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Discussion MY MKXL PATCH LIST FOR KP3 (Post Yours)

WiseM0nkey

welcome to the ButtSlam
Just wondering, did you say somewhere in your last post Reptile needs a buff? I think he's fine where he is now.
i didnt say he needs a buff, i just said that if they buff something it should be s2 mid (with b2 being -5) and some quality of life changes...
 
Noob/lurker here.
I'm not a pro, and I'm just learning about frame data and such. I can't do a command grab consistently.

Now that I have that out of the way, here's my suggestions!!!!
I'm sure they'll be the best and most agreed upon of anything you read in this thread!!

They are only for characters I play, as I don't know much about overall mechanics of the game.
I play almost exclusively low tier characters, so this is all buffs for them.

For the parry characters like Unbreakable Sub and Commando Kano, a great buff would be to be able to extend their parries like you can for Assassin Kitana by holding the button down. If you can effectively stagger timing on the parries, it makes them much more useful, and less punishable on whiff because of the timing it takes to punish. Keep the recovery frames the same.

For Warrior Predator, make EX explode move (sorry I don't know the name, but input is DB3) start up/recover as fast as CT Kano's damage buff, so it can be used mid combo. Your really big damage would still come from two bars, and still cost you 10% (I think) of your own health, so I don't think that would be too OP. Also making his standard explode move recover a bit faster would be nice to so you can do it on close hard knock downs, at least, or at surprise times in the neutral.

Pyro Tanya's shroud being able to juggle an airborne opponent mid screen would help with her pitiful damage output.

That's it for gameplay stuff, but overall making some of the really hard brutalities easier would be nice for noobs like me for swag. Kano's air ball one for instance is very difficult and depends on your opponent blocking and being chipped out for it to work. Block, and chip, on an unsafe single hit (if blocked), non combo starting move? BOO!! Dragon Fang Goro's where it only works if the last hit of DB2 hits? BOO!! I'm sure there is plenty more for other characters that I don't play, but you get the idea here.
 

D7X

EMPEROR | D7X
i didnt say he needs a buff, i just said that if they buff something it should be s2 mid (with b2 being -5) and some quality of life changes...
Ahh, I didn't really get it.
Not gonna lie, I was kind of in a "what the fuck are you thinking?" state when I thought you were saying he needed a buff lol.
 

D7X

EMPEROR | D7X
Oh one more thing, make Unbreakable's shield counter jump attacks.

[Also have there be ice shield cancels and be plus on block] :DOGE
 

errormacro7

Official Sonya simp
When did I say that? That wasn't me and has NEVER been me. If anything I said Jacqui was mid tier at best but had glaring difficulties that suppressed her from reaching her true potential. I remember saying Kitana was crap because at that time, she was crap. And honestly, she still is with the most recent patch. You can't tell me she wasn't affected by the breaker change, other characters having something similar to her and excelling in areas where she lacked in (defense, rushdown (outside of assassin perhaps)). I still to this day stand by those comments and if those measure "validity", fine. But don't act like your shit don't stink either because you've said some questionable things on this site as well that was plain ludicrous.


Jacqui top 11 in Aug 2015? Ok. :p
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
- s2 mid
- 21 is now +1 (down from +2)
- b2 is now -4 (down from +1)
- spit now hits correctly on all crouching block opponents


i dont see any other way to buff / balance out reptile

EDIT: would be nice if they give OH pounce the ability to change the trajectory while airborne, just like Takeda
b2 -4? Yuck.
 

Invincible Salads

Seeker of knowledge
for alien, what if they made Ex tail flip a mid, but left the meterless as an overhead? or instead of the tail flip did the same thing for ex tail grab. I'm not exactly for these options, but it would be better than removing the armor.
 

gam224

The world's least hype player
Why ever use a JK?



Interesting idea, would change the meta game of Balanced quite a lot.



-10 is fine, if spaced properly it's safe against many characters.



Would have to be quite unsafe, otherwise top tier Scorpion boyz.



Rip Sub-Zero.



Fuck Shinnok right? -30 is WAY too much.



Why ever use EX-upball?



You might want to use some lube when you fuck Kano in the ass this hard.



What are you smoking.

There were several pretty good changes in your list, but overall, many were either nerfs that were far too harsh or buffs that were unnecessary/too good.
Thank you for the constructive criticism. Not everybody on TYM understands that.

JK's would still be used to beat out some uppercuts as well as beating up anti crossups.

With Kano i just wanted to make cut throat unsafe if he goes for an overhead. It's okay that he has a good low option but only if he has an unsafe overhead option. Upon further inspection removing the armour on Ex up ball was a mistake. If scoopion got a new launcher it would have to be unsafe, I think it would make the character more interesting and almost raiden-ish in design.

For sub I think his overhead is just weird in the way that it's unsafe, some characters cannot punish for the same amounts of damage as other. I would like to see it launch directly up for a NJP in return for being unsafe, it would increase both the risk and reward of the character and force the sub zero community to be more wary of their decision making.

I feel the same way for shinnok as I do for sub, they get away with it too much and would be happy to increase the risk as well as the reward.

I'm not sure what the argument against ex bat is, summoner got hit with some nerfs (necessary nerfs) and was forced to take a zoning role. This would make his zoning better without making him a rinse and repeat vortex character.
 

The Farmer

Gunslinger since pre ptch -Shout out 2 Youphs 2015
Reduce OTG scaling for Tremor, it scales too much and reduce the recovery pls on rock shower and make his d1 8 or 7 frame startup.

Reduce scaling on Erron Blacks F3 4+2 in Outlaw variation and give it a brutality. Give it damage over time, unlike tarkatan stab this one can kill your opponent but the drawback is that it does less damage per tick <-- This has to be done since Tark. stab has more oki advantage. There has to be an incentive to use this move over the Tark. stab, otherwise it will still be useless.

Reduce recovery on Outlaw's B211 so we can actually use it in combos.

Increase hit advantage on F3 to make it useful. it's slow and is only +1 lol.

Make S1 or 2 a mid pls :DOGE
Starter exsg njp b21 tark stab is my meter bnb because I screw up run cancel b33 too much, plus it just looks cooler lol
 

coconutshrimp

Damn vro, hadda mess with yo auntie
These are the buffs/nerfs I THINK the characters I play should recieve.
Kenshi
Balanced:
Tele flurry is now -30 on whiff
Tele flurry is now -7 on block
EX Tele Flurry becomes mid, but in turn becomes -16 on block
Overhead slash is +8 on hit
Overhead slash and EX Overhead slash starts in 20 frames
EX Overhead slash launches for a combo midscreen and corner
All hits of EX Overhead slash come out on block
Push is now - 11 on block
EX Push is now +5 on block
These buffs are to make him a more effective zoner with a slight bit more offense cause he practically has none

Possessed:
Tele flurry and EX Tele flurry Tracking fixed
Tele flurry and EX Tele flurry are now -25 on block
DB1 and EX DB1 No longer has whiff issues
DB1 now combos in the corner like it use to, but with more scaling than it use to
DF4 is now +10 on hit
Low Demon Drop and EX Low Demon Drop starts in 20 frames
Teleport now starts in 20 frames
EX Teleport now starts in 16 frames
Teleport can now be done in air (just so imposter shinnok mains don't complain, he gains a grounded tele in addition to his current tele)
Remove armor on EX DF4
This is supposed to be the mixed variation. Has everything the other variations have but doesn't do those things quite as effectively. If all changes are applied than Balanced is a heavy zoner, Kenjutsu heavy rushdown, Possessed Jack of all trades master of none.

Kenjutsu:
DF1 is now -7 on block
EX DF1 is now -12 on block
BF2 is now -11 on block
EX BF2 is +5 on block
DB4 and EX DB4 are now -18 on block (as opposed to -29 right now)
F2 now starts in 15 frames
B2 now starts in 18 frames
EX DF1 Recaptures opponent when hitting them while they're airborne
DB1 now recovers faster on hit to allow for easier S1 and D1 links
32 is now +2 on block
322 is now 0 on block
31 is now -8 on block
311 is now -6 on block

Johnny Cage (this will likely be more nerf heavy but not many buffs if any at all)
A-List:
F3 can no longer be canceled on whiff
F3(4) canceled on block is now +10
12(1) can no longer be canceled on whiff
Sorry couldn't think of many nerfs, I guess tone down the plus frames a little bit but not too much.

Stunt Double:
Second hit of EX Mimic Rising Shadow becomes a mid (No more hard to block, just a 50/50 now and this way his pressure isn't completely destroyed)
Mimics no longer go away when Xrayed, Parried, or performing an Xray
Trying to be as careful as possible with Stunt Double because 1 change could potentially break him like less cooldown on mimics makes him broke, or changing the frames on his EX MRS could destroy his pressure potentially.

Fisticuffs:
@ismael4790 This guy can tell you and probably has told you a million times the changes fisticuffs needs and I agree with it all. As it is right now the only way you'll win with Fisticuffs is through gimmick speedbag staggers into throws at least from my experience. The changes he suggests would make him a decently viable character, not as viable as the other 2, but can hold his own.

Those are my suggestions for my mains, Ik what is probably going through your head "are you focking mad m9? That Kenshi shit is way overboard, and Johnny needs to be -3 on all cancels you focking retarrr" but I think Kenshi needs a decent amount of these changes and with Johnny I don't want another Cyber Sub-Zero situation where "He might as well not be in the game he's so bad". Enjoy ripping my post apart without knowing anything about these 2 characters :)
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Why not? Still safe
It's safe, but with other advancing normals being the same speed or faster, it just weakens Reptile's followups to a blocked b2 for no real reason. He doesn't need to lose things, at this point.
 

D7X

EMPEROR | D7X
It's safe, but with other advancing normals being the same speed or faster, it just weakens Reptile's followups to a blocked b2 for no real reason. He doesn't need to lose things, at this point.
Reptile is 100% fine right now imo.
Buffing him would be a stretch nerfing him would be pointless.
 

Jynks

some heroes are born, some made, some wondrous
I'm a decent player but I am not a techy lab monster kind of guy so I have no ideas on what should be done or how... but that being said I would like some normalisation to be done to bring the top characters down (Alien-Acid/Tark, Sonya-Demo, Meline-Pierce for example) and bring some of the weaker or over nurffed characters back up. (Sub-Zero-Unbreakable, Tanya-Poll for example)

The problem is that the game is only a year old and despite what some people say, imo many of the characters are not even explored correctly. Looking at other games it sometimes takes years for people to start picking up the lower tier characters and then suddenly discovering awesome tech, simply as there is focus on other characters at begin with. Dose BRC suck, or is no one really playing him at the moment.. that is an entire argument in itself, but it is directly related to balance changes. When they tweak a character and it becomes "amazine" like with Mileena it seams to me that this means she was always pretty good, but no one really looked.
 

D7X

EMPEROR | D7X
Mostly fine. Noxious needs something, though.
I'm fine with Noxious being the same. It's not as strong as the others but it's decent.
I'd like it to be as good as the others.
Though, Noxious isn't really meter dependent like Deceptive and Nimble