Saw this in the guy forum and wanted to start a similar debate here.
I'm not putting up some santa claus wishlist, i'm putting reasonable things that need adjustments or need to be fixed so they work as intended.
normals:
cr. lk
cr. hk
cr. mp
cr. hp
knee shot
j. lp
j. hp
j. mk
Sobats
Any disagreements and conversation is welcome. I'm very open minded. If i'm delusional, let me know!
I'm not putting up some santa claus wishlist, i'm putting reasonable things that need adjustments or need to be fixed so they work as intended.
normals:
cr. lk
- 4f
cr. hk
- projective invincibility of some sort.
cr. mp
cr. hp
- 6f
- hitbox similar to HDR where it hits mid and low to the ground
- there is a huge gap where it just doesn't hit inbetween the 1st active frame (almost vertical) and the 2nd active frame almost horizontal. nothing at that 45 degree range making it ass as an AA
- maybe second hit always connecting after the first hit does
- better hurtbox so you can AA far jump ins (guile st. mk-esque, st-esque)
- maybe hit crouching?
- always juggle on first active frame, at least juggle crouching on counterhit.
- counterhit AA only works on some characters and against ass jump ins. better hitbox/startup would be nice, but maybe asking for too much
knee shot
- better hitbox or smaller hurtbox. ppl complain about this move online, but its honestly ass and easy to react to offline. Its one of his only tools to get in against ppl with better fireballs than him and it sucks. i don't want a sak like jump hp (although it would be nice) just something to help the guile matchup
j. lp
- more active frames. ST Status (a stretch, but would help)
j. hp
- lower hitbox so it hits blanka and honda crouching
j. mk
- i'd like a larger/lower hitbox (probably asking too much)
- horizontal active frames reach further
Sobats
- give one of them invul to jabs or make lk sobat invincible to all lows so he doesn't get raped, by low jab and things like blanka electricity
- or even make lk low mk mid and hk throw invincible which would be fair so it would have to be a conscious guess
- hk sobat connecting with the second hit after the first hit connects. they fix mk, but left out hk. .
- mk upkicks x2 needs to juggle more properly against characters with smaller falling hitboxes(vega, cody, sakura), but that would require them to make upkick hitbox larger or their hurtbox larger
- hk upkicks invincible to jabs and hit crouching, no upper body invincibility.
- ex upkicks hit crouching. it costs a bar. i'd say the hk upkicks would be a more fair buff.
- once the first hit hits, the rest connects (i'm looking at you rose and viper!)
- faster startup so it becomes a true blockstring with lights would be nice
- more stun
- lp mgu -3 so we can pressure guile and stay close while chipping (maybe asking too much)
- regular fireball +1 on block
- ex plus +2 or +3
- maybe better startup or recovery? (probably asking too much)
- better startup and full projectile invincibility throughout the move
- first hit connects and the rest is guaranteed (dudley u1, chun u1)
- For God's sake make U1 guaranteed if the first hit connects
- Faster startup would be nice
- U2 fine as it is.0
Any disagreements and conversation is welcome. I'm very open minded. If i'm delusional, let me know!