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TLDR: Chara is way too strong. Barely any DI mod, insane damage output, and easy meter gain is not a good combo. Needs some more time in the oven
Slicer should be buffed to have an XYPlot on its normal projectile so that it's aimable. As Chara's only immediate projectile threat it sorta leaves her open to air attacks as it is now.
Speaking of, she has only Terminate and Unhinged (Up variant) as anti-airs. The only reason she doesn't suck against jump-ins is because Terminate has REALLY good movement, which should probably be limited to an 8Way at least.
Maybe only once you get the aerial moves done, but most grounded options don't launch aerial, making Chara play a bit too much like Wonderboy for comfort.
The codex (mod) is implemented by most modern mods to give detailed explanations on modded character gimmicks, movesets, stances, framedata, etc. Putting it all on the workshop page would bloat it, so everything gets moved to the codex
After playing with her a bunch, labbing, and then going into multiplayer, I agree with TriGambit's sentiment. Chara excels at simply too much. She has great mobility, she has passive pressure and callouts with {found you}, she has excellent coverage with her moves either having very large hitboxes (like her 5f jab, {scar} almost being an entire poke move with only 5 frames to hit), and being simply unfun to fight against. This problem continue with her aerials, like {slaughter} a fast jab move with the same frames as {slash} the grounded jab, while having the hitbox of {scar}. Essentially, in neutral, she exerts the passive pressure of a cowboy with the speed of a mutant. She's too fast while having too much coverage. Also, she has her own impale! except this time you can combo from it without having to waste your burst meter, which is simply not fun (more on *this* move later).
I continue to despise load based mechanics (especially soul save, which lacks the weakness of her other loads of being destructible), but I understand that chara would have something akin to a load. I'd much rather her load be something like a foresight, or, cost more meter and simply removing soul save and quick save, or implementing them in some other way. Say, for example, her being able to save moves is a part of the soul save summon, etc.
In line with her being unfun to fight against, chara's levelling mechanic, though interesting, is very snowball-y. A chara that wins an engagement (which is often, again due to her having large hitboxes, low attack startup, fast attacks, fast movement, etc) is rewarded with winning more engagements. This is the mutant thing all over again, where lowering a mutant's health/ increasing damage taken doesnt matter if mutant wins most engagements. An argument can be made (but to what degree it is valid, the jury's out on) that mutant's abysmal damage makes up for it, as he needs to win more engagements than most to win a match. however, this is not the case with chara, who gains more damage the more damage she does. Thus, a chara who wins often wins more often, which, again, is unfun to fight against. You dont win an uphill battle by making the hill steeper.
This condition worsens by her various multi hit, or lunge-esque attacks, giving her excellent range, and making the cool combo count increasing attacks that keep the opponent in place for the animation, {devastation}, {unhinged}, {exploit}, {ravenous}, and the worst offender, {severance}, and others a significant damage boost. While characters, namely of the jojo variant, also have this, they either cost super, end combo, or significantly effect DI (Deo, Joe Tarot, Diavolo, etc.), or need setup to continue combo with (Deo's knives, Diavolo, Joe Tarot's 3 moves at the end of the attack can cause DI-based RPS, etc), which rewards smart plays, skill, and reading.
Also, this is a nitpick if anything, but she has like way too many supers. There's a level of over designing occurring here, which, tho very cool, just makes the rushdown harder to predict, which worsens her already bad problems with predicting moves due to large hitboxes making just about every move a possible hit. Thus, she's very good at putting opponents in blockstrings due to her metric ♥♥♥♥♥♥♥ of possible moves that can hit in neutral, while none of her moves besides the 5th frame of {stab} give her disadvantage, so she's never punished for forcing a blockstring.
(VITRIOL INCOMING. THERE IS CRITICISM HERE BUT BRACE YOURSELF)
And one last thing, screw {Found you}. it is simply bad design. I apologise if I sound like an ass here but this move needed time on the stove it is somehow more raw than an american's steak. The codex states 'If the opponent is within range of the slide movement, chara will teleport behind them, resulting in a guaranteed critical'. First of all, this is either poorly worded or simply incorrect, as chara can and will teleport to any vertical or horizontal distance if it means she can hit the opponent. Well, this isnt a problem if it means the opponent can either move, or act faster than chara. Funny thing about that, they can't! If you move, chara can hit you in 1 frame. Well, the answer should be obvious: block! However, either this move has too little frames, or chara smokes crack because blocking puts both of you in ready at the same time. Dodging does the same, putting you in neutral, or giving you a healty dose of 1 frame of advantage. Well, atleast it's like impale where the further you are the more frames it take- no you stupid dumb child. going as far as yomi allows (yes I tested this), chara will teleport and strike in, guess the number folks... WRONG. 6 frames. her worst instateleport-nothing-personal-you-rootin-tootin-texan hits at SIX FRAMES! Plus, her teleport is at a good enough distance where the only thing that CAN hit her is either: a jab which can be easily DI'd out of and causes a weak combo, or throw, which is in all normal scenarios a combo ender or has high proration. Blocking or rolling keeps you in spitting distance neutral, which is chara's favourite spot! well, you can call the entire map her favourite spot at this rate! Flip attack to call it out? NOPE! Chara is always behind you, so she avoids that too! Plus, 0 proration. Brilliant.
TL;DR
she needs significant changes with how her DI scaling functions, giving some moves higher proration, balancing her hitboxes, tuning down or under-designing her multi-hit moves, balancing lvl, maybe turning down her supers, etc. Cool mod and that's all it is right now. She ends up being overpowered yharim with none of his downsides. And ♥♥♥♥ {Found you}. remove it. kill it. I beg.
Things I like:
I do like the concept of perception and genocide, though it still suffers from having too many attacks or having very large hitboxes and annoying followups.
I like the fact she has no projectiles, even though [slicer] should come from her, instead of a distance ahead of her which just makes it a good read at times .
I like one's shadow, one's true shadow, and one's truest shadow
And I like basically everything determination bar related.
I like Mercy, and I personally enjoyed what her defense was before she was given an actual block. It felt like a weakness to her design that wasnt present in the rest of her kit
The only two items worth using are L.Hero and I.Noodles. The other two buffs last for too little time and need enough distance to be safe using that it's worth using that for perception stacks or approaching your opponent instead, I've found. Also I think the healing from I.Noodles should instantly be cancelled if you get hit, or if you run away from your opponent at all. The healing is just too safe and too strong as is, forcing engagement to keep the buff would put it in a better place I think.
Her normals could use some rebalancing. Take Scar for example, despite being 1f faster than Slash it has more than double the damage, increased reach (with momentum) and seemingly never un-grounds the opponent.
It's really easy to confirm into her really powerful supers, for basically no cost. Terminate into Genocide into Fissure can deal ~10k damage if done early into a combo at mid level, which really isn't hard to pull off due to Terminate's high speed and range.
Speaking of Terminate, while in Perception stance it takes no air options and you can use it consecutively, allowing you to basically infinite your opponent or rack up a bunch of high damage crits before using the confirm into Fissure for the kill.
One's True Shadow feels a bit "Eh" overall. The counter variant breaks a lot of the time, and the one that blocks attacks can just be ignored and doesn't give you room to use an item safely or anything. On the other hand, the slicer variant is absurd when used in a combo, it can leave you with like 80 frames of advantage, since it doesn't un-ground until the final slicer, which is enough for a mid-combo LV-20, a Forsaken Mercy, Items, Saves, etc.
Force-loading your opponent should give them the option to block, at the very least. No matter what they do its a guaranteed hit which can be disgusting when done after a high-stun move to end your combo early. It means you can basically reset your combo counter while they can do nearly nothing about it.
Evade also shouldn't interrupt when your opponent is actionable, there's no punishment for whiffing it when trying to call out a burst. It either leaves you with a ton of space or resets to an RPS which are both advantageous situations for Chara.
RPS is not at all advantageous for chara, especially at close range. Chara has no response for grabs and most rushdown characters get more options than her. Chara peaks at mid range mixups, not facedowns. Also if force loading gave the enemy the chance to block, everyone would block and it would be useless. I agree with your take on one's true shadow, but keep in mind that it's a super so it should at least be a little strong. I also agree with the thing for terminate. No one likes a juggle I guess. As for it being easy to confirm into her supers, I think that's the point. This character is designed to be a shredder. I also disagree with the healing being stopped once you get hit, since at it's current state -- item is REALLY unsafe against enemies wthat have projectiles or are mobile at all.