Fighting Games Weekly | May 13-19 | Throwing coins

Viper is the easiest character to fix.

*No jump cancel after EX Seismo so it's not fucking +60 on block
*Damage scaling nerf slightly
*Unblockable nerf

Then she becomes fair.

Magus actually being reasonable about Viper but then the age old argument of "character requires skill so shouldn't be nerfed hard".

Pretty much. Although, shoutouts to them calling Viper out for "T-Rex" limbs. :lol

They actually want to give Magneto a jump cancellable OTG c.H slide. Dante/Magneto/Strider would be the truth. Even in concept, that shit is fucking busted.
 
Zoning. It forces characters to approach Dante differently, since he can pretty much put two of them on the screen at once, so it cuts off all ground movement. It forces characters to go to the air, where Dante can use his strong anti-air options and what not.

It's basically to force your opponent to play differently, which is what Dante's entire gameplan revolves around(but most people don't realize this).

Ok, I can agree with that, but not "the best move"

Have they done Doom already? I'm curious to discuss what he could be
 
Nah that was a troll on his cr.H.

Pretty much Magneto's Mag Blasts are too good. I personally think Mag's Hs should be nerfed... too much damage and hit box too good on that shit.
 
- Magneto needs his own kind of swiss cheese that punishes a player for mashing l
- weaken his damage slightly/damage scales more

done.
 
- Magneto needs his own kind of swiss cheese that punishes a player for mashing l
- weaken his damage slightly/damage scales more

done.
His scaling is already pretty bad... the problem is that he has long combos and his j.H does a lot of damage. He just piles on the j.Hs in a combo and they add up. If you nerf the damage/meter gain on his j.H alone it will cut down on his combos well enough.

They already have a universal nerf on mashing jabs so you don't need to nerf st.L/cr.L of Magneto anymore.
 
They need to nerf level 3s across the board so all the other changes don't just resolve down into "lol who cares into level 3 dead" which at the same time make characters without them relatively stronger.
 
They need to nerf level 3s across the board so all the other changes don't just resolve down into "lol who cares into level 3 dead" which at the same time make characters without them relatively stronger.
So? You are burning 3 bars to kill a character when normally you can do that off of 2 bars. Plus there is a universal damage nerf in the system change so that will affect LVL3s as well.

I think Firebrand needs his LVL3 buffed and his Demon Missiles buffed. Take out that stupid ass unblockable.
 
9f9ee13cbc9e11e2bf3622000a9f1886_7.jpg


In case anyone missed it, here is the character reveal/gameplay vid from the Iron Galaxy archive: http://www.twitch.tv/irongalaxy/b/403261763

I had two hours to play with the new 'MarkMan' character and he was an ABSOLUTE blast. While a lot of the detail/cool stuff that you see on stream may have been missed, allow me to break it down for you based on my limited play time with Divekick (FUN GAME)!

The 'MarkMan' character references and has abilities similar to that of Phoenix Wright from UMVC3 and some TEKKEN-ish quirks.

Unique Abilities:

Ground Ability: Item Scavenging (does not use meter) - In an effort to build the 'Precision Control' Kickbox, the 'MarkMan' character will dig on the floor for about half a second in an attempt to find a piece of the Kickbox (3 pieces; base, yellow button and blue button). Once all 3 pieces are assembled it puts 'MarkMan' into 'Precision Control' mode where this new meter (last 8 seconds from start to finish unless you use his divekick cancel or upkick; which will drain the meter faster) will allow 'MarkMan' to cancel his attacks into upkicks. He can even do this while on the ground for an anti-air move. In addition to the kickbox pieces, 'MarkMan' can also scavenge glue, a huge spring, a black hole, oil, and toxic gas... all of which have different effects (that can benefit/hurt either player).

Air Ability: Dive Backdash - Using meter, 'MarkMan' can do a backward dash after committing to a divekick, giving him an opportunity to escape an attack or readjust his trajectory for a killing blow.

Hidden Techniques:

EWGF or 'Electric Weapon God Foot' - At the apex of his jump, 'MarkMan' can do a "just frame" version of his divekick known as the EWGF. The EWGF has more priority/bigger hitbox and comes out a bit faster than his normal divekick.

Ukemi - While landing from his dive/jump if 'MarkMan' hits the dive button again he can backdash (kick) away just as he lands. This can prove to be useful to bait in the opponent or create space.
 
Hidden Missiles, Foot Dives, Plasma Beam and other Doom nerfs will mean you will see way less Doom any way.

Maybe, but in a perfect patch everybody is more or less equal now right? So I'd still be using my long ass doom combos I've been doing for the past few years into level 3 to kill people.

Unless they really nerf him into oblivion, I don't really see any point in changing.
 
Pretty sure Doom's brain dead OTG combos would get nerfed just so he can't do 4 relaunches in a row with limited execution.

Hypothetically speaking of course.
 
[QUOTE="God's Beard!";57719946]Champ answers back 4 straight.

edit: 5, Champ's Doom movement is so good[/QUOTE]

He won 4 in a row just making solo doom comebacks. Champ and apology man are both top 10 players atm
 
So hang on, Apologyman's firebrand team bodies Champ?
No if anything Champ's team does better because in case Apologyman fucks up the unblockable timing he can escape with air dashes. The rest of the characters aren't a major threat except for when Skrull turns on XF3.
 
Top Bottom