Oh okay so we are getting organized about it instead of you and Dahbomb going back in forth followed by God's Beard adding something crazy / ridiculous Magneto buffs then Beef sarcastically replaying to him. That's cool. I'll add my two cents when asked for it.
It takes two to tango my friend.
I won't ever ask for your two cents, but I do hope you provide it often.
So I heard about what just started to happen in this thread, figured I would attempt to yell at everyone based on that list a few pages back.
I wouldn't really know what to do with TAC hitstun. It should probably reset the hitstun timer, but it should progress normally afterwards until touching the ground. Destroying the ability to extend combos with TACs isn't a good idea, but infinites should be gotten rid of. The TAC counter window should be increased with no visual cue as to which direction it is, making it easier to react with S instead of mashing it, also discouraging mash S + rolling the stick instead of guessing and eliminating the no TAC > hit them out of their preemptive counter mixup.
Our current line of thought is to do the following to TACs:
1) Non-breakable.
2) Costs 1 meter.
3) Resets HSD to 0.
4) No meter gain from the TAC initiator.
5) No meter effects based on direction chosen.
I don't think the throw tech window needs to be increased, that sounds like the beginning of an online wishlist. Throws should be a powerful mixup option, killing characters off them is an entirely separate issue.
Marvel throws have the least number of tech frames of any fighting game I'm aware of. I just want to bring it a little more in line with other games. Nothing big, just 5 more frames.
Getting pushed back further from throws would also be super terrible for characters without big buttons, all it would do is make sword normal/super armor characters more ridiculous post throw tech than they are already and hurt everyone else. At one character length Wovlerine's s.L would probably still reach anyway, letting him shit on the entire game post throw tech.
Make it two character lengths, then. The tech mash at the beginning of some rounds is really dumb, and should go away.
Not being able to throw/tech with diagonals is how the game should have been the whole time.
Indeed, we're on the same page there.
XF2/3 speed and damage boosts should be toned down, install hyper boosts should add instead of multiply.
And here.
Lowering the overall damage just hurts everyone who doesn't already do a ton of damage. Leave that alone and nerf the minimum scaling values on characters who do too much damage.
Marvel 2 and Skullgirls are better off for being reset-based games. I think Marvel 3 would be the same way. I disagree that lowering the damage hurts those who don't do a lot of damage - those characters are good at resets. In the current meta, the only option is to kill in 1 hit, because you
can kill in 1 hit. If you remove that, then there are incentives to choose between heavy hitters with poor resets and light hitters with good resets.
Get rid of assist calls during both tech rolls and air techs. Make neutral techs on the ground slower, characters stand up far too fast which makes reacting to the neutral tech actually difficult which is one of the dumbest things in this game.
Why is this dumb? I always considered it an interesting additional level of strategy for the player facing recovery.
Now, of things I've noticed, you should be able to buffer inputs during the opponents hitstop, currently when your opponent hits your assist character you're practically unable to do anything because of all the hitstop. Zero's s.H is a great example of this.
I'd actually like to change hitstop in general. Cut it down a bit.
When an assist character is hit airborne and sent into knockdown, the character should be invincible upon standing up and exiting the stage. Standing up and getting hit by a meaty super instead of exiting is incredibly stupid.
This seems to only happen randomly (Chaotic Flame misses all the time in this situation), but I agree.
Probably more of a Dante problem than it is for anyone else, the death freeze upon killing a character shouldn't eat the input during it. In vanilla the input move came out as soon as the freeze ended, here you get nothing.
Noted, and thanks for the notes.