Patch 1.04 Wishlist

hoshinocomet

[14] Master
Alright. Post 1.03, Mitsu's 236B glitch has been removed. What would you people like to see changed in future patches for Mitsu? Or no changes at all?

Discuss.

My take.

Nerfs

- No double CE
-4B - Scale down the tracking to one side.
-6B2 - Just version timing adjusted, chance of buffered reduced.
-A+G, B+G - Damage reduced. 50-> 45, 55-> 50.



Buffs
-MST A+G _ B+G - Damage increased, 45->50, 50->55
- MST kB - Damage increased, 44-> 48
-MST B+K - Charge time slightly reduced.
- MST A+B - Increased opponent freeze on block. Revenge property is unchanged.
- MST A - Damage slightly increased, 28 -> 32 ,On CH, enables ground stun, free CE combo.
-1B - Hits grounded better.
-bA - CH damage increase, 48-> 54
 
Make 4B less obnoxious (reduce tracking so any step will avoid it, instead of quickstep only).
Less guard damage.
Maybe give his throws 40/45 or 45/50 damage like Nightmare/Sieg. He already has the best damn mid/low mixup in the game.
Fix some issues where certain verticals go through him when he's in Mist stance.

Also, in before thousands of cries for Relic stance to be re-added.
 
Nerfs:
4B - remove tracking completely at least to one side, unsafe at least -17. damage down 38->32. Decrease guard burst rate 7->10
6B2 - damage down 20->16. More freeze on block -12->-13
2KB - damage down 48-40. 2kA+B+K,B - unchanged.
66_33_99B - more freeze on block -13->-16
33_99K - more freeze on blok -2->-4
A_B+G - damage decrease 5 pts. (45 and 50)
4KB - damage decrease on second hit 30->26
66A+B - more freeze on block -2->-8
FC 1BB - Remove NC ground stun property on tip range hit on some characters/range. Decrease ground stun time or damage scaling on CH FC 1BB to cap total damage at 70 meterless damage.
CE - remove CE x2 combos

Buffs:
MST KB - damage increase 44->48
MST B+K - slightly increase the hold-release window
MST A+B - increase opponent freeze on block -3 -> 0
MST A_B+G - damage buff 5 pts (50 and 55)
MST A - ground stun on CH that combo with CE or 1B
bA - damage increase on CH 48->54
BB6 - more advantage on hit 0->+4
 
Actually I'd prefer MST A to have more damage overall, but I assume the whole MST design was built around not being able to take advantage of super TC.
 
Mitsu is already one of the strongest character in the game so I like him as he is now. He deserves to be nerf, but I won't complain haha

Just one wish on top of my head : fix the 6B2/6B:2 timing. Even if I know how to 6B2, there's always that moment when you're in the heat of the battle and you do 6B:2 instead ... piss me off to oblivion.
 
Just one wish on top of my head : fix the 6B2/6B:2 timing. Even if I know how to 6B2, there's always that moment when you're in the heat of the battle and you do 6B:2 instead ... piss me off to oblivion.
Agreed. The reason this JF is so annoying is that unlike most JFs (iGDR for example), 6B:2 can be buffered, and it always buffers as the JF.

No need for nerfs, only buffs. Don't be "gay". Don't try to fuck Mitsu like Maxi got fucked.
Ahahaha. Haha. Ha.

No.

(Also, Maxi is still a good character.)
 
Here's a list of a couple of things sound reasonable for Mitsu changes:
Nerfs:
- either decrease tracking (on one side of 4b) or decrease damage slightly
- decrease freeze on block for 66A+B to -8 (I would say only the 66 version due to it being used more)
- Decrease throw damage of both A+G and B+G throws and give that damage to his MST throws
- Decrease chance of getting 6B2 (fastest input) when buffered from a string (such as 2KB*)
- CE unable to combo into CE, but allow for 1A to combo instead

Buffs:
- MST A+B: give advantage on block +2
- MST B+K: land ATK Throw on hit, but not allow for B+K 6 version of the throw or leave MST stance on hit
- MST B: be able to do MST BKB and is NC
- MST B+K Hold: Decrease charge time for full charge
- MST A: Give Stun Property on CH, allowing to combo with 44B etc.
- MST A+G_B+G: increased damage
- 3A: allow stun for +16 on CH, but damage is scaled heavily
- 3B*: Contain Air-Control Nullification Properties on second hit only, including at tip range
- BB6: Give Advantage on hit +4; remain neutral on block
- 2K: more advantage on hit -4 but remain the same on block
- 4A: On CH be +9 on hit to allow for scaled damage combo

If something sounds plausible for buff/nerf I'll probably note it, but you can disregard this message if you want.
 
Here's a list of a couple of things sound reasonable for Mitsu changes:


- MST B+K: land ATK Throw on hit, but not allow for B+K 6 version of the throw or leave MST stance on hit
- MST B+K Hold: Decrease charge time for full charge
- 3A: allow stun for +16 on CH, but damage is scaled heavily
- 3B*: Contain Air-Control Nullification Properties on second hit only, including at tip range
- BB6: remain neutral on block
- 2K: more advantage on hit -4 but remain the same on block
- 4A: On CH be +9 on hit to allow for scaled damage combo
- MST B+K. First of all there are 2 versions B+K and B+K4. There is no B+K6. Second. The damage gain is only 10 pts, so it would be ~70 dmg safe mid and B+K4 grants better wakeup (A+B is a forced block) which is pretty ridiculous. Third this has never been in the game before, thus will not be here as well. Fourth all MST design is built around not being able to take adv of superTC which this breaks completely. This will never happen.

- MST B+K hold - all GB-hold moves function the same way in this game. Past certain point there is a huge delay where you cannot cancel GB moves anymore. I only ask that window for max hold made slightly easier, maybe 2 or 4 frames. b/c right now its very hard to hit.

- I dont really see the reason behind 3A buff?

- 3B* also buff w/o reason, any ground to back that up?

- BB neutral on block? Really? I think you're going too far.

- 2K - reason for this?

- 4A I dont think happening also, will be overpowered and also never happened before so probably will not happen here as well. I think there is also 4A-related bug, where 4A6 grants a backthrow on hit on siegfried but no other char. however sieg is only char to punish mst B+K on block for free, so they're even, I guess.
 
I'll trade full linearity on 4B for 3A having phantom range and crumple stun on CH that guarantees 6B2.

thanks Namco!
 
All of these are terrible ideas, Leave Mitsu Alone! if anything make 2KB safe on HIT, no reason for a sword slide to cut someone from peen to face and be at a disadvantage, I JUST CUT YOU IN HALF! Not, I JUST HIT YOU AND YOU DIDNT BLOCK AND NOW YOU ARE STABBING ME FOR FREE!? Doesn't make sense for a samurai to magically lose his ability to fight after scoring a direct hit.
 
All of these are terrible ideas, Leave Mitsu Alone! if anything make 2KB safe on HIT, no reason for a sword slide to cut someone from peen to face and be at a disadvantage, I JUST CUT YOU IN HALF! Not, I JUST HIT YOU AND YOU DIDNT BLOCK AND NOW YOU ARE STABBING ME FOR FREE!? Doesn't make sense for a samurai to magically lose his ability to fight after scoring a direct hit.
um no so far your idea is the one thats terrible :/
 
All of these are terrible ideas, Leave Mitsu Alone! if anything make 2KB safe on HIT, no reason for a sword slide to cut someone from peen to face and be at a disadvantage, I JUST CUT YOU IN HALF! Not, I JUST HIT YOU AND YOU DIDNT BLOCK AND NOW YOU ARE STABBING ME FOR FREE!? Doesn't make sense for a samurai to magically lose his ability to fight after scoring a direct hit.
By that logic all of Siegs attacks should be advantage on hit and block. Lol

On topic: I just want his 4B to have less tracking, I'm fine with just about everything else. I just hate how much that move tracks.
 
So my idea, which is logical, is a bad idea? And I agree Sieg's sword attacks should be safer, especially since they whiff at close range... like seriously 44B should be a guard breaker. There is NO justifying that 2KB is UNSAFE ON HIT. No move should be UNSAFE ON HIT. I want a list of moves that are unsafe on hit. Off the top of my head I can't think of any besides 2KB
 
Genver, Mitsu's 2KB is -16 ON HIT. -16! Maxi's 2KB is -8, Pyrrha's 2K is -2, but the issue is at -16 you can eat a pyrrha stab for 65 damage... so... for GUESSING RIGHT you are eating a 65 damage attack... This does not make sense. There is NO LOGIC TO THIS. make it -10, and make 2K -8. Why should I have to explain this shit? Idiots I swear. Guessing right shouldn't force you to be fucked over, THEY DIDNT BLOCK IT. So they should suffer.
 
Genver, Mitsu's 2KB is -16 ON HIT. -16! Maxi's 2KB is -8, Pyrrha's 2K is -2, but the issue is at -16 you can eat a pyrrha stab for 65 damage... so... for GUESSING RIGHT you are eating a 65 damage attack... This does not make sense. There is NO LOGIC TO THIS. make it -10, and make 2K -8. Why should I have to explain this shit? Idiots I swear. Guessing right shouldn't force you to be fucked over, THEY DIDNT BLOCK IT. So they should suffer.

Pyrrha and Maxi's 2K/2KB don't knock down on CH and set up their stupidly good 50/50 meter game on a successful knock down. You can't just look at these things in a vacuum - just because they share the same inputs do not make them the same move with the same utilization.

Also, in Mitsurugi's context, getting the CH is guessing right, not simply hitting with an invisible low. As they said in pre-release, if they let 2KB knock down, or even be positive on NH, Mitsurugi would be ungodly powerful. There is a reason the move has a Brave Edge version.
 
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