yun:make him not be able to gj off command grab
chun:lessen damage on sa2
ken:nothing really
makoto:less stun
urien:nothing really
dudley:nothing really
akuma:give him shoto sized health and a normal stun bar
yang:nothing really, hes pretty good as is imo. maybe make his sweep better, and far s.hk faster
elena:give her a low hit confirm, and have brave dance connect at any range, allow this low hit confirm to combo into ex spin scythe
ibuki:chun li health
oro:make his good normals not shippu reversable, make his neutral/forward throw better
q:make his command throw way faster, give him a reliable reversal, give him better pokes.
remy:make his c.mk way better, let fireballs build meter, normal health/stun bar, slightly more damage.
alex:a low hit confirm into super, a faster sweep, faster command grab, make sa2 more guaranteed, make c.mk special/super cancellable.
hugo:im not sure…cant put my finger on it, his weakness is getting in but i dont really know how to improve that.
12:more health, more damage, more combos
sean:give him an actual dragon punch, can combo off his chain combo, make sean tackle/roll way better, make hurricane kick safe.
necro-faster/less laggy normals, a better jump
this makes alot of ppl more the same, but instead of majorly toning down the top tiers, it makes everyone else way more viable, which is more fun imo.
Yun: Make him take more damage than Yang and lower his stun bar.
Remy: Make it so that either his LOVs generate more meter or so that his normals accumulate more meter.
Sean: Make Shoryu-cannon stock three meters, give him a special taunt (for example, give him a ten percent strength increase for each time he taunts and allow him to be able to stock it up to 3 times) and decrease the recovery of his normals.
If Sean had some sort of strength-boosting taunt, it would be cool because he would start off as such a shitty character but would be a beast with the three taunts.
Necro: Just make him take average damage like Ryu and Ken.
Hugo: Give his air throw less recovery time so that he can use it like a dash and get in on characters.
hugo: his air throw has a few frames of invuln
meat squasher has knee high invulnerability (beats projectiles clean), doesnt miss crouching characters
other run forward grab: lower body invuln
q: slaps has invuln, b.MP is 2 hits, all his stronger moves arent -retarded on block, command grab a few frames faster, HK starts up much faster, all dashing attacks +1 on block
twelve: urien defense/health, needle knocks down, has 2f startup but negative on block (makes it so all air moves can link into needle basically) can parry in air dash, and has air block (doesnt reduce as much damage as regular block though, obviously cant be done in dash though)/throw. s.HK is fairly safe on block.
yun: genei-jin cant be comboed (in or out), yun gets knocked out of it if hes hit
ken: sa3 is 2 stock
chun: pokes are weakened alltogether, houyousen starts up a bit slower, but can pretty much confirm off everything
remy: fireballs give meter, command overhead links into supers
I agree with Yun not being able to combo INTO the super, but he should still be able to hit afterwards. And as for the super ending if he gets hit…that’s rediculous man. Water him down, don’t drown him:rofl:
Yea the tiers need balancing, but I would also like to see each super art balanced so that the actual system of CHOOSING your own Super Art is practical, that would change up a lot of players and strats.
At least choosing your SA based on your opponent’s character and your own play style is a reality for some characters. Oro, Dudley, Makoto, Ryu, Necro, Yang, and Q come right to mind.
I never said that all three Super Arts were useful for these characters. Only two of them have to be viable for a choice to be made, obviously.
I’ll spell it out for you:
Oro: Yagyou or Tengu
Dudley: Rocket or Corkscrew
Makoto: Seichusen or Abare
Ryu: Shinkuu, Denjin, or ShinSho
Necro: Snake or Storm
Yang: Tenshin or Seiei
Q: Critical Combo or Deadly Double