No Deadpool and Phoenix in the Dorm match up?
I never denied that Dorm has a hard time against Spencer but even FChamp thinks it's not something crazy like 1-9 or some shit. Dorm has options against everyone and that includes Spencer. Having bad match up is part of life.
Spencer has more bad match ups than Dorm but like Dorm he still has options. These two characters are fairly well balanced even if they are in the upper echelon of the cast.
How can the dash be returned to vanilla levels if "current acceleration" is retained?
No that's the start up. If you hold down Iron Man's air dash after the initial start up he starts flying for a long distance. This is a useful ability. What's not useful is the start up. I guess it should say momentum but really it's the acceleration. The problem is that Iron Man's starting velocity is so bad. We gave him Vanilla start up property but the rest of the air dash is the same as now.. you can still air dash all the way from SJ height to the floor.
And you can't switch motions on characters who have a HCB move and replaced a RDP move with a QCB move. If you guys want to switch Spider Man's Spidey Swing, the best way to do it is to map it to forward + H, like Taskmaster. This would give him a great option select as well.
If only Vergil could play footsies on the ground to make Bionic Lancer an unappealing option
Yea if only he could do that with his non whiff cancelable normals against a Bionic Arm. Why didn't I think of that? Let me just play footsies with my st.H against Spencer and see what happens.
Switch spider swing motion with web throw. RDP for web swing is unnecessarily awkward in combos. Web swing should be QCB. Taskmaster gets the same move with a directional attack. Web throw is more likely to be used as a standalone move where RDP motion is better suited.
Better OTG. Not sure the best way to implement, but the timing and spacing are super strict. Compared to other OTGs, it just adds another layer of execution difficulty.
Perhaps make the L, M, and H +S zip moves have different properties depending on the strength. Maybe keep L+S as-is and make H+S track to a grounded opponent for an OTG.
Give Maximum Spider projectile invulernability. Also, recovery time is brutal for how easily it gets beat out. Again, another character has a similar move but better (Wesker). It seems just awful outside of combo enders. Anything, please.
A slight health bump would be nice. He's a liitle too delicate.
Half of these are execution problems, not really problems with the character though.
The best I can do for you is Spidey Swing mapped to forward + H, more initial hit stun on Wib Zip and projectile invincibility start up on Maximum Spider. He doesn't need more health, he has a ton of mobility for the health bracket he is in.
Damage Scaling cut back across the board by 10% - she's a super short range rushdown character and her damage is shit BUT the other changes all going in would be a reason to keep her damage the same at the moment.
Her scaling is 20/20, that's actually pretty good for the type of character she is. If she had 30/30 that would be too good. I don't think her primary problem is the damage.
The rest of your changes sound fine though. We will try to put them in.
Viewtiful Joe:
*Red Hot Kick L and M hit OTG.
*Uncharged versions of Voomerang don't disappear if Joe is hit
Assists: Shocking Pink, Viewtiful Uppercut M, Voomerang L (Charged)
Spencer:
*Up grapple now affected by damage decay.
*Armor Piercer assist startup reduced to 35 frames, invincible until frame 36.
Assists: Wire Grapple M, Wire Grapple L, Armor Piercer
Spider-man:
*Web Zip can no longer be block canceled.
*Web Swing input changed from RPD to forward + H
*Web Zip has more initial hit stun for OTG, hit stun returns to normal values as combo length increases
*Maximum Spider has projectile invulnerability start up
Assists: Web Ball H, Web Swing H, Spider Sting H x Spider Bite
Magneto:
*EM Disruptor L assist no longer appears behind the point character.
*Forcefield now reflects projectiles and negates beams.
*Magnetic Blasts are now 3 durability points
*Hyper Grav damage reduced slightly
Assists: EM Disruptor L, Hyper Grav H, Reverse Polarity
Felicia:
*Health increased to 950k
*Sand Splash H assist startup reduced to 37 frames.
*Delta Kick H assist pushes opponents back significantly on block.
*Cat & Mouse is now special cancelable, distance increased slightly.
*Dancing Flash now causes a soft knockdown.
*Dash speed increased slightly.
*Toy Touch HSD returned to Vanilla level
*Neko Punch now an overhead that chains to S, Damage Increase from 40k to 60k to match Rolling Slide
*Felicia may block while clinging
*Cat Spike M hit box increased to hit all crouching characters that are below it
Assists: Rolling Buckler L + Rolling Slide, Sand Splash H, Delta Kick H