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:
fires horizontally. :qcf::l::h: fires at a 45 degree angle. :qcf:
: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.
, Cr.:l: & Cr.
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: &
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:
& :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.
, Cr.:l:, Cr.
and Air.:l: & Air.
.
[]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]