It's a bit hard to say. The neutral tech is really helpful for Dante's oki, so removing it would kinda hurt, but at the same time there's not a lot you can do to remove the 'unblockables'.
What would you like to see happen for Low Voltage?
Eh... I wouldn't change much from the current list. I'd probably take a universal five frame reduction over the 4 durability change. So 10/15/20 instead of 15/20/25. It'd make them better without making them too good. They have more startup and recovery than other similar projectiles, so yeah.
Given that Spider-man can OTG off of web throw at relatively high HSD in some of those videos, I think his OTG confirmations are fine. We can always add an annotation about that concern if it's a worry of yours.
That's fine, I suppose.
I don't feel like you've given a real argument against it except that you think Zero might only be able to solo relaunch twice, to which I just say "okay".
Ryuenjin > Buster is basically Zero's best option against a rushdown character like Wolverine at the start of the round, and if it doesn't combo(and if there's a ten frame gap between Ryuenjin's active frame and Buster), it becomes a lot less threatening and will allow Wolverine to just maneuver around it and punish. It ultimately makes Zero's options far less scary at the start(because 10 frame Buster by itself isn't enough to deter some characters in a lot of cases).
If he's coming down from the air, and someone is waiting below, at 5 frames it becomes something that the opposing character needs to be very careful of to avoid it since it'll auto correct. At 10 frames, that's much easier to cross under and punish. You might say he has pizza cutter as he's coming down, but that's one option that'll ultimately become predictable and isn't impossible to punish if you're expecting it. Having Buster on hand means he has a second option, but if it's ten frames it becomes less reliable as a protective option.
If someone is coming at you from the ground, the five frames of additional startup for Buster can mean the difference between jumping over it and continuing in on your pressure or being forced to block it.
Because of the durability change in addition to the startup of Buster, some of the 'lesser' projectiles are probably just going to go through for a trade with Buster since the durability won't start up fast enough to eat them(it's like how sometimes you'll see arrows go through a beam, just because the beam didn't fully startup to absorb the projectiles).
There's just a lot of small facets that don't really become apparent until you start looking. Five frames isn't a lot in terms of time, but when it comes to startup it's
very important. The primary reason Zero is scary is because of Buster, and if you increase the startup, it becomes less scary.
I suppose I can give a psuedo example of how startup changes(even relatively small ones) can make a huge difference. Hammer in vanilla had invincibility from frames 4-19, and in Ultimate the invincibility is from 11-20. That's a seven frame difference in the startup, which is less time than it takes us to
blink, but people aren't getting bopped by it left and right anymore because if someone pushed a button against it, there's seven additional frames for that button to connect. The same would apply to Buster, and it
would affect Zero in the long run.
It definitely won't affect Ryuenjin into Buster. Ryuenjin has tons of hitstun.
Test it out yourself in training mode and look closely at where and when you can connect Ryuenjin into Buster. It becomes immediately apparent having five additional frames would remove it.
You would know if this were you, I'm sure.
http://www.youtube.com/watch?v=drNY5SLKPUE
jsoledout is the best Jill I've ever played/seen. I hate Jill because of him.