System nerf to XF1: I don’t like this at all. Being able to use XF1 damage to close out a game is what makes it useful in the first place. XF2 speed would allow for some infinites, but the time being the same as it is now would make it impossible to kill for some characters.
The rest I can get behind, mostly. On the fence about snap back invincibility, and personally I think TAC’s should just be removed entirely.
Just some comments on the characters I put time into…
[details=Spoiler]Buff: spell my bitch’s name right
- So combined with the system damage nerf, her damage would be just a bit higher than what it is now. That’s fine, as long as it doesn’t reward people too much for simple reflector combos.
- So the THC is only useful on incoming for Viper and Firebrand now. Neato. Also, the gaps are what allow her to XF cancel early and confirm into glaive loops.[/details]
[details=Spoiler]The debate about nerfing this assist is old as sin, but recently FGTV got it right:
- Tracking of Hidden Missiles assist adjusted. Missiles 2-6 only track where Missile 1 was tracking to prevent “combo breaking”. Makes Hidden Missiles assist easier to evade in general. Normal Hidden Missiles remains unchanged.[/details]
[details=Spoiler]1. This is not the air movement that Strange needs. If anything it’d make his crossup game more crazy than it needs to be (imagine Vergil’s DT assist mixups but now he can also teleport after an air dash) while removing his uniqueness and not adding much to his escape options. I’m not sure how to fix this without breaking him too bad, but I think he needs some kind of upward air dash or faster-moving flight so he can get off the ground more easily without super-jumping.
2. I’m fine with Eye working this way but this will make Denak L ridiculously spammable from long range and turn into combos off a trade. Not sure how Strange players (and everyone else) would feel about that.
3. Not sure. Might be cool.
4. Fine.
5. It already does unscaled damage, I don’t think it needs a buff at all.
6. Not entirely sure what “recovery on hit” means. Do you mean the opponent’s recovery? In that case SOV could easily become punishable on hit with X-factor, turning SOV into a very Bionic Arm-like resource-wasting mind game, which I don’t think helps Strange at all. If you mean Strange’s recovery, he can’t just recover faster on hit, it’d be the same on block too. Nothing wrong with that, except you’d be able to do the Strange/Dante/Wesker unblockable more easily. Anyway pls clarify[/details]
Thank you.
[details=Spoiler]1. Recovery and hit stun/block stun are intertwined, no reason to mention both. She could probably use some more safe approach, but I think the low hit should still be unsafe on block. If it were safe, she could easily set up command grabs when the move is not push blocked, and then set up crazy pressure (even unblockable setups when canceled into Kitty Helper on reaction push block). The more I talk this out the more cool it sounds, but Rolling Buckler still needs to be at least -1.
2. So it’d be less ambiguous but easier to confirm off of. Maybe give her the Cap buff where she has different speeds of cross-ups.
3. I like that.
4. It doesn’t need more damage (mashable but unscaled damage as is) and it’s only as hard as Devil Must Die to confirm off of, so I don’t see the point here.
5. Hahahahahaha, I love this idea.
6. Eh, I guess. I was hoping the game would turn more reset-heavy but she could probably still use the damage buff.
7. Mayyyybe. It’d be nice to have more movement to fight zoners.[/details]
[details=Spoiler]1. Haggar lost life for using Lariat in Final Fight (iirc). Try to be faithful to the source games.
2. Nope. I shouldn’t have to explain why this is silly.
3. JESUS CHRIST NO
Side note: I wish Haggar could confirm off of his ground/air regular throws more easily, and they should fix the dumb glitch where your assist comes out on the other side after a throw for no apparent reason.[/details]
[details=Spoiler]1. Of course.
2. If you make it special-cancelable you also have to make it so you can push block it. The dash cancel gives her an interesting way to fight the push block but it might get silly.
3. Who cares.
4. Might be cool.
5. I don’t see the point of this. If anything they should change the arc of the medium version so there’s actually better reason to use it.
6. Sure.
7. Whatever.[/details]
[details=Spoiler]1. You are a goddamn madman. That option select H/throw game is already too strong, having it turn into a full combo would be stupid. The oki is enough.
2. Nope.
3. Don’t see the point.
4. NOPE.[/details]
I’m behind all the Iron Dude changes except for c.H becoming horizontal. edit: And Smart Bombs causing a hard knockdown, not sure how I missed that. Imagine foot dive being safe, with no need to dash cancel it. Also, they OTG, so having an infinite hard knockdown loop would be pretty silly.
[details=Spoiler]Buff 1. Fine with this long as it doesn’t include chip damage, which is hard to implement.
Nerf 1. She should just not build meter at all during AV. The Cold Star/Eye/Hyper Grav AV combos would still give her 3 bars easily.[/details]
[details=Spoiler]1. I don’t think Nova needs any buffs but this one kind of makes sense.
2. This one is ridiculous, that super already does a ton of damage.[/details]
[details=Spoiler]1. Too high, I’ve always said 1.1 is good for Sent.
2. Doesn’t really need it.
3. What is the invisible wall? I do agree about the distance thing.
4. ALL NORMALS? Hell no.
5. Nah.
Nerf 1. On the fence here. I don’t like its mixup ability being nerfed but having more consistent combo extension (if that’s how this works) could be cool.[/details]
[details=Spoiler]1. Chainable lights don’t fit with her character archetype. What she needs is…
2. This. Insane kara grabs would improve her game mightily, and in an interesting way.
3. I think the speed and range is cool, but the armor is maybe unnecessary. You can already Runner’s Start-cancel the move so this is not really a big deal.
4. Same thing about Runner’s Start.
5. Either this or taking away the wall-bounce properties on some of her specials, giving them more hitstun/untechable time instead so she can extend her combos more and still finish with all hits of Emerald Cannon.
6. Yeah I agree with this.[/details]
Agree wholeheartedly.
The Trish changes all make sense to me but I don’t think she needs both a startup and recovery reduction on Low Voltage. Just recovery is fine.
[details=Spoiler]Buff 1. Nah.
2. I think you should just go with the Flux alteration on this. Defaults to Blistering Swords for 1 bar and goes away when hit, Spiral Swords and Sword Storm cost 2 but don’t go away on hit. This is how it was in DMC3 and I think is more fair then giving him a fucking 1-bar safety belt.
Nerfs 1. Also make it so you can’t cancel it into S upon landing, that move needs to be one that you commit to.
2. Irrelevant with what I wrote in Buff 2.
3. Same.
4. It crosses up consistently as it is now. Literally, it will always cross you up guaranteed, unless you push block an assist that’s called at the same time or Judgment Cut, or hit him out of it. edit: Oh, maybe you’re talking about Dimension Slash. That should never randomly cross up, fuck that move.[/details]
VJ changes are sound.
[details=Spoiler]Buff 1: Both the nerf Capcom gave this move and the fact that they didn’t buff his regular counters are silly. I think you either give him the longer invincibility on his counter super, or you make it easier to combo off his parries. I like the latter, personally.
2. No.
Nerf 1. I agree.
2. I agree.[/details]