Dave how can you ignore Batgirl's smoke bomb on whiff being safe..? :I
-Shazzam should also have full armor and 20% total damage on MB Bolt of Zeus
Anyway heres mine for Superman:
F2d13 comes out on block but opponent is able to interrupt
MB Heat Vision has less pushback on block to allow more pressure
1,1,2 Now causes a ground bounce and a hard knock down if used as an ender
1,1,2 is -1 on block
Gain the ability to cancel rising grab into a divebomb by spending 1 bar
2.2.3 is now special cancelable
FIxed bug where MB Flying Punch does not whiff on last it when Superman is on 1st player side
DF3 (slide) is -5 on block
Less startup on B3
D1 canceled into MB Breath combos
-This would allow some other options for pressure in MB heat vision and F2d13 which are both interruptable at certain distances.
-It makes his most useless string 1,1,2 usable as even though it still hits high, it can now be a starter, ender, and a true 50/50 by canceling 1,1, into low scoop.
-MB rising grab is already pretty useless (unless on Wayne Manor) and rising grab is one of his best wakeup attacks but is unsafe and doesn't lead to much damage. By spending a bar, this patch would allow a followup that would give combo potential. It also makes sense he is able to do so since he can already cancel Rising Grab into air heat vision and that other characters' wakeups allow combo followups. Ex: Batgirl, Flash, Aquaman, Nightwing, etc.
-2,2,3 is Superman's other main combo starter and by making it special cancelable allows it to have more combo and pressure potential by canceling into breath, MB heat vision, or trait. Superman could also get a cheesy overhead to low mixup by canceling it into low scoop.
-Fixing the bug to Flying Punch stops him from getting punished for using a move buffed in the previous patch.
-DF3 already has great range and goes under projectiles but is extremely unsafe. This would help in certain matchups like Martian, Zod, and Raven who can easily zone Superman out. However, he can still be pressured upon the opponent blocking it.
-B3 has decent range, its about a little more than his pre-patch F2, but takes a long time to come out (30 frames) while having lots of recovery. Which makes some corner combos, and MB B3 anti airs on reaction not practical. It also is one of his most damaging combo starters as found by
@TONY-T (51% one bar and trait.) This would make it so Superman's combos don't drop easily and give him a powerful and more reliable anti-air at the cost of 1 bar.
-D1 combos into everything but MB breath and MB breath is a main combo starter for Superman. All specials canceling from D1 are interruptable except low scoop which isn't a very good starter. At the cost of 1 bar Superman's decent ranged D1 can become a great footsie tool that can be hit confirmed into his BnB.
Fair? Let me know.
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