What's new

The patch (notes) that will never happen!

CrazyFingers

The Power of Lame Compels You
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 now cost 1 bar of super meter and full bar of stamina to use.

- Jumping now has 2 frame extra start up before your character becomes airborne vs strike attacks. (this does not affect jumping out of throws or command grabs)

- 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 jumping attacks now have 2 extra frames of whiff recovery.

- Strings or normal attacks can no longer be linked after a BACKWARDS jump attack on BLOCK ONLY. (the follow ups will still come out and connect on hit).

- JIP attacks linked into strings or attacks now ONLY jail on block into attacks that are 12 frames or faster.

- JIP attacks that hit the opponent and are NOT linked into any attack follow ups now have their hit stun reduced by half.

- Breaker knockdowns now properly space the two characters away from each other so they can no longer give advantageous situations for the person using breaker or being broken on near the corner. Both players recover at exactly the same frame with space from one another.

- 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.

- Normals on a successful trade up close no longer grant a full combo opportunity for any character.

- 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.


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 8%.

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

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 and it's -20 on block with no pushback and no blockstun.
- B3 is now -5 on block.

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 5 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 is now an high.
- B1,2,1 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.
- Hell Sparks can no longer be Meter Burned on block during the third projectile only.
- 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.
- Cancels are 2 frames easier to execute on hit and on block.

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.
- 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.

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

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.

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.
- B2,1,4 is now -5 on block.
- F4,D1 is now -5 on block.
- F4,D1,2 is now -20 on block.
- F4,2 is now -10 on block.
- EX Smoke Bomb is now neutral 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.

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

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,D2 is now -10 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.

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,D1 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.
Why nerf Leatherface's 50/50's? They're not that good and F21D1 is fuzzyable.
 

CrazyFingers

The Power of Lame Compels You
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 now cost 1 bar of super meter and full bar of stamina to use.

- Jumping now has 2 frame extra start up before your character becomes airborne vs strike attacks. (this does not affect jumping out of throws or command grabs)

- 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 jumping attacks now have 2 extra frames of whiff recovery.

- Strings or normal attacks can no longer be linked after a BACKWARDS jump attack on BLOCK ONLY. (the follow ups will still come out and connect on hit).

- JIP attacks linked into strings or attacks now ONLY jail on block into attacks that are 12 frames or faster.

- JIP attacks that hit the opponent and are NOT linked into any attack follow ups now have their hit stun reduced by half.

- Breaker knockdowns now properly space the two characters away from each other so they can no longer give advantageous situations for the person using breaker or being broken on near the corner. Both players recover at exactly the same frame with space from one another.

- 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.

- Normals on a successful trade up close no longer grant a full combo opportunity for any character.

- 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.


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 8%.

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

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 and it's -20 on block with no pushback and no blockstun.
- B3 is now -5 on block.

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 5 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 is now an high.
- B1,2,1 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.
- Hell Sparks can no longer be Meter Burned on block during the third projectile only.
- 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.
- Cancels are 2 frames easier to execute on hit and on block.

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.
- 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.

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

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.

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.
- B2,1,4 is now -5 on block.
- F4,D1 is now -5 on block.
- F4,D1,2 is now -20 on block.
- F4,2 is now -10 on block.
- EX Smoke Bomb is now neutral 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.

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

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,D2 is now -10 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.

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,D1 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.
Also you're loading a shit ton of negative frames in weird places. Why make F121 on tremor negative? I assume on Jason you mean B122 and not B121 since that's not a string, why make that -20? So many weird and honestly unnecessary changes *shrug*
 

JGillette

My thirst for knowledge cannot be quenched
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 now cost 1 bar of super meter and full bar of stamina to use.

- Jumping now has 2 frame extra start up before your character becomes airborne vs strike attacks. (this does not affect jumping out of throws or command grabs)

- 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 jumping attacks now have 2 extra frames of whiff recovery.

- Strings or normal attacks can no longer be linked after a BACKWARDS jump attack on BLOCK ONLY. (the follow ups will still come out and connect on hit).

- JIP attacks linked into strings or attacks now ONLY jail on block into attacks that are 12 frames or faster.

- JIP attacks that hit the opponent and are NOT linked into any attack follow ups now have their hit stun reduced by half.

- Breaker knockdowns now properly space the two characters away from each other so they can no longer give advantageous situations for the person using breaker or being broken on near the corner. Both players recover at exactly the same frame with space from one another.

- 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.

- Normals on a successful trade up close no longer grant a full combo opportunity for any character.

- 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.


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 8%.

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

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 and it's -20 on block with no pushback and no blockstun.
- B3 is now -5 on block.

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 5 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 is now an high.
- B1,2,1 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.
- Hell Sparks can no longer be Meter Burned on block during the third projectile only.
- 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.
- Cancels are 2 frames easier to execute on hit and on block.

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.
- 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.

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

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.

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.
- B2,1,4 is now -5 on block.
- F4,D1 is now -5 on block.
- F4,D1,2 is now -20 on block.
- F4,2 is now -10 on block.
- EX Smoke Bomb is now neutral 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.

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

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,D2 is now -10 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.

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,D1 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.
Just no
 

CrazyFingers

The Power of Lame Compels You
Tho D1 not low profiling mids would help him a good amount, 7f mid against people with slower low pokes? I'LL TAKE THAT I GUESS.
 

Lokheit

Noob
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.
I was agreeing on him not being mid tier mostly as a joke as I knew you said that on the opposite way I did.

His damage got hit pretty hard, he opens opponents more or less at the same rate as before as the tick can be fuzzy guarded just labbing it for 5 minutes or less (and I've had matches against people here where they adapted really fast and were able to fuzzy it most of the time) leaving you open for free combo punishes. He's still unsafe and the neutral game that was already one of the worst was nerfed even further making some matchups curbstopms and any character with just some decent, not even good, neutral tools can deal with him. I would GLADLY reverse the patch notes to recover what was nerfed and take away the stupid tick throw. The only thing he needed before was F12 to have the first hit removed so he could have a decent neutral tool and maybe transdorm the air hammer into a long range ground pound so opponents have to respect him (speaking of air hammer, it was nerfed even further as now it can't break most armored wakeups, not that anyone would use it before anyway).

And saying "standard SZ kit is very good by itself" is not knowing a thing about the character when the biggest problem since day 1 was that standard SZ was pure crap to compensate for GM klone which made Cryo and UB very poor for the whole life of the game (at least UB got very interesting in the last patch as a side effect of the meta changing).
 

SaSSolino

Soul Stealing Loyalist
What in the actual fuck???
Never liked them personally.

Air projectiles should be used to hit air opponents, not to remove some recovery frames from a move, even shinnok's teleport is far too good as instant as it is now.

I was agreeing on him not being mid tier mostly as a joke as I knew you said that on the opposite way I did.

His damage got hit pretty hard, he opens opponents more or less at the same rate as before as the tick can be fuzzy guarded just labbing it for 5 minutes or less (and I've had matches against people here where they adapted really fast and were able to fuzzy it most of the time) leaving you open for free combo punishes. He's still unsafe and the neutral game that was already one of the worst was nerfed even further making some matchups curbstopms and any character with just some decent, not even good, neutral tools can deal with him. I would GLADLY reverse the patch notes to recover what was nerfed and take away the stupid tick throw. The only thing he needed before was F12 to have the first hit removed so he could have a decent neutral tool and maybe transdorm the air hammer into a long range ground pound so opponents have to respect him (speaking of air hammer, it was nerfed even further as now it can't break most armored wakeups, not that anyone would use it before anyway).

And saying "standard SZ kit is very good by itself" is not knowing a thing about the character when the biggest problem since day 1 was that standard SZ was pure crap to compensate for GM klone which made Cryo and UB very poor for the whole life of the game (at least UB got very interesting in the last patch as a side effect of the meta changing).
subzero with a neutral to respect would be off the charts strong, he has too much mobility to also ask for a good neutral, not like the one he has is that bad anyway. nerf recovery and speed of his slide and his ji1, and I'm as glad as you are to have another character to play neutral with.

SZ's kit IS good man. great mobility, great 50/50s, good mids, a special to end your strings in, good range, a borderline insane ji1, a very good d4, a d3 which is (I belive) -1 on block and a few decent staggers. what else does he need?

EDIT: I although agree with you that you often need to go yolo with him, but that's the point: you can't make an overwelming character also solid or you get another Demo Sonya or Impostor Shinnok.
 
Last edited:

Skedar70

Noob
My way of perfectly "balancing" the game. "the patch we need"

Kitana F2 is an Overhead, 8 frame startup and +2 on block
Kitanas fans are now mid
Increase the range of B3 and make it 8 frames
Lift is safe on block
 

STRYKIE

Are ya' ready for MK11 kids?!
air projectiles should be used to hit air opponents, not to remove some recovery frames from a move, even shinnok's teleport is far too good as instant as it is now.
Kitana's air fan actually recovers slightly slower than ground fan, FYI. Not a major difference but it is a thing.

Some characters benefit from it to control different aspects of space though. Liu Kang has to effectively use his air fireball as a makeshift high fireball since his actual ground high fireball in Dragon's Fire is buttcheeks and really only exists for the cancel.
 
E

Eldriken

Guest
6 frames advancing string that is plus on block and launcher at corner.



11 frames advancing mid that is a launcher at anywhere and just a few characters can punish it.

Gotta hit confirm your strings.
Your Jason changes make me think you just hate the character and wanna see him burn. =P
 

SaSSolino

Soul Stealing Loyalist
Kitana's air fan actually recovers slightly slower than ground fan, FYI. Not a major difference but it is a thing.

Some characters benefit from it to control different aspects of space though. Liu Kang has to effectively use his air fireball as a makeshift high fireball since his actual ground high fireball in Dragon's Fire is buttcheeks and really only exists for the cancel.
Using your example, I don't think that Dragon's Fire should have normal fireballs at all as he should have lost them for the cancels.

Someone is unable to deal with it lololol
Don't you think you should be a little more open minded?
 

Tanno

The Fantasy is the Reality of the Mind
Please, leave Sub Zero's B2. It's already punishable. Giving more recovery makes him more punishable and one B2 less. He's already fine as he is.

Cryo would be the equally stronger variation, if only they could fix his PP issues. Before patch, he used to grab the stunned opponents (let me remind you of F42T). After patch, he no longer can grab them with normal PP. He needs the EX PP to grab them. The normal PP works only on juggled opponents.

Fix the Ice Klone, so that it can be a good AA. Thanks to the characters' jump ins SZ keeps whiffing.

Thank you.

Oh, and general for all characters. To fix the JIPs. For some reason, either they jump too far, or they miss the target on correct jumps in. Thanks to this nerf hammer at JIPs and NJPs, I can't land a proper NJP on the cornered frozen opponent to finish the corner combos.