Attack Changes (upper stance swap [Part 1])

edited November 2017 in Suggestions?
As of right now there are some attacks that are just flat out better than others. I'm going to go through the list comparing them, and explain why I think they need to be buffed/nerfed. I will suggest changes to make weaker attacks in line with stronger ones, or make attacks that are clearly way too versitile more situational.

First up on the list is 6 Moves that swap the stance left to right (in upper left stance) or right to left (in upper right stance). I believe this is where many quick openers that are commonly used exist, and where attacks are most unbalanced.

Calbot - This is fine except for the lack of a satisfying smack sound upon contact.


Light Jumped Kick - Not only does it come out faster than alternatives such as Drunken Stomp, Tripped Kick, Straight Punch, and Curled Up Uppercut, but it also hits mid (so does Curled Up Uppercut, but it's way slower and has no avoid property). In addition, it has the ability to dodge low attacks (that's arguably the quickest in the game). Due to its speed, mid direction, and jump, it's by far the best opening "jab" in its category (and one of the best openers in the game). It can counter any sweep due to hitting mid and jumping near instantly (avoiding the attack and immediately punishing). The only downside is the low damage, but it's not much lower than other jabs of similar speed; its versatility allows it to make up for the low damage easily by how often one can hit their opponent with it (out of guard or as an initiator).

To put it in line with other attacks, while also keeping its core design in tact, I propose 4 changes (all of which depend on each other):
1.) Instead of hitting mid, it should hit low. This way it would have the sole purpose of countering low hitting attacks such as sweeps, but be countered by moves that jump and hit high/mid like Scissor Kick/Illusion Twist Kick. This would make it a low avoid, low hit counterpart to tripped kick (high avoid low hit), as opposed to an all non side dodge attack counter/opener.

2.) Increase its damage to about the same as the current Tripped Kick. With the decrease in versatility, the likely hood of it landing a hit will be notably reduced. As such, the reward for it should increase. Due to the lower range, inability to hit side dodges, and slightly quicker dodge affect's initiation, having the same damage is completely fair.

3.) Decrease attack speed to the same as Tripped Kick. Again, due to the aforementioned defensive perk (quicker dodge initiation) and offensive downsides (less range than tripped kick and inability to catch side dodges), the attack speed being equal keeps them on the same level. If the speed were to remain as quick as it is, tripped kick would be a less effective counter vs. jabs as Light Jumped Kick would be for sweeps. One will hit low and dodge low (countering sweeps), the other would hit low and dodge high (countering jabs). Giving each their niche while letting neither be better than the other overall (only situationally better).

4.) Increase hitstun slightly to be on par with tripped kick. Same reason for similar damage. If the attack is about as difficult to use, it should have the same reward. Even a minor increase in hitstun or blockstun can effect the victims defensive options (even if only slightly).


Straight Punch - It only hits high, has no dodge property, no stopping property, and only surpasses the range of Curled Up Uppercut. Despite these it's as slow as curled upper and does the same damage as the other options (if not less). It's probably the worst jab not only in its category, but the entire game. So much so that I havn't seen a single person use it my entire time playing Absolver (unless they were just starting out).

In order to put it in line with the others, I only ask for 2 simple adjustments:

1.) Increase the attack speed the that of Jab Punch. It is a side dodgable, short range, same damage, no special property attack. Without a faster attack speed, every other option in the same category is better in every way. By making it faster it is in line with other jabs, and has its own distinct function in its category (to interupt attacks that are not charged, side dodging, or high dodging.)

2.) Decrease damage slightly to that of Jab Punch. Since it'll be easier and more likely to hit, the reward should decrease slightly to remain in line with other jab type attacks.


Drunken Stomp - This attack is almost completely in line with the others thus far (when implementing my suggestions), but it has one downside. The hitstun is so low that you can easily parry or dodge even the quickest of followups. It has less hitstun than Jab Punch, and for a stopping attack that's a no fucks givin, sloppy, full power, intoxicated nut shot... that's just not right.

The only change I'd suggest is to increase the hitstun to that of Tripped Kick.


Tripped Kick - With all the other changes, tripped kick's only advantage is the ability to hit side Dodges/Evades. This is fine as long as the damage is decreased to that of the Adjusted Straight Punch or Drunken Stomp (slightly lower than the adjusted Light Jumped Kick).


Curled Up Uppercut - This attack's only upside compared to the others is its ability to hit mid, and slightly higher damage. It's essentially a slightly faster Roll Punch or Body Blow without a dodge property and lower damage.

The only change I'd suggest is to Increase damage to that of Body Blow. The higher damage will compensate for the slightly lower range and lack of a special effect. The trade off being speed for no avoiding capability.


That concludes my first post.
I'll get into the slower attacks in the same category (as well as attacks in other categories) in the future. Thinking about how to make every attack equally as viable without effecting the base design is fairly time consuming. Let me know your thoughts.

Note: Before debating any of my changes, consider every change I've suggested together. They are dependant on one another in order to be balanced properly.

Comments

  • Concerning Straight Punch, I use it. But only because the selection of punches is limited and I maintain a boxing character. And yes, I agree, it frickin' sucks! It's footing fits it nicely into certain decks but all things considered, it should be doing a lot more damage.
  • Haha, you really dislike Light Jump Kick. I'm not a fan of it either, but since one of my openings is a strafe attack, I can't complain.

    I completely agree with you on Straight Punch. I used it a few times when I was new to the game, but now it doesn't even go in my boxing deck.
  • Neg said:

    Haha, you really dislike Light Jump Kick. I'm not a fan of it either, but since one of my openings is a strafe attack, I can't complain.

    I completely agree with you on Straight Punch. I used it a few times when I was new to the game, but now it doesn't even go in my boxing deck.

    I just feel like Jumped Light Kick is so versatile that no one ever uses any other fast attack in the same category. The only real counter to it is strafing attacks meanwhile all the other options have at least couple ways of being countered (wether due to slower speed or less coverage). JLK can be a quick jab, a sweep counter, and a reactive dodge.

    Straight Punch is just garbo, and I hope they buff it soon (preferably by making it a fast jab). It's a shame because the animation is pretty solid (albeit way too slow).
Sign In or Register to comment.