Several characters have been buffed, and had certain restrictions removed therefore new combos can be performed, so if it has made the character more fun, why not add enhancements to the ones thhat need it rather, than penalise great improvements, that way the whole patch would be fun for everyone.
Rechecked.
Yes, EX Tanden is “strike”.
Smaller hitbox, but is the red kind.
source - arcadia mook
Chun Li can punish palms. Also they’re considered projectiles so moves with projectile invulnerability should be looked into when it comes to punishing them. For instance, Fei’s EX Chicken wing can punish them.
Pity you can’t have a “wikiable” OP.
This thread makes me wanna… (╯°□°)╯︵ ┻━┻
But anyway, I think the only necessary change is Gief’s L SPD range and maybe make Yun’s/Yang’s divekicks slower…
Unless you’re letting people hit you with jump ins that aren’t even confirmed, you’re going to need more than two combos to do 50% and stun someone without three bars on a character with 1000 health. I guess I wouldn’t classify Seth as a low damage character, but I wouldn’t say he hits for a lot either.
Another random set of changes to Seth:
*Reduce MP, HP DP invurnerability to 4f, make EX DP immune to projectiles for it’s duration (take away a little bit of the bullshit of DP mix ups, even out Akuma match up.)
*Change DP damage distribution (hit traditional damage if full DP connects, hit less damage if only one hit connects.)
*Increase the speed Ultra 1 travels (primarily to make projectile users a little more hesitant.) Still loses to close range fireballs and certain mid screen EX fireballs.
*Increase Ultra 2 invulnerability to 22f, reduce recovery a little further so Seth can initiate mix ups reliably if he hits it in a corner (Some more applications for Ultra 2, basically.)
*Increase damage on all SPDs by 10. Knock stun down by 50 on LP and MP SPD. Keep damage and stun on EX SPD, but extend the range to be equivalent of LP SPD. (More of a threat up close considering how slow Seth is and how he can’t really pressure with his normals.)
*Lower stun on head stomps. (Less stun in corner and punish BnBs.)
*Remove fst.HP. (might as well remove the Dhalsim aspect of this character.)
*Extend hit box on fst.MP (cover certain AA range.)
*Buff recovery on Sonic Boom by 2f and EX Sonic Boom by 4f. (More traditional zoning aspect, combo capabilities improved.)
*Less meter gain on DP, SPD (Seth gains meter really fast. Knock it down a bit.)
*Reduce Health to 750. (Glass cannons should have low health and have to think about risks more often.)
Character that can zone fairly well and excel at extremely close range provided he takes risks.
I hope grayninja likes this because he seems to like everything else.
So if you nerf giefs spd range how is he ever going to get a knockdown. If you nerf lp spd you need to give exgh it’s knock down back.
Trust me guys, the suggestions in this thread are nothing compared to the ones on Unity.
Absolutely not. As a matter of fact, he can be jabbed out of it.
Doesn’t surprise me as sad as that is.
For Seth, what bothers me the most is Stun in SPD and J.HK active frames.
J.HK is his damaging jump in, plus has awesome hitbox and good active time. His blockstun is enough to put Seth where he wants for his mixups.
I think nerfing active time is rational, so, if an opponent predicts this crossup, he can actually jump and counter it air-to-air.
The way it is now, it can be used as both air-to-air and crossup with the same timing.
God damn nobody complained about Seth until Poongko made his name in the US. Next fighting game I’m picking whoever isn’t mained by a top player.
If nobody complained about Seth, how come his limbs, air stomps and dive were nerfed twice?
People did complain about his arms but I’ll be damned if anyone was complaining about any of that other stuff in Vanilla, and arms made it into super. Don’t forget teleport was also nerfed. And then un-nerfed a little.
I don’t think Capcom listens to people as much as they’d like to think they do. At most they’ll probably read this thread and tally up names for nerf and don’t nerf without even considering what anyone asked for.
So, about those Yun buffs
I think the only reason it is landable is that Fei so rarely uses it that most people forget he has one.
Give Yun a new hat. A Capcom hat.
Yun buffs?
Have Up kicks hit people that crouch. Lower the hit box for it.
That way, people who block it in a crouching position will have a Yun that’s at more frame disadvantage from contact so they can punish him, not let him fly half screen away freely–risk free. And now he’ll be mor safe-jumpable.
How’s that for balance?
I’d like to see what people think about letting Yun’s Up kicks hit crouchers and remain unFADCable
Nobody complained about Gen and he probably got hit the hardest from vanilla to super.
Ok here is what Akuma needs
Buff Red Fireball to 200 damage/200 stun
Buff SRK to 210 damage
Buff sweep to 400 stun
Buff s.HK to not whiff on all characters and lower the hitable box so Akuma can use it as an anti-air
Buff the recovery on flip throw so he can OS off of it
Buff c.MK to Ryu’s old one
Buff s.HP hitbox to make it a better anti-air
Buff sweep to 4 frames and make it +1 on block.
Buff Fireball to be like Guile’s booms
Buff overall stun
Change his landing speed from 4 frames to 3. He needs it for his vortex
Buff LP.SRK to 9 invincible frames
Make it so everyone can be Tatsu swept and make the link a 4 frame link.
Buff health to 1200
Give Akuma a SPD
Ultra 1 should be an instant kill ultra. In addition to this the character will no longer be selectable at the select screen. I mean I just dragged them to hell. They should be more than dead!
Ultra 2 should cut the character in half.
Lastly nerf s.MK. That crap is broken.