Could you add to the Iron Fist blurb that his rekka overhead is never used to open people up because it causes a bounce that prevents his combos from being able to use Crumples or launchers and that its an imperative change to remove that? Really that is one of the biggest things in his change log aside from the rising fang access and air utilities.
Alright I will add that in.
I have fixed some of the grammatical errors in the changelog as recommended by Zissou along with other fixes. The changelog is updated. I haven't added my explanations in yet because they aren't proof read yet.
There were some controversial changes that I didn't add in. Some of the stuff included:
*Amaterasu's Veil hyper and Soul Drain interaction. Some concerns over potential DHCs Veil into AV for Soul Drain combos that would build the meter back enough for a second maybe even third AV. A big component of the patch change was limiting her meter gain in the hyper so if this is another way she can get loads of meter then it needs to be addressed.
*The Phoenix overhead change of course.
*The Hulk Gamma Quake change.
*Nemesis's life drain mechanic. Right now I have completely removed it because it's very non specific as to how the life steal mechanic would work. Honestly I would just rather scrap it.
*Chris's Shotgun change. I think I agree with Zissou that a 10 frame reduction is too much, would be safer with a 5 frame reduction.
*Jill's Machine Gun hyper. Zissou brought up that it would double the damage, I showed that it wouldn't really change the damage much and that's the problem... the change is insignificant. Instead we should be asking for the spray of the bullets be slightly altered so that a majority of the bullets hit face down forward from where Jill is arcing. That is where you need the bullets to hit the most and it would also buff the damage of the hyper when she uses it OTG. Basically what I am saying is that the problem isn't the damage of the individual bullets or the number of bullets... its the percentage of bullets hitting in the spot that you want them to hit. We didn't change this aspect of the hyper so if only 1/4th of the hyper is hitting at that spot in the neutral then that is the reason it does pitiful damage.