XaiJu
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Impressions and proposed adjustments

I will write the part that I felt in this adjustment

Please feel free to write if you have any comments.



■ Good points

Increased Hit Stop 1F. It's easy to check the situation.It feels like the game speed is slowing down, but I'll leave it as it is for the time being


Since there is no bullet Oki, the defense side's mixup options have increased

The number of touches has increased, so the taste has decreased


Air Dash became slower, so it became easier to footsies.The part where I was relatively brain-dead needed to properly play on the ground, so I read each other.

Is it a problem because it is too weak and the situation of sudden approach from fighting has disappeared?

I want to adjust the fastest Air Dash from a jump, but I don't mind if the Air Dash from a jump is faster.

・Do you want to reduce the advantage of attacking from the fastest Air Dash?



■ Bad points

Too many hard knockdowns and no offense pressure, so that's too much.

I accidentally left some hard knockdown attacks in cecil, but I didn't want to get hit by them, so I felt that the hard knockdown itself was necessary.


sisca was an Oki character and her personality was dead, so what to do with it

It's possible that he's just not used to the character that changed, but...


If I weakened both Air Dash and forward jump, the mid-air became too weak.It might be okay if the forward jump has a larger amount of movement.

Air Dash is far Forward jump is for medium distance Air Dash was too convenient because it covered medium distance until last time


Previous Quick Rise is simply troublesome...

Maybe you don't need to pass through


It's good that the number of readings has increased due to Oki's weakening, but since the amount of weakening of the characters is different for each character, I feel that the strength is currently wide open.

If you can slowly adjust while confirming the new direction to some extent


FS damage adjustment was not good, so I returned it

Personally, I liked it when I was passed through Invincible at the start of FS because it made me feel sick, but it was distorted in some situations, so I tried it, but it was different.

It was a part that could only be addressed by modifying the current program, so I tried to check it with the existing system first, but it was a problem with FC rather than FS, so it was quite difficult.

After confirming whether the existing system can handle it, it was concluded that a new renovation was necessary.

Not limited to this time, if it is not possible after checking if it is possible with the existing adjustment, there are many cases where the program side is improved and the two-step adjustment is necessary.


Like before, I added a certain amount of intensity to the Combo rate depending on the skill, but it went too far.

Until now, it wasn't easy to connect, because Repetitive was strong, strong moves couldn't be looped even if there was strength, but this time, strong moves became easier to loop, so it looks bad.

If Repetitive is too strong, the damage difference will be too noticeable, so it is necessary to make adjustments that make it difficult to loop other than damage.

It takes too much time to adjust, so if it's too difficult, you may need to strengthen the skill a little.


This is due to the lack of hard knockdown, but the sharpness during battle has become less sharp, so I would like to do something about it.

I want to make good adjustments to the parts that are given as bad points

I want to make you feel better or worse



■ Current issues

Tina is weak

Her technique performance is high, but the length of time she eats is a bottleneck.

・From 5 divisions to 10 divisions

・ 5 commands prevent the bar from decreasing

It is necessary to take one of these measures.When I first started fighting, many people tried to fight without eating even if I told them the specifications of the bar. Is it a good direction to power up?

It doesn't work well with combo time, and Tina doesn't have a way to run or break blocks in close combat, so that's her weak point.

The weak point should not be strengthened with Tina's personality, so at least the fighting performance should be improved



About Dan Oki

Ammo Oki is strong → I'm trying to reduce it, but maybe it's better to adjust the technique that can get a return from the overheadlow mix-up?

Currently, Quick Rise on the ground is occurring too frequently, and I feel the lack of sharpness

If you use Bar to knockdown, you can not get a strong Oki

It's possible to knockdown to some extent easily, and you can safely offense other than the opponent's Invincible actions.Is it stronger if you knockdown and FS the Oki move?

GGXXACMiria's FBOki wasn't very good, but she's a very strong Oki who used Bar and Oki, so it's a different story.

Anyway, adjustment around Quick Rise

Qdora seems to be difficult to adjust Oki due to the character design, but is it possible to manage other characters?

The current sisca has reduced the number of mixups on the left and right when the bullets are stacked, so the number of mixups can be reduced by adjusting the concept similar to that.I want to make an adjustment that increases the number of mixups by using the bar.



main flame

Since it takes a long time, I thought it would be fine to create a gradual advantageous situation, but can I sharpen it?

It's true that flame doesn't feel that much of a threat at the moment.

In recent games, I feel that the buff tends to end quickly after reading it once.

In the case of the main, it is possible to continue the offense with the flame buff received 2-3 times, but it may be possible to shorten the time by one loop and take advantage of that amount.

There is also a saddle prevention, so it is necessary to adjust somehow

If it is not a configuration that blocks continuously for 214C, flameTrap has its own solution, so it is OK

Otherwise flameTrap has reversal means

It's not a character that relies on Oki or the like, so I feel like it's a character that hasn't been weakened relatively.



sisca

Without Oki, there's nothing to do or feel good about

The mixup from there was too strong, so I decided to weaken it.



cecil

I feel that there was more pressure from Offense than other characters

I hate defending myself, so I want to extract something



Qdora

I feel like he's weak at the moment, but since he's a character that puts a lot of weight on set play, it depends on that.

At least the parts that used bullets are no longer small, so I feel that the weakening range is large





■Other adjustments and bug memos

sisca 214D complete Invincible

KariC knockdown hard

cecil6DA does not hit consecutively

Main214D is TB capable

Techniques that cannot be extended can be extended with CH (setting error)

Main236C damage

Main ground throw distance is 236A, so it enters

Screen Freeze time for cecil214DFS

FS can now extend techniques that cannot be extended

FS start back to 60%

FS front dash is not Invincible Check if all character frame consumption is common

CB2Bar recovery is deleted

cecil236CFC so that the Strike part appears

siscaJ214DExtensionNo


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