Things to Fix for the Next Update

Fix Asta's :4::4::A: and Air grab combo on Amy.
Fix Algol's bubble issues
Buff Rock, Mina, Maxi, etc.
Nerf Sophitia, Cass, Yoshi (slightly), and Amy (Soul Gauge damage, mostly)
Return Raphael and Voldo to normal as best as possible.
For Christ sakes, add more CAS options. Tired of losing pants...

Fix online. I'm tired of random Network Errors and Disconnects for no reason. Matchmaking is terrible.

I find it funny people just want to nerf people they have a hard time against.... Yoshi doesnt need to be nerfed AT ALL! and Soph shit if they nerf her anymore theres no way she will even get close to winning a tourney... its already hard enough as it is now... and Amy I'm not sure about... but she doesnt seem to need a nerf...

All these characters are the ones that give you troubles so you want them nerfed? Give reasons....

As for easy ringouts... Yoshi has a:B+K & DNK big whoop! other people ring out just as easily... If he did not have this Yoshi drops drasticly in effectiveness department...

I will agree they need to fix the network errors and the search engines damn its annoying refreshing the list for ranked 25 times to get in one match that lasts 2 mins or the person drops out when you whip their ass then you have to refresh it 25 times again...
 
wtf at people complaining about NM's GS KK lifting people of the ground, it's been like that since SC3, if you are constantly being lifted then just tech up and block it, if you just lay there or roll around of coz NM's gonna fucking pick you up, if he guessed wrong he'll be punished big time, next thing people's gonna complain about FC A+G/B+G picking people off the ground wtf. btw 3B/33B/66B is also a mid, why does it hit grounded people? think about it.
 
wtf at people complaining about NM's GS KK lifting people of the ground, it's been like that since SC3, if you are constantly being lifted then just tech up and block it, if you just lay there or roll around of coz NM's gonna fucking pick you up, if he guessed wrong he'll be punished big time, next thing people's gonna complain about FC A+G/B+G picking people off the ground wtf. btw 3B/33B/66B is also a mid, why does it hit grounded people? think about it.


Tiamat: Shows that I don't use that Character to know enough about the name. LOL

I think Nightmares GS KK picking up on the ground is fine BUT the opponent being sent flying has to go. So easy to ring out somebody with a small stage.

Kilik's Ashura dance should not push them away after the last hit. It should also have the same Frames for GI like Maxi's. It's freaking hard to GI that then don't make the color Green.

I've been reading the past 2 pages and I can only see a few that have good explanation. THIS IS NOT A WISHLIST THREAD, so don't bother with what if's and he should have stuff. I'm more curios with what "HE SHOULDN'T" have and a good explanation why. Just tell me what needs to be fixed with certain characters and I'll research it.

Without explanation to back it up, it will not be considered. Cmon people, you can't rant without telling me why.

Saying Sophi has to be nerfed does not really give me anything. Stop the character hate.

Is everybody OK with my Algol Changes on the first post?
Need opinion on that.

NeoRussell
 
Nightmare needs his ringout game, since he has so little going for him already. I don't see how it would help the game to nerf that part of him just because he has an advantage on a few stages (Which other characters have, too).

Also, a little bug I noticed: Rock's 6B goes right through people who are rising (As in, goes through them without doing anything), making it worthless on okizeme.
 
I think Nightmares GS KK picking up on the ground is fine BUT the opponent being sent flying has to go. So easy to ring out somebody with a small stage.

if Namco made most of NM's moves few frames safer i would gladly trade in GS KK not sending people flying off the stage, altering it would only worsen nightmare's already limited tools.

The matter of fact is that the move is unsafe, can be ducked, moderate speed because you have to go into GS before doing it, in which case people can see it coming with a some practice, another thing is it's rarely used outside of a combo and if you get lifted up and sent out of the ring you pretty much deserves it, its obvious the NM player has already learnt your pattern of laying on the ground after a knock down and proceed to GS KK you out of the stage, in which case you could use it to your advantage and start punishing.

Ring out is a valid strategy too, yes it's cheap but it helps slower characters where they might be lacking in the close quarter combat department.
 
RO is like the lock on your car door, it keeps people honest. You need to know the abilities of the people you are fighting. Don't beat Ivy towards an edge or you will most likely get thrown out of the ring or WS B flipped to RO. Some good points in here, but a lot of whining too.
 
Actually, I have no complaints about my character (Yoshi) at all. He seems damn near perfect to me now.

As for Algol, here's something I suggested before: If you GI a bubble back at him and he shoots another one, they cancel each other out just like in 2-D games. This will allow you to work your way in, without being overkill like some of the other ideas might be. Really, though, I just want Namco to do something so everyone makes him legal again and we don't have these regional splits.

I don't think we need any more nerfs at all, aside from Algol - now would be the time to improve all of the mid/low tier characters. Zasalamel needs it the most...give him more damage on his throws and make some of his key moves safe. Seriously, a move that literally does 0 damage should not be punishable.

And please fix all the random whiffing crap. The Apprentice has it the worst, but there are also issues with Rock/Asta/Mina/Cass/etc.

-Josh
 
I really think a Raphael boost would help a lot. It's just stupid that a character who fights a lot like him can slaughter him so badly. I mean, a lot of his combos are easy to see. Preparation combos are easily blocked by most people. Even Prep :K:, the old savior, is blocked most of the time now. In Soul Calibur III he was able to put up a fight. Now, not so much...
 
Tiamat: Shows that I don't use that Character to know enough about the name. LOL

I think Nightmares GS KK picking up on the ground is fine BUT the opponent being sent flying has to go. So easy to ring out somebody with a small stage.

Kilik's Ashura dance should not push them away after the last hit. It should also have the same Frames for GI like Maxi's. It's freaking hard to GI that then don't make the color Green.

I've been reading the past 2 pages and I can only see a few that have good explanation. THIS IS NOT A WISHLIST THREAD, so don't bother with what if's and he should have stuff. I'm more curios with what "HE SHOULDN'T" have and a good explanation why. Just tell me what needs to be fixed with certain characters and I'll research it.

Without explanation to back it up, it will not be considered. Cmon people, you can't rant without telling me why.

Saying Sophi has to be nerfed does not really give me anything. Stop the character hate.

Is everybody OK with my Algol Changes on the first post?
Need opinion on that.

NeoRussell

I dont agree... Nightmare GS KK is something he needs.... something he needs for ring outs and to be affective on stages with walls... It isnt broke and its duckable and punishable...

If someone has easy ring outs that isnt broken its considered whining like you said... so stop with the character hate...

Nightmare lacks in other sections where he makes up for with wall combos and ring outs... He doesnt need another nerf at all...

This isnt a nerf character thread or give my character this thread its a glitch, bug, hitbox issue thread...

Like this bug for instance... Yoshi's FLEA K out of the ring into A+B airthrow... it should either ring them out or bring them BOTH back into the stage... not just the opponent... its funny but dumb... I doubt the move was supposed to do that but then again it is Yoshi and he is always hurting himself so BLAH haha
 
I think Sophi's 236236B, 236236B damage is ridiculous. Granted, you have to be at a very specific range for it to work, but the fact that it takes damn near half your life is overpowered, especially considering it's safe on block and can comes out quickly.
 
This isnt a nerf character thread or give my character this thread its a glitch, bug, hitbox issue thread...

Like this bug for instance... Yoshi's FLEA K out of the ring into A+B airthrow... it should either ring them out or bring them BOTH back into the stage... not just the opponent... its funny but dumb... I doubt the move was supposed to do that but then again it is Yoshi and he is always hurting himself so BLAH haha
As I understand, neorussell didn't specifically limit the thread to glitches, bugs, and hitbox issues, seeing as he brought up the idea of nerfing characters such as Nightmare/Algol in the first post of the thread (even though glitches, bugs, and hitbox issues should take precedence over nerfs/buffs).

Now that I reread over the thread, some of the wording is confusing...like...
Is everybody OK with my Algol Changes on the first post?
Need opinion on that.
I should probably take that as a mistake of some kind.

Regarding Algol (quote opinion):

"Bubbles for Juggles
---
9a+b - same
9[a+b] - same
4a+b - sends backwards
Agreed that it should be fixed, but not like this. The only problem with 4a+b's launch is that it'll sometimes hit twice at separate times resulting in a super launch (issues with hitbox). Changing the hitbox so 4a+b results in a regular bubble juggle hit would be fine.
4[a+b] - normal
2a+b - when hitting grounded opponent, it should just stun them on the ground.
This is similar to Nightmare's GS KK in that it doesn't need to be fixed. As long as 2a+b isn't part of a combo, don't lie on the ground in front of Algol. Nothing too hard to deal with.
2a+b - on the air will be normal.
2[a+b] same
22_88a+b - same

---
-Bubble GI - GI flash, does not put Algol in GI animation BUT all bubbles should disappear I don't entirely understand this. Are you suggesting that GI's make bubbles disappear? I liked rashreflection's idea of bubbles canceling out each other. That would also make Algol mirrors a lot more fun LOL.
-Hitting Algol makes bubbles disappear I can agree with this. Bubbles already disappear after (attack) throw animations so I'd imagine it'd be easy to implement this change.
-Better Unblockable Not necesssary, but OK. Maybe if Algol became a giant hitbox as he came down from the attack. I've heard that he already hurts people when coming back down, but I think the hitbox is quite small.
-2-3 Bubbles at a time only Is 4 bubbles really too much to deal with? What happens when Algol does 8a+k bbbb?
-Does not bounce off the ground or wall I'm iffy on this as well. I wouldn't really mind parting with this property, but I'd like to keep it this way.
-Recovery after bubble should be longer but enough for him to continue with a~bI don't understand this one"
 
I liked being able to cancel out of that move in SC3.

Why, what was so bad about it? I was not part of the scene in SC2 or SC3, even though I played the games.
 
asta:

make PT hit full 360. it makes no sense as the animation shows it hits full circle, and although hit box was improved in 1.03, it can still whiff.

66[k] currently does near 0 SG damage while uncharged 66k breaks in ~14 hits. that makes no sense.

2b+k throw follow ups damage is scaled... it is scaled even if 2b+k is whiffed or blocked. it makes no sense. it technically shouldn't be scaled at all because other 2 hit combos ending in throws ain't scaled either such as 44[a], throw or CH 6b, low grab.

44a can still completely whiff at point blank range.

i would also like to see 6a safer on block. it is currently ~-13 and i would like to see it near ~-10 so he has a nice fast safe poke. 6a is currently astas fastest move (i12) but its unsafe on block and our next fastest move is k at i15...

this. no nerfs pls. just fixes. :) i would ask for 66b being mid, but that's asking too much xD though i didn't know about that 66[k] doing no SG damage. yeesh. that needs to be fixed.
 
As I understand, neorussell didn't specifically limit the thread to glitches, bugs, and hitbox issues, seeing as he brought up the idea of nerfing characters such as Nightmare/Algol in the first post of the thread (even though glitches, bugs, and hitbox issues should take precedence over nerfs/buffs).

Now that I reread over the thread, some of the wording is confusing...like...I should probably take that as a mistake of some kind.

Regarding Algol (quote opinion):

"Bubbles for Juggles
---
9a+b - same
9[a+b] - same
4a+b - sends backwards
Agreed that it should be fixed, but not like this. The only problem with 4a+b's launch is that it'll sometimes hit twice at separate times resulting in a super launch (issues with hitbox). Changing the hitbox so 4a+b results in a regular bubble juggle hit would be fine.
4[a+b] - normal
2a+b - when hitting grounded opponent, it should just stun them on the ground.
This is similar to Nightmare's GS KK in that it doesn't need to be fixed. As long as 2a+b isn't part of a combo, don't lie on the ground in front of Algol. Nothing too hard to deal with.
2a+b - on the air will be normal.
2[a+b] same
22_88a+b - same

---
-Bubble GI - GI flash, does not put Algol in GI animation BUT all bubbles should disappear I don't entirely understand this. Are you suggesting that GI's make bubbles disappear? I liked rashreflection's idea of bubbles canceling out each other. That would also make Algol mirrors a lot more fun LOL.
-Hitting Algol makes bubbles disappear I can agree with this. Bubbles already disappear after (attack) throw animations so I'd imagine it'd be easy to implement this change.
-Better Unblockable Not necesssary, but OK. Maybe if Algol became a giant hitbox as he came down from the attack. I've heard that he already hurts people when coming back down, but I think the hitbox is quite small.
-2-3 Bubbles at a time only Is 4 bubbles really too much to deal with? What happens when Algol does 8a+k bbbb?
-Does not bounce off the ground or wall I'm iffy on this as well. I wouldn't really mind parting with this property, but I'd like to keep it this way.
-Recovery after bubble should be longer but enough for him to continue with a~bI don't understand this one"

I tend to contradict myself. I do want to hear about what's broken with a character first before nerfs. Then you can give me an idea of how to fix it.

Regarding the no Opinion thing, I guess i found it hard to say that I don't want this to be another Algol discussion that's why.

NeoRussell
 
Ummmm what about Lizzy's B+K im sick and tired of whiffing with that move which is pretty good cause of the+ frames on block:D At least he's usefull to me when he doesn't whiff.

They could also make the just frame from 33B:B less random and more accurate so we can pull off those uber sexy air grab combos with him.

Tira should be abl,e to change stance not randomly.

Cass 1K against lizzy should HIT



Boosting Characters like Maxi, Yun Seong and especially Rock.

And please correct the use of GB. I find it ridiculous that a guard break is minus on block. The purpose of a guard break is to break a turtle who just guards but if the guard break is bad on block it looses its purpose. Correct that.
 
@Neorussel: You admitted it, which makes you automatically better than a large portion of the internet. Anyway, I think that the bubbles should still reflect after GIs, but Algol should only be allowed to have four bubbles, since two of his moves shoot two, and I think his jumping move shoots 4. I don't think that would influence the balance that badly. I also agree that his bubbles should disappear when he's hit, but not when he blocks (I don't think we should totally gimp them). Also, limit the number of times bubbles can bounce off crap (And perhaps be GI'd) to no more than two times.
 
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