This is very poorly formatted sorry in advance
TWO TOUCHES
Two touching is fine, there are just a few characters that kind of do it way better than others and way more consistently, these tend to be characters that get clean starters more often than others like mf, annie
I would lean away from a health increase/scaling changes, and advocate more to tune just the egregious sources of damage rather than changing the rules around the whole game. I don't really want these large system changes to mess up less meta synergies and combos. a few things that come to mind are brass assist/annie dp/ms fortune, annie jhp starters, if u get hit by these pre max UD you explode, especially with smart DHCs imo if you just tone down some of these options the "two touchyness" of this game will feel a lot better. Especially if some of the nerfs for the characters described in the original post go through I don't think a system wide "three touch patch" is needed.
MAX UNDIZZY LOOPS + DAMAGE
I wouldn't mind testing out a build with some of the changes from the original post, max undizzy loops are def a pretty big annoyance especially since some characters just do them way better than others. The one I'd lean towards the most is the harsher combo scaling, it gives you some more time to breathe especially when the best abusers of max undizzy loops tend to still do decent dmg at max undizzy.
-I'd have to know more about how the "super gold bursts" work to form an opinion on it, if it just triggers whenever you're at max undizzy (like the first button in a new string) i would not like it. if it worked only at a super high undizzy like 500/235 or something (so the attacker has already executed several undizzy loops correctly) then I would be interested in checking it out.
- the sliding knockdown burst im also interested in checking out, but I would realistically have to play around with it to know how much this impacts games
Ms Fortune
- so true, maybe make it a little easier to stuff with a rising button? Might make contesting it in the air feel a lot better
• Reduced confirm time from Nom seems reasonable.
- yes please, fullscreen nom into dash into getting a stage 2 starter is pretty crazy to me, either make it stage 3 starter so the fortune player gets less reward off hitting it or make it blue bounce so that you generally can't convert off it from long ranges
• Worth trying changes to hit the head more reliably for all characters when it gets stuck behind them, in addition to perhaps locking it out for longer.
Would really like to test a build with longer cooldown on the head after you hit it, especially since some assist calls tend to cover the heads cooldown making hitting it feel really pointless, with everything else that might be getting changed, this might not need to happen though (system changes making her dmg weaker, her best assists being nerfed etc)
• Making her supers easier to punish when they end near the head is a good suggestion.
- she shouldnt be able to move the head when she hits your assist with feral/cancel to headroll if your assist gets hit by csf/feral
- the head should not be able to go off cooldown if it is hit by the super, this prevents csf/feral hitting the head and making it unpunishable with a jab if the mf player does zoom, requiring people to punish it either by pbgcing or by using an invincible move (which not all chars have a good invincible move to convert off off, plus i think the fact that some chars might have to spend bar to even punish should not happen. Weirdness with feral/csf hitting the head in weird ways makes punishing these supers feel very inconsistent and scary for no reason, if the mf player messed up and mashed and I block the super, I feel like it should be a comfortable jab punish.
• She may need targeted damage nerfs on top of any other global changes we may experiment with.
- m/h gato bypassing the 1k dmg scaling thing prolly would be nice to shoot
- her starters are crazy crazy efficient, rekka dmg being lowered a little maybe? (i am not a fortune combo expert but whatever prevents her from setting up dhc TODs from anywhere on the screen)
- make her go from consistent 2 touches to 2 touches given the resources + more touches if needed
• Something about her plethora of very effective defensive options will probably be adjusted, be it Fiber, Headroll, or both.
• For Fiber, letting Ms. Fortune get thrown for attempting it by moving it to strike invuln feels like the right call here. For how fast she can slip away if you're not jumping in front of her, more options to call out Fiber in neutral (with or without an assist backing it, which makes it especially difficult to counter) would be ideal. Making it more unsafe on block so the slower characters can get into position to punish it as suggested seems reasonable too. We'll see where everything shakes out with her defensive options and we're still discussing internally.
- make punishing fiber after air blocking easier, sometimes it kinda pushes u away and it becomes really hard to punish
- make headroll minus or remove the invul, fortune being able to mindgame between dp/upforward button is rly strong and I don't think that belongs on her
- fiber being throwable would be nice but not the egregious part of the character
fortune being one of the best chars in the game i think is fine, the nerfs i suggested above i think are more than reasonable. Depending on how big the other nerfs are, these would be other changes that would be nice but i definitely don't want to nerf her too hard
there's a meme of "just hit the head" and while most of it is kinda a joke there is def some truth to the whole meme
the consequence of just hitting the head for the fortune player is that they're slowly but surely dying, which forces them to go in
you sitting there and hitting the head staying in one place is kinda exactly what ms fortune player would want
its really hard to efficiently "hit the head"
- hitting it with crouching normals tends to push it away from you which only puts you closer to fortunes threat range
combined with her excellent mobility + assists its not hard for fortune to close the gap and stop you from hitting it
make it a real consequence
- currently all damage on the head is all recoverable health, meaning if the fortune is able to tag/safely dhc there is effectively not a real consequence for risking your life and hitting the head
- probably shouldn't be 100% non recoverable health, a split of non recoverable/recoverable
a suggested change to prevent it from messing up combos (wild ideas but i just wanted to throw them out there)
- head no longer has a hitbox when fortune is in hitstun, but fortune takes a small increase in damage (this removes the skill expression of hitting both the head and the body but imo this is so rare that its not worth the annoyances of ur combo messing up)
- not sure if this would work, but if the head didn't interact with any hitboxes while fortune was in hitstun, but still tracked if a move collided with the head and added that extra damage onto the combo
- would still allow for headless punishes that aren't as boring as a flat dmg increase vs headless but might look kinda weird
TLDR:
Make Fortunes supers consistent jab punishes
Nerf her damage slightly
Nom being harder to convert from at long ranges
jLK tweaks
Headroll being minus/losing invul
Peacock
Extra metergain for the defender and/or damage scaling on projectile starters would give players access to more super options to try and make a play with
- Definitely want to try a build with this
"Lenny needs nerfs and/or should be 2 bars"
• Making Lenny 2 bars and calling it a day is probably the simplest solution.
• There are other things that I think could be explored instead while still keeping it a one bar super:
→ No CH damage bonus.
→ Significantly less damage.
→ Peacock builds zero meter while it's out, down from 30% (?) or whatever the current penalty is.
→ Lenny has a hit when placed, and this hit can be blocked making M Bang x Lenny unsafe. (M Bang x Lenny will be unsafe as one of the experiments for her, this change aside. One bar safe on block reversals were removed for Double and Fukua, Peacock should really not be keeping it as a zoner.)
→ The hit from Lenny could also be implemented to remove the happy birthday L Bang x Lenny into teleport 50/50, completely safe, guess-for-your-assist-character's-life mix up, which I think is very strong and worth looking at.
Definitely want the lenny happy birthday mixup removed but any combination of these nerfs suggested for lenny I'd be happy with
- would lean towards keeping it 1 bar but just nerfing the dmg a bit + whatever else you think is neccesary
- nerfing peacocks meter gain during lenny would also be nice but I wouldn't want it to be 0, often times peacock players have an assist that allows them to loop several waves of projectiles after lenny is gone which sometimes lets them build just enough bar to loop another lenny so changing the number to like 10-25% instead would avoid this scenario more
"Bombs should go away when Peacock is hit"
→ Bombs go away on hit, but only after a delay. Using M or H to trade against a dash in or jump in would still be viable, but if you just called the bomb mere frames before getting hit, it would explode before it reaches her. Standing inside of L George and playing footsies as you walk backwards with him would still be viable, but him walking across the entire screen to interrupt would not be, etc. You can envision how that would work hopefully.
- def wanna try this out, if this is implemented we might need to rethink all the other nerfs tho, not sure how much this change would feel in practice (too harsh not enough? don't know)
→ Bombs have atrocious damage scaling applied if they hit the opponent after Peacock goes into hitstun. This experiment was tried briefly before, but this would be a more aggressive version, maybe even scaling down to 20%. Peacock would very much be incentivized to reset ASAP or knock the opponent away, lest she donates tons of meter to the opponent for a small amount of damage in return.
if we don't do the bombs going away on hit then I'd like to see this instead, but probably not at the same time imo
ROBO-FORTUNE
All the suggested robo changes I agree with. I do have a suggestion for beam changes though
- want to experiment with assist cooldown like beo has for H chair, make it less spammable
im pretty sure this doesn't mess with any dhc timings but if it does then idk, feels weird to have such a top tier assist like beam and then beo h chair has 10x its cooldown
- beam being dragged by the screen might also be an interesting thing to look at to make the assist less oppressive/easier to counter call
annie pw double fukua parasoul valentine cerebella filia
- agree with what was discussed in the original post
squigly
- would rather not see the uncharged version of specials being accesible because it would mean you could use normal sing/charged sing on demand and i'm not sure how much of a buff that would be, shes in a fine spot imo so id rather her stay as she is
umbrella thoughts
- ravenous shouldn't do dmg, totally fine with rav being crazy but it feels rly bad dying to two jMP iohs and then the same thing about to happen to ur next char and being rly hard to stop her from being rav with the correct routing
- other than that its okay, maybe we look into overstuffed being more useful in neutral?
- gonna leave it to the umby players to think of something tho
- making jMP easier to land cancel
not many chars can just ioh like that from that far away without committing to an airdash or something, what makes jMP feel rly hard to play against is that even if ur right and you block it, its rly hard to get away from umby afterwards
the way i think about it is like in the para vs big band matchup, para can do dash jump jLP jHPfor a rly fast overhead, but if the band player is careful they can land cancel jLP jHP on block which makes that matchup feel alot more fair
i don't think it should be as easy to land cancel as para jlp jhp but if it pushed u down just a little bit faster so that jMP delay jMK was jab land cancel punishable in certain situations id feel a lot more comfortable playing vs umby
big band
- I think big band is in a fine spot, he doesn't rly need any changes but a few things that might be worth looking into
band beat extend -> delay ssj, yeah its skill issue they could have just waited a bit but it does mean band gets to safe dhc and sometimes you just kinda heat of the moment press jab a frame too early kinda stupid u can just die from that
typmani changes dont really need to happen but it is pretty stupid, i wouldn't be opposed to making it more minus so you can get a jab punish if he does the last hit near you
parry changes i don't think need to happen at all, if they do go through i would like to maybe see an armored move lockout when u parry so you dont get accidental parry -> L brass instead of parry -> jab
not blocking in sg is asking to die so being able to block for a bit and then react to something and parry + jab would be really nice, if this gets added i wouldnt mind parry becoming harder to do