Ultimate Salt - Nerfs you are looking FORWARD to in UMvC3

I think that was because of her standing animation.

People say 'Ooh, after using his cr. M several times the hitbox MAGICALLY extends itself’
It it inconceivable that it just MOVES HIM FORWARD slightly?

Well, on the Team Khaos gameplay you can already see Ryu building meter while in Denjin Mode

Wasn’t the first one more of an issue with Hsien-ko’s head bobbing in idle stance? I swear I already had this discussion with Rana, and someone else tested it and came to the same conclusion.

Yes it was, though I don’t recall any precise testing for this (stupid lack of hit boxes).

Wesker’s air grabs are worse. That dude stays grabbing me in the air even if my character just barely touches his head and it drives me crazy!

This kind of thing never used to be obvious, but it definitely shines more in MvC3 than in any other game. XF itself was already a disaster with some characters, but the way some were designed may be even worse…

They’re called magic bullets because they like to do random shit every once in a while. They only hit Hsien-Ko once every four or five times because her hitbox changes with her pose.

Still a stupid weapon though.

Now I don’t actually know if its only true for Ryu’s denjin mode or if it effects other characters’ power ups, but it actually makes sense for you to be able to build meter in denjin mode because otherwise it would probably be a waste to actually use his powered up hypers.

That being said,I HOPE its just Ryu. Hell, I’ll even accept Devil Trigger building meter. Sure it would be pretty ridiculous, but there could be worse. Just as long as you can’t build meter during Sougenmu. Like I needed another reason to hate that bs character.

LOL I actually agree. If they limit it to Ryu it’s great, Ryu and Dante it’s passable to make up for Dante’s nerfs but anything else is too much.

Hsien Ko should build meter already

I missed the panel at Evo, but plenty of people who didn’t said that building meter during power up hypers would be universal. It was not a change in place during the SDCC/Evo build though, and i wasn’t at PAX, so it’s second hand gossip. I heard it from quite a bit of people, but still second hand coming from me.

The last thing we need for Ryu is for him to be able to throw more random Shinku Hadokens. He wouldn’t go up tier-wise by any means, instead he’d shit all over low tier even more.

Oh, I thought he was implying that Wesker was somehow involved in the Kennedy assassination.

If you look at this video, You notice that when Ryu is in is power-up state, he still builds meter

I think this is pretty dumb because you can build a bar powered up in no time… I doubt it will be in the final build though

You also notice that it only lasts 4 seconds, making it one of the shortest power-up modes

How is it stupid?

He’s the Master of fucking Magnetism.

I was playing with one of my best friends at his house last night, and I did a jump in :s: with Wesker.

He was in blockstun and I got air thrown after I landed.

Fuck Taskmaster.

Never, ever say that.

You know the ridiculousness Capcom is capable of.

I can play wesker drunk and high and still get by somehow. How hard is it to push 6H+Assist>mixup. Wesker is about as pick up and play as pictochat on the DS.

The fact that his rushdown is also unparalleled.

In regards to Wesker’s “Magic Bullet” - originally this was an issue of it seeming to just hit Hsien-Ko’s standing animation at what appeared to be random, and later set intervals. I had thought it was a case of the bullet’s hitbox getting larger for no apparent reason, but it was pointed out to me that the problem was Hsien-Ko’s animated stance, where her hurtbox was getting larger at fixed intervals when she moved her head.

I still refer to it as the “Magic Bullet” because of how it is (or rather, isn’t) affected by Hsien-Ko’s gong. The bullet moves so fast that it will often blow right through the gong and still hit her, despite having the reflect animation and sound go off. Though this is more of an issue with Hsien-Ko’s gong not activating it’s reflective properties quick enough and not with the bullet itself.

With Wesker’s teleport speeds getting a slight nerf, hopefully it’ll solve the final issue I had with gong when it actually does reflect the bullet. Wesker can teleport after the shot so fast sometimes he manages to still dodge the bullet, and can nail Hsien-Ko as she recovers from the gong animation. Seriously, fuck this guy.

A few suggestions to make the game less “oops I got an airthrow, now you die”-centric:

[LIST=1]
[]increase the minimum height to land an airthrow
[
]make the grab range smaller or at least non existent above the head
[]change the command to 2 buttons
[
]add a whiff animation.
[/LIST]
Short of that, at least remove the OS’s with the d+ command normals. Make it so you have to press forward or back. Diagonals shouldn’t activate throws.

They can still be stupid good with a 1 frame startup, but at least make it so you don’t land them accidentally so often. The payoff is too much. You shouldn’t get rewarded that much for something so easy and happenstance. Not to mention, there’s very little logic as to which characters are capable of converting off them.

And Wesker does require next to no skill to be played at a competent level.

This needs to happen. Among all the other cheap shit, I find that option select airthrow gets pushed to the side even though it’s really damned derp. The only reason I ever got any sense of when to throw people was because I kept on getting it thanks to j.H option-select with Ammy. Even now, half the airthrows I get are completely by accident. Even though I abuse the hell of it, j.H airthrow option-select is one of the stupidest things in this game that really needs to go.