KOF XIII Theory Fighter: Re-balancing
Posted: Tue May 03, 2011 17:27
Seems like it's kinda dead here and I think I'd like to add my 2 cents on some balancing thingies. It's been in my head for a while.
Now I'm not going to ask for change to its fighting system. Nor is SNKP any more likely than before to make version 1.2 to balance everything (if they were to balance things out, they'd do that in ver 1.1, which all the bugs/overpowered crap are public knowledge). It's just more fun to make this more of a theory fighter or "what if" on making XIII a better game balance-wise. Again, this is strictly how I see the game, and your visions may differ. That's fine - just think of me rambling crap instead and say your thoughts if you want.
Here's a few characters in mind.
= K' =
We all know the story with K'. Insta Iron Trigger without lag, no need for any DC (or any) gauge for staple Second Shell->Minute Spike->Crow Bites combo (which can continue if you DC the Crow Bites). I'd like to make changes to his moves like below.
- Iron Trigger only connectable from low A, make low B not cancellable: Now K' is forced to do low B->low A into Trigger (if he wants to start from low B). This is more like his 2k2 OG incarnation. It also removes the repetitive jump D->low B->Iron Trigger combo and reduces the high-low game that he has. I'd also suggest making low A having a longer hitbox to compensate.
- Iron Trigger has more recovery time: K' can use his EX Trigger if he wants to cornerfark people with his Trigger and pokes. Normal Iron Trigger should have more recovery time so he can't just throw Iron Triggers without responsibility. This however does NOT mean the Iron Trigger itself is slow to come out.
- Minute Spike can't juggle: K' users will need to use his EX Minute Spike to trigger the staple combo. If you want a damaging combo, you gotta give something out. And that's a stock. This would however change his staple DC combo from repeated Crow Bites->(EX) Minute Spike into repeated Crow Bites->Black Out ala 2k2UM.
This would take out quite a bit of the bullshit stuff from K' but he still retains his f+A air juggle into Chain Drive stuff, but his overall damage would be reduced due to the loss of repeated Minute Spikes->Crow Bites loop. He'll probably have another way to get a 100% combo but it's going to cost more. This will also somehow make K' play like a powered up version of his 2k2 OG self.
= Raiden =
Raiden is fine.
Okay, maybe not. His drop kick, while requiring him to hold for 16 seconds (or 12 seconds for level 3 to get the hit anywhere property) is crazy good, changes the tide in an instant and maybe kill off the other guy while counterattacking (and from a GCCD even). Even if it changes the way you play (block and hold B/D), and it changes the way your opponent plays (mindless rushdown to beat the other guy in 16 seconds), but maaaaybe some balancing can be done with him while retaining his style of play, while adding new wrinkles. Maybe.
- Make him respect the law of physics: A big, burly, fat and muscular guy should not be jumping as if he got the bounciness of Choi Bounge (we can be thankful that he can't walljump...yet). Dude can probably jump over a HSKK if he wants (I encourage all Raiden players do try this when they face one that can throw a HSKK). That's wrong, and he should be jumping slower...and lower. Make it harder for Raiden to escape from your pressuring (he doesn't really need to though, but anyway). Maybe have him only able to barely jump over a regular fireball.
- Make his anti-air grab more vulnerable: (this may be just me) It doesn't have any invincibility (at least from what I'm told in the technical reference vids) on startup but it seems to still grab about 80% of every jump attacks. Otherwise it looks fine (jump arc and recovery time are fine), but I'd say make it possible for the other guys to trade hits so his grab will fail. Or a slighter change, change this move's input from dp+P into dp+K (no move properties changed), so Raiden can't charge both kicks while leaving the flexibility of an anti-air grab, or choose to keep both kicks, while losing an anti-air grab. he can obviously still do the poison mist thingy though (which is still a very viable anti-air). Actually, I like the second change more. So there's that.
- Drop Kick: This is what I think. Keep the drop kick and its timing, but make the level 4 an EX attack (with fancy blue gas-like effect). So, basically if you hold B/D for 16 seconds or more, it automatically becomes an EX attack, costs you a stock (if you have no stock then it's just level 3). The level 4 drop kick being an EX move would justify quite a bit of the bullshit stuff that he had. GCCD->EX drop kick->standing A->EX drop kick->stuff would be more bearable if Raiden needs 3 stocks to deal shitloads of damage (would this justify GCCD into level 4 drop kick? It doesn't, but it doesn't seem so ridiculous). This may also force them to less likely to charge for the drop kick when they have stock, as the 16 seconds is up, releasing B/D means a stock used. So maybe this forces Raiden players to play a more varied style. Hopefully, I guess.
- Drop Kick indicator: In addition to that, and just to make it painfully obvious to everyone playing him/against him, have an indicator of which level he's charging his kicks above or next to the power bar. Chin has one, I don't see why Raiden can't have one. So one would prolly say "B: Lvl ?" and another "D: Lvl ?" or something like that. And then maybe use colors to indicate the level as well. Level 0 is white, 1 is green, 2 is yellow, 3 is red and 4 is maybe flashing red with highlights that tells everyone "HOLY SHIET IT'S A LEVEL 4 DROP KICK WITH THIS GUY" and act accordingly (ie hide in the corner and never come out). And insta level 4 when he does hold for 16 seconds+ and somehow gains stock while holding.
Raiden still would basically get to keep most of his stuff intact. But it's changed, he can't just sit back and try to keep charging both kicks so he can have one more anti-air option. He still can do bullshit drop kick combos, just that he really needs all the stocks to make the bullshit work, and do a bit of improvisation when the stocks aren't there. Obviously, if the Raiden player is really familiar with him, then you're still screwed anyway.
= Elizabeth =
In beta, Elizabeth couldn't do that uppercut thingy DM as a catch-anywhere anti-air. But then she becomes extremely boring. So SNKP probably thought that making her uppercut thingy DM an everywhere juggle move a better experience for Elizabeth. Well...she's still boring (except to the other playerwhen she lands that super). But at least she now has some crazy super that she can throw off as she hits someone in the air with pretty much anything.
- Make her uppercut thingy DM an exDM: I'm just using stocks to justify balancing am I? Anyway, make this an exDM, retain the juggle anywhere properties. There can be a DM version, something like her old XI version with the uppercut into vertical jump into ass whipping x1 hard knockdown, but the DM version won't be a juggle anywhere move. That would be her exDM version. This does make her have 2 exDMs, but not a lot of people really uses her other super much...right (I don't use her, but I never saw anyone use her other super while I'm facing/watching Elizabeth)?
- Make someone use her NeoMax: Would more people use her NM if her uppercut thingy DM becomes an exDM, maybe more likely, I guess. But still pretty low. She can probably do an ex counter into a meaty HD combo that would likely deal more damage, and even less stocks (remember she can still do dp+P into qcf+P etc). What I maybe would like to do is to make this a grab. You'll probably be all like, wait Pen, if it's a grab, she can't do her NeoMax in HD combos! Actually we'll keep the old properties of this move if it's done as a max cancel. This will also keep in the line of making Elizabeth an offense oriented character. Nobody will probably use this in their HD combos, though (I do admit this is poorly thought out generally...as this would mean additional wakeup game fun if she has 3 stocks).
My problem with Elizabeth is currently every combo would end with her uppercut thingy DM, and it happens so often that you're obliged to shake your head every time it happens (I do). With this 'upgrade' she can still do the uppercut thingy as an exDM, and you would lose the weird combo where she does two uppercut thingies DM in the same combo and make me shake my head twice. She would be keeping her dp+P and qcf+P comboing tomfoolery, which in HD mode can do shitloads of damage. I'd want to change that if possible, but I'm really not an expert in Elizabeth. I'll stop here for now before I say something retarded (I prolly did), I will probably get back to this if I have the time/interest to revisit Elizabeth's balance.
= Kyo =
Unlike other characters, Kyo's stuff doesn't include some bullshit advantage or batshit insane properties, but he does have some minor things that needs to be taken care of.
- Increase lag of hcb+K on block: I originally thought that his qcf+D would need more lag, but some characters can buffer in-between hits, so that's fine. dp+C is really good, but if it whiffs or is blocked, he's in for a combo. But his hcb+K on block actually either gives Kyo a frame advantage, or at least a 50/50. This results if Kyo users (like me) doing his hcb+K out of the blue and hoping it either connects, or get blocked, where I can start pressuring up close or throw the opponent, unless they are a grappler or has a grab move. That's not very nice. Make Kyo users think twice about throwing this out out of the blue. Give him an extra few frames for the arm push on block. Maybe a little bit of pushback on block as well to even it out, but do make it punishable on block, even with a weak or far attack that mostly won't follow with anything unless you do an HD cancel.
- Decrease lag of qcf+B: Nobody uses this move, especially on block. Doing this on block means freebie combo for the other guy with Kyo firmly placed in front of them. With lag! Anyway, reduce the lag to a more manageable time. Probably make it feel like his hcb+K on block as above. Pushback, but other guy can retaliate with something. Still, you don't have any incentive to use this move even with this improvement. But it won't be omgwtf bad.
- Increase lag of rdp+D: I dunno about you, but when Kyo lands after whiffing his rdp+D, he can react immediately. Give him a few frames of recovery time when he lands. I originally wanted to increase the lag of his rdp+B as well, either by making Kyo jump higher (thus giving opponent more time to react if he whiffs, plus launching the opponent higher), or just plainly giving him more recovery time. But the first one would probably add some new fancy combos for Kyo (at least it would prolly make his rdp+B->dp+C repeatable for a few more times). The second one will probably take away his rdp+B->dp+C HD loop. Eh.
This would probably make Kyo a more balanced character, but most of his stuff is based on his recovery time. He's fine otherwise to me. But still a very good character regardless (I'm a Kyo user, I'm biased). I'd probably try to make his fireball larger but it's really minor.
Maybe more new balance ideas for other characters later. I do have Ryo and maybe Maxima in my mind though, so I'll definitely get to them. And there's other characters that I'm fine with and not touch them as a result. We'll see.
Now I'm not going to ask for change to its fighting system. Nor is SNKP any more likely than before to make version 1.2 to balance everything (if they were to balance things out, they'd do that in ver 1.1, which all the bugs/overpowered crap are public knowledge). It's just more fun to make this more of a theory fighter or "what if" on making XIII a better game balance-wise. Again, this is strictly how I see the game, and your visions may differ. That's fine - just think of me rambling crap instead and say your thoughts if you want.
Here's a few characters in mind.
= K' =
We all know the story with K'. Insta Iron Trigger without lag, no need for any DC (or any) gauge for staple Second Shell->Minute Spike->Crow Bites combo (which can continue if you DC the Crow Bites). I'd like to make changes to his moves like below.
- Iron Trigger only connectable from low A, make low B not cancellable: Now K' is forced to do low B->low A into Trigger (if he wants to start from low B). This is more like his 2k2 OG incarnation. It also removes the repetitive jump D->low B->Iron Trigger combo and reduces the high-low game that he has. I'd also suggest making low A having a longer hitbox to compensate.
- Iron Trigger has more recovery time: K' can use his EX Trigger if he wants to cornerfark people with his Trigger and pokes. Normal Iron Trigger should have more recovery time so he can't just throw Iron Triggers without responsibility. This however does NOT mean the Iron Trigger itself is slow to come out.
- Minute Spike can't juggle: K' users will need to use his EX Minute Spike to trigger the staple combo. If you want a damaging combo, you gotta give something out. And that's a stock. This would however change his staple DC combo from repeated Crow Bites->(EX) Minute Spike into repeated Crow Bites->Black Out ala 2k2UM.
This would take out quite a bit of the bullshit stuff from K' but he still retains his f+A air juggle into Chain Drive stuff, but his overall damage would be reduced due to the loss of repeated Minute Spikes->Crow Bites loop. He'll probably have another way to get a 100% combo but it's going to cost more. This will also somehow make K' play like a powered up version of his 2k2 OG self.
= Raiden =
Raiden is fine.
Okay, maybe not. His drop kick, while requiring him to hold for 16 seconds (or 12 seconds for level 3 to get the hit anywhere property) is crazy good, changes the tide in an instant and maybe kill off the other guy while counterattacking (and from a GCCD even). Even if it changes the way you play (block and hold B/D), and it changes the way your opponent plays (mindless rushdown to beat the other guy in 16 seconds), but maaaaybe some balancing can be done with him while retaining his style of play, while adding new wrinkles. Maybe.
- Make him respect the law of physics: A big, burly, fat and muscular guy should not be jumping as if he got the bounciness of Choi Bounge (we can be thankful that he can't walljump...yet). Dude can probably jump over a HSKK if he wants (I encourage all Raiden players do try this when they face one that can throw a HSKK). That's wrong, and he should be jumping slower...and lower. Make it harder for Raiden to escape from your pressuring (he doesn't really need to though, but anyway). Maybe have him only able to barely jump over a regular fireball.
- Make his anti-air grab more vulnerable: (this may be just me) It doesn't have any invincibility (at least from what I'm told in the technical reference vids) on startup but it seems to still grab about 80% of every jump attacks. Otherwise it looks fine (jump arc and recovery time are fine), but I'd say make it possible for the other guys to trade hits so his grab will fail. Or a slighter change, change this move's input from dp+P into dp+K (no move properties changed), so Raiden can't charge both kicks while leaving the flexibility of an anti-air grab, or choose to keep both kicks, while losing an anti-air grab. he can obviously still do the poison mist thingy though (which is still a very viable anti-air). Actually, I like the second change more. So there's that.
- Drop Kick: This is what I think. Keep the drop kick and its timing, but make the level 4 an EX attack (with fancy blue gas-like effect). So, basically if you hold B/D for 16 seconds or more, it automatically becomes an EX attack, costs you a stock (if you have no stock then it's just level 3). The level 4 drop kick being an EX move would justify quite a bit of the bullshit stuff that he had. GCCD->EX drop kick->standing A->EX drop kick->stuff would be more bearable if Raiden needs 3 stocks to deal shitloads of damage (would this justify GCCD into level 4 drop kick? It doesn't, but it doesn't seem so ridiculous). This may also force them to less likely to charge for the drop kick when they have stock, as the 16 seconds is up, releasing B/D means a stock used. So maybe this forces Raiden players to play a more varied style. Hopefully, I guess.
- Drop Kick indicator: In addition to that, and just to make it painfully obvious to everyone playing him/against him, have an indicator of which level he's charging his kicks above or next to the power bar. Chin has one, I don't see why Raiden can't have one. So one would prolly say "B: Lvl ?" and another "D: Lvl ?" or something like that. And then maybe use colors to indicate the level as well. Level 0 is white, 1 is green, 2 is yellow, 3 is red and 4 is maybe flashing red with highlights that tells everyone "HOLY SHIET IT'S A LEVEL 4 DROP KICK WITH THIS GUY" and act accordingly (ie hide in the corner and never come out). And insta level 4 when he does hold for 16 seconds+ and somehow gains stock while holding.
Raiden still would basically get to keep most of his stuff intact. But it's changed, he can't just sit back and try to keep charging both kicks so he can have one more anti-air option. He still can do bullshit drop kick combos, just that he really needs all the stocks to make the bullshit work, and do a bit of improvisation when the stocks aren't there. Obviously, if the Raiden player is really familiar with him, then you're still screwed anyway.
= Elizabeth =
In beta, Elizabeth couldn't do that uppercut thingy DM as a catch-anywhere anti-air. But then she becomes extremely boring. So SNKP probably thought that making her uppercut thingy DM an everywhere juggle move a better experience for Elizabeth. Well...she's still boring (except to the other playerwhen she lands that super). But at least she now has some crazy super that she can throw off as she hits someone in the air with pretty much anything.
- Make her uppercut thingy DM an exDM: I'm just using stocks to justify balancing am I? Anyway, make this an exDM, retain the juggle anywhere properties. There can be a DM version, something like her old XI version with the uppercut into vertical jump into ass whipping x1 hard knockdown, but the DM version won't be a juggle anywhere move. That would be her exDM version. This does make her have 2 exDMs, but not a lot of people really uses her other super much...right (I don't use her, but I never saw anyone use her other super while I'm facing/watching Elizabeth)?
- Make someone use her NeoMax: Would more people use her NM if her uppercut thingy DM becomes an exDM, maybe more likely, I guess. But still pretty low. She can probably do an ex counter into a meaty HD combo that would likely deal more damage, and even less stocks (remember she can still do dp+P into qcf+P etc). What I maybe would like to do is to make this a grab. You'll probably be all like, wait Pen, if it's a grab, she can't do her NeoMax in HD combos! Actually we'll keep the old properties of this move if it's done as a max cancel. This will also keep in the line of making Elizabeth an offense oriented character. Nobody will probably use this in their HD combos, though (I do admit this is poorly thought out generally...as this would mean additional wakeup game fun if she has 3 stocks).
My problem with Elizabeth is currently every combo would end with her uppercut thingy DM, and it happens so often that you're obliged to shake your head every time it happens (I do). With this 'upgrade' she can still do the uppercut thingy as an exDM, and you would lose the weird combo where she does two uppercut thingies DM in the same combo and make me shake my head twice. She would be keeping her dp+P and qcf+P comboing tomfoolery, which in HD mode can do shitloads of damage. I'd want to change that if possible, but I'm really not an expert in Elizabeth. I'll stop here for now before I say something retarded (I prolly did), I will probably get back to this if I have the time/interest to revisit Elizabeth's balance.
= Kyo =
Unlike other characters, Kyo's stuff doesn't include some bullshit advantage or batshit insane properties, but he does have some minor things that needs to be taken care of.
- Increase lag of hcb+K on block: I originally thought that his qcf+D would need more lag, but some characters can buffer in-between hits, so that's fine. dp+C is really good, but if it whiffs or is blocked, he's in for a combo. But his hcb+K on block actually either gives Kyo a frame advantage, or at least a 50/50. This results if Kyo users (like me) doing his hcb+K out of the blue and hoping it either connects, or get blocked, where I can start pressuring up close or throw the opponent, unless they are a grappler or has a grab move. That's not very nice. Make Kyo users think twice about throwing this out out of the blue. Give him an extra few frames for the arm push on block. Maybe a little bit of pushback on block as well to even it out, but do make it punishable on block, even with a weak or far attack that mostly won't follow with anything unless you do an HD cancel.
- Decrease lag of qcf+B: Nobody uses this move, especially on block. Doing this on block means freebie combo for the other guy with Kyo firmly placed in front of them. With lag! Anyway, reduce the lag to a more manageable time. Probably make it feel like his hcb+K on block as above. Pushback, but other guy can retaliate with something. Still, you don't have any incentive to use this move even with this improvement. But it won't be omgwtf bad.
- Increase lag of rdp+D: I dunno about you, but when Kyo lands after whiffing his rdp+D, he can react immediately. Give him a few frames of recovery time when he lands. I originally wanted to increase the lag of his rdp+B as well, either by making Kyo jump higher (thus giving opponent more time to react if he whiffs, plus launching the opponent higher), or just plainly giving him more recovery time. But the first one would probably add some new fancy combos for Kyo (at least it would prolly make his rdp+B->dp+C repeatable for a few more times). The second one will probably take away his rdp+B->dp+C HD loop. Eh.
This would probably make Kyo a more balanced character, but most of his stuff is based on his recovery time. He's fine otherwise to me. But still a very good character regardless (I'm a Kyo user, I'm biased). I'd probably try to make his fireball larger but it's really minor.
Maybe more new balance ideas for other characters later. I do have Ryo and maybe Maxima in my mind though, so I'll definitely get to them. And there's other characters that I'm fine with and not touch them as a result. We'll see.