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1st Post MKXL Balance Patch?

Doombawkz

Trust me, I'm a doctor
I have something prepared just-in-case they don't nerf the b.121xxOH string.
Though the best they can do is to nerf the OH toss part. Increasing the pushback on his b.121 will just give us another infinite.
 

aieches

#freeHomelee2016
id like them to fix the getting interactables by mistake glitch. felt like it was fixed in the first wave of the beta - least in the training room but now it seems like its back on the market place stage ..
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Kitana:
-Make D1 6F of start up and +15 on hit
-Make F1 double hitting and 11F
-Make B1 8F
-Give her the old damage back
-Make booty charge safe on block and give it better recovery
-Give her a new D3/D4

Mileena:
-Give her a sai on her new D1 just like Kitana's
-Make B1 7F of start-up and a true mid so people can actually complain with a true reason to do so
-Make telekick safe on block and 10F of start-up
-Make F1 10F of start-up
-Make F12B4 +2 on block
Get out.
 

xInfra Deadx

Gimmick stolen by Jordan Peele
Kitana's F1,1 needs to be punishable on hit again.

Oh and nerf that bug bitch. She's still braindead.
 

DarksydeDash

You know me as RisingShieldBro online.
FOR THE LOVE OF GOD MAKE UNBREAKABLE ACTUALLY USABLE!!!!

Oh and Brother Mother MB bug blast a mid so you can't duck it.
 
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DarksydeDash

You know me as RisingShieldBro online.
Kenshi:

Universal:

441 hits Mid, Overhead, Mid
J1 is no longer neutral on block
Keep the new B1 in the beta
Keep the new F211 and F214 strings
Keep MB'd 22 from the beta
B3 hitbox slightly increased.
Keep 7 frame d1
Keep overall special damage increase
Keep new reflect

Balanced:
-Teleflurry all hits come out on block High, mid, low. MB'd ends with an overhead.
-Teleflurry has less whiff recovery, about 10 frames.
-DB4 is plus 5 on hit, MB'd version is armored.
-Spirit Charge has slightly more pushback and Meterburn version is + on block.

Possessed:
-MB'd Demon Beam has longer armor
-Demon Beam can be done in the air
- Demon drop has a hitbox while it comes from the air.
-Improved tracking on Demon Slice
- Bigger hitbox on Demon Sickle
-Keep Beta teleport

Kenjutsu:
-Armor back on Tele-Toss
- both versions of Bladenado are -5 on block
- Force Push is now a hard knockdown
- Able to choose where to place opponent (close, mid, or far) with Tele-drop.
-MB Bladenado recaptures airborne opponents
- 322 Hits mid, mid, OH.
- B2 can be MB'd for a popup.
-Faster startup on F2.
 
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Pterodactyl

Plus on block.
Normalize jump ins
Fucking.

This.


Almost feels shocking going into SFV where characters don't get to hop over for free with ridiculous ass jump attacks that have unnecessary range, priority, and comboability. It'd be different if every character had at least one good and winning AA attack, but that isn't the case.

By far the thing I hate the most in the game.
 
Kenshi:

Universal:

441 hits Mid, Overhead, Mid
J1 is no longer neutral on block
Keep the new B1 in the beta
Keep the new F211 and F214 strings
Keep MB'd 22 from the beta
B3 hitbox slightly increased.
Keep 7 frame d1
Keep overall special damage increase
Keep new reflect

Balanced:
-Teleflurry all hits come out on block High, mid, low. MB'd ends with an overhead.
-Teleflurry has less whiff recovery, about 10 frames.
-DB4 is plus 5 on hit, MB'd version is armored.
-Spirit Charge has slightly more pushback and Meterburn version is + on block.

Possessed:
-MB'd Demon Beam has longer armor
-Demon Beam can be done in the air
- Demon drop has a hitbox while it comes from the air.
-Improved tracking on Demon Slice
- Bigger hitbox on Demon Sickle
-Keep Beta teleport

Kenjutsu:
-Armor back on Tele-Toss
- both versions of Bladenado are -5 on block
- Force Push is now a hard knockdown
- Able to choose where to place opponent (close, mid, or far) with Tele-drop.
-MB Bladenado recaptures airborne opponents
- 322 Hits mid, mid, OH.
- B2 can be MB'd for a popup.
-Faster startup on F2.
get outta here he got good buffs in the beta, we do not need brainded mk9 kenshi back son. It was literally a 2 move auto win character back then, hell! you could even remove some buttons of the pad and the jump and you would still win jajaja.
 

MK FIGHTER

Knife Fight
Kitana:
-Make D1 6F of start up and +15 on hit
-Make F1 double hitting and 11F
-Make B1 8F
-Give her the old damage back
-Make booty charge safe on block and give it better recovery
-Give her a new D3/D4

Mileena:
-Give her a sai on her new D1 just like Kitana's
-Make B1 7F of start-up and a true mid so people can actually complain with a true reason to do so
-Make telekick safe on block and 10F of start-up
-Make F1 10F of start-up
-Make F12B4 +2 on block
Nerf all female characters to low tier status minus D'Vorah.
 

Addhad

GOD OF EARTHRELM
Make pokes low profile grabs
Make block breakers cost one bar and all YOUR stamina
Make interactables have a wake up option (idk if that's in the game)
Make njp's more minus
Have the ping bar always there (if you want)
Maybe make some of the Kombat kard backgrounds easier to get
Have more active frames on d2?
Make ft3-ft5 game modes
Make team battle better so you can inv people while your in the match.
Maybe make KOTH like mk9 with the cartoon thing:) I would love that
Make ranked actually have ranked features like gold division or something. Also ranked should punish the people who unplug their cord by making the person who is still connected to nrs servers get the win but the person who isn't gets a demote.
Show ping bar in the char select screen?
Change sky temple up a little bit to make it bearable
Make an interactable one the right side of the screen on the jungle (idk if there is)
Make and option to keep input shortcuts but not keep the 2 buttons at once for grab and 2 buttons at once for interactable?
Buff Erron
Buff Ermac
Nerf full auto
Change female hit boxes?