UMvC3 version 2013: The feedback thread

My suggestions… only going to do characters I actually know about xD

Chun-Li:
-True invincibility on EX SBK. Aka not getting stuffed by Vergil’s sword normals.
-New move: Hazanshu. Make it usable in the air so that she can make conversions at superjump height. Sort of like a divekick maybe? This is the oddest suggestion I had in mind though.
-Either the Hazanshu thing OR an air super.
-Increase health

Storm:
I have 3 ideas for Storm but they need to only pick ONE.
-Increased damage
-Increased meter gain on her moves
-Changed hitstun on her moves so she can have longer/more damaging/more meter building combos.
If they do more than one of these I feel she would be too good. This is the only thing holding her back IMO. I wouldn’t change the speed on any of her special moves or anything. She’s supposed to be like Magneto but with worse special attacks and better supers.

General changes:
-IMPROVED NETCODE.
-SLIGHTLY larger window to counter TACs. Basically just a tad bit more time for you to react to a TAC flash instead of predicting it.
-Or just remove TACs entirely.
-Nerf X-factor a bit more… again.

Quick suggestions, though I could go on for days:

-Give Iron Fist a low-hitting cr.L, a command grab and a double jump (if Captain America has one, it’s just as consistent with IF’s character to have one). Also, if his S still doesn’t hit aerial opponents, then make it OTG so he can get more off of throws. Crescent Heel is too slow most of the time.
-Speaking of double jumps, Hawkeye should have one as well. His current mobility is a little limited for a keepaway character.
-Return some of Sentinel’s health (1 million even sounds about right)
-Slightly increase the range on Spiderman, Iron Man and Dr. Strange’s normals.

And my wacky solution to TACs:

Up - Unbreakable, but costs 1 meter and gives no benefit to scaling: basically turn it into an offensive Crossover Counter (no risk, but no major reward other than tagging a character out safely)
Left/Right - Removes one meter from opponent, can be broken left or right, and opponent has ability to combo off of a TAC counter. No benefit to scaling (moderate risk, moderate reward)
Down- Gains one meter, and gives the current game’s hitstun scaling reset, but it can be broken in any direction and opponent has ability to combo off of a TAC counter (very high reward but very high risk).

The player on offense has a variety of options at a range of risks, but the defending player gets comparable rewards for countering and, if they’re alert, a metagame buff to the ability to read which TAC the offensive player is likely to go for. The down TAC is still very powerful, but you shouldn’t be able to get away with it often if the other guy is alert and knows what he’s doing. Meanwhile, the Up TAC is basically free but doesn’t gain much. Additionally, having a safe TAC option is a tacit buff to characters like Frank West who rely heavily on TACs and would otherwise see a huge system nerf if the mechanic were killed or nerfed to uselessness.

Also, I think I speak for a lot of Phoenix players when I say that I’d like to have a “Marvel Girl” option where she had 750k health but no Dark Phoenix mechanic. I might even go as far as to say that every character should have a second alt. costume that also changed their properties (Grooves, ISMs, or “old” versions in other games) but that might be asking a lot…

It might be a bit much.

The reasons I made the sphere bigger and had it do damage + spinning knockdown are:

  1. You are sacrificing a character that can get a lot of work done here. It seems like there should be some kind of benefit beyond going Dark.

  2. If it did damage + spinning knockdown, it’s really hot to think of using this as Phoenix and DHCing to Devil Trigger to kill someone - hahaha. The ultimate “deathwish” strategy. If I played Spencer I would start rounds with Bionic Arm sometimes because why not?

It would be worth using if she just died from it, so I’m happy to concede the point.

Bringing Shichisei Senkukyaku from TvC for her Lv. 3 would be sick. Also, since it goes into the cinematic immediately on hit, people wouldn’t drop out like in Shichisei Ranka.

I got some revisions for Chun :slight_smile:
-Health increased

  • Kikoken
    • Reduced recovery and increased startup
    • durability increased greatly
    • L travels full screen Medium 3/4s and Heavy 1/2
    • Increased projectile speed
    • although not going to happen would be cool if it was jump or dash cancel able.

-Added Hazanshu

  • L travels in front of her. M travels farther . H travels farthest.

  • OTG for L only

  • invincible to projectile while in air

  • kikoushou

    • usable in air

-lv3
-improved so it doesn’t drop

  • can be used in air for an alternate version

Thoughts anyone?

That would make holding up-back even better and some match ups vs mobile characters would be nearly impossible.

3 meters for an air super sounds a bit overkill for me though. She either needs a lvl. 1 super in the air or something that can allow her to confirm a hit from superjump height.

I’m all for a health increase. Make her health the same as Viper’s and she’ll be fine. IMO Kikoken is perfectly fine. It’s good for occaisonally changing the pace of the match but Chun is designed to be a rushdown character. I’d rather her buffs help her do that job better than to make her have mediocre rushdown and mediocre keepaway.

My problem with having an OTG Hazanshu is that she would then have access to 2 OTGs… she doesn’t need that. My suggestion is to allow Hazanshu to be used in the air and have it cause a knockdown like Wolverine. It would be her version of a divekick. It could also make her OTG combos after a throw easier… For example: Throw, OTG, air hazanshu for ground bounce or something… combo.

And I don’t think she needs to have Kikosho usable in the air AND an air lvl 3. IMO if she gets a move that allows her to confirm from superjump height then adding in an air super would be too much. She needs one or the other.

I’m trying to suggest things that would make her balanced and fair… not buff every possible weakness she may have which is why I’m scrutinizing everything so much xD

Making up back too strong was one of my concerns, but if you get less lazy about oki set ups post throws I think it will be fine. Perhaps instead of an always techable air state, you just lengthen the tech window instead.

Morrigan has one and it isn’t really overkill for her.

At the very least, Chun’s Lv. 3 should probably go into cinematic earlier to prevent people from dropping out, even though, it doesn’t really happen too much. I have seen people not go for the Lv. 3 and the kill sometimes mainly because of the simple fear that it will drop.

Maybe we should start somewhere easier. Like a list for making all assists good. Let’s not even touch point capabilities of characters yet. Furthermore, let’s leave the top 20 or so characters alone if we’re going to talk to about point buffs. Yes, buffs. Not nerfs.

Except Dante, my nigga need either his scaling or normals.

But seriously, good assist lists. Let’s go.

I’ve just seen an article on eventhubs (sorry for mentioning another site here, will edit it out if necessary) and it reminded me of a change I was going to suggest in my previous post- fix the input delay on the PS3 and at least make it the same as the XBox? I can normally input things on reaction on an Xbox but I have to kind of anticipate moments for inputs on the PS3, which I had got used to but it’s especially annoying as our tournies are ran on Xbox.

The article made me sure that it wasn’t just me that thought there was an issue with the game on PS3. I really don’t see why they couldn’t just standardize the game over both consoles.

So this is more or less a shot in the dark I take it at this point. Capcom didn’t say they were planning another revision and Marvel wasn’t either.
(Per the updated Eventhubs article) Oh well…turn off the flashlight.

BANG

I hope Thor get the Spencer treatment from vanilla to ultimate in this 2013 update.

I know right, or at the very least give us replay saves. You’d think the latter went without saying.

Few minor system changes.

1.) Snapbacks- Increase the time needed for the snapped in character to switch back out. I’ve seen way way too many matches first and second hand where using a hard earned bar of meter to get that pesky assist or lvl3 Dark character in only for them to hold upback and immediately switch back out.

2.) Raw Tags- No longer hit over head

I see what you’re saying but would Capcom really go as far as changing everyone’s assists except for a few characters? Especially since they’d have to add a lot of new moves to accomplish this. I think it would be better for us to focus on buffing, nerfing, and system changes for the time being.

  1. Yes I agree with this actually, just don’t extend it too much
  2. I don’t mind raw tags hitting over head since the punishment in this game is massive

Some changes I would personally like to see:
Lower damage ( a little bit lower than the lowest settings)
X-factor being taken out or lowered (x-factor lvl 1 is fine if it just becomes longer as characters dies is good with me)
Tacs being removed or guaranteed(with hsd continuing from when the last character left off)
Otg time and hitstun being lowered some characters have way too much time to convert off of things whether it be a throw or random foot dives.
Hitspheres being cleaned up a bit to avoid characters hitting behind them with moves that aren’t supposed to hit behind them.
Assists having a marker when called at superjump height or off screen.
Assists not performing attacks when point takes damage before they jump out.

Improved Netcode
Player matches and lobbies for H&H
More H&H cards and abilities
Versus mode for H&H (without Training mode)
Replay channel
Hitbox Viewer
Tournament mode (for online)
Online training mode
Fix lag issues with ps3 version.

I’d argue that it is because most Morrigan players would rather use that meter to star up Astral Vision instead… unless its the final hit to kill a character.

I definitely feel that changing even one assist for each character that lacks a decent one would be advantageous and a great idea. New moves wouldn’t need to be created; if anything, properties of existing assists could be changed (frame data, states induced on characters hit by them, whether they are fully charged or not) are all thats really needed.