If there was one reason I wouldn't support this, I'd have to say it's because of Another Serpent. But without further ado, lets see what we have below. Combo Modifications! PPPKP 3rd Punch remains as a double hit, but executes at a much faster speed with good recovery 4th hit is original Metatron's KK(K)K, but doesn't knockdown. Keep the terrible recovery/good delay. 5th hit spikes the opponent downwards with a black aura instead of a purple one. KK G+K K G+K : Twin kick to the stomach before the launcher. Decent recovery K : Middle kick that is very similar to Viper's K G+K. KKPP 3 hit knockback with the 4th being an additional knockback for anyone thinking the combo was over. 4th punch will knockback as far as Sanshou's kG K. Can angle perfectly. KKP 3 Hit knockback. Same distance and recovery as KP. Can still angle perfectly. KK(P) Charge-able stun launcher that hits 3 times before being able to juggle. Very similar to Metatron's original KP; will guard-break. kG P Same as the original kG P on Metatron but... kG (P) Is able to charge the punch button for a stun launch opportunity. kG K Flips over the enemy and backflips in the desired direction. K will not knockdown. >>G Same groundhit. Counter ; G+K P G+K : possesses the ability to hold the enemy in position, giving the user the option to launch them backwards. G+K P will send the opponent spinning backwards. Can be followed with a ground-hit.