UMvC3 version 2013: The feedback thread

MDV FOREVER

hmm I am kind of surprised this hasn’t been brought up already. If you skip to 23:50 in FGTV’s newest proposed patch vid, Magus says something along the lines of “You would expect this patch to be late in the game’s life so the target audience would be competitive players” and then FChamp mutters “…but Capcom says its 2014 when they are gonna…” and the rest of the guys shut him up. It sounds to me like they either are blatantly trolling or a patch might really be coming. What do you guys think?

My bad, it looks like DevilJin already mentioned that Champ thinks he has insider info on a patch. Well it is interesting to see that his insider says 2014. This doesn’t leave a lot of time for it to be proven true or false.

If you listen to Champ’s tone of voice you can tell he’s not being serious.

Hmm maybe, I thought that too at first but you have to admit Shady K and Magus seemed like they not only knew what he was talking about but were legitimately trying to keep him quiet. The only way this wasn’t a slip up by Champ was if this was planned among them before hand as a troll. In any case, it seems like they are putting in a lot of work with these balance patch suggestions for it to just be for fun. I still don’t expect anything but this all just seems suspicious.

This my unfinished change list

System Changes

  1. TAC’s do not causes infinite hitstun, they now start at 0 and hitstun scales at a normal rate.

  2. If you guess an opponents TAC correctly now after the wall bounce you can combo them (you fall faster to the ground than them.) The damage of this combo is scaled to do half of the damage it normally would do, also your wallbounce is used up.

  3. Air throw break window is extended by 3 frames.

  4. Air throws only work now if you input forward or back H.

  5. You can no longer whiff chainable light moves.

  6. Damage is toned down across the board by 10%.

  7. Glitches are removed.

  8. Snapbacks have some startup invincibility.

  9. X factor lv.3 is now xfactor lv.2, x factor lv.2 is now x factor lv. 1 and x factor lv.1 is just as long as the old xfactor lv.1 time but it yeilds a 1/3 lower damage bonus than old xfactor lv1, the speed bonus is the same as the new xfactor lv2 bonuses.

  10. Ground throws and air throws damage scales more.

Character Changes

Akuma

Buffs: 1. Lvl. 3 Demon travels faster and on hit gives you enough time to otg with your flip kick.

  1. You can now demon flip into tatsu by inputting S during the flip.

  2. His teleport has had its recovery decreased and its speed increased.

  3. Teleport can be cancelled up until halfway through the animation into any of his supers or an assist can be called until the halfway point.

  4. By inputting two buttons after his demon flip he does his grab that hits if you are close to your opponent in air or on ground (can be teched in air) he throws the opponent into a hard knockdown state fullscreen away (except in corner) in corner you can otg dive kick to continue a combo and from fullscreen you can jump otg super.

  5. By holding the M button after doing a demon flip he will come down to the ground and do a trip move that hits low and is comboable after by hitting do to it popping the opponent high enough.

  6. Raging Demon is now air ok.

  7. Given a second lvl 3 misogi, the input is HCB and two buttons, it is fully invincible body tracking super does 450000, otg’s and causes a hard knockdown state.

Amaterasu

Buffs: 1. Damage increased by 15%.

  1. Okami Shuffle now hits fullscreen until the animation is finished, (meaning there are no gaps to punish it or create mixups.)

  2. Slight decrease in startup of all whip normals.

  3. Startup and recovery of stance changes are slightly decreased.

  4. All normals during whip stance are now special/super cancellable.

  5. Glave stance j.H is now stance cancellable.

Arthur

Buffs: 1. His DP M sword move has less startup is 0 on block, and is completely invincible except if hit from behind.

  1. Armor lasts 1/3 percent longer.

  2. When Gold armor breaks he no longer has a pop out animation, instead the armor just breaks off and arthur can continue whatever he is doing he just will be in his underwear form now.

  3. He can triple jump in his Super armor mode.

  4. He gets a 15% damage increase.

  5. Startup on his Shield move is decreased.

  6. All projectiles do 10% more chip damage than most characters (making it 40%) and all of his projectiles now build 1/3 more meter.

  7. Walk speed increased.

  8. Given a ground dash, it is sort of a forward hop (similar to hulks).

  9. Cross Sword normal is now back M, and is now super cancellable.

  10. All of he grounded projectile special moves can now be cancelled into forward H that cannot be special cancelled.

  11. Gold armor will begin to crack 5 seconds before it breaks.

  12. Durability on all projectile specials increased by 1/3.

  13. In Underwear state u only take 10% extra damage now.

  14. During gold armor arthers speed is increased by 10%.

  15. Heavenly Slash assist is now strike invincible.

  16. Shield now defends against high/mid attacks as well.

  17. More time to combo from air throw.

  18. QCB M and H startup is decreased.

  19. J.S hitstun increased.

  20. During Gold Armor Shield reflects non beam projectiles.

Captain America

Buffs: 1. Shield Slash has less startup, less recovery and travels faster.

  1. Final Justice can punish from fullscreen distance on the ground (or near) (very fast now), has only 1 frame of startup and puts the opponent into a hard knockdown state.

  2. When inputting Button + S the button determines how fast he flips.

  3. All versions of the flip move are sped up.

  4. Shield Slash goes through all projectiles, (treated as a physical hit).

  5. Stars and Stripes special has some startup invincibility (same for assist).

Chris Redfield

Buffs: 1. Lvl. 3 super is completely invincible until he hits his recovery animation.

  1. He can now throw all versions of grenade in the air (except land mine).

  2. Prone state now has less recovery go into it and leaving it.

  3. In prone state you can now use all versions of grenades as well as all of his weapons.

  4. He can now enter a new state on the ground where he lays on his back aiming diagonal upward by inputting down down S (state is from re6.) in this mode he can use all of his weapon specials except land mine.

Chun Li

Buffs: 1. Kikosho hitbox enlarged to cover her from all sides and has no recovery.

  1. Damage is increased on her lv.3 super and it causes a hard knockdown state.

  2. She now has her very fast hasancho flip move from street fighter, it hits overhead and causes ground bounce on air hit and crumples grounded foes, the input is QCB plus a button the button press determines the range (all versions 0 on block).

  3. All versions of her hadoken move travel fullscreen are faster and have lest recover, and now when they hit airborne opponents cause a soft knockdown state, and on grounded opponents cause a crumple state(button press determines fireball speed.) (includes assist).

  4. She now has an ex hadoken (done by charge back (until glowing) then pressing forward plus Button) that has a ton of durability and almost no recovery, as well as a the fireball size being larger, large enough for chun li to be covered by it (its speed is determined by the button press.)

  5. Invincibility on startup of dp k, on hit it causes a soft knockdown state (on point or as an assist.)

  6. cr.l is now a low.

  7. Damage increased by 15%

  8. Forward H speed has been doubled.

  9. Kikoken fireballs durability doubled.

Crimson Viper

Nerfs: 1. It now takes longer for her unblockable to charge.

  1. Damage Scaling after an unblockable is landed is increased significantly.

Dante

Buffs: 1. Jet Stream and Dance Macabre damage increased by 25%

  1. Damage increased by 10%.

  2. Less Startup on St.L and St.M.

Nerfs: 1. Jam Session now causes puts opponents in full blockstun, no longer fuzzies.

Deadpool

Buffs: 1. Damage on all gun moves and gun supers increased by 5%.

  1. Durability on gun moves and supers increased, startup slightly decreased on them as well.

  2. Lv 3 activates when hit by any kind of hit (can be thrown out of though) including projectiles, assist hits will not trigger the super.

  3. Level 3 is completely invincible (except to assists and throws) and has a small recovery window at the end.

  4. Overall Damage increased by 10%.

  5. Can now block after the recovery of ninja gift in air is finished.

Nerf: 1. Counter super now sends them into a regular knockdown on hit, (cannot continue the combo after this lv 3).

Doctor Doom

Nerfs: 1. Hidden Missiles assist missiles 2-6 home where the first missile is homing at.

Doctor Strange

Buffs: 1. Now has a forward and backward air dash.

  1. Eye of Agamotto and Daggers of Denact do not disappear when he is hit (unless hit during startup.) (assists included)

  2. Fireball Speed overall increased significantly when there are more hosts of hoggoth on screen.

  3. Launch is now -8 on block.

  4. Spell of vishante on hit causes soft knockdown.

  5. All Hosts of hoggoth come out faster.

Dormmamu

NO CHANGE

Felicia

Buffs: 1. Hit stun from sonic ball is increased (similar to vanilla) and hit stun deterioration decreased, also recovery on the move is decreased.

  1. Her switch sides move is sped up significantly, also you can now alter how fast the side switch is depending on the button press for Button+S, (similar to my captain america buff.)

  2. The small cat during her cat super speed is increased significantly.

  3. By holding S while clinging to the wall you can now charge your meter.

  4. Damage increased by 15%.

  5. Wall Grab now works with super jumps.

  6. Cat Spike M is now an overhead.

Firebrand

Buffs: 1. Luminous Body causes all of firebrands spitfires durability to be doubled, and decreases the recovery of all spitfires by 1/2.

  1. Damage increased by 15%.

  2. Dark Fire super causes soft knockdown.

Nerf: 1. During Luminous Body meter can only be gained on hit.

Frank West

Buffs: 1. When throwing up he is unhittable and just falls afterward going into a knockdown.

  1. There is now a throw up timer now.

  2. Picture is now a fullscreenmove (horizontal hitbox in front of him) that doesnt rely on a durability point system so it will hit unblocking foes unless they are using invincible moves.

  3. Damage increased by 10%.

  4. Camera on hit recovery is altered so you can no longer be punished on hit.

  5. New Move given to all levels, QCB S Frank uses the shopping cart from his assist, has same properties, is 0 on block.

Ghost Rider

Buffs: 1. Given Double Jump

  1. Qcf M is now being exchanged for a quick whip move that slams down similar to the end of his chain super that hits overhead ground bounces on hit, Qcf H is now exchanged for and unblockable whip move where ghost rider lassos into it (the amount of time for it to come out is similar to taskmasters unblockable) he is not naturally able to combo from it but it can be super cancelled, QCF L is now a low hitting whip move where ghost rider quickly whits the chain around then sweeps low, covers most of the ground, on hit causes knockdown (cannot naturally combo from this).

  2. Whip Super damage increased by 25%.

  3. All versions of Motorcycle do 15% more damage. The L version is now invincible an very fast (similar to bionic arm), the M version is now safe on block and the H version does the most damage (extra 5%) and is the only one that otg’s, the S verison ghost rider jumps off his bike after summoning it sending the bike forward but allowing you to use the bike as a way to control space.

  4. Damage on chain bullets increased by 20%.

  5. Forward H in air is now a diagonal up chain attack similar to a reflection of ghost riders jumping S.

  6. QCF S is now ghost riders old QCF L move.

  7. Back St. M is a new feint kick normal that lunges ghost rider forward some (kind of like a step kick), this can be used to kara cancel into normals to keep continued pressure.

  8. Chain normals now inflict 10% chip damage (similar to sentinel).

  9. Heartless Spire is now Special Cancellable.

  10. L and M st. and cr. startup is decreased.

  11. Wavedash improved.

Nerfs: 1. Heartless Spire no longer otg’s. (including the assist)

Hagger

Buffs: 1. Hard knockdown state given back to lariot assist and on point.

  1. Otg state after a haggers normal throws are longer to allow for it to be easy to combo after.

  2. Fist pummle super hitbox is improved so opponents will no longer randomly fall out on hit.

  3. One point of super armor added to Hoodlum M and H.

  4. Command grab specials throw ranges are increased.

Hawkeye

Buffs: 1. Now has Double Jump.

  1. Slight speed increase on all arrows specials including supers.

  2. Damage on all arrow specials and supers are increased by 5%.

  3. Lmh chain will always work on hit standing or crouching.

  4. cr. m range increased.

  5. Recovery decreased after Gimlet.

  6. Damage increase by 10%.

  7. Shock Value is Special cancellable.

Hsien-ko

Buffs: 1. Her speed is increased overall, her speed on air dash increased significantly (changed from walking animation to running animation.)

  1. Pinwheel special is now a dash and normal cancellable move, also it is speed up significantly with startup decreased.

  2. Gong Assist is now H version.

  3. All versions of gong travel 1/3 further on screen and there is alot less recovery on gong now and gong now reflects beams as well.

  4. Ankiho can now be done in air.

  5. Damage increased by 15%.

  6. Gold Armor time increased by 1/3.

  7. Cr. H otg capable.

Hulk

Buffs: 1. Ground Throw now gives you time for hulk to otg from it.

  1. X factor gives hulk speed boosts now.

  2. Health is now 1,250,000.

Nerfs: 1. Ground throw range has been reduced to prevent certain OS’s as being effective.

Iron Fist

Buffs: 1. Now has a Double jump.

  1. Air M becomes the same hitbox and animation as st. M.

  2. Air M causes a slow falling hard knockdown state on hit, with alot of time to otg (similar to foot dive).

  3. Dash speed improved.

  4. New Ki move dpS that will give him the speed ki, it increases his speed overall by 25%.

  5. All Ki techniques improved effects by 5%.

  6. Lv. 3 damage increased, causes crumple state afterwards.

  7. Overhead kick special and low kick special is now sped up to be nonreactable.

  8. Lmhs chains work on airborne opponents.

  9. Air throws and ground throws are now easier to otg from (time in otg state is similar to foot dive.)

  10. Lunge kick assist and on point now has more startup invincibility, is now fully projectile invincible.

  11. Alpha Counter Lunge kick is now fully invincible.

  12. Iron Rage is projectile invincible.

  13. Volcanic Roar covers everything above (even off screen) iron fist and its damage is increased by 20%.

  14. Health is now 1,100,100

  15. Startup time decreased for rising fang.

  16. Chi can now be cancelled into rekkas.

  17. By inputting HCB S you get a command grab special that you flip over your opponent and can combo after from, very similar to yuns command grab.

  18. Wall of Kun Lun and Rising Fang can now be done after the first rekka special.

  19. Wall of Kun Lun and Rising Fang can be done outside of rekkas.

Iron Man

Buffs: 1. Startup decreased for all unibeams on point and as assist.

  1. Cr. H now goes half screen horizontally then blows up.

  2. Ground Dash can be cancelled into attacks.

  3. S has more range.

  4. Smart Bombs input is now S+Button, all versions are sped up have a larger hitbox and have less recovery.

  5. Depending on the button press smart bombs trajectory is altered.

  6. Double Jump taken away is returned.

  7. Smart Bombs on STRAY HIT causes a long hard knockdown state (this property disappears in combos), (similar to how long the state is after dooms foot dive.)

  8. Damage increased by 10%.

  9. Knee dive from mvc2 given back, done by inputting downM.

  10. Last hit on proton canon supers cause soft knockdown to guarantee it is safe on hit.

Jill

Buffs: 1. Startup and recovery is halved for arrow knee and double down knee specials. (includes assists).

  1. Raven Spike Damage increased by 20%.

  2. Damage increased by 15%.

  3. Damage on Gunshot Super increased by 10%.

  4. Cr. M is returned back to vanilla status.

  5. Otg time increased after a ground throw making her otg super possible to land after.

  6. Recovery is decreased on Fallen Prey move on hit to allow time for a setup.

  7. Reduce startup of Feral Crouch slightly.

  8. New move Air arrow knee (same animation as arrow knee, input is QcfS, wall bounces on hit.

  9. Given new special Machine Gun QCF S, she pulls out her machine gun quickly and shoots straight (similar to chris’s but doesnt shoot as long.)

MODOK

Buffs: 1. Hyper Psyonic Blaster damage increased by 20%.

  1. Body Attack Super is projectile invincible.

  2. Damage increased by 10%.

  3. Command grab super is air ok.

  4. St. L and Cr. L hitbox increased.

  5. All Barriers is now air ok.

  6. All Barriers now can block certain supers (including assists.)

  7. Jamming Bomb air ok.

Magneto

Buffs: 1. Disrupter is sped up slightly (in between vanilla and ultimate) (includes the assist.)

  1. Air Dash Speed Returned back to vanilla status.

  2. Counter special when triggers activates beam faster and you are able to combo after the juggle due to recovery being decreased. (assist included.)

Nerfs: 1. Meter building is decreased overall by 1/3.

  1. Air dash speed increase may make certain combos no longer work.

Morrigan

Buffs: 1. Damage increased by 10%.

  1. Soul Fist assist replaced with Soul Drain.

  2. Down down S is dark horminizor. (Start up is longer than Felicia’s meter charge, and it cannot be charged like Felicia’s) has lengthy recovery. (cant be done during astral vision super.)

Nerfs: 1. Only Builds meter during astral super when hitting opponent.

Nemesis

Buffs: 1. Armor for all launcher slams is now immediate. (assist included.)

  1. Lv. 3 now has full invincibility and is 0 frame startup.

  2. Rush super is fully armored and is safe on block, (depending on the hit stun deterioration you can connect a S after this super) (can still throw it on block).

  3. Full Armor given on clothesline assist.

  4. Clothesline L is 0 on block.

  5. Clothesline M and H are very positive on block if the rocket part is blocked.

  6. Rocket super recovery on hit is decreased significantly to allow time for setups.

  7. Dp M is now an overhead, Dp L is now a low and Dp H is now +1 on block.

  8. Dp M assist is now an overhead.

  9. Armor is immediate on St. H.

  10. Slightly reduce recovery on command grabs.

  11. Improve tracking on Rocket super.

  12. Slightly increase durability all Rockets.

Nova

Buffs: 1. All versions of Gravemetric Pulse durability is increased by 1/3 hits. (assist included.)

  1. Gravemetric Blaster super does 15% more damage.

Pheonix

Buffs: 1. Health changed to 700,000.

Pheonix Wright

Buffs: 1. Maya stays out for 1/3 longer.

  1. Maya protecting hitbox is vertically increased to help protect you and your assists better (maya will defend from all attacks unless you physically get over her.

  2. Order in the court no long knocks back pheonix wright meaning it has basically no recovery.

  3. Questioning and Cross Examination start up time is decreased to make it easier to space with and combo into.

  4. There is a Maya Icon near your meter that will light up when you can call maya again also it takes 1/4 less time for maya to be available than before.

  5. All of his assists in tournabout mode are fully invincible and unpunishable.

  6. Throwing fake evidence has less recovery.

  7. Qcf S now sends out the dog as a low hitting projectile.

  8. During Turnabout mode the dog assist on hit puts the opponent in a capture state with the dog biting on their leg.

  9. Paper Throw assist in turnabout mode does full damage on block.

  10. Damage increased by 10%.

  11. Overhead normal is now considered airborne.

  12. Maya can now be called in all of his mode’s.

  13. Maya shield can now take 1/3 more damage.

  14. Each Piece of evidence now has a unique effect (will work on this.)

Rocket Racoon

Buffs: 1. Damage increased by 15%.

  1. Time Spring super stays out is increased by 1/4 its time.

  2. During Tail Spin you can now press S to shoot a short ranged diagonal down gun laser.

  3. Given Wall Jump.

  4. Traps stay if RR is hit.

  5. Rocket skates is now normal cancellable.

  6. RR gets another action in air.

  7. Lv.3 now has invincibility.

Ryu

Buffs: 1. Denjin Mode duration is doubled.

  1. Denjin mode no longer slowly reduces ryus health.

  2. Walk speed increased slightly.

  3. Tatusmaki super now has more startup invincibility and leaves opponent in hard knockdown state.

  4. No charge time required now for dpS and QCF S during denjin mode.

  5. During Denjin mode Charged hadoken has hyper durability.

  6. During Denjin mode ryus charged shoryuken is fully invincible, including his dp assist (until he starts to fall during recovery.)

  7. During Denjin mode QCF S mash shoots six hadokens that go fullscreen.

  8. During Denjin mode Hadoken assist sends out six mashed hadokens.

  9. During Denjin mode tatsumaki on point or as an assist has the exact same projectile nullifying properties of akumas tatsumaki assist and hitbox size.

  10. Damage during Denjin mode increased by 15%.

  11. Tatsumaki super during denjin mode is fully invincible and otg’s.

  12. Can OTG from ground throw.

  13. The more beam strands that hit the opponent with ryu’s denjin hadoken super the more damage it does.

  14. New move given as QCB S, it is a fake fireball animation that has no recovery, (can be done in air) also builds a little meter (will not build meter during denjin mode.)

  15. New move given as backwards Z motion S, it is evil ryu’s overhead attack from ssf4, it is invincible to low attacks, hits overhead, is plus on block and ground bounces on hit.

  16. Hadoken Durability doubled during denjin mode.

Nerfs: 1. Only builds meter during denjin mode by hitting the opponent.

Sentinel

Buffs: 1. Health raised to 1,100,000.

  1. Flight speed increased.

  2. Invisible wall (when trying to wave dash) after the command grab is removed and the distance it sends the opponent is halved.

  3. Normals Chip, but only do 10% chip damage unlike the way normal chip damage works, (similar to mvc2.)

  4. Rocket Punch and Air Rocket punch gains its old status from vanilla marvel. (assist included.)

  5. Hard Drive hitbox improved so its harder for characters to fall out of.

  6. Air rocket punch can now be cancelled into flight.

She-Hulk

Buffs: 1. Give her back her chainable lights from vanilla.

  1. Giver her back her slide range from vanilla.

  2. Speed and range of Lamppost is increased significantly, it has also been given 1 hit of armor.

  3. Lamppost is safe on block when when spaced at certain distances.

  4. Damage increased by 10%.

  5. Increase invincibility on anti air grab super to be like it was in vanilla.

  6. Hitboxes improved on her lvl 1 super, this is to make sure no one can fall out of it.

  7. Receives a slight speed increase overall.

  8. Armor on Charitot comes out faster.

Shuma-Gorath

Buffs: 1. You can no longer be thrown out of mystic smash.

  1. Mystic smash’s hitbox is adjusted to out prioritize most normals.

  2. Speed of all versions of mystic smash are increased by 1/3.

  3. Hyper Mystic Smash comes out even if he is hit, the eyes are invincible, recovery is lessened.

  4. Faster Air Dash and ground dash.

  5. Air S causes hard knockdown, is 0 block.

  6. Command Grab special doesnt scale, causes a groundbounce on hit.

  7. Damage increased by 10%.

  8. Given Wall Jump.

  9. New Move Given Chaos Portal, done by inputting HCB S (teleport back) or HCF S (teleport forward) and is air ok, it is a set distance teleport that moves him 1/3 the screen forward or backwards depending on the input, during startup a crack in the background will appear where he will be teleporting to, the animation consists of him tearing a hole in the background and appearing where the crack is.

  10. Eye ball explotion causes hard knockdown.

Spencer

Nerfs: 1. Zip lines all scale like a normal combo hit.

Spider-Man

Buffs: 1. Can now otg easier off ground throws.

  1. Web ball durability improved and speed doubled.

  2. Crawler assault hitbox improved so opponent doesnt fall out of super.

  3. Web ball on hit keeps you in a stun state longer on point and as an assist.

  4. Spider swing assist now causes soft knockdown state.

  5. Alter hitboxes on standing, crouching and air M to allow for better footsies, air to airs and overheads.

  6. Cr. L speed slightly sped up.

  7. Two web zips are now allowed in the air. (Still follow min 3 specials limit in air)

  8. Damage increased by 10%

  9. Given Wall jump.

Storm

Buffs: 1. Fly time increased by 1/3 longer.

  1. Float time increased by 1/3 longer.

  2. Whirlwind startup halved and durability points doubled (this applies for the assist as well.)

  3. Typhoon startup time halved (applies to assist as well).

  4. Damage increased by 15%.

  5. All Lightning Sphere has its recovery halved.

  6. Lightning Sphere H now homes to the spot where the opponent was at the time of the input.

  7. Push and pull special is now air ok.

Strider

Buffs: 1. Damage increased by 20%.

  1. Legion super has normal hyper durability properties.

  2. Legion super comes out alot faster.

  3. Hit boxes improved so LMHS chains work more consistently on standing and crouching foes.

Nerfs: 1. Startup of Vajra assist is increased.

Super Skrull

Buffs: 1. His stomp otg move causes a techable knockdown but removes one bar of meter from your opponent (impossible to combo after the stomp.)

  1. DfH has more hitstun on the move to make it easier to combo from by using an assist.

  2. Stone Smite assist startup time is reduced.

Taskmaster

Buffs: 1. Startup of all Arrow specials are decreased.

  1. All arrow specials travel faster. (doesnt include assists.)

  2. All arrow specials and supers to 20% more damage.

  3. Counter Super leaves the opponent in a crumple state.

  4. New move given, by inputting down down S he will shoot 3 arrows straight down on the ground, this otg’s and allows you to combo afterward from it.

  5. Given New air move QCF S, shoots in an up angle similar to QCF H on the ground.

  6. Charging Star is projectile invincible and has startup invincibility frames.

  7. New air super given by in putting QCF Button + S, he shoots his arrows straight up very similar to his ground QCF MH super.

  8. All counters have startup time decreased and recovery reduced, the high low counter moves on hit cause a hard knockdown state that you can combo from after.

Thor

Buffs: 1. Health is now 1,300,000.

  1. Startup decreased for Mighty spark, Mighty thunder and Mighty Strike. (assists included.)

  2. Mighty Thunder is sped up.

  3. Mighty Punish is now fully invincible and causes a hard knockdown on hit.

  4. Mighty Punish is air ok.

  5. Might Strike is now very positive on block. (assist included.)

  6. Special Command throws ranges are slightly increased.

  7. Mighty Speech recover decreased slightly.

  8. Gets a speed boost in X factor now.

  9. Mighty Strike travels 1/3 further. (assist included.)

  10. Mighty thunder now pushes back some on block and hit.

  11. New move Mighty Hammer, done by inputting dp S, he throws his hammer, it homes to where your opponent was when inputted then returns back to him, has very small recovery, (while hammer is away mighty strike, mighty punish, mighty spark, mighty thunder, mighty smash and mighty tornado cannot be performed.)

  12. Slightly decrease startup for all of his normals (except elbow).

  13. Mighty smash H’s charge time is reduced (assist included.)

Trish

Buffs: 1. Increase durability on all versions of Low Voltage. (assist included.)

  1. Decrease recovery and startup on all versions of Low Voltage. (assist included.)

  2. Round Trips startup is halved and has more durability.

  3. Her Lv 3 otg’s.

  4. Increase her overall damage by 15%.

  5. Increase time for hard knockdown state after landing an air or ground throw (similar to foot dive time.)

  6. Trap Specials startup slightly decreased. (assists included.)

  7. You can do a combo into a voltage super after landing a lv 3.

  8. Hopscotch now otg’s, (including the assist).

Tron Bonne

Buffs: 1. Given a new low hitting special that sends a servebot to run full screen slip then trip (speed is determined by button press.)

  1. Hitbox on jumping H is restored to its vanilla form.

  2. Drill special (and air drill) is +1 on block. (including assist.)

  3. Her Lunch Rush comes out faster due to not having tron shoot a capture state projectile.

  4. Boulder assist is replaced with Servbot Launcher where Tron shoots out a H servebot, M servebot and finally an L servebot before leaving (also with this assist your team super becomes lunch rush).

  5. Capture state no longer happens if Team super happens for lunch rush, instead the servebots just come out immediately.

  6. Her Servebot shooting specials startup is decreased and speed increased, recovery is also the same for all versions now (including the new assist.)

  7. Cr. H is now special cancellabe.

  8. Window increased to cancel from Boulder Bandit.

  9. Trons Command grab damage doesnt hitstun scale.

  10. Servebot takeout is now xfactor cancellable on hit and whiff.

Vergil

Buffs: 1. Health increased to 900,000.

Nerfs: 1. Helm Breaker is -1 on block from standing opponents and is no longer special cancellable.

  1. Sword super is now defaulted to Blistering swords, for the cost of of an extra bar you can now switch to sword storm mode (changed so they dont go away when you are hit) or the spiral swords.

  2. Dimension Slash no longer randomly crosses up.

  3. Any combo that was started from using any variation of the swords super does not build meter.

Viewtiful Joe

Buffs: 1. Damage increased by 15%.

  1. Shocking Pink doesnt bounce as much (same for assist), if charged the explosion is slightly bigger.

Wesker

Buffs: 1. Invincibility on counter super is regained from vanilla.

  1. Damage increased by 10%.

Nerfs: 1. Launcher is -8 on block.

  1. Phantom Dance no longer randomly crosses up.

  2. Glasses gimmick removed.

Wolverine

Buffs: 1. Swiss Cheese changed to QCF S.

Nerfs: 1. Can no longer combo from a dive kick trade.

  1. Recovery added on tornado claw.

X-23

Buffs: 1. Damage increased by 15%.

  1. Weapon X has startup invincibility.

  2. Charge time on slashes are reduced.

  3. Mirage Fient is air ok.

  4. You can now charge Cresent Scythe, when charged and hits it lauches them into a slowly falling hard knockdown state.

  5. St. L and cr. L hitstun and blockstun slightly increased.

  6. Crescent Scythe now has slight startup invincibility. (assist included.)

  7. Two talon attacks allowed in air, however talon cannot be cancelled into talon.

Zero

Buffs: 1. Rekkoha damage increased by 20%.

Nerfs: 1. Sengenmou super time is halved.

  1. Buster Cancels removed.

Please give out any suggestions, so i can further better my change list.

Seems we still have a chance after what happened @ Comiccon

Double post

I think EVERYONE should have one good assist. And everyone should NEED one good assist. That part was what Capcom was trying to fix with X-Factor, but here’s a better idea: If everyone has a good assist, everyone can be a decent anchor. Haggar needs Vanilla invincibility back since he lost hard knockdown, Nemesis needs an armor assist, AND FOR THE LOVE OF GOD GIVE ME THROW ASSISTS BACK. This is a team game; why not make everyone a good team player? Comebacks should be less valuable if your second has a good assist backing them.

Morrigan should not get meter from hits or soul drain when shes doubled. Fix Zeros lightning loops, Verigils swords should go into daggers first, spiral swords should cost a second meter.Fix Dr. Strange’s faltine loops Fix all infinates… Add Blackheart.

Morrigan:

  • Remove Meter Gain During Astral Vision
  • Tweak Hurtbox on Shellkick
  • Do Something about Unfly?
  • Reduce Soul Fist durability

Doom:

  • Hidden Missiles Dissapear when Doom is hit
  • Reduce Untech time on Foot Dive

Vergil:

  • Remove super cancel on Rapid Slash if blocked
  • Do something to swords. Anything.
  • Just make him less of a complete fucker to play against. I’m too bias to even be fair here.

Zero:

  • Make Lvl 3 Buster “Not Safe” Though I don’t think it should be unsafe
  • Remove L Loops.

System:

  • Remove TAC Infinite “Glitch”
  • Just fucking remove TAC’s (Pipe dream of mine)

I’m going to try to keep this short:

-The only advantage that TAC’s should present is safely switching out your character and continuing the combo. You can go one step further and make it cost a bar, but be unbreakable.
-All of the hidden missiles should land in the same spot, so if you dodge one, you dodge them all.
-Undo all of Tron’s Vanilla to Ultimate nerfs aside from Gustaff Fire, but keep all of her buffs.
-Vergil’s Helm Breaker should be -1 on block.
-Turnabout mode should last until Phoenix Wright dies or the match is over. Make the start-up of Objection the same as Hold It.

Spoiler

Remove Lightning Loop so I have have an excuse for not being able to do it.

Personally, aside from the (imo) obvious alterations to the game’s mechanics (i.e. removing infinites off of TACs, some damage scaling stuff.), there are few things I’m itching to see fixed if this game gets a patch. My problem is that I don’t like seeing things get the nerf hammer; it’s just how I am about things. But, I really love this game, and think it can be balanced. If I had it my way, I would make every character as broken as possible so everything could be a broken slugfest of awesomeness, but that does not a good fighter make for the most part. What I’m trying to say is that change can be good. But there is a problem here; people are going to wanna supernerf these good characters and make them completely unusable (I’m not talking about everyone, of course.). The goal of ‘balancing’ a game isn’t to severely cripple good characters because they had dominating qualities, but I digress.

If I were to pick some individual character changes, I would go directly to Vergil and Zero, as they are domineering characters in the current metagame and have some serious issues imo that can be taken care of.

For instance, I think Zero’s L Lightning should not have a soft knockdown effect. And boom there it is; no more lightning loops. Does this change totally ruin Zero? I wouldn’t say so. Zero still does quite a bit of damage with the right team, even before a lightning loop, and he still has hella mixups for days. Zero would still be a good character, now he can’t just kill you by himself in one touch. Other changes I could think of for him right off the bat are things like:

  • Fully Charged Buster is not safe on block up close. While this takes away some of Zero’s mixups that have to do with crossup horizontal teleport to Buster Cancel, I feel it wouldn’t ruin the character in any way, just give more people more options to punish. Idk, it’s not necessary, but I would like to see it, because some of the shit Zero can just get away with is insane.

  • Lightning does not cross up in the corner. Okay now, here me out here. I guess I wouldn’t say Lighting SHOULDN’T cross up in the corner, I’m just thinking they should figure out a way to make it so you can actually tell what’s happening. Maybe that’s just a personal problem, and that I’m subconciously biased and salty about it, but I find it to be pretty crazy. It would cut down on Zero’s corner game, though, as well as make his incoming mixups a little more honest.

To be honest, that’s all I can think of that I would do to Zero. I think without Lightning Loops, he would be much easier to deal with, as he can no longer kill you by himself, and his claim to fame (crossing you to all get-out in the corner without you even seeing it.) being slightly tweaked so it’s easier to manage. Now, I only really think the first two things I said are necessary to make the character a little more fair, but even then I don’t think these need to be taken into much consideration when balancing the character. Capcom makes games; I do not. They would know better than me on what to do to fix the character. (It’s not like I have too much insight on the character, as I don’t play him.)

Now, on to Vergil. Vergil is a good character for many reasons; he has a lot of options when he has access to meter, most of which are safe. His normals are pretty damn impressive, as well. He has one of the better fireballs in the game (imo, of course.), one of the better normals in the game in Helm Breaker, and the Round Trip Glitch. In my opinion, Vergil is pretty much okay as a character right now. He has a lot of tools, sure, and he’s a complete god in X-Factor level 2 or 3, but he’s managable for the most part due to his limited options when being snapped in or coming in after a dead character. His normals can also be punished if given proper spacing, so while they are good, they aren’t broken, so to speak. There are a few things people have issues with in Vergil’s arsenal, though, such as Helm Breaker, Spiral Swords, and other crazy shit that abuses the glitching, i.e. the RTG. If I had to change some things about Vergil, it would be these (also note I’m trying to be as unbiased as possible, so if you sense bias in my suggestions, I apologize.):

  • Helm Breaker should be at least -1 on block. One of the more annoying things about Helm Breaker is that it’s extremely difficult, if not impossible, to punish in a lot of situations, especially on block. A way to fix this would be to make Helm Breaker punishable by ground throw. All this means is that Vergil can’t throw out the move whenever he wants with little to no risk (against most characters, I mean. He could do it with impunity against characters with meh ground throws. At least in theory, anyhow.). Like my Zero suggestions, it doesn’t ruin the character, it just makes him a little more ‘fair’ so to speak (ew, I hate saying that.).

  • The Round Trip Glitch should be removed. As someone who uses Vergil from time to time, I find the RTG to be absolutely ludicrous. imo, anything that can be attributed as a ‘glitch’ should be removed from the game, but this one is pretty nuts. For those who are not sure what RTG is, the Round Trip Glitch allows Vergil to retain his Round Trip charge after releasing it, making for very suffocating lockdown and mixups when paired with a horizontal assist. On paper, it doesn’t look like it’s too big, but in practice it’s extremely effective, with the ability to literally negate the actions of a character for upwards of 10 seconds or more. Like I said, I may just be biased, but I feel removing this glitch, and glitches in general, would make for a cleaner and more balanced game.

  • Rapid Slash should not be super cancelable on block. Now, I KNOW this one’s gonna sound biased, but hear me out. One of the most annoying things about Vergil is, when given meter, he can almost guarantee safety by canceling his moves into Spiral Swords. Many players tend to like to throw out Vergil’s DP + H, Rapid Slash, and cancel into Spiral Swords if the opponent blocks it, leading into a free mixup and free chip due to the Swords in tandem with Vergil calling assists. It’s like a living mixup, and it just keeps going as long as you get the opponent to block a Rapid Slash. To fix this, I think Rapid Slash should not be super cancelable on block. While it does take a lot from Vergil’s game, I think it would make the character much more honest, having to commit to Rapid Slash in most situations. Is it something that NEEDS removing? Probably not. Is it something that would make Vergil more fair as a character? Most likely.

Those are a few changes I can think of. Feel free to share your opinion on them or add onto them :slight_smile:

In my dream world, 900,000 or even 1,000,000 health should be the minimum health for every character other than Phoenix.
X-factor level 1 should be the standard regardless of how many characters are alive. It is seriously messing the balance in the game.
Get rid of TACs, even if they fix infinites, it is a game mechanic that can be easily exploited. Play it safe Capcom, almost everybody hate TACs anyway.
Remove the time limit to attack an assist if the main character dies or if there is a snapback (ala MvC2 style). There must be a strong punishment if they were caught spamming an assist.
Fix unfly so that no move gets buffered after cancelling flight mode, I know that a glitch can be used to get around this, but it shouldn’t be that way. If I unfly with Dormammu, I don’t want to get a dark spell when trying to hit with M or H.
I want longer combos but lower damage. Lower hit stun deterioration and increase damage scaling.
TODs shouldn’t happen on a regular basis. Killing characters after 2 or 3 combos instead of 1 helps to reduce the randomness in this game, if we want to kill in one combo we should spend many meters, but it is stupid that we can kill in a single combo while staying meter effective.
I think that from a game design perspective this is very important, draw the line between “heavy hitters” and the other characters. I don’t want to see characters like Zero hitting harder than Nemesis, it’s just wrong.

BRING THE OLD INTERFACE BACK.
BRING THE OLD CINEMATICS BACK.
MAKE A PC VERSION.

Here is my list of ideas for almost every character in the roster. The character changes that I listed are taking into consideration the nerfs on damage and X-factor.

Spoiler

Jill: Buff her health. Change the way that mad beast works, it is almost impossible to control her.
Shuma Gorath: Better mobility OR teleport (could share the same animation when he enters the match). Take away the random patterns of his hyper.
Nemesis: Give him more and faster armor, buff his health to 1,200,000. Change his terrible dash for a running animation or something that can be plink dashed (he was able to run pretty fast back in RE3). Replace the armor on his biohazard rush for invulnerability frames so that he can’t get thrown out and becomes like a ground equivalent of Hard Drive. His level 3 should have instant start up. Remove hit stun deterioration from Biohazard Rush (enemies shouldn’t escape when they got hit by this hyper).
Firebrand: Needs more health, remove his unblockable but give him invulnerabilty frames when fully charged, make his variations of Demon Missile usable while on air, increase his damage. Chaos Tide should cost 1 level to activate.
Strider: Needs more health. Buff the hit stun on his attacks or buff his damage. Remove the random patterns on his beasts. Adjust Ragnarok to cost 1 level.
Phoenix Wright: Remove bad evidence.
Nova: His moves have a lot of priority, nerf his slide and nerf his air H, Centurion Rush M shouldn’t force additional ground bounces. Remove the red life cost for his special moves and make it so that they become stronger when he is low on HP.
Dr. Strange: Nerf the palm combo and increase the start up frames for Spell of Vishanti. Buff his normals. Make his launcher have a faster recovery.
Chris: Nerf the flame grenade to be like Dorm’s flame carpet. It should be cancelled if he gets hit.
Arthur: Buff his health. Add hitstun to his attacks. Give him a dash, seriously… it could be a running animation like Zero, he is a knight, he should be able to charge in some way.
Vergil: Nerf him.
Rocket Raccoon: Buff his health. Needs better normals.
Cap. America: Add hitstun to his shield slash, those combos were more interesting.
Ghost Rider: This character is poorly designed. Even if I believe that he is weak, there are also some things that I consider unfair from him. He needs to get better L and M normals and definitely needs better special moves, his Hellfire M and H versions suck, they don’t serve any purpose, he sucks in the air, his combos are really straight forward, absolutely no tech at all. However, it is unfair how his ground H, crouching H and jumping S get to the other side of the screen almost instantly and allow him to get a full combo out of that. Another thing is when he is attacking with standing H and you teleport behind him on the first attack, the second attack will auto correct and get you instantly caught into another full combo. It sucks that this character can’t do anything besides that, it would be dumb to do anything else with him, but pushing one button shouldn’t be THAT rewarding. I hope that Capcom really fixes this character and makes it better in an interesting way.
Wesker: Remove the buff for taking off his glasses.
Zero: Nerf him.
Ryu: Make him a little bit faster.
Wolverine: Swiss cheese is such a terrible move and it just messes up with fast plink dashing. It should be gone.
Iron man: Give him back his dash from Vanilla. Buff the hitbox on his ground normals and make smart bombs fall slower like in MvC2 for better zoning, there is nothing smart about them right now.
Dr. Doom: Hidden missiles disappear when he gets hit, Foot dive no longer causes hard knockdown. I think that hidden missiles is an OK move when Doom is on point, but it is really broken as an assist, it may just be better to replace that assist with finger lasers, it still covers a nice amount of space.
Morrigan: Nerf Astral Vision and shell kick.
T. Bonne: Jumping H should be buffed back to its Vanilla version, fix the hitstun deterioration in her moves. Another cool change that I thought about is adding some armor to her drills, that way it would feel like she is actually on a powerful robot.
Chun Li: Buff her health and her damage.
Trish: Fix the hitstun on her attacks, it feels weird, her combos should be longer. Also, buff the start up and recovery for her special moves, low voltage should be as fast as disruptor or as hawkeye’s arrows so that it can be spammed more… I’ll go as far as saying that her low voltage should act as a beam, it fits better with her moveset. Her round trip should start faster. I am curious about her sword cutting through projectiles just like Dormammu and Vergil.
Storm: Add a lot more hitstun to her normals, she should have longer combos that make up for her lack of damage. Her standing H, crouching H, air H and air S should come out faster. Double Typhoon should be MUCH FASTER. Hail Storm should come out faster. Elemental Rage should do more damage.
Thor: Make his crouching and standing L spammable, faster startup on his standing H. Add more hitstun to his normals. Faster flight mode and air dash. Mighty Thunder must push enemies away on block just like Magnetic Shockwave, it’s very much needed for zoning.
MODOK: Slightly faster crouching H. Allow him to chicken block (if technically possible).
Felicia: Kitty Helper should attack faster. Give her back the sand hyper from MvC2, that solves a lot of problems. Sand Splash needs more hitstun. Her dodge move should be faster. Buff her health.
Spencer: Grapple needs damage scaling.
Akuma: Make his teleport faster. Buff his health to 900,000.
Viewtiful Joe: Shocking Pink shouldn’t cause damage to Joe. His cannon projectile travels faster.
Sentinel: Either buff his health to 1,100,000 or give him faster normals. Rocket Punch needs its old hit stun back. Make his flight mode a little bit faster. Sentinel Force (Bombs) hits at full screen range and travels faster.
Super Skrull: PLEASE change the motion for Rolling Hook to something easier to do on reaction like “Forward, Back, Forward + S”. Allow Skrull to box dash.
Hsien Ko: Her ground dash must be a lot faster and travel a longer distance so that it can be used for cross-ups and to avoid projectiles, also fix the start up so that when we plink dash she doesn’t get stuck in one place. Senbu Pu should be cancellable. Add hitstun when she hits the enemy with a bomb. Get rid of the items that don’t have a secondary effect OR make her able to spam her items like Tron Bonne can spam her servebots (one q. circle motion followed by 3 attacks in whatever order we choose). Make her air dash faster. Her ground normals should have a faster start up. Henkyo Ki should travel faster and cover a longer distance.
Haggar: Let him throw his pipe, this should help him a little bit against zoning. Remove the hit stun deterioration on his Rapid Fire Fist hyper so that the last part always hits.
Amaterasu: Buff her health. Fix the hitbox on her Thunder Edge, the hitbox should cover all the sword, not just half. When using Devout Beads stance, allow her to cancel all normal moves into special attacks, also, in Okami she has an air attack similar to Ghost Rider’s air S, it would be nice if she could get that and use it like her dive attack with glaive (air down-forward H). Something that bugs me is the position of her Power Slash H, it covers almost the same as her M variation. Her Power Slash H should be totally above her instead of up-forward and it should be a little bit higher in the air. Replace Solar Flare and Bloom with her other two variations of Cold Star.
Phoenix: They should fix X-factor before even touching this character again. If this ever happens, her health should be around 500,000 - 600,000.
She-hulk: Bring back her Vanilla slide. Heavy Strike H should go through projectiles.
X-23: Buff her health. Her command throw should be a lot faster, currently it is very easy to avoid. Her Crescent Scythe H should have invincibility
Iron Fist: Fix his launcher

I think Capcom should use these characters as a reference for future balancing, if they are going to buff or nerf something, they should try to bring it as close as possible to this level:
Magneto
Viper
Hulk
Dormammu
Spiderman
Dante
Deadpool
Hawkeye
Frank West
Task Master

I’m obviously not going to read this whole thread, but here’s a suggestion that I doubt anyone else has mentioned.

I’m sure it has been mentioned that the incoming mixup is way too strong right now, but a good way to combat that without doing too much to the character’s moves would be to let the player alter their incoming timing and/or their height. Other games have quick rise, and some even have rolling wakeups. This would be the equivalent of that in Marvel. There shouldn’t be a penalty for coming late, but perhaps if you chose to come in high you can’t use special moves, but you can X-Factor, and maybe if you come in low you can block, but you can’t tech air throws. With something like this the incoming player isn’t completely free to a guaranteed setup.

Second thing is about X-Factor. I’m sure that’s been the most talked about thing, and I think that X-Factor should get a 10-20% nerf across the board, but another thing I’d like to see is that the level of your Xfactor should never exceed the number of characters your opponent has left. In other words if P1 has 1 char, and P2 has 3 then P1 gets level 3 XF. If they both have 2 then 2 is the max level for either of them etc.

I’m not going to comment on a lot of the characters, but as far as I’m concerned the only characters that need to be nerfed at all are Morrigan, Vergil, and Zero, and even then not by much.

Morrigan should just get no meter gain during Astral Vision, and maybe her fireballs should get a bit less durability. The hitbox on Shell Kick is a bit nuts, but it isn’t really game breaking. Possibly add 2 recovery frames to unfly, but even that isn’t necessary.

Vergil’s Helm Breaker is obviously pretty stupid, but I don’t think having it be safe on block is really the issue. I think the move has the right amount of risk, but the reward for hitting with it is out of whack. Simply changing it so that it only has its current knockdown effect after a launcher (flying screen) would fix it just fine. Round trip glitch needs to go, and rapid slash shouldn’t cross up quite as easily. Other than that he’s fine. Want to super after a rapid slash to make it safe? Fine. Swords could use a couple of more frames of startup possibly, but that isn’t necessary.

Zero: Other than recovery on his buster and lightning not crossing up in the corner as easily as it does I don’t really know what can be done to fix him that doesn’t make him useless. He seems like a house of cards. Pull out one thing and then he sucks.

Strider needs to do WAY more damage without Xfactor, but less damage with it. Also Orbs needs to be Level 2

Phoenix Wright should have a lower % of finding bad evidence, maybe a couple of frames less on searching for evidence, turnabout should last 2x as long, and press the witness assist should have invincibility up through its first hitting frame when in turnabout, but it should not cause a wall bounce.

Iron Fist’s launcher needs to hit opponents in the air. He also needs Jesus, the Super Soldier serum, and a burst of gamma rays.

You know, thinking back on it, I can probably deal with Vergil being allowed to super cancel Rapid Slash for safety. I mean, I guess if you have the meter, why shouldn’t you be allowed to use it, right? I do think that the startup frame extension to Swords is an interesting idea, allowing you to effectively punish if they decide to just like, do it.

No nerfs or minimal nerfs and buff everyone to Vergil/Zero status. I like the buff everyone mentality.

Fix all loops so hit stun decay works as it should, that’s all.

  • Remove soft knockdown on Zero’s Raikousen and prevent it from crossing up the opponent in the corner. Prevent buster canceling of Shippuga to make it more punishable on block.
  • Increase the number of start-up frames on Vergil’s Spiral Swords.
  • Remove Morrigan’s meter gain during Astral Vision and decrease Soul Fist projectile durability.
  • Change Doctor Doom’s Hidden Missile assist so that the projectiles vanish after he’s hit.
  • Reduce Chun-Li’s Kikoken start-up frames for all versions of the move, increase its projectile durability, and give her Hazanshu so she can actually approach the opponent.
  • Revert the changes to Tron Bonne’s Bandit Boulder.
  • Restore the hard knockdown on Haggar’s Lariat assist.
  • Make Hsien-Ko’s Chireitou hyper usable in the air and increase her mobility.
  • Allow Phoenix’s Healing Field to persist while tagged out and lower her pre-transformation damage scaling.

That’s all I’ve got.

This guys analysis of the game appears to be well thought out. He should at least repost his thoughts from that thread to here.

The concept of buffing everybody else to Vergil/Zero level might be neat.

Perhaps there should be two modes to the game, “normal” mode attempts to balance everybody according to the thoughts of those seeking balance via some community method or the input of top players, the other is “hyper” mode, where everybody is brought up to the level of the top characters, allowing for every character to be capable of feats of a level that would make them competitively viable.

The community can then play test both modes, and decide which mode will be the “standard” for tournaments.