Evil_Zutus
[09] Warrior
Zas can't stay behind in the discussion with sc5 on its way. So here are a few of the changes I would like to see for sc5. I understand zas was made more competitive in sc BD so that would serve as a good base to start off. Things like improved A A should stay, 1K being a good low with minor advantage on hit, etc.
First off they should expand on what makes him unique: the ability to control your opponents spacing. So expanding on draw moves and maybe adding more pushback moves is on top of the list. Regular moves should still have their use of course: being safer than draw moves on block, but giving less advantage on hit. (e.g B B in sc4 made no sense -15 on block, and -8 on NH and CH, vs B B4 -14 on block, and +4 on NH and CH / ws A being more unsafe than ws A4 etc.)
Ideas for moves with pushback:
6B+K 6 : on block would push out into 4A range with same advantage as the pull.
6A B 6: on block, idem
On hit no possibility to push out. This would increase zas's effectiveness against characters with very fast AA's and 2A's, who limit his options up close severly. Also making zas less predictable, having more options.
Zas has a small movelist, so adding a unique attack to every 8way run direction is essential:
11_77 A A: Zas's 1A A from sc3. A low sweep, punishable on block, but NC with the followup high, for the knockdown.
33_99 A: High horizontal, anti-step, attack throw, Zas would pick up the opponent with his scythe smashing them to the ground in front of him, like his A+G throw animation. Possibly adding the option to control the distance away from him by inputting 4 or 6 during the animation. Setting up some nice tech traps.
11_77 B B A: zas's sc4 1B B A, 1 B B is the low mid from sc3
For 33_99 K I'm not sure.
Other changes:
4 6 B+G command throw. Zas drives the handle of his scythe in the opponents abdomen. He had this in sc3. Shouldn't guarantee anything, but give advantage like sc4's 4K. It would be better with the A+G input, since you're practically forced to break throws with B when zas is with his back to the edge of the ring, but that might be a bit too much. Would give small damage.
Nergal just frames: like they are now. But doing no follow-up input would give advantage like having done the 4 6 B+G command throw.
bK and b:K : bK the same with pushout, b:K guarantees 4B:B or 66A+B follow-up on hit in all situations (so even outside stun and wall-combo's) Still unsafe on block to keep it from being too strong.
66 A+B4: I want this to do less damage than the regular move like in sc4, but Zas stays close to the opponent after hitting a downed opponent or during combo's allowing for BT mix-ups (no BT combo's, only BT combo during relaunch on launchers). I has this ability in sc4 but very inconsistently, e.g 22KK 66A+B4 is a combo, on certain characters he sticks close to them allowing a BT mixup, but not always (nightmare comes to mind, but as said it works only half the time)
Those are some of the changes and additions I would like to see. Zas should always be on the rather slow side, I don't mind having few good lows. But these additions would allow him to have some more setups leading to advantage and more ways to control the flow of the match.
First off they should expand on what makes him unique: the ability to control your opponents spacing. So expanding on draw moves and maybe adding more pushback moves is on top of the list. Regular moves should still have their use of course: being safer than draw moves on block, but giving less advantage on hit. (e.g B B in sc4 made no sense -15 on block, and -8 on NH and CH, vs B B4 -14 on block, and +4 on NH and CH / ws A being more unsafe than ws A4 etc.)
Ideas for moves with pushback:
6B+K 6 : on block would push out into 4A range with same advantage as the pull.
6A B 6: on block, idem
On hit no possibility to push out. This would increase zas's effectiveness against characters with very fast AA's and 2A's, who limit his options up close severly. Also making zas less predictable, having more options.
Zas has a small movelist, so adding a unique attack to every 8way run direction is essential:
11_77 A A: Zas's 1A A from sc3. A low sweep, punishable on block, but NC with the followup high, for the knockdown.
33_99 A: High horizontal, anti-step, attack throw, Zas would pick up the opponent with his scythe smashing them to the ground in front of him, like his A+G throw animation. Possibly adding the option to control the distance away from him by inputting 4 or 6 during the animation. Setting up some nice tech traps.
11_77 B B A: zas's sc4 1B B A, 1 B B is the low mid from sc3
For 33_99 K I'm not sure.
Other changes:
4 6 B+G command throw. Zas drives the handle of his scythe in the opponents abdomen. He had this in sc3. Shouldn't guarantee anything, but give advantage like sc4's 4K. It would be better with the A+G input, since you're practically forced to break throws with B when zas is with his back to the edge of the ring, but that might be a bit too much. Would give small damage.
Nergal just frames: like they are now. But doing no follow-up input would give advantage like having done the 4 6 B+G command throw.
bK and b:K : bK the same with pushout, b:K guarantees 4B:B or 66A+B follow-up on hit in all situations (so even outside stun and wall-combo's) Still unsafe on block to keep it from being too strong.
66 A+B4: I want this to do less damage than the regular move like in sc4, but Zas stays close to the opponent after hitting a downed opponent or during combo's allowing for BT mix-ups (no BT combo's, only BT combo during relaunch on launchers). I has this ability in sc4 but very inconsistently, e.g 22KK 66A+B4 is a combo, on certain characters he sticks close to them allowing a BT mixup, but not always (nightmare comes to mind, but as said it works only half the time)
Those are some of the changes and additions I would like to see. Zas should always be on the rather slow side, I don't mind having few good lows. But these additions would allow him to have some more setups leading to advantage and more ways to control the flow of the match.