UMvC3 version 2013: The feedback thread

Give Chun-Li her Hazanshu move from the Street Fighter games, Make it projectile invulnerable, hit overhead, cause a ground bounce on hit. That solves her problem of being unable to approach and gives her a solid, reliable combo starter.

Some of us are trying to think of ways to nudge the current game in a better direction, and some of us are giving suggestions on how to build vanilla from the beginning which is pointless. Asking to remove xfactor or turn tac into the tatsunoko version are not constructive ideas. Especially if you think tac is a pure guess not wonder you’re free to it.

I’d like for it to OTG, too, because I’m lazy and I don’t want to do IAD stomps to continue my combos.

Make it safe, too, just to give Chun something good and braindead.

Just put in SFIV into the PS3/Xbox instead.

How are they not just a guess? One gives you more meter, one steals a meter and one doesn’t do either, but you’re still gonna build a ton of meter with the combo after and kill just the same and end up in a very similar situation all 3 ways. Maybe if you’re in a situation where one direction will kill and the others won’t, then that’s a less stupid situation, but Frank can level up off all directions, almost every infinite character I know of can infinite off every direction.

As for an actual suggestion and not just bitching, make Vergil’s cr.H be subject to hit-stun scaling. Bam, he’s like 20% less derpy right there

The direction bonuses are clues at to which way the opponent is going to go. Attacker needs meter? Down. Defender playing Phoenix? Side. Both players have equal and ample meter? Great chance of an up TAC happening. It’s not hard to locate the most optimal TAC for the attacker to use and cover it, now they have to decide to go for it or try something suboptimal… aka fun. Against Phoenix teams I get two free down TACs every time I hit their point character plus a snap.

if the attacker has you in a position to kill you in any direction, you’re already dead and should be grateful to get a guess.

If a frank west player is still relying on TAC, yes they can get it from any direction but its easily his worst option. Once again, be grateful to have a guess until they get a team that isn’t from 2011.

My problem isn’t really the fact that you have to guess. (You guess all of the time in every fighting game, after all.) It’s just the overly simplistic nature of TACs that irks me. If TACs are never ever going to be changed, then I can live with it, but the fact that all you need to do to get a TAC going is to pick a side (and yeah, I know, it’s down 75% of the time) and hit S.

Also, one minor thing, I don’t like how one direction takes away a meter. If you’re going to kill me and build five bars then fine, it was on me to prevent that and I obviously didn’t. But taking a meter? I need that meter!

And that pretty much sums up why I don’t like TACs.

I feel like when we see TACs as guesses, it presumes you know your opponent is definitely going to for one; this is how we get caught by TAC reset grabs and such.

However, if I am really sure my opponent is gonna go for a TAC, rather than try and ‘guess’ the direction, I try to take a more calculate approach it- I look to protect myself rather than counter my opponent, if that makes sense. I have a similar approach to what Otter mentioned, but I look at it from a slightly different angle

[details=Spoiler]Though a Phoenix player will want to gain meter, and a person may want seek a TAC in any direction if they want Frank in to level him up, I try to look at what would be the best possible outcome for myself in the situation.

As much as I would hate to lose a bar, I would always ‘guess’ down against a Phoenix team or Frank West, unless or until they get enough meter that it won’t make a difference i.e. if a Phoenix team has 5 bars already, in which case I’ll try to counter side TACs to preserve my own meter.

With other characters I just consider my better option. Would I mind to be a meter down and therefore try and counter down TAC to stop them gaining a meter? Or do I think my opponents already got enough meter to not really give him any extra advantage, so try to counter side TACs? I usually only go for up if for whatever reasons it seems like the most obvious thing from their previous TAC patterns, etc…

This isn’t foolproof- I’m usually free to upwards TACs, but I just opt for what I can live with.[/details]

I don’t know though, I only find TACs annoying at worse. But are they this big a problem? I have a harder time dealing with Vergils, Zeros and MorriDooms. I want them ‘nerfed’[1] lol.

[1] I don’t really want them to be nerfed. I’d rather I became a better player to deal with them. Or I can just pick better characters lol.

Ryu: would like to see quick change Ryu styles. With Akuma’s other level 3 super for his Evil Ryu incarnation and his vertical hurricane super, Super Hadoken remains same for all versions. Shinryuken and Shippu jin raika supers. Hurricane trajectories vary with style. Ken’s movelist added as well. Would make Ryu a deeper character.

C. Viper: Nerf EX Seismo’s Invincibility. Seismo’s should be jump cancelable but not rapid fireable, even though its hard to do it’s still crazy, perhaps making H Seismo not reach completely across the screen and EX Being Able to???

Firebrand: Ultimate Transformation a level four hyper via silver gargoyle mode, with more damage and time or a Vergil Dark Angel Hyper Combo. Level one should do more damage, fire super.

Zero: Hit Stun added to lightning.

Vergil: Nerf Spiral Swords.

Spencer: Hit Stun Added to Wire Zip.

Morrigan: AV does not build meter, Fireballs do less damage, C. Lp is not rapid fireable, J. S has more vulnerability frames.

Nova: Jumping H does not have crazy throw range and has a reduced hit box. Beam Super should be able to get hit by missiles, Red Life Beam Super (significant amount of red life) should not.

Strider: More Damage.

Wesker: Invincible Rhino Charge.

Ghost Rider: Better wave dash. Bionic Bomber or Webzip diagonally down move.

Nemesis: Longer armor on moves, more chip on rush super move, level three is instant.

Hsien ko: Better Normals leading to at least 600k combo Damage. Quicker Air Dash.

Felicia: More Damage. Dive Kick.

Spidey: Better/Bigger Hitboxes/Hit Stun on his ground normals, his standing m misses crouching enemies for the love of god.

PW: Easier to collect evidence.

Sent: More Health 1mil, he is the biggest target in the game for crying out loud.

Shuma: Teleport Move.

Jill: Dive Kick, Aerial Horizontal Kick, Air Super.

Task: Level Three.

She Hulk: Make her more like vanilla minus damage.

Tron: Make her like Vanilla, except invincible assist, slightly more start up to it as well, lunch super into king kobun should be more difficult to connect.

Strange: More range on ground normals.

Iron Man: Better ground normals, standing fierce H more range or Crouching M should move him forward a good distance to make s. H connect more. Better air dash, slower than Mag’s, but similar to it.

VJOE: Nerf Durability on Fireballs. Should be able to physically attack and disintegrate weaker ones not charged one. Overhead needs to be changed to a more noticeable move. Axe Kick, Adon Elbow attack or something. It looks to much like his regular attacks.

Chris: Quicker air shot gun, Horizontal Air machine gun, Grenade firepuddle should disappear if he gets hit.

Chun: Long range kiko ken ala hadoken in damage and lower durability, but faster than hadoken.

Mag: Air Throw Nerf.

Iron Fist: Aerial Move more quicker movement/ Rush Down.

RR: Slightly More damage for ground normals or Slightly more range to normals or make his normals slide him forward slightly.

Hit Stun on TACs should be addressed to prevent infinites. More Stages and/or add some stages from TvC or modify those and add them in. A Darkstalker stage, Street Fighter stage, Savage Land, Mojo World for example. Some MSH stages would be nice to. Raft Bridge, Stark’s lab, Carousel, etc…

A.I. improved with better combos, cheaper strategies.

some boss fight challenges a la guilty gear. more boss fights or a longer boss fight, Apocalypse, Cyber or Shin Gouki, Thanos, Gill, Seth, Onslaught, Pyron, to name a few.

I look at TACs the same way but when infinites are involved, then all of that goes out the window and you just have to guess.

Forgot about the most important system change: Japanese voice actors for the Marvel cast. I know there’s some weird reason Marvel insists on not doing this but it would be HILARIOUS. Akio Ohtsuka for Japanese Magneto?

Lol. Yeah, they can be. I deleted my comments about infinites as I still try to be calculating.

[details=Spoiler]I still figure if I’m hit, I’m dead, whether from a successful TAC or a combo without a TAC. So TACs are just a given chance to not lose a character (and meter).

But I’d still do the same- I’ll counter down against a Phoenix team, because they’re gonna build a ton of meter if they TAC successfully anyway, so I might as well not make it any easier for them to get 5 bars. I wouldn’t mind losing a meter because infinites look cool you’ll get a load of meter back anyway.

But if the opponent already has enough meter for Phoenix, ouroborus, Vergil anchor etc. then I’ll just try and counter side TACs [1] as I might as well protect my own meter as they already have enough of their own.

At least with TACs you can be meter positive when you lose a character, than get TOD’d and not be any better off lol [2] [/details]

Though saying this, in the case of infinites, aren’t the infinites themselves the problem, more than the TACs? It is because the hit stun decay does not apply that the infinites are possible. So if they fixed how hit stun applied to TACS than it will be solved?

[details=Spoiler]1= I also consider the direction from which the character can land their infinite, and their position in the screen. Some characters can only do their infinites off an up/down TAC in the corner i.e. Frank West (and Dante, though I haven’t looked into whether he can land it off a side TAC). In this case I may try and guess whether they’re gonna go up or down. But if they can an infinite of any TAC direction in their position, then I will go back to my usual approach.

2= Useless optimism considering I have to worry about incoming mix-ups and the rest. I just try and look at the positives to ease my annoyance.[/details]

Only against Doom (which I think we can all agree is a problem) or an exceptional Magneto. Otherwise they’re struggling with the down TAC version.

Champ just said on his stream that they should buff Magneto.

Cause people will always be biased to gain buffs for their characters.

If there is absolutely one thing I would like fixed, are the extremely daft hitboxes of some moves.

Why does Sentinel Cr.M hit behind him if someone happens to teleport behind at the wrong time.

Silly things like C.Viper’s Optic Laser actually having a hit box that pokes out the back of her head.

The likes of Doom and Magneto being able to jab people with the back of their elbows during TACs.

Or why do so many of Vergils normals take up so much of the screen to the point where they look far lager that is possible, as shown here;

https://sphotos-a.xx.fbcdn.net/hphotos-ash3/522622_520525194656785_606559333_n.jpg

It’s in no doubt due to the hit boxes being hit bubbles in this game as supposed to ones in other games.

because spidey knows nothin’ bout swingin.

Regarding Doom’s hidden missile assist, I don’t think a hit should take them away. He is incredibly punishable with projectiles and many normal moves, not to mention hypers as well.

I do think it needs to be fixed though. Slightly worse tracking and slightly longer start up or exit animations could fix the assist without ruining the strategic advantage. Some characters out right need an assist like his, and with the changes I said, they can benefit from them, but are also forced to protect him before advancing.

And as an Iron Man player, I’d like to see only a small amount of changes.

-A proper ground wave dash or longer ground dash. I actually like his air dashes since no one on the roster moves like that, but to help getting in to start combos (one of his greatest weaknesses), a wave dash or a longer dash could help.

-A better j.S… It is already pretty good, but it doesn’t hit behind like most of the casts’ can. It doesn’t have to be Wesker or Dorm good either. It should hit slightly more behind Iron Man, but at the cost of losing equal distance of ahead connectability. His j.H already hits far, so j.S should be shorter but also behind.

-Fix his air loop combo. It’s not difficult offline, but trying to land even one loop can be incredibly frustrating online. The timing is drasticly different in each ping bar. If Magnetos, Vergils and Dantes can get off extended combos as frequently as I have seen them online, then do Tony a favor and give him a chance too.

These minor fixes could bring Iron Man’s potential higher without breaking him or even making him top tier. Just enough to allow him to be competitive against those top tier characters.

Here is how to change TAC: make it so that when you get a successful exchange the opposing character automatically dies and you get 5 bars. This is my hilarious ironic comedy joke way of saying TAC is a shit mechanic.

It’s tempting to say Pandora is a more balanced mechanic cause it doesn’t fundamentally break the game with boring ass infinities.

The hit bubble issue isn’t really a problem IMO other than the fact that the bubble are way larger than the characters and their attacks. They could be squares, triangles, ovals whatever. The problem is Capcom for whatever reason made the bubbles considerably larger than the characters/objects themselves. Why? Cuz Marvel I guess.

Pandora is just a really super situational mechanic in general. I doubt it’ll see a ton of use in tourney play for a long time.