sup guys, Huoshen here. I went and read your patch suggestion post, and while I'm pretty amazed at the amount of work you all put in, I got a lot of disagreements with your suggestions. I'm just gonna focus on the stuff with Felicia for now, so when I make any comments, note that I read the full patch notes with the reasoning behind the suggestions, so I'll mainly be arguing against that.
+Base health increased by 50K.
Fine with this. This increases the chance people have to burn a second meter to kill her but not by much.
+Cat & Mouse is now special cancelable, distance increased slightly.
Can we say CvS2 roll cancels? This would be way too strong if you asked me. I could easily escaping a lot of ground situations and then if I see the chance, Hell Cat my opponent into pretty good damage.If they jump, then I'm just Buckler-ing my way out. If you're really looking to punish projectiles, she already has excellent tools to navigate around them (Wall Cling, Delta Kick), so giving her one more isn't necessarily required. If anything, I'd seek to make this shorter and faster, to make it a much stronger mix up tool that it is right now, as it is an excellent way to cross up opponents who are in the corner during an attempted reset.
+Kitty Helper summon now runs slightly faster and jumps slightly farther.
I'm fine with the faster ground speed, I'm not fine with the wider jump arc. I prefer the tight arc, because if you increase the arc of her jump to be wider, it's highly possible for her to whiff on the smaller crouch bodies (Wolverine, Morrigan, R.R.). Right now it barely hits those characters correctly at times. Keep the jump arc as is.
+Neko Punch now causes a crumple state.
If you were to do this, this would defeat the purpose of her Buckler > Slide option almost universally. Instead of doing this, I suggest the following:
Increase Block Stun from -2 to +2
This would make it more of a viable block pressure option and keep her on top of her target, once she got in. It wouldn't be good for hit confirms, but we're expecting out Felicia players to be able to properly confirm into the slide if they get the hit. This also makes doing Dash > Hell Cat on push-blockers much more viable if they're in stun a bit longer.
+Rolling Uppercut is now jump-cancelable off of the opponent on block or hit.
Disagree. I see Upper as a tool used to counteract against characters like Doom/Wolverine that want to jump > divekick on her as they try to run away. Instead, give it a little more invulnerability so that she can anti air people with it, and give it a Counter Hit trigger so that if she counter hits someone with it, it turns into a hard knockdown. This wouldn't really help her fight against the SJ characters, but divekicking characters would have to check their reckless natures or be reversal-ed into a full combo. If you're feeling really adventerous, make it a hard knockdown regardless. This would actually open up a few extra paths in her combos and give her slightly (probably 25-30k) more damage in her combo routes on the average, assuming she has 1 assist she can work with. If you don't change anything else about it, abusing the move will get you airthrown/blown up really easily, making it a terrible move to overuse and spam (unless you like face blocking damage).
+Cat Spike M vertical hitbox increased downward; now hits crouching characters more consistently.
Can agree with this. Having her spike whiff and then getting nailed by a panic push block is not fun, especially on some of the characters that are incredibly hard to hit the cross up spike on (see small bodies).
+Toy Touch hitstun returned to Vanilla status.
With the current combo paths, there's no point in this. In fact, by doing this, you actually decrease her final damage output in the end. With sand splash as a better OTG in general, damage and stun wise, Toy Touch honestly got out-dated, so there's no need to revert this change. In fact by doing this, you actually ruin some of her ender reset options, so I do not support this change.
+Wall jump and wall cling now available at superjump height; wall cling input changed to b,b.
I don't like this, because it suddenly makes it incredibly easy and (mostly) risk free for Felicia players to get out of the corner for the most part. SJ height confirms are pretty hard for 80% of the cast, so giving her SJ wall cling is probably not a good move overall. She's suppose to be a ground based character, not someone hopping around everywhere like a rabbit. Granted it would help some of her problem areas (SJ height flyers who chill out) but you want an assist to complement her to handle that situation more than the character herself.
+Sand Splash projectile hit points increased to 5; blockstun increased; assist version startup reduced to 35 frames; input changed to qcf.S (H version).
There are practical uses for all three of her Sand Splash options right now. L is your reset splash, used to freak your opponent out into a strong reset option. M is used for a ground based reset, forcing them to tech on the ground, while H is your main damage ender/OTG combo continuation. Having a S command for this wouldn't cover the spectrum of uses of her different sand splash levels, so I am against consolidating all three of her splashes. Because of this, a charge is still required, since all her motions are covered (QCB is covered by the HCB Hell Cat). I would like to see her assist splash be the H version instead of the M version though, for sure.
+Delta Kick H assist pushes opponents back significantly on block; point Delta Kick now hits multiple characters.
I can kinda see why you'd want to do this with her Delta Kick H, but I'd rather have her 3rd assist be an anti air assist with Rolling Buckler > Upper. It would then become a great reversal overall as an assist. I support fixing the delta kick issue on happy birthdays for sure, but you guys failed and missed probably one of the more important fixes on her Delta Kick.
Delta Kick (ground version) now ground bounces airborne characters.
Assists: Rolling Buckler L + Rolling Slide, Sand Splash, Delta Kick H
As with the previous post, I'd rather see Rolling Buckler L + Upper for her 3rd assist as an anti air assist more than anything else.
Those are my initial thoughts on all of your suggested changes with some reasoning. Enjoy.