Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Kaoru, the Wild Fire
Suggestions
So there's a lot of buffs this character needs. Here are some of my suggestions

Starting with Attacks
1: Make Ichimonji 9 frames instead of 10. It doesn't do anything particularly strong, it has very similar coverage to Vertical Slash from Cowboy. And while it does have more range it's not so overpowered that it deserves to be 10 frames

2: Guilltine's left and right options should have more range for a 12 frame options. It feels kinda bad to use

3: Ichimonji double shouldn't force you to move as far as it does. It's hard to combo into itself and it being a guard break does little to actually make it useful, especially because any attack afterwards means that you don't get the opportunity to guard break with it

Next Specials
1: Firebreath, I feel should be 8 frames to compete with the other melee options since you're in that kind of threat range. If not then I'd like to see this become a guard break with more frames added to balance it out, and in this case I'm thinking making it 12 frames (Drop Kick has 11 Frames, Stomp has 12, Stinger is 11 frames, Impale is 13, both Overhead Claw and Sneak Attack are 12 frames)

2: Spirit Fire does minuscule damage, no knockback, not even putting the opponent at a disadvantage with frames. I legitimately would not use this move unless it was way, way faster. Like 4 or 5 frame move kind of deal, I do think it's that weak. Alternatively, we can make it an 8 frame move that sets the enemy on fire with a DoT unless blocked, and make the DoT stronger if it passes through a Pulse.

3: Similar to Spirit Fire, I think Raining Fire is terrible. But, what I think would help fix this move is if you made it so ground fire forms underneath it similar to how rain makes the ground wet. This would feel more satisfying, make it more cool, and give it some form of area denial without stopping the opponent entirely

4: Firefly is neat conceptually, but I think it should come out a bit faster since it does need another move to trigger it.

Movement: Why, can I only walk forward after hitting Ichimonji? There is zero reason to be doing that especially since almost all and feels horrendous to play because of it

Now let's get to arials. With attack, I think the current list here is amazing, but the one thing I would add is a downward attacking move when you have no air options left. Other than that I think the list is perfect

Now Arial specials on the other hand, I have one major complaint I think that should be addressed: meteor Crash just sucks, it has horrible recovery frames, it's AoE hitbox is miserable, and it's damage is pathetic, and the slider range on it absolutely sucks. I don't mind it being a 12 frame move, I really don't, but it needs to be worthwhile to use. As a comparison Robot has the move Crash, which allows Robot to fast fall and upon landing, creates a huge AoE shockwave that travels the ground with massive coverage and hitstun; this move is 4 frames so please, please fix Meteor Crash, it's just garbage the way it is right now for a 12 frame move with little reward.

This is my list of character changes I would like to see. And I know some may come out harsh but I REALLY enjoy the concept of this character, and it's something I always wanted. And with these changes/additions I feel like she'd be able to compete with the base game characters
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Showing 1-1 of 1 comments
Trinity  [developer] 9 Aug @ 12:27pm 
- Ichimonji has armor and projectile immunity, and is +2 on block. Not changing. It's already an amazingly ignorant button due to this and the slider makes it also cover good distance.
- Guillotine is +3 on block, but changing the forwards movement a lil bit might be reasonable enough
- Tbh I never touched Ichi double cuz it I didnt know what I wanted to do with it. Felt too delicate to do much with (as in nerfs would kill the move, buffs would make the move obscene). Also self interrupt combos are boring.

- Fire Breath does amazing chip damage and in tandem with her other attacks absolutely doesn't need to be f8.
- This seems like a fair change. Might decrease the ready timing as well tbh.
- Raining Fire does good chip damage. In a short blockstring, it adds bonkers damage to any blockstring.
- Fire Fly wasn't meant to be used as an immediate projectile, along with the ideal sequence being Flamewave > Pulse > Fire Fly

- Bug most likely. I'll talk to Grapes on this end.

- Downwards moving aerial options are usually a commit (unless you're cowboy LMAO D. Cleave has no landing lag), so I'm not gonna even consider one

- Meteor Crash is fine. Hits OTG and you can follow up with a non FC flame breath for a good oki starter. Doesn't need a lot more. Also why the actual hell are you comparing Meteor Crash to Robot Crash????? They have crash in the name but not only does Robot function fundamentally different to Kaoru, Robot Crash has always been seen as one of the best aerials in the entirety of vanilla because it's so fast. Kaoru having a faster Meteor crash is not happening.

I appreciate the feedback tho, a good chunk of these seem at least sorta reasonable and I can genuinely follow the logic on a few of these, even if I don't agree with most of them. I will likely however see if I can make the opponent gain less super meter on blocking some of Kaoru's projectiles to make Push Block less of a counter (not by much, as it has always *been* the intended primary method to counter Kaoru's blockstrings)
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