I was a mix between excited and cautious for MvC3 but I just got back from stream of today’s Comic-Con and extremely disappointed with the results. People keep saying X-factor has been nerfed, but it’s still the same Sentinel + X-factor + lolsweep into 5hit combo kill against the whole team nonsense that was prevalence in the original. Sentinel or Dark Wesker is not the problem, X-factor is the problem.
I’m okay with comeback mechanics in fighting games, but I seriously doubt players are really going to take this game seriously years from now where you can lose your whole team from a random XF full screen sweep or teleport overhead. Fix this trash Capcom!
Edit: Also the new XF silhouette makes things harder to see where a bunch of XF’ed characters are on the screen at the same time and/or midnight backgounds
I think capcom does a poor job at nerfing for example,
Wolverine was overpowered because he could mix up very fast, beserker slash was invincible, he moved too fast, and he had easy extremely long combos, he had solid health, and a broken dive kick.
-They made the mixup slower
Not invincible at all,
Nerfed his movement speed
Made his combos slower
Nerfed the dive kick
He was broken cause he had all of it, they could of left him something scarey… like keeping the health was good, make his movement speed stay the same and nerf beserker slash + divekick.
I feel like that did that with Striders Orbs
it was
Defensive that it stopped him from being hit
cost one meter
he could build meter
did good damage on it
give him amazing projectiles
now
it costs 3 meters (so it should do all the other stuff, that’s balance)
instead it doesn’t even interrupt enemy combos
he can’t build meter with the orb hits
still does good damage
lasts longer
They input all counters to what made something cheap instead of a few. Instead either make it a level 3 and keep it how it was, or make it a level 1 reduce it’s timer and make it not chip, and interrupt combos. Orbs weren’t used for damage as much as just control, now it’s mostly damage.
PS: I hated Wolvie in Vanilla
Edit: They should make player 1’s X-Factor red and player 2’s Blue. It would look cool and be easy to tell the difference.
Now I’m a bit of a scrub when it comes to Marvel VS, so bare with me for a sec…
Wasn’t there information in vanilla mvc3 that had Frank West and Doc Oc named in the code? Seeing Frank here makes me think: What if there are more than these characters. I doubt that Capcom will show everything right at the getgo, and there will probably be DLC for this game. If Doc Oc is in it, then there should at least be on more character for Capcom’s side. Didn’t Megaman X win some survey from Capcom or something?
What do you think about if they added a MegaCrash to the game, ala Tatsunoko (or similar to Burst in GGX)? Sacraficing 3 bars to break an enemies combo is coslty, but it could totally be worth it if it’s stopping a wicked X-Factor Combo. I’m just throwing out what-ifs, I have no evidence or even suspicion that they will add this feature…
That was just a poll created by mods who don’t work for Capcom.It wasn’t official. The thing about Frank is that we know that Capcom had already started working on him and ran into some trouble. It appears that they completed him. We don’t know how much work, or if any work was done on Doc Oc.
They were empty folders with their names on them.
Seth said something about there’s a interesting backstory on Doc Ock and didn’t say anything more. Guessing Marvel or Capcom changed their mind on his inclusion or might still want to give him as DLC.
None of the surveys were Capcom polls. They were all fan made.
You’re on a Capcom game forum, most people here hate the idea of “breaking combo” mechanics. With what looks like most of the 1 touch kills gone or much harder or very resource heavy, I don’t think a combo breaker is necessary.
This is a new game. You can’t look at MvC2 Ouroborus, look at MvC3 Ouroborus, and then say it has been nerfed. In MvC2, you could still control the screen against Ouroborus with invincible assists. As of UMvC3, there are none, which means Ouroborus gives you 100% screen control for its duration. Likely, Strider players will focus on using resets to end their combos instead of hypers, and then use Ouroborus as a “deal sealer” when they have the meter for it.
Strider’s orbs gives Strider a way to stop any offense as well as allow Strider to get instant unblockables by teleporting before the orbs reach behind the opponent.
Strider needs to remain the same with shitty health like Zero. You mash or make one mistake with him, you should die.
How many times have you seen someone punish Tron’s drill with a cr.L ?
I made a blanket statement. Tron’s drill was safe. It’s only -7 on block, damn near unpunishable in the air. Meaning at the fastest someone would have to do a L and at BEST M into combo. But Tron can cancel into lvl 3, not to mention most people pushblock drill so they dont have to deal with her mixup.
Thats besides the point, insinuating that Tron’s drill needs more +frames. Like why would they make her drill safer than what it already is? Then drill assist would turn into the new tatsu.
What about people who do pushblocks every time an orb is blocked? You’ll be fullscreen away from the opponent the whole duration of the hyper doing little to no chip damage.
“Only” -7 on block? There are only maybe one or two characters with light attacks slower than that in this game. Even Dormammu’s s.L is 6 frames (IIRC off the top of my head), and he’s a very slow character. Ammy, Wolverine, and other fast characters have 3 frame light attacks. It’s easy as hell to punish. You don’t see it punished often because it’s not USED often, because it’s UNSAFE.
Most people pushblock the drill because they forget that they can punish it - it’s just instinctive.
Now, does Bonne Strike need +frames? Probably not, but taking it to -2 on the ground or something similar wouldn’t be a bad idea, which would put it beyond the range of being punished while still making it undesirable for spamming, since your opponent has initiative on block.
Ouroborus is miles different in this game because it takes up about 90% of the screen when it’s active. It’s not MvC2 any more, lockdown and chip doesn’t work. Ouroborus just enhances Strider’s mixup and in its current form doesn’t look tremendously useful. It could be good for killing off an assist character though as if you snap someone in then activate ouroborus they’re not going to be able to escape or get strider off them so it’s a free mixup into a combo. I reckon it could probably do with toning down the length and making into a level 1, but what do I know, I’ve never played UMvC3 so I’m just speculating wildly.
I can’t tell if I’m misreading this but there was no Ouroboros in MvC3. Strider isn’t in MvC3. The only comparison we have is for what Ouroboros did in MvC1 and MvC2. And in that regard, his entire approach is changed. Is it different, yes. Is it silly, yes. Is it progressive, I’m not certain. This is like making Ryu’s Shinkuu Hadouken and Shin Shoryuken a LVL3 but leaving Shinkuu Tatsumaki Senpuu Kyaku as a LVL1.
Completely different approach. Of course people are jostled.
I am being serious since you stated “MvC3” in one sentence and then “UMvC3” in another. So I’m assuming if your language skills are on point in this post that you meant 2 entirely different games.
Also I’m not intending to insult you in any way, I’m just going on the words that you put down.
Thanks for making that more clear, this isn’t marvel 2. I trust that you guys are correct but I think I’ll be using his other lvl 3 to finish off combos a bit more. It was just weird seeing clock’s strider getting blown up with orbs by morrigan, she completely ignored them and just combo’d him, it was nuts.