I know in Vanilla that combo does like 550ishk before the super. I guess with the tone downs in damage and HSD towards the end of his combos maybe it only is doing half but it looks more like Wesker is losing closer to 600k before the super. The guy in the video strangely reports him having around 900k health and if the guy has the game I find it kinda weird that he would be off by a whole 100k. Supposedly the official Capcom word is 1,000k but of course thereâs typos in their translated word so who knows.
Especially since thereâs no hero/magic pixel anymore it has me wondering.
MmmmâŚI donât really like it too much. The characters canât be ordered in a way where they all benefit each other effectively. Itâs a team where no matter how you order it part of it will work well but the other part wonât be as effective.
The best way to order it would most likely be to do Captain/Wesker/Trish. Captain will get unblockables and better OTGâs after throws with Wesker low assist and Trish peekaboo trap assist is good for space control. Trishâs peekaboo assist works really really for Wesker teleport mix ups and generally controlling space so you can go in. Trish is a more solid anchor now that she can get her own damage off air throws with OTG voltage super.
The problem with the team either way is that Captain America needs an assist thatâs fast and hits people multiple times so that he can have real safe block strings. Captain America has really long cheap block strings that can set up frames traps for his 4 frame c.L or 1 frame ground throws into damage. The problem is without a good lockdown assist to extend his charging normals into charging star block strings (that move through push block) Captain is stuck having to hit confirm with his M and H normals which are like neg 5 and 8 on block. If you mix his block strings in with charging star and shield slash you can keep people locked down forever. All it takes is one landed shield slash from half way across the screen and then you just dash up forward press s.L take off all their life.
A fast lockdown assist also gives you the cheap 50/50 left/right teleport stuff with his cartwheel/backflip. IE call Akuma right before you backflip, make em guess, combo if it hits, c.L/throw frame trap if it doesnât. c.L is the second fastest speed for a normal in the game so people canât really fuck with that once you in. Itâs also the only 4 frame c.L with the range of a c.M and still hits low.
**Basically something like Captain/Wesker/Akuma would overall be completely better. **Captain America has a bunch of anti projectile tools so youâll be able to zone people while they have trouble zoning you. Tatsu assist can absorb projectiles also and is ideal for setting up Captainâs frame traps, combos and mix ups. Wesker gives you that low assist and better combos off your throws so your mix up becomes even better.
what the hell, frank west looksâŚamazing, so much better than i thought he would be. Racoon looks decent. Yo, I think Iâm gonna need frank on my team, itâs looking like Jill/frank/Ghost rider.
Weskerâs at 1.1 million in Vanilla, I think, so thatâs 1,100,000?
The page says âReduced health by 10,000â. So that would mean that heâs at 1,090,000 now unless that page has a typo or theyâre measuring it in something else.
OH I know I could play Akuma, but Iâm trying to be a little different. This game is more going to be about picking spots and zoning . Akuma shit is played out and people are already on point about that shit as of now. Charging star assist gives hard knockdown now. So Iâm just trying to lame matches out as long as possible make them pop there xf etc.
Since Trish can actually do damage now I donât mind her getting the level 3 xf.
Well first offâŚlast time I remember playing SFIVâŚwhen console Super came out they brought in 10 new characters and all of them were struggling for mid tier. Even with AE the only 2 characters that ended up being strong were the two they supposedly made strong âon purposeâ. Evil Ryu and Oni are typical good âgot some cute shit but not really that goodâ SFIV characters. Characters like Makoto were not scary at all in console so she needed those buff ups. They re toned her down again but sheâs still completely better than her start.
Marvel 3 is a different game entirely though. You gotta seriously worry about even the lower tiers in this game. Everybody can take off half your life at least in one combo and everybody has old school ST normals. Theyâre fast on frames, cover a lot of area, usually safe or plus on block or can be made some with assists and there arenât too many characters in the game that canât just load the screen up with boxes and general priority. You have to really have your spacing together to not get caught up by most of the cheap normals everyone has. Characters in SFIV have more modest normals (too modest IMO to the point where they whiff in areas where they visually should hit) and the more mix up based characters are purposely designed to have sub par normals and walk speed and be more limited in tool set.
In Vanilla Marvel 3 weâre still trying to figure out who are all the top tiers. Lot of cheap ass characters that get it done with good assists. Especially when you ride them with Phoenix in the end.
UMVC3 shit is gonna be up in the air for sure. You can lose to any set of characters that work together at any time and itâll be like that for a while until people really crack the game.
Well peopleâs health are usually in increments of 50k or 100k. so that would be a typo and probably should be saying 100,000. Itâs just the video I posted above says he has more like 900ish (maybe 950) but itâs hard to see. I heard early on numbers more around the 900 to 950 range but now official Capcom word is supposedly 1000k. Weâll see I guess.
If thatâs the case then I would just pick characters that are better at lame. Wesker is going to have to go in more now with gun stun nerf. No more gun that you can port after for anti air and go into combos. Most of the rushdown based characters or multi archetype ones like Dante can just wave dash under the ground gun and slice him up before he ports or just sit there and wait for him to port and kill him. Captain America is a character that only really does well at long term zoning vs. pure rushdown characters like X-23, Wolverine, Jill, Felicia etc. Anybody with any sort of mildly durable projectile game is going to give Captainâs lame out problems. His shield slash only has one point of low durability so it will lose in a war easily even with assists and then youâre force to mash on charging starts and cartwheels to get in. Heâs more of an anti zoner that just controls space long enough to hit a shield slash or charing start/cartwheel past a bad projectile and go in. If you gotta fight a day one Hawkeye youâre going to be doing nothing but cartwheels and charging stars.
Trishâs lame out is still going to be great and her rush even better now so I would keep her if the lame out is your style. From there I would gravitate towards characters that are going also compliment the lame out and actually fight fireball wars and actually kill characters off of them. Wesker is just another random rush character with assists that can lame for a bit if he wants to. His zone isnât effective enough anymore to really be doing it hard for a long time. Anybody with a tracking teleport (Dante/Dorm/Strange) is just gonna go find him.
I would look at Hawkeye for sure. His assists are all great and he has strong durability, fast projectiles with a lot of different effects. Unlike Arthur or Chris heâs also extremely mobile. If you wanna lame the matches out heâs pretty go to but heâs not totally a slouch on speed or mix up either. I would also look at Ghost Rider cuz heâs basically as lame as it gets. Full screen normals and some that chip with full screen command grabs. Heâs going to piss off people that like to run in and press buttons for sure.
magsâŚnovaâŚracoonâŚlol and rugal you can do some sick otg combos with cap and wesker of his supersâŚpretty brokenâŚlike the alternate dhc trickâŚ
Yeah, let me amend that then to: Weskerâs life decreased to 10,000 (I guess in units of 100? Unless Japanese MvC3 measures damage differently)
For corroboration, it also says, âAkumaâs life decreased to 7,500,â which Iâm pretty sure means down to 750,000 from 800,000, because thatâs the only thing that makes sense.
As for buffs and nerfs, I donât mind buffs to characters that need it (and youâre right Makoto did), I just donât often agree with nerfing characters that are mid or lower⌠doesnât that just mean the gap between nerfed top and nerfed mid stays the same? In any case, this is all Theory Fighter, since I havenât played Super in months.