grandabx
The Flameater
IF I Could Change The Gameplay
1. I would centralize characters into a certain playstyle (zoner, grappler, rushdown, trickster, etc.) and give each one 8-10 special attacks from their custom options based all around using that style to its fullest. Tweak the specials that need adjustments to fit that aimed style.
No more advertising so many damn moves that aren't going to be allowed in serious competitive play. Characters now have a lot more options and aren't fragmented like a spice rack any longer.
2. I would make the combo system into more of a Magic Series style:
Magic Series is a term used for older Capcom Vs. games and refers to the chain combo system used in the games. Generally, players can chain normal attacks together by moving through the Magic Series--starting with light attacks and progressing to hard attacks. In Marvel vs. Capcom 3, the typical Magic Series combo is simply L>M>H
But would make it where you can reverse-chain into an attack that hasn't already been used more than twice in the combo. Making sure there's enough hit stun so you don't have to mash out a full sequence like dialing a number. This leads to infinite amounts of combo starting, mid-point and ending options. I would make more moves mid attacks as well.
3. I would remove Krushing Blows from all normal grabs (non-special).
4. I would make Krushing Blow requirements logical and reward-based. For examples, some requiring a counter hit. Some requiring hitting the opponent unblocked 2-3 times (based on the risk of using the move) and some requiring a certain amount of hits in a combo. What kind of nonsense is Noob needing TEN Shadow Tackles for a KB? Johnny Cage's Throwing Shades and Say Cheese KB's? Needing to miss attacks?
Joker: Why so gimmicky?
5. I would remove the Breakaway mechanic and bring back Breakers from MK9. They would require your full defensive bar and cause the entire bar to go into a 20 second cooldown (no defensive meter regeneration). Like in MK9, they would fully reset neutral and cause no damage to neither player. If you use it, it better be worth it.
6. I would remove chip-kill. Blocking attacks and DOT puts you at 1%. They can never kill on their own, so the opponent must get the final hit unblocked (or an unbroken grab). This leads to a LOT more interesting outcomes that currently don't exist in MK.
7. Fatal Blows would have "0" invincibility frames or armor. They all would have range no further than round-start. They would go away if they are blocked or whiff for the rest of the match. Their requirement to activate would be 20% or less health. When used in a combo, they scale by 15%. Their maximum potential raw damage would be 35%, but they scale with the opponent's health when done raw (non-combo). Minimum damage is 25%.
This makes it so they aren't braindead (no invul), less seen (20% or lower health) and don't automatically mean they're killing the opponent (scaling). The scaling with the opponent's health makes SURE they're not always the correct answer. 20% or lower health allows you to be strategic and try to kill the opponent before it even gets to that point. Also, they're more punishable.
8. Fix special moves to be more viable/ less oppressive. For instance, I would slightly speed up Noob Saibot's Ghost Ball by 3 frames, but would make it a stationary projectile that doesn't move at all. It would linger right where Noob places it (in front of his hands when he shoots it). It's unblockable effect would be time based, meaning after it hits, it only goes away through time (3 seconds). The stationary ball would go away only if Noob is hit unblocked (or grabbed successfully). Frost's Glacial Calving should negate multi-hit projectiles. All teleports would be reactionary tools with enough recovery to punish them for misuse. My thinking on design is always that everything needs a definite strength and a definite weakness. If Ghost Ball is going to be slow, risky and stationary, it should have the strength of lingering as long as Noob is doing his job of not getting hit (unblocked or a successful grab). Simply, risk and reward.
I know a ton of people that won't touch MK just because of the block button and it's arbitrary application into a 2D fighter (which Injustice DID remedy), BUT for making a fix to the MK formula simple, I'll leave it alone. Still, HOW the hell do you go backwards with mechanics? Needing two buttons to block low?
1. I would centralize characters into a certain playstyle (zoner, grappler, rushdown, trickster, etc.) and give each one 8-10 special attacks from their custom options based all around using that style to its fullest. Tweak the specials that need adjustments to fit that aimed style.
No more advertising so many damn moves that aren't going to be allowed in serious competitive play. Characters now have a lot more options and aren't fragmented like a spice rack any longer.
2. I would make the combo system into more of a Magic Series style:
Magic Series is a term used for older Capcom Vs. games and refers to the chain combo system used in the games. Generally, players can chain normal attacks together by moving through the Magic Series--starting with light attacks and progressing to hard attacks. In Marvel vs. Capcom 3, the typical Magic Series combo is simply L>M>H
But would make it where you can reverse-chain into an attack that hasn't already been used more than twice in the combo. Making sure there's enough hit stun so you don't have to mash out a full sequence like dialing a number. This leads to infinite amounts of combo starting, mid-point and ending options. I would make more moves mid attacks as well.
3. I would remove Krushing Blows from all normal grabs (non-special).
4. I would make Krushing Blow requirements logical and reward-based. For examples, some requiring a counter hit. Some requiring hitting the opponent unblocked 2-3 times (based on the risk of using the move) and some requiring a certain amount of hits in a combo. What kind of nonsense is Noob needing TEN Shadow Tackles for a KB? Johnny Cage's Throwing Shades and Say Cheese KB's? Needing to miss attacks?
Joker: Why so gimmicky?
5. I would remove the Breakaway mechanic and bring back Breakers from MK9. They would require your full defensive bar and cause the entire bar to go into a 20 second cooldown (no defensive meter regeneration). Like in MK9, they would fully reset neutral and cause no damage to neither player. If you use it, it better be worth it.
6. I would remove chip-kill. Blocking attacks and DOT puts you at 1%. They can never kill on their own, so the opponent must get the final hit unblocked (or an unbroken grab). This leads to a LOT more interesting outcomes that currently don't exist in MK.
7. Fatal Blows would have "0" invincibility frames or armor. They all would have range no further than round-start. They would go away if they are blocked or whiff for the rest of the match. Their requirement to activate would be 20% or less health. When used in a combo, they scale by 15%. Their maximum potential raw damage would be 35%, but they scale with the opponent's health when done raw (non-combo). Minimum damage is 25%.
This makes it so they aren't braindead (no invul), less seen (20% or lower health) and don't automatically mean they're killing the opponent (scaling). The scaling with the opponent's health makes SURE they're not always the correct answer. 20% or lower health allows you to be strategic and try to kill the opponent before it even gets to that point. Also, they're more punishable.
8. Fix special moves to be more viable/ less oppressive. For instance, I would slightly speed up Noob Saibot's Ghost Ball by 3 frames, but would make it a stationary projectile that doesn't move at all. It would linger right where Noob places it (in front of his hands when he shoots it). It's unblockable effect would be time based, meaning after it hits, it only goes away through time (3 seconds). The stationary ball would go away only if Noob is hit unblocked (or grabbed successfully). Frost's Glacial Calving should negate multi-hit projectiles. All teleports would be reactionary tools with enough recovery to punish them for misuse. My thinking on design is always that everything needs a definite strength and a definite weakness. If Ghost Ball is going to be slow, risky and stationary, it should have the strength of lingering as long as Noob is doing his job of not getting hit (unblocked or a successful grab). Simply, risk and reward.
I know a ton of people that won't touch MK just because of the block button and it's arbitrary application into a 2D fighter (which Injustice DID remedy), BUT for making a fix to the MK formula simple, I'll leave it alone. Still, HOW the hell do you go backwards with mechanics? Needing two buttons to block low?