Karsticles
Member
Dormammu doesn't become projectile invincible, but 0D3C comes out on frame 1 and is projectile invincible. So yes, it does counter beam hypers. Basically, it's an option to shut down random beams done by the opponent. 0D3C does clash with beam hypers. Actually, believe it or not, Dark Dimension is such a piece of shit that it loses to beam hypers. I should have fought for that change, but whatever.Could you explain the 'projectile invincible' part of the 0D3C buff? I assume it's meant thay Dormammu himself becomes projectile invincible since the move itself moves along the ground in a way that it wouldn't be able to interact with other projectiles in the first place. My concern is that if there is complete projectile invincibility, someone trying to punish an assist call at a distance with a beam hyper ends up getting hit with 0D3C for their trouble. Maybe make Dormammu invincible to low/medium durability projectiles as a compromise? Otherwise Dorm gets meterless seven rings.
K.Taking a closer look at the frame data in the guide and looking at the hitbox on youtube, this change is probably fine.
Basically, Dr. Strange is projectile invincible on frame 1, but the beam won't activate until frame 27 (or whatever). One option is to just make Dr. Strange's beam appear on frame 1, and I honestly don't see why that would be a big deal.The earliest that seven rings can hit somebody is 27 frames and gimlet is -50 on block. I don't understand why it doesn't work currently. I guess active frame for gimlet are practically non-existent and that's the issue (active frame are over during Strange's hyper flash or something?)
I fully intend those consequences, though!I just don't understand how mix-ups are where Felicia is lacking. She already is scary up close. It seems like fixing something that's not broken with the potential to have unintended conseqeunces.
Felicia definitely has weak mix-ups, because Cat & Mouse is really slow. I mean when Felicia is in your face, this is what you have to look out for:
1) Command grab.
2) Low.
3) Air throw.
That's it. Compare that to Wolverine:
1) Instant overhead.
2) Left/right mix-up.
3) Low.
4) Air throw.
5) Ground throw.
Cat & Mouse isn't good enough for mix-ups, and there's no way that anyone here thinks her pressure is better than Wolverine's. Making it special cancelable gives her a new tool to mess with. Cat & Mouse x Command Grab.
Do you agree with me on the Rolling Uppercut part?
It currently sees use because it's better than nothing, but it's not good. It's about as effective as spamming Low Voltage H with Trish in the air.I was unaware that Ryu had a Hadouken buff. Hell spitfire currently sees use. Firebrand can chuck fireballs at a good clip and he can shoot them at the angle of his choosing.
Trish and Phoenix can both special cancel theirs into amazing stuff. Trish cancels hers into traps, fireballs, and flight. Phoenix cancels hers into teleports and flight usually. Plus, their dive kicks aren't shit on block. The auto-fly Firebrand goes into his dive kick is so goddamn annoying.Trish's is 13 frame start-up and universally agreed to be good (can't always convert to combo on hit easily), and Phoenix's is 15 frame start-up and only ground bounces airborne opponents and it still sees neutral use. I'd be fine with a slight reduction in start-up, but 10 frames seems too quick.
IIRC, we resolved his concerns.Didn't Frantic comment on this? I'll have to look back through the thread.
It definitely wouldn't lead to infinites, because once Chaos Tide is up the helper has to slowly fly off the screen. There are setups like this one:You can do a 400k+ damage combo extension with chaos tide which builds back a ton of meter, no? I'll try to find video. Seems like it could lead to infinites or lightning loop level damage.
https://www.youtube.com/watch?v=NRr8fq2lf60
But that's not doing any more damage than a normal bnb. He won't get 400K as a late-combo extension. At max he gets around 200K with that string, making his bnb do 600K for 2 bars of meter. Yes, he'll build most of the 2 bars back, but I don't see that as inherently problematic due to the low damage and the fact that your opponent is gaining a ton of meter in the process.
It's important to also note that Chaos Tide is mega ass in the neutral. It's pretty much only useful in three situations: combos, chipping out very low health opponents, and trying to waste some of your opponent's X-Factor time.
What do you suggest, then?I think the universal health buff is a boon to Frank. Take Noel Brown's Frank team- Wolverine/Frank/Wesker. In the current version of the game, if I land the first hit, he loses Wolverine and has to fight with lvl1 Frank. If he lands the first hit, he has a 66% of killing my character and gaining access to a ridiculously powerful character. In our proposed patched version, the scenario is different. If I land the frst hit, I can't kill Wolverine and he has another chance to level up Frank as planned. If he lands the first hit, he has a 100% chance to get a ridiculously powerful character. In the current version of the game, Frank teams have a somewhat balanced risk-reward. If the Frank player gets the first hit, they are at a gigantic advantage (will likely win the game) and if their opponent gets the first hit, the Frank player is fucked. In our proposed update, Frank players still get the win the game when they land a hit, but they get more chances to land that hit. Paddlesaw chip nerf doesn't matter when you have no tools to fight paddlesaws- it just takes him twice as many braindead j.Ms to kill you.
Deadpool guns are also not a good example, as they leave him with a heavy + on block, letting him spam them. Ghost Rider's dp.H is like -45 on block. Go into training mode (if you have your TV set up) and try spamming dp.H from full screen, and you'll see how much of a non-issue this is. It'll still be a situational harassment tool, but a less crappy one.Considering the bike's speed, I guess I'm fine with that specific change. Dp.H is different from photon shot- maybe Deadpool jumping medium guns would be a better comparison. Deadpool covers normal jump height in front of him and it goes full screen but his projectiles have ass for durability points. Ghost Rider is firing ten Hadouken strength projectiles.
That's not a matchup issue, though. And I'm curious why something like Ghost Rider's upper body invincible b.H is a problem for you, but Morrigan's Shadow Blade H isn't, even though it has way faster startup, a ton more hitstun, and covers a massive portion of the screen. To me, the upper body invincible assists like Flamethrower and Ghost Rider's b.H are just a way to give them a Shadow Blade H-like move as an option.Tri-dashers are already being nerfed by the system changes by losing OSing throws during tri-dashes. I would like to avoid double nerfing or double buffing anything unintentionally.