Doombawkz
Trust me, I'm a doctor
Everyone else made a topic, so its my turn too. As you are aware, we are labeled as a bottom 5 character by a few tournament players. Likewise, "top representatives" of Kano have shown us that we are heavily disadvantaged in that match-up. Certain MUs are being called incredibly hard or almost impossible to compete in, and so I propose some minor changes to bring F/T more in-line with other characters.
F/T Major issues:
Lack of a reliable AA
Low damage output
Not the best pressure options
Moves are generally slow, and armor is almost non-existent to counteract pressure
Reasonable F/T Patch Notes:
Universal:
Ferra Toss no longer loses its hitbox when Torr is hit.
Ferra more responsive in regards to remounting Torr.
Bowl Girl damage increased to 9%
Ferra Toss damage reduced to 9%
Reduced scaling on b.23 2+4 string and f.4
Fixed an issue where f.2 and 4 were not applying correct scaling
Corrected an issue with f.2 in which opponents would sometimes be hit but not launched
b.2 aerial hitbox adjusted to better fit the animation
b.23 cancel window eliminated, bringing it in line with the function of the attack
Ruthless:
Pain and Gain reduced from 71 frames to 51 frames
Pain and Gain damage increased from 17/33/60% to 25/50/75%
Pain and Gain can be meterburned to provide 2 stacks of the buff
Deep Stab damage increased from 11% to 14% to bring it in line with other variations
Vicious:
Boss Toss no longer loses its hitbox when Torr is hit.
Little Kutter has a reduced horizontal hitbox
Little Kutter changed to 14 frames of start-up (down from 20)
Meterburned Little Kutter changed to 10 frames of start-up (down from 14)
Lackey:
Boulder Roll has an improved hitbox
Boulder Roll recovery reduced from 14 to 9 frames
Torr Up hit advantage increased
Charge can now be meterburned at any time during the animation, however this costs 1 bar of stamina if done after the initial start-up.
Toning up certain factors of his gameplay while reducing other ones will ensure he doesn't become too powerful, while ensuring his most notable weaknesses can be covered. Sadly there isn't much of any way to fix his lack of answers for air attacks, but thats a problem the character should have as a counterbalance for his great ground game.
I personally think F/T is probably fine, but as the community doesn't agree with me completely I proposed this list to see what they feel the character needs in order to become what he should be. Likewise, I'd like to see how the community views his weaknesses and if we can figure a way to change them. This is not me asking for buffs, but rather, analyzing that if a change was to be needed, what can we do that wouldn't make him too big to handle.
F/T Major issues:
Lack of a reliable AA
Low damage output
Not the best pressure options
Moves are generally slow, and armor is almost non-existent to counteract pressure
Reasonable F/T Patch Notes:
Universal:
Ferra Toss no longer loses its hitbox when Torr is hit.
Ferra more responsive in regards to remounting Torr.
Bowl Girl damage increased to 9%
Ferra Toss damage reduced to 9%
Reduced scaling on b.23 2+4 string and f.4
Fixed an issue where f.2 and 4 were not applying correct scaling
Corrected an issue with f.2 in which opponents would sometimes be hit but not launched
b.2 aerial hitbox adjusted to better fit the animation
b.23 cancel window eliminated, bringing it in line with the function of the attack
Ruthless:
Pain and Gain reduced from 71 frames to 51 frames
Pain and Gain damage increased from 17/33/60% to 25/50/75%
Pain and Gain can be meterburned to provide 2 stacks of the buff
Deep Stab damage increased from 11% to 14% to bring it in line with other variations
Vicious:
Boss Toss no longer loses its hitbox when Torr is hit.
Little Kutter has a reduced horizontal hitbox
Little Kutter changed to 14 frames of start-up (down from 20)
Meterburned Little Kutter changed to 10 frames of start-up (down from 14)
Lackey:
Boulder Roll has an improved hitbox
Boulder Roll recovery reduced from 14 to 9 frames
Torr Up hit advantage increased
Charge can now be meterburned at any time during the animation, however this costs 1 bar of stamina if done after the initial start-up.
Toning up certain factors of his gameplay while reducing other ones will ensure he doesn't become too powerful, while ensuring his most notable weaknesses can be covered. Sadly there isn't much of any way to fix his lack of answers for air attacks, but thats a problem the character should have as a counterbalance for his great ground game.
I personally think F/T is probably fine, but as the community doesn't agree with me completely I proposed this list to see what they feel the character needs in order to become what he should be. Likewise, I'd like to see how the community views his weaknesses and if we can figure a way to change them. This is not me asking for buffs, but rather, analyzing that if a change was to be needed, what can we do that wouldn't make him too big to handle.
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