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

Yeah…but more so reliant on resets and buying on the fact that people can’t poke him back during his resets due to invincible swords and charged buster + assists.

This is more of a change to Hyper Sentinel Force now though, more than hit changes. The drones take longer to travel across the screen, so if Sent has you in the corner, OTG Rocket Punch xx HSF will simply never work in Ultimate, but if you have Sent in the corner, OTG Rocket Punch xx HSF basically always works.

I’m honestly not yet convinced they did anything with HSD but make airborne targets juggle higher with consecutive hits, allowing them to just pop out of combos. It’s likely, but really, all of the combos we’ve seen break due to the HSD changes, break because of the opponent being juggled to high to continue.

As for Zero, I don’t think you’ll be seeing much assisted relaunches, what you will see is ground chain->air chain, OTG Sentsuizan xx level 3 buster, relaunch->air chain->Rekkoha and variations of that.

(Hunh. I should probably post in Chris’s forums before the Chun-li ones so as not to make the universe implode.)

I don’t play Zero (or care to), so I have no additional comments on him at present. I just want to know if the Dahbomb watched the Ultimate Norcal tournament since it showed, without any doubt, that Haggar’s f+:h: is thankfully the same long hitstun and not some type of ghetto ground bounce.

That is all.

OK, I got mixed up. It’s the assist attacks that got their hitstun fudged in UMVC3. In vanilla, if you do a long ass combo with Magz and end it with disruptor, you’ll notice the enemy will tech out pretty fast. If instead, you do a long ass combo with someone who’s not magz, then use the disruptor assist at the end of that combo, you’ll notice the opponent is still kept juggled for a long while. This won’t happen in ultimate. Landing a disruptor assist after a long ass combo will do as much hitstun as landing disruptor on point after a long ass combo (that is to say, very little). So everyone that relied on assists like Wesker, She-hulk, or Doom for combo extenders, look elsewhere.

i was doing extended combos fine at evo with doom…

Eh, maybe relegating Doom along with Shulk and Wesker wasn’t so fitting. Hidden missiles always seem to cause the same amount of stun anyway. Rocks and laser assist, however, will definitely be affected.

Wesker is nerfed?.. Well idc, I will still use it…

Wesker/???/Sentinel

Well now he has the sunglasses buff so not all nerfs.

I don’t see Zeros nerfs as ‘nerfs’ as it also affected the entire cast in terms of loops, extended combos, etc. His Cancel Special>Buster buff pretty much overrides the stuff they took away, as they were things that NEEDED to be changed.

As for his Buster not causing hard knockdown anymore, I really don’t mind, the only thing that will need to be altered based on this is you cannot end combos with Buster>Rekkoha. Easily adjustable and I feel it’s better as a soft knockdown as it does not kill the pace of the battle any more, allowing Zero to continue pressuring the opponent.

Yeah, but like I said, I will still use it, it’s my main character in MvC3, He is the center of my gameplan.

Has there been any UMvC3 gameplay of Dante doing a BC bnb? I’d be fine with it doing less damage (especially since Beehive being easier to do lowers the execution/practice it takes) but it’d suck if we lose that whole combo. I know a few Dante resets so it wouldnt be that bad. And is the OTG time being more strict a character-by-character thing? because I remember X-23 only having just enough time to OTG with Ankle Slice in Vanilla and probably a few other characters would have problems.

(I’m still kinda weirded out that sunglasses thing still doesn’t seem to be implemented in the latest builds because Wesker still instantly takes them off when he does Phantom Dance.)

Not sure what you’re talking about, Kaiten92. However, I should point out that it’s probably character specific, given that X-23 actually got an Ankle Slicer buff solely that makes it easier for her to OTG, not more difficult.

Good to know. Not that I ever did.

I’ve heard that it did. You heard about how it works, right? His glasses crack if he gets hit enough, and they break with more punishment. Cracked shades give you a boost in speed/damage, broken give you an even bigger boost in those two fields. So basically you’re almost rewarded for geting hit.

There was someone who obtained the TGS build and tested stuff out, and he said he noticed a speed boost (SEth later confirmed it was both a speed AND power boost).

(…)

I am currently becoming one of those people P. Gorath talked about. Help me.

Weird. Maybe it will be/has been implemented at the NYCC boosts. However, when I was watching the Ultimate Norcal videos–damn you, DevilJin–and saw Wesker do Phantom Dance, he still took his shades off instead of putting them back on or whatever (not removing them if they’re already not damaged?), which I heard wasn’t supposed to happen anymore and more what I was getting at. I was already aware of the speed and power boost, which is why I had asked Dahbomb if Phantom Dance did indeed no longer remove his sunglasses and Dahbomb went as far to say it instead reset them now.

shrugs

Oh well. We’ll see.

Not sure why people think Zero will be relying on assist relaunches. He has a self OTG now and can still do his old BnBs (you just have to take out 1 loop from whatever you were doing). It looks like launching people after the shippuga loop will be a little different (you’ll have to wait for them to fall a bit before doing the launcher to ensure that you don’t cross under them).

And has nobody thought of how lightning buster cancel will affect combos? Lightning buster cancel should more than make up for Zero’s combos getting shorter before the assist extension (an extra lightning dash wherever you would get a buster seems like something to look forward to as a Zero player imo).

Yeah, that is weird. Only time will tell, I suppose. Maybe “time” means “tomorrow’s stream.”

Basically there were a lot of characters who’s basic OTG combos had only just enough time in MvC3 to combo. Unlike Dante who can actually walk back a bit or dash forward and still continue his combo, certain characters had strict timing just to do bnbs. X-23’s LMHS MMHQCF+L would put her on the ground and you had to Ankle Slicer immediately or it would whiff, Iron Man has to sometimes dash up and do Smart Bombs before he can cancel into his hyper, Viper has a relaunch combo that can end in a Seismo xx QCB+:atk::atk: but the Seismo has to be done as as she touches the ground. So I wanted to see if anyone knew how badly the OTG timing affected the whole cast.

Bumped with assist me “gameplay” changes vid.

looks like he can combo just fine to me

Dante can still do his bnbs with some slight adjustment. It just looks like the game’s natural reduction in meter building means he won’t be building as much meter per combo. The change in hit stun as shown in the video displays how he can no longer add in the jet stream to fireworks finisher after the beehive. He has to go straight into super after beehive and with the changes to meter it just basically means Dante can still do long bold cancel combos at the price of not being able to build his own level 3 in the same combo anymore. He’s looking at probably only having 2 and a half meters if he lands a ground hit from the start of the round now. No more start of the round near 1.1 millon damage triple DHC combo.