Are you doing Quick Match?
Yea, don't do that?
Are you doing Quick Match?
Yea, don't do that?
My point is that if Magneto struggles against Wolverine now, why are we nerfing his best tool against the character?Are we really going to bring tournaments into this? :/
Magneto has more tourneys won than Wolverine, an EVO championship and more top 8 appearances.
Now I am not saying Magneto wins the match up especially not at the start of round. I just used Wolverine as an example because that is something familiar to me. Lesser characters who are like Wolverine struggle way more getting around Mag Blasts and even when they get within point blank range of Magneto they have to eat Mag Blasts in the face, setting up an easy counter offense by Magneto.
No matter how it's diced, Magneto is a top 5 character whether you want to talk about tournament results, popularity, tier lists, on paper potential etc. There are a lot of reasons why he is an all around dominant character but the one thing that makes him supremely ahead of your average character is because of those Mag Blasts. Characters can deal with his mobility, his normals and his EMD but they have a very hard time dealing with Mag Blasts. Just like Capcom lowered the block stun on EMD going from Vanilla to Ultimate for being a dominant move, it stands to reason that Mag Blast get a similar treatment.
I think we have discussed this enough. Just put it to the vote unless there are more points that can be brought up. I say reduce hit advantage to no more than +10 on block and wrap up Magneto. Then we can move on to Jill's health or something.
Look through training mode. I always get an opponent within 10 seconds. Always.Goddamn is this game dead online or what? I can't get a match.
How is MODOK's unblockable not a true one?For Magneto and mag blasts, I'm more on Karst's/Frantic's side that a small nerf to blockstun is best. Magneto is very near to a baseline of how powerful and flexible all characters in marvel would be in an ideal world, so I'd rather not mess with him that much. Mags is already getting indirect nerfs because of Doom's support value being lowered. I don't want to change the durability either.
I think MODOK's unblockable is fine- those types of high/low unblockables cannot be true unblockables anyway.
I like lowering FoF's base damage- it's a good way not to mess with liops while cutting down on their insane meter build and some of their damage so they would be less likely to ToD.
900k seems right for Jill.
Where are we with Chris again?
My point is that if Magneto struggles against Wolverine now, why are we nerfing his best tool against the character?
I always think about things in terms of tournament play. Results are important.
Look through training mode. I always get an opponent within 10 seconds. Always.
How is MODOK's unblockable not a true one?
Why does Jill deserve less health than Wolverine?
I'm on the side of not changing Magnetic Blast at all thus far.
I'm unsure about lowering FotF base damage...
The best Firebrand team always has Super-Skrull on it. Amaterasu is also a good choice. Firebrand/Sentinel/Skrull, Firebrand/Strange/Skrull, and Firebrand/Doom/Skrull are all good teams.MUST LEARN FIREBRAND.
What's the best team built around firebrand?
Looks like Plasma beam is a must lol. Fuck Ammy, I don't wanna play her anchor, who can I replace her with?
A 1-frame high/low might as well be unblockable. You can't even move your stick from the down-back to the back position in 1 frame. Human reactions aren't that fast.Unless I'm mistaken, high/low unblockables are not true unblockables, they are just humanly near impossible to block when set up correctly and timed properly.
Jill can spend a bar to get in safely anytime she wants- I think that alone puts her above other pure rushdown characters in our patched version of the game. She probably gets two machine gun sprays before she dies if she's your first character, which means she gets guaranteed pressure while clearing the screen completely- it's a grear tool.
FoF needs to be dealt with somehow- either through lowering its hitstun or lowering it's base damage. Lowering base damage just seemed more parsimonious since it wouldn't mess with his combos.
Is Nova a really bad matchup for Magneto/Doom (missiles)? This guy just sat on the other side of the screen with Gravimetric Pulses up (Disruptor won't go through), chucking Energy Javelins and calling Eye of Agamotto and there was almost nothing I could do. He wasn't even beaming me when I did call Doom either, which would've murdered the assist.
I'm also iffy about fallen prey forcing a neutral tech- what's the reasoning behind why she needs this?
It'd be murderous with Jill though. Dante gets a 50/50 solo off of his forced neutral tech reset. Jill gets what- a four corners+command throw mix-up?
Some characters are getting their damage nerfed. Most of the nerfs on characters are in fact damage nerfs. Not everyone is getting a damage nerf obviously, would be pointless to nerf Hsien Ko or Storm damage.You guys are adjusting base damage to be lower in addition to modifying character health values right?
Without changing base damage, changing health totals is arbitrary. Characters are still dying in one hit, 830k vs 900k is meaningless.
Yo quick question for GodsBeard or any other Magneto players.
I'm getting the Fchamp BnB down and I've always gone into the hyper grab loop by inputting unfly instead of cancelling with S. Is it completely necessary for me to ADDF HS to cancel flight or can I still do it my way? I only ask because almost every Magneto I've seen does ADDF HS
Yo quick question for GodsBeard or any other Magneto players.
I'm getting the Fchamp BnB down and I've always gone into the hyper grab loop by inputting unfly instead of cancelling with S. Is it completely necessary for me to ADDF HS to cancel flight or can I still do it my way? I only ask because almost every Magneto I've seen does ADDF HS
joe's bomb hits rocket out of his hyper and leaves the opponent in a spin state. remember that the bomb also hits you even if its your assist.That doesn't sound right smurfx. Doesn't the last hit of RR's hyper track. So if Joe's bomb hits before, the blue ball from RR's hyper would hit him. If Joe's bomb hit after wouldn't that put the opponent out of the spin state and into a soft knockdown.
Yo quick question for GodsBeard or any other Magneto players.
I'm getting the Fchamp BnB down and I've always gone into the hyper grab loop by inputting unfly instead of cancelling with S. Is it completely necessary for me to ADDF HS to cancel flight or can I still do it my way? I only ask because almost every Magneto I've seen does ADDF HS
FChamp's BnB you can only do ADD or ADDF, there's too much HSD otherwise.
If you want to do manual unfly, stick to the basic j.H adf j.M xx fly combo
The basic fly combo doesn't go full screen though so I'm just gonna have to learn Add huh?
joe's bomb hits rocket out of his hyper and leaves the opponent in a spin state. remember that the bomb also hits you even if its your assist.
I really have to start playing online characters...
I don't want to gimp the move offensively or defensively, I just want it to not be super advantageous on block when Magneto has so many offensive options and his movement is ridiculous enough that he can overcome pushblock super easily. That's why I'd prefer anywhere from +15-18.I thought Frantic only wanted Magnetic Blast to be reduced by 5 frames of blockstun or so. Does everyone want it to go from +22 to +10? I'd like to see everyone say that before I add it in, just like Jill's health change.
Primary team is X-23/Vergil/Hawkeye, less serious secondary team being Phoenix Wright (asking for trouble to bother, I'm aware)/Dante (slacked off considerably with him since vanilla)/Strider.It happens man. It's an unforgiving game. What characters are you using and what characters were you having trouble getting in on?
I thought you did. Don't you play Zero and Vergil