Chernyy Volk
Wolf lord, footsie bully, chronic corner abuser.
So, I made a video awhile back on reworking Kano where basically, my thesis was that Manhandled should be universal, which would make him a character with more depth, more options and a Kano loyalist would get a lot farther because of what those things would open up.
I think Erron is also in need of a similar rework, but much more in depth. I think a lot of people are bored of doing scud shot pressure because it's his best aspect and his other two variations feel sorely lacking in comparison. This is due to a combination of 52 Kard Pickup just straight up has his absolute best tools, but also that his other two variations obviously had no gameplay synergy ideas behind them. At the same time, Erron is kind of lacking in KB's that allow him as a base character to thrive. This is kind of long, but hopefully I make a good case.
So, BEFORE I START, I'm just gonna lay it out. Errons base kit AND variations need a rework. This is what I think should happen. I've labbed a lot of shit for a couple months now.
1: Acid pour is universal
2: Outworld Gunslinger is universal
3: The nonsensical move conflict between acid pour and cattle toss is removed. They aren't even the same input.
Buffs
1: Acid Pour is 2-3 frames faster so it combos off 111
Variation changes:
1: Scud Shot is removed, 52 Kard Pickup now only has enhanced rifle stance, U2 and D3 damage buffed. It's now a three slot move.
2: Barking Irons now only has Cattle Toss and Snake Slide Cancel
3: Locked And Loaded is now Netherbeast Trap and TNT.
So how does this effect his character? Well, let's address that.
1: He has the ghetto zoning from Outworld Gunslinger to make all three of his variations better in neutral.
2: A universal solid unbreakable damage option with anything into acid pour.
3: Acid pour KB is now universal, buffing his other two variations.
4: B2U4222 in Outworld Gunslinger gives you a free TNT as well as a safe Netherbeast trap setup.
5: Barking Irons becomes terrifying. F3~Cattle Toss and F3~Acid pour as far as I can tell is an unseeable mixup. This makes the post MB slide game terrifying.
There's some other shit, but oddly enough, by condensing more shit into his base kit and re-arranging variations, he becomes a much more diverse character that's strong, yet does have to take risks. Scud Shot can be put on a Gunslinger variation later, which is in the presets. Up Peacemarker, Peacemaker and Scud Shot.
What do you guys think?
I think Erron is also in need of a similar rework, but much more in depth. I think a lot of people are bored of doing scud shot pressure because it's his best aspect and his other two variations feel sorely lacking in comparison. This is due to a combination of 52 Kard Pickup just straight up has his absolute best tools, but also that his other two variations obviously had no gameplay synergy ideas behind them. At the same time, Erron is kind of lacking in KB's that allow him as a base character to thrive. This is kind of long, but hopefully I make a good case.
So, BEFORE I START, I'm just gonna lay it out. Errons base kit AND variations need a rework. This is what I think should happen. I've labbed a lot of shit for a couple months now.
1: Acid pour is universal
2: Outworld Gunslinger is universal
3: The nonsensical move conflict between acid pour and cattle toss is removed. They aren't even the same input.
Buffs
1: Acid Pour is 2-3 frames faster so it combos off 111
Variation changes:
1: Scud Shot is removed, 52 Kard Pickup now only has enhanced rifle stance, U2 and D3 damage buffed. It's now a three slot move.
2: Barking Irons now only has Cattle Toss and Snake Slide Cancel
3: Locked And Loaded is now Netherbeast Trap and TNT.
So how does this effect his character? Well, let's address that.
1: He has the ghetto zoning from Outworld Gunslinger to make all three of his variations better in neutral.
2: A universal solid unbreakable damage option with anything into acid pour.
3: Acid pour KB is now universal, buffing his other two variations.
4: B2U4222 in Outworld Gunslinger gives you a free TNT as well as a safe Netherbeast trap setup.
5: Barking Irons becomes terrifying. F3~Cattle Toss and F3~Acid pour as far as I can tell is an unseeable mixup. This makes the post MB slide game terrifying.
There's some other shit, but oddly enough, by condensing more shit into his base kit and re-arranging variations, he becomes a much more diverse character that's strong, yet does have to take risks. Scud Shot can be put on a Gunslinger variation later, which is in the presets. Up Peacemarker, Peacemaker and Scud Shot.
What do you guys think?