I've tried Adamas.
You might need to revision your damage scaling code. Such scaling practically screams "don't use supers during a combo". There's no worth on using the supers if them, during the combo barely do the same damage they do without a combo.
I discussed this with Daniel9999999, and he reviewed the code for me to analyze.
Spoiler, click to toggle visibilty
[State -2, Damage based on hits]
type=varset
trigger1= numenemy
fvar(12)= ifelse(enemynear,gethitvar(hitcount)=0, 1, ifelse(enemynear,gethitvar(hitcount)=1, .9, .8**enemynear,gethitvar(hitcount)))
[State -2, Reset var when the opponent recovers]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=1
[State -2, Dampener itself]
type=attackmulset
trigger1= 1
value=fvar(12)
ignorehitpause=1
The problem with it is that it is doing a hitcount based damage scaling, which, while was that way in MvC, is absorbing most of the damage done by Adamas, you can put a couple of examples here, but the main issue is that its even going as far as absorbing damage from super moves, making them seem more worthless to combo into from what they are. Making poke gameplay more preferable than doing the combos in the character.
Suggestions for this, making sure supers do full damage, recoding the damage scaling from scratch, or using a new damage scaling based on another game that does a lot of combos, another alternative would be using a combo count that only counts the first hit of an special as an individual hit.
For a reference:
if hitcount = 0: 100% damage
if hitcount = 1: 90% damage
if hitcount = 2: 64% damage
if hitcount = 3: around 51% damage, notice how the damage is gone for the most.