Riposte said:
What could they do to make DPs good in this game? Remind me if I am forgetting something, but every character who has a DP-like move doesn't use it. I sometimes see Chris G use Shoryuken, but that's him being flashy.
Just make them cancelable into safe supers, which is what they've always done in vs games. Akuma can do it, people don't do it as often as they should really. Ryu should be able to use it better imo (you basically can't dp xx shinkuu if you have 3 bars, and if you delay it he can't aim the beam down). Cyclops had the same thing in 2. Before the game came out I thought it'd be funny to make Ryu's dp air unblockable.
SolarPowered said:
I was actually thinking about something that no one has really tried. People tend to talk a lot more about other characters instead of their own. What kinds of nerfs and buffs would you apply to your own characters if given the chance?
Well, I mostly use top tiers so this is going to look like most lists haha. Not gonna mention xfactor since I think that should be changed universally.
Wolverine
- Only A version of berserker slash can cross up. Add slight startup to A berserker slash, similar to Wesker's teleport before he moves. B and C berserker slashes remain the same speed, but never pass through the opponent.
- Dive kick bounces only when done after a drill claw (i.e. you gain access to the bounce version of the dive kick after drill claw). Instead, it slams (otg state) on raw air hit. Ground CH stun removed. Command changed to d+C only, instead of d/b or d/f+C, so it cannot be option selected with block+air throw+tech. Maybe shrink the hitbox a little, particularly the part above his foot.
- Overall damage reduction on normal attacks. Right now his C does over 90k, way too much. His normals should do around the same damage as Dante's. Slight damage reduction on fatal claw.
Dante
- Lose the backward hitboxes on his ground normals. Stand A is already good enough, he doesn't need to hit your assist from behind when you pin him between you and it.
- Slight range decrease on st.A, enough so that if stand A hits at it's max range, stand B will connect as well.
- Shorten the side of the hitbox on j.S that is closest to Dante, so that it doesn't randomly cross up.
- Make otg d/f+CCC, qcb+A hit properly on Magneto and Taskmaster, I think some other characters as well (they fall out mysteriously).
- Make the followups of C~b+C and qcb+A~C come out consistently on whiff, without the need for just-frame timing or mashing+pray. Or just make them not possible at all. I think these particular moves should be balanced based on the moves, not just frames.
- This is more of a universal change, but I think there should be a hard cap on meter gain during combos; you should not be allowed to build more than 2 bars from start to finish. I think it's pretty stupid that Dante can do a corner bnb with 2 assists and build 3 bars. Also, the opponent should keep building the meter they normally gain when being hit after yours stops at 2 bars.
- 350-400k for his level 3, since he can do a full combo afterwards.
- Give him some more devil trigger-only moves. Maybe a command grab that he can otg off of!
Mags
- More startup and recovery on disruptor, similar to Marvel 2.
- 2 meter cap on single combo meter gain (universal change).
- A bit above Dante-ish damage on normals (similar to 'low' damage setting)
- Make his ground and air throw freeze for less time, so that better execution (trijumps) is required to followup with a combo midscreen.
Wesker
- 950k
- A bit above Dante-ish damage on normals (similar to 'low' damage setting)
Taskmaster
- 1k
- Overall damage reduction (similar to low damage setting)
- Make his dp+A/B/C not overhead so you can't take the hit if you're in block stun
Spencer
- Make it so his qcf+A/B/C have reasonable recovery.
Dormamu
- 1.1k
- Make his low B hit more horizontally (as well as retaining its vertical hitbox) so it hits everyone crouching
- Let his ground throw knock down (not allow an otg)
Doom
- Big damage+chip buff on jazz hands and jazz hands super. Make jazz hands into pink shit again.
- Make j.C laser faster and go fullscreen (FULL fullscreen).
- Make jazz hands super air only, change level 3 to qcb, make qcf his old front ball super.
Iron Man
- Rework his normals/double jumps so that his fly/unfly combos are more consistent/easier and have more possible variations.
- Get rid of low C missile, replace with War Machine-ish normal that can be used as combo filler.
- Make S faster in execution.
- Change something so that it is possible to chain into j.u+C in a jump without getting a double jump. Maybe make certain moves not jcable? Basically part of the first change.
- Make smart bombs A+S, and make them way, way bigger. For different distances either use a different combination (B+S, C+S), or f/b+A+S.
Sent
- 1.1k
- Drones travel faster and are closer together.
- Fix his crouching hitbox so he can be thrown by certain characters that cannot throw him crouching. Do the same for his cr.B.
- Much less damage on normals (launcher down to 100k at least)
- All armor removed.
- Flight speed way faster, halfway between mvc3 and mvc2 flight speed.
- Make jump C faster.
- Remove bounce on j.S, now always slams (otg state). To get good damage air-to-air, chain into rocket punch/hard drive is needed.
- Make rocket punch generally safe on block (mvc2-ish).
Storm
- Re-work her normals (give them better hitboxes) so that her combos are more stable. Especially make it so you can hit with cr.A,cr.B,cr.C vs an opponent just above the ground, just like every other character in this game can. Either that or take it away hitting with lows vs airborne opponents away from everyone, lol.
- Make Typhoon and Whirlwind faster in execution, especially Typhoon.
- Make hailstorm hit the ENTIRE screen. You can't fucking dodge rain!