Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Claire is able to consistently combo people with her projectiles off the stage and almost consistently all the way to the blast zone with very little interaction from the opponent.
Her neutral game is just too absurdly strong because projectiles in Rivals tend to be on the stronger side due to the lack of a shield and even if the opponent parries them if she just fires another one it clashes with the projectile and reflecting won't work.
Again, I'm sorry I can't offer any advice on how to fix this because it might just be the nature of the character.
Hum, that's a good point, I think she lacks in other areas, so this doesn't really make her broken or anything, but I could change some stuff for her next balance update, like making her enter parry stun if the enemy parries her shots, or even deal a bit less hitstun, so that the opponent could get an opportunity to not get carried off-stage
I'll test some stuff around, and I'll change her if need be, but thanks a lot for your feedback!
Tested it out some more, and yeah, against her unless you have an Up-B that teleports back onto stage or some super armor recovery or smth like that you can say goodbye to your stock lol, and it's not like her neutral is hard, nah she can carry you off-stage from just a few shots and kill you from 0% just from edgeguarding, I'd say tone down the hitbox or frame data, make it come out later, or both, then she MIGHT be balanced, as I haven't tested the other weapons but they seem to be fine, it's just the shotgun that completely blows out of the water the other options.
Alternatively actually now that i think about it, you should just nerf the knockback if you're hitting with the far-side of the hitbox, cuz ye it's a shotgun, it's supposed to be weaker at long range, but right now, it's far too strong a tool to be balanced, if you made the hitstun and knockback VERY very low then it might be balanced, but right now nope it's definitely not balanced lol, I'll take this online with a friend later on today to confirm what my suspects are.