UMVC3 Patch/Balance Discussion *NO PATCH...but word is out of possible ALL CAPCOM VS game coming*

Also, don’t buff Phoenix Wright. If anything nerf him.

Do you really want a character based around blind, dumb, stupid luck to be a viable threat? I sure as fuck know I don’t.

Worked for Zappa

The evidence needs to be put on a rotation. This will allow both players to understand when they can go turnabout. Needs to go 2 good, one bad. Then health, then another good evidence.

Well, this is the guy that:
[LIST]
[]Got hit (hard) over the head with a fire extinguisher and had no permanent damage
[
]Fell several metres from a burning bridge into a 20ft wide raging river, and came out of it with only a cold
[*]Got hit by a car (with enough force to damage the car as well), flew several metres through the air, hit his head on a telephone pole, walked away with only a sprained ankle and spent only one day in hospital.
[/LIST]
You know Phoenix’s win quote where he says “I’m lucky I’m so well prepared for such abuse!”. He’s not lying.

I’ll just comment on characters I think I know well enough to approach for balance.

Captain America
I think Cap needs to be slightly more specialized as an antiprojectile/reactive character.

Small buffs that are simple or common sense.

  • cr.M and S nullifies projectiles. Cap is swinging his shield, if any normals should nullify projectiles it should be Cap’s shield normals.
  • H is low invulnerable. Cap’s whole body is suspended on his arm, he should be able to dodge lows during this very slow move.

Medium buffs that would markedly improve the character:

  • New move. Forward + Heavy: Cap’s old standing fierce punch from the old versus series (Cap swings his shield out in a swiping horizontal motion.) Staggers, nullifies projectiles, has strong blockstun and pushback on block. This move would not really help out Cap’s combos but would give him an option to end a blockstring with a lot less risk, and also improve his ground poke game.
  • Shield Slash assist is now Shield Slash L.

Major buffs that may be too much:

  • Every time Cap blocks a projectile his shield gains a charge. When Cap throws a shield slash it gains durability equal to the number of charges. e.g.Cap blocks a beam, his next thrown shield slash is now as strong as that beam plus basic shield slash durability next time it is thrown. Cap’s shield absorbs energy, and blocking to charge it means it isn’t something you’ll do that often for advantage. There are a lot of places you could go with Cap absorbing energy with his shield.
  • Increased cartwheel invulnerability frames to 20-25. Frank West has 2.5 times the invuln on his roll that Cap does on his cartwheel. It’s fine that his is better, but Cap’s needs some help.

Hulk
Hulk doesn’t need a lot, just a few simple changes to give him some variety.

Small buffs that are simple or common sense.

  • Command throw fling damage increased. Command throw number of whirls increased. Damage per whirl decreased. Fully mashed command throw now does less total damage but throws the opponent straight up when fully mashed (like Thor or Hsien-ko’s throws.) This change would make it so Hulk players can choose not to mash for higher damage and lower scaling but much less combo capability or fully mash for less throw damage, combo capability, but maxed out damage scaling. This will make screen position and assists factor into command throw decisions.
  • Increased untechable time for Gamma Charge anti-air L followup and ground M followup. Increased damage.

Medium buffs that would markedly improve the character:

  • Jumping H nullifies projectiles within the thunderclap.
  • Anti-air Gamma Charge cross-counter can now be followed up with any normal Gamma Charge followup.

Major buffs that may be too much:

  • Fully charged Impact Punch is unblockable. Increased charged time if necessary.

Chris
I think Chris needs to have some of his abilities slightly changed to give him slightly more versatility in combos.

Small buffs that are simple or common sense.

  • Low shot (forward +M) is now changed to back + M. This will make it a lot easier to OTG and then follow this move with gunfire. (Yes this is a change to make execution easier, this link is very unreliable online.)
  • Stun rod hitstun increased so that Gunfire L and Gunfire M will combo afterwards.
  • Increased hitbox and hitstun on later hits of Combination Punch L so that the full combo hits reliably on the full cast.

Medium buffs that would markedly improve the character:

  • Combination Punch M redesigned. Now is a hook punch followed by his S as a mini-launcher. Can be jump canceled or canceled into flamethrower. This will give Chris the option of going into a jump loop.
  • Land mine duration increased to 180-240 frames.

Major buffs that may be too much:
None.

but that is what makes marvel fun no?

Fyi Zero and Viper dont need nerfs, Vergil maybe but its hard yo nerf him without making him useless, Dont nerf Morrigan shes fine tbh. Doom missles yes needs a nerf, missles disappear if hes hit or slower start up assist wise. Give tron a decent assist again, Make her boulder have hella priority but no invul. Give PhX either more health or 2 actions in the air tbh, or make a normal like her slide otg. Have wesker end up on the opposite side of the screen after maximum wesker. Give storm an OTG normal and Give her back her Jump Roundhouse like mvc2 ( she kinda spins, Imagine like zeros air H.

Just a few thoughts.

Sent from my DROIDX using Tapatalk 2

Because marvel is based on dumb luck.

Yeah… no.

Preferably, I’d like him buffed in a way that makes him not reliant on luck.

The buffs I’ve suggested, to make Bad Evidence not appear unless you’ve already obtained 3 pieces of Good Evidence, makes the luck-based aspect up to you. You choose between being secure that you get Turnabout Mode, or going for better EVidence, but risking the chance of getting Bad Evidence.

Buff MODOK. Dead pool should be the only troll thats viable.

In the games, Phoenix Wright never has all of the evidence he needs right away. He investigates, gets what he can, goes to the trial, and then makes do with what he has until he gets the chance to investigate again. I think that Phoenix Wright’s game needs to be less focused on getting 3 pieces of good evidence and going to turnabout straight away, and more focused on continuously switching between Investigation and Trial to get more evidence. I think an optimal Wright game should go like this:
[LIST=1]
[]Wright searches for evidence. He only has enough time to do two searches, so he’s not guaranteed to get the best evidence.
[
]He switches to trial mode and fights with the evidence that he has.
[]As soon as he gets an opportunity, he goes to search for more evidence and then switches back to trial. Repeat until all evidence is obtained.
[
]Once he has all of the evidence, he gets to Turnabout mode. I think that getting to Turnabout mode should pretty much spell an instant win considering all of the effort required to get it. Before the patch, if was like that because the invincible assist was pretty much impossible to get around.
[/LIST]
IMO any buffs given to Wright should be trying to make him closer to this formula.

Cap is fine as is, maybe a little boring, but he can hang. Maybe they could reduce his overall damage and give his shield throw more hitstun that way you have to get fancy to really get the higher damage combos.

I hope you realize Hulk can currently get over a million damage off his command throw by himself. Granted he has to have his back to the wall, but he can still put the hurt with the right assists from most positions.

No more unblockable attacks, dirt nap and Viper’s focus have shown them to be already too good (not saying X-23 is too good, but she’d be a whole lot worse if she didn’t have that lvl 3).

And again, the absolute last thing Hulk needs is a damage boost. Learn your characters.

Seriously guys, if you’re going to suggest something, try to be 100% sure you know what you’re talking about.

Don’t use online play as the basis for any changes.

please for the love of all that is pure no.

Nemesis
+Decrease recovery after H launcher slam
+Increase hard knockdown time for each rocket during biohazard assault
+Start up hyper armor/invincibility during biohazard rush
+Start up invincibility during fatal mutation

Ghost Rider

  • All normals do chip
  • Projectile should reach full screen rather than 3/4
  • Less start up on Spirit of Vengeance

Rocket Racoon
[LIST]
[]St. H now OTGs
[
]Increased durability on Log Trap
[]Reduced startup on Bear Trap
[
]Increased Spitfire durability
[]Rocket Skates can be canceled into normal attacks
[
]:qcb::m: now hits over a longer duration
[*]The last hit of Rock and Roll does not disappear until Rocket Racoon is hit
[/LIST]

Reduced startup on RR’s bear trap would create block infinites.

That move has long start up for a reason.

Same with normal cancelable Rocket Skates. Block infinites everywhere.

Yeah, as a RR player I honestly don’t think he needs any buffs. His toolset is good enough as is; nigh-unblockable (unblockable in some cases) mixups at close range, and traps that control space and force other characters to respect him. And yeah, any less startup on bear trap would be too much. It’s already an XF infinite.

Those Captain America buffs are nice, I like that charge mechanic. The character needs to be more interesting and definitely needs a universally safe block string to use.

I agree with most of what you say, but you seem to be reacting as if I suggested things far more extreme than what is listed.

Cap is fine, but he’s also in something like 33rd place on the community tier list. He just needs some small tweaks to get him to average. I don’t think I suggested too much. Cap is supposed to be anti-projectile but against characters like Viewtiful Joe he can’t do anything because shield slash loses to Voomerang, Charging star gets Hit with Mach Speed, and Mach Speed is more invulnerable than Hyper Stars and Stripes. Being able to slap away some projectiles with normals, throw a legitimately pressuring shield slash, or cartwheel through some attacks would let Cap more steadily approach into a range where it would be more difficult for the opponent to “out-react” Cap’s reactive attacks.

Hulk’s command throw is too variable as it currently is. Depending on screen positioning it is a million damage command throw that is fairly meter neutral to positive or a 200k-400k extremely meter negative damage command throw. Very few assists legitimately open combos after it when used on a cornered opponent (throwing them into midscreen.) The change I suggested was mostly aimed at getting it towards producing a consistent 500k regardless of screen position given it has a startup of 11-18 frames. That isn’t a whole lot different than most every other character’s command throws which activate many times faster. I would be completely happy to see the one million damage command throw option disappear if the move offered better consistency and efficiency.

The damage boost I suggested was to the “dead-end” Gamma Charge followups that have serious frame issues. Hitting an opponent with anti-air gamma charge H followed by the L followup does terrible damage and leaves you vulnerable. If you’re playing Hulk and chase up an opponent who is air dashing over you or is just camping up top with Anti-Air Gamma Charge H, which should be a completely legitimate option you are actually stuck in a terrible position. A lot of characters can actually air recover and either punish with a super or any fast DHC combo, or even worse call any quickly activating assist and they will catch Hulk before he can recover on the ground from HITTING the opponent. That is nonsense. Because of that you’re stuck using the L followup on any hit, but it only does about 40k damage and is less punishable but is still pretty negative feeling for Hulk, especially if the opponent has strong air to ground. The ground version of Gamma Charge with M followup has the same issues, though it is less punishable.

I think that hitting an opponent with the move should 1. Do more damage since it is a dead end with no followups including x-factor. 2. Be safe so that a player can’t get hit in the air, mash an assist and divekick down and get a massive combo on Hulk for using his anti air and landing it. You act like I just suggested Hulk do 2 million damage from basic combos. I simply want that move to make sense in his arsenal of moves and to do legitimate damage so that the move acts as a proper answer for the space it is designed to attack. Hulk doing 300-350k instead of 240k for catching someone air dashing over his head isn’t too much to ask.

As for the unblockable, you’re right. I agree, that’s why I placed it in the “too much” category. But if we’re going to be in a game where unblockables exist then they should be on the right characters on the right kinds of moves. Impact Punch is fully crouchable by a large portion of the cast anyway.

I really don’t get the dismissive attitude.