This thread is specifically aimed towards the developers otherwise I’d put it in the Orchid subforums but it’s overall general message is feedback. Also other Orchid players feel free to chime in and give your thoughts as well.
My Question Proposed: What are the chances of Orchid’s Air Throw becoming unbreakable again?
Here are the developer comments from the 3.1.5 patch notes in which this change was implemented: (“This lead to a lot of unbreakable damage for the last 2 years of play. Now that we’ve developed tech to allow air grabs and anti-air grabs that don’t end combos to be breakable within the combo system for Gargos, we’ve added this tech to Orchid to bring her more in line. Orchid players still have her new air target combos that continue juggles to mix in with her air throw combos to keep opponents guessing and lock them out.”)
I completely understand the design philosophy behind this change which is keep unbreakable situations out the game that lead to a lot of free damage; as a result though I feel this has left Orchid to be a very degenerate style of play character that relies on the same thing over and over again, similar to Tusk in which no one used anything but stagger ender. While I mostly feel she is in a great spot right now balance wise, this one change has left a lot of her other tools rendered unnecessary or widely unused. I feel there are other opportunities to explore and consider with her air throw that I will discuss later in this post.
Previously in S2 Flick Flack ender was the useless ender and we saw nothing but Itch-Ni-San ender because it lead to all of her best setups. Now in S3 it’s the complete opposite, everyone favors Flick Flack ender and never use Itchi-ni-San ender. This is because the player will always have to take unnecessary risks and give their opponent break opportunities for an inferior benefit. Flick Flack ender does more damage, provides an ambiguous cross-up, 2 safe grenade high-low setups, and gives 0 break opportunities. The argument here is why would you ever go for air throw or target combos when there is no reason to. Competitive players like to play by taking as few risks as possible so why would I ever take a risk of doing air throw or target combos and have to play 50/50s instead of just going for more damage and guaranteed oki? Even if you have meter to cash out the net gain is minuscule, perhaps if her air normals built more PD.
In the developer comments posted above, they explained that Orchid players should try and take advantage of her air target combos for increased mix up opportunities to lock out their opponents but what is the mixup here? Air throw can be broken on reaction and her target combos always end in heavy resulting in more 50/50s. No matter which one I do the opponent can react by seeing the first hit and waiting for the second hit (heavy) to break or if I do air throw just break anyways; meanwhile why do I have to take a giant risk to counter break here when I could of avoided all the inherent risk and gotten more damage and free oki doing Flick Flick ender? While her juggles can be fun they just aren’t worth the hassle for such little result. I think it’s also important to note that even if the Orchid player wanted to juggle he could do it after HDK ender as well basically making launcher ender useless.
Honestly I don’t really feel her air throw being unbreakable again would really provide any net gain to her overall power instead just opens up other play styles and options. If left unchanged we will see nothing but Flick Flack ender for the foreseeable future.
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Some ideas I had as a result of reverting this change and making it unbreakable again is to make it inflict 0 damage for the throw itself. Anything after it such as a normal or any juggle options would all still be breakable but this inherently allows her another option.
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Another is keep her air throw breakable but instead make it a real recapture inside of combo instead of a ground bounce. While she would still have to take a risk on the 50/50 the net result would actually be worth the risk because it can lead to more damage or another setup. There is no benefit as of now for taking a risk on the air throw because her juggles just do no damage and don’t lead to anything else.
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Last idea would be to keep air throw breakable but make her juggles hit much harder similar to Kim’s Dragon Kicks in which her cash outs would be worth the meter. Her juggles are extremely fun but not rewarding at all and quite frankly a waste of resources and time.
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Someone else proposed to me the idea of making air throw build more KV but as a result that would just kill her juggle opportunities entirely which I’m sure is something they don’t want at all.
Orchid is a great footsie character but is mostly known for her setups and vortex. I want her to be more versatile and have more styles of play and while it may not seem like it making her throw breakable was a gigantic change which has lead to this degenerate style of play she is currently in.
Thoughts?
In summary, I want Orchid’s Flick Flack ender nerfed, and airthrow to be unbreakable.
So basically a burf.
I THINK ORCHID IS BALANCED!! ( I type this in caps because people know i love to beg for buffs )
This is a really small ask, and probably won’t happen but oh well you never know until you try.