This might sound weird, but I’d like to see Taskmaster’s Legion Arrow super get a damage nerf.
I swear to god this super is completely immune to damage scaling. I’ve lost track of the number of times a simple air throw to down Legion Arrow will do 45%-50% despite the severe damage scaling you get off of normal throws. Considering the fact it’s so easy to land the super itself due to the fact it OTGs and can be fired at multiple angles, I don’t understand why it does such a ridiculous amount of damage based on the fact it’s so easy to land.
I think SRK featured a video a while ago that showed how different states (air vs. ground) caused certain (all?) hypers to scale differently. I’d look into fixing that before taking an axe to a specific moves damage.
all i see is wahhh my opponent can get bars with relative ease. How the hell else do projectile characters like arthur build meter?
move in and play like wolverine/ magneto. Yup building meter like a champ, eh?
Oh well that phoenix should earn their bar with their 400,000 health character, less assists, reliance on one character and the fact that you guys constantly spout that LOW level combos should do 500,000-600,000 damage. Bright idea to go charging in there to earn your bar.
You guys seem to want a game of chess to pop up when a TAC happens.
its a necessary evil but i’d honestly rather see everything BUFFED rather than nerfed aside from x-factor.
i don’t see why some of you are so persistent in wanting everyone to play like you, if you hate TACs and see them as being a crutch, use them or pride yourself off of them. No one is forcing you to use them. Some others will, when they do, react accordingly.
Magneto is Magneto for retards yea wesker it easy and very good even at a basic level but so is magneto “RUPTAR!!!” from full screen all day wait for air grab then do his H loop with takes like 5 mins to learn into free level 3
Throughout all this TAC talk, I’ve come to the conclusion that the only reason TAC was added to the game was to give every characters effectively a reset game. In the older Marvels, the characters that had a reset game were limited to characters with mobility. With TAC, everyone virtually gets that love. I still don’t like this since resets take execution to start compared to TACs, giving more room to screwing up and such.
lol, this about sums up the TAC discussion. Hate to be a smart-ass about it, but it’s true.
I know DevilJin loves to pick on Wesker in cries of balancing , but I’ll take him and his guessing games all day opposed to Wolverine. That character is really starting to get on my nerves; retarded damage, retarded mix-up, retardedly good probability of catching two characters with a stagger and XFing that easy mode shit for the win. Oh and let’s give him 950k too, cause he needs that.
Needs a slight bump with the nerf hammer.
As far as everyone else goes, leave em the same or hand out some buffs… okay, knock Wesker down to 950k. =p.
Legion Arrows is one of the least damaging hypers in the game when fully scaled, but it is tied for the best scaling rate with each hit scaling it by 98%, and its number of hits is relatively low, so its raw damage winds up pretty good. Also, throw damage scaling does not apply to hypers. Lastly, other characters get much more damage off an air throw, unless you, instead, OTG with Aim Master and go into a full combo, so I don’t see the problem.
And, you can’t rage about Wolv and not mention his ability to draw you into the meat of his area of effectiveness when you get tagged by a jab on the fringe. He doesn’t get pushed away, or push you away… he just draws you in.
Well, something that’s underutilized and that will change the metagame sooner or later IMO is crossover counters.
After hearing from DevilJin that Zero’s shippuga assist is invincible on CCs and from some other guy(Ranadiel I think) that Morrigan Dark Harmonizer CC is invincible, I think more people will start finding some of the more useful invincible CCs.
With Zero for example, if his CC is as invincible as DJ says it is, then he gets an invincible CC that’s +4 on block and leads to dead characters on hit. Pretty good defensive option.
Zero’s Shippuga is NOT invincible when used as an alpha counter. He only has invincibility till he lands from the air and does shippuga, in which case he’s fully hittable, and I believe every character has this property when used as an alpha counter.
I can see them being used more to punish things that are usually harder to punish in close though. Theyre not exactly fast is the only problem. You can block something and then do it, and the other guy is fully recovered by the time you’re hitting them.
Well, it can still be used DURING blockstun right?
So some of the faster assists will still be viable options as CCs as far as punishing moves goes. Zero’s Shippuga is still decent as a CC because it leads into a full combo if it hits and it’s safe on block (the issue is covering it’s startup as Samurai said).
And don’t forget that CCs can be canceled into hypers. So if you’ve got a character with invincible hypers on your team (like X-23’s rage trigger for instance) you get an invincible super during what would normally be blockstun. That seems pretty good to me. During certain blockstrings I’m sure you could even squeeze out a weapon X prime and start a DHC glitch. It’s 3 meter, but that’s worth it to kill a character right out of a blockstring imo.
CCing into a transformation super might be efficient against particularly high blockstun moves as well (as typically those moves are coupled with a lot of lag as well)
You can’t punish Wesker’s launcher on block with normal punishing techniques. I’ve even tried shit like using snap back (which is one frame start up on block) and that doesn’t work either so I doubt CC would. You can only punish it the same way you punish Wolverine’s dive kick which is XF guard cancel or punishing it with a 1 frame throw/command grab if he did it too close to you while you were in the corner. Wesker has a lot better ways to utilize his block strings than pressing S at the end of them any way that are safer than his launcher even.
Fighting Wesker is mainly about waiting out his assisted teleports and looking for punishes when he tries to teleport or shoot gun without assist. Either way his gdlk normals, fast wave dash and gun shot control make it tough especially with his big health pool. Even if you hit Wesker you have to XF or DHC glitch him or he gets another chance to ruin your team.
Wesker’s gun should be slower or do less damage, he shouldn’t be able to zone effectivly and be that fast with that much health. Give him 900K health, nerf that gun, and that’s it.
I wish they focused more on buffing then on nerfing though.
Once again Super Skrull needs flight, he’s fucking Super Skrull, needs a projectile and his assists should be better, more armor on Orbital Grude, more damage on tenderizer and stone smite.
I feel overall the game should have less hit stun deterioration, but way less, but maybe like 15% less.
Jill can invulnerable CC (somersault kick) into a full DHC glich meter neutral combo, or just jump cancel for pressure/mixup. See my second team, it’s so dirty.
However, CC’s actually take quite a bit before they pop, so they really aren’t the same as a dead angle.