colby4898
Special Forces Sonya Up-player
No to all the special forces buffs, shes fine as is @FOREVER KING JR
Mileena plays on ranges, she'd lose a shit tonne of rangesIf b12 was -9, I don't think it'll be full combo punishable by everyone due to the pushback.
Quan has to be spend a bar to plus 1 :sadface:.Takeda changes the ex kunai being +1 is stupid it cost a bar of meter why would I waste a bar of meter to be +1 when I can just use the mid kunai and be +2
Are you sure? They need to nerf a certain skill there. The Skydrop drone against Leatherface.Konjurer Is Fine
You are faster though so IDCQuan has to be spend a bar to plus 1 :sadface:.
You realize you'll kill DF Kang. Almost nobody plays Hellfire Scorp because of the gap and its already hard enough to jail Kang as it is. Let him rock@FOREVER KING JR , my vote is ''What could be improved on the buffs or nerfs'', so, here it is all the changes that I would like to see for Liu Kang:
3 nerfs:
- Hurtbox on D+3 slighty increased.
- U+4 is now a high.
- Dragon Fire now has 3 frames of added delay before you can cancel out of it on block. (this does not affect any current dash cancel combos and there is no delay on Hit)
13 buffs:
- U+4 start up now changed to 10 frames.
- U+4 now has a slightly increased upward hitbox.
- The last hit of Snapping Dragon (1,1,2) now has less pushback on hit.
Dualist:
- All Solar Flare projectiles drain one bar of energy from the opponent on hit. (energy = stamina for running)
- All Solar Flare projectile types drain half of a bar of energy from the opponent on block.
- Instant air Soul Spheres have recovery reduced.
- EX B,F+1+BLK (Dark Sphere) now absorbs and negates all projectiles that it comes in contact with.
- EX B,F+1+BLK (Dark Sphere) no longer counts as a projectile and cannot be negated or absorbed by any other projectile based attack.
- All Soul Spheres now have a slightly increased hitbox on the explosion.
- All Soul Spheres now absorb 1 projectile that they collide with only when Yang (D,B+3) buff is active.
- Better healing.
- All Soul Spheres now start-up closer to Liu Kang.
Flame Fist:
- All fireballs now have a slightly increased hitbox.
Fixes:
- Flying Kick~MB (B,F+2~Meter Burn) hitbox adjusted so it no longer whiffs or switches sides against certain characters crouch blocking.
- Orbs does not explode on walls anymore.
- Mids being mids. F4,4/F4,4,4/etc
Hellfire scorp is still pretty damn good the gap didn t change much but again it s because of the threat of flame auraYou realize you'll kill DF Kang. Almost nobody plays Hellfire Scorp because of the gap and its already hard enough to jail Kang as it is. Let him rock
Trust me, im not sayin Hellfire isn't good. Just not the level as Cage and D'vorah. I know, different characters, different toolsets but us Shaolin dont have the luxury of Flame aura. I guess we could do dragon kick but that wouldnt lead to much damage compared to other options unless 2 bars of meter we're spentHellfire scorp is still pretty damn good the gap didn t change much but again it s because of the threat of flame aura
I agree erron black could use a better mid. It would be cool to make F3 10 or 11 frame start up and make it a true mid cause it gets low profiledAgree with the Erron rifle buff
Also his F3 should have more hit advantage, its currently at +1 and F2 start up change from 14 to 10.
And for gods sake NRS give outlaw's F3 4+2 a brutality,. It was meant to have one!! P.S and reduce the scaling on it pls, its terrible.
Slasher jason still struggles a bit with opening people up. Relentless and unstoppable still have low profiling issues in the neutral but thats allIts ok...but jason buffs? nah jason needs NO buffs.
I think hellfire is better than swarm queen for sure. She loses way more match ups unlike hellfire. Plus hellfire also has jailing pressure similar to swarm queen but swarm queen can only jail S1, S1, B1 and D1. I think thats all. Scorpion can do 3 reps of pressure unlike swarm queenTrust me, im not sayin Hellfire isn't good. Just not the level as Cage and D'vorah. I know, different characters, different toolsets but us Shaolin dont have the luxury of Flame aura. I guess we could do dragon kick but that wouldnt lead to much damage compared to other options unless 2 bars of meter we're spent
I like the attitude. I seen your profile "special forces up player" lolNo to all the special forces buffs, shes fine as is @FOREVER KING JR
Everybody has a say in my buffs and nerfs thread and i like how you said we should gather representatives of each character and collaborate ideasAs far as commando goes, df1 and ex df1 don't need to be mids. However I do think they shoulda whiff vs crouch blocking opponents and shouldn't whiff when canceled after f4, d3, and d4 on hit vs those crouching opponents. IMHO the tier list is kinda biased looking, no offense to you @FOREVER KING JR but some of these characters have buffs/nerfs that aren't their main issue. Like kenshi, his f4 is fine being a +2 high on block but you didn't list any improvements to his parry or whiffing issues with point blank rising karma? What I think should happen when it comes to these nerf/buff threads, is we should collectively gather a representative from each character's/variation community and have them all collaborate and discuss how to fix/balance said character/variation. We need people that actually lab and grind out the character's true strengths/weaknesses if we want to have a balanced game. I know that's asking a lot since this community never seems to agree but maybe by doing things this way we will at least have a more "honest" fighting game with less BS to deal with.
No offense to you really i mean none, but WHY IS IT SO BAD FOR THE SECOND HIT TO BE A MID?!?!?
I would be fine with it being a mid cause it still leads to jailing pressure so its whatever to me
I agree with the meter build. It should be toned down a bitWhat I would do to Mileena Piercing:
1. Tone down meter build on sais
2. Air sai after blocked tele kick isn't a thing
I like a lot of these buffs the only ones i would agree with are the stamina draining projectiles. Everything else looks good. The soul spheres really need help. I think the solar liu kang is good but soul liu kang (whatever its called) is not great@FOREVER KING JR , my vote is ''What could be improved on the buffs or nerfs'', so, here it is all the changes that I would like to see for Liu Kang:
3 nerfs:
- Hurtbox on D+3 slighty increased.
- U+4 is now a high.
- Dragon Fire now has 3 frames of added delay before you can cancel out of it on block. (this does not affect any current dash cancel combos and there is no delay on Hit)
13 buffs:
- U+4 start up now changed to 10 frames.
- U+4 now has a slightly increased upward hitbox.
- The last hit of Snapping Dragon (1,1,2) now has less pushback on hit.
Dualist:
- All Solar Flare projectiles drain one bar of energy from the opponent on hit. (energy = stamina for running)
- All Solar Flare projectile types drain half of a bar of energy from the opponent on block.
- Instant air Soul Spheres have recovery reduced.
- EX B,F+1+BLK (Dark Sphere) now absorbs and negates all projectiles that it comes in contact with.
- EX B,F+1+BLK (Dark Sphere) no longer counts as a projectile and cannot be negated or absorbed by any other projectile based attack.
- All Soul Spheres now have a slightly increased hitbox on the explosion.
- All Soul Spheres now absorb 1 projectile that they collide with only when Yang (D,B+3) buff is active.
- Better healing.
- All Soul Spheres now start-up closer to Liu Kang.
Flame Fist:
- All fireballs now have a slightly increased hitbox.
Fixes:
- Flying Kick~MB (B,F+2~Meter Burn) hitbox adjusted so it no longer whiffs or switches sides against certain characters crouch blocking.
- Orbs does not explode on walls anymore.
- Mids being mids. F4,4/F4,4,4/etc
I agree his zoning could have better tracking but shinnok usually isnt meter hungry if he has D4 hellsparksI won't comment on many changes but these do little to nothing to fix Necromancer's problems which are his ability to keep people out is subpar and, more importantly, he's meter hungry. Flick tracking is still iffy in many situations, rather slow, and MB Flick is nigh useless.
He can check his opponents with F2 because it becomes 5 frame start up after being +6 on block as to +4 where it becomes 7 frame start up and gets beat by pokes and the only way he can check other pokes is with his own pokesWhat difference doesn a +6 ex low hat make? It would still be the same as +4
Day 1 cyrax didnt really have hard blockables unless he used the meter burn bomb set up after Neutral Jump Kick. Other than that set up he doesnt really have hard blockables and i can explain why too. Plus his horrible defense made up for his offense. He was kind of like prepatch quan. Bad defense but really good offense but cyraxs defense was slightly better but prepatch quans offense was better cause it was meterless and did more damage especially in the cornerCould be but I was referring to Cyrax specifically. The problem with day one Cyrax wasn't 40% meterless damage it was the hard to blockables that looped into hard to blockables forever and ever and ever.
If i block lashers wake ups i want it to be a 100% punishable like scorpions teleport on block. You will always punish that but lashers have block stun, distance and are safer. If his BF2 Meter Burn, DB2 and DB2 Meter Burn were a 100% punishable then i would make DF1 Meter Burn safe on block to compensate cause its a mid and doesnt launch@FOREVER KING JR
I'm just going to step in for lasher and say keep ex whip flurry and MB who flurry -12, but make ex whip trip -22. Because to be honest his mix up game isn't the reason you play him. You play him for space control and he NEEDS whip flurry to be at least somewhat hard to punish to keep people at bay. With whip trip being unsafe you get rid of the safe 50/50 and make his armored launcher easier to punish. It is still a nerf that will affect him but it won't fuck with the characters playstyle. Since both those moves being so insanely negative at launch was a big reason as to why he sucked so much at that time.
If you can get past sorcerors zoning hes not that much of a problem. Its a lot easier to rush down quan then it is for quan to zone you. Its only scary if he opens you up but when you knock him down the match could be overAlso no to all the sorcerer buffs, sorcerer is also fine.