- Moderator
- #201
Marginal
Chikara Sashimi
Maxi really doesn't need a damage nerf. If he got that he'd be trash.
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Again just my opinion. It just feels like he does a major amount of damage for such a fast character. Not to mention his range is a lot longer than it should be for a pair of nunchaku.Maxi really doesn't need a damage nerf. If he got that he'd be trash.
Again just my opinion. It just feels like he does a major amount of damage for such a fast character. Not to mention his range is a lot longer than it should be for a pair of nunchaku.
I feel that Xiba's damage is proportionate to his speed. He really only has about 3 useful moves that can stand against fast players, surprisingly enough isn't AAK and BB.Maxi uses a pair of nunchakus with a long chain. so instead of getting double his arm reach he gets 2 and 1/2 reach nerf Xiba he's OP dmg.
I don't want a buffed Aeon clone
Good point. By design he a character with intended flaws and strengths (definately not a jack-of-all-trades) I'm willing to accept that he'll always be bottom tier in terms of step-kill (among other things). His strengths never make up for his flaws though, and I find it hard for anyone to argue the case. His toolbox of decent vertical attacks are actually middle-of-the-pack compared to quite a few other characters (maybe mitsu is just a really high standard).Would Raph really be Raph if he had strong horizontals?
Here's the funny thing: Piercing weapons logically are the best to penetrate armor. Obviously its a slippery slope if applying real world physics to a game where people shrug off getting stabbed in the face. Its probably because Raph is the most vertical-attack dependent character.Why does he do high guard damage with a little rapier? .
That would make me very happy.In general, Raph should be way safer and higher damaging across the board to make up for his weak mixup, weak step kill, weak stage control, and weak ringout and wall damage. Some kind of safe evades or special movement transitions would fit a fencer's style, too.
Would Raph really be Raph if he had strong horizontals
He's got Leixia syndrome with the guard crushing, too.
In general, Raph should be way safer and higher damaging across the board to make up for his weak mixup, weak step kill, weak stage control, and weak ringout and wall damage. Some kind of safe evades or special movement transitions would fit a fencer's style, too.
B+K activating on frame 2 instead of frame 10 (comparable to cervantes' aGI)
44B being safer (-12 instead of -16. )
4A+B causing a parry stagger instead of a repel stagger (to avoid whiffing issues)
Less delay in SE stance (shave a few frames) before SE attacks come out. It is highly telegraphed since its a stance accessible only after another stance.
Prep4 outside of the aGI (even if you make the opponent whiff due to the backstep) is actually disadvantageous to Raph due to the slow prep transition. Normally, even prepBB after prep4 (causing a whiff) is too slow to punish whiffs. I have no idea how to make this better without a large overhaul of prep4.
I agree. Some of his attacks do so much damage for me. Like 236K, 11A and 11B. Other than those attacks in particular, I think his damage is okay.Again just my opinion. It just feels like he does a major amount of damage for such a fast character. Not to mention his range is a lot longer than it should be for a pair of nunchaku.
Lol, that'd be so broken.Raph: 6BB should be mid
Lol, that'd be so broken.