Mr.Hai
[09] Warrior
Mes thoughts on Raphael
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The design in this game seems to matchup with previous entries:
Low damage, weak stepkill, unimpressive frames for his speed and damage.
Good range given his speed, good pokes, mobility, swagheadwear, evasions/reverse mixup, the ability to switch between spacing and stance based rushdown/pressure.
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With the removal of step guard his previously terrible stepkill is now slightly better, however the removal of his high SG damage and the higher damage overall in SCV has hurt him at the same time.
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On Prep And Shadow Evade:
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Prep: Prep can be stepped to Raphael's right, K and A which presumably are for catching step (A in particular), will both whiff, currently the best option for catching a full step is to SEA.
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SE: 20 frames of transistion is a tad excessive. Transition time reduced to 16 frames at max.
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SEA:
On block, -6 -> -3, on hit, +8 -> +9. Or on block -6 -> 0, on hit no change.
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Prep~AB/6AB:
Increase tracking/hitbox and make the second hit a mid or jail on block.
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Prep~K:
Damage reverted to pre-patch 18 ->25 and frames on hit from 0 -> + 3 to +6, or damage stays constant and frames on hit increased greatly 0 -> +8 The move should give good damage on NH and CH or give good advantage on NH and CH.
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1A: Increase safety and/or damage. Increasing safety will contrast with 33B as the semi-tracking, low damage, safe low. Either way for a poke oreinted charaters this move is weak, in fact it is weak no matter how you look at it i20, -16, and negative on CH and NH.
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Cantarella Series (2_4_6_8B+K):
Track step to their respective side completly: it is a 50/50 on what is already a 50/50. If nothing else they must track their side 100%. 6B+K should stun on CH or do higher guard gauge damage, in fact, higher guard damage would work for the 2_8 versions, as it would help against opponents who step-guard given the speed of 2_8B+K. 4B+K builds better meter on whiff (15 - 20ish meter). Since the move will never hit it might as well have a use.
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66(A+B)G: Faster cancel to neutral.
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22B - Longer stun or more damage, simply due to crumple reliability issues. If the follow through is going to be "random" than more damage could help with the reliability issues.
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15. B+K/4A+B: Earlier activation, especially on B+K. i10 - i17 makes B+K far too slow to be used (and when it can be used a QS tends to give greater damage), and in addition auto evades can be hit by multihit moves/strings. Window start increased to i3/i5.
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44(B) - On a linear, lateral motion character the typical retreat and repost move should be more powerful than others, but it is not. Increase damage or safety.
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The design in this game seems to matchup with previous entries:
Low damage, weak stepkill, unimpressive frames for his speed and damage.
Good range given his speed, good pokes, mobility, swagheadwear, evasions/reverse mixup, the ability to switch between spacing and stance based rushdown/pressure.
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With the removal of step guard his previously terrible stepkill is now slightly better, however the removal of his high SG damage and the higher damage overall in SCV has hurt him at the same time.
___
On Prep And Shadow Evade:
SE relies on prep pressure to draw a reaction, giving an opportunity to enter SE. The issue (which was also in SC4), is that prep lacked the ability to force the opponent to react to Prep as it has no mixup of its own, crouch guarding took away a lot of the intimidation. Some will argue that SE is the mixup, however I believe SE is more simmilar to the notion of using VE as a mixup; the feat of getting to VE/SE is difficut without entering due to an evade. This means that the power of these "mixup sub-stances" is tied to how Prep can apply pressure, the issue in SC4. In SCV SE has been condensed into a more powerful stance, yet SE itself takes 20 frames to transistion, meaning that even if the opponent is passive and blocks, they can react to SE. Either way, Prep is not capable to applying much pressure and forcing the opponent to attempt to escape or shift momentum (I'm not sure how this could be changed beyond making Prep moves more solid, increasing guard gauge damage maybe?).
Prep: Prep can be stepped to Raphael's right, K and A which presumably are for catching step (A in particular), will both whiff, currently the best option for catching a full step is to SEA.
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SE: 20 frames of transistion is a tad excessive. Transition time reduced to 16 frames at max.
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SEA:
SEA A in SC4 was 0 on hit and +10 on block, and was available from a safer stance; if SE is to be a powerful and risky (due to transistion speed) mixup then A should stronger. Since B is a powerful tool on block and hit, and can realign to a degree to catch people who step and then guard, increasing SEA's frames on hit is also a compelling idea since if A had hit on block, B could have connected.
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Prep~AB/6AB:
As a reverse mixup between K, SE and BB/AB, Prep~AB can be fully stepped, ducked in anticipation and reaction ducked on block; it is countered along with K (blocking) and B (ducking). This leaves AB as a high damage (but no meter option) but risky, slower, and very short ranged alternative to BB, but one which also looses all momentum in terms of prep re-entry if blocked. In addition 6AB from neutral is one of the weaker (and on Raph this says somthing) stepkillers.
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Prep~K:
The old prep~A was a mid i13,-16 with terrible damage on NH and great damage on CH, the current prep~K plays a simmilar role as the mid option in prep to punish TC/crouch guard. However prep~K is i21, -17 (with pushback, against a wall it is -19), and does mediocre damage on NH (and leaves the opponent at 0) and CH. SC4 Prep~A suffered from lame NH damage where momentum could be easily shifted by crouch guarding and taking the hit, the same issues has persisted with Prep~K, however this version is considerably slower and does less damage on CH.
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1A: Increase safety and/or damage. Increasing safety will contrast with 33B as the semi-tracking, low damage, safe low. Either way for a poke oreinted charaters this move is weak, in fact it is weak no matter how you look at it i20, -16, and negative on CH and NH.
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Cantarella Series (2_4_6_8B+K):
Currently only the side and BT ones are of any use (albeit little use), and this has been the case for the last 2 games now (and they arguably became worse in 4). First of all, these are verticals (Raph's strength), they hit 1/3: if the opponent steps to opposite side or "steps" by not stepping, they will evade the move. Even though they hit mid they are fairly slow i19, and don't have that great a range, in fact they have less range than his standard B. 6B+K is outclassed by almost every other vertical in Raph's repertoire. 4B+K is near useless, it cannot even preempt Natsu and Algol's teleports (the sword will go through them but not hit).
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66(A+B)G: Faster cancel to neutral.
The current cancel hardly worth using, and it gives no frame advantage over the regular version, in fact, it is less safe. 66A+B doesn't give crazy + frames anymore, so taking the hit is less of an issues, not to mention that it can be evaded in ways that don't facilitate a slow cancel.
22B - Longer stun or more damage, simply due to crumple reliability issues. If the follow through is going to be "random" than more damage could help with the reliability issues.
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15. B+K/4A+B: Earlier activation, especially on B+K. i10 - i17 makes B+K far too slow to be used (and when it can be used a QS tends to give greater damage), and in addition auto evades can be hit by multihit moves/strings. Window start increased to i3/i5.
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44(B) - On a linear, lateral motion character the typical retreat and repost move should be more powerful than others, but it is not. Increase damage or safety.