Ok ok it's cool
Explain to me
why I'm destroying her. You're just saying that without really telling me why, what consequences would come as a result that are so detrimental that she's be destroyed? I've explained she still has multiple ways to build meter and the rekkas just build half the meter they did before, not 0 entirely.
One of the main reason (which you obviously know) that Tanya is really that good is the idea she can pressure you while building good amount of meter which allow her to continue that pressure. If you half that meter build there is no way that at high level of play you will be able to maintain that pressure for longer time. And as you know as well Tanya game plan is basically pressure, pressure, pressure. And its not like she's the best at it. She's really good but not the best. So the question here is why limit her at it? All of her pressure have gaps or some way out of it. All of b12+4 cancel options (beside tele cancel) are unsafe, even ex tonfa toss can be just neutral ducked on return and punished. Again it's good but not broken, so why fix something that isn't broken?
I'm suggesting nerfing them because of how powerful they are. And when I say that I'm not saying she's the best in the game but easy top 10. I'm not even suggesting nerfing them into being unusable, I'm just suggesting ways to nerf her meter building and make it easier to take advantage of the few openings you get since right now you have to guess when you can take advantage concerning for example the rekkas. She can still just cancel into a full teleport and she still has multiple air options from there including ones that build more meter. It'd just change the way you have to play her is all.
Let it be clear, so there is no downplaying arguments - i think Tanya is actually top 7 atm. Really good but not the best / top 3. And yest its true i can cancel into full teleport but thats about it, any of her air options are unsafe as hell, full combo punishable. So yes i can escape which is nice but thats it.
The part i dont understand - why do you want to change the way you have to play her? Kobu jutsu by design seems to be variation designed to be played as full pressure character. Why gimp / change that? Its like you would say lets nerf Cassie pressure options (better then Tanya) so players have to change playstyle with her. For me this makes no sense.
You get used to it? It shouldn't be there in the first place. What's the point in inconsistent blockstun? It just makes things harder to punish because you don't know when it's going to finish and it's unlikely you're going to be able to figure out exactly how long the blockstun is considering she can delay it for as short or as long as she wants. It's too easy to miss it even by a frame. It's just not normal really in my opinion.
That's exactly the point imo - to make it harder to punish, it's not impossible, just harder. It's just a guessing game like any real 50/50 which Tanya to be honest lacks (not that she needs it) and many characters have - you have to guess. There are many moves even armored in the game which you have to punish to the frame, its hard but it is what it is, why Tanya shouldn't have it?
I mean no offence but just because you co-main her doesn't mean you necessarily know better. Mains have a tendency to downplay their characters, sometimes it's because they know the holes in their character better and sometimes it's because they're just not as good as players (again no offence, just speaking in hypotheticals). If she has problems explain them to me clearly and thoroughly so that I can't ignore them because right now all people see is braindead offence with easy-peasy meter building, guaranteed pressure that leads to this easy-peasy meter building and holes that the majority of the time you're stuck guessing when it's your turn rather than being able to see on reaction.
Again, if she's not braindead then explain to me why. Show me why I'm wrong, don't just make empty statements.
Again to be clear by all means im not downplaying any character - Tanya is very good, in my book she is top 7.
Tanya problems like any characters are in certain match ups. For example playing vs a good Cassie Cage (who knows Tanya shortcomings) is really a struggle. Tanya has really no way out of Cassie pressure beside 2-hit armored Rekka. Her pokes sucks so badly its not even funny. D1 which is her fastest poke (7F) has 0 reach, so does d3, d4 has very little reach. And only the idea that Cassie can just say "fuck you" and armor reversal almost anything you do with ex flipkick is terrifying. Not to mention Cassie can actually destroy Tanya if you go for delayed Rekkas just with that one move which obviously lead to full combo and pressure after it. Almost the same can be said about Tempest Lao MU.
The main concern here is: sure Tanya does very well vs certain characters atm but she also has problems with some and by nerfing her (the way you proposed) you will make those match ups even harder which in my opinion is not the right way to approach balancing of FG.
When did I say "I know better"? Stop making things up man...
Thats why i putted this into " ". But we're good now, lets leave this behind.
I'm asking for a small change on one aspect of her game that pretty much still leaves her in the same position in before. It's like if you were to ask for Tanya's B31 string to have a gap. A small buff that barely changes her game but just covers a little where she lacks.
Tbh I don't think so either, that was more because he has no fast advancing mids and I don't want him to be left out
To be completely honest i don't have a problem with that buff more with the idea that you want to buff (just a little bit i know) a really good character even more and on the other hand you want nerf a character which is weaker then her.
In other words - coz i guess that's something i also should said before i really don't like the idea of balancing game by nerfing characters that aren't broken (like for example Kabal or Cyrax level broken). I always thought and still think that its way better to buff the weaker characters to the level of the better ones then the other way around.