Oh boy the XF argument that we have had 11091239210 times on FGWs.
I've been here for 3 years and I've seen these same ass discussion being recycled for 3 years.
God damn you mark ass mofos come up with something new to talk about!
Oh wait someone beat me to it LMAO!
Enzo sounds like a kid who just recently graduated from college. While good for him, most of us here are too old for that shit.
i've talked with folks about this before and the big things that were important were that hitstun values are too high in marvel 3- hitstun scaling is whatever as long as it's not too severe but the ability to just throw out buttons and getting full combos without really hitconfirming or taking major risk is real bad. but what amount is the 'right amount' is hard to tell considering how the game's characters are clearly designed around having massively monstrous amounts of hitstun with how their normals and movement options work
This is something that is worth discussing over rather than XF ad infinitum.
I think some characters really need high hit stun to compete with other characters who can confirm from super jump height because they have Foot Dive, aerial dash, aerial bounces etc. Otherwise it creates a massive divide in character balance where some top tiers can confirm from super jump height and other characters can't. Hell this is a big problem of balance in MVC2 as well... where some characters got big damage off of aerial hits and others got nothing.
Like in MVC3 the characters with low hit stun have this weakness really compounded when they are put against other characters. Characters like X23, Chun Li, Spider Man struggle when their aerial hits amount to nothing due to low hit stun where as characters like Wolverine, Nova, Dante can strive in the air because they can do big damage tagging you in the air. A lot of the game is played in the aerial space and for there to be threat to aerial characters you need characters who can get combos from that space... otherwise why the fuck wouldn't you stay in the air all the time?
If I were to talk about a character with just the right amount of hit stun it would be Iron Man. His hit confirms are hard but he can hit confirm from any space if the player has the skill/execution. On the opposite spectrum I would have Nova who has way too much hit stun on his j.H and Chun Li who has very little stun on moves making it unnecessarily difficult to confirm anything with her.
The issue of hit stun is mostly a balance process. Stuff like this can be tweaked. Stuff like TACs need a full on rework.