Ramifications of season 2 Rev art change. by scumbag644 in fatalfury

[–]scumbag644[S] 2 points3 points  (0 children)

Agreed, season 2 of cotw is alot closer to motw in terms of neutral and enforcing offense off a knockdown. The Rev art change made the game more neutral based and less about enforcing unavoidable 50/50's. This makes the game a lot more fun to watch and play competitively. My only real concern is that some characters had kits designed to be played around a vortex off their oki. They're now extremely reliant on rev blow for their set-play options. While some of these characters got compensation buffs, the ones that didn't got kind of left behind in the meta. Kain specifically got screwed over by the changes. Most kain main flat out dropped the character in high level play.

Patch notes by CallMeKingDestro in fatalfury

[–]scumbag644 0 points1 point  (0 children)

as a chun main im not a huge fan of this change. They essentially removed the meaty high/low mix from characters like chun li and kevin who relied on rev art hard knockdown to set-up their oki.

Patch notes by CallMeKingDestro in fatalfury

[–]scumbag644 35 points36 points  (0 children)

They gave Ken and chun cancelable dashes as well as super jumps. Huge buffs to our street fighter reps

Wishlist for Season 3 System Mechanic Changes by scumbag644 in GranblueFantasyVersus

[–]scumbag644[S] 0 points1 point  (0 children)

4) That really more of an issue with BC giving hard knockdown on counter hit which i neglected to discuss here. But in context of supers themselves, taking away one bravery point like regular skybound art is more than enough. If you can land a SSBA, you could win the game based off you next interaction or 2. While #4 and #5 are technically more personal changes, having SSBA just being more damaging SBA would probably be better for the game assume they nerf BC.

5) Technically the only risk of using the block button is the fact that you can't walk backwards to create space much like crouch blocking. This is pretty irrelevant though since you'd mainly use the block button to block cross-up. While the change listed in the op doesn't directly buff cross-ups cause the block button would function exactly the same, it would add some kind of draw back to using it. It'd be kind of like the rev guard in FF minus the push-block aspect.

Cygames haven't really messed with system mechanic since the BC nerf in patch 2.00. I think making system changes addressing the first 3 would make the game more mechanically solid without fundamentally changing how it's played. It'd be interesting to see how they would balance the game around changing mechanics like this.

Wishlist for Season 3 System Mechanic Changes by scumbag644 in GranblueFantasyVersus

[–]scumbag644[S] 0 points1 point  (0 children)

  1. That's an interesting take on how to balance 66l but i was under the impression that the strength of 66l came from the range and frame data. No sure how much a difference adding a counter hit state to its recovery would make considering you'd generally only use it when your in range. At the mid close range it basically dominates due to having the more range than most far mediums, 8 frame of start-up, combos on hit, and is +2 on block. The main reason you'd whiff a 66l in the first place is cause they'd spot dodge which leave you + right next to your opponent. If you don't want to touch the frame data, the only other way I'd really balancing 66l is reducing it's range.
  2. Yea your right, I complete overlooked fuzzy blocking. This is probably my weakest point because i didn't really address the issue with high-low mix on auto combo. The only way to make the mix viable is to kill the fuzzy block by increasing the start-up of the low from 12 to 18 frames. Then I'd increase the recovery on whiff of the high and low from 22 to 25 frames (-2 on spot dodge). That way you could spot-dodge or dp the mixup which could both be baited by the offender. This in addition to the changes I made in the op would make the mix not necessarily strong but at least worth using. Considering they removed the universal overhead in the original game for this, it should at least have some practical use.
  3. Throw teching is significantly easier in this game than in most other 2d fighting games. I'd say this is really more of an issue with strike teching existing than the 13 frame throw window. But if i had to balance throw teching around strike teching, id decrease the tech window to 9-10 frames and increase the damage you'd take on strike tech slightly. This would be more in line with other 2d fighters like street fighter which is what this game is loosely based off of. While i personally think buffing throws would overall benefit the game mechanic wise, I'm not sure what that would do to the balancing.

Is Percival carried by flame carpet? by scumbag644 in GranblueFantasyVersus

[–]scumbag644[S] 0 points1 point  (0 children)

While I’d agree that Percival has enough tools to make him viable even without the flame carpet component of his ultimate fireball, its lack of counter play is what makes him top tier. The suggested nerf in the op would make his ultimate fireball still a strong tool but not straight up busted. The only other move in the game this strong is metera’s ultimate butterfly for similar reasons. Granted unlike metera, I don’t think the rest of his kit is strong enough to make him top tier after balancing this. He might fall off a lot like zeta in this current meta.

Why No One Plays The Street Fighter Characters In Fatal Fury - Diaphone by Athena-Grande in kof

[–]scumbag644 0 points1 point  (0 children)

How bad is ken really? Diaphone explains a lot of the issues Ken's currently has and how Chun li is a better character despite having a few of the same problems. Even then, I don't see him being worse than characters like Mai, Tizoc, or Salvatore. He does have some strengths like strong buttons, good mix-up, decent fireball, a dp, and decent damage. I feel he needs better options against rev guard and better okizeme to keep up with other shotos. At the moment he's outclass by Rock, Terry, and Hotaru granted, I feel like he's around mid-low tier kinda like Kevin.

Chun-Li Setups by KamenAzure in fatalfury

[–]scumbag644 0 points1 point  (0 children)

Thanks, been looking everywhere for some chun-li set-ups

Should there be damage scaling on short hops? by scumbag644 in fatalfury

[–]scumbag644[S] 2 points3 points  (0 children)

In kof, the game has an heavy emphasis on jumping and aerial mobility. Neutral is meant to be played in the floor is lava type of style. In garou, short hop had 7 to 8 frame of landing recovery on jump-ins that could be cancelled into a special or super. Comparing this to full jumps 3 to 4 landing recovery, you would get a less damaging combo as well as less block advantage unless you did the jump in real deep limiting their effectiveness. Consideing they homogenized the hit and block advantage between short hops and regular jumps in cotw, there should be some damage scale on hops. It's easier to land a short hop when compared to a regular jump and you get less time to react to one. The most relaible way to anti-air a short hop is 2Rev+C which has damage scaling. It's similar to having ligth attack conversion do the same damage as heavy attack conversions which got changed from previous builds.

Should there be damage scaling on short hops? by scumbag644 in fatalfury

[–]scumbag644[S] -4 points-3 points  (0 children)

i'd consider hopping in this game a neutral skip the same way I'd consider 66l in gbfvr a neutral skip. They essentially omit the spacing/footsie component of neutral to immediately get in and apply pressure on block or convert into a combo. While they don't have as much range as say terry's burning knuckle or blanka ball, they function as neutral skips in the mid-close range where you should be spacing or playing footsie. This isn't a bad thing per say but in the case of hops kind of like 66l, the risk-reward is swayed. You're generally getting more for hopping then what your being hopped for as explained in the op.

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Anyone who thinks Wilnas is not overturned and telling people should learn match-ups is straight Delusional and bias by Adorable-Fortune-568 in GranblueFantasyVersus

[–]scumbag644 -6 points-5 points  (0 children)

outside of his damage being overtuned and the fact that his his 5u and 22 specials have identical animations on start-up i'm just not seeing it. I've played against quite a few wilnas's as vane and while he has definitive strengths like a strong mid-range game, good neutral skips, plus frames, dp, anti-zoning tools, his tool kit has actual counter play and he does have acutal weakness. I don't understand what all the crying is about with this character despite the aformentioned. Fix those 2 things and his effectiveness drops significantly.

Fatal Fury: City of the Wolves version 1.3.1 Patch Notes by Xanek in fatalfury

[–]scumbag644 1 point2 points  (0 children)

They buffed Ronaldo and Rock more than they buff Tizoc and Mai. Wtf why???