MvC3 Balance Tweaks Take 2: X Factor Harder

No it doesn’t. Damage scaling without x-factor stops at 10%. But your point still stands.

If by fix you mean making X-Factor suck then you’re correct. IMO the two most strategically interesting parts of X-Factor are not on that list in blockstun and rapid cancelling. Also I’m not sure whether or not I’m alone on this but I would actually consider it a buff if some characters speed boosts while in X-Factor were reduced as it really seems like characters with speed bonuses that cap at around 140%+ actually become to fast to reasonably control.

ok. i wasn’t sure if it stopped at 10% or not. regardless, the fact that wolverine (and probably a lot of other characters) can kill anyone in the cast off of a throw > xfactor, and then have ~3 game seconds to mixup and kill the next char breaks the game.

This would also fix DPh, at least to some degree, because her little feather fireballs would increase the scaling a lot faster.

I’m with this, buff the other assists, Tron’s Gustaff Fire works (the punish window is ridiculously short but that’s another aspect). I love my Doom Rocks but I think they were better the first time around in MvC2.

-make cap stars and stripes assist have startup invincibility

I had a few ideas on Team Aerial Combos and X-Factor…probably not great ones but ideas nonetheless.

X-Factor (EDITED)

Completely change the system into a new one that I call (for the sake of this post, the name isn’t all that important) Adrenaline Rush. A 5 second, 20% buff across the board (the final numbers can be decided, the ones I chose are just for discussion’s sake) that allows you to cancel out of combos, increases the user’s chip damage by 50% and decreases incoming chip damage by 50% (that way, if both players decide to use it at the same time, they cancel out for the most part). Only 3 charges per player per match, it cannot be used until 5 seconds into the match, and, once used, it cannot be used again for 10 seconds.

TAC (EDITED)

Make it a bit risk vs reward. My idea is that have all 4 directions do a decent bit of damage and gain 50% meter. This meter gain cannot be used during the combo but is rewarded upon successful completion. The attacker can tag in any direction to get the next character out, but two things: they cannot use that 1/2 meter they gained and also they cannot tag with the same direction. Since the attacker can TAC twice, this can result in either a full meter gained. However, if the defender counters the combo, one of two situations should occur (I’ll leave that to the community to decide but I am partial to the former, honestly): that meter gain should go to the defender or the defender can start their own TAC against the former attacker. The same rules apply, but if the former attacker (now defender) counters this combo, both players reset and meter that could have been gained is now lost, making the situation a tie.

Example for clarity (I’ll use team Wesker/Dante/Sentinel against team Wolverine/Akuma/Dr. Doom): Wesker begins a TAC against Wolverine, he does his combo followed by the Up + S tag and it is successful, and +50% appears above his team’s hyper gauges. Dante is now tagged in, he does his combo followed by the Left + S tag (he can no longer do the Up + S tag since Wesker did so) but it is unsuccessful against Wolverine. Now, based on the description above, two things could happen for Wolverine: he could gain the 50% meter that Wesker gained for tagging in Dante successfully, but in addition another 50% (for a full meter) for countering and the TAC ends, or he could take the 50% meter gained from Wesker -> Dante, start his own TAC against Dante, combos and tags to Akuma for another 50% (again, for a full meter). Also, if Akuma tags in Dr. Doom successfully, that could mean a 1.5 gauge gain for his team; that way, team Wolverine/Akuma/Dr. Doom gained something from the unsuccessful TAC of Wesker/Dante/Sentinel, putting the attacker into a perhaps disadvantageous situation.

This. But I would also like to add in TvC’s Mega Crash, so I could stop somebody as long as I have 2 bars of meter.

Damage scaling minimums are per character and they also have a different percentage for normals, specials, and hypers, with some characters having minimums as low as 0% (Ryu, Wesker, Thor normals), or as high as 60% (C. Viper and V. Joe hypers). Comboable cinematic hypers also are always at 50%, excluding Jill’s Raven Spike, which bottoms out at 30%, even during X-Factor. There are a few moves which completely ignore damage scaling, most obviously all level 3 hypers, as well as Web Throw and some hits of Elemental Rage and Giant Haggar Press.

Wolverine’s damage scaling minimum for normals and specials is 10%, so X-Factor makes the minimum damage of his moves 5x higher, in addition to the normal 30/60/90% damage boost from X-Factor, so 650%. Because throw damage scaling is applied before damage scaling minimums, the 50% minimum means an increase in damage from the very first hit after the throw, quickly reaching the 5x amount. It’s also a lot easier to combo off a throw when you XFC the slide.

http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Combo_Limiters/Damage_Scaling

I’m probably in the minority, but I’d prefer seeing damage scaling minimums and scaling percentage per hit being reduced across the board and X-Factor minimums being a multiple of the base amount, then individual moves having their damages increased to keep the overall damage output the same, but damage per combo drastically reduced. Maybe increase the chip percentage to 50% for non-hypers, as well, or just increase the damage of most projectile attacks. I’m a fan of combos with 3-6 attacks, though, which isn’t how this game was designed.

The main thing that makes Wolverine retarded in XF1 you guys aren’t even really pointing out. Yeah sure everybody can kill one combo in XF1. On the other hand did you ever notice that Wolverine still has like 5 seconds of XF left by the time the next character comes in? Especially if he activates it after landing a few stray hits? Wolverine’s mix up on an incoming character with an assist makes it so it’s very likely you could lose the next character unless they got Haggar health. Everybody else burns out their XF by the time they finish and Wolverine has a mix up from every angle on an incoming character with an assist. The fact that his fatal claw super does a bunch of damage and ends really fast helps a lot as well. He isn’t burning all of his XF out trying to kill you with millions of dollars like Dante.

This is also considering Wolverine can blow up characters with 900k health without burning super. Allowing him to basically just build meter for the next come in. Kill them with XF1 rations on the come in and then the 3rd character you can just combo into level 3 and they’re probably dead too. Fun game.

Simplest combo I could think of for Viper did 1 million and had 4-5 seconds left after the super, twice that on low health characters who don’t need the super.

Yea I am really starting to see how wolverine is almost just as big of a problem in this game. Whenever a 50/50 guess leads to a dead character, AND good position to blow up the next character coming in is stupid.

From the sound of it you want Megaman Zero not Zero in the game. 2 completely different characters (the latter being the better Zero IMO). You want this guy: http://youtu.be/vFFruLsIOiM

Zero I find to be one of the more balanced characters in this game because he has good offensive options, piss poor damage with basic combos, but can lead into instant deaths with some skill or DHC tricks and decent damaging supers. Plus he has lower health to balance his insane offensive options.

Only Zero I have had experience with was the Zero from MegaMan Zero. Never played the X games, and Zero’s new design looks better to me anyway lol. But I wouldn’t mind the X version of Zero if they gave him recoil rod. Besides in TvC Zero’s Z saber transforms into the one from MMZ during his level 3 (or did it do that in the X games as well?).

That’s actually still his Z-saber. Its just gigantic. I actually am not sure where the Dark Hold super comes from gameplay wise but its definitely him making his sword bigger

  1. DHC Glitch Removed. Characters who are too weak and rely on this should be balanced accordingly

  2. Dark Phoenix
    A) No longer receives speed bonus during XFC
    B) No longer able to rapid fire any normals
    C) Allowed only one projectile in air
    D) Color of flames change with costume

  3. Wolvie
    A) No longer able to combo Berserker Slash into Berserker Charge to lead into full combo
    B) Dive kick no longer ground bounces. (basic BnB combo that relied on it replaced with something more challenging)

  4. Snap-in duration extended 5 seconds

Just a start but would at least make the game playable again

How about phoniex doesn’t turn into dark phoniex unless you have already used and time has run out on your xfactor?

She would not be used then. Normal non X-Factor Dark Phoenix isn’t remotely as scary as some other characters who can be loaded with XF3. Without X-factor, there are more solid choices because she’s a lot easier to block when she isn’t in wtfbbq mode.

Dark Phoenix needs XF to be a factor. It just shouldn’t last 20 damned seconds. You’re getting a 4th character. Why does the 4th character need 20 seconds of XF3? Oh yeah because this game was just made by people coming up with shit. LOL. Super MVC3 is needed like something ridiculous.

Wolverine Dive kick hitbox is now smaller
Wolverine does generally less damage.
Dive kick allways results in a ground bounce

Wesker Samurai edge now has a longer start up and recovery.
Phantom dance no longer crosses up, but does more damage.
Health reduced to 950k

Sentinel Standing S and Air S now have longer startups.
cr.M now does less damage, and has a longer startup.
Sentinel does less damage overall.
Hitting Sentinel during HSF now destroys the drones
NO MORE HYPER ARMOUR

Dante’s hitboxes have been reworked so he no longer can fully combo someone above him
Dante now has a limit on the amount of OTGs he can do in a single combo
Dante can no longer attack straight out of his teleport.
Dante’s damage is increased, but everything is much more affected by damage scaling.
Milion dollers no longer puts the target in a “captured” state.

Magneto speed reduced.
Air H does less damage and builds less meter.
All moves now feel more damage scaling.
Disrupter given a HUGE increase on startup time.

Phoenix- Damage in dark pheonix mode reduced.
Phoenix is now vulerable in the first few frames of the transformation, so Bionic arm or Gamma crush or a beam hyper will still harm her.
Teleport startup increased

Zero- Hitboxes now contain less bullshit and more fair.
Damage increased
Teleport slower
Charge shot now charges faster

Dormammu
Chaotic flame has more startup
Chip damage nerfed. HARD.

Taskmaster- Mighty swing vulnerable for a few more frames if blocked.
Charging star no longer absorbs projectiles
Arrows do less damage (150,000 damage is stupid for 3 arrows)

Thats what I think some of the top characters need to be fair compared to the rest of the cast.

wow@ them robot nerfs you actually want to make his slow ass normals even slower and remove hyper armour?
he would never ever ever hit anybody again