Kamikaze_Highlander
PSN: Windude008
Well ladies and jellyspoons its that time once again. Speculation for another patch/Kombat Pack is nearly at its peak. So lets think of ways to put us into top 5!!!
But seriously, post buffs/nerfs/fixes we need, reasonings are greatly appreciated
troll buffs can use the hashtag #theyneedsit
@dennycascade
@MadeFromMetal
@Wetdoba
@Shade667
@Doombawkz
@MK Led
@cR Biohazard
@joeldm
@imblackjames
This is incomplete but I just wanted to post what I had before I step out for a bit. More additions to come.
Universal / (R/V)
buffs
buffs
Vicious
buffs
fixes
Lackey
buffs
But seriously, post buffs/nerfs/fixes we need, reasonings are greatly appreciated
troll buffs can use the hashtag #theyneedsit
@dennycascade
@MadeFromMetal
@Wetdoba
@Shade667
@Doombawkz
@MK Led
@cR Biohazard
@joeldm
@imblackjames
This is incomplete but I just wanted to post what I had before I step out for a bit. More additions to come.
Universal / (R/V)
buffs
- increase active frames of low and OH throw. Pretty fucking sick and tired of watching Ferra clip through enemies fullscreen because they were walking backward, did they not buff the travel speed in XL? They still are easily reactable at max range and jumping back is a no risk option
- slightly adjust b1 hitbox to consistently hit ducking opponents
- add two more active frames to f3, 5 -> 7
- adjust animation of ji1 on hit so follow up connects more consistently. things like b1, 4, 1, 2 will not connect at max range or specific heights
- R/V on/y - make 4,2+4 a hard knockdown. this would give us a hkd option that can quickly retrieve ferra as we run past. This most helps Vicious as it gives us better oki. (is this too much? make it -1 or -3 on block to compensate? increase damage scaling? give us the launch range back? something that gives me a reason to use this awesome string).
- Literally any change to s3 would be a blessing, I wouldn't even care if they made it worse I would still consider it a buff.
- remove hole from 1,1 at max range
- decrease recovery frames on backdash
- Shrink Ferra/Torr character model/hurtbox to female proportions, while maintiaining current hitboxes #theyneedsit
- R/V only - f2 is now -10 on block up from -7. b2 starter is already safe (too fucking safe imo), along with options to cancel into safe or plus frame mix ups off of f2. Lackey has one safe launcher, and no safe specials to cancel into, and with the amount of safe mix up options R/V have, f2 should be unsafe.
- f2 hitbox/animation so that it no longer drops if the first hit connects at max range
buffs
- Return armour properties of EX grab and stab. I don't think there is any armour break in the game now that this armour can consistently eat, and if there is the timing has to frame perfect, or the string is conveniently grab immune.
- #Makedoublef2comboagain
- Remove EX OH and Low launchers. we have already have two easily hit confirm strings that have tons of advantage to easily PnG into f2.
- 5% decrease to PnG buff. Currently at three stacks we have very easy 65%
- third stack of PnG now has three hits of armour, down from 5
Vicious
buffs
- f2 can now tick throw on block
- change EX dbf1 animation. instead of ferra simply stabbing them more. Ferra jumps off and Torr just wails on them while Ferra cheers him on, ending in a hard knockdown. As it stands Vicious command grab is pretty useless out side of maybe EX'ing on hit. For the cost of a bar and slightly reduced damage (19% to 15%) it becomes a practical tool to use in a match.
- Increase range of bf4 to just past 3/4 screen
fixes
Lackey
buffs
- make meterless charge safe, -5 from -9
- Possible buffs to bf3 (charge)
- if a projectile is eaten during start up 1 hit of armour is granted through active frames
- reduced recovery on whiff
- if a projectile is eaten, increase Torr's running speed
- (want I would like the most) if a projectile is eaten during start up, the rest of the start up animation is cancelled and Torr starts running immediately. I think this is a totally fair reward for hitting a 4 frame window. this would take anywhere from 29-26 frames of start up off. This would make almost all 3\4 to midscreen charges that are projectiles a clean punish, and full screen the opponent could still block in time. As it stands lackey is incredibly vulnerable to zoning even with this property that is supposed to counter zone.
- f2 and b12 can now tick throw on block. I wish I could strikethrough on TYM. but @Shade667 makes a good point about b121 stuffing jump outs and being a mid. In stead of ticking off b12, a new string like Jason's f3,2+4. Ticks on block and sends them full screen. I would just like more options to tick for Lackey as it a more grappler focused variation with only TWO tick options, where as plenty of characters who are not grapplers have pokes as well as strings they can tickk off
- reduce start up on b2 to 20f, not really sure why lackey had the slowverhead?
- dbf1 animation changed to leave the opponent near d1 range, animation is similar to the EX dbf1, except intead of throwing them across the screen after he mashes them on the ground, he backs off slightly or the roll away (still a hkd tho), ex version will still toss them fullscreen for corner positioning
- overall damage reduction, something around 2%-5%, we'd still be hitting around 35% meterless
- EX db2 hopping over small crouch blocking enemies with no auto correction
- adjust vertical hitbox on db2 so it more consistently hits opponents in the air
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