I am editing Dahbomb's character summaries right now. Taking a long time.
Even if you think Dahbomb's worries are unfounded, you still didn't address my worries with the potentially crazy DHC into astral vision.
Also- I just finished with the grammar fixes!
I don't see why spending 2 bars on Veil of Mist -> Astral Vision and getting the meter back is a problem when this is possible:
http://www.youtube.com/watch?v=JNN1aCcQ4WY
http://www.youtube.com/watch?v=k2I_B7rSK4E
There are plenty of hypers that let Morrigan DHC into Astral Vision and link Soul Drain while continuing the combo afterward. Bionic Lancer, Million Dollars, Chaotic Flame (corners), Dimension Slash, and Phoenix Rage, just to name a few. If letting Phoenix expend meter and gain it back isn't a problem, I don't think this is.
Skrull- We have no explanation for the inferno safety change, only for the "He loves me!" quote change. We need an explanation here. Thoughts?
Add this in:
"Most characters with unsafe attack options have an option to spend a bar of meter to make that attack option safe. Hulk, Vergil, and C. Viper are prime examples of this principle. However, Super-Skrull has no safe hypers. We feel that part of the reason Super-Skrull is not used often outside of his anchor position is his lack of safe attack options. While we certainly do not want to make Meteor Smash safe, spending a bar for safety seems reasonable, especially with the damage drop we gave Inferno."
Storm- It's mentioned in her super jump float assist call annotation that she would have to be hit midair in order to get a second assist call using this technique, but doesn't this go against the system-wide super jump height assist call change?
A second assist call off of Float, we mean. Feel free to clarify.
Thor- in his assists annotation, the term "expansion assist" is used, I don't understand what's meant by this. Combo extension?
I probably mean combo extension. Unless it is Mighty Strike L (Charged), by which I mean an assist which expands outward - the term is used in the strategy guide.
X-23- it's mentioned in her aerial normal hitstun buff annotation that it will make mirage feint loops easier, but those are using grounded normals, no?
She has aerial and grounded versions - I am just talking about the aerial loops.
Vergil- won't the free spiral sword formation switch partially negate our intended nerf? Presently, changing the sword formation gives you the full duration for the new formation. Our patched Vergil always has to spend two bars, but if the player times it well, they can do a free formation change at the last possible moment, effectively doubling the length of time they are active.
I am okay with that. The problem is the lockdown he gets for 1 bar currently. By making Spiral Swords cost 2 bars, Vergil can still only get 2 Spiral Swords out before he needs meter. It limits his options and forces the player to really know what he/she is doing before expending that meter. It's part of why the nerf is reasonable. Vergil is still a killer, but he's not braindead anymore.
There's a big difference between playing Dormammu on point with Dark Harmonizer versus Amaterasu on point with Dark Harmonizer who has the ability to regain meter on VoM. In Dorm's case, the opposing character is not crippled but in Ammy's case they are crippled.
Being able to call 2 assists during the duration of the hyper is more than enough to keep it going for a major portion of the fight. And unlike Morrigan, Ammy can use the hyper safely in the air which means she can get it off easily especially against big body characters.
You are right in that we have probably created more "broken" stuff in the game with the new assists. The difference between that and this is that playing against Ammy while you are slowed down for 2/3rds of the fight is insanely irritating. It's like Vergil spamming Spiral Swords with Dark Harmonizer... yea sure he only gets limited calls during it and he can't do it forever but it is annoying as fuck and it leads into a situation where one player is playing without much thought and the other person is waiting for the utility hyper to be over.
The big difference is that Dormammu can run away very well. Amaterasu cannot. Also, Stalking Flare + Dark Harmonizer builds back the entire bar by the time the flare + 1D2C is gone when done properly. That lockdown is way more fucking scary than anything Veil of Mist offers, and no one uses it still.
Careless Veil of Mist hypers get you bopped. I don't think it will be a problem. If it really is problematic, Veil of Mist's duration could get nerfed by Capcom.
Seriously though, this team will never happen. There's too much risk involved in having to reset the opponent 5-6 times with Amaterasu for the kill. Remember that she won't be ending combos in hypers since she's spending it on Veil of Mist, and her combos won't generate meter either.
I don't see how it would be more annoying than a typical keepaway team. A wall of Hawkeye's arrows combined with Strider kicking me in the face is far more annoying than Amaterasu running around with Veil of Mist up semi-permanently. It's roughly Rimoukon levels of annoying, I imagine.