Well we all know what Alex needs
huge chunk of Codyâs are just consistency fixes rather than changes, some of his shit just doesnât work as intended right now
4-5 things each character would keep majority of characters garbage, but worse than that boring af tbh
Not if you did meaningful changes and not garbage fixes ( that dont usually even fix anything).
Remember S2 Ryu? Bottom tier right?
Received 24 changes for S3.
Still Bottom Tier.
Quality not quantity.
That normal isnât retarded enough?
V has this weird stigma of strong bufferable light attacks being retarded which I find funny.
Itâs not one or the other, not my fault Capcom gave your character no meaningful buffs
No VT2 nerfs? Isnât it a bit too good for a 2 bar VT?
Prolly, but itâs also the only VT in the game with a Just Frame to get anything from, and to get something strong itâs committal cause you need the command grab which eats a lot of the VT bar. Donât think itâs problematically strong as of now, itâs just good.
What Iâve found retarded in that light is the range and the EX Zonk cancel after it. Capcom nerfed heartless Karin st.LK for way less, I donât expect buffs on Codyâs one anytime soon.
Karinâs doesnât work like Falkeâs and Codyâs, she gets true ticks from it. More depth to it than just that but a lot of it is to do with pushback on block and how Karinâs allows great conversions but the other two not so much.
Karin has a better walkspeed and cancelling st.LK into Tenko require more risks than cancelling into EX Zonk, if Cody has VT2 by then the situation becomes worse for the opponent on hit or block. Itâs a pretty strong asset already, I donât think buffs are needed.
Prolly just answered yourself as to why Karinâs st.lk was nerfed, walkspeed. Karin also has 5f mids to use so +2 isnât as big of a deal as +3 to her. Forget about Karin, couldnât care less about her.
Cody cr.lp is his tick throw option, itâs the only true tick he has access to. However his cr.lp is +2, and he only has 6f mids. Meaning his one true tick throw option gets blown up by 3f attacks if he attempts a mid frame trap. So from cr.lp his only options are cr.lp > delay cr.lp or cr.lp > tick throw.
St.lk is a +3 light, but doesnât give a true tick but does trap into his 6f mids vs. 3f attacks. Donât think I need to explain the issue any further.
St.lk at 4f = cr.lp > st.lk vs 3f options, unless you wanna gut st.lk and make cr.mp a 5f mid so it works from cr.lp, either one works fine for me.
Same goes for Falke, the +3 they give is useless if you canât mix or use them to establish + frames in strings.
EDIT**
you misread st.mk as st.lk for one of the changes btw
Basically with Cody you have to use cr.lp or st.lp to tick, and st.lk to frame trap and cr.lk to moveless shimmy.
Itâs not great, itâs sf5 and how the game was designed especially with regards to s3 characters in general. But others follow the same rule⌠like Urien as an easy example. At least Urien has st.mp,cr.mp for 3 framers from mediums. Thatâs something old Zeku and Cody donât seem t9 have for medium into medium. Edit⌠correction Cody has it st.mk into car.mk iirc.
Which of course means you have to constantly mixup your confirms and blockstrings. Sf5 baby. Game forces you to play certain ways if you want to win.
st.lp is +1, sadly the tick option is weak and so are the trap options.
Cody st.mk is +3 so st.mk > cr.mp works vs. 3f characters, but the cr.mp goes nowhere and itâs an incredibly difficult 1 hit confirm.
What if crush counters had limited uses per round? Say you start with 2 stocks and lose a stock each time you get a crush counter, and when youâve used both you simply get normal counterhits on those heavies afterward until next round.
Youâd have to think âDo I want to use this crush counter button in neutral or do I want to save it for a DP punish later on?â Youâd also have a little additional combo depth where youâd need to learn up on your standard heavy counterhits in situations that used to be crush counters.
With this change to make up for the reduction in V-Gauge generation, now all medium and heavy counterhits generate a small amount of V-Gauge.
Donât like the idea of having to sometimes save punishes on DPs to access damage.
Iâve made this suggestion before but proximity based CC hitboxes would solve majority of issues with the current CC system. Respective to each move and itâs application, creating a deeper meta-game between characters and their strongest spacings via CCs.
Oh no u didnât!
Fun for you, maybe. Just not who I am or what I like.
âŚbut at least Iâm not as soy as Twinblades now right c:
I donât think itâs that. I think if your base character is off, youâre fucked.
Rashid , Abigail, 10 nerfs each, still TT.
Big changes needed, ballsy changes. If Akuma can have a VT fireball and Menat a 2 bar killer, fuck them I want a monster buff.
Would you guys mind removing CC state from regular dps?