Make Straight Punch Faster
It only does slightly higher damage than Light Jumped Kick despite being slower, hitting high, and having less range. In addition, the upper stance swap category doesn't have a jab equivalent. We all ready have Curled Up Upper that does a better job than Straight Punch at what it's designed for (due to hitting mid and dealing more damage). Why not speed up straight punch?
By making it as fast as fast jab or direct punch, it'll be more in line with other options. Drunk stomp does similar damage for speed, but is a stopping attack (that should really hit mid since ducking under a nut shot makes no sense, and every other stopping attack hits mid). Jumped light kick is quicker AND has a jumping property that's almost instant. Tripped kick has insane range, a ducking property, and slightly faster speed. Pretty much every other move in the same category is better, it really needs a buff that'll give it a unique use in it's stance swapping category.
Cross punch should also be slightly faster (or hit mid if the animation is adjusted accordingly).
By making it as fast as fast jab or direct punch, it'll be more in line with other options. Drunk stomp does similar damage for speed, but is a stopping attack (that should really hit mid since ducking under a nut shot makes no sense, and every other stopping attack hits mid). Jumped light kick is quicker AND has a jumping property that's almost instant. Tripped kick has insane range, a ducking property, and slightly faster speed. Pretty much every other move in the same category is better, it really needs a buff that'll give it a unique use in it's stance swapping category.
Cross punch should also be slightly faster (or hit mid if the animation is adjusted accordingly).
Comments
I'll make sure the team get your suggestion on tweaking it a bit, though please know I can't promise they'll respond directly.
Thanks again, and if you have anything else you'd like to suggest, please feel free!
Since it's a JUMPED LIGHT Kick, it should retain similar speed and the evasive property, but only hit low. It'd still be a good move as it is both fast to evade and relatively quick, but it'd be able to be countered by jumping attacks and strafing attacks. Right now its only true counter is strafing attacks (A relatively small category of attacks). Jabs are just a little too slow to be useful vs. Jumped Light Kick as it can quickly chain into sweeps. Beating out jab attempts often due to slight blockstun from a previous attack. Meanwhile, other attacks with evasive properties like Tripped Kick can be countered by fast low attacks, fast mid attacks, and jumping attacks. Covering a much wider array of attacks and stance categories.
As of right now there's not much point to running Curled Up Upper when Jumped Light Kick's only weakness is its low damage (compensated by probability to hit being much greater due to its speed and evasive property). Which is still as damaging as Ankle Stamp despite having an evasive property, hitting mid instead of low, and being about as fast. The animation of Jumped Light Kick also doesn't visually connect to most jumping attacks. So it would mesh better with the visuals if it hit low instead of mid.
I made a post a little while ago with other attack re balancing suggestions, and I'll give more feedback on other attacks once I have the time to.
Links:
https://www.absolvergame.com/forums/discussion/20498/attack-changes-upper-stance-swap-part-1
https://www.absolvergame.com/forums/discussion/20703/attack-changes-upper-stance-swap-part-2
They're both fairly long posts that when combined cover the entire category Straight Punch, Jumped Light Kick, and Calbot are in. I spent a lot of time on them so far. So please give it a look when you have the time.