u/Realistic-Block-312

This guy deserves to be buffed this month

This guy deserves to be buffed this month

The first Power Ranger original monster deserves more recognition; it only needs a few adjustments to be better:

-Normal Strike should elevate the character in the first two hits to avoid dropping the opponent.

-Normal Breaker should change its effect on airborne opponents to either be the same as grounded opponents or push them far. Increase start up speed.

-Faster recovery on a succesful counter with the Shield special.

-Special Breaker have increased start up slightly.

-Assist: Either decrease the cost to 3 or change the hitbox to be a hit instead of being a projectile since its range is short anyway. It's just a much worse version of Psycho Pink's and Ransik's assist. They could also change the effect to something like stun instead of a launcher.

u/Realistic-Block-312 — 9 days ago

Gemma buff suggestions

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Normals

-Cyclone: Make the initial spins faster and change the hitbox so that she doesn't drop the character in *that* part. Make the character travel further before the first hit.

-Direct Aim: Make it so you can dash cancel after the first hit, increase the range a little. Increase damage on the last hit.

Specials

-Projectile strike is faster on startup, faster recovery and costs 2. Decrease damage.

-Breaker is faster on startup, can hit airborne opponents consistently, the first hit can be skipped with dash cancel before the first hit comes out and costs 4. Slightly less base damage and a bit less freezing time.

Assist: Faster startup, faster recovery after the hit (with both dash cancel and cards), change the hitbox effect to knockback (sends the victim to its corner), increase the damage and add an explosion visual effect.

Note: This assist was a much worse version of Psycho Pink, Daggeron and Ransik, so I couldn't think of anything better than to make it a finisher move instead of a link

Additionally, if Gem eventually makes it into the game, make her have a symbiotic gimmick with him ala Gia-Emma or Daggeron-Madison

u/Realistic-Block-312 — 1 month ago

Can't even punish right

Such a weird interaction. DS Kim really needs a buff. High costs, mostly projectile based and only activates her super once she takes enough damage (when it is no longer relevant and can't even do a comeback).

u/Realistic-Block-312 — 1 month ago

Gemma needs a buff and Sentry needs a real nerf

I wasted all of my energy trying to be pro active and still wasn't enough

u/Realistic-Block-312 — 2 months ago

Do you think they will buff them?

Ziggy:

-Normal breaker too slow

-Normal strike has slow start up

-Special breaker can miss a hit if the opponent is airborne

-Can't be pro-active since all of his moves depend on the shield attack (counter).

Gema:

-Normal strike drops the character during juggle with small window to block it despite succesfully landing it

-Breaker usually doesn't even work if opponent is airborne

-She has too many strike attacks and only one of them (the projectile) is barely decent

-Her assist, which is slow and a projectile, doesn't allow to cancel with dash after the attack, only allows for another card follow-up

u/Realistic-Block-312 — 2 months ago

What was the point in doing that

This game buffed Lord Drakkon twice in a short amount of time and this guy didn't get the memo

u/Realistic-Block-312 — 2 months ago

I love Chun-Li

But you can tell the Street Fighter characters were designed for another time because they are not only outdated, but also seem bad on purpose. I still like to make them work on challenge events since I don't have them

u/Realistic-Block-312 — 2 months ago

Steel Balance Changes Suggestions

Because he's insanely broken *once you get caught in the loop*, but also suffers from some issues, this list pretends to both nerf and buff Steel in different aspects:

Abilities:

-Normal Shield: Increase the cost to 3, make it cancellable before the slash; and have a V2 form that activates as a counter, making it unblockable post first hit only through this method (similar to Madison's shield attack).

-Normal Strike: Make the second hit come out faster.

-Special Strike: make it cancellable before the first hit.

-Special Breaker: Make Steel be considered airborne upon jumping so he can be juggled. Deal slightly more damage.

Super:

-Deals much more damage.

-Make the bar charge faster.

-Steel can no longer recharge upon activation (cooldown starts), and just gains 1 point of energy by default once activated.

-Make the extra attacks be consumed once used (cancelling before the shots come out by either dashing or using a card out doesn't consume the super, which is how you get to level 2 and the reason why the bar now charges faster and deal more damage).

Assist:

-Make it cancellable and the last hit lifts the victim upwards.

My mision was to make Steel be less punishable with blocks (its biggest enemy), but also get rid of the elephant in the room which are his insane, virtually infinite loops.

What do you think?

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u/Realistic-Block-312 — 2 months ago

TOD with Steel on Challenge

The damage scaling in this mode can be awkward at times because there is no extra life or armor talents, making characters with long combos or energy recharge deal more damage per combo than characters that hit hard but can only perform like three moves per combo

u/Realistic-Block-312 — 2 months ago

Because I know the devs lurk around here: Goldar buff suggestions!

I don't think he needs an entire rework but rather a bunch of adjustments:

-Make him be able to act faster after forward dash or increase his travel distance.

-Either reduce the size of his hurtbox or make him travel further when backdashing.

-His normal Strike should allow him to act faster after the last hit via Dash Cancel.

-His normal Breaker should have better ranger, be slightly faster and let him cancel before the attack.

-His special Breaker should have superarmor when he jumps and his hurtbox should be slightly smaller; also let him Dash Cancel a few frames faster after the hit.

-His special Strike should push him forward before the hit for better range, since he "jumps" but doesn't travel any distance, and allow him to move after the hit is done because when you use this move as a finisher (in the last moments of cooldown), he recharges energy while still lying on the floor, unable to move immediately; the only one that needs reworked. Alternatively, he could also make the character bounce off the wall ala Katie's moves or Javi's assist.

-Goldar assist: Reduce the cost to 5, Superarmor on the very first frames, travel slightly faster and maybe change the animation (he looks goofy); maybe that one animation from his megazord counterpart where he flies and tackles could be recycled.

-Optional: Increase the percentage of his Armor talents, because I feel he is too vulnerable for a slow, heavy hitter (but I don't think they ever buff or nerf talents, do they?).

Goldar is my main and I've been waiting for his buffs. He is pretty outdated and I am defenseless against characters that have better ranger and avoid my attacks by travelling almost half the screen

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u/Realistic-Block-312 — 2 months ago

Does Goldar have invincibility? Help me find out

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Many months ago I was playing with Goldar, my main, when I noticed that his special breaker turned him green when in front of an attack, which I found odd since this attack is extremely easy to interrupt and despite making Goldar jump, his hurtbox counts as grounded. He can apparently be interrupted at any time when using this stomp attack, or that's what I thought: I am not really sure how this happened, but he seems to have invincibility frames when "airborne" (again, he is actually grounded), which could come in handy for me, but it is probably the most difficult interaction to pull off. I have this idea that it might have those invincibility frames only at the peak of the jump, but because I couldn't replicate this interaction anymore, I am begging for help to see if you can find it. The training mode is not that helpful, but I would like for someone to get it on video

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u/Realistic-Block-312 — 2 months ago