Woah, Henaki posted. That's something you should actually send to arcsys.
Not really a character balance thing, but: Make jumping worse. Perhaps make air unblockables scarier(eat lots of barrier?) or make it to where if you were in blockstun less than # frames ago, you jump slower, with more vulnerable startup frames. Ground pressurestrings/footsies should be a bigger deal.
Tojo said:
Congratulations, you took my inputs and put them together with my suggestions. I stated only one way to potentially escape after Tager's gadget finger when not magnetized. Of course there are other ways a Tager can keep you from backdashing. Also, please dont say ''I hope you're not wasting arcsys's time with this.'' as it gives me the impression your trying to be some sort of representative of arc system works. If they dont find some of the suggestions fitting or reliable, as stated, they have some employees that hang over at dustloop.
Sorry for, you know, thinking it would be pointless to waste ASW's time with the "suggestions" of people who have no idea what they're talking about. "IMO, nerf knight, he annoys me in chess."
Do you want me to point out some of what's wrong with what you said? Fine.
"One of his attacks, Gauntlet Hades, hits very fast for an overhead move while other characters have a somewhat slower overhead move. "
Gauntlet hades has 20 frames of startup and is unsafe on block. Bang's 5c is 19 frames, Ragna's 6b is 19 frames, Litchi's 6a is 22 frames, noel's drive 6b is 21 frames. All of those moves are safe, and unlike gauntlet hades they reward over 2k damage. Gauntlet Hades only rewards 1400 without heat and is unsafe on block. The only things it has going for it is range and the fact that you can special cancel into it.
"Lambda (V-13) - Tons of people were overjoyed when they heard she was taken out, but then deeply saddened when in reality, she was actually replaced by Lambda who is basically V-13."
It was never said by anyone except silly european ads that she was "taken out", her storyline replacement was made clear. Besides, nobody wanted her removed, simply nerfed.
"From my experience in fighting games, I have never seen such a broken char in both BB CT and BB CS, projectiles as default attacks? The stereotypical idea is just to block,she has low health and learn her projectiles patterns but thats just not enough. In fact, i just got out of a room where a lambda kept constantly playing ''run away'' or ''keep away'' and that kind of playing style being allowed in a fighting game where most characters lack a projectile, speed, or needs to get close to do combo's just doesnt seem to be fair in my opinion."
Lamda is solid in middle tier. She has low damage off most things and poor mixup. Take some time to learn how to get in, see what her gatlings are, learn the matchup, she is really not that bad. Spacing is simply more important when fighting her than others. One thing you have to realize is that long range is her optimal range; patiently blocking all day is not necessarily ideal, like blocking all day at close range against Ragna. You have to escape out of her optimal range.
"Tsubaki & Hazama (maybe makoto, dont have her yet) - these characters combo's are extremely easy to do and damaging, not to mention they mostly consist of just B and C button presses with little A and D. I play as Litchi and we all know she was one of the most complex characters in BB CT and her combos were damaging and complex to do. But to be honest, i have to bust my butt pulling off litchi's combos while characters like these have no trouble pulling off a combo.^_^;"
First of all, combo difficulty has little to do with balance. Litchi is designed to be a hard character execution-wise, Tsubaki is supposed to be easy. Deal with it.
Second, how are you even comparing Tsubaki's combos to litchi's? Litchi gets 3-4k off each combo, carries to corner, and has fantastic okizemi. Tsubaki gets 1800-2200 damage without heat or charge, has to sacrifice followup pressure to charge to get good damage and better tools. Tsubaki has to work harder than litchi to get her damage, and she gets less, not to mention less post-combo opportunities, due to her short range, short blockstun, and OK mixup.
Hazama gets 2.7k-3.2k and lots of heat off his combos. Good, but still not as good as Litchi.
You don't nerf someone just because their combos are easier to do, especially when they're already B- like Tsubaki.
Pressing a/d versus b/c has little to do with combo difficulty or balance.
"Tager - In BB CT i used to be able to throw escape some of his grabs but it seems now in BB CS his throws are un-escapable, seems no matter how hard i try, i cant throw escape his grabs anymore. "
As was pointed out, you could never throw escape his command grabs in CT unless he did them while you were still in block/hitstun. Same goes for CS.
"However, one thing has been bugging me since BB CT, i never understood how his backdash has invincibility frames. I just cant see how an attack can miss such a wide,tall and slow person like Tager. That's my only gripe with him."
Backdashes often have invincibility in fighting games. Tager's is for balance purposes. Realism has little to do with balance, especially when someone like tager needs something like an evasive move so desperately against characters like ragna and bang.
"Told a friend of mine that Tsubaki was broken and he wont believe me lol. My friend sub-mains her and is really good at her and he only needs one opening to do a combo. He says she does low damage so shes not broken but in my opinion that doesnt make it right. To me she actually does ''too much'' damage for something so simple. ^_^;"
"Only needs one openign to do a combo?" What does this even mean? Most characters can get a combo off even 5a.
Simplicity has jack to do with it. She has to work hard to get in and actually land a hit due to her short range and mediocre mixup. It's hard to get a combo in with her, and her combos aren't rewarding. Combo difficulty doesn't justify a character being poor. Besides, you need to do some highjumps and things to get her better combos when you have charge. She is not all gatlings/special cancels.
If you're a litchi player, you have better mixup, better damage, better oki, better range, and better pressure than her. Nerfing her damage would make absolutely no sense.
Overheat said:
Ha... Well, I don't know. Here's my shot at the tier list (based on reading around I guess...)
S: Litchi, Bang
S-: Arakune
A+: Ragna, Carl, Hakumen
A: Taokaka, Lambda, Makoto(?)
B: Hazama, Mu, Jin
C+: Noel, Tager
C: Tsubaki
D: Rachel
Conflicted thoughts on who deserves S- or A+. If you look at Japan, you'll see how good Arakune can be. Tsubaki and Rachel... There's a reason they're not at SBO, so they just need some buffs. My theory is to buff the bottom tier, nerf the top tier. Some of the mid-tier needs a few adjustments Nerf damage on the Taunt loop, Heat gain on the Parry loop, etc. Just the glaring problems need to be fixed.
Arakune pre-curse is probably too poor for him to be s- tier.
A simple way to buff noel would be to make 2c to force crouching so she could combo her normals into 3c without counterhit. Then again, it's probably good to have some characters have straightforward abare and others not to, so more frame traps for her drive, some mixup buffs(lol 214a), buffs to poor moves like j.4d, etc are probably more fun ideas than just giving her more accessible damage.