O.o wow i missed alot while i was sleeping...
Ok guys remember to keep things civil here. im not gonna have this thread burst into flames. just accept that you all have different opinions and move on. you wanna debate? do it in a civil manner. if things are getting too heated up please take it to PM's. THIS IS A WARNING. i dont want to stifle peoples opinions, but i will do what i have to do to keep this thread clean. lets not see anymore of this. its not very pleasant for those of us who come here excited to read the suggestions of others.
In which case can I once again make my request for 44K to become unblockable...
THAT WOULD BE AMAAAAAZING XD
I think Sieg should at least have a standard mid kick (that's the i15 -6/+4/+4 mid kick that most characters have as their 3K), but not his 3K because it goes into a string. He already gets "fear advantage" if they wait to confirm he's not continuing the string, why add more hitstun and give them less reward if they decide to guess and guess right?
I dont think that sieg needs a standard K like everybody else. however i do think that 3KKB needs to be an NCC and 3K needs to be at least ±0 on hit. preferebly i'd like to see 3K at -10 or so so that he cant really get any benefit from it on grd, but cant be punished either because its his only i15 mid. the rest of the move is fine; the further he goes into the string the more punishable it gets. that sounds alright to me.
Or he should get more advantage on his b6. +2 doesn't cut it for an i16 move. Should be +4.
*+1 on hit lol.
while i like that idea, you have to remember that b6 has very good range for a poke to the point where even on grd he can safely attempt to move after it, and on top of that it makes an excellent punisher against characters who are often in the -16 range, such as voldo. that added to the fact that this move puts you into FC really limits some characters options. +4 would make this a forced block, and looking at the SG damage b6 does currently, we would either have to make the move more punishable(which wouldnt be worth it IMO) or we'd have to decrease the SG damage on it.
as for his unsafety i dont think sieg needs alot of change there. but i do think that certain moves do need to become 1 or 2 frames safer. signia when syn referred to you as being a sophitia player, he was referring to things like sophitia being able to get iTAS B TAS B:4 off of stuff like sieg 3A blocked or sieg 1A blocked; especially at his best range. in this case i would either say make it so TAS B cant punish certain -15 moves(i believe its i16 right? but it can punish certain -15 moves as confirmed to me by lobo; i tested this myself) or make it so sieg has more moves that are -14 than -15. as for 3A, it tracks well but its not really a step kill, and any character with decent step can completely clear the move to siegs left. 3A serves more of a purpose of killing evasive maneuvers rather than stepkilling(ie ivy 214B). it will catch you if you step to his strong side, or try moving at a good amount of disadvantage.
Make 3B launch at tip range
yes! lol
as for sieg's range specialty, while he should mainly be at mid-long range, his close range attributes really arent as terrible as every1 would like to think. its not somewhere he wants to stay mind you(unless hes the one on the offensive XD) but its not like hes useless at that range either.
His other strength is CH damage, but he needs NH damage too, for no reason other than the fact that his moves are slow and he uses a large weapon. Or, give him more SG damage.
damage boost? i think thats fair enough. or perhaps at least increase the reward output on a lot of the dangerous risks he has to take. it isnt necessary to give him a boost in damage, but it would be nice.
And then later you suggest he get an i12 mid? ._.
i dont really see anything wrong with this so long as its 4B. i can understand taking away the string part however, but having an i12 punisher at least would be very benificial without being too overly powered. hell even keep the current -14/-2/-2 hit stats if you want. but as it is this move already has no tracking and very terrible range. this would be a good purpose for it.
either that or restore some of his stuff to their SC3 PAL/NTSC-J state. make 4B -10 again.
point being alot of siegs fast moves already have glaring weaknesses in that they either have short range, are linear, or are high, or even a combination of the 3. i understand making them - enough so that he cant set up anything after them, but why make them punishable on top of that?
examples such as 4B, 6A, 6K, 3K, even WR K. infact if anything i wouldnt mind seeing alot of his faster moves being re-modeled after WR K as it has no tracking, he cant move after it because on grd hes right in his opponents face, it doesnt have uber range, it can actually be punished by taki and yoshi, and well compared to alot of the WR K's that other characters have its pretty mediocre.
now im not saying that we shud overbalance everything ~ as sacharja said it would be bad game design. but there are definately areas where sieg needs improvement, even if minor.