UMvC3 version 2013: The feedback thread

Buff low tier and nerf high tier…problem solved.

This is my wishlist/change list for the entire cast. I tried to keep things realistic and minimalist in some respect as I feel the game is in a decent place and doesn’t need any sweeping nerfs (although some characters need sweeping buffs). I also tried to add a few more powerful assists (although I’m sure there are more that could be changed), as I feel some characters got the short end of the stick assist wise, and this can increase a characters worth greatly. Nothing written means they should be kept the same as they are now.

Capcom

Akuma - 800k health.

Ammy -

Arthur - 900k health. Soft knockdown armor break. Increased damage taken in boxers state is 10% more, not 30%. Fire bottle toss works in corner in gold armor. A ground dash.

C. Viper -

Chris - Can use mine and grenades while in prone and stay in prone. Ability to fire revolver, smg, and shotgun upward at 45 degree angle. Shotgun startup decreased. boulder punch assist changed to H grenade (lasts much shorter though than normal version).

Chun Li - (not sure)

Dante - Rework damage scaling to allow longer combos again.

Felicia - (not sure) except: Cat Spike M assist changed to Delta Kick H.

Firebrand - Level 3 helper does more damage, Firebrand himself gets damage buff while in Level 3.

Frank West - Charge time on hammer throw reduced (all versions). Tools of survival assist changed to giant swing L.

Haggar - dash moves him farther and is faster.

Hsien Ko - (not sure)

Jill - (not sure)

Morrigan - 25% decrease to meter gain in astral vision.

Nemesis - Launcher slam assist is armored. Cross over combination for that assist: biohazard rush. C.H armor startup is faster. Command grabs range slightly increased. Biohazard rush startup is near-instant. Level 3 either hits at normal jump height in air as well, or keep as is but add invincibility.

Phoenix Wright - (not sure)

Ryu - Shoryukens cancellable by j.light tatsu (except hado shoryuken). Make at least one of his air throws comboable. Denjin mode command is a backwards DP. Denjin mode:increased meter build, shin hadouken hyper otgs, shin tatsu hyper otgs.

Spencer -

Strider - Increased durability on legion. Rework damage scaling to allow slightly longer combos.

Trish - Hopscotch otgs. round trip start up decreased. All versions of low voltage otg. Low voltage assist changed to round trip as assist.

Tron - old J.H back. First hit of bonne strike can cancel projectiles. When servbots run back after servbot launcher, they have an active hitbox.

Vergil - Blistering swords is Level one. Atck+S gives spiral swords. Helm breaker has slight increased recovery.

Viewtiful Joe - Red hot kick M otgs, Desperado invincibility continues and ends right as shot is fired. Groovy uppercut M assist changed to H version.

Wesker - Vanilla frames on counter hyper restored, speed buff percentage in Xfactor level 3 decrease.

Zero - Health decreased to 750k.
Marvel
Cap. America - standing overhead, only cancellable with launcher/hypers. Can use double jump out of stars and stripes. Charging star assist is M version.

Deadpool - (not sure) except: trigger happy assist changed to ninja gift M.

Dr. Doom - Decrease hard knockdown time on footdive. Hidden missiles assist: missiles launch slower.

Dr. Strange - Slightly faster recovery after SoV. C.L hits low. Mystic sword L hitbox hits lower/has larger hitbox Mystic sword H has larger hitbox. Glyphs can be placed even faster.

Dormammu - Pillar assist has very slight tracking.

Ghost Rider - (not sure)

Hawkeye - forward s.M is special cancellable.

Hulk - Slightly faster startup on L and M command grabs. Increase time it takes to fully charge forward M, while adding more armor the longer it is charged. Gamma charge assist has armor (not sure if it already does…).

Iron Fist - More hard knockdown time on all grabs. Can stack two different Chi at once, with 5% decrease in each. Rising fang can be used anytime. St. M nullifies projectiles. Launcher has much larger hitbox.

Iron Man - (not sure)

Magneto -

MODOK - (not sure)

Nova -

Phoenix - health to 450k.

Rocket Raccoon - Larger hitboxes on J.H and J.A and on all standing normals. More hitstun from air normals. Traps cannot be destroyed, stay if coon is hit, but can only have
one trap out at a time. Gets another air action after using air spitfire (ex: rocket skates). Advancing guard used on oil bomb flame causes very slight pushback instead.

Sentinel - health to 1 mil.

She-Hulk - Old slide back, emerald cannon forced wall bounce, one point of armor on lights out streetlamp move.

Shuma - Faster forward air dash. larger hitbox on all mystic smashes. No taunts/shorter taunt time after hypers. Devitalization: absorbs more projectile hits. Is also a projectile teleport counter. When a projectile is absorbed, player presses light, medium or heavy and is teleported to tracking location. Mystic stare assist eyes stay on opponent, functions as normal.

Spider-man - S.m doesn’t wiff. Web swing assist changed to L web throw, no hard knockdown. Spider sting assist includes spider bite, no hard knockdown. More hitstun caused by webzip.

Storm - increased meter build. Rework scaling to allow longer/more damaging combos. Decrease startup on all versions of typhoon as well as assist version. Lightning attack assist changed to lightning sphere L (she appears floating at normal jump height then lands after she fires the assist).

Super-Skrull - Meteor smash assist (replaces stone smite, tracks worse than vajra, and is very punishable when skrull lands). Orbital grudge assist includes fatal buster but loses point of armor, no hard knockdown.

Taskmaster -

Thor - larger hit box around the hammer on mighty spark as well as on the projectile. Point of armor on mighty smash light. Air mighty strike M otg’s to allow combos off regular air throws as well as more combo/reset options. Ground normals startup/recovery aren’t quite as terrible.

Wolverine -

X-23 - Air throws do not put opponent so far away. Uncharged ankle slice otgs, does less hitstun as charged version (charged remains the same, this allows combos with more assists). Neck slice assist changed to fully charged version, no hard knockdown.

Not bad overall though.

Yeah I realize Trish with round trip as assist would most likely be extremely oppressive, but from what I remember it starts up pretty damn slow, so it would most likely be decently punishable especially because shes sitting out there the entire time until it returns. As for Chris, I definitely went a bit overboard but I would be totally happy with him not having the prone buffs I suggested if he had everything else. I just feel like more interesting things could’ve been done with prone

The amount of creativity in offense and defense is so much wider in this game that it’s just stupid. I’ve never seen a game more dry in gameplay options than SFIV. UMVC3 is cheap and has an easy entrance barrier, but that doesn’t mean there isn’t a lot to it and a ton you have to account for. Once you get past the fact that Wesker and Hulk do a lot of damage with simple combos, there’s a shit ton of meta and strats you have to account for. The whole having to create a team and call extra footsies via assists and switching between the characters consistently takes a lot of work in any game that allows you to do all of those things. You have to create a tower with your characters rather than just learn matchups here and there with the one you use.

Sadly unblockables and vortexes are the only real tight offense in SFIV and they’ve nerfed a lot of the stronger defense also.

I agree, but instead of disappearing when he blocks or is hit, I’d rather spiral swords had durability points rather than invincibility or whatever it is that let’s them remain unaffected. In this video, spiral sword not only outlasts a unibeam into a proton canon, but also remains just long enough to clip Iron Man when Vergil teleports to punish him youtube.com/watch?v=THSX9wEGlUA#t=20m34s

Yeah that makes sense. Either way, it would be nice if we got that shit slightly nerfed if there is a patch to this game. I may come off as a bitch for saying this multiple times, but I really wish ouroboros would flat out beat swords 99% of the time. I’m tired of being afraid to go in with my orbs when Vergil puts the belt on. That shit is 3 meters yet sometimes I feel like it’s easier for people to deal with than swords. Ouroboros with XF3 is a different story, but I only get one of those per game.

no update guys sorry to say

Sven confirmed today in unity

All Sven confirmed today was that he had nothing to say.

People on Unity expect a different answer every time they ask about it for some reason.

You know what? I want Capcom to scrap this game. Completely. And begin working on a balanced, polished MvC4.
Why a new game? Because the gripes I have with this game lie in the core system mechanics:
-Damage: What the hell were they thinking? Zoning is so comically weak in this game because it takes a random teleport plus magic series to undo 15 seconds worth of chip. Everything combos into everything here, and the amount of stupid ways to start a combo are too damn high.
-Art Style: Does anyone else get tired of this game’s graphics? I REALLY want another 2D game. I’m having more fun lately watching games like VSav because of the detail and quality of each animation. Here, the models are fairly bland and some of them really need to stop existing right now.
-Combo System: This ties back to “Damage” but it goes without saying that combos in this game are retarded. Not even just the damage, but the TIME involved in them in ridiculous. I struggle to think of any game with 10 second-long non-infinite combos. I get Dante having long combos because that is how he is, but do we really need every hit state under the sun here? Can we, if nothing else, shorten hard knockdown time? Not just for Doom and Nova, but across the board. I understand wanting to make combos flashy, but this isn’t “Marvel” any more, this is “Combo Video: The Game”.

Wha, what? Zoning is fine, it just so happens that some of the best Zoning characters happen to have the best rushdown lol! I personally love the graphics. You want VS? Go play it. As far as combo video the game, honestly that’s ALWAYS been Marvel. You might throw a reset in here and there but have you EVER seen XvsSF high level play?

The game is fine, it just needs… adjustments.

Lol at claiming that zoning doesn’t work. And then complaining about art style and long combos? Not exactly good rationale for completely abandoning a game.

Well, talking about buffs and nerfs here’s what I really look forward to seeing happen:

Low tiers need some love/help

Ksien ko:

More speed and decreased start up when dashing, I believe she should move similar to her DarkStalker form. Henkyoki reflects beams. Less start up on all of her moves, items have an order when used. Armor super lasts a little longer.

Hawkeye:

Chainable Cr.L, and that’s it, this guy is good enough already.

Arthur: Oh god does this character needs some buffs. Make him faster, give him a dash and an airdash, and if not a dash while in normal state when he gets the lv1 super armor. Less start up on his specials would make sure he gets more lock down infinites, so he better stays like he is currently.

Rocket Raccoon:

Raccoon is a pretty good character BUT what makes him so fragile is his health, like strider’s they are waaayy too weak, increase their health to 850k. His traps should stay if hit because that way he’s harder to hit and more scary and reliable as an anchor with no meter or xfactor. More durability on his projectiles, especially fireballs. Anything in the game beats raccoon’s tools, ANYTHING. Make mad hopper invincible for the first 5 or 7 frames and his lv3 too. Remove the ridiculous amount of time he takes to pull out his second gun when doing rock 'n roll and decrease the recovery time of said super. J.m hits overhead and make his Rocket skates cancelable in the air up to 3 times even after jumps and super jumps. Why does Chris, being a more than capable comeback character, have the ability to keep his traps after being hit and not Raccoon?

Iron Fist:

Give him a low that ACTUALLY hits low for god’s sake. give him a divekick or a command grab. Isn’t he a martial artist? why do Wesker and She hulk have command grabs and he doesn’t? makes sense? a counter would be great at least one that leads into a crumple state! His green power up chi, meter gain increaser, should steal the opponents meter when hit. Less start up on his rekkas. a launcher that hits airborn characters and blue chi, defense increaser/takes less damage, should make him immune to special projectiles while dashing only. Back St. H less start up somewhat around 5 or 4, that’s his only tool to deal with keep away. His Fists of Fury super goes through projectiles/nullifies them. Give him a reliable projectile something related with Volcanic Roar.

Chun Li:

hmm Kikoshou needs 10 frames of invincibility, I think that such super is way too vulnerable. Less recovery, if none at all, on EX grounded Spinning bird kick. Make it +2 on block. Other than that she’s amazing.

Shuma Gorath:

needs a better/ Faster forward dash and airdash.

She-Hulk:

I agree with everyone else, just let her be her former vanilla self.

Tron Bonne:

Same thing with Tron, back to her vanilla version.

Nemeis:

Faster normals my god. Anyone can make a fool out of Nemesis slow movility and normals. He’s the one to make other get the shivers not the other way around.

Thor:

Needs to be faster. other than that he’s scary enough.

X-23:

Needs something to plow through projectiles. her level 3 should hit you anywhere on the screen, or it should stay the way it is?

Nefs:

Remove Zero’s buster cancel, we’ve eaten to many of them, this is supposed to be a fighting game not a guessing where or how to block game. Remove meter gain from Morrigan’s Astral Vision, who wants to deal with something like this if there’s no way to stop it once it’s started? Make Vergil’s helm breaker punishable,-4 on block/more recovery and non cancellable, only xfactor should save him. Amateurs use helm breaker like there’s no tomorrow and it can go through anything. Reduce its hit box, it can hit people even after they have dashed under Vergil.

Doom didn’t need a buff at all. Remove his SUPER hard knockdown J.S and make Missiles disappear if hit.

Things and features the game lacks and really needs.

A replay option.

Ranked matches should be 2 matches to win.

UMvC3 needs a better netcode, the online is horrible most of the time. The online should be as good as the game is, which is pretty awesome and hype!

Hope this doesn’t mean with her old assist. [Shivers]

Dear god no.

well I think tron needs her old assist because no one uses tron really at all

She needs real improvements, not something that will make the game more retarded and make people just stick her in the back only for the assist.

Hah, if that’s an argument for an invincible assist, we might as well give RR, Ghost Rider, Nemesis, and all the low tier invincible assists.

well RR has a great assist anyhow and with nem at least when he does get killed he builds some meter do to his large health

So essentially, “At least Log Trap is annoying and Nem is a good punching bag.” I don’t see what point you’re trying to make here.