Capcom can’t update UMvC3 because Marvel owns the license and won’t let them. Ya’ll are tweeting at the wrong people, but Marvel is so anal with their licenses I don’t see it happening even if Nitsuma wanted it.
I feel like the post you quoted was meant to be bookended with a giant Kappa face. Maybe I’m wrong, but I don’t think so.
Maybe it’s just because I know how the character works, but I haven’t met any Vergils who were a problem unless they straight-up outplayed me. I’ve never lost against a Vergil where I thought “X, Y, or Z is some grade-A bullshit and is the only reason that happened”. Zero’s a little bit different what with literally EVERYTHING being safe and his pressure strings can be almost neverending, but I can live with it since I see lightning loops dropped pretty often and I’ve gotten somewhat adept at reading the character. People’s problems with air throws and teleports are absolutely asinine though. Oh man, I super jumped and tried to come down on the guy right under me knowing full well he can air throw me in one frame but I don’t feel like pressing H and a direction so I can tech the throw. The tears are delicious. And teleports? Really? Really? “But with a good horizontal assist it’s hard to see the L/R mixup coming or know which way to block it. It’s not fair if it’s not telegraphed to allow me to block it easily.” It’s called a 50/50 and even though that particular one is SOMEWHAT effective it certainly doesn’t break the game.
How to beat Beam + Teleport: Stay in the air, throw out some buster shots, and do air dash crossup pizza cutter upon descent. Oh wait, that only works if you play Zero. Sucks to be you, non Zero players!
From what I’ve heard from a lot of other people, the best way to nerf Zero would be to just take away the buster cancelling.
For the following reasons, from what I remember:
- Makes it much harder for Zero to catch you with random lightning
- Everything in his moveset isn’t instantly safe anymore
- Zero would have to dedicate an OTG assist to his team in order to perform lightning loops
- (Most important) Zero would still remain playable, as he was already a really good character w/o his buster cancelling before the latest update from what I remember…
Seems legit to me, although some other people would suggest different types of nerfs, and some others would even suggest no nerf at all, but I’ll just leave this here as my(aka some random scrub’s) opinion, I guess.
Even without buster cancelling Zero can still OTG with Sentsuizan. It just means he needs an assist to keep them in place long enough for you do jump and buster them.
Let’s play a game with this thread, shall we?
You have exactly ten (10) changes you can make to Marvel. System-based or character-based. How would you spend them? I’ll start.
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X-Factor duration is the same for all three levels (equivalent to current XFL1), but speed / damage amounts remain the same. I like XF as a cancel mechanic and as a partial comeback mechanic, but being able to pop L3 MMHS MMHS kill a character and still have 90% of your time left is absurd. Keep it short and powerful.
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All meter and HSD changes removed from TAC. The idea of being able to tag a character in mid-combo without using meter is nice. I think it’s a good addition on the whole. But the shit they painted on top of the system makes it seriously hot garbage. The reward is too great and the risk is too low. Get rid of all of the reward but (the possibility, still counterable) of getting a character out and let that rock.
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Morrigan does not build meter by attacking, getting hit or blocking in Astral Vision. Soul Drain hits still build meter, as do meter-building assists. It’s ridiculous that this happens.
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Arthur losing Gold Armor puts him in soft knockdown, not hard knockdown. Because really.
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Nova knockdown time after throw reduced. Not a ton, just enough to make confirming off of it a little tighter. The fact that you can stand there and whiff four jabs before OTGing from the opposite side of the screen is just some silly ass shit.
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Scale that Spencer up grapple, sil vous plait.
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Phoenix Wright never gets bad evidence. I’d like the game better if low tiers were elevated more than if high tiers were nerfed, and seriously most of the high tiers are reasonably fair (by Marvel standards, anyways). Phoenix Wright is the absolute worst power-up character for a lot of reasons, but this at least makes his life a little easier. Maya super into Objection is very doable after he has evidence.
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Doom Missiles on assist only release 4 missiles, tracking is slightly worse. It’s the best assist in the game. It does everything, from breaking combos to making them longer to making life miserable in the neutral. A little nerf wouldn’t ruin their utility, just make their blockstring not so long.
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All charge button glitches are removed (Vergil RT glitch and Viper laser / Seismo glitch). RT glitch especially is just vile. I really don’t have many problems with Vergil besides that.
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Zero loses lightning > buster > lightning. Lightning cancelled by buster is one thing but the three-way mixup that this gives him (especially on incoming) puts the character over the edge into dumbassedness.
[LIST=1]
[]Remove Spencer for PTX-40A (from TvC)
[]Remove Hsien-Ko for Anakaris
[]Remove Vergil for ANY OTHER CAPCOM CHARACTER
[]Remove Viper for Bison or Urien (or Dudley, if the developers have any class)
[]Remove Zero for Mega-Man (about damn time, right?)
[]Add in a CvS2/Skullgirls style “Character Ratio” mechanic
[]Remove Ryu for for Captain Commando
[]Add a “RUN DAT BACK” button to ranked matches
[]Give us a chance to replace a team with Galactus for regular play (Obvious rebalance required)
[]Give Iron Fist a dive kick
[/LIST]
I think if Spiral Swords is made into a lvl 2 instead of being lvl 1 Vergil would be still be a great character, but not as stupid braindead broken to use, his damage would be less and his mixups would still be good.
Make Vergil start with the swords waiting to be deployed, then he needs to spend another meter to access their current state. I can live with that.
- Give Dante a level 5 that turns him into his Vanilla self; stacks with X-Factor and Devil Trigger.
Agreed.
People using Health as a key disadvantage just makes me lol.
Yes, let’s keep characters having stupid OSes that not even the player themselves know/care which move they’re going to get when. It’s not like the opening gambit with certain characters isn’t stupid enough because of it either.
I’m just really hoping they come back next year for just one more patch. This game is So easy to fix, it just requires capcom incentive.
Start of the round would be so much cleaner if they just disabled throws for the first half of the first second of the match. Stops derpy OS but still allows players to set the pacing of the fight.
So having low health isn’t a mitigating factor worthy of being balanced by having better options than high-health characters? Akuma must be beyond broken in SSF4 since he has nigh endless 50/50s into hard knockdown into 50/50 into rinse and repeat AND has good normals. There are only a couple of characters in UMvC3 who can’t ToD Vergil/Zero/Strider/Magneto/Dante et al with even non-optimized combos and a lot of those characters have safe methods of hit-confirming their combos that those characters can only really run away from. Look at pipe, foot-dive, s.H or j.S from Hulk, s.M or c.M or j.S from Sentinel, Shield Slash, Log Trap, etc. Low health means that damn near any character can faceroll their controller and kill you in one combo. It’s up to you to figure out how to get that opening.
And I still fail to see what the problem with throws/airthrows is. I get hit by them at least as often as I effectively use them, but it’s my own damn fault for putting myself in a position where I could be thrown and not thinking/bothering to press forward and H.
lol @ Comparing SSF4 to Marvel.
EVERYONE in Marvel can kill in one touch, it’s just the factor of how much resources you want to use for it.
As I don’t want to start this debate again, as it already happened in the SRK Tier thread,
Health is a factor in characters, but it’s perhaps the most negligible factor in UMVC3.
- Spencer up-grapple scaled: 80K damage is half the damage of most hypers after scaling, that is stupid. He’s already a terrific battery and has high damage with 2 great supers. He doesn’t need unscaled moves…no one does with maybe the exception of characters who are like Strider or Trish levels of damage.
- TAC’s either gone or keep HSD active while doing them with no additional benefits. The risk/reward is just too great considering you’re already combing someone. You shouldn’t be able to basically build a team around Flight character 2nd to basically TOD people. TOD are supposed to be hard because they are f’ing TODs.
- All DP assists have invincibility so they actually are GTFO OR/& make Alpha Counters 25% meter so they are actually worth something. That would make Alpha Counter DP Tag-ins a great way to deal with pressure. However, DP assists should knock the opponent away in a manner that is not easy to combo off of unless in the corner or something like that.
- Virgil Spiral Swords should be a lvl2 or only be capable of being done once in DT so you can’t lock someone in an infinite mix-up string for 30 seconds.
- Make assists & THC customizable or at the bare minimum make it so every character has 3 good assists. DGAF if a character doesn’t have “moves” that lend themselves to good assists, just make them (like Frank Cart or PW dog)
6)Throws should be :l:+:m:+:h: or something else and it has a whiff animation, so you don’t get stupid ass option selects with :h: . - Characters start off at complete opposite ends of the screen but can dash while round is starting so certain characters (Wolvie) don’t have stupid advantage at beginning
- Morrigan doesn’t gain meter in astral vision. Whether while attacking or being attacked.
- Make super jump height lower (and in return make some things avoidable at the new SJ height like Storm’s Hailstorm). Super jump height really kills a lot of character viability since being above your opponent is such an advantage in this game and if you can’t convert from it, then basically you’re done since a lot of characters can control how they get down. That or give characters way of dealing with Super Jump that leads into combos. It’s stupid that a marksman shooter like Chris can’t actually aim up like his arms and neck are that thick.
- Give characters like Arthur and Hsien-ko better mobility. In a game where movement is the most important thing, it’s dumb not to be able to have some form of moving quickly and playing footsies.
I never agreed with a post more then I have this one.
pls work for capcom.
Would If I could. I’d love to either work on a FG or make my own!
I actually read DP’s assists being invincible, that would only work if this was MVC2 and they were slightly difficult to combo off of.
You would have to change it to make them MUCH harder to combo off of then.
What you quoted was an entirely sarcastic response… I definitely believe the total opposite; I just don’t use smiley’s all that often. It was more aimed at DevilJin’s thinly veiled, yet all too common white knightery to my previous statement. The sad thing is that there are people out there who think the comments of the hardcore are the only opinions that matter regarding this game, or any competitive game. Money talks, and the hardcore players damn sure don’t have enough of it.
Haha, holy shit, you think people aren’t pressing forward and H to stop an obvious throw attempt? You think people aren’t anticipating throws yet are still getting grabbed regardless? You don’t think throw ranges vary for different characters (with some of the best characters having amazing ranges)? You honestly believe it’s people “not thinking/bothering to press forward and H”? AND you’re bringing up SSF4 in regards to how Marvel health works?! Wow…
I think the Rice fellow put how I feel about throws correctly: “…stupid OSes that not even the player themselves know/care which move they’re going to get when.”