UMvC3 version 2013: The feedback thread

Because Doom fans would cry if that happens. Either nobody is going to be happy if Eighitng touches this game again. Which why I think this doesn’t really need a new edition.

Here me out, Both of them would have gotten nerfed, Capcom has a long history of nerfing whatever the casual/lower level players struggles to beat.

How likely is a new iteration of this game anyway? Getting Iron Man buffed would be like Christmas and my birthday wrapped into one.

don’t expect anything, but be happy if it comes

also if it’s announced go ‘YEAH I FUCKIN KNEW ALL ALONG ALL YOU GUYS SAYING THERE’S NO PATCH EAT A DIIIIICK’

Make entering a special state, such as fly mode, cancel the TAC “no hitstun decay” state.

This is the only change I really want to see.

Has to be a troll, completely ignoring this post…

Iron Man: Instead of turning Iron Man into a poor man’s Magneto like most people would probably want, I’d rather see his mid-ranged game improved.
[LIST]
[]Diagonal air dashes have 4 or 6 frames less recovery. This means Iron man is able to block “during” most of those air dashes. This gives Iron man a more unique defensive air dash in contrast to the other characters’ aggressive air dashes.
[
]Repulsor Spread causes slightly longer knockdown. This would allow mid screen followups off an Anti-air Repulsor blast against more characters.
[]Smart Bomb and Air Smart Bomb input changed to :s:+:atk:
[
]:m: Smart Bomb has all the properties of the old H Smart Bomb.
[]:h: Smart Bomb and air :h: Smart Bomb shoots further and has around +7 or 10F startup. A rough distance estimate: From starting position during a normal neutral jump, the bombs would land 1 character length behind a crouched Dante.
[
]:d::h: OTGs, but loses special cancelling. Iron man would be able to get some damage off a mid screen ground throw with a THC or even his Lv. 3.
[/LIST]
**Storm:**When I think Storm, I think air footsy. That’s why I was crushed when she could no longer assist call form a SJ float. I think I found a way to give it back to her in a more limited way.
[LIST]
[]Lightning Attack’s recovery changed from “until grounded” to “25f or until grounded”. Its hitstun would likely have to be changed around to prevent some crazy combos. This would allow Storm to get to Super Jump height and keep all her jump actions from a normal jump.
[/LIST]
MODOK: I’ve always felt MODOK lacked some more tools with his Levels of Understanding. Right now, the :s:Barrier and his buffed Hyper Psionic Blasts are the only draws to this mechanic.
[LIST]
[
]Battering Ram input changed from Directional and :s:+:atk: to :s:+:atk:, then Directional. This fixes the inconsistencies MODOK has with trying to do an Up Battering Ram from the ground.
[]:d::l: hitbox extended lower. As of now, MODOK can’t combo off a crouching Amaterasu reliably with his ground normals.
[
]:s: Psionic Blast has -8f startup, which gives it the same startup as :m: Psionic Blast. It also causes a Soft Knockdown instead of staggering.
[*]Receives air :s: Psionic Blast. Has the same trajectory and damage as an :h: Psionic Blast, but has -8F startup.
[/LIST]

For Character updates I have suggestions only for the characters I play.

Thor

  • I feel Mighty Thunder is an unfinished super. Fix it, and I would recommend at least push block at the least. This doesn’t necessarily mean it needs to be invisible on start up like Magnetos, but without the push back it’s mostly pointless besides a few situations.
  • If you want to be really nice…allow ALL specials to cancel into Might Speech.
  • I would say to get rid of the Mighty Strike assist and replace it with a mighty speech meter building assist.
    -He’s a god, make him one like you did Amy.
    Super Skrull
  • Pretty strong character already, but I was thinking a shielding mechanism like him becoming a rock (I realize what orbital grudge is…), something slow would maybe work, would be sweet. It’s the Super Skrull after all.
    Firebrand
    -The install hyper should increase recovery speed on fireballs and hell dives.

As far as the game overall…clearly we need to figure how to diminish lag so I don’t have to watch the same stages over and over again. Thought the gameplay is all that really matters you made some cool stuff lets use it. I also believe netcode needs reworked and the online system revamped for better competitive play as that’s clearly the direction the game is going at this point in it’s shelf life. **
**

Alright, lemme start with my own characters first:

X-23

  • The first thing I could think of is to make it so she can perform more than one Talon Dive in the air. She would obviously retain the “three specials per air” rule like everyone else, but this would assist with her playstyle of being able to dart around all over the field and such, for example.

  • Grounded Crescent Scythe H has a small bit of invincibility on startup, shoryuken style. Unless the opponent is literally on the ground when used, the heavy version of CS cannot combo properly into a full combo, and even then, the timing is crazy strict. It’s fairly easy to combo out of a raw light or medium CS from most positions, so they should remain unchanged and vulnerable throughout. However, I understand how good an invincible shoryuken could be if it can be cancelled into another special move for an easy out(Filia can do this in Skullgirls and it costs her one freakin’ bar, for example), so if this actually happens, it(the grounded H version only mind you) may have to have its TA cancel properties removed too so she can be punished for screwing up…

Amaterasu

  • I would recommend giving the Glaive Chop a little more lenience with the hitstun deterioration, if only because at the end of a really long combo, it doesn’t seem to want to properly connect into an Okami Shuffle at times. It’s not too big of a change and doesn’t really affect Ammy’s damage output too greatly, but it seems like this move was designed to be the finisher of a combo using the Glaive, so…

And now for some others…:

**Phoenix Wright **and Haggar

  • For their respective invincible assists that were mangled to hell from Vanilla(and Vanilla Ultimate) to Ultimate, I feel that they need to regain a modest amount of invincibility in these assists. The reasoning behind this is that there are some restrictions behind both of these assists. Haggar needs to give up some of his life and Wright needs to set up on point and actually get his invincible assist enabled. I feel that the tradeoff between what these characters have to do and the invincibility they would have in their assists would be justified in that case. For these reasons, I do not feel that Tron’s Gustaff Fire needs to regain its invincibility as an assist, because she essentially gets to do it for free, and as much as I want to help buff all the bad characters…

Now, with that in mind, I don’t think the assists should gain as much as Vanilla/Ultimate 1.00 had, mind you, because we saw how reliant and dominant those assists became in a very short amount of time, but I feel that a certain amount needs to be given back to the assists. Not so much that they become the centralizing unit of a team, but enough that they can actually become usable and will force the opponent to respect these assists a bit more.

Spencer and Nova

  • Remove Spencer’s 80k and 20k glitches, and Nova’s DHC glitch. These changes aren’t really for any balance purposes, but more along the lines for “hey these are glitches, we should sorta do something about them” purposes, y’feel me? This goes without saying, but there is the possibility that Spencer’s 80k and 20k glitches aren’t actually glitches, and actually intended by the devs to be in the game, and if that’s the case, then they should obviously be left alone.

Morrigan

  • Meter gain disabled during Astral Vision. Yeah, we all know about this one already… I know there are haters to this suggestion, giving out all of these other ideas, so I’ll just leave the basic reasoning since everyone seems to know what it is already. Morrigan… is already capable of racking copious amounts of meter during Astral Vision, we’ve already seen this concept demonstrated by many players beforehand. It’s true that you could run away from the Soul Fists to slow such a meter gain, but this essentially means that anytime Morrigan activates AV, the match is essentially going to be halted until she’s drained all of her meter(barring a few MU specific details), and I don’t think we all want to see that… I’m not sure. It also doesn’t help that you’re at risk of leaving yourself open a ton of mixups when you finally come back down, bleugh…

With this coupled with a good tracking assist and the fact she has a high priority projectile for use with AV and an invincible hyper for escapes should indicate that something about this character needs to be addressed.

But alongside the balancing purposes, I also see a problem with fairness, because as far as I can tell, Morrigan is the only character in the game with an install hyper that actually enables meter gain. Zero, Dante, Ryu, etc., the works. All of them have hypers that enhance their performance in gameplay, yet none of them are capable of gaining meter during their usage, so I have to question why Morrigan is the only one capable of this. It’s a long shot, but I even suspect that this might be an oversight on the developers’ part, but probably not.

Characters with assists that magically disappear when they are hit and Doctor Doom

  • Well, this all falls into the fairness quota more than it does the balance quota, and to be frank, I’m a bit uneasy about suggesting this one because I’m not a hundred percent sure how this would affect the game as a whole.

We are all already aware of how much of a great asset Hidden Missiles are to a team, and not just because of MorriDoom, plenty of teams have strats based around the fact that those Hidden Missiles are just going to get in your way more often than not simply because of their lingering and tracking properties. I’m left wondering why this kind of assist is virtually one of a kind, with other characters’ assists just… not working when they are hit(Sentinel and Rocket Raccoon immediately come to mind, for example). With that in mind, I can only think of two ways to resolve this problem:

  1. Make it so more characters’ assists have the same staying ability that Doctor Doom’s Hidden Missiles do.
  2. Make it so Doctor Doom’s Hidden Missiles(as an assist only) lose their staying ability so they become neutralized if Doctor Doom is hit(Doom would probably have to throw less missiles as an assist in this case to minimize exposure time)

With my mantra wanting to buff more characters then nerf, I would naturally immediately set my sights on the first option, but I can’t be sure because I shudder to think how this game might be affected if that were to take effect(imagine if Sentinel drones didn’t disappear if Sentinel was hit… O___O). Unless someone could convince me that the first option would lead to a definitively brighter future, I’m going to have to stick with my guns in this case and go with the second option, because we at least have precedence in the case that assists with a staying ability are absurdly good already.

Zero

  • Considering he was a perfectly good character before he had it in the first place… remove Hyper Zero Buster Cancelling.

Vergil

  • First and foremost: I would not enact ALL of these changes, only some of them or maybe even only one of them! I don’t want to completely mangle the character, and I’m just sort of at a loss as to which adjustments would be best, so I’m just gonna toss out all of my thoughts and leave the rest in your mind…
  • Adjust Helmet Breaker’s hitbox so he CANNOT cross you up with it or hit you with his coattails
  • Helmet Breaker’s properties adjusted: Stagger vs. grounded, Soft Knockdown vs. airborne, Air Combo Finisher
  • Reduce speed and power gained by XFactor
  • Rapid Slash adjusted so the hitboxes come out later(perhaps all at once when Vergil reaches the end of his dash?)
  • Spiral Swords --> Level 2 Hyper Combo + very slightly increase to the time at which they stay out, of course

Everyone else who can be defined as a “Top Tier” character

  • No changes.

Everyone below this “Top Tier”

  • Buffs. Buffs everywhere.

The goal of these buffs is to help put all of these characters on an equal footing with the best in the game(not including Zero and Vergil), as I believe that they set the bar for what a great character should be in this game without overdoing it.

I feel that this should be the sole basis behind any update to this game, and I feel a lot of people behind this project already recognize that, so props to you all for that.

Gameplay Mechanics

  • Entering a jump state in any way after a TAC eliminates the reduced hitstun(fixes TAC infinites)
  • Receiving blockstun during a combo does not enable you to call an already called assist(fixes P1 only infinites)
  • TACs in general should be more reactable to, as a measure to prevent people from getting caught “TAC counter mashing.”
  • Xfactor Level 2 and 3’s power, speed, and time universally reduced(adjustments would have to be carefully made so distinctions could still be drawn between the three levels)

Other Content

  • Include a hitbox option in Training Mode(this suggestion was already made, but I gotta mention how much I love the idea)
  • Vanilla Marvel menu added as an option
  • Put these cinematic trailers somewhere within the game options!
    [media=youtube]Ni9L4_zKNrM[/media]
    [media=youtube]KgvguJJ8Ajw[/media]
    [media=youtube]doarx57Leyg[/media]
    [media=youtube]UD6Qrxe7jS4[/media]
    [media=youtube]I9OqbiRLaho[/media]

Morrigan is not the only character with a install super that builds meter, Jill and Firebrand say hi and yes Ryu dose build meter in his install .
Lmao @the guy saying Morrigan has the most blockable offence ,I don’t even know where to start , but you couldn’t be more wrong.
Either way if the meter gain is removed it needs to be sped up so she can at least combo into solo ,like all the other install supers

Oh really? I wasn’t aware… then how about comparing her to just Zero, who also makes a clone of himself in his install hyper but cannot gain meter during it?

Lame excuse I know ^^;

TBH I find it an interesting coincidence that nearly all of the major “problem characters” have install supers that contribute heavily to what makes these characters “problems”.

Zero - Sougenmu - Lightning loops + incoming mixups
Morrigan - Astral Vision
Vergil - Swords
Strider - Ouroboros

and maybe even allround X factor and Dark Phoenix could be considered an install.

Not saying that these supers are the cause of the problem, and I’m not sure where I’m going with this, but I find it interesting that these supers, when added to their already powerful/potent tools, are what pushes these characters over the top?

I’m taking my first stab at revision discussion here, so I’m a little worried. But hey, the worst that can happen is that I get called an idiot, right?

General:
Greatly improve the netcode. This is so very important for the longetivity of the game, and especially for players who can’t get to local scenes like myself, but still want to play the game as it was meant to be played. If it could get on the level of Street Fighter right now, that’d be big for this game’s enjoyment factor.

Increase the pushback of a broken ground throw. Because the current system is more than a little ridiculous!

Team-Aerial Combos: Make it so that one exchange resets hitstun scaling, but allow hitstun to increment like normally with each hit done from then on. Add the hitstun accumulated during the TAC with the hitstun built up before the exchange. This way, we avoid infinites, but still keep interesting combos. Nothing too major, right?

Increase the startup before the TAC flash, and evidently show a colour to indicate the direction. Someone else brought it up earlier on, and I was very fond of the idea. This way, the defender has a chance to see it, and exchanges become more of a mix-up option and less of a read.

Tidy up hitspheres. While with some moves it’s necessary for the hitspheres to be as ‘unusual’ as they are, I still find it awkward when a move acts how it shouldn’t feel like.

As for characters here, I’m going to say I don’t want to nerf the top tiers horribly at all, or buff the low-tiers phenomenally, simply because game balance can be so precarious a thing. But if I have any concise thoughts to give, I hope they’re with my main team.

Arthur:

I’m not entirely convinced just yet about removing the hard knockdown on King’s Armour, simply because upon experimenting with it, it’s actually an incredible power-up hyper. Theoretically, Arthur in gold armour is nigh-on untouchable, and his infinites in XF2 and XF3 are significant enough that I respect the reward for an opponent who survives the onslaught. Given that he builds meter over the duration, letting him use it reliably is questionable to me. Still, having ways to make it safer against teleporters would be nice!

+ Rework Demon Shield (DP + L).
Instead of crouching still, Arthur charges forward with his shield raised, in a manner similar to his f.H attack, only he moves faster at the start and slower at the end. Demon Shield retains its other basic properties (really fast startup, projectile immunity, staggers anyone who attacks him unless it’s with a grab or high attack, slow recovery unless cancelled into a hyper for safety). This idea stems from three issues Arthur has:

  1. Arthur lacks ground mobility
  2. Arthur lacks fully reliable options against a grounded opponent
  3. Demon Shield is undervalued.

Most people suggest to just give Arthur a dash. But as an Arthur player, I feel like I understand why Capcom didn’t do that. Most of Arthur’s movements are meant to be made with considerate thought. His positioning is incredibly important, much like how it is in the Ghost N’ Goblins series - the only way to survive when a Red Arremer does its swoop is to not be so close to the danger zone in the first place.

If he can move too liberally, that factor disappears, and even a bad dash might be too much. He already has good air options - giving him just as good a ground game would worry me a bit.

+ Let a dagger or lance, when tossed on the ground, be cancellable into a f.H, which cannot be cancelled into anything else except for on hit.
This gives Arthur another ground options, both for applying pressure and for recovering after a mistake. The way I see it, he gets a few advantages here - for one, he can combo now off of one at very close quarters. For another, he has a second option against opponents trying to attack him from above, albeit a punishable one (f.H is pretty unsafe if it’s not cancelled into something).

If this sounds overboard, then I’d suggest restricting it to only the first dagger or lance.

+Reduce the startup of Hellbound Slash
The only advantage of this move is that it lets Arthur convert off of a c.H from the max distance. The combos that use it are both more difficult and less damaging than alternative options, and this move is already so very punishable that I’m reluctant to use it. Just help tidy him up a little!


Ryu:

+ Slightly increase the hitstun off a Hadoken
This might seem like a small thing, but if it’d make the combos of almighty SaishuuKessen just a little more viable in a tournament match, you would all feel the difference it makes when next you see a good Ryu.

+ Slightly increase his walk speed
Footwork is very important with Ryu: there are times when he needs to walk in on someone. But with the screen as large as it is in Marvel 3, this tactic is easy to punish.

+ Ground throw causes a ground bounce
Throwing’s a big part of Street Fighter, and it’s frustrating that Ryu can’t get anything off his throws without burning meter. As it is, the only thing he gains is resetting a situation
Chrisis mentioned this idea already, only for air throws instead. With an assist, Ryu can already combo off an air-throw, but I like his idea too; I’d be content if either one made it through.

- Significantly increase the damage or hitstun scaling on his ground throw
This is necessary if the previous buff were to be applied, because Ryu can already deal a lot of damage. Gotta keep this guy honest, after all!


Amaterasu:

+ New move for sacred beads weapon (QCF+S, can only be done in the air).
Amaterasu’s an excellent character, and the only thing I feel like she could use is a more reliable answer to opponents at super-jump height - her only options against those, as it stands, is to get a throw or throw out an Okami Shuffle. Those aren’t bad, but something more consistent wouldn’t be too much!

I haven’t been following this thread, and I don’t really believe a patch is coming. But it would be better to list the problems characters have, or what makes them too strong rather than offering solutions with no context.

I don’t like
+ Ground throw causes a ground bounce

I do like
Amaterasu’s an excellent character, and the only thing I feel like she could use is a more reliable answer to opponents at super-jump height

The only buff he’ll get is one extra bomb added to H smart bombs.

Don’t joke about that dude. :frowning:

Amaterasu had another move with her rosary beads in Okami. It was a shotgun spread that covered a huge area. It would make a nice addition to her moveset.

Some nerfs and buffs I’d specifically like to see aside from the general nerf and buffs to TAC, top tiers, low tiers, etc.

Magneto

  • crouching/standing :l: nerf (no longer chainable)

Doom

  • crouching :l: nerf (no longer chainable)

She-Hulk

  • crouching :l: can be chained

Iron Man

  • smart bomb change: strength determines distance of projectile

Spider-Man
Point

  • 2 web zips per instance; zip cannot be cancelled to another zip(ex. jump air web ball xx zip, air dash, zip)
  • increased/improved size on normal hitboxes especially for s:m: and :s:
  • removal of double air dash from ground moves cancelled to up zips

Assist

  • increased capture time on web ball assist
  • return soft knockdown status to web swing assist

Spider-Man, sure, but I think Felicia’s assists are decent. I think Rolling Buckler is one of the best neutral assists in the game (not as good as it was in Vanilla, though) and that Sand Splash has some use. Still, they could be better - or more specifically, on par with the relevant assists.

A: Rolling Buckler - return hitstun to Vanilla values… or AT LEAST make it so she can combo after using it as a Crossover Counter without using X-Factor
B: Cat Spike M - Make it an overhead! It has MORE STARTUP than Viper’s Burn Kick, MORE RECOVERY than Viper’s Burn Kick, and LESS ACTIVE FRAMES than Viper’s Burn Kick, and yet it purforms heh heh heh just like it outside of it being a mid instead of a high. MAKE IT AN OVERHEAD! Also, make it not Ground Bounce but Stagger instead. We need those Ground Bounces for combos.
C: Sand Splash M - Either give it faster startup (so it can more reliably be used to OTG a la Wesker’s Samurai Edge) or make the projectiles the H version so that it will provide great ground control for the neutral game.

I probably wouldn’t do this if i wasnt at work right now. That and we all want to make other characters better/more interesting and others ‘fair’. Here is a small list of my buffs/debuffs.

  1. Keep fixed hit-stun on TAC’s
  2. Take away TAC infinites.
  3. Make TAC’s PUNISHABLE WHEN YOU GUESS RIGHT DAMNIT
  4. Fix just-frame glitches for throws. Add priority to command throw. Put it over throw. Under throw. Something. Don’t let them trade for that BS. Take out normal cancel glitch when normal and throw or command throw trade.

Viper

Buffs:

  1. Give Viper her Back+Roundhouse from SF4.
    Properties: Good quick AA for her neutral game. Cannot normal canceled. Can be special and hyper canceled. Hard knockdown (wouldn’t be able to loop into an infinite because seismic hammer pops them up too high anyways. There would be no way to really use this effectively in combos she already has. Maybe for extra damage at the end of her combos coupled with assists.
  2. Make air burning kicks ground recovery for all strengths better.

Reason being is they’re horrible to use in neutral game because of their start-up and how easy it is to throw out random hit boxes and hit her out of it. So the best you can do for her is when people actually use burning kicks you can actually recover quick enough if the opponent blocks them.

  1. I am wishful for Vanilla seismic hammer hit-boxes but I doubt they will come back. She really doesn’t need them but if she had them…

No debuffs. Shes great but her execution and gameplan requires perfection and that will never happen in marvel.

Strider
Buffs:

  1. Readjust damage scaling so that hes allowed 50k to 75k more on his combos.
  2. Up the priority on his Lvl 1 hyper, L & M strength animals.
  3. L. Excalibur recovers quicker on the ground. It’s his only move to really give him an advantage to keep him from getting thrown for opponent blocking air moves and even then you are delaying the inevitable of getting thrown on Excalibur recovery.
  4. Either make 3 happen or make vajra and excalibur cancelable into formation B. Wouldn’t make vajra OP if it gets chicken guarded you will still have time to throw him before activation. + It would make people have to rely on formation B more and that means Strider needs more time to setup a safe vajra.
    Debuffs:
  5. Turn down speed on XF3 Strider. This is so he doesn’t get free retarded teleports that can’t be throw punished.

Vergil:
Buffs:

  1. No
    Debuffs:
  2. Make SS’s priority actually something to compete with.
  3. Helm Breaker’s place a block of frames for where vergil is not allowed to cancel into a special move when he hits the ground… This will allow for a bit more time to pass so that one can react to a rapid slash but still allow vergil to use this tactic in lvl 3 x-factor. He can still cancel into hypers upon landing.
  4. Helm breaker can no longer S cancel
    This makes Helm Breaker not an end all solution for starting offense for Vergil players. If you are going to have a very high priority and fast startup move then it shouldn’t have the ability to hard knockdown and if its blocked start an offense. You use Helm breaker then you have to go on the defensive or burn a meter.
  5. Make his forward dash slower on startup. Increases in speed as it enters later state of dash.
    The fact that he can traverse a full screen and kara into a st.H is dumb. Make his dash like Taskmasters so he can’t gain pressure immediately.

It’s hard to debuff Vergil without taking away what makes him extremely good/braindead. But we all know the main problems. Spiral swords and that move Helmbreaker being #1 move #1 counter #1 frame trap to start an offense if it is blocked?

Iron Fist
Buffs:

  1. Give him a move that allows for conversion of normal jump or SJ hits on opponent in most situations/all situations. Could be hard knockdown or ground bounce. That same move could change the trajectory of his air movement. Dive kick property? Similar to delta kick for felicia so that it will give Iron Fist a way to get in for an offensive opportunity if blocked.
  2. Give him the ability to parry projectiles. Deflect them back maybe?

Really I don’t think Iron fist is bad aside from the fact that he literally has no way to get in and no way to convert from superjump height and only can convert from jump height sometimes. Those two alone would allow for him to be competitive. Maybe you could give him his rising fang as a regular move.

X-23: This characters potential has yet to be unlocked. Still I believe. Her pressure game is really good if you know how to do it. Cut through advance guard like tissue paper.
Buffs:

  1. She needs air mobility. Give her a forward and back dash. She can be upbacked all day and thats sad. Her air normals are awful. Give her an air dash and that will give her new attack angles that will compliment her air normals.

Tron
Buffs:

  1. Make her drill move + on block please. Give her atleast 1 pressure item.
  2. No she does not need her vanilla j.H back. Learn to hit confirm into her drill move scrubs. It works!
  3. Make her servebots viable. Make startup faster or let her throw them full screen.

Wesker
Buffs:

  1. Give him his vanilla counter hyper back.

Nemesis.
Buffs:

  1. Make his QCF+L safe on block. Not -1 so that everyone can throw him because every other normal he has and option is unsafe.
  2. Forward+H ground tentacle jump cancelable?
  3. Give him big boy missiles. Those missiles he has now are laughable on the durability.

Jill
Buffs:

  1. Let her use that damn machine gun out of hyper.

Morrigan
Debuffs: I will keep this simple. Two debuffs.

  1. Revert her to her vanilla state. She did not need all the buffs to her game she was just as good and hard to get in on in vanilla. Making everything about the way she was suppose to be played better was not what she needed. Thats like trying to make Vergil better by improving his helmbreaker and spiral swords.
  2. Take away Astral Vision gaining meter.

Well this was fun too long to read so it probably be wont be read ohwell it past the time at work.

So you want Magneto to die every time he goes for a mixup? What the hell happens when he goes for a trijump mixup and goes straight to low?