Those Bang nerfs induce a state of sadness and Q-Q'ing in me. I can understand the nerfs to his normals, but removing the wallbounce from air AND ground 623B kills a lot of his combos and seems kinda rough. And making Ashura slower of startup and having no invincible frames limits it use, and removes one of Bang's few reversals. That being said, it's only the first loketest and not the final word, so I can only hope things get better.
BBCS Character Rebalance Suggestions
(90 posts) (25 voices)-
Head in the clouds, feet on the ground and everything in between is somewhere I know not.Posted 1 year ago #
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There's no way they can get rid of the wall bounce man, no way. >.> Sure Asura may be kinda pushing it in terms of counter abilities but its mainly for anti-air in my opinion. Reduction in his 623C could be a better choice or something, but I object entirely to a change to 623B and j623B. Also, I would have personally enjoyed a second ability that guard points trips. :(
S-I-S-I-G-A-M-I
Shishigami Bang Bang!
PSN: OnesOwnGriefPosted 1 year ago # -
Hazama really needs a damage buff. Even if you get into his Drive moves from a 4C or something all his moves are really weak. His strongest move is hunger coil. I mean you do one of lichis Four winds combo and that does a lot of damage. Hazama's damage ratio just seems really weak even when you combo. He really needs a damage boost.
Posted 1 year ago # -
Liking the changes so far except for Tsubaki. Arcsys is breaking her legs again for some reason.
Glad Tager is getting buffed. Thank god Rachel is getting some shenanigans back. No wallbounce for Bang will hurt but it seems like most everything else is intact for him so I think he'll be ok. Imo Litchi didn't get hit hard enough.
Posted 1 year ago # -
noel
NEEDs to have some form of real pressure if she's a rushdown character. How about allowing her to cancel normal moves into a "single" drive move that has +1 on block? I'm talking about JUST one drive at the END of a combo string(5A>2B>6D for example). if she did more than one drive move in a combo you would get her usual reloading animation. this would allow her to actually fight without having to always predict what the opponent is going to do. some of the single drives could be +1 on block and others could give -3(2D) or -8(j.4D) depending on which one is used. it would make her more tricky and strategic because your opponent would have to guess IF you're going to end the combos you do with just one drive move and you'd still have to use a bit of risky play to avoid being predictable. being able to jump cancel some drives(at specific frames) would shake things up as well.Mu
1. the auto laser from her steins should still come out even if she blocks a move. as it is right now it's too easy to get out of her pressure. The laser hit could also use a little more block stun.2. her j.B needs a bigger hit box.
3. she needs the ability to do wrath of the heavens in the air.
hakumen
earthbind(anti-projectile) doesn't really do much to deter opponents from using projectiles(except hazama). i think something like this would help:
whenever an opponent throws a projectile that hakumen cuts an earthbind will form(up to 3 orbs onscreen are possible). if it is left untouched by another projectile it will dissapear as normal. if it is touched by another of the opponent's projectiles, it will reset it's duration time on the screen and go up a level(up to level 4). it would remain the same size, but in the middle of the orb you'd see a japanese number in kanji for each level. also, each level would make the orb a different color. here's how they would go.level 0 - color black(ordinary). normal BBCS properties
level 1 - color yellow(gravity). when orb duration ends it explodes into pieces in all directions. if opponent is hit(unguarded)opponent loses the ability to jump for 6 game seconds.
level 2 - color green(amnesia). when orb duration ends it explodes into pieces in all directions. if opponent is hit(unguarded) opponent loses ability to use special, drive and distortion attacks for 8 game seconds.
level 3 - color purple(mystified).when orb duration ends it explodes into pieces in all directions. if opponent is hit(unguarded) opponents directional controls(up,down,left and right)are reversed for 10 game seconds.
level 4 - color white(suspension). when orb duration ends it explodes into pieces in all directions. if opponent is hit(this level is unblockable)opponent's overall movement is 20% slower for 12 game seconds.
earthbind explosion takes off one guard primer. blast radius is twice the size of earthbind orb.
this would really slow down the projectile use. the current one doesn't do much.
Posted 1 year ago # -
i've been doing alot of research and i see that tager REALLY needs a anti-zoning tool. something like a gravity lock that keeps an opponent in place for a few seconds. like when he has at least a half bar of volt meter charged up, he could do a move that auto-tracks an opponent(like an electric mat underneath their feet). if they don't jump away they get stuck in place for a few seconds. give the move invincibilty at the begining and alot of recovery if it "doesn't" connect. people couldn't go into auto pilot against tager and be more creative fighting him. it would also get him variety with his charge meter.
Posted 1 year ago # -
grandabx said:
i've been doing alot of research and i see that tager REALLY needs a anti-zoning tool. something like a gravity lock that keeps an opponent in place for a few seconds. like when he has at least a half bar of volt meter charged up, he could do a move that auto-tracks an opponent(like an electric mat underneath their feet). if they don't jump away they get stuck in place for a few seconds. give the move invincibilty at the begining and alot of recovery if it "doesn't" connect. people couldn't go into auto pilot against tager and be more creative fighting him. it would also get him variety with his charge meter.Magnetism is already a fairly decent anti-zoning tool. If they're not magnetized, it's not too hard to sneak in a few charges and fire off a spark bolt (hit or block doesn't matter). Not to mention super jump forward + j.C can get him across the screen at an impressive speed for a character as big as he is.
Posted 1 year ago # -
Rachel - More damage like in BBCT... ;(
Posted 1 year ago # -
King Reaper said:
Magnetism is already a fairly decent anti-zoning tool. If they're not magnetized, it's not too hard to sneak in a few charges and fire off a spark bolt (hit or block doesn't matter). Not to mention super jump forward + j.C can get him across the screen at an impressive speed for a character as big as he is.No. You have no idea what you are talking about. Sorry.
Tager has no stable way of getting in. Period. He has no way of baiting options that shut down his methods of closing distance (well, vs any decent zoning character anyway). Grapplers need to rely on human error to get in... but he has no way of forcing human error. "Sneaking in charges" is punishable by most characters on reaction, do you like taking free damage? I sure do! Boy howdy. Between taking damage to actually get in, and having the largest hitbox in the game, Tager would actually have less effective health than most characters. His best method of baiting anti-air or zoning options? j2c. That's... it. Seriously. Magnetism doesn't matter if you can't get it in the first place. In the few matches he does get magnetism, it's versus characters that can't actually outzone him, or they made a huge mistake. He *needs* a method of getting in. Mind you, this method doesn't have to be *blows through every zoning option in the game*. It needs to be ways to bait the opponents mistakes and habits through something other than guess sledge on projectiles and risk your entire lifebar on an anti-air bait (which doesn't work vs anyone competent).
I mean like, I'm not expecting Tager to become top tier. That would honestly suck (seriously, Tager as S tier would probably be the stupidest thing ever). But if you've ever played as this garbage character for so long, you'd at least want maybe a few more potatoes in your piss-soup.
Things Tager ABSOLUTELY NEEDS FOR COMPETITIVE PLAY:
Stable method of closing distance versus any ZONING character, even if it's hard to use.
Better anti-up/back. Be this better low attacks or an option select or something.
A not horrible combo off gadget -> 5a. 2000 damage is a fine number here honestly, but for gods sake, if my safest option after working and taking risks leads to "opponent holds up back, doesn't give a flying -your mother is a classy lady-", there is something very wrong with your grappler. After knockdown, UP BACK SHOULD NOT BE AN OPTION UNLESS YOU KNOW THE THROW IS COMING. There are other things Tager has to deal with like anti-backdash, anti-reversal, baiting gold burst, and baiting mashing fast buttons that he also has to consider after Gadget beyond up-back. However, up-back beats everything he has, basically. The double gadget bug is sort of a good thing in this department, but it's still not good enough (in fact, it's good at doing certain things, but not the one thing Tager needs). This is really it. Keep it subtle, simple and stable. He doesn't need fancy gimmicks, he doesn't need more damage, he doesn't need to be S-tier. But at least give him tools to win and win with good reads and some level of safety, rather than playing slot machines and the risk reward not being in your favor.Posted 1 year ago #
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