UMvC3 version 2013: The feedback thread

I understand, but with the OTG hazanshu I do feel that having to always stomp and go into LL> EX SBK is really restrictive that way she doesn’t always have to be in the air to combo off, I’m not sure if im being clear but I hope you get my message. But your right it isn’t necessary needed but w/e. Also hazanshu is just weird if you do it in the air i can’t really see that O_O. In addition, being invincible to projectiles helps her get past those horrible horrible turtles IE morrigan/doom or some other things like that >.<

The kikoken buffs weren’t really meant for turtling I meant for them to help her advance hence the durability increase etc, and since it moves so slow it couldn’t possibly be used for a keep away. Also if it were jump cancel-able, then it can help her make pressure.

For her level 3 in air dispute, I don’t think that it would be a problem because it would help increase her flexibility as a character and also, her Hoyoukusen essentially does the same job if you want to avoid a projectile or be invincible to hit them, I feel giving an Air level 3 gives it another reason why to use it besides being unscaled which admittedly is a huge thing.

Overall any buffs that make sense for Chun would be alright by me.

System Changes
H&H Mode to be played OFFLINE VERSUS is a huge one for the casual player (think about everyone)

Replay Mode should be implemented

X-Factor boosts must be adjusted (i.e. Vergil’s XFC lowered overall/no boosts during powered up state, Strider speed decrease and damage buff, Thor Speed boost, etc…)

Select-able character select theme in options menu (Training Mode themes are DABES!)

Vita’s Hitbox (hit-bubble) viewer be a select-able option in training mode.

Slight decreased pushback for both players due to Advancing Guard.

TAC Mechanic remains the same for the attacker.

For the defender, a successful TAC-break enables a Forced Wall-Bounce/Ground-Bounce (that does not use up current bounce) to allow opponent to retaliate a successful break for Side and Down Exchange. Up exchange causes bounce like normal, but results in a hard-knockdown for a shortened combo. (NOTE: Opponent CANNOT attempt a TAC during the retaliation combo and assists are disabled for the duration of the combo until the successful TAC-breaker lands.)

Successful TAC Break HEALS 100k health (Not Red-Life) instead of dealing 50k damage to opponent.

More to come (Character Changes - Capcom)

So, if I am to understand your point:

Up TAC: +10k damage
Break: Hard Knockdown
Side TAC: -1 bar for opponent
Break: Wallbounce
Down TAC: +1 bar user
Break: Groundbounce

Out of curiosity, what if, leading up to the TAC break, the combo does less than 100k? Does it heal 100k, or only all the damage done?

Basically, if you’re the one doing the combo, TAC’s are unchanged and are still the same from Ultimate. If you’re the one getting comboed, if you break their TAC, depending on which direction you successfully broken, one of 3 things happen:

Up: Hard Knockdown is applied to the attacking character
Down: Groundbounce (groundbounce is still preserved in combo)
Side: Wallbounce (wallbounce is still preserved in combo)

Regardless of which side is broken and how much damage is done, the player’s character who successfully broke the TAC gets 100K health HEALED to their current point character and you get an opportunity to combo your opponent without being able to TAC them, and have limited assist usage in the combo (the “cooldown” of the assist is essentially reset). If the combo does less than 100K in damage before the TAC, then you’re basically healed fully.

Sorry, but that’s a bit vague.

100k or more before TAC: 100k healed

less than 100k before TAC (let’s say 75k): does it heal 75k or 100k?

100K is healed no matter how much damage is dealt to you. It will only heal you less if you lost less than 100k in life (so yes 75k)

Example:

  • Wesker gets hit with a simple ABC combo dealing 400k (meaning Wesker has 600k health left), he breaks a TAC, Wesker then recovers 100k life (he’s now at 700k).
  • Wesker gets hit with a jab into launcher and the combo only does 75k (meaning Wesker has 925k health left before the TAC), he breaks the TAC, so he’s back to full health

I hope it clears things up a little… Perhaps you should get healed slightly more health (maybe 200k?)

Gotcha. I was thinking, maybe, if Wesker was on 500K, and then got hit with a 75k combo, would it heal 75 or 100k?

So, if Capcom was only going to patch 10 characters, buff or nerf, (which they won’t. Capcom can’t not do sweeping character changes), which 10 are most important to change?

I’m reading the request list thus far and wondering why Hsien-Ko is listed with “community unsure of how to buff her.” Everyone agrees that her lacking mobility and the uncharacteristically poor translation of her tools are the biggest culprits for her abysmal standing especially in comparison to her last playable appearance in Vampire Saviour:

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If the tradeoff for this is a harsh nerf to Gold Mode (assuming Capcom intentionally made her awful because they felt Hyper Armor for a meter is nuts in a game where they made Viper…), I’m all for it.

Dante
**- **Return HSD to vanilla values.

  • make cr.L 6 frames.
    (I think this will keep the stylish-ness of his combos without directly changing anything, and also the 6 frame low will help him when trapped or under pressure.

Nemesis
**- **Add armor on startup of his H’s

  • Give biohazard rush hyper armor
  • Make lvl 3 instant, and adjust hitbox so anything in the tentacle animation is caught, not just directly next to him.
    (This will make nemmy more of what he should be - an undead tank that doesnt give a fck.)*

Iron Man
**- **Reduce pushback on st.M, that should fix his launcher problems.

  • Increase speed on all dashes
  • Give different angles for air smart bombs with different inputs.
    (This will make IM more playable, as well as “noob” friendly for beginners. The smart bomb change will help his zoning and keep away.)

Ghost Rider
- All chain normals chip
( I think this simple change will dramatically increase GR’s pressure and value.)

Iron Fist
**- **Make cr.L a low

  • Adjust ground and air throw time so he can combo off of all of them
    (If capcom wanted to make IF a ground oriented character, he needs a powerful high/low and throw game. Make people afraid to be on the same plain as him. As for air problems, assists are for that.)

Frank West
**- **Change meter gain assist to a snapshot assist which is near instant but high HSD.

(This might be of great use, giving frank players a chance to really use him w/o being stuck with his “not worth it” lvl 1 form. Could also give frank different support roles than just shopping cart.)

Wesker

  • Remove or decrease glasses buff.
  • Return Rhino Charge to vanilla status.
  • Somehow adjust Phantom Dance so damage and hits are more consistent in corner.

(Just adjusting some unnecessary changes to his gameplan.)

Morrigan

  • Reduce meter gain in Astral Vision

(I think we all want this. Her being able to nearly go meter positive off of chip is simple unfair.)

Zero

  • Reduce minimum damage scaling on specials
  • Increase HSD on lightning.
  • Change lvl 3 buster so it no longer cancels, but can still be used in combos.

(Zero’s neutral game and clone super are his most overpowered tools, changing these in this way won’t weaken him severely but enough to level the playing field.)

Spencer

  • Add Damage scaling to Reel in Punch

(His damage is the problem, and this is what gives most of it. No more killing Thor with 1 meter.)

Akuma

  • Adjust health to 800k
  • Simpler input for lvl 3 special

(I know it is tradition for Akuma to have low(est) health, but compared to the other 750k-ers his toolset doesn’t deserve it. Also, his lvl3 is amazing, but the fact that you are very vulnerable while doing it removes a lot of its versatility and appeal.)

These are all I can think of for now, I’d like to know what people think of them.

Oh goody! I get to have fun!

Shuma Gorath
[LIST]
[]8 way air dash and he is fine
[/LIST]
Morrigan
[LIST]
[
]If she gets hit in Astral she loses it
[/LIST]
Ironman
[LIST]
[]8 way air dash is faster
[/LIST]
Hawkeye
[LIST]
[
]Allow Hawkeye to cancel his Quick Shot. He will be in a neutral state on ground and falling if in air.=
[/LIST]
-Get rid of TACS but that is not going to happen…
Um that is it for now.

**TAC:

Down TAC - **cost 1 meter, but is guaranteed (cannot be counterd). down TAC is also the best TAC for most characters as it give them the best combo options.
UP TAC **- **gives 1 meter, and can be counterd.
**Side TAC - **steals 1 meter (same as now), and can be counterd. (every tool against dark phoenix should stay in the game).

[LIST]
[]If TAC is counterd, it causes hard knockdown (better reward for the oppenent if guessed right).
[
]This way the guessing is a 50/50 mixup and not 33-66, but you can still use it for safe tag (guaranteed with 1 meter), and some swag.
[*]Remove TAC infinites.
[/LIST]

Why does pretty much everyone ask for Morrigan not to gain meter/reduce meter in AV and not give her something in return. Did you know that unlike the other install hypers, she doesn’t keep it when she tags out? That it takes 100 years to start and 200 years to recover? Come on people.

If AV is to take a meter nerf, in return she should be able to keep it when she tags out, reduce the start up and recovery frames so that she can combo into it easily. Now her install is like everyone else’s.

AV is supposed to be easy to avoid, as I have seen posted 1 billion times. So do not ask for it to be nerfed.

Morrigan buffs
[LIST]
[]Proper ground dash. If you want her traditional “ground” dash, hold the S button while dashing.
[
]Shell kick chips on block.
[]Shell Pierce (MVC2 move, DS pursuit move) OTG
[
]s.L now OTGs
[]Soul eraser
[
]Dark harmonizer is now her taunt.
[/LIST]
Go the buffs.

They can kill Morrigan’s current ground dash. I don’t think anyone would care. I only use it on accident or for a j.H crossup at very specific angles during XF3 (any other time I’ll get air thrown or hit).

Keeping Astral Vision on tagout would be beyond ridiculous. I can’t endorse that. It means Dark Harmonizer would provide 60% of a bar every time you call it. That means Dormammu could throw an infinite series of Stalking Flares while gaining net meter. Vergil could have permanent Spiral Swords while gaining net meter. I could go on - it’s not a good idea.

Her Darkstalkers Pursuit Move would be welcome, though. If Morrigan can no longer be a vicious chip monster, then she needs a better offense. Morrigan has the most predictable, blockable offense in all of UMvC3. You always know:

  1. How Morrigan is going to approach (from the air!).
  2. How Morrigan is going to attack (with an aerial!).
  3. How to block Morrigan’s attack (high!).

I slam my face into the desk with joy whenever someone gets hit by my Morrigan approach. She can’t open anyone up without a pinning assist, and she gets almost nothing off of air throws (use Shadow Servant while I have Astral Vision up? That’s 2 bars for 300K damage!). Giving her a way to combo off of air throws would be delightful.

I wouldn’t mind seeing a few of Morrigan’s old Darkstalker hypers return, or Soul Eraser. But at the same time, there’s Ryu. Part of what Ryu has is Shinkuu Hadoken, and it’s not entirely fair to give Morrigan a beam hyper on top of what she has now. Maybe a Valkyrie Turn hyper would be nice, though. Or make Darkness Illusion a level 1 so we have more defensive options against hail mary attacks.

I do get frustrated when I hear people say that Morrigan builds most of her meter back during Astral Vision. A minute in training mode shows that she builds half of a bar maximum during Astral Vision, if every single Soul Fist connects. The rest is Hidden Missiles and opponents jumping into Soul Fists and getting juggled or being opened up.

Are people seriously so blind to missiles being the problem and not Morrigan? For the love of god I hope Capcom doesn’t touch Morrigan before taking care of the brainmalfunction that is Hidden Missiles in its current incarnation.

Except if you see JRosa play you can clearly see that Vajra is even a bigger problem imo than missiles. Vajra is much more scary for her keepaway game. The issue comes from Morrigan primarily(strength of her keepaway angles/durability/safety/ hitboxes that make her hard to rushdown), and then her assists.

I don’t get why people want to nerf missiles. It’s a very strong assist, but it’s a very interesting assist and makes the play a lot more dynamic and changes matchups in a fun way where you try to focus on sniping it or outmaneuvering it. We need more interesting assists like Bolts and Missiles rather than the crap a few characters get(Spiderman,Felicia etc).

Vajra is just as stupid as missiles, if not stupid-er depending on who you put in front of it.

Agreed on needing more interesting assists, but the lol factor of missiles and vajra is just way too high. Hard to punish for most characters and impossible for others (missiles still coming down makes punishing a gigantic risk, snaps are iffy if you hit the assist rather than point, not all characters move forward while punishing or do so too slowly, and this is all while also taking into account the actions of a point character with complete freedom in action), Effort/Reward ratio is lol, no spacing required, attached to godlike characters with excellent escape options on incoming, as easy to cover as teleport/threat of invincible super/propelling yourself to SJ height, the list goes on.

Yes, I am aware that there ways of dealing with them. Yes, I am aware of teamconstruction and such. Good design, in my opinion, either conforms to a balanced risk/reward ratio or a balanced investment/reward ratio. Those two assists are horribly skewed in both.

I thought of a couple Thor buffs I’d like to see.

Cr :m:, st :h:, and cr :h: should nullify medium and low durability projectiles during their active frames. It always bugged me that it doesn’t do this when its one of the normals where Mjolnir is used and one of Mjolnir’s distinct abilities is to manipulate energy. It’s not just a hammer he swats bugs with.

Speaking of his** normals**, something needs to be done about them on the ground. As it stands, there’s absolutely no reason to use them ever outside of a combo, which I’m actually okay with, but I still feel the recovery on them is a bit much. Reduce them reasonably, and I’d be happy.

I’m still wanting a hammer throw move. If he had a high point low durability or medium durability projectile that he could shoot out at 45 degree angles and could traverse the screen at a decent speed, it’d be a nice layer to his halfway decent zoning game. It should be medium durability because it’s Mjolnir. Nothing that does too much damage, but it should be good enough to disrupt other zoners trying to get their stuff started. Fix Thor up to be a character that combats keep away better than he does.

Increase Mighty Strike’s travel distance. It’s already a good move. It’s the best move Thor has in his arsenal, and forces Thor players to develop a real footsie game in the midst of all the madness that goes on in Marvel, but its only useful in the strictest sense of the mid range. It’s too slow to be used up close, and when you’re too far away, you’re more susceptible to getting hit during its recovery if you should whiff. With more travel distance behind it, Thor’s already decent mobility should go up, and it allows Thor to be more of a threat at the mid to long, but not quite full screen, range. With characters having command dashes and teleports that they can just throw out at whatever position they are on the screen and be okay because they just so happened to have an assist behind them, it’d be nice for Thor to have a better time with what he has, too. No need to change the start up, charge time, or recovery on the move. Just make it travel further.

I’d say buff Mighty Thunder, but aside from completely reworking the hyper from the ground up, like making it a single multi-hitting lightning bolt that hits in front of him, I don’t know what you can do with that thing. At least let it push back on block.

Oh, and give Thor a speed boost in X-factor. I realize Capcom feels that grapplers should be big, heavy, and slow (then give Felecia and Wesker command grabs), but I really can’t see why Thor needs to have his power up go solely to his strength. He does good enough damage as it is, let him have some fancy X-factor only combos.

This last thing is more of a wish for me personally, but I kinda want an install hyper. Rune Magic, Odin Force, something cool like that. I don’t even care what special things it’d do or not do, but I want it. Maybe while in his install hyper form, his Mighty Speech has lightning shoot down from the sky protecting him as he taunts.

I’m really not a fan of TACs taking away/giving meter on hit. Something should be done about that if a patch comes.

The chance to perform a long, damanging TAC combo that builds plenty of meter should be enough.

Increase Haggar’s throw range.

for now since this game is still developing all i’d like to be fix is the no risk system of tac and thats it! but i do think an offline version of heroes and heralds would be very fun for casual play and for experimenting with abilities that current characters don’t have. what the hell after alowing heroes and heralds to be offline vs how about allowing us to adjust cards per character on a team rather than having a set of cards effect everyone. i really do think h&h matches that band certain cards would be very fun and exciting to play and watch.