What's the answer to balancing Balrog without removing what makes him fun to play? Say you did want to keep his high damage output and comeback potential, how do you do it and still keep him fair? I'm barely above "casual", so my input is a bit worthless, but the two things I'd change would be TAP being safe on block, and I'd tighten the living hell out of his strings and timing, input wise. Tone down the corner carry? Are his hit boxes fucked? Are his normals too safe and rewarding?
What should they do?
Since damage is the name of the game in SFV, I don't necessarily mind his damage. Imo the only thing I'd like to see changed is his cr.MK hitting mid again so you can walk backwards safely.
TAP is strong and I'm fine with it, but for tournament purposes, if the tourny isn't providing headphones for the stations, then you're pretty much forced to guess between which level TAP you think they're doing. I'd like to see maybe a counter pop up on the screen on Balrog's side to say which number it is so you know if it's your turn or not lmao.
Crush counters are currently kinda dumb with how some work as level two focus attacks for random crumples in neutral, especially with the priority system in which stronger buttons beat lower level buttons (on the same frame I think). So Balrog doing st.HK on +3 on block and with CC properties over and over until it hits for 50% is kinda stupid but I'm fine with it since it's what this games about lol.
I still think a lot of issues with the game come from the extra input lag which needs to be fixed or addressed but apparently some players can react fine so it's fine (says combofiend at least)
Urien's ex elbow & Aegis mixups
Balrog ex low & V-Trigger mixups
Guile ex Sonic Boom/Vskill ex sonic boom
dash up command throws
blocking overheads
blocking side switches
Anti airing
Birdie ex dolphin dive
all of these things wouldn't be as strong if the input lag was lowered IMO but that's probably not gonna happen so it is what it is
ex devils reverse would still be retarded tho 100%