1.30 We are back on track!

Heavier combos and mixups and safe defensive Abilities lead the gameplay back to fun and diverse fights while issues like over powered EQ, sharp impact or annoying manuel dodge arent hurting the game anymore.
There still alot room for improvments but still, this is a good time to play Absolver and i can only recommend to everyone who took a break, test the new version!
So before i start to suggest changes, i wanne thank the dev.s and curators who worked on this patch to put Absolver back on track.

Whats left to fix?

Im not sure if thats intended but,
since 1.30, moves that are as fast as the last hits
hitstun lasts (no poem intended) will be unblockable confirms.
This leads stagger to get a huge advantage since their hitstun will alow to confirm
11-12frame hits in addition to the def. ability hit.
That causes stagger to have the highest defensive and offensive damage output in addition to the relativly easy dodges with stamina Regeneration.

Summed up, stagger and heavy hits got alot stronger now.
While heavy hits are not to over powered right now, stagger is.

Additionally i hear alot of players miss the defensive Ability properties of 1.29(jab city)
patch mostly due to windfalls sidedodge being more consistent and ofc because windfall was stronger in general.

1.:Suggestion
Lower the hit/blockstun ONLY in regards to
the defensive Ability use by 3-4 frames.
This way we could combine the best of both patches.
-smooth defensive Abilities and
-strong and fluent combos



2.:Def. Abilities

Stagger: would be fixed by the 1. suggestion
since the follow up would be block/dodgeable

Windfall:
would still need at least +1 confirm frames

Khalt/Forsaken: both need less input delay
and im pretty sure that would require more effort
than a simple hitstun change

Faejin: i just dont know enough about this style
but less stun against def. abilities (1.:) would be a buff for faejin too since it can be used as attack.



3.: Attack balancing:

[ Medium-slow High thrusts ] are still underused and for the most part underpowered:
elbow stumble, straight punch, eye poke , soto-uke , uraken , fast punch , backfall strike, pushed elbow , chollar chop
and upper elbow are all to weak compared with the most used mid thrusts.

[ Jumping Moves ] are underpowered (except jlk and jumped out elbow and illusion twist kick)
jumping risekick, Falcon punch , foot slap , 360 tornado kick , slap kick, scissor kick and jumped spin kick are all to weak

[ normal verticals ] are underpowered
rabbit punch, rising kick, upper backfist and chin palm are underwhelming compared to mid thrusts

[ guard break verticals ]
knee strike and hammer kick should be stronger



Again thx for the patch and have great time.

Comments

  • [ Medium-slow High thrusts ] are still underused and for the most part underpowered:
    elbow stumble, straight punch, eye poke , soto-uke , uraken , fast punch , backfall strike, pushed elbow , chollar chop
    and upper elbow are all to weak compared with the most used mid thrusts.

    [ Jumping Moves ] are underpowered (except jlk and jumped out elbow and illusion twist kick)
    jumping risekick, Falcon punch , foot slap , 360 tornado kick , slap kick, scissor kick and jumped spin kick are all to weak

    [ normal verticals ] are underpowered
    rabbit punch, rising kick, upper backfist and chin palm are underwhelming compared to mid thrusts

    [ guard break verticals ]
    knee strike and hammer kick should be stronger

    I really wanted to 2nd this part in particular. I am a big advocate for more varied combat. We got so many moves yet like 90% of decks i see have the same 8 moves.
  • thanks tasujay i hope we get some attacks buffs soon.
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