Replying because while i have laughed at these changes (particularly the pyrobomb when there many clips of characters dodging pyrobomb dets in the game already) posting balance changes is intimidating and people will ridicule you no matter the quality of your changes also while
also whenever I put that means I’m keeping a bug in due to the str
JAGO
+/ : Jago Shadow Endokouken causes a hard knockdown (w/o using combo trick that unfortunately wont survive til winter (or at least i think wont Keits has been kinda hush beside rash, eagle, and criminality)) so jago players preserve all the setups he gets from shadow endokouken and the reset potential
OR/AND (if you are about that #buffjago life)
+: Shadow Tigers Fury damage increased by ~20% mostly reverting the 3.4 damage ender change and giving him another/a replacement high value shadow
+: 2HK is cancellable into wind kick (or its just cancellable )
Obligatory: “do these preserves jagos weaknesses?”
Yes Jago weaknesses are somewhat meh anti-zoning, somewhat short pressure without charge endoukouken dash cancels which nearly always put him at risk and his midrange sucking (quote). 2HK becoming cancellable significantly buffs the threat of his midrange/low presence but relying on post patch versions of windkick to keep safe will eventually lead jago players to ruin. Finally Jago ability to risk return people is very conditional on not dying before popping and getting good value out of the pop. This is probably intended and but I think it weakens his identity of shoto brawler lite-tank (sol-lite) and kinda forces him into this dry setplay character who does fulgore stuff a lil worse but has a normal meter (fulgore does not heal but he DOES have lynx tail and mallet smash so it could be argued he is better at being elena than jago too.)
WULF
.* I have no idea how to buff wulf due to him being as good as he can be while maitaining his weaknesses. To remind everyone wulf’s weaknesses are meh defense, he has to rely on a unsafe KINDA reactable overhead which is important since the threat of high attack is important to running strike throw, not having a safe single-hit opener (which makes him susceptible to punishes and SC) and the systems of KI dont act favorably towards what he is good at. There isn’t much extra return for CH combos and defenders have a whole bunch of Under-Night cheater defensive OS (throw teching, delayed throw teching, buffered throw teching, teching throws during a forward dash, teching throws during a backdash, fuzzy jump lk OS, fuzzy abares, teching throws with fuzzy abare, guess SC~throw tech, veil off thro- i mean instinct throw tech.)
PS Honorable mention to RDP negative edge OS for being OD vs dash through
whatever fate those face in the fall will be important for Wulf but if that stuff stays Wulf can use it on offense or when he blocks things
GLACIUS
nerf lvl 1 ground bounce ender so its breakable without guessing and that sweep always hits everyone (whatever the riptor nerf was for ground bounce ender do it for glacius even if you fix whiff hkd b/c it should’ve been nerfed the first go around)
this is the closest thing to a reasonable i can put down for this totsugeki merchant
THUNDER
-:Reduce jHP blockstun so defenders can more easily interrupt overheads with mash lights
SHADOW JAGO
-:slightly reduce damage after M/H DP after an opener (shago dp stops scaling like a regular attack and starts scaling like auto doubles. This is cool as heck and help gives his juggle bites but devolves into do an opener/linker then dp then mix em up for a lvl 3. For how often he can combo into dp the combat team should consider hitting the pd build. keep it weird cool just make it less degen). Scaling of surge DPs and surge divekicks aren’t touched since they cost meter and encourage juggling and mixing with divekick and i like when shago does that.
SAD IRA
: Make it so Sadira is able to preform auto-fang (her combo trait) in CAM. There is command overlap with the ender command and its a loss that feels bad and emblematic of sad ira experience
+: Fang (6HK) is no longer an opener. Launchers being openers is inconsistent (Cinder 2HP and Hisako 2HP aren’t openers, Rash 2HP and Kilgore 2MP are openers) but I believe that its detrimental to her AA game that her primary normal AA doesn’t grant a pd freebie and sadira reliance on juggles means she gets soft KDed then schmixed a lot for ehh reward. The easy thing that comes out of this is sadira gets unbreakable H web HKD but in a game with Hisako 2HP>TK orz, Shin M DP, Maya’s Leap kick and ARIA crescendo I do not think its out of place or inappropriate for the character.
+/-: Nerf the damage if H Kunai but make it a Auto double scaling manual (like shago’s DP). This is kinda related to the change above but H kunai is VERY breakable (dragon kick breakable, TJ tremor recaps breakable) and for a hard knockdown/combos on ground hit which can be done without it. Boosting pd build on H kunai would make it breakable for a reason and encourages fishing for lockouts in juggles and boosts the reward for stLK/INS jc combos and stray AAs things that are unique to sadira but meh in practice. The damage nerf is due to me mathing out that A2A jMP xx H kunai would instantly give level 2 which while not completely unheard of (shago yolo slide into H DP does 13 points of pd and M DP give 9;normal>slide,M/H DP gives a lvl 2) im not comfy giving sadira players that since they deserve less to preserve harmony or justice or lore or whatever
ORCHID
/- :Orchid shadow breaker costs 1bar+the rest of her meter
: /- : Opponents can counter break Orchid doing shadow breakers
/- : Orchid is no longer able to cancel upper cat into air throw unless she spent both bars on it
Orchid shadow breakers are broken (Not like rash broken but broken) and negatively impact game pace. I understand that but think about who the most vigorous defender of s2 soft kd breaker is . And if they loved skd breaker so much then they should totally love playing orchid
-/+:Orchid gets a crappy backsway or stationary rekka cancel, increase the time it takes to get to a lvl3/lvl 4 H Ichi
when talking with a totally regular normal FG opinion haver, they said that Orchid having backdash cancels would be too strong and if IG would be crazy adding it in
and what that deleted user/former orchid main and shin main(lol) said was wise beyond their years and cemented themself as one of the greatest minds of KI not cyberbullyed away. To review :
- Orchid is -2 after rekka>L 2nd rekka(use L 2nd 90% of the time, H has some gimmicks but is more minus)
- Orchid can cancel her dash into L rekka to create a frame trap with a 6 frame gap (effectively kinda making Rekka>Rekka>dc Light first rekka -1 )
- A frame perfectly charged Lvl3 H rekka (+5 oB, not unblockable) frame traps mash lights
- Most characters lights cannot reach orchid charging H rekka after they block (Spaced) 1st Rekka>L 2nd>H 3rd.
- Orchid (like most of the cast) can buffer a throw tech during dash so orchid can do rekka>L 2nd>H 3rd>dash and input LP+LK during the dash to block reversal dp and tech mash throw
- KI ranked players don’t understand frame data, system mechanics or math so they think rekka not as good as it is.
If the Orchid community is not that attached to the empirical stuff that makes rekka good then you can hit a lot of it to make the new rps more manageable. But Orchid players are gonna go nuts (in the good way) if it gets added.
-/ : remove firecat unbreakble opener enders. they are very strong and not very fun to cheat the ender economy See TJ opener shadow powerline for fun ways character can cheat the ender economy
FULGORE
-: nerf PD build on DP after openers. I am a top tier h8r. Like Ice T on the Chappelle Show h8r. Whenever I fight a top tier I don’t feel like an anime protag, I feel like Jimmy McNulty contending in vain against an institution. So with that being said my Fulgore nerf is making sure he doesn’t get to have fun manualling into DP after openers/linkers/clMP and being a better damage engine than jago with minimal/zero meter cost & massive spin speed gains. I like a majority buggy broken stuff in KI but not on people with on purpose broken stuff and Fulgore doing low forward xx fireball xx H DP and doing as much damage as a Heavy auto double is NOT COOL or harmonious
/ /+:Increase Fulgore sc catch window by 1 or 2 frames. I got into an arguement with a CB champ, as Im prone to doing, about if bug fixing fulgore/kilgore’s SC catch window removes/decentralizes there on paper weakness. Fulgore is meter reliant so its a very happy accident that his SC is more susceptible to shadow counter baits. Please don’t change or only slightly improve it so to maintain that strategic vector of attack/slim ray of hope of beating a shoto with whiff cancelable fireballs.
-:reduce L and M eye laser range so that the projectile hits where it visually should instead of hitting characters hurtboxes underground with a phantom hitbox.
Ill add s2 and s3 later