Doombawkz
Trust me, I'm a doctor
Things relevant to Bane
Online Instant Rematch Option - You now have the option to rematch instantly or to rematch and select new characters/background after an online player match.
This is just awesome and very welcome.
Building Meter - Slightly reduced the amount of meter gain on specials that can be canceled.
Opponents who use cancelled attacks to build meter at a distance don't have as much of an advantage.
Directional Hard Attacks
· Applying a Meter Burn to Directional Hard (Back + Hard or Forward + Hard) Attacks now inflicts 50% more damage.
· You now take 50% less damage when hit during the armored portion of a Meter Burned directional Hard Attack.
A decently big nerf for Bane, and a buff at the same time. Bane's f.3 and b.3 have incredible reach and mix-up potential, so we can use this to help us fend people off on rushdown. At the same time, it also means we can no longer be reckless with our armor usage because we will no longer be trading in our favour. Level 3 proper management just became even more vital than ever.
Frame Data Corrections – Multiple Frame Data Corrections.
Lets see what unfolds.
Throw Immunity – Completely removed throw immunity from all projectile attacks. You can now throw opponents while they are throwing projectiles, regardless of character.
This means some character now lack a grab-immune attack. As it just so happens, this means Batman, KF, GL... no longer have attacks that can avoid BP on wake-up. This is also an indirect buff to our super since now it'll properly function on a lot of characters whom it would previously fail.
Meter Burning Through Interactive Object Damage – Fixed an issue where some Interactive Objects were still inflicting splash damage after the opponent armored through them.
This also affects us because pretty much everything we have is armored. Less damage from interactables = good for Bane.
Character Changes
Ares
· Improved the hit box on the Divine Order (Medium, Medium) combo.
· It is no longer possible to interrupt his Annihilator super move after is has connected.
· You can now Meter Burn the Warp Transmission special move to improve the recovery time.
· By holding towards during the Front Warp Transmission, you will now teleport further away from your opponent.
· By holding away during the Behind Warp Transmission, you will now teleport away from your current position.
Basically turned from a 3-7 to a 6-4, we now no longer have the ability to shit on his wake-up all the time and are basically fighting an armor-clad Zatanna with slightly less punish damage and slightly worse projectile game... He can now play keep-away somewhat, we'll have to see the distances. If it has the recovery of Zatanna's teleport then we are shafted.
Bane
· Bane now takes 95%, 85%, 70% damage while in Venom Boost (character power) levels 1, 2, 3 respectively.
· Bane can now apply a Meter Burn to the Venom Uppercut when it misses the opponent or is blocked.
· During the Meter Burn Venom Uppercut, Bane no longer has extended armor after the move is complete.
· Improved hitbox on Infinite Crisis combo (Forward Medium, Down Hard) and it is now -8 on block (up from -32).
Damage reduction will help remedy the MB b.3 problem and make us a juggernaut in the meantime.
Applying a MB VU on block or miss is huge in some MUs, the loss of "extended armor" makes me wonder. More research needed. f.2.d.3 being a move that already reaches about 50% of the total screen in pure distance gets both a hitbox improvement so the 3 won't miss AND its only -8 with a low-lying hitbox. This looks solid. Workable, but not overpowering. We'll see what the next set of buffs brings in.
Black Adam
· Reduced duration of Orbs of Seth (Character Power) to 4.5 seconds and increased the cool down to 9 seconds (up from 7 seconds)
· Boot Stomp now has a block advantage of -21 (down from -15)
· Lightning Strike now only hits grounded opponents when performed outside of a combo.
· The Meter Burn version of the Lightning Strike is now -1 (down from +8)
· The Meter Burn version of Black Magic no longer conflicts with hard attack bounce/juggle limiting.
· Reduced the distance Black Adam covers when back-dashing
· Increased the duration of the back dash to 31 frames (up from 26)
· Increased the duration of the front dash to 18 frames (up from 16)
· Slightly increased the amount of damage scaling on combos.
· Fixed an issue where the Orbs of Seth were labeled UNBLOCKABLE during Practice mode when they hit Mid.
· Fixed an issue where Black Adam could stack two sets of the Orbs of Seth.
· Improved Hit Advantage on the Eye Of Horus combo (Back + Medium, Hard, Up, Medium)
This match is no longer a 2-8 MU, we don't care about BM honestly and MB lightning having some advantage drop is nice for us. The main benefit is the loss of backdash. Before we had trouble staying in, but if the changes are what they look like, this could go way down. Discussable later on.
Deathstroke
· The Enhanced Reflexes (character power) activation time has been reduced to 60 frames (down from 85 frames), lasts 3 seconds (down from 5 seconds), and has a cool down of 6 seconds (up from 3 seconds).
· Bullets fired during the Enhanced Reflexes character power now perform less damage.
· The Eye for an Eye super move now has 9 additional frames of armor.
Unblockable bullets are faster, but they deal less damage and have a bigger cooldown with less duration. This means that we don't have the threat of 40% unclashable unblockable damage coming in, I feel it could be 5-5 now.
Flash
· Improved the hit box on the Flying Uppercut special move.
· Slightly increased damage scaling.
· His crouching Medium attack now has a block advantage of -11 (down from +1) and has increased recovery frames when it misses.
· His Speed Zone super move now performs 34.5% damage (down from 38.5%)
· Fixed an issue that allowed Flash’s Flying Uppercut to pass through some characters without dealing any damage.
· Fixed an issue where interrupting the Time Loop (character power) would sometimes result in the background color staying corrupted.
More damage scaling, an unsafe d.1... Combined with our own venom damage reductions, I feel this could venture into 3-7 lands depending on how much scaling this is.
Killer Frost
· Successfully performing a Frostbite parry on an opponent’s armored attack will now remove the armor.
Still only a 6-4, but now she can't milk our armor for more damage. Not too shabby.
Lobo
· The Hook Charge special move now hits as an overhead, has an improved startup of 13 frames (down from 16), and has improved viability as a wakeup attack.
· The Meter Burn version of the Hook Charge now has 2 hits of armor.
· Now loads two rounds for his Nuclear Shells character power (up from 1).
· All Pump Shot blasts now have extended reach when Nuclear Shells are loaded.
· When a Nuclear Shell is loaded, the 2nd Meter Burn Pump Shot blast will have significantly increased damage.
· The Main Man super move now hits the opponent overhead.
This guy will become a problem, and fast. Hook charge mainly, we will need to be very generous with our pressure or we will crumble under his.
Solomon Grundy
· The Pain Chain (Character Power) can no longer be parried.
· Increased the damage on both the regular and Meter Burn versions of Grundy’s Grave Rot Special Attack.
Grundy is still our bitch toast, but I'm happy to see his trait get back its non-parry status.
Superman
· The Meter Burn version of the Flying Punch now has 2 hits of armor.
· Increased the amount of damage scaling on some combos.
· The Kryptonian Smash Super Move now has 5 frames of startup (up from 2) and is now a Mid attack.
· The Ground and Air Heat Vision attacks now have additional recovery frames.
· Slight hit box adjustment to the Cross Swipe (Toward + Medium) attack.
· Increased the amount of damage scaling after using the Heat Zap special move.
These are decent. Increased scaling + venom reductions means a decent amount. His super having 5 frames means more than one might think, basically we aren't getting punished for doing DP. Lazers having increased recovery is great for us. f.2 hitbox changes might be great also, we'll need to see.
Zatanna
· Activating Sargon’s Hat Stance (Character Power) no longer forces the end of a ground combo.
· Loosened the input requirements of her Teleport moves.
· You can now only cancel her Levitate twice during a ground combo.
· The Meter Burn version of her Fire Kiss can no longer be ducked by certain characters.
· Catwoman and Wonder Woman can no longer parry her Ground Magic special move (in Sargon’s Hat Stance) while standing.
· Reduced the start up frames of her ducking Medium attack to 8 (down from 10)
· Reduce the start up frames of her jumping Light attack to 6 (down from 8).
· The Master Puppet special move now works correctly online.
· Increased the size of the hitbox on the second hit of her Multi Kick special move so that some characters can no longer duck under it.
· Fixed an issue that allowed you to perform an infinite combo with Zatanna on larger characters.
No more infinite, but still huge trouble. Still a 3-7 MU. We have to play this one carefully.
Theres our notes, so I guess go ahead and discuss it amongst yourselves.
PND_Mustard
chief713
Doombawkz
big_aug
AK Black Preon
Grr
AA25Mamba
-Deadman-
BiPolarExxpress
LEGI0N47
Maxintensity25
Error
Dog With A Beer
shaowebb
AK coolcmcgee
SUPARNOVAX
Online Instant Rematch Option - You now have the option to rematch instantly or to rematch and select new characters/background after an online player match.
This is just awesome and very welcome.
Building Meter - Slightly reduced the amount of meter gain on specials that can be canceled.
Opponents who use cancelled attacks to build meter at a distance don't have as much of an advantage.
Directional Hard Attacks
· Applying a Meter Burn to Directional Hard (Back + Hard or Forward + Hard) Attacks now inflicts 50% more damage.
· You now take 50% less damage when hit during the armored portion of a Meter Burned directional Hard Attack.
A decently big nerf for Bane, and a buff at the same time. Bane's f.3 and b.3 have incredible reach and mix-up potential, so we can use this to help us fend people off on rushdown. At the same time, it also means we can no longer be reckless with our armor usage because we will no longer be trading in our favour. Level 3 proper management just became even more vital than ever.
Frame Data Corrections – Multiple Frame Data Corrections.
Lets see what unfolds.
Throw Immunity – Completely removed throw immunity from all projectile attacks. You can now throw opponents while they are throwing projectiles, regardless of character.
This means some character now lack a grab-immune attack. As it just so happens, this means Batman, KF, GL... no longer have attacks that can avoid BP on wake-up. This is also an indirect buff to our super since now it'll properly function on a lot of characters whom it would previously fail.
Meter Burning Through Interactive Object Damage – Fixed an issue where some Interactive Objects were still inflicting splash damage after the opponent armored through them.
This also affects us because pretty much everything we have is armored. Less damage from interactables = good for Bane.
Character Changes
Ares
· Improved the hit box on the Divine Order (Medium, Medium) combo.
· It is no longer possible to interrupt his Annihilator super move after is has connected.
· You can now Meter Burn the Warp Transmission special move to improve the recovery time.
· By holding towards during the Front Warp Transmission, you will now teleport further away from your opponent.
· By holding away during the Behind Warp Transmission, you will now teleport away from your current position.
Basically turned from a 3-7 to a 6-4, we now no longer have the ability to shit on his wake-up all the time and are basically fighting an armor-clad Zatanna with slightly less punish damage and slightly worse projectile game... He can now play keep-away somewhat, we'll have to see the distances. If it has the recovery of Zatanna's teleport then we are shafted.
Bane
· Bane now takes 95%, 85%, 70% damage while in Venom Boost (character power) levels 1, 2, 3 respectively.
· Bane can now apply a Meter Burn to the Venom Uppercut when it misses the opponent or is blocked.
· During the Meter Burn Venom Uppercut, Bane no longer has extended armor after the move is complete.
· Improved hitbox on Infinite Crisis combo (Forward Medium, Down Hard) and it is now -8 on block (up from -32).
Damage reduction will help remedy the MB b.3 problem and make us a juggernaut in the meantime.
Applying a MB VU on block or miss is huge in some MUs, the loss of "extended armor" makes me wonder. More research needed. f.2.d.3 being a move that already reaches about 50% of the total screen in pure distance gets both a hitbox improvement so the 3 won't miss AND its only -8 with a low-lying hitbox. This looks solid. Workable, but not overpowering. We'll see what the next set of buffs brings in.
Black Adam
· Reduced duration of Orbs of Seth (Character Power) to 4.5 seconds and increased the cool down to 9 seconds (up from 7 seconds)
· Boot Stomp now has a block advantage of -21 (down from -15)
· Lightning Strike now only hits grounded opponents when performed outside of a combo.
· The Meter Burn version of the Lightning Strike is now -1 (down from +8)
· The Meter Burn version of Black Magic no longer conflicts with hard attack bounce/juggle limiting.
· Reduced the distance Black Adam covers when back-dashing
· Increased the duration of the back dash to 31 frames (up from 26)
· Increased the duration of the front dash to 18 frames (up from 16)
· Slightly increased the amount of damage scaling on combos.
· Fixed an issue where the Orbs of Seth were labeled UNBLOCKABLE during Practice mode when they hit Mid.
· Fixed an issue where Black Adam could stack two sets of the Orbs of Seth.
· Improved Hit Advantage on the Eye Of Horus combo (Back + Medium, Hard, Up, Medium)
This match is no longer a 2-8 MU, we don't care about BM honestly and MB lightning having some advantage drop is nice for us. The main benefit is the loss of backdash. Before we had trouble staying in, but if the changes are what they look like, this could go way down. Discussable later on.
Deathstroke
· The Enhanced Reflexes (character power) activation time has been reduced to 60 frames (down from 85 frames), lasts 3 seconds (down from 5 seconds), and has a cool down of 6 seconds (up from 3 seconds).
· Bullets fired during the Enhanced Reflexes character power now perform less damage.
· The Eye for an Eye super move now has 9 additional frames of armor.
Unblockable bullets are faster, but they deal less damage and have a bigger cooldown with less duration. This means that we don't have the threat of 40% unclashable unblockable damage coming in, I feel it could be 5-5 now.
Flash
· Improved the hit box on the Flying Uppercut special move.
· Slightly increased damage scaling.
· His crouching Medium attack now has a block advantage of -11 (down from +1) and has increased recovery frames when it misses.
· His Speed Zone super move now performs 34.5% damage (down from 38.5%)
· Fixed an issue that allowed Flash’s Flying Uppercut to pass through some characters without dealing any damage.
· Fixed an issue where interrupting the Time Loop (character power) would sometimes result in the background color staying corrupted.
More damage scaling, an unsafe d.1... Combined with our own venom damage reductions, I feel this could venture into 3-7 lands depending on how much scaling this is.
Killer Frost
· Successfully performing a Frostbite parry on an opponent’s armored attack will now remove the armor.
Still only a 6-4, but now she can't milk our armor for more damage. Not too shabby.
Lobo
· The Hook Charge special move now hits as an overhead, has an improved startup of 13 frames (down from 16), and has improved viability as a wakeup attack.
· The Meter Burn version of the Hook Charge now has 2 hits of armor.
· Now loads two rounds for his Nuclear Shells character power (up from 1).
· All Pump Shot blasts now have extended reach when Nuclear Shells are loaded.
· When a Nuclear Shell is loaded, the 2nd Meter Burn Pump Shot blast will have significantly increased damage.
· The Main Man super move now hits the opponent overhead.
This guy will become a problem, and fast. Hook charge mainly, we will need to be very generous with our pressure or we will crumble under his.
Solomon Grundy
· The Pain Chain (Character Power) can no longer be parried.
· Increased the damage on both the regular and Meter Burn versions of Grundy’s Grave Rot Special Attack.
Grundy is still our bitch toast, but I'm happy to see his trait get back its non-parry status.
Superman
· The Meter Burn version of the Flying Punch now has 2 hits of armor.
· Increased the amount of damage scaling on some combos.
· The Kryptonian Smash Super Move now has 5 frames of startup (up from 2) and is now a Mid attack.
· The Ground and Air Heat Vision attacks now have additional recovery frames.
· Slight hit box adjustment to the Cross Swipe (Toward + Medium) attack.
· Increased the amount of damage scaling after using the Heat Zap special move.
These are decent. Increased scaling + venom reductions means a decent amount. His super having 5 frames means more than one might think, basically we aren't getting punished for doing DP. Lazers having increased recovery is great for us. f.2 hitbox changes might be great also, we'll need to see.
Zatanna
· Activating Sargon’s Hat Stance (Character Power) no longer forces the end of a ground combo.
· Loosened the input requirements of her Teleport moves.
· You can now only cancel her Levitate twice during a ground combo.
· The Meter Burn version of her Fire Kiss can no longer be ducked by certain characters.
· Catwoman and Wonder Woman can no longer parry her Ground Magic special move (in Sargon’s Hat Stance) while standing.
· Reduced the start up frames of her ducking Medium attack to 8 (down from 10)
· Reduce the start up frames of her jumping Light attack to 6 (down from 8).
· The Master Puppet special move now works correctly online.
· Increased the size of the hitbox on the second hit of her Multi Kick special move so that some characters can no longer duck under it.
· Fixed an issue that allowed you to perform an infinite combo with Zatanna on larger characters.
No more infinite, but still huge trouble. Still a 3-7 MU. We have to play this one carefully.
Theres our notes, so I guess go ahead and discuss it amongst yourselves.
PND_Mustard
chief713
Doombawkz
big_aug
AK Black Preon
Grr
AA25Mamba
-Deadman-
BiPolarExxpress
LEGI0N47
Maxintensity25
Error
Dog With A Beer
shaowebb
AK coolcmcgee
SUPARNOVAX