UMvC3 version 2013: The feedback thread

That’s a rather lame attempt at revenge.<div><br></div><div>“Haha, Marvel! Our characters in some fighting game we developed are stronger than Marvel characters! Ha, that’ll show you to have good characters in our games!”</div>

Honestly, I think capcom may have been tired of hearing Marvels input on the characters. Apparently Strange floating was a big deal?  <br>It’s not like the Marvel characters suck though so I can’t complain as a Marvel Fan. (Only capcom character I play is Nemesis Doht!)<br>I really do wish they did more with MODOK but I knew they didn’t going into Ultimate when Nitsuma said to me. “Lets see how this sells first.”<br><br>That being said jamming bomb air okay would make MODOKS decent so much more terrifying to try to intercept.  Frankly if they ONLY did that,<br>pure sex. What? Super tracking scrambling bomb? Please fuck with me.<br>

I’m pretty sure it’s just a coincidence if any side has more top tier characters than the other.<br>

<img src=“https://sphotos-a.xx.fbcdn.net/hphotos-ash3/522622_520525194656785_606559333_n.jpg”><div><br></div><div>People laughed at me when i complained about the hitbox</div>

Sent:

  • Make all rocket punches safe on block and drastically decrease startup & recovery
  • Reduce startup and recovery on l,m, & h drones allowing sent to approach under their cover
  • 1 mil hp

Hulk:

  • Air gamma charge ok
  • Armor on all command throws
  • Reduce startup of all command throws by 2 frames
  • Gamma quake ground punch causes physical attack similar to proton cannon

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<div class=“QuoteAuthor”><a href="/profile/74806/Cybit">Cybit</a> said:</div>
<div class=“QuoteText”>under the rule of “little changes at a time to see broader implications”, I think TAC fix (I do not believe that any infinite combos should ever exist in a game, but that is just me) and Hidden Missile Assist Only fixes (reduce tracking significantly, leaving it viable for combos, but not as ridiculous of a zoning effect as it is) would be the first set.  Then maybe buffing up the lowest tier characters.  <br></div>
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Agreed, but I still think TACs are a good mechanic. They solve the question of “should fighting games have easier execution and/or focus more on decision making?”, but it’s great because it order to fully take advantage of it you need strong execution. Alot of the hate for TAC comes from people who still think its a rock/paper/scissors game. here’s why its not:<div><br></div><div><br></div><blockquote class=“Quote”>
<div class=“QuoteAuthor”>David Sirlin said:</div>
<div class=“QuoteText”><p style=“margin-bottom: 1em; margin-top: 0em; color: rgb(50, 50, 50); font-family: Verdana, ‘Lucida Grande’, Arial, sans-serif; font-size: 12px; line-height: 18px; background-color: rgb(255, 255, 255);”>Consider a strictly equal game of RPS with clear payoffs. We’ll play 10 rounds of the game, with a $1 bet on each round. Which move should you choose? It makes absolutely no difference whether you choose rock, paper, or scissors. You’ll be playing a pure guess. Since your move will be a pure guess, I can’t incorporate your expected move into my strategy, partly because I have no basis to expect you to play one move or another, and partly because I really can’t have any strategy to begin with.</p><p style=“margin-bottom: 1em; margin-top: 0em; color: rgb(50, 50, 50); font-family: Verdana, ‘Lucida Grande’, Arial, sans-serif; font-size: 12px; line-height: 18px; background-color: rgb(255, 255, 255);”>Now consider the same game of RPS with unequal (but clearly defined) payoffs. If you win with rock, you win $10. If you win with scissors, you win $3. If you win with paper, you win $1. Which move do you play? You clearly want to play rock, since it has the highest payoff. I know you want to play rock. You know I know you know, and so on. Playing rock is such an obvious thing to do, you must realize I’ll counter it ever time. But I can’t counter it (with paper) EVERY time, since then you could play scissors at will for a free $3. In fact, playing scissors is pretty darn sneaky. It counters paper–the weakest move. Why would you expect me to do the weakest move? Are you expecting me to play paper just to counter your powerful rock? Why wouldn’t I just play rock myself and risk the tie? You’re expecting me to be sneaky by playing paper, and you’re being doubly sneaky by countering with scissors. What you don’t realize is that I was triply sneaky and I played the original obvious move of rock to beat you.</p><p style=“margin-bottom: 1em; margin-top: 0em; color: rgb(50, 50, 50); font-family: Verdana, ‘Lucida Grande’, Arial, sans-serif; font-size: 12px; line-height: 18px; background-color: rgb(255, 255, 255);”>That may have all sounded like double-talk, but it’s Yomi Layer 3 in action. And it had quite a curious property: playing rock was both the naive, obvious choice AND the triply sneaky choice.</p>
</div>
</blockquote><div><br></div>

In that example rock is down TAC. It’s usually pretty clear which TAC your opponent wants to go for, which ends up with a pretty cool mindgame in the middle of a faced paced combo. The only thing I would change is that up/down should be the same option just like left/right to reduce it to a 3 way mixup (vertical, horizontal, frame trap) rather than four way. 

Sadly, RPS is fairer than TAC’s.<div>In RPS, you get win-draw-lose.</div><div>In TAC’s, you get draw-lose-lose.</div>

Something to consider:<div>Drones disappear when Sentinel gets hit. However, Drones has horizontal coverage so he gets hit less often than Doom does during Missiles, and I believe he’s vulnerable for less frames. Doom’s just sitting there with none of his own horizontal coverage for something like 100 frames. I think this is why Missiles don’t disappear. And I’m worried that if that change is made they’re going to be useless for everyone except for the characters that already make it broken. Morrigan will still protect it as well as she does now and there will be basically no change. Dorm, Zero and Magneto and other characters will still be as effective. But someone like Spencer or Ryu will have trouble using the assist on offense in most matchups. I don’t think it’s a fair nerf, but I’m not sure how to handle it.</div>

<font face=“Arial”><font size=“2”><span style=“line-height: normal;”>I don’t mind TAC’s. First and foremost I think TACs are part of what makes the game; It’s Mahvel Baby. If you don’t like TACs, play a game without TACs. Secondly, if an opponent is even in the situation to attempt a TAC, that means </span></font><i style=“font-size: 10pt; font-variant: normal; font-weight: normal; line-height: normal;”>you got hit,</i><span style=“font-size: 10pt; font-variant: normal; font-weight: normal; line-height: normal;”> so</span><font size=“2”><span style=“line-height: normal;”> that’s on you. If you don’t want to get put in a TAC, then you shouldn’t get hit in the first place.<br></span></font><span style=“line-height: normal;”><font size=“2”><br>In actuality, the risk is with the player attempting the TAC as they’re sacrificing </font><b style=“font-size: small;”>guaranteed</b><font size=“2”> damage for an exchange that can be broken. I don’t see how the person who allowed their self to get opened up to begin with can even be complain. Should they just TOD</font></span></font><span style=“font-family: Arial; font-size: x-small; line-height: normal;”>(1)</span><font face=“Arial”><span style=“line-height: normal;”><font size=“2”> you</font></span></font><font face=“Arial”><span style=“line-height: normal;”><font size=“2”> instead</font><font size=“2”>? ‘</font><i style=“font-size: small;”>Y</i></span></font><i style=“font-family: Arial; font-size: 10pt; line-height: normal;”>ou should glad’</i><i style=“font-family: Arial; line-height: normal;”><font size=“1”>(2)</font></i><font size=“2” style=“font-family: Arial;”><span style=“line-height: normal;”> that you’re even given a chance to escape in the first place. <br><br><i>But you’d probably complain about always getting killed right off instead anyway</i>.</span></font><div><font face=“Arial”><font size=“2”><span style=“line-height: normal;”><br></span></font></font></div><div><font face=“Arial”><span style=“line-height: normal; font-size: small;”>I think the real problem is with the scaling. As much as I like infinites or TAC combos, I believe that in the end, it is a glitch in the hit stun scaling that these take advantage of. The logical solution to this would be to allow scaling to continue as normal after a TAC. Though this would definitely make the game more boring as the styling and creativity of these would go out the window, along with infinites. But then they got rid of the vanilla DHC glitch and we survived.</span><br><br><font size=“2”><span style=“line-height: normal;”>And I also disagree with people saying throws should be two buttons. If you want throws to be two buttons, play Street Fighter. Yes Wolverine gets a dive kick option-select. But whiff a backthrow with Doctor Doom. Then again, you should really be doing footdive anyway.<br></span></font><br><font size=“1”>1= I mean non-TAC TODs for the smart @$$£$</font></font></div><div><font face=“Arial”><font size=“1”>2= taken from Chris Hu</font></font></div>

Eh, I’ll throw my hat in the ring I guess.<div><br></div><div>Felicia:</div><div>- Cat Punch should cause a wall-bounce. As is, there isn’t really ever a reason to use it in place of one of the other two Rolling Buckler follow-ups.</div><div>- Kitty Helper should not vanish after performing a snap back or after being thrown by Shuma.</div><div>- Toy Touch should be an assist, preferably in place of Cat Spike or Sand Splash.</div><div>- Rolling Slide crossover counter should have its hitstun restored to vanilla MvC3 values (where you could combo off of it).</div><div><br></div><div>Hsien-ko:</div><div>- Air dash should be twice as fast. Probably the rest of her movement as well but I’ll take what I can get.</div><div>- Senpu-bu should automatically swing twice instead of having to mash to swing longer. Pressing S while it’s active should cancel the move and hurl her forward while maintaining momentum, similar to how it works in Darkstalkers and giving her a badly-needed way to traverse the screen quickly.</div><div>- Bombs should be mapped to QCF+S instead of being one of her QCF+L/M/H items so that you don’t randomly get one that fucks up what you were expecting to use.</div><div>- Dizzy items should also hit high during QCF+H.</div><div><br></div><div>Morrigan:</div><div>- Change flight activation so that it cannot be directly canceled into flight deactivation. So, if somebody catches her with a fullscreen beam hyper during her flight activation, she’ll actually be hit by it instead of being able to safely unfly during the hyper freeze shot. Changing the frame data on her Flight mode back to vanilla levels might also be justified. The frustrating thing about fighting Morrigan is that she’s so safe in almost everything she can do.</div><div>- Nerf Soul Fist / Soul Drain damage back to vanilla levels (75k instead of 85k, iirc).</div><div>- Alter Shadow Blade hitstun so that the Shadow Blade > Shell Kick infinite is no longer possible.</div><div>- I honestly think she’s fine otherwise. Meter gain during Astral Vision is fine imo. I really don’t want to see heavy nerfs because I like what she brings to the game. Hidden Missiles, on the other hand…</div><div><br></div><div>System:</div><div>- Take TACs out of the game. Or make them work like they did in TvC (costs 1 meter instead of granting meter, but cannot be countered and do not reset scaling). The risk/reward on the current implementation of TAC is all fucked up, even disregarding infinites.</div><div>- Take XF2 and XF3 out of the game. I know, I know, but a man can dream…</div>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/65019/YawDan">YawDan</a> said:</div>
<div class=“QuoteText”><font face=“Arial”><font size=“2”><span style=“line-height: normal;”>First and foremost I think TACs are part of what makes the game; It’s Mahvel Baby. If you don’t like TACs, play a game without TACs.</span></font><br></font></div>
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Saying “Hey, it’s Mahvel Baybee!” is sort of a cop-out statement. I don’t like TACs, and TACs are bad. I don’t dislike them to the point where I’ll refuse to play the game, but TACs are just a bad mechanic.<br><div><br></div><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/65019/YawDan">YawDan</a> said:</div>
<div class=“QuoteText”><font face=“Arial”><span style=“line-height: normal;”><font size=“2”>In actuality, the risk is with the player attempting the TAC as they’re sacrificing </font><b style=“font-size: small;”>guaranteed</b><font size=“2”> damage for an exchange that can be broken. I don’t see how the person who allowed their self to get opened up to begin with can even be complain. Should they just TOD</font></span></font><span style=“font-family: Arial; font-size: x-small; line-height: normal;”>(1)</span><font face=“Arial”><span style=“line-height: normal;”><font size=“2”> you</font></span></font><font face=“Arial”><span style=“line-height: normal;”><font size=“2”> instead</font><font size=“2”>? ‘</font><i style=“font-size: small;”>Y</i></span></font><i style=“font-family: Arial; font-size: 10pt; line-height: normal;”>ou should glad’</i><i style=“font-family: Arial; line-height: normal;”><font size=“1”>(2)</font></i><font size=“2” style=“font-family: Arial;”><span style=“line-height: normal;”> that you’re even given a chance to escape in the first place. </span></font><br></div>
</blockquote>

What do you mean, “TOD you instead”? The reason most people do TACs in the first place are because a ToD is not possible because of something like damage scaling off of a throw. I agree with the sentiment that if you get hit, you should suffer the consequences, but if you want to sacrifice guaranteed damage, why can’t the game force people to come up with real resets?<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/65019/YawDan">YawDan</a> said:</div><div class=“QuoteText”><font face=“Arial”><span style=“line-height: normal; font-size: small;”>As much as I like infinites or TAC combos, I believe that in the end, it is a glitch in the hit stun scaling that these take advantage of. The logical solution to this would be to allow scaling to continue as normal after a TAC. Though this would definitely make the game more boring as the styling and creativity of these would go out the window, along with infinites. But then they got rid of the vanilla DHC glitch and we survived.</span><br></font></div>
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Implying that DHC glitches made Vanilla exciting and promoted stylish combos and creativity? You do know that easy ToDs off of DHC glitches actually stagnated creativity in Vanilla because it forced everyone who wanted to compete to pick someone with a cinematic super, right? I get that you don’t mind TACs, and that’s fine because the game is still playable with them, but claiming that they’re actually a good thing is just ridiculous.

General character changes:<div><br></div><div>Zero-</div><div>*Reduce soft knockdown state on Buster, i.e eventually HSD will kick in on his combos</div><div>*Reduce active frames on j.H and j.2H, added startup to c.M</div><div><br></div><div>Vergil-</div><div>*Remove chip on Spiral Swords. Why should Vergil be able to do what Ouroboros can’t, with less meter?</div><div>*Adjust hitboxes</div><div>*Remove Round Trip glitch</div><div>*Possibly go with Flux’s suggestion of making Blistering Swords the 1 meter default hyper and make Spiral Swords 2 meters. This is closer to how it is in DMC and gives him a less potent safety belt option.</div><div><br></div><div>Morrigan-</div><div>*Reduce chip on Soul Fist</div><div>*Slower unfly time</div><div><br></div><div>Chun-Li-</div><div>*New move: Hazanshu (HCB+atk), hits overhead, causes stagger on counterhit, spinning knockdown vs. airborne opponents. I have no idea why she’s never had this in a versus game.</div><div>*Reduce recovery time on Kikoken</div><div><br></div><div>Arthur-</div><div>*Suggestion, not sure if this will work: Make King’s Armor go away after sustaining a certain amount of damage, not time-based. This might be broken or worthless, just throwing it out there.</div><div><br></div><div>Captain America-</div><div>*Increase startup on active frames for Hyper Stars and Stripes by one or two frames so you can at least X-Factor to save yourself from getting hit by it</div><div><br></div><div>Frank West-</div><div>*Reduce range of slide</div><div><br></div><div>Hawkeye-</div><div>*Reduce range of slide</div><div><br></div><div>Nemesis-</div><div>*Hyper armor carries over to assists</div><div>*Add invincibility to Fatal Mutation</div><div><br></div><div>Hsien-Ko-</div><div>*Add ability to cancel Senpu-Bu with S, similar to Darkstalkers</div><div>*Speed-up air dash</div><div>*Make air throw cause a ground bounce or something so she can at least get a small combo off of it</div><div><br></div><div>Nova-</div><div>*Not really necessary, but a reduction to Speed Tackle’s startup would be nice…</div><div><br></div><div>She-Hulk-</div><div>*Faster armor startup on Chariot</div><div>*Make Clothesline cause spinning knockdown instead of wall bounce vs. airborne opponents</div><div><br></div><div>Spencer-</div><div>*Reduce range on grounded command grabs</div><div>*Reduce air/ground grapple damage or have them actually scale</div><div><br></div><div>Thor-</div><div>*Slightly increase speed on forward dash</div><div><br></div><div>Trish-</div><div>*Make air Low Voltage hit OTG</div><div><br></div><div>Tron Bonne-</div><div>*Remove all her nerfs except for Gustaff Fire</div><div><br></div><div>Wolverine-</div><div>*Reduce health to 900k</div><div><br></div><div>Amaterasu-</div><div>*Some kind of hyper projectile parry would help her win zoning fights somewhat, which she tends to lose if the opponent has meter</div><div>*Spinning knockdown on Power Slash counter-hit against airborne opponents</div><div><br></div><div>That’s all I can really think of.</div><div><br></div><div><br></div><div><br></div>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/46940/discovigilante">discovigilante</a> said:</div><div class=“QuoteText”><div><br></div><div>Captain America-</div><div>*Increase startup on active frames for Hyper Stars and Stripes by one or two frames so you can at least X-Factor to save yourself from getting hit by it</div><div><br></div><div><br></div><div><br></div><div><br></div><div><br></div></div>
</blockquote>

nerf Captain America? seems legit.

Seriously I don’t get how this website layout works so I’ll italicize the comments I’m replying to.

Saying “Hey, it’s Mahvel Baybee!” is sort of a cop-out statement. I don’t like TACs, and TACs are bad. I don’t dislike them to the point where I’ll refuse to play the game, but TACs are just a bad mechanic.

You’ve isolated that comment and taken it out of context- preceding me saying it’s Marvel Baby’, I said TACs are part of what make the game what it is- It’s part of a whole range of mechanics that make the Marvel 3 series different to other fighting games. I was not addressing whether people liked TACs (or any other mechanic of the game) because it wasn’t relevant to my point. My comment was more for people saying they should take them out, or change them to the point that they operate the same as another game like TVC.

What do you mean, “TOD you instead”? The reason most people do TACs in the first place are because a ToD is not possible because of something like damage scaling off of a throw. I agree with the sentiment that if you get hit, you should suffer the consequences, but if you want to sacrifice guaranteed damage, why can’t the game force people to come up with real resets?

What I meant by ‘TOD you instead’ was that the opponent could kill you right off, which I said in a line you left out.

And your next line is very reductionist. Scaling (off a throw) might be a reason to TAC, but it’s definitely not the only reason people may do so. There are other times and reasons people will use TACs. Some still TAC despite landing a clean hit and/or even if their combo would not be subject to scaling, like that of a throw. Others may just want to kill their opponent without spending meter. Some people would X-factor to kill off a throw, so a TAC wouldn’t be needed, at least that one time. And these all ignore its use in the greater metagame. You can’t judge a whole system based on one, or even a few minor instances, when it exists for a wider, more complex purpose.

Also, the game shouldn’t have to ‘force you’ to do anything. It’s up to us to pick characters we like and do what we want with them. People can, and have come up with resets- people have come up with resets from feigned TACs… But why should they use them if they don’t want to? If you think the game should force us to do so that’s fine. I don’t feel the game should force us to do so. And in the end these are just opinions on either side of the argument, and are just as valid as each other.

Implying that DHC glitches made Vanilla exciting and promoted stylish combos and creativity? You do know that easy ToDs off of DHC glitches actually stagnated creativity in Vanilla because it forced everyone who wanted to compete to pick someone with a cinematic super, right? I get that you don’t mind TACs, and that’s fine because the game is still playable with them, but claiming that they’re actually a good thing is just ridiculous.

As far as whether TACs are a good thing, they’re good for the purposes they serve, such as killing people without spending meter, for gaining meter for your anchor i.e. Phoenix or Vergil as well as taking away meter from your opponent, and so on. Though the manner in which it accomplishes these is what I believe is an issue for some. People have said that the reward of a successful TAC is disproportionately higher than the risks of attempting one, to which I can agree with in some instances such as infinites, or the Doom TAC combos. I think a solution would be to tone down these ‘rewards’; reduce the hit stun of TACs and/or the damage of them. But I disagree with the need of a overhaul of the TAC system.

And though I wasn’t intending on arguing TACs were a good thing, if the DHC glitch stagnated creativity in Vanilla, then TACs can be viewed as a good as they’ve promoted this in Ultimate, such as the discovery of infinites as well as the TAC ‘swag’ combos.

I personally don’t feel TACs are as big a problem as people make them out to be. And though I try to respect people’s opinions throughout this and not say peoples’ views are wrong or ‘ridiculous’ (which is of course they’re opinion), apparently Capcom do listen (the balance to SFxT were done largely with peoples’ feedback taken into consideration). So I’m just trying to get my view heard on these subjects as well.

I had some other points to make regarding the DHC Glitch and such but as it was I digression I’m putting… attempting to put it in a spoiler to address it

[details=Spoiler]I saw some really creative and stylish things done with the Vanilla DHC glitches themselves (Marlinpie vs RDK at summer Jam 5 and X-Ray vs Clockw0rk at Evo 2011 were in mind while typing my previous post). I personally like the DHC glitches and wouldn’t have minded them being in the game subject to damage scaling, just for my own personal tastes (even though I didn’t use a team that could take advantage of the glitch at the time). I can agree to some extent that the existence of the Vanilla DHC glitch stifled creativity. The current TAC infinites were possible in Vanilla but as you (and others) said, the powerfulness of the DHC glitches may have been a reason TACs weren’t explored as they were now, and the infinites weren’t discovered in Vanilla. Although it’s arguable there was no need for infinites then as we built meter more easily then.

But not everyone who wanted to compete used the DHC glitch then. Combofiend said he didn’t use it as it was cheap, and he managed 4th place at Evo, second at Devastion without it. Flocker didn’t utilize it [1] and won season’s beatings. If anything, I felt the invincible assists were more of a problem in Vanilla than the DHC glitch. Though not using the DHC glitch, Combofiend dropped Taskmaster for Haggar’s Lariat to beat PR Rog, who used Tron’s gustaff fire in the finals of Devastation

And I also felt that the DHC glitch themselves were very creative. Though the DHC glitch took away exploring the games over system mechanics, it didn’t stop people looking into characters. We could say the DHC glitch brought more attention to some characters. But in the end I don’t think it really matters- when we talk about competing people usually flock to the top tiers anyway and try to exploit the the systems mechanics so even without a DHC glitch or infinites it would only be the considered top tiers who would be really explored anyway.

1= He might have done lol, as he had Zero on his team, but I don’t remember him doing so. If he did then he’d I’d only have one person out of all those who place at tournaments to not use the DHC glitch, so my point may be even less broadly applicable lol.[/details]

this game is Xmen vs streetfighter 2! TOD everywhere left and right

To the TAC dude, TACs are stupid because they’re just a 3 way guess. If there was any skill at all to it, then maybe I’d be more cool with it, but as it is it’s one of the dumbest mechanics in fighting games that I can think of.

You know what, after all the paragraphs I’ve written about it, I can’t really say anything to dispute this lol.

I think it was just my perspective on things that’s made me have a somewhat ‘positive’ view of them. I guess there were so many things I had an issue with I just thought I better learn to to ‘deal with it’ and accept it for what it is.

And my point that what TACs does for MvC3 is bad.

My problem was not what that statement yet, but OK, whatever…

And I read posts all the way through, by the way. I leave lines out when I’m not addressing them.

Let me rephrase myself: The reason most smart players use TACs is to get kills in instances where ToDs are not possible. I’m not judging TACs here, this is just how they should be used.

It shouldn’t be promoting laziness, but it is with TACs.

Well of course there’s no real need, but it would improve the game.

I didn’t mean to connect promotion of creativity with TACs, that was just a separate statement I was making about DHC glitches.

Combofiend is Combofiend while Flocker used a Phoenix team, which generally never used DHC glitches because they wanted to conserve meter. Viscant won Evo without the DHC glitch… with Phoenix.

Don’t get me wrong, invincible assists were a huge problem. I’m not addressing that right now, though, because I was focusing on DHC glitches.

More attention to the Lv. 1 cinematic super characters, which were not widespread…

Not to drag out TAC points too much more, but could there be like a compromise in TACs, since there seems to be a divide in opinion i.e. mine and the majority of others that have commented who seem to hate them lol.

What if TACs where changed so that you could only gain one bar, or take one bar of meter away from your opponent only once in a combo, and any further TACs in the same combo would not give a bar or take away a bar (i.e. if you down TAC you gain a bar, but if you TAC again during the same combo either down or to the side, it wouldn’t give you a bar or take a bar away from your opponent), so any subsequent TACs would really only serve as a safe way to bring in another character (which some people have wanted them to be), and to annoy your opponent? And for arguments sake, as an upwards TAC was mainly just for damage, how about it give you half a bar, like the side TACs did in Vanilla, but only one time per combo also?

Tacs blow. If they cost a bar, couldn’t be broken, didn’t reset the hitstun they’d be tactical. It would be a safe way to switch characters. Problem solved.

x-factor is an abortion of a mechanic. 4 buttons and you can run it back? It’s there because welcome mixups and momentum is so strong in this game. You can get hit once and lose. That’s fair.

The amount of bullshit that you have to deal with on entry is absurd. In order to compensate, they created another bullshit tool.

  • Less damage
  • Much higher scaling on throws
  • Nerf tac to above suggestions
  • If you can balance incoming mixups, I.e you can get in safely,then nerf the factor to be a heal of red life + guard break