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The third worst motion. Only beaten by 360s and 720s.I got used to it. /shrug
Could be worse.
The third worst motion. Only beaten by 360s and 720s.I got used to it. /shrug
SRK's are bad motions? Unless you mean it's literally backwards like df, d, fThe third worst motion. Only beaten by 360s and 720s.
Could be worse.
Launcher is unsafe, so you can go into Swordmaster series to make it safe.
Like I said if all those follows up were removed I would be OK with it too.
It's not harder than an SRK motion. Play a few thousand matches with Dormammu and you'll never sweat an SRK motion again. ;-)The third worst motion. Only beaten by 360s and 720s.
Could be worse.
I know he has great resets which is why I was saying that aspect of him would need to be improved a bit if he cant go for raw damage. The pipe thing still doesn't work though.Haggar has great resets.
And you could say the same thing about keepaway. "It sucks now because you have to hit your opponent so many more times without messing up". I don't think higher damage aids any particular kind of character more than any other. Haggar might have to touch you twice to kill you, but he's also going to be able to block a whole lot more before you take him down.
That's negated by you killing them just as fast on chip as before while they have to land an additional hit to TOD in most cases... that was the whole point of the chip % increase to bring parity with old version to the new version despite health differential. High damage combos are specifically nerfed in this version... aside from Missiles there are very few zoning tactics that were straight up nerfed in fact I can't seem to think of any really. There are more semi invincible assists as well to counter straight up rushdown. There's a character who can now chip on block from his normals.And you could say the same thing about keepaway. "It sucks now because you have to hit your opponent so many more times without messing up". I don't think higher damage aids any particular kind of character more than any other. Haggar might have to touch you twice to kill you, but he's also going to be able to block a whole lot more before you take him down.
I don't understand this change. Why the hell would anyone want to use the H version now? More start up yet less follow ups?*Sword Master (all versions) is now an overhead: follow-ups are no longer unblockable; final follow-up is launcher cancelable; follow-ups for L and H versions swapped.
BackwardsSRK's are bad motions? Unless you mean it's literally backwards like df, d, f
The motion itself sucks, but it'd be okay if it were attached to a move that warranted the extra execution. Her supers are easier to pull off than Henkyo-Ki. It feels downright weird when you think about that disparity.It's not harder than an SRK motion. Play a few thousand matches with Dormammu and you'll never sweat an SRK motion again. ;-)
There is only one successful zoning combination, and that is [character] + Hidden Missiles. Hidden Missiles is also the only assist Dormammu and Morrigan can successfully zone with. Nothing we have added replaces it, either. I don't think it's clear that zoning is better now at all.That's negated by you killing them just as fast on chip as before while they have to land an additional hit to TOD in most cases... that was the whole point of the chip % increase to bring parity with old version to the new version despite health differential. High damage combos are specifically nerfed in this version... aside from Missiles there are very few zoning tactics that were straight up nerfed in fact I can't seem to think of any really. There are more semi invincible assists as well to counter straight up rushdown. There's a character who can now chip on block from his normals.
The biggest destroyer of zoner in the game was Vergil.. and he got his biggest tool nerfed big time. Him being nerfed puts so many zoners on the map again like Hawkeye, Strange and Arthur who are getting big buffs.
The argument that zoning is weaker in this version is weak and in fact, mostly false.
Precisely. The L version is going to be easier to drop because it has more follow-ups to memorize and link!I don't understand this change. Why the hell would anyone want to use the H version now? More start up yet less follow ups?
And there was no change to the start up frames on the overhead. The only reason why it had huge start up before was that it led to unblockables, now it doesn't.
Reverse SRK is just an SRK facing the other way. Unless you have problems playing on the P2 side, it shouldn't be any harder.The motion itself sucks, but it'd be okay if it were attached to a move that warranted the extra execution. Her supers are easier to pull off than Henkyo-Ki. It feels downright weird when you think about that disparity.
Mystic RayThere is only one successful zoning combination, and that is [character] + Hidden Missiles. Hidden Missiles is also the only assist Dormammu and Morrigan can successfully zone with. Nothing we have added replaces it, either. I don't think it's clear that zoning is better now at all.
That's the worst change ever. It's the start up that differentiates the two along with more damage after the unblockable. You are giving L version more damage AND better start up.Precisely. The L version is going to be easier to drop because it has more follow-ups to memorize and link!
Mystic Ray does not let Dormammu zone against most of the cast. It's actually better for him as a rushdown tool.Mystic Ray
also
Joe+Strange is a very potent zoning combo
More damage will be getting to your launcher sooner, not later. The follow-ups just waste HSD time.That's the worst change ever. The follow ups are mostly irrelevant it's the start up that differentiates the two along with more damage after the unblockable. You are giving L version more damage AND better start up.
I figured out a solution to the Taskmaster problem:
Taskmaster:
follow-up is launcher cancelable
I don't like the assist change for Task. He should keep the M arrows. Or give him a spidey swing assist that wallbounceslol
I think it's better as an unblockable, but I don't really care. I'd love to hear people argue about it more.Some things on Taskmaster.
First of all, lowering Aim Master's uncharged recovery by 15 frames results in basically equal framedata to the charged version, and it'd be 0 on block for the L version. Considering the startup difference(13 vs 21) that's a bit too much I feel. Change it to a ten frame reduction so it's not safe point blank, but still relatively safe compared to before.
Second, I like Sword Master being unblockable. I have landed it dozens of times with Jam Session vs an incoming Vergil. >_>
You wouldn't rather having a standing overhead on Taskmaster? The unblockable is extremely situational, a standing overhead is way more useful.Second, I like Sword Master being unblockable. I have landed it dozens of times with Jam Session vs an incoming Vergil. >_>
You wouldn't rather having a standing overhead on Taskmaster?
It'd be okay, but I feel like I wouldn't get as many throws with him if he had one. It'd just make people start up backing more! He also has fuzzy setups with assist. Plus, I do this sometimes.You wouldn't rather having a standing overhead on Taskmaster?
Up backing... against Taskmaster who has some of the best low footsies in the game?
You do realize people here gave Chris of all characters an overhead right?
Well, it'd give them more reason to upback than they have now!Up backing... against Taskmaster who has some of the best low footsies in the game?
Yes, and I honestly don't like that change much either. *shrug*You do realize people here gave Chris of all characters an overhead right?
Nothing is officially closed out until we take an official vote. We just move on when it seems like no one has anything more to contribute.Damn, I wake up and you've already moved on from the Doom discussion! Have you officially moved on, or is it still under discussion? (such are the perils of living on the other side of the globe)
Let me get caught up.
Nope lol. Although it's not a super fast overhead. All of the changes are in the front page by the way (3rd post of the OT).I didnt see the chris changes I was out, did his fire grenades get nerfed when he gained an overhead?
Pretty much yeah. You have to improve it so that it's actually a legitimate roll, not this shitty poor man roll. He can barely even do it on command as it is. Allowing him to spam it more is not going to solve it, he covers enough distance with it as it is.
Doctor Doom:
*Hitstun reduced on s.M and s.H (fewer OTG relaunches).
*Hidden Missiles (assist): missiles which have not yet gained their tracking property fail to do so.
*Hidden Missiles assist now fires 2 fewer missiles.
*Plasma Beam no longer appears behind the point character.
*j.S untechable time decreased; still allows for full combos; posterior hitbox reduced slightly.
*Molecular Shield inputs can now be held to keep the shield active for more frames before releasing the rock; 30 frames max; startup decreased by 2 frames across the board; L version now -3 on block; M version now -1 on block; H version now +1 on block.
*Hidden Missiles is now dash and hyper cancelable.
Wow woah.. that's TOO good now.*c.H can now be canceled into a roll on the first frame of recovery; full invincibility until recovery.
Also Gong full screen now?
If optimized combos don't use up the OTG relaunches... then good players are rewarded for using better combos than the brain dead/lazy combos. Basically this punishes derp Doom player and rewards smart Doom player. Honestly I would be fine with either a normal damage scaling nerf or a hit stun nerf. I would let Karst decide between the two. But the easy mode combo shit needs to go down.
Too many people are against Foot Dive's cross up hit box and general ambiguity for it to go into the next patch unchanged. I seriously doubt changing the hit box would affect combos... it's really the posterior hit box that is being changed much like the Helm Breakers. Changing his hurt box doesn't change much in terms of the ambiguity that the Foot Dive leads into when it comes to crossing up or not.
And we did make point Hidden Missiles better... it is dash cancelable now. Buffs his zoning and his mix up game on incoming. I mean now he can do stuff like throw a missile, dash back, throw a missiles, dash back etc. Basically be an even more annoying presence like he's supposed to be.
Current order of business is buffing Mighty Punish to allow him to combo after it (so that it's at least on par with MODOK's hyper throw):
btw this should really be against opponents in the air. rapid fire on grounded opponents always connects unless you hit the opponent from pretty far away and the other punches don't connect.Haggar:
*f.H and j.d+H do 15% chip damage; both now negate low and medium priority projectiles.
*Rapid Fire Fist now combos when fully mashed.
*c.H can now be canceled into a roll on the first frame of recovery; full invincibility until recovery.
*Violent Axe cross-up is now better represented visually.
*Giant Haggar Press recovery reduced to 0; causes a hard knockdown; links into itself.
Assists: Double Lariat, Violent Axe H, c.H
You can just jump out of MODOK's hyper grab, no?