Lightning still crosses up.Give Viper a flight mode, it's canon!
On a more serious note, after watching Flocker just now on the VxG stream, I can't believe I never asked what the current state of Zero's lightning crossing up in the corner was. Are we keeping it or removing it/fixing it?
We are keeping that because he already has enough nerfs and will be doing much less damage now.I can't believe I never asked what the current state of Zero's lightning crossing up in the corner was. Are we keeping it or removing it/fixing it?
We are keeping that because he already has enough nerfs and will be doing much less damage now.
Hahaha, so dramatic. Very GB.
I wanted Shuma-Gorath to be Sentinel size with 6 command grab inputs that, together, covered the entire goddamn screen.
Aren't all 5 of the hits 1 durability? I think he might use that to take out fireballs sometimes.Yea MODOK definitely needs a cr.L buff, specifically so that it can hit crouching characters.
His st.M should be 3 hits instead of 5. The number of hits sort of scales his combos kinda bad.
Regardless of the stage picked, characters will sometimes be forced to fight in Chaos Dimension. Here, Shuma-Gorath has infinite meter.
Eh I doubt it's the primary anti zoning move for MODOK, all the move does his scale his combo. I guess you could do like 3 hits but 2 points each or something.
Also I am watching a video on MODOK and it says that powered up HPB LOSES durability as compared to the weak one?
What the fuck is this?
I literally know nothing about MODOK. He has so much weird shit. I didn't even know that using specials in the air lowers the amount of Hyper Battering Ram inputs he can do.
No and no.Did we do Felicia yet? I want to triple the range of her command grab
Dormammu has to microwalk back every time he wants to OTG in the corner. It's not a big deal.Apparently cr.M does not OTG small characters in the corner. You have to back dash first and then do it. Seems like a minor annoyance that could potentially lose a match.
Haha, no we haven't.Did we do Felicia yet? I want to triple the range of her command grab
Yup, I found out all that mid match....made me rage. After you do three specials in the air you can't even do his supers. But I suppose that goes for most the cast, right?Eh I doubt it's the primary anti zoning move for MODOK, all the move does his scale his combo. I guess you could do like 3 hits but 2 points each or something.
Also I am watching a video on MODOK and it says that powered up HPB LOSES durability as compared to the weak one?
What the fuck is this?
I literally know nothing about MODOK. He has so much weird shit. I didn't even know that using specials in the air lowers the amount of Hyper Battering Ram inputs he can do.
It was a change made in Ultimate. That's why Nooneyouknow thought Morrigan was worse in Ultimate. She used to be able to finish combos with 3 Shadow Blades into 3 Finishing Showers for still shit damage, but it was there. Then it got nerfed.Yup, I found out all that mid match....made me rage. After you do three specials in the air you can't even do his supers. But I suppose that goes for most the cast, right?
I don't think it's supposed to be used this way. I think it's a low anti-air.I think the following MODOK changes should be implemented:
*Cr.L vertical hit box extended so it can hit most crouching characters
This is a system change, like I said. It got nerfed in Ultimate.*Using specials in the air does not limit the number of Hyper Battering Rams MODOK can do
Are we certain of this?*Durability of HPB does not decrease with increased levels of understanding
His anti air is his st.L. He has absolutely nothing to reliably hit short characters up close. His St.M misses even more, a full character can fit in between the St.M and himself. The only other moves that can hit small characters are his slow ass low H attack and his cr.M.. but aren't fast enough for short characters. His cr.M is also unreliable against short characters.I don't think it's supposed to be used this way. I think it's a low anti-air.
No I mean he can still use the hyper after 2 specials in the air like everyone but unlike everyone else his hyper is nerfed with the amount of specials you do. Like you get lowered number of Battering Rams in the air if you used specials before the hyper.This is a system change, like I said. It got nerfed in Ultimate.
http://youtu.be/MSr8L-SvEqY?t=4m21sAre we certain of this?
K.His anti air is his st.L. He has absolutely nothing to reliably hit short characters up close. His St.M misses even more, a full character can fit in between the cr.M and himself. The only other moves that can hit small characters are his slow ass low H attack and his cr.M.. but aren't fast enough for short characters. His cr.M is also unreliable against short characters.
Ohhhh.No I mean he can still use the hyper after 2 specials in the air like everyone but unlike everyone else his hyper is nerfed with the amount of specials you do. Like you get lowered number of Battering Rams in the air if you used specials before the hyper.
I'd like to see this used against Stalking Flare at different levels for confirmation. That should be an easy way to tell, since HPB always burns through Stalking Flare.
That's just not going to happen. It's almost impossible to protect the assist for its entire duration.missiles better disappear if doom is hit. oh boo hoo he loses the strongest assist in the game but he still has 2 other really good assists.
Using it against stalking flare is how I know it loses. I was down to modok and the other guy only had dorm left and he did a stalking flare and I was like lol I got this. Nope! Flare ate my entire fucking superK.
Ohhhh.
I'd like to see this used against Stalking Flare at different levels for confirmation. That should be an easy way to tell, since HPB always burns through Stalking Flare.
M.O.D.O.K.:
*M.O.D.O.K. automatically powers his assists up through levels of understanding when able to.
*Big Barrier now negates high priority projectiles.
*Psionic Blaster vertical hitbox extended lower slightly.
*Hyper Psionic Blaster damage reworked; scaling with levels of understanding below:
0: 8,000 X 34 (177,100)
1: 8,000 X 40 (201,100)
2: 8,000 X 50 (241,100)
3: 8,000 X 58 (273,100)
4: 8,000 X 68 (313,100)
5: 8,000 X 76 (345,100)
6: 8,000 X 85 (381,100)
7: 8,000 X 100 (441,100)
*c.L hitbox now hits crouching characters near M.O.D.O.K.
*Using specials in the air no longer reduces the number of hits Hyper Battering Ram will be capable of.
*Hyper Psionic Blasters beam durability is now consistent across all levels of understanding.
Assists: Psionic Blast M, Balloon Bomb H, b.H
You mean at high LOU? Because I know HPB wins normally.Using it against stalking flare is how I know it loses. I was down to modok and the other guy only had dorm left and he did a stalking flare and I was like lol I got this. Nope! Flare ate my entire fucking super
Yes I was fully powered from the TAC I did before I lost Dante. Modok/Dante/sentinel....don't sleep on itYou mean at high LOU? Because I know HPB wins normally.
M.O.D.O.K.:
*M.O.D.O.K. automatically powers his assists up through levels of understanding when able to.
Haha, this is good. Unfortunately no new moves that require new animations. Though I think everyone would agree that he should've had a hammer throw moveI did a quick sketch several days ago of a possible new move for Thor that might help him out as well as compliment to his fighting style.
The move should have OTG properties and could be an assist move. It would definitely be very useful for picking opponents off the ground to further combos. Vertical Mighty Hammer would be a good tool to use after having air grabbed someone for a conversion.
Mighty Spark can be canceled into Mighty Hammer{before the lightning is launched when its charging up} to give it electric properties as well as multiple hits.
Mighty Mjolnir is a hyper version of Mighty Hammer, it would look like Mighty Strike except Mjolnir by itself. If it could be level 1, then its the hyper Thor does during a team hyper combination if Mighty Hammer is his assist.
Also, an interesting thing would be that Mighty Hammer can cancel out its cooldown if you input into Mighty Strike within several frames of the hammer returning to Thor hand, so that you can do Mighty Hammer into Mighty Strike combos.
I'll remove the j.S change.I noticed that Trish has 11 changes. Probably need to remove one.
Trish:
*Trick “Hopscotch” travel time and hitstun increased; now OTGs.
*Flight startup reduced to 15 frames.
*High Voltage creates a small vacuum effect to ensure more hits connect.
*Duet Pain now hits OTG.
*Low Voltage recovery reduced to 30 across the board; hitboxes widened; durability increased to 4 on each bolt.
*Sign Switch H now causes Sparda to home in on the opponent.
*Minimum air dash height reduced from 8 to 7 frames.
*j.S hitbox increased for cross-ups.
*Round Trip durability increased to 8; no longer loses its hitbox after encountering any opposing projectile.
*Untechable time after ground throws increased by 20 frames.
*Trick “Peekaboo” causes a set amount of hitstun (60 frames); decreases by 10 frames for every use in a combo.
Assists: Low Voltage H, Trick “Peekaboo”, Trick “Hopscotch”
Personally I think either minimum air dash height or j.S better cross up need to go. Neither are changes she actually needs.
You going to be unavailable any time soon? I can do them right now if you are going to be away later.can you guys do haggar and taskmaster next?
Taskmaster-can you guys do haggar and taskmaster next?
Dahbomb and I both voted for:We're nearing 500 pages, and that's the limit, right? Discussing these changes has made this thread go blazing fast. We're going to have to come up with a subtitle for the new thread.
I'm partial to "Can't Stop the Hype Train!" That is probably a bad idea, because two days after we adopt it, Capcom will surely come out with an official press release telling all Mahvel fans to eat shit and die. That would invalidate our thread title.
It was boring because people don't play these characters. I did a couple of God's Beards characters because he has lost momentum on the patch and thought he would give some final real input before leaving.This last batch was really boring.
IMO, it's good to do one character that a few people play each time. So something like Haggar/Firebrand/X-23/Viewtiful Joe
A nice mix so everyone has something to be interested in. This last batch was really boring.
Excellent list.Nothing stops this patch
That's the thread title. I don't care if Capcom shits on the dream... nothing stops the momentum.
It was boring because people don't play these characters. I did a couple of God's Beards characters because he has lost momentum on the patch and thought he would give some final real input before leaving.
Next set of characters:
Haggar
Taskmaster
Firebrand
Hsien Ko
My Firebrand changes largely depend on what happens to his unblockable. Right now, he's bad but it's balanced by him having so many unblockable setups. If folks want to nerf the unblockable into the ground, then he basically needs to become Zero v2.0, because that's his gameplay style, but inferior.Karst you are going to make it so Firebrands ground fireballs recover at the speed of his wall hop ones arnt you?
I actually dont see why not
Really? I've never seen the M version used.Don't change the Taskmaster arrows, people like to mix them up and even use the Diagonal ones for certain teams (saw it even at EVO). Charging Star wouldn't really make a great assist either (it's basically a worse Charging Star of Cap and no one used that assist) so it's better not to change it.
Yeah I saw someone use it because it worked for their team in terms of combo extension. I forgot the team but I specifically remembered that assist and even made a comment about it in the EVO thread.Really? I've never seen the M version used.
It's ass because there is an unblockable in it. Honestly keep it how it is now, but make the unblockable stagger on hit so he can do a fallow up combo.Also in general his Swordmaster stuff needs dramatic improvement because it's one of the worst collection of moves in the game. I would like improvements to his physical counters too.
Bold are ultra important+Pendulum cancels with "S" input (all versions) and results in VSav air momentum. Pendulum (all versions) can also be special canceled into henkyo-ki (all versions)
+Hsien-Ko's air momentum continues when you cancel an airdash with a jumping normal like in VSav
+Change command grab motion to HCB and change input for Henkyo-ki to QCB motion (all versions) like in VSav
+Buff all Anki-hou items to 3 low projectile points and map the bomb (with hitbox) to "S" button. Every fourth item is a dizzy. All dizzies have 5 low projectile durability points.
+Anki-hou can be special canceled into henkyo-Ki (all versions) and vice versa. Only works on the ground
+More frame advantage off standing, air and command throw. For post throw combos
+Crouching Heavy has OTG property. It travels slightly faster and farther
+Buff normal air/ground dash and walk speeds by 10%
+Reduce startup of Rimoukon to 10 frames. Her red health begins to drain slowly if she is hit on point
+Lower start up of Chireitou to 20+3. It should also carry both point and assist characters on hit
+Improve horizontal hitbox on standing and jumping launcher
Why are you nerfing a character who isn't even that top tier? He's one of the most honest characters in the game.Taskmaster nerfs