I feel like Spider-Man’s assists could be a lot better. I think his Web Ball assist should have the opponent captured for a longer period of time. It was much better in MvC2. Also, it’d be nice if his Spider Sting assist had the follow-up hit in the air that causes a ground bounce.
For Web Ball, I would also suggest it having a lot less startup.
Yeah, it’s not very viable as of right now. But then, none of his assists really are, save for Web Swing in some combos.
Hitbox I agree.
Tracking could stand some reworking
Snap backs lasting longer is actually a very good idea. The question is how long?
Storm’s whirlwind is fine.
Wolvie is fine, just make Dive kick ALWAYS cause a ground bounce.
Grab priority is fine. Actual Grapplers (Haggar) should have godly grabs
Can’t agree. Haggar’s lariat assist is quite punishable. Tron’s needs to stick around more to make it punishable.
I have to admit, I’m not bothered by Haggar’s assist nearly as much as I am by Tron’s, so I suppose leaving Haggy as he is is fine. But Tron’s definitely needs to be reworked so that it either has non-invincible startup, or what I said about it earlier.
However, in order to give Haggar some much needed buffs, one of the obvious things would not only be the overall improvement of his command grabs (strength, speed, range and such) but also giving him a way to combo off of them that isn’t an OTG assist or Haggar Press.
For one, Spider Sting needs to be faster and invincible. The ground bounce would be a nice touch.
He’s not fine. He does too much damage for how easy he is to play and he lives too long for how much damage he does. His dive kick is +8 on block which is unbalanced and give Wolverine too much of an advantage for most characters to handle. No reason to play X-23 or any pixie characters when you can play Wolverine.
wolvie divekick ALWAYS bouncing is one of the more interesting nerfs ive heard… reduces his damage off of ground divekicks by making the groundbounce followup from the air not possible.
better than my suggestion to nerf its ability to be done from super jump or make its angle decrease.
spidy sting causing groundbounce is a good suggestion in my book, nice buff.
chun needs better fireballs or an 8 way dash. better fireballs makes more sense since it fits better (shes a fireball spammer in many of her streetfighter incarnations, including sf4, in many matchups) also this game needs more characters that are able to lame.
-dime
Hmm that IS interesting. Since he always causes a ground bounce, he is not capable of drill claw + dive kick which leads to 630k. If they can do that, and make his dive kick neutral on block, it’d be balanced in my opinion.
I would defo welcome some chun Li buffs. I think she just needs a damage buff though her shit is far to hard for how little damage it dose , make c.l a low aswell
If I were to nerf Wolverine’s dive kick, it would be to make it only come out if you are holding straight down. No more OS dive kick / air throw, so now characters without counters or well-timed invincible AAs have the option to jump block and punish.
While I’m listing off nerfs, here’s my other ones:
Dante Fireworks durability drastically reduced
C. Viper Seismo is only jump cancellable on hit, has its pre-jump frames removed, or is reduced in size so there are more deadzones (accompanied by other buffs to keep her from being terrible, rather than just one-dimensional)
Tron Gustaff Flame assist has the bottom of its active hitbox raised, especially right next to her if it is tilted, so that more low attacks can hit her out of her attack
Those three moves seem like the ones that some characters just have absolutely no reasonable answer to. Fireworks and Seismo don’t seem like huge problems now, but I think it will happen in the future if left as-is.
Yeah, you’re right - I don’t know much about Phoenix, but I do know that every time I have beat Phoenix, it’s either been by running down the clock to prevent DF (which has worked an uncountable number of times), or I catch DF with a Level 3 Hyper when she’s doing a move with heavy frame disadvantage (which has happened maybe twice in all the time I’ve been playing). That’s about it, and the second method is far too risky/relies on human error.
If there is another way to beat her, I’ll gladly take suggestions. And no, ‘Snap her in’ isn’t a decent suggestion - at least, not for most teams or most opponents. It’ll work if you have 4 Hyper bars, a team of Trish, Storm and Iron Man, and can use all those bars for a Snap In -> Round Harvest -> Hail Storm -> Proton Cannon to chip her to death. Unfortunately, I don’t use any of those characters, and chances are if I have Lv4, she is close enough to Lv5 that she’ll get it just from guarding. As far as I’ve seen, doing Snap Outs against Phoenix only results in me losing a Hyper bar, with my opponent chuckling to himself at my futile attempts to prevent a Dark Phoenix victory - any Phoenix player worth a grain of salt is going to know how to get her out of there.
As a Viper main I agree with Cauldrath, in its current form seismic hammer is too good, I’d opt more for reducing its horizontal hit box than the other options though that way it can still be used effectively, but it will take more of an understanding of zoning to properly use.
@The7K: You get 1 guarenteed mix up when Phoenix comes in from a snap or a kill, make it count. It’s far from useless but it’s also not free.
Run down the XF clock and camp on the opposite side of the screen. Try not to activate XF lv2 to run down as much of the clock as possible then XF to negate chip damage and regain your health. Your second character will die so choose the character that you think is capable of killing DF as your third. Watch for teleports and that is your cue to go into ABC combos. Without XFlv3 you have a much better chance since she can’t kill you in a few hits.
Kinda hard to run down the XF clock if she activates it with enough time that the match will time out before it does.
It really depends on the situation and what team you run. It’s one way of handling her and I’ve done it with some success. The other way, on my team, was to fight as much as I could, save my Jill for last and when she starts throwing fireballs, I activate Machine Gun Spray > XF > mixup opp on Phoenix. I’ve killed her at least twice that way.
That’s more you taking advantage of your opponent’s ignorance of Jill’s capabilities than it is a truly viable way to beat Phoenix. Quite a few characters have invincible supers, after all. And if she’s in the air when she’s throwing the fireballs, it’s quite possible that all you’ll get is the mixup.
A question to people: what would you guys think if Doom’s throw range gets extended? I am of the belief that in terms of offence and mixup, Doom is somewhat poor, and I’ve been finding myself more and more dependant on air grabs, as dangerous as his air H attacks are if I miss.
As for the Phoenix debate, I always thought that X-Factor ruined her concept. With it, she stops being scary and becomes silly instead. I always had the opinion that Capcom should take away Dark Phoenix’s damage and speed boost for X-Factor (the health regeneration, by itself, is already great for her), but today I had a cool, gimmicky idea. What if they take the bonuses for level 2 and 3, but allow her silly antics with level 1? Would that nerf her but make playing her team more fun as I envision or not really?
Doom doesn’t really need any buffs. As it is, he’s often used simply as an assist character because of his execution barrier, but the tools that he does have right now are quite honestly very good. True, his mixups aren’t very good, but if you add a low-hitting assist (Wesker, X23, Shulk) he can set up for unblockables and start his TOD loops. If you’re only playing him as anchor without assists…I dunno.
That’s the thing. You have to use your characters capabilities to beat her or else you’re not. The other than the generic strategy of running down the XF clock, all I can say is don’t let her XF from full screen, XF w/ her up close and combo her.
I play a X-23/Doom/Tron team. At the beggining of the game’s life, I often used X-23’s assist for unblockables, but the more I played, the less I used it. Why? Because people learned how to defend. People started jumping. More and more often I started looking for mixup situations by locking people on the ground with Tron, rather than going for unblockables that stopped working. And of course, high-low mixup is still hard to pull off and not particularly effective compared to some other stuff. So throws to me added another layer to the mixup. I mean, that’s what they’re for, but I believe Doom depends on those throws. Still, it’s hard to get them and getting a foot dive, laser gun or hidden missiles is dangerous as hell, so maybe by extending the throw’s range, Capcom could afford making Doom’s life a little easier without making him broken.