Good lord this is so wrong. Why would you consider Storm without the DHC glitch? It’s like considering Zero without it.
Her mobility is great. Her rushdown is pretty good. She can call assists during superjumps. Lightning attacks are good. lightning sphere is good. She can self combo off throws easily. Hailstorm murders assists (Don’t use sentinel drones against her). And she blows up Dormammu, does well against ammy, and can out trish- trish.
I’ve seen Justin and PRRog house entire teams w/ her. I think people need to work in more lightning attack crossups to supplement her high/low game.
Needs to be floated, good shit. We like to bitch about this and that being OP, but I think we should focus on what needs buffing first, as it’s a shorter list.
Characters that likely need some help:
Arthur
Captain America
Hsien Ko
Any ideas for these guys? I like what I heard on WNF the other night, if they’d add some invulnerability to Cap’s Stars n Stripes assist (and Ryu and Morrigan’s DPs) they’d be able to have a nice niche as assists. Arthur and Hsien Ko both suffer from bad mobility. A mobile Arthur might be able to provide this game with a solid keep-away character for a change…and I’ve spoken my piece on Hsien Ko elsewhere.
Well, that’s my post to help get us started anyway.
Giving Cap a double jump and some invincibility on cartwheel would be a good start; not that those haven’t been suggested many times before. Hsien-Ko mainly needs to move faster. I run her on my secondary team and any time she’s forced on point with only one assist or less left I feel like the only thing I can do is hope to safely tag out. It’s too hard for her to capitalize on openings, and even when she does she has some of the worst combo potential in the entire game. Even with assists and OTG’s she can’t get much out of a combo, partly because she moves and attacks too slow to keep up, and partly because it feels like she has way more hitstun scaling applied to her combos (coming from playing Zero or Dante and playing her feels completely counter-intuitive). I don’t know enough about Arthur to comment on him.
Perhaps giving Hsien-Ko better keepaway tools (like a faster gong or a taller hitbox on the gong) could help, but being a slow keepaway character doesn’t make any sense for her when you consider her Vampire Savior incarnation.
I really just want XF to be reworked. I understand they were trying to encourage comebacks because they are usually exciting, but comebacks are exciting because they are normally difficult. A comeback in this game is just level 3 XF BS that fails to impress anyone.
Just my opinion, I play a pretty damn good Captain America very often. He does need some stuff, but whether it be double jump or invuln Cartwheel, he only nees one of the two. Both and it might be a little much. Cap is better than a lot of people think. I won’t go into it, but he doesn’t need a lot. One good way in is all he needs, not two though.
-Universal Airdash/double jump should have come back into this game. It would help all of the lower tier problems in this game. I don’t really see why anybody should be aganist the concept. It helps more than it destroys the game.
In regards to universal air dashing they said they were trying to go with authenticity and give characters abilities that they normally would have, not just for the sake of giving everyone an air dash or whatever just because. I couldn’t care less either way, though some characters really could use that extra mobility. Like Arthur. Dear god, give Arthur some mobility.
In regards to Hsien-Ko, I played Vampire Savior for the first time a couple weeks ago and played as her. My first reaction was “holy shit, she’s awesome in this game.” Capcom just needs to do anything to her so I have that reaction again.
Honestly, if all she got was a major speed boost she would be a much more viable character.
This is what I’ve been saying. In level 3 X Factor she can be very tricky. I feel really dangerous when I’ve got her moving at that speed, and it’s not because of the damage boost. I feel like I can actually gasp mix up my opponent a little! And seeing as how that was her entire game in VS, her transition into MvC3 makes me scratch my head.
Wolverine’s super jumped Dive Kick needs to be +0 on block, not +8
Zero’s f+H should be neutral on block
Anti-Air assists needs invulnerability
Magneto and She Hulk’s hit stun deterioration needs to be looked at
fix scaling on DHC glitch, keep combo ability in
Captain America needs invulnerability on his cartwheel, double jump (or air dash :D) his normals should produce +frames on block due to how horridly unsafe his moves naturally are. End result should be neutral on normals blocked.
XF3 needs to be retuned
Phoenix needs to be redesigned so that using her regular form is viable
Chris’s j. 236+L needs to be sped up
Incorrect. When everyone has an airdash, the game kind of turns into an airdash mess. Airdashing is the best way to approach someone because there are very few normal anti-airs in this game. Everyone would go for crossups and jumpins since those are the hardest to counter… ground-based characters worth would drop to zero.
How to fix Hsien-ko:
Remove bombs from item toss (or buff them significantly, explode on contact etc.)
Increase Gong duration on all Gongs
Give her better items to throw
Return Gong to QCB input
Increase damage on Tenraiha, and make it so that the spike balls roll across the ground until offscreen
Increase air and ground mobility, and make it so that she can block during her backwards air dash.
Decrease startup in all Pendulums and make them easier to combo from.
Make her teleport dash more like Karas from TvC (short, but fast)
Make it so that her F+H is better at intercepting jumping opponents.
10*) Dangerous suggestion: Remove height limit on her airdash
11*) Dangerous suggestion 2: Just increase her damage in general, Gongs in air combos can only add so much.
12*) Dangerous suggestion 3: Reduce recovery on Gongs
How to fix Viewtiful Joe:
Buff hitboxes on normals for ground-to-air juggles, give more frame advantage to jumping S on HIT only
Return OTG Red Hot Kick
Remove the Vertical Red Hot Kick and replace it with his TvC Horizontal one
Make it so that Joe can “hover charge” Voomerangs so he doesn’t get blown up by every beam super ever
Let him charge his Six Cannon for more damage
Increase his ground speed a tad (Joe was very fast in his games)
Do something about the god-awful Pink bombs. Either return them to TvC status where you can use Bomb Version A to defend a blocked string of attacks or make it so that it doesn’t hit Joe anymore, or make them unblockable, or something. This is a big hole because Joe has no safe ground combo ender.
Since his launcher has a sad amount of range, make it safe on block like Wesker’s.
Fix his Voomerang travel paths to old TvC ones. Light straight ahead, Medium goes half-screen (from a zoomed out screen) then goes up, Hard goes up and around Joe and functions as a very good anti-air.
Universal airdash doesn’t sit right with me. Also, give the low tier characters some new tools to play with. Other people might call it random, I’ll just call it varied. Give this fighter some more variables and the low tier characters some more viability all in one fell swoop.
yea I agree with the Hsien-ko buffs. Mainly she needs faster speed in general and they need to lower her hit stun deterioration. She would have much more combo potential but people always are able to just escape once the hit count goes too high, and she doesn’t even do much damage. It would be nice if Tenrai-ha bounced them off the ground higher when it OTGs. If it did, it would be much easier for her to setup the DHC glitch with more characters (though there’s no saying they will even keep the DHC glitch in future iterations of the game). Also… yea, having gong be QCB input would be nice, too but not essential.
There are certain match ups with her that just feel completely unwinnable in a one on one scenario. Especially vs Dormammu. Pretty much impossible to get in from full screen. All her specials have too much start up and they just get stuffed by the pillar before they even come out. And her general speed is too slow to outright try to move your way in on him.
My bad… I knew that too. Too much MK I guess. Changing it wouldn’t really affect a good Zero very much though when they’ve still got the buster to fall back on.
Arthur needs a command jump so he cancel his projectiles. And the return of his laser-like daggers while in golden armor.
Hsien-ko needs a faster dashes (both air and ground). Faster Senpu-bu and also be cancel-able just like her vampire savior counterpart.
Universally, add more startup to all teleports in the game (even wolverine’s berserker slash)
Add startup Magneto’s disruptor and less pushback on his Shockwave super.
Fix Wesker’s samurai edge hitstun. Damage or Health decrease.
Reduce frame advantage on Dante’s fireworks and reduce his damage.
Reduce Ammy’s f+h chain damage.
Reduce Zero’s priority on some of his normals.
Add recovery Wolverine’s Berserker Charge and Berserker slash. Reduce his damage as well
Reduce Taskmaster’s damage.
Sentinel needs more dhalism-like normals.
I’ll add more later.
Some of the frame advantage on Wolverine’s dive kick definitely needs to be tweaked. He has an eternity to confirm off those things. Knock a bit of his health off too, comparing him to say Zero (who roughly has the same gameplan) he has WAY more health.
Wesker definitely either needs a damage or health reduction. Not both though, either one or the other.
Make it so Dark Phoenix still drains health in X-Factor. She can keep her utter rape offense but has to play a bit smarter. Seems fair enough.