Jill:
+Arrow Kick travels farther; air OK; ground version can now be canceled into Feral Crouch on hit.
Jill has no real aerial mobility, and she has no surprise moves that players have to watch out for like Wolverine has. Arrow Kick is safe on block, but is slow-ish to come out while not covering much ground. It also cannot lead into full combos on hit, which makes the move have even more questionable utility. We improved it in these areas to give Jill a better surprise approach method and improve her assist options.
+Machine Gun Spray damage increased to 20,000 per bullet (22 bullets fire).
Machine Gun Spray does pitiful damage. We recall a recent video where a Jill player used 5 bars of Machine Gun Spray spam against a Taskmaster player with a sliver of health left, and still Taskmaster remained standing. Machine Gun Spray is not a particularly damaging hyper when comboed into, so we are confident that improving its damage significantly will not turn Jill into an unstoppable destroyer.
+Mad Beast is now a level 1; Mad Beast no longer allows meter to be built; startup changed to 4+1.
Mad Beast has stiff competition against Fatal Mutation as the worst level 3 hyper in the game. Yes, it can be used in combination with X-Factor level 3 to chip opponents out, but that is a very minor use for a level 3 hyper. Simply put, we do not think Mad Beast can be made into a hyper which is worth 3 bars of meter. A fellow utility hyper, Ouroboros, provides full-screen control, multiple mix-up opportunities, and does not remove the users ability to block. Too much would need to change for Mad Beast to become viable, and it would likely not look like Mad Beast anymore.
Instead, we decided to make Mad Beast a level 1, and balance it around this change. We are still not entirely sure whether Mad Beast will be used often by Jill players, but it will definitely not be used less!
+Double Knee Drop startup reduced by 5 frames across the board.
This change was made to assist in Jills aerial game. While we do not think Double Knee Drop should become a dependable dive kick, right now it feels entirely useless in the neutral outside of her double overheads, which this change will improve as well.
+Position Change is now +6 on hit.
Position Change is a command grab with a 1-frame link needed to combo off of it. Jill already requires enough execution to play on a moment-to-moment basis, and we think this deserves a little more leniency.
+Fallen Prey now forces a neutral tech.
Fallen Prey provides a very small and insignificant damage boost, and she is unable to get anything off of it outside of circumstantial assists like Shocking Pink. Jill also has the best mix-up options in the game on wake-up, as she has both a command grab and a 4-way mix-up she can perform. On top of this, she has an invincible anti-air option that is safe and leads to full combos on hit. We felt like Fallen Prey forcing an neutral tech was the best way to give Jills reset game a boost to set it apart from other characters.
We want to be clear that this change should in no way lead to meterless unblockable setups for Jill via low-hitting assists. The wakeup timing should be adjusted appropriately to ensure this is not the case.
+Health increased to 950,000.
As stated before, health should correspond to the difficulty a character has getting in and opening an opponent up. Jill does not have the mobility or speed to justify her previous health value; we have increased it to a more reasonable level.
Assists: Arrow Kick, Somersault Kick, Sickle Kick
Unfortunately, Jill simply does not have the moveset needed to assist a team properly. We considered letting her use a meterless Machine Gun Spray as an assist that only sprays one wave of bullets, like a 360 degree Photon Shot from the air, but decided that this was opening a dangerous door to what other hypers could have minimized versions as assists for characters who lack strong assist options.
Arrow Kick was improved, and will likely be her assist of choice for players. We considered giving Somersault Kick invincibility, but were worried about this being imbalanced for high level play outside of crossover counter situations.
Nemesis:
+Fatal Mutation now has full invincibility; places opponent in a crumple state; startup time reduced to 10 frames; L+M input places the grab hitbox in front of him, M+H in the air in front of him, and L+H straight above his head.
When Nemesis was first showcased pre-Ultimate release, his level 3 animation shocked the Marvel world. Was this a 360 degree level 3 command grab? It looked like it was. On release, players were sad to discover that not only did the command grab not cover 360 degrees as the animation suggests, but it only actually grabs directly in front of Nemesis, like any other command grab hyper. The move also had a horrendously long startup, no invincibility, and no high-damage follow-ups. We are completely clueless as to why this move is so terrible in its current state.
We considered giving the move a 360 degree grab area, but all agree that this would lead to some stupid and inescapable setups even with the long startup time. Instead, we reduced the startup time slightly, made it fully invincible as with any other level 3 command grab, gave it a post-grab follow-up, and added three inputs to allow Nemesis to grab at various angles like the tentacle monster he is.
+Biohazard Rush now has hyper armor from frame 1 until recovery; startup reduced to 8+1; vertical hitbox increased; recovers sooner to allow for post-hyper combos.
The slow startup, lack of immediate hyper armor, and poor recovery make this move almost entirely useless. It cannot be used to counter hypers because of the late armor startup, it is not safe on block, and it does not lead to combos if you happen to be hit. It is not worth the bar of meter in most situations. We improved Biohazard Rush to behave more like the strong reversal option it should be, more in line with hypers like Mach Speed and Bionic Lancer for the featureset it has.
+Bioweapon Assault now better at predicting where rockets should fire; recovers sooner, allowing for post-hyper combos.
Bioweapon Assault sometimes misses opponents, allowing them to recover between rocket firings and punish the hyper as a result. We consider this more of a fix than a buff this should not happen. Like Biohazard Rush, we allow the hyper to link into combos. We do not expect this to improve Nemesis combo damage so much as it will offer him new reset tools, and it may provide some interesting THC punish options.
+c.H super armor changed to frames 8-27; travel time decreased significantly; s.H super armor changed to frames 7-24.
Nemesis is an armor character, but the armor on all of his moves is terrible. His c.H is meant to be a charging armor move, but Nemesis barely moves, and he moves slowly. We improved both of these aspects so he can feel more like the character he wants to be.
+Startup on all aerial normals reduced by 2 frames.
This will help Nemesis be a safer aerial combatant. He has wonderful, wonderful aerials, but it is too easy to air grab him because their startup is so slow. By increasing their speed a bit, we hope to give Nemesis slightly safer approach and defense options.
+Minimum damage scaling for hypers increased to 60%.
Nemesis does poor damage for a heavy character, primarily because his hypers deal very little damage. We provided them with a significant damage boost to bring Nemesis more in line with his weight class. He simply deserves greater rewards for getting a hit in.
+qcb.S now fires a self-aiming rocket with the same frame data qcf.S has.
This gives Nemesis a strong projectile option against superjumping characters. We do not expect this to get used as his primary projectile, as the frame data is significantly worse than his TKed rockets.
+Clothesline Rocket L: 26 frame start up, +2 on block(no rocket, soft knockdown); previous L and M versions moved to M and H, respectively.
Nemesis Clothesline Rocket moves are not particularly useful because they have poor frame advantage and the rockets miss pretty much every character in the game. We added this new Clothesline Rocket so Nemesis can have at least one strong blockstring option, as he currently has none.
+Deadly Reach and grapple moves now steal health.
Essentially, any move involving a tentacle from Nemesis will now perform life leach for the exact amount of health it removed from the opponent. The logic here is that Nemesis is an armored character who is designed to take damage before grappling, and adding life leach will balance out the sacrifices he has to make to get in. We also considered adding armor to his dashes for command grab setups to complete this picture, but some committee members were concerned that this would be too strong.
+Launcher Slam M now has armor from frames 8-29; carries over to the assist version.
This gives Nemesis a better-armored frame trap to make his command grabs more fearsome.
Assists: Launcher Slam M, Clothesline Rocket M, qcb.S (aiming)
A tracking rocket launcher attack is such an obvious addition to Nemesis moveset that we dont know why it isnt there already. It is as though someone decided Nemesis should just not be able to support a team at all. The animation is already in place through Bioweapon Assault, so we added this as an assist. Launcher Slam M now has armor, making it a solid get off me assist. Clothesline Rocket M was retained because it is a common assist for players to choose presently.
Morrigan:
*Shadow Blade M float point reduced (removes Morrigans corner infinite).
This is intended to be a slight change that does not interfere with any of Morrigans combos. It should result in Finishing Shower actually landing more missiles in most situations.
+Shadow Servant THC chosen for all assist types.
This is a change unanimously requested by Morrigan users. Finishing Shower is an unreliable and low damage hyper which doesnt last long enough to mix up opponents like Million Dollars does. Finishing Shower is generally not a good hyper, in fact. Shadow Servant makes Morrigan yet another excellent THC team player, and it opens new Soul Drain combo options for her with characters like Dante without having to sacrifice Dark Harmonizer.
+Finishing Shower hitstun increased.
This change is intended to increase Morrigans DHC options. She currently has difficulty transitioning from this hyper after a Shadow Blade M during an aerial series because of its low hitstun.
+Vector Drain air OK.
Morrigan has absolutely no mix-up options without a pinning assist. She has the most predictable approach in the game, and you always know how she is going to hit: high. She is especially susceptible to chicken blocking as a result of her unusual movement style, and it is uncommon for players to get hit by Morrigan without getting pinned by an assist like Hidden Missiles (which now creates less pin than before). Vector Drain already shares the same animation as her air throw, so no new animations are required. The whiffed command grab animation should be the same as her grounded version, and Morrigans bats can appear around her feet to demonstrate that she is hovering. We feel this is an important change to make to ensure Morrigan has options against characters who just want to run away from her when she needs to rush.
+Darkness Illusion leaves opponent in a crumple state.
Part of our decision to buff level 3s in general. Darkness Illusion is one of two invincible aerial hypers in the game, but its damage is weak and the reversal rarely changes the flow of the game, unlike hypers like Devil Must Die. Leaving the opponent in a crumple state should open up some interesting follow-ups for Morrigan.
+Air throws and Vector Drain (all) untechable knockdown increased by 30 frames.
This change was made so that Morrigan can call an OTG assist to convert off of her aerial throws and command grabs. This will improve Morrigans team variety by offering incentive to improve her game in ways besides keepaway and pinning.
-Soul Fist and Soul Drain damage reduced to 70,000.
We do not feel as though Astral Vision is too strong. Rather, we feel as though Morrigan, when combined with Hidden Missiles, is too strong. We have made significant nerfs to Hidden Missiles, which is too strong as an assist in general. Morrigan has not made any strong performances in the Marvel competitive scene without Hidden Missiles, which cements our confidence in that judgment. However, the amount of chip damage that a player can take during Astral Vision is considerable, and we have thus reduced Soul Fists damage. This reduced damage also means reduced meter gain, which ensures Astral Vision will not be able to self-fund as well as it can right now.
Assists: Shadow Blade H, Dark Harmonizer, Soul Drain
Morrigans present Soul Fist assist is never used. It has a slow startup, low durability, and travels slowly. Morrigans limited moveset prevents us from coming up with solid replacements, but the idea of having an assist that can drain meter mid-combo is appealing. We think different teams will appreciate Dark Harmonizer and Soul Drain for what they each offer. Dark Harmonizer will provide more meter, and faster, while Soul Drain will remove meter and offers some weak neutral coverage.