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:
- Arthur lacks ground mobility
- Arthur lacks fully reliable options against a grounded opponent
- 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!