-chun’s sa2 gets 1 stock
-yun’s GJ is taken out or given a considerably longer bar
-ken is fine
-oro gives more block stun from j.mk and a bigger hit box so he can cross up better with it
-dudley is fine
-makoto is fine
-make sean just like he was in 2nd impact
-make twelve better somehow
-parries are one frame
-buff up everyones supers that are never used
*chun
-sa2 damage reduced by 30%
-back fierce hitbox made smaller
*yun
-GJ has a juggle limit
-command grab whiff animation 15 frames longer
*ken/dudley/makoto
-nothing
*yang
-health increased by 5%
*urien
-stand mp cant be ducked randomly
*akuma
-hk hurricane -6
-kara throw improved
*ryu
-regular hadouken safe on block/hit
-shinkuu 3 stock, smaller bar, does slightly less damage
*oro
lol face it who plays chars below ryu tier
a lot of us do. what’s the point in re-balancing the game if you aren’t going to bring up lower tiered characters?:rolleyes: it would be the same shit balance it is now but with mid to high tier a little better
I loled
lol
Having the second best KT of the higher tiers is not enough?
second best?
I thought q, chun and elena were all above gouki.
This is the worst idea ever, if you’re talking about parry input window.
That’s why i specified “higher tiers”.
oh ok
My Personal OPINION-TIER List:
Yun
Chun-Li
Makoto
Ken
Yang
Dudley
Urien
Akuma
Oro
Ryu
Ibuki
Elena
Necro
Hugo
Alex
Q
Remy
Twelve
Sean
Changes I can think of:
Dragon Punch/Insta Super Arts shouldn’t be able to counter parries.
Chun-Li should be less homo.
Yun’s SA3 bar should be the size of Oro’s SA3 bar. (Keep time the same with longer bar)
Makoto’s medium punch should have more recovery time. She should do a little less stun or a little less damage.
Ken shouldn’t be able to linkup supers so damn easy. His LP Dragon Punch is a tidbit too quick to be able to punish consistently.
Urien needs to do less damage with tackle and/or only be able to do a maximum of 2 or 3 per combo. His throw should do less damage.
Yang’s slash needs to be less part of his main strategy.
Oro’s SA2 should only stock up to 1 or 2.
Q’s normal throw should do more damage. His command grab should have a faster startup. His air attacks should linkup a little easier into combos.
Elena should have a little less range (maybe some speed or combos to compensate).
Sean’s Hurricane Kick should not put him at a disadvantage. His dragon punch should have more forward range.
Twelve/Sean/Remy need a few more combos.
^^ So many suggestions and the only one I agree with is “Chun-Li should be less homo”
The only nerfs should be:
- Chun’s SAII should be one stock
- Yun’s SAIII should have a longer bar but retain the same activation time
The rest of the cast should be slightly buffed or left as is. The point of rebalancing is to level the playing field.
You’re missing out. I’ve started experimenting with Oro and Necro recently and they are both very viable. Their play-style’s are truly a breath of fresh air.
Oro is really good only problem is he can’t compete with Chun because of her broken hitbox.
you have no idea what you’re talking about
I have no idea what you’re talking about. Are you suggesting that Oro is bad or that I’m wrong about the Chun matchup?
both. oro can be better and chun’s hitbox is wide enough for him to do some crazy stun combos on her. she has priority on most of her normals over everyone in the cast of 3rd strike and her kara throw beats practically everything not to mention her low forward is incredibly fast and has good reach which makes it almost impossible to punish. nothing to do with her hitbox. actually her fat hitbox makes it easier to actually cross her up.
oro is a run away style character and yet his biggest way of making damage requires a very close mp so that he can launch and juggle. what really fucks up his style is the fact that his fireballs do shit chip damage on block but with easy ass parries they are practically worthless. they keep the opponent at bay for a split second. all he really has is his double jump shinanagans which are practically worthless because he gets such shitty stun off his j.mk so you have to dash back afterwards unless you hit extremely late with it. well option select parries practically make that option moot in a high level match especially against chun. he’s got to use a late chicken instead but that gets obvious after a while. if he had a bigger hit box on his j.mk then that would make him a lot deadlier from the air
Oro is mid-tier. Surprised that you never mentioned Oro’s pokes which are pretty damn good. Chun-Oro is 8-2. Chun can crouch under a lot of Oro’s stuff including his standing pokes which makes poking near impossible for Oro (broken hitbox as in too short).
jesus christ no one can take a joke
It’s a fucked up match that is virtually impossible to win…IMO Oro is about as viable in 3s as Roll is in MVC2.