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WolfCrimson

BB3 Wishlist thread

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-No Jubei (honestly, fuck that guy, unless he has a really unique gameplay that reflects his strength but also his fragile condition).

-Kokonoe (somehow, I want her to play like Caster from F/UC)

-Torakaka... as Tao's unlimited form.

-A char that has an actual... normal psyche. A brand new one who bases his gameplay on charge moves (yes, a male char).

-Something similar to the FRCs... but easier to do with a high price (AKA having to sacrifice a primer or part of your guard bar in order to reduce the bar consumption... or 2 primers in Tager's case).

-Negative Warning not only reducing DEF, but also draining bar.

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Oh right I forgot people give a shit about BB characters as characters.

lulz

If anything I just want her CT voice back. She sounded a lot more... aggressive, specially her Crescent Blade shout.

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I forgot something else I want.

A goddamn charge character for spaghetti monster's sake.

19 characters and not one of them really focuses on charge motion moves.

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One thing I really want is, if you decide to Rapid Cancel your attack after hitting Zanshin or Yukikaze, you lose that meter rather than not losing it (mostly to show the futility and for laughs if they do RC).

Edit: Also give Jayoku a better P1 (though it may encourage people to throw it out randomly more...)

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It would be cool if you could have a training mode where you can input a load of combos and then have the computer ask you input them randomly, kinda of like a self programmed challenge mode. This would really help with committing alot of different combos to muscle memory quickly

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Ragna:

-GH P1=60

-Vertical hitbox on 5a/5b reduced (no more AA use)

Jin:

+increase hit adv on 6a to allow 1 frame link to 2a

-623C repeat prorates

Rachel:

+pumpkin stays out longer before disappearing

-j.A is no longer an OH

-Reduce distance pumpkin travels

-5B>2B only gatlings once

Carl:Fine

Arakune:

+2B back to CT status

-j.C no longer an OH

-Curse super only partially fills curse meter, or it decreases at a faster rate

Bang:

+Increase nail number to 16

+New special move to throw out bumpers, no longer decreases nail value (limit 2 bumpers per round)

+/-C nails now throw 4

-Remove FC property from 3C (why does he even need this?)

-cannot pass through characters in FKZ

-C Nails no longer bounce off the ground

Hakumen: Fine

Hazama:

-j.214B repeat proration

Mu:

+increased vertical hitbox on j.B (better to jump in with)

-Overall damage reduction

Lambda: Fine

Tager:Fine

Litchi:

+6A[m](thanks Dont_explain, forgot about that) more adv on hit (enough to get a 1 frame 2a link), P1=60

+DP RCable

+slight dmg increase

+6D fatal

-If hit after DP, staff doesn't hit on the way down

-Reduce vertical hitbox on 5A (no longer an AA)

-Fatal removed from 6A

Noel:Fine

Tao:Fine

Relius:

+New move: command grab, does 1500dmg, RCable, P1=50. Summons ignis and uses ignis meter (2000)

+6C P1=90

+increase range on 3C (if 3c hits from any spacing 236c is guaranteed on all characters)

-Val Tus P1=70

+/-Val tus hits have gaps between 3 hits

Plat:fine

Makoto:

+CS2 dmg

Tsubaki:

+5D/2D/j.D have faster startup, more meter gain

+5B +1 on block

+5A +3 on block

+3C JCable

Valkenhayn:Fine

System:

+IBing a move that breaks a primer no longer loses a primer unless you're in danger mode

+Bursting only removes one primer

Edited by Guardian
more thoughts

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Litchi can already combo after 6A though, can't she? Making the P1 60 means pretty much she still does lower damage even if you buffed her.

And Relius having a RCable command grab that has a P1 of 50 just sounds like a waste of heat.

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eh whatever,

Character Specific:

Tager:

- give him a full screen magnetism move (no not Spark Bolt)

what? no.

Anyways as for a few character changes, im wondering since in the story Noel loses bolverk; will she even have them anymore? As im pretty sure they wouldnt want to just throw that design away i would like to see her drives be more useful outside of combos; and they can take away all the invulns.

for Makoto i'd like to see her parry actually become useful.

Also Saya.

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Jin:

+increase hit adv on 6a to allow 1 frame link to 2a

-623C repeat prorates

I can agree with the first, but considering how Jin manages to actually do damage, the second seems dumb. That would just nerf his damage output more than it needs to be.

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Lol

Ragna

~5D p1 nerf

-5D no longer dash cancellable on block

-2a -3 on block

-6B same move proration

-Devoured by darkness min dmg 1k

-5D backwards hitbox removed

- CA hitbox nerfed

Jin

+6a special cancellable (25 heat moves only)

+6a -2 on block

Noel

-2c -4 on block

+Fenrir Bullets do 35 dmg

+ Fenrirs bullets float on hit

-6c P1=85

+6c gattling into 3c

-D Same move proration increased (Last hit on fenrir wont hit if same move proration occurs)

-Bloom trigger same move proration increased

+SR 6c follow up less strict

Rachel

+3c hitbox changed 3c (3hits) hits everyone

+Tempest dahlia lvl 4 P1=60 (once)

Tao

+6a slight backwards hitbox

-6a same move proration

+6c P1=95

-6c p2=80

+5B combos > 6a on standing

Total jumps/Dashes reduced by 1

Carl

+2B changed back to CS2 version

+5B hitbox buffed

+5c hitbox buffed

-8D causes float on hit

+Fuacco slight backwards hitbox added

~ CA changed to 6a animation

Litchi

+Daisharing untechable till they hit the ground

+ All Green hits closer to Litchi

+All green min dmg changed to 700dmg

- Crouching hitbox increased

+CA hitbox buffed

Arakune

-P1 on bugs nerfed to 70

-Jc P1 nerfed 80

-Clound considered a projectile (Cannot be hit, but cannot curse projectile invulnerable moves Slege, Led, & Vivace)

-5D no longer as active

+ 5D Faster recovery on whiff

Tager

- 5a & 2a Hitboxes nerfed

+6a causes magnetisation

+Slege follow up causes magnetisation

+ Gadget finger kills

+ Gadget does 200dmg

Bang

Fire punch -12 on block

-6a -3 on block

- Command grab dmg now 1700

- Command grab start up 15f

-Ahsura -10 on block

+Daifunka final his does 300 min dmg 500 in FRKZ

-3c -20 on block

Lambda

+ Gravity seed recovers faster

+ 2c P1 95

+3c ground stuns on CH (All hits)

+ j214D bounce distance decreased

Hakumen

+236B each hit takes 1 star

-41236c 1st hit dmg 1400

+Mugen can be started @ 4stars

~ DD Min dmg in mugen

*4 stars 2k *5 stars 2.5k * 6stars 3k *7 starts 3k ( Intentionally the same as 6stars) * 8 stats 4k

Hazama

+ Mizuchi pickup portal bigger (Hits closer to Haz)

+ Heat cool down after hotenji decreased

-J214B same move proration

+3c floats higher (3c 214D~D 5b connects)

Tsubaki

+5B + 3 on block

+2C faster invulnerable startup

+ 3C special cancellable

+236B projectile invulnerable

Mu-12

-6a less hitstun on regular air hit

+ 6B +2 on block

-CH Jc less untech time on CH

Makoto

+214a~C~B +1 on block

+2a P1 95

+214B/C~D causes slight bounce on hit

+Completly invincible after space counter has been activated

+ Space counter UB

-Space p1 90

+CH space counter does not need a RC to combo

+Spin animation of parry bring them closer to makoto on ground hit

Platinum

- Character Hitbox during 2B nerfed

+ Same move proration on 2c in decreased

+6a more hitstun (6a bubble combos in corner)

Valk

+Wolf drain while standing in wolf returned to CS2

Relius

+3c floats higher on hit (3c jc j214c connects)

+Ignis regenerates slower (Faster then blue, but slower then her red) but her meter no longer turns blue

-Ignis takes damage from enemy attacks

~If Ignis is hit she stops immediately after the 1st attack & teleports out (Invincible after the 1st hit)

+Machina Ultimum min dmg of 400

-invincibility nerf on Led (214a) now has 7fs of recovery

Pretty sure i got everyone

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Michi's list is pretty much everything that I want and more.

Also, kinda want Zeromus' soul satellite super for Mu, but that's just silly. :3

Barrier Guard being its own seperate button give me this and ill be happy

You can do that in button settings.

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- Kokonoe, Saya, Jubei and Torakaka playable

- Tsubaki's story mode black attire selectable

- Color edit mode

- Sector Seven stage for Tager and Kokonoe

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is it just me or most of wishlists seems retarded?

and when scrubs will stop complaining about arakune? he wasn't even S-tier after CT.

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is it just me or most of wishlists seems retarded?

and when scrubs will stop complaining about arakune? he wasn't even S-tier after CT.

No, it's not just you.

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is it just me or most of wishlists seems retarded?

and when scrubs will stop complaining about arakune? he wasn't even S-tier after CT.

you give idiots the power to speak, they will speak stupid things

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Hakumen

+Mugen can be started @ 4stars

~ DD Min dmg in mugen

*4 stars 2k *5 stars 2.5k * 6stars 3k *7 starts 3k ( Intentionally the same as 6stars) * 8 stats 4k

wry

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you give idiots the power to speak, they will speak stupid things

Well, initially this thread was ok, it was when peeps started posting character specific changes that things went downhill. But at least it's not off topic.

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One thing I always missed was how much less stiff characters seemed in CT compared to how the game evolved over the iterations. For instance, Ragna and Jin. I'm not sure if it was changing up their execution requirements, or gatlings, or the amount of hitstop or what, but a lot of the characters that way as time went on, and it made them less enjoyable to play for me.

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honestly all i want are new characters and new moves

maybe a new super for each character too

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