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I'm interested in seeing what people think the gap between characters is without just saying where they think characters are on a tier list. Hopefully this might be an interesting way of contextualizing it.
Make a list of buffs for a character that you think would make that character the best in the game. This is just a hypothetical and the buffs posted aren't actually being asked for.
me first
Squigly buffs:
Make a list of buffs for a character that you think would make that character the best in the game. This is just a hypothetical and the buffs posted aren't actually being asked for.
me first
Squigly buffs:
This change is mostly for the match up vs zoners where you generally have to pay a significant amount of health in order to get your first charge. Making it a bit faster would probably be enough to fend off any difficulty squig has in the match up. It also means that in match ups where squig is happy to reset to neutral it becomes very hard to rush her down before she has charge again, trying to swing at a squig that's already started charging from half screen or further is currently pretty tough for a decent amount of the cast and 5 less frames would probably be enough to skew some match ups.
Adds ~500 damage to sing daisy combos or can save 50-70 UD on the next reset(medium>heavy>stancel/special). Since squig can get charge back off daisy (easily since it's 5f faster in this hypothetical too) and sing daisy resets drain undizzy she could pretty much just loop into another sing daisy as long as she has meter.
6f characters would essentially be in a low/throw situation since throw now beats any normal they press with SBO already set up for the conversion and jumping to avoid the throw means they can get clipped low. +2 is a big change, making it more plus would obviously make the situation even worse for the opponent but I think it would be unnecessary, even making it -1/+0 so it's always safe on block might be enough to push it over considering squig can pushblock you into SBO if she blocks you but for the purposes of ensuring the changes would make her the best +2 is where I think the cut off is.
This would make divekick better on block in general going from +11 at best to +15 but more importantly it would make them better on block vs opponents in the air. Divekicks from way above your opponent in the air would remain quite negative going from -16~-12 to -12~-8, divekicks from about the same height would become safe from -7~-5 to -3~-1, and divekicks done when squigly is below the opponent in the air would become slightly plus from -3~+0 to +1~+4. Divekick is already a great move and just toning down the weakness it does have would probably push it over the top