While I would love this, I doubt it will happen.My buff for Shuma would be to make him not a charge character. THAT NEEDS TO BE CHANGED IDGAF FUCK, FUCK CHARGING SHIT SON.
Others: thoughts on this?
Well, when you have slow normals, it's good to have something to counter act them! Plus, Bold Move is pretty easily punished in most cases. You can't ever Bold Move a normal and airdash forward j.H against someone good. It just gets you airthrown or anti-aired. You have to airdash back for the space, but it opens up said pressure and frame traps. *shrug*
Shuma Gorath is Magneto now? WTF... I thought we weren't doing character reworks.*Air dash movement extended to 8 directions; distance increased by 50%; total time to completion unaltered; 3 air dashes per jump.
*Aerial normals are dash-cancelable.
Posting for new page:
On Chris I want the following:
*Flamethrower damage reduced to 120K total
*Ability to cancel Grenade hyper early, in between the individual shots.
*Prone stance special and hyper cancelable
*One hit of super armor on Combination Punch H
I would still like at least one basic gun shot (just the pistol shot even) that fired straight across but that would require a new animation so I am not recommending it.
On the whole note of changing his assist to Flamethrower.... it would be too strong for it to have upper body invincibility it would basically be a Tron assist but with more lock down and chip on block. It's not a reversal move, it's not supposed to be. If you want a reversal assist on Chris, give Combination Punch H assist armor on start up or something.
You can't cancel it from the ground though. I want to shoot someone in the foot then cancel into Magnum immediately.He can technically already do that, can't he? It's jump cancelable, which in turn is special cancelable.
Current Dante list is at 10 changes; if the Dante players want changes, argue for the specific change being more important than something else that will get replaced as a result.
Dante:
*Bold can no longer cancel whiffed attacks.
*s.L hitstun increased slightly.
*Level 2 Stinger vertical hitbox increased slightly.
*Helm Breaker no longer has a hitbox behind it.
*Devil Trigger invincibility frames removed.
*c.L startup reduced to 7 frames.
*Fireworks regains piercing ability.
*Knockback reduced on Dantes normals; s.LM anti-air chains consistently.
*Jam Session pushback decreased slightly.
*Drive now hyper cancelable during startup.
Assists: Weasel Shot, Jam Session, Hysteric
I can't be the only one who feels his bowels moving when looking at some of the stuff in here, right?Shuma-Gorath:
*Air dash movement extended to 8 directions; distance increased by 50%; total time to completion unaltered; 3 air dashes per jump.
*Mytic Stare and Mystic Ray chargeup time reduced to 30 frames.
*Aerial normals are dash-cancelable.
*Mystic Smash hitbox increased considerably.
*j.S is now special cancelable, and characters knocked down by it during air series land next to Shuma-Gorath instead of far away.
*Mystic Stares recovery reduced by 15 frames across the board; assist now shares the point versions functionality.
*Mystic Ray assist startup reduced to 47 frames.
*Strange Gaze now turns opponents to stone for 90 frames; aerial opponents fall to the ground; usable once per combo.
*Shuma-Gorath's hitbox is now more consistent during combos.
Assists: Mystic Ray H, Mystic Stare H, Strange Gaze
You can't cancel it from the ground though. I want to shoot someone in the foot then cancel into Magnum immediately.
How come now one besides me is contesting those Shuma changes? Karst just made Shuma a Magneto type character and no one is giving a shit.
I am also surprised no one listed any changes for Multilock. Now how about having a fully charged version of that for an assist...
Thank god I am not the only person who thought this.I can't be the only one who feels his bowels moving when looking at some of the stuff in here, right?
I'm envisioning this character and I don't ever want to fight him.
Probably not but it would still be useful.Well, I mean the pre-jump frames are special cancelable, I think. I don't know about that change... does the current prone shot cause enough hitstun to combo into Magnum with this change?
Hahahaha.System Change Want: Killer Instinct/Anime style "Hitstun Meter" on the screen during combos.
I'm not sure about Prone Position being cancelable into specials/hypers; what about jump-cancelable?Posting for new page:
On Chris I want the following:
*Flamethrower damage reduced to 120K total
*Ability to cancel Grenade hyper early, in between the individual shots.
*Prone stance special and hyper cancelable
*One hit of super armor on Combination Punch H
It's not holding Flamethrower for the entire duration. It's just the minimum spit. I will clarify that.On the whole note of changing his assist to Flamethrower.... it would be too strong for it to have upper body invincibility it would basically be a Tron assist but with more lock down and chip on block. It's not a reversal move, it's not supposed to be. If you want a reversal assist on Chris, give Combination Punch H assist armor on start up or something.
Shuma-Gorath CANNOT be fixed in his current state. This does not involve any animation changes - he can use the same animation he uses already going in the other 6 directions.Shuma Gorath is Magneto now? WTF... I thought we weren't doing character reworks.
Where the hell is God's Beard? He listed Shuma as one of his characters. Also Shuma's scaling need to be nerfed from 25% to 15% across the board especially if you plan to him 8 way dash and dash cancellable normals in the air. He was going to need a damage nerf anyway.
- s.L receiving a hitstun buff leads to the "taking you for a ride from a s.L" thing people hated in Vanilla. I actually came up with my suggestion after thinking about one of Frantic's old thoughts on the matter and Darksim's old comments about why you couldn't just buff his hitstun to solve that button's major issues. Making the person work and be aware of their situation/opportunities (i.e. s.LM-etc. works as anti-air on counter hit) promotes smarter play and giving Dante the ability to combo from it is still better than nothing.
Probably not but it would still be useful.
I'm not sure about Prone Position being cancelable into specials/hypers; what about jump-cancelable?
Chris is FRAIL? Over 1 million health, big body damage? Dude PUNCHED A GOD DAMN BOULDER!!!! He's like a big body zoner in the game. Besides Combination punch is absolutely shit in the neutral and outside of combos, this just gives it extra utility. Also makes it a usable assist if you plan to go that route.I don't see why Combination Punch needs armor. It doesn't make sense on the character. Chris is frail and needs his guns. He can't plow through Hulk's s.H or Haggar's Pipe.
It's not about just being within animation changes.. I can give Chun Li an 8 way air dash too doesn't mean I am going to. For characters who cannot be fixed without reworks you have to do the best you can. Stuff like improving Mystic Smash (hit stun and hit box), improved ground and air dash, better mid screen combos are all acceptable but when you start turning an air dash only character into a tri dash character that qualifies as a rework because you are effectively changing the classification on the character. Technically speaking, EVERY character in the game can get an air dash and double jump doesn't mean we should give them all one.Shuma-Gorath CANNOT be fixed in his current state. This does not involve any animation changes - he can use the same animation he uses already going in the other 6 directions.
Please, just stop. -_-Shuma's never had an 8 way AD. Capcom has been shying away from 8way AD gameplay as it is...
I think giving one to shuma is nuts. He can already use mystic smash as aerial movement/offense quite well.
Adding Shuma mystic stare balls to other characters via assist is fucking asking for trouble.
My changes were to kill the "Shuma Pose", and to
lenghten hard knockdown time after chaos dimension to allow a combo after it.
Please, just stop. -_-
I've seen those videos. It's old stuff. I am a Shuma-Gorath player. I know what he is capable of. Mystic Smash is ass.http://www.youtube.com/watch?v=2rWwww_r0oA
Just watch this guys shuma for 10 minutes.
He's obviously not as bad as ANY of us thought. Why blow him up and make him Magneto?
Yeah, you need coverage when mystic smashing... but so does nova or magneto.
Especially when he can already kill solo no xfactor with 2 meters... and has an unblockable level 3 super?
It's an arbitrary difference between Dante and the rest of the cast. He should be able to anti-air with s.L and capitalize off of it. It's not like his s.L is super fast, even with the proposed changes to it.
Dante:
+ s.L anti-air now chains correctly into s.M (s.L hitstun buffed)
+ Moderately decreased pushback on normals
+ Fireworks regains piercing ability
+/- c.L startup decreased to 5 frames; non-chainable
+ Fixed issue with c.L not hitting certain floating characters
+ Drive projectile travels faster across screen
- Bold Blocking removed (via decreased number of pre-jump frames on Bold Move?)
- Removed invul frames on Devil Trigger activation
- Helm Splitter hitbox adjusted to better reflect animation and account for changing character hit spheres as they move under it.
- Jam Session assist push back distance on block decreased
Random thought: How would everyone feel if I killed my scaling buff but asked for Drive to travel faster across the screen?
I've seen those videos. It's old stuff. I am a Shuma-Gorath player. I know what he is capable of. Mystic Smash is ass.
You can't cancel it from the ground though. I want to shoot someone in the foot then cancel into Magnum immediately.
How come now one besides me is contesting those Shuma changes? Karst just made Shuma a Magneto type character and no one is giving a shit.
Which one is that? Bloom just needs to be better.
The fact that you don't know what Solar Flare is kinda proves the point. It's Ammy's projectile counter, but as an assist. And it is garbage.
I'll distract him. You go fetch the straight jacket.Thank god I am not the only person who thought this.
I have one spot open, and I basically just want to clarify something. The hitbox on Helm Breaker, do you mean remove the startup hitbox behind him, or as he's descending? Because, technically he doesn't have a hitbox behind him as he's descending. The only reason it hits behind him in some cases is because of the retarded way hurtboxes work and grow as they move. Just want some clarification.
Shuma-Gorath's j.M is not like Magneto's j.H, and his air dash is not that fast; I'm actually going to reduce it to 35% distance increase. There's no way he'll be anything like Magneto. I also removed the dash-cancelable normals. That was a relic when I was trying to figure out how to give him more consistent combos. I decided to change how j.S works in an air series instead.And 3 air dashes in the air without going into a flight mode or a power up hyper (Dante's DT) is CHEAP as hell. He's going to get above you do dash forward, dash back then dash forward into a normal and no way in hell you are going to block that shit.... people can't block Dante's double dash.
Marvel didn't want Dr. Strange to have an air dash. I plan to respect that, and won't be giving him one either.Okay, it's not the best, but its what he's got.
I'm just saying there's just no way Capcom's gonna give him an 8Way AD when they wouldn't give strange a 2 way AD, and nerfed everyone elses 8WAD.
Yeah, some of my suggestions were nutty, but that's why we crowd source this stuff... so someone else can come along and say:
"whoa, that's kinda crazy, dude"
Everything else is fine (except maybe mystic smash balls... but w/e. Stilll may not be better than Mystic Ray)
The only problem with the +/- stuff is that some changes are a mix of buffs and nerfs. Otherwise I would be for it.Can we label things a "+" or "-" the way Azure and Frantic are doing it? If this is getting sent off to Capcom we should make it as straightforward as possible. It's not like we're sending this stuff to Mike Z or Ed Boon. It's gotta get translated and the nature of the change won't always be clear even with a good translator. I'd like to let them know when they're looking at a nerf or a buff.
I'll distract him. You go fetch the straight jacket.
Dante:
*Bold can no longer cancel whiffed attacks.
*s.L hitstun increased slightly.
*Level 2 Stinger vertical hitbox increased slightly.
*Helm Breaker no longer has a hitbox behind it.
I was summoned for the Dante
I don't see why he needs to lose bold cancel on whiff, bold move still has a a lot of recovery after he jumps and is basically never used on whiff as is when you could cancel into a special instead. Helm Breaker doesn't have a hitbox behind him, unless you mean on startup, which I don't think is nerf worthy or anything (it's most practically use is probably hitting another Dante out of Air Trick). I also don't think he needs the level 2 Stinger buff either.
So, I would give Dante the vanilla base hitstun/hsd values on his normals, and that would basically be it.
Since he does no damage late in combos anyway he could get soft knockdown on Cold Shower back too, but he still would do no damage so whatever.
And Magneto does not have a triple air dash. No one has it in the game as far as I can tell, you need to either get into a flight mode or Dante's DT (which still gives you only double dash) or if you include Rocket Raccoon's Skates as "dashing". It doesn't matter what kind of normals you have when you can get above someone and triple dash around them for mix ups.Shuma-Gorath's j.M is not like Magneto's j.H, and his air dash is not that fast; I'm actually going to reduce it to 35% distance increase. There's no way he'll be anything like Magneto. I also removed the dash-cancelable normals. That was a relic when I was trying to figure out how to give him more consistent combos. I decided to change how j.S works in an air series instead.
Not only is Rocket Skates an air dash, we made it cancelable into j.S, so he can do the same thing. No one thought it was crazy then.And Magneto does not have a triple air dash. No one has it in the game as far as I can tell, you need to either get into a flight mode or Dante's DT (which still gives you only double dash) or if you include Rocket Raccoon's Skates as "dashing". It doesn't matter what kind of normals you have when you can get above someone and triple dash around them for mix ups.
At the bare minimum you need to do something about triple air dashing because that is absurd.
Already happened.I'll let Karst keep the triple air dash if he gives me at least double air Rocket Skates on RR :v
...But yeah that's too unrealistic and ridiculous of a change.
Then just label them "+/-". That should get the point across well enough.The only problem with the +/- stuff is that some changes are a mix of buffs and nerfs. Otherwise I would be for it.
Current Dante changelist looks like this:
Dante:
*Bold can no longer be block canceled during its initial frames
*Helm Breaker’s hitbox reduced so that it no longer hits characters behind Dante.
*Devil Trigger invincibility frames removed.
*c.L startup reduced to 7 frames.
*Fireworks regains piercing ability.
*Knockback reduced on Dante’s normals; s.LM anti-air chains consistently.
*Jam Session pushback decreased slightly.
*Drive now hyper cancelable during startup.
*s.L now chains into c.L.
Assists: Weasel Shot, Jam Session, Hysteric
Hash it out with Frantic, Azure, and GuardianE to figure out what the final version should look like.
[+] s.L can now once again combo into s.M as a true anti-air.
[+] j.L can now properly combo into j.M during a normal jump
[+] cr.M pushback on hit reduced to vanilla levels. Active frames increased to 3 frames, up from 2.
[+] Drive now hyper cancelable during startup.
[+] Fireworks now pierces, as per vanilla.
[+] s.L now chainable into cr.L
[-] No longer able to block during Bold Move's startup frames.
[-] Invincibility removed on Devil Trigger startup.
[-] Jam Session pushes back less on block as an assist.
[-] Reduced/removed hitbox on the hilt of j.S(Helm Breaker) to prevent hits behind him.
Okay, that's my proposed list. Some of them are just things that irritate me(namely number two and three), so I'm willing to change some shit.
I'd be fine with vanilla hitstun values if the Ultimate pushback is retained(outside of cr.M, since using that normal as a footsie is a pain in the ass with the pushback)
Darksim, GuardianE, and Azure: please agree with this list or argue for changes.[+] s.L can now once again combo into s.M as a true anti-air.
[+] j.L can now properly combo into j.M during a normal jump
[+] cr.M pushback on hit reduced to vanilla levels. Active frames increased to 3 frames, up from 2.
[+] Drive now hyper cancelable during startup.
[+] Fireworks now pierces, as per vanilla.
[+] s.L now chainable into cr.L
[-] No longer able to block during Bold Move's startup frames.
[-] Invincibility removed on Devil Trigger startup.
[-] Jam Session pushes back less on block as an assist.
[-] Reduced/removed hitbox on the hilt of j.S(Helm Breaker) to prevent hits behind him.
Okay, that's my proposed list. Some of them are just things that irritate me(namely number two and three), so I'm willing to change some shit.
I'd be fine with vanilla hitstun values if the Ultimate pushback is retained(outside of cr.M, since using that normal as a footsie is a pain in the ass with the pushback)
K, I'll go back and mess with it a bit later on.Then just label them "+/-". That should get the point across well enough.
Already happened.
You mean he is always limited to 1 Rocket Skate in the air no matter what?I'm only seeing being able to cancel them into jS as the only change to skates and I don't see what that has to with what I said.
Well, it's more or less been said other characters are being toned down. We've already toned down Zero considerably, so yes, I'm fine with it. More than Dante doing damage, I want other characters to be doing damage in the same range as him.I think point 3 is important. Are you fine with having no changes at all to damage scaling? I'm okay with it as long as other characters are toned down.
I was just about to point out the limitation on Rocket Skates before I was beaten.Not only is Rocket Skates an air dash, we made it cancelable into j.S, so he can do the same thing. No one thought it was crazy then.
Well, it's more or less been said other characters are being toned down. We've already toned down Zero considerably, so yes, I'm fine with it. More than Dante doing damage, I want other characters to be doing damage in the same range as him.
I considered giving Dante a faster cr.L, but at the same time I don't think it'd really help him any. All it'd really do is make his pressure better, imo.