UMvC3 - List of Changes

Please give Cap back his Double-Jump
Please give Cap back his Double-Jump
PEALSE give Cap back his Double-Jump!

Isn’t Phoenix considered zoning?

it’s in this version of umvc3, I saw it on the stream… So unless they take it out, ur good

Future Foundation Costume

There is no way Dorm should lose the carpet when hit as it is literally the sole thing he has to protect himself while using his absurdly unsafe specials designed to punish from a distance and still is pretty easy to get around unless you literally stand inside of it. I can’t think of too many (read: any) keep away characters that have to rely on yomi as much as Dorm in order to do damage from a distance. Looks like Dorm is just going to have to use his teleport for pretty much everything now which in turn nerfs his rush down because no one is going to take his zoning seriously and just patiently wait for a teleport.

Also, if you going to use Chris as the rubric to measure Dorm against you may want to consider the following (saw the posts above and just want to end this once and for all)

  1. Chris has far safer specials in general and his main purpose is to inflict chip damage. I don’t think any character can hold a candle to the chip capability of Chris. This is why he makes an excellent battery because he has both damaging combos and just needs to make contact with his projectiles. Dorm inflicts terrible chip in comparison and incurs a much greater risk when using his zoning tools plus is absolutely terrible at building meter, especially when you consider how much he needs it to be threat.

  2. Dorm without meter is pretty weak because the vast majority of his damage and his ability to control the pace of the match come from his supers since his combos are so short. Without Chaotic Flame, Dorm doesn’t have too many ways of inflicting great damage after either his zoning tools or melee combos unless he has assists. The Fireball is means of buying time or inflicting chip more than anything else and a lot of people are figuring out ways around it (hint: Chris can simply super jump and magnum Dorm in the face, which gets rid of the Fireball and inflicts 150,000 free damage or just use any other projectile.) Chris on the other hand has far more tools at his disposal to deal damage without his supers and doesn’t really need his supers to do excellent damage. Watch some LLND or Cam videos and you’ll realize the power that he packs.

  3. Dorm’s main strength in melee is that he has very favorable hitboxes that keep him safe but are horrifically slow in combat. Any character with fast normal attacks or any form of mobility can literally outpace Dorm even if the Dorm player knows the attacks are coming. Chris can stand fairly well against most of the cast with his normals as his attack speed is not too bad but certainly not top tier.

  4. Dorm can’t really stand toe-to-toe with anyone in a distance battle because of how slow and unsafe his distance attacks are (hence why they had to give him an absurdly good teleport that doubles both as a mix-up to and an escape tool). Chris literally can pistol whip and magnum smack most of the cast in a distance battle with his prone position if used properly and his ability to fire from multiple air angles. Plus, Dorm’s Teleport is very punishable if done without cover. The problem is that most people completely under-rate Dorm’s rush down ability as stated above. Most of the cast can stuff any attack Dorm can throw at you from his teleport if they go on the offense instead of trying to defend. Spend 10 mins in the lab and you’ll see how terribly unsafe the teleport is without assists. As a Dorm player myself, I’m surprised more people don’t realize it.

  5. Chris has higher health than Dorm

  6. The landmine is designed to be placed when your opponent is mid-screen and advancing on you, NOT as a last second ditch to counter an attack. It’s a time buying tool EXACTLY like the flame carpet is supposed to be. The flame carpet is supposed to force the opponent to come at you from a harder angle, which buys you some time to react. As was said before, most people are just lazy and don’t think about the fact that you can attack someone from multiple angles. A smart Chris player will place down a landmine as a means of buying a second to try and either create space or go on the offensive with something like a jumping shotgun blast, which can be as much as +35 on block and creates heavy stun if it connects allowing for Chris to unleash a pretty devastating combo that is easy to hit confirm. If the opponent blocks, Chris can do some massive chip damage with jumping shotguns and a lock down assist. In addition, if the opponent push blocks to avoid chip, they in essence gave you free space to go back on the offensive with your zoning tools. The main problem with Chris is that people try to start blocking with him which is exactly the wrong thing to do (albeit, some people block very well and end up getting air throws). If you’re playing Chris properly, the opponent should never get a chance to do attacks within reach of Chris because of his ability control the distance game and force the opponent to come from predictable angles.

  7. The landmine explodes (creating a nice blast radius) when Chris receives damage in order to act as a combo breaker.

I don’t think dorm’s nerf of the carpet is that bad. Its just one special move. Almost everyone is getting some serious changes. Hell, the nerf to magneto’s dash just removed most of his important combo that mag players been practicing. That’s some serious change. God i’ll be pissed if this is finalized. Hopefully he won’t be like gen in ssf4. Moving on, Strider looks like a cross between Phoenix and Wolverine. Great ground game, projectiles, teleports, vortexes. I think I saw him combo off one of his critters up close on shehulk in the trailers? His vortex looks scary. Just throw out one of the animals and teleport. It seems like he doesn’t even need doom. How is Ironman in this game? I heard his airdash got better? If this is the case and mag’s dash is slower, then I’m switching.

Gen is blockable in SF >.>

<.<

What the heck does that mean?

Can’t wait for us to get our hands on this game and break it down… Strider is going to be the funnest character ever…I was so comfortable with that dude in mvc2…

Anyways
I thought captain america was always very solid but just outclassed, he had solid health, although cartwheel mixups were very situational and assist dependent, that jump L shield slash with a decent assist was very controlling.

It looks like they wanted to make UMV3 have shorter combos looking at some of the changes, like zero’s hard knockdown removed, some of Dante’s little changes etc.
I’m fine with that, controlling space and adding a bit more strategy is always fun… rather then land a hit and combo forever.

That means you can see which side to block in time. Magneto was ridiculously hard to block, Gen wasn’t. Just trying to point out why he needed to be nerfed.

But yeah his dash is so fast it’s hard to see which side to block in time, and if he gets you in block stun from an assist you have to have crazy good reflexes or guess high or low. I’m not a scrub, I’ve just played good Magnetos. His ability to open people up is crazy good.

New Chnage:

Tron’s servbots come out way faster now. The one where she launches the servbots on propellars.

Looks like a good zoning option.

So…is Capcom (aside from cutting the BS away) trying to make the zoning characters better by gimping the rushdown tactics? It just seems most of the buffs have to do with bettering zoning and defense.

I must be the only person who thinks Wesker receiving a health nerf, and Taskmaster not is ridiculous.

I’m down for this. Could help with her spacing and approach. I mostly just used it for hitting incoming characters after a KO, but this could be good.

Yeah, that is weird. It’s because not enough people complained about it, probably. It’s not necessary, though. He’s pretty perfect as it is.

Did they fix his arrow scaling?

I don’t think u understood my analogy. I’m not happy with the fact that Magneto is being simplified like Gen was simplified in Super. Chars that take time some time to learn if ur not used to their style. Dhc trick is removed so its going to lower his usage. Yeah the dashes cheap but its thats mvc not super street fighter 4. blockable as in “That means you can see which side to block in time”? I wouldn’t agree that Magneto is absolutely impossible to block. Hell gen can cross u up numerious ways just that ppl don’t use him much. Anyways, mag cant cross you up in the corner with the assists. When ur in the air then its easier to block, but his low normals suck unless covered. Almost everyone can put u in a 50/50. Even in SSf4 there are 50/50s.

I’m curious if u can use his gravitation and attraction to extend combos? Just putting it out there for ppl testing this game.

Well first of all you should know they aren’t done with their balancing yet. Second of all, come on bro, wesker was so much better than taskmaster it was ridiculous. Up close he had the much better mix-up, and equally good-if not better-normals. He had better mobility, and thanks to his lovely ability to teleport cancel his air gun shots, almost had better zoning than taskmaster. He was much faster, had a 1-frame command grab and a really good level 3. Taskmaster was good, of that there is on doubt, but he wasn’t wesker.

Id hope you could do gravitation to pull closer into shockwave to get more hits

  1. Magz is completely broken when played right.
  2. You never want to be in the corner against Magz
  3. He can put you in 3 50/50’s in a blink
  4. SSF4 is like slow motion compared to mvc3

I agree though, DHC glitch was a big part of his game amongst high level players I think he had a lot of things that could have been nerfed, glad to hear his disruptor is nerfed (hopefully it’s true). I think those two things alone make him more bearable to fight. I think he is being unsimplified actually, cuz he can’t dominate with disruptor and go for random hits to hit confirm kill combos with DHC glitch. Now he has to work more to zone ppl out, or rush down.

Taskmaster has the highest damage normal projectiles in the game. He’s useful in any DHC combo. He has fucking sword hitboxes. He kills you in one hit. All Wesker really has is assist based mix-up, his absolutely Wonderful Mustang kick, and XF3. Wesker is good, but people overrate the fuck out of him, and a lot of why he’s good is the fact he can take punishment until he gets in, and starts his reset shenanigans. If Wesker is ridiculous at 1.1m, Taskmaster is every bit as ridiculous at the same health point. I’m fine with them both at 1.1m, and would rather see them both stay there.

Almost all of the changes so far reek of them taking any character considered good in the current meta, and beating this shit out why they’re considered good.

Man u really hate him. Completely Broken? Naw. Ur just a scrub. “Random hits to hit confirm”?