Codemaster92163
Well-Known Member
Just as the title implies, this is to talk about any changes you think Zack needs, whether they be buffs or nerfs, or just input changes or anything like that.
There's only a few changes I want to see. The first being that Sway K stops being so shitty. If it caused a GB on block, then I wouldn't mind it so much (if the second one causes Zack to be at + as well), but as it stands, I hate the move. It sort of limits his Sway options to just P+K, 2, 6P+K, and P.
I'd love it if the stun on 44K was deeper. Not that it's terrible the way it is (it can be useful to reset the stun and go for 6T), but it would be cool to be able to use 4K in a combo that's not started with 9PP.
Remove the launch properties from 33P. Currently, 33P is just kinda...there. No real rhyme or reason to it. It has two different followups, but they're kind pointless when the first hit launches on CH or after a stun, while the followups don't extend the launch at all. That, or make the 2nd P in 33PP refloat them instead of causing a knockdown.
Make 4H+K launch only at max threshold or HCH. We'd actually have a reliable SDS if that were the case. Granted, it's not really necessary, but it would be a nice change, as PP6P_ mixup would be a lot more useful.
Make 66PPPP a natural combo. Sort of like Mila's slew of punches, it would be nice if the first 3 punches following the initial hit were guaranteed, leaving only the first and last hit of the string counterable. Again, it's a very small change as the move is already useful, though not really to finish.
Add more + frames on blocked 46K. It's nice to be at neutral, but it would be awesome if 46K gave around +1 or +3 on block. Either that, or make it mid, considering how slow the move is. I know it's unblockable, but anyone getting hit by the fully charged version is a fool.
What do you guys want to see?
There's only a few changes I want to see. The first being that Sway K stops being so shitty. If it caused a GB on block, then I wouldn't mind it so much (if the second one causes Zack to be at + as well), but as it stands, I hate the move. It sort of limits his Sway options to just P+K, 2, 6P+K, and P.
I'd love it if the stun on 44K was deeper. Not that it's terrible the way it is (it can be useful to reset the stun and go for 6T), but it would be cool to be able to use 4K in a combo that's not started with 9PP.
Remove the launch properties from 33P. Currently, 33P is just kinda...there. No real rhyme or reason to it. It has two different followups, but they're kind pointless when the first hit launches on CH or after a stun, while the followups don't extend the launch at all. That, or make the 2nd P in 33PP refloat them instead of causing a knockdown.
Make 4H+K launch only at max threshold or HCH. We'd actually have a reliable SDS if that were the case. Granted, it's not really necessary, but it would be a nice change, as PP6P_ mixup would be a lot more useful.
Make 66PPPP a natural combo. Sort of like Mila's slew of punches, it would be nice if the first 3 punches following the initial hit were guaranteed, leaving only the first and last hit of the string counterable. Again, it's a very small change as the move is already useful, though not really to finish.
Add more + frames on blocked 46K. It's nice to be at neutral, but it would be awesome if 46K gave around +1 or +3 on block. Either that, or make it mid, considering how slow the move is. I know it's unblockable, but anyone getting hit by the fully charged version is a fool.
What do you guys want to see?