Why the hell do all of these have the same frame advantage? I am looking at my frame data and the first two have +1 on block? What's wrong with this? I don't understand that you are rewarded with having a near full screen explosion that you get damage off of from getting 3D.... but you want advantage on the block too? Why do you need this move to be plus on block when it's meant to be used at long range?
It seems odd to me that you put all this effort to get 3D0C and it's negative on block. I was trying to think of some way to put it more on par with 2D1C and 1D2C, since it has fallen out of favor a bit. I'm not attached to the change.
Just make it unblockable no need to add the slow.
Hahaha, I should have made that more clear. The slow is
replacing the current ability. Making the current ability unblockable would just completely wreck some matchups. I did it to a Dr. Doom player and I actually felt bad for what happened to him after that. I'm open to other suggestions, but I feel like it needs to be unblockable since it's just a status effect to make it worthwhile, and the only thing I could think of that wouldn't be ridiculous for an unblockable move like that is a slow.
Why? Does he struggle to get air throws? This could be applied to numerous characters too. Iron Man has a shit air throw range but I never asked for one.
Yeah, Dormammu's air throw range is much smaller than one might think. I constantly whiff air throws with him in situations where it feels like it should connect.
This makes Dormammu's launcher better than Wesker's launcher by miles.. and we nerfed Wesker's launcher. No need for this. There should be some risk reward to the move and you are now also asking for improved cr.M. At best you can only have one of these and I would take cr.M over a safer launcher.
c.M and s.S serve different purposes. c.M is an anti-air, s.S is Dormammu's best poke. Wesker is a rushdown character; he doesn't need safe pokes that scare people away. Two different moves on two different characters. The more reasonable comparison is Dormammu's s.S with Storm's s.S, which is -1 on block, since they have similar functionality (though Storm's s.S is way better in the hitbox arena).
Fair change.
Best change.
Thank you.
Nope. The problem on the character isn't that his combos do a ton of damage at max scaling, it's that they do a ton of easy front loaded damage. You need to reduce the base damage of his normals by 10% and not change the scaling.
I was hesitant to do this because Dormammu gets a good amount of stray hits in the neutral. j.M is a good air poke, but it doesn't lead to anything. I wasn't big on nerfing those little damage bits, but I suppose you are right, and there is no other way. Changed.
This is now a reversal status move at 5 frames. It's -3 on block. How is this fair? It's faster than any normal of Dorm and safer than all but two of his normals.
I just typed it as an idea to make 0D0C useful somehow. Currently it's something you only do as a mistake; I'd love other ideas.
Unnecessary change and this acts like an all around reversal that Dorm can get combo off of with spells. He can buffer this move during Wolverine pressure when he's about to Berserker Slash you. I know this because the computer does it ALL the fucking time making it impossible to right left Dorm on the ground. Bad idea, keep this a LVL3.
Fair enough.
On top of this there is no way I am allowing Dorm to enter the patch with a Low hitting Flame Carpet. No reason for him to have unblockable set ups off of it.
Dormammu doesn't get unblockables off of Flame Carpet, he gets, as they say "difficult-to-blockables". Against accomplished players, my Flame Carpet setups never work. Most people just get mixed up by having to block low on incoming - it's not something they're used to.
[QUOTE="God's Beard!";72872296]I'm formatting my PS3 right now and I'm taking it to sell with Marvel 3 in the morning. Thanks to everybody here who played me the last couple years.
Feels weird to be sad about leaving a thread, but that's how it is. Time to step out.
Any good fighting games come out on PC, or if you wanna play AE there, let me know.
Of course, if a patch comes out and they make a new version for PC, disregard this post lol. My three guides still haven't worn out completely yet.[/QUOTE]
Why would you leave the thread? Good fights over the last 3 years, GB. And you're a committee member, so you can't leave!
Dormammu:
*j.M hit float properties returned to Vanilla status (no knockback).
*3D0C is now +1 on block.
*0D3C now slows characters by 25% and is unblockable; previous effect removed.
*Ground and air throw range extended slightly.
*c.M returned to Vanilla hitstun status.
*s.S -4 on block.
*0D1C and 0D2C now hit OTG.
*s.H frontal hitbox made slightly larger (c.L, s.H always hits).
*Damage on normals reduced by 10% across the board.
*0D0C startup is 10 frames; hitbox increased slightly.
Assists: Purification (Tracking), Dark Matter, Dark Spell (L)