GLoRToR
Positive Poster!
This is not a buff-beg thread, this is a "state of current character variation" thread because I honestly have no idea how to make this variation better without the ridiculous teleport. It was centered around that move, and now that it's been removed (with good reason), I can't honestly say what to do to Pyro that would make it workable.
I've made two vague suggestions at the bottom, neither of which are a "buff beg" I stand by if disproven, nor a straightjacket that I think to be the only way, I just can't think of anything better to do to this variation.
This thread is open for suggestions of people more experienced than I am currently.
Also, I'm most likely not defecting to Kobu unfortunately I've come to like this variation too much for that.
Please note for those who don't know me that I'm not a good player, I'm at best decent, but even that would be a stretch.
My current pov on this variation is that it's just not worth using unless you are a stupid loyalist idiot like I am.
And here is why:
1. Tanya's every generic special is unsafe and not worth using.
Drill is bad, all it's good for is catching opponents offguard with but it won't really work against most people because it can be blocked on reaction. It's worse than Mileena's roll because you can get air-to-aired out of it.
Air Drill is worse. There is absolutely no good reason for you to use this move because it's not a divekick: it can be punished with a full-screen run-up for a full combo.
EX Drill is the same thing, it may launch but you cannot do any decent combo damage off of it, and forget ending combos with it to extend them, there is no way you can set up a distance that will make that happen.
Splits is bad, all it's good for is a combo ender but even then they get up way too fast for it to be good for any proper okizeme.
Air Splits is the worst move in the game, it hits low and even useless on hit. It doesn't combo.
EX Splits is decent for armouring out of sticky situations.
2. Pyro's specials are rubbish.
Fireballs can be easily evaded and full-combo-run-up-punished once you learn their arc. They are slow to reach across the screen and terrible to recover.
Air Fireballs can be punished on block. You block one, you can full combo punish her.
EX Fireball doesn't work as a proper combo ender for the most part. For the one bar it costs, all it's good for is absorbing an enemy projectile and even then, you could just block that and not waste meter on this.
Shroud is barely safe on block at -4, but all you can really do after Shroud is block. Not because her d1 is bad, but because her u1 is already in the slower end of the spectrum at i7.
3. Tanya's njp is horrible.
For somebody who was advertised to be airborne, (and even though I understand the nerf on teleport) I firmly believe that her air normals could use some adjustment for that role alone.
4. Suggestion: Air Dash.
This has been discussed in the Tanya community and might be a good solution. Kobu would decidedly be ridiculous with the old teleport back but unless we remove teleport entirely from that variation for only Pyro and Nagi to have it.
Stamina cost for Pyromancer teleports: one teleport counts as one dash. This way it cannot be abused but would still be balanced.
5. Suggestion: Armor on Ex-Air Dash
Not i-Frames because that's dumb as shit, but rather proper armor that can be broken by the same armorbreak properties that every other armored move is countered by.
I've made two vague suggestions at the bottom, neither of which are a "buff beg" I stand by if disproven, nor a straightjacket that I think to be the only way, I just can't think of anything better to do to this variation.
This thread is open for suggestions of people more experienced than I am currently.
Also, I'm most likely not defecting to Kobu unfortunately I've come to like this variation too much for that.
Please note for those who don't know me that I'm not a good player, I'm at best decent, but even that would be a stretch.
My current pov on this variation is that it's just not worth using unless you are a stupid loyalist idiot like I am.
And here is why:
1. Tanya's every generic special is unsafe and not worth using.
Drill is bad, all it's good for is catching opponents offguard with but it won't really work against most people because it can be blocked on reaction. It's worse than Mileena's roll because you can get air-to-aired out of it.
Air Drill is worse. There is absolutely no good reason for you to use this move because it's not a divekick: it can be punished with a full-screen run-up for a full combo.
EX Drill is the same thing, it may launch but you cannot do any decent combo damage off of it, and forget ending combos with it to extend them, there is no way you can set up a distance that will make that happen.
Splits is bad, all it's good for is a combo ender but even then they get up way too fast for it to be good for any proper okizeme.
Air Splits is the worst move in the game, it hits low and even useless on hit. It doesn't combo.
EX Splits is decent for armouring out of sticky situations.
2. Pyro's specials are rubbish.
Fireballs can be easily evaded and full-combo-run-up-punished once you learn their arc. They are slow to reach across the screen and terrible to recover.
Air Fireballs can be punished on block. You block one, you can full combo punish her.
EX Fireball doesn't work as a proper combo ender for the most part. For the one bar it costs, all it's good for is absorbing an enemy projectile and even then, you could just block that and not waste meter on this.
Shroud is barely safe on block at -4, but all you can really do after Shroud is block. Not because her d1 is bad, but because her u1 is already in the slower end of the spectrum at i7.
3. Tanya's njp is horrible.
For somebody who was advertised to be airborne, (and even though I understand the nerf on teleport) I firmly believe that her air normals could use some adjustment for that role alone.
4. Suggestion: Air Dash.
This has been discussed in the Tanya community and might be a good solution. Kobu would decidedly be ridiculous with the old teleport back but unless we remove teleport entirely from that variation for only Pyro and Nagi to have it.
Stamina cost for Pyromancer teleports: one teleport counts as one dash. This way it cannot be abused but would still be balanced.
5. Suggestion: Armor on Ex-Air Dash
Not i-Frames because that's dumb as shit, but rather proper armor that can be broken by the same armorbreak properties that every other armored move is countered by.