Don’t listen to the guy. The only things I would say is that, “Successfully countering a TAC rewards you with a TAC(Beta Marvel status)” I think this could just result in TAC after TAC if people keep countering. The benefit from guessing right when being TAC’d is okay, maybe more damage from the break and the ability to do a combo, say the guy who got broke enters a hard knockdown full screen. I would think only people with full screen levels 3s like Mag, Dorm, Arthur and such would be able to punish.
Then maybe say X-23 to 850,000 and then Zero to 800,000 and same goes for Vergil. If Akuma gets dropped from 800 to 750 then a slight heath decrease for Vergil and Zero should help balance.
Though No.1 priority for Capcom is there is Ultimate Marvel versus Capcom 3 Arcade Edition then they do need to fix the really unnecessarily large and over compensating nature of the hit boxes.
Look at this, it’s old from last years Revelation but how on earth does Phoenix’s standing L hit this much?
Then I would like to see tweaks to character hurt-boxes for characters to be tighter cause I think Ultimate is too vague and overly compensated too much to allow for overly silly combos.
Then maybe Brady games with their next guide will be able to show pics of the attacks and versions showing hit boxes.
Yeah I still think the hit bubbles are the number one issue with the game and were basically created the way they were on purpose to ensure that newer players could get consistent combos without having to worry about spacingm weight or specific normal usage during the combo.
Unfortunately it just leads to the stuff being abused at high level play and makes the game lose credibility for being so silly at times. I’m speaking from the side of being new to the games cause I only really got into fighters properly with Vanilla and yeah the over compensating helps at first but then it becomes annoying when you lose to it online cause some crazy rubbish only hits cause the hit box issues.
Dunno, I feel like the image is taken out of context. It looks weird because Sent’s hitstun animation looks so far away from the actual hit. Can I get a video?
Forcing the player to switch their character when they don’t want to is a bad idea. Didn’t read the others, this one just stood out to me.
not to mention that it would essentially remove TACs from the game. the player that earned a hit loses their potential combo AND a character!? there is literally no situation where that would be worth trying.
It’s during the UMvC3 Revelations Singles Part 2, where the Assist Me crew are on commentary. It’s a hitstun animation so Sent has moved to the right but the fact is, Phoenix slaps her hand about in front of her with her standing light and she’s looking the other way, yet Sent is above her head at the time she is doing her standing light manages to get hit. This is a rather tame example, Vergil, Magneto and Doom love to show off the really silly hitboxes off.
Well, the reason I suggest countering a TAC = you get a TAC is due to that fact that, in most cases, when a TAC occurs, you’ll be the one in the corner when it happens, meaning that your swapped in character is going to come flying out of the corner and the combo will proceed to become one that’s moving away from the corner(or in the case of side TAC, a combo that starts quite a distance away from the wall, but moving toward the wall), which would be quite more difficult to get a full combo off of, especially if TAC infinites will theoretically be removed too. If we were to add damage scaling and some HSD(for after the TAC counter combo concludes), I think it’d be pretty legit, to be sure.
I’d be down for making a TAC counter be like, a lump sum of 100000 damage or some actual noticeable damage, though
True dont listen to me. Just read what I wrote and take heed.
You buff the living shit out of Chris, give nothing to MODOK. Do nothing with Rocket, Nemesis, Captain America. Buff Hawkeye? Why? Chip on Ghost riders chains? Your basically making some characters more irrelevant than they already are. (see bigs) If Chris had those buffs say goodbye to anyones zoning besides him seriously. Theres a reason why some characters have limited directions on projectiles.
See well those were the sorts of comments I was fishing for, instead of ‘goddamn it you suck numbers’ ;))
I do agree though, after giving it a second look, the balance of changes for characters is a bit out of whack, but that’s why I planned on doing it right and revising it based on comments and stuff in this thread.
Also, I apologize for whatever crack I was smoking to suggest Hawkeye should get any buffs…
If we’re giving Chris angled gunshots, then it would probably be too much to give him air OK grenades… so that makes enough sense.
I think Rocket and Cap are good enough as they are, but what would you suggest as buffs for them? And for MODOK and Nemesis?
And as far as Ghost Rider, I’m not saying give his chain super godly XL chip damage, I’m talking just a minor amount(500 - 2000?), enough to put pressure on the opponent to incentivize them to approach, for example.
Still, though, you are forcing a switch in team order (something that matters more than some might think), as well as possibly forcing a character with no real TACs to perform an un-optimal combo. I don’t like that.
I don’t think Ghost Rider’s normals chains should chip. He’d be getting free damage against characters that can’t don’t have the mobility to avoid them or counter, them such as She-Hulk, Iron Fist, Hulk, Haggar etc. His biggest weakness seems to be openness to tracking teleports i.e. Vergils, and unfortunately there aren’t many assists that can help him deal with his problems. I think the best buff he could get would be to nerf other characters in the game to increase his viability lol.
I would have wanted his light and medium normals to start up faster, or for him to get improve recovering overall, but I don’t want him to get exaggerated adjustments, as I feel he has got his uses and good match-ups. But he seems to suffer from perception more than anything else.
I don’t think Captain America needs any buffs. I think he is as balanced as he could be now with the changes made from Vanilla to Ultimate. Though if I were to force myself to think of an adjustment to him, I’d like his light shield slash to always guarantee an OTG just for consistency. And I’d like there to be more assists that covered his hard charging star, as there only a couple of assists that do, and I have to deal with MorriDoom.
I don’t see how allowing Trish’s hopscotch to OTG would be useful for her. I think it’s too slow to combo off of unless they made it normal cancellable. I think the better option would be to make crM or crH her OTG. I love the idea of peekaboo having more hit stun though.
New anti air move allah his spinning chain super but has to be manually spun.
Hellfire now sends small flame carpet traveling across the screen.
There’s a lot of posts with excellent tweaks to the other characters, the goal imo is not
only to make the characters balanced but a genuine threat with their particular skill set without
taking another characters nitch completely away.
Real quick:
Rocket Raccoon: Rocket Skates normal cancellable, traps stay if he’s hit, small hit box stays small (and doesn’t grow exponentially once he’s hit.)
trap drop when in (tails mode), jumping S can be held like cables grenades to delay explosions.
Nemesis: No damage scaling on tentacle grabs, deadly reach can hit throw into grab, New Omega Red esque d+S, tentacle that hit throws into a grab, 0 Frame level 3. Hyper Armored command Dash (special cancellable), Standing S now OTG’s.
MODOK: Jamming Bomb air Okay, Shields air Okay, Shield is now a button charge special. S. Shield can block 1 hit hypers, air restriction lifted on HBR. Stackable analyze cubes past 9. Analyze cube on hit +1. S analyze cube = full screen distance. S psionic blaster causes stun.
Shuma: Add teleport, increased damage on Chaos Dimension, Eyeball explosion causes hard knockdown. Button charge phase out ability eats super meter quickly, leaves him invulnerable and can move freely.
Captain America: For Freedom! Alex stomp hits mid alla SF4 Alex, Fall in, running command grab, (last throw of his level three)
Strange: Air dash in flight mode only. Bolts Air okay. Spiral esque ground return (non attack)
Task Master: Faster Sword Master swing. Higher Damage on successful counter attacks. Upped damage on super counter attack.
Deadpool: Can block after ninja gifts, any special can be cancelled into ninja gifts.