what about a universal nerf on launchers? maybe make them -5 on block?
I actually think launchers should be negative on block, but safe. Let Dormammu, Storm, Sentinel, etc. use their huge launchers for spacing without worry. They're important tools that needs to be utilized by them. I'd say universal nerf to launchers as being -1 on block. It's enough to lose your momentum. People used to get bitter about Wesker's launcher, but you never see good Weskers ABCS anymore because you lose momentum. Since this is a momentum-based game, I think -1 is good enough.
Dorm loses start of round that badly? I won't make any judgements because I don't play Dorm but something sounds really off about that.
Also, we can't use Wolverine exclusively as an example of start of round stuff because EVERYONE loses to Wolverine currently at match start.
Dormammu has the worst starting game of any character, I promise you.
Worst character at the start has to be Dr Strange. At least Dorm has good buttons in the air and good anti air normals... Thor as well is pretty shit at start.
It doesn't matter when everyone starts on his nuts. Dr. Strange actually has a good opening game. SagaFX on GFAQs, the best Dr. Strange I've ever played against, has a list of how to beat every character in the opening with Dr. Strange. Impact Palm is godlike (6 frames, huge hitbox).
I don't really want to start this argument, but he really can't be the worst, is his jump speed that slow that he can't start the match with jump back twice > super jump away once the match begins and then air dash/teleport around or something? Why don't you try s.S + assist or something derp like that after jumping away
Dormammu has the slowest movement of any character in the game, tied with Hulk, Chris, Doom, Haggar, and Thor:
http://www.eventhubs.com/guides/2011/feb/19/walk-speed-comparison-marvel-vs-capcom-3/
Everyone gets to start on his nuts. His jump speed is just as slow as his walk speed. He never gets to superjump away because any character is right on his nuts already going for an option select air throw or c.L. s.S is a 9 frame startup, so any character is able to beat it out easily.
I'm not sure how to address Dormammu's problem, though. The only other character with normals that slow and weak speed without armor is Dante, but he gets a double jump for an easy start of the round. One possibility is that superjumps and air dashes get unlocked before the start of the round.
Because upback is absurdly safe and it's really not easy to get people to stay on the ground to begin with? Giving space means Doom gets to jump back footdive, Vergil gets to jump back Helm Breaker or as I said before press H or S shutting down all possible offense against him minus Hulk pretty much. It isn't even that characters now have to work for pressure afterwards, they just don't get it at all after they worked to get the other character to stand on the ground in the first place making ground throws a really shitty option.
I think one of the great things about Marvel is, like Darkstalkers, you get 1 approach attempt, and if you screw it up, the neutral gets roughly reset. One of the main reasons Zero is so dumb is that he gets a ton of pressure, and you have to pushblock for a good 5 seconds to get him off of you. Wolverine is the same way, and it's good to nerf that pressure to make the game more reasonable in this regard. Ground throws are how I open up my opponents ~30% of the time these days, so I'm not biased here. I play point Firebrand, so I'm one of those people who gets a tech into free s.L into pressure.
Meter gain nerf would nerf Phoenix.
I would not be opposed to the idea at all but any changes to meter gain fucks up Phoenix. Honestly I would not mess with meter gain, some lower damage characters really need that meter gain like Dante... would really mess him up.
The meter gain nerf hurts Phoenix, but the damage drop (which will really be a universal life buff - we all agree on that, right?) will be a huge buff for her. I think it more than evens out.
[QUOTE="God's Beard!";71575516]Hulk is big body though, he should be a kill combo character.
I'll agree grudgingly on 20% damage reduction and 5% chip increase. I won't agree to meter scaling. Most combos barely build more than a bar. With low damage characters like Viewtiful Joe they'll rarely even be able to TAC, let alone follow up with a super.[/QUOTE]
I wasn't thinking that the meter scaling would be huge like damage decay. More like...100% meter gain for the first 7 seconds of a combo, and then the meter decay starts. So really, it would just be a nerf to those huge, long combos we get with assists and such. I'm not attached to the idea, though.