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Offline Imma beat my meat while I'm locked up

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What if we balanced our own characters?
« on: September 26, 2011, 07:53:46 pm »
Heres my personal changelist for AH3 Yoriko and any future versions of the character, I'm gonna list things I think would make the character more fun without completely borking her balance

-Revert towers back to AH2 Vanilla versions
          AH2 towers were really fun for how fast they were on startup and recovery, so I think this change would definitely bring a good amount of fun factor back in. They'd be way too strong if they were just ported straight over though, so we'd make them scale really hard(damagewise) or have very low hitstun. That means she won't get big combos off of them, but the risk/reward is so much better incase you whiff a tower with a mauler flying full speed towards you

-Bring kara-cancel pented DP from AH2 back
          In AH2, Yoriko had the ability to kara-cancel her DP into a 236a rush while in pent mode. This was pretty cool because what you pretty much got was a TK rush, which on its own sounds w/e since TK rush isn't overhead anyways(her only overhead rush is the B version). Why was this cool? In pent mode, Yoriko can chain her rushes together as long as she already didn't use that move once already. So for example, she could do 236a > 236c > j.236a > j.236c in a combo or blockstring and it'd work, since ground and air versions count as different moves. With the kara-cancel DP back, Yoriko could once again do 236a > 236c~a which basically looks like two horizontal rushes that execute one after another. This isn't really good for combos since her rushes launch the opponent, but its very good for blockstring pressuring and allows for way more mixup options

(No, she couldn't kara-dp into overhead rush)

-Make 6B air-unblockable again
          I'm not really sure why they made this blockable, especially in AH3 where everyone and their mom would rather fight in the air and walltech is free, but as of right now its pretty useless. It -kinda- helps with zoning? I can't really tell you how to properly use this move if its not air-ub and the opponent can block while homing in the air, you just stick it out and hope that whatever you followup with hits them lol

-Superpent should renew the pent meter
          I don't think many people know how Yoriko's pent meter works in full detail, which is fine since its enough to know to run if you see the gauge. In AH1, Yoriko had no superpent and her pentgauge didn't last very long upon activation(the same length as AH3 triangle pent gauge). This was fine though since she could replenish her pent gauge if she completed another pent motion while in pent mode, something she cannot do in AH2 or AH3. Generally this is O.K. since in AH2 she had the retarded timefreeze and extended pent gauge for super, and in 3 she gets the extended gauge if she does the normal motion(along with the option of AH1 gauge for triangle penting). I think by allowing her to replenish pentgauge if she completes a superpent while pented, the results of an AH3 Yoriko match would be a little less random. It's much more obvious in AH3 how much Yoriko can struggle in a match without pentmode, and having to wait to repent rather than doing it as soon as you can ends up being a common problem in a game with free homing

-j.214x an overhead again
          I don't care if they make it overhead only in pentmode or w/e, this was super fun to mess with when you could get a full combo from it(AH1 into flamethrower super, land combo), or even more than just damage(AH2 into superpent lol). Shes fine without it, but its one of those things that'd be more fun to have access to. Possibly make it overhead only when you -aren't- pented? :toot:

---

Anyways theres probably way more stuff I could add to this, along with things people probably think should get nerfed which is fine IMO. I'd just rather they make a midtier character with really fun tools rather than a midtier borefest char that relies off 1 core thing(did they get hit by one of my rushes? No? Run it back!) in their gameplan

Offline Gravelneed

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Re: What if we balanced our own characters?
« Reply #1 on: September 26, 2011, 08:05:38 pm »
Wow. I didn't think you would make the thread. lol 

Yoriko - Everything that was said above. I also miss 1C as well.
Dorothy - Make 4-Of-A-Kind 10s stronger or be air unblockable or something. That's pretty much it
« Last Edit: September 26, 2011, 08:10:20 pm by Gravelneed »
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Offline BeaTs

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Re: What if we balanced our own characters?
« Reply #2 on: September 26, 2011, 08:13:23 pm »
honestly don't feel like yoriko needs much but 1C and AH2 freeze pent are things I def. would like to try out.
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Offline SK

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Re: What if we balanced our own characters?
« Reply #3 on: September 27, 2011, 01:51:34 am »
give kira air UB 5B back
also shrink the hurtbox on splash
making 623 series work better as AA would be nice too

Offline woof

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Re: What if we balanced our own characters?
« Reply #4 on: September 27, 2011, 02:21:14 am »
i hate ah3 fiona so much

give her 4C back

give petra her old j.C back

fuck up her meter gain

get rid of all her supers except for superkick

give her holhorse slow bullet super

i dont play scarlet but i would really like it if scarlet was redesigned into the first real fireball char in arcana

edit: im not done

edit 2: i dont like this thread bc it make me realize that i dont really like ah3 at all i just like playing my characters

edit 3: i got rid of stuff htats not relative to characters, I didnt actually read this thread
« Last Edit: September 27, 2011, 02:54:46 am by woof »
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Offline orka

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Re: What if we balanced our own characters?
« Reply #5 on: September 27, 2011, 05:34:12 am »
Bigger boobs

Offline tigre

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Re: What if we balanced our own characters?
« Reply #6 on: September 27, 2011, 09:56:32 am »
Make Dorothy 6 feet tall so my fucking combos work on her.
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Offline Tempered

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Re: What if we balanced our own characters?
« Reply #7 on: September 27, 2011, 10:27:09 am »
Elsa uses the long end of her cross. Also no cool down on communio just because.

Offline Greats

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Re: What if we balanced our own characters?
« Reply #8 on: September 27, 2011, 12:20:43 pm »
This thread is stupid, but here.

*Nazuna is perfect
*But really 623C is ass, make it startup faster after the invul ends

*I would give Dorothy a 6C where she flips a card up a bit differently from 3C where it works as an indirect projectile anti air (Cover a significant weakness in her game without giving her a godlike anti air, a more passive one suits a part of her playstyle that doesn't work very well in AH3 atm)
*Bigger 5E/2E more similar to the charged versions, then make the charged 5E move forward more

*Shrink Akane j.B vertical hitbox (where it's bigger near the foot), remove startup clash, and make it 9F startup from 7
*Reduce active frames on j.A
*Improve upwards portion of hitbox on j.C
*Reduce active frames of 2A to 2-3 frames from 5
*Remove 2B AUB property

*Reduce charge time on Konoha's [2]8AB grab
*Allow her to turn around while burrowed (22S)
*Increase the window on the 6C kara from 2 frames to 4
*Increase untechable time on 4A so that 623B~C HC6 5A 4A 2C enders become more viable later in combos
*Decrease speed of 4A, but give it a better deflect box.
*3B input changed to 4B (any konoha player should understand this one)

*Zenias 6B and j.6B, and 5E should all deflect
*EF XH guard crash on first hit instead of second
*[2]8A some upper body inv, [2]8B slower than it is currently, but also upper body inv and AUB
*623x longer reaching hitbox
*Startup clash removed from 5B, but 5F of clash on 6B startup from 3 (5B anti air is pretty autopilot in some matchups, with 5B 5A option select)

*Saki divekicks changed so that when they clash their attack boxes are gone for a significant period of time similar to Konoha's air kunai
*2E usefulness as an anti-air improved, 5E bigger deflect box
« Last Edit: September 27, 2011, 12:28:15 pm by Greats »
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Offline ShinsoBEAM

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Re: What if we balanced our own characters?
« Reply #9 on: September 27, 2011, 09:27:50 pm »
*Shrink Akane j.B vertical hitbox (where it's bigger near the foot), remove startup clash, and make it 9F startup from 7
*Reduce active frames on j.A
*Improve upwards portion of hitbox on j.C
*Reduce active frames of 2A to 2-3 frames from 5
*Remove 2B AUB property

*j.B starts up in 5frames now making it 1 frame faster then her j.A
*make it 7 frames startup and make j.B a bit bigger near the butt everything else pretty much
*2B being AUB is still comedy to me.
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Offline ehrik

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Re: What if we balanced our own characters?
« Reply #10 on: September 27, 2011, 10:13:09 pm »
Make heart intelligent
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Offline Bunnies From Hell

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Re: What if we balanced our own characters?
« Reply #11 on: September 27, 2011, 10:55:14 pm »
If I were able to change anything Nazuna's got already, it would be largely oriented around making her less useful moves more useful, for example bees. Faster/safer startup, better hitbox, more hitstun allowing the risk to actually pay off ever, I don't know, bees just doesn't feel like it's really a good move almost ever even when you know they'll be trying to go through the area bees cover, you'd just do 421C instead and can much more easily confirm 421C into a combo than bees. Maybe more bees summoned on the super version would be nice too, up to 6 or 8 from 4? I sometimes try to throw that super for the purpose of keeping an opponent who likes to fly around grounded, and it just doesn't even cut it for that.

I'd personally like more mixup options solely because it feels like any other character (except maybe Scharl, who is a whole different problem) who can zone in AH3 outdoes her in regards to mixups even once she's got animal friends set up. I've joked before about balancing a Nazuna overhead with spirit meter like EVERYTHING ELSE, so she could summon an elephant or something and it just stomps your head. I wouldn't mind having something like that. Giving her a move similar in function to Liese 6C (overhead that knocks down) might not be so bad, it just feels like she needs SOMETHING in comparison to everyone else who's got wacky guardcrushes and huge chip damage lockdowns and spammable overheads (that do huge chip damage) and the like. She needs to get started while they either don't or have better ways to do so, but even when she gets started it just doesn't feel like you're getting as much out of it as they are.

Also it's a minor complaint but make the input on replenishing spirit meter something else, seriously, why can't it be 28A+B (and not a super of course) so that I don't ever get it on accident, why does it have to be the same input as superjumping into an early normal on a character with really slow air normals? Sometimes I just want to superjump straight up into immediate j.C but I hurt myself and get whiff punished for what's left of my life instead.

Needless to say I should not be in charge of balancing this game because this is the honest answer with thought put into it and not just a troll answer. :V TO BE A LITTLE MORE FAIR if a full revision happened and the other zoners took a hit, I wouldn't mind Nazuna's relative lack of mixup, it's just that by comparison AS THEY ARE NOW I can't understand how Nazuna is supposed to stand on the same level.
« Last Edit: September 27, 2011, 10:57:00 pm by Bunnies From Hell »

Offline Legendary Blue Shirt

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Re: What if we balanced our own characters?
« Reply #12 on: September 27, 2011, 11:09:34 pm »
give kira air UB 5B back
also shrink the hurtbox on splash
making 623 series work better as AA would be nice too
Whoa whoa whoa let's not reinstate the KKK ok

IMO what we need is a useful backdash.

Offline Master Chibi

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Re: What if we balanced our own characters?
« Reply #13 on: September 27, 2011, 11:40:45 pm »
Yeah give Fiona her old 4c back.

And make ex-excalibur unblockable and do 50% because fuck you.
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Offline Momochiba

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Re: What if we balanced our own characters?
« Reply #14 on: September 28, 2011, 12:29:41 am »
Ok I gotta play AHF! again cause I totally don't remember what Yoriko 1C and Fiona 4C look like

If I balanced my old main, Lilica, in AH3:

- Take away her new 236 and give her old 236/214 back
- Flash Step cancel added; ability to do Flash Step corner loop/midscreen confirms
- 236B 236C aka Heel Kick loop added
- Make her fun again by adding these things
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