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

Wow finally someone who gets it.

I don’t want someone to get a full combo if they counter TAC, I don’t want TAC in the game PERIOD.

Barring that Duck Strong’s suggestion of making it cost one bar is the best one by far.

Ok, so here’s what I’ve taken as the optimal result of Capcom fixing TAC’s.

Up exchange: Instant K.O all 3 of your opponent’s characters.
Side exchange: Give your opponent an extra life.
Down exchange: Freeze the game.

Breaking the exchange costs $4.95.

Just tossing some crazy ideas around, but here it goes.

Charge :b: and Charge :d: attacks:
-All charge inputs can be stored until the move is executed. A stored charge move can be executed by doing the move input without charging :b: or :d: . For example, if Hulk charges :b: long enough, he can move around normally, then press :b::f: +:atk: later in a match to do his Gamma Wave. He can still perform Gamma Wave normally with Charge :b:, :f:+:atk: as long as he completes the input within 6f of charging.
-Only one Charge move can be stored at a time. Also, the input to complete a stored charge move is strict. Stored charge :b: moves must be completed with :b::f: + :atk: and stored charge :d: moves must be completed with :d::u: + :atk:. No diagonals. Characters have a faint glow if they have a stored charge. Chun-Li glows pink. Shuma-Gorath glows bluish gray. Hulk glows yellow. Chun-Li’s glow is dimmer if she’s charging for a SBK rather than an EX SBK.

Shuma-Gorath:
-Gains Supreme Mystic Stare and Dimension Rift.
-For Supreme Mystic Stare, Charge :b: until Shuma glows, then :f: + :atk:. It takes the same amount of time for Shuma to glow for a Supreme Mystic Stare as it takes Chun-Li to glow for an EX SBK. Supreme Mystic Stare has the same properties as a normal Mystic Stare, but has 3f less Start-up.
-After Supreme Mystic Stare, Shuma-Gorath is able to perform Dimension Rift by pressing :atk:+:s:. During Dimension Rift, Shuma teleports behind the opponent on the ground. It has 15f of start-up and 5f of recovery.
-Forward dash has a smaller upper hitbox.
-Backdash Invincibility starts up on the first frame of backdashing.
-Mystic Ray input changed to :qcb: + :atk:.
-Chaos Dimension knockdown lasts long enough for Shuma to OTG. May be mashed in the air. Damage decreased to 300k-400k.

That input wouldn’t work well with that system. Say you had a charge, then you block an opponent ( :b: ), then attempt to :f:+:h: throw. your charge input will come out instead. What your asking for is similar to Dorm with his charges but only 1 at a time. It would need a different input and really charging’s intention is to limit the use of doing the move at any given moment, you must prepare for it. In SF4 guile’s flash kick would be absurd if you could sit on a charge and have a loaded flashkick at any given moment, same theory applies here although no move really has quite the same impact as that example.

Both games are radically different and therefore treat charge moves radically differently. In SF4, charging is as much of a burden as it is a benefit. In SF4, charge characters are rewarded for the downtime of staying in one place by gaining moves that can be used more readily on reaction (Flash Kick vs. Shoryuken) or just being slightly more powerful than a noncharged move (Sonic Boom vs. Hadouken). In Marvel, not so much. The playing field is too broad and character movement is too fast for the burden of sitting in one place to be worthwhile. Yeah, there are ways to charge and move at the same time, but it’s extremely limited.

But considering all that, I’m starting to see now how most charge storage can clash too much with other inputs. I’d probably reserve charge storage only for EX SBK the proposed Supreme Mystic Stare, and any other moves that take a while to charge. So here’s a revised version.

Charge input storage:
-Some charge :d: or charge :b: inputs can be stored until the charge move is executed. These moves include Chun-Li’s EX Spinning Bird Kick and Shuma-Gorath’s Supreme Mystic Stare (see below). A charge input is stored when either of these characters begin to glow. Chun-Li glows pink. Shuma-Gorath glows bluish gray. A stored charge move can be executed by doing the move input without charging :b: or :d:. For example, if Chun-Li charges :d: until she begins to glow, she may move around freely, then do :d: :u: +:atk: to perform an EX Spinning Bird kick. She can still do an EX Spinning Bird Kick with charge :d:, :u: +:atk: if the :u: +:atk: input is performed within 5f of charging.
-Only one Charge move can be stored at a time. Also, the input to complete a stored charge move is strict. Stored charge :b: moves must be completed with :b::f: + :atk: and stored charge :d: moves must be completed with :d::u: + :atk:. You only have 3f to complete the input, no diagonals are allowed in the input, and the directionals must be pressed when the joystick is neutral.

Shuma-Gorath:
-Gains Supreme Mystic Stare and Dimension Rift.
-For Supreme Mystic Stare, Charge :b: until Shuma glows, then :f: + :atk:. It takes the same amount of time for Shuma to glow for a Supreme Mystic Stare as it takes Chun-Li to glow for an EX SBK, but it can only be charged in the ground. Supreme Mystic Stare has the same properties as a normal Mystic Stare, but has 3f less Start-up.
-After Supreme Mystic Stare, Shuma-Gorath is able to perform Dimension Rift by pressing :atk:+:s:. During Dimension Rift, Shuma teleports behind the opponent on the ground. It has 15f of start-up and 5f of recovery.
-Forward dash has a smaller upper hitbox.
-Backdash Invincibility starts up on the first frame of backdashing.
[S]-Mystic Ray input changed to :qcb: + :atk:.[/S]
-Chaos Dimension knockdown lasts long enough for Shuma to OTG. May be mashed in the air. Damage decreased to 300k-400k.

Chun-Li:
-EX Spinning Bird Kick invincibility reduced to 15F.

I really don’t like that idea at all, I don’t like the way that charge moves work either, I’d rather charge my attacks holding a button like Zero or completely change the motion to something like a :dp::s:

Using the stick to charge is just wrong in a game like marvel where a single teleport could mess your charging motions.

Also, the worst motion in this game is Skrull’s rolling hook, that shit stops you from using it on reaction, they should just change the motion to :dp::s: or something like :f::b::f::atk:…

We Hitbox uses don’t mind that rolling hook input :smiley:

The charge inputs are fine they just need to get rid of the charge time or make that shit like one second instead of two

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I don’t get why they don’t use the s button more for inputs. It would fix a lot of stupid and pointless inputs.

I don’t see the point of having a super mystic stare. Giving shuma a teleport would obviously make him a lot better, but it doesn’t fit his playstyle that he has in this game, and I hate teleports, so I would not advocate for that change. Invincibility on the first frame of backdashing would be kind of stupid since then you could just keep plinking it and be unfuckable-with.

Isn’t his back dash him turning into an eyeball? I don’t think you could plink that

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Again, I was just tossing ideas around. Shuma already has a teleport animation from Chaos Dimension, so I just figured you could make that into a move by itself or whatever the case may be. Mostly, though, I just would like Shuma to be able to keep Mystic Stare stored one way or another. This “Super Mystic Stare” could honestly do anything as long as he can keep the charge input store dealy.

As for the backdash, most backdashes can’t be plinked at every possible frame, including Shuma’s backdash IIRC. If his backdash does indeed last long enough for Shuma to herpdash all day until time runs out, then it’s just a matter of adjusting its frame data here and there. Something like this: Shuma Backdash- Active 16f, Invincible on 1-6f, cancellable on 11-16f.

Rolling Hook is the way it is precisely because it would be stupid on a normal input.

Why wouldn’t teleports fit Shuma? It could actually make him a pretty unique and fun character, ATM all he can use to get in on his opponent is his slow but tricky air movement. A teleport would add another dimension in his game and help him a lot in beating zoners.

Shuma Gorath does have a teleport animation in UMvC3 and previous games.

He needs teleports ASAP.

I’m not against them giving him a teleport so long as he comes out of that portal like he is in a fight and ready to get back in action as opposed to taking his time getting out of there like he just showered or something like in that gif.

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Instead, how about no teleports for anyone?

But how am I supposed to mix people up?

Yes, and get around zoning. How do you deal with zoning if you have to deal with zoning :looney:?

by using skill not quarter circle back + assist