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Fix my character!!!

HoneyBee

Flash God Lord
Flash's B22 whiffs on Zod so no RMS pressure and he can punish a string that's supposed to be +3 on block lol. His B22F3 also whiffs on about a third of the cast so that kinda sucks. It's annoying having to remember which characters I can use that string on and which ones I can't.
 

rev0lver

Come On Die Young
What's the problem with his hitbox and dash? (I sincerely do not know lol)
It's not just Zod, but Sinestro, GL, and Flash. Zod's IAZB's are basically an infinite on Lex when he's put fullscreen as he can't dash or jump without being hit, and doesn't have a fast enough walkspeed to get in without Zod being able to put him back fullscreen with trait. Sinestro's fear blasts hit Lex crouching from anywhere on the screen. Flash's mb torpedo jails Lex at almost every distance. And he's not able to forward dash GL's b13 rockets. His backdash itself also has horrible recovery.

if lex could deal with certain things he'd flip around into broken
Not really. Like the Flash matchup wouldn't flip around to my favor, I just wouldn't have to deal with the constant threat of mb torpedo. Sinestro would still be pretty bad, he just wouldn't be guaranteed assloads of chip when he wants. Zod would prob be even if I had a way to deal with iazb. And the GL mu wouldn't change that much. I can't see why it would turn other matchups in my favor or moreso in my favor.
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
Fix the second hit of Batman's B11 so it doesn't randomly whiff when done at a certain range. Also can we please make both hits of 22 a mid? I don't understand why the second hit of a mid starting string hits high.
 

Groove Heaven

Jobber-baron
Zod doesn't need anything himself, tbh he could afford to lose some shit. His biggest problem is MMH and it would make more sense to nerf him than buff Zod.
 

coolwhip

Noob
Backdash.
Let's see, and in the corner, where the second hit will get you (or at least you'll be forced to block it) if you attempt to backdash? You can't even meterburn B3 because the second hit will break your armor. It's a quasi infinite in the corner.

And you're a Batman player man, he's got a 6 frame standing 1 which would be guaranteed after a 22 on block and you can't backdash it. So yeah, something tells me the advice above hasn't been fully thought through.

Second hit of 22 being a mid would make Batman pretty dumb. Against characters with poor anti-airs, have fun eating J2 into 22 into J2 into 22 over and over.
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
Let's see, and in the corner, where the second hit will get you (or at least you'll be forced to block it) if you attempt to backdash? You can't even meterburn B3 because the second hit will break your armor. It's a quasi infinite in the corner.

And you're a Batman player man, he's got a 6 frame standing 1 which would be guaranteed after a 22 on block and you can't backdash it. So yeah, something tells me the advice above hasn't been fully thought through.

Second hit of 22 being a mid would make Batman pretty dumb. Against characters with poor anti-airs, have fun eating J2 into 22 into J2 into 22 over and over.
The standing 1 could be ducked and interrupted anyways, and even if you don't he doesn't get to keep pressure without MB Batarangs. The corner thing would be an issue, so then just give the string less adavantage or something then. As of right now, it's pretty useless outside of a combo filler.
 

coolwhip

Noob
The standing 1 could be ducked and interrupted anyways, and even if you don't he doesn't get to keep pressure without MB Batarangs. The corner thing would be an issue, so then just give the string less adavantage or something then. As of right now, it's pretty useless outside of a combo filler.

22 is absolutely useless. The only time it should ever be used is if you connect with bat trait and you jump in to hit confirm followed by a 223. Yeah I'd gladly exchange the +8 (which means nothing at the moment because it will never connect since everybody ducks against Batman making that string garbage and unviable) for both hits to be mid.
 

Barrogh

Meta saltmine
Command grab with Shazam (and a lot of grab characters) should never whiff just because the opponent is mashing buttons. I'm not talking about his grab being stuffed, I'm talking about a well-placed Herculean Might being completely avoided at point blank range due to an attack's startup animation.
I'm soo seconding this. Considering that Shazam's grabs aren't really grabs (more like low/OH with unusual hitboxes and "block advantage" that depends on what you cancel them off), they should not really follow those grab rules.
Then again, I think that people credit too much of their problems to grab immunity. Remove it completely and you can still jump out of grab attempts and full combo punish them. The real reason why grapplers struggle is because tick throws are unsafe mixups in the game where many strong characters have safe or hard to punish ones (naked throws have even more problems, so...).

Another problem stems from the same general design: whether you are required to jump out of grabs to avoid them or go with grab immune attack, the followup is often safe even if grapler reads it and blocks instead. risk/reward is just stacked against it, and then graplers have to get in, which they struggle with in this game against, again, quite a few top-tiers.

I may leave out specific situations here, but in general, I'm afraid that existence of grab immunity really just makes you realize how much of a bill graplers are in this game sooner rather than later.

OT: I mostly played Grundy, but not too much. I don't know if there's anything wrong on fundamental level with him. Aside from what I've typed above, he suffers from lacking tools and characters being hard counters to other characters in this game more than from some mechanical weirdness.

Heck, just read 1st reply on Joker to see what I mean when I'm saying that Grundy works as intended, more or less.

That said, there are two technicalities I'd like to point out: his pain chain is the only move with cosmetic multi-hits that can be wagered in the middle of it, and, on the other hand, inescapable reset (which isn't really that much more damaging than something, say, Flash can do - but this isn't what this thread about though).
 

DarkFire*

Your halo is mine.
Zatanna's cards (bf2) should be -10 on block

Also F2 on hit should never push the opponent away, so I can do the instant jump 1 setups after any f2 :)