It's safer than regular fireballs, but it also has nothing to do with regular fireballs, since it's not used in projectile wars. Hell Spitfire H, under these changes, will have three uses:I will give new frame data Hsien Ko and Ghost Rider in a bit.
And the Dorm changes were already discussed enough a while back. I am fine with those changes.
Hellfire New Frame Data:
Recovery: 14
Block Advantage: +4/+5 (depending on version)
Hit advantage: +5/+6
Basically we are reducing recovery by 4 frames and adding slightly more block stun.
Henkyo Ki New Frame Data:
Recovery: 20/22/26
Block Advantage: +4/0/-4
Hit advantage the same as before
In order to prevent infinites/loops you have to decrease hit stun by 10 frames. So you are reducing recovery AND hit stun. Capcom did the same for Smart Bombs going into Ultimate.
And yea Hell Spitfire needs another look at. Cutting start up and recovery in half makes it faster and safer than regular fireballs!
The recovery doesn't matter for combo purposes, only for the neutral. Characters updated.If you are giving it soft knockdown plus fast start up and recovery that's opening it to infinites, even with the one fireball limit.
I like your other suggestion much better, improve start up slightly and have a better hit box so its easier to combo into after throws. No need for the move to have 10 frame recovery especially when it's also apparently causing soft knockdown.
The recovery doesn't matter except for corner OTGs.Recovery always matters for combos although it may not for that move now that its soft knockdown.
And why does he need recovery improved when he is no longer going to be prone after it?
I don't have the ability to figure out why Frank West rolls out - I don't have the Vita version of the game.But you already made the prone change along with the start up change to improve its usage in the neutral... the recovery change seems excessive especially when its going to have better recovery than even the improved L/M fireballs which are the main fireballs he uses in the neutral.
Shouldn't start up and soft knockdown change fix his combo issues with the move? Again either way the change seems excessive and suspect.
You have to figure out the reason why Frank West rolls out and other characters don't. Seems like a hit box/hurt box issue.
I don't see how you need reduced recovery when the fireball is causing soft knockdown. The soft knockdown should fix this issue.2) Firebrand cannot combo off of corner air throws consistently. This is silly, since he is a reset-based character who auto-carries to corners. Solution: reduce recovery.
Interesting discovery:
http://www.youtube.com/watch?v=--Qs0fCU-wo
@Sigmaah
I tried that Wesker/Joe combo for a good 30 mins and I'm convinced it's character specific.
Nah, I'm fine with him.Is everyone really cool with Dormammu, or do people just not want to argue with me? lol
At the same time, buffing something for the sake of buffing something is arbitrary. She does not need the ability to cancel her Cat & Mouse, so why bother changing it in the first place? Especially since it has nearly 30 frames of invulnerability(albeit after 6 startup frames). It'd just lead to dumbness that would be best left alone.I think ShadyK had some smart things to say when he talked about buffing characters. Don't buff them into homogeneity, buff them based on what they are trying to be. If we make Cat & Mouse more like other mix-up rolls, then we're removing part of what Felicia is. Since she is a heavy up-close mix-up character, it makes more sense to give it this buff to add more to her mix-up options.
Okay.This was voted out by Dahbomb and I.
Sure.It just gives the move some use.
Chun-Li is double jump canceling her j.d.M. Felicia does not have a double jump. If it's jump cancelable, she'd be ground jump canceling, not double jump canceling, and it'd just be weird.How is it silly on an animation basis? Chun-li can jump off of opponents with j.d+M. It would function like that.
It'd probably have a recovery of like 12-14 instead of 24. Basically it'd recovery shortly after the actual attack ends.If you make the move comboable, it will still never get used after Rolling Buckler, because the slide is superior for its low hit. Making it recover in the air is interesting, but I'd like to know what you think the frame data should be like.
Sure. It was just a suggestion.Cat Spike H is actually used as an ambiguous crossup against small characters at close range. I don't think Felicia players would want it changed.
I don't know, I don't like the notion of removing two variants just from the sake of a design standpoint. They're already made, why remove them? I dunno, just don't really like that.There seems to be a miscommunication here. We are removing the L and M versions of Sand Splash and remapping the move to qcf.S, which is the H version. This helps prevent accidental charge motion dash cancels, and her other versions are useless anyway.
Sure.These were James Chen suggestions that I included to be nice - removed.
Alright, that should work as long as the startup isn't decreased too far. They can bounce pretty high off it sometimes.The fire would disappear right as Firebrand begins the startup frames of a new Hell Spitfire H input. This would prevent infinites.
I'm pretty sure that's not the most optimal version. I know there's one out there that builds 2 meters, and that's more or less my problem. If he can build 2 meters with it, and it's a level 2, it has potential for infinite loopage. We just want to prevent potential infinites(even if they are situational and/or difficult to set up) wherever possible. Otherwise I'm fine with the change.The H attack loops are extremely unreliable and circumstantial. The damage is also not all that high compared to a normal Firebrand combo:
https://www.youtube.com/watch?v=iz6qzlPDCRY
L and H are the ones that put Hawkeye in the air, and those already cause ground bounces against airborne opponents. The only one that doesn't is the roll which is the M version.Which Tricks put Hawkeye into the air? It's those follow-ups that do it.
Better solution: Increase untechable time after a back throw. If you do front and back throw back to back, you can easily see that front throws have more untechable time than the back throws. Increasing the untechable time off a back throw to match front means Firebrand can now combo after it without needed to decrease startup too much.1) Firebrand cannot combo off of backward ground throws. This is silly, since he can combo off of forward ground throws. Solution: reduce startup.
This is definitely something to do with hurtbox/hitbox issues. Reducing the recovery would probably fix it, and I'm fine with a small reduction, but another solution would be to increase the hitbox on it slightly so it's sure to connect.2) Firebrand cannot combo off of corner air throws consistently. This is silly, since he is a reset-based character who auto-carries to corners. Solution: reduce recovery.
I'm fine with soft knockdown as long as there's no way to loop it. The fourth is also fine, but it shouldn't be reduced too much.3) Firebrand has no combo extension tools despite being a point-oriented character. This is silly, since nearly every character in the game has a high hitstun move that can be used to combo extend with other assists. Firebrand is one of the few characters that simply does not gain much or anything from combo extensions. Solution: soft knockdown.
4) Certain characters roll recover from Hell Spitfire H due to wonky hitboxes. Reducing the startup of Hell Spitfire H significantly may fix this, as Firebrand can position himself better before OTGing to ensure it carries. Solution: reduce startup.
I don't know about changing the sand splash input to qcf S. I don't see anything wrong with it remaining a charge motion.Karsticles said:Felicia
+Health increased to 900,000.
+Delta Kick H assist pushes opponents back significantly on block; point Delta Kick now hits multiple characters.
+Cat & Mouse is now special cancelable, distance increased slightly.
+Kitty Helper summon now runs slightly faster and jumps slightly farther.
+Neko Punch now causes a crumple state.
+Rolling Uppercut is now jump cancelable off of the opponent on block or hit.
+Cat Spike M vertical hitbox increased downward; now hits crouching characters more consistently.
+Toy Touch hitstun returned to Vanilla status.
+Sand Splash projectile hit points increased to 5; blockstun increased; assist version startup reduced to 35 frames; input changed to qcf.S (H version).
+Wall jump and wall cling now available at superjump height; wall cling input changed to b,b.
Assists: Rolling Buckler L + Rolling Slide, Sand Splash, Delta Kick H
Wow, this is the game we play!Interesting discovery:
http://www.youtube.com/watch?v=--Qs0fCU-wo
Hmm, I haven't had this problem.The Felicia problem is:
Hold back to block a projectile.
Hit forward and AA to dash.
Get Sand Splash.
Charge moves just dont belong in this game.
This too.But you can neutral AA to dash. I don't think it's a big deal, but changing the input doesn't really make a substantive difference.
The Felicia problem is:
Hold back to block a projectile.
Hit forward and AA to dash.
Get Sand Splash.
Charge moves just dont belong in this game.
How is this game on Vita? I have the game, but haven't played it yet.
For Hell Spitfire H, I'd probably go with 21 startup, 15 recovery - down from 26 startup and 20 recovery. Rolling Uppercut I'm not totally sure on, I'll have to stew on it some more. Firebrand's back ground throw would just need to be adjusted to be comparable to his front throw, so no real need for frame data on that. Were there any other ones? I'm pretty braindead right now.Frantic, suggest frame data for all of your changes and I will probably go with them.
My main problem with the change is that there's we have no idea how it'll affect her. I'm not opposed to the change, but at the same time I'm not sure I'm supportive of it. I'm trying to think of everything from a 'balance' perspective and I just can't judge special cancelable Cat & Mouse. If she ended up becoming dumb/broken, it'd defeat the whole point of this being a balance patch.I do think that Felicia needs another mucho tool up close, because right now she is not better at module or pressure than Wolverine.
You can just let go of the stick and hit AA to dash forward. You don't need to switch from back to forward. I just have never heard any actual Felicia players complain about it, so I don't see why it should be changed and end up removing the other two variants.The Felicia problem is:
Hold back to block a projectile.
Hit forward and AA to dash.
Get Sand Splash.
If the one hit causes soft knockdown then there would be enough hit stun from that one hit for him to follow up after it. It would be close but doable.Dahbomb, reduced recovery is necessary in corners because Hell Spitfire H only hits once. The soft knockdown does not help that situation.
The first hit of Hell Spitfire H after a throw already causes enough hitstun to 'soft-knockdown', so it becoming an official soft knockdown wouldn't change anything.If the one hit causes soft knockdown then there would be enough hit stun from that one hit for him to follow up after it.
This has the potential to be huge. I'm curious at what the circumstances are that allow this. Anyone know?Interesting discovery:
http://www.youtube.com/watch?v=--Qs0fCU-wo
It seems like the assist character is tanking the hit and the other character can go through if the assist character is getting hit. Seems like its just an anti Magneto Shockwave tech, might work with Thor too if people actually used that hyper in the neutral.This has the potential to be huge. I'm curious at what the circumstances are that allow this. Anyone know?
It seems like the assist character is tanking the hit and the other character can go through if the assist character is getting hit. Seems like its just an anti Magneto Shockwave tech, might work with Thor too if people actually used that hyper in the neutral.
Been there done that:I would like to be the first to throw in the idea of a First Person Mode for Chris's crouching stance, needs to be authentic so Capcom can captivate those western audiences. It's the best idea ever.
I'll leave now
Been there done that:
Has Capcom mentioned anything about a potential rebalance after SDCC?
Gamescom/TGS berieve.Has Capcom mentioned anything about a potential rebalance after SDCC?
Another reason to let it rock lol. Just watched the video again and the guy said in training mode this glitch is iffy and doesn't work or it will work, basically saying it isn't consistent in training mode. He said in versus mode it works almost all the time, how the fuck does that make sense lol. Maybe that's why it may seem it's character specific? I dunno.
That Thor Swag!!
yo thor
Don't be worried that 0D3C is too good, give an example of why it is too good and what you would do with the move instead.Dormammu-N: I'm worried about 0D3C being too good. Also concerned about buffing 0D0C- You're asking to buff it's hitbox and reduce it's start-up, but a relatively safe 360 degree long range 10 frame poke is veering too much into safe Frank West snapshot territory for my tastes.
How does the FoF loop wording not make sense? I'm curious about proposals to fix the Gimlet wording. I don't think that making Seven Rings of Raggador activate a little earlier is a big problem.Dr. Strange-N: I have the same concerns others have put forth by by Frantic about the frame data changes necessary to make seven rings trigger from gimlet. Also, the current wording for reducing long FoF loop combos doesn't really make sense.
No no no, it's not. Rolling Uppercut is a 100% pointless move. We need to give it purpose. This is not a barebones patch note list, otherwise we would just say "hey fix Vergil, Zero, and Hidden Missiles", and e-mail that to Capcom. The goal is to figure out how to make these characters good. Not just not-shit. Cat and Mouse is a good change that provides Felicia with more solo mix-up options, which she desperately needs.Felicia-N: I agree with Frantic on leaving cat and mouse and rolling uppercut alone. Felicia is a good example of what I see as a general problem with our balance changes: the tendency to use all ten change slots whether or not it's really necessary.
You can't just compare two random fireballs like that. Ryu and Firebrand are very different characters. Ryu doesn't even use his Hadoken outside of throwing out out before Shinku Hadoken to ensure the opponent doesn't have cinematic screen options in the current game. And if you don't recall, we're buffing Ryu's Hadoken to make it more usable as well. They're both very mediocre moves right now.Firebrand-N: I am against making Chaos Tide a level 2. I understand the need for more consistent throw follow-ups, but I feel we can come up with something better than a ton of crazy buffs on qcf.H. I'm also not sold on nearly halving his divekick start-up. I am also against the hell spitfire start-up buffs. Right now they are 16 frame startup plus 29 recovery and are -1 on block and even on hit. Ryu's hadouken is 10 frame start-up but has 35 frames of recovery and is -2 on hit and -4 on block. You want to buff Firebrand's projectile start-up to Ryu levels but keep the other better frame data along side it. This seems unreasonable.
Suggest changes, don't just say "I don't like this".Frank West-N: Aside from a slight chip damage nerf on paddlesaws, he's getting buffed, which I see as extremely problematic. Frank West is already very easy to level up (which would be even easier with your proposed bottom's up buff) and at level 4+ has 10-0 match-ups against like 80% of the cast when properly assisted. The proposed system changes already benefit him. With touch of death combos being less prevalent, your point characters will live longer to eventually level up Frank and guaranteed TACs mean any team can be a Frank team with 0 risk. Aside from improving his meter-build assist I completely disagree with the proposed changes. We need to figure out how to either nerf level 4/5 Frank or make it harder to achieve. I'd be fine with improving levels 1-3 a bit to compensate, but Frank teams could easily get out of hand if he's left alone, IMO.
It's not Bionic Lancer because:Ghost Rider-N: Some changes are very reasonable, like making chain of punishment air-OK, but I fear we are going too far. You want to essentially give him bionic arm. You want to give him photon shot where each projectile has 5 durability points instead of 2. Some of these things seem extreme to me. I am also concerned with adding an assist with upper body invincibility (as I was with Chris).
Are you voting Y for the Haggar with pipe projectile negation removed?Haggar-Y
Hawkeye-Y. All the changes seem reasonable so I can't really vote no. That being said, it's improving point Hawkeye, who's one of those characters that 80% of the cast can't fight already, but whatever.
Hsien-ko-Y.
Hulk-Y
Player skill with the character/setup > all.I interrupt your patch discussion to quickly ask for advice.
Seeing how Chris G is coming to our major in October, in the hypothetical case I have to fight him, which team would make it less likely to be completely destroyed, Nova/RR/Strider or Nova/Vergil/RR?
No problem - I just moved a month ago myself. It's painful! Thanks for taking the time to type it all out on your phone, I know it's troublesome.All my votes were based on the current wording on the first page (which does not currently contain the projectile negation thing). Give me a couple minutes to respond to your specific points- I moved a few days ago and don't have internet at my new place yet, so I can only access GAF on my phone.
Both teams seem alright, I would go with Vergil just for the ease (derp) factor. It would be imperative to kill whatever character you grab with Nova with SS DHC.I interrupt your patch discussion to quickly ask for advice.
Seeing how Chris G is coming to our major in October, in the hypothetical case I have to fight him, which team would make it less likely to be completely destroyed, Nova/RR/Strider or Nova/Vergil/RR?
Don't be worried that 0D3C is too good, give an example of why it is too good and what you would do with the move instead.
0D0C could become less safe to balance out the change, but it already puts Dormammu at considerable negative frame advantage, which is borderline death for him. It's definitely not a "long range" poke. It still won't have the hitbox of s.M, for example. It's a slight increase. It would be interesting to give it projectile negation or something, as a way to combat cross-ups backed by projectiles.
How does the FoF loop wording not make sense? I'm curious about proposals to fix the Gimlet wording. I don't think that making Seven Rings of Raggador activate a little earlier is a big problem.
No no no, it's not. Rolling Uppercut is a 100% pointless move. We need to give it purpose. This is not a barebones patch note list, otherwise we would just say "hey fix Vergil, Zero, and Hidden Missiles", and e-mail that to Capcom. The goal is to figure out how to make these characters good. Not just not-shit. Cat and Mouse is a good change that provides Felicia with more solo mix-up options, which she desperately needs.
You can't just compare two random fireballs like that. Ryu and Firebrand are very different characters. Ryu doesn't even use his Hadoken outside of throwing out out before Shinku Hadoken to ensure the opponent doesn't have cinematic screen options in the current game. And if you don't recall, we're buffing Ryu's Hadoken to make it more usable as well. They're both very mediocre moves right now.
Firebrand's dive kick is seriously awful. It's completely useless outside of combos.
If you can come up with better options to let Firebrand combo off of his throws, let me know. I think Hell Spitfire H should be usable in the neutral regardless of air throw changes, though.
Explain why you are against Chaos Tide being a level 2, and what else you would suggest to not make it second worst level 3 hyper in the game (right behind Nemesis' command grab).
The buffs he got are all pretty mediocre outside of the guaranteed TAC change, which doesn't even matter on proper Frank West teams.
It's not Bionic Lancer because:
1) Spirit of Vengeance is slow.
2) It's armored, not invincible.
3) It hits the opponent a lot, scaling combos.
As a Ghost Rider player, trust me - he needs it. He can't protect assists from full screen hypers right now, which makes it harder than it already is for him to get in since he can't call an assist for cover.
He does not have Photon Shot - dp.H doesn't even go above jump height, and the move is heavily negative on block. It's very different.
b.H as an assist needs very precise timing to hit as an anti-air, and in general characters need more options against tridashers.