I’m having fun with Arbiter, he’s a fun character. There are a couple things that I would like to see changed to make him more viable.
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HP should drag the enemy closer. I’ve had times when I hit an opponent at maximum range with Arbiter’s heavy punch, but then the followup back-swing misses entirely. If Arbiter’s HP acted like Hisako’s HP, then it would be a lot more usable.
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Switch his HK anti-airs. Arbiter has two HK anti-airs, HK and HK. His HK is a far-ranged anti-air where he snipes the enemy with his Carbine. His HK is a close-ranged melee that covers his head. But if an enemy is close, then I want to be blocking. I don’t wanna be holding . By switching the direction of Arby’s HK anti-airs, it makes it a lot easier to cover the space above his head.
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Add some hitstop to Arbiter’s parry. Arbiter’s parry is cool, but it is a little hard to use because I can hardly register that my parry was successful before my enemy is hitting me again. Street Fighter III 3rd Strike’s parry had a hitstop. It would make parrying multi-hitting attacks a whole lot easier.