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MY PREDICTIONS FOR THE NEXT BALANCE PATCH - POST YOURS

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
Shinnok randomly jumping to mid tier is a really big bill right now. I remember discussing this with xSmokeX at Toryuken, his buff didn't address any of the core problems Shinnok had and it gave ZERO love to his weaker variations. Yeah, he's better now than he was before but not by an insane amount to make him jump tiers, lol.

The only reason I say to buff EX tele flurry to make it safe on block is because it has barely any use to it from the original version. So I guess making it safe would be cool since it cost a bar and wouldn't be broken like making his normal tele flurry safe on block.

Kenjustu is supposed to be Kenshi's up close variation so why it isn't that good up close beats me. His normals should be buffed in that one, IMO. Or make his overhead special safe so he can spam it. (I don't get why it's full combo punishable)

Also didn't you just beat DJT who was using a high tier character? Bruh... :DOGE Come on now, lol.
Yea I did but that's because two things

1. Sub vs Kenshi I've always said is probably a 5-5

And

2. *newsflash* I am actually good at fighting games lol

Jokes aside df1 in Kenjutsu should launch for a combo, db1 should also have adjusted gravity

ex df1 could either stay the same or be safe and have more gravity

Balanced ex sc should travel further, and leave ex tele how it is as a stronger combo ender

Possessed I wish tele had better start up to allow 114 tele 2 ji2 f32 rk to connect

I do wish Kenjutsu f2 was applied to all variations
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
i think kenjutsu is kenshi's best variation and takeda is better than kenshi
I think Takeda is better also but I think you're high as a kite that Kenjutsu is best

Honestly though w Kenshi there really is no "best" so I guess the argument is bleh
 

snort

Noob
Almost everyone is waiting for the first real balance patch to hit. Who do you think is going to get changes? These are mine on what I think will change or might happen. Characters not listed I don't think will get any changes. This is a for fun thread so post your wish list.




Shinnok:

Necromancer
- D,B+4 hand summon has better tracking on ground and catches people trying to run.


A brand new stage or two would seriously be hype
I think Necromancer's biggest problem is the unblockable overhead hand smash. Its too slow to be useful and a pointless move in the game at this point. NRS should give the move a dash cancel, only way Necromancer will be good.
 
Kotal Kahn:

Sun/God Ray: Recovery reduced

Parry: Now absorbs air attacks. Start up time reduced to 5f (down from 8f) Active frames increased.

Ex Parry: Can now absorb Projectiles. Active frames increased.

Parry and Ex Parry: Damage buff duration increased from 3 secs to 6 seconds.

Blood Totem: Fixed, it now properly drains meter upon connected attacks. It no longer vanishes when Kotal Kahn takes damage.

Sun/Moon Choke: Damage increased for level 1, 2 and 3. Reduced recovery time.

Soul Scourge: Healing increased per level.

Blood God Totems: Duration increased from 6 secs ------> 10secs. In addition, Kotal Kahn can now summon another totem while one is still active. However the previous active totem will vanish and all benefits are lost.

Obsidian Totem: Now gives armor in addition to decreasing incoming damage.

Anti Air Takedown: Now has priority over Neutral and forward jumping attacks.
 
Kitana Buffs: 2,4 float cancelable (thanks @R.E.O.), d1 -5 on block, +7 hit adv, and 7 fr recovery (instead of 19. It was ok in mk9 because she had cutter, but now she doesn't really have safe cancels so faster pokes and normals is all she can really rely on up close). I like the idea in mk9 where her fan lift had deceiving active frames and a greater pushback as a block stun. In RS both fan nado and fan vortex have the same active frames as mk9 version along with a further pushback as a tool to keep opponents away... Oh and mayyyybe greater reach on her f2. Keep it as a mid but extend the reach similar to her mk9 version.
@xKhaoTik @Eldriken @RunwayMafia @Mr. Mileena
 
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qspec

Noob
with a bar of meter she is in the same 50/50 gametown as anyone else.

she has rangy enough normals with strings that have lows IN THEM to create the 50/50 with her exRoll.

Her rangy normals are typically 0 on block as well...... or safe.

If anything...... she's the prototype of what EVERYONE in the game should behave like.
Again you miss a big part of what I was saying. F3 is safe on block and has huge range... but has 30+ frames of start-up. Which, while being the worst example, is a statement of her kit as a whole. If it's good on recovery, it is bad on start-up and vice versa, and nothing in her kit has meaningful enough range to justify that.

And no, her 50/50s are different. First, yes, it does require meter. Second, it is stupid unsafe. Third, it isn't a 50/50 in the sense of forcing you to guess which way to block (spoiler... block high vs Mileena almost all of the time), it is a 50/50 in the sense of either she deals good damage or you do. Anything Mileena can do has about a 50% chance of getting her dead.

You saw this in the Texas Showdown. Mileena player comes in and does well because no one can keep his rolls honest. Justin Wong rushes him down in which case he literally can't do anything because Mileena has trash frames, and whatever few rolls he can throw out get blocked and punished for massive damage. Figure Mileena out and you'll blow her the fuck up almost 100% of the time. Like I said, once people figure her out, she's dropping off massively. Consider this a prediction.

Question: What makes you block low vs a Mileena (a pretty critical part in a 50/50)? What's so scary about her low game that you risk an overhead ex-roll to block low?

Tournament footage

Also, I say this as a person who doesn't main Mileena. I dropped her for Reptile a long time ago and haven't regretted the choice once.
 

Qwark28

Joker waiting room
Kotal Kahn
Universal - b1 actually hits mid instead of whiffing on crouch blocking characters.
b12 is now -4
Mace Parry starts up in 3 frames . EX version starts up in 1 frame. These 2 buffs will give him a safe mid and better mix-ups in all variations while also granting him an actual defensive option in blood god.
Sun God
Command throw gets faster start up 13~14 frames. Also gets the ability to chose which side he wants to throw the opponent in.
Blood God
All totems now have much less recovery allowing for more options in combos, as well as the option to safely summon a totem after a block string.
Sun choke IS 14f.
 

Sami

Noob
For Mileena I would like to see:

Piercing
  • B12: Increased vertical hitbox on the 2. Yes the move is amazing but it's also up for the Most Likely To Result In A Dropped Juggle Combo award.
  • Besides that I'd rather not see this varation buffed any more until the other 2 are worked on.
Ravenous
  • I have no idea on this one. It was supposed to be a grapple variation but she gains 1 actual throw and it only hits crouching opponents. Piercing just does everything else so much better.
Ethereal
  • Bug fix: she can currently be thrown when holding down 2 to remain invisible/invincible. This needs to be fixed :(

  • Teleport speed: Seeing as she loses out on the incredible normals (including the mighty b12 poke) and chains of Piercing and the not quite so incredible moves of Ravenous (i.e. a meterless "overhead/throw" mix-up that can be punished by everything) the teleports need to be much better. I'd rather not add yet more armour to the game when much faster teleports could open up more interesting options such as Ethereal teleport combos. This isn't Injustice where we need to worry about left-right teleport mix-ups (yes I know they can still be used to reverse moves).

  • Enhanced teleports (all): Rather than throwing the dagger to where she will land, she throws a dagger to all 3 potential landing spots so the opponent has no idea where she will reappear when you let go of 2. I'd be happy for the start-up for this to be slightly longer than the normal version (that is after it got the speed bump in the bullet point above).
Full disclosure: - Ethereal was the variation that made me pick up Mileena again after MK9 and seeing how it matches up compared to Piercing and the game as a whole is pretty disheartening :(
 

NRF CharlieMurphy

Kindergarten Meta
Question: What makes you block low vs a Mileena (a pretty critical part in a 50/50)? What's so scary about her low game that you risk an overhead ex-roll to block low?
.
because the mileena player can hit confirm any string that has a low in it into roll for the same type of good damage into her stupid oki setups that are all safe.

Like I said... 50/50 is a 50/50 .... just because she's unsafe on one of the options doesn't mean she's trash. Every time she touches you you have to guess, which is a big part of MKX's meta right now.

The difference for her is that if I block properly... she dies. Other characters have the luxury of not worrying about dying.
 

qspec

Noob
because the mileena player can hit confirm any string that has a low in it into roll for the same type of good damage into her stupid oki setups that are all safe.

Like I said... 50/50 is a 50/50 .... just because she's unsafe on one of the options doesn't mean she's trash. Every time she touches you you have to guess, which is a big part of MKX's meta right now.

The difference for her is that if I block properly... she dies. Other characters have the luxury of not worrying about dying.
But not all 50/50s are created equal, and that's not even arguable. Hit/block is better than hit/get-hit. Your definition is too flimsy and loose to be meaningful as now every character has some type of 50/50 game. So we can instead talk about the quality of said game... and Mileena's is ass.

You're also taking some liberties with the notion that Mileena is getting to put any strings out there in the first place. Her start-up loses to almost everyone. She never gets to move into this ridiculous oki as she has no reliable way to knockdown vs an opponent aware of her data. Maybe I'm wrong, but I'll post back once I get home and get more training time with her.
 

qspec

Noob
@NRF CharlieMurphy

Got some data for you:

MIleena has one non-negative normal. F3 which starts up in 32 frames. Her fastest normal is 9 frames (not counting uppercut which is 7).

Kenshi has a few non-negative normals 1, F3, 4, B4 which start up respectively 10,11,10,17. His fastest normal is D1 at 8 frames (also not counting his uppercut at 7 frames).

Mileena's safest special cancel is sai which is a high that is -11.

Kenshi's is a mid that hits -9 or an overhead that hits -10.

Mileena has a great safe combo in 123 which is +0 on block, confirmable, and 13 frames of startup. Interestingly, this is literally her only non-negative combo not counting F3 combos. Why am I not counting F3? Because it has 32 frames of start-up which is so slow that the computer on the easiest difficulty can punish it (note: I said punish... not block).

Kenshi's safest combo is 421 or 441 which are +0 on block, confirmable, and 10 frames of startup.

And it goes without saying that Kenshi out ranges Mileena. I believe their damages are similar in terms of spending 1 meter (though I'm not certain). If it matters, I used piercing and Kenjitsu. I did eyeball the other variations, but for the most part the data is well within 'close enough'.

The tl;dr is that if Kenshi has shitty frames, so too does MIleena.

If you'd like to talk about how there is generally no reasons to block low vs Mileena outside of two strings (neither of which are confirmable on the low hit), I've got data for that too.
 
The only reason i disagree with these things being part of the next patch is because they are for the most part things i'd like to see. They never do what seems to make sense to me.

Mileenas low sai being plus on hit up close seems like a no brainer, but i bet it doesnt happen.

Bug fixes are obvious. So the only other thing on my wishlist is this.

Make throw teching inputs static. Throw Teching as a guess is dumb. Just let us press 1+3 to tech throws.
 
@NRF CharlieMurphy

Got some data for you:

MIleena has one non-negative normal. F3 which starts up in 32 frames. Her fastest normal is 9 frames (not counting uppercut which is 7).

Kenshi has a few non-negative normals 1, F3, 4, B4 which start up respectively 10,11,10,17. His fastest normal is D1 at 8 frames (also not counting his uppercut at 7 frames).

Mileena's safest special cancel is sai which is a high that is -11.

Kenshi's is a mid that hits -9 or an overhead that hits -10.

Mileena has a great safe combo in 123 which is +0 on block, confirmable, and 13 frames of startup. Interestingly, this is literally her only non-negative combo not counting F3 combos. Why am I not counting F3? Because it has 32 frames of start-up which is so slow that the computer on the easiest difficulty can punish it (note: I said punish... not block).

Kenshi's safest combo is 421 or 441 which are +0 on block, confirmable, and 10 frames of startup.

And it goes without saying that Kenshi out ranges Mileena. I believe their damages are similar in terms of spending 1 meter (though I'm not certain). If it matters, I used piercing and Kenjitsu. I did eyeball the other variations, but for the most part the data is well within 'close enough'.

The tl;dr is that if Kenshi has shitty frames, so too does MIleena.

If you'd like to talk about how there is generally no reasons to block low vs Mileena outside of two strings (neither of which are confirmable on the low hit), I've got data for that too.
I was under the impression that b12 was 0 on block no? Or is it just safe?

It is absolutely true that there is no reason not to just block low against her, but there's the caveat of her meter dependency. 21 low or 2 ex roll is basically a guess on the 2nd hit, for example.
 

SEV

Noob
While watching the KI Saucey Sweet last night, truthfully just waiting for the MKX team battle that didn't happen, Justin Wong was talking with some other notable KI community member about Jago while commentating. He had told Justin that he believed Jago was low tier to which Justin replied, paraphrasing, "he can't be low tier, just look at his tools," and then continued to make his case by conveying the point that the character has the tools for every situation he'll find himself in, even if the risk/reward isn't always in his favor.

Between the universal mechanics in MKX(armor, breakers, interactiblesm etc.) and how well of a job Netherrealm did with balancing out of the box, or at least after the first corrections patch, every character in MKX is in a position where they have some option, despite the risk/reward, in every situation they find themselves in.

And this connects to a point that R.E.O. also tried to convey in the past, of, "whether or not a character can be good without having a 50/50." As of now, the characters that are being considered low tier by the community are those that have a lack of ease in opening up the opponent in such a fast paced game or are unable sustain safe pressure.

At Combo Breaker, CORN Alucard took 3rd with Kotal Kahn, a character summarized by most as having negative pressure and unsafe mix ups, and Khaotic Raptor take 5th with Takeda, a character summarized by most as having slow mix ups, unsafe pressure and an inability to sustain a favorable neutral range for the neutral game. Despite not having unreactible 50/50's, or their inability keep players out, they were still able to consistently open their opponents up by other means: good fundamentals.

Just because characters like Raiden or Erron Black are as good as they are, doesn't mean that characters that use methods requiring more patience or thought to open people up, are bad. If you were to tier the characters in this game honestly, based on their tools relative to conventional fighting games, along with the universal mechanics in MKX, rather than merely comparing them to the tool sets of the best characters in the game currently, the greater majority of lesser characters would probably be considered top(A) to high-mid(B) tier, with only a select few at mid(C) tier, if any.

For these reasons I think MKX is truly an amazing game, and I really hope it continues to grow competitively. Nobody would doubt GGA Dizzy's or CR Sonic Fox's ability to place as well as they did, regardless of their character choices, but to anyone watching, their characters certainly seemed as if they could handle their fair share, and then some. And that's the reason why other characters are considered as bad as they are; it's due to how many characters are as well equipped, or almost as well equipped, as both Raiden and Erron Black, arguably up to ten characters in my opinion.

With the belief that the lesser characters in the game are already fairly well equipped, it seems that tweaking down some of the over tuned components of the top tiers have would create better balancing than buffing more characters to the point of walking the line between S-tier and broken. After all, nerfs to the best characters, as small as they may be, can in turn be buffs for lesser characters.

Having said all that, I was interested to hear the opinions of players who want to be honest with themselves and admit that their mains have tools that can be reasonably tuned down for balancing purposes to make the game even better, regardless of how they're currently viewed by the community, and possible solutions to making them more balanced and also people's opinions on the proposed changes.

Please only suggest tweaks for mains to ensure that suggestions are based on the highest possible level of gameplay.

I main Raiden and with my personal experience with the character, and seeing Dizzy's dominance, I feel the need to admit some aspects of Raiden that need to be tuned down. So here are my balance solutions and explanations, and a summary of how they work together and work with the character's design as an example:

Raiden:

F12 Block Advantage down from -3 to -5: This would make the window for counter poking 10 frames to beat out a follow up F1 from Raiden, ensuring that the entire cast has the universal option to throw as a counter poke. This string doesn't seem like it was intended as a block string anyway, as every character already has the option of counter poking out with either their D1 or D2 currently, but this change would allow for a universal interruption option and more wiggle room in general. Raiden still has the option to use meter to punish a counter poke.

Electrocute(DF2) Block Advantage down from -7 to -14: This would affect Raiden's option select from a B2 cancel, making it unsafe without meter usage, as currently the only time this string is used on block is for the option select from B2. Currently the option select makes Raiden's 50/50 far too strong for it's reward of up to 41% meterless or up to 39% with a restand. His low option is already safe and he builds almost half a bar of meter on block, so with the incentive to go for the low, his overhead shouldn't be safe and should be a high risk/high reward option. The option to use meter for an option select to make the B2 safe will still remain from Vicinity Blast(DB2+Block). The frame data change would match Shocker's(DF2+Block) block advantage.

Shocker(DF2+Block) Active Frames down from 17 to 11: Currently it's active window is too long. The opponent can make the proper read against Raiden by neutral jumping to counter aggression and still get punished on the way down. Lower active frames could still allow for it's use to counter cross ups while removing the possibility for the opponent to be punished for making the right read.

Vicinity Burst(DB2+Block) Block Advantage down from 0 to -4: It's versatility against grounded opponents warrants that it be negative on block, regardless of meter usage. It can be used to check pressure and counter pokes, counter armored wake ups, and its application to Raiden's B2 option select could currently allow him to continue to pressure with his 6 frame F1 even when guessing wrong on his 50/50. This change would give a 9 frame window for counter pokes against Raiden to beat out a follow up F1. Raiden still has the option to use meter to punish a counter poke.

Stop Bolt(DB1) from Bolt(DB1+Block) can no longer be canceled on hit or block: Currently Raiden can use Stop Bolt as Bolt is blocked to create a lightning orb while still having Bolt hit, or as it hits for extra damage in combos. Seems like a bug, regardless of the difficulty to execute on block, as it is difficult to execute, this should be fixed.

Together these changes would make for a more fair back and forth game between Raiden as his opponent, giving his opponents larger windows to counter poke between his safe aggression and create more opportunities for the opponent to punish. It forces Raiden to use the meter that he can build more quickly than most characters more often to make his high risk, high reward options safe, so he won't be sitting on as much meter for the threat of armor or for breakers.

D'vorrah:

Increased damage scaling on F44: Currently gets around 40% meterless and 50% with a bar. Should be reduced to mid 30%'s meterless and somewhere in the low to mid 40%'s for a bar of meter. (Submitted by @Zoidberg747)

Edit: Somewhat disappointed to see this become an argument thread about Raiden when it was definitely meant, and phrased in every way, to lead to a productive discussion about balancing in regards to all characters. But hey, silly me for thinking people were capable of that. Hopefully some people will still chime in with some well thought out suggestions for other characters; was hoping to see at least some people, who are actually knowledgeable/main the character, talk about: Erron Black, Scorpion, Jax, Sonya, D'vorrah, and Quan Chi, and possibly a few others. I'll add good posts to mine so people can see them, if any are made.
 
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infamy23

FireBeard
I main Raiden and I think all of those changes are reasonable.

Although I have no confidence that the nerfs will be reasonable. I have a feeling he's going to get thunder slapped by the nerf bat.
 

SUPARNOVAX

Low tier? I was born in it, molded by it
Raiden's fine.

Making frame's more negative on block isn't really the solution for everything.

You can even just add more push back distance on block to give his opponents a little room to breathe.

People are going to run Mortal Kombat X to the ground pretty quickly after a few more majors before and after EVO like what happened to Mortal Kombat 9 and Injustice by calling for nerfs of any degree.

This game ain't even fleshed out one bit.
 

Nivek

Athena guide me, the thunder God...
electrocute doesn't guarantee combo,its high and is his only non ex special that is mostly safe..why -14?? because of the opltion select?? don't be so cruel..
everything else seems reasonable... maybe except ex vincinity blast(for me -2, not -4)..because is high and also you need 2 bars for full combo (ofc in the corner you dont need 2 bars but is reaaaally hard to connect f1 after it)!!

his only mid launcher is his shoruyken that has crazy scaling and is minus billion on block!! his ex moves are good even as they are now..

mine solutions for now is f12change to -5 OR f1 to be 8frames ... not both!! and the cancel of the fireball on hit/block(which is a bug)

BUT THE BEST THING TO DO NRS IS TO BUFF THE MID - LOW , NOT NERF THE REST!!
P.S. : #BuffMasterOfTraps and #BuffDisplacer they are awful..
 

Reauxbot

You think you bad? You aint bad.
Fuck. Can we work on the backdashing a bit.
Its barely working for me. Losing stamina and getting hit causing me to not break sucks :/
shit makes me wanna play Rose again :(