EX FS should just do more damage and/or put him at a better position on wakeup. But, don’t change any of its other properties.
Not every character is meant to have a DP. Abel’s roll, cr MK, crouch HP, and focus attack are good enough ways to deal with jumpers.
Anyways, would it be too broken to give Abel throw invulnerability for EX Roll only during the first couple of frames? Just trying to figure out ways to make the Zangief match more doable without making him ridiculous for the rest of the cast.
Also, it’s bad design for a move in the game to not have a use.
First few few frames is better than full throw invincibility (which I believe WOULD be OP/broken)–not that I have a standpoint on that at the moment. However, it’s not like a Teleport where it’s invincible to EVERYTHING on start-up until the end. The question is within the recovery being debatably “good” to receive a change in a buff or nerf esque way.
I technically agree but I think your examples don’t work. Just because those moves mentioned aren’t used, doesn’t mean they have no use. EX falling sky literally has no use. There is no reason to use EX falling sky, whereas those not used above are just preference. If somebody used strong shoryu, it would work just as well as fierce shoryu, they just choose not to. However, EX falling sky can’t be used in the same way, because you’re burning meter for that not more affective preference.
I like juicebox’s idea of making far s.mp cancel into COD. All I really want is a way to get lp into COD. Making the low hits on his COD faster/more practical would be great too but I’m whatever about it. It would also be really really nice if they could fix the c.hp whiffs mentioned earlier. It should either hit twice or not at all.
there is a use for EX falling sky, in two matchups. Those moves all could have uses but they are inferior choices to the character’s other options… EX falling sky is an inferior option compared to Abel’s other AAs.
People are going to hate me for saying this, but falling sky does beat a lot of jump-ins. But, it’s just a matter of timing. Generally, I use it as a wtf factor move. When a match gets relatively close, I somehow manage to land ex version more often than not. Which surprises even me. I practiced the timing and now I get it out when I want/need it to.
We would be pushing for any buffs…gonna agree with juicebox on the first page and say if you buff any of his stuff…he’s probably gonna be OP, he has multiple excellent traits about him. His dashes are above average…his TT has awesome priority, his damage is definitely top notch…
Only problem is his how hard it is to approach some characters…but hey…I’m not complaining.
Well, after a SPD, to be more specific. Doing a green hand after a knockdown that leaves your opponent next you is usually a bad idea unless you dizzied them and you want to gain some meter really quick.
I heard before from someone that his kick options should do low damage, but put him in an advantageous position.
Here’s how a think CoD should work:
1st hit [LIST]
[]Not punishable on block.
[/list]
2nd hit[LIST]
[]Kick: Hits low, not combo’d from 1st hit, a bit faster, punishable on block.
[]Punch: Overhead, combo’d from 1st hit, punishable on block.
[/LIST]
3rd hit[LIST]
[]Kick: No damage, puts them in cross-up range after. Combo’d from 2nd hit.
[*]Punch: As it is now.
[/LIST]
These options alone might change up his game a lot, but this is a suggestion. This makes CoD connecting more of a guessing game when it comes to the 2nd hit. My reasoning is that Abel has a disadvantage in the poke game, but if he does get his cr.mp or cr.mk in, he should have a chance to get in.
Fw. mk is still the best poke and a better way to get in.