This is for the good guys.
Sabotage
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- I think remove Juke/Jive. You're going to have a dodge roll, so those sprites aren't wasted. Juke/Jive have way too much range anyway, it kind of removes Sabotage's identity. It seems supposed to be a guy who if he gets inside and locked in, he's scary, like Dudley. However, Juke/Jive make it way too easy to get inside and makes him too mobile. Yeah, Juke/Jive was going to be removed since everyone's getting a dodge roll.
- I always thought Hammer Time didn't make sense either since there's universal overheads, quite honestly. Seismic Hammer should probably still be his lvl 1 though even if you get rid of hammer time. This was the special I was going to cut, good to hear some reinforcement.
- Even though I can do it easily, I would make Earthquake Test QCB for those who have keyboards. The reason it's RDP is because QCB interferes with the Double German command, which is QCB+P.
- I'm a believer in the idea that if you remove moves, the moves that remain should probably have new properties. I propose that light Earthquake test, or maybe even all of them should launch into the air on hit. This can be annoying if it continues to be blocked low though. If you're interested, we can discuss how it would work. Not sure it needs it, and if it did knock them into the air, it would need to do less damage since there would be juggle follow ups. I've always just thought of Earthquake Test as his version of a projectile.
Snow
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- Not many changes need to be made here, obviously. I will say Senton Splash and Psy-Kick basically have the same function. Psy-Kick should probably have an EX version but I don't know what it would do. I planned on cutting Senton Splash and just making an aerial version of Psy-Kick.
- I like the fact that basic Snow is more of a defensive Guile type and EX Snow is an offensive version. If you have to sacrifice one in the re-design though, try to resist the urge to incorporate some of EX Snow's moves into regular Snow. Yeah, Snow was always meant to be the Guile/Charlie/Ash of the game, so I wouldn't mess with that.
Adamas
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- He doesn't need any changes, even though I hate Fist of Adamas for some reason. Odd, any idea why? Generic? OP? Adamas is kind of meant as the Shoto of the game, having the standard Projectile/AA/Rush Down moveset. I planned on removing his command grab.
Bloodtide
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- Even though she has a good amount of moves, she needs all of them imo, except hurricanrana I guess. If you want to streamline her, get rid of Bloodshot, she has enough range to not need a projectile. That's interesting, my friend also agreed that she would be fine without her projectile. Never really thought about removing it, but if it works, it works.
- I would make it so light/medium Crimson Arrow doesn't knockdown but causes a pretty good amount of hitstun so that when in the middle of a combo or whatever it just resets everything. Look at it like Ken's heavy tatsu in sf4.Good idea.
Det. Laurel
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- Sudden Impact for the same reasons Sabotage doesn't need Hammer Time, but the EX move is useful enough to warrant keeping it.Agreed, plus when I play as DGL, I get a lot of use out of the move.
- I'm starting to disagree with having Hard Boiled only able to be blocked low. It's just a nuisance and unnecessary. You can already land it in combos so might as well make it blocked either way IMO.That's fair, it's already got a lot of advantages.
- No need in having downward gun shots without OTG. Even if it hits low it'll just be punished. Yeah, just gonna have a straight and AA version. If you play the latest version of him in CvTW, I changed the positioning of the gunshot anims as well so he doesn't move so far forward.
Zenith
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- My least favorite character in the game but that's irrelevant. He has so many moves I don't know where to start. You should establish if he's a zoner or a utility character and trim it down based on that. If a zoner, you keep his traps, teleport and scythe attacks and remove most of the dash stuff along with the air kick. If utility, you keep pretty much everything except his teleport and lower his health. That way he is jack of all trades but if you don't play smart you die.If it helps, he's getting all new sprites based off of the Rikimaru sprites I recently made for Roks. This is going to change his moveset a lot, but your feedback helps because I do feel like he has too much going on. I think I'll remove the dash stuff because we already have another character with that gimmick (Ruckus). I'll be posting new movesets for everyone soon, you'll see what I mean.
Wyldestar
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- She doesn't need a projectile. She's already quick and her moves are borderline rushdown by nature. I'd need to give her something to replace it, removing it would only leave her with 3 specials, and while that works for some characters, I don't think that would work with her. maybe change it back to the 'slashes' she originally had (the ones that EX Wyldestar has)?
- All of her Blanka type moves that hit high shouldn't knockback as much on hit. Also Crescent Star Kick should be air-comboable after hit. In combination with the combo system suggested earlier it actually gives her a playstyle beyond meter management and hit-and-run.Noted.
Ruckus
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- Blast Zone. Seriously.Uhh..
- Like, why did he ever need that? He already has command grabs and AAs so it's not like he needed a get off me move. I'm just wondering why you put it in is all. With limited airblocking this move WILL be overpowered too btw.It just seemed to fit his powers, IMO, but I do see what you mean about it being OP with limited air-blocking. I will most likely remove it.
Edit: Here's the bad guys for sake of being a completionist.
Moses Maddigan
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- I know he will have new sprites but in case you wanted to maintain a certain type of playstyle, I'll do this.
- I would pick between Bull Market and Deal Breaker. Yes both have different properties but they are essentially the same move IMO. I would just give Deal Breaker's properties to Bull Market and then just limit it's range.Makes sense.
- I like that he has Ground Floor Shake Up because it gives him something to share with Sabotage, to maintain something of a Yin & Yang relationship. If you follow through with my idea for Earthquake Test, give this move the same properties. You might as well just name this move Earthquake Test too while your at it.All of his moves have business-themed names though, but I will look into changing the properties.
Kane Kelly
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- Since he's weakened, maybe he could do without Entity attacks and whatever super saiyan attack QCB+ P is. Also Jet Black Retreat is overpowered.In what way? It doesn't do damage, so do you mean it's too safe or easy to abuse? Should I remove it or change it in some way?
Vesper
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- LOW HEALTH, though I don't remember if she already has low health, make sure it is. I say this because she super fast and can recover health. Her health is 850 now, Should it be lower?
- Sudden Dawn shouldn't be projectile invincible. It makes sense but a move that fast should be vulnerable because it's an instant punish.Alright, but I'll probably leave the EX version alone as far as that's concerned.
- I would make 30 Days of Night her new level 1 and just remove From Dawn Till Dusk if we're on a 3 super system.Yeah, sounds about right.
Apollo
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- I feel like Apollo's moves don't compliment each other the right way and as a result he can't be the zoner he's supposed to be.
- Thought I can see why you wouldn't, you should just make Proton Blast a full screen projectile. Then just make the beam a EX move because it can be a little OP as a reversal IMO.This makes sense.
- I think you should be able to chain one discombobulator into a Ion Call, that way you can do things like far discombobulator into low ion call and medium discombobulator into medium ion call etc.Sounds good.
- Number crunch isn't needed. Yes it's an instant AA, but Ion Call should be good enough to warrant not having it. I love the move too much though, it's supposed to be his big signature move.
- Since Ion Call is supposed to be easily dispersed by projectiles and attacks, give him less recovery during it so he can do atleast basic projectile keepaway.I gave him so much recovery because before I did, he was unstoppable, calling helpers and then attacking while the helpers were on screen, just dominating. I know that kind of pressure is a legitimate strategy, but it made him a real pain to deal with.
Specialist
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- Ehh.Not sure what this means. His moveset, especially his supers, really needs trimming. I like the mine and it's really the only move like it in the game, unless you count Zenith's caltrops. Guns are also his thing, and the slide is good for mix-ups and pressure. He'll need to drop most of his supers, as I think he was tied with Snow for most in the game.
Exile
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- I really, truly think he's fine the way he is, but maybe he doesn't need as many tools as he has. I don't know. Every fighting game needs these kinds of weird characters. Just like every fighting game needs a Bruce Lee clone *coughvidaelcough*.She's for a different game, but thanks!
Bryne
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- Since he's going to be Obsydian I actually have no idea how he should change. I like the diversity from Bryne to Obsydian so I would try to have things exist as they do currently.He'll probably still have a Bryne mode, like an EX version, since Obsydian is made from the same sprite set with very few additions.
Fray
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- Maybe Energy Grenades should have a horizontal CLSN instead of a vertical now that there's limited airblocking.Not sure what you mean, the clsn boxes are squares.
- I hate her counter. I will leave it at that.She's losing the counters and getting some other changes. I will probably remove Ups and Downs (the revolving kicks) since there's a bit of overlap with Rocks Tonic Juice Magic (the Rekka elbows), or vice versa, and add the Penguin Kick her EX version has.