Yup. It benefits FANG a little of course (since 100% poison uptime is hard to maintain) but it benefits everybody else comparatively more since they didn’t have access to poison at all.
What’s worse is that it makes poison useless since the gray life recovery reduction was the only thing that made poison relevant in S1…
Im just sort of dumbfounded that the #1 buff which virtually every FANG player asked for including Xian himself was just a little bit more damage on poison, and instead they make it worse while nerfing a bunch of other shit too. It just defies explanation.
He better have a fucking legit vortex in his new VT because that’s the only thing I could see redeeming him from bottom 1.
Having the ability to instantly remove the grey health that regenerates slower is what i mean. The concept is he does some long block string to rack up gray health then hits you with poison and removes it.
They seem to have thought buffing that concept would be enough.
Not saying its right, but thats the idea.
What they should do is buff the poison effect. I dont think anyone there understands the way somebody like Xian or Dieminion would want his frame data changed, so may as well make Fangs gimmick actually work.
In the very long term view of things, poison is very strong. Somewhere out there in the games very late stage maturity, where the diehards still playing have honed very high defensive skill sets.
I dunno. He isnt the kind of character that beats anyone particularly hard except grapplers and Gief i guess doesnt have it that bad vs him. Hes really good but hes also extremely honest. More evens and slight advantages in his matches than anything else.
The kind of character you need to really play to make work as well. That dry style isnt for everyone.
I’m still not sure what to think about S2 Nash. They actually applied most of the things I was asking for:
-make v skill useful in some situations. They gave him a new chain ending in v skill. Nobody’s found a real use for it that isn’t a sub optimal combo. at least they tried. Still can’t absorb and hit at the same time like all projectile nullifying normals still can be punished 99% of the time
-make moonsault useful in some situations. Ex moonsault is now +2 on block, so it creates pressure against everyone now. Hard to think of a situation where spending a meter to be +1 is worth it as a zoner, but the move isn’t objectively useless anymore. It’s good to have a hail mary option against characters that checkmate Nash on the ground.
-give him some normals so he can do more than dash and boom. Back+mk is +2 on block from 0. This is extremely good. 5 frame medium attack that links on counte hit. Stand strong is cancelable at earlier frames, so it can combo into tragedy assault, but both moves are still obsolete at mid screen.
-booms are safe up close. Still fairly bad, and not nearly as good as guiles, but being able to end blockstrings with booms instead of backdash or an unsafe move is pretty huge. Ex boom was Nash’s only safe close non-normal in season 1
I’d prefer to have a unique yet well. balanced character, but since people can’t handle that without melting down and crying until he’s permanerfed. S2 Nash can sort of play sfv, so we will see how that works out.
people have to anti air now! That’s so good for characters that always did. However ex flash kick no longer anti airs reliably, which was it’s only use. Stand forward is still good, but it’s hard to use since back+mk is a different move. All other anti airs are nerfed hard.