Professor Beef
Banned
Isn't me seeing RR players do it good enough evidence?
not really
Isn't me seeing RR players do it good enough evidence?
That sounds really interesting. What assist was he using for Dante? Crystal?
What is it about Thor?! I got blown up by a Thor player in casuals around a month ago. He played a bizarro Thor/Hsien-ko/Wright team. It would've fallen apart completely if I killed Thor before he got going, but I got absolutely bodied- his Thor was ridiculous. One touch from Thor and all of a sudden I had lost a character and he had gold armor pendulum assist- a bad scene. That was the one and only time I completely reversed my opinion of a character. I was like, "Damn... Thor is legit."
Well Zissou confirmed it. And there are no guaranteed meterless midscreen unblockables.If the unblockable is only guaranteed in the corner then thats a slippery slope.
And watching someone do it isn't enough because the other player may not have used the optimal escape (if there is one) or he may have not known about it.
Well Zissou confirmed it. And there are no guaranteed meterless midscreen unblockables.
Oh right! Though I have never seen a hard tag not beat the setup, so I am curious for video proof.
There's a lot of variables to take into account for Dante's grapple unblockable. If Dante has his back close to a corner, a raw tag is more likely to work on him than if he's closer to the corner from the front. There are even more variables to take into account, as some characters raw tag hitboxes are bigger, so they're more likely to hit from larger distances. Ultimately, for the person about to be unblockabled, the best bet is to just raw tag the setup and hope the Dante screws up.Oh right! Though I have never seen a hard tag not beat the setup, so I am curious for video proof.
So can IF and IF comes packing with a very good assist that you don't need to buff up like Hsien Ko's.I think Iron Fist is worse than Wright. At least Wright can start combos.
I dunno, he can cover the ground fast, but he's got nothing in the air, and even if he gets in, he doesn't have fast enough lows. Plus, isn't it really hard to get good damage if you can't hit your opponent standing or crouching (or use Spencer assist)?So can IF and IF comes packing with a very good assist that you don't need to buff up like Hsien Ko's.
He's got nothing in the air but neither does PW as the base character (although he has superior zoning and his Objection has a huge hit box).
I think if your character's strength hinges on what type of pieces he gets randomly to gain an edge in match ups that is a problem. That is not a reliable factor in the game that you can control and hence a problem with the character. Iron Fist can at least get Vajra to help with the super jumpers and confirm off of a Vajra hit for good damage or he can save up 2 meter for Volcanic Roar into SoV hail mary punish.
Well for one Volcanic Roar is a super jump height hyper itself that does good damage. It's almost like a vertical Chaotic Flame.
And secondly IF can self combo after a Vajra a hard knockdown which is why he is a good candidate for that assist and some other characters aren't. Coupled with his extremely fast ground dash if someone super jumps he can just get under them, call Vajra and dash around them for a 50/50, then pick up OTG from the hit.
830k off a clean grounded hit, which is something that's fairly rare when it comes to Spider-Man. I just don't know how practical it is(not from an execution stand point, but rather a 'can I confirm into this from any hit anywhere on the screen against any character?' sort of practical).What is your proposed change for nerfing the Web Throw loop? Because that allows him to get 900K+ solo meterless damage... something that no character is able to do in this patch.
Yeah, all you gotta do is add HSD to the first hit of s.S and it should remove it without hindering much of anything else. You could also decrease the amount of hitstun the first hit of s.S has overall, and that should also take care of it.Yeah that Viper infinite has to be removed obviously... it's just that most people didn't know the mechanics behind it.
I'd be fine with that. Although, I wonder how it'd affect the boulder trap loop.Also I am warming up to the idea of replacing Boulder Trap high with the ability for it to work like Hopscotch (active at a higher height so it works like a "wall" against super jumpers).
We should add this in - if Zissou supports it, I'll add it in.C. Viper We haven't removed her s.S(first hit) > TK Cancel > s.S(first hit) > repeat infinite, have we? Right now, the first hit of s.S causes a set amount of hitstun(to accommodate for the second hit) as it is, so all that really needs to be done is allow for HSD to kick in(while also making sure it scales to a minimum level where the second hit of s.S will always connect). Easy.
OTG Soul Fist is better, but I don't think it looks right for the character. On the other hand, I always thought her command grab should work in the air, and it covers an aspect of her game that she has trouble with (chicken blockers). I would rather fill a gap in her play than give her better throw conversions. Morrigan players tend to be happy to get a safe Astral Vision off of a throw anyway.Morrigan I'd have preferred the OTG Soul Fists, since it'd give her a conversion off an airthrow(which would lead to a bar or more), and give her something off her ground command throw. Aerial command grab that leads to nothing but a free Astral Vision activation/Shadow Servant is vastly inferior, since even if airthrows are techable, you can end up punishing air throw techs with premptive jumping normals(of which her four frame j.L is pretty damn good at doing that), and if they jump you can cancel into Soul Fist or Shadow Blade to buy space or just get out of there and recover. With an aerial command grab, if they didn't jump, and you whiff it, you have to fly cancel which can easily be thrown, j.L'd, or anti-aired. If that's what Karst wants, though, then fine. Yes.
We're removing his unblockable - he needs a lot.Rocket Raccoon Still don't agree with 15 frame Bear Trap. It's originally 27 frames, and that's a twelve frame jump. Making it 15 frame startup is a huge jump in frame differences. I'd be fine with a 20 frame startup, but 15 is pushing it imo.
Also, did anyone ever suggest making s.H a low? It shoots at the opponent's feet, and it'd make it a slightly better poke.
How about we just leave it to Capcom?Spencer Still trying to think of a good infinite removal without messing with combos/confirms. I can't find a video where the infinite is repeated enough times for me to get a good grasp of it, really, and I have had no success with performing it myself. If anyone can find a good video, that'd be pretty helpful.
It makes his combos absurdly long and boring. Combat flow is important.Spider-Man - Hitstun decay now continues to accumulate during Web Throws catch animation. I understand why this is done, but I don't like it. Web Throw takes a long time to complete, and I'm worried that it'll completely kill his overall combo potential. The Web Throw 'infinite' is just a loop, not a true infinite.
I support all of this except for the third one; wouldn't this let Spider-man create blockstrings at full screen without actually moving?Also, if we're removing the ability to block during Web Glide, I propose these additional buffs:
+ Spider-Man can use Web Glide three times in the air.
+ Grounded Web Glide does not use up aerial Web Glide uses.
+ Startup of Web Glide is cancelable into Web Glide(to give him a slightly more tricky approach where he can change trajectory before he actually starts moving).
Fixed by the guard break fix.And, lastly, opinion on this?
I really disagree about Hopscotch. It's way too easy for characters to air dash or jump over it without getting hit. It needs more speed.Trish - "Hopscotch" having faster travel time and more hitstun is, once again, unnecessary. It would be a nice thing to have, most definitely, but it's not something Trish needs. The same thing with Low Voltage getting wider hitboxes and more durability. It's not needed.
2 solo OTGs is fine. Most characters would die to have 1, and Zero has extensions that don't rely on the OTGs.Zero I still disagree with the Buster startup change. The durability change is fine, but I do not agree with the startup. It will affect combos in the long run. It won't change most of the early combos, but later in the combo it will. He will only able to get two solo OTGs before he needs to start OTG'ing with assists, and that messes with his over all combo potential since it means he won't be getting an assist extension, but rather his assist extension is to just OTG. I know Zero has long combos, but we've already nerfed his damage output, nerfing his combo potential is a double whammy when it comes to his overall damage.
If characters couldn't air dash or jump over it then it would be too good. Think about that for a second... some characters would never be able to get in on Trish if that thing was faster.I really disagree about Hopscotch. It's way too easy for characters to air dash or jump over it without getting hit. It needs more speed.
Sure, but I'll still think about it. I'd rather come up with a solution that satisfies everything without just 'leaving it up to Capcom'(since they could fuck it up).How about we just leave it to Capcom?
No, because Spider-Man's web zips are angled diagonally. From full screen, his web goes over everyone but the tallest characters, and they can still duck it. Plus, it takes a fairly long time before it reaches full screen, so even if he could put a character in blockstun, characters would be able to just avoid the second one since it would take too long to reach.I support all of this except for the third one; wouldn't this let Spider-man create blockstrings at full screen without actually moving?
Hopscotch isn't about hitting characters, it's about forcing characters to move around it. If they're air dashing or jumping over it, that gives Trish free reign to move where she wants to move. If you make it so it catches airdashes and jumps, that basically means Hopscotch is a free wall of 'fuck you' that no one can pass for a brief moment... and then she just puts up another one. She's already one of the best anti-rushdown characters in the game, she doesn't need to be even better.I really disagree about Hopscotch. It's way too easy for characters to air dash or jump over it without getting hit. It needs more speed.
Because as it is, Low Voltage M/H is just a tiny sliver of a hitbox away from hitting people at the peak of a jump. If they do anything in the air, they get hit. Basically, it'd make characters who already have trouble with Trish have even more trouble. They'd have to super jump to get over, and then she'd just dash under and start it all again. Plus, Low Voltage with teleporters is pretty underrated and it'd be completely unavoidable if you didn't super jump.We can negotiate Low Voltage buffs - why do you think it doesn't need a wider hitbox?
But a lot of his extensions rely on Buster still, and other extensions rely on his lightning which has been nerfed. There's just no real way to tell how the 10 frame Buster would effect him, and I'd rather err on the side of caution.2 solo OTGs is fine. Most characters would die to have 1, and Zero has extensions that don't rely on the OTGs.
We could just remove that. It's not like Zero is strapped for mixups, and command dash > Buster doesn't get used much outside that.The buster startup change is important because his command dash, buster canceled, is far too strong.
Zero can fuzzy people with j.L, and has Sogenmu unblockables with pinning assists. He's pretty well off when it comes to high/lows compared to some. Plus, he still retains command dash + assist. Command dash + Buster is just an easy mode mixup. 10 frame Buster affects his neutral game(be it his threatening rushdown, punishing things, zoning, etc) far more than the loss of command dash + Buster affects his overall mixup game(where assist + command dash is the same as command dash + Buster and can lead to more mixups after).Command dash xx Buster being removed completely would be a huge nerf. Zero by default doesn't actually have a high low mix up (unless you count command dash down into low an actual mix up which it really isn't). He is mostly a right/left mix up character and most of his mix up is really only potent in the corner and when he has Buster charged... that's the key element here, when he has Buster charged which means a good portion of his mix ups aren't available to him without that charge.
We nerfed his damage substantially so he has to rely on his mix ups now. No need to further nerf his mix ups. The start up nerf is debatable but removing the command dash mix up is extreme.
That'd be Arthur dagger assist. Just leave Arthur at Anchor.So can IF and IF comes packing with a very good assist that you don't need to buff up like Hsien Ko's.
No man hold your horses. Trust me when its done there will be a big announcement for it.Wait...is the patch notes done then?
No man hold your horses. Trust me when its done there will be a big announcement for it.
Slasher I'm stealing your team.
What color do you use for Wesker with your Blue team, purple?
Oh and what's the combo I should do in turnabout mode.
Agreed.Command dash xx Buster being removed completely would be a huge nerf. Zero by default doesn't actually have a high low mix up (unless you count command dash down into low an actual mix up which it really isn't). He is mostly a right/left mix up character and most of his mix up is really only potent in the corner and when he has Buster charged... that's the key element here, when he has Buster charged which means a good portion of his mix ups aren't available to him without that charge.
We nerfed his damage substantially so he has to rely on his mix ups now. No need to further nerf his mix ups. The start up nerf is debatable but removing the command dash mix up is extreme.
Alright, I'll remove the change.If characters couldn't air dash or jump over it then it would be too good. Think about that for a second... some characters would never be able to get in on Trish if that thing was faster.
Trish is already pretty damn good.. with choice buffs to her zoning, damage and throw game she becomes as good as Magneto.
Let's add these in:Anyway I am just going to brainstorm some RR buffs that would help him:
*Of course the already mentioned Angel Gift buff of it triggering like Hop Scotch. I don't think ground bounce is necessary though, he can confirm off that fine.
*Damage of Spitfire increased from 40K to 60K. It's one of the weakest standard projectiles in the game in terms of damage and this would make his zoning actually threatening.
*Maybe reduce start up on Rocket Skates just a bit to improve his mobility. It always seemed to me like his Rocket Skates were supposed to be used like air dashes but in practical application they rarely are used as such.
*Cr.H hitting low would be nice.
So his final changelog would look like this:
Rocket Raccoon:
+Bear Trap startup reduced to 20 frames.
+Mad Hopper now lasts 1200 frames.
+Rocket Raccoon’s aerial and ground series are now more reliable; cr.H now hits low
+Oil Bomb fire is refreshed when a new Oil Bomb is thrown on it; Oil Bomb now set on fire by any projectile.
+j.S hitstun increased significantly.
+Rocket Skate now cancelable into j.S; slightly reduced start up
+Spitfire projectile durability changed to 4 per shot; damage increased to 60K per shot; Spitfire (air) can be canceled into Rocket Skates.
+Grab Bag startup reduced to 20 frames; damage decay from resulting combos decreased.
+General trap duration increased to 300 frames.
+/- Angel Gift ( aka Boulder trap) no longer hits high; trap can now be activated against airborne opponents to work as an anti air trap
Assists: Double Spitfire M, Pendulum, Oil Bomb
Capcom is pretty good at fixing infinites. Remember the Captain America Vanilla infinite?Sure, but I'll still think about it. I'd rather come up with a solution that satisfies everything without just 'leaving it up to Capcom'(since they could fuck it up).
Well, I play a tall character who gets hit by the web all the time.No, because Spider-Man's web zips are angled diagonally. From full screen, his web goes over everyone but the tallest characters, and they can still duck it. Plus, it takes a fairly long time before it reaches full screen, so even if he could put a character in blockstun, characters would be able to just avoid the second one since it would take too long to reach.
Fair enough.Hopscotch isn't about hitting characters, it's about forcing characters to move around it. If they're air dashing or jumping over it, that gives Trish free reign to move where she wants to move. If you make it so it catches airdashes and jumps, that basically means Hopscotch is a free wall of 'fuck you' that no one can pass for a brief moment... and then she just puts up another one. She's already one of the best anti-rushdown characters in the game, she doesn't need to be even better.
What about Low Voltage L, though?Because as it is, Low Voltage M/H is just a tiny sliver of a hitbox away from hitting people at the peak of a jump. If they do anything in the air, they get hit. Basically, it'd make characters who already have trouble with Trish have even more trouble. They'd have to super jump to get over, and then she'd just dash under and start it all again. Plus, Low Voltage with teleporters is pretty underrated and it'd be completely unavoidable if you didn't super jump.
The lightning nerf is mostly about minimum hitstun. I'll clarify it in the patch notes.But a lot of his extensions rely on Buster still, and other extensions rely on his lightning which has been nerfed. There's just no real way to tell how the 10 frame Buster would effect him, and I'd rather err on the side of caution.
This is far, far too much. Zero needs the mix-up, I just think it should be a little slower.We could just remove that. It's not like Zero is strapped for mixups, and command dash > Buster doesn't get used much outside that.
The Web Throw loop is about how goddamn long and boring the combos are. It's terrible. Spider-man does solid damage without them. We've made plenty of changes for flow purposes, and this is one that needs to happen as well.You have a typo in both those changes.
Where it says "cr.M should hit overhead" for RR it should say "j.M should hit overhead".
The Web Glide change should be a "+/-" or a "*".
These changes look really good only thing I would change is the one on the Web Throw loop, I agree with Frantic that particular nerf might be too much... should look into alternatives.
Otherwise I vote Y on the new Trish and RR changes (provided the typo is fixed). Need finalization on the Spider Man Web Loop change before voting.
youarealreadydead.jpgI DIDN'T ACTUALLY THINK IT'D HAPPEN BUT I REALLY DID END UP IN THE SAME POOL AS CHRIS G UNLESS SOMETHING FORCES THE BRACKET TO CHANGE DURING THE WEEK
I need a miracle
+Voomerang (charged) changed disappear after the second hit; no longer lingers once its durability is gone.
+Swiss Cheese changed to -3 on block.
+Shadow Blade M float point reduced (removes Morrigan’s corner infinite).
+f.M reduced to 19 frames.
Hado Kakusei Hadoken now has 10 durability points.
-Web Glide can no longer be block canceled; Spider-man can use Web Glide three times now before touching the ground; grounded Web Glide does not count against this maximum; Web Glide may be canceled into itself.
+Storm may now call assists when using Float after super jumping; Float may now only be used only once per jump; she must touch the ground to use the move again.
I thought we all agreed this was too much? What's the frame data on the uncharged version? This should be a 5 frame reduction at the most.+Aim Master (uncharged) recovery reduced by 10 frames across the board.
Any PS3er's wanna play? PSN:SlasherMcGirk
I DIDN'T ACTUALLY THINK IT'D HAPPEN BUT I REALLY DID END UP IN THE SAME POOL AS CHRIS G UNLESS SOMETHING FORCES THE BRACKET TO CHANGE DURING THE WEEK
I need a miracle
I DIDN'T ACTUALLY THINK IT'D HAPPEN BUT I REALLY DID END UP IN THE SAME POOL AS CHRIS G UNLESS SOMETHING FORCES THE BRACKET TO CHANGE DURING THE WEEK
I need a miracle
Pray to one of the other 4 gods.I DIDN'T ACTUALLY THINK IT'D HAPPEN BUT I REALLY DID END UP IN THE SAME POOL AS CHRIS G UNLESS SOMETHING FORCES THE BRACKET TO CHANGE DURING THE WEEK
I need a miracle
I DIDN'T ACTUALLY THINK IT'D HAPPEN BUT I REALLY DID END UP IN THE SAME POOL AS CHRIS G UNLESS SOMETHING FORCES THE BRACKET TO CHANGE DURING THE WEEK
I need a miracle
- Tell everyone to invest in PS3s for the event IMMEDIATELY.
- Do NOT talk to the man. Ever.
- Play Chris/Dante
- Get some laggy monitors
- Ask Smedwicks for help