I guess that is a good response to what I just posted in the FGW thread.
Yeah, we started this before the patch rumors came about.
What part of it is neat? Seems like this would just encourage late x-factor pops to avoid death. If you plan on increasing damage then I don't see the point on stopping the clock.
There's a good chance you'll die if you wait too long. I always pop X-Factor the moment there's a good opportunity to do so when I have 1 or 2 characters left, because otherwise there's a good chance I won't get to to anything with it.
However, I was thinking about revising it to "The timer cannot run out while X-Factor is running." instead of it stopping the clock - what do people think?
I don't care that much about it either way. It's just that we are entering BB levels of easy throw techs here.
How many frames do those have to tech?
I can see these happening. Good luck on the fixed netcode, though.
Some things are just added because I want them to know that we're unsatisfied, even if I don't think it will actually change.
I like a lot of these changes. She-Hulk was slowly dropping tier-wise in vanilla- she was a strong but straight-forward character that got early victories because she was pure fundamentals and was straight-forward to use (and it didn't hurt that Tron assist helped her a ton too). She-Hulk needs vanilla rapid-fire crouching lights and her old slide back. Without strong low normals, her offense isn't very threatening at all. In vanilla, she was scary (and I firmly believe every character in marvel deserves to be scary) because if you sat crouch-blocking on the ground, you risked getting grabbed or hit by her overhead, if you stood and blocked or tried to jump you got caught by her strong lows, and if you jumped, you had to contend with j.H option select, anti-air command grab, and taking out the trash. Without strong lows, she became much less threatening, so at minimum , she needs those back. Also, she immensely benefited from the vanilla marvel meta game having virtually no zoning- if zoning had been more prevalent she would have been much worse, and since zoning is now very common, she has a much rougher time than she used to (even if she hadn't been nerfed, I don't think she'd be relevant at this point in ultimate).
To deal better with zoning, I think she needs to have emergency landing after catapult allow her to block immediately in the air (as you said). Cancelling Runner's Start having no recovery is also a good change. Emerald cannon forcing a wall-bounce is a much needed improvement as well. She-hulk has low damage for a heavy, so she either needs better tools, or she needs to hit a hell of a lot harder.
Well, since I'm speeding her up a bit back to Vanilla status (not quite as fast, maybe), she doesn't need to hit quite as hard as Hulk. She also has a lot of unique ways to open people up that the other heavies do. I think she has a fuller moveset and speed to make up for the lower damage. Especially when she can do stuff like wire grapple assist into command grab, raw tag for more damage, etc.
Karst should add this to the list of system changes. This would be a great change.
Are you being serious?
Aesthetically I would like the old X-Factor visuals back or at least something other than the belly nightlights we have now.
You don't like the new version? After seeing it in person, it's pretty awesome. Characters look like they go all evil and stuff.
I also like the idea of mapping charge motion to Missile to give him another low too and it adds another layer than just potentially mashing a c.H finger that hits low. Also the potential of giving him a self OTG for comboing after an air grab could be nice if you're already charging.
Hmm. I'd be willing to give him a self-OTG. Would making M-Maya?! M/H appear faster do the trick?
Yes, I agree, though I do feel that projectile lockdown->Maya super, or having to rely on a low hitting assist isn't enough. Missile on point would give him another tool without being braindead.
I think it's important to keep in mind that Wright doesn't just have the overhead finger going for him, too. He still has his assists, and he has the projectile tools from his evidence. Everyone wants to up-back against Wright, but they're scared to do anything, so he's kind of like Dr. Strange during X-Factor. He needs to go for those air grabs. If c.H hit low, I think it would be a little ridiculous. Slasher uses Samurai Edge with Wright to create unblockables, and you can also give him a pinning assist. That's two ways to open people up that work really well for him. He has self-unblockables, too. I'm very wary of giving him the c.H low, especially since we're making it so much easier for him to collect evidence.
The bad evidence is really just to make it more difficult to get into Turnabout and to provide danger in Investigation mode since it won't be guaranteed you'd get them...this reasoning made more sense when he had those invincible assists. Not so much now when everyone realizes Turnabout has some pretty bad weaknesses, and Wright himself has difficulty landing Objection due to his lackluster normals.
Agreed. And random is just always bad in this game when it's negative. Good random can be okay, but not bad random.
Plus I really can't see Capcom removing it outright if it's already in the game as a mechanic...they clearly gave bad evidence to him as a downside for a reason even if most of us feel it's stupid. It's like expecting them to remove Dark Phoenix altogether, I just don't see them doing it rather than altering other aspects of the character first.
Well, this is a suggestion list. If we say we want bad evidence removes, Capcom will likely take notice and rethink the rates, at least.
I can't keep up with a topic if I'm working 12 hour shifts, sorry, but now I posted my explanation on why. I hope that clears it up.
You're doing fine. I don't expect anyone to be posting all day every day.
I don't feel like mutlquoting so I'll just list points:
-I was talking about his special, not his assist. Maya would be very useful in Trial Mode. I don't see the point in giving Wright two of what is essentially the same move and removing one of his best ones in Trial Mode.
Oh. I don't think letting Wright have some of the best projectiles in the game AND a shield barrier is a good idea. That sounds like a lot of bad matchups to me. Wolverine will be helpless.
-Even if I was talking about assists, you can still use Paperwork High and Press the Witness as assists even when Wright is in Investigation Mode, so I'm not sure what you're trying to say here.
Good to know.
-Tell that to Haggar, who floats in the air when attempting his command grab lol. Or Captain America who has a double jump for no explainable reason.
Captain America has the double jump because of tradition. /shrug. Haggar's is silly, but no need to increase silliness. Tracking projectiles being fired at the top of the screen several times is something that one can't implement lightly. Dr. Strange falls prone after Dagger of Denak for a reason (not that I think he should).
-People can usually dodge Wright's set-ups into his unblockables too easily if they know that all they need to do is up-back. His only low normal during Turnabout Mode is his pitifully ranged c.L. Wright needs better high/low mix-ups in Turnabout Mode since his cross-up potential is zilch.
Someone suggested adding "Get em' Missile!" as a normal attack to help give him unblockable setups, and I approve of that.
-Wright's hitboxes are fine vertically, but they have horrible horizontal range. Wright's c.H in Investigation Mode or Trial Mode should not miss on characters standing a couple of feet away from him. It's ridiculous how many times I've seen those moves barely whiff when it looks like they shouldn't.
I'll have to look at those hitboxes. I'm curious on what Slasher thinks about this.