UMvC3 version 2013: The feedback thread

give spider-man a lower swing arch on his air spidy swing so when tkned it hits the cast all his not being able to get a hit problems go away other then that his really good.

If Hsien-Ko had the appropriate buffs she would serve as the counter to Morrigan in the point war. She already has most of the tools but they are implemented poorly.

Can we suggest assist changes for characters we don’t play? I really feel that every should be a worthwhile anchor an assist merit alone like Doom.

Yeah, those things are built into the character archetype. Your opinion seems to be that if a character is undesirable, it is a flaw with the design and drastic changes are in order. For a few characters, like Iron Fist and Ghost Rider, that is very much true. but Haggar is honestly one of the few characters that works mostly like he was intended to. Haggar with a better approach, nerfed Pipe, and weakened close range game is already here; he’s called Hulk. It’s very clear from your opinion that your only knowledge of Haggar’s potential comes from getting destroyed by him because he got in. But, at highest levels of play, Haggar is nearly irrelevant; not because he can’t get in, but because most of the cast can steal momentum from him very easily. My buff suggestions to Violent Axe, his supers, and acting after a whiffed Hoodlum Launcher H are meant to allow him to stay in when he gets in, instead of having to get in multiple times because of limitations within his move list.

Here’s a change idea list for one of the few other characters I play and know a decent amount about: Hsien-Ko (Copied from her thread)

Spoiler

Just make Hsien Ko faster/more mobile and let her OTG with c.h like Wolverine’s slide. She could put in work with cancellable Senpu Bu like it is in VampSav.

There’s a lot more stuff that actually needs to be changed with Hsien-Ko. She was designed very poorly without a clear goal in mind.

just5moreminutes, there’s a lot more wrong than just her command throw. Many of her moves interact with each other in a goofy way because they are the same on block and hit, and some have nonsensical frame data that reeks of laziness. Her hitboxes are also dumb in a bad way. Why is her j.L hitbox bigger than her j.M? Why does Rantetsu begin underneath its axis when its location clearly indicates an anti-air? Why does Chireitou only have tiny hit spheres at the point of the swords?

I mean yeah shit doesn’t make sense but none of those things are NEEDS like mobility. It’s definitely first and foremost.

My goal was balance. Haggar is a touch of death character on point with resets and every other way to open someone up.
My suggestions called for changes to EVERY character. Increasing Haggars speed makes him fare better against characters like magneto and storm. People see morrigan as a threat cause she’s safe and has awesome assist options when she’s on point. Haggar is the same on point.
Long range, over-head pipes that option select into grabs plus his back up assists. Watch Kane Blue River play. He doesn’t even use assists to get in. Yet he still does against non-morrigans and touch of death with incoming cross-ups and resets all the time. Now look at Bum… he uses Chris’ machine gun to help get in and he does get in…ALOT. Yes, I’m complaining about Haggar… instead of saying that like it’s grounds to dismiss what I’m saying… ask yourself if I’m lying about Haggar or why do I have any reason to complain? Cause there IS something to complain about! That reset, pipe and Lariat destroys more then 80% of the cast.

You need Morrigan, Wolverine, Magneto, Rocket Raccoon, Storm, Chris, Wesker, Taskmaster or Viewtiful Joe(9 of how many characters!?) to make haggar struggle… but even then(aside from morrigan) if he’s on point with assists…game turns into a two player game called " I pipe, command grab, air grab, punch your legs and spam assists while you Push block, throw projectiles if you have one and pray I whiff that Lariat that I’ll never use. Game ends when you get cornered, and then your reset to death and mixed up on incoming.

I’m not attacking your changes, I just want to give Haggar a faster walk and dash speed in exchange for a little pipe length, a slower but still possible reset option and health change to Chris’ 1,100,000 to give the very safe haggar less of a I’m still alive and still in your face mentality.
Besides, with the speed bonus, what’s the health difference gonna do… I want his to be a middle weight instead of a heavy weight. Since he is currently is a Safe character with a ton of health that TODs, with ambiguous incoming mix-ups and gets in easy thanks to assists.

Why does Haggar have Hulks durability in this game? O_o
You must love Haggar since you don’t seem to want to balance him… just make him more amazing…
If not, why not tell us some Nerfs on top of the buffs you wanna give him?

You obviously didn’t look it up or maybe your definition of Levitation isn’t flying.
and besides that… why did they give him a air dash?

Powers and abilities[edit]

Shuma-Gorath is an ancient force of chaos, the immortal, nigh-invincible and godlike ruler of nearly a hundred alternate universes, capable of energy projection; shapeshifting; teleportation; levitation; altering reality and sympathetic magic amongst many other feats. He is described as being vastly more powerful than other mighty demonic enemies of Strange such as Satannish, Mephisto and even Dormammu.[9]

Powers and Abilities

Shuma-Gorath is a powerful and ancient demon of the highest order and possesses vast supernatural powers. He has superhuman strength and endurance which, being magical in nature, are incalculably high (the upper limits of his strength and endurance are unknown). Among his many (mostly-uncatalogued) mystical powers are the ability to communicate with and control others across dimensional barriers, to create and direct powerful blasts of mystical energy, and to affect transmutations on a planetary scale. He can also teleport and phase at will; he can also levitate. He can enter and leave different planes of existence and dimensions at will and has reality warping powers. He can also summon demons and other supernatural creatures to do his bidding. His intelligence is nearly immeasurable, approaching omniscience.

Because of his body’s unique form, he has the ability to shapeshift and even liquefy himself. He also has the ability to generate several forms of energy attacks, mostly forming from his one eye. One attack not generated from his eye is when he forms a ball of pure energy that can shatter realities using all of his tentacles to generate the ball above himself.

His skin is rubbery and armored, making him difficult to damage except by the most powerful magics. Though he often appears as a scaley being with six to eight tentacles and a great, central eye, during the Hyborean Age he was also seen to have numerous pincers, claws, and insectoid limbs, in addition to a large, fanged maw. Similarly, he has been depicted as either greenish or purple in color. Presumably, he can alter his form at his leisure. His size seems to be related to his power, as he is truly gigantic in his home dimension.

In his native dimension he is virtually omnipotent. Given his past reformations, it is unknown if he can ever truly be killed.

Source:


You guys are putting the AE Capcom Unity posts to shame

i keep wanting to type out more words about this shit because almost everything people are saying is mind boggling to me but yeah that’s a pretty good summation of how i feel

Grabbing attempts are foiled by Crouching L.
A good Phoenix Wright player knows to spam it if they see you getting that close.
Maya Shield plus Evidence search canceling is broken and makes people frantic.
All Phoenix Wright players I know use Weskers low gun hitting assist. Anchor Phoenix Wright is as unlikely and dumb as Anchor Haggar… Both of which are monster point characters with good assists.
According to my UMVC3 Bible, Phoenix does have a low and it’s his Crouching L.
And besides all that, Wright combos off of cornered opponent grabs with order in the court+X-Factor or assists. (Which I see all the time)
Face it… Wright is much better then you give him credit for. Again, watch UglyWhen play if you think otherwise…

I want Maya Shield to no longer protect against Supers and I want Evidence searching to not be cancelable so he can’t search 10 times faster then the recovery for the move allows.

the thing with Hsien Ko is with her Gold super you need to be careful I can see that capcom wanted her to have it but not want to have another gold War machine. So I’m all for buffing her but I’d rather have a terrible character than have one that negates many other characters…

I’ve played since the first day Vanilla came out, online and off, at least 4-12hrs at least 5 days a week.
I’ve watched every tournament on eventhubs and I’ve played, trained, practiced, read and researched every character.
I can do Lightning Loops, Shuma charge best combos, All Doctor Doom’s very hardest combos, Abegen’s She-hulk X-factor combo, Moon’s Modok combos, Meme Spiders Spider-Man combos, Doctor Stranges Faultine Loop, Rocket Raccoon’s Rock Trap Loop, C.Vipers Rapid fire Seismos, Dante’s Bold cancel combos, and Zack Bennett level Firebrand combos, consistently.

Doesn’t all that mean I’m someone with a lot of established game knowledge? O_o
I’ve usually stayed away from forums like this but once eventhubs posted that ono asked us to suggest changes I spent a whole day thinking, researching changes to the entire cast that would keep all the characters current combos intact and bring low tier and top tier characters into the same tier. So everyone, please read the changes as all the changes as a whole… not just… “Oh! He wants to nerf my character! Let me ignore the buffs he gave them and also ignore all the other changes he’s making to all the other characters.”

People hate change when it isn’t change that they’re conditioned to understand.
My experiences in life are different from yours so you may not get why I want certain changes, but I can assure you…
I’m a hermit and I spend more time playing and following this game then I do paying attention to my wife…
I don’t even notice her until I turn off the game and computer to cuddle up to her while she’s sleeping.

That’s the level of devotion I have.

System Changes:

Players controlling a dead character should be able to decide which side of the screen their next character will come into play.

Dashes are cancelable into dashes for all but Hulk, Doctor Doom, Dormammu, Arthur and Morrigan since they cannot dash to remove the skill cap for plink dashing.

Make it so holding down/back and pushing 2 buttons to dash results in a forward dash instead of a back dash to help hold a charge while dashing. (If this isn’t already true for the game.) (For Shuma Gorath Plink dashing while holding a charge.

Grabs have 4 extra frames of being techable.

TAC breaking leaves the attempter in a spinning falling state that ends in a hard knock down.
All assists are vulnerable after performing they’re action for at least 10 frames or the duration of they’re taunt before exiting.

**Thor: **

  • Crouching L starts up in 6 frames.
  • Mighty Thunder pushes opponent back on block exactly like Magneto’s Magnetic Shockwave super.
  • S starts up in 8 frames.
  • 10,000 Damage reduction on all normals except Crouching M.
  • X-Factor LV1,Lv2,Lv3 Damage changed to 120%, 140%, 160% Speed changed to 120%, 130%, 140%.

Hulk:

  • X-Factor LV1,Lv2,Lv3 Damage changed to 120%, 140%, 160% Speed changed to 120%, 130%, 140%.

She-Hulk:

  • Crouching H travels farther.
  • Clothesline hits Overhead.
  • Heavy Strike L Starts up in 1 frame but it’s range is reduced.
  • Greeting Punch Start up reduced to 20 frames.
  • Runner’s Start command changed to Down+S or S+Atk.

**Taskmaster: **

  • X-Factor LV1,Lv2,Lv3 Damage changed to 130%, 150%, 170% Speed changed to 110%, 120%, 130%.
  • Health reduction to 1,000,000.

Captain America:

  • Crouching L start up increased to 6 frames.
  • X-Factor LV1,Lv2,Lv3 Damage changed to 120%, 140%, 160% Speed changed to 120%, 130%, 140%.

Doctor doom:

  • Hidden Missiles vanish when he is hit, whether he’s a assist or in play.
  • Forward dash is attack cancelable.
  • Air S and air forward H lose 10,000 damage.
  • Air H now flight and special cancelable.
  • Maximum damage scaling reduced for all his normals.
  • Air photon shot L, M and H are usable only once per jump even if flying but deals 60,000 per shot.
  • Crouching L no longer chains into itself.

Dormammu:

  • Purification recovery increased from 11 to 21.
  • Increase hit box for crouching M to hit crouching opponents.
  • Retain air options after Air Dark Hole and Dark spell.
  • Purification assist tracks opponents location.

GhostRider:

  • Air H hits up to 3 times, cancelable into S and it’s hit box and active frames increased to make it easier to hit Down/right of him.
  • L, M, H chains into one another.
  • Heartless Spire start-up be changed to 24 frames last for 120 frames, disappears on hit and can’t be used until the first vanishes.
  • Judgment strike hit full screen, reduce it’s push back on block.

**Iron Fist: **

  • Increase hit box on S to hit non-standing opponents.

  • Add Double jump like Captain America.

  • Falls faster after an air grab to make otg after easier.

  • Iron Rage super invincible frames increased to 23 frames.

  • Super Skrull:

  • Inferno recovers 16 frames slower but now does a hard knock down on the last hit.

  • Standing H no longer cancelable.

  • Stone smite assist start up is 8 frames sooner.

**Iron-Man: **

  • S Moves him closer to opponent to make it easier to land.
  • Instant acceleration during down-forward air dash.
  • Crouching L and M start-up increased to 6 and 8 frames respectfully.

MODOK:

  • X-Factor LV1, LV2, Lv3 Modifiers changed to Damage: 125%, 145%, 165% Speed: 115%, 125%, 135%.
  • Crouching H start-up reduced to 11 frames.
  • Crouching M start up reduce to 8 frames.
  • Standing H start up reduced to 10 frames.
  • Modok can no longer use fly above super jump height.

Shuma-Gorath:

  • Health increase to 1,000,000.
  • Gains Flight.
  • Gains Dante’s teleport.
  • All Mystic stare versions travel full screen.
  • Hyper Mystic Smash invincible during start-up.

Wolverine:

  • Crouching L No Longer Chains into itself.
  • After a Whiffed Drill Claw, he can attack while falling.
  • Diving kick has 9 frames of start-up.
  • Tornado claw has start up invincibility.
  • Berserker rage now identical to Hyakuretsukyaku.
  • Raise wolverines diving kick height requirement to the peak of his normal jump height or higher.

Deadpool:

  • Bigger window to do Chimichangas!! from quick work.
  • Cutting time has start up invulnerability but damage is reduced to 250.
  • Ninja gift L and H 40,000 damage increase.
  • Angel Gift capture state lasts for 30 more frames.
  • Crouching L no longer chains into itself and starts up in 6 frames.

Hawkeye:

  • L,M,H chain from L to H whether standing or crouching.
  • Quick Shot damage should be reduced to 30 per arrow including all H arrows.

Nova:

  • 10,000 damage reduction across the board for all his non-super moves.
  • Crouching M starts up in 9 frames.

Sentinel:

  • Health raised to 1,100,000, 20,000 Damage reduction to all ground and air normals.
  • Chip damage added to all normals. Last hit of Hard drive causes hard knock down.
  • Rocket Punch damage reduced to 120,000.

Spider-Man:

  • Web Ball Damage increase to 50,000 and all versions capture for an additional 30 frames.
  • Health increase to 950,000.
  • Spider Sting Assist and in play has start up invincibility.
  • Web Glide(Downward and upward) 5 frames less start up.
  • Web swing assist hits overhead.
  • Gains a Spider Sense super that slows down time like amaturatsu’s “Veil of Mist”, Usable only on the ground, lasts 60 frames longer but vanishes when tagged out and on death.
  • Gains a Spider sense invincible dodge like Viewtiful Joe’s “V. Dodge”.
  • Crouching L no longer chains into itself and it’s start-up increased to 6 frames.
  • Crawler Assualt invincibility increased from 26 to 40 frames.

Doctor Strange:

  • 8-Way Air Dash, Decrease start-up on Daggers of denak M to 24 frames.
  • Both Daggers of Denak L and M should hit if touched while floating in the air as a anti-air tool.
  • Launcher should be -10 on block.
  • Health decrease to 800,000
  • Crouching L starts up in 6 frames and hits low.

Magneto:

  • Health increase to 900,000.
  • Increase capture state by 30 frames for Hyper Gravitation L, M, H and increase the range of each version by 30 percent.
  • Increase recovery time for all versions of Electromagnetic Disruptor by 11 frames.
  • Reduce Magnetic Blast’s recovery to 5 frames but can only use once per jump even if he flies.
  • Force field L, M and H invincible during start-up same with it’s assist.
  • Standing and crouching L no longer chains into itself.

Storm:

  • Health increase to 900,000.
  • 20,000 Damage increase to all her normals.
  • Double Typhoon Start-up reduced from 63 to 40.
  • Lightning sphere Recovery decreased from 40 to 20.
  • Whirlwind Travels slower and recovers 20 frames faster.
  • Crouching L Reduced to 6 frames and no longer chains into itself.

X-23:

  • Health increase to 900,000.
  • 10,000 Damage increase to all her normals.
  • Increase hit stun on all her air normals.
  • Increase hit box on her air H and increase it’s active frames.
  • Crouching L no longer chains into itself.

Rocket Raccoon:

  • Standing H OTG’s and hit’s low.
  • Angel Gift, Claymore, Grab Bag lasts 300 frames.
  • Increase the range he travels during jumping M by 50 percent but keep its current frame data.
  • Level 3 super invincibility.
  • Health increase to 800.
  • Crouching L no longer chains into itself.

Phoenix:

  • Reduce X-Factor Level 3 Damage bonuses to 140% for both Phoenix and Dark Phoenix.
  • Increase her Health to 750,000.
  • Crouching L no longer cancelable into itself.
  • Crouching L Start-up increased to 6 For both phoenix’s.
  • Standing L No longer Chainable into itself and starts in 6 frames.
  • Healing field Lasts 420 frames instead of 600.

Haggar:

  • Add Start-up Frames to Hoodlum Launcher H to reduce the chances of resetting.
  • Double dashing Speed and distance it travels.
  • Reduce range of Air steel pipe slightly.
  • Reduce Health to 1,100,000.
  • X-Factor LV1,Lv2,Lv3 Damage bonus changed to 120%, 140%, 160% Speed bonus changed to 120%, 130%, 140%.

Tron:

  • Gustaff fire has one point of upper body armor as assist and in play.
  • Standing L start-up reduced to 5 frames.
  • Air H and Air S start up reduced by 2 frames.
  • 10,000 Damage decrease for all normals.

Nemesis T-Type:

  • Bioweapon Assault Damage changed to a unchanging 60,000 per hit despite the number of times the opponent has been hit.
  • Fatal Mutation Gains invincibility, and grabs jumping, grounded, or hard knock downed opponents if they’re too close.
  • 10,000 damage reduction to all his normals and specials.
  • Biohazard Rush Is invulnerable during start up.
  • Increase start up of Tentacle slam M and H from 20 to 13.

**Chris: **

  • Health reduced to 1,000,000.
  • Flamethrowers overall damage reduced 30,000.
  • Grenade toss L,M,H can only have one of each in play at any one time.
  • Satellite Laser Invulnerable from start up to finish.

Frank West:

  • Pick me up assist recovery is reduced 67 frames.
  • No longer gains Health when leveling up.
  • Snap Shot startup reduced to 10 frames.
  • Raise the hit requirement to reach LV5 to 120.

Spencer:

  • Wire Grapple H damage scales the same as wire grapple M.
  • Bionic Maneuvers damage dropped to 240,000 unscaled damage.

Phoenix Wright:

  • Maya!? L No longer protects against any super.
  • Turnabout assists have 1 point of upper body armor.
  • Evidence searching can’t be canceled.

**Ryu: **

  • Crouching M OTG’s.
  • Ren Hadoken reaches full screen.
  • Add start-up invincibility to Shoruken Assist.
  • Change Hado Kakusei super input to Back, down, down-Back.

Wesker:

  • X-Factor LV1, LV2, LV3 changed to Attack 130%,140%,150% Speed 110% 130% 150%.
  • Rhino charge invulnerable on start up but damage is reduced to 220,000.
  • Crouching L starts up on frame 6.

Morrigan:

  • Astral Vision no longer gains meter.
  • Air S has 11 frame start-up.
  • Unfly takes 1 extra frame.
  • Soul fist has 3 priority low priority points.
  • Add invincible start-up Shadow Blade assist.
  • Standing L start up changed to 6 frames.

Viewtiful Joe:

  • Voomerang damage reduced to 50,000.
  • Air Voomerang start up reduced to 10 frames.
  • Crouching L start up changed to 6 frames and no longer chains into itself.

C. Viper:

  • Seismic Hammer can cancel into itself.
  • Increase range of her ground normals.
  • Unblockable causes a 30 percent damage reduction to all attacks that combo after it.
  • Optic Laser jump cancelable and give her a crouching version.
  • Increase upward hit box of first hit of Burst Time.
  • Crouching M OTG’s.

Dante:

  • Stinger special-move cancelable.
  • Increase hit-stun on standing L to make it combo into Standing M on air opponents slightly above him.
  • Jumping S no longer hit’s Over-Head and is Air Trick cancelable.
  • Drive Starts up in 20 frames.
  • Jam session loses 70% of its knockback on block.
  • Killer bee OTG’s.
  • Jet Stream can be canceled into Air Trick.
  • Multi-Lock is Special Cancelable during recovery.
  • Throws now leave opponent in a hard knockdowned state.

Hsien-Ko:

  • Double her walk and back away ground speed.
  • Increase range on her dash teleport by 50 percent.
  • Henkyo H Lasts 300 frames she destroys the first when she uses it again.
  • Increase hit box on S to hit more in front of her.
  • Increase Air S hit box to hit more in front of her.
  • Add 10,000 Damage to all her normals.
  • Crouching M OTG’s.
  • Standing H and air H does Chip damage.
  • Bonsai Tree and Gold Star stun for 240 frames.
  • Meat adds poison state.
  • All thrown items damage increase to 80,000.
  • Health increased to 1,000,000
  • Pendulum cancelable into Air L,M,H.
  • Henkyo Assist changed to H version.

Felicia:

  • Health increase to 950,000.
  • Crouching L start up increased to 6 frames.

**Arthur: **

  • Double walk and back away speed.
  • Heavenly Slash assist is invincible on start up as a assist but is hittable while taunting.

Chun-Li:

  • Health Increase to 950,000.
  • All Kikoken versions travel full screen.
  • Increase downward hit box of jumping S and increase its active frames to 12 frames.
  • S advantage if guarded changed to -1.
  • Increase minimal Damage scaling on Hyakuretsukyaku to 5000 per hit.
  • Crouching M OTG’s.

FireBrand:

  • Health increase to 900,000 Unblockable scales all combo damage after by 30 percent.
  • Crouching L no longer chains into itself and starts up in 6 frames.
  • 10,000 damage increase to all normals.
  • No longer gains meter during Luminous Body unless it gets 20 frames of uncancelable start-up.

Jill:

  • Health increase to 950,000.
  • Low sweep, Jumping roundhouse, Somersault Kick loses all recovery and returns to feral state on hit or block while maintaining Somersault Kick jump cancel ability.
  • Double Knee Drop all versions start-up reduced by 10 frames.
  • Fallen Prey deals 300,000 Damage before damage scaling.
  • Has her own versions of Chris’ Gun Fire M and/or deadpool’s Happy-Happy trigger super in air and ground.

Trish:

  • Health increase to 900,000.
  • Trick(Hopscotch) and (Peekaboo) can’t be used while one is in play.
  • Crouching L and Standing L no longer chainable into itself and start up changed to 6 frames.

Vergil:

  • X-Factor LV1, LV2, LV3 Damage Bonus reduced to 110%, 120%, 130% Speed increased to 130%, 150%, 170% respectfully.
  • Rapid Slash Start-up changed to 40 frames.
  • Trick start-up changed to 21 frames.
  • Trick down and trick up start-up changed to 23 frames.
  • Crouching L start up changed to 6 frames.

Zero:

  • All zero’s projectiles have 1 priority point.
  • Air H no longer over-head.
  • Reduce health to 800,000.
  • Reduce maximum damage scaling for Raikousen from 7,500 per hit to 3,000 per hit.
  • Sentsuizan H max damage scaling reduced from 24,000 to 12,000.
  • Reduce maximum damage from hyper Zero Blaster level 3 from 12,000 to 6,000.
  • Crouching L start up increased to 6 frames.

Amaterasu:

  • Health Raised to 900,000.
  • All Devout Bead attacks should chain into each other and be chainable from L and M standing or crouching.
  • Solar Flare assist comes out in front of point character and gains start-up invulnerability, start-up decreased from 31 frames to 10 and is active for 40 frames.
  • Bloom assist recovery reduced by 70 frames.
  • Crouching L no longer chainable.

Akuma:

  • Health increase to 900,000.
  • Increase Raging Demon Damage to 600,000 after max mashing.
  • Reduce Advantage if guarded for Tatsumaki Zankukyaku M to 0 frames.
  • Increase hit box for Tenmakujinkyaku.
  • Reduce start up of Senpukyaku to 10 frames.

Strider:

  • Health increase to 800,000.
  • Formation B Start up reduced to 7 frames.
  • All versions of gram start up 5 frames sooner.
  • Ouroboros and it’s projectiles do chip damage.
  • Increase hit box on S but add recovery.
  • Excalibur M cancelable by Air L,M,H,S or double jump.

I’m going to need to see some evidence.

I thought there was some cunt reposting his “change list” everytime he jerked himself off a new idea.

And I was right.

Counter-pick with a zoning team.
Counter-pick with a zoning team.
Counter-pick with a zoning team.
Counter-pick with a zoning team.
Counter-pick with a zoning team.
Counter-pick with a zoning team.

Wright still isn’t good. Low-mid tier assuming you don’t get hit by a shit ton of bad evidence. UglyWhen is just an amazing player.

Wanna make PW broken? H Maya Slide! Full screen Haggar assist!

The list I posted is a modified version of the one I posted 6 months ago in this thread.

I haven’t kept up with all the posts in this thread during that time so there might have been some overlap in our opinions. Which is a good thing, I think. At any rate:

-Yes. I would like to see Toy Touch hitstun return to the way it was in vanilla. Toy Touch x jump cancel x RBS would allow her to extend combos using a wider variety of assists and I think the fixed hitstun could make her OTG reset game stronger.
-ES moves are essentially EX moves from Darkstalkers. Think Viper’s current EX stuff.

despairofhope gets the prize for worst changelist… ever. enormous list of scrubby nonsense changes.

my favorites are stuff like stinger and seismo being special move cancellable when they already are

she would still be godawful, she doesn’t need more damage on her normals. she needs a real mixup game. c.L “nerf” is barely a nerf because the attack has no reach and never connects anyway

make all four normal throws start combos and give her solo pickups off her OTG if it is done early in a combo. air H buff is alright I guess. with those, she is barely mid tier. with your changes she would not move on the tier list at all

^What about Doom being able to cancel his ground dash into a normal? Infinite blockstring, let’s go!