Vergil, Viper, Magneto, and Zero are the characters that make up my personal S-Tier. I feel like toning them down a tad would be nice, and then bringing most everyone else up. Everyone should be strong or be given useful tools, but it shouldn’t be overdone.
Honestly, having characters on MvC2 Mags/Storm/Sent/Cable level is not what this game needs. I don’t mind brokenness at all, but deliberately making things broken is just a bad design decision and probably one of the reasons why this game, while still good, isn’t better.
The biggest changes needed outside of things like soulfist/spiral swords and obvious damage issues some characters have, is to tweak the airthrow system. It should be extremely hard or impossible to combo normally after an airthrow, it should scale and add highly to hsd. I feel it should also be techable like it was pre patch but only during normals. Damage scaling in general should cap mobile characters around 650-7k one super. Less mobile characters should be awarded higher damaging combos and perhaps more accessible combos from throws.
Either that or they need to make it so after you tech a throw you bounce far away from each other so you cant immediately go for another option select air divekick or helm breaker right afterwards.
Akuma’s damage is really high and not terribly difficult, his limbs on the other hand are pretty ass. He doesn’t need corner for it either and can force corner via crossing over mid combo if he wants.
Updated the posts again, I have to be honest, I’m having a hard time described the character buff/nerf stuff since it’s such a delicate subject.
It’s no suprise people disagree with each other, I’m trying to make the best of it.
For Chun besides an buffs on her projectile, would be nice to allow her to use her kikoushou in air like mvc2 and make her level 3 better and usable in air (different cinematic?) That way she isn’t always pigeoned holed into stomp and LL which strains your combo limit. maybe better dashes overall
FFS, just make Throws 2 or three buttons. The reason why Nova and so many other characters are so good is because they can just Mash OS H’s and disregard whether they get a throw or a hit.
Ammy’s moveset might be similar to what she has in Okami but I believe Capcom should go further. You know, to somewhat justify that 800k health bar she has.
Double Jump
8-way airdash (I’m still trying to comprehend why they took this away in the early Vanilla builds since it’s so slow)
A DP-type move in Glaive stance
A dodge-move available in all stances. (it’s in the game and why should V.Joe, Felicia, CapAm, and Frank West have all the fun?)
Increase Glaive’s hitbox to you know… the tip of the sword instead of 3/4’s. If Vergil’s st.H makes the screen fill up with red, then at least give Ammy that.
Oh and I don’t see any tree-spawning in her moveset so Capcom should give her another super that’s like Magnetic Shockwave except with trees. Call it “Forest Shockwave” or “EAWD Magneto” or something stupid like that.
…alright so forget the extra super part. Those 5 changes seem fair enough to me.
…actually just give me back Vanilla Ammy but with UMvC3 X-Factor levels and Air Weapon Change. You can keep the blocking during air-dash.
-“Knee dive” attack
-Ground dash cancellable on frame 5 or 6
-NO CHANGES to air dash speed or air dash trajectory, but Iron Man can act sooner (do an air normal, air special or cancel into flight) during his air dash.
-Air Unibeam and air Smart Bomb can both be cancelled into flight
-Final hit of Proton Cannon causes soft knockdown. You cannot followup on soft knockdown without using X Factor but Super is now completely safe on hit.
-Proton Cannon and Angled Proton Cannon are now both QCF + 2 ATK, you perform Angled Proton Cannon by doing QCF + 2 ATK and holding up during super flash.
-War Destroyer style hyper combo where Iron Man shoots missiles up and they go down and attack the opponent. Alternatively just give Iron Man some sort of new Hyper combo instead of two versions of the same shitty one. War Destroyer or the new hyper would occupy the DP + 2 ATK slot
-The trajectory of air Smart Bombs can be controlled with the stick, similar to MVC2 Smart Bombs. Maybe make it so hitting ATK + S lets you control the bombs with whatever version of air Smart Bombs you are using. Or alternatively, Smart Bombs performed with ATK + S have semi tracking abilities but have more recovery frames.
-Improve hitbox of c.M, j.M, and s.M so the fire jet coming out of Iron Man’s foot is part of the hitbox.
-c.M has faster startup
-c.H flies faster, and inflicts more blockstun (hitstun is fine)
-Faster recovery on all versions of Unibeam, no changes to startup
Optional buff:
-Make Repulsor Spread cause a massive ground bounce to make Iron Man retard friendly closer in line with the rest of the cast.
Maybe take how many “Likes” a post has into consideration, or something? I recommend putting each character name in spoiler tags to make skimming easier. Alternatively, you could create a list of links to individual posts by character so folks can just check out what everyone has been saying. That leaves your own personal bias out of it. I’d like to think that if Capcom makes another version, and they bother to check this thread, they’ll take a few hours one day and read through everything here.
Anyway, I just had a thought and want to share it with folks:
Apex made me sad, because it showed to be true what every Phoenix player already knows: she’s goddamn easy to counter now. Between Spiral Swords, Ouroboros, Soul Drain, and TAC glitches, I laugh when I see people consistently let Dark Phoenix onto the field. As a Morrigan player, I’ve played Phoenix users in hundreds of matches, and maybe 20% of the time she gets to come out because I have so many Soul Drain set ups to make sure she dies once and never comes back.
So I suggest a new hyper for Phoenix:
Overload
0 Bars
Frames: 10 startup, 0 recovery, +15 on block, +40 on hit.
Input: rdp.AA
Deals 375,000 damage to Phoenix and creates an explosive sphere 25% larger than the one created by Dark Phoenix rises. Deals 200,000 damage to opponents caught in the blast and places them in a spinning knockdown.
In my mind, if you earned the 5 bars for Phoenix, your opponent should have to contend with that. It’s one thing to have characters that have an easier time against Dark Phoenix, like Vergil and Strider, and it’s another to have so many ways to prevent her from coming out at all that are built into the game engine. Ideally, TACs will be fixed in the future, but I still think this is a good idea that has a place in Phoenix’s moveset.