Asodimazze
https://twitter.com/AlfioZacco
So, the new patch recently hit and the whole game was changed. Among all characters, It's very possible that the one who was nerfed the most is Cage, whose general and variation specific changes have likely made him bottom tier at the moment. He needs help, and here is what I propose for each variation:
General:
Cage needs mid armor or better defensive pokes. As it stands, he is the worst defensive character in the game. Having a high as his only armored move is not enough, any decent opponent abuses it and Cage counterpoke game sucks way too much (his fastest poke is d3: 7f, -9 on block. He gets full combo punished by some characters and anyone else gets a free poke + free offense after blocking it).
I suggest giving EX Nutpunch the same treatment of EX Punchwalk: armored move that can be MB to get a full combo on hit.
Alternatively, it would be ok to give him armor on Ultra Flipkick and adjust the move hitbox to make it a true mid (it whiffs way too much vs pokes).
A-List:
Stamina changes hit A-List extremely hard, but imho his main problem regards the hidden execution "nerf". I'll copy here what I wrote in other topics:
Guessing the timing of the cancel is just stupid and if you presume the move is going to hit, but the opponent blocks it, the cancel doesn't come out at all and Cage dies.
I can understand the block advantage nerf, but making the player guess to perform his own stuff properly is wrong, so I hope a hotfix will solve this problem.
It also becomes incredibly stupid in some situations, here is an example: since day 1 12(1)rc might whiff his first or second hit against some characters blocking low (like Cassie). If the Cage players sees the opponent blocking the first hit and changes his cancel timing accordingly, he will get stuck in the animation when the second hit whiffs (lol).
I am sure NRS can fix this if they want, they already fixed run cancel many months ago when a patch ruined them. It's a needed change, so I hope they'll make it.
Stunt Double:
Stunt needs his corner combos back, MSK needs to launch again. He got plenty of nerfs in this patch, there is no need to touch his combo game too. The armor on EX MSK doesn't compensate the loss of many corner combos.
Fisticuff:
Fisticuffs buffs are nice and welcome, but speedbag still has a billion hitbox issues that needs to be fixed. I'll post here an old video made by @ismael4790 that still applies to the current patch.
Discuss
General:
Cage needs mid armor or better defensive pokes. As it stands, he is the worst defensive character in the game. Having a high as his only armored move is not enough, any decent opponent abuses it and Cage counterpoke game sucks way too much (his fastest poke is d3: 7f, -9 on block. He gets full combo punished by some characters and anyone else gets a free poke + free offense after blocking it).
I suggest giving EX Nutpunch the same treatment of EX Punchwalk: armored move that can be MB to get a full combo on hit.
Alternatively, it would be ok to give him armor on Ultra Flipkick and adjust the move hitbox to make it a true mid (it whiffs way too much vs pokes).
A-List:
Stamina changes hit A-List extremely hard, but imho his main problem regards the hidden execution "nerf". I'll copy here what I wrote in other topics:
- Johnny Cage (A-List) - added 5 frames before a dash cancel is active if a move is charged during the opponents block stun
Guessing the timing of the cancel is just stupid and if you presume the move is going to hit, but the opponent blocks it, the cancel doesn't come out at all and Cage dies.
I can understand the block advantage nerf, but making the player guess to perform his own stuff properly is wrong, so I hope a hotfix will solve this problem.
It also becomes incredibly stupid in some situations, here is an example: since day 1 12(1)rc might whiff his first or second hit against some characters blocking low (like Cassie). If the Cage players sees the opponent blocking the first hit and changes his cancel timing accordingly, he will get stuck in the animation when the second hit whiffs (lol).
I am sure NRS can fix this if they want, they already fixed run cancel many months ago when a patch ruined them. It's a needed change, so I hope they'll make it.
Stunt Double:
Stunt needs his corner combos back, MSK needs to launch again. He got plenty of nerfs in this patch, there is no need to touch his combo game too. The armor on EX MSK doesn't compensate the loss of many corner combos.
Fisticuff:
Fisticuffs buffs are nice and welcome, but speedbag still has a billion hitbox issues that needs to be fixed. I'll post here an old video made by @ismael4790 that still applies to the current patch.
Discuss
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