Something-Unique
[10] Knight
This thread is to help compliment the Kilik matchup thread in regards to Kilik's standing in this game!
Its open to anyone as long as ur a rational individual and not a complainer.
The idea is connected to Kilik in SCV.
So let's start:
I think Kilik is a balanced character in this game but there are 1 or 2 nerfs I thinks he should have to his current moveset.
1. Asura Dance & Asura Dance JF:
Asura = 69-Damage
Asura JF = 80-Damage
To be honest there is little incentive to do the JF overall because of the damage difference. By nerfing the regular version to 59-Damage players have more incentive to learn the JF and since its difficult to pull off both consistently and practically according to the general outlook on Kilik throughout the community it adds more value to the move.
To help compensate for this change the -Frames on Asura should be lowered by 1-2-Frames to accompany the damage nerf and still the same risk.
General nerfs for this move should be erasing the ability for the second hit changing into the back turned version. It's kind of stupid and scrubbish. Last but not least eliminate the extremely rare ability to negate highs. It's extremely rare but its there.
Most people don't realize this but the tech-jump and the counter require different timing outside of specific situations and therefore the tech-jump ability should still be kept.
By doing this u have a move that still gives Kilik the ability to manage pressure to compliment his moveset in which very few moves does that since he sucks on the inside and limits the damage from the general masses that scrub this move out with no timing etc. and get lucky.
I'll explain the second nerf at a later time because I want to see other people's insight.
Its open to anyone as long as ur a rational individual and not a complainer.
The idea is connected to Kilik in SCV.
So let's start:
I think Kilik is a balanced character in this game but there are 1 or 2 nerfs I thinks he should have to his current moveset.
1. Asura Dance & Asura Dance JF:
Asura = 69-Damage
Asura JF = 80-Damage
To be honest there is little incentive to do the JF overall because of the damage difference. By nerfing the regular version to 59-Damage players have more incentive to learn the JF and since its difficult to pull off both consistently and practically according to the general outlook on Kilik throughout the community it adds more value to the move.
To help compensate for this change the -Frames on Asura should be lowered by 1-2-Frames to accompany the damage nerf and still the same risk.
General nerfs for this move should be erasing the ability for the second hit changing into the back turned version. It's kind of stupid and scrubbish. Last but not least eliminate the extremely rare ability to negate highs. It's extremely rare but its there.
Most people don't realize this but the tech-jump and the counter require different timing outside of specific situations and therefore the tech-jump ability should still be kept.
By doing this u have a move that still gives Kilik the ability to manage pressure to compliment his moveset in which very few moves does that since he sucks on the inside and limits the damage from the general masses that scrub this move out with no timing etc. and get lucky.
I'll explain the second nerf at a later time because I want to see other people's insight.