catch-me-slippin
[08] Mercenary
This is what I gather from your post:
you wanna make ALOT of his moves less punishable, AND make his stance transitions faster. AND on top of that you wanna up his spacing game so he doesn't have to turtle so much against IVY. It sound like your vision of Sieg is a character that can go all out aggressive, without fear of punishment, I'm sorry that's just not realistic. You wanna make it so he has no "USELESS" moves. Personally, I dont find any of his moves to be useless. Sure, it may not be wise to do those moves often, but believe me when I tell you that all of his moves have the right time and place to use. You claim that 6KKB is a bad move. This is a good, reasonably quick counter move. If first hit is counter, then next 2 are guaranteed. This move wont work if they block it, hence is why I said it should be used as a counter. Not to mention it knocks them to the ground for some more ground n pound.
Even his 4BBB, believe it or not, I have found a use for. You definitely don't wanna do this move very often, but at the very least, the element of surprise counts for something.
When people talk about balancing the characters, I think they often make the mistake of trying to balance all the MOVES instead. Let me clarify what I mean; Some moves are objectively better than others within one character. What most want to do is improve the weaker moves, and nerfing the best moves, thus making a character who doesn't have any weak or strong moves. I feel the need to point out the fact that it is these vast differences in usefullness of moves, that truly defines that characters style of play. The fact that alot of Sieg's moves should not be done very often just makes his game-play that much more interesting for me. What your trying to do is make a character that has no weaknesses, and thus no significant strengths either. Like I said before, it's those differences that define the strategy.
Fixing alot of his obvious flaws, I fear will result in also nerfing alot of his strengths. That is, if balance remains the top priority. You get what I'm sayin? Keep his strengths and weaknesses intact. Keep the high risk/ high reward factor in please, its fun that way
you wanna make ALOT of his moves less punishable, AND make his stance transitions faster. AND on top of that you wanna up his spacing game so he doesn't have to turtle so much against IVY. It sound like your vision of Sieg is a character that can go all out aggressive, without fear of punishment, I'm sorry that's just not realistic. You wanna make it so he has no "USELESS" moves. Personally, I dont find any of his moves to be useless. Sure, it may not be wise to do those moves often, but believe me when I tell you that all of his moves have the right time and place to use. You claim that 6KKB is a bad move. This is a good, reasonably quick counter move. If first hit is counter, then next 2 are guaranteed. This move wont work if they block it, hence is why I said it should be used as a counter. Not to mention it knocks them to the ground for some more ground n pound.
Even his 4BBB, believe it or not, I have found a use for. You definitely don't wanna do this move very often, but at the very least, the element of surprise counts for something.
When people talk about balancing the characters, I think they often make the mistake of trying to balance all the MOVES instead. Let me clarify what I mean; Some moves are objectively better than others within one character. What most want to do is improve the weaker moves, and nerfing the best moves, thus making a character who doesn't have any weak or strong moves. I feel the need to point out the fact that it is these vast differences in usefullness of moves, that truly defines that characters style of play. The fact that alot of Sieg's moves should not be done very often just makes his game-play that much more interesting for me. What your trying to do is make a character that has no weaknesses, and thus no significant strengths either. Like I said before, it's those differences that define the strategy.
Fixing alot of his obvious flaws, I fear will result in also nerfing alot of his strengths. That is, if balance remains the top priority. You get what I'm sayin? Keep his strengths and weaknesses intact. Keep the high risk/ high reward factor in please, its fun that way