Fred Marvel
It's actually Freddy Marvel
now first off this thread isn't for the people who think he's fine or "doesn't need buffs" so if that's your stance exit the thread. He for one needs his lanterns might move fixed and a couple of other things. Anyway here are a few small things I think would help him a lot and he NEEDS to be more than a mediocre character.
1. Give him a real wake up.
Wall has some invincibility but every character can jump over it and every one I've tried can stuff it and if you jump wall you're safe from wake up lift so he's free to be punished or just crossed up. He needs a legit wake up.
2. Fix lanterns might.
The move has whiffing issues, if a character is going upward in their jump arc it whiffs 90% of the time even if they are clearly in range, plus off a trait overcharged lantern it has a ton more range so I think the range should be made consistent, it should reach from the start of the round and shouldn't be outraged by black Adams lightning hands. And if it isn't going to be able to anti air it should have the same grounded range it had in INJ1.
3. A slight damage buff.
he just does very low damage for no good reason, the only character I can think off of the top of my head who decisively does less damage is super girl and hers is the lowest in the game but she has a ton more tools than he does, there's just no reason he should do so much less damage than the viable characters (not just top tiers).
4. A practical plus string or special.
His only practical plus string is 2231 and it's plus 1 but he has a 7 frame d1 so any character with a 6 frame d1 isn't really at a frame disadvantage.In my opinion MB wall should be plus 3 on block so he could have some type of pressure or just safety and it would be a good get off me wake up, at the cost of a bar of meter. if not wall then overcharged lantern (db2) mb should be plus
5. Less recovery on his forward dash.
He was given a forward dash with more range to help him deal with zoning but it has so much recovery it doesn't really do much and because he has to dash before a mb roll it makes mb roll not a great option, I can't even count how many mb rolls I have been hit out of because he has so much start up. I just want him to have some better options against the strong zoners in the game
That's all I think he NEEDS, if there was one of these I had to live without, it would be the forward dash buff. Can we agree on these as good changes for him? If not what do you guys think he needs? Is this too much? I don't think any of it would make him overpowered just better, I'm aiming to get him in Harley tier, good and viable but definitely not broken and has struggles still
1. Give him a real wake up.
Wall has some invincibility but every character can jump over it and every one I've tried can stuff it and if you jump wall you're safe from wake up lift so he's free to be punished or just crossed up. He needs a legit wake up.
2. Fix lanterns might.
The move has whiffing issues, if a character is going upward in their jump arc it whiffs 90% of the time even if they are clearly in range, plus off a trait overcharged lantern it has a ton more range so I think the range should be made consistent, it should reach from the start of the round and shouldn't be outraged by black Adams lightning hands. And if it isn't going to be able to anti air it should have the same grounded range it had in INJ1.
3. A slight damage buff.
he just does very low damage for no good reason, the only character I can think off of the top of my head who decisively does less damage is super girl and hers is the lowest in the game but she has a ton more tools than he does, there's just no reason he should do so much less damage than the viable characters (not just top tiers).
4. A practical plus string or special.
His only practical plus string is 2231 and it's plus 1 but he has a 7 frame d1 so any character with a 6 frame d1 isn't really at a frame disadvantage.In my opinion MB wall should be plus 3 on block so he could have some type of pressure or just safety and it would be a good get off me wake up, at the cost of a bar of meter. if not wall then overcharged lantern (db2) mb should be plus
5. Less recovery on his forward dash.
He was given a forward dash with more range to help him deal with zoning but it has so much recovery it doesn't really do much and because he has to dash before a mb roll it makes mb roll not a great option, I can't even count how many mb rolls I have been hit out of because he has so much start up. I just want him to have some better options against the strong zoners in the game
That's all I think he NEEDS, if there was one of these I had to live without, it would be the forward dash buff. Can we agree on these as good changes for him? If not what do you guys think he needs? Is this too much? I don't think any of it would make him overpowered just better, I'm aiming to get him in Harley tier, good and viable but definitely not broken and has struggles still