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. <_>
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. <_>