Why Saitama is balanced
This subreddit is notorious for calling saitama too unbalanced and unskilled. Although I disagree, I will not argue the skill ceiling of the character in this post, instead I will be trying to disprove arguments that say Saitama is too overpowered.
Saitama
I'll start off with Strongest Hero. Here are the main arguments that are used to say saitama is too OP
- 55.5%-62.4% true combo
- Normal punch does too much damage (31%)
- Ult is unfair
- The range is there to compare 2m1, 2, m1, 1 and 1 m1, 3, m1, 2, m1, 1. The latter is not always consistent due to ping issues, but to keep things simple, lets suppose it does. 62.4% for a true combo may seem like a lot, but it really isn't for 2 main reasons. First, landing a normal punch guarantees that you won't be able to continue your combo afterwards, and your opponent doesn't even need to use their ragdoll. By the time the next m1 lands, your opponent would've healed a decent amount of hp, and the only move that does significant damage would be uppercut (which can easily be escaped with ragdoll).
If you still don't care and think the damage is too much, here are other combos that do similar amounts of damage and are also true:
Blade master: 3m1, quick slice flick, 3m1, atoms cleave (55.6)
(Although you may not think this is true, it is. All you have to do is flick your mouse so that your body is in m1 distance of your opponent. Sure, in certain ping situations it may be countered, but then the 62.4 saitama combo would also be nullified)
Tech prodigy: 3m1, twin burst true extender tech, 3m1, trinity tear (also 55.6)
Mind you, for both of these combos the opponent is forced to use evasive to prevent further damage.
Normal punch does 31% which I believe is the second highest damage for a base move in the game; however, it has the major flaw of not requiring ragdoll to escape. For example, compare it to pinpoint cut. Normal punch will do 31% and that's it, not to mention that it can't even be hit when the opponent is on the ground. Pinpoint cut does 15% damage; however, it is a combo extender that either forces out ragdoll, or causes the player to take a full m1 chain and then another move, which is much more damage than 31%.
Saitama ult may look amazing at first, until you realize 3 of the moves do the same thing... Sure saitama ult can be really good in a private server, but in duels or 1v1s, it is highly ineffective. The entire idea is that if you can waste your opponent's ragdoll, and then land an m1 chain, you win (true table flip is highly unreliable so it can be disregarded). The only other move that is useful is death counter, but there are 2 flaws to this, too. First, in the majority of battles the game will be ult vs ult, and many ults have a non-counterable move. Some examples being final hunt, speedblitz dropkick, death blow, last hit of brutal beatdown, all of the awakening aoes. Most importantly, saitama can not heal after popping ult. This means that 1 unlucky hit, such as sunset or strength difference could cause a lot of damage or even death.