IMy KI Balance Changes
Jago: Reduce his overall damage to be closer to Shadow Jago levels and reduce his meter gain over all, . Remove his flipouts, this should be a special trait and its one jago with his plethora of tools doesn’t need.
Sabrewulf: All versions of Eclipse are now Invincible, Shadow Eclipse has a slight damage increase. Sabrewulf having a better wakeup game helps make up for his lack of damage (and speed on his high/low) to have him return to neutral faster which is where he is strongest.
Orchid: No changes I can think of needed
Spinal: Shadow Meter curse now drains meter like old spinal meter gaining period is slightly shorter than the old timer, curses combo like in S2. (Note Instinct Curse is unchanged minus the fact if its used mid combo it sends the opponent into a juggleish state like in S2)
Shadow Jago: Pretty sure this guy is okay as is.
Fulgore: Fulgores canceling specials into other specials ability now cost 2 pips instead of one. He should still have an incredibly threatening offense and defensive toolset its just he resources are reduced overall and are a bit more costly, you will now have to make more thought out special cancels.
Sadira: A slight damage buff would do some good so she doesnt have to rely so hard on instinct. If IG could find a way to make her juggle game stand out since that supposed to be her main thing that would be great. Needs some suggestions from sadira players.
Thunder: Light dp is no longer fully invincible its now only hit invincible (all DP’s minus shadow can be thrown on startup), his dp can no longer be cancelled into sammamich on block. Stand LK flipout is removed, his mixup game is strong enough without this tool.
Glacius: A slight damage nerf to his shadow shoulder charge since his lockout damage is a bit high for a zoner.
TJ Combo: His combo’s can only contain one advantage ender in them from now on, so if he links of his advantage ender to continue the combo he has to use a different ender. Shadow Knee is now projectile invincible.
Maya: During dagger assault 4 pip version if you are hit it the daggers do not stop assaulting, but the time that dagger assault lasts is now reduced slightly. Makes the reward for gaining all pips greater.
Kan Ra: Swarms return to damage from season 2. Clutch Animation returned to S2 status. Slightly less landing lag on air swarms. Could be more changes needed but unsure. Need some suggestions from Kan Ra Players.
Aganos: Speed slightly increased while having 3 and 4 chunks from previous speed. Forward HK is now an overhead (each hit is an overhead of you continue to stomp). Light rock shoot counts as a low faster now.
Omen: When hit while fireballs or shadow fireballs are out they disappear, this will make omens have to approach more cautiously when they try to get in from full screen or when they are trying to apply pressure. While instinct his fireballs no longer count as shadow fireballs (I think this is a bug).
Cinder: Lvl 3 burnout time is reduced by 1 sec, Lvl 4 burnout time is reduced by 2 sec, so cinder doesnt have control over the neutral for as long while active.
Riptor: Tail flip is now back to S2 speed, I feel this was never too good tbh.
Hisako: No changes, Id say she is probably where she needs to be.
Aria: No changes for now
Rash: No changes, he seems to be in a really good spot.
Kim Wu: Parry when triggered successfully by a physical attack (projectile parrying is the same as before) will hard knockdown from anywhere on screen and do its damage and give kim her dragon. Dragon ender is removed due to her dragons becoming alot stronger. Dragons can now be spent to backdash or forward dash cancel now, the back dash leaves kim slightly positive when canceled from most things on block unlike the forward dash it can set her up greatly to continue her footsie game. Her shadow counter now works as well as most other shadow counters. Kim Wu’s dragon kicks now recover faster on hit/whiff, this properly allows her to safely escape the corner with a cross up safe jump if she corners herself from a combo or from making a good read in neutral.
Tusk: His combo’s can only contain one stagger ender from now on, if a combo is continued from a stagger ender the ender for that same combo cannot be another stagger ender.
Arbiter: 4 bullets have been removed from his gun clip. He now only has 1 plasma grenade that recharges. The only ender combat evolved bullets can be tacked on to is the damage ender and the only ender that the combat evolved plasma grenade can be tacked onto is the hard knockdown ender. He will still have powerful once chance breaks but he cannot count on them the entire match, his resources have been reduced so he will have to play neutral more as a resort and think more about using said resources.
Gargos: He is going to receive a slight rework to minions. There is a new bar above Gargos’s meter with Izzik and Dretchs faces on them, when a minion is lit up they are available for summoning, if a minion is grayed out they cannot be summoned, when a minion dies by the opponent’s hand (not through gargos consuming them this is a way to get around the new system) their bar is greyed out for 8 seconds before they are available to be summoned again, this will cause gargos not to rely so heavily on minions to win a match, reward opponents for destroying minions and encourage more intelligent minion play overall. Gargos’s Dp now hits on the way up as well as on the way down (combo’s) this huge buff makes gargos defense a bit better since minions wont be as crazy dominant as before.
Mira: No changes for now.
General Raam: Now when Medium Kryll Rush grab hits it now causes a hard knockdown command throw no Kryll poison is inflicted, distance from opponent after the grab is landed is similar to his medium command throw (Similar to Sfv Zangiefs Running Bear Grab). When Hard Kryll Rush grab hits it will cause raam to pin the opponent on his shoulder moving forward until the opponent is conered with a wall splat that leaves raam not close enough to perform combos or mixups (footsie distance), both you and your opponent are 0, does not apply kryll poison (Similar to SF4 Hugo’s meat squasher). Shadow Kryll Rush is now throw invincible and you can choose for the move to do a different action on hit based on the buttons used LM will have the Light Kryll Rush effect on hit, MH will have the medium krill rush effect on hit and LH will have the heavy Kryll rush effect on hit. Ultra changed to QCF and 3 Kicks. All forms of Kryll Rush when hitting an opponent can now not be hit out of the move like other command grabs, this is to ensure Raam players are not punished for making the correct read/punish.
Eyedol: 10% random switch increase on all moves that can cause random switching. Gotta see what IG is doing with him before I suggest anything else.
Possible System Mechanic changes:
To try and deter guess breaking/1st frame guess breaking by making breaking slightly more difficult, to do a combo breaker now you must perform a Z motion AND the button strengths involved to break a combo. (so DP motion plus Lights, Mediums or Heavies). This is a callback to the older Killer Instinct games as well.
Combo/Ultra Enders are now invincible until the animation ends to prevent stray hits from interrupting a finished combo.
All Unbreakable combo’s and safe counter breakers are removed.
Please tell me your suggestions on what you want to change in the game and what you think of my suggestions.