This is a good change. I didn't realize that it only picked up one character currently. But I don't play Chun Li.It has been brought to my attention that Chun Li's OTG Heel stomp only picks up one character, cannot be used for two. I feel just like most physical moves in the game, that move should also pick up two characters. It appears we have one slot open for the character, just needs committee approval.
It has been brought to my attention that Chun Li's OTG Heel stomp only picks up one character, cannot be used for two. I feel just like most physical moves in the game, that move should also pick up two characters. It appears we have one slot open for the character, just needs committee approval.
Footdive should OTG and be jump cancellable.Clearly footdive needs to be buffed.
Footdive isn't an OTG move though. Most physical hit OTG moves do hit two targets, this is just for parity.Clearly footdive needs to be buffed.
What about Haggar?Taskmaster should not be doing 400K+ off of a grab then super, shit is ridiculous.
Hell, no one should be doing that much damage off of a grab/super.
He doesn't get a full solo combo after throw.Taskmaster should not be doing 400K+ off of a grab then super, shit is ridiculous.
Hell, no one should be doing that much damage off of a grab/super.
What about Haggar?
He doesn't get a full solo combo after throw.
Taskmaster should not be doing 400K+ off of a grab then super, shit is ridiculous.
Hell, no one should be doing that much damage off of a grab/super.
I support this.It has been brought to my attention that Chun Li's OTG Heel stomp only picks up one character, cannot be used for two. I feel just like most physical moves in the game, that move should also pick up two characters. It appears we have one slot open for the character, just needs committee approval.
I support this.
How about in 10 minutes?
GGs to GB and his third world internet. I was seriously shocked to see you trying teams without Magneto on them.
Yeah, definitely did the least work of the three.Thanks. I still don't quite have him down, and my Sentinel is terrible. I need to work on him a lot.
It's just hard and I'm out of practice. It's also harder the further I get from you.I really liked the moment when you tridashed with Magneto to pull Stalking Flare up and then hit me with EMD. Does that always work if you pull it off right? You kept trying later and failed, but I wasn't sure if the first time was a fluke or it was just hard for you to do with that connection.
Man I'm barely getting a grip on Vergil and you know how bad my Strider is. I don't even know how to play Dante but it's better than the ninja. I actually like Jam Session over Vajra vs your team anyway. Vajra/Missiles are better for characters that can attack behind me really fast.Agreed on Rapid Slash. That's why it's all about Hawkeye/Vergil/Strider. I could handle Hawkeye with Doom, but there's no way I could handle Vajra assist too.
That's a positioning habit that I have, especially when I'm off screen. I'm used to jumping back and forth so I wasn't in range for Kamikaze. I should try to stay about 2/3 screen from Doom. I never want to be right under you, that's bad news. I want to be right where Kamikaze hits on pretty much any character. That's his best arrow for chip damage and lockdown, and if something weird happens I can DHC out with gimlet to devil trigger anyway.A few points of criticism: when you use Hawkeye/Dante, be more aggressive. If Doom flies to the top-right corner of the screen, wavedash under me and call Jam Session instead of throwing those AA arrows that never hit unless I mess up my inputs.
The problem isn't that so much as I'm super out of practice with my setups and I always waste x-factor to get combos with Vergil because my Vergil is super ass. The times that I hit you I kept messing up my x-factor loops because I haven't tried them in almost two months lolAlso, I feel like your Magneto anchor isn't scary primarily because you don't have any incoming setups with him. It's really rare for you to run a train on my team with XF3 Magneto, and it's because after the first character dies I rarely get hit by the incoming mix-up. I would work on some setups for that. And stop ending Magneto blockstrings in his launcher.
Oh right, I forgot Strider is a big "no-no" character for you.Man I'm barely getting a grip on Vergil and you know how bad my Strider is. I don't even know how to play Dante but it's better than the ninja. I actually like Jam Session over Vajra vs your team anyway. Vajra/Missiles are better for characters that can attack behind me really fast.
It's a trend I noticed even when we played frequently. And I did notice your eagerness to pop X-Factor for Vergil. There was even the match when you popped XF1 with him after a High Time, and I just laughed.The problem isn't that so much as I'm super out of practice with my setups and I always waste x-factor to get combos with Vergil because my Vergil is super ass. The times that I hit you I kept messing up my x-factor loops because I haven't tried them in almost two months lol
so lucky with the timing :-(s.M armor! I need to use it more.
You are lucky Zero is in the game!The hatemail I've been getting lately has been glorious.
"...u won 15 times in a row becuz of pure luck n bullshit never play me again lowlife..."
I mean yeah I can understand getting lucky once, twice, three times, maybe even 5 times.....but 15? I'm not sure I would call that luck.
Another guy I played gave me props for Strange loops but shit on me for a Jill infinite....wtf? The Jill infinite is way fucking harder.
I've also made a new team. Wesker/Strange/Hawkeye. I really dig it, but holy shit I don't know what I'm doing with Strange. I have no fucking idea how to move around with him. And I'm not sure which assist to use with Hawkeye....I kinda just rotate between all three of them, but mostly Greyhound and Kamikaze.
You are lucky Zero is in the game!
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LOL, it seems like this is typical of a lot of Zero players. They don't actually like using their character outside of needing to win a match. How boring. :-(Zero? I only play Zero during tourneys....and that's if I feel my teams are lacking options, or if I just want to shit on another Zero player. I hate playing as Zero. If it was 15 times in a row as Zero then I would actually agree with him, haha.
When that guy sent me that hate I was mostly playing Felicia/Nova/Strider, but also used Chris/Dante/Strider.
Your Felicia is definitely the best I have played! Probably even better than DJ Houshen.What's funny is that I'm not even really a Zero player. I just decided to pick him up a few months ago because I was tired of losing to him, so I figured if I learned him then it would help me, and it has....tremendously. If I were to consider myself any kind of player then it would probably be a Felicia player or Chris player. But I have 1000+ matches with about 40 characters in the game, so yeah I just pick and choose based on my opponent. I think I have 1 use as Tron, haha. And between xbl, psn, tourneys and casuals, I have 16,000+ matches as Sentinel. Easily my most played character. I think Chris is next with 8000 or so.
Your Felicia is definitely the best I have played! Probably even better than DJ Houshen.
Thank you for letting me know! And I am glad someone is reading the annotations, haha. If you want to add something, let me know. There are a few changes that I would not do the greatest job of explaining.Great job on the accompanying change descriptions Karst. It's beneficial to provide that sort of detail and context to help people understand why we are making certain changes.
RE: Felicia's level 3 being XF cancellable on whiff:
-We can leave it out if you guys only want 10 changes maximum on a character. I wouldn't want to remove anything currently in the changelog for it.
Also there is a typo in the haggar section:
Double Lariat is Haggar’s go-tohyper,assist, and because it is so good, few people complain about how useless his other options are. We decided to make Haggar’s other assist options highly situational in use so that teams which desperately need a specific tool have them available.
Why is that listed as a "+"? Should be listed as a "-" or a "*".Re: Storm's new Typhoon. I tested looping this in XF3 in the corner, and you can do 4-5 loops before it drops. The enemy recovers before the j.S spike hits at this point. So no worry about Storm infinites from this change.
The new Morrigan - please vote:
Morrigan:
+Shadow Servant THC chosen for all assist types.
+Finishing Shower hitstun increased.
+Vector Drain air OK.
+Darkness Illusion leaves opponent in a crumple state.
+Air throws and Vector Drain (all) untechable knockdown increased by 30 frames.
+Shadow Blade M float point reduced (removes Morrigan’s corner infinite).
-Soul Fist and Soul Drain damage reduced to 70,000.
Assists: Shadow Blade H, Dark Harmonizer, Soul Drain
+Untechable time after an air and ground throw increased.
Now Iron Fist can convert off of his throws!
Finishing Shower really is a shit THC, and every Morrigan player I have suggested changing the THC to Shadow Servant really, really likes the idea. Basically, the problem is that Finishing Shower's missiles are not only random, but they hit differently based on the character hitbox, do low damage, and scale combos a ton. You would think that it would work a bit like Million Dollars, but that's just not the case. Any assist that has Finishing Shower as its THC is getting impaired.Why is that listed as a "+"? Should be listed as a "-" or a "*".
And why are you giving every assist the Shadow Servant THC? What if someone finds a use for the Finisher Shower THC with the hit stun buff? At least give one assist that THC for the flavor (even if it is useless, better to have it on something than to not have it all).
Gonna read the other annotations.
It depends on the distance. Feel free to write more for it - I was getting tired.He can already convert off of throws if you wavedash/plink dash, might want to reword that.
Thank you for letting me know! And I am glad someone is reading the annotations, haha. If you want to add something, let me know. There are a few changes that I would not do the greatest job of explaining.
Iron Fist:
+Untechable time after an air and ground throw increased.
Now Iron Fist can convert off of his throws!
Hulk:
+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.
Hulk’s command grabs are his only reliable way to open opponents up outside of assist tricks, and they are a double-edged sword: Hulk has to give up his corner pressure once the grab completes. Additionally, they have a considerably large startup time, and require meter or an OTG assist for combo extension. We wanted to give Hulk a little more for his effort; the risk-reward ratio was just not satisfying.
That sounds like a typo, probably is supposed to say "space".. Eye of Agamotto takes a long time to place, and Dr. Strange does not have the speech needed to move in and pressure opponents at that range.
Rolling Buckler is unsafe regardless of the follow-up input even though it is a staple part of Felicia’s anti-pushblock game. Rolling Uppercut becoming jump-cancelable gives her a safe ender, fits in with her cat-like moveset, and leads into interesting pressure options.
Typo.The assist version’s startup was reducd to ensure it can OTG more consistently, and the projectile hitpoints were increased to make it more useful as an anti-projectile tool. The increased blockstun makes it more useful for a combo ender.
I think that should say "assist".Double Lariat is Haggar’s go-to hyper, and because it is so good, few people complain about how useless his other options are. We decided to make Haggar’s other assist options highly situational in use so that teams which desperately need a specific tool have them available.
I am pretty sure it's supposed to be so that it's useful against juggled opponents.Why did we do this again? Hahaha.
This is not actually true.. there's a whole mind game/mix up that is based around this charge move. You charge the move while they are in a bad position. They throw out a button, you let the the punch go and it will hit them out of their button. If they just sit there you cancel the charge into one of the command throws. I do agree that the move should be hyper armored to make the mind game more apparent, people shouldn't be able to hit Hulk out of that move same thing for Viper's FA.(Hulk)Well, it turns out that a bunch of nothing happens when the move is charged outside of a wall bounce that is only useful for combos.
Actually he was still going to be able to kill characters under the old scaling in the new patch. He would be able to kill 1 million health characters off of a clean hit still. So this statement isn't actually true.Hulk wasn’t going to be killing one character per hit with our version anyway, so we feel this is a good trade for him.
This isn't going to lead to linkable Volcanic Roars because it's soft knockdown on all BUT the final hit. As long as the final hit acts as it always does, there is no need to change his recovery. So this statement shouldn't even be there.If this change would lead to multiple linkable Volcanic Roars, we suggest increasing Iron Fist’s recovery as needed.
It should be added that air OK Rising Fang was also mainly added in so that Iron Fist would have air to air combos especially at height above normal jump. Right now he gets just j.H, j.S at super jump height, with an air OK Rising Fang he would get j.H into Rising Fang into a decent combo from the wall bounce.+Wall of K’un-Lun and Rising Fang can be performed without the Rekka series; Rising Fang air OK.
Iron Fist needs a fast low; right now his fastest option is a hefty 10 frames!+c.L now hits low.
It should be noted that in specific cases he can convert off his air throw but that's only the forward throw and that's only close to the ground. This makes it so that you can convert reliably off of all back and forward air throws.Now Iron Fist can convert off of his throws!
It should be noted that in specific cases he can convert off his air throw but that's only the forward throw and that's only close to the ground. This makes it so that you can convert reliably off of all back and forward air throws.