@Noum77 it's sad to invest so much time in a character you like in a game like this and then not even be able to play with it, you can even play it but it's ridiculous for example: versus Alisa or king, Victor etc.
Yoshis damage is honestly the only thing i have a problem with. Its crazy to me how he has some of the best defensive moves in the game while doing 100+ damage.
Agree the problem with Yoshi is the damage, same problem with Ling, they were niche characters with weird tools to catch you off guard at the cost of damage, but now they have no weaknesses.
@@brandontucker7460But his flash breaks the very basic rules of Tekken-framedata. And still, he doesn't lack damage and probably has more knowledge checks than every other character. With these major strengths, he should also have major weaknesses.
i cackled at raven because his hitboxes are godawful. You could be standing right next to your opponent and 4,1 and ff3 completely whiff sometimes for no reason
For King, it's not about the speed of the move, but the easy counter hit confirmablity to finish the string. The CH spark does not help it making this much easier to do compared to older games. Making it similar to b1 where you have to commit (although, CH confirm is still possible but harder) would do the trick.
The way I’d nerf Jun’s f+2,1 is to not let her do the extension on block unless she’s in Heat. F+2 is supposed to be a whiff punish tool, not a poke or string. It should always be death on block because of what it does. I also have trouble with Zafina tarantula move. I’d say leave it +6 on block but remove all tracking from the move. Force her to use other tarantula options to check sidestep.
I'll get this one out of the way dragunovs "hop kick" uf/4 should track . There's no reason it shouldn't track , it doesn't hit low enough to hit Xiaoyu or zafeena in their respective stances. Also don't fully understand why they got rid of his gimmick moves that added identity like his neutral tackle , Paul and king still have one. Also like in Tekken 7 his armbar reversal is gone , I'd love to see that returned . Then nerd his full crouch low , qcf 4 and some stance transitions and boom he's way cooler. Also I wish he was more running 2 centric . It's always been his identity . It's still good and important for him but it seems like it's not his main thing anymore , especially after the random nerfs to it .
I'll help with a hard one since Nina is so strong: make her poison breath more viable again. Rn it does chip damage and nothing else, whereas before it used to give free stuff after. They either could make her get a guaranteed i11 heat engager, or make it actually interesting by poisoning the opponent, granting a small damage over time!
Bryan: F2 becomes i13. F2,1,2,3,2 is a really cool string and I would love an excuse to use it more. It doesn't feel like it has much of a purpose when I can punish with Jet-Upper instead Reina: Make her F4 +4 on block or EWGF push the opponent less on-block to retain pressure Drag: Make Hatchet +4 on hit and -16 on block. A Borderline Seeable Low-Poke with the stagger of Jin's Hellsweep on-block and it doesn't so much as knockdown without CH is Ludicrous and it doesn't even give enough to stuff dick-jab is pretty mental. The worst trade off of any move in the game, Afaik Zafina: Give her Mantis 3 on-frames on-hit and a plus on-hit low follow-up. It doesn't have to combo on-hit, just something to make the enemy want to duck into the 1 follow-up. At this rate, if you just hold back, there's not much you can do with it and it feels like it doesn't have much of a point, anymore Jin: Omen stance range increase Devil Jin: H CD 1+2,1+2 should push back the opponent less on-hit and cost less heat. Leave them close enough for uf1 to connect like Hellsweep does Kazuya: Buff his hit-grab follow-up in Heat. Does No damage
Regarding Raven, boy our existence is suffering. Not so much because he's trash (he is) but because nobody ever talks about him cause nobody knows him XD. Anyway, the simplest buffs you could give him, in order of how strong they would be: - Restore the Beta chip damage from clones in Heat. - Make his clones -12 instead of -14. His clones don't come out on whiff, all his launching clones only launch on CH and are jailing on block (meaning the enemy can't mess up and get hit by mistake), The non launching ones are guaranteed only on CH exept for df1,4. Way too many character can heavily punish him for something that is so unreliable. -Make his hellsweep work in the same way as the changes they did to "aqua spider" allowing it to come out of crouch-dash instead of from full crouch. -Macke his BT powercrush come out at 1i so that people must respect his BT instead of mashing as soon as he goes into it.
nah they can take some frames off of it w.o any problem, its +7 on block is irrelevant in the open due to pushback, its neutral +7 on the wall tho is a bit toxic, making it +3/+4 is fine
As a Zafina main: the down forward 2 in tarantula can be jabbed if timed correctly it's very strict but it can be jabbed. On top of that it can be sidestepped (I think left).
As a Lidia player I agree that first mix up from counter hit ff2 only costing half the bar is kind of a war crime. It's also the only good mix up she has but if we lost it then I'd say fair.
Well... doesn't really matters for him to be low tier. He's one of the most knowledge checks heavy characters in the game and nobody plays him, Raven players get away with murder 24/7.
btw the butt slam nerf for panda and kuma doesn't really do much since we have 2,1,2 that does 3 less dmg and gives oki resets in heat. i would say removing wall bounce plus frames from ws 1,2 to like plus 8 would be good. our pressure against wall is to strong that i feel bad
@@AfroKing. Most other CH jab strings have second hit as mid. That's the main weakness here. Also, ssr into button can evade 1st two jabs and punish before last hit comes out if you have good timing. Also...biggest reason it's safe is because you can't CH confirm 1,2,1. You have to let whole string rip. Even a minute delay and last hit isn't natural.
Here's my counter-argument to your Steve proposals. Thing with Steve is character design is supposed to suck at launching but have the best counter hit tools, or really good ones. Fastest Steve can launch is i16 (I might be wrong, but I think this is true, just be aware I might be making a mistake, take with a grain of salt), and this is full crouch D/f+2, which was recently buffed to be faster from i18. His kit sacrifices fast launchers, great lows for the best CH tools. Now, he still has some good launchers and lows. Thing is a lot of characters (maybe most) can launch at i14. Why would you make back 1, his left hook, i14 when most characters can launch at that point? Btw, left hook is already safe, was safe (supposed to be -1), there is some sort of glitch (or design) that makes it so he can't block after going into Flicker, for some reason, but they can still block after they crouch cancel. But yeah, the guy already can't launch until i16, where has to be full crouch. What's the point of sacrificing launches to be able to CH launch at i14 where most characters can just launch on normal hit? Now these i14 launchers aren't all made the same, but still, he has a weaker toolkit with lows and launchers for the very reason he has that i13 CH tool. Like, characters that normally get launched, with Steve instead, he getw a sonic fang punish. I don't know how you can justify giving him slow launchers and weak lows and at the same time make his counter hits slow. Not sure about T8 data but King has a CH left hook at i12 frames, albeit not as good in other regards.
Bryan's qc back 1 is 13f only on paper. Qc back motion adds at least 4 frames to it. If you need confirmation, try doing it after the taunt it is not very reliable to land it after the taunt's plus frames.
i already knew Y'all gonna hate Yoshi's Flash. but as I have been saying. Try playing as a Yoshi in higher ranks. God this character needs some rework with his moves wiffing randomly
You scared me half to death until you said "honorable mentions go to nunchucks." I thought you were willing to nerf flash without gutting bruce lee's numchuks. Good on ya.
Nice video. I am against the Leroy nerf. That is most of his damage potential: off his parries. You'd have to replace that with giving him an overall buff to all damage.
If I had to nerf lily I would lowkey nerf her sidestepping a little it’s to good I get away with murder when playing her ( 2nd main ). If I had to nerf ling I would nerf her hypo 3 more make it launch if she holds it and make it a combo ( 1st main ).
I still don't understand the reception behind Lee's B4... It's a 20f move. Even at 5+ it's steppable both sides, comes out slow, -3 and Nina,King, Steve already having 13f counter hits and everyone else having 16f-18f safe CH moves doesn't make sense to me given he is meant to be a CH character.
Interesting take you say nerf Jin’s down 2 and make it minus 15 but then make Leo’s high crushing move minus 14 while it’s also a high crush counter hit launcher. And if they nerf his heat smash then they would have to give omen stance an actual hit box
Well, Jin's d2 is homing and has an absolute ton of range that Leo's doesn't have. I'd like to see both launch punishable, and -12 on Leo's move is just nonsense, but I can see why d2 would be more unsafe.
@mrdeez....6294 It's not homing in the movelist, but it has so much tracking, especially to the right, that you aren't gonna step it without a perfect sidewalk left, and thats assuming you aren't at a huge disadvantage. It's effectively homing. Edit: Both moves have basically the same startup frames too, 22 for Jin and 21 for Leo. The big difference is in range and tracking; Jin hits at 2.80 range and Leo hits at 2.30 inconsistently. Jin's d2 has insane tracking, meanwhile Leo only connects on sidestep left if the opponent is at a huge disadvantage. If you block anything beforehand, then Leo's df 3+2 loses to sidestep and sidewalk from both sides. It's only superior in how minus it is on block.
Leo’s low has awful range. Jin’s has infinite range. Also IIRC Leo’s doesn’t hit grounded. Still -12 is pretty good. This move used to be i23 before they made it 2 frames faster. It was seeable and that warranted -12 on block.
@@sebbbi2 that’s a valid statement the range is bad and it’s linear but it’s a really good move for high crushing. Honestly if they took away down 2 range it’s tracking and made it similar to Leo’s I would consider it an op move especially if it didn’t crew on hit.
The best part of Raven is, if you whiff or hit while blocking certain moves that are entirely safe, you die for it cuz you can’t even block facing the other direction Best thing to do is straight up PC or slide a little counter in there
As a Raven fan, this was funny 😂. I think the biggest nerf needed overall are the crazy plus frames on block. Too many characters are rewarded for just pressing buttons. Heat smashes all need to be hella punishable. Same with rage arts
Probably with Devil Jin they'd need to give him like 3 or 4 buffs to counter that nerf you would give to him to make him playable again. With Shaheen, I'd actually nerf his slides.
@@РоманСмородов-л2в shit 112 range and oki, shit df1, worse oki and dmg on hellsweep, no 13f electric, no ff2 range which was his only good mid to begin with. what part of dvj is better than kaz btw???
As a raven main 😂😂😂😂 I agree. Plus you gotta be backstance for his parry. His only strength is not too many of us play him so online ppl dont know all the counters 😂
So for Law’s HM nerf, I think the state of his nunchucks without heat is fine as it is. It’s -13 on block, but as you’ve said, it’s hard to punish if he spaces it. I think that is fine because if Law doesn’t space it well, then he deserves to be punished for it, and it’s pretty difficult overall to space his nunchucks, and if he misses, it puts him in a recovery state long enough for the opponent to whiff punish. Law specialists would know that using nunchucks in neutral without heat can be pretty risky, so the only reward he should have is to be safe if he spaces the nunchucks well (at the very least, even if the opponent can’t punish it, it’ll guarantee their turn back).
As a Xiaoyu main, i understand it can be annoying.. but her having AOP makes sense to me with her being one of the smallest characters in game. If you were fighting a child "hypothetically", you'd have to swing down lower than usual & them swiftly ducking/slipping away would probably be their best bet. & to be honest its not nearly as foolproof as people make it out to be. It gets clipped by plenty of mids & AOP+down has to be timed well. The nerf she actually needs (if you could only pick one) is to make her HYPNOTIST 3 sweep completely launchable on block (as in a minimum of -16, but even -26 would be acceptable). The fact that its only -13 on block blows my mind.
@@thejokerjokes7638 guaranteed combo out of throw *cough cough* one of the best 50/50's in the game *cough cough* I sure love when my trickster troll character hits like Potemkin in Strive
I agree about Jin's heat smash; the wall carry distance on hit is absurd, so if they lessen the distance, I think it would be much more balanced. However, they've got to increase his omen stance range in compensation. Currently you have to practically be up inside someone's guts against the corner for omen stance to connect reliably. Also agree about Kazuya's demon paw. The hit box of his demon paw in devil state is ridiculous. In regards to Reina, while her unbreakable throws are strong, they're balanced out with her weaker low attack game, so I agree with you in going with her 3+4 string.
Here is the thing tho, even if omen hit its still basically a fake mixup, if it was actually real it would be so much better than its pitiful state its in rn
@@RapidcanvasI'm all for nerfing things that are overtuned, which is why I agreed that Jin's heat smash needs to be toned down, but if that gets nerfed he loses most of his incentive to go into heat. All he would have left is using heat to extend or start combos and that makes for a terrible and non-unique heat design. It's a good thing game balance isn't left to us because the majority of people would just blindly want all the characters they don't like to get nerfed, rather than think more holistically about game balance.
As a Tekken content creator please consider covering the state of Tekken Matchmaking and amplifying the community’s feedback. We need creators like to to help encourage Bamco to get rid of the prowess system and make Ranked and especially Quick Match a fairer and more enjoyable experience for ALL players. 🙏
Raven’s d/f+1 is easily the most in need of nerfs in his entire movelist. You can’t sidestep it in either direction and it’s a 14 frame mid poke. Lili can’t even sidestep it. Additionally, d/b+2 has a similar issue of being hard to step, but it’s not as egregious as d/f+1 since d/f+1 literally stops you from stepping entirely.
I have an idea how to nerf Raven, make his shadow clone extensions (like shadow clone after his df1 or after any other string) less safe during heat, because every time Raven mains activate heat, they basically abuse those strings and it can cause...slight annoyance to the opponent? Also you can make his df4 4 3 string (when he raises his leg and knocks down an opponent, like Jin's ff3) not natural on hit, since it's too much damage for a natural string, I think
This video will attempt to piss off everyone who watches it since its discussing potential nerfs to their favourite character. personally i dont care anymore, all my mains were nerfed into oblivion already...
Xiaoyu's nerf should be her hypnotist oki after a wall combo. Doing f2,1,1+2 in heat into free damage that also gives a stupidly strong mixup is too much.
Bro parry is the only thing Leroy has going for him 😭 As a Leroy main he deserves to get is parry back to T7 days and be able to parry heat smashes and rage arts
I love how Xiaoyu downplayers are always like "just learn the matchup lol" meanwhile one of the first things I do with a new characters is find all the moves that'll actually hit her in AoP AND SOMETIMES THEY STILL WHIFF
as a lifelong leroy main, the fact that this dude thinks the second move in line he would nerf is ss1+2 just shows how little he knows about the cast in general imho.
15:58 red rank actually also for a raven main if i really have to nerf something it would be his perfect shadow parry make it so it cant parry heat smashes, i guess its fair
I'm conflicted with what you propose for Bryan. His 1,2,1 is fine imo, but I agree that his QCB1 is very strong. I'd reduce his chipping damages and damages overall, or make it less safe on block, maybe 0, so it can be jab checked and not spammed.
idc about the +7 or the chip damage. But make qcf4 on Dragonuv completely linear. If you're getting +7, grounded hit, mid, heat engage, chip damage. You out to take a risk everytime you throw it out. Also goddamn typing it made me realize how overtuned it is. also Raven distracted us with having so trash hitboxes we forgot to give the nerf or mention it.
Easy...Nerf everyone by allowing chip damage to happen "only" while attacking after a Ki charge (basically like T7) and also for T8; chip damage occurs after blocking a Heat engager move (without the use of Ki charge)...And no move while in heat does chip except for heat engagers. That'll give us a little more defense in this game.
May I suggest the best Lee's nerf? Remove CH property of 1 2 4. On 1 2 block, T8 makes it so that the opponent can't press and get ch with 4. The 4 still retains its ch property and the only use I know is whifing 1 2 on purpose baiting for 4. I absolutely hate it the original nerf. But since I got no say anyway, better do it properly.
If you had to nerf anything on asuka id say nerf b3 pushback. Against 95% of players this move is basically safe (short blockstun, specific punish because of the pushback and asuka backlipping and most characters are completely incapable to launch it if her back isnt at a wall).
Sorry. But yoshis flash needs to get nerfed significantly. Its just so insanely broken i cant stand it anymore. Make it 10 to 11 frames instead 6 and a few more recovery frames. Reduce damage aswell. Its so ridiciolous
Hwoarang Black Kite is +1, everyone just THINKS it’s safe lol. Hwoarang can be interrupted mid block string quite often as well too, his plus frames are kinda fake and I am in pain 😬
jin heat smash is OP but the Heat Phase jin is nothing different its just add omen to become a downgrade yoshi flash and compare with kazuya on heat phase he got several new connection move. maybe nerf jin heat smash but rework the heat phase maybe liked devil jin or lidia with the many option stance
Im so tired of people complaining about flash when it only punishes mashers, just stop pressing button for 2 seconds and you’ll learn that its -15 on block which is fully launch punishable, doesn’t work at sidesteped angles and does absolutely nothing on its own. Delay your attack and you won’t have a problem countering yoshi at all. These newer fighting game just reward people for playing so aggressively and anything that requires reads or defensive mindset they automatically nerf or want out of the games because people just want to monkey all day. Learn some patience and it’ll benefit you not only in tekken but in fighting games as a whole.
the problem is you think it being -15 on block is relevant at all lol. you're never blocking flash. it either whiffs and you almost never get to launch it because of it's whiff recovery, or it hits and you die. Yoshi in general has the problem that some of his best tools don't have enough whiff frames so yea (especially bad stomach and flash)
@@leonstanable no you only get hit and die because your mashing 😂 theres plenty of ways to delay and play around it. I played against plenty of yoshi and i’ve never had trouble in the matchup at all because i’ve played it from both side with and against yoshis. Its not as problematic as you think and easily baitable. Lab it out and get better. Im telling you this from experience, im currently ranked tekken god and i’ve never had a problem in my life against yoshi players. I memorized his entire move list so i know what to expect and how its setup just so i dont fall it. Flash is risky asf and once you get better at it, you will look for it and see how easy it is to counter. these other characters got way better shit and its safer without the risk especially in heat.
@@mibbzx1493 we found the yoshi main guys only yoshi mains will say this kind of stuff , the move is so fast that breaks an entire mechanic of the game , even if he never does it you are still worried he going to do it even after you punish him, basically is like playing a character from another game .same when he spinds around his sidestep that loses him health that gets out of every situation , but why im even wasting time
@@foxsteve9937 its really not as bad as you think it is. you know there are moves that track when they try to sidestep or evade right? Electrics for instance will beat stepping or you find your characters tracking moves its not rocket science. You gotta stop making excuses and find counterplay when you have trouble. I don’t ever have problems fighting against yoshi because im versed in the matchup. Id take fighting a yoshi over these other ridiculous characters like dragonov, feng, alisa, king and jin anyday 😂 at least he gotta gamble and gamble more like kazuya and he lives and dies by his gambles, those other characters don’t even have to take risk and can apply pressure while being safe at the same time. Flash doesn’t absolutely nothing on its own, the reason why you keep eating it is because you cant stop smashing buttons. You need to work on your punishment if your struggling with punishment on -15 attacks is what I’m hearing. Im not trying to be mean at all, its the difference between the of great tekken players and the meh ones
As a new player who just made it to mighty ruler that Eddy string was the bane of my existence the amount of times it caught me and the amount of games I lost because of it 😭😭😭
You completely forgot to mention the stupid, broken, no-counter charge attack that yoshimitsu can set up from his strings. Being able to guarantee a guard break or huge damage with the opponent having 0 counter play is so stupid in such a balanced game.
As a Xiaoyu main, tons of moves hit her out of AOP. 😁Even key mid moves the players just use for their characters. She is not invincible in the stance at all. AOP down evades a lot more, sure, but it has to be timed, which makes things more difficult to the Ling player too. Also going into AOP on neutral includes a small sidestep, so she can evade super linear moves (even lows), but that is also sensitive to timing. So being in the stance alone is not that evasive as people think. If I had to choose something to nerf, it would probably be the HYP mixup in Heat.
Some absolutely absurd nerf requests, King DF2,1, Bryan 1,2,1, Lili nerf makes no sense as it's not even remotely the issue with her (her retarded frame data on FR, and her overtuned high crushes with BT 3 and CD1). That Yoshi nerf would still leave him in the Top 1 spot, he needs a 20% damage nerf across the board, DF2 needs to be a CH launcher only, UF3 needs to lose the mid crushing, B3/4 needs to be slower startup, needs to deal less chip, 3 string mid needs to be -14 on block etc. etc. Character is clear top 1 and has no flaws atm. No mention of the single best mid poke in the game, Raven DF1, which is homing, +8 and i14, makes it impossible to play Range 0 against him compared to TTT2/T7. When you start to play vs tournament top 8 level Asuka and Bears regularly you'll understand why they are strong. DVJ needs to be rebalanced entirely, remove launching hellsweep outside of heat, make the current hellsweep only available in heat and make it spend all heat when used. Then, buff DVJs poke damage by 2 or 3 on each poke, make DF1,2 CH confirmable, and make DF1 -2 on block, that's all he needs to be top tier again, and he'll actually require a brain instead of just be a budget version of Kazuya with better pokes.
0:32 - Jin
1:20 - Kazuya
1:53 - Paul
2:27 - Reina
3:08 - Dragunov
3:31 - Devil Jin
4:07 - King
4:20 - Victor
4:52 - Leroy
5:13 - Kuma
5:29 - Claudio
5:58 - Feng
6:34 - Yoshimitsu
6:47 - Alisa
7:14 - Xiaoyu
7:25 - Bryan
8:00 - Nina
8:35 - Jun
9:32 - Law
10:15 - Lars
10:48 - Jack-8
11:13 - Asuka
11:32 - Lili
11:42 - Hwoarang
12:07 - Raven
12:34 - Leo
12:57 - Azucena
13:11 - Steve
13:36 - Shaheen
13:56 - Zafina
14:25 - Lidia
15:15 - Lee
15:41 - Eddy
Thanks, Bro 😎💪
Shaheen is 13:36
Harada is gonna see this video and actually nerf devil jin.
...again
What !!! Dvjin shouldn't be nerfed anymore and he needs some buff to be competitive on high level and tournaments.
Qudans was so invested into T8 at launch but then they kept nerfing his main sigh
@Noum77 it's sad to invest so much time in a character you like in a game like this and then not even be able to play with it, you can even play it but it's ridiculous for example: versus Alisa or king, Victor etc.
Thank god
Yoshis damage is honestly the only thing i have a problem with. Its crazy to me how he has some of the best defensive moves in the game while doing 100+ damage.
also make flash less safe and that dumbass parry thing that lets him gain health
Agree the problem with Yoshi is the damage, same problem with Ling, they were niche characters with weird tools to catch you off guard at the cost of damage, but now they have no weaknesses.
@stimihendrix3404 yoshi is -15 frames if flash is blocked or whiffed it is not safe
@@brandontucker7460But his flash breaks the very basic rules of Tekken-framedata. And still, he doesn't lack damage and probably has more knowledge checks than every other character. With these major strengths, he should also have major weaknesses.
@@Terrencehill19all his moves breaks the basic rules of Tekken. That’s the entire character.
Now do a video where you give one buff to every character instead of nerfs 😃
Coming tomorrow :)
Yes!!
i cackled at raven because his hitboxes are godawful. You could be standing right next to your opponent and 4,1 and ff3 completely whiff sometimes for no reason
for real, non-raven mains will never understand the struggle, with their privileged hitbox mains
Bro, I had f3,2 whiff the second attack after f3 hit
As a raven main idk each move off number inputs but yea his hitboxes are trash especially against the bears 😂
Even if the suggested nerf applied to Alisa & Dragunov, they would still be insanely strong
12:30 Im a Raven main and I really felt that 😢
Harada will take away Devil Jin’s db1+2 and on top of that, remove his WS3 combo routes too because why not
Real 🤣🤣🤣😂
For King, it's not about the speed of the move, but the easy counter hit confirmablity to finish the string. The CH spark does not help it making this much easier to do compared to older games.
Making it similar to b1 where you have to commit (although, CH confirm is still possible but harder) would do the trick.
if I had to give one nerf to every character, I'd nerf Jun 34 times, one for each character.
Bruh. I think people really should leave Jun alone now. She's already been nerfed enough and is not a big threat anymore👆
Lmao she's not that op what the hell you smoking
Someone's been getting cooked by Jun a lot 💀
@@AleksandrKlimaneveh she’s kinda going under the radar i think shes still really strong but she’s nowhere near drag and shaheen level
Scrub
True no one talks about how good victors 1+2 is
So they took old df2 from Lars and gave it to Victor. Nice work, Bamco 🤡
@@t1mson1c old df2 was 14f, not 15. And yes, that actually matters
@@dragonic22It actually makes a world of difference. Like Claudio has an i14 mid CH launcher (d/f+2) and it's -12 and still used.
The way I’d nerf Jun’s f+2,1 is to not let her do the extension on block unless she’s in Heat. F+2 is supposed to be a whiff punish tool, not a poke or string. It should always be death on block because of what it does.
I also have trouble with Zafina tarantula move. I’d say leave it +6 on block but remove all tracking from the move. Force her to use other tarantula options to check sidestep.
the Lee one was funny I was like pls don't butcher my boy and then you said he doesn't really need nerfs but I had to pick something lmao
Stay tuned for the buffing every character video coming soon. If you guys have any suggestions for what buffs your main should get leave them here!
I'll get this one out of the way dragunovs "hop kick" uf/4 should track . There's no reason it shouldn't track , it doesn't hit low enough to hit Xiaoyu or zafeena in their respective stances. Also don't fully understand why they got rid of his gimmick moves that added identity like his neutral tackle , Paul and king still have one. Also like in Tekken 7 his armbar reversal is gone , I'd love to see that returned . Then nerd his full crouch low , qcf 4 and some stance transitions and boom he's way cooler. Also I wish he was more running 2 centric . It's always been his identity . It's still good and important for him but it seems like it's not his main thing anymore , especially after the random nerfs to it .
I'll help with a hard one since Nina is so strong: make her poison breath more viable again. Rn it does chip damage and nothing else, whereas before it used to give free stuff after. They either could make her get a guaranteed i11 heat engager, or make it actually interesting by poisoning the opponent, granting a small damage over time!
Buff Devil Jin fly stance to be faster on startup by 3 frames.
Bryan: F2 becomes i13. F2,1,2,3,2 is a really cool string and I would love an excuse to use it more. It doesn't feel like it has much of a purpose when I can punish with Jet-Upper instead
Reina: Make her F4 +4 on block or EWGF push the opponent less on-block to retain pressure
Drag: Make Hatchet +4 on hit and -16 on block. A Borderline Seeable Low-Poke with the stagger of Jin's Hellsweep on-block and it doesn't so much as knockdown without CH is Ludicrous and it doesn't even give enough to stuff dick-jab is pretty mental. The worst trade off of any move in the game, Afaik
Zafina: Give her Mantis 3 on-frames on-hit and a plus on-hit low follow-up. It doesn't have to combo on-hit, just something to make the enemy want to duck into the 1 follow-up. At this rate, if you just hold back, there's not much you can do with it and it feels like it doesn't have much of a point, anymore
Jin: Omen stance range increase
Devil Jin: H CD 1+2,1+2 should push back the opponent less on-hit and cost less heat. Leave them close enough for uf1 to connect like Hellsweep does
Kazuya: Buff his hit-grab follow-up in Heat. Does No damage
Regarding Raven, boy our existence is suffering.
Not so much because he's trash (he is) but because nobody ever talks about him cause nobody knows him XD.
Anyway, the simplest buffs you could give him, in order of how strong they would be:
- Restore the Beta chip damage from clones in Heat.
- Make his clones -12 instead of -14. His clones don't come out on whiff, all his launching clones only launch on CH and are jailing on block (meaning the enemy can't mess up and get hit by mistake), The non launching ones are guaranteed only on CH exept for df1,4. Way too many character can heavily punish him for something that is so unreliable.
-Make his hellsweep work in the same way as the changes they did to "aqua spider" allowing it to come out of crouch-dash instead of from full crouch.
-Macke his BT powercrush come out at 1i so that people must respect his BT instead of mashing as soon as he goes into it.
I know you only suggested the back 1 nerf for the sake of the list, but it still made my skin crawl lmao
Trust me I wasn't happy with it either lol
If you nerf Dragunov’s QCF4 you have to give him back his command tackle.
nah they can take some frames off of it w.o any problem, its +7 on block is irrelevant in the open due to pushback, its neutral
+7 on the wall tho is a bit toxic, making it +3/+4 is fine
@@h4b3e1n9b0Rn think whatever you want about QCF4.
I want DB1+2 back
@@somenerd8401 yeah tackle and his chain throws were awsome
but me personally, i'd like to have this T! f1+2 launch back
As a Zafina main: the down forward 2 in tarantula can be jabbed if timed correctly it's very strict but it can be jabbed. On top of that it can be sidestepped (I think left).
As a Lidia player I agree that first mix up from counter hit ff2 only costing half the bar is kind of a war crime.
It's also the only good mix up she has but if we lost it then I'd say fair.
lol i like how the only character that was spared was Raven
Hurts as a raven main that he's so fair compared to others
@@CrapsGoodxD yeah I'm a raven main too. I feel your pain
Well... doesn't really matters for him to be low tier. He's one of the most knowledge checks heavy characters in the game and nobody plays him, Raven players get away with murder 24/7.
@@Nkodtbwhat are you worried about lol no one knows how to fight you anyway
@@TheReaperRock Up until blue ranks you can get away with stealing wins yea, but after that everyone knows your very predictable strings.
Jun first move a pain to deal with because its safe and guaranteed hit on down opponent witch lead to either counter hit or lose of hp
Instantly liked the video when you said nerf Jin’s down 2 🙌🏽😭🙏🏽
I don’t understand why does flash parry movement it makes no since and recovers instantly and he gets a full combo off of it it’s so dumb.
btw the butt slam nerf for panda and kuma doesn't really do much since we have 2,1,2 that does 3 less dmg and gives oki resets in heat. i would say removing wall bounce plus frames from ws 1,2 to like plus 8 would be good. our pressure against wall is to strong that i feel bad
« Aop ling need to be nerf »
Me: when i do AOP, I get every time hitted…
Brian's 1,2,1 being unsafe would be a bad change. Sidestep, parry, or just take your turn after
Well considering it's a counter hit jab launch string, it would make sense. Since every single other counter hit jab string is punishable
@@AfroKing.Not jin's
Only last hit in this string is CH launcher, wtf ? 😅
For real it's your own fault if you push a button knowing that string is coming lol
@@AfroKing. Most other CH jab strings have second hit as mid. That's the main weakness here. Also, ssr into button can evade 1st two jabs and punish before last hit comes out if you have good timing. Also...biggest reason it's safe is because you can't CH confirm 1,2,1. You have to let whole string rip. Even a minute delay and last hit isn't natural.
Hey Boogard I love the content! I have been watching you for a minute now and I think you are definitely one of the best Tekken creators!
Wait does people not face asuka or something she is completely busted
Whats busted about her she is on the weaker side right now her only strong thing are her while running 1 plus 2 and parry.
Here's my counter-argument to your Steve proposals. Thing with Steve is character design is supposed to suck at launching but have the best counter hit tools, or really good ones. Fastest Steve can launch is i16 (I might be wrong, but I think this is true, just be aware I might be making a mistake, take with a grain of salt), and this is full crouch D/f+2, which was recently buffed to be faster from i18. His kit sacrifices fast launchers, great lows for the best CH tools. Now, he still has some good launchers and lows. Thing is a lot of characters (maybe most) can launch at i14. Why would you make back 1, his left hook, i14 when most characters can launch at that point? Btw, left hook is already safe, was safe (supposed to be -1), there is some sort of glitch (or design) that makes it so he can't block after going into Flicker, for some reason, but they can still block after they crouch cancel. But yeah, the guy already can't launch until i16, where has to be full crouch. What's the point of sacrificing launches to be able to CH launch at i14 where most characters can just launch on normal hit? Now these i14 launchers aren't all made the same, but still, he has a weaker toolkit with lows and launchers for the very reason he has that i13 CH tool. Like, characters that normally get launched, with Steve instead, he getw a sonic fang punish. I don't know how you can justify giving him slow launchers and weak lows and at the same time make his counter hits slow. Not sure about T8 data but King has a CH left hook at i12 frames, albeit not as good in other regards.
pretty good takes in my opinion. also love the background music choices
Unironically sick video idea
Discovered your channel yesterday, rlly good content, I'll be going to accompany you guys for the ride
Bryan's qc back 1 is 13f only on paper. Qc back motion adds at least 4 frames to it. If you need confirmation, try doing it after the taunt it is not very reliable to land it after the taunt's plus frames.
i already knew Y'all gonna hate Yoshi's Flash. but as I have been saying. Try playing as a Yoshi in higher ranks. God this character needs some rework with his moves wiffing randomly
I learned to deal with Eddy's 333 string day 1. After the 1st block the 2nd and 3rd hits are high. Duck and while standing punish for a full combo.
You scared me half to death until you said "honorable mentions go to nunchucks." I thought you were willing to nerf flash without gutting bruce lee's numchuks. Good on ya.
Really solid list. Just some characters didn't agree Like Alisa or Feng.
Nice video.
I am against the Leroy nerf. That is most of his damage potential: off his parries. You'd have to replace that with giving him an overall buff to all damage.
Nerfing lee's b4 instead of his b3,3 is crazy.
Love the consistency in the content keep it up
I'm surprised that you didn't mention nerfing Steve's Rocket Launcher. That move feels like a demon paw to me, I get hit by it so much.
If I had to nerf lily I would lowkey nerf her sidestepping a little it’s to good I get away with murder when playing her ( 2nd main ). If I had to nerf ling I would nerf her hypo 3 more make it launch if she holds it and make it a combo ( 1st main ).
Raven heat smash took a hard hit last patch ,it was able to crush high and some mid and it had armor against rage arts ,miss this days 😂😂😂
I think Yoshi's flash is no longer a 6f move, but 8. I think you should reduce his dmg potential, like Leroy's b1+2 ch
It's a 6F that gives him a guaranteed heat engager, when the sword is sheeted it's a 8F that gives him a full combo
I still don't understand the reception behind Lee's B4... It's a 20f move. Even at 5+ it's steppable both sides, comes out slow, -3 and Nina,King, Steve already having 13f counter hits and everyone else having 16f-18f safe CH moves doesn't make sense to me given he is meant to be a CH character.
Interesting take you say nerf Jin’s down 2 and make it minus 15 but then make Leo’s high crushing move minus 14 while it’s also a high crush counter hit launcher. And if they nerf his heat smash then they would have to give omen stance an actual hit box
Well, Jin's d2 is homing and has an absolute ton of range that Leo's doesn't have. I'd like to see both launch punishable, and -12 on Leo's move is just nonsense, but I can see why d2 would be more unsafe.
@@shiekastate jin d2 isn't homing tho, also leo's is much harder to react so doesn't make much sense
@mrdeez....6294 It's not homing in the movelist, but it has so much tracking, especially to the right, that you aren't gonna step it without a perfect sidewalk left, and thats assuming you aren't at a huge disadvantage. It's effectively homing.
Edit: Both moves have basically the same startup frames too, 22 for Jin and 21 for Leo. The big difference is in range and tracking; Jin hits at 2.80 range and Leo hits at 2.30 inconsistently. Jin's d2 has insane tracking, meanwhile Leo only connects on sidestep left if the opponent is at a huge disadvantage. If you block anything beforehand, then Leo's df 3+2 loses to sidestep and sidewalk from both sides. It's only superior in how minus it is on block.
Leo’s low has awful range. Jin’s has infinite range. Also IIRC Leo’s doesn’t hit grounded. Still -12 is pretty good. This move used to be i23 before they made it 2 frames faster. It was seeable and that warranted -12 on block.
@@sebbbi2 that’s a valid statement the range is bad and it’s linear but it’s a really good move for high crushing. Honestly if they took away down 2 range it’s tracking and made it similar to Leo’s I would consider it an op move especially if it didn’t crew on hit.
The best part of Raven is, if you whiff or hit while blocking certain moves that are entirely safe, you die for it cuz you can’t even block facing the other direction
Best thing to do is straight up PC or slide a little counter in there
See how Raven didn't get an imaginary nerf. The dev team hates Raven.
As a Raven fan, this was funny 😂. I think the biggest nerf needed overall are the crazy plus frames on block. Too many characters are rewarded for just pressing buttons. Heat smashes all need to be hella punishable. Same with rage arts
Maybe next video could be 1 buff to each character?
Could you make a video on Raven and why he isn't picked much or a video about how much Eddy changed from his T3-T7 version to the T8 version?
Probably with Devil Jin they'd need to give him like 3 or 4 buffs to counter that nerf you would give to him to make him playable again.
With Shaheen, I'd actually nerf his slides.
Dvj has everything better, that Kaz, execpt ff2 garbage range.
@@РоманСмородов-л2в shit 112 range and oki, shit df1, worse oki and dmg on hellsweep, no 13f electric, no ff2 range which was his only good mid to begin with. what part of dvj is better than kaz btw???
As a raven main 😂😂😂😂 I agree. Plus you gotta be backstance for his parry. His only strength is not too many of us play him so online ppl dont know all the counters 😂
So for Law’s HM nerf, I think the state of his nunchucks without heat is fine as it is. It’s -13 on block, but as you’ve said, it’s hard to punish if he spaces it. I think that is fine because if Law doesn’t space it well, then he deserves to be punished for it, and it’s pretty difficult overall to space his nunchucks, and if he misses, it puts him in a recovery state long enough for the opponent to whiff punish. Law specialists would know that using nunchucks in neutral without heat can be pretty risky, so the only reward he should have is to be safe if he spaces the nunchucks well (at the very least, even if the opponent can’t punish it, it’ll guarantee their turn back).
2:14 jun heat smash from izumo stance, buffed last patch
As a Xiaoyu main, i understand it can be annoying.. but her having AOP makes sense to me with her being one of the smallest characters in game. If you were fighting a child "hypothetically", you'd have to swing down lower than usual & them swiftly ducking/slipping away would probably be their best bet. & to be honest its not nearly as foolproof as people make it out to be. It gets clipped by plenty of mids & AOP+down has to be timed well.
The nerf she actually needs (if you could only pick one) is to make her HYPNOTIST 3 sweep completely launchable on block (as in a minimum of -16, but even -26 would be acceptable). The fact that its only -13 on block blows my mind.
Aop was ok in tekken 7 not as busted as now
Ok so AoP ducks everything but why she is doing damage compareable to drag?
aop ducks bryan's hatchet kick
@herpderp4078 this is more than enough of a reason to nerf it
@@thejokerjokes7638 guaranteed combo out of throw *cough cough*
one of the best 50/50's in the game *cough cough*
I sure love when my trickster troll character hits like Potemkin in Strive
I agree about Jin's heat smash; the wall carry distance on hit is absurd, so if they lessen the distance, I think it would be much more balanced.
However, they've got to increase his omen stance range in compensation. Currently you have to practically be up inside someone's guts against the corner for omen stance to connect reliably.
Also agree about Kazuya's demon paw. The hit box of his demon paw in devil state is ridiculous.
In regards to Reina, while her unbreakable throws are strong, they're balanced out with her weaker low attack game, so I agree with you in going with her 3+4 string.
jin dont need compensation lololol
Here is the thing tho, even if omen hit its still basically a fake mixup, if it was actually real it would be so much better than its pitiful state its in rn
@@RapidcanvasI'm all for nerfing things that are overtuned, which is why I agreed that Jin's heat smash needs to be toned down, but if that gets nerfed he loses most of his incentive to go into heat. All he would have left is using heat to extend or start combos and that makes for a terrible and non-unique heat design.
It's a good thing game balance isn't left to us because the majority of people would just blindly want all the characters they don't like to get nerfed, rather than think more holistically about game balance.
Playing Asuka, the thing that should go is the chargeable rage art. It's just stupid and feels cheap to use.
Awesome video, love it!
As a Tekken content creator please consider covering the state of Tekken Matchmaking and amplifying the community’s feedback. We need creators like to to help encourage Bamco to get rid of the prowess system and make Ranked and especially Quick Match a fairer and more enjoyable experience for ALL players. 🙏
Raven’s d/f+1 is easily the most in need of nerfs in his entire movelist. You can’t sidestep it in either direction and it’s a 14 frame mid poke. Lili can’t even sidestep it.
Additionally, d/b+2 has a similar issue of being hard to step, but it’s not as egregious as d/f+1 since d/f+1 literally stops you from stepping entirely.
I have an idea how to nerf Raven, make his shadow clone extensions (like shadow clone after his df1 or after any other string) less safe during heat, because every time Raven mains activate heat, they basically abuse those strings and it can cause...slight annoyance to the opponent? Also you can make his df4 4 3 string (when he raises his leg and knocks down an opponent, like Jin's ff3) not natural on hit, since it's too much damage for a natural string, I think
Probably someone said it already , bryan qcb 1 is i15 with perfect imput , usually around I16 / 17, still , pretty good
I just clicked the video but im sure alisa will have 100+ nerfs and still OP
I thought Hwo's Black Kite in RFF was already neutral on block. It *looks* a lot more plus than it is, iirc.
Could be wrong tho
This video will attempt to piss off everyone who watches it since its discussing potential nerfs to their favourite character. personally i dont care anymore, all my mains were nerfed into oblivion already...
bro saw that core-a buffs>nerfs video and said "fuck that"
Xiaoyu's nerf should be her hypnotist oki after a wall combo. Doing f2,1,1+2 in heat into free damage that also gives a stupidly strong mixup is too much.
Bro parry is the only thing Leroy has going for him 😭
As a Leroy main he deserves to get is parry back to T7 days and be able to parry heat smashes and rage arts
I love how Xiaoyu downplayers are always like "just learn the matchup lol"
meanwhile one of the first things I do with a new characters is find all the moves that'll actually hit her in AoP
AND SOMETIMES THEY STILL WHIFF
remove heat. job done
as a lifelong leroy main, the fact that this dude thinks the second move in line he would nerf is ss1+2 just shows how little he knows about the cast in general imho.
15:58 red rank actually
also for a raven main if i really have to nerf something it would be his perfect shadow parry make it so it cant parry heat smashes, i guess its fair
Could you make a video, what buff characters should get or even gain old attacks back
Broo you are cooking so many videos, go on brother go on!!!🔥💯
I'm conflicted with what you propose for Bryan.
His 1,2,1 is fine imo, but I agree that his QCB1 is very strong. I'd reduce his chipping damages and damages overall, or make it less safe on block, maybe 0, so it can be jab checked and not spammed.
idc about the +7 or the chip damage. But make qcf4 on Dragonuv completely linear. If you're getting +7, grounded hit, mid, heat engage, chip damage. You out to take a risk everytime you throw it out. Also goddamn typing it made me realize how overtuned it is.
also Raven distracted us with having so trash hitboxes we forgot to give the nerf or mention it.
Easy...Nerf everyone by allowing chip damage to happen "only" while attacking after a Ki charge (basically like T7) and also for T8; chip damage occurs after blocking a Heat engager move (without the use of Ki charge)...And no move while in heat does chip except for heat engagers. That'll give us a little more defense in this game.
bryan's qcb1 is a high and side stepable, i would nerf something that doesn't already have drawbacks
Bro tryna take the little bit us Lee players have left 😂
Yes Ik he doesn't actually want to nerf Lee lol
May I suggest the best Lee's nerf?
Remove CH property of 1 2 4.
On 1 2 block, T8 makes it so that the opponent can't press and get ch with 4. The 4 still retains its ch property and the only use I know is whifing 1 2 on purpose baiting for 4.
I absolutely hate it the original nerf. But since I got no say anyway, better do it properly.
If you had to nerf anything on asuka id say nerf b3 pushback. Against 95% of players this move is basically safe (short blockstun, specific punish because of the pushback and asuka backlipping and most characters are completely incapable to launch it if her back isnt at a wall).
Sorry. But yoshis flash needs to get nerfed significantly. Its just so insanely broken i cant stand it anymore. Make it 10 to 11 frames instead 6 and a few more recovery frames. Reduce damage aswell. Its so ridiciolous
As a fellow hated hwo main, I agree that black kite should be neutral on block.
I’d go even further with Leo make df 2+3 not have crouching status on startup. I would rather it have it on frame 6.
Hwoarang Black Kite is +1, everyone just THINKS it’s safe lol. Hwoarang can be interrupted mid block string quite often as well too, his plus frames are kinda fake and I am in pain 😬
His frames being fake is essential to the character
That's no struggle at all especially when you can just make work arounds with hwoarang
@@KyeCreates Definitely, but characters like Dragunov don't need to workaround lol
If I had to blanket nerf all characters I'd remove the ability to go into Heat Mode after hitting with *any* Homing moves.
Well, i know the challenge is to nerf everyone somehow, but some characters who don't need nerfing at all will totally die if they do. 😅
Alisa’s “hellsweep” isn’t that easy to do. It doesn’t need nerfing.
Eddy's 3,3,3 is SUPER ez to deal with. The new players just need to hit the lab if they want to git gud.
jin heat smash is OP but the Heat Phase jin is nothing different its just add omen to become a downgrade yoshi flash and compare with kazuya on heat phase he got several new connection move. maybe nerf jin heat smash but rework the heat phase maybe liked devil jin or lidia with the many option stance
Im so tired of people complaining about flash when it only punishes mashers, just stop pressing button for 2 seconds and you’ll learn that its -15 on block which is fully launch punishable, doesn’t work at sidesteped angles and does absolutely nothing on its own. Delay your attack and you won’t have a problem countering yoshi at all. These newer fighting game just reward people for playing so aggressively and anything that requires reads or defensive mindset they automatically nerf or want out of the games because people just want to monkey all day. Learn some patience and it’ll benefit you not only in tekken but in fighting games as a whole.
the problem is you think it being -15 on block is relevant at all lol. you're never blocking flash. it either whiffs and you almost never get to launch it because of it's whiff recovery, or it hits and you die. Yoshi in general has the problem that some of his best tools don't have enough whiff frames so yea (especially bad stomach and flash)
@@leonstanable no you only get hit and die because your mashing 😂 theres plenty of ways to delay and play around it. I played against plenty of yoshi and i’ve never had trouble in the matchup at all because i’ve played it from both side with and against yoshis. Its not as problematic as you think and easily baitable. Lab it out and get better. Im telling you this from experience, im currently ranked tekken god and i’ve never had a problem in my life against yoshi players. I memorized his entire move list so i know what to expect and how its setup just so i dont fall it. Flash is risky asf and once you get better at it, you will look for it and see how easy it is to counter. these other characters got way better shit and its safer without the risk especially in heat.
@@mibbzx1493 we found the yoshi main guys only yoshi mains will say this kind of stuff , the move is so fast that breaks an entire mechanic of the game , even if he never does it you are still worried he going to do it even after you punish him, basically is like playing a character from another game .same when he spinds around his sidestep that loses him health that gets out of every situation , but why im even wasting time
@@foxsteve9937 its really not as bad as you think it is. you know there are moves that track when they try to sidestep or evade right? Electrics for instance will beat stepping or you find your characters tracking moves its not rocket science. You gotta stop making excuses and find counterplay when you have trouble. I don’t ever have problems fighting against yoshi because im versed in the matchup. Id take fighting a yoshi over these other ridiculous characters like dragonov, feng, alisa, king and jin anyday 😂 at least he gotta gamble and gamble more like kazuya and he lives and dies by his gambles, those other characters don’t even have to take risk and can apply pressure while being safe at the same time. Flash doesn’t absolutely nothing on its own, the reason why you keep eating it is because you cant stop smashing buttons. You need to work on your punishment if your struggling with punishment on -15 attacks is what I’m hearing. Im not trying to be mean at all, its the difference between the of great tekken players and the meh ones
Sadly I do feel like Bryan’s qcb1 is going to get nerfed in the future
As a new player who just made it to mighty ruler that Eddy string was the bane of my existence the amount of times it caught me and the amount of games I lost because of it 😭😭😭
Duck + launch third hit. Works whether or not they continue mashing 3. Or block the low after it.
I don't like some characters but I don't call them "trash".
My main is Asuka and really didn't like calling her trash
You completely forgot to mention the stupid, broken, no-counter charge attack that yoshimitsu can set up from his strings. Being able to guarantee a guard break or huge damage with the opponent having 0 counter play is so stupid in such a balanced game.
As a Xiaoyu main, tons of moves hit her out of AOP. 😁Even key mid moves the players just use for their characters. She is not invincible in the stance at all.
AOP down evades a lot more, sure, but it has to be timed, which makes things more difficult to the Ling player too. Also going into AOP on neutral includes a small sidestep, so she can evade super linear moves (even lows), but that is also sensitive to timing. So being in the stance alone is not that evasive as people think.
If I had to choose something to nerf, it would probably be the HYP mixup in Heat.
Thank god your not on the balancing team 😂
Some absolutely absurd nerf requests, King DF2,1, Bryan 1,2,1, Lili nerf makes no sense as it's not even remotely the issue with her (her retarded frame data on FR, and her overtuned high crushes with BT 3 and CD1).
That Yoshi nerf would still leave him in the Top 1 spot, he needs a 20% damage nerf across the board, DF2 needs to be a CH launcher only, UF3 needs to lose the mid crushing, B3/4 needs to be slower startup, needs to deal less chip, 3 string mid needs to be -14 on block etc. etc. Character is clear top 1 and has no flaws atm.
No mention of the single best mid poke in the game, Raven DF1, which is homing, +8 and i14, makes it impossible to play Range 0 against him compared to TTT2/T7.
When you start to play vs tournament top 8 level Asuka and Bears regularly you'll understand why they are strong.
DVJ needs to be rebalanced entirely, remove launching hellsweep outside of heat, make the current hellsweep only available in heat and make it spend all heat when used.
Then, buff DVJs poke damage by 2 or 3 on each poke, make DF1,2 CH confirmable, and make DF1 -2 on block, that's all he needs to be top tier again, and he'll actually require a brain instead of just be a budget version of Kazuya with better pokes.
Lol good video but if they neefed steves b1 to 14 frames id drop him the second i read that in patch notes...
A better nerf for claudio would be to make ss4 minus 13 instead of 12. Nerfing db 1+2 would be a crime he NEEDS that move.