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Author Topic: What if we balanced our own characters?  (Read 5675 times)

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Offline keobas

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Re: What if we balanced our own characters?
« Reply #30 on: September 30, 2011, 02:52:16 pm »
give kira air UB 5B back
also shrink the hurtbox on splash
making 623 series work better as AA would be nice too


IMO what we need is a useful backdash.
THIS!!!!!!!!
 Back dash has very little usage out side of obscure situations.

I play Kamui so this is what I had in mind.

*Give her back 6A and 3a normals from AH2. They were normals Identical to their neutral counterparts but had extended range. I'll  modify them to be cancel able from her 5a,2a, and into her E normals but not B or C.

Rework Koufu (623 a,b,c)
*Koufu active frames to be useful as reversals. (probably comparable to air versions of Koufu)
* Allow Koufu to be command/arcana command cancel able but loses Invincible and time freeze frames on activation.

*Either Change Wazabane to be j.236 or give each corresponding button a different property. (start up, damage, ect)

Revise Kodama
*start up frames in between Habaki A and B version. (Habaki A is 9, Habaki B is 12, so I'm thinking 10/11)
* Kodoma remains active upon release. How ever original rule still applies if Kodoma is interrupted during start up or Kamui is in hit/block stun.

Revise ShiMatsuri   
*Executing Non Critical Heart ShiMatsuri is guarantee on activation, Like her critical heart version.   
*Reduce damage on None Critical Heart ShiMatsuri.
*Reduce Critical Heart ShiMatsuri recovery.

This ins't character related but earth Arcana could be improve on number of things.
* subtract double jump.

Revise Banjyaku
* Banjyaku have Iwado damage reduction/Proration effect.
* Increase Proration on charge Banjyaku

Revised Iwado
*  Canceling out of Iwado start up retains iwado's effects for first 20 frames of any cancel able move.
*  Normal/super Jump cancel able during Iwado.     

 Revise Chireison Ikusabugyou
* Counter hits during Chireison Ikusabugyou are un burst able. ( similar to Kaichimon Counter hit effect)
* Increase Chireison Ikusabugyou EFC recharge rate. (recharge faster)
* Decrease Chireison Ikusabugyou Arcana burst recharge. (recharge slower)

Revise  Kaname Ishi
* Change Kaname Ishi to be 214 E
* Kaname Ishi to cause hard knock down on Grounded targets.

* Change Kaichimon Sakkido to 236236 E
* Change Kaitenpu Mekkijin to 214214 E

 Revise Ootsuchigami Ooharae Kotoba
* Allowing User to delay Ohtsuchi attack duing Ootsuchigami Ooharae Kotoba up to additional 18 frames.
* Ootsuchigami Ooharae Kotoba can be interrupted if user is in hit stun after activation.
*  User can choose Ohtsuchi to appear from right or left side of the screen upon Ootsuchigami Ooharae Kotoba activation*


wow that was mouthful.

Offline Marisa

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Re: What if we balanced our own characters?
« Reply #31 on: September 30, 2011, 10:28:43 pm »
Let me try my hand at this business:
In addition to what Furok said, Lieselotte needs these changes
Elfride needs to have more health, at least triple but really it should be infinite!  It's too easy to kill her right now and it takes a super bar or actually going and picking her up to fix her!

Liese's 623 and 421 series should be invulnerable, I mean, you DO have to input a DP!

The muddle on her command grab should last longer and shuffle the directions every half second.

Elf moves should be able to hit high and low.


I think with these changes Liese would be balanced and the game would be perfect.
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Offline Rei

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Re: What if we balanced our own characters?
« Reply #32 on: September 30, 2011, 10:50:43 pm »
I would give Konoha back her old airdash and about 500 or more damage on BnBs... Now she's a good character.
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Offline BeaTs

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Re: What if we balanced our own characters?
« Reply #33 on: September 30, 2011, 11:44:20 pm »
only thing in recent memory that has annoyed me in the past (though I've just changed my play to avoid it) is when scrubby weisses/akanes/hearts or whoever are in the air mashing and a purposely placed 22X (usualy 22A) which should be hitting them from the top/top-back-ish area but it gets clashed because weiss/akane/heart are stupid and of course I get hit too since I can't clash cancel 22X D:<
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Offline Rei

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Re: What if we balanced our own characters?
« Reply #34 on: October 01, 2011, 08:11:23 am »
Oh yeah, fix those fucking hitboxes so they don't hit behind, that shit is dumb. Heart jumps like mario, but she has a hitbox almost everywhere
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Offline Beatrush

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Re: What if we balanced our own characters?
« Reply #35 on: October 01, 2011, 09:34:35 am »
*her 22X series needs to be invincible, and be easy to combo off of.

I'd be happy if they just make the damn thing useful

Offline Pfhor

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Re: What if we balanced our own characters?
« Reply #36 on: October 03, 2011, 11:35:46 pm »
Clarice:

*5B: Make it 1 hit (with the same amount of active frames), and hit crouchers. This is a really good antiair in theory but when the first hit lands and the second hit whiffs you don't get that counterhit state and tickle hitstun. It's fucking annoying. Also it's her only jump cancelable normal so making it hit crouchers would be great.

*5a/2a: Decrease the recovery, there's really no reason for a bad A attack that can't be chained into itself to have such awful recovery

*Slashes: Bring back EF canceling on whiff. Using EF to make slashes safe sounds like a good trade to me.

*236AB: make it more useful somehow
« Last Edit: October 04, 2011, 12:15:38 am by Pfhor »

Offline SK

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Re: What if we balanced our own characters?
« Reply #37 on: October 04, 2011, 12:06:25 am »
 :words:
This ins't character related but earth Arcana could be improve on number of things.
* subtract double jump.
no fuck you that's a horrible idea
you already lose movement speed on top of not getting animation speed boosts during EF, it doesn't need yet another handicap
this would also completely destroy combos and damage output
Quote
Revise Banjyaku
* Banjyaku have Iwado damage reduction/Proration effect.
* Increase Proration on charge Banjyaku
Interesting, but you hardly guardpoint enough moves during it to make it worthwhile.
Quote
Revised Iwado
*  Canceling out of Iwado start up retains iwado's effects for first 20 frames of any cancel able move.
*  Normal/super Jump cancel able during Iwado.     
which effects? the guard point? that would be broken as 80% of the good moves in this game come out in under 20 frames
the prorate? more often than not if you cancel the dash you're either hitting with your move, or getting CH out of it. call it "risk/reward"
as for jumping, that would require a change to the ground homing system
Quote
Revise Chireison Ikusabugyou
* Counter hits during Chireison Ikusabugyou are un burst able. ( similar to Kaichimon Counter hit effect)
* Increase Chireison Ikusabugyou EFC recharge rate. (recharge faster)
* Decrease Chireison Ikusabugyou Arcana burst recharge. (recharge slower)
it doesn't need to have a worse burst recharge, have you looked at the stats? try and justify a burst recovery nerf when it's tied for 3rd worst.
of all the arcana in the bottom 3 burst recharge ranks this one has the least justification for its rating
the CH thing is kinda interesting but really it should be a regular passive considering how much normal combos get fucked up because of the 6D and EF mods
I agree with EFC
Quote
Revise  Kaname Ishi
* Change Kaname Ishi to be 214 E
* Kaname Ishi to cause hard knock down on Grounded targets.
command change is welcome
I disagree with hard knockdown, ground bounce is better, at least you can freely combo off of it then
hard knockdown off air hit is fine tho
Quote
* Change Kaichimon Sakkido to 236236 E
* Change Kaitenpu Mekkijin to 214214 E
leave superpunch as 641236, but stomp becoming 214214 is fine
Quote
Revise Ootsuchigami Ooharae Kotoba
* Allowing User to delay Ohtsuchi attack duing Ootsuchigami Ooharae Kotoba up to additional 18 frames.
* Ootsuchigami Ooharae Kotoba can be interrupted if user is in hit stun after activation.
*  User can choose Ohtsuchi to appear from right or left side of the screen upon Ootsuchigami Ooharae Kotoba activation*
1- delaying this move won't make it much better
2- getting hit out of it won't matter because of WHERE it punches. More often than not just blocking is more than enough to keep out of trouble.
3- this might be worthwhile, but I'd prefer a larger hitbox instead.

Offline SK

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Re: What if we balanced our own characters?
« Reply #38 on: October 04, 2011, 12:07:23 am »
back on the kira tip

give 5B absolute guard point on top of it being air UB again
I want people to actually be scared to press buttons

Offline woof

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Re: What if we balanced our own characters?
« Reply #39 on: October 04, 2011, 12:16:33 am »
when will fubar dump ah2

if i buy ah2 who do i have to mail it to to crack it fo rme
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Offline keobas

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Re: What if we balanced our own characters?
« Reply #40 on: October 06, 2011, 09:00:10 am »
While all in good fun, I did consider these reasonable changes for earth arcana. For starters I see earth most effectively played while being grounded. Also Earth does not seem to help with combos at all, I've always found earth usage for set ups, I made the recommendation with this in mind.

Offline Rei

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Re: What if we balanced our own characters?
« Reply #41 on: October 07, 2011, 01:46:33 pm »
Earth is fine as it is...
J6C
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Offline eirei

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Re: What if we balanced our own characters?
« Reply #42 on: October 07, 2011, 01:47:25 pm »
Earth is cheap

Offline ShinsoBEAM

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Re: What if we balanced our own characters?
« Reply #43 on: October 07, 2011, 04:03:44 pm »
Main:  :akane: (time)  Secondary: :zenia: (dark)

Offline tigre

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Re: What if we balanced our own characters?
« Reply #44 on: October 07, 2011, 09:34:36 pm »
Break Elsas kneecaps.

if i buy ah2 who do i have to mail it to to crack it fo rme
Find me a copy of ah2, i'm serious. i want that damn kit
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