- Lariat
nerf lariat so it doesnt hit cr. after startup of first spin
wider feet area for punishment
no lower body invincibility for p. lariat.
AA late cr. PPP lariat works the same.
set lariat to PP and KK, introduce ex PPP or ex KKK-lariat with some better properties? (faster recovery, cannot be thrown*, but lower dmg)
*if added, remove unthrowable lariat kara-cancel
- Greenhand
buff LP gh so that it is -1 on hit or whiff but still very unsafe on block. (this is to allow use of reg gh in combos and to absorb fireballs if opponent has no 1 frame reversals)
this also increases post-lp-gh-on-hit options i.e. spd startup is 2 frames so that leaves gief at -3 -> ryu has options of srk or jump back/neutral, backdash to escape or beat gh, but if gief decides to do something else then refer to vortex. (not sure if ultra can beat a srk on its startup?)
MP and HP has higher stun and can be combo’d off bnb, but are both very very unsafe on hit and block.
- RBG and Suplex
dmg on close 360K increased to stronger than spd (250-260 compared to 240), same range(very close, less than hp spd)
ex close 360k has slight increased range (between mp-hp spd range, but dmg of hp spd) thus it does not have the range of ex spd, but has more dmg with same post-wakeup options
lower startup on far 360K(240 dmg) and faster speed
ex far 360k(220 dmg) is the same (absorbs armor) as buffed far 360k, thus allowing psychic activation to absorb fireballs or laggy normals ending in a grab.
far 360k/far ex 360k does not allow post-wakeup options. i.e. gief bounces too far back and gh’ing in will not allow you enough time to cross up just like regular spd
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Super/Ultra
reduce dmg on ultra/super, increase range on super to match with ultra
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Misc (might be good, might not be needed)
air throw (he has a regular air throw in most every other game)
increase range of ex gh a tiny bit so it will catch blanka balls (makes it so kara-ing isn’t required) or change blanka balls so only lp horizontal ball is safe, but mp and hp can be caught with ex gh without kara’ing.
health change amongst all who have health above 1000. i.e. sagat, honda, rufus, gief to standardized hp of 1100.
NO changes on move speed, jump angle/speed/properties, FA, spd, and normals beside far st. mk
far st. mk has increased active frames but retains long recovery on block or regular hit. this lets it fish for counter hits, but if it does counter hit, it should give enough +frames to allow combo’ing into ex gh or something like that.