Karsticles
Member
Whoops! Yep, I glanced at the wrong column.My guide says 6/5 startup, with 5 being when in Berserker charge. Are you looking at the active frames? That's the only thing with 3 frames for cr.L.
Whoops! Yep, I glanced at the wrong column.My guide says 6/5 startup, with 5 being when in Berserker charge. Are you looking at the active frames? That's the only thing with 3 frames for cr.L.
Just read the Wright changes and those are excellent.Wolverine, Phoenix Wright, Phoenix and She Hulk.
Nah I support bad evidence too but what if we make it predetermined like Teddie's items in Persona 4 Arena? Like....Watch -> Food (10% chance of being bad evidence) -> Photo -> Food (10% or whatever chance of being bad evidence)....last ones being Folder, Vase, Knife, Cell phone. Eliminates randomness of WHEN you get a good piece or not, but you have to do more evidence pulls to get certain ones.
Here are the current changes for all four characters:Just read the Wright changes and those are excellent.
The true Keeper of the Frame Data.I have more or less memorized all the frame data for every character's normals, just because I feel it's a requirement when you play Dante.
Everytime I hear someone say something is faster/slower than it actually is on commentary, I get really annoyed. Heh.
Buffing the evidence attack game would take a lot of work - with the 10 change limit, I don't think we're in a position to implement something so drastic. Why are you in favor of bad evidence?I could get behind this, especially with an increased buff from his evidence attack game.
Good thought on the anti-air grab, but I'm not sure we're in a position to make that kind of change, since it requires animation changes. I think that when we talk about adding "new" moves to characters, the golden standard is whether something has to be reanimated, or a new animation has to be added.I agree with all the Ghost Rider changes Karst. I hate how H,H can whiff so that's awesome. A double jump would be interesting but I feel he isn't the type of character who should have one. As long as his normals are buffed I think GR is fine. He should be weak up close, great at mid range and okay at far range. If GR's anti air special grab worked liked Spencer's wire grapple assist and grounded the opponent instead of doing a little damage that would be awesome.
What does this do? Does it turn her into a giant Moai head?Here are the current changes for all four characters:
Phoenix:
*Dark Phoenix health drain rate reduced.
*Dark Phoenix feathers now travel 15% farther.
*TK Shot (air) no longer makes Phoenix prone until she lands.
*Only one TK Shot H may be performed per jump unless in flight (as with Trish).
*New Hyper: Overload; Phoenix loses all health immediately; requires 5 bars, rdp.AA.
*Flight startup reduced to 14 frames.
*f.M reduced to 19 frames.
*Multiple Dark Phoenix characters are now distinguishable on-screen.
Assists: TK Overdrive H, TK Shot H, TK Trap L
OT5 IMO. ;-)damn, y'all are really gonna have that OT4 by the end of this week huh
Morrigan's should be 3.Wow all of Morrigan's jabs are 4 frames. Same for Chun Li too bad none of them hit low for her lol.
Holy crap Arthur's jabs are pretty bad for a pixie character. 7 frame cr.L? Shit is ASS!!!!
It does just what it says: it kills Phoenix. Basically, it lets you activate Dark Phoenix on your own terms. Right now, there are too many ways to auto-kill Dark Phoenix. I want to give Phoenix players an option to "detonate". They get Dark Phoenix right away (no more running away from Phoenix for time outs), but they also lose the potential damage regular Phoenix could have put in. It's a fair trade to ensure your investment can't be shut down by an unavoidable set up.Those Shulkie changes are even sexier. You guys are gonna get Combofiend to quit his job at Capcom just to play the game again. I can feel it.
What does this do? Does it turn her into a giant Moai head?
It's pretty ridiculous, I will admit. Trish also has a really ridiculous cr.L at 5 frame, rapid fire, and +2 on hit and block. Her j.L is also really freaking good at 4 frames. I have punished Spiral Swords by sticking it out as I'm descending on a few occasions.Wow.. Iron Man truly has one of the best cr.Ls in the game!
I consult the Bible regularly for frame data. I once typed out all of Dante's frame data on memory, and was roughly 90% correct. I live and die by the frame data.The true Keeper of the Frame Data.
It's just a manual Dark Phoenix activation. Although I suggested it's only doable on the ground so that I can still get pressure on her on incoming and have her turn on my terms. Wouldn't completely destroy anti Phoenix set ups.What does this do? Does it turn her into a giant Moai head?
Phoenix activating it in the air isn't necessarily bad. She probably won't be near you, so you'll still get a setup. For example, if you're planning on a Frank West Funny Face Smasher setup, it's not like Phoenix can activate Dark Phoenix on incoming - she's just setting the AA throw up for you.It's just a manual Dark Phoenix activation. Although I suggested it's only doable on the ground so that I can still get pressure on her on incoming and have her turn on my terms.
Nah she can do it on reaction when Frank West is in the air to avoid any chance of getting hit by that hyper. It's a big change to the character and I feel she should at least touch the ground before having accessing to it.Phoenix activating it in the air isn't necessarily bad. She probably won't be near you, so you'll still get a setup. For example, if you're planning on a Frank West Funny Face Smasher setup, it's not like Phoenix can activate Dark Phoenix on incoming - she's just setting the AA throw up for you.
A good Frank West would roll under her + Jam Session.Nah she can do it on reaction when Frank West is in the air to avoid any chance of getting hit by that hyper. It's a big change to the character and I feel she should at least touch the ground before having accessing to it.
It's not a guard break. You block, now you don't have throw invincibility. It's not 1-frame. It would definitely not be removed from the game with our current changes, and I didn't mention Jam Session with that second setup. Just Snapshot x Funny Face.I am pretty sure Snapshot into Funny Face with Jam Session is a guard break that would be removed from the game.
Air to ground or air to air? It's +3 air to ground point blank(which comes out to something like 17-18 frames of hitstun), but air to air I'm not entirely sure. I'd say it's about +20 on hit, since it's a few frames away from Helm Breaker connecting on a raw one. It's probably about 30 frames of hitstun or so.Anyone know the advantage on hit for Air Play?
Buffing the evidence attack game would take a lot of work - with the 10 change limit, I don't think we're in a position to implement something so drastic. Why are you in favor of bad evidence?
Good thought on the anti-air grab, but I'm not sure we're in a position to make that kind of change, since it requires animation changes. I think that when we talk about adding "new" moves to characters, the golden standard is whether something has to be reanimated, or a new animation has to be added.
The comparison of Storm's Lightning Sphere to Air Play is hysterical. Capcom really went out of their way to make sure this character doesn't get too good.Air to ground or air to air? It's +3 air to ground point blank(which comes out to something like 17-18 frames of hitstun), but air to air I'm not entirely sure. I'd say it's about +20 on hit, since it's a few frames away from Helm Breaker connecting on a raw one. It's probably about 30 frames of hitstun or so.
She-Hulk:
*Lights Out startup reduced to 25 frames; horizontal hitbox increased.
*c.L chains into itself on block/hit.
*Taking out the Trash hitbox and invincibility slightly increased.
*Emerald Cannon hyper forces a wall bounce.
*Speed increased slightly.
*Emergency Landing (Catapult Cancel) no longer makes She-Hulk prone until landing.
*Canceling Runner’s Start has 0 frames of recovery.
*Slight increase on c.H range/distance.
*j.H hitbox improved slightly.
*Shooting Star assist causes significant knockback on block.
*Torpedo causes less knockback on hit; assist version startup reduced to 35 frames startup.
*Somersault Kick has 1 hit of super armor beginning on frame 5.
Assists: Lights Out, Shooting Star, Torpedo
Write your detailed changes to Wright's evidence collection, please. I do see where you are coming from.It's just something that I feel should be part of the character. I know Capcom won't get rid of something like that. A nice detail I like is when you present bad evidence in trial mode, Wright does his sad pitiful animation. I know people say that Wright doesn't have bad evidence in his games why does he here. He is still investigating, looking for clues. Finding three correct clues leads to a correct line of thinking so when he objects it has merit. Having incorrect info or evidence and objecting leads to a penalty. I can see what Capcom was trying to do and I think for the most part created a great representation of how Wright would behave in a fighting game. However, it's clear they where deeply worried on if he was balanced or not. Removing bad evidence completely would go against the mechanics they created for him.
You could cut the recovery(40 frames) in half and it'd be infinitely better.The comparison of Storm's Lightning Sphere to Air Play is hysterical. Capcom really went out of their way to make sure this character doesn't get too good.
Done, but that leaves 11.Take out hitbox/invulnerability changes on She Hulk's AA hyper. The hyper is fully functional as it is, you have to make a solid read on it and that's fine. Although anything else I wouldn't change, she needs all the rest of that stuff.
I already got you covered in my Storm changes:You could cut the recovery(40 frames) in half and it'd be infinitely better.
All of her specials either have a shit ton of startup or a shit ton of recovery. Or both. It's kinda dumb.
Trish can fire as many fireballs as she wants per jump.*Only one TK Shot H may be performed per jump unless in flight (as with Trish).
Too bad she can't confirm against airborne opponents for shit. Definitely gonna be a focus.It's pretty ridiculous, I will admit. Trish also has a really ridiculous cr.L at 5 frame, rapid fire, and +2 on hit and block. Her j.L is also really freaking good at 4 frames. I have punished Spiral Swords by sticking it out as I'm descending on a few occasions.
Write your detailed changes to Wright's evidence collection, please. I do see where you are coming from.
Why no Clothesline assist. I think it could be great if it had a hit or two of armor and she recovered and got the fuck out quickly. Would allow for some hard tag shenanigans. I do like the sound of a Shooting Star assist for some unblockables though.We need to remove two of these changes. Let's figure them out so we can wrap up She-Hulk.
Done, but that leaves 11.
I already got you covered in my Storm changes:
Storm:
*Lightning Sphere hitbox increased.
*Double Typhoon now reaches to superjump height.
*Double Typhoon startup reduced from 63 frames to 38 frames.
*Assists can be called after a superjump canceled into Float.
*Lightning Storm damage increased slightly.
*Flight startup reduced to 15 frames.
*Storm is now able to air dash twice after jumping, without Flight..
*Fair/Foul Wind active frames reduced to 15, total opposing character movement unchanged.
*Lightning Sphere H now tracks slightly.
*Lightning Sphere hitstun increased significantly; recovery reduced significantly.
Assists: Whirlwind H, Typhoon (Tracking), Lightning Sphere H.
There's no real need to increase the hitstun any more if you're going to reduce the recovery. It already has plenty of hitstun(you can combo off it air-to-air already) so adding more hitstun + reducing recovery would just be too much.*Lightning Sphere hitstun increased significantly; recovery reduced significantly.
There's no real need to increase the hitstun any more if you're going to reduce the recovery. It already has plenty of hitstun(you can combo off it air-to-air already) so adding more hitstun + reducing recovery would just be too much.
LOL I was gonna say too. The problem with the move isn't the hit stun... you can still use it in combos and stuff. The problem is the awful 40 frame recovery.Shhhh....I wasn't gonna say anything.
It does just what it says: it kills Phoenix. Basically, it lets you activate Dark Phoenix on your own terms. Right now, there are too many ways to auto-kill Dark Phoenix. I want to give Phoenix players an option to "detonate". They get Dark Phoenix right away (no more running away from Phoenix for time outs), but they also lose the potential damage regular Phoenix could have put in. It's a fair trade to ensure your investment can't be shut down by an unavoidable set up.
GotchaIt's just a manual Dark Phoenix activation. Although I suggested it's only doable on the ground so that I can still get pressure on her on incoming and have her turn on my terms. Wouldn't completely destroy anti Phoenix set ups.
Why does it need to be just ten changes?We need to remove two of these changes. Let's figure them out so we can wrap up She-Hulk.
So that people don't go over board with changes. I have like 20 changes I would like to make to Iron Man but we need to keep things consolidated when we are submitting this stuff. I also see that when you limit the changes like that you get more fruitful changes that people actually think about rather than putting in changes for the sake of changes.Why does it need to be just ten changes?
I am trying to figure out what I can take away from She Hulk but she truly NEEDS all of that. Like even with all of that she would be Mid tier at best I feel.
I feel like someone in a submarine who just broke the valve for the only escape hatch. I tried my best to condense my changes down to ten, but shit is gonna get real.So that people don't go over board with changes. I have like 20 changes I would like to make to Iron Man but we need to keep things consolidated when we are submitting this stuff. I also see that when you limit the changes like that you get more fruitful changes that people actually think about rather than putting in changes for the sake of changes.
You'd be surprised what some sugar, spice and Skullgirls can do to Hsien-Ko.I feel like ten changes is a bit too little for some characters, because even with ten positive changes, Hsien-Ko is still probably gonna be ass.
We'll cross that road when a good list of changes appears and convinces everyone that an extension is a good idea.Fuck it man, if Karst agrees we can up the limit to 15. This is a community thing so if people agree to keep things reasonable we can up the limit
Yeah you should probably take a look at the guide. I usually link folks to these two.So umm, are there any good places I can use to read up on a lot of the terminology you guys, and everyone else, use? I've read through both the SFIV and MvC3 SRK wikis but they don't seem to have covered everything. Generally if there's a term I don't understand I google it, but then I either get more confused by user descriptions in forums or they use more terminology I don't know, which leads to the same steps I did before and it loops. I do have the UMvC3 Bradygames (I think) guide but I've yet to read through it.
Really? I guess I'd have to see the list again.What terms do you want cleared up?
Mango: The only nerf on Wolverine we have is Fatal Claw damage, the rest are all buffs. Well that and my Swiss Cheese nerf. I would say we are being considerably generous on the character.
I feel like ten changes is a bit too little for some characters, because even with ten positive changes, Hsien-Ko is still probably gonna be ass.