UMVC3 Current Game Changes. See my list of NOTICEABLE CHANGES for DAY ONE

He’s not super broken, he can just do everything better than lots of people. When someone has a teleport, high health, a projectile that leads into a full combo from fullscreen AA, and a 1 frame command grab that leads into a full combo, it’s too much.

He lots the third bit. at least.

It’s too much if you play a shitty character but that’s about it. I find Zero and Vanilla Wolverine more oppressing than Wesker but I mean that’s kind of the point of MVC3 I guess…you got these characters that can do a little bit of everything. I guess it’s just not surprising to me that Wesker is good when they tried to model him as close to his video game counter part as possible. Kinda just have to expect some characters to be super heroes n shit.

I guess it will be a bit different for him to combo off his grabs after the nerfs. No more L grab gun combo shit. The only gun I know you could combo off of otherwise is the H grab but you have to like wave dash in fast after the grab or something. The M grab puts them in hard knockdown but that sucks unless they’re near the corner.

L Teleport instantly after M throw and you get OTG into combo anywhere. Does that not work in UMVC3?

I guess that would be the alternative but I never played Wesker long enough to do that. Everyone in Vanilla just did the L port gun cuz that’s just what you did.

I didn’t even know you could do that lol. Shit, that guy recovers fast.

This really doesn’t seem to be character or spacing universal at all. Against Morrigan for example, you come out of the teleport in range to OTG, but way, way too follow the OTG up with anything but a TAC unless you throw her into the corner. I could see it working out on larger hitboxes universally, but not the medium sized or smaller. I could be wrong, but I mean, it’s a whiff by a huge amount of distance.

Both the L Teleport after M Mustang Kick or the gunshot after L Mustang Kick have to input before the camera zooms back out, which is disorienting as all hell anyway, single largest reason most people just use H Mustang Kick and wave dash.

He actually has one of the slower recovering teleports it’s just the hit stun from the gun lasts so durp long.

Deadpool got some teleport swag combos now with the cancel buff. It’ll help his mix up a lot and be less assist reliant for mix ups. I wonder if he’ll be able to set up any gun port shenanigans also?

I somehow got myself used to the L grab, gun port shit but it requires a bit of timing (on a Wesker combo of all things). I remember just running the H port for a while till I figured to just grind it out.

I have to do warm ups every session before I can get back into L Mustang kick->gun combos properly. It just does not seem to stick in muscle memory for me at all. It’s just so weird having to do inputs during what you would think is actually recovery frames and not just the camera being slower than the move.

No more gun loops in Wesker combos either. Add the Cobra Strike canceling into Phantom Move change(which I’m looking forward to) and the very much want Wesker to be an ease of use character.

Yeah that’s one of the things I don’t like about these 2.5D games, camera really messes with you sometimes especially in this game.

I mean he really wasn’t that hard to use to begin with as far as his combos. He had some harder, tighter execution combos but you could do similar damage with just ABCS BBCS call assist shit.

Well I haven’t tried it on everyone but it seems to work everytime I’ve attempted it in matches. You’re probably right anyway. I noticed that I can NEVER hit Iron Man with cr.M after a gunshot OTG. Why is this? I have to go to L instead.

He’s one of those characters that doesn’t lift very high off the ground like Jill and MODOK. Making him fall faster and since Wesker’s c.L is 3 frames faster than his c.M (5 as opposed to 8) it makes a difference.

Ah ok, that clears it up. I was pretty sure it was not a hitbox issue.

I dunno if Arthur’s health buff is going to be enough. Sure. He has a double jump. But where will he stand compared to other zoners.

my primary problem with arthur isnt other zoners its teleporters and cap of all people. we still dont know what projectiles he can jump cancel either… but him being able to cover ground dashes and jumpins in the same move should be a ridiculous buff. plus he gets extra hp in gold armor as well.

still, not sure how viable arthur really is, his s making him fall quicker is touted as being a significant buff by arthurs that have played him in ultimate.

-dime

It does sound good. Fall quicker. Start spamming projectiles faster?

yep, or just use it as a ghetto dash/way to move around quicker:

jump back slash down jump back slash down etc

-dime

My brother plays probably the best Cap I’ve seen and Cap is basically an anti zoner. You can only do real small zoning against a good Cap or you’ll get blown up. If you get hit by his zone you lose a character LOL.

Captain definitely gonna fare really well in Ultimate in comparison to Arthur I think. I just don’t see it. Hawkeye looks like a completely more mobile version of him with as much annoyance factor. Honestly Arthur should probably be Spiral annoying to get in on with his shitty movement. Maybe people will find some sort of team synergy that will make him scary.

Bump for 3rd change lot on front page.

I am glad it seems like Storm’s tridash (backwards and forwards) doesn’t appear to be nerfed even though there was a supposed universal backwards airdash nerf for everybody. And Max says she seems faster even faster in the air. Don’t know if that’ll make some of her combos harder or easier yet. No mention of damage buffs, normal changes, or hailstorm changes. Guess I’ll have to wait till the 15th.

Yeah I think the bigger nerf is no more blocking during air dash. Doom’s air dash speed is faster now, can finally attack while doing down back air dash and generally his down back air dash looks no slower if not faster.