Maximalist Theoretical Changelog (in case it's not clear: this is a thread for goofs)

Pretty sure what Zane needs in order to stay competitive is for Meaty Attacks to activate both on opponent knockdown and on own knockdown

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I agree with the Zane Meaty Attacks change. But it would not make sense without 6 combo points and changing Crash Bomb to a 1cp starter. Zane would approve.

That sounds like it would only be fair if blocked Crash Bomb counted as a starter for the other player

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When Vendetta hits with his king, he should be able to return his king to his hand. Then search his deck for more kings, then play them all at the same time in various configurations, each of which grants different bonuses

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CMB: 2CP Ender.

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I mean, Jokers are really cheap right?

Aspect of the Dragon - Your Dragon attacks can’t be dodged by normal dodges. Whenever you block an attack or Joker while in Dragon Form, you may return a non-Joker card from your discard pile to your hand instead of drawing a card. (You can only play Dragon moves while in Dragon Form.)

At the start of the game, remove all Jokers from your deck and your opponent’s.

“Learning respect for others is as important as learning to fight honorably.

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On Vendetta, his combos could do with a little more damage. His AAA needs to be the same as Grave’s AAA too, not fair that Grave has a better move for the same number of cards.

Onimaru should have complete unblockable status. He has a big sword, not thematically correct that you can block it. :wink:

Strictly speaking, this should probably also apply to Grave for similar reasons imo

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Strictly speaking, it does. On his Destiny card.

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Maybe Grave could just be mostly unblockable on the rest of his cards, since he’s using a sheathed sword and not at its full power.

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You need to see the big picture here: no attack from any character should be blockable except by Rook’s special blocks.

Except Perse’s Aces. They should be blockable by throws and normal attacks.

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Is there a way we can make attacks extra unblockable vs. Bubble Shield?

We can fix the Onimaru vs. Argagarg matchup by making his normal attacks pumpable with aces

As we know menelker is very cheap, so in menelker games maybe all the cards in his and the opponent’s decks are changed to jokers.

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Menelker isn’t any cheaper than any other character, he’s 10 dollars just like all Yomi decks (or a buck fifty digitally). Maybe the game would be more balanced if Menelker cost $20, that way you’d have to spend more money to play as him because he’s better.

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nononono Menelker doesn’t hesitate to use cheap tactics, so he should probably cost less money than anyone else because his tactics cost less money to manufacture.

I am always a fan of rather flavorful mechanics. And Midori doesn’t have huge bursty combos, which helps it not feel as bad. (Imagine if Vendetta had that ability! :open_mouth: ) On the other hand, it definitely makes some matchups very painful…

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!!!

Imagine if every time I got into Dragon Form I had a REAL DSD mixup, and my dJ xx AA was always free.

The hardest part about making :midori: work is getting around enemy Jokers. You spend a lot of time getting to the point where you could make big plays, and players save Jokers specifically for when you’re in Dragon Form, so that first interaction after Dragon Form hits the table is EXTREMELY important. Did :grave: just Q because he has a Joker and knows it’s 100% safe? Was that a bluff? If I Dodge it and they facedown, should I always K or go for the big burst? If I land the FDB raw, did they Block because they knew I couldn’t fully pump it? Should I just land FDB when I only have 2 Aces just to fish out the Jokers?

My suggestion was part troll, but also part “:midori: will be very high tier with this change”.

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That’s true; I guess when I think of combos, I usually envision big long strings of attacks, but for Midori, it still means a lot to be able to hit-confirm safely into super.

I think that’s a big part of why this game is so great.

If you are not a specialist at a given character, there are these game-state realities that really make the characters unique outside of their actual cards. That’s why matchup knowledge is so difficult to really gain when it comes to oddball matchups we rarely see. Sure, we can compare the speeds on things and relative damage of how things work, but unless you’ve played the matchup 20 times, you’re not going to see these really subtle things that specialists or experienced knowers will see.

That’s why I usually default to :midori: even if the matchup is bad. I just hope I know the fight better than they do!

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