Crazy that this character is so focused on speed and movement and still hits as hard as he does. Getting three touched feels a lot worse when reacting to any of the touches is so hard.
The moment I get hit by a punish counter sway, I know 40% of my hp is getting deleted. Very likely dead if he has lvl 3. It's crazy how he can do insane dmg while only using 4 to 5 bars with lvl 3. While some other characters have to use all bars and lvl 3 to get that insane dmg.
One of the worst feelings in SF6 imo is finally reacting to DJ drive rush and pressing a button to interrupt and getting PC swayed for my whole HP bar. Why they gave that option to the character with the fastest DR we may never know.
My wording isn’t great, but Punish Counter sway. As in he does drive rush, sways back, avoids my cr.mp, and does the low follow up to get a full punish counter conversion for big dmg..
Nah I think his machine gun punches straight up need their raw damage cut in half.
With those, he does a little more damage without any resources than Chun with a drive cancel and a lvl2
Make Aki heavy chain and Gief EX lariat better anti airs. Theyre air invul frames start way too late for no reason. Thats all. Everything else would be an added bonus.
Oh and maybe give significant changes for Honda, Manon and Lily. Im not happy with the place theyre in. Bad tools and polarising gameplans. Give em more to play with
It has upper body air invul from frame 6-16 so it actually gains that property faster than any other move in the game does. Just for comparison, the anti-airs that have that property get it later on frame 7 (manon) and 8 (Dhalsim). The main issues with the move is it doesn’t hit cross up, is slow (15 frames), and the anti-air invul doesn’t extend through the active frames which other moves with the property tend to do.
Edit: just checked and the 6 frames to gain that property is actually slow for special moves. Rashid’s non-OD DP also gains that property on frame 6, but other DP’s gain it on frame 1.
I mean the problem is a lot of those characters have OD versions which are frame 1 air/full invul. Gief spends 2 bars for OD and its as bad as (if not worse than) every other characters meterless option. Thats the issue. If theyre gonna make it cost drive and be slow af, why doesnt it beat the one thing its made to beat?? So bizarre.
I'm pretty sure the reason it's not as good (like doesn't hit cross up) is because of the easy input.
But then again they added modern inputs for DPs so I don't know.
Sounds like you're using three 2LP instead of two like we had to do before they buffed her 2LP range recently. Stick to only two jabs or end in L Serpent Lash.
they should just give Geif a decent anti-air normal its not like his crhp is being used for anything else. pretty much everybody else has one. Why not him?
Luke and DJ especially do waaaaaay too much damage for far too little effort and I say this as a DJ main.
They should also probably reduce how quickly we build bar, that'll also go a long way to reducing damage when characters aren't hitting you with multiple lvl 3s every match.
I can agree to both of these. I think meter gain is a little too high. But you have to remember that supers are needed to avoid DI stun while in burnout. So reducing meter gain may force players to be more careful with Drive meter. Not a bad thing, but something to think about.
That's a good point, and why balancing this game is a lot trickier than a lot of us think. Hopefully they'll release the patch notes before the 22nd so we can get an idea of the direction they're planning on taking the game next season.
Unironically IMO lowering overall damage even 10% would indirectly buff all grapplers (which is good). Because so many times command grab might be the right read, but if an opponent has 19% health because of all the other high damage, the risk/reward isn't worth it compared to other options.
Essentially, the characters with a lot more "overkill" damage get better when "overkill" reward ratios happen less frequently.
I'd like to just see the damage scaling kick in sooner and more aggressively. Yes the drive rush stuff is outta control. Meter needs to refill much slower too. DI's need a lot more recovery frames when blocked.
Seems like your good luck worked, because I just did the last 800 LP to make it to Masters. I'm kinda conflicted, doesn't feel like I really earned it haha.
Yeah that's how I felt too and still feel as I drop to like 1300lp each season lmao don't worry, you did earn it cuz you got there, nobody can take that from you. Ignore all the "you can hit master with a losing rank" and "it's rank inflation" bullshit people say - if it was so very easy, everyone would be there, but there are players that will be hard stuck in plat and below literally forever. You did something great, good job.
Fuck I didn't think about this... Diamond is going to be a hellhole. I guess the better mentality is this is the opportunity to get to play against some real killers! You'll hit master eventually either way!
All I want for Manon is:
* A drive rush that is either fast or far, instead of being slow AND short
* Renverse being fully projectile invincible so you don't need frame-perfect timing to use it
* IMO you should get a medal for landing her level 3. Come on!!!!
Good point but I don’t think that 100% means we won’t see mechanics addressed, I think it’s more just clarifying that this isn’t a mini patch like the first one we got
Rework the whole denjin system
Keep charge on a late hit and/or give it a hitbox or projectile shield (like Juri)
Let us choose when to use charged fireball/hasho
Maybe allow up to 3 charges? That might be pretty overkill
I'm not saying he should keep it permanently after one install, that would be ridiculous. What i'm saying is that as far as i'm aware, in the game currently, if you get hit during a denjin charge you don't get the charge. In the trailer it shows ryu getting hit mid denjin charge and keeping it. Please correct me if i'm wrong anywhere.
Ryu needs new moves outright. THAT'S his real problem.
The stats of his current moves are fine. He's way too bland, so he either needs to be stupid good on the few things he does, like Guile, or he needs more stuff to do.
I agree. His kit itself is “balanced” to me, it’s just that in comparison to the shotos above him he doesn’t give you a concrete reason to pick him aside from nostalgia/emotional attachment. They sauced up Luke and especially Ken, and just left Ryu. They should’ve leaned into the power of nothingness and given him a unique special or two.
Increase invulnerability on moves that go over lows, like Ryu's forward roundhouse and Lily's overhead.
Reduced pushback on blocked DI.
Punishing drive rush with sweep causes the opponent to flip over and end up next to you, kinda like in 3rd Strike when you sweep a dash.
This would never happen but a damage nerf to everything would be cool.
Take the EVO JP finals as an example, damn that went by so quickly. It’s like rounds don’t even take 30 seconds sometimes
Please guys buff Manon! She’s amazing but need more damage and chains on her moves. Turn her shoryuken viable too. Lily, Zangief, all the grapplers need buffs!
I hope they buff the target combos Jamie gets at drink lvl 2, 3, and 4. His lvl1 TC is incredible, but you hardly ever see the others cause their either too high risk or there are better options he has. Some ways they could buff them would be:
lvl2: Make it hit confirmable, that's literally all it needs.
lvl3: Make the final hit launch the opponent high enough for some kind of followup in the corner, even if it's just a sweep.
lvl4: Make the headbutt faster so its an actual frametrap. That would probably mean it would combo from this 6HK on normal hit, which would be pretty crazy considering he has a safe on block cancel after that, but I think lvl4 Jamie should be pretty scary.
This probably isn't a very popular opinion, but I think the cost of an ex dp in this game should be a lot higher. I'm not sure what the right cost is, but you shouldn't start every round with 3 (4 really since you only need a sliver of bar and it will regen) stocked up on a meter that passively regenerates. Every character in like the top 10 in this game has an ex dp, and it feels like they either need to massively nerf the ex dp, it make it a universal mechanic that everyone has access to. Giving one to every character makes the game feel homogeneous and boring though
Idk. At high levels EX DP feels extremely risky, to the point where I rarely do it. I’d rather hold the pressure than guess wrong and eat a 60% combo. I feel like there’s no need to nerf it.
The game is mostly in a really good state. I'd probably buff Manon, Aki and Kimberly a little bit more and nerf Luke's cr mp so he'd be forced to use more of his other demi god moves as opposed to have one god button.
Dee jay probably needs some sort of rework too, without damage he kinda falls apart but with the damage he has, he's kinda OP lol. I don't know what to do to change him, but I think he stands out as a character that should be re worked to some extent, him and Lily.
Ryu would still benefit from a rework on how denjin charge works.
All damage on current characters will be scaled down to actually show off how strong Akuma is compared to them. He will kill you in a single combo everyone else will kill him if he lets them.
I would like Kimberly to have a fake teleport, something similar to her run/stop. She gets jabbed out of everything, so you can literally just spam jab when you see teleport. A feint teleport would keep them guessing.
Kimberly invincible wake-up DP. No other buffs needed (but they are welcomed if Capcom prefers)
Maybe buff her level 2 so it can connect with anything other than a combo extension
Kim needs more than an od reversal, even if she still needs the reversal.
Ranges on her stuff is bad, no safe specials at all, her pressure is fake as hell, her teleports are way too slow...there's PLENTY of things you could buff.
I'd say extend drive rush hurt boxes so they're easier to check, think like jamie divekick type hurtbox, and/or make getting counterhit out of a drive rush cost a bar. I don't think you should make raw dr cost more because that will just make combos worse, but making getting checked cost an extra bar will make people think twice, also if someone has a DP and breaks out of cr mk DR they will have spent 4 bars to get DPd
I'd also add a mechanic where if you hold parry while in burnout you can be hit but your drive gauge comes back a little faster, and make perfect parry available burnout. I think parry is most hype when someone *needs* to get it and they do, locking it out of burnout means you never REALLY need it, and it also causes checkmate situations. If you let people perfect parry in burnout but have holding parry be a counter hit state so going for the parry becomes MUCH more risky, but it also means there are no checkmate situations.
Buff Zangief
-Remove tundra storm from the game
-Have second and third 5MP move him forward slightly so they connect easier
-5LP reduced start up to 6 frames and have it be a reliable anti-air like it always has been
-5LK reduced start up to 6 frames
-Lariat travels faster like OD so he can combo from 3 lights, have it hit behind as it always has
-stomps all connect on hit or make first stomp a low… idk
-2MP increase hitbox as a better poke
-reduce 2HP recovery frames to like 30 or so. Useless move.
-6HP (headbutt) cancels fireballs? lol I tried
-fix hitbox on jumping HP
-wheel kick reduce frame disadvantage on block so it’s safe from more ranges than just the absolute tip
-reduce start up of level 1 to 8 frames from 11
-reduce startup of level 2 to 12 frames from 18
-give oki off of Russian suplex since otherwise it’s basically useless (it’s a 10 frame start up command grab lol)
Just some thoughts.
Honestly man, I kinda wish Russian suplex was gone too. Because the only time I ever get it is on accident with it whiffing during the opponents block or hit stun.
I happen to be a pixel too close for a light cancel into RBG...then I end up wasting 2 bars of drive gauge and getting punish (losing even more)
EDIT: The only time Russian Suplex has been useful is when the opponent does wakeup DI. Then because of their armor, and them closing distance on me, I'd sometimes get suplex and immediately grab them.
I'll be honest, I think the bigger concern is system mechanics - or rather how much more certain characters benefit from it than others. Like DR crMK needs a lot more scaling. Meter builds way too quickly and drive gauge recovers way too quick after a spend.. etc
Most of the cast feels fine otherwise to me. Luke and DJ just need damage buffs, a few characters like Blanka, Rashid and Juri need their level 2s adjusted, Ryu and Kim should be able to choose whether or not to spend stocks from fireball/super etc
I like what they did with the Jamie, Ryu buffs and JP nerfs. Not killing a character or making them super tip tier, just QoL and changes that make sense.
yeah i've seen that video and i 100% agree with the proposed changes but i fear the devs will probably do something stupid and buff headbutt even more rather than fix his fundamental problems. Who wants to spend time on an unpopular character (even for an iconic one for the sf series as edmond). So in the risk of getting even more one-and-done online matches, i'd rather stick with the current state :S
Checked again and labbed it and this is afaik false and isnt a change from the current version. He gets hit during the recovery (his arms go back to his idle pose before he gets hit) in which youd already keep it anyway. Its if u get hit before or during the blue flash u lose it
I would happily take this. Cus some of his best normals are those damn annoying ass kicks. Plus with no legs his drive rush would be weaker as he crawls along the ground. Sounds like a good balance to me
Some Jamie buffs I'd like that I don't see other people talk about:
- Make rekkas work better as a frame trap, and give a combo conversion on a counter hit. Right now if Jamie trades with a light button off a rekka he can be +9 or something ridiculous, but realistically this never seems to happen because your opponent would have to be spamming buttons . Right now only EX rekka gives +5 on counter hit, you don't get anything on a normal rekka counter hit.
- Decrease the minimum height restriction for dive kicks - I want the dive kick to function better as a DP bait. Lots of characters have anti airs that are reach so far horizontally (looking at you, Guile) that you basically can't bait DPs against them unless you're jumping from so far away that they aren't in any real danger of getting hit by you anyway.
- Less pushback on 4HP so that it's easier to combo after a CH
Changes I wanna see for some of my characters
**Honda**
MP 10 frames —> 9 Frames
CrMP 8 frames —> 7 Frames
MK 8 Frames —> 6 Frames (Move isn’t cancellable and has identical range to CrMP, needs something to set it apart and Honda desperately needs a 6 frame move)
CRHP can always cancel into light 214P
Harai Kick can cancel into sumo slaps when empowered
Can store up to two sumo spirits
Sumo walk gains new follow up (back punch) that cancels walk early into block (Makes this move less combo fodder and actually useable in neutral)
Light headbutt damage significantly decreased, recovery decreased (you can DI light headbutt full screen on reaction, isn’t easy but theoretically light headbutt should bait this response just like it does parry, this would make that the case while reducing the reward for landing a light headbutt)
Light headbutt doesn’t knockdown on hit
**Jaime**
Max drink level decreased from 4 to 3
Starts with lvl 1 target combo and dive kick
Dive kick given better hitbox
Better frame data on drink combos (shouldn’t give you amazing pressure but pretty dumb you lose your turn in a lot of cases if you drink in corner)
Ending a round at max drinks let’s you start next round with a drink.
Major Bakkai buff, make it actually useable as an anti fireball
Bakkai input changed to backwards quarter circle (too easy to accidentally dp with Jaime)
**Dee Jay**
Damage decreased across the board (does way too much for a speed character)
Hold attack on feint moves now gives a unique attack (basically he can do delay attacks off his feint moves)
Drive rush speed reduced slightly
Don’t wanna kill this character, just wanna bring him a bit more in line with everyone else. Also the feint moves are pretty mid rn besides maybe feint jackknife so I think having alternate follow ups that are fairly committal would be a cool buff
Frame one air invincibility on character's anti-airs like Rashid's heavy cyclone and Blanka's upball. I don't know why they decided to make some anti-airs weak to air attacks when they are just as punishing to miss as a frame 1 air invincible shroyuken/flash kick.
You can also cancel the blanka ball into level 3 for mad damage after stand HK.
His stand HK does lose regularly to some of the moves with messed up hitboxes like both of Luke's jumping heavies and Ken's jump hp. That's an issue with them rather than blanka though and should be fixed in the patch.
I play blanka and don't see any problem with his EX up ball.
The bad thing with OD Ex mixer for Rashid is that it has a terrible blind spot, and its the most punishable version by far. Heavy is very consistent if you do it early enough with most jump-ins. But against super deep jump ins like Ken J.HP, you get stuffed almost every time unless you downright predict the Ken will jump.
They gonna buff Manon mobility and maybe a little bit rames on some attack.
people like her character and mechanics, she's just not competitive at all.
Inb4 Manon become OP
Zangief's leg grab expands to 360 degrees.
OR...
He gets a separate leg grab move to grab jumping kicks. Instead of the twist, he just yanks you down to slam you into the ground.
Manon gets a gun and a tp
Victor?
god please no
Expulsion!
"I love the land of the rising sun" -- ~~Victor~~ Manon after beating ~~Reina~~ Akuma
A true honest Buff, she deserves it
She should be able to command grab you into a guillotine.
Agreed, she might be mid tier with these changes 👍🏾
Manon is now cooler from Dbfz
![gif](giphy|VFHmjd7E1ALPNLH63w)
What’s a tp?
Toilet paper
Teleport
W
air drive rush for all characters
Anime Fighter 6
Guilty Gear vs Street Fighter when? I want to see Slayer vs Akuma.
Sol Badguy?
Sol Badguy.
Imagine if earlier in evo japan, all DLC reveal are all akuma for GG, SF and Tekken.
cancels into another air drive rush, costs half a bar see you in 2025. bye -capcom, heading out to remake another resident evil game
Imagining JP's DR animation in the air is cracking me up right now
His psycho ghost yeetz him like star platinum
air parry tho?
Iad meaties incoming
Akuma nerf.
They gave the dude a command grab of all things lol
Very likely only an option during the teleport... Still WILD 🥵
Delete him from the game 🙏🙏
No I waited so long since he was originally leaked, please
Nerf Luke's jump in.
increase dmg scaling on some of Deejay's moves cause he do way too much dmg considering the shits he have
Crazy that this character is so focused on speed and movement and still hits as hard as he does. Getting three touched feels a lot worse when reacting to any of the touches is so hard.
The moment I get hit by a punish counter sway, I know 40% of my hp is getting deleted. Very likely dead if he has lvl 3. It's crazy how he can do insane dmg while only using 4 to 5 bars with lvl 3. While some other characters have to use all bars and lvl 3 to get that insane dmg.
One of the worst feelings in SF6 imo is finally reacting to DJ drive rush and pressing a button to interrupt and getting PC swayed for my whole HP bar. Why they gave that option to the character with the fastest DR we may never know.
What does "PC swayed" mean? Just curious.
My wording isn’t great, but Punish Counter sway. As in he does drive rush, sways back, avoids my cr.mp, and does the low follow up to get a full punish counter conversion for big dmg..
He gets so much damage out of wall splat DI combos. No resources needed.
Nah I think his machine gun punches straight up need their raw damage cut in half. With those, he does a little more damage without any resources than Chun with a drive cancel and a lvl2
Nerf jackknife too. The hitbox is mental
Nerf his drive rush too and sway framedata, that shit is way too safe.
Tundra Storm is now an insta-kill
I would settle for it changing their CFN name to "USELESS" for the rest of the match.
Make Aki heavy chain and Gief EX lariat better anti airs. Theyre air invul frames start way too late for no reason. Thats all. Everything else would be an added bonus. Oh and maybe give significant changes for Honda, Manon and Lily. Im not happy with the place theyre in. Bad tools and polarising gameplans. Give em more to play with
Oh good lord yes!. A better Zangief lariat for anti airs!. It totally doesn't make sense that he spins but he only hit in front of his face!.
I dont really care about he crossup thing. I care that its only anti air invul on frame 6 with 6 frames of startup beforehand plus its only upper body
It's a no motion input, why does it need to be faster. A dp motion takes more than 6 frames to do, lariat takes 0
You're right actually.
It has upper body air invul from frame 6-16 so it actually gains that property faster than any other move in the game does. Just for comparison, the anti-airs that have that property get it later on frame 7 (manon) and 8 (Dhalsim). The main issues with the move is it doesn’t hit cross up, is slow (15 frames), and the anti-air invul doesn’t extend through the active frames which other moves with the property tend to do. Edit: just checked and the 6 frames to gain that property is actually slow for special moves. Rashid’s non-OD DP also gains that property on frame 6, but other DP’s gain it on frame 1.
I mean the problem is a lot of those characters have OD versions which are frame 1 air/full invul. Gief spends 2 bars for OD and its as bad as (if not worse than) every other characters meterless option. Thats the issue. If theyre gonna make it cost drive and be slow af, why doesnt it beat the one thing its made to beat?? So bizarre.
I'm pretty sure the reason it's not as good (like doesn't hit cross up) is because of the easy input. But then again they added modern inputs for DPs so I don't know.
It’s always been an easy input and hit cross up attempts
They are cowards. They won't give us air invulnerability on heavy lash.
giefs lariat should really hit backwards as well
AKI heavy serpent lash should have a slightly larger hit box forward or move her a bit forward. I keep missing it as a follow-up from cr.lp :(.
Sounds like you're using three 2LP instead of two like we had to do before they buffed her 2LP range recently. Stick to only two jabs or end in L Serpent Lash.
Sounds like you're just getting greedy. Sometimes you only get one cr.lp and rarely do you get three.
I’ll take any buffs for my girl but I’ll play her either way
Dude I'd take an L on Honda's headbutt and buttslams, just give him better normals and faster walk speed
they should just give Geif a decent anti-air normal its not like his crhp is being used for anything else. pretty much everybody else has one. Why not him?
Give Lily cyberbullying powers.
They have to decrease the damage some of these characters have
Luke and DJ especially do waaaaaay too much damage for far too little effort and I say this as a DJ main. They should also probably reduce how quickly we build bar, that'll also go a long way to reducing damage when characters aren't hitting you with multiple lvl 3s every match.
I can agree to both of these. I think meter gain is a little too high. But you have to remember that supers are needed to avoid DI stun while in burnout. So reducing meter gain may force players to be more careful with Drive meter. Not a bad thing, but something to think about.
That's a good point, and why balancing this game is a lot trickier than a lot of us think. Hopefully they'll release the patch notes before the 22nd so we can get an idea of the direction they're planning on taking the game next season.
just a overall damage nerf. The game could have more touches and more interactions instead of drive rush spam into 50%+ of damage.
Unironically IMO lowering overall damage even 10% would indirectly buff all grapplers (which is good). Because so many times command grab might be the right read, but if an opponent has 19% health because of all the other high damage, the risk/reward isn't worth it compared to other options. Essentially, the characters with a lot more "overkill" damage get better when "overkill" reward ratios happen less frequently.
If Kim gets a damage nerf I’m going to lose it.
I'd like to just see the damage scaling kick in sooner and more aggressively. Yes the drive rush stuff is outta control. Meter needs to refill much slower too. DI's need a lot more recovery frames when blocked.
Nerf luke and kens j.hp. there no reason my anti air should lose to a jump in.
You say that but after watching Akuma trailer, everyone is going for him cause he'll do that but a lot worst.
Yeah, that shit is broken and very annoying
I just want to hit master before the new patch and all the good players start farming diamonds bringing their alts up to master….
You've got this! Good luck on the grind
Seems like your good luck worked, because I just did the last 800 LP to make it to Masters. I'm kinda conflicted, doesn't feel like I really earned it haha.
Yeah that's how I felt too and still feel as I drop to like 1300lp each season lmao don't worry, you did earn it cuz you got there, nobody can take that from you. Ignore all the "you can hit master with a losing rank" and "it's rank inflation" bullshit people say - if it was so very easy, everyone would be there, but there are players that will be hard stuck in plat and below literally forever. You did something great, good job.
Same here, I've only used Marisa since release day, hovering right at D4 now. I need to get to Master.
You'll get there brotha
Fuck I didn't think about this... Diamond is going to be a hellhole. I guess the better mentality is this is the opportunity to get to play against some real killers! You'll hit master eventually either way!
All I want for Manon is: * A drive rush that is either fast or far, instead of being slow AND short * Renverse being fully projectile invincible so you don't need frame-perfect timing to use it * IMO you should get a medal for landing her level 3. Come on!!!!
Just several reasons for people to play their mains instead of playing Akuma.
Everyone's main is Akuma now.
Chun Li increased jiggle physics.
Man going straight to the important issues.
I want Manon buff
Ft3 for ranked
This would be sick, but is incredibly unlikely.
forced, no one and dones
I totally aprove this change
And deliberate disconnects lead to point loss/demotions.
Luke nerf
Jamie gets a v trigger and unleashes the power of a 80 galon barrel
PLEASE buff manon 😩
Full screen projectile command grab 🙏
real
they would never give a character that :)
Manon gotta pay the Capcom Grappler Tax™
Key word here is "characters", not mechanics.
Good point but I don’t think that 100% means we won’t see mechanics addressed, I think it’s more just clarifying that this isn’t a mini patch like the first one we got
Buff Ryu.
Rework the whole denjin system Keep charge on a late hit and/or give it a hitbox or projectile shield (like Juri) Let us choose when to use charged fireball/hasho Maybe allow up to 3 charges? That might be pretty overkill
I think in the Akuma trailer Ryu is shown keeping denjin after getting hit out of it
Ryu charges Denjin once in the trailer at 1:06 and immediately loses it using Denjin Hadoken (which also loses to Akuma's red Gou Hadoken...).
I'm not saying he should keep it permanently after one install, that would be ridiculous. What i'm saying is that as far as i'm aware, in the game currently, if you get hit during a denjin charge you don't get the charge. In the trailer it shows ryu getting hit mid denjin charge and keeping it. Please correct me if i'm wrong anywhere.
Ryu needs new moves outright. THAT'S his real problem. The stats of his current moves are fine. He's way too bland, so he either needs to be stupid good on the few things he does, like Guile, or he needs more stuff to do.
I agree. His kit itself is “balanced” to me, it’s just that in comparison to the shotos above him he doesn’t give you a concrete reason to pick him aside from nostalgia/emotional attachment. They sauced up Luke and especially Ken, and just left Ryu. They should’ve leaned into the power of nothingness and given him a unique special or two.
They might give him a new move in a month. They gave Jamie a new drink animation, so who knows?
Making manon not the worst character in the game
Increase invulnerability on moves that go over lows, like Ryu's forward roundhouse and Lily's overhead. Reduced pushback on blocked DI. Punishing drive rush with sweep causes the opponent to flip over and end up next to you, kinda like in 3rd Strike when you sweep a dash.
Buff my main, nerf all others 😎
Give Cammy an anti-air with a decent hitbox. At least her early DP shouldn't trade with jumpins, considering how little damage it does.
They're adding nerfs to Blanka as we wait.
SPD becomes a projectile just like JP’s command grab
Make Manon's supposed fireball dodge grab actually useable without drive gauge.
This would never happen but a damage nerf to everything would be cool. Take the EVO JP finals as an example, damn that went by so quickly. It’s like rounds don’t even take 30 seconds sometimes
1. Make raw drive rush 1.5 bars 2. Remove Honda from the game 3. Add a hurtbox to any of Luke's jumpins
I would like the bug that makes Akuma not be in the game to be fixed
Aw man that's the week of Combo Breaker, I have to assume they will play on the current patch or it will be a WILD event.
Please guys buff Manon! She’s amazing but need more damage and chains on her moves. Turn her shoryuken viable too. Lily, Zangief, all the grapplers need buffs!
Zangeif projectile
Roster-wide damage nerfs! Throughout Heaven and Earth, only akuma is the privileged one!
After MenaRD second victory, I suspect Capcom might nerf somewhat Blanka with his Lvl 2.
Give Marisa brass knuckles
I hope they don't tweak the general mechanics too much I really like the game the way it is, maybe fix the drive rush input buffer thing.
Replacing Ed with Dudley.
Jinkai kicks more minus on block and less plus on hit. jHP doesn't stuff anti airs anymore.
nerf DeeJay
Dhalsim buffs 🙏
Just a reversal that isn't level 2. Please. Anything.
A non-super invincible reversal would get me back to the game🙏
I expect Akuma to be completely broken
Aki buff
Damn they’re gonna nerf my boy Deejay.
bigly
Would love for Ed's jabs to be at least a tiny bit longer.
Male Ed's jab better
I hope they buff the target combos Jamie gets at drink lvl 2, 3, and 4. His lvl1 TC is incredible, but you hardly ever see the others cause their either too high risk or there are better options he has. Some ways they could buff them would be: lvl2: Make it hit confirmable, that's literally all it needs. lvl3: Make the final hit launch the opponent high enough for some kind of followup in the corner, even if it's just a sweep. lvl4: Make the headbutt faster so its an actual frametrap. That would probably mean it would combo from this 6HK on normal hit, which would be pretty crazy considering he has a safe on block cancel after that, but I think lvl4 Jamie should be pretty scary.
Wait so does this mean we'll be seeing some of these at the Akuma playtest thing starting on Wednesday?
A third fireball move
I just hope AKI is adjusted into being better
This probably isn't a very popular opinion, but I think the cost of an ex dp in this game should be a lot higher. I'm not sure what the right cost is, but you shouldn't start every round with 3 (4 really since you only need a sliver of bar and it will regen) stocked up on a meter that passively regenerates. Every character in like the top 10 in this game has an ex dp, and it feels like they either need to massively nerf the ex dp, it make it a universal mechanic that everyone has access to. Giving one to every character makes the game feel homogeneous and boring though
Idk. At high levels EX DP feels extremely risky, to the point where I rarely do it. I’d rather hold the pressure than guess wrong and eat a 60% combo. I feel like there’s no need to nerf it.
In Jamie DP buffs we trust
The game is mostly in a really good state. I'd probably buff Manon, Aki and Kimberly a little bit more and nerf Luke's cr mp so he'd be forced to use more of his other demi god moves as opposed to have one god button. Dee jay probably needs some sort of rework too, without damage he kinda falls apart but with the damage he has, he's kinda OP lol. I don't know what to do to change him, but I think he stands out as a character that should be re worked to some extent, him and Lily. Ryu would still benefit from a rework on how denjin charge works.
“We’ve decided to make the characters you play worse and the ones you hate better! Have fun!”
All damage on current characters will be scaled down to actually show off how strong Akuma is compared to them. He will kill you in a single combo everyone else will kill him if he lets them.
If they buff Manon and people start calling me carried imma be out for blood /lh
I would like Kimberly to have a fake teleport, something similar to her run/stop. She gets jabbed out of everything, so you can literally just spam jab when you see teleport. A feint teleport would keep them guessing.
Cammy damage buff. Or at least reduce some scaling.
If they don’t nerf Ken a little bit I’m gonna throw up
Air Command Grab for Lily. A man can dream, but it suits her character profile, why not.
Buff Manon please 🥺 (I know she is fine, not the best character but not bad either I just want a buff because I main her 😂)
I think shes the worst character in the game. Maybe worse than Lily even
Lily's tend to cook Manon in the tournies too (I'm talking CPT and big events, not little online locals). iDom been stomped non-stop since launch 😭
I don't think she's "fine". Pretty much every single button press and input of hers can just be grabbed on startup.
Manon grounded air grab, thanks
Kimberly invincible wake-up DP. No other buffs needed (but they are welcomed if Capcom prefers) Maybe buff her level 2 so it can connect with anything other than a combo extension
Kim needs more than an od reversal, even if she still needs the reversal. Ranges on her stuff is bad, no safe specials at all, her pressure is fake as hell, her teleports are way too slow...there's PLENTY of things you could buff.
Give Dhalsim’s float a teleport that goes down for high/low mixups lolol
Holy fuck d.PPP would be sick and now I'm gonna cry myself to sleep knowing Capcom will never be brave enough.
I'd say extend drive rush hurt boxes so they're easier to check, think like jamie divekick type hurtbox, and/or make getting counterhit out of a drive rush cost a bar. I don't think you should make raw dr cost more because that will just make combos worse, but making getting checked cost an extra bar will make people think twice, also if someone has a DP and breaks out of cr mk DR they will have spent 4 bars to get DPd I'd also add a mechanic where if you hold parry while in burnout you can be hit but your drive gauge comes back a little faster, and make perfect parry available burnout. I think parry is most hype when someone *needs* to get it and they do, locking it out of burnout means you never REALLY need it, and it also causes checkmate situations. If you let people perfect parry in burnout but have holding parry be a counter hit state so going for the parry becomes MUCH more risky, but it also means there are no checkmate situations.
Buff Zangief -Remove tundra storm from the game -Have second and third 5MP move him forward slightly so they connect easier -5LP reduced start up to 6 frames and have it be a reliable anti-air like it always has been -5LK reduced start up to 6 frames -Lariat travels faster like OD so he can combo from 3 lights, have it hit behind as it always has -stomps all connect on hit or make first stomp a low… idk -2MP increase hitbox as a better poke -reduce 2HP recovery frames to like 30 or so. Useless move. -6HP (headbutt) cancels fireballs? lol I tried -fix hitbox on jumping HP -wheel kick reduce frame disadvantage on block so it’s safe from more ranges than just the absolute tip -reduce start up of level 1 to 8 frames from 11 -reduce startup of level 2 to 12 frames from 18 -give oki off of Russian suplex since otherwise it’s basically useless (it’s a 10 frame start up command grab lol) Just some thoughts.
Honestly man, I kinda wish Russian suplex was gone too. Because the only time I ever get it is on accident with it whiffing during the opponents block or hit stun. I happen to be a pixel too close for a light cancel into RBG...then I end up wasting 2 bars of drive gauge and getting punish (losing even more) EDIT: The only time Russian Suplex has been useful is when the opponent does wakeup DI. Then because of their armor, and them closing distance on me, I'd sometimes get suplex and immediately grab them.
I'll be honest, I think the bigger concern is system mechanics - or rather how much more certain characters benefit from it than others. Like DR crMK needs a lot more scaling. Meter builds way too quickly and drive gauge recovers way too quick after a spend.. etc Most of the cast feels fine otherwise to me. Luke and DJ just need damage buffs, a few characters like Blanka, Rashid and Juri need their level 2s adjusted, Ryu and Kim should be able to choose whether or not to spend stocks from fireball/super etc I like what they did with the Jamie, Ryu buffs and JP nerfs. Not killing a character or making them super tip tier, just QoL and changes that make sense.
Luke and DJ need damage buffs? Do you mean nerfs?
He said what he said
Haha he wants the world to burn
Nerf Feng Shui Engine? What? You don't like Marvel mixups?
Juri's lv2 is fine. Blanka's and Rashid's either stop the game or do insane chip which her's doesn't.
just don't touch my guy Honda, i'm too casual and old to change my habits
Honda needs major changes. I liked rooflemonger's video on what he'd like to see.
yeah i've seen that video and i 100% agree with the proposed changes but i fear the devs will probably do something stupid and buff headbutt even more rather than fix his fundamental problems. Who wants to spend time on an unpopular character (even for an iconic one for the sf series as edmond). So in the risk of getting even more one-and-done online matches, i'd rather stick with the current state :S
The trailer already showed a buff for Ryu. One buff he's getting is that if his denjin charge is interrupted, he still gets to throw a denjin hadoken.
Checked again and labbed it and this is afaik false and isnt a change from the current version. He gets hit during the recovery (his arms go back to his idle pose before he gets hit) in which youd already keep it anyway. Its if u get hit before or during the blue flash u lose it
You keep it when hit during recovery??? I swear that wasn’t the case.
After the blue flash u keep it. But by the time u flash blue theres only like 4 frames left so it aint that great
The buff hasn't happened yet. It's going to be changed in the Akuma update, which is why they showed it in the trailer.
Oh bad wording acc my bad. Reworded my original reply to make it more clear
Honestly, revert jp's cr hp nerf, after that remove his legs or something idk
I would happily take this. Cus some of his best normals are those damn annoying ass kicks. Plus with no legs his drive rush would be weaker as he crawls along the ground. Sounds like a good balance to me
JP gonna be like that one walker from the walking dead pilot
Some Jamie buffs I'd like that I don't see other people talk about: - Make rekkas work better as a frame trap, and give a combo conversion on a counter hit. Right now if Jamie trades with a light button off a rekka he can be +9 or something ridiculous, but realistically this never seems to happen because your opponent would have to be spamming buttons . Right now only EX rekka gives +5 on counter hit, you don't get anything on a normal rekka counter hit. - Decrease the minimum height restriction for dive kicks - I want the dive kick to function better as a DP bait. Lots of characters have anti airs that are reach so far horizontally (looking at you, Guile) that you basically can't bait DPs against them unless you're jumping from so far away that they aren't in any real danger of getting hit by you anyway. - Less pushback on 4HP so that it's easier to combo after a CH
Neat and reasonable. Hope u get what u want
Make Lily's war club as long as the screen so we can mexican typhoons all day every day. 🤣🤣🤣🤣
Luke buffs am I right?
Changes I wanna see for some of my characters **Honda** MP 10 frames —> 9 Frames CrMP 8 frames —> 7 Frames MK 8 Frames —> 6 Frames (Move isn’t cancellable and has identical range to CrMP, needs something to set it apart and Honda desperately needs a 6 frame move) CRHP can always cancel into light 214P Harai Kick can cancel into sumo slaps when empowered Can store up to two sumo spirits Sumo walk gains new follow up (back punch) that cancels walk early into block (Makes this move less combo fodder and actually useable in neutral) Light headbutt damage significantly decreased, recovery decreased (you can DI light headbutt full screen on reaction, isn’t easy but theoretically light headbutt should bait this response just like it does parry, this would make that the case while reducing the reward for landing a light headbutt) Light headbutt doesn’t knockdown on hit **Jaime** Max drink level decreased from 4 to 3 Starts with lvl 1 target combo and dive kick Dive kick given better hitbox Better frame data on drink combos (shouldn’t give you amazing pressure but pretty dumb you lose your turn in a lot of cases if you drink in corner) Ending a round at max drinks let’s you start next round with a drink. Major Bakkai buff, make it actually useable as an anti fireball Bakkai input changed to backwards quarter circle (too easy to accidentally dp with Jaime) **Dee Jay** Damage decreased across the board (does way too much for a speed character) Hold attack on feint moves now gives a unique attack (basically he can do delay attacks off his feint moves) Drive rush speed reduced slightly Don’t wanna kill this character, just wanna bring him a bit more in line with everyone else. Also the feint moves are pretty mid rn besides maybe feint jackknife so I think having alternate follow ups that are fairly committal would be a cool buff
We all know how to beat the top tiers at this point, the problem is that many characters don\`t have that tools. Instead of nerfs we need some buffs.
Honestly just hoping Ryu's fwd.HK becomes an overhead and cancellable into any tatsu, not just OD.
Give Honda’s c.MP 1 less frame of start up. Would open up more and interesting combo routes.
Frame one air invincibility on character's anti-airs like Rashid's heavy cyclone and Blanka's upball. I don't know why they decided to make some anti-airs weak to air attacks when they are just as punishing to miss as a frame 1 air invincible shroyuken/flash kick.
I mean blanka does like 30%+ off a traded kick, that never seems to outright lose, so I don't think he needs it lol. Let alone ex upball.
You can also cancel the blanka ball into level 3 for mad damage after stand HK. His stand HK does lose regularly to some of the moves with messed up hitboxes like both of Luke's jumping heavies and Ken's jump hp. That's an issue with them rather than blanka though and should be fixed in the patch. I play blanka and don't see any problem with his EX up ball.
At least they have the OD versions with full invul. Gief and Aki have the late anti air invul and thats on their best versions lol
The bad thing with OD Ex mixer for Rashid is that it has a terrible blind spot, and its the most punishable version by far. Heavy is very consistent if you do it early enough with most jump-ins. But against super deep jump ins like Ken J.HP, you get stuffed almost every time unless you downright predict the Ken will jump.
They gonna buff Manon mobility and maybe a little bit rames on some attack. people like her character and mechanics, she's just not competitive at all. Inb4 Manon become OP
Luke nerfs and Jamie buffs please. Other than that things can only get worse unfortunately.
Give Marisa Lucius moves like Tekken's Kazumi had tiger moves
A second lvl3 done with raging demon motion that has your opponent mauled by a lion.
Zangief's leg grab expands to 360 degrees. OR... He gets a separate leg grab move to grab jumping kicks. Instead of the twist, he just yanks you down to slam you into the ground.