This would make him viable imo...
Character:
- Make his jump less floaty
- Increase his initial walk forward speed and distance traveled
- Change his MB roll recovery
Basic Attacks:
D1 - 6 frames, down from 7; hit advantage +10, down from +15
S2 - 20 frames, down from 30
F3 - 32 frames, down from 35; +5 on block, up from 0. Change the hitbox so that the move (an overhead) can not be low profiled.
B3 - 30 frames, down from 35
Combo Attacks:
113 - on block, -6, up from -11; Gap removed
B12 - Gap decreased
B223 - Gap decreased, recovers faster on hit allowing easier follow ups
F233 - Recovers faster on hit allowing easier follow ups
Special Moves:
Up Vine Grab - Change notation to db1 to make it easier to use as an anti air
Vine Grab - All variants of Vine Grab can now be meter burned to gain one hit of armor. Vine Grab can then be MB again to do the additional damage
Log Kick - Change notation to bf1 to accommodate Up Vine Grab notation change; now -6 on block, up from -14.
Bio-Fission - Change to mid, comes out during trades; MB now teleports Swamp Thing in front of the opponent without the knockdown, leaving Swamp Thing +15 (the opponent can block).
Green Kingdom (Super) - 12 frame start up, down from 25; -12 on block, up from -22
Character Power:
Abigail's Garden - While standing in trait, Swamp Thing now gains one tick of meter similarly to how the opponent takes DoT. When using Control Abigail's Garden on the first active frame, this would result in roughly a bar and a half of meter gained. Trait still retains same properties it currently has as well (DoT, no dashing or jumping, goes away on hit and push block)
Do this NRS.
IT'S TIME TO SAVE THE GREEN!!!!!