shaowebb
Member
Although as far as IF goes, negation of push block is not a big issue for him.
Yeah he sort of already does that well enough once he gets you cornered already.
Although as far as IF goes, negation of push block is not a big issue for him.
We haven't done Doom yet right? I can't wait to nerf the fuck outta his j.S holy fuck.
I don't think his throw range is particularly good. Felicia and Nova have good air throw ranges. You also have to consider the range within the context of the character. Wolverine gets air throws not because his range is great, but because he can always get himself to where he needs to be to land an air throw. Dormammu cannot.The main point I was making is that Dormammu already has one of the longest-ranged throws. I see him get throws all the time. Why should that get buffed at all?
Eh. I'm indifferent toward this. I'll add it, though.Actually, there is a buff for Dormammu's (and Phoenix's, since she suffers through the same thing) throws that needs to happen, and that would be to fix that weird glitch in which the character gets thrown in the opposite direction in which you throw them.
If you can place Flame Carpet against Wolverine.Doesn't Berserker Slash lose to Flame Carpet?
?Regardless, you're naive in thinking that it's only used for that kind of thing. Dormammu has a strong offensive game as well. You can't just look at one particular playstyle or match-up and make judgments just because of that.
It doesn't work as an anti-air. Its vertical hitbox is too small unless someone is making a tridash toward his front. In which case, any normal usually works.The launcher fits all the criteria of being too good of a move for what it does:
-Relatively fast start-up
-Humongous hitbox that can work as an anti-air
-20 active frames
I'm fine with dropping the active frames a bit for it to be safe on block. I'm curious what people think is fair.There is no way that move is gonna get buffed even further. The recovery is the only thing that prevents it from being overpowered. If you wanna make it safer, one of its other strong points will need to take a hit.
It doesn't matter, since 2D1C will always be the better defensive move.What's the frame data on it? If I remember correctly it has rather fast start-up.
Jump up and air throw Dormammu before he comes down.I forgot to say I meant it was when someone trieds to cross you up with it by jumping and dashing df and using it like that. I feel like from that point it shouldn't be hitting you from so far away, any other way besides that is fine. <3
Interesting.Yup. He can beat HCS on reaction with it as well. Full damage and everything. Although to be fair Cap can cartwheel through it on reaction.
Sometimes necessary, like with Senpu Bu.How does Marvel-Gaf feel about specials and normals that nullify pushblocking like Nova's centurion rushes?
I support no nerfs to Doom's j.S. It's very fair as-is.We haven't done Doom yet right? I can't wait to nerf the fuck outta his j.S holy fuck.
Screw that. It would completely destroy aerial keepaway characters. We already gave him a great AA tool in the Volcanic Roar buff.
Dahbomb's changes are all good, but these are all things that Iron Fist should have had from the start (except double jump) so by buffing him this way he's "normalized" and not well... good.Dahbomb said:*Wall of Kun Lun and Rising Fang can be performed without the Rekka series
*Crescent Heel overhead does not bounce a standing opponent
*Canceling Volanic Roar before the final hit causes soft knockdown state
*Cr.L hits low now
*Launcher can hit in an anti air and juggle situation
*Can now double jump
*More untechable time after air throws so you have more time to pick up with Crescent Heel
*Invincibility on Iron Rage increased on start up; travels further for first hit
Your Chi system cool I'll give you that. Wall of K'un-Lun assist is redundant because it ALSO causes wall bounce like Rising Fang except it is hard knockdown. It does have armor over Rising Fang so there's that but having two wallbounce assists... is there even anyone else like that?*Crescent Heel assist startup time reduced to 37 frames.
*Volanic Roar causes a soft knockdown on all but the last hit. - good but meh change
*Iron Fist now has enough time to OTG opponents following Dragon’s Prey. - this is cool, I guess.
*Wall of Kun Lun and Rising Fang can be performed without the Rekka series - this is required
*Crescent Heel overhead does not bounce a standing opponent
*Canceling Volanic Roar before the final hit causes soft knockdown state - same as above nearly LOL
*Cr.L hits low now - should be from the start
*Launcher can hit in an anti air and juggle situation - Again should have been this way from the start
*Can now double jump - I mean, I don't really see the point
*More untechable time after air throws so you have more time to pick up with Crescent Heel - yes should have been this way from the start.
*Invincibility on Iron Rage increased on start up; travels further for first hit
*Chi system reworked
Every Chi activation now also activates a specific counter
Every Chi now has an additional Rekka passive component
Attack Chi - Gains 20% damage, Rekkas now do 40% chip on block (up from the standard 35%), on counters to Low attacks instantly activates Dragons' Touch
Defense Chi - Gains 20% health, all Rekkas have 1 hit of armor, on counter to High attacks instantly activates Wall of Kun Lun.
Meter Chi - Gains 20% more meter, All Rekkas negate push block, on counter to Projectile attacks instantly activates Rising Fang
Assists: Rising Fang, Crescent Heel, Wall of K’un-Lun
That's pretty much exactly what I think right now. Most of my changes were "NO DUH" type changes on the character... nothing extraordinary aside from the Chi rework. We all know Karst is super biased against projectile nullifying moves... yea all those Captain Americas out there really destroying the competitive scene.Dahbomb's changes are all good, but these are all things that Iron Fist should have had from the start (except double jump) so by buffing him this way he's "normalized" and not well... good.
Volcanic Roar starts up in 9 frames. It's an AA beam hyper. XFC it and kill. I guarantee you that this will become common if our changes get implemented at all.I'm sorry but that isn't even that great. If you want to make Iron Fist relevant you need to make him viable. These overall changes don't do much of anything...
Dahbomb's changes are all good, but these are all things that Iron Fist should have had from the start (except double jump) so by buffing him this way he's "normalized" and not well... good.
Your Chi system cool I'll give you that. Wall of K'un-Lun assist is redundant because it ALSO causes wall bounce like Rising Fang except it is hard knockdown. It does have armor over Rising Fang so there's that but having two wallbounce assists... is there even anyone else like that?
Volcanic Roar is a very risky anti-air, and you have to spend a meter to AA someone? Ridiculous. And I know you're biased because it has similar frame data to Chaotic Flame. There's a huge difference of activation between the two.
True.I think one extra thing needed on Iron Fist is safety on some of his rekkas. I feel like stuff like Lotus Whip should be + on block. A lot of his rekkas are used for pressure and soon you reach a point where you are left with using a rekka that might be super negative on block. I am curious to see what Shao says about this.
Fuck no jesus christ... no nerfs on Iron Fist unless he gets something crazy like an air dash. He doesn't have high scaling values (5% on normals) and in a game where health is buffed he is going to struggle to kill. For a character with a one dimensional mix up game, no way to inflict damage outside of opening someone up and limited mobility... his damage is fine.Also, should we just nerf Iron Fist's specials by 10% damage across the board?
He DID get something crazy. -_-Fuck no jesus christ... no nerfs on Iron Fist unless he gets something crazy like an air dash.
If you think Rising Fang on Iron Fist is crazy then half of your Dorm buffs are SUPER DUPER CRAZY.He DID get something crazy. -_-
I'm fine with dropping the active frames a bit for it to be safe on block. I'm curious what people think is fair.
I support no nerfs to Doom's j.S. It's very fair as-is.
I think one extra thing needed on Iron Fist is safety on some of his rekkas. I feel like stuff like Lotus Whip should be + on block. A lot of his rekkas are used for pressure and soon you reach a point where you are left with using a rekka that might be super negative on block. I am curious to see what Shao says about this.
If you think Rising Fang on Iron Fist is crazy then half of your Dorm buffs are SUPER DUPER CRAZY.
Here's what you do against Rising Fang.... you block and you punish him. Or you air throw him and you negate the effectiveness of his assist. Everything about this character still requires an assist. He needs a Spencer grapple to get big damage off of air juggles. He needs a get in assist because no way he's getting in alone with a Rising Fang. He needs a super jump assist to control those type of characters. He needs a lock down assist to open someone up.
Volcanic Roar starts up in 9 frames. It's an AA beam hyper. XFC it and kill. I guarantee you that this will become common if our changes get implemented at all.
Aerial Rising Fang would destroy characters like Deadpool, Chris, Trish, Hawkeye, and Taskmaster.
Oh, so Hawkeye should just wait for Rising Fang while Iron Fist dashes toward him.If you think Rising Fang on Iron Fist is crazy then half of your Dorm buffs are SUPER DUPER CRAZY.
Here's what you do against Rising Fang.... you block and you punish him. Or you air throw him and you negate the effectiveness of his assist. Everything about this character still requires an assist. He needs a Spencer grapple to get big damage off of air juggles. He needs a get in assist because no way he's getting in alone with a Rising Fang. He needs a super jump assist to control those type of characters. He needs a lock down assist to open someone up.
It also has an inferior hitbox to Storm's launcher. Look beyond the frame data.Current Dorm launcher frame data:
Startup: 9
Active: 20
Advantage if guarded: -9
(also has projectile nullification properties)
Storm launcher for comparison
Startup: 13
Active: 12
Advantage if guarded: -1
Currently, aside from being unsafe on block, Dorm's launcher is better than Storm's (frame data-wise) in every way- it's quicker and has active frames for days. Making it relatively safe on top of all that would be absurd.
Iron Fist is not as bad as people make him out to be. He has problems, but he's not a piece of crap. You've shown me several times how terrifying he can be in the right hands on the right team. He has gotten substantial buffs, and I just added a Chi rework; I can't support Rising Fang being air OK. Give him an anti-air assist like Wesker or Morrigan.XFC a move that requires a meter in the first place to kill... isn't almighty in the first place. In fact I would say that's normal in Marvel...
And I see no reason why Iron Fist shouldn't have a good matchup against those characters. I'm not saying make Iron Fist top tier or high tier even, but there's a reason there aren't many Iron Fist players, and I can tell you it's not because Volcanic Roar doesn't cause soft knockdown atm. Aerial Rising Fang would at least give Iron Fist two things he needs badly, air mobility, and air hitconfirms. He has none and with these current changes he will still have none, which means hes still bad. Remember, IF cannot cancel Rising Fang into Chi, and he has huge recovery time after landing.
Crescent Heel is not even the rekka that needs plus on block. It already does so much for the character.
What do you think about Twin Snake being jump cancelable?
Also Lotus Whip should be +2 on block (it's 0 on block right now and is his only non negative rekka move)
No he calls in his Rapid Slash assist and take him full screen. If he tries to punish that with Rising Fang, you know what to do.Oh, so Hawkeye should just wait for Rising Fang while Iron Fist dashes toward him.
That sounds more interesting than giving him an air dash wouldn't you say?I think he'd cross you the fuck up.
Iron Fist should just hit Vergil. If Hawkeye tries to shoot an arrow, Rising Fang will hit both since Rapid Slash is all projectiles.No he calls in his Rapid Slash assist and take him full screen. If he tries to punish that with Rising Fang, you know what to do.
You think Hawkeye shooting out Speed shot arrow against a full screen Iron Fist is going to get stuffed out by Rising Fang? LOL!Iron Fist should just hit Vergil. If Hawkeye tries to shoot an arrow, Rising Fang will hit both since Rapid Slash is all projectiles.
Iron Fist should just hit Vergil. If Hawkeye tries to shoot an arrow, Rising Fang will hit both since Rapid Slash is all projectiles.
If you're describing a 1v2 situation, okay. But that's not the game.You think Hawkeye shooting out Speed shot projectile against a full screen Iron Fist is going to get stuffed out by Rising Fang? LOL!
You're right... neither is Iron Fist Rising Fanging Hawkeye on every single action he does. Other wise Captain America would win against every single zoner but he doesn't. It's called bait and punish... THAT'S the game.If you're describing a 1v2 situation, okay. But that's not the game.
This is sort of a redundant change... he already chains his Rekkas into Chis.all specials now cancelable into Chi moves.
That's a new animation. I made his Rekkas have 1/3 their recovery and gave them hyper armor to help him out with that stuff.How about an armored but special cancelable roll. The roll has a hit of super armor as a trade for lacking invincibility it can be canceled into his rekkas.
Lotus Whip will be +10 on block with my Chi change when done properly.You're right... neither is Iron Fist Rising Fanging Hawkeye on every single action he does. Other wise Captain America would win against every single zoner but he doesn't. It's called bait and punish... THAT'S the game.
I think my additional IF changes are jump cancellable Twin Snakes and Lotus Whip being +2 (so he can actually frame trap off of a rekka).
His Rekkas can be canceled into Chi moves? I didn't think it worked that way. I didn't say his Chis can chain into Rekkas. That would be weird. Last time I checked, Iron Fist players always used the Chi after the crumple.He can already chain rekkas into Chi. What would be useful is having Chis chain into rekkas.
You don't lose pressure with the new 10 frame recovery I gave them. It's a 15 frame recovery buff, and basically every Rekka move Iron Fist has is now +10 on block or better. It gives him really strong pressure.They use the Chi after the crumple because they are chaining the Chi after it to improve the recovery so they can more easily go after the combo. You don't use a Chi after a Rekka in a block string because you lose the pressure.
http://youtu.be/61OaY-AFk6A?t=12m1s
It also has an inferior hitbox to Storm's launcher. Look beyond the frame data.
Regardless, I recommend the following new frame data for his launcher:
Startup: 9
Active: 14
Advantage if guarded: -4
This supports using the move on anticipation, like it should be. Better anticipation leads to better frame advantage, while using it at point blank range still gets Dormammu killed against fast characters, discouraging its use in that situation.
He already has enough time to OTG after it if you cancel into a Chi.*Iron Fist now has enough time to OTG opponents following Dragon’s Prey.
Basically once he discovered that Storm had a -1 launcher he has been campaigning to improve Dorm's launcher.Since when has throwing out random launchers in anticipation of other moves been "like it should be"? Storm is an exception to the rule. Even reduced to 14 active frames, it would still have the most active frames by far of any launcher in the game. Storm's has 11 but it takes longer to start up, and most characters have 5 or fewer active frames on their (generally) unsafe and far less useful launchers. If you block Dormammu's launcher, you should get a full punish.
That's already been done. Most of the Dorm changes are fair. The only two that are iffy are the 3C change and the launcher although to be fair he fixed the launcher in terms of active frames.The only Dorm changes I would approve of are ways to make his presently unused spells on par with his more common ones (with the same number of total charges) so that all spells are viable and usable depending on the situation. That and make flame carpet no longer hit low and slightly reduce his damage. Everything elders seems fine as-is.
That's already been done. Most of the Dorm changes are fair. The only two that are iffy are the 3C change and the launcher although to be fair he fixed the launcher in terms of active frames.
You're right, I just wish we could think of a good way to give him a way to APPROACH. Rising Fang is just going to be too predictable. All the buffs you gave him are wonderful and will help immensely with his mixups and damage, but little of that matters if every zoner in the game tears him to shreds.Without a rework Iron Fist isn't going to be top tier. I say the same for She Hulk too. Within our constraints and rules, we did the best that we could.
YOU PLAY ZERO
12 frames is only 2 more than Dormammu's s.M. The whole point of his normals is to deter movement while canceling projectiles. s.S needs significantly more active frames than s.M to be worth using in its stead, since it's not special-cancelable.If I had my way, Dorm's launcher would have fewer active frames (12 or so?) but remain unchanged otherwise. If it were to be -4 on block, it should have even fewer active frames than that.
Quite a few characters use raw launchers, though most use them as anti-airs. The following characters throw out raw launchers for anti-air purposes:Since when has throwing out random launchers in anticipation of other moves been "like it should be"? Storm is an exception to the rule. Even reduced to 14 active frames, it would still have the most active frames by far of any launcher in the game. Storm's has 11 but it takes longer to start up, and most characters have 5 or fewer active frames on their (generally) unsafe and far less useful launchers. If you block Dormammu's launcher, you should get a full punish.
I thought about it, and I wouldn't want Dormammu's s.S to be -1; it would be too good. If I could keep the same active frames, I would probably be happy with it just being -6.Also why was this "buff" needed?
He already has enough time to OTG after it if you cancel into a Chi.
This should be replaced by a legitimate buff IMO.
Basically once he discovered that Storm had a -1 launcher he has been campaigning to improve Dorm's launcher.
He ALMOST got away with it when he tried to make it a system change (ie all launchers are -1).
Dorm can have a -1 launcher the day he loses all his spells... until then he has to hold that shit.
It has a ton of active frames because Dormammu is supposed to use it in the neutral to snuff out unsafe approaches combined with projectiles. Example: Wolverine calls Plasma Beam and does Berserker Slash. Dormammu needs to be able to hit Wolverine and snuff Plasma Beam. That's the point of the move. Unfortunately, right now using the tool is a little too risky.Is reducing it to 'only' 14 active frames really a fair trade-off? It still has the most active frames of any launcher in the game, and probably 3 times the active frames of most launchers (which have between 3 and 5 active frames). In exchange for having 6 fewer active frames (but still the most in the game), he's going from -9 on block (i.e., punishable by pretty much the whole cast in most situations) to -4 on block (nearly unpunishable by the majority of the cast in most situations). He's giving up very little to make an incredibly unsafe move very very safe.