I agree with the list but i think that Carl, Tager, and Ragna are going to go up in the future but thats what i think.
to weaken the top 3…
- arakune curse bar goes down faster, and putting another drive attack on will only add 1/2 to the curse bar, not fully refreshing it.
2.Nu now has a sword bar (that recovers pretty fast, mind you) and the damage is BARELLYYY scaled down :3 - i don’t know enough about rachel but… start the round with no wind? or half?
that would be a start in my opinion…
thanks for that quote. I wonder how useful that is? In the hakumen forums we preach jump blocking that super and ibing it Would gold crash get around barrier guard or ibing? Gold bursts can be countered by hakumen. I know Hakumen’s low tier, but he’s who I play and I was wondering how you thought it might impact that match up (IE not much, or make it even worse).
Arakune has an unblockable involving forcing the opponent… fuck it, watch it yourself [media=youtube]-IOZE9niikE[/media]
balance patch would be fine, but I’m afraid people will be scared away from the game if the patch more wrecks the top three than brings them close to the other characters. At least the patch should be free so that’s nice, and it’s highly unlikely my character will suffer any nerfing lol.
I honestly think Carl is as high as he’s gonna get. Carl jumped to mid-tier (upper mid? whatever) because the clap loop gave him options against most the other mid tier people. It really didn’t offer much help vs Rachel (who can escape it), and he still really can’t get in on Nu, so I doubt he’ll be cracking into that group without them receiving some kind of reduction in strength.
Edit: We don’t need to talk about balance stuff here, as this thread is not for that, but I’m tagging a line on anyways. I only play Haku-men, and the only thing I could think of to make him a bit stronger would be to give him a regular dash like everyone else except carl/tager. His lack of mobility really hinders him, especially in the match ups verse the big three. I’m not saying it’d turn those match ups in his favor, but it would give him options. It’s take away his hop instant overheads though, so who knows if this would really be a change in his favor, I dunno, just theory talking anyways.
^
We really don’t need to talk about balance stuff, but really all Haku-men needs is a way to obtain the stars quicker or make his counters work a little better.
If you instant block an offensive burst you get guard crushed anyway. If you didn’t burst yet, Barrier guarding would make you lose all of barrier guage and put you in DANGER (it’ll recharge), or you could just burst them back. No idea if counters would work agianst it.
You can definitely counter any burst in the game, if you where on the ground you could counter super it. It’d definitely be risky vs Hakumen, but thanks for the info about IBing it.
Counters wouldn’t work if properly timed as you’d still be in block stun from the super, otherwise you could just eat their Burst and get knocked away.
Jumping Barrier Block is the way to go, they can still Barrier Crush you by Bursting, but since Barrier Crush doesn’t really give anything to the attacker that would be worth trading a Burst for they’re probably not going to do it.
I want to learn Tager but not at -15. If they buff him I will definitely pick him up.
Nu should only receive a damage output nerf. Anything else would make her suck. She has nothing up close anyway.
That can’t be a real AKSYS employee.
I disagree. Hakumen’s counters are one frame, and can definitely be done after an IB at any point in her super. It’s just not worth doing because you don’t hit her and will eat the rest of the super after the counter’s invincibility wears off. However, it V-13 is close and trying to burst you into an unblockable, countering would be effective as she would be close enough to hit, and more importantly, the damage you’d get off her (since she just bursted) would be insane. I don’t think a v-13 player would use this tactic against Hakumen, not that she even remotely needs to lol.
Is there even an AKSYS America? Why would a Japanese made game have an English speaking guy in some IRC chat? I want to believe they are going to fix the characters, but I don’t buy this.
AKSYS is the company who makes the localization of the game in america, and they work with ARC SYSTEM WORKS aka ARCSYS aka ASW, also, i really doubt that we would see the balance patch before the proper arcade release of it, and with the sbo near i dont see that happening before august, just my .02 cents
Thanks for the info. Yeah, I also don’t think its in the Japanese game/business model to do changes to the game. They would rather make a new game and get you to buy it.
Really though, I’ve said this before and I will say it again, fighting games need to take a look at what MMO’s have done for 15+ years and get a hint.
I have a replay of me IBing a Gold Burst and it didn’t guard crush me, but allowed me to instantly throw out a 6B and finish off my opponent. So what situation makes IBing a burst for guard crushing true?
considering that the market evolves, and the companies have to addapt, i think that its more than possible that we would see the new game as an update patch and a retail version at the same time, just see how arcsys made 2 versions of ggac+ one as a complete game and other as an append for the previous version
and on about the previous post, its possible that they release an update patch for the game before the revision, but i dont see it happening before an arcade update first
Bursting out of hitstun, blockstun, or in a neutral state all have different properties. Out of hit/blockstun there is no guardcrush value (blue, green, or gold), which is why rapid cancel ->block (or IB) works when you bait a burst. Offensive bursts DO gaurdcrush: 50% if you have 50-99% barrier meter left (green burst), 200% (garunteed crush) with full barrier (gold burst) and nothing if you have less than 50%.
I don’t entirely agree with that. MMOs nerf and buff things as soon as a “problem” arises. Often times, this prevents classes and class compositions to truly evolve. I think rebalancing at set intervals is a much better approach. While this lets seemingly unbalanced characters run rampant for a while, it also allows counter tactics a chance to be evolved.