Heroes and Heralds mode discussion thread

Someone said MegaMan Classic was on Demon Village when you put capcom card rate on MAX. I did eventually get him there. The Galactus stage on heralds is only churning out FFF now, while galactus stage on heroes is only churning out Bloodia for the most part. I still need S rank cards: CapCom, Serpent, and The Watcher.

And a bunch of other cards too I’m guessing since I’ve only unlocked 93% of them, according to the titles I’ve collected.

Well I got Megaman on one of the Hero stages without any rarity boosters.

Fin Fang Foom and Thanos I got at the same time on the Heroes side Galactus Stage. However, FFF is more common than Thanos since I’ve gotten him 7 times from that stage and I’ve only gotten Thanos once.

Blodia is on every stage and I get him more than most common cards.

Well, I just got The Watcher playing online.I now apparently have 95% of the cards. :slight_smile:

Hopefully an offline vs mode happens because the trainning room thing is a fucking hassle to set up every time.

Newbie question…

But how do you get new Herald Colors?

I’ve played everything to 100% on both Heroes/Heralds side.

Be on the winning side at the end of the weekly online campaign.

Does anyone else REALLY hate this a ton? I can’t understand tying an unlockable to an online mode like this.

I’ll complain for you then. The fighting game crowd has two main problems right now:

  1. young gamers are too lazy to learn fighting games
  2. the existing player base is too small

what is their solution? Let’s split our already tiny players base in half, confuse them as to what the actual ruleset should be, and make the game based on grinding rather than learning. The best part about fighting games is that your exp level is in your brain, not the save file. Now it’s all based around dat foom.

Don’t get me wrong, I played the first round, had fun until I actually had to play a match. Win or lose, you don’t learn anything. I don’t think MvC3 should be trying to be WoW’s little brother, they should be informing these new players about how fighting games are already better.

You take marvel more seriously than capcom. I think they want vs games to be stupid and fun. How much do you learn doing un reactable mixups and xfactor level 3 comebacks. This games candy and you are treating it like steak.

This mode is getting kinda dumb. Hard to find matches, everyone just whores out fin fang foom. I get the win streak bonus so I feel like I have to play to win and just steam roll everyone with FFF Wesker decks.

I really wish they hadn’t focused on adding stronger x factor mechanics and instead it was all gameplay changing elements like the air dashes, parries, etc etc. It just seems like no matter what you have, nothing trumps just killing people in 1 easy combo. Fuck air dashing and going invisible, just ABC death and get that win.

Hmm, I got 3 Heralds colors. Now I’m just busy in the lab coming up with cool combos. I think the “cancel normals into dashes for 1/2 meter” card is underrated. Look at Strider, for example. He can now convert into a full combo from a full-screen low, his dash xx slide. Doctor Strange can get all swag with [Impact Palm xx Dash] xN, and Sentinel can infinitely loop his Cr.M as long as he has meter. Are there any other cards that let you dash cancel grounded normals? If there was one that didn’t require primary like Elektra, I’d be gold. Mephisto primary + Elektra + the card that reduces meter usage rate > Fin Fang Foom, in my opinion.

So I got all the S Rank cards by going on the list earlier in this topic and I got Steven by purposefully losing on City that Never Sleeps until it was at 0% and then fighting up to 100% again.

I know it’s hard to remember where you got mundane cards, but does anyone know what levels commonly have Chuck, Bullseye, and June? Those are the only 3 I need and I have trouble getting C ranks without losing on purpose, so I kinda need to know what stages to spend my time on.

the double luke cage + sabertooth is wayyyyyyyy more stupid than FFF.

I tried it and raped a triple Dark Phoenix FFF build simply with it.

2k life accelerated main team That regenerate.

Also if you got mirror card match up with this it’s so stupid…first one to lose a character shall loose by timeout.

I think I’m gonna stop playing H&H for a while. I’m trying to be creative, using dash-cancel cards and parrying, and everyone’s just cleaning up with Foom or Fou-Lu paired with Akira. I’m sick of this stuff :confused:

FFF isn’t even that good except as a counterpick against zoning teams. Stop sucking.

Thanks for the input! I’ll take that advice into consideration, and practice not sucking!

At least I know I’m not the only one who’s frustrated. This is why we need H&H lobbies, so we can play together without Fin Fou-Lu Foom.

Currently running a Fou-Lu/Edgeworth/Akira setup:

  • 3 uses of X-Factor instead of 1
  • 2 extra meters upon each activation of X-Factor
  • greater damage boost during X-Factor

In most cases, I can touch the opponent, pop XF, and then finish off their current character with a little bit of XF to spare for the incoming character (and moreso if I’ve happened to lose a character at some point).

I’m experimenting with other cards to go with the 2x Luke Cage setup besides Sabertooth. I like Myria as her health regen is greater and she also gives a health regen to assists, but this card only takes effect while you’re losing. I also believe Grandmaster gives a greater health regen than Sabertooth (lv3 vs lv2, iirc).

Honestly. I think the biggest thing with FFF is the fear that gets created by the idea of permanent x-factor, rather than the card’s actual power. They’re losing their hypers and losing XFGC, both of which can be a big deal ( and early in the match often negates the bonus of having X-factor to begin with ). I agree with you that Fou Lu is pretty dumb though.

As a counterpick, it’s really strong if you know your opponent likes chip or zoning ( I know at one point I was playing a team pretty much built around the idea of powering up hypers and burning tons of meter to force early XF or to utilize near ToD -even blocking!- THCs). But on its own it’s not as terrifying as it originally seems, as long as you focus on the match at hand and not mindfuck yourself.

Actually I think that’s a big issue with the sabretooth + luke cage setups too, demoralization due to a seemingly insurmountable wall of HP to deal with.

Speaking of counterpicking. That’s one of my least favorite things about HnH. Lots of card setups are really, really counterpicky in nature, but for your first match against a given opponent, you’re flying in blind, so you reach a point where if your enemy is good enough you can lose the match off a bad guess at deck selection, or vice versa.

Lobbies would definitely be nice though.

^ Yeah, that’s another reason why having only 3 deck slots kind of blows. There’s actually enough strategy in deck creation to justify having up to a dozen decks on hand between general use, counterpicking, and gimmick/novelty stuff, but oh well.

The way I see it with FFF is to play characters that have strong combos without meter and that do resets well if the opponent somehow doesn’t survive. I play Wesker / Dante / Strider with Wily / FFF / Mephisto. As long as you play a team that doesn’t need hyper combos for damage, you’re not really hurting yourself at all. Regenerating health, no chip damage are also passive abilities by nature with permanent x factor.

When I go online I always roll with that deck and then a Godot / Fou Lu / Fou Lu deck, so I can counter pick the FFF users I encounter repeatedly. Third deck is my “for fun” deck with air dashes and super armor and what not.

Anyone else give the Batsu card a whirl just to see how ridiculously fast you have to mash to get max damage out of certain hypers?

Felicia’s level 3 apparently has a cap of 82 total hits (30 hits 400k base damage + 52k mashed). Closest I’ve ever come to doing that manually is 76.