Xenrail
Apprentice
disagree with most of the changes. i'll list why.
-Remove any chance of jailing standing opponents with Lighting Charge (BF2) MB and less push back off normal Charge.
+Enemy can already crouch bf2 mb and punish it with impunity. A lot of characters have normals that can full combo punish lightning charge. Seeing as flash has no pragmatic answer to ridiculous zoning, bf2 is one of his best chances on closing the distance. It can be treated like BA's divekick to punish it (jb1, jb2, jb3) on top of punishing on block.
-Less damage after combos from Lighting Charge MB.
+3 zoning specials with no meter and that's usually the equivalent of a bf2 mb combo. And most of the time when you're using bf2 mb it's to try to get in because of the average player brain dead spamming. These players deserved to be punished, while more adept players can react appropriately. Not to mention bf2 mb doesn't have armor, so a bf2 from batman can negate the lightning charge. Essentially any small mistake with the execution of lightning charge will result in negative ramifications -- similarly to zoning specials except lightning charge goes a little further than mid screen.
-Nerf Trait damage
+His trait has a cooldown of 20 seconds, which can be negated by any form of attack, pushblock, clash. It's also the only reason which makes choosing the flash attractive. In the average match, you can only activate 2 traits per round with the second trait in second round being negated by clash as opposed to comparable traits. Most of the time, the damage extension that flash gets with trait is only up to around 55%~ on average. Superman can do 54% in the corner easily 72% being optimal with his trait. Grundy can do 60% with his grab if you're buffed for damage, and batman doing 52% in the corner with his trait, etc. Many other classes have even more complex & reliable resets as well that can exceed 55%. Flash just has his corner setup with df3 mb and the 32 setup midscreen, which i don't find reliable at confirming most of the time.
-Nerf his Damage
+On top of the reasons above, why nerf his damage. His strings without meter are already ass bad and the only way to deal optimal damage is by utilizing meter. Other characters can utilize their trait multiple times in the course of a fight and deal comparable damage. His trait is also limited to launches, which is a special mb launch the majority of time in matches.
Everything else i don't feel the need to address since i don't think they're egregiously pertinent to the state of flash, but for the most part he feels balanced right now. To reinforce my statement, i will also like to state i'm not a one trick pony. I've played the majority of the characters in injustice extensively, which is why i'm confident in my postulation.
-Remove any chance of jailing standing opponents with Lighting Charge (BF2) MB and less push back off normal Charge.
+Enemy can already crouch bf2 mb and punish it with impunity. A lot of characters have normals that can full combo punish lightning charge. Seeing as flash has no pragmatic answer to ridiculous zoning, bf2 is one of his best chances on closing the distance. It can be treated like BA's divekick to punish it (jb1, jb2, jb3) on top of punishing on block.
-Less damage after combos from Lighting Charge MB.
+3 zoning specials with no meter and that's usually the equivalent of a bf2 mb combo. And most of the time when you're using bf2 mb it's to try to get in because of the average player brain dead spamming. These players deserved to be punished, while more adept players can react appropriately. Not to mention bf2 mb doesn't have armor, so a bf2 from batman can negate the lightning charge. Essentially any small mistake with the execution of lightning charge will result in negative ramifications -- similarly to zoning specials except lightning charge goes a little further than mid screen.
-Nerf Trait damage
+His trait has a cooldown of 20 seconds, which can be negated by any form of attack, pushblock, clash. It's also the only reason which makes choosing the flash attractive. In the average match, you can only activate 2 traits per round with the second trait in second round being negated by clash as opposed to comparable traits. Most of the time, the damage extension that flash gets with trait is only up to around 55%~ on average. Superman can do 54% in the corner easily 72% being optimal with his trait. Grundy can do 60% with his grab if you're buffed for damage, and batman doing 52% in the corner with his trait, etc. Many other classes have even more complex & reliable resets as well that can exceed 55%. Flash just has his corner setup with df3 mb and the 32 setup midscreen, which i don't find reliable at confirming most of the time.
-Nerf his Damage
+On top of the reasons above, why nerf his damage. His strings without meter are already ass bad and the only way to deal optimal damage is by utilizing meter. Other characters can utilize their trait multiple times in the course of a fight and deal comparable damage. His trait is also limited to launches, which is a special mb launch the majority of time in matches.
Everything else i don't feel the need to address since i don't think they're egregiously pertinent to the state of flash, but for the most part he feels balanced right now. To reinforce my statement, i will also like to state i'm not a one trick pony. I've played the majority of the characters in injustice extensively, which is why i'm confident in my postulation.