From v03 to v04, Cyclohm has probably undergone the most drastic changes with the inclusion of both Whirlwind and Rain Dance.
These were added because the character had proven extremely finicky to balance. In v03, Ohm was capable of getting ridiculous damage off of juggles and punishes to the point of brokenness. At the same time, he was completely defenseless in melee combat making most matches extremely one-sided one way or the other.
While the character was designed with such extremes in mind, it soon proved unrewarding because most matches were decided early on if either party made a single mistake. Because of this, his damage potential was reined back, and Static was slightly improved as a melee option.
With the crazy extremes out of the picture, Cyclohm was revealed to be a somewhat two-dimensional fighter who was still completely ineffective as long as the opponent didn't jump foolishly.
Static was changed to a regular attack in order to give him more close combat options, as well as a knockdown effect in order for Ohm to get back to his optimum range. Whirlwind was added as another way for Ohm to get some breathing room. While faster and safer than Twister, it doesn't have the sheer damage follow up options. Rain Dance, adds a level of ground level strategy and space control. The wet status can make Cyclohm's already high damage output simply terrifying while at the same time offering a method to interrupt an opponent's offensive crackdown.
What I'd like to know is, what has all of this accomplished? Unfair AI advantages aside, does Cyclohm seem more or less the same? From some of the battles I've had, he still seems somewhat lackluster. Though perhaps early to consider a tier list, I'd say he lingers somewhere near the bottom. Is this acceptable for this sort of all-or-nothing defensive-style character? Am I missing something in my approach as to how Ohm ought to be played?
These were added because the character had proven extremely finicky to balance. In v03, Ohm was capable of getting ridiculous damage off of juggles and punishes to the point of brokenness. At the same time, he was completely defenseless in melee combat making most matches extremely one-sided one way or the other.
While the character was designed with such extremes in mind, it soon proved unrewarding because most matches were decided early on if either party made a single mistake. Because of this, his damage potential was reined back, and Static was slightly improved as a melee option.
With the crazy extremes out of the picture, Cyclohm was revealed to be a somewhat two-dimensional fighter who was still completely ineffective as long as the opponent didn't jump foolishly.
Static was changed to a regular attack in order to give him more close combat options, as well as a knockdown effect in order for Ohm to get back to his optimum range. Whirlwind was added as another way for Ohm to get some breathing room. While faster and safer than Twister, it doesn't have the sheer damage follow up options. Rain Dance, adds a level of ground level strategy and space control. The wet status can make Cyclohm's already high damage output simply terrifying while at the same time offering a method to interrupt an opponent's offensive crackdown.
What I'd like to know is, what has all of this accomplished? Unfair AI advantages aside, does Cyclohm seem more or less the same? From some of the battles I've had, he still seems somewhat lackluster. Though perhaps early to consider a tier list, I'd say he lingers somewhere near the bottom. Is this acceptable for this sort of all-or-nothing defensive-style character? Am I missing something in my approach as to how Ohm ought to be played?