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Vanessa: Upper is now punishable on block. No point in this move being safe on block and also be a meterless launcher.
Terry: Damage nerf, that's it. Maybe D crack shoot should be unsafe on block, but other than that, he's pretty honest.
Ironically enough, the character i main (Antonov) is not in the meta but i do think he's pretty well balanced as he is. Only thing i would want for him are the light conversions they showed us in his trailer, which are not in the game for some reason, you can't combo off of lights meterless.
I think that's the point of the EX crack shoot BUT I do think it should not be safe on block.
Crack Shoot EX is his only normal overhead besides standard Air Attack. Otherwise he has to rely mostly on tick throws to open up opponents (In 14 he had no Overhead but Crack Shoot EX was Combo Material at least)
I find it strange that his Power Dunk Move is no Overhead which would be ideal. Normally Chars like them gets an Command Grab to open up the defense
Vanessa - upper is unsafe on block and has a juggle limit of 3
terry - damage nerf
leona ring bomb should not dissapear after getting hit
:B
Ryo - his ex fireball being full screen is so troll, needs to be like his regular fireball, maybe add some more dmg or something.
Dino - His jabs are too long ranged, need to be shorter.
Nah, Vapor Canon deals just enough damage. Keep in mind he cannot start combos from light attacks as easily as other people, so getting his Vapor Canon to actually hit is hard enough already. I'd be fine with a damage nerf IF either the normal or EX connects from crouching jabs.
Ryo's EX fireball is fine as it is, no different Robert's EX fireball. Ryo's already a sluggish character and he needs something to deal with zoners even if it does cost him half a meter.
One nerf I wonder if they'll do for Terry is reducing frame advantage on EX power wave. As it stands it's the only EX projectile that gives you enough frame advantage and forward momentum to create a true blockstring by doing a hit, cancelling into it, and then doing another normal hit. There was a clip akin to the infamous KOFXIII Ash clip, in which the Ash dropped a combo, the terry got out and had Ash in the corner, jumped in and proceeded to do a massive true blockstring that went from full guard bar to guardbreak and then finished him off with a combo. The only option in this kind of situation is to guard cancel roll or CD, but you need a full bar of meter for that, meaning blocking Terry in the corner without resources is literally a checkmate situation if he knows the string.
Chris is a tough case because there's one buff I want for him but he's also really solid as-is so he doesn't "need" it but it would be really nice. I want to see increased crossup potential on his jump D. As it is, it's really inconsistent when I was testing setups off of throw or just in general.
I almost never see Shun'ei or Beni. Are they weak in this?