Heaton
NO MONEY DOWN
So altogether, not bad. They retooled his trait so we can definitely get it off of more hard knockdowns, and possibly get it off much more easily at fullscreen against other projectile characters. They also gave his super a bit more armor, which is nice, since I've ended up doing a super and then eating all sorts of sadness - usually stuff like doing a super into an interactible with lots of active frames, like furnaces.Deathstroke said:· 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.
There's also how other characters got buffed or nerft that may affect us, too:
Though I can't think of any specific situations against Batgirl, having a bigger hurt box is always a detriment, and this might make dealing with her a bit more tolerable.Batgirl said:· The size of her hurt box was slightly increased, meaning she will be vulnerable to a wider array of attacks.
· The ducking Light attack can now be parried correctly.
· The Bat-Wheel can no longer be ducked by certain characters.
Oh thank God. 3 seconds is an eternity in fighting games, and this should help us better match Batman's up close game. The b+2,3 nerf is also nice if you've ever had the joy of playing zoning Batman that just b+2,3 away all day.Batman said:· Mechanical Bats (Character Power) regeneration has been increased to 9 seconds (up from 6 seconds).
· Increased recovery time for the Stay Down combo (Back + Medium, Hard) when it is blocked or misses.
· Straight Grapple can now be evaded/parried by projectile-counter special moves.
That's a lot of stuff. Divekick being even more punishable is nice. MB Lightning Strike isn't amazing on block, so more chance for us to shoot guns. Dash nerf should definitely help all around, whether trying to play footsies or tagging him with shots when he's dashing at the wrong time. And of course, more damage scaling is always nice.Black Adam said:· 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)
So now Catwoman with meter can deal with High, Low, and Air shots better unless we meter burn them. Might be time to start looking into Machine Gun. Other than that, just calm down and be aware of the situations where she'll want to do it, and punish her for trying.Catwoman said:· The Meter Burn version of the Cat Dash now has two hits of armor.
· Both the High and Low Feline Evade now have 1 start up frame (down from 2).
Same as Catwoman.Doomsday said:· The meter burn version of his Venom special move now has two hits of armor.
· If Doomsday is hit into a 3D wall bounce while his Doom to All (Character Power) is active, the Interactive Object is no longer rendered useless for the rest of the match.
So this one is very interesting. He's got the whole "more armor on a move" thing going that Doomsday and Catwoman have. He can also still punish guns from full screen with his super. The big change for the match-up seems to be from his Heat Vision having more recovery, which could make dealing with his laser zoning even easier. And of course, more damage scaling on Superman is always nice.Superman said:· 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.
Discuss away, Assassins.