not have any pushback and blockstun.

Necromancer:

- Summoned Fiend and EX Summoned Fiend has now bigger hitbox.
- EX Devil's Backhand now has breif tracking.

Bone Shaper:

- All staff based attacks now have hurtboxes.

------------------

Reptile:

- Jump 1 normalized.
- Jump 3 normalized.
- Jump 4 normalized.
- B2 is now -20 on block with no pushback and no blockstun.
- D3 is now -5 on block.
- EX slide does not have pushback and blockstun anymore.

Noxious:
- Acid Spit now has a little bit of ticks that damage the opponent over time on block or hit.
- EX Acid Puddle area of effect is now doubled.
- Reptile can now perform D,D+3 while EX D,D+3+BLK is active.
- Reptile can now perform EX D,D+3+BLK while D,D+3 is active.
- Poison Gas (D,D+3) and Toxic Fumes (EN D,D+3+BLK) now stack with each other.

-------------------

Predator:

- All staff based attacks now have hurtboxes.
- All claw based attacks now have hurtboxes.
- Jump 2 now normalized.
- Jump 3 now normalized.
- Jump 4 now normalized.
- Smart Disc can now be reflected by projectile reflecting attacks.

Hunter:

- Medikit and EX Medikit now only consumes 1 bar of stamina instead of both.
- EX medikit now heals 15%.
- Far Trap (D,B+4~F) now properly combos after a Smart Disc on hit.

Hish-Qu-Ten:

- All Low Laser attacks no longer have any pushback on block.
- Up laser and EX up laser are now 4 frames on start-up.

Warrior:
- All versions of D,B+2 now fully low crush.
- Dread Slam and EX Dread Slam has 7 frames on start-up and bigger upward hitbox and invincible upward hitbox.
- Yautja Strike is now -5 on block.

-------------------

Erron Black:

- Jump 3 normalized.
- Jump 4 normalized.
- Caltrops no longer grant the first hit bonus reward.
- B2 is now 8 frames on start-up, high, bigger upward hitbox and invincible upward hitbox.
- F3 has now more 5 frames on hit advantage cancel.
- Hitbox on F2 slightly increased.
- EX sand grenade is now -5 on block.
- 1,1 is now +5 on hit.
- B1,2 is now +20 on hit.
- Sand Dust and EX Sand Dust now have invincible upward hitbox.

Outlaw:

- Hitbox on Sand Toss and EX Sand Toss slightly increased.
- EX Sand Toss is now -20 on block and it's added 20 more hit advantage frames on it.
- B2,1 now has bigger upward hitbox.
- B2,1,1 now has bigger upward hitbox.
- Tarkatan Stab and EX Tarkatan Stab are now 20 frames on start-up, invincible upward hitbox, bigger upward hitbox and no pushback and no blockstun on block.
- F3,2+4 does 5% more damage on hit that has no damage scaling.

Marksman:

- EX Sniper Shot now breaks all armor.

Gunslinger:

- Increased damage scalling on Stance 2.

--------------------

Goro:

- U1 is now 10 frames on start-up and invincible upward hitbox.
- D3 is now -5 on block.

Kuatan Warrior:

- You can now choose the side of where you want to throw your opponent after EX B,F+2+BLK (Chest Charge) on hit.

--------------------

Liu Kang:

- Hurtbox on D3 slighty increased.
- D1 is now -5 on block.
- U+4 is now a high.
- U+4 start up now changed to 6 frames.
- U+4 now has a slightly increased upward hitbox.
- The last hit of Snapping Dragon (1,1,2) now has less pushback on hit.
- 1,1 now has bigger hitbox.
- F1,2 now has bigger hitbox.
- F4,4 now has bigger hitbox.
- F4,4,4 now has bigger hitbox and -5 on block.
- Flying Kick and EX Flying Kick are now -15 (still -8 on dragon's fire) on block with no pushback and no blockstun.
- Dragon Roar is now -5 on block.
- EX Dragon Roar is now -5 on block.

Dualist:

- Healing now 0.30% while Liu Kang hols the animation and 3% when he ends it.
- Air Orb is now 10 frames faster on recovery.
- Hitbox increased on explosion of regular, low and air orb.
- Orbs does not explode on the end of scenarios anymore.
- EX Orb now absorbs and negates all projectiles that it comes in contact with.
- EX Orb when Yin is active no longer counts as a projectile and cannot be nenated or absorbed by any other projectile.
- Regular, air and low orb when Yin is active now absorb 1 projectile that they collide with.

Dragon's Fire:

- Flying Kick~MB hitbox adjusted so it no longer whiffs or switches sides against certain characters crouch blocking.
- Bicycle Kick~MB hitbox adjusted so it no longer whiffs or switches sides against certain characters crouch blocking.

Flame Fist:

- Hitbox on High Fireball and EX Fireball slightly increased.
- Increased damage scalling on Windmill Punch and EX Windmill Punch.

--------------------

Kung Lao:

- Jump 3 normalized.
- Last hit of 1,1,2,1,2,4 (Chain Fist) hitbox slightly increased to prevent a lot of whiffing issues.
- Hitbox on teleport 2 slightly increased.
- Hitbox on teleport 3 slightly increased.
- Hitbox on teleport 4 slightly increased.
- X-Ray no longer whiffs if the first or second attack hit the opponent.
- Spin and EX Spin now has invincible upward hitbox.

Hat Trick:

- Above Hat Trap is now 10 frames faster on recovery.
- Call back is now -5 on block from -7.

---------------------

Alien:

- Jump 2 normalized.
- Jump 3 normalized.
- All tail based attacks now have hurtboxes.
- All tarkatan blade based attacks now have hurtboxes.
- Xeno Strike (D,F+3) can now be parried.
- Xeno Pounce (D,F+3+BLK) can now be parried.
- Tail Flip (B,F+4) can now be parried.
- Tail Slam (B,F+4+BLK) can now be parried.

---------------------

Kitana:

- All fan based attacks now have hurtboxes.
- Rising Fan and EX Rising Fan can no longer be meter burned on BLOCK.
- D3 is now -5 on block.
- 2,1,2 is now -20 on block with no pushback, no blockstun and can no longer be special cancellable on block.
- F1,1,2 is now -20 on block with no pushback, no blockstun and can no longer be special cancellable on block.
- F2,2,U4 is now -20 on block with no pushback, no blockstun and can no longer be special cancellable on block.
- Jump 1 now has hurtbox.

Royal Storm:

- Projectile Reflect is now 10 frames on start-up and properly reflects many projectile attacks in the game that it could not before.
- Square Boost and EX Square Boost does not have pushback and blockstun anymore and Kitana's hurtbox is slightly increased when the opponent blocks it.

Assassin:

- The drop down attack after a successful Princess Parry now armor breaks.

Mournful:

- The second hit of Eclipse Kick (D,F+4+BLK) now auto corrects to prevent certain whiffing issues when the first attack connects.

-----------------

Kenshi:

- Bug causing whiffed air attacks to have no recovery now fixed.
- Reflect and EX Reflect now properly reflects many projectile attacks in the game that it could not before.
- EX Reflect now absorbs and heals Kenshi by the amount of damage the projectile attack is worth.
- Hitbox on S3 slightly increased.
- Reflect and EX Reflect are now 5 frames on start-up.
- B2 is now neutral block. (not on kenjutsu)
- S4 now has bigger upward hitbox and invincible upward hitbox.
- Jump 4 normalized.
- Jump 1 normalized on Possessed.
- 4,2 now has -5 frames added on block advantage cancel.
- 4,2,1 now has -3 frames added on block advantage cancel.
- B1 is now -5 on block.

Balanced:

- Overhead Slash is now +10 on hit.
- All version of Overhead Slash are now -5 on block.
- The second hit of EX Overhead Slash now comes out on block and it's -5 on block.
- Tele-Flurry and EX Tele-Flurry are now 30 frames on recovery.
- EX Tele-Flurry now does 18% damage.
- All hits of EX Tele-Flurry comes out on block and it's +5 on block.
- Rising Karma and EX Rising Karma have now bigger upward hitbox and invincible upward hitbox.

Possessed:

- F4 can now be cancelled into specials on hit and block.
- Hitbox on EX overhead is now normalized.
- EX overhead is now 5 frames slower on recovery.
- Demonic Strike is now -5 on block and it does not have any pushback and blockstun.
- Demon Assault and EX Demon Assault now has breif tracking.
- Sickle Lift and EX Sickle Lift have now bigger upward hitbox and invincible upward hitbox.

Kenjutsu:

- All sword based attacks now have hurtboxes.
- Gravity on Blade Sword is slightly better to make combos easier.
- Blade Sword and EX Blade Sword are now -20 on block, 7 frames on start-up, bigger hitbox and invincible upward hitbox.
- Spinning Blade and EX Spinning Blade are now -20 on block.
- 1,1 is now neutral on block.
- 1,1,1 is now -5 on block.
- 3,1 is now -3 on block.
- 3,2 is now neutral on block.
- 3,2,2 does not do knockdown on hit anymore and it's special cancellable on hit and on block.
- F2 is not special cancellable on block anymore and it's -20 on block.
- B2 is now 15 frames on start-up and 1% more damage on hit.

-----------------------

Triborg:

- Hitbox on 1,1 slightly increased.
- Hitbox on F4,3 slightly increased.
- Hitbox on F2 slightly increased.
- S3 is now 7 frames on start-up.
- S4 is now 7 frames on start-up.
- D3 is now -5 on block.
- Hurtbox on D3 slightly increased.
- Jump 3 normalized.
- Jump 2 normalized.

Cyber Sub-Zero:

- All ice lance based attacks now have hurtboxes.
- Drones called during a combo no longer add extra damage scaling.
- Multi-Drones is now 5 frames faster on recovery.
- Performing dive kicks during a combo no longer adds extra damage scaling.
- Slide and Strike (D,B+4+BLK) can now be augmented by Drones for increased damage.
- EX ice ball now absorbs and negates all projectiles that it comes in contact with.

Cyrax:

- Hitbox on both hits of B2 is now increased.
- Air Grab and EX Air Grab now have invincible upward hitbox.
- F2,1,1 does not do knockdown on hit anymore and it's special cancellable on hit and on block.
- EX Saw is now -5 on block.

Sektor:

- Sektor can no longer perform an EX Air Cyber Slam after Teleport Uppercut and EX Teleport Uppercut on block.
- Homing Missile can now be reflect by projectile reflects.
- B1,2+4 is now -20 on block.
- Havoc Missiles has less gravity on hit when it hits in a close range (no more safe 50/50 at midscreen).

Smoke:

- F2,1 is now -5 on block.
- F2,1,3 is now -5 on block
- F2,1,4 is now neutral on block.
- B2 is now -5 on block.
- Hitbox on B2,1 slightly increased.
- B2,1 is now -5 on block.
- Smoke's hurtbox slightly increased when the opponent blocks B2,1,3.
- F4,D1,2 is now -20 on block.
- Smoke's hurtbox slightly increased when the opponent blocks Fade-port and EX Fade-port.
- Smoke bomb is 5 frames slower on recovery.
- EX Smoke bomb is now neutral on block.

---------------------

Ermac:

- Jump 1 normalized.
- Jump 3 normalized.
- Jump 4 normalized.
- Hurtbox on D3 slightly increased.
- Ground Slam is now -5 on block.
- Hitbox on F4 slightly increased so it no longer whiffs on certain characters crouching.
- 1,1,2 is now -20 on block with no pushback and no blockstun.
- B1,2,4 is now -20 on block with no pushback and no blockstun.
- F2,2,D2 is now -20 on block with no pushback and no blockstun.
- B3,2 does not have pushback and blockstun on block anymore.
- B3,4 does not have pushback and blockstun on block anymore.
- EX Air Soul Blast is now -5 on block.
- Up Soul Burst and EX Up Soul Burst have now invincible upward hitbox.

Mystic:

- EX Push no longer has pushback and blockstun on block.
- EX Push is now -10 on block.

----------------------

Raiden:

- Jump 3 normalized.
- Vicinity Blast is now 5 frames on start-up and invincible upward hitbox.
- Vicinity Burst is now -5 on block and +2 on hit.
- Eletric Fly and EX Eletric Fly now have slightly increased hitbox.
- B2 does not have pushback and blockstun anymore.
- B1,4 is now neutral on hit.
- Lightning projectile is now neutral on hit and it does 2% more damage on hit.

Master of Storms:

- (Above) Static Trap (D,D+4) is 10 frames faster on recovery.
- Any projectile that comes in contact with the hitbox of the tethered electric current between two orbs will now be negated and absorbed.

-----------------------

Cassie Cage:

- All baton based attacks now have hurtboxes.
- Jump 1 normalized.
- Jump 3 normalized.
- Jump 4 normalized.
- Hurtbox on D4 slightly increased.
- Hurtbox on D3 slightly increased.
- D3 is now -5 on block.
- Bug causing whiffed air attacks to have no recovery now fixed.
- F3 no longer has any pushback on block.
- Getaway Flip no longer has any pushback on block.
- Hitbox on S1 slightly increased.
- Hitbox on S2 slightly increased.
- S3 now has invincible upward hitbox.
- S4 now has invincible upward hitbox.
- 2,4,2 is now -20 on block and no longer has pushback and blockstun.

Hollywood:

- 2,1,U4 is now -20 on block
- Nut Buster does not have any pushback and blockstun on block.

Spec Ops:

- Target Paint (D,D,+1+BLK) can now be reflected by projectile reflects.

------------------------

Leatherface:

- All chainsaw based attacks now have hurtboxes.
- D1 is now -5 on block.
- B1,2 is now -5 on block.
- 2,2,D1 is now -10 on block.
- 2,2,U4 is now -10 on block.
- F2,1,D2 is now -20 on block.
- High Saw and EX High Saw are now 8 frames on start-up, bigger upward hitbox and invincible upward hitbox.

Pretty Lady:

- Hitbox slightly increased on Up Saw Toss and EX Up Saw Toss.
- Hitbox slightly increaed on Saw Toss and EX Saw Toss.
 
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I do not agree that he should be nerfed but he is not trash lol the hell? And Sonic has used him frequently and simply destroyed people with him. I know you might try to say "oh that's just Sonic he's a god" but nah. He does not play low tiers. Only low Tier character he has ever played in a tournament with something on the line that I know of is FANG. Cryomancer is not trash. You are out of your mind.
Cryomancer isnt very good Sonic played him to test out the command grab which can tick off of quite a few things but even then with out bar you aren't going to get much I dont think he should be nerfed not at all but im not sure how it could be buffed either it just doesn't fit this current meta(or ant meta for that matter) there is no reason to play it over grandmaster like really
 

Colest

Mid-Tier 'Mancer Main
D1s are part of the bullshit of this game, they're mostly safe, they low profile, they're super fast, they frame trap with capture specials, they escape frame traps, they work as wakeup buttons, work with option selects and are totally abusable.

Its pretty hard for a character in this game where fasted mids are 11f to have a hard counter on them, so everyone, mids are still high and can be blocked either way, the only move that should have low profiling abilities in these games are d3s and d4 to some extent, since these are also easier to counter on whiff compared to d1s.
Everything you listed for d1 bullshit fits the bill for several characters' d3/d4, with the added benefit of being able to low profile even easier. It's a pandora's box to start touching this crap indiscriminately.