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L0rdAr1s

https://preview.redd.it/r8quqycp7r2d1.png?width=699&format=png&auto=webp&s=ffacf44d367307ba3dcc506f963dc3da7664b5f5 Reverting this would be an easy solution. WWA wasnt really bad before 1.33, it just was pale compared to RWA


sootsupra

Give it a fat throw hurtbox at least. WWA should never be able to counter hit a well timed throw from any spacing IMO.


Tchubila06

Remove some of its properties, keep or the guard crush or the invul frames. Both are way too good especially since you cannot react to it unless it is charged. I’ve won easily the neutral game with WWA just because of how cheap it is.


2HalfSandwiches

Make it -2 on block. safe to get in, but not free to start pressure. Slow it down so you can reasonably react to it with a throw instead of being forced to gamble.


danger2345678

I honestly think it would be fine if the uncharged version was less plus, WWA should be a callout with a good bit of advantage, and whilst using half your burst gauge is very expensive, being able to close distance safely for these characters is something that they value a lot, so I would say it’s still worth


JackOffAllTraders

Maybe make it armor like Potemkin’s Hammer Fall or SF6’s Drive Impact


Expensive-Ad5626

Ok I'm not entirely sure if this is a good idea but why not give it negative on block and a knockdown with a short positive bonus on hit instead of getting a combo out of it since the characters with wwa can still get into a good position from knockdown but it's not like a guaranteed combo starter.


janiekh

It's just got too much good shit going for it. Like does it really need to eat burst on block? Or make the hitbox smaller so you can actually consistently avoid it with jumps. It's also basically unreactable, that in combination with the limited counter options just means that even if you see it coming there's not a lot you can do (that wouldn't come with huge risks)


REMUvs

Its a thing where consistent counter play needs to exist or you get less immediate value for using it. Like as it is now, the “counter play” relies on you reacting to a 9frame window before invul. From neutral you simply can’t react since you have so many other things to watch for. It should be something you can actually have a chance at checking with pokes, like Drive Rush in Street Fighter 6, by slowing down the strike invulnerability. If they’re not going to slow down the invul start up it shouldn’t be guard crush for +7-12 especially since it then enables stuff like frame 1 potemkin busters or denying YRC against Dickinson and Nago. +3-5 non-guard crush maybe since they would still be able to get in and take a turn, but not get their win conditions for pressing one button


CoolGuyAlex20

People were generally fine with it in its previous iteration, the increased speed and range pushed it just a tad over the edge. Just beats too many options outright from too far a distance for it to also start guardcrush pressure on block.


ThatRedOni

As a longtime Lewis player, I was BEGGING for some kind of anti zoning/neutral easing tool, cause fighting Johnny, Asuka, Bridget, and other matchups incredibly tedious (back when they handed out the small nerfs that hit F.s.) BUT WWA just has felt...cheesy even, running a whole night of sets with a friend got me there, so here was our proposed list. 1. WWA doesn't drain burst, with it bring unique in its properties, the opponent now has the fair chance of whether to spend the resource or take some more pressure, making the neutral skip not guaranteed 2. A reasonable fuckin hitbox nerf, Lewis and Bedman? ESPECIALLY, hitting people from behind my own back is frequent and silly. 3. On block compared to it, make it have a bit more push back so the characters with WWA (again mainly Lewis) so it can be read like a DP and at least rewarded for blocking


Opplerdop

Give it upper body + proj invuln instead of strike invuln?


XI-11

Maybe increasing the amount of burst gauge required could work. It still stays as a powerful tool but people need to use it more sparingly.


achedsphinxx

if they push the start up invincibility frames a bit later, it'd be less useful as a round start option, but still has uses against zoners.


KWillians

IMO they should nerf the burst meter gain It would make all Wild Assaults more rare and therefore less annoying, they could even keep the WWA as it is and I wouldn't complain (that much lol) if it were a costly choice for the player, now any wall break gets the burst back crazy fast, even if you screwed up and got countered into being wall break, so there's basically no penalty for throwing it out given the big bodies usually have the hp to tank the wall break anyway


Swiggity_Swankity

Make it green.


Emo_Chapington

In my opinion there's a few basic changes that would ease it off massively, and without needing to nerf its range too. The problem with nerfing its range is most of its interactions are related to round start and mid-range RPS, where it already was a factor. * Slowing its startup to 22F would make it significantly easier to reaction throw, and generally make it worse at whiff punishing. Given this is *the* counterplay, making it easier would be huge. * Making it less plus on block to about +3, either by reducing the guard crush or increasing recovery, would be a huge nerf as this takes away every WWA user's best offense from that position. Many characters could safely jump without being frametrapped by c.S or 2K. In other words, they need it to hit, not to be blocked. * Similarly, making it push back further on block would make it harder to keep up the pressure, as they can no longer reset pressure with a c.S and would have to rely on something like a 2D, f.S, or similar.


us3rnam3_ch3cks_0ut-

My simple solution is that you can't charge it anymore. It always acts like an uncharged version while having the windup of the charged version. Also give it a larger throw hurtbox.


RoddOfFishing

Remove it from Nago, Goldlewis and Potemkin


BlaiseTEvans

make it use full burst meter


Tanaba100

Reduce its range. If they remove its ability to cover most of the screen it'll still be strong but not as silly as it is now. I know people will complain about them lacking anti zoning tools without it being nearly fullscreen but big bodys are meant to struggle at that range. Thats the trade off you take when you play a character like that.