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Looks like I actually spawned some discussion.
YAY
I didn't know how people would react to making her Henkyo easier to pull off so I didn't post my idea. This is exactly how it should be. Her Henkyo game is decent at best and horrible at worst because of her funky inputs. I've never bothered using it because I have a hard time with the motion compared to QCB. I just don't understand some of the decisions for Hsien-Ko's moveset and commands some times.
I don't think it is even the fault of the dash itself. I'd rather have the chain dash, though. It'd offer her amazing mobility even if the chain were shorter than Amateratsu's vine.
YAY
Thankyouthankyouthankyou!Karsticles said:Honestly, I'd love for Henkyo Ki to just be b.H, a command normal. It's so essential to her game that it should be as accessible as Wesker's gunshots. At the very most, a QCB motion - RDP is just ridiculous. She uses it for everything, and it's so uncomfortable.
I didn't know how people would react to making her Henkyo easier to pull off so I didn't post my idea. This is exactly how it should be. Her Henkyo game is decent at best and horrible at worst because of her funky inputs. I've never bothered using it because I have a hard time with the motion compared to QCB. I just don't understand some of the decisions for Hsien-Ko's moveset and commands some times.
Yeah, I actually didn't want to post it at first, but I decided to test the waters. Her increased damage will do more than enough to bring her up to the task. I still feel that a solid ten seconds is appropriate for golden mode, though. It is way too short in a game where some assists cover the entire screen or stay out for a while(think haggar here). She needs to be able to keep it for a decent while in my opinion.Karsticles said:That's definitely way too much. It lasts 5 seconds right now IIRC. You don't want to make it too easy for her to have permanent hyper armor - she would destroy entire teams. I'm fine with taking it to 7, though, and giving it a faster startup so you can perform it safer.
The problem I have with her air dash is that it seems to leave me open to attacks way too easily. I've explained that I have an easy time blocking on a dime with Morrigan when I'm fighting intense matches against X-factor wesker, dormmamu, zero and sent(to name a few). Hsien-Ko has the wierdest air dash properties that seems to delay her ability to block even after I've fully stopped walking across the air. It is really weird and I've come to notice when I somehow whiff standard blocks against Sent's launcher, Wesker's teleport mixups and Zero's energy tower hyper.Karsticles said:I love her air dash - just make it move forward faster.
I don't think it is even the fault of the dash itself. I'd rather have the chain dash, though. It'd offer her amazing mobility even if the chain were shorter than Amateratsu's vine.
I've never seen this technique before. I know it is technically possible, but I've never actually seen it in a tournament or event. I'll refrain from commenting on the dash since I obviously don't know the whole story.Karsticles said:Parabolic dash is for safer assist calls and canceling into Soul Fist, then fly-canceling, then dashing again; it makes your approach awkward to stop. I like it.
You mean that she'd have an air and ground soul eraser right? I'd be down for that as long as its start up is more or less like Ryu's shinku. Hell, it could look just like her finishing shower except that the beam would come out the spikes around her or a portal.Karsticles said:This gets rid of her air combo finisher though. IMO, just add Soul Eraser as an alternate to Finishing Shower, like Akuma's two projectile hyper versions. Hold H for Soul Eraser. No reason to get rid of options for her.
I don't know about this one. The Okami shuffle is her only level 1 hyper that does damage. It is also amazing tool to keep people on their toes and at a distance. It is crucial in fights against characters like phoenix, wesker and many other fast characters. I'd be willing to concede on this one thing if the Okami shuffle did full damage even if someone got caught behind Ammy. Her okami shuffle damage on teleporters is pitiful.Karsticles said:No way! Random hypers should always be discouraged; this game fosters it too much.
I can see what you mean. I just think that if they had to nerf her this would be reasonable compared to damage nerfs, mobility nerfs or a health nerf. She could still get great damage off the shuffle.Karsticles said:I just want throws standardized. Either let everyone combo off of their ground/air throws, or let no one. I appreciate variety, but this (along with gimped dashes) are not the way to go about it.
I don't experiment very much at all. About 95% of my usage goes straight to those three on both consoles. I may experiment some time before MvC3 super turbo fighter edition launches, but that is a ways off.Karsticles said:Feel free to experiment with teams against me - I am not offended.
Will doKarsticles said:IMO, make it as natural as your magic series - it's a huge part of her game.