Hypothetical Patch Changes(Not For Arguing)

SkyNihil00

[08] Mercenary
Ok this wasn't made on some sort of need to satisfy a desire to whing myself to death about Leixia's alleged ineptitude. I just felt like making a list of all the changes I would make to her while minimally buffing her damage. I just want people's opinions on what would be reasonable and what would not along with how well I did. Again, not trying to start a "LEIXIA SUCKS WAAAH" argument. This is just for feedback purposes. A lot of these changes are random minor petty things, but whatever.

Leixia:
6[A] - +4 on hit
1A - i25 from i28. The stun animation on CH seems to vary from time to time for some reason(sometimes they kinda lean back during stun or something) so AA sometimes doesn't connect. Not sure why, but a little more consistency on that would be nice.
3AA - Natural Combo. It even has less damage than 3A+B. AND it's slower! So as it stands there's no reason to use it.
6BA - Second swing comes out faster. Longer AT range on CH.
6BA AT - +15 so 6KK is reliable against the whole cast.
aB Feints - 17/18 frame transition instead of 20. 25 damage instead of 20.
2B - Tech crouch like 2A e_e No reason why it doesn't.
1B - 20 damage from 18
4BB - second swing is like 3-4 frames faster so you can't interrupt it with fast AA's It's meant to beat out attacks. Not lose to them.
FC 3B - 30 damage again. No reason to nerf it in the first place.
33BB - Less pushback when it hits grounded opponents so the second hit connects more reliably.
WR B - -15 on block instead of -18
789B - Give it its goddamn guard break potential back
6KK - Lower pushback on hit by like half.
3K - i15 and 18 damage.
4K - 18 damage (As in SC4)
WR K - make hitbox match where her foot is; it's too short. Less pushback on block.
A+B - charge version is -2 on block. I think it should NC since it's higher risk than FC 3B and 5 more damage with less comboability but whatever.
BT B+K - give those few points of damage back from pre-patch. Why would you even nerf something so stupid?
3A+B - Slightly lower recovery time so FC 3B can't be teched out of after CH.
2A+B - i26ish instead of 31. Cancel can be acted out of faster.
Crybaby - -12 on hit from -14
3B+K K- NCC(no tech opportunity). Less air controlability so your opponent can't dodge the K after a launch combo. If it's possible to only lessen it to either side and keep front-back potency that would be great. Not sure if that's an option though. Bring stun on ground hit back.
8B+K - make that shit NC with BT B+K. Not like it's usable.
11_77 A - +1 on hit. 18 damage.
44[A] - Increase speed to pre patch.
44B - Increase damage to 34
22_88K - lower pushback substantially and make it +2 on hit.
44K - breaks in 7. +2 on block. No reason why a linear i35 move should only break in 9.
44B+K - GI starts on frame 6 instead of 8
AA BE K - +11 on block again.
WR B BE - revert the scaling so BT B+K - CE is a viable combo. It's 150 meter. Get the fuck over yourself. Make it evade a little bit faster. Not to pre-patch's extent.
CE - increase damage to 80ish or make it scale less. Either or.
B grab - a little faster recovery so you can get a minor wall followup. Maybe slightly better RO range because as it stands, you need to have your heels on the edge to get rung out.

Thoughts? If I overbuffed anything at all, I'd be glad to know why. Remember, this is just hypothetical so there's no reason to be an ass over it. And the sheer amount of changes might lead to her being overpowered in this fictitious SC5 world. But they seem minor enough to me. With a few exceptions. <_>
 
1A- hitbox fixed
FC 3B- Safe against Natsu so -9 on block
AA BE- you can delay a little longer (like violas 44A BE)
44A/ (A)- a few frames faster
CE- combos into CE again
B+G- 5 more damage to 50 damage
aB (new move) I feel like this would make Leixia so much better.
22K- KND again like prepatch
1B- More damage
2a+bG- faster
44/77/11B - a little more damage
1KK- faster or animation where she turns around is removed.

I think that this would make leixia better at least the way I play her.
 
I was making this with the assumption that adding moves was out of the question. Otherwise WR K would be at the top, all caps, in flaming gold letters written by Jesus Christ himself.

I think FC 3B is fine at -10. A lot of characters have to worry about that stupid ass i10 move. It's part of the matchup and it seems like changing it for that purpose is accommodating the character too much for a specific purpose.

I forgot to add a potential AA BE delay. I'll add that. I was thinking of all this while I was moving someone so some ideas slipped.

I think B grab is fine. Though shorter recovery for more wall followups(Nothing huge) and longer RO range would be awesome.

I didn't bother with 1K because imo it's useless without the mid option.



And Slade, this is just for something to do. Derisive "Lols" are unnecessary. Be mature.
 
1A- hitbox fixed
FC 3B- Safe against Natsu so -9 on block
AA BE- you can delay a little longer (like violas 44A BE)
44A/ (A)- a few frames faster
CE- combos into CE again
B+G- 5 more damage to 50 damage
aB (new move) I feel like this would make Leixia so much better.
22K- KND again like prepatch
1B- More damage
2a+bG- faster
44/77/11B - a little more damage
1KK- faster or animation where she turns around is removed.

I think that this would make leixia better at least the way I play her.
ummm Ce- Combo's into CE...um hell no to that, there is a reason why it was removed(over 100+ damage)...same with natsu's FCA+B just be glad leixia's CE does damage. Again there is a reason why 22K DOES NOT knockdown anymore....meh this thread needs to go....bye bye! :p
 
I would like to see the B grab get buffed in some way because I barely throw near the wall

If 1k was faster I would actually use it

FC 3B at -10 is really good especially for a launcher but I do think that it is hard to punish for natsu because it does have pushback

if there was aB you could combo easily into WR B BE, then again there are no low throws so this is was just if they were going to rerelease the game with balancing and new moves.

another thing I thought of is fixing the random miss of BT B+K in combos.
 
ummm Ce- Combo's into CE...um hell no to that, there is a reason why it was removed(over 100+ damage)...same with natsu's FCA+B just be glad leixia's CE does damage. Again there is a reason why 22K DOES NOT knockdown anymore....meh this thread needs to go....bye bye! :p
CE-CE took two full bars and didn't do as much damage as a viola combos with half the amount of bar,
I'm not entirely sure if it KNDS on CH but if it doesn't that would be a good thing to fix.
 
@Sky - Out the whole wall of changes, I'd probably agree with maybe 4 or 5 max.
6KK pushback removed,
22K adv. and pushback removed,
3B+K,K NC,
8B+K NC,
and 44B dmg buff.

@Darkmoon - 2x CE was only removed because it broke a rule where her CE was never meant to hit grounded. it was basically a glitch. And aB? That would break her.
 
ummm Ce- Combo's into CE...um hell no to that, there is a reason why it was removed(over 100+ damage)...same with natsu's FCA+B just be glad leixia's CE does damage. Again there is a reason why 22K DOES NOT knockdown anymore....meh this thread needs to go....bye bye! :p

e_e why can't anyone just have a civilized discussion. I, who made this thread, don't want double CE back. So I don't know why you're like "BURN THREAD DO IT." Plus, none of these changes are going to happen. Ever. So vehemently bashing an idea is stupid. Just be calm.
But you know what, maybe you're right. No one's mature enough to handle a simple discussion. Jesus Christ.
 
@Sky - Out the whole wall of changes, I'd probably agree with maybe 4 or 5 max.
6KK pushback removed,
22K adv. and pushback removed,
3B+K,K NC,
8B+K NC,
and 44B dmg buff.


And what's wrong with say... 1A speed change so it can actually do what it's meant to do(CH fish instead of always missing it by a few frames)? 44[A](Super slow move) jailing? It's not like it gives you anything on block. I mean I know a lot of them are just there, but are they like too ridiculous or something? Writing this I realized the list was faar too long to be viable, but as I said it's just ideas.
 
And just so everyone knows, I am keeping a close eye on this thread.
Yes, please do. If this shit gets stupid I beg of you to close it e_e


Removed some ones that I think are overly superfluous

AA - +4 on hit
This one is whatever. AA is fine.

4A - Less pushback on hit
I'd like to be able to take advantage of my +9 but again it doesn't really matter.

Guard break potential on 6KK
The reduced pushback would actually suffice.

WR A+B B - NCC
It's not really necessary tbh.

88_22 A - i17 and 22 damage
This change is minor and overall kinda pointless. This move is meant for range so it's fine. Though I wish it stunned on CH like in past games, it's still fine how it is.

AA BE - a little bit of delaying potential.
Not necessary really. It would be nice, but it's superfluous
 
And what's wrong with say... 1A speed change so it can actually do what it's meant to do(CH fish instead of always missing it by a few frames)? 44[A](Super slow move) jailing?

I'm going on stuff that's needed moreso than stuff that'd just be nice to have. (Having said that, 3B dmg buff is priority#1 imo). Faster 1A is nice but not needed. 44[A] should not jail ever again. It breaks in 7-ish and safe. Yes it's slow, but it can be released at any time. too much imo. Even prepatch some characters could duck it. Now everyone can.

Everything else is just not that essential to her game. (You actually made 3K slower since it's currently i14.)
3A is a decent mid TC, whereas 3A+B doesn't TC. 2A+B will be horrible no matter what you do to it unless it's made safe. It's worse than 1K. A+B charged should be safe, I guess. but -14 with the pushback, alot of characters can't do a whole lot.

33BB not bursting is actually a buff for her. Now you can easily use a good mid KND move when they're in the red and not worry about breaking them and wasting a guard crush.

Yes.

The main point of 22K isn't to knock people down with it though, it's to make people duck into 22kA.
Yep... which would be so much easier if it was adv on hit.
 
I'm going on stuff that's needed moreso than stuff that'd just be nice to have. (Having said that, 3B dmg buff is priority#1 imo). Faster 1A is nice but not needed. 44[A] should not jail ever again. It breaks in 7-ish and safe. Yes it's slow, but it can be released at any time. too much imo. Even prepatch some characters could duck it. Now everyone can.

Everything else is just not that essential to her game. (You actually made 3K slower since it's currently i14.)
3A is a decent mid TC, whereas 3A+B doesn't TC. 2A+B will be horrible no matter what you do to it unless it's made safe. It's worse than 1K. A+B charged should be safe, I guess. but -14 with the pushback, alot of characters can't do a whole lot.

33BB not bursting is actually a buff for her. Now you can easily use a good mid KND move when they're in the red and not worry about breaking them and wasting a guard crush.

Well, again, I'm listing EVERYTHING I wish was changed since this isn't going to be a reality and is just an idea. Moves functioning as they should is important to me (1A).
Ok I understand the jail thing then. But the pre-patch speed should be back imo. Slowing down a near-i40 move is annoying and unnecessary. Obviously it was because of the guard crush combos, but she can do the same combos from 1A. Except that half the cast avoids it because of garbage hitboxes. And the combo isn't even that good unless you're at a wall. 66BB - CE does more damage for less meter.

I'm reading that 3k is i16 and does 14 damage.
2A+B would be awesome at SC2 speed. I just feel that filling movelists with useless moves AFTER compressing them to hell is poor design. Acting out of it quicker is cool though. BT B+K reverse mixups are funny (-2 on block).

I didn't think A+B had that much pushback tbh. I get smacked every time I accidently use it while trying to iWR A+B.

Ok the 33BB thing makes sense. If they made only the second hit crush that would fix it. But I'll just take that out.
 
I'm reading that 3k is i16 and does 14 damage.
Nah, I think it's the other way around. 3K is definitely i14. 44[A] differs from 1A because 1. it guarantees the AA(BE) combo on everyone. and 2. you can do it from crouch. So things like 1B burst into 44[A] combo was possible. If I'd change the move at all I'd just make the non-charge version a few frames faster.

And you're right. Looks like there ain't gonna be a patch. At least for this version of the game. They're more likely to release an updated version with extra chars and give the patch through a new game.
 
My list:
4A+B to have a slightly bigger aGI window.
44B+K to have a slightly bigger aGI window.
44A become 1 frame faster.
AA BE to be a NCC.
3B to be 22 damage instead of 20.
 
Slight damage increase (3-5 points) on her launchers, B+G and 44B would be nice, as well as a slight advantage on hit for 22K.

I think WS B BE and CE not comboing into itself are perfectly fine, the problem is that other characters still have their retarded stuff untouched.
 
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