UMvC3 version 2013: The feedback thread

It’s considered to be needed. Then the Character Voice features would be Character Select like Voice Option like in Street Fighter X Tekken & started with the default Cross Style like “Original” (Capcom chars will be set in depends on their current series’ 1st/original region releases & Marvel will be set in English)

I wonder it may happen after sacrificing all of 2/1(other one is KO) and activate XFC Lv3, obtain Green Health Regen & Infinite Hyper Gauge, but a limited till 0% & Loses Automatically if we don’t quickly knock the opponents out

hidden missiles is the most exposed assist in the game. super xfc super. rinse repeat and done. morrigan is by far thr best character in the game. dark harmonizer needs to be out longer or more vulnerable. everything about the character is op. air b
fireball followed by air dash not only takes off a lot of damage, but is almost completely safe. it is on the same level as shin akumas double air fireballs from alpha three. marvel at its current stage can be summed up like this

morrigan/insert character/PHOENIX
point character/morrigan/phoenix
really if youbwant to win easily pick it. its like fighting fucking cable without him using bars for ahvb and e with a god mode contigency plan in the form of five easily gainable bars.

I do agree on the fact that a lot of the bubbles are far lager than they are and things that look like they shouldn’t have a hitbox do. For example, why is Wolverine’s standing H hit boxes RE active for a short time and only hit a small area in front of him, yet Vergil’s standing H extends to a good bit behind him and takes up near enough the full screen in front of him.

Capcom never has been fantastic at balance but so long and derp stupid stuff like this is fixed and un-viable characters are made more viable through small tweaks then I’ll buy another disk of Marvel 3.

You guys do know how much stuff like this cost to do this, something in the region of $1,000,000 was spent on each character in each update of SF4 with while also updating the present cast each time ($10,000 just going to Microsoft cause Microsoft love to charge people to simply patch a game more than once, yeah thanks) and cause the cast in MvC3 is huge I’m pretty sure Capcom had to put a lot of money into updating Vanilla to Ultimate.

So I do find it funny when people think another $40 for an update to a fighting game is ridiculous when most will spend three times that on a new stick or will buy the yearly CoD Update.

Capcom has said that they imbalance the game on purpose. It’s not like they are trying to balance the game. They believe the game needs underdogs and overpowered characters to give people options. It’s actually a solid marketing ploy as long as the overpowered characters can be beaten. The term low tier “hero” is very apt. There are people in life who LOVE to prove themselves and go through hell to do it. Others take the most optimized route.

1,000,000 where did you find this out?

I think Trish needs some changes : her super should not hit behind her , so decrease the hitbox of her super and her hopscotch and peekabo should have less hit stun deterioration , make her flight startup faster and give her hopscotch or low voltage have an otg property or both also she should also get something out of ground throws…

Max Voltage hitting behind Trish seems fine, I don’t see a problem.

OTG Hopscotch is cool, though.

The problem with Maximum Voltage’s hitbox is that usually when I fight another Trish they just stay up in the air and spam fireballs, and then they’ll throw out a super and lets say I have a teleporting character. I teleport and try to punish but I cant without having Vergil normals or having to use meter. I don’t know it just seems more like it shouldn’t be there even though it’s a nice thing to have lol…

Now Trish definitely needs some more combo potential that’s why I wished her specials were more useful other than stopping a few enemy approaches. Her traps and flight are really slow. They don’t leave much else for us to do with Trish other than her one hopscotch relaunch. Faster flight startup and otg hopscotch/low voltage would be amazing.

give Trish teleporting abilities like her DMC teammates.

All Trish needs is more hit stun and she would be perfect. You’d be able to get consistent super jump conversions and good damage. Her damage scaling is among the best in the game but she can’t really get that many hits in. And I wish she could combo off ground throws too, but that would honestly make her top tier lol.

I want a small remake for Phoenix, and a health and legion damage buff on strider. Phoenix and Strider where the characters i wanted to make a team out of but can’t because of what is known about their gameplay.

My idea for a Phoenix remake would be. Regular Pheonix having an increase of health yet a small nerf in damage, while Dark Phoenix’s health remains the same as it is. Phoenix also having an option to go into Dark Phoenix on command after level 3 but of course it will be inferior in comparison to her going during level 5. I don’t know… i just want to have a Phoenix/Strider team.

You can definetly create a Strider/x/Phoenix team. You can play a TAC infinite character 2nd.

The team concept is pretty good actually, because even if you snap her out you have XF3 strider at the back. Strider has no problems opening people up, and you have 66% chance to get 5 bars and rock the game. Strider/Magneto/Phoenix is a very viable team with both strider and phoenix, Doom can work too. Wesker or Dante point with Strider 2nd can also wreck havoc with resets to build bar and would be fun teams.

That is too theoretical

Lol.

Actually, I’d say leave Morrigan alone- just nerf Doom’s Hidden Missiles assist.

Morrigan isn’t nearly OP without that assist running (Strider assist is nearly as good admittedly, but far riskier).

Just make Astrial Vision not build meter. All of Morrigan brokeness is solved.

Reduce the chip too.kinda reminds me of servbots super from mvc2 where blocking it did more damage than being hit by it

Each new character added to each version of Street Fighter 4 cost in the region of $1Mill, cause they were built from the ground up and with stuff like hit box contracting, making good quality 3D models, adjusting the existing cast. The people who made Skullgirls needed $150,000 just to make 1 character for a 2D fighter, so with all this stuff that needs to be done to create brands new 3D characters, balance the game to make the new characters work with the current cast and I’m certain the costs go up with no doubt the increased numbers of staff Capcom have to pay.

I don’t see it as unreasonable and I feel it justifies Capcom doing the updates as they did in the past by manufacturing disks to minimize the loss from doing each update.

Alright, so I ran through the whole cast, compiled my ideas and checked out this thread for a bit(so quite a few of these ideas may seem borrowed from comments mentioned earlier in the thread), to see what I could come up with as a full changelist, and I’d say I’m pretty darn happy with these results, although I suppose a few more adjustments could be in order outside of this. I looked to buff more than I did nerf, but of course there are a few characters that still needed a hammer to the face, so… Suffice to say, though, if Marvel were to take on all these changes, we’d have a damn good game on our hands, for sure.

Gameplay Changes

Gameplay Changes

[details=Spoiler]- Reduce and normalize X-Factor time for the entire cast to 16/14/12 seconds(note that the time REDUCES as the level of X-Factor increases)

  • Remove the 1P only infinites(do not allow blockstun to return the ability to call assists, for example)
  • Remove the TAC infinites(add entering a jump state as one of the triggers for reactivating the hitstun, for example)
  • TACs can be reacted to more easily(although you still must guess the direction successfully)
  • Successfully countering a TAC rewards you with a TAC(Beta Marvel status)
  • Side TAC results in the opponent losing half a meter, instead of a full meter
  • All hitboxes need to be adjusted so nonsense like getting hit with Vergil’s coattails on Helmet Breaker, getting shat on by Dr. Doom’s ass on Foot Dive etc. doesn’t happen. Hitboxes need to be made way more intuitive
  • Meter gain slightly reduced across the board[/details]

Capcom Cast

Capcom Cast

[details=Spoiler]Akuma:

  • Minimum Damage Scaling on Specials: 20% --> 25%
  • Ashura Senku cancellable into Normals a few frames before the move ends

Amaterasu:

  • Glaive Chop not affected by hitstun scaling

Arthur:

  • Fire Bottle Toss adjusted to combo normally while in Gold Armor
  • King’s Armor dash capable
  • King’s Armor break: Invincible Soft Knockdown
  • Slight speed reduction while in X-Factor

C. Viper:
No changes

Chris:

  • All hits of Sweep Combo properly hit Spider-Man
  • Grenade Tosses Air OK
  • Air Forward Heavy: Forward Gunshot
  • All Gun Fire specials shoot forward if button is tapped once, angled(up on ground, down in air) if button is held down

Chun Li:

  • Minimum Damage Scaling on Specials: 20% --> 25%
  • Less recovery time, more durability on Kikoken
  • Yosokyaku not affected by hitstun scaling
  • Backwards airdash enabled

Dante:
No changes

Felicia:
No changes

Firebrand:

  • Dark Fire properly gets maximum hits even at a distance
  • Increase time on Chaos Tide
  • More hitstun on Hell Spitfire H, but still affected by hitstun scaling

Frank West:

  • Slight health increase at Level 3, carries into Level 4 and stacks with Level 5

Haggar:

  • Double Lariat assist has more invincibility on use(more than Ultimate, but less than Vanilla)
  • Rapid Fire Fist properly gets all hits vs. airborne opponents
  • Giant Haggar Press gains invincibility on startup

Hsien-Ko:

  • Tenrai Ha receives Forced Ground Bounce property
  • Anki Hou has slightly less startup time
  • Senpu Bu normal cancellable at bottom of swing arc, keeps momentum
  • Walk speed and airdash speed slightly increased
  • Grounded forward dash invincibility slightly increased
  • Crouching H OTG and Soft Knockdown vs floored opponent, can be cancelled into S and specials like normal but comboing is not possible w/o an assist, like Wolverine’s Slide

Jill:
No changes

Morrigan:

  • Dark Harmonizer assist gets slightly more vulnerability
  • Shadow Blade assist has slight invincibility
  • Astral Vision meter gain reduced to 33%
  • Chip damage on Soul Fist slightly reduced

Nemesis T-Type:

  • Rocket Launcher startup time reduced
  • Fatal Mutation frame 0 at point blank, not so at any other range, similar to Raging Demon

Phoenix Wright:

  • Evidence gathering success rate increased
  • Maya shield slightly increased durability
  • Turnabout Mode Crouching H hits low
  • Turnabout Mode Press the Witness assist gains super armor

Ryu:

  • Shin Hadoken: Damage 20000x25 --> 21500x25
  • Shin Tatsumaki Senpukyakyu OTGs
  • Crouching H jump cancellable

Spencer:

  • Remove the 20k/80k glitches(unless intended by devs, if so do not remove)

Strider Hiryu:

  • Minimum Damage Scaling on Normals: 3% --> 5%
  • Minimum Damage Scaling on Specials: 7% --> 10%

Trish:

  • Trick “Hopscotch” OTGs
  • Trick “Peekaboo” gains usable hitstun even late into a combo
  • Trick “Peekaboo” > Trick “Peekaboo” fails to cause any hitstun(this is necessary to accomodate Peekaboo gaining any hitstun)
  • Hitstun scaling made slightly more lenient across the board

Tron Bonne:

  • Hitstun on Bandit Boulder modified so all hits connect, even late into a combo
  • Servbot Takeout X-Factor cancellable on block or whiff

Vergil:

  • All “Swords” hypers become the Level 2 DP motion, hold L/M/H during hyper freeze to choose which version(Sprial Swords, Blistering Swords, Sword Storm) becomes active
  • Rapid Slash startup slightly(and I mean REALLY SLIGHTLY) increased, hitbox adjusted so whiffing at point blank is more possible
  • X-Factor power and speed boost slightly reduced across the board
  • Remove Round Trip glitch

Viewtiful Joe:

  • Excellent Knuckle Punch animation made into something more noticeable

Wesker:

  • Rhino Charge invincible on startup
  • Special counters have more active frames
  • Down Down Heavy command added to remove shades

Zero:

  • Remove Hyper Zero Buster cancelling[/details]

Marvel Cast

Marvel Cast

[details=Spoiler]Captain America:
No changes

Deadpool:

  • Cuttin’ Time does actual damage at minimum scaling
  • Chimichangas!! window increased

Doctor Doom(and I main this guy so don’t say I’m complaining about him >__>):

  • Hidden Missiles assist(on point version unaffected) disappear when Doctor Doom is hit, Doom throws only 4 missiles to compensate and reduce exposure time
  • Crouching L cannot Rapid Fire

Doctor Strange:
No changes

Dormammu:
No changes

Ghost Rider:

  • Chip damage on all Chain attacks

Hawkeye:

  • Increase damage on normals
  • Reduce X-Factor speed and power slightly

Hulk:
No changes

Iron Fist:

  • Crouching Light and Medium hit low
  • S can hit aerial opponents, but has an extremely low hitbox

Iron Man:

  • Enable wavedash
  • Increase airdash mobility
  • Improve hitbox of S so it can connect off a standing series

Magneto:

  • Crouching L cannot Rapid Fire

MODOK:

  • Killer Illumination frame 0 at point blank, not so at any other range, similar to Raging Demon

Nova:

  • Remove DHC glitch on Human Rocket

Phoenix:
No changes

Rocket Raccoon:
No changes

Sentinel:

  • Health increased to 1.05 million
  • All hits of Hard Drive connect properly

She Hulk:

  • Increase distance of Crouching H slide

Shuma-Gorath

  • Unsure on how to change, but make it semi-easier for him to get the first hit

Spider-Man

  • Hitstun scaling made slightly more lenient across the board
  • Spider Bite window increased
  • Vitality: 900000 --> 950000

Storm

  • Minimum Damage Scaling on Specials: 10% --> 15%
  • Double Typhoon startup decreased

Super Skrull
No changes

Taskmaster
No changes

Thor

  • Hitstun scaling made slightly more lenient across the board
  • Mighty Spark startup slightly reduced
  • Mighty Smash H charge time reduced

Wolverine
No changes

X-23

  • Two Talon Attacks per air, but not one right after the other(enabling Talon Attack > Crescent Scythe > Talon Attack, for example)[/details]

Features and Additions

Features and Additions

[details=Spoiler]- Add a replay mode

I’m gonna hang on to this list for now, and see if I can’t change it as this thread progresses, to make the ultimate perfect changelog for this game.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/2721/Duck%20Strong">Duck Strong</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<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>
</blockquote>

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><div class=“QuoteText”><br></div><div class=“QuoteText”>His combos would do damage if you’re willing to blow 3 bars off of weird confirms, but that’s pointless.</div>
</blockquote>

<br><blockquote class=“Quote”>
<div class=“QuoteAuuthor”><a href="/profile/81320/ThePhoenixWylde">ThePhoenixWylde</a> said:</div>
<div class=“QuoteText”>
<blockquote class=“UserQuote”>
<div class=“QuoteAuthor”><a href="/profile/40807/WorstPlayer">WorstPlayer</a> wrote: <a href="/discussion/comment/8026760#Comment_8026760" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”>
<blockquote class=“UserQuote”>
<div class=“QuoteAuthor”><a href="/profile/81320/ThePhoenixWylde">ThePhoenixWylde</a> wrote: <a href="/discussion/comment/8025798#Comment_8025798" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”>
<blockquote class=“UserQuote”>
<div class=“QuoteAuthor”><a href="/profile/1242/DevilJin%2001">DevilJin 01</a> wrote: <a href="/discussion/comment/8025372#Comment_8025372" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”>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.<br />
<br />
<br />
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.</div>
</blockquote>
<br />
I do agree on the fact that a lot of the bubbles are far lager than they are and things that look like they shouldn’t have a hitbox do. For example, why is Wolverine’s standing H hit boxes RE active for a short time and only hit a small area in front of him, yet Vergil’s standing H extends to a good bit behind him and takes up near enough the full screen in front of him.<br />
<br />
Capcom never has been fantastic at balance but so long and derp stupid stuff like this is fixed and un-viable characters are made more viable through small tweaks then I’ll buy another disk of Marvel 3.<br />
<br />
You guys do know how much stuff like this cost to do this, something in the region of $1,000,000 was spent on each character in each update of SF4 with while also updating the present cast each time ($10,000 just going to Microsoft cause Microsoft love to charge people to simply patch a game more than once, yeah thanks) and cause the cast in MvC3 is huge I’m pretty sure Capcom had to put a lot of money into updating Vanilla to Ultimate.<br />
<br />
So I do find it funny when people think another $40 for an update to a fighting game is ridiculous when most will spend three times that on a new stick or will buy the yearly CoD Update.</div>
</blockquote>
<br />
1,000,000 where did you find this out?</div>
</blockquote>
<br />
Each new character added to each version of Street Fighter 4 cost in the region of $1Mill, cause they were built from the ground up and with stuff like hit box contracting, making good quality 3D models, adjusting the existing cast. The people who made Skullgirls needed $150,000 just to make 1 character for a 2D fighter, so with all this stuff that needs to be done to create brands new 3D characters, balance the game to make the new characters work with the current cast and I’m certain the costs go up with no doubt the increased numbers of staff Capcom have to pay.<br />
<br />
I don’t see it as unreasonable and I feel it justifies Capcom doing the updates as they did in the past by manufacturing disks to minimize the loss from doing each update.</div>
</blockquote>

3d models are way way way cheaper to make than 2d.