1. Make chuns air legs slightly less plus.
2. Make karins st mk-1 on block
3. Make sweep x vtrigger -4/5 for everyone
4. Delay all wakeups by 2 frames so people can start getting more meaty action and we can end the wakeup buttons
5.Make all lights non v trigger cancelable
6. Give rashid/fang slightly more dmg/stun on their combos
7. Give gief the green hand
8. Give bison a 2 bar v trigger.
That's all I want.
1. I don't think she should be plus, period, on block. For a character that has a top 3 neutral game, she has one of the best anti-footsies option in the game. Honestly, I think she'd be okay with a jab punishable IA leg.
2. I don't think -1 will bring a major change to the normal. I'd say go for -2 or -3 if you were to change it, but I don't think that needs to be changed about her.
3. I think the biggest offender of this is Ryu, really, but that's largely due to what he can do off of a CC sweep VT. The rest of the cast, I don't feel like it's as big of a deal.
4. Most characters have a meaty setup that keeps you blocking on a wakeup, if I'm not mistaken. I don't think this needs to change.
5. I'm a Necalli player, so I'm mildly biased on it lol. I don't think it's something that really needs to change.
6. I think FANG needs more opportunities to even get damage. There's no real threat from even his medium block strings. And I think his poison needs to be stackable. Rashid I feel is fine with low damage, but he might need a very slight bump. I think that character is really solid.
7. Gief needs something lol. But I don't think the green hand is what he needs. What I honestly would like to see is him being able to cancel all frames of recovery of his VS into a special. And make lariat hit much more reliably. One notable issue of FANG and Gief is that they have very limited combo opportunities in many situations.
8. Agreed.
One thing I would like to see is jump normals having counter hit frames throughout the entire duration of the normal, from start to finish. I know AA jab exists, but 30-40 damage guaranteed + mixup opportunity is nowhere near as rewarding as stuffing that jab for 250+. I think AA jab is a necessity as a last second AA button, honestly. Realistically, you don't want a game to not have good AA buttons. Considering MKX for a lot of characters, I'm good on not having reliable AA options. But I think there needs to be a higher deterrent from jumping otherwise, and being able to CC anti air would be something that could bring that. What I think should happen with AA jabs, though, is that you fall faster, so that crossunder opportunities are much less common and generally only something you'll see with command dash characters.