ah haha nice
Start protecting Sent and this ceases to be a problem unless your opp knew Sent was coming out.
How many people using Storm are using day 1 combos just so they can DHC glitch and random Derp storms? Answer: All of them.
Before the DHC glitch, what were people using Storm for: Mostly Derpstorm, but there were atleast people doing combo exploration.
Number of X23 players before the DHC glitch: pretty much 0.
Number of X23 players after the DHC glitch: maybe 5, maybe some more because of Tatsu.
Number of Spencer players before the DHC glitch: Maybe 5
Number of Spencer players after Combofiend @ Final Round XIV: Over 9000
number of times I wanted to vomit when I read your Storm comments:
countless
Number of times he posted without saying some shitty meme: 0
I disagree that the only reason people are playing certain characters is because they can abuse the DHC glitch with them, but I won’t deny the fact that it certainly got some underutilized characters more attention.
I need the Ignore tab brought back asap
Make Hsien Ko’s armor buff 10 seconds on point. It goes away so fast on point it’s ridiculous.
There has to be a better way to make her a better overall character. Right now if you’re a character that does not have a large beam move you basically are stuck running away from her for 15-20 seconds or however long they make it since you can’t hit her when she is in it without eating some thing yourself.
Well I’ve made other buff suggestions for Hsien Ko elsewhere. She needs more overall speed and the hitboxes on her moves need to get adjusted so people aren’t just randomly falling out of her combos. Once she actually gets in and starts a combo she isn’t too bad off reall,y especially in the corner. Her main problem is closing any sort of distance.
I would just like my character not to stay on the ground forever, I swear with some of these combos I could find Carmen Sandiego before they end because my character refuses to get off the damn floor. And someone earlier said System Direction, I mean if they are gonna charge us more money and not really change anything, then just give us the ability to do it. That was a gem in Third Strike.
I posted this in the other thread, but it got lost in the merge.
How to fix Hsien-ko:
- Remove bombs from item toss (or buff them significantly, explode on contact etc.)
- Increase Gong duration on all Gongs and reduce their startup
- Give her better items to throw like Faust in GG
- 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 it so that you can cancel them with jumping S
- Make her teleport dash more like Karas from TvC
- 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. That way Joe can do cr.H into S for safe movement.
- 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.
- Give him his Level 3 back.
- Make it so that he can link normal moves from Zoom Red Hot Kick.
I laugh when think about trons gustaf and haggars double lariat. You don’t need to even think to get them out while getting rushed.
haha, yea, that is unfortunately true for those assists. they’re pretty braindead.
Probably has already been said but I actually like X-Factor, I think they just implemented it wrong. The only problem with it is that characters already can do so much damage for free that there is no need for it almost.
The values for X-factor should remain the same, but the damage that all characters can do as a whole should be nerfed a bit, except for the ones that already don’t hit particularly hard. Imo this would make it so you’d have to make a decision to blow x-factor early to kill certain characters.
This imo would solve just about all of the major issues with the game. The only issue that I’d foresee is that it would make the DHC glitch starters MUCH more important.
Fixed. Obligatory oumad, salty, or whatever other endlessly propagated meme that expresses your discontent with me.
Apparently my job is pissing people off in this thread, my success warrants celebration. I’m going back to being constructive now, you guys should try it too.
Hsien-ko frankly needs to be reworked from the ground up. They changed her from the Darkstalkers/VS games from a legitimate rushdown machine to subpar zoner. While I personally think her rushdown should have been maintained, I also feel there are a lot of 1 dimensional rushdown characters in MvC3 already.
I think with a faster air dash and better gongs she could have a very unique keep-away game given how much space Henkyo-ki can control. Hsien-ko gongs in conjunction with either Arthur’s Fire bottle or daggers assist in conjunction Hidden missles or some kind of GTFO assist is something I can see as being very, very annoying.
I would like to see more or better keepaway/zoning characters in this game. It seems keepaway is very weak in this game, and I’d love to see something else than blind rushdown.
It seems they want the game’s pace to lean toward being extremely fast (which “MAHVEL” is honestly known for. But, I tend to try and play a patient game. Not sure that’s all that viable in this game.
What I’d like to see it not inherently “zoning”/“keepaway” become stronger, but better means of escape. When Zero is swinging his big dick in my face, with assists keeping me pinned down, my chances to get away seem extremely small.
I’m not against frame traps and pressure, but not when it’s this easy to get.
I think it’s a little silly that Wolverine has 30% more health than Zero, but maybe that’s just me <_<.
Might be Zero’s hitboxes that caused that decision.
Zero has hitboxes?