Granted if all of his tools worked consistently...So he could zone, counter-zone, mix-up, pressure, parry attacks, AND parry projectiles? I would probably just set the controller down.
Maybe it's a personal thing but I find Mileena's and Liu Kang's instant air projectiles super easy on a standard pad (meaning very low to the ground). For me Kabal is the only real inconsistency.I don't think it'd matter too much, IMO the parry just needs to have less start-up, his counter-zoning game is absolutely brutal in the right hands, hell, the only character that actually outzones him all round is Freddy and I'm sure he'd be nerfed anyway.
I wish I had a Saturn controller to condition IADFs properly, nothing saddens me more in this game than seeing some mediocre Kang player thinking IAFB means doing fireballs 300 feet above the ground.
3 changes I think would make him perfect:
EX Dragon Kick made safe on block
1 frame startup on parry
A better animated hitbox on D1, the fact that it's 10 frames is kinda neglibile given that it's +5 on hit, but it needs to be more reliable on anti-crossup.
Well if we're talking as instantly as possible, I'd rate Kabal's as the easiest by a landslide on a PS pad lol, but to each his own. What I meant was actually controlling the height of them between hitting a standing opponent, slightly sailing over their head to bait things like Kenshi's reflect, or a true high IADF to get the full screen AA into unbreakable damage. I believe he can get another 2 or 3 IADFs into a low dragon fire.Maybe it's a personal thing but I find Mileena's and Liu Kang's instant air projectiles super easy on a standard pad (meaning very low to the ground). For me Kabal is the only real inconsistency.
Also I agree with every change you suggested. Parry definitely needs improving the only time I would ever use it is when I can see a jump in coming (yet still better off doing an AA combo for more damage). Too risky to even throw out on a read.
Ironically of all the instant air inputs I struggle with it's Sektor's instant air teleport uppercut. I never got round to really practising it as much as I would have liked. However even though Kitana's has the same motion I for some reason find it easier to do (maybe to do with inputing d/f+1 instead of d/f+4).Well if we're talking as instantly as possible, I'd rate Kabal's as the easiest by a landslide on a PS pad lol, but to each his own. What I meant was actually controlling the height of them between hitting a standing opponent, slightly sailing over their head to bait things like Kenshi's reflect, or a true high IADF to get the full screen AA into unbreakable damage. I believe he can get another 2 or 3 IADFs into a low dragon fire.
That's an issue most of the cast had on some MU, specially those with 10 to 12 frame startups against a character who has a 9 frame startup and once it hits, its neutral on block and + on hit. ^^Don't get me wrong, Paulo needs to get this idea out of his head that "oh, that character has this move? We'll make up for it by making one of their pokes useless" because we already saw how well that logic worked out with Noob in contrast to Kenshi.
What puts me off Kang players are those annoying people who do that B3 kombo 5 times in a row. I have better things to do than be on the end of that kombo.
Newbie pls. At least your projectiles still trade before active frames and your hitbox isn't big to your point where 99% of highs are jailing you on crouch block.I don't think this would change anything frankly.
Parry sucks because it gets baited and full comboed, or poked, or low launched. Not because it gets stuffed.
He doesnt need to parry projectiles. He can counter zone fine.
He still has a huge hit box
He still has hella unsafe armor
He still gets ass fucked by Kenshi.
He is still just outside top 10 with that change.
I agree that he's one of the more balanced characters in the game, I just think they went the wrong way about balancing him. A truly balanced character would have 5-5s across the board with sporadic 6-4s and 4-6s, not 7-3s AND 3-7s lol.It wouldn't help him that much, it's a buff he doesn't need.
It would make his MU's against characters with zoning tools better, but not against Kenshi and Kabal.
He would do a better job against Freddy, but again it isn't something he needs.
LK isn't a character that needs buffs or nerfs, he is a balanced character, although his parry isn't that great with that 9 frame start-up.
I agree that he's one of the more balanced characters in the game, I just think they went the wrong way about balancing him. A truly balanced character would have 5-5s across the board with sporadic 6-4s and 4-6s, not 7-3s AND 3-7s lol.
Reflecting Projectiles with Kenshi, Nightwolf and maybe smoke would be useless, and probably he would be a bad MU for these guys, because he would zone all day. LOLIn regards to the thread topic though, it would be hilarious watching Kang parry his own reflected fireballs.
It wouldn't affect Smoke and Smoke could just shake any fireball or get a combo by trading with his smoke bomb (unparryable I would assume). Kenshi can use an overhead smash immediately after using reflect making Kang unable to parry back so I'm not sure if smash or fireball would hit Kang first, I guess it would slightly help him zone Nightwolf thoughReflecting Projectiles with Kenshi, Nightwolf and maybe smoke would be useless, and probably he would be a bad MU for these guys, because he would zone all day. LOL