My Thoughts on how to fix this game

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

  1. 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.
  2. 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]

In a way i am trying to go for broke, with all the characters having some broken tools, im just doing my best to make sure the playing field is pretty even.

Cant she currently otg into her special throw off a throw? Also if her gun super cant land after a throw tell me and i will give her more time to otg off a ground throw.

I just changed doom because that makes sense about missiles. For doctor strange I feel he severely needed some sort of air movement a forward and back dash will be fine imo even though it will make his cross up shenanigans better, I went ahead and took away the damage buff on his lv. 3, also i was talking about on hit for vishante due to it being punished by many characters when done to close in x factor. For felcia I also took your advice on not giving the lv. 3 a damage boost, im also considering giving her the side switch properties I gave to merica. As for hagger I really feel he needs something, I went back to doing red health since it does that in final fight, I feel the hard knockdown assist makes him stand out, idk what I should give him but if you can think of something it would be appreciated.

As for hulk I think the otg off a ground throw makes him scarier and thats a good thing with all of the buffs in this version, i decided not to give him back some of the damage i took away from him. I made iron man do smart bombs only hard knockdown on a stray hit so it wont work during combos (this is actually how i had it originally). For nova i reduced the damage upgrade some on the super but i wanted it to be more worth sacrificing your red life for, not including the fact his damage will be nerfed already.

I left sentinel alone, I feel he needs what I gave him, also the normal thing old sentinel fans will appreciate and it will make him more of an offensive threat. I took flux’s ideas because they make alot of sense for vergil (and they are accurate to dmc lore), also yes i was talking about the dimensional slash super crossing up. As for the wesker damage the reason i upped it by 10% is because of my universal 10% damage nerf, wesker doesnt do great damage as is now so I just want it to remain the same.

Also thanks for all the suggestions.

Also for x factor 1 I made it so it is seldomly used, I want it to be used as a means to correct a mistake, add an extra super, or maintain pressure, x factor level 2 will have old xfactor lv.1’s damage and speed but old xfactor lv2 duration, xfactor 3 being old xfactor lv2 but with xfactor 3 duration, so 1 for strats, 2 for damage, 3 for come backs.

For captain I went ahead and fixed some of the redundances, now I improved his shield slash severely because I want its control to be very strong in the game, right now honestly their isnt a ton of reason to play him but with these changes he would be a space control monster, also I universally damage nerfed the game by 10% so captain wont be dealing as much damage.

As for my magneto changes i wanted to improve his zoning game by speeding up disrupter but I do agree it was pretty insane in vanilla as a tool, so I decided to put its speed somewhere in between old disrupter and current disrupter, I also updated the nerf to some of his combos with his speed buff. Also the reason I nerfed his meter building is I want his main purpose to be pretty good zoning and some of the best rushdown in the game but since his damage and meter are getting nerf I also want him to be a reset heavy character.

For Frank what I tried to do is just make franks picture always safe on hit I changed my list to show that, his damage will be unchanged technically becuz of the universal 10% nerf, Im trying to make the camera sort of an anti zoning tool so it has full screen horizontal hitbox (in front of the camera) that way it beats anything your opponent is trying to do.

As for deadpools changes I fixed several of them this morning by making his lv.3 have slight recovery at the end and I made it throwable, but as it is a lvl3 counter super I kept it anti physical and projectile hitting properties.

Also thanks for the suggestions.

As my final note on this thread:

This is a “Kusoge” already as it is. These changes would make it Mugen.

I just trying to make everybody effective at their playstyles, buffs for breakfast I say.

For mr. wright from your suggestions I made the questioning and cross examination start time just decreased (with no specifics) I just want this move to be very abusable (similar to haggers pipe) in controlling space (and ultimately landing turnabout mode.), I also took your advice on not making maya invincible since maya is kinda already invincible, also I kept alot of the extremely broken things in turnabout mode because I think as capcom originally design he needs to remain a make or break character, i think the fact that he is only going for evidence until he gets a space controlling move that on hit makes him the best in the game for a bit extremely interesting, I personally believe with the improvements for him getting evidence that this strategy can become a threat people will have to prepare for.

As for VJ ive heard from multiple people the bullet is a nerf so I took it out, also the damage buff is technically only 5% due to my system damage nerf of 10%.

Also thanks for the suggestions.

That I may, as I have never made a youtube video, but you may be trolling since its that funny vid of akuma changes :S. Unless he actually knows how to hack the game to implement the said changes because that would be amazing.

Well, I can definitely appreciate the effort that has gone into this, and the fact that you are open to suggestions. Have you check this thread out yet:

There are other lists there(from when a patch was a possibly), and while some suggestions were far crazier, it is a great place to compare and contrast what are good and bad ideas for changes.

If you want a Steel Pipe-like move then you’re going to have to tone down the speed boost a bit, makes them too fast honestly. I applaud the attempt to make him stronger outside of Turnabout, though, he really needs buffs there.

Honestly, it’s really hard to balance “make or break” characters because you either go overboard with the superpowered mode, you make the superpowered mode too tame, or the character is just not strong enough in his initial form to do much work. Look at Phoenix, top tier in Vanilla but now has plenty of counters and, in my opinion, hardly worth the trouble anymore. I feel like that instead of grossly exaggerating Phoenix Wright’s strength in Turnabout and making his Investigation/Trial forms exist solely to have him gather evidence and land the Objection!, he should have a more flexible playstyle and be able to actually fight in his initial modes and, when possible, go into Turnabout to close out games/deal with problem characters. I like some of your ideas, but a Phoenix Wright that just calls Maya, gathers evidence easily, jumps around spamming Objections, and goes full retard in Turnabout makes for a boring, stale character.

You have that many buffs for breakfast and it’s easy to choke on them. I agree that everyone should be strong but even too many buffs can be a bad thing. You kind of realize this but you don’t really.

I think SOV just needs to be used more carefully rather than being allowed to spam it.
Personally, I like Haggar the way he is. He’s the Zangief of this game personified, and is really effective on point and as an assist. I’m not sure how much you played vanilla but that assist was really fuckin’ stupid, and I think most characters/players can still confirm off of a raw hit with no trouble. RoachKing still runs team Viscant and manages to get the pickup off of Lariat really easily. It would also make it even crazier as a crossover counter (wouldn’t need to use extra resources to combo off of it, which is the opposite of every other invincible crossover counter, to my knowledge). I think the more lenient regular throw confirms I mentioned are the only buff he needs.
The thing about Hulk’s throw is that by holding forward/back and just mashing H, you’re option selecting a throw with an armored move. Lots of characters are put at a huge disadvantage by being in his throw range, it doesn’t matter if they swing or tech the throw, they’re going to get hit or thrown, making their better option taking the throw so they don’t eat a full combo. That’s already stupid as is (no one else has that, iirc, except for Nemesis whose armor during stand H starts much later), but having that OS turn into a full combo would be totally busted. It would be a zero-sum situation for most of the cast. (Correct me if I’m wrong here, guys, I can only think of Viewtiful Joe/Mach Speed getting out of this safely, Bionic Arm even gets absorbed by the armor)
Okay, I see what you’re saying about IM and Nova now.
1.2 is still too much for Sentinel. I think he’s about on par with Taskmaster in terms of movement, offense, and defense, and giving him more health than that would allow him to take more risks than should be allowed. Also consider how all-chip normals would be for a character with a command grab. He’d have to get pushed back really far on advancing guard for them to be fair at all.
I think XF1 should still be given damage especially considering the overall damage nerf, there should be some incentive to use it and “strats” doesn’t seem like it. It’s already a one-time-use resource, you should be given more benefits for blowing it early.

edit- forgot one more system change that ought to be implemented: the removal of install+XF buff stacking. XF3 DT Vergil is too much. Hell even XF3 DT Dante is ridiculous.

Spoiler

http://www.youtube.com/watch?v=D47K1S83gJM

part 1 of 4. didn’t bother reading the OP’s entire post, but some of what was stated seems to be pulled from fgtv’s suggestions. #

IMO that special that otgs is pretty much useless i dont think u get a free mixup after u otg with that special and machine gun super does otg but that does like no damage theres really no reason to use machine gun super after a throw unless u have 2 meters and vergil second to dhc to sword super but even that seems like a waste of 2 meters.I also wanted to suggest some changes to her lv3 but my idea might sound too outrageous and a special attack that uses her submachine guns and can be canceled into feral crouch would be cool think of deadpool guns into teleport is that too broken?

some of their ideas are really good, so i used the ones i agreed with, some of theirs are bit biased though.

I will look into mr. wright further and try to give him more options in his normal mode, I will relook into my balance changes in tournabout mode i may make a weakness or two but I still want it to be very strong.

Ill add more time to the otg state for hagger off a throw, I may change him more later but im still feel he is missing something. For Hulk I may nerf his throw range, would this fix the OS problem? For sentinel I think I can agree on 1.1 especially for how much more of a threat he will be with these changes. I will also consider the removal of forms and x factor stacking but as much as x factor has been toned down it might be balanced out by now.

Ill shortens jills recovery after her otg throw to allow time for a mixup, also I took your advice from earlier and upgraded her gun supers damage, as for the level 3 i will probly keep it as is becuz i feel its one of the best lv 3’s in the game but so few people play her that she is extremely underdeveloped.

Thanks for the link it had a ton of great suggestions, including many I thought good enough for my list (even though some where awful), If you have any ideas for my improved change list please suggest them.

About the hagger CC thing almost every invincible CC can be followed without meter(zero is the only one who needs to cancel into his install)viper,Chris,X-23, all can follow up without meter