AK L0rdoftheFLY
I hatelove this game
I Loved the concept of Human cyrax and robo cyrax having different frame data for specials. Now MKX has 3 different versions of each character. This has made me think about the hatred for DAMIAN and how his move set really should be slightly different than Dick's.
My thoughts are based around the nature of the two characters and how they differ in aggression and ideals. Dick is more reserved like batman but Damian is more brutal and violent.
ESCRIMA:
Regular Escrima Fury is the same animation as Dicks meterburn version...it just gets one his of armor when meterburned. To compensate, damage is same as regular on both version regardless if meturburned or not.
Scatterbombs are the same but meterburn version instead just increases the startup speed and grants one hit of armor. This acts similarly to Grundy's mb swamp hands in terms of frames. It offers only a slight advantage on hit and does not do as much damage as Dick's mb scatterbombs. It will be a more reliable AA when meterburned though.
Wing Dings are also bombs that stay on the ground when thrown while he is in the air. the MB version instead of throwing another, instead activates the bombs causing a knockdown on hit and slight advantage on block. They have a large ground hitbox and a small air hitbox similar to GP. Same damage as wingdings if everything hits. If only the MB hits it grants slightly more damage than the last hit of old mb wing dings.
Ground spark is Red instead of Blue. Regular version acts the exact same but mb version cancels you to Staff allowing you to special cancel into flying grayson, staff spin or ground pound. If they jump your GS you can hit them with FG. If they block it you can check with GP. Staff spin and GP have frame gaps of 6 frames of greater allowing them to be interrupted from the right range. SS can also be meterburned following the MB GS. MB GS can be delayed as long as GS is on the screen.
(This opens up a few options for prolonged pressure if not interrupted or full comboed. 33GSmb SS mb GP MB)
Flip kick is the exact same as before. MB version grants a stance switch to staff that can be special cancelled like GS. Frame gap makes ss and gp dangerous but opens up FG. (See FG notes to see why this is important).
STAFF:
Flying Grayson does more damage and hits high. (15% instead of 13% and 3% on block). To compensate, it is -8 on block and on hit grants less advantage. This means it is punishable by almost the entire cast if blocked. It also has one hit of armor.
Regular Ground pound has the same frame data and damage but causes a knockdown on hit with more advantage. It is not a hard knockdown. MB version pops them up just like before. Frame data on block is the same.
Staff Spin is the exact same with no changes.
How would you differentiate DAMIAN from Dick in this game? I would honestly rather play Kid Damian as Robin in the Injustice Comic with an entirely different moveset all together but this is just for fun.
I tried to be fair and not just make him better. I think this is just different enough to make it interesting but not give him any advantage. He is not as safe but hits a little harder with the FG meta and GS meta.
My thoughts are based around the nature of the two characters and how they differ in aggression and ideals. Dick is more reserved like batman but Damian is more brutal and violent.
ESCRIMA:
Regular Escrima Fury is the same animation as Dicks meterburn version...it just gets one his of armor when meterburned. To compensate, damage is same as regular on both version regardless if meturburned or not.
Scatterbombs are the same but meterburn version instead just increases the startup speed and grants one hit of armor. This acts similarly to Grundy's mb swamp hands in terms of frames. It offers only a slight advantage on hit and does not do as much damage as Dick's mb scatterbombs. It will be a more reliable AA when meterburned though.
Wing Dings are also bombs that stay on the ground when thrown while he is in the air. the MB version instead of throwing another, instead activates the bombs causing a knockdown on hit and slight advantage on block. They have a large ground hitbox and a small air hitbox similar to GP. Same damage as wingdings if everything hits. If only the MB hits it grants slightly more damage than the last hit of old mb wing dings.
Ground spark is Red instead of Blue. Regular version acts the exact same but mb version cancels you to Staff allowing you to special cancel into flying grayson, staff spin or ground pound. If they jump your GS you can hit them with FG. If they block it you can check with GP. Staff spin and GP have frame gaps of 6 frames of greater allowing them to be interrupted from the right range. SS can also be meterburned following the MB GS. MB GS can be delayed as long as GS is on the screen.
(This opens up a few options for prolonged pressure if not interrupted or full comboed. 33GSmb SS mb GP MB)
Flip kick is the exact same as before. MB version grants a stance switch to staff that can be special cancelled like GS. Frame gap makes ss and gp dangerous but opens up FG. (See FG notes to see why this is important).
STAFF:
Flying Grayson does more damage and hits high. (15% instead of 13% and 3% on block). To compensate, it is -8 on block and on hit grants less advantage. This means it is punishable by almost the entire cast if blocked. It also has one hit of armor.
Regular Ground pound has the same frame data and damage but causes a knockdown on hit with more advantage. It is not a hard knockdown. MB version pops them up just like before. Frame data on block is the same.
Staff Spin is the exact same with no changes.
How would you differentiate DAMIAN from Dick in this game? I would honestly rather play Kid Damian as Robin in the Injustice Comic with an entirely different moveset all together but this is just for fun.
I tried to be fair and not just make him better. I think this is just different enough to make it interesting but not give him any advantage. He is not as safe but hits a little harder with the FG meta and GS meta.