no company claiming they “aren’t making a traditional fighter” would ever change the airborne frames with regards to jumps. I wouldn’t be surprised if CC2 is getting help from Namco employees.
I would be fine with them adding more damage scaling to 2Ls, but honestly I’m good with the combo system. I wish they would bring back like 1 or 2 hits of wallbounce juggleability as well as make the corner gravity only get harsh when there’s been a lot of hits. but that’s about it.
having only 3 or so “max damage” combo routes feels fine to me. I don’t like superfluous moves/combos. with regards to combos/damage, I hope GHAs get a damage and/or speed buff. most of them should deal like 30-40 more damage for how costly they are. it would also make them more comboable (aka making them worth it) if they were significantly faster to come out.
some characters who don’t have a high/low game really need better footsies tools. as in better Ms and Hs. Caesar show us that you can still be really good without great normals and no high-low, but still… the game should be more offensive. increased throw damage will be good, and hopefully with them “increasing the battle pace,” they’ll be looking to speed things up even more.
since this patch has essentially been in the works for a month or so, I think we’ll prolly see a lot more polish/nuance to it than the 1.02 changes (which were overall still good). one last wish? make the turning your stand on/off animation cancellable into normals, like in heritage for the future. I think it feels kinda silly how stand users have to “plan” to turn their stand on instead of having the utility of both forms at most times. this is one of the main contributing factors to what slows down fights with stand users. it would open up more combo possibilities too.
I’m curious; with regards to future patches, what character specific balance changes would y’all like to see?
I’ll start.
Kakyoin needs some changes. his barriers should pop the opponent back up as high as they used to, and it would be nice if he could make them appear further away (like behind the opponent) he should be able to PC/superancel various moves like his stand off 214 and his stand on 623. with a sped up GHA and these changes, he’d be a lot more threatening at long range because he could potentially hit you with a GHA or projectile combo. right now he’s just does so little and is so hard to make work. :\
Well, prior to that, the people at tourney side and in this thread were attacking the game’s damage potential as a problem. Am I (I’ll just speak for myself here) really at fault for pointing out that Brett successfully completing no combos (fact) is probably a bigger reason as to why damage seemed low, rather then the damage actually being low?
I’ll accept responsibility for my claim. I’m sorry that I gave reasons.
CC2 are made up of a lot of ex-Namco and Capcom employees, if memory serves. They’re mainly a relatively young but artistically talented team.
DIO post-patch BnB. I think manz were after this.
There’re some more optimal extensions after Air MudaMuda but there are too many specifics (character, spacing, height, star alignment) and the pay-off is not worth it. These are all very stable. Cut out the 5H against the midgets.
My problem with the damage in this game has more to do with the poor meter gain a lot of characters seem to have. Some characters have it pretty good, like Narancia building something like 75% of a bar just for spending 25%, or Gyro getting 20-25% just for connecting with a random projectile, but a lot of characters seem to need 3-4 meterless BnBs to regain 1 meter. In a game where meter is both the lion’s share of damage in combos for most characters and also used for various cancels, that just seems like too slow of meter gain to me.
Now, obviously you can’t just do something like double the meter gain for everyone and call it a day, because then some characters might be extremely silly, but having it ramped up for some of the cast so that they can at least build a bar off every 2 combos or so would be nice.
I’m not sure if you’re aware of this, and just decided its better without it, but Gappy’s stomp is special cancellable, so you can cancel it into meaty heavy bubbles and then do this.
So just a quick note about DIO and knife pressure.
His best string is anything ending in a delayed Knife. I’ll go over the notation (I’ll do alternate notation for those that don’t use numerical notation):
If they stand block at the end, finish with 5H and delay the cancel into 46L. This lets the pushback of 5H take effect and the knife will hit later. Cancelling into knife is only a truestring after 5LMH, so there is a gap but not one big enough for them to jump over.
The knife will connect later and you can be as much as +3 on block and hit. If they crouch block the whole string, the knife will sail over, but you’re safe and they can’t punish due to the knife being out. If they stand to block the knife after the normals, you’re at even more frame advantage.
You are in range to do 5L or 2L afterwards and they can’t jump or press buttons. You can do S/On 5LH and then you have the option of cancelling into knife again, or L MudaMuda for relatively safe chip and guard damage. If they try to jump out, they’ll get hit. If your timing isn’t great after the knife then the 5LH option selects into 5H on whiff, which will anti-air most jumps, and if it doesn’t you cancel into L MudaMuda anyway and it will anti-air.
You can do 2L/5L xx L Knife also to frame trap, build meter and keep advantage.
If you hit-confirm any of it just go into a S/On BnB, and if you confirm the knife late on you can PC into:
9H xx 236H (SR) > whatever you want
Again, it’s not a truestring so they can reversal through the gap but that’s a risk to be honest as you could just end the string at 5M and you punish the reversal.
Game looks interesting, Hopefully i can dive into it soon. How heavy is execution is it? Im comfortable with executions like sfa2/aquapazza but execution like vampire saviors/ GGAC is bit offputting.
Done a bit of experimenting with Abdul now, seems a bit weird for such a projectile heavy character but I can’t seem to find any taunt combos for him, has anyone else found any?
On another note, how are the Caesar players in here using him at the moment?
Kind of set just using bubbles to try and get in and avoiding midrange at all costs since his most far reaching grounded normal appears to be 2M and was just wondering if there were other approaches to him.
I’d rather they just limit it so you can’t use the same stand rush twice in one combo without using a puttsun cancel. currently, I can think of only one character who can do that. otherwise it would completely solve that problem.