Season 3 Rebalance Patch Notes

[*] 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

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Why? I main Glacius, so don’t get me wrong, I’m 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 don’t 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.

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Just throwin some feedback at ya, IG, but is there any way that Sabrewulf’s new Diving Slash could be touched up a bit?

I love what the move does, so I think it’s 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 “special move” feeling and less of a sort of “glide to the ground with arm out” look that it currently has.

It’s 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. I’m not saying he needs to have that exact damage output on instinct, but give him something else to do if you’re 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. I’m not saying it even has to be a gigantic amount and I’m certainly not married to the idea that Sabrewulf has to have bats because he had them twenty years ago, I’m just throwing out something that could give players of all skill levels something fun and tangible for his instinct, cuz feral cancels aren’t exactly noob friendly and chip damage doesn’t really get the needle moving excitement-wise.

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God, I love nerfs.

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You’re not usually so subjective with your posts.

Personally as a Fulgore main I don’t think he’s definitively the best the game right now. I’d be curious as to why you are so confident in saying this. I certainly think he’s good. Statistically speaking I think it remains to be seen that he’s the best, I certainly haven’t seen it in tournament results.

Whether or not these changes make him stronger or weaker I don’t know yet, I guess we’ll see.

What I can say is that I’m 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 I’m 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.

He’s made fair by the fact that he is very difficult to play at a high level, which is why the tournament results aren’t always there. But in terms of toolset, I don’t think there’s any doubt he’s the best. In Street Fighter games, this character would have Seth-like health to balance out how good he is at everything. In KI, he’s balanced by not always having meter, but it just kind of slows him down a bit, it doesn’t 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.

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SABREWULF CHANGES


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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. I’d actually tend to agree that he didn’t get all that much for S3 - but he didn’t really need anything either.

Wulf’s 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 I’ll give you all is that at low level, feral cancel probably isn’t 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, you’re 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, Wulf’s 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 doesn’t actually have to have a bunch of special properties to be very useful or good. The “only” thing Sadira’s instinct does is let her drop a web and do jump cancels (the latter of which is not useful at low level). The “only” thing Maya’s instinct does is return her daggers to her. The “only” thing Fulgore’s instinct does is spin his reactor up to max. Thunder “just” gets an invincible dash-through. An instinct doesn’t have to be some overpowered tool that guarantees a lifebar.

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I think that Dive punch is really gonna make a big difference for wolf tbh.


what?

What do you want from barrage? Currently it’s easily the best combo trait in the game, but somehow I don’t think that’s what you’re 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 Hisako’s is usually in predicting an attack before you see it, and countering accordingly, which – no matter how we sugarcoat it – always involved some amount of guesswork or luck. That doesn’t 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 they’re completely retooling lighting and graphical settings. While it comes with all of the changes to the characters and such, it’s going to be a while before the rest of the game is ready.

It’s a great combo trait, I just don’t like that it locks me in to doing it if I press the wrong button.

I know, I know. Don’t mash buttons. I don’t. Really. I try to fight deliberately, yet it still happens every now and then. Every so often and hey, nobody’s perfect. Every other character can forgive this, but not TJ.

I’m not salty about it, even if it sounds like I am. I’d just like it if they took another crack at it. They’re not going to though, so it’s cool. He’s still a great character regardless.

I’m 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 it’s so good? :wink: 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 didn’t 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, you’re judging these changes without playing them against the changes made to other characters. Simply put, we haven’t seen the bigger picture yet so hold off on being so negative.

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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 they’re low, when they’re actually mid, and visa versa.

Sorry, I wasn’t ignoring that. It’s a nerf, for sure. I just took issue with the implications you drew. I suppose if you’re taking it as a given that an attack is coming under certain circumstances (which you can’t, but let’s say you do) then they’re 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 it’s up to you to figure out which circumstances are most severely impacted, and decide whether you’ve received adequate compensation in the buff department. I suspect there are a lot of situations in neutral where the change just doesn’t matter because your opponent can’t present a credible low threat, but it’s 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 it’s hard to rely on when people are trying to bait you for it because it’s so easy to punish. It’s already a mental tug-o-war. Making it worse feels unnecessarily harsh.

As you say though, we’ll have to see how it measures up with the other changes.