foxof42
Thanksgiving corner game, going ham and stuffing
I hope you didn't wander in here thinking that I was about to propose a few minor changes to the character. Nope, this is a completely ridiculous, biased, and absurdly unlikely buff wishlist that only exists as a creative outlet of frustration.
I think that just in terms of the number of winning or even MUs, Cold is now at the absolute very bottom of the roster due to Swampy and Joker finally getting much needed buffs. Here's a different take on the character that I think would balance him/justify his spot in the roster. I'll try to make some of this brief because it's the same stuff that the community has been saying since the beginning.
Normals:
Standing 2 is now a mid
Standing 1 starts up at 7 frames
Increase cancel and hit advantage on 12
F23 +1
213 is special cancelable
B2 starts up at 8 frames
B232 ends mid
Trait/specials:
Here's where things get weird. His super is what is now his lvl 3 trait, cryogenic blast. The current animation for his super is now a full screen freezing projectile that replaces his current MB cold blast. Like Firestorm's, it *does not trade* - the animation requires the beam making initial contact and holding contact. It punishes moves like black magic and from the deep from midscreen and punishes jumping at fullscreen. It combos from D1 and 12 with greater scaling than puddle. It is unsafe.
Trait charges passively and charges faster when manually charged. You start with one bar of trait. The projectile properties buff between the different levels of charge remains. You should only ever have to be at lvl 0 projectile if you utilized a trait move.
Force field now tics towards freezing an opponent for any moves exchanged on hit or block. Hold his pressure, take tics. Pressure/combo him, take tics.
D4 (two bars of trait) now modifies cold blast to do more damage and temporarily slow an opponent. This can stack several times until freezing. If a projectile hits someone jumping at midscreen, it provides enough gravity to link MB cold blast to freeze. If you confirm a standing hit into cold blast, you have enough hit advantage to jail standing 1 into 12 or 1, D1. New midscreen and corner combos are made possible. Trait can still be charged while active to gain the projectile buffs. The effect lasts a good 9 seconds.
Level three trait is the glacier grenade. Freezing animation is made completely consistent during combos to indicate when a freeze will occur. The current damage nerfs are nullified.
Death-cicle MB has its own hp and requires more than one touch to destroy. It has roughly 170 health. Holding down during the startup of death-cicle causes it to track to the opponent's location on the startup of the move. When death-cicle hits an airborne opponent, it causes a HKD with significant hit advantage.
Frost field now behaves like a smaller version of the globe. It slows the opponent but should not last long enough to freeze. The move can be held to extend the time the bubble is out but cannot stack. It can be meter burned to come out faster and remain out for the maximum amount of time.
Big freeze is -6 unless meter burned. Big freeze can be held before release and cancelled by dashing or by charging trait. It still must be meter burned immediately once released in order to freeze. Puddle lasts for even less time and primarily exists for setups, optimal combos, and whiff punishing. If you want to turtle to charge trait, MB death-cicle becomes the better option.
There you go. The character just became a lot more versatile and interesting with a flexible game plan that allows for greater creativity. The objective will always be "freeze them," but how you get there will be significantly less linear and hopefully more engaging for both the player and the opponent.
I think that just in terms of the number of winning or even MUs, Cold is now at the absolute very bottom of the roster due to Swampy and Joker finally getting much needed buffs. Here's a different take on the character that I think would balance him/justify his spot in the roster. I'll try to make some of this brief because it's the same stuff that the community has been saying since the beginning.
Normals:
Standing 2 is now a mid
Standing 1 starts up at 7 frames
Increase cancel and hit advantage on 12
F23 +1
213 is special cancelable
B2 starts up at 8 frames
B232 ends mid
Trait/specials:
Here's where things get weird. His super is what is now his lvl 3 trait, cryogenic blast. The current animation for his super is now a full screen freezing projectile that replaces his current MB cold blast. Like Firestorm's, it *does not trade* - the animation requires the beam making initial contact and holding contact. It punishes moves like black magic and from the deep from midscreen and punishes jumping at fullscreen. It combos from D1 and 12 with greater scaling than puddle. It is unsafe.
Trait charges passively and charges faster when manually charged. You start with one bar of trait. The projectile properties buff between the different levels of charge remains. You should only ever have to be at lvl 0 projectile if you utilized a trait move.
Force field now tics towards freezing an opponent for any moves exchanged on hit or block. Hold his pressure, take tics. Pressure/combo him, take tics.
D4 (two bars of trait) now modifies cold blast to do more damage and temporarily slow an opponent. This can stack several times until freezing. If a projectile hits someone jumping at midscreen, it provides enough gravity to link MB cold blast to freeze. If you confirm a standing hit into cold blast, you have enough hit advantage to jail standing 1 into 12 or 1, D1. New midscreen and corner combos are made possible. Trait can still be charged while active to gain the projectile buffs. The effect lasts a good 9 seconds.
Level three trait is the glacier grenade. Freezing animation is made completely consistent during combos to indicate when a freeze will occur. The current damage nerfs are nullified.
Death-cicle MB has its own hp and requires more than one touch to destroy. It has roughly 170 health. Holding down during the startup of death-cicle causes it to track to the opponent's location on the startup of the move. When death-cicle hits an airborne opponent, it causes a HKD with significant hit advantage.
Frost field now behaves like a smaller version of the globe. It slows the opponent but should not last long enough to freeze. The move can be held to extend the time the bubble is out but cannot stack. It can be meter burned to come out faster and remain out for the maximum amount of time.
Big freeze is -6 unless meter burned. Big freeze can be held before release and cancelled by dashing or by charging trait. It still must be meter burned immediately once released in order to freeze. Puddle lasts for even less time and primarily exists for setups, optimal combos, and whiff punishing. If you want to turtle to charge trait, MB death-cicle becomes the better option.
There you go. The character just became a lot more versatile and interesting with a flexible game plan that allows for greater creativity. The objective will always be "freeze them," but how you get there will be significantly less linear and hopefully more engaging for both the player and the opponent.
Last edited: