Sabrewulf Season 3 Rebalance Thread

Why would it not be this way? Tournament players are the ones who are most likely to, and are most noticeably, going to show the full potential of a character.

…Because nobody was ever able to block Sabrewulf’s Instinct.

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I just ask because I personally don’t choose characters based on what the pros say, or any one else. So that I understand pros have the say so in a character my thoughts and opinions don’t matter.

I’m really sensitive to this too, actually. But the challenge is that if you don’t balance around the highest level of play where do you balance? And how can you tell the changes you make are doing what you want?

I think for beginners Sabrewulf will always be an easy character. His basic strategy is fairly simple and his good buttons are pretty obvious and easy to find.

The group that is hardest to balance for is the group that is probably highly represented on these boards and that I group myself in. The ā€œenthusiastic amateur.ā€ So people who play enough and understand fighting games enough to do some advanced tech, but not all of it and who have good but not perfect matchup knowledge. The reason it’s hard to balance around that group is because we all have different levels of skill and deficiency in our games. So, while I am good in neutral play, I still have trouble in recognizing some character auto doubles and don’t manual well. Whereas someone else of similar skill may be great with manuals but have poor matchup knowledge in the neutral. So how do you ā€œbalanceā€ a character?

What they default to is the highest level of play. The good news is that I think KI still has good balance throughout the skill levels.

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Whew, just finished reading through that entire thread. Great conversation, guys! Really enjoyed it.

Personally, I don’t mind the damage nerfs at all. Most season one characters seemed to be built for smaller combos / bigger damage (though small is a relative term, I guess) while season two characters seem to be more in the larger combos (with juggles) / smaller damage camp.

I’m overgeneralizing, of course, but sometimes it was rather odd to me how much damage some characters could do in a few moves versus how much others needed a massive combo to get. Remember when everyone was talking about how much Cinder had to do just to get the same damage as many season one characters seemingly doing half as much?

So yeah, I actually don’t mind that they toned damage down across the board, but especially for season one characters (minus Fulgore, of course).


As far as balance is concerned, I think it’s tough to please everyone. Higher level players will try and find more ways to exploit the system or use it to it’s fullest, so they should be at the forefront in terms of how the devs are creating and balancing characters.

But that doesn’t mean that the rest of us shouldn’t or aren’t taken in to account. @DyingAlloy66626, I think our opinions do matter, as @BigBadAndy says, most of us fall in to the ā€œenthusiastic amateurā€ range, which is a pretty wide range in terms of skills, strengths, weaknesses, and overall knowledge.

Then you go beyond that to a more casual audience and the numbers increase, just as there are more enthusiastic amateurs than there are pro players, so too are there (a lot) more casuals. You’re not going to have a successful game if only a small number of high level players can enjoy it and you won’t have a well made game if only casuals like it and higher level players can’t find any depth below the surface. So it’s a two way street here (three if you’re counting the middle group that many of us fall into).


As far as diving slash goes, which I’ve seen talked about, count me as a fan. I can definitely see the utility in it, and it’ll definitely be fun trying new mix ups, keeping pressure on, closing in on pesky zoners like Glacius and Kan Ra better (I’d hope).

Of course, I also think that the move looks really plain, even for a command move. Maybe put a green trail on it? Or make him spiral diagonally downward in more of a ragged edge or even old school spinning claw type of way? I dunno. It’s not terrible, but it still looks awkward to me. I doubt they will, but I’m kinda hoping they spruce it up a bit before release.


As far as his instinct, I think this is another example of utility versus fun, a more hardcore tool in FCs versus a more casual tool in damage buff.

I don’t personally enjoy feral cancels that much. I can do them. I know why they exist. I like making unsafe moves safe, but there’s nothing really fun or satisfying about this move, even when watching it used at high levels.

For me, the fun always came at popping instinct, watching Wulf hulk out and do more damage. Chip damage wasn’t ā€œfunā€ per se either, but in concert with the overall damage buff, it was kinda cool.

Again though, I see why they’d take the damage buff away and I do see the bigger picture and understand that everything will fit together in the construct of season three and it’s characters.

My issue now is that they took out something fun, and didn’t replace it with something fun. To me, that’s a net negative in terms of my overall enjoyment of the character. Will there be other parts that are fun? Certainly. But not his instinct. They went the more utilitarian route and geared it more toward higher level players and for a lower level player such as myself, well… Why would I be happy about that when I don’t overly use FCs and when I do, I’m not bowled over by how fun they are to use.

I mentioned before the idea of letting him manually tack up to four bats on to the end of his enders for extra damage (depending on the level of the ender), even if it’s only a sliver per bat. Just give him something flashy, something fun that’ll give lower level players a certain feeling of satisfaction or enjoyment when he pops instinct. That’s all I’m asking. It doesn’t have to be bats either, it can be something else.

I get that not every character has a ā€œfunā€ instinct. But I certainly enjoy most of them and with very few exceptions have something nice for players of all skill levels to look forward to when they pop instinct. I mean, I’d take Fulgore’s manual shadow charge with FP/FK over chip damage, but maybe that’s just me.

Long story short here, I get why FCs are strong and important, I’m just not a huge fan of them in terms of the fun factor category and for many players, that’s a consideration. It may not be as important as how good or how useful a move is, but if it’s a move that’s much more utilized by high level players, I still feel like there should be something for the rest of the players as well, especially when there was something there to begin with, that has now since been removed.

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Sept. of 2014 we Sadira mains thought that our world was over. Many people had believed that Sadira was now in the junk category and even some top players like CDjr dropped her like a fly. However, those of us who stuck with her, found that while she wasn’t the unbreakable monster she was in S1, she was still viable, and in many ways even more powerful.

I remember getting remarks from angry players stating that they thought she’d been nerfed to the ground.

Keits mentioned many times, that we shouldn’t look at any one change on its own, but must consider every single change in context of all the other changes.

Yes, Wulf will no longer be able to do unreactable dash/eclipse combos nor be able to just go all free for all in Instinct, but he’s getting more options to open people up and combined with a taste of Sadira’s juggle capabilities is going to make Wulf incredibly dangerous… just a bit more fair.

Let’s be honest, most players don’t use their character’s instinct the way it should. As a Sadira main, 90% of the people that use my character pop instinct and just hope you’ll land in it. Hardly any of them can properly jump cancel a web, auto, or special.

I can say the same thing about Wulf’s Instinct. For every 1 Wulf main that I come across that actually know how to use his Instinct, I’ll run into 10 to 20 that don’t. They’ll pop that Instinct clear across the screen then run at me, like little furry cannon balls.

I think Wulf’s changes seem harsh, but within the context of S3 changes, I think you’ll be surprised at all the stuff he’ll be able to do. Don’t judge him until you’ve actually played the new build.

Now the greater question is… Who will get Sadiraed next? :slightly_smiling:

Not that you should complain about Riptor’s tail-flip but that’s going to be reactable or a bit easier for someone who has such a hard time on it. Especially since they’re slower as a result. So in a way, Riptor now has nothing people can’t react to, and neither will Sabrewulf.

So if anything RIpotr’s lost some stuff to.

If one thing can be taken from the rebalance, EVERYONE got weaker damage nerfs, and everyone lost was was once considered very vital factors of the game.

I’ve fouht Sabrewulf bunches of times however and I don’t think he was ever really a problem, his mix-ups were challenge yes, but unreactable? nah.

I usually play Jago against my brother’s Sabrewulf and our matches were usually 40/60 with my bro mostly winning but it was never a time when the both of us were in the last few bits of our life-bars and I can say the two of us are both equals in skill.

As far as beginer characters though, Sabrewulf still has good mix-ups from his running moves, he has alot of ways to attack from three different levels of High, medium and low attacks and several in each. You may have to think a bit more with your mix-ups but you’ll still be able to lay into your foes.

Keep on howling Wulf-players.

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I have nothing to say, but I thought this might be the best line ever so I had to quote it.

Not much of a question. It already happened to Kan-Ra :smiling_imp:

Not going to lie I got a good laugh from this. :slightly_smiling:

The damage nerf or the FC doesn’t bother me as much. What bothers me is Wulf’s play in general he’s slower ā€œreactableā€ his animations and game play are out of place for the character he is or was.

@BigBadAndy it just seems that only pro opinions matter. I remember in S1 pros were using Wulf or at least it seemed like it when the hosted tournaments. Only to win with the exception of a few enjoying the character. I can see why they nerfed S1 Wulf in some aspects but on one hand changed other especially for casual players. Now the same with S3 Wulf. Each time I watch S3 Wulf game play the character looks out of place. The ā€œimprovementsā€ to S3 Wulf made were ā€œbugsā€ pros found. Apparently they know what’s best. I’m new to participating in FGC so I have a lot to learn. Bare with me. :slightly_smiling:

Dude, no worries. You are all good. I felt the same way as you about balancing around the pros, but I haven’t been able to think of a better alternative. I do think people need to make sure the game is viable for the majority of players, but I think KI is a very fun game at intermediate levels.

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The reality is, there isn’t another way to balance this other than based upon the ā€œProsā€ perspective unfortunately. A good example, is if things were up to me, characters like Riptor, Cinder, Hisako, Shadow Jago, and Kan Ra would be completely removed from the game until they are properly balanced (in my opinion). And that is exactly the reason they don’t come to me. :smiley:

To think like a Pro is to not automatically assume another character is OP, because you lost to them, but figure out what works best to defeat them. Granted with their skill sets, they can certainly tell when a character has become a bit more powerful (finding new tech, loop holes around game mechanics and such) than what they intended, (like Kan Ra).

In truth, it isn’t as much as our feedback isn’t important, but that we far too often give feedback based upon our own emotional connections versus on what is really good for the character within the context of the game itself.

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off topic but related to this ā€œlistening to prosā€ in designing FGs…

Not many people talk around here about one little new tool in Wulfs, arsenal… the lk flip out

Of course his damage was nerfed. He can finish most of his combos with a juggle into his flip out/ragged edge into groundbounce into recapture or flip out. And then you have another mix up into combo into juggle ender into flip out into mix up…

Previously Wulf was a 10/10 rushdown character with top 3 damage (maybe the best) and some issues against zoning
Now is still one of the best rushdown chars, with even more mix ups and better approaching

I’m no Wulf main, but I still see him as a terrorific threat

Watch how scary Cupcake makes S3 Wulf look in this set. He makes really good use of LK flipout after everything (combo juggles, reversals, whatever) and the dive kick looks silly good for approach, giving Wulf a whole new possible angle to scare you with.

(The audio is super NSFW though, I would just mute it)

Very true and I’m guilty of this. However don’t pros do this too? I saw some upsets with Kan-ra.

Never been into SF but interesting to know that I’m not alone in my observations.

Lol yeah I had to mute the others too. I personally still don’t think S3 Wulf is scary watching the early builds. There was one match I thought was decent though. Could you please upload the playset with the ā€œflash chugging beersā€ playing Wulf?

Edit: Found the GT

I tend to think as pro players almost along the same lines as game testers. They play so much, they learn every which way possible to exploit moves, matchups, etc, that devs almost have to look to them when it comes to character balance, how good moves are, how much people should be allowed to exploit them, etc.

But again, I really don’t think that means that devs ONLY look to pro players or that they’re the only ones that matter. I’ve never had that vibe from IG that they think this way. If anything, I think MS/IG have been very approachable and responsive to players of all skill levels not just here on the forums or on twitter, but in how they tune the game from characters to moves.

So I don’t know if I’d worry about that too much, @DyingAlloy66626. There are some very knowledgeable people here, but there are players of all skill levels here as well. Beyond that, there are tons of players out there of all skill levels. No dev would cater solely to the top ten percent while the other 90% are left to whither on the vine.

As for Wulf’s damage nerfs, I still think that you can play him the same way you did before. Maybe not quite as effectively, but from the way Keits sounded, they wanted to add more options to the characters, but it didn’t mean you HAD to use those options and that you absolutely had to change the way you play a character.


My only real issues with Wulf are his Diving Slash looking a little plain / needing some flash added to it and the removal of the fun part of his instinct without replacing it with something else. I know why it was removed and I’m fine with it, but not giving lower level players something to play around with when many lower level players don’t understand or like or use feral cancels is a bit disheartening. I still hope that they can add something to his instinct that’s fun for all skill levels, even if it doesn’t do a lot of damage.

Oh no I’m not worried I just want to be sure I understand how the things work in the FGC. I’ve said my thoughts they don’t really matter but I’m glad casual players share the ideals. So that’s all that really matters.

The damage reduction didn’t really bother me as much, I just don’t like that they keep changing the character. Slower and now a juggler.

I agree with you 100% on this. It just doesn’t look fluid. Since they increase his speed. Maybe they could have him run, do a flip over the projectile and then dive slash?

[quote=ā€œDyingAlloy66626, post:116, topic:4456ā€]
Very true and I’m guilty of this. However don’t pros do this too? I saw some upsets with Kan Ra
[/quote]yes they do. But the presumption is they at least bring in depth knowledge of how the game works. I feel like I’m pretty good but I’m still regularly learning things about how the characters and their moves work. the higher your base level of understanding then (presumably) the more accurate your assessment. But emotion is always a factor.

[quote=ā€œIago407, post:117, topic:4456ā€]
it and the removal of the fun part of his instinct without replacing it with something else. I know why it was removed and I’m fine with it, but not giving lower level players something to play around with when many lower level players don’t understand or like or use feral cancels is a bit disheartening. I still hope that they can add something to his instinct that’s fun for all skill levels, even if it doesn’t do a lot of damage.
[/quote]the use of a character’s instinct in an effective way is really a skill that most people need to work on in KI. 95% of people use it for double ultras or to make raw shadows safe in block. Wulf was one of the few that just ā€œdid stuffā€ on its own without the player having to make any effort. I can see why it’s sad, but with the change its not more challenging to use than other character’s instincts.

Well, I don’t know if there are any hard and fast rules as far as the FGC is concerned. I’ve been posting on boards like this for years now and most people I encounter are rather nice and/or helpful. There will be differences of opinion, of course, but I tend to think that more people are understanding, or willing to explain something if they know what you or I might not.

Sure, there are those that are dismissive, if not outright derisive, but no need to bother with them. Like I said, we’re all on different footing here and I think most people respect that. KI’s community tends to be more inclusive, I think. Most of us want more people playing the game.

I think that juggling will be an extra option for him, but I don’t know if it replaces what he was good at before. I don’t think it’ll be ā€œhe was this before, and now he’s that.ā€ He might not be as good at some of that stuff that he was good at before, but he’ll still be able to do most of it and you can still play him that way and have fun and get really good playing him that way.

I don’t think a lot of these changes will destroy him on lower/mid levels. I think you’ll only really notice the nerfs to what he did well before on mid/higher levels, where some players might change things up by adding in the new tech or emphasizing / exploiting it more, but we’ll have to see how that plays out.

As far as not liking changes to characters, I personally enjoy it because it gives me a fresh take on that character, gives me some new toys to play with, etc, but I can see why you wouldn’t be a fan. Hopefully you’ll play him and realize he’s more fun. Guess we’ll see!

Yeah I hear ya, I’m not really talking about challenge factor, though I’d probably argue that more lower level players aren’t using FC nearly as much because it’s benefits aren’t as readily apparent as a damage buff was in his season 2 instinct.

Really, I’m just talking more from a fun-factor standpoint. From a utility standpoint, his instinct is fine, even with the nerf. I’ve seen high level players use the S2 version really well. I just don’t find it all that compelling or fun to use. The fun part was the damage boost and I wish there was something replacing that lost fun factor, even if it was something that did chip-level damage.