UMvC3 version 2013: The feedback thread

If I could give vergil any nerf it would be so that blistering swords was his level one, not spiral swords.

I swear some of these suggestions are terrible. Yall are trying to ruin entire characters

Only things Vergil needs nerfed is make his bnbs do slightly less damage and get rid of roundtrip glitch
Zero needs more scaling on lightning loops, thats it
Phoenix Wright needs his stance switch to be QCF S instead of down down. That way he can transition from gathering evidence to zoning better. Give him 50k more health as well.

I could go on and on but people need to be more practical in what they are asking.

Morrigan for example should have her damage output halved when in astral vision. That would make more sense than taking away meter gain

I can’t agree with that :qcf::s: suggestion. It seems like a needless change. Kinda similar with the health.

Halved seems like a bit much. 2/3’ed? (Is that a word?)

Phoenix:
Allow healing field to heal without touching her opponent at the same rate.
Allow dark Phoenix to be popped manually like a burst at any level.

Nemesis:
Hyper Armor while walking
Armored attacks have earlier armor activation.
Have rockets cause forced wall bounce (also as an assist)
Deady Reach tentacles can be confirmed with a hit throw.
New Move: Rocket Jump - Nemesis aims his rocket at the ground damaging himself but propelling himself in the
air with an active hit box. Rocket Jump is Air OK. (Takes no damage if done far enough from the ground.)
New Move: Gattling Gun: Holding Heavy while grounded causes Nemesis to pull out his Gattling Gun. The barrel must spin for
3 seconds before shooting. Causes massive damage. Nemesis cannot jump during the charge.

MODOK:
Jamming Bomb Air OK
Faster C.H and S.H
Puddle lasts longer.
Stackable Cubes too infinite.

Hulk:
Does more damage the more damage that’s done to him.
Hulk heals red life quickly.
(Wishful thinking: Banner transformation once he knocks out an opponent. Stays
that way until the opponent beats him up for at least 300 Damage.)
New Move: Gamma Clap - Projectile nullifying clap.

Rocket Raccoon:

New Move:
Root: A large tree like hand swats across the screen at super jump height.
Track ball: Rocket Raccoon can charge a release of his final blast of his super by holding H.
Air Tiny Gun: Rocket can shoot his tiny gun at numerous angles while floating with his tail.

Taskmaster:
New Move: Horizontal Gun Shot - Just like Wesker. Can be used after Shield Skills.

Okay I’m done…again…

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/40807/WorstPlayer">WorstPlayer</a> said:</div>
<div class=“QuoteText”>Just the Pop from the Stab-n-pop.<br>
<br>
<br>
<br>
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Made me laugh.<br>

i’ve got new suggestions:<br><br>if a player picks zero or vergil have the disc tray eject the disc like a ninja star and decapitate said player<br>

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<div class=“QuoteAuthor”><a href="/profile/37440/OMG%20its%20a%20duck">OMG its a duck</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/40807/WorstPlayer">WorstPlayer</a> said:</div>
<div class=“QuoteText”>Just the Pop from the Stab-n-pop.<br>
<br>
<br>
<br>
</div>
</blockquote>

Made me laugh.<br></div>
</blockquote>

<br>Made me fart.<br>

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<div class=“QuoteAuthor”><a href="/profile/40123/tab">tab</a> said:</div>
<div class=“QuoteText”>i’ve got new suggestions:<br><br>if a player picks zero or vergil have the disc tray eject the disc like a ninja star and decapitate said player<br></div>
</blockquote>

<br>You just killed flocker, chris g, and shit you’ll probably kill yipes…fuck…we’ll have who left? Bum? FUCK<br>

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<div class=“QuoteAuthor”><i><a href="/profile/67621/VASaga">VASaga</a> said:</i></div>
<div class=“QuoteText”><i>I swear some of these suggestions are terrible. Yall are trying to ruin entire characters<br>
<br>
Only things Vergil needs nerfed is make his bnbs do slightly less damage and get rid of roundtrip glitch<br>
Zero needs more scaling on lightning loops, thats it<br>
Phoenix Wright needs his stance switch to be QCF S instead of down down. That way he can transition from gathering evidence to zoning better. Give him 50k more health as well.<br>
<br>
I could go on and on but people need to be more practical in what they are asking.<br>
<br>
Morrigan for example should have her damage output halved when in astral vision. That would make more sense than taking away meter gain </i></div>
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What exactly is terrible though?</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Morrigan’s Astral Vision as far as a… change would be to have it deal less chip damage on the projectiles. Keep the on-hit damage the same, if you get caught for being stupid, you deserve it, however if you block correctly you shouldn’t have to eat so much damage. The Chip damage is the real killer here that causes the panic mode.</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>I like your idea about Phoenix Wright’s stance switch with QCF S, but I want to go further, for the sake of transition, let’s make it canceleable, Switching between Trial and Investigation, or the other way around, let’s make it cancelable to Dashes, Specials, etc.</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>—</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Correct me if I’m wrong but in X-men vs Street Fighter, didn’t advancing guard make you move FORWARD when you used it as opposed to simply shoving the attacker away? This could be a useful change for the mechanics of the game:</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Push Blocking a physical Attack pushes the opponent away, Push Blocking a projectile (while grounded) moves the blocker forward, would probably help someone close in on keepaway.</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>---------------------</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-variant: normal; font-weight: normal; line-height: normal;”><div class=“QuoteAuthor”><i><a href=“http://forums.shoryuken.com/profile/65019/YawDan”>YawDan</a> said:</i></div><div class=“QuoteText”><i><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>- People are asking for Doom missiles to disappear on hit. I’m not saying you shouldn’t think this, but I don’t think it’s at all necessary. I actually think it may harm Doom. With how long they take to come out, the only way they can be called safely is if your not in the vicinity to hit him out of it with your character, or your opponent manages to either hit you or put you in blockstun. Hidden Missile calls can be dealt with, I think we may need to look into building better teams rather than ask for this (and other things) to be nerfed.</span><br><br>- Stop raw tags overheading. Yeah I believe I can just go training mode and work on blocking high when I see a new character being switched in lol. But then again, I don’t think a player should be rewarded for tagging their character out like this.<br><br>- Could the pushback from throw techs be removed?</i></div></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>------------------------------</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>can’t agree with these. </div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Making Doom’s missiles go away will NOT affect doom at all. YES this means the assist can now only really be used with characters who can properly protect him, but at the end of the day he still has 2 other competent assists. </span></font></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Raw tags have sufficient risk as is. keep the overhead.</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>I actually think the Push Back from a teched throw should be INCREASED. A throw is teched the game goes back to neutral, not herp a derp option select.</div><blockquote class=“Quote” style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>
<div class=“QuoteAuthor”><br></div></blockquote>

Though I honestly hate the idea of Mode Change being move to QCF, I love the idea of it being cancelable.

Morrigan does not need to be changed. There is only one person in the world winning with her. If there is a problem, it’s hidden missiles. Its the best assist in the game by a huge margin, given to a character with two other great assists. how is that not a problem?<div><br></div><div>Ultimate went a long way in making zoning viable although still inferior to jab mashing. I would hate to see it revert back to vanilla. </div><div><br></div><div><br></div>

Nope,Fuck morrigan nerf her ass

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><a href=“http://www.youtube.com/watch?v=SSRlmZe9LoE”>http://www.youtube.com/watch?v=SSRlmZe9LoE</a> Hey guys im from Puerto Rico i just want to share some of my matches so i can get feedback n people can tell how can i improve it would be really helpful so hope u enjoy… (im the Zero player)</span></font>

Alright, I enjoy a challenge.  Note: some of this may overlap with what others have already said.  Also definitely do no have the time at the moment to go through every character.<div style=“font-weight: normal;”><br></div><div><b>System Changes</b>:</div><div style=“font-weight: normal;”>TAC - No meter gain, meter theft or damage boost.  Cost one meter.  Uncounterable.  The idea is to make TACs serve a safe tag into a moderate combo extension so yeah TAC infinites are gone too.</div><div style=“font-weight: normal;”><br></div><div style=“font-weight: normal;”>Meter Gain - Another slight nerf to overall meter gain.</div><div style=“font-weight: normal;”><br></div><div style=“font-weight: normal;”>X-Factor - No damage boost.  Cancelling (rapid and guard) is the same.  Duration slightly increased for each level.  Provides character specific speed boosts and significantly improved meter gain for duration.</div><div style=“font-weight: normal;”><br></div><div style=“font-weight: normal;”>Ratio System - If 3 vs. 3 then no changes to damage dealt or damage received.  If 3 vs. 2  OR 2 vs. 1 then the person who has fewer characters left deals more damage and takes less.  If 3 vs. 1 then the player with only one character left deals significantly more damage and takes significantly less damage.  This system is passive, continuous and constantly adjusting; i.e. if the player with only one character left in a 3 vs. 1 situation kills a character then their damage dealt and damage taken will switch to the 2 vs. 1 level.</div><div style=“font-weight: normal;”><br></div><div style=“font-weight: normal;”>Power-Up Supers - No meter gain while powered up.</div><div style=“font-weight: normal;”><br></div><div><b>Some character adjustments</b><span style=“font-weight: normal;”>:</span></div><div style=“font-weight: normal;”><br></div><div style=“font-weight: normal;”>Hsien-Ko:</div><div style=“font-weight: normal;”>+Fewer items for Anki-Hou</div><div style=“font-weight: normal;”>+First Anki-Hou is random but order is set</div><div style=“font-weight: normal;”>+cr. H OTGs (think Wolverines slide)</div><div style=“font-weight: normal;”>+Ground Dash now has different distances depending on combination of buttons pressed (L+M = Short range teleport, M+H = Medium, L+H = long)</div><div style=“font-weight: normal;”>+Henkyo input changes to QCB</div><div style=“font-weight: normal;”>+Faster startup on Houten Geki</div><div style=“font-weight: normal;”><br></div><div style=“font-weight: normal;”>Chris:</div><div style=“font-weight: normal;”>+Ground Shotgun now fires up-forward (Skeet Shooting)</div><div style=“font-weight: normal;”>+Air shotgun now fires forward</div><div style=“font-weight: normal;”><br></div><div style=“font-weight: normal;”>Spencer:</div><div style=“font-weight: normal;”>-Up grapple scales normally</div><div style=“font-weight: normal;”><br></div><div style=“font-weight: normal;”>Haggar:</div><div style=“font-weight: normal;”>+Violent Axe (all versions) eats 10 points of low durability projectiles.</div><div style=“font-weight: normal;”><br></div><div style=“font-weight: normal;”>Phoenix Wright:</div><div style=“font-weight: normal;”>+No bad evidence</div><div style=“font-weight: normal;”>+cr. L chainable into itself during Investigation and Trial Modes</div><div style=“font-weight: normal;”>+Launcher -1 during Investigation and Trial Modes</div><div style=“font-weight: normal;”>-Launcher +1 during Turnabout Mode</div><div style=“font-weight: normal;”>+Can still Discard evidence</div><div style=“font-weight: normal;”>+Discarded evidence stays on screen until Phoenix Wright tags or is snapped out (think Codys knife) allowing Phoenix Wright to stockpile evidence</div><div style=“font-weight: normal;”>+Discarded evidence can be picked up by crouching over it</div><div style=“font-weight: normal;”>+Faster startup for Asssits Y</div><div style=“font-weight: normal;”><br></div><div style=“font-weight: normal;”>Increase damage for the following characters:</div><div style=“font-weight: normal;”>Storm</div><div style=“font-weight: normal;”>Firebrand</div><div style=“font-weight: normal;”>Trish</div><div style=“font-weight: normal;”>Chun-Li</div><div style=“font-weight: normal;”><br></div><div style=“font-weight: normal;”><br></div>

Trish<br><br>- round trip should start up faster<br>- peekaboo ignores HSD<br>- buff her damage and meter buid by 10-15%<br>- increase low voltage durability<br><br><br><br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/12513/Densuo">Densuo</a> said:</div><div class=“QuoteText”><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Raw tags have sufficient risk as is. keep the overhead.</div></div>
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It’s a little much when trying to predict raw tags can risk getting hit low.

Raw tags are hella risky, if you could block them high it would be SOOOO easy to punish any attempt.<br>

yes! tags shouldnt be an overhead they never were before so why now?

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<div class=“QuoteAuthor”><a href="/profile/9308/Mr.PaVy-RD">Mr.PaVy-RD</a> said:</div>
<div class=“QuoteText”>yes! tags shouldnt be an overhead they never were before so why now?</div>
</blockquote>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>are you comparing it to mvc2 or mvc3?</span></font>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/9308/Mr.PaVy-RD">Mr.PaVy-RD</a> said:</div>
<div class=“QuoteText”>yes! tags shouldnt be an overhead they never were before so why now?</div>
</blockquote>

<br>Because in UMVC3 you can roll your face on your pad/stick to kill a character and offense is retardedly favored against 95% of the cast due to low defensive options. Perish the thought that you have to worry about a goddamn raw tag that most people can’t combo after.<br>