If you could make one change to the mechanics (no troll)

there is zone in mvc3. Brand new game and no one has figured out the most successful team combination. People are making claims based on 8 months worth of trial and error, thats not fair.

zoning characters in this game build more than rush down character from zoning positions. Storm is all rush, mad shitty projectiles. So when she plays against dormamu for example, dormamu’s basic zoning game plan builds him bar. There is nothing storm can do to build bar other than to sneak in and hit buttons and she could very well eat life to do that. For sure she’ll eat chip damage. modok\dormamu can build more bar against storm than storm can build against them because of the way it works in this game. Pure rush down characters can’t build bar from that far away because they’re not designed to. Characters like modok\dormamu can zone like a mother fucker but also create poke patterns and long ass combos that also build bar so they have 2 dynamics to get meter and storm only has 1, get a hit.

in mvc2, I could dump 1 bar with strider\doom and build over 1 bar back. If you knew what was up, strider could turn 5 bars into 20. Like jesus breaking bread! Storm could win the whole game in mvc2 by not landing 1 mixup EVER and running away with sj.fp’s and hails. You have to draw a really fine line. If it takes 100 wiffed specials to build bar, its too impractical. if its like mvc2, its too easy… If there is compromise it could work but its unforeseeable what someone will do with it. I don’t think the developers wanted strider\doom to build that much bar back every time he dumped meter in mvc2. It was pretty fucking broke.

I’ve complained about the throws in versus games since xvsf which were spammable optoin selects too. Really easy to fix throws, make them a button sequence like sf4\sf3. fwd or bck then 2 attacks+S should be the throw to get rid of durpy ass option selects.

Tough decision between this, Cr.l confirms, and character’s :h: being their best attack as well as their throw. There’s no reason for Task to be able to spam Mighty Swing for years which is hit confirm for lots of his combos as well as it being his throw (which he can combo/super off of) if he is close enough.

Medium mapped dive kick works for Akuma.

I’d split x factor into 3 different things with 3 different levels
.power increase: what it sounds like, no KFC, lv1 10% 20 secs,lv2 20% 30 secs,lv3 35% 35 secs
.speed increase:what it sounds like, limited kfc (can’t be done during [S]supers[/S] HYPERS I MEAN HYPERS), lowered hitstun on certain moves, time is same as PI, lv1 5%,lv2 13%, lv3 15%
.XFC: x factor cancels, XFC can be done anywhere by pressing the 4 face buttons, small hitstun increase,lv1 1 xfc, lv2 2 xfc(s?),lv3 4 xfc(s?)

I like that idea.

Yes. Yes, a million fucking times yes.

Why can’t we dash? I mean seriously? Why can’t we super jump either?

OH WAIT! Giving zoners a chance TO ZONE isn’t Mahvel AT ALL! YOU BE WALKING AN YOU BE GETTING GRABBED.

P.S. Whiffed meter building is stupid. X-Factor being grossly overpowered and a one-time deal is stupid. One-touch kills are stupid. 4-way mix ups on incoming characters are stupid. I mean seriously, if Capcom meant X-Factor to be the come back mechanic, why the hell did they A) make it only usable on the ground, and B) make it to where when a character dies you are royally fucked coming in?

Because you should be encouraging the players to always engage, basically.

I should note, on block? Both sides should totally get meter. Any contact really.

Welcome to Marvel.

I think I said that somewhere in my post. But uh… If marvel is the complete opposite of balance and fairness and you’re willing to fully support that statement, I’m canceling my pre order for UMvC3.

Funnily, you say Welcome to Marvel after him saying something that’s not in the game is stupid, well… lol

add 200,000 health to every character. Its ridiculous how fast games go. and its not even built in 2/3 like other fighting games!

TACs cannot be stopped, but cost one bar of meter and do not clear hitstun decay. Can be done off of any hit, not just during air series.

I know whiffing for meter is not there, but it doesn’t change the fact that it’s an element of Marvel and you shouldn’t hate on it. Same with ToDs and mix-ups on incoming characters. That comes with the kind of game this is.

Why? Don’t you want Chris to be crazy good? I do. I want every character on that Vanilla Wesker status, and not just ok. That’s what makes the game fun for me; when every character is more than a threat in one way or another, and not just a few characters.

When people see Wesker, Phoenix, Dante, or Sentinel, they go “Oh Shit”. When they see Chris, Cap, VJ, or or Spidey, they go “Lol mid/low tier hero”. Everyone should be scary.

If they dont clear hitstun decay then theres hardly going to be a point. Id rather they cost a bar of meter, clear hitstun decay, and no countering/other effects like taking away meter or adding damage.

Wesker status? j.2H, s.6H->H spam?

I don’t care about threats, that’s fine and dandy with me. It’d just be nice if those threats had some serious nasty inputs or tight-frames to do the shit they do instead of MvC3’s godly-forgiving system.

I hear you. That’s a byproduct of Capcom’s casual friendly engine. It sucks, but It’s not going anywhere anytime soon so they might as well make things interesting for the roster. It doesn’t have to be ToDs; there’s other ways of making characters intimidating.

From what I gathered about Chris in Vanilla, that dude was a bag of chips. He could run a grenade chip lockdown and there wasn’t much the other guy could do. They could buff his chip damage and make people afraid of blocking against him. Now he’s got something other than OS throw to open people up, and Chris moves up the tier lists.

Me and a lot of other people over in the Haggar forums want his command grabs to hurt alot; something like 400k. We want players to be afraid of the mayor when he’s at point blank range; something that’s always been the case with grapplers but not here. This balances him out because unlike traditional fighting games, it’s almost impossible for pure grapplers to get close without a good assist. Up the tier lists he goes.

Capcom games aren’t gonna get any harder execution-wise, so it’s best to forgot about that and focus on what can be done to make everyone criminal.

They’re supposedly trying to remove ToDs, so we can either breathe a sigh of relief or roll our eyes at the loss of a ‘vs’ series trademark.

Chris really isn’t that bad, it’s just that he needs to get a zoning game set up before he can do anything. Problem is, since from the beginning of the match anyone can sit on his balls, he never really gets a chance.

I’d really like to see Haggar get something, but the truth is… Grapplers really have no belonging in a game like MvC. It’s all about Air Dashes, Teleports, and pistols with BS hit stun babee!

You’re right about the execution… Kind of pisses me off how after playing 4k+ matches with Chris I can pick up Magneto and learn his combos in a day, put them to use after another, then successfully ToD on the third day after learning him. The problem is I know why and it really bothers me… Count me as another vote for low tier being as broken as high tier.

Again, why? why is it bad if a fighter’s goal isn’t always to “engage”? The game as it is now feels very one-dimensional in terms of playstyles. Despite how unique each character seems at first, everyone’s goal in this is “get in close, do mixups”. Any character who cannot achieve that goal is automatically deemed low tier by the game itself. There’s no real trap teams to speak of (maybe trish scythe super -> raw tag?) and zoning teams are a ghost story. giving meter for whiffed moves would be the first in a very long list of changes that would help add variety to this game.

Wiffing to build meter doesn’t promote zoning, it promotes running away, by which I mean, non-interaction. No mechanic should promote non interaction. There are los of ways to strengthen zoning withoug implementing somthing like that.

One idea, would be to borrow an idea from GG/BB. Let the zoning character actually do combo’s at range, rather then simply throwing out crap for random chip or hits. Ultimately, in a high mobility, anime-style game like MvC3, Zoning is going to look different then in something like SF4. I think so many people want the ryu style fireball/uppercut which just doesn’t work in this type of game.

Holy crap, I just heard the Thunder-Lightning effect of at least 20 Rocket Punches.