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How Good Becomes Mid
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- Опубліковано 21 січ 2023
- Back at again to talk about some neat FGC topics. (I can't believe I'm giving Zato players another chance to say 'you just needed to lab the mu!' lmao)
Hope you guys enjoyed and thank you for watching me chat about something that I think about pretty often as the Main of a character who's been nerfed several times over the games lifespan.
As always you can find me at TheSymbolistFGC. ^^
As someone who's been "getting good" and dipping their toes into the competitive scene, I found this video extremely thought provoking since I'm still pretty new to the FGC as a whole and strive is my first game. I've had similar thoughts about 1.0 sol and his tools and how they'd fit into this current meta. I'd kill to play 1.0 sol with the knowledge I have now. With how long FG's take to "solve" it's quite interesting to see how much a game can change with or without patches.
Keep up the interesting content and I'll keep watching :)
Sol 🤝Ino
Getting their character's ceilings lowered for whatever reason
What you're saying about Sol's overall strength is exactly what I've been thinking. Even as someone who also greatly overestimated Sol's strength at the beginning of the game, I still can't stand the direction Arc sys has been going with him. I don't even think hes bad but it feels terrible to see characters that were already doing well like Testemant and Baiken get relatively substantial buffs while 6S gets nerfed for the 70th time.
what i've learned with sol's nerfs is this
trying to be reasonable with shaving power from the character was dumb
people didn't want to learn the sol matchup and those people got rewarded for it
this year i'm being unreasonable
fuck it
if chaos can whiff 5D and still convert full combo into wallbreak off of it, if ramlethal can threaten all ranges, if baiken can have a 9 frame disjointed far slash that's active for 6 frames then wtf am i doing asking for the hurt boxes of night raid vortex being fixed
i want the return of vertical gunflame launch on counter hit
i want counter hit bounce on bandit bringer normalized and always guarantee a vortex followup
i want heavy mob cemetery to be able to grab opponents in HKD state
and i want 6H to be special cancelable into bandit revolver and bandit bringer
i'm done being reasonable in 2023
This is for real man we're out here trying to be nice. No more🤣
im so glad i found this comment
I main May, which is quite heavily reliant on strike/throw shenanigans and I do feel the effect of IB/FDIB or even just FD. 2H doesn't connect after C.S if it's FD'd for some characters, and what's worse, throwing becomes less of a threat because of the space generated giving quite the margin to react, unless I tick throw, but that only works so much. It always feels a bit bitter when the enemy HC, Nago, and Ram to some extent, just do crazy pressure/mix ups/ or just high chip damage + R.I.S.C gain on me with little to no interaction feasable on my part. Surely you can catch them lacking sometimes and escape the corner, but the risk we have to take is huuuuge and the odds are little. Even attempting to IB or IBFD feels like a gamble if I just happen to miss time it and open myself to hits, and even when doing them correctly, the reward just doesn't give much of an edge, because assuming I even IB let's say some HC normal and there is a decent gap for a grab, I may realize a tiny bit too late and get nothing in return. I just wish those characters HAD to interact more with me to mantain the pressure since it's not like it's hard for them to gain it. Nago, HC and Ram have good neutral, and it feels once they touch you it's all downhill from there. At least the majority of the rest of the cast feels like they have to earn mantaining the pressure, they have to risk something, do an RPS, whatever, but it feels they are putting their skin on the line to pin you down. And this is not to say that May is in a bad spot, I love her this patch and wouldn't change a thing, but I believe the top tiers are designed in a way that they either have crappy stats for what the do (say low damage, low defense, bad backdash, any of that) or they will remain op or at the very least really relevant. And nerfing stats is the more boring way to nerf. I would sugest some sort of soft reworks for this kind of characters, but hell I don't even know what I would even want, I'm not that knowledgeable
Great vid sym!
Now stop beating me up in the tower -_-
The problem I have with Sol in the current patch is that while he isn't really nerfed overall due to the 5H buff, although the Gunflame change is straight up confusing, is that staying the same in a game where nearly everyone who was already better than him gets nerfed is ultimately a nerf. People say that Sol is the same but fail to realize he still moves down in strength rather substantially because everyone else is better now. To me, him being worse doesn't even bother me much. It's the fact that Sol has consistently been losing sauce and punish options every patch that makes him less fun to play. The j.D change was nice, but losing 5K -> 6S and 6S counterhit is really boring. Like, oh great, every combo is 5K -> 2D now. I get to do the same sequence of inputs off of every punish. Why use 6S in mid-range match ups is 2S is safer and has the same return?
ok but why does japan have nearly the pollar opposite teir list tho
Well see in arc revo finals I suppose!
Why is millia having no brc overhead a downside? She can just use bad moon rrc
Fbrc jp is much more meter efficient and can also beat reversals and act as it's own reversal in strike/throw situations
@@SymbolistFGC oh I didn't consider that backdash brc overheads could work as safe jumps, that is a bit of a downside. maybe not so much in millia's case though since she can true blockstring into bad moon from cs 1 and 2. also millia still gets her optimal off of frrc bad moon on hit and gets a pressure reset with it on block so her meter usage on istant overhead is the same
Anti-Ram propaganda is always appreciated