SFV Lounge: Lupe please comeback! DevilJin moving to Mortal Kombat 11

Yes, I was the very one who mentioned that

However

That only happens if you have frame trapped running the game at normal speed

If you slow the game down with frame trapped, that issue disappears. I do that to make sure that the hitboxes I capture for jumping attacks are as accurate as possible (see Kage’s hitboxes above)

That massive discrepancy is not frame trapped’s fault

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Since I’m bored going to list the developer notes out loud here and like to see if people agree or have issues with most of what was said.


GENERAL

Developer Notes: Crush Counters were adjusted as a part of the Season 3 adjustments, but as a result this lead to a decrease in risk for invincible moves, so this time around we’ve made adjustments based on that. For moves such as the EX Shoryuken that are invincible from 1F, and have counter-hit status until the end of the move, when blocked they will be subject to taking more damage upon counter-attack. Only the first hit will deal 1.2x damage, but depending on the move used to start the punish, it could lead to a very damaging punish.

Regarding moves with armor, considering that the number of armored moves is increasing while there aren’t very many armor break moves in the game, we’ve changed it so that a character can be KO’ed if their vitality drops below zero even during an armor absorb. As a trade-off, we’ve adjusted it so that the damage dealt to armored moves is reduced.

There was a large discrepancy in characters who could take advantage of the V-Trigger activation invincibility window, as well as the invincibility time or presence thereof, so we’ve made changes to make it more universal across the board.

Also, in regards to moves that trigger a Crush Counter, the amount of V-Gauge meter gain was adjuster overall taking into consideration the ease of inducing a Crush Counter and the strength of the return.

RYU

Developer Notes: Ryu is a standard character with a complete moveset, however it was difficult to see his character strength. In order to bring out his characteristics, we’ve buffed moves such as his Hadoken and C.MK, making it easier for him to control the match at the mid-range.

The command for Jodan Sokutou Geri was originally determined for ease of use, however as there were inconveniences such as unintended inputs and certain moves being difficult to use, we’ve changed the inputs.

We’ve also adjusted the ease of use of his combo parts for his overall performance.

KEN

Developer Notes: Unlike Ryu, Ken is an aggressive character who likes to drive his opponents into the corner. To better take advantage of that characteristic, we’ve increased his corner-carry abilities from mid-screen, and increased his combo damage on hits in the corner.

The hitbox on H Tatsumaki Senpukyaku have been reduced, but not to the point where it will affect the normal usage of the move. S.HP has been adjusted to allow for combos with a great deal of corner carry.

EX Tatsumaki Senpukyaku has been adjusted to better hit crouching opponents, giving you stable returns if you’re willing to spend a little meter.

Although the damage on L Tatsumaki Senpukyaku has been reduced, adjustments have been made so that all of the hits of H Shoryuken will connect off the corner juggle, so in this situation Ken gets an overall boost in damage dealt.

On the other hand, we’ve added a bit more risk to S.HK and Thunder Kick, as these moves tend to give him substantial rewards.

Additionally, we’ve increased the vacuum range of Shinryuken V-Trigger II, and increased the combo options on hit, leading to more opportunities for him to utilize it.

CHUN-LI

Developer Notes: We strengthened her ability to control the mid-range, making her into more of a character who excels at mid-range grounded combat.

We also adjusted the functionality of H Hyakuretsukyaku and EX Spinning BIrd Kick, reducing drops when used in combos and on anti-air hit.

She gains a new move in Souseikyaku, which can be performaned from Rankyaku. This increases her ability to surprise attack from long distance.

Also, the blowback from Rankyaku has been adjusted, which has a slight effect on her air combos.

NASH

Developer Comments: One of Nash’s unique traits is his ability to absorb his opponent’s EX gauge with Tragedy Assualt - as such, we’ve shortened the separation distance form the M and H versions on hit, allowing Nash to better keep up the pressure. Also, he can combo into M Tragedy Assualt from a mid-screen Justice Shell, increasing its versatility.

His V-Trigger II Stealth Dash, and the moves he can perform from it, have been improved overall.

As he can now cancel from Sonic Boom into activation, and with the improvements to Justice Corridor, there are a number of ways to really apply the pressure using VTII.

CAMMY

Developer Comments: Considering how continuously she can keep up the pressure, and her stun, we’ve adjusted the parameters for each of her special moves, and her defense. We believe this brings a balance to her risk/reward while keeping her sharp offensive flavor intact.

As Cammy’s C.LP was a bit too good as an in-close combo part, making her other L attacks useless, we increased the recovery.

M. BISON

Developer Notes: Up to now, his V-Skill Psycho Reflect has only been used against projectiles, so we’ve changed it so that if it stops a physical attack from the opponent, Bison will perform a quick physical attack of his own, allowing this move to serve as a mid-range counter attack.

Through adjustments such as reducing the recovery on EX Psycho Blast, making it more versatile, the opponent will have to be more aware of Bison’s various options, opening up new ways for him to deliver the explosive damage that makes him the threat that he is.

VEGA

Developer Notes: EX Crimson Terror has been changed to allow for additional actions after it hits, giving Vega the ability to do more damage off one chance.

It didn’t seem like there were many opportunities for Vega to score a Crush Counter from bare-handed C.HP, so we removed the CC aspect, and greatly changed the advantage on hit and block, making it useful for other situations.

We’ve also made a lot of changes to allow Vega to be more offensive, such as being able to cancel into Switch Claw from normal moves that use the claw, and improving the situation after hit for each of his special moves.

DHALSIM

Developer Notes: In close-range, Dhalsim can keep the pressure up using EX Yoga Flame into Jump MP -> Yoga Float even at mid-screen. Also, for long-distance battles, Dhalsim can now control the speed of EX Yoga Fire, giving him a versatile tool on both offense and defense.

We’ve also fixed the hurtboxes for each of his Drill Kicks, which didn’t line up with the visuals before.

ZANGIEF

Developer Notes: Zangief’s true power lies in getting in close and forcing the opponent to guess whether he’s going to attack or throw, but we felt it was difficult for Zangief to get to that point. As a result, we’ve adjusted each of his medium attacks and his V-Skill, giving him more options for getting in and playing his game.

We’ve also boosted the damage for each of his Screw Pile Drivers during V-Trigger II Cossack Muscle, increasing his damage output per opportunity.

KARIN

Developer Notes : S.HP was changed to trigger a Crush Coutner, but as her combos for normal S.HP hit and CC S.HP hit were radically different this made follow-up attacks difficult to confirm, and when using EX Seppo to combo, the following attacks in the combo ended up doing less damage - as a result we’ve removed the Crush Counter aspect.

Also, the recovery for Guren Resshu has been slightly reduced during V-Trigger I, making it a stronger choice for use during Guren Ken, and we’ve made it easier to hit ground combos when her V-Trigger II Yasha Gaeshi Tenchi connects. These adjustments have enhanced the strength of each of her V-Triggers.

R. MIKA

Developer Notes: Mika has been slightly weakened from the general adjustments, but as there aren’t any other major changes, she can be played the same as before.

BIRDIE

Developer Notes: We’ve readjusted the functionality of the unique moves Birdie uses to control the opponent. We’ve also increased the risk for having his armored special moves blocked, making him weaker defensively. Also, for V-Trigger II, we’ve reduced the number of V-Gauge blocks from 3 to 2, and increased the places where it can be activated, making it easier to use.

NECALLI

Developer Notes: Necalli’s moves are already extremely balanced, so there haven’t been any major changes. However since there wasn’t much usage for his Clouded Mirror during V-Trigger I, we’ve adjusted the functionality to make it easier to use in combos and for surprise attacks, further distinguishing it from V-Trigger II.

RASHID

Developer Notes: There was little variation in the special moves that Rashid used during the match, which took away from his character trait as having various kinds of movements. As such, we’ve reviewed the move parameters and the situation after the move ends, and enhanced the unique traits of his special moves, giving players more options to choose from.

His combo damage has been reduced from before, but by choosing the right move for the situation, Rashid can achieve even better results.

LAURA

Developer Notes: Adjustments have been made to increase the rewards for successful close-range mix-ups, which Laura is skilled at, with adjustments such as an increase of V-Gauge meter gain for her V-Skill and increase in damage for Sunset Wheel. The performance ability of both V-Triggers has been increased, which leads to an increase in the explosive damage Laura can do from the middle of the round onwards.

F.A.N.G

Developer Notes: With the addition of a new move, Nikyoushu, F.A.N.G’s ability to confuse and bewilder his opponent during footsies has increased. Another major change is that L Sotoja will now combo from C.LP, making it easier for him to counterattack.

Other adjustments have been made to improve the ease of usage for his unique toolset, giving him new movement methods he lacked before.

ALEX

Developer Notes: EX Air Knee Smash can now hit grounded opponents.

We’ve made adjustment to address the character weakness of Alex being able to do big damage, but it being difficult for him to keep things rolling.

Also, his V-Skill Overhaul can be canceled into from his EX special moves, and the Hard Hit benefits have been increased, which will lead to harder-hitting, flashier combos.

GUILE

Developer Comments: Guile’s ability to control the mid-range was a little too good, so his primary moves for mid-screen control have been weakened a bit. Primarily he’s getting more recovery on whiff, so Guile players will need to exercise more caution when trying to lock their opponent down.

Additionally, he can now cancel into V-Skill from his target combos which weren’t getting much use, and we’ve increased his combo options at mid-screen while giving him combos that can be used in the corner as well.

IBUKI

Developer Notes: Ibuki has been adjusted to reduce the bias in the space-control moves she uses at the mid-range. As such, her Tenrai and S.HK have been slightly weakened, so if Ibuki is careless in her usage of these moves she is at a greater risk than before.

On the other hand, we’ve reduced the pushback on hit for her C.MK, which did not see a lot of usage, which makes it easier for her to combo off it if she lands it on a retreating opponent or before their move comes out.

Considering the benefits she reaps upon successfully landing her V-Trigger II Fuma Shuriken - Haku, and in striking a balance with her VTI Rokushaku Horokudama, Ibuki will now be negative on block.

BALROG

Developer Notes: We have improved Balrog’s Dash Straight, which is one of his signature moves. When using it as a one-shot attack in the mid to far ranges, if your timing is good you can cancel into CA or further combo.

In particular, after the first hit of EX Dash Straight connects, he can transition into KKB - on regular hit he can combo into S.LK, and on counter hit he can combo into S.MP. Being able to confirm based on the condition can lead to some big rewards.

Considering its highly-versatile usage in combos, footsies, pressure, etc., we’ve slightly decreased the meter gain for Buffalo Swing.

JURI

Developer Notes: Compared to her VTI, there weren’t many places where Juri could active her VTII Feng Shui Engine beta, so we changed it so that she can cancel into it from each of her special moves, same as VTI. Also, as it enables juggle hits, this leads to combos that aren’t possible in VTI.

We’ve also improved her H Tensenrin to be better for anti-air. Basically, she can be played the same as before.

URIEN

Developer Notes: We’ve improved the functionality for his forward-moving attack moves, giving him more opportunities to go on the offensive.

We’ve greatly reviewed the functionality of his Quarrel Kick, which did not see a lot of usage in footsies - it no longer triggers a Crush Counter, giving him chances to combo from it even on a normal hit.

For his VTII Tyrant Blaze, we’ve made adjustments to the armor duration and number of hits for the max charge version as well as the V-Skill version, making it easier to use.

AKUMA

Developer Comments: We’ve changed the normal moves he uses at the mid-range and each of his projectiles to balance out the moves he uses during footsies.

Also, considering their performance, we’ve made nerfs to his recovery and advantage/disadvantage for EX Hyakkishu as well as each version of Hyakki Gosai.

We have also made adjustments to both of his V-Triggers - considering the pressure it leads to in footsies, Zanku Hadoken during VTI will use more V-Timer gauge. We also gave him a VTII version of his Ashura Senku, and adjusted the timer consumption, letting him go on the offensive in a manner different than that of VTI.

KOLIN

Developer Notes: We’ve slightly improved the performance of her normal moves, giving the ones that didn’t get much usage more versatility. Her character strength hasn’t changed greatly, but there are more little things that she can do.

Regarding EX Parabellum, since she could combo into it from a light, and it lead to follow-up attacks afterwards, it was a low risk/high reward situation for her, so as such we increased the disadvantage a bit.

ED

Developer Notes : Ed had difficulties getting rewards off his light moves and in footsies, so our adjustments were centered around addressing this.

We’ve increased the range on Psycho Upper, so it should be easier for him to deal damage in close-range combos as well as punishing an opponent from slightly further away. EX Psycho Upper will now combo from his light attacks, so now he can hit combos where Psycho Flicker wouldn’t connect.

C.HK had too many active frames, so we reduced those a bit. There are no changes to the advantage/disadvantage on hit or block, but since the overall active frames are shorter, he’ll be at less of a risk on whiff.

ABIGAIL

Developer Notes: Abigail is known for his long reach and devastating power, so while we haven’t made major changes there, we have increased the risk for him if his opponent makes the appropriate response to him. Also, considering that he is highly functional as both as a brawler and a command throw character, in order to differentiate him from other command throw characters we’ve reduced the situations in which he can go for Abigail Smash.

Considering the ease at which he can activate his V-Trigger I and its effectiveness, we’ve made adjustments to the number of blocks and the timer. While he still has his explosive power after activation, finding the right activation timing, as well as utilizing the powered-up state will be more difficult, so it will require a different battle strategy than before.

His new attack, Abi Scissor, is a long-reaching sweep that doesn’t move him forward. Use it effectively to knock the opponent down even from a distance.

MENAT

Developer Notes: Menat is well known for her long reach, but some of her moves - considering their reach - had little recovery and a small hurtbox, which lead to her being overwhelmingly oppressing. As such, we’ve made adjustments in that area. Accordingly, while her S.LP (Crystal Ball) and S.HP (Crystal Ball) were weakened, the recovery on S.MP (Crystal Ball) has been improved, which makes it easier to use. Also, since she didn’t get much of an advantage off her S.HP (Bare-Handed) Crush Counter, and in order to differentiate it from S.HK (Bare Handed), we removed the Crush Counter.

Menat’s powerful V-Trigger I Wisdom of Thoth is crucial to her gameplay - after activation, her opponent has a great deal of difficulty in dealing with it. However, if we were to nerf its functionality, the fun of using this V-Trigger would be lost. As such, we’ve weakened the defensive aspects of the move, and increased the number of V-Trigger blocks.

ZEKU (OLD)

Developer Notes: As most people overwhelmingly used Young Zeku, our adjustments primarily focused on increasing the advantages of playing Old Zeku. The normal moves he uses in footsies and his Bushin Gram - Koku have been improved, making his footsie game at mid to far range stronger.

As there weren’t many uses for M Bushin Gram - Ban, we’ve increased the hitbox and made it easier to combo into from S.LK. Being able to combo into Shukumyo is a strong technique from S.HP, but considering that he didn’t get much off the Crush Counter, and he didn’t get much of an advantage off the Crush Counter compared to other hard attacks, we’ve removed the Crush Counter aspect.

ZEKU (YOUNG)

Developer Notes: For things that Young Zeku’s opponents had extreme difficulty in dealing with, such as his wakeup, Hozanto, and S.HP, we’ve weakened these things to make them less difficult to deal with. The functionality of Young Zeku’s backdash was quite different than that of Old Zeku, so we’ve made Young’s backdash closer to Old’s.

Compared to the regular version, the startup timing of EX Hayagake was 1F slower, so we changed it to have the same startup. This will open up some new combo possibilities for him.

SAKURA

Developer Notes: Sakura didn’t have many moves she could use in footsies, and had to often rely on jumping in or interrupting her opponent’s pressure with light attacks. So we have improved her regular attacks and her Hadoken to make it easier for her to control movement and increase her range of movement.

We’ve also made it easier to keep things going once she lands a hit, giving her more opportunities to do damage off a single chance.

BLANKA

Developer Notes: We’ve adjusted the advantage/disadvantage on hit and block for Blanka’s S.HK, and now he can combo off a normal S.HK hit. This will change the way he uses it from before, and since it was difficult for him to follow up on a blown-back opponent, we’ve removed the Crush Counter aspect.

Also, Wild Lift can now be canceled into a special move, which leads to Blanka being able to combo into EX Back Step Rolling. If you can make the right reads, this adjustment will leads to increased combo damage.

Considering the functionality of Blanka’s V-Trigger I moves, and that quicker access leads to easier utilization, we’ve changed the number of V-Trigger blocks, and adjusted move functionality accordingly.

FALKE

Developer Notes: We noticed that some of Falke’s moves get more usage than others, so we reviewed her overall balance and improved the functionality of the moves that weren’t quite as versatile.

One of her major changes is that although the startup of Psycho Kugel has increased, the active frames have been greatly increased. So while she can no longer combo into it from her light attacks, even on block she will be at an advantage.

Meanwhile, its now easier for her to combo into Psycho Schneide from light attacks. In particular, she moves forward quite a bit for the EX version, which makes it more reliable as a combo part.

Additionally, we’ve made it easier for her to avoid her opponent’s projectiles when using Psycho Kanonen, and if she hits the opponent from a certain distance or greater, she’ll get more frames of advantage.

Due to her V-Trigger II’s nature, it was a lot harder to activate than her V-Trigger I, so in response we’ve changed the number of T-Trigger blocks and adjusted the cancel timing.

CODY

Developer Notes : Aside from his Zonk Knuckle, Cody didn’t have many ways to get closer to his opponent, so we’ve made adjustments to address that and make it easier for him to engage in close-range attacks. Primarily we’ve increased his movement speed, and revisited the moves he uses as pokes, which increases his footsie ability, and increased the advantage frames on Zonk Knuckle on hit, leading to changes for his post-hit options.

Additionally, in order to improve his low-hit options, we’ve improved the recovery for his C.MK. Although the timing for V-Trigger cancel has become slower, this change does not have any effect on his combos on hit.

Considering overall balance, Cody’s S.LK and C.HK have been weakened, but on hit C.HK has gotten an increase in advantage frames, making it easier for him to apply the pressure on hit than before.

Also, considering that EX Zonk Knuckle is plus on hit, we made it a bit easier to avoid it by jumping.

We’ve adjusted the timer meter usage of knife attacks during V-Trigger I, so basically he can stay in V-Trigger status for a longer period of time.

For V-Trigger II, primarily we’ve made it easier for him to get rewards off his Gentle Upper Swing.

G

Developer Notes: G is a character with high attack abilities, but he had moves that didn’t give him a lot of rewards on hit, and moves that didn’t let him keep up the offensive pressure, so we made adjustments to these areas to make him a more offensive character.

On the other hand, while he doesn’t have any changes in defense in particular, we’ve increased his vitality to 1025, which lets him hang in the fight a little longer.

Also, we’ve extended the V-Timer for G’s V-Trigger II, which will effectively let him keep up the pressure while it’s active.

SAGAT

Developer Comments : Sagat is all about taking control of the situation with his powerful projectiles and anti-air moves, so we’ve made adjustments to better reassert that aspect of his gameplay. Now there is a greater variation in projectile speed depending on the button strength for Tiger Shot and Grand Tiger Shot, which makes it easier to lock the opponent down, and he can get greater returns for mid-air hits.

Also, we’ve increased the anti-air functionality of his H Tiger Uppercut, so together with L Tiger Uppercut, he is better equipped to deal with his opponent’s jump-ins.

In order to create more of a difference between his Step Low Kick kara cancel and Step High Kick, the Step Low Kick cancel can only be performed now at the last possible timing.

We’ve also revised his overall movements, including moves that were difficult to use and his dashes, leading to an overall improvement in the usage of the character.

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“Menat’s powerful V-Trigger I Wisdom of Thoth is crucial to her gameplay - after activation, her opponent has a great deal of difficulty in dealing with it. However, if we were to nerf its functionality, the fun of using this V-Trigger would be lost.”

At least Capcom understands something

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I didn’t have problems with the trigger and now that it’s 3 bars, extra no problems.

At least Capcom heeded to your word to not nerf it heavily. I’m surprised soul spark didn’t get touched, but v trigger and s.HP were the MOST important to adjust.

dash > whiff cr.mk > cr.mp/throw

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'Cause you’re a good Marvel boy who laughs at such meager tools

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Video evidence in case anyone has any doubts

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Okay, I see you’ve got pretty good versions of Kage’s jump attacks, so I believe you.

But it still seems weird that the Misogi boxes lag so far behind Kage. Does the move actually hit when the displayed boxes say it should hit? I’d test it myself, but I don’t own Kage. If it doesn’t, then there is still some other issue with Frame Trapped. If it does…

…well, the only reason I can think of is that Capcom wanted to give players an extra frame or so to try to react, which would be silly.

Sweet. Now I’ll have to come up with a decent frame kill off of that for when they stay on the ground and for mixing up my mixup. But that’s a great start.

I agree with the Laura bits and the adjustments. I honestly didn’t they would do anything with her but they legit tried to tune her up just a bit while respecting that everyone hates dat hoe.

The system changes aren’t what I expected but I’m cool with them overall. I never know what the fuck broad issues Capcom is gonna hit each year.

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Seems visual reasoning only. They wanted the hit to land when Kage’s model is right on top of the opponent rather than hitting them at the top of their head and then continuing; how it is now probably looks significantly better in motion. Probably didn’t keep the hurtbox around the model so that it keeps said visual look while making sure that Misogi doesn’t lose to random jabs before it lands with such a massive hurtbox. Speed of the descent keeps people from noticing the model/box discrepancy.

It just looks funny when looking at the hitboxes

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So, capcom took away crush counters from a number of moves in order to make them better.

Capcom does indeed sometimes think like me.

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That’s definitely what I’ve been realizing as well. Getting regular counter hits (especially as the game has been changing) are starting to pay off better than CC’s. CCs are still good, but a lot of the ones put in for the later characters have been balanced better and the general changes make the real derpy ones that are left like Rashid’s and Urien’s less derpy.

what you mean? It’s a hard knockdown

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Hey guys should I buy Evil Ryu?

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So ironically Sagats V1 now has big potential because of the shot cancel advantage giving him dash up combos…and it’s not hard to hit confirm shots. Sorry for the volume problems but this is what I mean.

Check out @totalsagat’s Tweet: https://twitter.com/totalsagat/status/1075212660893835265?s=09

Worth noting -

He’s still at plus 5 if they block the shot. So you get dash up 50/50, if the cannon hits you get Oki , if they block the canon he’s at plus 2.

Roll them all together you can stun 900 character with one reset and you’re 1 hit/button off stun for a 1000 character.

V1 mega potential now.

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just got VT2 into meaty overhead > cr.lp link demon online

fuck this character is good

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If I was Ono I would say yes. Kage will be the last character and this will be the last season if you do not purchase.

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3 bars is still a dealbreaker IMO, Sag needs VT online early to keep himself in contention for the round, if it’s online late into the round he’s terrible at keeping momentum up enough to make a comeback, OR he’s giving the opponent more time to grab another VT before death.

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I don’t doubt it’s expensive at 3 bar, but the cancel shot combo means youve practically got 3 canons.

The first combo does 300 damage which is hit confirm. You then still have two canons left. I’m thinking that would be super powerful at 2 bar. That’s 500-600 damage easily if you get the combo and even just one canon.

I’m going to experiment this week. Bearing in mind we are going to be zoning a lot.

It’s definitely improved to the point of consideration now. Before it wasn’t even on the cards.