With thunder I think he is one of the best characters in the game right now and for a character with such a strong oki and pretty solid neutral I dont think he should have such a good wake up tool like he has with light DP and I dont think that thunder player should have a chance to mixup and opponent if they opponent reads his dp with a block, that sammamish stuff has got to go unless its on hit, not to mention while he is in instinct he can cancel his sammamich into his dash which is ridiculous, the character should not be able to use DP so recklessly. To make his Lp dp have utility though I would have it still be hit invincible so if you make the right read you can get out of a mixup situation but it along with all his other dp’s (minus shadow) can be thrown during startup. I removed flipout from him because I think flipout is a mechanic that should be sparingly given to characters than may need it or it fits their overall design, as is I think thunder’s oki game is fantastic without the lk flipout, he really never needed that addition where as I think other more risk prone offensive characters deserve it more.
When it comes to fulgore I think he is clearly the best in the game and has been since season 2, the ability to cancel specials into specials for such a small cost while having left/right, high/low mixups and fireball/dp traps is incredible I can say without a doubt that fulgore really doesnt have a weakness, his neutral is great, his mixups are great, his wakeup is great, damage is solid and he can barrage the opponent with multiple mixups in a row thanks to his pip cancels so I basically have made it to where if he wants to have really good mixups from full screen/upclose or neutral traps then its going to cost more and he is going to have as many times that he can cancel specials into specials. This will cause fulgore players to be extremely careful about their decision making when it comes to his powerful mixups since he doesnt get to use them so often, even with this nerf Id guarantee he would still be top 10 in the game since now he gets devastation beam/movement buff more often which will allow him to control the neutral game even better, players will just have to be more honest now with the character instead of being able to throw out full screen mixups all willy nilly.
My change to Cinder is minor imo, I think right now he is a strong character but I find that burnouts allow cinder to control the neutral for a bit too long right now, (you can feel the weight shift in the neutral to cinders favor almost every time it happens instantly) I still think he should have this powerful tool but I feel it could use a little shortening.
Gargos right now focus’s too much on minion play in his gameplan right now imo and I think his minion game play is super linear atm and doesnt require a ton of thought or planning, my changes to the character would be to make gargos less dependant on minions and make his minion play less linear than it is right now and as compensation for making gargos slightly less reliant on his strongest ability I would be giving him a defensive buff by making his teleport dp hit on the way up giving Gargos a defensive option now that doesnt make him insanely hard to pressure but gives him another option while he is down on the ground.
@Infilament Those are some sound points about mira’s command grab, I had no clue the recovery frames where similar to that of a normal throw, if thats the case then the move may not be as risky as I once thought. So I will revert that change and leave Mira unchanged for now.
@FallofSeraphs76 Gargos has extremely weak footsies and defense in general so he needs minions to be that strong also my suggestions toward changing that character make minions not as overtly present in his gameplan is it once was. Orchid only gets cats in instinct and instincts tend to be very powerful. Sadira needs those webs to be competitive atm not to mention its instinct only. Kanra doesnt really get free or insane pressure from swarms since they move so slow and have plenty of recovery. Glacius doesnt have great movement and is focused on zoning not pressure, not to mention hail has plenty of startup and requires you to hold a button if you want to make it mixup friendly. Riptor’s flame carpet can only be applied on a knocked down foe and she actually needs the carpet, not to mention you can jump out of it.
Omen can throw fireballs from fullscreen get a good randomized pattern and get in or pressure with shadow fireballs pretty freely and mindlessly atm thanks to them not disappearing if omen is hit, I see no reason as to why omen players should be allowed to be really reckless and be safe because they have some fireballs backing him up, Id rather have omens think about their pressure/spacing and what it means if they get hit while trying to apply it, he never needed this buff in S3 and it definitely doesnt promote thought provoking gameplay, removing it also wont make him still not a very good character.
@LetalisVenator I know agaons is pretty solid at the moment but as a person who uses Aganos as his secondary and hates when useless moves exist in the game I think that his 3-4 chuck form should be a bit more viable (because right now you are putting yourself at more of a disadvantage by staying in that form than advantage) the small speed increase should make Aganos players actually want to use chunks in this manner more often. As for his forward HK buff I think as it you might as well delete it since its virtually useless, by making it an overhead you at least give it some form of utility in the since you can fake out an opponent with it by switching it up with down HK but lets be honest 80% you should be blocking high when fighting aganos (it really shouldnt catch a foe often at all) not to mention its risky as all get out still since its punishable on block.
The omen change make omen players have to simply be more honest with the character, good players would be able to make the pressure happen regardless with this change, you just cant be reckless about it anymore since there is no longer a fireball safety blanket behind you.
My riptor change was a buff, it makes her tail flip slightly less react-able similar to S2
Since Raam is my main (and I feel comfortable with most things he currently has) all I really want when it comes to his Running Grab is utility, its a move that if you hit a foe your opponent should really be punished for and right now its only usable version is the LK version, I also like the fact that the shadow version now improves raams wakeup game by giving him a throw invulnerable move. As for the whole getting hit out of it thing I understand your frustration, after reading all the characters that can cause this to happen I decided to fix it to act like a regular command throw upon hitting the opponent.
My goal with Gargos is to make a bit less polarizing by making his minion game less linear and he defensive game slighty better as compensation as I honestly think alot of what his gameplan is a bit autopiloty.
@LetalisVenator Jago: I agree his meter gain is a bit of an issue as well, I wouldnt mind if he got a damage and meter nerf but had more damage output than shago.
Wulf: I disagree about wulf, his footsies and frametraps are great and his dive slash is super useful so Id say he is still super viable especially after my rebalancing but if his normal dp is truly not invincible (I always thought it was) that definitely should be changed to being invincible as I think his character design needs to have a strong wakeup option. Edit: Just looked it up, wow I was scared of this characters wakeup for nothing lol, I added invincibility to all of his eclipses since it complements the character design well imo.
Spinal: I really miss some of his S2 mechanics and think he needs a small buff, its part of what made Spinal interesting, I see no harm in giving him back his old shadow meter curses, the instinct curses were really the only ones that needed a big rework.
Fulgore: I personally dont think he would be more dangerous at all but if it turned out to be the case one could always remove the movement speed buff, I think as is Fulgore is kind of a degenerate design and is pretty toxic for the game his toolkit is waaay too strong right now and making a large portion of his pip canceling game more difficult and scarce to implement is imo the key to remedying his overpowered design.
Sadira: I could see that being the case, she really should have the best juggles in the game since its what she was always known for.
TJ: I just assume bugs will be fixed
Maya: I havent played Pink but Ive seen her play a ton and from what Ive seen she and most mayas use the unblockable 90% of the time over saving up for dagger assault.
Cinder: If I were to nerf burnout’s time it would be the lvl 3 and lvl 4 enders by about a second or two.
Kim: Yeah the Backdash would really open her game up and give dragons alot more utility. As for the Parry buff Its only physical attacks that cause her parry to cause a hard knockdown and giver her a dragon (projectiles simply yield 1 dragon for her) I think if she reads you are going to hit her with a physical attack with parry then you should pay for it.
Mira: After reading what infil said about her grab I agree since its apparent not that risky at all like most command grabs.