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If for some reason a value ever goes above 20, parrying frame 20 will always work - I have gone through and hardcoded many moves to display 20 instead of a higher value, such as Te Khao, Te Phae, and Pincer Crush, but Meeting a Friend doesn't go above 20
No, the thing is that during the block after using the ability it shows that for parrying you need to set 22 frames, and the maximum is only 20
If you are unfamiliar with how blocking/parrying works, to parry Meeting a Friend, you must block the same turn it is used and input the frame 17 on the slider
Do you have an account in any of the discords? Easier to talk there
The reason I stopped the grace period at 3 is because I don’t want you to be able to ever elephants foot while armor can technically still activate on an attack - though I could give you two more frames so it’s just frame 6 buttons
Upcoming patch I’ve reverted a couple negative properties on Klap sok like it’s block adv and proration. His rps is good enough without it being a perfect option, though
If he needed better close range I’d put a slider on that yeah but he doesn’t lol
I do like that idea for pincer crush but it’s such an unviable starter to begin with that I don’t think it’s relevant. Yeah, it’s true that it’s very hard to combo off it when near ground anymore, but that’s kinda the point
If artidery uploads my quick hotfix I’ve reverted the hustle change, fixed unbind, and slightly buffed the OTG hit on te khao
Thanks for the reply!
I still think the grace period of Elephant's Foot should be at least 5/6f.
Also hustle interrupts at frame 56, still slower than average.
Some random ideas I thought of:
Klap Sok rework - 10f, faster & longer pullback with a slower attack on return. Allows Nak to actually dodge all 3-5f moves with no invul while in close range rps.
Te Khao Trong - add a slider to beat grab in close range rps (most likely a bad idea since his rps is already good but whatever :P)
Pincer Crush - add more hitstun / floor bounce when starting a combo with it. Currently it is useless for starting combos since it just leads into knockdown.
Thanks for the feedback!
Couple comments
Hustle is a weird case since Nakmuay first interrupts at frame 45 when he gets the standard hustle meter. The remaining time to me didn’t feel like it was enough of a commitment to fully punish him considering he gets that first interrupt. I may still revert this, though
Unfortunately I don’t quite think te khao OTG was ever really that fair since he has so many ways of doing heavy damage while knocking down. I may slightly adjust the OTG properties again though.
I may slightly buff Klap Sok to compensate for nerfs, it doesn’t need to be so minus anymore.
Mat Trong nerf was sorta an equalizing thing - although it wasn’t strong enough to justify it on its own, Nak has frustrating midrange and it can’t hurt to lesson the reward on his main poke.
Believe it or not, there actually is a grace period of 3 frames on elephants foot restriction
I’ll have to check unbind cause that doesn’t sound right
Te Khao no longer continuing combos off of otg feels wrong, idk how else to put it. Any moves that knockdown (Lion's Roar, Pincer Crush) now just drop if you're not next to the wall.
Personally, Mat Trong being +2 was fine since it is a 7 framer. The Sok Ngat nerf is good imo, it being a 4f move that gave +1 was a bit strong when you factor in the amount of low moves Nak has.
Unbind is able to combo in neutral again. What an amazing bug :)))
In conclusion, the update nerfed Nakmuay's already weak neutral while his combos are still very strong, still dealing huge damage with the right routing. Again, I haven't tried him in pubs and only labbed him for some time, so some things I say here could be a bit unjustified.
The Elephant's Foot cooldown is justified tho punishing at times. There are annoying situations where you can have 3 frames of armour left but you still can't use it.
Klap Sok feels like a VERY situational move now.
While it can still dodge fast moves, that is very dependant on their hitboxes and enemy speed. For example, all of ninja's 4-5f options beat klap sok, no matter the ninja's speed.
This is probably different for other characters but the move still feels very character and situation dependant, so it makes Klap Sok feel like a dead move now.
/em bug fixed
Added an import folder to Nak - increased his filesize a bunch but he loads way faster and should null out less
Codex Updated - Te Khao Trong (air) no longer appears in codex, among other things
Hit requirement for "High-impact" achievement reduced slightly, and topple the general now counts as an impact hit
Autoguard Armor now ends when Nakmuay is parried or uses any grab (grab, aerial grab, tigers leap, or unbind)
Te Trong - now can cancel into grounded dashes on landing, and has slightly more hitstun on grounded hit
Te Phae - projectile has slightly less hitstun
Khao Yao - armor at frame 3 reduced slightly
Elephants Foot - armor reduced slightly
Meeting a Friend - has a new interaction on block that makes it significantly more useful in that regard (is also +1 on block from 0)
There will be a small followup patch to this one
More frames should be given to compensate.
@Winnerdemon1865 yeah I’ll be fixing that as soon as artidery pushes the update - he’s been busy on something far cooler anyway. Tell your friend to simply get better
might be a royalty issue (same one that causes them to be incapable of blocking burst?) but if it isn't that would be quite bad to keep in the game
To get high impact, you have to land a large number of "heavy" moves in one combo
List of moves that count:
Tigers Leap (final slam at the end)
Te Khao (only the 2nd part of the overhead, the one that hits OTG)
Te Trong
Te Khao Trong
Meeting a Friend (actual hit ofc)
Pincer Crush
Sok Tong
Te Phae (projectile)
Labor of Ahimsa (ending slam of the fist)
Lions Roar (projectile)
Development stuff/thoughts
Unbind is intended to remain an overbearing command grab, albeit actually punishable and more fair in a few ways now. One counterbalance to it is the loss of ability to use it after hitting it - even though landing it gives him multiple ways to proceed in pressure, he can't just command grab ignorantly after the first time he lands it in an engagement.
The tether itself should be a little more fair now, especially when used in combo as you should be able to burst to avoid looping stuff now
I cannot figure out whats up with Labor of Ahimsa - still open to advice if anybody knows how to fix it, but otherwise it remains a solid oki tool and finisher if you can account for the prediction issues
Kick Air and airdash changes are a little weird, feedback would be great
Hope y'all enjoy the update! Check the codex if you have questions, and lmk if anything in the codex is inaccurate or needs clarification