What if every j.:s:/sj.:s: worked like Foot Dive and had a hard knockdown?
I can really only attest to the characters I play, but I really like most of Chrisis’ list. I’d only alter a few things.
C Viper
Leave her assists alone. Thunder knuckle on its own is a fairly subpar assist, but it is a pretty good CC which is something. Seismo OTGs but is pretty slow, and Burn Kick is overall mediocre too with the exception of being a combo extender and an overhead. So all of her assists have something to offer but are far from great, driving the point that she is meant to be a point character. Optic blast has great durability and a bonkers hitbox, and as an assist you could call it without it charging first, which I think was put in place to keep it from being spamable and OP. For someone with such a beastly point game, I like that her support is overall meh.
DHC into EX Seismo. Again, I think this is a bad idea. Her hypers are pretty great. Burst Time deals good damage and is a great combo ender allowing for mostly everyone to DHC in, and Emergency Combination has an insane amount of invincibility for a lvl1, considering she also has an invincible lvl3. DHC’ing into them though is another story and they are completely unsafe unless you’re willing to burn X Factor. DHC’into EX Seismo would give her a completely invincible DHC that is jump cancellable to safety, and on hit would allow her to combo and most likely regain that bar spent. She has a phenomenal set of tools of point, so her support should be comparitively weak and allowing her to do this would be a super, super strong support option.
I don’t want any nerfs to Viper, but I certainly don’t think she needs a single buff.
Trish
I love the idea of peekaboo being unaffected by HSD, and a slight damage/meter gain buff
I would add that Trish’s HSD seems overall very severe compared to others and I’d like to see that toned down.
Give her her own, useful OTG. Preferably crH, and reduce HSD on crH. I think either this or the above change to peekaboo. Both would probably allow for massive damage and huge combos that would be too much. Either/or.
Reduce start up on Air Raid.
Totally unnecessary, but just for fun. If they did give her an OTG capable move, a new move using her guns would be nice to see, something similar to Dante’s OTG where he shoots downward at the opponent.
Amaterasu
Everything on Chrisis’ list seems perfect. Aireal Cold Star would help deal with runaway when she’s unassisted and add utility to Roasry stance.
Replace projectile counter assist with Power Slash M
Add the Okami stage that was cut from Vanilla
If it canceled ONLY on whiff then this would be the most awkward movement tool ever.
More awkward than Haggar’s ghetto flight mode of hugging the air or Haggar’s ghetto teleport of cr.H and roll?
I haven’t read this thread post for post but my $0.02 about dealing with Morrigan fairly is by making it so when she’s in Astral Vision either she builds no meter at all or when you destroy one of her projectiles then the corresponding mirrored projectile also gets destroyed simultaneously.
And I’m sure this ship has sailed but if Vergil can have Spiral Swords as a level 1 there’s no reason Strider can’t have Ouroboros as a level 1, c’mon! And fix Legion. it’s way too random.
I think it’d be great if Spiral Swords was a lvl3, actually. Go the other way with that thought.
Gaining no meter from Vision I feel would be too much. I think it’s more Missles from Doom give too much meter, Ryu builds Meter in his form, Firebrand still gains meter, Arthur still gains meter, Felica still builds meter when the helper is out, Hsien-Ko I think still build meter with Rimoukon is active and Jill can build meter during here Mad Beast level 3.
I also think it’s a tactic that most if not everyone will know exactly what to do against eventually and only ChrisG seems to use Astral to it’s fullest. Every other Morrigan player I’ve seen have just sat full screen and spammed Soul Fist and rarely do the flight part for added pressure. Though all you need to do is Super jump up and use air specials that keep you up there for a while. Doom Photons, Dorm Dark Hole or Purification or spells, Task Swings, Firebrand wall cling etc. Blocking gives much less meter.
But Morrigan isn’t the problem character, it’s the fact that this game has assists and just like most of the best advanced tactics, it’s the combination of assists and point character tools that create these situations.
Doom missles are used cause they can protect for a while, lock people down and give good meter, IF you properly protect Doom. He is so vulnerable when doing missles, I think only Sentinel is more vulnerable when throwing out assits cause his hurtbox is huge.
So maybe slow the speed of missles down, reduce the meter gain and reduce their tracking ability a bit and I feel nobody will complain about that tactic. But like I said, I feel it’s a strategy that is no longer sure fired to win matches, especially at majors. ChrisG wins BattleCircui/BigTwo/ChrisG Rent money Circuit with it a lot and the fact that Vergil lets him reset the distance of his opponent to full screen, but it’s more cause he is one of the top players.
Though he can take wins with his over team, Firebrand, Ryu and Hawkeye.
On Vergil, yeah Spiral should be an option not the default, Blistering Swords should be default and Orbs should be brought down to level 1 but I’ve already posted that stuff in full with proper technical suggestion on a few pages back.
did everyone forget about nemesis?
remove nemesis
replace with bone claw wolverine
I posted this on page 7.
Nemesis T-Type;
[LIST]
[]Armour on St.:h: and Cr.:h: activate sooner.
[]New move of :qcb: :s: for a downward Rocket Launcher aimed at bottom right of screen.
[]Air Rocket Launcher fires horizontally.
[]Make Rockets medium priority or increase durability to 8 so fireballs don’t beat out rockets.
[]Armour on all Launcher Slam moves activate sooner.
[]Biohazard Rush hyper armour increased to 20.
[*]Fatal Mutation has invincibility frames added, frames 1 to 17.
[/LIST]
He is a fun character to use as is atm but I get out played when I use him cause I currently suck at getting in on people, especially those using Magneto.
I posted this on page 7.
Nemesis T-Type;
[LIST]
[]Armour on St.:h: and Cr.:h: activate sooner.
[]New move of :qcb: :s: for a downward Rocket Launcher aimed at bottom right of screen.
[]Air Rocket Launcher fires horizontally.
[]Make Rockets medium priority or increase durability to 8 so fireballs don’t beat out rockets.
[]Armour on all Launcher Slam moves activate sooner.
[]Biohazard Rush hyper armour increased to 20.
[*]Fatal Mutation has invincibility frames added, frames 1 to 17.
[/LIST]
He is a fun character to use as is atm but I get out played when I use him cause I currently suck at getting in on people, especially those using Magneto.
I think Capcom should try to make EVERY assist good. If everyone has a good assist, everyone gets much better synergy with each other and allows for more viable teams. I think everyone from Doom to Spider-Man, Zero to Hsien-Ko, and Morrigan to Wolverine should aspire to have at least one assist on par with Strider’s Vajra assist or Dante’s Jam Session.
Some ideas…
Spoiler
[LIST]
[]Nemesis, Sentinel, She-Hulk, and Thor get armored assists
[]Firebrand does the full version of Demon Missile H on assist (Unblockable)
[]All of Captain America’s assists nullifiy projectiles (may require buffs to point Cap for consistency)
[]Level up characters (Dorm, Wright, MODOK, Frank) can power up as an assist
[]Skrull, Haggar, and Nemesis get command grab assists
[]Make trap assists stay out longer
[*]Give everyone at least one invincible CC
[/LIST]
Give Vergil more health.
Give Zero more health.
Give Phoenix an unblockable.
Give Doom 5 foot dive reps instead of 4.
Oroboros can chip.
K bye.
Chris:
make a majority of his moves safe,
or the ability to empty cancel his normals and specials into prone position,
some anti air tech ex. horizontal air shots or angled shots or something like that preferably horizontal air
Zero:
lower increase minimum damage scaling for specials (i think right now his is 30% if it was lowered to like 10-20% make zeros work harder for lightning loop kills)
Iron Fist:
Make it so its easier to convert of air grab/grabs
some air specials, or some of his specials that work in the air
Phoenix Wright:
make it so that the chances of getting evidence isn’t fully random, or have a set chance of getting this good or bad evidence
increase priority of normals
General:
TACs when properly countered deal damage to person who was countered, it uses wall bounce, and uses ground bounce, leaves opponent in hard knockdown state, Much like Haggar when he scores an Air counter hit with Headbutt, the player’s next attack OTGs, allowing a punish.
Meter stolen from side TAC reduced to 50% a bar as opposed to a full bar. Uses wall bounce.
Meter gained from Down tac reduced to 50% a bar as opposed to a full bar. still uses ground bounce
Correct the way the opponent is bounced from Side TACs to allow proper combos (lots of times the opponent can fall out).
Remove TAC Infinites.
<b><u>Haggar:</u></b>
<b>General:</b>
Improve hit bubbles for jL. the foot that sticks out should be a hit bubble, not a hurt bubble.
Improve wave dash
<b>Giant Haggar Press:</b> Invincibility on the way up.
<b>Rapid Fire Fists</b>: Correct the hyper. When he lands the damn thing it never whiffs the final 2 hits.
<b>Piledriver:</b> Significant Increase in range.
<b>Sky High Backdrop:</b> While I feel Thor’s should be superior (to go with his great uses in air) I still think this should get a range increase.
Assists changes:
<b>Lariat:</b> Health converted to red reduced to 50k from 100k. reasoning: the assist was nerfed considerably. The penalties should be lowered.
<b>Violent Axe:</b> Shorter Start up. Make Haggar come out either where the point is, or slightly ahead. Invincible as a Cross Over Counter, leading into a combo. Haggar being an exceptional battery, this assist would be much more welcoming to players. As an invincible CC, it would be at best, a counter leading into a combo that builds the meter back, or he’s safe anyway since Violent Axe M is safe on block (+5).
<b>Steel Pipe:</b> significantly Faster startup.
<b><u>Chris: </u></b>
Improve wave dash
<b>Grenade Toss:</b> Increase longevity of Grenade Toss L (Land Mine). Lower start up of Grenade Toss M and H.
<b>Combination Punch: </b>As it stands Combination Punch L and M are nigh useless.
For Combination Punch L make the timing of it’s extensions <b>far</b> more lenient. Combination Punch L is a weaker damage option then other things Chris can do, but if it is easier this will give weaker players something to fall back on or an easier set up into Sweep Combo.
For Combination Punch M. More lenient timing to Magnum, Make it recover faster, allowing easier extensions after it is used.
Combination Punch H. Leave as is.
Assists.
Gun Fire: lower startup 1-2 more frames, it’s still too slow.
Grenade Toss: Land Mine stays 2 seconds instead of 1.
Boulder Punch: Make it ALWAYS cause a hard knockdown, improve it’s invincibility frames when used as a Cross Over Counter.
Taskmaster:
Improve Wave Dash
Sword Master: increase damage across the board.
Vergil:
Remove Round Trip glitch, shorten charge time of Round Trip.
Hyper change: Spiral Swords changed to Blistering Swords. Sprial Swords is now a 2 level hyper.
Strider:
Ame-no-Murakumo hits overhead, both normal and assist.
Improve hit bubble on Excalibur
Shorter startup on Gram
Hsien Ko
Make her come out in FRONT of the assist caller when she uses Gong assist.
Fix the damn gong. nullify beams fully. bounce back all projectiles, faster startup
Cancelable Pendulum for some mixups
increase health to 1 million
Make her item toss similar to Teddy in P4A a set order. give each item a unique effect.
Phoenix Wright
Make his evidence Gather similar to Teddy in P4A a set order. give each item a unique effect.
OR
Make his Evidence Gather and tossing Bad Evidence SIGNIFICANTLY faster.
if Phoenix Wright is tagged out via ANY means (hard tag, snap back, DHC) ANY bad evidence is removed from his inventory.
Ghost Rider
make his snapback 1 frame. just like snapbacks were in vanilla.
improve startup on Judgment Strike
Iron Fist
Improve Air Normals
Air Throw ground bounces
Sentinel
health to 1 million
Improve bomb drones.
Doom
Missiles go away when hit as an assist.
Zero
remove lighting loops
if you buster cancel lightning, the lightning stops where you stopped, it does not shoot out with you staying there.
-Chris
Give him a sniper rifle to snipe out enemies in the air.for a zoning character chris can be easily lamed out
-Sentinel
Give him back his health
-Dante
-Health increase
-Dmg increase
-faster startup on L,M
-Shuma
Just FIX EVERYTHING ON HIM
System Changes
-Remove TAC infinites
-TAC combos are affected by hitstun scaling (hitstun rests at the beginning of a TAC, but increases incrementally over the length of the combo)
-Unlock Herald Colors for all characters
Character Changes:
Viewtiful Joe
-Red Hot Kick L and M OTG
Tron
-Make all versions of drill safe or neutral on block (air and ground), reduce chip damage if necessary to compensate.
-Allow drills to recover in the air (currently, she doesn’t recover until she hits the ground)
-Allow Tron to combo off of her Level 3 Command Grab
-Increase speed, priority, and projectile durability of all versions of servbot launcher
-Reduce hitstun scaling of all versions of bonne mixer
-Increase projectile durability of Lunch Rush and allow Tron to x-factor the move on whiff
Haggar
-Reduce red life penalty for lariat by half
-Allow pipe to reflect projectiles if timed properly (air and ground versions)
-Add invincibility frames to Haggar Press (on the way up)
Zero
-Remove ability to charge buster during shadow hyper animation, this will allow Zero to keep his combos but will remove the ability to start lighting loops after using a buster cancel into lighting.
Doom:
-All missiles disappear when Doom is hit (on point and as an assist)
Morrigon
-Meter gain during Astral Vision is reduced by 50% or chip damage is reduced while in Astral Vision
Please change back to the old hud and then I’ll be happy.
I have a few comments and suggestions;
-I’ve seen some people say TACs should cost a meter (but be guaranteed i.e. unable to be countered). But TACs such as the down TAC is meant to give you a meter while the side TACs gave you half a bar (and now take a meter away from your opponent). So in reality, are people saying TACs should only be used as a safe way to switch to another character? I don’t see how TACs can keep their meter gaining properties while costing a meter.
- People are asking for Doom missiles to disappear on hit. I’m not saying you shouldn’t think this, but I don’t think it’s at all necessary. I actually think it may harm Doom. With how long they take to come out, the only way they can be called safely is if your not in the vicinity to hit him out of it with your character, or your opponent manages to either hit you or put you in blockstun. Hidden Missile calls can be dealt with, I think we may need to look into building better teams rather than ask for this (and other things) to be nerfed.
In terms of my suggestions-
- Patch out all the glitches. Nova’s DHC glitch, Viewtiful Joe’s shocking Pink assist glitch, Vergil’s round trip glitch, Zero has a jump glitch?, Sentinel’s crouching medium ( :"> ) , the glitch where if you have a dead character you can leave the screen during an enemies hyper by calling the dead characters assist etc.
-Capcom needs to tell us how they intended Hsien-Ko to be used. I argue that every character is viable in that they can have their uses, but really I don’t see how she is actually viable, even with 5 bars and XF3. She’s easily avoidable. I mean they told people how to deal with Ryu’s crouching medium in SFxT… then proceeded to nerf it anyway. If they made her ostensibly bad they can at least justify it.
-Improve the netcode. It seems to have slyly got better on PSN recently, but still.
-Can TACs be subject to scaling? I’m a fan of infinites and TAC combos, but I wouldn’t mind them being subject to slightly higher damage scaling, implications to meter building being considered.
-
Stop raw tags overheading. Yeah I believe I can just go training mode and work on blocking high when I see a new character being switched in lol. But then again, I don’t think a player should be rewarded for tagging their character out like this.
-
Could the pushback from throw techs be removed?
*Vergil.
Though I’d rather improve than see a character nerfed, I feel that he may need to be modified. I’d suggest a damage nerf, as I don’t want to take away from his moves i.e. reducing his range or start up, but I feel that with round trip and spiral swords being able to prolong the length of his combos, reducing his damage like they did Taskmaster and Dante may be fair all things considered.
-Spiral Swords. Can they give the swords durability points rather than make it invincible? It’s kind of demoralising hitting him with a beam and him just going through it into a TOD combo lol.
*Zero.
I think this character is one of the worse character designs ever. Footsies go out the window against him and he is unplayable in the right hands. Still, I only ask that they reduce the start up of his normals like crouching medium, which I believe is 4 frames, and standing hard. It’s bad enough he has disjointed hit boxes on this. But I think it’s bad that he can’t be punished on whiff normals as he can just press another button and punish you for punishing him.
- Can Mighty Spark and Bolts of Balthalks hit low/small opponents? Though I feel these characters could become top tier if this happens lol.
just some Ideas:
Zero
-When you buster cancel raikousen the lightening doesn’t come out
-After an Air Level-3 Buster cancels a special move, zero can no longer perform air actions
+Adds his double Jump(always had it, was the only reason to play him over X)
+Increase damage of Genmu Zero to 380,000
+Rekkoha now mashable
Vergil
-spiral swords durability decreased slightly(this move beats everything now)
-Rapid slash,Helmbreaker start up increased(obvious)
-Cr.H no longer causes soft knock down(This move is the reason he can sword loop for so long)
-High Time’s untechable time decreases with combo length
-Stinger Speed reduced, can no longer be canceled on block,
-Dark Angel No longer OTGs and damage dropped to 450,000(maybe lower)
-Devil Trigger Airdash range decreased(a full screen airdash, really?)
+Health increased to 900,000 (he and dante have the same body Idk why his health is lower)
+Weight Decreased (he falls faster than dante,See above)
+Dimension Slash now Hits properly when mashed
+Devil Trigger only; Dark angel now costs 2 meters
+J.m range slightly larger(helps with air combos)
+Trick Can now be used in the air(L version only) it sends vergil straight down to the ground.
+New Move Added: Air trick Devil Trigger only(Same as dante’s)
too many of vergil’s attacks completly ignore hit-stun deterioration, this is part of what makes him so brain dead(and alot of other stuff)
DISCLAIMER: I been playing these two since day 1(Vanilla For Zero) so take some of those Vergil buffs with a grain of Salt(No Pun Intended)