We needs some NR treatment of MK going on IMO. I know the hardcore fanbase do not like change and want it to stay this way like the old days, but I think some changes need to be made.
Unfortunately, I think Capcom basically left this game in the dust and gonna balance it in Super MvC3. So yea nothing going to change really.
Ban X Factor and this game would turn out a little more balanced but I do not think anyone gonna do that lol.
I don’t understand why x factor is in this game, literally every way it’s used makes me feel ill. The way that it cancels through blockstun into instant kill. The way it messes with the damage scaling to let you kill off a throw. The amount of meter that x factor combos generate/save that goes towards a 1 touch or dark phoenix. I won’t repeat the other obvious stuff, but it’s not just the speed/damage boost and it’s not just x factor 3 that’s the problem, I simply can’t think of anything positive that x factor brings to the table. If you play some sets without x factor I think you will find the same thing I did which is that I didn’t miss any aspect of it.
Another complaint I have is is the amount of meter you gain just for getting hit. You can get about 3.5 bars just by holding forward with 2 chars. If you mix in some real blocking and a couple of projectiles you’ll get 5 bars no problem. It’s so much meter that when I catch 2 chars on a phoenix team I need to think seriously about dropping the combo and going for a snap.
Xfactor last 10 seconds all levels, and only gives a speed buff, no damage. That way you can do long combos that do more damage, but you actually have to work for it.
Also, you should be able to use Xfactor defensively, and be able to use it as a breaker.
It’s so hard for me to understand how the developers didn’t think this would be broken. Insane damage boost that makes chip damage uncanny and all regular combos potential CKC’s, impossible to be chipped during, substantially faster, plus a heal move, for your entire team, plus it lasts forever, able to cancel through block stun, able to kill an entire team with one character in 15 seconds, makes 3 to 1 comebacks very common. Seriously, it’s terrible. And that’s just the surface of X-Factor, there’s all that infinite shenanigans that comes from X-Factor
So your options get limited based on how much health you have, I don’t consider this a problem that needs to be addressed. Anyway I don’t know why you feel like you need to reference MvC2 as if this no x factor MvC3 is something we need to visualise. Just boot up your game and play some sets, it plays better.
Pretty much the only possible balance things, though Jill being zombie trapper isn’t necessarily balancing but more interesting.
Honestly, I think the two big issues with Wolvie are his Dive kick and Berserker Slash. Berserker Slash gives him too much dominance on the ground and Dive kick that ground bounces means he rule’s the air. The easiest way to balance Dive kick would be to only make it ground bounce during hitstun. You can’t cancel into Dive kick, so it prevents getting a combo off a j.L to divekick, but it wont mess up his combos that include a dive kick.
Berserker slash isn’t hard to dodge on reaction if you can hear it, the problem is most venues are so god damn noisy its not
Sort of? I meant as in you use it and that’s all you get, but it doesn’t really matter. That defensive option makes all of the other stuff you can do with x-factor a lot less scary.
I would say that the biggest issues with Wolverine are actually Berserker Rage and X-Factor. The former makes most of his stuff really safe, enables raw Berserker Slashes to turn into character killing combos and the latter at level 1 or 2 is exploited better by Wolverine than by any other character and it also does similarly stupid things with Beserker Slash. Between throws and cancelling out of blockstun X-Factor allows Wolverine to score kills (followed by 50/50s on incoming characters) relatively easily. It [X-Factor] is generally the crux of most of the issues that people seem to have with this game and it really is what should be addressed as item one on page one when a list of things that need fixin’ is compiled.
X-factor is something that people have been bitching about since they heard of it. The damage in this game is already so high that on the macro scale, Xfactor at any stage is just another resource. Any competent team is capable of demolishing a character with XF1, the reason we see Wolverine at the forefront of this tactic is because he can easily invade an opponent’s space. If you reduce his ability to get in, then he becomes more manageable.
If you want to use it. You might decide that it’s more cost-effective to save it so you get a higher level of x-factor later. Plus, it USES UP YOUR X-FACTOR. Since that shit is apparently so broken, maybe it isn’t worth using it just to save one character. when you want to use it. You might want to let the combo go for a while to run down x-factor time, or end it quickly to minimize damage.
You also might decide that your character is important enough to break a non-XF combo.
It also means that the person attacking you has to think about whether or not they want to spend their x-factor right now, when you can make sure it doesn’t kill.
yeah most characters im sure can kill off of xf1 especially if they have a semi long combo they can hit confirm xf into.
its just that wolvie lands starters so easily that we see it from him… it could be any other character… shit i remember pre-release dantes doing day 1 marn combo into million dollars xfc million dollars… killed probably most of the cast. xf was being used as a lvl 1 tod mechanism mainly. then big bad robot +pan+ niggas not knowing how to block made xf3 all the rage…
and it seems that we’ve come full circle… back to lvl1 tods.
the thing that truly makes wolvies xf1 tod scary is the mixup on the next character… you could easily lose 2 characters to xf1 against wolvie.
also tokidos teams metagame is just really smart at this stage… if wolvie does well, he will get an xf death combo and maybe kill a character, maybe needing to use a meter, but it doesnt matter so much since he still has a full team to die and give phoenix levels also people have been saying how broken xf3 DPH is… but c’mon DPH is broken in any shape or form so xf3 isnt needed so much. however if wolvie dies early then he still tokido still has a xf3 phoenix waiting in the wings.
basically what i saw is that tokido doesnt mind using meter if he still has wolverine out, once wolvie dies though, then he saves to DPH.
xf1 just basically seems as if it synergizes well with a phoenix team since it gives a tod for no meter or only 1 meter.
smart strategy.
Hulk already has enough trouble getting in, I don’t think there’s any call to nerf anything. I’d also want to keep him in the style of character he has right now and just give him better tools to play that, rather than flat out give him a speed boost. The second hit of Gamma Charge already has super armor, so just giving him super armor on the first hit as well and leave the recovery alone to make him a more reasonable character.
To be honest, I wish he could just Gamma Charge through all non-super projectiles/beams(maybe gaining less ground the more durability hits he eats on the way there) to give him a more solid way in against keepaways, kind of like how you used to be able to Hyper Charging Star through practically anything back in the day. Possibly also make one of his air normals have super armor (probably j.C). He’d still be easy to punish on block, but it’d be a lot more dangerous to press buttons when he’s close to you, and if you push him away you have to be very careful not to let him back in. Characters with weaker projectiles (like Magneto) would have to stay on their toes a lot more.
While I’m on the Cap reference, make Hyper Charging Star completely invincible and give better combo options after it
Dark Phoenix…honestly while I think she needs to be changed, I don’t think the changes need to be too drastic to make her fair. The biggest three things for me would be:
Get rid of the those damn projectiles on her normals. They’re the single reason she’s almost impossible to counter-super, which is what people should be able to do as a valid strategy against a fast teleport-spammy character like her.
Change her light fireball to just be slow instead of being homing. Also, make her X-factor speed boost not apply to the travelling speed of her fireballs.
Get rid of the wall bounces off her traps, she already has a teleport to cross up people coming in, she doesn’t need a free wall bounce of top of it.
Felicia: make her command dash faster in duration, startup and recovery (especially recovery). Like, a lot faster. Like, berserker slash faster.
Spiderman : web ball needs to travel faster and hold the opponent for a longer amount of time (I’d say about +15-20 frames on each version). Also, make maximum spider always auto-target as long as your opponent isn’t knocked down.
Super Skrull: Make 22C do something useful. I don’t even care what, I just want a reason to ever use that move. Also, make Rolling Hook kill low and medium priority projectiles.
TBH, he’s pretty fast. He’s just easily stuffed by projectiles.
Hulk should have armored normals.
His dash is quintessential “Hulk”… it stays.
The general consensus is that if Hulk gets armor on his GCharges he’ll be broken. He should have Projectile Armor and Durability based on the strength of the button used with distance values conversely related to the durability of the charge. I’d argue that it should be safe on block from any distance and unsafe on whiff but cancel-able before complete stop.
Side question: What if Gamma Charge was considered a projectile?
Gamma Tsunami needs no damage nerf. In fact, now that I think about it, he should be able to OTG with it off a normal throw.
Seriously, all they have to do to fix the game is to make x-factor damage scaling the same as regular damage scaling.
For those that don’t know, x-factor damage scaling only goes down to 50%, regardless of number of hits, whereas normal damage scaling just keeps going down.
This is why xf1 wolverine, off a THROW, can still kill a character without using meter.
Try it in the lab. When you’d normally only do about 300-350k damage off a throw combo, you can easily do 1.3mil+ with a simple relaunch combo.
That means, even though wolverine’s XF1 damage bonus is only 130%, he can do 400% of his normal damage because the scaling stops.
Since a throw already scales damage down to 50%, no further scaling occurs.