You could use Hopscotch to OTG and a neutral assist to continue the combo the rest of the way? I guess it isn’t too optimal, but hey, an OTG that Trish can combo off of would be nice.
@ WorstPlayer, I think a few of those suggestions might be a bit too over the top too, similar to my Chris air OK grenades suggestion(or Hawkeye being buffed whatsoever)… but… change suggestions are obviously going to vary from person to person, and there are no right or wrong answers for the most part so I’ll just leave it at that.
I found this really interesting though… we all agree that the majority of the cast needs to be buffed(my changelist only had 5 characters total being nerfed), but it’s definitely another thing to be able to do this, balance the cast, but still keep each characters’ ways to play unique. The safest way to satisfy these requirements would be to simply enhance the facets of what each character stands for. It’s an interesting topic to think about, for sure.
In all honesty, I don’t think any of my suggestions would make any other characters playstyle obsolete. None of them are overpowered either.
Despite my Nemesis suggestions he still would loose to rushdown free, MODOK would simply be more user friendly, Rocket would actually be a threat more than an
annoyance, and Deadpool would be as annoying as ever but a different kind of keepaway when compared to say Hawkeye. I could have went on to talk about what I would
do if anything to other characters…but…its pointless.
It’s ok for Hawkeye, Morrigan and Dorm to chip them out with projectiles that cover more angles in a shorter period of time…yet not ok for Ghost Rider? It’s not like he has crazy attack cancelling abilities or nothing like those characters or MVC2 Sent did.
I agree. Most proposed change lists are “Do I lose to this? Nerf it.”, but keeping a characters “personality” is more important than balance. Giving Lei Lei some sort of game plan is a higher priority than nerfing Vergil.
In short, yes. At least projectiles can be prone to error. Also it’s about angles, not a big fan of multi hitting normals that cause guard damage almost full screen. GR already has probably the dullest playstyle to watch in the game, give him something else to make him more dynamic I say. Not more reason to jump S.
Lot of characters have options against j.S. It’s not even that great unless backed by missiles or jam session any ways and still far less annoying for a rushdown type than Morri/Missiles. The angle j.S hits at is easily ran around by anyone with strong ground or air movement. It would add to his diversity any way since there isn’t a character with non projectile normals that do chip any way. Might as well give it to Ghost Rider and then just give him some extra things to add to his uniqueness.
He has shit for welcome mix ups also so having a way to take your health away without clean hitting you is vastly important regardless. Ghost Rider isn’t supposed to be a dynamic typical Marvel character any ways and that’s where his uniqueness comes from.
If you’re going to make him into a similar archetype where has shit for movement, those normals might as well chip. Chip normals don’t TOD.
Any ways, he’s a character for the lazy fuck anyways, Morridoom takes effort anyways and I see no reason to make bigs fight harder versus this lazy fuck character any ways. Chipping leads to people making mistakes in fear of being chipped to damn much.
Ghost Rider needs something scary in the air. Literally the only air control he has is a j.H that doesnt lead to anything and does like 80k damage lol.
Other than that making his flaming chain projectile go full screen would be a good start to making him better. Also being able to chain B+H into launch to make that move actually lead into damage.
Captain America
-Assist A becomes L Shield Slash
-More Shield Attacks
-Stars and Stripes is double jump cancel able but not on block
-Wall jump added
Hawkeye
-Quick shot H cause Wall bounce on hit which allows Hawk eye to do a full screen
combo with net arrow.
Nova
Energy Javelin doesn’t disappear if hit
Improved Air Dash
A new special move where he can absorb energies directed at him.
Assist Y becomes Energy Javelin(perfect substitute for Strider Assist)
Nova Slam has a Super Armor
SuperSkrull
-New attack which allows him to chain after forward H or up forward H
-Tenderizer cause Wallbounce
-Assist B is an invulnerable crossover counter
Nemesis
-Super Armor on L Close-line Rocket
Hulk
-has ability to Gamma Charge in the air in any direction
-Charged Impact Punch becomes unblockable
Magneto
-Force Field counter(successfully hit) cause Hard Knockdown
-Force Field stays active but no longer triggers the counter for a long time after holding a button
letting go of the button cause Force Field to Deactivate
-While Force Field is activated Magneto is free to move and attack.
-H Hyper Gravitation can be charged by holding a button
-When fully charged H Hyper Gravitation becomes unblockable
-Special moves Added from from X-men Children of Atom
-New Special Move similar to Emmet Graves from Playstaion Allstar where she throws objects
that surrounds her
-Assist Y becomes Repulsion
-Attraction, Repulsion, and Gravitation can be used in the air
-Cannot Rapid Fire crouching L
Doctor Doom
-FootDive does not crossup in the corner
-Hidden Missile is special move cancelable
-Cannot Rapid Fire crouching L
Iron Fist
-K’un-Lun and Rising Fang is now a solo special move
-New OTG move that doesn’t groundbounce
Taskmaster
-Sword Master and the follow up has no effect on Pushblock
-New special move which mimics Iron Fist
Storm
-Can use Hail Storm Hyper in the Air
-Can use Fair Wind and Fowl Wind in the air
Arthur
-M Shoryuken special move is jump cancelable but not on block
Amaterasu
-Devolt Bead Chain and Devolt Bead down H causes Wallbounce
-New Ghostrider like jumping S on Devolt Beads
-L Coldstar can be canceled into M version by pressing M and
M Coldstar can be canceled into L version by pressing L.
-Assist A becomes H Power Slash
She-Hulk
-Lights Out has super armor and forces Wallbounce if wall bounce is already used
-New command normal where lifts heavy object and slams on the ground(Forced Ground Bounce)
-New Special Move similar to Frank west’s Giant Swing but with Heavy Objects Instead
-Somersault Kick cause Wallbounce when used as Alpha Counter
-Assist B becomes Lights Out
-2nd and 3rd Follow up after Emerald Cannon causes OTG just in case
if Wallbounce is already used or cause forced Wallbounce if Wallbounce is already used
-Standing H can be chained to Crouching H
Wolverine
-Assist B becomes Berserker Rage(Swiss Cheese)
-A Dive Kick from MvC1 where dive kick straight down
-Heals Faster due to his Healing Factor
-Like in MvC1 where he drill claws back to the wall
Chris
-Assist Y becomes a Flaming Grenade
Ghost Rider
-Down H can be chained into Rage Whip
-Jumping H can be chained into Jumping S
-Heartless Spire is special move cancelable or jump cancelable but
it is affected by Hitstun Deterioration
-Assist A is invulnerable cross-over counter
Spencer
-Can Swing Backwards by pressing Up back + A+S
-New special move where he uses firearm weapons
Haggar
-Super Armor on all versions of Violent Axe
Hsien-Ko
-Faster Walkspeed and Dash
-The item icon shows up on the meter bar, so Hsien-Ko players know which item is a projectile
Akuma
S= Flip Grab followup after Demon Flip
Doctor Strange
-Eye of Agamoto, and Daggars of Denak no longer
disappear if Strange gets hit
-Slighty Fast Flight Speed
-Recovery Reduced of Red and Yellow Orbs
-Damage Reduced and less meter build(necessary nerf so that he won’t end up being Top Tier)
Gameplay Changes and Bonus
-The ability to combo after countered TAC attempt
-Remove TAC infinite
-Like in MVC1 when the character super jumps behind the character, the characters automatically turn around
-More Animated Cinematic Cutscenes for UMVC3
-New MVC: Fate of two worlds comic book that continues after
the 1st MVC: Fate of two worlds comic book.
More Stages
-Savage Land(X-men)
-Ascension City(Bionic Commando)
-Shadoloo Laboratory from SFAlpha 3 with M.Bison in the
background(Street Fighter)
-Strider Hiryu stage from MVC1(Strider)
-Scrapped Okami Stage(Okami)
-Halfworld(Rocket Racoon)
-Devil May Cry stage(Devil May Cry)
What do you think of these changes? I intended to buff special moves that were useless, increase combo potential for some characters, provide more assist choices besides Drones, Missiles, Rapid Slash, Cold Star, Unibeam, etc and make Character stay true to their power grid and how they should fight like.
How characters should fight is something subjective and relatively unimportant, there’s no point in trying to make Cap fight with judo or make Magneto use magnetism powers “more.” Gameplay-wise these changes are not a good idea, especially with stuff like H Gravimetric Pulse lasting forever (really?) or letting Magneto reflect projectiles (Hell no!).
yes and no. Certain characters get it done with chip damage like Chris, Taskmaster, Hawkeye or Arthur. Some dont need to be doing that kinda chip though (morrigan), beams.
I’m cool with special moves chipping, but I feel that it would give Ghost Rider an unfair advantage if his normals did. He’d be able to just camp at the edge of the screen and get free damage with ease, and some of the cast would be practically unable to do anything about it[1].
I do genuinely thing that Ghost Rider is not only under-used, but he is severely underestimated. He is a serious threat backed by hidden missiles and Vajra (as is everybody else admittedly), and those assists and others can deal with the angles or things he can’t. And I really don’t see how he can be viewed as ‘the worst character in the game’ by many when he easily beats a range of the cast.
Perhaps a buff to him could be that he gets attack cancelling like that of other characters as you said, or even if he was able to put out a number of hitboxes on the screen at anyone time. But I just think it may be a little excessive to make his normals chip when he has that range and is that simple to use.
1- I know this is more true for MorriDoom, but her soul fists are not a matter of just pressing ‘H’. And I actually think Ghost Rider could have a genuine edge over MorriDoom fight Morrigan as long as he can prevent her from entering Astral Vision, but that’s just a theory.
I don’t see why the fact that MorriDoom’s zoning requiring more execution should be a factor in keeping chipped normals away from Ghost Rider. Granted, I’m not exactly the biggest fan of the idea, but I don’t see why not, especially in Marvel 3.
I didn’t mean to say that as Morrigan, or any characters properties should influence the design of another character, in particular Ghost Rider; a fault in my articulation, as usual. The comparison with Morrigan was just to say that he’d be a much simpler version of her if his normals were to chip.
I was really trying to say I feel Ghost Rider’s normals are effective enough as they are. His normals, particularly his standing h, crouching h, air s and air h are so far reaching, and can already hit confirm into combos from virtually full-screen (except air S, but its an in-air anti-air, which I find humourous), that if you were to add chip damage to these that he’d practically be guaranteed even more damage than he already is.
I didn’t say it, but his L and M dp motion special moves that use his chains (sorry I’ve forgotten their name) already cause chip damage anyway, so people wanting his normal chains can already cause chip damage with these.
I did consider the fact that other characters had normals that chipped like Sentinel’s standing and crouching h, and Magneto’s crouching m, but Ghost Rider definitely has better utility with his chains with his length and air confirms, unlike these others. And his normal chains reach their full length quite quickly too, they could beat Morrigan out of her soul fists at their max distance for example.
As a previous Ghost Rider main, I just feel that he’d be just as oppressive, or perhaps even more oppressive than MorriDoom if his normals were to chip (except for when she’s in AV). If I were to suggest an adjustment to him they could perhaps make his dp motion specials cancellable into each other and perhaps start-up slightly faster. This would aid his pressure, but as the l & m versions cause a soft knockdown or tech (I’ve forgotten which) if used again after, they wouldn’t be too abusable.
I would also implore more people to use him and try him with different pairings such as with missiles, Vajra, Shuma because I genuinely feel he isn’t as bad as he’s made out to be. Though admittedly I dropped him as I am a Cap loyalist and I wanted to use more exciting characters in terms of execution, so I did find his style boring at times.