D_Matt_Ma
[10] Knight
I think we should know by now that the next SC patch (if there is one) will be a major revamp. As shown Namco/Bandai has shown in the past, they like to make a fighter, followed by a patch, and then by a major revamp. This was shown in Tekken 5, Tekken 6, SC3, and in some ways SC2.
So in anticipation of the big patch, we have to start thinking big. No more little changes here and there. Those little changes will be made randomly just to keep things fresh. What I'm referring to are the new moves and radical changes that happen to characters, more specifically Rock.
So let's start throwing suggestions out there. Novel ideas and major move changes are what this thread is about. Be creative and bold. I'll start things off.
1) Rage Throws:
Rage Counter starts each round at 0
When a ground throw successfully connects, Rage Counter resets to 0
When a ground throw is broken, Rage Counter goes up +1
When Rage Counter is at 2, next ground throw will be a Rage Throw
Rage Throws cannot be broken
When a Rage throw successfully connects, Rage Counter resets to 0
Rage Throw (Feet First)
Damage: 45 (18, 17, 10)
Rock does his B Ground throw, but rather than letting go on the 2nd slam, immediately goes into the A ground throw (Animation similar to Rock's old ground throws from past SCs). Move will still have the juggle and ring out properties of the A throw, but the damage bonus of the B Throw
Rage Throw (Head First)
Damage 45 (10, 10, 25)
Rock does the first 2 headbutts of his A Ground Throw, then goes straight into the A Crouch Throw. Opponent is left grounded with the same followups of his A Crouch Throw, only with the added damage from the A Ground Throw headbutts.
2) Two handed Ground Throw
Input: 1A+B+G (Head First) and 3A+B+G (Feet First)
Break: Anything but A or B (including no input at all)
Damage: 5
Rock does a ground throw and if the opponent inputs A or B, Rock flips the opponent and changes their ground position. If they were Head First, they will now become Feet First. If they were Feet First, they are now Head First. The move gives enough frames for Rock to do another ground throw. If the opponent does not input A or B, the throw will be treated as broken. However, the opponent will not stay grounded (similar to what happens when the opponent breaks a Rock ground throw), but rather recover standing (similar to what happens when Astaroth's 1A+G/1B+G ground throw is broken)
So in anticipation of the big patch, we have to start thinking big. No more little changes here and there. Those little changes will be made randomly just to keep things fresh. What I'm referring to are the new moves and radical changes that happen to characters, more specifically Rock.
So let's start throwing suggestions out there. Novel ideas and major move changes are what this thread is about. Be creative and bold. I'll start things off.
1) Rage Throws:
Rage Counter starts each round at 0
When a ground throw successfully connects, Rage Counter resets to 0
When a ground throw is broken, Rage Counter goes up +1
When Rage Counter is at 2, next ground throw will be a Rage Throw
Rage Throws cannot be broken
When a Rage throw successfully connects, Rage Counter resets to 0
Rage Throw (Feet First)
Damage: 45 (18, 17, 10)
Rock does his B Ground throw, but rather than letting go on the 2nd slam, immediately goes into the A ground throw (Animation similar to Rock's old ground throws from past SCs). Move will still have the juggle and ring out properties of the A throw, but the damage bonus of the B Throw
Rage Throw (Head First)
Damage 45 (10, 10, 25)
Rock does the first 2 headbutts of his A Ground Throw, then goes straight into the A Crouch Throw. Opponent is left grounded with the same followups of his A Crouch Throw, only with the added damage from the A Ground Throw headbutts.
2) Two handed Ground Throw
Input: 1A+B+G (Head First) and 3A+B+G (Feet First)
Break: Anything but A or B (including no input at all)
Damage: 5
Rock does a ground throw and if the opponent inputs A or B, Rock flips the opponent and changes their ground position. If they were Head First, they will now become Feet First. If they were Feet First, they are now Head First. The move gives enough frames for Rock to do another ground throw. If the opponent does not input A or B, the throw will be treated as broken. However, the opponent will not stay grounded (similar to what happens when the opponent breaks a Rock ground throw), but rather recover standing (similar to what happens when Astaroth's 1A+G/1B+G ground throw is broken)