Sabrewulf’s’ dash needs to either be slowed down or only be avaialble at current speed during instinct. His frame trap game is way too strong to have something that blindsights you so easily on top of an unreactable overhead. Please fix his broken c.MP, s.HP chain when used in manuals as the c.MP orange locks you out no matter which button you press during it or what time you press it. Slow down his backdash also. Rushdown character doesn’t need to runaway and sit on life leads so easily.
Makes Sadira’s blade demon loops either fill up KV much faster or just find a way to remove them period. Not so much because I find it broken, but because it just simply goes against the philosophy of everything being breakable after the first opener in KI. Add in more ways to do heavy damage when doing anti airs. Right now Sadira takes too much advantage of how most of the game’s heavy damage can only be done ground to ground. Whether that’s through aerial recapture or just upping damage on attacks when people are hit out of the air etc. Stray hits are very weak in this game in general.
Jago…he doesn’t really need any fixing other than maybe make regular wind kicks more unsafe on block. He’s pretty fair other than that in my opinion.
Glacius needs better movement, period. It makes no sense that Sabrewulf a rushdown character can backdash to the end of the screen in an instant while a zoner can’t. I would like him to have some type of normal with quick recovery that can be used just for poking (not an opener) if possible. Either that or reduce recovery on ice lance since it has very vulnerable hit box and can be low profiled. Possibly improve his ranged manual game in some way also. Needs to be able to do more damage during anti airs and air to airs.
Thunder needs a better frame trap game. It’s too easy for characters like Sadira to just jump away from his pressure. His pressure is mostly based around landing command grab and just makes him a weaker Wulf when it comes to offense. Possibly make skyfall followup after sammamish hard knockdown also or aerial recapture. It’s very unsafe on block any ways so it would be worth it.
Orchid needs some way to be at frame advantage without utilizing instinct or charging HP rekka (or light normals). If not then slightly increase start up of her f+HK or MP rekka overhead. Fix flik flaks so they are all low invincible from frame 1.
if they buff glacius they need to address the fact that he can conter break from far for free.
I asked to add a single shadow bar to fulgore, so he can use that to counter or shadows. If he doesnt have shadow, he can use gauge stocks.
with only one bar, he would still need his reactor gauge, but He wold not be forced to charge every 2 seconds, because he could rely on that single shadow meter.
Dunno, mybe is a dumb idea, but it coulld work, without changing his playstyle much and/or making him broken.
Slightly reduce the speed of Sabrewulf’s dash so that the player can be able to react, and, most importantly, block his incoming mix-ups. That shit is stupid good right now.
My change list (its gonna be smaller then you guys):
System:
+Damage multiplier on Anti-Air and A2A specials increased from 100>125
+Damage multiplier on sweeps increased from 100>125
+Fuck invulnerable backdashes (this is personal, but I’m putting it out there anyways)
+Decrease length on input buffer
+Slightly decreased throw recovery
Jago:
+slightly improved health regen on his instinct
-Less pushback on wind kick
-or-
-Reduce SD on wind Kick
SaberWulf:
+improved chip in instinct
-EX Eclipse counts as opener
-Reduced Back Dash distance
-Reduced forward dash distance (not speed)
-Run>HK counts as an opener
Glacius:
+increase damage multiplier on A to A hits to 150% (from 125)
+increased damage on fMP
+remove counter from instinct (because its completely unnecessary)
Thunder:
+change damages on CotE grabs
+light 15>21
+med 15>18
=Heavy 15>15
=EX 28>28
+longer invul on EX Sammamish
+Gap between hits on triplax reduced (to prevent certain characters from being able to shadow counter on any of the hits)
+Ex Tiplax juggles opponent higher (rather than blowing them back)
Orchid:
+Increase vertical hitbox on air grab (so it connect more consistently after EX uppercat)
+slightly increased damage on Instinct Cat
+Less KV built on instinct Cat.
-EX Uppercat counts as an opener
Sadira:
+Improved vertical hitbox on fHK
-Jump startup increased slightly
-Cannot cancel into attacks after HP knives
-EX Recluse counts as an opener
-Slightly increased recovery upon landing for Knives
-Slightly more punishable Recluse and jdMK
Spinal:
+less pushback on Soul Sword Linker
+more forward movement on startup of Soul Sword Linker
+Faster drain on skull curses
+Skull QCB slash head invul until active frames
+less pushback on Skull QCB slash
-Skull curse don’t last as long
+Skulls don’t increment juggle counter
+Slightly improved throw range
+Low skull travels slower
+improved startup on power devour
Fullgore:
+auto-Triples build two PIP
+Air EX EyeLasers can cancel into teleport or EX teleport (with usual PIP cost)
+Fullgore gets partial speed bonus at 4 PIP.
+Full Speed bonus at 8 PIP
-Damage scaler added to combo breaker
-Instinct doesn’t build PIP’s while being combo’d or blocking (like Jago’s instinct basically)
-Teleport invisibility (NOT invincibility or recovery) ends sooner.
TJ Combo:
+Improved Afro
+After Reviving half of his body becomes blue, and the other half becomes red
maybe it’s just me, but I would also increase inflicted damage during combos. Because dealing 10% damage with 10 hits after getting broken, feels wrong to me. just a 5-7% increase, nothing too radical.
Adding systems to circumvent the core mechanics of the game will only mute the aspects that make the game more unique, and make it more like other games.
Also, manuals do a greater portion of raw damage vs potential damage, so you can affect this somewhat already.
I’m just saying that if I get broken at my last hit, I should not be penalized that much, by loosing almost everything. I doubt a 5% increase would break the game.
But had you ended the combo one hit sooner you wouldn’t have been broken, or had you don’t a different hit (remember you usually have 6 options), or had you don a counter break, or if you instinct canceled. The game already has lots of mechanics and tools for mitigating exactly what you are describing.
Just increasing raw damage, is making those mechanics less relevant, and decreasing the viability of options in favor of a simpler combo engine.
Believe me, I understand your point, in that you’ve already done so much right, that losing it all at the last minute is painful. But that’s the nature of KI, it lets you increase your risk/reward almost infinitly. At some point, its going to break.
It’s not even a matter of whether or not your idea is necessary, but more so that it’s very likely that Iron Galaxy wouldn’t implement something to circumvent ending combos. That’s the reason they force you to end combos to cash out damage so that you have to assess when you should keep a combo going, when you should reset or when to just end it and cash out. Resets to build up potential damage are going to get a lot more common as people get better at breaking combos.
Yeah there are a couple characters that Glacius can get away counter breaking for free from far distance against. Namely against Sabre and Thunder. Those matchups would be less troublesome for them if he couldn’t bluff for free from far distance. I think all they would have to do is increase the recovery of counter breakers if done from a ranged auto double or linker. Keep it the same for close, but once you’re far enough away for ranged auto double or linker make it about a second of recovery.
Honestly though, most of the other cast wouldn’t need this as they can punish from a very far distance as long as htey have a shadow meter. Fulgore and Spinal can punish it for free as long as they have meter for shadow port (Spinal can easily punish it with regular port), Jago can shadow wind kick unless it was done near full screen, Orchid can shadow cat from pretty good distance and Sadira can shadow demon blade from good distance as well.
Actually, Thunder and Sabre can punish from pretty far away to…
I used to think it was a bit silly, but as the game matured I think its kind of cool. Basically, its glacius mixup, and its cool how his mixup functions on different terms than everyone elses.
it’s a DP>large unbreakable damage. I think this is generally a bad design. For reasons I’m sure your already aware.
it reduces unbreakable damage. This makes the character more dynamic too. The can use specials and sacrifice damage for safety, or do the longer combos and risk a break (or counter break). This also brings them in line with other moves like ex CotE, or Jagos throws.
Just an unrelated note. I’m gonna write a list of the reasoning behind my changes when I get off work. That might explain some of my thought processes.
Yeah sadly Orchid’s instinct is mostly a ghetto version of Sadira’s instinct. Not to mention Sadira’s instinct projectile recovers and can be reused almost immediately after deactivation whereas there’s solid pauses until you can throw another cat. Orchid’s natural tools are the only thing that really make the instinct (overhead/low/unblockable/frame advantaged heavy charge etc.)
I apologize for the spelling and grammar. I was on a phone…
Yeah. My idea was to make orchid more threatening in combos.
Also, I didn’t have a nerf for sadiras unbreakable… Because I’m not really sure how to fix that without screwing other stuff up. The obvious fix it to remove the jump cancel, but that takes away other interesting things that aren’t broken, so I don’t like that fix much.
I think most characters start out OP in-development. You design this great powerful thing… and then you have to dial it back until its sane.
Speaking of ideas, the devs also mentioned new tools for the season one cast. So this got me thinking, if everyone gets a new move… what would it be?
Some random ideas:
Jago - Ability to charge fireballs for increased hits and frame advantage. Basically, think Sakura’s fireball.
Sabre - Added new command to the run, stop. Think Guy.
Glacius - two ideas.
1 - Give him a new command normal with blowback on hit and block. Similar to fulgore’s sHK. But instead of functioning like a poke, instead, its is shorter, but hits higher like an anti-air.
2 - A large hail, that moves forward very slowly. Similar to eye of agamatto. But not as good obviously.
Thunder - I thin a move with lightning or thunder would be cool. But I would like to avoid giving him a. “Free in” or projectile. I’m unsure here. Maybe a new follow up for sammamish? But even that seems silly
Sadira - an izuna drop style attacks for ending air combos with HKD, and limited mixup. Again, think guy.
Orchid - new normal bMK. Similar to the twins clMK. Launches and jump cancelable.
SPinal -new target combos. farHP>fHP, and farHP>dfHP.
Fullgore - new ex eye lasers.
LP+MP - reverse of current lasers. Starts with the far beam and pulls opponent in. Not and opener. Positive on hit and block.
MP+HP: current laser. cancelable I to teleport.
HP+ LP: fires the bast up into the air at various angles. Similar to goukens ex fireball, but with give shots… And with lasers.