scrubjesus111
Mortal
I see a lot of prominent voices talking about how MK11 has become stale. If NRS went the route of DragonBall FighterZ and made major changes, IMO they should address breakaway, fatal blows, and the wakeup system (and IMO make flawless block U3 cost just one off/def bar), but focus mainly on expanding movesets, at least for the variations that aren't viable. Tekken 7 does it for every character every season so it seems devs could manage this. I don't know anything about some of the variations so let me know your ideas, and I'll copy them in:
Fujin: v1 Downburst- receives air burst (or whatever his kustom move is called that's like Guile's sonic boom)
v3 Cyclone- gets jet stream and a new string off of f2 and b2b that encourages opponent to backdash. Sets up the KB he already has in that variation for catching a back dash.
Jade : deadly assassin strings in her base kit, with no gaps for 322 and not a dial in string. Put Delia dance instead of deadly assassin in her v3. And make db2 of v3 a real launcher linked to combos.
One or all variations get an MK9 style Jade combo with: Staff slam(launcher), staff grab, and mid ex boomerang that returns on block or hit. Combos and block pressure.
Kitana : Make parry of Fan Fare a real parry, like in MKX, and/or add upward fan toss.
Kollector: v3 gets faster startup, recovery and more block safety on chakram. Also gets a new special move chakram toss that moves in an arc similar to his v2 bomb toss. b3 can be cancelled into to a different string that moves him forward.
Kung Lao: v3 can act faster out of spirit guide cancels ? Maybe a new spirit-powered buff or string.
Raiden: v3 Normal Lightening Rod stays out much much longer (like 10-15 secs), and have the electric bubble on amp last 1-2 secs longer. Raiden loses any staff moves while it's out, and he already has a command to recall it. That way he could actually use Lightening Rod for some real setups, potential zoning, or even a way to end some combos if he's comboing the opponent near where the staff is out. As it is now, the staff disappears so quickly Raiden has to commit instantly to a projectile the second the staff is out to try and get any benefit.
Also, either re-work the inputs and let him have Super Bolt, or let him have his lightening storm (the move where he goes into a float stance and has follow up options).
D'Vorah: v3 NRS could give her more options out of Fly.
NightWolf:
v2 buff recovery on teleport. Like ffs you spend a bar and get basically nothing for it. That and maybe speed up the command grab by a frame or two, would make the armour break more enticing to use. Maybe add bleed dmg to the amp’d cmd grab. v1- add another one of his kustom spirit animal buffs.
Shang Tsung: v2 SpellCaster - can teleport like MKX possessed Kenshi out of his charge move. But he can only do jump kick or empty jump, no free jp into block string bs. Maybe he could also 'wow out' like MKX ermac to feint a teleport but return in place. All options require meter.
Scorpion: v3 Misery Blade overheads are -12 on block, down from -17. Fix hitbox on MB3 to be more consistent. New string off of his f4 with fast start up on a mid-hitting second hit (MB cancels will be more effective if opponent is afraid to mash poke).
Sheeva: all variations receive a faster S3 that quickly continues into one or two mid-hitting attacks. -7 to -5 on block with just enough pushback to be out of grab range. Only S3 is special-cancellable. 13% dmg. She just needs something with fast start up and decent range to compensate a little for her bad neutral and footsie game.
Shao Kahn: d1 can now easily jail into s1. F3 has a couple frames less recovery and less minus on block. Magic Might variation has taunts sped up to actually be useful. All variations receive a few EX versions of existing special moves (Eg. up wrath hammer amp’d gets more block and hitstun). Add some utility to the EX versions of the restand and annihilation.
Sub Zero: rising ice should be part of his base kit. It would make his 212 useful since that’s the only string that connects to rising ice. It also opens up additional combos in the corner.
Sonya: gets leg cmd grab, cartwheel and bicycle kicks. Classic moves return.
That's all I've got for the moment.
Let me know your ideas!
Fujin: v1 Downburst- receives air burst (or whatever his kustom move is called that's like Guile's sonic boom)
v3 Cyclone- gets jet stream and a new string off of f2 and b2b that encourages opponent to backdash. Sets up the KB he already has in that variation for catching a back dash.
Jade : deadly assassin strings in her base kit, with no gaps for 322 and not a dial in string. Put Delia dance instead of deadly assassin in her v3. And make db2 of v3 a real launcher linked to combos.
One or all variations get an MK9 style Jade combo with: Staff slam(launcher), staff grab, and mid ex boomerang that returns on block or hit. Combos and block pressure.
Kitana : Make parry of Fan Fare a real parry, like in MKX, and/or add upward fan toss.
Kollector: v3 gets faster startup, recovery and more block safety on chakram. Also gets a new special move chakram toss that moves in an arc similar to his v2 bomb toss. b3 can be cancelled into to a different string that moves him forward.
Kung Lao: v3 can act faster out of spirit guide cancels ? Maybe a new spirit-powered buff or string.
Raiden: v3 Normal Lightening Rod stays out much much longer (like 10-15 secs), and have the electric bubble on amp last 1-2 secs longer. Raiden loses any staff moves while it's out, and he already has a command to recall it. That way he could actually use Lightening Rod for some real setups, potential zoning, or even a way to end some combos if he's comboing the opponent near where the staff is out. As it is now, the staff disappears so quickly Raiden has to commit instantly to a projectile the second the staff is out to try and get any benefit.
Also, either re-work the inputs and let him have Super Bolt, or let him have his lightening storm (the move where he goes into a float stance and has follow up options).
D'Vorah: v3 NRS could give her more options out of Fly.
NightWolf:
v2 buff recovery on teleport. Like ffs you spend a bar and get basically nothing for it. That and maybe speed up the command grab by a frame or two, would make the armour break more enticing to use. Maybe add bleed dmg to the amp’d cmd grab. v1- add another one of his kustom spirit animal buffs.
Shang Tsung: v2 SpellCaster - can teleport like MKX possessed Kenshi out of his charge move. But he can only do jump kick or empty jump, no free jp into block string bs. Maybe he could also 'wow out' like MKX ermac to feint a teleport but return in place. All options require meter.
Scorpion: v3 Misery Blade overheads are -12 on block, down from -17. Fix hitbox on MB3 to be more consistent. New string off of his f4 with fast start up on a mid-hitting second hit (MB cancels will be more effective if opponent is afraid to mash poke).
Sheeva: all variations receive a faster S3 that quickly continues into one or two mid-hitting attacks. -7 to -5 on block with just enough pushback to be out of grab range. Only S3 is special-cancellable. 13% dmg. She just needs something with fast start up and decent range to compensate a little for her bad neutral and footsie game.
Shao Kahn: d1 can now easily jail into s1. F3 has a couple frames less recovery and less minus on block. Magic Might variation has taunts sped up to actually be useful. All variations receive a few EX versions of existing special moves (Eg. up wrath hammer amp’d gets more block and hitstun). Add some utility to the EX versions of the restand and annihilation.
Sub Zero: rising ice should be part of his base kit. It would make his 212 useful since that’s the only string that connects to rising ice. It also opens up additional combos in the corner.
Sonya: gets leg cmd grab, cartwheel and bicycle kicks. Classic moves return.
That's all I've got for the moment.
Let me know your ideas!
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