Alright I am going through the entire changelist that is controversial, could be changed or doesn't make a lot of sense.
Obviously controversial as they are radical. Already talked about a lot so we will talk about this again when everyone is actually present.
*X-Factor sum values changed to: XF1 – 40%; XF2 – 65%; XF3 – 80%.
The value is fine but some dip shit is going to come in and claim this is an X factor buff. Better to write down old values next to it to show the difference (40/75/100).
*Assists depart with invulnerability frames if the point character is hit before they appear on the screen.
*Assists cannot be called during recovery frames or rolls.
*Cannot call assists at super jump height after recovering.
The 3 changes that people will definitely raise concerns about. All these are big changes but we didn't put it in unless they were aspects of the game that were exploitable (ie. calling Hidden Missiles at super jump height while being reset to break said reset).
*Ground throw techs put more distance between the two teching characters.
This just needs more clarification because people are thinking that this is like SF4 or some shit. Basically enough of a difference that you aren't in throw range again but enough range that you can be hit by a cr.L if you mashing something.
*All snapbacks universalized to be 2 frames and +1 on block; attack travel speed instantaneous for all characters; active and recovery frames universalized on snapbacks
.
Another big change. This would actually require character specific changes because everyone has different recoveries on their snap back animations and different traveling times.
*When Gold Armor is on, the input for Gold Armor refreshes the duration; Gold Armor is now a soft knockdown on break.
Some people apparently think this is too good.
I still feel recovery on his back flip should be improved, it's kinda high for the character to be used in anything other than assist + mix up.
Combination Punch H has one hit of armor from frames 5-12.
I don't think this is needed anymore. Getting a hard knockdown off of an armored move is a bit too good especially when it's on a character who gets TOD off of hard knockdowns.
*Optic Laser vertical hitbox decreased slightly.
Again I don't think this is a problem with the hit box, this is a problem with the active frame. This is the exact problem that presents with the Bionic Arm in that the problem isn't that the hit box is too good it's that people's legs get clipped by moves because the hurt box is extending so far out. If anything it's the active frames of the moves that linger on after the animation which result in people getting hit by the move. So if you want to nerf this then nerf the active frames... move already has a narrow hit box and whiff over short characters.
- Helm Breaker’s hitbox near the hilt reduced so that it no longer hits characters behind Dante.
This needs to be clarified because people are still asking questions about it. The animation/hit box of Dante is pulling out the sword from his back is unchanged, what is being changed is the posterior hit box during the downward descent of Dante with the Helm Breaker.
*Snapshot now -3 on hit, -15 on block.
-15 on block is still way way too good for a move with that humongous hit box. With this frame data it becomes a legitimate zoning tool.
*f.H and j.d+H do 15% chip damage; both now negate low and medium priority projectiles.
I don't think Haggar needs this on his pipe anymore now that his roll is invincible. Negations on projectile doesn't help him against zoners, it helps him against rushdown characters more as he can negate their beam assist. He already doesn't need more help against rushdown characters as he already wrecks them.
*Gamma Tornado (all versions) hitbox significantly increased; throws the opponent less far away, allowing for a Gamma Wave L + assist extension as with air throws.
The hit box increase is not needed especially now that we are buffing how Hulk can combo off of it. Considering that the move leads to huge damage it doesn't need a hit box nerf, Hulk players need to make that good read on it to get the profit you don't want to make it easier for them.
*Chi L, M, and H recovery reduced to 10; armor changed to frames 1-11; cancelable into Rekkas.
The recovery change is now redundant because it is cancelable into Rekkas.
Iron Man
*Minimum air dash height reduced to allow air dashes straight out of a grounded flight.
Still controversial and I still think this is unneeded.
*Double Knee Drop startup reduced by 10 frames across the board.
*Health increased to 950,000.
This is WAY WAY too good. This is basically now a Wolverine Dive kick going straight down that hits OVERHEAD. You can't make this knee drop too good. I would only allow 5 frame start up reduction on it.
Health should be 900K, same as X23 and Felicia.
*New Hyper: Overload; Phoenix loses all health immediately; requires 5 bars, rdp.AA.
I STILL think this should be ground only.
She-Hulk:
*Canceling Runner’s Start has 0 frames of recovery.
Needs to be able to call assists during Runner cancel.
*Storm is now able to air dash twice after jumping, without Flight.
Nah this is too good, we can't give that type of tool to a high mobility character like her. She already has absurd mix ups.
Thor Mighty Speech as an assist
Still think this is WAY too weird to even suggestion.
*Helm Breaker can no longer be canceled into non-hyper, non-special moves, and has no hitbox behind it.
This needs to be changed into Helm Breaker cannot be canceled into st.S.
*Wesker now receives his glasses buff from Phantom Dance only when it goes to completion.
Glasses mechanic is still extremely controversial but if it's voted to remain as a mechanic then this is the only good solution for it.
*Level 3 buster startup increased to 10, requires 180 charging frames, hits 9 times; projectile is now 9x1 durability.
One of these has to be changed, particularly one of the first two. That's a lot of nerfs to one move especially after he has gotten many. Zero in this patch is a point character mostly he doesn't have great assists so he needs to be good in that position.