MvC3 Balance Tweaks Take 2: X Factor Harder

5 to 10 frames of invincibility from the 5th frame - enough to pass through projectiles
Opponent has to guess how to block it due to it’s unforgiving speed and ability to hit them instantly from behind
Links into Berserker Charge which gives Wolverine more frame advantage on all his attacks
It’s essentially a teleport that knocks down and it’s one of the easiest ways in MvC3 to cross your opponent up with or without an assist

Yes, it is punishable even when it’s berserker charged but the question is, are you able to punish an attack you can’t even react to?

Sure both the dive kick and b.slash are both great attacks that lead into big damage. Difference to me is, you have a chance to respect the dive kick, but berserker slash doesn’t really do respect. Dive kick blows up attacking, berserker slash blows up blocking. This is Wolverine in a nutshell. What more do you need a character to do?

That and bonus readjustments across the board. It’s really the speed boosts that make characters really ridiculous. I run Wesker as my anchor slot and he’s pretty much King Derp in XF3. Dark Pheonix sans speed boost and a lesser chipping ability in XF would also be much more bearable. Anytime she hits buttons you take chip damage which is a bit much.

Nini wishlist:

Magnetic Blast: Can I get a normal, intuitive input please?
Max Voltage and air low voltage: OTG properties please? Sick and tired of airgrabbing into nothing.

Dante: Command grab and DP plz? If you wanna break a character, go all the way. Also needs a slight damage and meter gain decrease.

Maximum Wesker: Goes into full animation if initial hit connects, if not does zigzags. 1m health

It’s a bit awkward considering it’s his crouching H, but it’s 100% guaranteed to connect after a standing M.

Correct me if I’m wrong, but I don’t think I’ve seen this posted elsewhere: what if X Factor turned off meter build, like many of the game’s power-up supers? No more L3 Dark Phoenix chipping her way into a healing field. No more Dormammus (and I play Dormammu) unleashing years of Stalking Flame chip. Committing to a L3 X-Factor = a long period of not being able to rebuild any meter while your opponent can. In some ways this feels like adding a comeback mechanic against the comeback mechanic, which proves how dumb the whole idea is, but it’s out there for discussion.

Dante has a few anti-airs. Jam session is always nice, and twister has a nice hatbox.

X-factor is too much, I win :encore:

Shuma really deserves a full combo the mixup off of his instant jump S. MODOK and Joe both have overaheads just as fast that can lead to full combos.

I kinda would like keepaway or some sort of defensive buff in this game. I like playing offense and all but faceroll being the only flavor in this game unless the character has no movement options is boring.

Add back universal airdash except maybe hulk but give him gamma buffs so he can move more strongly on the ground.
Reduce chip damage overall. Taking half my health by blocking like 3 disrupters and 2 set’s of drones is wayyyy too much. hell or just two hails.

Dante
-maybe modify his otg properties so his damage gets lowered a bit. Other than that i don’t feel dante is OP. If dante was the top tier of this game no one would be bitching as much as they do.

Wolvie

  • Raise his beserker slash hitbox and remove any invuln it has. It’s a mixup tool, not a get in for free and if it hits you I win tool.
  • Divekick … you had to know this wasn’t right when you made it capcom

Pheonix
-When Pheonix is hit her projectiles dissapear. Reason people run and resort to shit like random super is because you can’t combo the bitch if homing projectiles are on the screen 75% of the time.

  • cr. A and st. A should not have projectiles attatched to them in DP mode.
  • limit the number of balls she can do in the air.

Magneto

  • Disruptor needs more startup but you can leave the recovery afterwards about where it’s at. +3-5 frames sounds about right.
  • Have HyperGrav count towards hitstun scaling in some way. Personally only combo he really has that’s OP is the corner Hypergrav loop as if someone takes that to the end it’s over 3 bars for a free squeeze into 1.1 million from 0 bar. bit too much. His other combo’s are far from OP though they take awhile, but since he has some of the only combo’s in the game that require somewhat of a brain I have a problem shortening them or making him easier to execute with.

Storm

  • speed on some of her normals
  • make lightning storm a more DHC’able super
  • reduce chip on hail
    If you keep the dmg near as high as it is she needs a very small dmg buff.

Arthur
+Buff gold armor. Have it not go away till he’s taken a certain amount of dmg or something. This is more akin to how the move acted in the games. Maybe make it cost 2 bars instead.

  • Faster movement speed in jump and in walk.
    With the assist changes that would be more than enough to make him viable.

Sentinel

  • Make flight mode faster all around
  • Have lasers come out faster
  • Give him j. LK
  • Give him more health
  • Lower dmg per hit by about 10-15%
  • Lower Drone assist by 1 drone and remove the hole so it’s not as easy to mixup underneath them with left/rights.

He’s supposed to be a zoner not a herp derp I hope this super armor works type of character.

Zero

  • Some hit box nerf’s on j.C/Normals

Trish
+She’s actually not bad in relation to where most of these characters would end after changes.

However, ground trap should OTG and maybe speed up her projectiles a bit as the other zoners are also getting buffed. Also increase the viability of her non-super scythe throw in some way.

Morrigan

  • Projectile Durability slightly greater
  • Faster Dash

Her dash really limits her mobility but I feel if she is within range of an instant dash it should lead to very hard to read high low mixups especially when you mix in flight. Also when people can’t jab her projectiles away they can be used to really give her some good options to start mixup off. Not like her dmg is very high so this is hardly too good.

Air Throw range reduced pretty much all around so j. C isn’t the only viable aerial for the entire cast OR ELSE eat air throw into dumbshit.

All shoryu assists have invuln but if baited they have more ability to get hit unless properly covered (add that last part to tron).

I don’t really mind the power increase in X factor, but the speed is ridiculous. You already can barely block Wolverine or Magneto as it is. X factor would be fine without the speed boost.

I disagree. I know he’s not a popular character, but Chris is a good example of why that’s a bad idea. He can chip you out by spamming fire grenades as you come in at lvl 3 X-factor. Now sure, you can pop X-factor to not get chipped out, but you just wasted an X-factor just to not die, and even then, if he catches you with anything at all, you’re pretty much dead. I mean, shielding a machine gun takes 1/4 of a lot of character’s life. L>M>H>S>j. M>j. M kills most characters at lvl 3 X-factor. Flamethrower takes off almost half of a character’s health.

Don’t get me wrong, I know Chris isn’t a good character; I play him after all. However, while there are things he could use (Like some sort of anti-air for example, or a landmine that doesn’t explode when something hits your shield.), his X-factor damage is way too high.

On the flip side, take V. Joe, who’s on the other end of the spectrum. His speed boost is so high it actually ruins his combos, and considering how low his damage boost is and the fact it doesn’t really help with any combos, I think he may actually have one of the worst X-factors in the game despite having a HUGE speed buff.

Very much agree. I think any X-Factor speed boost over ~130% is more of a liability than anything else. 130% is more than fast enough to have ridiculous pressure/mixups and anything more than that is just too hard to control.

I demand that Deadpool be able to cancel guns into ninja gift at any point.

Why even have a speed boost in XF, isn’t the damage boost enough. But on top of that XF is used mostly in combos and I don’t see a point in the speed boost.

This is because XF is currently not used the way capcom expected(at least that’s what it looks like to me). In a 3vs1 setting, it makes a lotta sense to get a speed boost as a comeback factor as otherwise, it would be literally impossible to catch up and open up people chilling in the back protected by assists while you got nuthin.

Obviously, when you use XF like a free damage boost, then you start thinking the speed boost doesn’t make much sense.

The best fix IMO would be to swap XF 1 and 2 with 2 and 3 and only allow XF2 and 3.

Makes sense, though I gotta say that I like nooneyouknow’s ratio system better.

I feel like XF1 should still do something, though, so that you have more options to choose from. That way you could use XF1 in combos if you’re feeling confident or you can save it for later, instead of being forced to save it for later.

Shuma Gorath Changes- He is definately one of the weakest characters and he is unfinished and thrown in without much thought. He needs a lot of tweaking. Due to his unpopularity i feel he may not receive it.

Shuma has many weaknesses

-Average Health
-This is a character that struggles to do 300-400k and due to his unfinished hitbox drops combos too. Most of his stuff is unreliable and character specific.
-He has poor and slow Mobility bad wave dash. Slow airdash.
-Terrible approach -due his slow mobility ,poor wave-dash , charge based slow start-up projectiles and his only approach option mystic smash not recovering before touching the ground. It also has poor priority and small hit box that Shuma can actually be thrown out of it. Basically when you mystic smash =free combo on Shuma.
-His assist is good but very situational and punishable. It has 52 frame start-up and 1 durability point(beaten by almost every projectile). Meaning it probably the most punishable assist there is. Unlike drones and missiles Shuma takes no action before he fires his beam. And those 2 assists can save you or interrupt the opponent but Shuma’s ray doesn’t. Not to mention the enemy is safe if they have a projectile in front of them
-A useless command grab which cannot be followed up(due to pose) and is weak in every way to his normal throw.
-He has two weak charge moves . Also his only projectiles -Mystic ray, Mystic stare.That don’t really see much use out of combos due to their poor dmg and huge start-up/recovery. Shuma loses to everyone with a projectile. Because his projectiles have poor start up, speed, durability and recovery. If the enemy has a projectile in front of them ray wont him them.
-His lvl1 hypers are very punishable. (THEY ARE ACTUALLY PUNISHABLE ON HIT!!! due to pose)
-Meter hungry for DMG his combos expect lvls 3s in them . Since he has charge projectiles he cant build it as effectively as other characters.

Poor approach,Poor Priority, Non existent zoning,Poor Dmg, Above average but situational assist who else can say they have all these traits? besides Hsien-ko but she at least has a monster assist and can counter keep-away is widely recognized as weak. Everyone complains about her. No-one about Shuma. No-one would care if he was a joke in the next game too.

BUFFS
SHUMA NEEDS THESE NO MATTER WHAT~
-NO MORE DAMN POSE AFTER HYPERS /COMMAND GRAB. makes him so punishable then he already is and weakens his combos. you tell he is capcom’s joke because they have this “funny pose” that weakens him instead…
-Whatever happens mystic stare needs to be a command move. No matter what . It will help alot of shuma combos out and his approaches.
-Mystic ray should also be non charge too. It has such huge start up and poor durability(1), and poor knock-back + dmg from range that he wont win many projectile war even if it was non-charge.Should punish those annoying super jumpers which Shuma can’t reach.
-His S should ground bounce it will help his combos out alot and there should be an advantage to this huge recovery move.
-Forward+H should Wall-Bounce it currently has no real purpose.
-He needs better aerial movement. Faster dashes, maybe 2 air dashes and possibly 8 way dash or at least more then 2 way.
-His mystic smash should be cancel-able and possibly into another one. Or it should receive projectile armor like tatsu.
-I feel Shuma should be able to duck under projectiles or dash under them. If he isn’t going to receive dash/duck under projectiles then improve make his dash faster.
-A damage buff would be appreciated but unless he receives the above it would be pointless

PERHAPS

-He has been known to teleport he could receive one of these .But I’d be happy with the above. He should receive better movement .

Hey guys, how what do you think in a gameplay tweak that involves toning down damage values for everything, but at the same time lowering the damage scaling in combos? The point would be to make longer combos more useful, as right now, ABC into super usually does 80% of the damage of the larger, more complete combos. Might also alleviate the “damage too high” issue slightly, as well as make the DHC glitch a bit more reasonable.

There should be an option for either X-Factor, Baroque, or neither.

Don’t know if this has been said before:

Hitboxes: In General there’s a lot of attacks in the game that look like they won’t hit but do and vice versa. Ryu’s standing jab hits with ki??? Viper’s normals are horrible. Spiderman, one of the shortest characters, cannot hit many an opponent with his standing m if they are crouching. Ironman’s crouching H is a horrible attack. Some characters need better throws to keep up with the rest of the cast. DHC trick fixed.

XFC level 3 is by far the worst thing in the game. It should be made into XFC level 1, 1.5 and 2. That is all.

Phoenix:

Durability on TK shots decreased slightly.

Dark Phoenix:

Alternate flame colors.
TK trap chip damage reduced. One of her TK traps should be removed for Dark Phoenix, they are by far the most broken thing in the game and having three of them on screen at once is what makes her uber powerful IMO. The L ones creates infinites when she is XFC lvl 2. M let’s you cross over like it’s nobody’s business. H let’s you keep people from superjumping. At least removing one of them gives her opponents a chance to escape lockdown.

Wolvie:

Damage nerf. His BnB shouldn’t reach 644k. More like 500k. He’s a pixie and should be treated as such.
Hitboxes and speed of standing M and crouching M need to be altered.
Berserker slash invincibility removed.
Drill claw to wall and off the wall as well.

Dante:

Hysteric should not track opponent’s if they are behind Dante.
Fireworks should have a shorter range in back of Dante. It should hit behind, but fullscreen away into super is just (o_0)
Jumping S has a crazy hitbox that hits behind Dante. Ridiculous.

Akuma:

Tatsu and the crazy way it bypasses all projectiles needs to be nerfed slightly. More vulnerability towards projectiles at the end of the tatsu or something. Not too much cause he doesn’t have a double jump or airdash. I think Akuma should be removed and made into a boss character like shin mech gouki or something of the sort.

Chun-li:

the hitbox on the lightning legs is retarded. It can effectively hit behind her! Leading into a 40+ hit combo and possibly an infinite. Happened to me while using Zero. How the fuck is this possible?

Ryu:

Instead of having regular Ryu they should have quick change Ryu and make his moves like regular Akuma’s. This way that freaking Electric Tatsu will cost someone a bar of meter. If not then give him a wavedash. Maybe a double jump or forward and back air dash.

Cap:

The cartwheel needs more invincibility and quicker speed. Hyper charging star needs more invincibility. It shouldn’t be stopped with a jab. More aerial mobility.

Hsien Ko:

Needs a better airdash. Her attacks need to be able to connect.

Super Skrull:

Needs an 8 way air dash.

Shuma:

Jumping S should have a bigger horizontal range and should cause hard knockdown. This would allow most of his combos to do 500k due to his ability to land mystic ray super consistently on the ground, heck it would allow him to finish most of his combos. Slightly quicker air dash. You can give him recovery after his supers, but making him pose is just retarded.

Jill:

She needs an 8 airdash (or be able to use her arrow kick in the air ala X-23) and her old costume/hairdo. Air super. A cannon spike or something.

Spiderman:

L Web balls should be quicker, M and H web balls should trap an opponent longer. Standing M should be able to hit crouching opponents. Maximum Spider should reach the whole screen. It doesn’t for some characters like Phoenix. As an assist, spider sting should come out quicker but have more recovery. Spider Swing should hit high.

Magneto:

Em disruptor is too quick. Needs a bit more recovery. Shockwave is too powerful: it needs a damage reduction or more recovery to punish Magneto. Gravity Squeeze is fucking broken. Shouldn’t be able to get opponent’s in the air. Should have an affixed ground only range.

Haggar:

Command throw range should be more in Haggar’s favor ala Zangief. 360 motions would be nice.

I think almost everything else is fine as is.

Chris:

Chris’s land mine is his anti air so I don’t see what people are bitching about. He’s decent at a fireball war with his prone position. He’s got a far range anti-air in his flame thrower. His damage is real heavy. The projectile durability of the magnum is like Wow.

Arthur:

Get the Gold Armor and he locks down with his homing projectiles and assists.
Meant to be an anchor. Good anchor as well. Has everything he needs to run out the timer at the end.

Morrigan:

is difficult to get in on when played well. Air Fireball into Air dash, jumping S is hard to hit her out of. She gets meter during Astral vision and paired with a good assist, she becomes quite annoying. She doesn’t need a damage boost.

Ammy:

She’s well designed. Forward H should have more recovery time and should have bad recovery, that way Ammy would have to use L paper to recover from it.

Zero:

I think he’s fine the way he is. If anything would get nerfed I’d say it would have to be his raikousen’s being able to teleport through opponents.

Wesker:

Slight Damage reduction.

Viper:

Needs better normals. Second hit of standing S should have a better hit box.

The rest of the game is fine as is IMO.