MvC3 Actual Balance/Potential Tiers Discussion

It does have recovery. According to Sycho’s labwork over in the Dante section: “Appears on other side on 16F. Can act from 23F~ onwards. Vulnerable from 1~9F (same side) and 16~22F (other side). Invincible during 10~15F (confirmed by testing).”

Seems like a pretty standard teleport to me, not sure why it would need nerfs. Random teleports get blown up, as they should.

Teleports as good as Wesker/Phoenix is one of the bigger reasons why keepaway is not viable right now. They can maneuver over all of the traps, and punish a poorly projectile. The teleport can be punished, but …it harder to do so against a character as safe as Wesker/Phoenix is. So yeah, I agree with people complaining about that.

Dante has iframes? I always get blown up on startup

The guide is incredibly off on Air Trick then.

Apparently the brady guide is off, it lists air trick as 10/-/- with a note of 10-15 invulnerable. Inever had reason to question it as it was noticeably faster than all of the 30 frame teleports, especially in how fast you can act after.

How would you buff the (weaker) characters you use to better balance the game?

-Ironman needs to have more hit stun so he can confirm his lengthy hit boxes into combos. His hit boxes don’t cross up, and you have to be very accurate to use those limbs properly for low rewards. I also feel he plays like a character with 100k health, not 950. He also needs a better window for his air throws to be converted into combos. Crouching H sucks, needs to cause wall bounce and be able to combo into if his health remains 950.

-Vietiful joe- Fix his crappy attack range, he doesn’t have to be zero but his normals are just trash, but I honestly think he is a bit underrated though, air dash voomerangs are dope. How about charged voomerang assist?

  • Chun li- low health, weak damage and has a difficult time getting in. Solve at least 2 of these problems, she does a good job opening up people once they are forced to block but that’s too much work for her. In comparison to zero she loses everything to this guy, how about her heavy projectile have ridiculous projectile priority to deal with zoning as she slowly gets in? Or make her switch health with wolvie? Maybe give her a self otg that requires a random assist (wesker style) to continue the combo?

  • Hulk - I think he is a good character but there is only so much he can do on point. If he were too safe he would be cheap, I think his gamma charge anti air assist should be the H version with the down follow up causing the floor bounce. This would be very powerful nearly invincible assist given to a character that is somewhat effective on point and easy to run from as an anchor. He is pretty solid though but this will make him better w/o being broken.

-Spider-man - he needs better mix ups + pressure IMO. How about his L web ball moves slower so you can wave dash after it, H web ball holds longer, or a faster hi low game? Those web throw combos do damage so that isn’t his problem (I would even nerf that damage since I can do 900k meterless thanks to doom) and my spider-man can out right kill any character if he touches you especially in the corner (must dhc for the bigger characters) but he gets zoned and is pretty easy to block (pushblock) with those web swing overhead block strings.

-Skrull - He has potential, i think he needs better normal range, for someone who can stretch his limbs his hit boxes are so trash, I would also give him a spencer style overhead or something. Currently his openings are too unsafe for high level play.

-Sentinal - I don’t use him but i think he needs 1.1 health, but just a weaker X-factor boost or no speed benefits from it like hulk. Not really a nerf but he is a really easy character to open up for that health.

These are the only weak characters I use.

I know jill, tron, lei lei (they need to make her twice as fast, she used to be a mixup queen), arthor, chris, morrigan, felicia, haggar need buffs but i don’t know them enough to determine what.

Removal of DHC glitch will balance out damage but if that happened storm would need just a little more power or better assists.

Only nerfs I would add…
-wolverine should have 800 health as an offensive character that’s hard to hit. He would still be one of the best & easy to use characters)
Maybe removing his self OTG claw would bring some of the better players out of him and create some more execution heavy bnb’s with beserker charge. He’d still be an unblockable beast.

-Pheonix should have her homing fire balls travel 80% of the screen, so her super jump tactics aren’t effective and safe at the same time. Her X-factor healing rate should be cancelled out with Dark pheonix health draining rate or slowed down. Her lvl 3 x-factor damage boost should be as weak as ammy’s considering Dark pheonix is stronger anyway.
The problem with this character right now isn’t the fact that she can revive, it’s the fact that her weaknesses are cancelled out by X-factor. How about her healing field heals her red damage, and her health gets boosted to 600k to encourage players to take advantage of regular jean and nerf Dark pheonix health to 250k since she would be given X-factor anyway (so she isn’t easy to chip). This way we could see Pheonix used multiple different ways, (1) on point with meter (2nd slot character dhc’ing in w/ healing field even when health is full as a safe guard it gives her roughly 900k health if she was healing red health while combo’d), less safe bs zoning with fire balls and we would actually get to see her do cool stuff instead of (2) cracking x factor and killing people in jabs. Make the comeback factor more of a desperate option. She still has teleports, would be able to take some hits, would have good zoning and be more respected…

This pheonix change is a nerf in a sense but a buff to players that actually like the character, why cower with a character that could be extremely fun to use? I wanted to use her but it’s stupid to not go for dark pheonix, but lame if you do.

-Wesker? I wouldn’t change anything really, i personally think him switching health with ryu would be fitting for what they can both offensively do. I expect offensive characters to have less health and zoners to have more.

Sorry for the long ass post, but I’m at work, bored and want to hear your thoughts.

20 frames recovery is nothing considering he can do it after (actually slightly before) making you block a bullet from full screen and calling an assists at the same time since the gun is technically a normal. The icing on the cake is that the gun has such retarded hitstun when hitting someone out of the air that he can actually teleport in and combo. Don’t tell me that’s not all kinds of retarded. I know you guys love your easy mode horseshit, but sometimes it’s just plain stupid.

Let me ask you this, how often do you actually see Wesker get punished for teleporting?

I dunno man, he’d be far from helpless if he didn’t have it or if it was a little worse. No way is it “his whole game.” The guy’s normals are absolutely insane in reach and safety. He has a 1 frame grab with better range than most grapplers that can lead into death and a crazy fast long range very low dash. I don’t think he’d have a hard time getting in,it just wouldn’t be as brainless.

And of course there’s the 1.1 million health.

Without the bullshit gun-teleport nonsense he’d probably be boring as all hell to play, but that just goes to show how lame his design is.

Honestly, I’m on the Iron Man is underrated wagon now too. His abare is still ass though. Give him H and S hitboxes to match his M, change smart bomb to Atk+S and allow them to be aimed again, and delete his c.H, and he’d be absolutely godlike.

Morrigan just needs higher minimum damage and Astral Vision to not be 29 frames to be amazing.

Wesker gets punished for every non beam covered ground teleport in my experience. Everything causes more stun against airborne targets. Wesker without teleports isn’t Wesker, that’s been his main thing for a decade now. His teleports have the same total frames as Samurai Edge has recovery. That’s going to leave him between -4 to -6 on SE hit, and -6 to -8 on block. SE only causes 25 frames of hit stun, and 23 frames of blockstun going by the guide, and experience agrees. No assist on teleport gets his teeth kicked in unless x-factor is involved.

Yeah that’s why a Wesker with Taskmaster arrows or Doom beam assist is really annoying to deal with because both of those characters appear behind Wesker before he teleports. Meaning he can do safe teleports without any visual cue that the teleport is safe until you’re already trying to press buttons at him. Unless you actively hear Taskmaster or Doom taunting you’ll assume the teleport is unsafe and then all of a sudden you get hit and put in a combo.

Ironman is my clutch player and those slight changes would make him dope, underrated? Yes mostly since he is outclassed as the beam assist tri-jumper. I wish his ground fly combos were not restricted to corners and high requirement spacing because of push back, that way he can set up safe block strings and i can just herp derp trijump j.M, c.LM, s.H, Fly, j.LMHS, into low again.

Wesker doesn’t have to teleport right next to the guy. Those numbers are misleading because Wesker actually teleports a little before the bullet makes them block.

You’re not seriously suggesting that all air attacks give characters that kind of leniency to combo afterwards? Wesker’s gun gets a much more substantial hitstun boost, enough to combo after teleporting. There’s no need for it.

Wesker is #2 right behind Wolverine in terms of derpness. His tools are ridiculously easy to the point where a blind person could use them, then you give him 1.1 million health and you have the low risk/high reward factor which makes him insane.

Wolverine/Wesker/Akuma - team press buttons and win

A large amount of combos only work in this game if you can get the opponent in the air mid string, ala Shippuga loop. It’s nothing unique to Shippuga or Samurai Edge. Felicia toy touch combos are another good example.

His hit boxes do cross up it has weird spacing but it can be done how ever if it was easier it would be beyond disgusting tri-dashers should not be able to cross up like that

im not sure what u mean by better window?

chun li needs a faster hitting low and a way to get a combo off a throw

the ground fly combos are not corner only , how ever the relauch bnb is better as it needs less spacing and has better reset chances and setups.

he can do that block string anyways ,youd want a assist though mind you but its still there

I don’t really think he needs hitboxes that cross up. I’d rather them speed up his tri-jump a bit, and give him an actual wavedash. It would give him a Taskmaster-like c.M poke that could go into launcher with ease.

I’m with you on the c.H. That just needs to be retooled. I’m not sure how they’d make it not-terrible, but hopefully Capcom is working on it (though I seriously doubt it). It’d also be nice if his launcher wasn’t so horrible on whiff. I get that you should never whiff his launcher, you should know better, but sometimes whiffs happen.

I’d also love for his Photon Cannon to have a faster start-up, so you could actually use it to punish assists.

Maybe I’m asking for too much though.

iron mans c.m is actually better that taskmasters

and proton cannon is actually the fastest starting non-throw super in the game , i think id actually prefer it to have that super fast start up that slower start up n faster beam

needs to be much safe though

But just raw c.M isn’t really used in marvel unless you’re 50 Sent, and Proton Cannon is the fastest hyper, but only right next to him, if you’re any farther away than that then it’s kinda slow for a beam hyper.

Iron Man kinda sucks, he needs a better launcher and c.H, same stuff that’s been said 100 times already.

raw c.m is used alot by people who know how to use iron man , its his best ground normal , if you take into effect that , its pretty fast , and has a sword like hit box and it starts full combos and can be cancled into anything , once you know the correct spacing you can just fish for it , nothing different than zero or taskmaster fishing for a c.m

i dont really see proton cannon as a “beam” it can still be used on assists though , just like how storms can but being the fastest super opens up some things that only proton cannon and posibly doom time can do

i dont see the issue with c.h sure its not a great move but why do it? if his c.h was a sweep it would make no difference to his execution barrier what so ever

Its the same with is launcher , sure its horrendous on wiff or block , but should you really be wiffing it? everybody in the games launcher can be punished on wiff , iron man isnt some special case there , if you know your spacing , wiffing s isnt an issue you have ages to hit confirm , why would you press it if you are out of range or they are blocking?

Please refrain from making complete tier lists. That should be a rule, I’d rather focus on analyzing why ___ is better than ____.

Because the logic to make Trish bottom tier, under Hulk and Spencer is laughable. You guys dont even know what the criteria for high tier is in a marvel game at this point.

Doom/Haggar seems to be a really good pairing. Both help each other out:

Lariat causes Hard KD, Domm just sH into corner carry or corner combo
Haggar gets any of those Doom assists which are all good.