Alright so, I've been meaning to write this since June 17 morning, but the forum was down. Oops.
I'm speaking for myself mostly, but I'm sure lots of others will be able to relate to this. TL;DR at the bottom.
This will be organized in "Major changes" and "minor changes" (or nitpicks). I'll be talking about Blockbusters, BB3s and throw breaks. Although Rift Battles, Ms. Fortune's BB3 (specifically) and special move leveling system need severe changes, I have no ideas on how to fix them, so...
1 - Blockbusters
Basically, my prime problem with all blockbusters is that if the opponent gets ONE frame of 'freedom', they can activate their blockbuster and immediately end with whatever thing the opponent was doing; it's basically a 'get out of jail' free card. Sometimes, an input may drop, not get counted, lag, etc. Dying due to one frame seems very unfair to be honest.
I'd fix it by giving, on blockbusters, 3 (assuming the game is 60FPS) frames of vulnerability before invincibleness kicks in. Very simple, fixes lots of stuff.
2 - Throw Breaks
Major issues
Essentially, throw breaks' windows are extremely lenient. Throw breaks are usually doable when you read that the opponent will use a throw, and immediately get ready to do it. You shouldn't have enough time to be surprised by the opponent's throw, command your fingers to throw break, and actually throw break; that should be way too slow.
Now, you may ask: "Why?" And I reply: In order to make the game more fair to skilled players; as in, it might not be very important currently, when PvP is not yet a thing, but it'll surely be a big thing once it does, because one could surprise their opponent by throwing them, and they'd theoretically be able to get surprised, react to it, and, after the throw break, BB3 the first player. That doesn't sound very nice.
Nitpicks
Whenever I throw break someone, I, in fear of my inputs not working, input it quickly, twice. Almost all times, this means I'll throw break, and then throw them again. If I stop pressing twice, it might not work, and I'd die. So, could y'all make it so buffering a throw out of a throw break is impossible, or at least give it a minor delay? Please?
3 - BB3s
Major changes
Hoo boy. Alright, so. BB3s legit make the game unplayable sometimes, they're so unfair that currently, the only way to tone them down is to make the AI dumb. That doesn't seem very good; just think about when PvPs are a thing.
BB3s generally make the match run on a timer (shorter than the one you see at the top of your screen) because:
. *One gets more BB meter when getting hit, than when getting hurt.
. *They're unblockable, and have infinite range.
. *They're basically an instant KO.
We must take a look at this, because, each one of them, when alone, are perfectly fine. But not all of the three. So to fix this, I'd like if:
. *BB meter when getting hit is equal to the one when getting hurt.
This should make everything more fair; that would also motivate people to use bursts, in order to stop their combo, instead of blockbusters (because they'd, theoretically, be changed, as said above).
. *Actually, keep them unblockable. That's fine.
Now you might ask: "What!? That's unfair!"
And I reply: Yeah, because we could nerf their range instead. I think that 'slightly farther than Parasoul's backdash' would be a good range. Keep their speed. I'll elaborate on the minor stuff (such as Squigly's BB3) on the minor changes section.
Minor changes
You know, during a BB3 wait animation, people's buff/debuff timers, as well as SAs and modifiers, keep running. How about we tweak that? You see, the previous "getting hit meter > hitting meter" was there for a reason. Since we'd like to help the person that is losing, what if:
. *The BB3 activator's buffs keep running (albeit half the speed), but debuffs are frozen.
. *For the BB3 target, the opposite happens. DOOM may or may not get exempt from this.
Also, y'know how there is a time between the moment the BB3 cutscene ends, and the moment the move actually hits? What if the opponent could actually move between that time? The BB3 player is intangible (moves will miss) after the first 3 frames, but maybe they could attempt to dodge it somehow? That would also motivate players to do it closer and/or combo into BB3s, instead of just activating it whenever possible. Just some food for thought.
Remember when I said I would elaborating on Squigly's BB3? So, one might thing that the change could make Squigly's BB3 bad, because it pretty much always triggers the opponent's SAs. Since it's so, hmm, different, how about we give it an increased range? Maybe still not full screen, but still...
TL;DR:
Add 3 frames of vulnerability to the start of all BBs (assuming the game is at 60FPS).
Reduce throw break window.
Make BB3s not have infinite range and reduce meter-when-hit to match meter-when-hitting. Read BB3s' minor changes for more; they're too specific for a TL;DR.
I'm speaking for myself mostly, but I'm sure lots of others will be able to relate to this. TL;DR at the bottom.
This will be organized in "Major changes" and "minor changes" (or nitpicks). I'll be talking about Blockbusters, BB3s and throw breaks. Although Rift Battles, Ms. Fortune's BB3 (specifically) and special move leveling system need severe changes, I have no ideas on how to fix them, so...
1 - Blockbusters
Basically, my prime problem with all blockbusters is that if the opponent gets ONE frame of 'freedom', they can activate their blockbuster and immediately end with whatever thing the opponent was doing; it's basically a 'get out of jail' free card. Sometimes, an input may drop, not get counted, lag, etc. Dying due to one frame seems very unfair to be honest.
I'd fix it by giving, on blockbusters, 3 (assuming the game is 60FPS) frames of vulnerability before invincibleness kicks in. Very simple, fixes lots of stuff.
2 - Throw Breaks
Major issues
Essentially, throw breaks' windows are extremely lenient. Throw breaks are usually doable when you read that the opponent will use a throw, and immediately get ready to do it. You shouldn't have enough time to be surprised by the opponent's throw, command your fingers to throw break, and actually throw break; that should be way too slow.
Now, you may ask: "Why?" And I reply: In order to make the game more fair to skilled players; as in, it might not be very important currently, when PvP is not yet a thing, but it'll surely be a big thing once it does, because one could surprise their opponent by throwing them, and they'd theoretically be able to get surprised, react to it, and, after the throw break, BB3 the first player. That doesn't sound very nice.
Nitpicks
Whenever I throw break someone, I, in fear of my inputs not working, input it quickly, twice. Almost all times, this means I'll throw break, and then throw them again. If I stop pressing twice, it might not work, and I'd die. So, could y'all make it so buffering a throw out of a throw break is impossible, or at least give it a minor delay? Please?
3 - BB3s
Major changes
Hoo boy. Alright, so. BB3s legit make the game unplayable sometimes, they're so unfair that currently, the only way to tone them down is to make the AI dumb. That doesn't seem very good; just think about when PvPs are a thing.
BB3s generally make the match run on a timer (shorter than the one you see at the top of your screen) because:
. *One gets more BB meter when getting hit, than when getting hurt.
. *They're unblockable, and have infinite range.
. *They're basically an instant KO.
We must take a look at this, because, each one of them, when alone, are perfectly fine. But not all of the three. So to fix this, I'd like if:
. *BB meter when getting hit is equal to the one when getting hurt.
This should make everything more fair; that would also motivate people to use bursts, in order to stop their combo, instead of blockbusters (because they'd, theoretically, be changed, as said above).
. *Actually, keep them unblockable. That's fine.
Now you might ask: "What!? That's unfair!"
And I reply: Yeah, because we could nerf their range instead. I think that 'slightly farther than Parasoul's backdash' would be a good range. Keep their speed. I'll elaborate on the minor stuff (such as Squigly's BB3) on the minor changes section.
Minor changes
You know, during a BB3 wait animation, people's buff/debuff timers, as well as SAs and modifiers, keep running. How about we tweak that? You see, the previous "getting hit meter > hitting meter" was there for a reason. Since we'd like to help the person that is losing, what if:
. *The BB3 activator's buffs keep running (albeit half the speed), but debuffs are frozen.
. *For the BB3 target, the opposite happens. DOOM may or may not get exempt from this.
Also, y'know how there is a time between the moment the BB3 cutscene ends, and the moment the move actually hits? What if the opponent could actually move between that time? The BB3 player is intangible (moves will miss) after the first 3 frames, but maybe they could attempt to dodge it somehow? That would also motivate players to do it closer and/or combo into BB3s, instead of just activating it whenever possible. Just some food for thought.
Remember when I said I would elaborating on Squigly's BB3? So, one might thing that the change could make Squigly's BB3 bad, because it pretty much always triggers the opponent's SAs. Since it's so, hmm, different, how about we give it an increased range? Maybe still not full screen, but still...
TL;DR:
Add 3 frames of vulnerability to the start of all BBs (assuming the game is at 60FPS).
Reduce throw break window.
Make BB3s not have infinite range and reduce meter-when-hit to match meter-when-hitting. Read BB3s' minor changes for more; they're too specific for a TL;DR.
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