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- Full disclosure: Please understand that I am aware that everything I have written on here is my own personal opinion and I'm not stating anything as a fact. With a new patch possible I am still going to share my thoughts on what *could* be done solely based on my own perspective, there will of course be biases and this is not an expert's opinion so please do not inflate what you will be reading here, all these are merely suggestions and ideas that I would like to see, I am not in any way demanding that these be implemented. Thank you.
- General
- //Safe DHCs
- - I think stuff like shortening the amount of time some are used don't do enough, I would prefer if another rule were added.
- -- If you have Undizzy, DHCs do not reduce meter cost. (Kind of like how if you have undizzy, supers are postflash blockable)
- //Meter Gain for the opponent
- - Personally I feel like opponent shouldn't build so meter for losing it'd be nice if they built slightly less at least to still feel good for having advantage.
- -- Additionally, I think it would be nice to change meter scaling by ratio, this is the only thing that currently doesn't scale by ratio.
- //Inconsistent Fall Speeds
- - Weight isn't the only factor to how fast a character falls into knockdown
- -- It would be nice to give characters a minimum amount of air time before falling to the ground because currently some characters of similar weights go into knockdown at different times to due to the placement of the pink reference point.
- - There are some cases where falling feels inconsistent but this is due to move properties on block so I don't think those can be fixed.
- //IAD overheads can be a little inconsistent
- - There are some places where something like this just won't work and would like that to be a little more consistent.
- //Snap rework
- - At the very least all snaps should touch the floor and there should be a minimum height for snaps to be.
- //HBD carry
- - Because of Big Band some carries are a little weird or sometimes can't be done.
- --Implementation of this is difficult, turning off collision when the assist character gets hit could be an interesting experiment but I don't know how to fix when band is the point with assist as he would get in the way regardless.
- //Hurtbox rework (hitstun only)
- - Some characters are wonky to combo and it'd be nice to somewhat normalize that
- -- This might create problems like weird interactions that might result in some insane resets.
- //Alpha Counter rework
- - Some options are a lot better than others but I'm unsure how this can be addressed.
- //Assist Layout change
- - Please change it so that A1 and A2 all share similar buttons instead of having one hog LK and one hog HK.
- Character Specific
- //Bella
- - Kanchou has a minimum start up (just for consistency)
- - Bella has normal hurtboxes (preferably taller when standing hitstun)
- - Bella gets some slightly wider blue boxes (I think this will make her less weird when she does anything)
- - Battle butt has more startup (Currently 11f and a very strong option.)
- - 5LK is less HUGE, still an AA
- - jLP shrunk down for the first hitbox so it doesn't hit above her
- - Some type of damage reduction (though really I'm not sure she should do less if all her problems are solved)
- - jMP is less HUGE probably just shrinking the upper and right hitboxes on it so that it's more fair
- - 2LK is consistently hittable, she won't reel back as much as she does normally making it so that it at least trades like it should
- - Bella forward jump is normal
- - Bella loses meter on level 3 start up one of its weaknesses is throw and she should lose her meter for it imo
- - Her assists are very strong but I'm not sure how to fix them.
- //Big Band
- - Parry window shorter, now 7f for hold, 10f for tap.
- - Cymbal Clash is easier to hit (This attack is gigantic and reels Band back)
- - Level 5 should be reworked, it's currently just a win condition, you don't even really need to play Big Band to do this.
- - Level 3 could do less damage for the reason above, but it also just does a lot.
- - His assists are very strong but I'm not sure how to fix them.
- //Beowulf
- - Throw mode now works with undizzy (it's coming I know.)
- - A better way to distinguish M chair and H chair.
- - H chair is now more easily throw-able and less safe (does not reel him back, now -3)
- - Gigantic Arm cannot crossup, ala Dynamo.
- - Gigantic Arm no longer has a gigantic DHC window.
- - Wulf Blitzer can now be pulled by Robo Fortune's Magnet.
- - IMO some of his normals are way too active but that's just me probably.
- //Double
- - Luger should maybe be a little smaller, not to how it was years ago but something between those two
- - L and M luger should maybe not knockdown, can be moderately plus but imo I don't think these should combo.
- - 5LP should not be as bad as it is but idk if buffing double is a good idea.
- - double should maybe get some hitbox/hurtbox/bluebox changes across the board, I'm not sure if she should be an amalgamation of copy paste, she's very janky for this.
- - Her assists are very strong but I'm not sure how to fix them.
- //Peacock
- - Peacock should not get to fullscreen combo from lenny using teleport, that's crazy.
- - Maybe Lenny should be two bars
- - Slight damage reduction?
- - Projectiles should maybe disappear on hit
- - Peacock assist projectiles should get the Horus treatment and go away if she's hit.
- - I think her teleporting cross up is still really dumb and she probably shouldn't have that? At most she should only be able to escape, not combo after it. (not sure how to accomplish this)
- - jHP should maybe be smaller, it's also a movement option but does like 1k.
- - Item drop should have recovery or longer startup, for some reason it's a suitable DP without being one
- - Peacock teleport less invuln frames, maybe no invuln frames on the way out.
- - Maybe her throw can not do sliding knockdown.
- //Valentine
- - Orange vial should be revised and lowered by each level, currently 8f of total delay from Lv 1 vial 10f total from Lv 2 and 13f total delay from Lv 3.
- - Green vial should not reduce so much undizzy from level 2 and higher though I don't know what would be a fair change
- - Poison vial should do less damage period, it just does way too much, even for level 1 (an extra 1k!)
- - Could maybe stand to be a bit easier to hit in the air?
- - Overall some of her normals are maybe too active but idk.
- //Filia
- - iad jLK should probably hit more consistently since that's what it's mostly for.
- - Air throw could be better?
- - Consistent Snap
- - 2HP should maybe be a little better?
- - Gregor more consistent?
- //Ms Fortune
- - Damage reduction maybe?
- - Feral edge always works despite crossup.
- - Headless damage should probably be lower but I like to think of headless as the glass cannon form and Head On as the tool that takes her to the damage form so maybe Head On should do less damage and Headless can stay the same.
- - Could maybe stand to be easier to hit in the air?
- //Robo Fortune
- - jLK is now a little wider (It's a good A2A but imo it should be better)
- - jMK is now a little wider for consistency. (You won't believe how often I whiff this on Big Band and die.)
- - Could maybe stand to be easier to hit in the air?
- - Some way to make jHK priority and overwrite any rule with prejump so that you will always get it (Not sure how this works exactly and I'm not sure how often it's my own fault)
- - Maybe less recovery on a 214K if no heads are present? (or maybe get a head?)
- - Beam chip damage maybe a teensy bit higher? (not sure since they're bigger)
- - Beam does CH damage? (not sure since they're bigger)
- //Parasoul
- - Throw no longer moves Parasoul backwards.
- //Fukua
- - jLP smaller, less hitstun
- - jHK less hitstun, blockstun, doesn't pull in on block.
- - Air Drill of My Dreams should work even when it crosses up
- - I don't think she should get to do 2LK x2
- - Consistent snap
- //Eliza
- - 5MP gains one more frame and it's the disjointed version so now it's active for I think 5 frames and is disjointed for 2 of those frames.
- - Sekhmet is now fully punishable (this means a full combo is always possible when you punish her)
- - 5HP sped up slightly to be a better poke
- - Less cooldown on her lackeys
- - Not sure about Eliza in all honestly especially with her new changes.
- //Squigly
- - Easier to combo squigly (in general I think she could stand to be a little taller when she crouches.)
- - jLK maybe less active, it's currently really active and fast to boot.
- - A way to not spend charge when you're doing Silver Chord (I'm honestly not sure if the charged version is even useful for anything)
- - A way to not use charged versions of attacks (not sure how to implement, maybe she can do mirrored inputs?)
- //Painwheel
- - Refer to my Painwheel wishlist: https://docs.google.com/document/d/1PAJRRTiTGQRb7T_6han7gRcgjTsaP5Q7hx5DxgBQnZ4/edit?usp=sharing
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