Online
S - Add the option to search for ranked/player matches by region
S - The controls, in alt controls b, db, d, df, f moves will be reassigned to b,f to mirror normal controls.
Agree on this stuff. Especially the kontrols. I started off on alternate because of problems with inputs but then had to switch back to default in order to be able to wake up with BF moves on knockdowns with quicker rises. Also, to punish things like Lanterns might or Deathstroke's guns at ranges I kouldn't otherwise.
Gameplay
S - The corner, allow cross ups to occur at approximate shoulder level when opponent is hold back.
S- Across the board damage buff for Supers
Disagree on this stuff. The korner stuff is just hard, which is fair. The super buff would make yolo Supers even better which is just dumb especially for characters that don't have good yolo Supers.
For the Characters, here are my opinions after reviewing it.
Blue Letters mean I disagree with.
Green Letters mean I agree with.
Normal Letters mean it's an additional suggestion.
Flash
S- Increase damage scaling during trait
R- off of a low or high starter, flash is currently able to do 51-58% off one touch
Flash still has to chase people down and make those reads, the high damage he has is a good offset to the risks he has to take and the damage he takes just to get in..
S- decrease pushback on block of normal lightning charge
R- not punishable by a large amount of the cast d/t push back. Flash already has a reliable way to approach with dodge and forward dash.
Nightwing
S- Decrease block adv of MB staff spin from +18 to +6
R- um... +18? um... +40% of a bar of meter? lets do some math. if i have you cornered and i make you block a 1 f1 staff spin MB you are eating 5 of them for x5(.16 + .10 1.25 + 1.25 + 1.25 + 1.25 + 1.5 + 2.63) = 38.15% of chip damage... holy shit batman!
Something better would be to just reduce the amount of meter it builds. This way he doesn't take a real nerf but it stops him from having his MB Staff Spin only kost almost half a bar.. Reducing the amount of chip is also an option.
Batman
-- complete character that lacks a solid "get off me move"
123 or 113 in konjunction with his good backdash are solid defenses. Not to mention he also has a parry that actually make characters like Nightwing in staff think twice. D1, D1, D1 isn't all safe against Batman. Then he also has Bats..
S - none at the moment
R - As the game evolves, this character will emerge has one of the strongest. Although he will be susceptible to rush down, with appropriate bat management he is able to have a bat on screen at all times. This COMPLETELY shuts down most of the roster when cornered and batman is at three quarter screen range and no interactibles are available.
Cyborg
S- Instant activation of trait
R- This is a trait that requires a lot of time for very little gain
His trait is useless but it kould potentially break him if it was instant since hitbox players would probably be able to heal in between shots.
S- Decrease start up of Target Acquired
R- 110 frames is a lot, his zoning is one dimensional, allow more utility of target acquired.
The start up kan become ambiguous and if the opponent is dashing in it sets up traps. It's not that good right now but if buffed kan become overpowered if not handled korrectly.
Green Arrow
As suggested by Paulo. They should kontinue on with the fix to make him crouch when he does low arrows.
S- Remove the ability to cancel to super on block strings, retain the ability to cancel to super on hit
R- as it stands, GA is able to cancel to an unavoidable (exceptions Black adam and a few others) super on block of b21 and 111
He doesn't have a B21 string... But all his block strings into Super are escapeable by everyone's backdash, even B13, 111, and 33.
It's the invincibility frames on backdashes that allow you to do this.
With that said, I think if his kancel advantage returned but he lost his ability to kancel into Super on block it would be a good idea.
Superman
S - Decrease upward hit box of F2 and slight range reduction of f2
R- Superman jails most of the characters at the beginning of a match if just framed. most characters cannot back dash, jump or walk back. At least allowing characters to jump back adds a layer to the meta game. Superman can dash forward and punish. If a character reads/guess that then they can punish or throw. A move that is arguably a top 3 normal in the game has an incredible amount of utility. Its ability to anti air in situations where a character is nowhere near Superman's animation makes it extremely powerful.
S - Breath - 4 on block
R- If Superman did not have the incredible mobility/zoning options leaving breath in its current state would be appropriate. However, there are very few characters that have the ability to zone maintain pressure and essential lock down most characters. With that said, characters with fast starting b3 can MB and interrupt supermans pressure after f23 or f23 breath. If trait is active forget about that option though.
I think the better choice would be to make is -2 but leave him klose like if breath was pulling the opponent in. He still has a 6 frame d1, F23, and backdash but now it allows for the tides of pressure to change a lil bit.
S - Decrease overall meter gain and damage
R- Maybe nerf his damage a little bit in the corner from 71% to 61%. A rage f23~db3, 3~mbbreath, db3, 3xdf1 to 3 breath is 71% with rage.
S- Slight increase of trait recovery
R- as stated
Martian manhunter
-- no comment, further exploration needed
... did you guys hot fix the overhead tele after a b13? if the tele hits u are unable to combo now? he has an OTG off MB martian grab if you didn't know
Raven
- no comment
Aquaman
S - Increase recovery of trait
R - This is a character than cannot be combo'ed/punished unless juggled. There are many characters that are unable to get any damage on this character. A top 3 trait in the game. Leave it the way it is but make players have to use in more sparingly.
In my opinion, this trait shouldn't even exist but this is better than nothing.
S- Decrease chip damage of trident rush
R- it does 18% chip?
Wonder Woman
I don't know enough about her to make a solid judgement.
Scorpion
S- Increased damage
R- the last patch really toned down his damage in addition to his character build nerfs.
I think they should also increase the hitboxes on the second hits of F11, 21, and B12 so that they hit true mid and not wiff on the majority of the kast. (Increase the hitboxes downward not extending)
Hawkgirl
S - Allow clash of MB mace charge
R- ... allow clash, its multi hitting
S- Decrease recovery on mace toss
R- in a lot of case it can be jumped on reaction and punished by other zoning options
Shazam
S - Allow trait activation similarly to superman.
R - By increasing shazams damage potential in will increase the character's viability. In high level player, this is a character that is challenged maintaining pressure
S- 22 no longer backdashable
R- See above
S- B2 will hop over opponents sometimes
R- see above
Is this a suggestion?
S- improve block adv of d3 (currently -11)
R- See Above
Green Lantern
S - Allow push block of of minigun
R- Similarly to the balance of Aquaman's Trident. Require a player to burn meter if they do not want to eat the chip damage
S- F2 hits as mid
R- as described in the in game data
He doesn't need this in addition to all his other moves.
S- 223 rocket, adjust so the rocket hits all characters on hit
R- see above
S- Slight increase in trait recovery or decrease active time of the trait
R- As stated
Two very different changes.
Batgirl
- no comments
Lobo
Don't know enough about him to make a solid judgement.
Joker
S - Further Over all buff of trait
R - Joker is an extremely popular character that is very limited in certain matchups. One dimensional.
I don't think it's the trait that he needs. It's something else, just don't know what.
Harley Quinn
- no comments
Solomon Grundy
- no comments
Zod
- various glitches exist that I am sure NRS is aware of at this time with trait
S- MB kryp rifle to hit on all characters in combos as it currently whiffs on much of the roster
R- As stated
Lex
Don't know enough about him to make a solid judgement.
I feel that he is a character that is very hard to balance. if he has incredible zoning he will be a complete character... possible one of the best
BTW lex has an inf that works on the majority of the cast people do not know about
So nerf??
Catwoman
- no comments
DeathStroke
S- Return character to status prior to nerfs
R- This is another tricky balance. prior to nerfs, the character was tolerable in high level play. However, DS was extremely challenged for casual players AND CONTINUES TO BE!
No. Low gunshots were mindlessly repeatable before since characters kouldn't dash on block.
S- Low GS, return to pre nerf status though tighten up the window to MB so it can be jumped. With the allowed delay, players land on it. If MB'ed right away a lot of characters can avoid it with a jump and continue their approach.
No. What I posted above: Low gunshots were mindlessly repeatable before since characters kouldn't dash on block. Not every character's jump is good. Some float in the air for a while.. Forcing players to jump against projectiles that fast is dumb.
S - Air Gunshot, return to pre nerf status
R - Even when insta air'ed it can be duck and punish by nearly everyone in the cast.
No.
S- Slight improved startup of trait or activation on trade
R- Increase usage and viability of trait.
It's a really good trait but he doesn't need it.
Ares (from alucarD)
S - 223, second hit no longer whiffs on certain characters (hawkgirl, GA et cetera)
R- as above
Even though I'm an Arrow player. I agree.
S- D1 to trait uninterrupted or a 1-4 gap to hit mashers
R- Currently u are able to interrupt d1 to low trait
D1 is six frames and allows for mix ups otherwise. You kan also interrupt Arrow's D1~Low Arrow. Why should this be any different?
Killer Frost
- no comment
Doomsday
S - Decrease upward hit box of venom/mb venom, increase recovery on whiff
R- This has a phatom hit box that randomly hits high arc characters at the peak of their jump. reward a player for showing poise and anticipating this monster.
Not sure about this. This is at discretion.
S - Decrease behind the head hit box of earth shake
R- See above description, this hits behind his head where there is no animation.
lol...
Sinestro
S- B12, allow the 2 to hit as mid and remain -5 OR make b1 -3
R- Sinestro's largest hole is his mid range game. Give sinestro a footsies tool!
S- Improve block advantage of boulder currently -43
R- it is punished by every zoning tool in the game (for the most part). its used in anticipation of jumps, hard to react to low arc jumping characters. limited full screed usage in high level play. its a risk...
Only if they nerf the trait build up. He kan build a significant amount on knockdowns...
Black Adam
As suggested by
Sabin. His strings when kancelled into trait should have push back. That way he doesn't have guaranteed damage like: A string into trait, then throw, guaranteeing damage even if you tech.
S- Decrease adv and meter gain of MB lightning
R- an incredible zoning tool that anti airs, hits low and trip guards... risk/reward
S- Increase recovery of trait
R- It has very good utility and one of the best match closers in the game. risk/reward
S- B23 minus on block or increase push back out of d1 range
R- a safe launcher that is 35% plus on hit confirm or +3 for continued pressure is too strong. Risk/reward to be considered here
Bane
S- ability to cancel Raging Charge in first few active frames
R- give him a juke... its very easy to jump for full punishes. give bane the ability to juke his opponents so its not so obvious
S- Venom x2 with 2 hits of armor and Venom x3 with 3 hits of armor
R- as stated
Seems too ridiculous. He needs something other than the quick remedy of armor.