Some general gameplay balance stuff I think should happen:
X-factor nerfed.
[LIST]
[]Level 1 = current level 1 X-factor with 1 change. Can take chip damage
[]Level 2 = Level 1 X-factor damage, level 2 speed, no chip
[*]Level 3 = Level 2 damage, level 3 speed, no chip
[/LIST]
DHC/TAC/THC/Assist tweaks
Assist Tweaks
Cannot use the same assist character in the same combo more than once. If a character TACs DHCs or tags in, they are done for that combo and can no longer be tagged, DHCed, or called for an assist as long as there is a combo counter going.The combo starter can TAC once. The combo starter can then be DHCed back into but that locks out the character he/she just TACed into.
EX: Team trenchcoat. Vergil does a combo, uses Wesker OTG assist. Wesker is now locked out of that combo including team hyper. Vergil TACs to Dante. Vergil can now be called as an assist or DHCed into during Dante’s combo, once he is called he cannot be called out again. Wesker is still 100% locked out of Dante’s combo*.***
TAC Tweaks
TAC directions now fully commit you to a direction. Meaning you can’t mash S and a direction anymore. The first direction you hit with S on defense in a combo is the direction you will automatically counter. This removes derpy countering of “strategically” (lol) placed TACs. If Phoenix is on your team, you pretty much press left/right and S immediately to prevent meter loss OR you can guess with the next change…
TAC Counter window increased by a large margin. Capcom had claimed they gave the TACs color to make players visually counter them. Then we realized they were full of shit and there wasn’t enough time to register what color is being shown on screen to react. To remedy this the window to counter the TAC is increased drastically. Combined with the above change this forces players to no longer mash out a direction but to actually pay attention to the colors. In addition if you do successfully counter the TAC, you slam the opponent down as if your character did a jumping S and it sends the opponent down for a hard knockdown. You cannot combo off of the countered TAC. This forces the game to a reset as the offensive player’s guess did not pay off.X-factor TAC tricks such as Anti-Phoenix strat will still work if you guessed right the first time.
DHC Tweaks
Whiffed supers can no longer be DHCed**.** This is pretty obvious bullshit and gives players who failed a chance to make up for it. But they already have X-factor to save themselves.This also removes “DHCing to safety” and forces the defensive player to actually think of a good way to get in their other character.
Blocked supers have a reduced DHC window. Blocked supers will now have a 50% less window to DHC. No more Wesker getting in every last hit of maximum wesker before DHCing safely to another character. The DHC must occur within the first 50% of the super. This means for supers like Maximum Wesker the second you see your opponent is blocking, you are forced to DHC early or X-factor or eat the punish. Even if your opponent lets go of block after the first half of the super, you still cannot DHC as the only reason that happens is random crossups. No more mashing a super and going flowchart “Did it hit? Yes? DHC AND KEEP GOING! No? DHC TO SAFETY!”
Level 3 Supers Tweaks
Level 3 Supers now scale OR Level 3 supers do the same damage in X-factor. I have 2 options I’d love to see with level 3s. Either scale them in combos or they do the same damage no matter if they are in X-factor or not. The fact is, the level 3 supers that can be comboed into are just as easy to combo into as a normal super. Either that or the damage gets normalized over x-factor meaning level 3s may do the same as a level 1 in x-factor. I would want either of these to be implemented.
Cannot combo off of Level 3s OR continued combo scales heavily. One of the stupider things I’ve seen is that the characters with comboable level 3s can STILL COMBO after finishing it. Once you level 3 you’re done. Save it for the kill. Or once again, scale the damage heavily, like drop the damage to 25% or less after a level 3.
Throw Nerfs
Combos off of throws scale much more heavily. If you combo off of a throw the damage gets reduced more. Hitstun remains the same.
Air throws cause less knockdown time. So if you air grab from a high height, you get no combo after if you need to land to combo.
I know none of these changes will ever come to fruition but its fun to wish.