SixPathsOfHate
Make triple skulls input BDF or DF Hold F
Edit: Fixed the copious amount of errors from formatting to spelling.
Universal Changes
-Holding Stance Switch while blocking slightly pushes back the opponent but drains 2% Bar every blocked hit. This block has a slight recovery similar to Up Block where you can be grabbed. Grabs do increased damage similar to Up Block.
-No Assist Call costs a FULL BAR on SINGLE PRESS. THIS INCLUDES HOLDING THE BUTTON.
-Having your animation interrupted should be the same animation when you recover from getting hit by the opponent's kameo during a breaker.
-If Assist Meter is full and you have 2 bars, you can breaker by holding assist with block. This will empty your Assist Meter.
-Can enhance Wake Up Assist Calls with the Block Button for 1 Bar to give them Armor.
-Normalize all Assist Hold Meter Drain values. Using a hitting your opponent On-Hit/Block while holding an assist will cause that drain to double.
-Landing a Forward Throw will increase Kameo regeneration speed for a 2 seconds.
-Pressing the Assist Button during certain moves that involve the assist will have them "linger" for a tiny bit. The duration the same for all Kameos
Purpose of Changes: Think of Quan Chi's Green Portal every time they hit you. Depending on the length of the move and if they use assists, you can push them out of range to punish them for overextending on block but not without risk of having it baited. Remove the "clunkiness" that many assists have by reducing all assist calls to Max 50% Assist Meter cost on initial cast. Adding an additional breaker that uses 2 bars+full assist meter lets the player choose between having the meter or the assist. Getting knocked down by your own assist during animations looks and feels bad. Increase the power of wake up assist calls by trading meter for armor. Normalizing Assist Meter drain values from holding lets you maintain a similar rhythm when playing and swapping between Assists with similar mechanics. It also lets assists be on the field longer while in neutral and less while attacking. Forward throws regenerating the Assist Meter and having assists linger after certain situations opens up more choice in how to engage an interaction that adds more layers to gameplay.
Darrius Suggestions
-Neutral Assist: Can be held to have Darrius stay out longer but drains Meter.
-Neutral Assist FOLLOW UPS: Can be canceled into from Appropriate Normals as if they were Summon Assists. Increase Input Window Duration.
-Back Assist: Can be held to spin up to 2 more times but massively drains the rest of meter. THIS APPLIES TO THE NEUTRAL FOLLOW AS WELL
-Forward Grab: Pressing the Assist Button will have Darrius "linger" for a tiny bit after the grab. Can go into NEUTRAL ASSIST FOLLOW UPS.
-Purpose of changes: Open up expression and new routes by allowing follow ups to be cancelled into and by increasing the follow up windows to allow for varied timings. Push the Utility of his Back Assist being a "Physical Projectile" that can be the answer to Anti-Projectile Moves while also giving the player an option to "cash out" if they get the hit. The increased Input Window also makes it easier to use and allows for Darrius to hold more space, increasing the mental stack of the opponent so it feels more like he's your "badass power ranger teammate. These changes should make him feel more like he's right there fighting along side you since they emphasize it so much in his animations.
Tremor Suggestions
-Neutral Assist: Decrease Start-Up. No longer takes the Full Bar when cancelling into another Assist
-Down Assist: Decrease Start-Up. No longer takes the Full Bar when cancelling into another Assist
Crystalline - Defensive
-Back Assist: Holding the Assist Button will cause Tremor to wait after hitting the ground. Letting go has him cast the buff. Holding drains meter. Increase the Application Range slightly.
-Forward Assist: Start-Up to 20 Frames from 25. Active Frames to 12 from 6. No longer hits the opponent.
Aftershock - Spacing
-Back Assist: Start-up to 23 frames from 27.
-Up Assist: Make it invincible to physical air attacks. Start-up to 16 frames from 20.
Metallic - Keep Away
-Up Assist: Replace this with the Overhead Ball Throw Back Assist Hold
Purpose of changes: Clean up the purpose of each Variation and remove redundancies.
-Crystalline: Justify back assist's extremely long wind up. At first glance the armor looks strong until you realize a lot of characters can keep you stun locked for a large portion of it. Letting the player hold it adds a mental stack to both opponents and you. The reflect duration is insanely short and it's also super redundant as an attack with the Aftershock version being 8 frames safer at 0 on block and 5 frames faster with 20 frame startup, the same pushback and better range.
-Aftershock: The Back Assist feels bad to use on its own. Ending a combo with it is unlikely unless they're already grounded and we already have an ender with Forward Assist. The range is ok but not enough to justify using it in neutral as a check option since it's kinda slow. The potential threat of a low check thanks to the improved Back Assist might make an opponent want to jump which is where the Up Assist buff comes in.
-Metallic: Now that Aftershock has the "Anti-Air" Up Assist, the Up Assist here becomes redundant. It's 6 frames slower than Aftershock's at 20 frames while not even hitting Grounded Opponents. It has more range but the angle is pretty steep. With that explained, we can decouple Overhead and Low Rock Toss.
Shujinko Suggestions
-Neutral Assist: Meditate now heals for 0.50 per second when near it. Can still be hit during meditate.
-Neutral Assist with Full Assist Meter: Shujinko goes straight into run and will continue to run until the Assist Button is pressed again. Neutral cancels the run and sends him away. Can cancel into Back, Forward, Stolen Move Assists from this run as an Ambush Kameo.
-Neutral Assist Hold: If hit by a projectile Shujinko will stop running and absorb it, filling 25% of the bar before going into meditate. Can only absorb 1 project per Assist Call and does not count towards Shujinko getting hit.
-Back Assist: When the Assist Meter is 50% or higher, increase Pushback and Block Advantage.
-Forward Assist: When Assist Meter is 50% or higher, increase Pushback and Block Advantage.
-Down Back Assist: Now costs half of the Assist Meter.
Purpose of changes: Add weight to Shujinko's choices while still allowing for player expression through being able to choose between defending Shujinko for a heal or using him for a zoning war. The heal also gives you a reason to use Shujinko during combos in a similar way you would use Sareena's drain so he has a purpose outside of doing the bare minimum, like an Assist that regenerates. Giving Shujinko access to his run when the Assist Meter is full lets the player still take advantage of his projectile absorbing utility and allows for new combos since he can act like a "ghetto Sento".
Motaro Suggestions
-Neutral Assist: Reduce Recovery to 33 Frames from 55. Can be cancelled into Neutral Assist or its variants.
-Neutral Assist Hold: Will teleport you to the Default Starting Distance.
-Forward Grab: Pressing the Assist Button will cause Motaro to "linger" for a tiny bit after the grab. You can cancel into Forward and Back Assist during this as an Ambush Assist.
-Down Assist: Costs 50% of Assist Meter, down from 100%.
Purpose of changes: The buffs to his Forward and Back Assists helped him a lot but he still suffers in neutral. Neutral Assist is mostly stuck being used for comboing only. This change opens up more teleport combo routes as well as makes "Teleport Trading" and teleporting after an attack more useful by allowing the player to chain the teleport. The Neutral Assist Hold adds a second option to add to the variability of the teleport.
Sektor Suggestions
-Forward Assist: Start-Up to 19, from 21. Hit Advantage to 21, from 19. Pressing the Assist Button again will cause Sektor to "linger" for a tiny bit after the animation. You can cancel into his other assists from this stance as an Ambush Assist
Purpose of change: Sektor is mainly a setup assist that can take advantage of Neutral Duck situations by using his Back Assist. His Forward Assist is an ender but it starts up slow and the range can be deceivingly short. The opponent may also fall out after the first hit if the gravity is too high making it hard to use for one of it's only purposes. The decreased Start-Up and increased Hit Advantage makes it easier to use as an ender. Allowing the player to cancel it into another assist lets them continue pressure with the Neutral Assist or cash out on damage by comboing into the Back Assist.
Scorpion Suggestions
-Neutral/Down/Up Assist: First fireball can now hit standing opponents as a HIGH ATTACK.
-Back Assist: Gain 3 hits of Armor. Fix the inconsistencies of what breaks the armor.
Purpose of changes: The Back Assist is weird with some double hitting attacks breaking it instantly like Shang's Ex Fireball but not against 2 normal hitting fireballs.
Frost Suggestions
-Neutral Assist Hold: Can cancel into other assists from this stance as Ambush Assists
-Forward Grab: Pressing the Assist Button will have Frost "linger" for a tiny bit after the grab. Can cancel into other assists from this stance as Ambush Assists
Purpose of changes: Forward Assist travels fast and Back Assist is great for setups but both are a bit slow being in the mid 20s for Start-up but buffing the start up of both of these might push her over the edge. A way to reduce the strength of a raw numbers buff would be to allow for more options to get access to these tools like through Forward Grab or Neutral Assist Hold. With these changes she would let you Snowball a lot harder.
Subzero Suggestions
-Neutral Assist: Now Armors through projectiles instead of Invincibility.
-Back Assist: Start-Up to 19 from 23. Block Advantage to 3 from 0.
-Front Grab: Can now spend 2 Bar to Freeze them for a combo.
Purpose of changes: The nerf to his Neutral Assist allows his power budget to be allocated else where. Having a faster Back Assist allows for more block pressure and reduces situations where someone can D1 out on mash. Being able to combo after grab lets the player choose between burning the bar to save the kameo meter for his utility or using forward assist if you want to save the bar.
Cyrax Suggestions
-Neutral Assist: Now hit standing opponent's as a High Attack. Reduce Knock Up Height. Increase damage scaling. Opponent will always be sent away from the direction you are facing.
-Neutral Assist Hold: No longer costs a Full Bar. Increase Pushback On Block. Increase damage scaling.
-Back Assist: Hit Advantage to 140 from 221.
-Down Assist: Cyrax now lands behind the Opponent. Start-Up to 35 from 49.
-Forward Assist: Cyrax now comes from the back of the opponent and lands In Front of them similar to Old Down Assist. Start-Up to 35 from 49.
Purpose of changes: Neutral Assist Hold was over-nerfed and this buff returns some of its power with the the trade off being that it's harder to jail due to the increased Pushback On Block. The Neutral Assist is now easier to combo after now the randomness is taken out. It can also hit standing opponents before taking off so it adds a layer to Block Pressure. The trade off is that they deal less damage if you convert off the hit. Down and Forward Assist need to be easy to get rid of due to allowing the player to hold it but their positioning and Startup are lackluster and force them into specific combos when they come off more as setup tools. Due to the increased "comboability" of everything else, the Back Assist has had it's Hit Advantage nerfed. This also directly nerfs his Utility with Meter Drain since it does not last as long.
Goro Suggestions
-Neutral/Up/Down Assist: Now knocks up on Grounded Hit. Additional uses in a combo will greatly increase gravity.
-Forward Assist: Attacks are now Mid Attacks. Can cancel into other assists from this stance as Ambush Assists
-Back Assist: Start-Up to 23 from 28. Landing this grab will increase Assist Meter Regeneration for as long as the combo is active.
Purpose of changes: Allowing his Neutral/Up/Down Assist to combo opens up combo potential while lessening loops by increasing gravity after a second one is used. The Universal Forward Grab Assist Meter Regen change along with the Back Assist lets the Goro player continue hitting that drum if they can keep up the right reads. The Forward Assist changes adds layers to Block Pressure.
Jax Suggestions
-Neutral Assist: Holding the Assist Button prevents Jax from using Ground Pound but drains the meter.
-Down Assist: Start-Up to 20 from 25.
-Forward Grab: Second meter burn will "Pop-Up" the enemy for a combo.
Purpose of changes: Jax has abuse cases characters like Sindel and Scorpion but for the rest of the cast, he's kinda lack luster. He lacks decent neutral tools that his setup tools just dont cover for. Allowing the player to vary the Neutral Assist opens up more situations for it to land by varying the timing. The Forward Grab change pushes Jax further towards a combo first, setup second assist which is fine since most assist can combo but have a "roundabout" way of doing it. Down Assist should be safer to end Block Strings with to keep you safe.
Adding the rest later.
Universal Changes
-Holding Stance Switch while blocking slightly pushes back the opponent but drains 2% Bar every blocked hit. This block has a slight recovery similar to Up Block where you can be grabbed. Grabs do increased damage similar to Up Block.
-No Assist Call costs a FULL BAR on SINGLE PRESS. THIS INCLUDES HOLDING THE BUTTON.
-Having your animation interrupted should be the same animation when you recover from getting hit by the opponent's kameo during a breaker.
-If Assist Meter is full and you have 2 bars, you can breaker by holding assist with block. This will empty your Assist Meter.
-Can enhance Wake Up Assist Calls with the Block Button for 1 Bar to give them Armor.
-Normalize all Assist Hold Meter Drain values. Using a hitting your opponent On-Hit/Block while holding an assist will cause that drain to double.
-Landing a Forward Throw will increase Kameo regeneration speed for a 2 seconds.
-Pressing the Assist Button during certain moves that involve the assist will have them "linger" for a tiny bit. The duration the same for all Kameos
Purpose of Changes: Think of Quan Chi's Green Portal every time they hit you. Depending on the length of the move and if they use assists, you can push them out of range to punish them for overextending on block but not without risk of having it baited. Remove the "clunkiness" that many assists have by reducing all assist calls to Max 50% Assist Meter cost on initial cast. Adding an additional breaker that uses 2 bars+full assist meter lets the player choose between having the meter or the assist. Getting knocked down by your own assist during animations looks and feels bad. Increase the power of wake up assist calls by trading meter for armor. Normalizing Assist Meter drain values from holding lets you maintain a similar rhythm when playing and swapping between Assists with similar mechanics. It also lets assists be on the field longer while in neutral and less while attacking. Forward throws regenerating the Assist Meter and having assists linger after certain situations opens up more choice in how to engage an interaction that adds more layers to gameplay.
Darrius Suggestions
-Neutral Assist: Can be held to have Darrius stay out longer but drains Meter.
-Neutral Assist FOLLOW UPS: Can be canceled into from Appropriate Normals as if they were Summon Assists. Increase Input Window Duration.
-Back Assist: Can be held to spin up to 2 more times but massively drains the rest of meter. THIS APPLIES TO THE NEUTRAL FOLLOW AS WELL
-Forward Grab: Pressing the Assist Button will have Darrius "linger" for a tiny bit after the grab. Can go into NEUTRAL ASSIST FOLLOW UPS.
-Purpose of changes: Open up expression and new routes by allowing follow ups to be cancelled into and by increasing the follow up windows to allow for varied timings. Push the Utility of his Back Assist being a "Physical Projectile" that can be the answer to Anti-Projectile Moves while also giving the player an option to "cash out" if they get the hit. The increased Input Window also makes it easier to use and allows for Darrius to hold more space, increasing the mental stack of the opponent so it feels more like he's your "badass power ranger teammate. These changes should make him feel more like he's right there fighting along side you since they emphasize it so much in his animations.
Tremor Suggestions
-Neutral Assist: Decrease Start-Up. No longer takes the Full Bar when cancelling into another Assist
-Down Assist: Decrease Start-Up. No longer takes the Full Bar when cancelling into another Assist
Crystalline - Defensive
-Back Assist: Holding the Assist Button will cause Tremor to wait after hitting the ground. Letting go has him cast the buff. Holding drains meter. Increase the Application Range slightly.
-Forward Assist: Start-Up to 20 Frames from 25. Active Frames to 12 from 6. No longer hits the opponent.
Aftershock - Spacing
-Back Assist: Start-up to 23 frames from 27.
-Up Assist: Make it invincible to physical air attacks. Start-up to 16 frames from 20.
Metallic - Keep Away
-Up Assist: Replace this with the Overhead Ball Throw Back Assist Hold
Purpose of changes: Clean up the purpose of each Variation and remove redundancies.
-Crystalline: Justify back assist's extremely long wind up. At first glance the armor looks strong until you realize a lot of characters can keep you stun locked for a large portion of it. Letting the player hold it adds a mental stack to both opponents and you. The reflect duration is insanely short and it's also super redundant as an attack with the Aftershock version being 8 frames safer at 0 on block and 5 frames faster with 20 frame startup, the same pushback and better range.
-Aftershock: The Back Assist feels bad to use on its own. Ending a combo with it is unlikely unless they're already grounded and we already have an ender with Forward Assist. The range is ok but not enough to justify using it in neutral as a check option since it's kinda slow. The potential threat of a low check thanks to the improved Back Assist might make an opponent want to jump which is where the Up Assist buff comes in.
-Metallic: Now that Aftershock has the "Anti-Air" Up Assist, the Up Assist here becomes redundant. It's 6 frames slower than Aftershock's at 20 frames while not even hitting Grounded Opponents. It has more range but the angle is pretty steep. With that explained, we can decouple Overhead and Low Rock Toss.
Shujinko Suggestions
-Neutral Assist: Meditate now heals for 0.50 per second when near it. Can still be hit during meditate.
-Neutral Assist with Full Assist Meter: Shujinko goes straight into run and will continue to run until the Assist Button is pressed again. Neutral cancels the run and sends him away. Can cancel into Back, Forward, Stolen Move Assists from this run as an Ambush Kameo.
-Neutral Assist Hold: If hit by a projectile Shujinko will stop running and absorb it, filling 25% of the bar before going into meditate. Can only absorb 1 project per Assist Call and does not count towards Shujinko getting hit.
-Back Assist: When the Assist Meter is 50% or higher, increase Pushback and Block Advantage.
-Forward Assist: When Assist Meter is 50% or higher, increase Pushback and Block Advantage.
-Down Back Assist: Now costs half of the Assist Meter.
Purpose of changes: Add weight to Shujinko's choices while still allowing for player expression through being able to choose between defending Shujinko for a heal or using him for a zoning war. The heal also gives you a reason to use Shujinko during combos in a similar way you would use Sareena's drain so he has a purpose outside of doing the bare minimum, like an Assist that regenerates. Giving Shujinko access to his run when the Assist Meter is full lets the player still take advantage of his projectile absorbing utility and allows for new combos since he can act like a "ghetto Sento".
Motaro Suggestions
-Neutral Assist: Reduce Recovery to 33 Frames from 55. Can be cancelled into Neutral Assist or its variants.
-Neutral Assist Hold: Will teleport you to the Default Starting Distance.
-Forward Grab: Pressing the Assist Button will cause Motaro to "linger" for a tiny bit after the grab. You can cancel into Forward and Back Assist during this as an Ambush Assist.
-Down Assist: Costs 50% of Assist Meter, down from 100%.
Purpose of changes: The buffs to his Forward and Back Assists helped him a lot but he still suffers in neutral. Neutral Assist is mostly stuck being used for comboing only. This change opens up more teleport combo routes as well as makes "Teleport Trading" and teleporting after an attack more useful by allowing the player to chain the teleport. The Neutral Assist Hold adds a second option to add to the variability of the teleport.
Sektor Suggestions
-Forward Assist: Start-Up to 19, from 21. Hit Advantage to 21, from 19. Pressing the Assist Button again will cause Sektor to "linger" for a tiny bit after the animation. You can cancel into his other assists from this stance as an Ambush Assist
Purpose of change: Sektor is mainly a setup assist that can take advantage of Neutral Duck situations by using his Back Assist. His Forward Assist is an ender but it starts up slow and the range can be deceivingly short. The opponent may also fall out after the first hit if the gravity is too high making it hard to use for one of it's only purposes. The decreased Start-Up and increased Hit Advantage makes it easier to use as an ender. Allowing the player to cancel it into another assist lets them continue pressure with the Neutral Assist or cash out on damage by comboing into the Back Assist.
Scorpion Suggestions
-Neutral/Down/Up Assist: First fireball can now hit standing opponents as a HIGH ATTACK.
-Back Assist: Gain 3 hits of Armor. Fix the inconsistencies of what breaks the armor.
Purpose of changes: The Back Assist is weird with some double hitting attacks breaking it instantly like Shang's Ex Fireball but not against 2 normal hitting fireballs.
Frost Suggestions
-Neutral Assist Hold: Can cancel into other assists from this stance as Ambush Assists
-Forward Grab: Pressing the Assist Button will have Frost "linger" for a tiny bit after the grab. Can cancel into other assists from this stance as Ambush Assists
Purpose of changes: Forward Assist travels fast and Back Assist is great for setups but both are a bit slow being in the mid 20s for Start-up but buffing the start up of both of these might push her over the edge. A way to reduce the strength of a raw numbers buff would be to allow for more options to get access to these tools like through Forward Grab or Neutral Assist Hold. With these changes she would let you Snowball a lot harder.
Subzero Suggestions
-Neutral Assist: Now Armors through projectiles instead of Invincibility.
-Back Assist: Start-Up to 19 from 23. Block Advantage to 3 from 0.
-Front Grab: Can now spend 2 Bar to Freeze them for a combo.
Purpose of changes: The nerf to his Neutral Assist allows his power budget to be allocated else where. Having a faster Back Assist allows for more block pressure and reduces situations where someone can D1 out on mash. Being able to combo after grab lets the player choose between burning the bar to save the kameo meter for his utility or using forward assist if you want to save the bar.
Cyrax Suggestions
-Neutral Assist: Now hit standing opponent's as a High Attack. Reduce Knock Up Height. Increase damage scaling. Opponent will always be sent away from the direction you are facing.
-Neutral Assist Hold: No longer costs a Full Bar. Increase Pushback On Block. Increase damage scaling.
-Back Assist: Hit Advantage to 140 from 221.
-Down Assist: Cyrax now lands behind the Opponent. Start-Up to 35 from 49.
-Forward Assist: Cyrax now comes from the back of the opponent and lands In Front of them similar to Old Down Assist. Start-Up to 35 from 49.
Purpose of changes: Neutral Assist Hold was over-nerfed and this buff returns some of its power with the the trade off being that it's harder to jail due to the increased Pushback On Block. The Neutral Assist is now easier to combo after now the randomness is taken out. It can also hit standing opponents before taking off so it adds a layer to Block Pressure. The trade off is that they deal less damage if you convert off the hit. Down and Forward Assist need to be easy to get rid of due to allowing the player to hold it but their positioning and Startup are lackluster and force them into specific combos when they come off more as setup tools. Due to the increased "comboability" of everything else, the Back Assist has had it's Hit Advantage nerfed. This also directly nerfs his Utility with Meter Drain since it does not last as long.
Goro Suggestions
-Neutral/Up/Down Assist: Now knocks up on Grounded Hit. Additional uses in a combo will greatly increase gravity.
-Forward Assist: Attacks are now Mid Attacks. Can cancel into other assists from this stance as Ambush Assists
-Back Assist: Start-Up to 23 from 28. Landing this grab will increase Assist Meter Regeneration for as long as the combo is active.
Purpose of changes: Allowing his Neutral/Up/Down Assist to combo opens up combo potential while lessening loops by increasing gravity after a second one is used. The Universal Forward Grab Assist Meter Regen change along with the Back Assist lets the Goro player continue hitting that drum if they can keep up the right reads. The Forward Assist changes adds layers to Block Pressure.
Jax Suggestions
-Neutral Assist: Holding the Assist Button prevents Jax from using Ground Pound but drains the meter.
-Down Assist: Start-Up to 20 from 25.
-Forward Grab: Second meter burn will "Pop-Up" the enemy for a combo.
Purpose of changes: Jax has abuse cases characters like Sindel and Scorpion but for the rest of the cast, he's kinda lack luster. He lacks decent neutral tools that his setup tools just dont cover for. Allowing the player to vary the Neutral Assist opens up more situations for it to land by varying the timing. The Forward Grab change pushes Jax further towards a combo first, setup second assist which is fine since most assist can combo but have a "roundabout" way of doing it. Down Assist should be safer to end Block Strings with to keep you safe.
Adding the rest later.
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