Season 2 Balance Changes

Season 2 Balance Changes

Postby Ramma » October 28th, 2016, 9:05 am

UPDATED: http://www.capcom-unity.com/harrisony/b ... -fighter-v

What are you hoping for in Season 2? inb4 Troll by Pimp

-Removal of AA lights with the exception of Gief.
-Added Pushback on CH. I assume this is accidental.
-Back Rise being 10 frames more than quick rise, not 5. In a meaty heavy game where wake up jab can lead to insane stuff for some characters, having your quick rise meaty whiff punished by Chun/Necalli is beyond insanity. This would also eliminate situations where characters get to meaty on both quick and back rise.
-Reduce 6.5f of lag to 4.
-Nerf Chun, buff Gief's Dash and V-Skill
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Postby Ramma » October 28th, 2016, 10:46 am

Oh, and a fking region or bar setting in Battle Lounge.
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Postby Ralenzo » October 28th, 2016, 12:41 pm

Tekken characters
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Postby Angelus » October 28th, 2016, 12:50 pm

Birdie:
- :kappa:
- ex killing head is strike and throw invincible
- all light kicks are 3f startup
- EX dolphin dive is 5f faster
- bullheads are safer on block
- you can do vskill while there's already a banana or can on screen
- bullhorn is full invincible
- while in V-trigger, speed up his jumps
- sHP gains armor
- You automatically lose hp when you're close to him while he's in VT
- idk, I'm just looking forward to the new characters
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Postby Kabuki Jack » October 28th, 2016, 4:01 pm

Fang:

- More damage to poison

- light sotoja (lunge punch) safer on block

- Invincibility or armor to ex sotoja

- More moves from the coward stance

- A new move akin to Ibuki's cape float where he flaps in the air majestically, and he can divekick out of it. Which is +22 on block and fully invincible

- A plague doctor skin


General:

- Add an actual netcode

- Remove Necalli
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Postby Pecka' » October 28th, 2016, 5:15 pm

At this point ?
A miracle. :kappa:
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Postby PlatinumPerk » October 28th, 2016, 6:58 pm

New game :kappa:
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Postby PIMPIzzI » October 28th, 2016, 7:17 pm

I would troll but it seems like everyone beat me to it
Always ready to fuck
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Postby Ramma » December 4th, 2016, 5:58 am

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Postby NewKama-takamura » December 8th, 2016, 7:44 am

Ken

- Remove the almost invincible normal air tatsu but give it +2 frame hitstun so we can actually do a small combo off of it without having to hit the tatsu 1 frame before reaching the ground. Basically make it a mixup tool not something to just jumpin and destroy anti airs with.

- slightly less pushback on c.mp on hit right now it causes many whiffs.

- st.mp right now is garbage it really serves no purpose for Ken and whiffs alot on everyone except the big characters i'd say remove the option to cancel into specials from it and decrease the pushback on hit and recovery frames so Ken actually gets a decent button for plusframes and maybe a counterhit confirm into sweep.

- lp.srk outside of v-trigger serves no purpose and it has no proper invincible frames either removes the crush counter on recovery so it can be used as a risky tool to counter dominant ground moves or some sort of juggle option like in sf4.

- slight damage reduction in v-trigger its a bit too crazy even though right now he needs it

- ex air tatsu changes so it does not randomly leave you behind the opponent and its trajectory changes way too much depending on when in the jump you activate it basically i want it to be less random

- c.hp crush counter frames extended right now it can only crush counter on first 2 frames or such making its uses limited to certain matchups

- Rework some of his model especially the face.
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