[*] Throw breaking no longer causes 3 fully vulnerable frames on your opponent, and instead causes 3 projectile invulnerable frames.
@Infilament Hey Infil, what does this mean? Thanks
[*] Throw breaking no longer causes 3 fully vulnerable frames on your opponent, and instead causes 3 projectile invulnerable frames.
@Infilament Hey Infil, what does this mean? Thanks
Why? I main Glacius, so donât get me wrong, Iâm excited for his new stuff but I think it will probably even out. His hail will hardly do any damage now, and shatter was made easier to react to and they increased its recovery. Multi hail will be cool, but it increases its start up and you have to commit. I suspect plenty will punish it.
I donât mean Glacius in particular, just that he was right after Wulf and got more cool tech imo. He rightfully should since heavy normals can now go through armor. Everyone seemed to get quite a few new tools while the big ones I see for Wulf are a dive punch and longer ankle slicer, nothing really game changing for him.
Just throwin some feedback at ya, IG, but is there any way that Sabrewulfâs new Diving Slash could be touched up a bit?
I love what the move does, so I think itâs a great idea overall, but the animation and appearance of it looks a bit odd and kinda plain.
Maybe have him spiral toward the ground with green flash coming from his claws? Something that gives it more of a âspecial moveâ feeling and less of a sort of âglide to the ground with arm outâ look that it currently has.
Itâs strong from a utility standpoint, but seeing him hulk out and do extra damage was not only easily identifiable for all play levels, but it was also fun to do that kind of damage. Iâm not saying he needs to have that exact damage output on instinct, but give him something else to do if youâre going to take something away.
I threw out the idea of letting players manually tack bats on his enders for more damage while instinct is active depending on the ender level. Iâm not saying it even has to be a gigantic amount and Iâm certainly not married to the idea that Sabrewulf has to have bats because he had them twenty years ago, Iâm just throwing out something that could give players of all skill levels something fun and tangible for his instinct, cuz feral cancels arenât exactly noob friendly and chip damage doesnât really get the needle moving excitement-wise.
God, I love nerfs.
Youâre not usually so subjective with your posts.
Personally as a Fulgore main I donât think heâs definitively the best the game right now. Iâd be curious as to why you are so confident in saying this. I certainly think heâs good. Statistically speaking I think it remains to be seen that heâs the best, I certainly havenât seen it in tournament results.
Whether or not these changes make him stronger or weaker I donât know yet, I guess weâll see.
What I can say is that Iâm super jealous that all of these other characters (Even Kan-Ra) got access to the new flip out mechanic, and Fulgore did not. That mechanic looks really fun and it may be a reason for me to change mains. But like I said time will tell Iâm not going to be able to make strong generalizations about how strong a character is until I see the sum of all parts.
His toolset is just too amazing for him not to be the best. He really is the best of every world, and being able to special cancel special moves for a negligible cost is probably too good.
Heâs made fair by the fact that he is very difficult to play at a high level, which is why the tournament results arenât always there. But in terms of toolset, I donât think thereâs any doubt heâs the best. In Street Fighter games, this character would have Seth-like health to balance out how good he is at everything. In KI, heâs balanced by not always having meter, but it just kind of slows him down a bit, it doesnât really take away any potential.
I mean, if a top player showed me a list that had Fulgore at #3 and something like Spinal or Kan-Ra ahead of him, I would be okay with that list. I was just stating strongly (for some other people in the thread) that Fulgore is very, very far from a mid-tier character. He is either the best character in the game, or in the discussion for it.
Late to the party, but a few thoughts:
Yes, Fulgore has been, and probably still is, the best character in the game. There is literally nothing that this character is not good at except quickly building meter - which his instinct solves for him twice a fight at least. Fulgore on full pips is just silly. And current medium laser is nearly broken - great range for neutral space control, has solid pushback, fantastic recovery, and can be canceled into an uppercut on the off chance that someone psychically predicts it and tries to shadow through it. Fulgore is really, really, good. Only thing stopping him from being an absolute monster is his relative difficulty to play at high level. Iâd actually tend to agree that he didnât get all that much for S3 - but he didnât really need anything either.
Wulfâs instinct nerfs have people way more salty that I would have thought. As someone who mained Sadira for a long time, I can safely say that worse things have, in fact, happened to an instinct as part of a balance update. The only thing Iâll give you all is that at low level, feral cancel probably isnât the sexiest of instinct abilities in the game. The issue is that at mid-to-high (and especially high) level, feral cancels are unimaginably good. A Wulf who pops instinct on top of you is a Wulf that is going to open you up, and when he does so, is going to thereafter take a lifebar from you. Wulf in instinct is very nearly unbreakable, and the instant you get locked out, youâre eating 60-75% damage combos almost guaranteed. That was a problem. Trust me, if you learn to use them properly, feral cancels will still be very, very, good. Being able to cancel any mix-up attempt into a safe cancel that keeps the opponent stuck in place waiting for the next mix-up is really, really good. Even with the refresh nerf, Wulfâs instinct offense is going to be scary. And flipout resets are going to be incredible - they might take some getting used to, but trust me, those things are going to open an entirely new realm of Saberwulf offense.
Final point on Wulf is that an instinct doesnât actually have to have a bunch of special properties to be very useful or good. The âonlyâ thing Sadiraâs instinct does is let her drop a web and do jump cancels (the latter of which is not useful at low level). The âonlyâ thing Mayaâs instinct does is return her daggers to her. The âonlyâ thing Fulgoreâs instinct does is spin his reactor up to max. Thunder âjustâ gets an invincible dash-through. An instinct doesnât have to be some overpowered tool that guarantees a lifebar.
I think that Dive punch is really gonna make a big difference for wolf tbh.
âŠwhat?
What do you want from barrage? Currently itâs easily the best combo trait in the game, but somehow I donât think thatâs what youâre concerned about.
95% of normals in any given fighting game are too fast to be reacted to. The skill in using a catch-counter like Hisakoâs is usually in predicting an attack before you see it, and countering accordingly, which â no matter how we sugarcoat it â always involved some amount of guesswork or luck. That doesnât mean there is no skill involved.
Little worried about Wulf. Not sure nerfing him to the ground was very reasonable. However i should also probably wait until i play it myself. The overhead slow down is my biggest concern as that is one of his staple moves. I dont know, he just seemed to get nothing in return to make the nerfs fair.
If kim wu is playable and the build everyone at kiwc was bug free why cant we get these changes now?
Mostly because the build in KI WC had only one stage, no select screen, no customization, and no online connectivity since theyâre completely retooling lighting and graphical settings. While it comes with all of the changes to the characters and such, itâs going to be a while before the rest of the game is ready.
Itâs a great combo trait, I just donât like that it locks me in to doing it if I press the wrong button.
I know, I know. Donât mash buttons. I donât. Really. I try to fight deliberately, yet it still happens every now and then. Every so often and hey, nobodyâs perfect. Every other character can forgive this, but not TJ.
Iâm not salty about it, even if it sounds like I am. Iâd just like it if they took another crack at it. Theyâre not going to though, so itâs cool. Heâs still a great character regardless.
Iâm not sure what they could do about this, anyway. Obviously just letting you out of barrage gets us back to what was so broken about it in the first place.
Maybe they could put barrage on MP+MK, so that people get why itâs so good?
Or they could take the CAM approach and put barrage on back+button, I guess.
Wulf may have lost damage in Instinct but its the same reason Fulgore and Cinder didnât get flip outs. They already have tools good enough. The Diving Slash animation needs work, but is a nice addition to get in. Then come flip outs and staggers, which with his run speed and dash through abilities make for some cool ideas.
Right now, youâre judging these changes without playing them against the changes made to other characters. Simply put, we havenât seen the bigger picture yet so hold off on being so negative.
All true. But you seem to be dismissing that this already risky move has just doubled in risk. My point was that there is some safety in guessing when the counter receives 2/3 attack levels. With the new change you HAVE to read their mind.
The really annoying thing will be the attacks that LOOK like theyâre low, when theyâre actually mid, and visa versa.
Sorry, I wasnât ignoring that. Itâs a nerf, for sure. I just took issue with the implications you drew. I suppose if youâre taking it as a given that an attack is coming under certain circumstances (which you canât, but letâs say you do) then theyâre adding a mid/low guess if you go for the parry, which of course makes the parry worse (and encourages your opponent to attack).
I guess itâs up to you to figure out which circumstances are most severely impacted, and decide whether youâve received adequate compensation in the buff department. I suspect there are a lot of situations in neutral where the change just doesnât matter because your opponent canât present a credible low threat, but itâs probably going to be a problem on wakeup when your opponent is standing right over you.
For me personally, it was the go-to counter for enemies that like to meaty me on wakeups. The slow wind-up on standing overheads was usually visible enough to react to.
I know her counter can be really good. But itâs hard to rely on when people are trying to bait you for it because itâs so easy to punish. Itâs already a mental tug-o-war. Making it worse feels unnecessarily harsh.
As you say though, weâll have to see how it measures up with the other changes.