<p style=“font-family: Arial, Verdana; line-height: normal;”>-Add universal air dash</p><p style=“font-family: Arial, Verdana; line-height: normal;”>-Lower the high jump height and unzoom the camera slightly while processing</p><p style=“font-family: Arial, Verdana; line-height: normal;”>-X-Factor lvl1 / lvl2 / lvl 3 gives 110% / 120% / 140% bonus damage for 12/14/18</p><p style=“font-family: Arial, Verdana; line-height: normal;”>-While in x-factor you can use burst (combo breaker) once but ends x-factor. Although you
can still use it without X-factor but it will burn all your X-factor. <br></p><p style=“font-family: Arial, Verdana; line-height: normal;”>-Crouching Low attacks are no more auto fire (cancelable with anoter low attack)
and they are all 5 frame start-up at best with rare exception and if you
start a combo with a low attack your damage scaling is automatically
set at 75%<br></p><p style=“font-family: Arial, Verdana; line-height: normal;”>-Some attacks can’t be blocked in the air (for example you can’t block ryu’s shoryu in the air).<br></p><p style=“font-family: Arial, Verdana; line-height: normal;”>-8 Dashers should be divised in 2 categories (faster ones who travel very short distance, slower ones who travel more like Iron-man)</p><p style=“font-family: Arial, Verdana; line-height: normal;”>-Give all characters a mechanic/move that can lead to a combo from mid air</p><p style=“font-family: Arial, Verdana; line-height: normal;”>-Slow character should have more advantage, cause they die in 2 combos mostly as fast characters, and do the same damage as fast who have longer combos/options/mobility/smaller hurtbox… (nemsis/thor/hulk/haggar/Tron)</p><p><span style=“font-family: Arial, Verdana; line-height: normal;”>- Hitbox tweaking for many moves (foot dive<font color="#330033">, mega buster etc… and many normal moves of certain character are over the top like zero, vergil, magneto, wesker, spencer…)</font></span></p><p><font color="#330033" face=“Arial, Verdana”><span style=“line-height: normal;”>A least one these capcom!</span></font></p><p style=“font-family: Arial, Verdana; line-height: normal;”> </p>
The problem with some of those is that X-Factor is slightly different for everyone. Everyone has slightly different boosts and lengths as a sort of balancing thing. Some characters also have gimmicks with XF. Hulk, for example, gets no speed boost at any level of XF, but a massive attack boost. Phoenix Wright, when in Turnabout Mode, regardless of XF level, gets a 200% bonus (though his speed still scales with XF).
Good God, people are terrible at making suggestions for this game.
<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.eventhubs.com/images/2012/jul/10/steamboy33-ultimate-marvel-vs-capcom-3-sprites-01/</span></font><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.eventhubs.com/images/2012/jul/10/steamboy33-ultimate-marvel-vs-capcom-3-sprites-02/</span><br></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>^Add those sprites.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Limit the combo system, no endless otgs. kinda like persona combo system.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>add a cool announcer back. mvc2 announcer was too chill</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>better vs scree. Everything in mvc3 down to the vs screen is barebones. style that shit up</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>and balance some characters i guess.</span></font></div>
Let Strider cancel any of his specials into orb shot <div>Ability to cancel gram and ame-no into orb charge<br><div>Increase durability of tigers and hawks to em disruptor levels. Getting beat by normals is BS</div><div>Increase damage of legion or give it actual hyper level durability so you don’t get laughed at and shot in the face for using it</div></div><div>Or make Ragnarok a lvl 1, half its current damage unscaled maybe 180k full scaled, speed up the initial run animation so he can connect it at the end of long combos</div><div><br></div><div>Speed up gram L by a few frames</div><div>Gram H should wall bounce and hard knock down.</div><div><br></div><div>There now he’s a decent point and still scary xfactor char</div>
>Strider needs buffs<br><br>This thread.<br>
Why does graham h need to wall bounce and hard knockdown?<div>Hit confirming off something that causes like 3 years of wall bounce hit stun is too hard I guess?</div><div>Why don’t we just make the opponent bounce back and forth between walls 7 times instead<br></div><div><br></div><div>Unless you want derpy raw tag combos</div><div><br></div><div>Buffing legion is fine, but he really doesn’t need anything else. If anything, I would nerf strider or at least change him to be less braindead. The current playstyle of strider is extremely braindead, and so is his assist. Yeah, I can spot a good strider from a mile away, but I really can’t when he’s always played with xf3, and when he has a tracking footdive assist.</div>
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<div class=“QuoteAuthor”><a href="/profile/48650/Rokmode">Rokmode</a> said:</div>
<div class=“QuoteText”>Why does graham h need to wall bounce and hard knockdown?<div>Hit confirming off something that causes like 3 years of wall bounce hit stun is too hard I guess?</div><div>Why don’t we just make the opponent bounce back and forth between walls 7 times instead<br></div><div><br></div><div>Unless you want derpy raw tag combos</div><div><br></div><div>Buffing legion is fine, but he really doesn’t need anything else. If anything, I would nerf strider or at least change him to be less braindead. The current playstyle of strider is extremely braindead, and so is his assist. Yeah, I can spot a good strider from a mile away, but I really can’t when he’s always played with xf3, and when he has a tracking footdive assist.</div><div><br></div></div>
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Gram H is used in combos or fullscreen pre emptively and people that get hit by it should be ashamed. Also the point was to make him viable to be played in a non braindead/assist/xfactor reliant fashion and more pressure based. With lower than avg damage and health let him pressure and convert easily. I guess if people still haven’t gotten use to xf 3 vajra and ouro there’s no point in changing anything. What was I thinking?
Fix everyones Damage output so people with 750-950K wont die in 1 combo
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<div class=“QuoteAuthor”><a href="/profile/12513/Densuo">Densuo</a> said:</div>
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<div class=“QuoteAuthor”><i style=“font-size: 10pt;”><a href=“http://forums.shoryuken.com/profile/65019/YawDan”>YawDan</a> said:</i><br></div></blockquote><div style=“font-family: Arial, Verdana; font-size: 10pt; font-variant: normal; font-weight: normal; line-height: normal;”><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></div>
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<br><font face=“Arial, Verdana”><span style=“line-height: normal;”>Reading back, my comment on the pushback from throws was really bad lol, and not what I actually meant to say (I really do need to work on articulating my thoughts). My real issue with throw teching was that it was inconsistent for me at times. Sometimes you’d still be within range to attempt another throw afterwards repeatedly, though at other times, enough push back would incur that you’d whiff a command normal. I guess the correct solution would be to just generally increase the pushback as you said. Either way I’d just rather it caused the same results each time to rid the inconsistency it incurred.</span></font><br><br><font face=“Arial, Verdana”><span style=“line-height: normal;”>But I am quite firm with the other two points you disputed. Though raw tags can be risky depending on the situation (they are completely safe at other times), I think being able to switch to another partner, and the fact they cause hitstun and blockstun, is enough of a reward in itself. I don’t think it’s necessary for you to also get a free overhead on your opponent for using it.</span></font><br><br><font face=“Arial, Verdana”><span style=“line-height: normal;”>As far as hidden missiles goes, how good one assist is has (or shouldn’t have) no bearing on how good another assist is. Besides, Plasma Beam and Molecule Shield are completely different to Hidden Missiles anyway.</span></font><br><br><font face=“Arial, Verdana”><span style=“line-height: normal;”>Missiles already taking an extending amount of time to come down on you, by which time you could have reacted to the HUD animation, the assist call or actually seeing the missiles come out. You could have hit Doom out of it, or moved away and prepared to block them. People are also finding ways to deal with hidden missiles by improving their movement i.e. plink-dashing away from missiles, using throws or moves with cinematics to avoid missiles, or by using combos that move their character away from the missiles. So I don’t think they should be removed if Doom is hit (which stops him from sending out any more anyway) as there are already so many ways to deal with it.</span></font><br>
Spencer without unscaled grapples would suck. He would go from one of the most damaging characters in the game to like bottom 5 damage dealers. If you’re going to do that, you need to change his min scaling too.
Without damage, there’s 0 reason to pick him anymore.
What if they changed the unscaled grapple to a different grapple?
but in vanilla didn’t his grapple scale and he still did damage?<div><br></div> 8-|
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<div class=“QuoteAuthor”><a href="/profile/78706/eivellordsm2">eivellordsm2</a> said:</div>
<div class=“QuoteText”>but in vanilla didn’t his grapple scale and he still did damage?<div><br></div> 8-| </div>
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No, it didn’t scale. You also couldn’t cancel it into super, his dash sucked, Armor piercer was 1 frame slower, ziplines didn’t go as far and he didn’t have death from above.
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<div class=“QuoteAuthor”><a href="/profile/81320/ThePhoenixWylde">ThePhoenixWylde</a> said:</div>
<div class=“QuoteText”>Gaining no meter from Vision I feel would be too much. I think it’s more Missles from Doom give too much meter, Ryu builds Meter in his form, Firebrand still gains meter, Arthur still gains meter, Felica still builds meter when the helper is out, Hsien-Ko I think still build meter with Rimoukon is active and Jill can build meter during here Mad Beast level 3.<br>
<br>
I also think it’s a tactic that most if not everyone will know exactly what to do against eventually and only ChrisG seems to use Astral to it’s fullest. Every other Morrigan player I’ve seen have just sat full screen and spammed Soul Fist and rarely do the flight part for added pressure. Though all you need to do is Super jump up and use air specials that keep you up there for a while. Doom Photons, Dorm Dark Hole or Purification or spells, Task Swings, Firebrand wall cling etc. Blocking gives much less meter.<br>
<br>
But Morrigan isn’t the problem character, it’s the fact that this game has assists and just like most of the best advanced tactics, it’s the combination of assists and point character tools that create these situations.<br>
<br>
Doom missles are used cause they can protect for a while, lock people down and give good meter, IF you properly protect Doom. He is so vulnerable when doing missles, I think only Sentinel is more vulnerable when throwing out assits cause his hurtbox is huge.<br>
<br>
So maybe slow the speed of missles down, reduce the meter gain and reduce their tracking ability a bit and I feel nobody will complain about that tactic. But like I said, I feel it’s a strategy that is no longer sure fired to win matches, especially at majors. ChrisG wins BattleCircui/BigTwo/ChrisG Rent money Circuit with it a lot and the fact that Vergil lets him reset the distance of his opponent to full screen, but it’s more cause he is one of the top players.<br>
<br>
Though he can take wins with his over team, Firebrand, Ryu and Hawkeye.<br>
<br>
<br>
On Vergil, yeah Spiral should be an option not the default, Blistering Swords should be default and Orbs should be brought down to level 1 but I’ve already posted that stuff in full with proper technical suggestion on a few pages back.</div>
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The general rule seems to be if they lose the install super powers in a hard tag, they build meter. If not, they don’t So you better be okay with Double Harmonizer, Double Shadowblade assist, or Double SF assist if you take away her meter gain.
Yo double harmonizer + Dorm throwing flares at you ungggghhhh<br>
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<div class=“QuoteAuthor”><a href="/profile/2721/Duck%20Strong">Duck Strong</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/78706/eivellordsm2">eivellordsm2</a> said:</div>
<div class=“QuoteText”>but in vanilla didn’t his grapple scale and he still did damage?<div><br></div> 8-| </div>
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No, it didn’t scale. You also couldn’t cancel it into super, his dash sucked, Armor piercer was 1 frame slower, ziplines didn’t go as far and he didn’t have death from above.</div>
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but he was still good… B-)
Of all the retarded shit in this game that makes it less fun to play and less interesting to play people complain about unscaled wired grapple? Really? <br>
I still complain of why they nerfed Sentinel’s Rocket Punch hitstun. It makes no sense, since after a TAC (this is before all of the infinites) he can’t do much anymore, and the Rocket Punch > Hard Drive loops no longer work anymore, since the weak ass hitstun causes them to pop out like a champagne cork off the bottle. <div><br></div><div>I want the hitstun back to Vanilla level again. Better yet, give us Vanilla Sentinel (MvC2 Sent would be a god-send) back with a non-Mashable Plasma Storm with a damage buff. </div><div><br></div><div>Also, why doesn’t he get a minimum damage scaling buff? Give his 10% scaling to normals and specials to Zero and give his 20%/40% damage scaling to Sentinel, he’s supposed to kill you off a touch and have slight trouble opening you up (like right now).</div><div><br></div><div>Also, why did his X-Factor get nerfed the hardest? His speed values are unchanged but he lost 50% damage in X-Factor attack boosts, coupled with the decreased minimum damage scaling (50 to 35), he now does even less damage, yet Zero and Spencer can kill very easily (including meter-positive kills)?</div><div><br></div><div>/Salt Rant</div>
These are the things I hope get nerfed:<br><br>Hidden Missiles Assist<br><br>These are the things I hope get clipped in the nuts:<br>Vergil<br>Zero<br><br>Don’t get hit protect your neutral adapt don’t patch blah blah blah fighting Vergil is basically just playing one of those matching card games. You just got a guess right a bunch of times in a row for no other reason than your opponent picked Vergil and spent one bar of meter. If you forget where the two oranges are you die.<br>