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Suggestions before balance patch as of 07/30

Qwark28

Joker waiting room
the only problem the flash has against superman is his zoning, and what i mean is the whole MB laser BS thats +10 on block and with trait does MASSIVE chip and gains him MAD meter. i can literally eat 40% chip trying to get in and if i phase or try to jump it and get hit by a 13% projectile or 18% in trait and resets me full screen. on top of all that once i do get into range where he can no longer safely laser me unless he has meter he can dash up f23 breathe and flash's b22 will get stuffed every time on reaction, i literally have to be doing the move before he decides to dash forward, and if i make a bad read i eat 42% mid screen or 70% in the corner. even with all that said its still 6-4 in supermans favor because all i need is one damn touch and am in that ass.
mb laser is -11...
 

Zyphox

What is going on guys, Ya Boi Zyphox here.
mb laser is -11...
its wrong trust me, i tested it with flash, i can't LC or FU even from the closest distance. its safe and they can duck my MB LC attempt, you should know better than to trust in game frame data.
 
Let's quickly look at Superman's mixups before I move on to Aqua man:

He has three lows. The sweep, the grab and the dashy-thing. Of those, only one leads to big damage, and it's the one that most punishable - the grab. If you get a read on the grab, you can hurt him just as hard as he can if he reads you right and lands it. Basically, you just gotta be good at the game.

He also has three over heads: MB punch, f3, and the ender of a string. All three are slow block able on reaction. Also, only one leads to big damage. If you get hit by it, you weren't paying attention and deserve the beat down.

Again, you really just gotta be good.

anyways, I'm done with Superman. Next post is about Aquaman.
 
As an FYI, I don't play Superman. My local community at WNF already knows this, but so e of you don't live in SoCal, so it probably bears mentioning.
 

1truking

Apprentice
Let's quickly look at Superman's mixups before I move on to Aqua man:

He has three lows. The sweep, the grab and the dashy-thing. Of those, only one leads to big damage, and it's the one that most punishable - the grab. If you get a read on the grab, you can hurt him just as hard as he can if he reads you right and lands it. Basically, you just gotta be good at the game.

He also has three over heads: MB punch, f3, and the ender of a string. All three are slow block able on reaction. Also, only one leads to big damage. If you get hit by it, you weren't paying attention and deserve the beat down.

Again, you really just gotta be good.

anyways, I'm done with Superman. Next post is about Aquaman.
b1 is a low. think thats the notation also f2,d1 is low and can lead to damage.
 

NY_Jailhouse

Warrior
yeah fastest and best string in the game (safe fyi), ambiguous crossup OTG setups..
im pretty sure opening someone up with a 2 frame super is pretty easy too
 

Solid

The Longbow Hunter.
yeah fastest and best string in the game (safe fyi), ambiguous crossup OTG setups..
im pretty sure opening someone up with a 2 frame super is pretty easy too
Just got to look at his dashes after a F2D13 kockdown and block accordingly. 1 dash is a fake cross up, 2 dashes real cross up. It is really tight to execute and if you block correctly he is punishable.
 

NY_Jailhouse

Warrior
KDZ would tell you that he can "GLITCH THE GAME" to make it so if it looks like a crossup, it will not be a crossup and viceversa

not sure what he means but hes the best so
 
OK, finally lunch time for me. That means Aquaman.

Style, Strengths, Range: Aquaman is as close to what I'd consider a pure character as it gets. He pretty much wants to be at range 2 almost exclusively. From range 2 he can pressure with a few safe moves, he's got a solid 50/50 and his wake up is pretty decent. From range 3 he really struggles. All of his zoning tools are very slow and easily ststuffed by most other projectiles on reaction. He not helpless, he has water shield among his toolset. He's just not effective. However, his zoning tools allow him to set up getting back into range 2.

at range 1 he's again, very mediocre. He can harrass characters that outright suck there, but he's not going to scare Batman at rang. He Does however have ways of escaping range 1, and those allow him to get back to range 2 where he's most effective. Exploding water shield and triat get him back to where he wants to be.

This is why Aquaman is pretty balanced in my opinion. He has a gameplan that allows him to seem scary and cheap (be at range 2 and pressure with safe moves, 50/50's and control the wake up.) But he also has areas where he's just not going to be good. The areas where he's not good though, don't leave him helpless. He has way (with the correct reads) to get back to where he wants to be.

Solutions and changes: None. I think he's fine. The fact that he seems cheap from range 2 means he was designed for it. Since he's not scary anywhere else, I'd say he's balanced. He's beatable if you know how to beat him. That's the sign of a character who needs no tweaking.
 

MetalPete

MACHKAAAAA!!!!!
Regarding Supes:

It's a good idea. I guess I never really noticed that if I whiffed sweeps against him or not. However; I don't like the idea of extending hit-boxes because jumping over certain projectiles is all-but impossible to begin with...and like with the d2 buff, widening the hit-box only helps certain characters (Shazam comes to mind) and other characters with an already strong d2 get an unstoppable attack (Grundy, Aquaman).

Basically I'm just worried that they would just increase the reach of a sweep (outward and upward) and speed up the animation; giving someone like Doomsday, who has an awesome sweep, a cheap gimmick.

edit: damn you guys post fast...Aquaman
 

M-Aran-X

Mortal
pls just pls ask nrs to finally update the frame data and damage in the fucking move list menu! it's so wrong that it's disgusting!
 
OK, I guess it's back to Superman. Mostly because the post by Pete is actually a good one. The deal with that is not to extend the hitbox at all times. Just when he's on the ground (not jumping) and sweeps go under his feet. I get that for flavor reasons he hovers. It llooks cool and fits the character. For gameplay reasons though, it makes the matchup favor him way too much.

For characters who can already sweep him easily, this changes nothing. For characters who's sweeps whiff for no reason, this will give them a fighting chance to get out of his trap. I know from personal experience that f2, 3 will whiff on some characters when crouching and when you go to punpunish, your sweep goes right through his feet. Now he gets to punish to your punish that you read correctly!

Players shouldn't be punished for guessing right. This is an issue withit boxes not syncing up. Rather than buff the sweeps that whiff, just extend his hit box on standing moves. This won't affect most match ups. You still have to guess correctly on the ones it does though.
 

M-Aran-X

Mortal
"He doesnt have a way to open you up safely and reliably"

SAY WHAT LOL
aside from f23 breath loop that some characters can interupt like batman with his 11, what does he have? his overheads are so slow that blocking low against him is the way to go. Tell me, what does he have aside f23 breath loop pressure? No fast overhead, no mixup and no vortex.
 

M-Aran-X

Mortal
yeah fastest and best string in the game (safe fyi), ambiguous crossup OTG setups..
im pretty sure opening someone up with a 2 frame super is pretty easy too
you kidding? just block low, there isn't a single thing supes can do if you block low all the time. Only if you can't counter the f23 breath pressure you will get opened because supes can only hit low. Every single overhead is slow as hell and reactable. If you eat a supes low you deserved the beatdown.
 

Cossner

King of the Jobbers 2015
you kidding? just block low, there isn't a single thing supes can do if you block low all the time. Only if you can't counter the f23 breath pressure you will get opened because supes can only hit low. Every single overhead is slow as hell and reactable. If you eat a supes low you deserved the beatdown.
What about Flying Ground Smash?



I love this gif way too much.
 

M-Aran-X

Mortal
I love this gif way too much.
dude, if you eat a supes overhead you should better drop the game. The only acceptable overhead you can eat is the super as a punish and f3 armor. Aside from that you have no excuse. He has no mixup, pls show me a viable mix up and don't start with classic jd3 because everyone include your mother know that after a b3 d2 the jd3 is coming.
Block low and use a good character if you have so much trouble like batman. He can easily interrupt f23 breath with 11.
 

Metzos

You will BOW to me!
F23F23F23F23F23F23xbreathF23F23F23F23xbreathF23F23F23F23F23F23F23xbreathF23xbreathF23F23F23xbreath etc etc. Point being Superman's F2 is the start of all the pain he is about to bring to his opponent. It needs to be addressed somehow. We are talking here for an 8f safe, cancelable, advancing, mid launcher move which can deal up to 50% dmg mid screen with trait and one bar and carry the opponent in the corner where we all know Superman dominates with his crazy OTG's. NRS should make the move slower or reduce the range and its crazy hit box.
 

Cossner

King of the Jobbers 2015
dude, if you eat a supes overhead you should better drop the game. The only acceptable overhead you can eat is the super as a punish and f3 armor. Aside from that you have no excuse. He has no mixup, pls show me a viable mix up and don't start with classic jd3 because everyone include your mother know that after a b3 d2 the jd3 is coming.
Block low and use a good character if you have so much trouble like batman. He can easily interrupt f23 breath with 11.
What sups do you play against? They don't do Flying Ground Smash against you? If it was as simple as just crouching, we wouldn't be here wouldn't we?