UMvC3 version 2013: The feedback thread

TACs are resets. All resets are a RPS mechanic. The best way to “nerf” the system is by better rewarding a TAC counter.

They may not have meant for it to allow infinites. But they certainly meant for it to allow for fly combos and not just a means of tacking on another MMHS.

I think that’s taking it too far. Resets aren’t guesses, they’re checking your opponent’s preparedness. You can be ready for a reset at any time by looking for the out-of-place jab, the change in motion, reading the opponent, or other signals. TAC exchanges have this, but to limited effect; it’s rare that you can know which direction the opponent will go for (e.g. do they want to go down so they get the meter they need to finish you off).
But given the development of it with infinite tech, the value is diminished excessively, as all three sides are practically as rewarding as each other - therefore, it doesn’t matter which way they go, so long as it isn’t the one you’re protecting.

I agree, I like the idea of TAC exchange combos. But as I’ve hopefully explained above, I think the infinites - or perhaps even the current system - are excessive.

Zero resets. Wesker/Teleport character + Haggar resets (More effective in Vanilla but still deadly in Ultimate) say what’s up.

TACs are definitely resets.

The issue with TACs as resets is that they are the best reset in the game. Reversal proof/hard tag proof/Mashed Tatsu or Lariat assist proof, pure 33% guesses and lead to meter positive ToDs on every single character. With the amount of creativity you can put into this game making TACs + TAC baits the most optimal resets kind of kills some of the creativity with it imo. Nerfing TACs to encourage other resets is definitely a good idea, just watch FChamp play and center his entire Magneto combos + resets on TACs along with TAC baits.

Good resets in Marvel like in any other game are unreactable 50/50s or more(like Wesker/Vajra resets for example), or simply Magneto stL or air Throw based resets. Having TACs discourages resets of that sort and promotes a pretty dumb rock paper scissor mechanic.

That’s exactly why TAC are too good.

TAC also much harder to guess correctly than a reset because Marvel 3 has often more options to stop traditional resets. Because you can’t really guess a input as easy you could yolo hard drive out of air throw reset.

True words, TACS are stupid as shit.

Right, which is why I’d like them to change it…

And while we’re add it, change it to a point system like AE/SFxT for better tracking.

Been playing for a while and as much as I would love to see some annoying strategies nerfed, it’s all because of the kind of game we play. Morrigan on her own, is not scary at all, it’s Doom and Vergil that make her scary.

Nerfs can be seen as a good thing, but what’s the point if it makes a character next to useless (ala Tron), I would rather just see slight adjustments that don’t make some strategies so free.

Then characters that are just straight beat out by over 75% of the cast need help in fixing them so that those characters (ala Iron Fist) aren’t a wack character 9/10 unless you see JWong or such use them.

Something that makes characters seen more than others, are in part down to their assists. Some characters have assists that are worthless and are only good for Alpha Countering with, but even then are seen as very lackluster. The fact that the likes of Doom, Nova, Dante,

I can’t say what would be needed for the whole cast, so I won’t list problems and suggestions for the entire cast, but a good number. I’ve played enough and against enough of the cast a fair amount and I know what they do and how they do it (even if myself am not that awesome with them).

Marvel:

Doctor Strange;
[LIST]
[]Increase hitbox on snapback and reduce recovery.
[
]Health increase to 900,000.
[/LIST]
Hawkeye;
[LIST]
[]Add a double jump.
[/LIST]
Iron Fist;
[LIST]
[
]St.:s: will launch airborne opponents. Reduce startup of St.:s:
[]Change Cr.:l: to make it hit low.
[
]Increase range of Assist A (Dragon’s Touch).
[]Reduce startup of Assist B (Crescent Heel). Crossover Combination Hyper Combo changed to Volcanic Roar
[
]Increase invincible frames on Iron Rage so it does it’s job better of ploughing through stuff.
[]Damage increase on Dragon’s Prey and reduced startup. Currently, because it’s low damage comboing with his other 2 nets more damage, but still not as much damage compared to some of the cast who can do Hyper then Hyper by themselves.
[/LIST]
Deadpool;
[LIST]
[
]Soft knockdown for both characters after Teleport Malfunction.
[]4th Wall Crisis invincibility frames adjusted, frames 1 to 7
[/LIST]
Doctor Doom;
[LIST]
[
]Hidden Missle assist tracks less and reduced meter gain to 120 per missile.
[/LIST]
Iron Man;
[LIST]
[]Health increase to 1,000,000.
[
]Double jump added back.
[]:s: hit box increased.
[
]Recovery reduced on St.:h:
[]Startup of hyper after the frame 3 to 9 at long range reduced. Proton Cannon changed to have 3 versions. Not usable in the Air. :qcf::l::m: fires horizontally. :qcf::l::h: fires at a 45 degree angle. :qcf::m::h: fires vertically.
[/LIST]
Phoenix;
[LIST]
[
]Health increased to 400,000.
[/LIST]
Sentinel;
[LIST]
[]Health increased to 1,000,000.
[
]Startup of all St.:l:, St.:m:, Cr.:l: & Cr.:m: reduced.
[]Startup of all Air Normals and Air.:s: reduced. Air.:h: & Air.:s: to have Super Armour, from frames 12 to 18.
[
]All forms of Rocket Punch, ground and air to have same startup and recovery. Startup in 16 frames and recover in 32. (Opponents still recover as to not allow Rocket Punch L to combo into Hyper Sentinel Force).
[]Reduced startup on Assist A (Sentinel Force) and Assists C (Rocket Punch).
[
]Hitbox of Hard Drive adjusted to prevent opponents flipping out.
[/LIST]
Storm;
[LIST]
[]Reduce startup of Assist B (Double Typhoon).
[/LIST]
Super-Skrull;
[LIST]
[
]Reduce startup of Assist A (Stone Smite).
[/LIST]
Thor;
[LIST]
[]Reduced startup and recovery on all ground and air normals (Air.:h: excluded).
[
]All forms of Mighty Spark, ground and air to have same startup and recovery.
[]Air and Ground Mighty Strike :l: & :m: to have same startup and recovery.
[
]Last hit of air Mighty Tornado to always cause a slow descend.
[]Mighty Thunder to push opponent’s back on hit and block.
[/LIST]
X-23;
[LIST]
[
]Health increased to 850,000.
[/LIST]
Capcom:

Frank West:
[LIST]
[]Assist C changed to Giant Swing H.
[/LIST]
Nemesis T-Type;
[LIST]
[
]Armour on St.:h: and Cr.:h: activate sooner.
[]New move of :qcb: :s: for a downward Rocket Launcher aimed at bottom right of screen.
[
]Air Rocket Launcher fires horizontally.
[]Make Rockets medium priority or increase durability to 8 so fireballs don’t beat out rockets.
[
]Armour on all Launcher Slam moves activate sooner.
[]Biohazard Rush hyper armour increased to 20.
[
]Fatal Mutation has invincibility frames added, frames 1 to 17.
[/LIST]
Strider;
[LIST]
[]Health increase to 850,000.
[
]Damage increase on Legion Hyper, with one set pattern of animals.
[]Ouroboros reduced to a level 1 hyper. Active for only 120 frames, projectiles doing 12, 500 damage.
[/LIST]
Vergil;
[LIST]
[
]Health Decrease to 800,00.
[]Helmet Breaker adjusted to -1/-3 on block.
[
]Reduced Meter Gain from Rapid Slash on point an as assist.
[]Startup reduced for Assist B (Rising Sun).
[
]Spiral swords switched with Blistering Swords.
[]Moves more perceptible to hitstun and damage scaling.
[/LIST]
Akuma;
[LIST]
[
]Reduced startup of Assist C (Hyakkishu M, Hyakki Gojin).
[]Raging Demon air okay.
[
]New level 3 hyper. Misogi performed with :hcf::atk::atk:. 10 frame Startup, 5 active frames, 60 recovery frames, 425,000 Damage, OTG-capable, Hard Knockdown, Invincible from frames 1 - 18, unaffected by damage scaling.
[/LIST]
Arthur;
[LIST]
[]Walk speed increased.
[
]Golden Armour increases speed by 15%.
[]Golden Armour no longer causes Hard Knockdown once depleted.
[
]No Armour state Arthur only takes 10% more damage.
[/LIST]
Chris;
[LIST]
[]:rdp: :l:, :rdp::m: & :rdp::h: are Anti-Air versions of their respective :qcf: moves. Or change Combination punches to :rdp: and make :qcb: anti-air gun shots. With :qcb: gunshots in the air firing horizontally.
[/LIST]
Hsien-Ko;
[LIST]
[
]Needs less items for Anki-Hou so it’s less random.
[]All forms of Henkyo Ki, ground and air to have same startup and recovery.
[
]Startup and recovery of all ground St.:l:, St.:m:, Cr.:l:, Cr.:m: and Air.:l: & Air.:m:.
[]Startup and recovery of all Command Attack reduced.
[
]All versions of Senpu Bu dash canceable.
[/LIST]
Morrigan;
[LIST]
[]Soul Fist meter gain reduced to 600.
[
]Reduced priority of Air.:s:.
[/LIST]
Ryu;
[LIST]
[]Reduce startup of Hado Shoryuken.
[
]Increase duration of Hado Kakusei.
[]Shin Tatsumaki Senpukyaku now OTG-capable.
[
]Damage boost to Shin Shoryuken when in Hado Kakusei.
[]CvS2 style roll. :s: + :atk: Usable when in neutral stance or as a tech from Hard Knockdown. Increased invincibility than normal roll from hard Knockdown. Rolls through enemies outside of the corner (can’t put yourself into the corner). Can be cancelled into any special move, not Hyper cancelable. Active for 32 frames, invincible from frame 12 to 20.
[/LIST]
Tron;
[LIST]
[
]Increase window to cancel from Bandit Boulder.
[]Decrease startup of each Beacon Bomb and make them all equal, also with equal recovery.
[
]Servbot Takeout X-factor cancelable on hit, block or whiff.
[/LIST]
Wesker;
[LIST]
[]Glasses gimmick removed, base speed and damage increased by 5% and 10% respectively.
[/LIST]
Zero;
[LIST]
[
]Raikousen lighting always passes through Zero after Zero has stopped.
[/LIST]

That’s what I can come up with right now, that I feel would make the characters listed a littler better balanced. Characters I missed out I either don’t know what could be done to them or I’ve very little experience on how they play.
Then there are aspects of the game that could do with adjusting.

[LIST]
[]The addition of a replay mode to record offline and online play.
[
]A hitbox viewing option for training and replay mode for research into combos.
[]Improve the netcode and show player pings rather than bars, like in MvC1 & MvC2.
[
]Online training mode when searching in Ranked and Player between matches.
[]A rematch request in Ranked if you happen to find a good guy to have a good battles without then having to send them a message and set up a Player Match.
[
]TAC’s to have a bigger window to counter, with countered TAC’s dealing more damage and allow the defender a quick combo.
[]Successful TAC’s reset hitstun, but combos after new character come in are affected by hitstun and damage scaling as normal to remove infinities.
[
]Throws have a larger window to be reversed.
[/LIST]

I agree with Nevflin. The information about what the problem is will be much more helpful to the people developing the game and pulling the strings than specific solutions.

So we know that vergil has to large of a meter gain and does to much damage for the number of mixup and lockdown options he has as well as the hitbox on his cancelable s and h attacks. How is this a problem? It greatly limits team diversity among competive players. This problem is not the worst problem and if he remains the way he is in the update, this game would still relevant and very strategic. I personally am happy that the highest tier characters have been my favortes.

Pheonix and ironman still need to be taken back to the work table. If im going to spend an entire rematch doing resets and not yang meter I deserve to play this legedary character. How the team goes about making her balanced is their decision…just sticking to problems. Ironman is still clunky and he has yet to depict the ironman we all love with his mobility.

The TAC glitch is a problem when it comes to time meter and balance. Im sure they will fix this.

This is not a problem per say, but they really ought to ask themselves how they can make crossover counters more valuable to defense. They took a huge step in the direction last time by making zoning more effective.

I’m only gonna suggest changes for the characters I play. Already did with Iron Man so here is Haggar + Deadpool.

Haggar
-Rapid Fire Fist reevaluated to be less “janky”. Even experienced Haggar players can agree that this Super is really unpredictable sometimes and its hard to consistently DHC into from anybody.

Deadpool
-Level 3 no longer scales hitstun. You should be able to get the same followup you get after an overhead after level 3. You have to use H Katanrama OTG and in most cases your your ground bounce with Chimichangas! so followup potential is already limited. Don’t understand why, you already have to guess an opponent’s move when they don’t have X Factor, and if you do yomi something you have no damage afterwards. Its just dumb.
-Deadpool can now block after all air Ninja Gifts after recovery has finished.

changes

Spoiler

Sounds like almost great idea to me :smiley:

1v1 in this game would suck without some very heavy changes to accommodate it. 2v2 might work.

Can we not quote huge walls of text and reply with only one line?

Robin Walker is a cool guy. I emailed him about ideas to buff the Heavy 2 or 3 years ago and he emailed me back thanking me for the feedback. They actually did something similar to what I suggested, which was make his spin up and spin down time on his minigun faster.

I wish Capcom had the same design philosophies or Valve, or most developers for that matter.

So you possibly helped with making that much faster Minigun, the Tomislav. Wish my Natascha was more useful, slowing Scouts down is really fun.

Back on topic, yeah, if people are going to quote my giant walls of test, then make sure you have more to say, o I look like I’m repeating myself.

If you want to highlight a section or sections, it’s not hard to do so.

Wait, YOU’RE the reason the Tomigruvich Summer happened?!

Deadpool: His teleport malfunction should do same damage to him but should do 2x the damage it currently does to an opponent (100k before scaling to 200k) Would make it awesome to use in combos!.

Standing katanarama should have a wider hitbox so that only small characters can duck it.

Bolo’s hitstun should decay but to a point where it can still be used at the end of long combo’s if used near the ground.

Dante: needs a move with his SNIPER RIFLE XD

Spider-Man: maximum spider needs to be more safe (by half) and ultimate web-throw should be safe on wiff. Give him spider sense.

Strider: what other people said +needs 800k life

Taskmaster: His projectile counter should startup faster and when it counters he should be safe. Tiny bit more hitstun on his standing physical counters.

Thor: Ground normals should recover faster and crouching H should be jump cancellable.

Jill: slightly more damage and should be able to block normally during mad beast (double tap directions for first teleport then hold to continue porting.

Akuma: 800k life

Standing katanarama should have a wider hitbox so that only small characters can duck it.

Bolo’s hitstun should decay but to a point where it can still be used at the end of long combo’s if used near the ground.

Overall game:

1.Better Netcode
2. Button select during character select
3. faster load times all around
4. Matchmaking using any can pair you up against your on country aswell ; same allows you to pair up against nearby countries aswell. (same hemisphere.)

more stages/characters/more sayings

Every character should get another ASSIST . 4 Assists!!!

No, I was the reason his spin up and spin down got buffed, which was way before the Tomislav. Although I still think the Heavy is a shitty class and needs more help then he got, it doesn’t help that they reverted his Minigun spinup buff so now he gets killed by Scouts for free again.

This thread is about Marvel right?

This massive list and not a single mention of She-Hulk?! Blasphemy!

That character is absolute booty no matter how you slice it. I honestly don’t understand any of Capcom’s thinking behind her nerfs in UMVC3.

‘Yeah… Magneto is pretty gdlk, he can keep his chainable c.L and the distance on his c.H, but She-Hulk?! Fuck that, that bitch will be S tier and on every team at EVO if we leave her be… Gimp her damage too, she hits too hard.’ :rolleyes:

Actually one thing I started to put together is that the TAC mechanic actually doesn’t work like RPS. Fighting games in general work more like RPS than TAC does. TAC basically is win/win/tie which is not how RPS works. RPS is win/lose/tie. So firstly they’d need to change the system so if you choose one direction, you get a combo, another direction they put you in a combo and another direction you stalemate and push away from each other. So basically each color counters another color and your job is to either stalemate them by getting the same color/side or put them in a combo by countering their color/side. Then it would actually work like RPS and be less cheap immediately since there’s only a 33 percent chance to hit them with a combo (win), a 33 percent chance to stalemate (tie) and a new mechanic where there’s 33 percent chance they can put you in a combo (lose).

TAC in the way it works now is more like a really broken version of RPS that 3 year olds play with each other and make up their own rules. Which is hilariously sad for something that was made by grown men.