UMvC3 version 2013: The feedback thread

Wolverine changes:

  1. Either be able to build meter or do 10% more damage in Berserker charge
  2. Make divekick have more recovery on whiff.
    3.Give his standing H and Berserker Slash low durability against projectiles. (similar to Vergils H attacks)

yeah, increasing the number of maximum meters is an idea i agree with. i was thinking 8 should suffice, introduce more characters with lvl2’s, lvl3’s, lvl4’s, lvl5’s, and so on, while redesigning the role of xfactor in the game. unfortunately, i’d wager something like that would require a COMPLETE overhaul and capcom probably wouldn’t be willing to redesign the entire game just for an update. perhaps a brand new mvc would be better for that type of change.

JSoledout’s List of “How to make Marvel Not a terrible game”

System Changes

-Throws need to be two or three buttons, gets rid of stupid Mashing H OSes.
-Throw recovery, change it.
-TAC’s need to be rebalanced. Should cost one meter, gauranteed (unbreakable), no more infinites.
-Hitspheres switched to hitboxes.
-Xfactor is only level 2, you have to choose on what you want it do, speed or damage

CHARACTER CHANGES

Zero
-Change scaling and hitstun of Raikozen.
-Buster takes longer to charge, can still be charged pre-match.
-Raikozen doesn’t cross up.
-Damage decrease
-Hitstun decrease on all normals.

Morrigan
-Can’t gain meter while in AV.

Doom
-Footdive unsafe on block; cannot be air-dash canceled
-Missiles disappear if he’s hit.

Vergil
-SS cost two meters, switched with blistering swords/Summoned swords.
-All normals a few frames slower.
-Normals hitbox is MUCH smaller, no longer have a huge range behind him.

Nemesis
-Self OTG is much less awful.
-Level 3 has invincibility, starts up Much faster
-BioHazard rush has much less start up frames, more armor and is easier to combo into and maintain that combo.
-Bioweapon assault doesn’t cause oponents to drop out anymore, has armor on last hit.
-Larger damage output

Firebrand
Fine as is.

Strider
-Vajra is slightly more vulnerable as an assit.
-Increased hitstun on Tiger Formation and eagle formation
-LEGION ISN’T RANDOM ANYMORE. SPECIFIC ONE FORMATION OF ANIMALS.
-Legion gets a damage buff
-Slight adjustment on hitscaling

Phoenix Wright
-All evidence has a specific (and strong) use.

  • Maya’s shield stays out longer, absorbs more damage. Useable in Investigation and trial mode.
    -Normals have much shorter recovery.

Chris
-Gets an upward angled projectile.

Arthur
-a damn dash. A GOOD ONE.
-Normals are less awful, replaced L, cr.L with sword normals.
-Golden Armor doesn’t “Break” but wears off and reverts him to underpants Arthur
-Underpants Arthur is much faster, can chain 2 different projectiles and specials together (i.e two daggers and one lance or Heavenly slash then cancel into Daggers)
-Regular Armor Arthur’s Shield deflect is a MUCH better projectile counter, lasts longer and reflects projectiles 2x their strength.
-Regular Armor Arthur’s Shield Normal has better startup, range and hitstun. Causes dizzy affect if counters opponent 3 times.
-Regular Armor Arthur gets a SHIELD hyper which has startup invincibility, and reflects hypers/projectiles at 1.3X their strength, takes up a LARGE Y portion of the screen, and allows arthur to still attack. Lasts 4 seconds, dissapears when arthur is switched out/armored up and opponents cannot pass it. (I.e glorified MODOK’s shield)

Frank
-Gains barrel roll at level 1.
-Level two grants better range to that barrel roll

Wesker
Fine as is

Ryu
-Denjin Mode lasts longer.
-Denjin mode no longer causes Ryu to lose life
-Ryu’s Shinku Hadoken OTG’s and is aimable in Denjin Mode.

Dante
Fine as is

Tron
-J.H reversed to Vanilla standards.
-Lunch Rush Hyper x-factor cancel-able on whiff
-Beacon Bomb is mote durable.

Spencer

  • looses 80k
    -Hitstun/Hitscaling increase on Grapples

I don’t want to go on.

I’ll just try to cover some stuff for the characters I play and maybe some of the characters that are considered a problem.

Tron Bonne: Oddly enough, I kind of like how she is now, though there are a couple things that I would request. I don’t think she needs her invincible assist back, as she’s best on point. Gustaff Fire has invincibility as a Crossover Counter, but despite getting the buff where it can be special cancelled, the crossover counter version does not have this property. It can still be jump cancelled, but TK Drills are a little tricky. :confused: The other thing I thought about would be reducing the knockback on her jump H, somewhat like her vanilla version. The only really thing you can do off a crossup jump H is H Drill, which will scale the combo quite a bit, and you can’t get this on some of the smaller characters since you’ll land before the drill can come out. Being able to X-Factor cancel Lunchtime Hyper on whiff or block would be nice too.

Hsien-Ko: Just her speed overall. She’s so fast in Darkstalkers, running in the air and her ground teleport/dash was pretty quick. In this version, it’s like she’s taking a stroll through all the chaos that comes in this game. I don’t feel like she needs a damage boost as she does have her her multi-hit H moves, but OTG crouch H sounds interesting similar to Wolverine’s df H. Being able to cancel her pendulum would be nice to help her approach and have some way to make it a little safe when she’s at the bottom of the swing. I liked the suggestion of having an indicator of what her next item would be, similar to Platinum in Blazblue and Teddie in Persona. To make the different items unique, maybe giving those items unique properties similar to Teddie would be nice. She does have a barrel too, so it would be nice to have it roll and keep an opponent in blockstun until it rolls off the screen. Maybe the snowman can stay on the screen and can create a slight freeze state if the opponent runs into it? There can be some interesting stuff there. I wanted to say have her Rimoukan hyper last longer, but that might be pushing it. It’s about 5 seconds now, so I would have said double that. :confused:

Taskmaster: I kind of like Taskmaster how he is right now. :confused: He’s good, but not like super cheap. I guess his counters are fine, though maybe adding a little damage might be alright seeing as I don’t see them used much.

Vergil: One thing in particular would be to make it so he can’t cancel his Helm Breaker into S on hit or block or whatever. Maybe slow down the speed a little of the descent, but still be quicker than Dante’s. Fix those funky hitboxes. o.o I suppose lower damage too?

Phoenix Wright: Lythero made an interesting point in that you can still get to Turnabout mode even if you don’t have all good evidence, but of course the effectiveness and maybe even the longevity of Turnabout Mode would be reduced depending on how much bad evidence you have. Also, his level 3 would only be available with three good pieces of course. While there is the discovery of plinking Maya to gather evidence quicker, maybe reducing the animation of PW’s surprise during the M-Maya?! specials would be nice for those who haven’t completely gotten that down yet. An odd idea came to mind since PW has his Missile assist but no actual move like that. It probably won’t happen, but I thought a move to summon Missile to follow PW around (similar to Strider’s QCB S) and have some different commands with Missile out would be interesting to have in Investigation mode. He doesn’t have a QCB command in that mode anyway.

Spencer: 80k. :confused: I don’t particularly mind it much, but that would be the only thing I guess, but still have the damage be somewhat significant. Perhaps adjust the hitbox of Bionic Arm too so it doesn’t hit like a bit above his body? Always seemed a little silly.

She-Hulk: Return her slide range on c.H and I suppose make her c.L rapid fire again?

Morrigan: Either remove the meter gain in Astral Vision or only give meter gain for Morrigan herself and not the clone. Maybe increase the recovery of Astral Vision as well.

Iron Fist: Give him a proper launcher. :confused: Iron Fist is a really fun character to watch when he’s on a roll. It kinda sucks to see how difficult it is to convert off an air-to-air. Maybe increase the longevity of his Chi specials.

Sentinel: Give him a health boost. :confused: 1 million seems reasonable to me, and he’s such a big target so it shouldn’t be that big of a deal.

Might add more later, but it’s all I could think of for now. :confused:

^ Da heck? Good luck to those reading that. I had separated everything properly…

Should Morrigan be able to keep Astral Vision when she tags out, in exchange for not being able to build meter in it (aside from soul drain)? If you compare AV to other installs that don’t build meter, you will notice that AV disappears on tag/snapback and that it’s extremely hard to activate AV mid combo. Plus, she doesn’t gain that much meter from blocked fireballs and many people have said Morrigan is OK without missiles. If Doom hidden missiles get nerfed, then leave Morrigan alone I say.

If she can keep AV as an assist, you can get mirrored soul fists/shadow blade as an assist. Harmonizer meter gain will be doubled (okay, I was kidding about that one).

I think it should be a mostly balance from the bottom approach with a few exceptions I will note after my thoughts on the lowtiers.

System changes:

  • 4-5 Frame throws instead of 1 frame.
  • Throw tech pushes characters further apart
  • TAC reverted to beta style (if you guessed right immediately started a combo on the opponent)
    – Retain TAC infinites (why not?)
  • Decreased xf 2 and 3 damage. Or rather increase the damage scaling during those xf’s.

Ironfist

  • s.m, s.h both have armor
  • c.m is a low
  • S low invincible
  • Increased hit stun on s.m, s.h, f+h
  • rekka better advantage on block
  • Low rekka (qcb l) faster start up (to catch people jumping out of strings)
  • Overhead rekka causes large ground bounce
  • frame advantage (+1) on S rekkas (safe option) (the 3rd only rekkas)
  • S rekkas possible stand alone
  • longer powerup time and slightly decreased recovery (you can parry a single attack and then what? eat the next one lol)

Hsien-ko

  • Movement speed buff
  • Air dash speed buff
  • Increased damage across board

Chun-li

  • Increased damage (she could be a better character if you didn’t have to work so damn hard lol)

Ironman

  • Buff ground and air dash. I understand people don’t want him to play like another magneto but no one wants him to play how he does now either (sluggish)
  • Movement buff so he isn’t so stiff

Thor

  • decreased start up on all normals, standing crouching and jumping
  • Faster charge for armored mighty strike
  • Faster start up for all mighty sparks
  • Positive on grounded mighty strike when instantly released (a way for him to continue pressure but not have people stuck in block)
  • Slightly faster forward dash (give him a bit more speed to try for mighty hurricane)
  • Taunt recover nigh instant (allow him to make himself safe with mighty speech cancelling) but build meter much slower as a result.

Nemesis

  • Decreased start up for all normals and faster armor activation on his hard attacks.
  • Too many buffs and he probably gets oppressive lmao
  • Mid hitting rocket (LMAO)
  • Decreased scaling on his supers.

Ryu

  • Hop kick added ala XVS. Good all purpose tool, allow for linking after it, amazing if it otg’ed lol

Arthur

  • Decreased start up on all projectiles
    – Mvc3 needs a better variance of play styles zoning is way under represented besides morrigan who excels at everything really.

Ghost Rider

  • Chipping h and s attacks, jumping or standing
  • Improved combo ability (combos post hellspire solo? something), maybe cancellable hellspire

I would mention more characters but I don’ know enough about them.

Changes people will question for sure lol:

Sent
I would love nothing more than to see sent play much more like his mvc2 self.

  • Better control during fly, snappier is the only word I can think of, it is sluggish at best now.
  • Faster activating into fly and from it.
  • Faster air normals to allow for offense with fly / unfly normals
  • Keep everything else the same (life, armor, whatevs)

Dante

  • Decreased knockback for all moves.
  • Adjusted hit stun time and float heights for all moves.
  • Decreased minimum damage scaling on normal and special attacks.
  • Decreased cancel time during startup of Bold Move.
  • Commands that were performed through repetitve joystick motions can now be done with a single additional button press.
  • Return Vanilla Hammer.
  • Increased damage of Volcano-Beehive.
  • During Devil Trigger, Dante can now triple jump and double air dash.

There now Dante is fun again :wink:

Top Tier Changes (As few nerfs as possible to retain playstyle)

Zero:

  • Increase damage scaling for lightning

Morrigan:

  • Change shell kick hitbox so it is approachable / hittable from the underbelly.
  • Illusion time slightly decreased (20 - 25%).
  • Fireballs scale when comboed into each other.

Vergil:

  • Remove round trip glitch
  • Remove d/f+h, super jump m link while in XF2 / 3
  • Nerf behind vergil head hitboxes when using normals so that he can not indiscriminately throw normals under people and get silly mix ups.
  • Belt costs 1.5 or 2 meters
  • Helmet breaker negative 1 or 2 (not punishable from properly spaced but less likely to jump back and try it again if blocked)

Doom:

  • Decreased otg time when hit with j.s
  • Hit box change so that j.s is hitting appropriate with what his model looks like (not hitting above him which it does sometimes lmao)

Here’s some suggestions and balance changes I’ve thought of over the past year or so:

System

  • X Factor is the same level regardless of characters left. No more ridiculous XF2-3 comebacks. Length last longer with less characters left still. Just no more damage + speed for less characters.
  • Add a burst, either X factor burst which lets you burst by using your x factor guage and provides a shorter duration XF boost or meter burst like in TVC. Just make them baitable and punishable ALA guilty gear and make it so you cannot combo off of them.
  • Blockstun carries over from air to ground when landing to prevent people from mashing out as soon as they hit the ground.
  • Minimum air height on air throws. People shouldn’t be able to air throw a pixel off the ground.
  • Throws require an input instead of being an option select with H to prevent people from option selecting everything. IE: L+S or something is throw.
  • Possibly let the player choose what side / height they come in on to prevent the game from just being 100%'s into entry mixups.
  • Remove TAC infinites / TAC mechanic in general or change the mechanic.

Character Specific

Vergil:

  • Spiral Swords is either one of the follow ups (make the shootable swords the level one) or make it a level 2 / 3 with free follow ups.
  • Spiral Swords has more startup to hit Vergil out of it to prevent him from just activating it and winning neutral for free. You can hit Strider out of Oroboros easily and it’s a level 3.
  • Helm breaker slower / less safe on block / cannot be canceled with S.
  • Rapid Slash cannot be super canceled on block.

Zero:

  • L Lightning not super cancelable on landing recovery to prevent lightning loop.
  • Buster not positive on block.

Morrigan:

  • Increase hurtbox / decrease hitbox on shell kick.
  • Astral vision fireballs go away when Morrigan is hit.
  • No meter gain during astral vision. Astral vision has shorter duration.
  • Increase the size of her crouching hitbox.

Dante:

  • Add some utility to his special moves.
  • Bring back invincibility to hammer to help against in close pressure. Increase landing recovery / punishability to balance.
  • Decrease damage scaling.
  • Make follow ups to his special moves easier on whiff IE: Reverb shock into fireworks.
  • Add comboability after his throws.
  • Make the gunshot follow ups to H stand alone moves.

Strider:

  • Launcher now reaches when used at the max range of his normals. Possibly make his launcher move him forward to max st.H length?
  • Make oroboros projectiles super durability so they don’t lose to things like astral vision.
  • Increase damage.
  • Possibly make ragnarok a reduced damage level 1 to help with damage output since he already has a level 3 with oroboros.
  • Animal summons quicker / more durability. Make them not lose to physical attacks.
  • Reduce M excalibur recovery so it can be comboed off of when air to aired.
  • Make his slide (df+H) cancelable into the orb release.
  • Tracking on Vajra better.

Dormammu:

  • Make his normals not whiff on most crouching characters.
  • Retain air options after air dark spell / dark hole.
  • Pillar assist tracks opponent location.

Doctor Doom:

  • Hidden Missiles go away when doom is hit.
  • Less knockdown time on S (footdive).
  • Hold a button during finger laser super to focus the lasers into a beam to add more use for the move.

Ammy:

  • Make sword / whip stance more useful.

Arthur:

  • Give him a dash.
  • Gold armor goes away when arthur is hit instead of timer, or make it so its a soft knockdown when it breaks instead of a hard one.

Hsien Ko:

  • Give her a dash / increase the speed of her air dash to retain her darkstalkers playstyle.
  • Give her an OTG outside of supers.
  • Allow her to cancel pendulum at any point in the move ala darkstalkers.

Uncanny MvC3, New Age of ASSISTS

Spoiler

Strange-Fine
GR-Replace one of his OTG assists with his Judgement Strike. Why does anyone need TWO OTGS?
Hawkeye-Use the H version of Ragtime Shot on assist
Iron Fist-Replace crumple assist with his armored shoulder move. Give him SOMETHING in place of his overhead assist; it’s ass.
Nova-Fine? The idea of a Javelin assist scares the fuck out of me. That would make Vajra seem fair.
RR-Maybe replace trap assist with cr.H? Would seem more useful.
Cap-Shield Slash L assist, Invincibility on Uppercut on both point and assist (Will refer to this in later notes as FIX UPPERCUT)
Deadpool-Use L or M guns on assist; H guns is unique, but kind of pointless imo
Doom-Fine. The fact that people put him anchor for the assist is what EVERY character should be worthy of
Dorm-Replace Purification with Flame Carpet; Stalking Flare instead of Dark Hole would be hype as fuck
Hulk-Make Gamma Wave assist the H version
Iron Man-Fine
Magneto-MAYBE replace Hyper Grav with one of his magnetism moves? Give counter invincible start-up?
MODOK-MAYBE replace bomb with Cube L assist
Phoenix-Make a meter charge assist similar to what Frank and Ammy currently have. She would have the slowest version, but her teams don’t care
Sentinel-Make H/cr.H an assist over Drones H
She-Hulk-UPPERCUT FIX, make Clothesline have more armor and armor frames
Spider-Man-Maybe a Spidey player could chime in here? His mobility his his strong suit, but I see nothing worthy of an assist, UPPERCUT FIX
Storm-Hail Storm assist sounds fun.
Skrull-Replace Orbital Grudge with either Rolling Hook or Elastic Slam, depending if throw assists are feasible
Task-Fine
Thor-Replace Mighty Strike M with L version OR Mighty Speech. You have to cover him the whole time.
Wolverine-UPPERCUT FIX, Berserker Barrage H, and Swiss Cheese assists
X-23-UPPERCUT FIX, Make neck Slice useful
Shuma-Mystic Stare H that sticks like on point; Replace Smash with st.H, meter Charge, or even Chaos Dimension as an unblockable assist

Firebrand-Make Demon Missile H unblockable version, change Missile M to Bon Voyage
Frank-Speed up meter assist, replace Tools with Giant Swing or, if it doesn’t make him broken, Snapshot
Nemesis-Armor all the things, Replace punch with L version, Deadly Reach, or Tentacle Slam M. If Rocket is made better vs ground, use it.
Wright-(Aside from the obvious) replace Paperwork and Missile with Objection, Order in the Court, Maya Shield, or improved Missile assist overall
Strider-Now has Gram L, Leigon L, and Vajra
Vergil-UPPERCUT FIX, Replace Judgement Cut with Lunar Phase
Akuma-Keep Tatsu, replace fireball with uppercut, replace dive kick with meter charge OR a taunt that damages red health if it is not stopped
Ammy-Speed up meter assist, replace fireworks with Veil or Power Slash
Arthur-Assists are now fixed uppercut, lances, and crossbow
Chris-Replace punch with Magnum or fire grenade
Chun-Replace fireball with Spinning Bird Kick (maybe EX version somehow?)
Viper-Assists are now Burn Kick, [Laser/Focus/M Knuckle], and [EX Seismo/Seismo L]
Dante-HE’S FINE DAMMIT
Felicia-Replace Cat Spike with delta kick or EX Charge
Haggar-Vanilla invincibility on Lariat, make Pipe a true copy of the point version, replace Violent Axe M with L or Hoodlum Launcher M
Hsien-Ko-Replace Anki Hou with st.H or f.H
Morrigan-UPPERCUT FIX, fireball is now the soul drain, meter assist slowed slightly
Ryu-UPPERCUT FIX, have one of his S fireballs as an assist instead of Hadoken
Spencer-Grapples pull opponent in a bit on block, replace Armor Piercer with his overhead
Trish-Buff trap assists, replace Voltage with Round Harvest or Round Trip
Tron-Gustaff Fire replaced with st.H, replace Bonne Strike with Servbot Launcher or Beacon Bomb
Joe-UPPERCUT FIX, Improve frames or durability on Voomerang assist (maybe charged version?)
Wesker-Replace Jaguar Kick with Tiger Uppercut L or H
Zero-Replace Shippuga with any buster, UPPERCUT FIX
Jill-UPPERCUT FIX, Cartwheel is an overhead (add on point too), Vanilla Arrow Kick

There you have it: A way to make everyone a decent anchor that isn’t X-Factor AND make everyone unique as well as better. Plus, you get 14 invincible assists, release Wright assist is back, and two armored assists. I feel this kind of thing should be as big of a priority as TAC fixes.

What about Justin Wong’s analyses on the entire cast? The UmvC3 tier list, that would be a good starting point to figuring out what changes to make.

http://www.eventhubs.com/columns/2013/may/15/step-your-game-chapter-14-ultimate-marvel-vs-capcom-3-tier-list-part-1/

For example, Hsien-Ko is considered the weakest, being the only one in D rank, with the reason for her lower tierness being her poor mobility which allows others to run away from her while she is unable to do anything.

A good way to bring Hsien-Ko up would to either be increase her mobility or increase her zoning abilities, but not both at the same time if the changes are extreme. For example, giving her her maximized specials from Super Gem Fighter would do something for her zoning with the ability to throw three random items at the same time or creating three gong waves at the same time from a single gong input. At least this way, she could force the opponent to come closer if her zoning is good enough to catch them on the run. {Maybe make item throw chargeable so that up to five items can be thrown at once.}

Basically, just analyze that tier list and bring everybody from the lower tiers up to what is considered A and S class.

Of course, a good solution would be to make two modes for the game so people can decide which balancing method they like best.

Jwong tier list is trash. Only the top 5 makes sense.

as far as system changes go: i haven’t thought too much on that, but i like the idea of nerfing xfator dmg boost by a small amount, so that xf3 doesn’t equal death in 10 hits.

ammy:
Sword stance is good enough to me, just give charged forward Heavy a reason to be used.
bead stance: have ground M chain into ground H or have ground H special cancel.

felicia:
Make her Heavy catspike forced groundbounced instead of deltakick as others may have suggested or anything that makes it usable outside of a possible combo extension and the occasional anti-air.
fix her air delta kick so that she can complete a combo on 2 opponents without one dropping out.
fix her sandsplash assist from crossing up the opponent and losing an otg opportunity.
increase horizontal hitbox of rolling buckleruppercut.
as far as I know, felicia has the only level 3 hyper that cannot be x-factored out of. if she does get that option, negate the level 3 hyper from happening i think it would be kind of nutty if she could mix you up while having that level 3 cat flying at you still.
let her rolling buckler crossover counter combo after hit, but you can’t pull off a full combo.
wishful thinking - give felicia her sandsplash hyper from MvC2

A lot of people who say Hsien-Ko is indisputably the worst is regurgitating an exaggeration. Hsien-Ko’s issue is low damage and she has to work and burn resources to go nuts. The only things Iron Fist has over Hsien-Ko are damage and a wave dash. Aside from that , he’s truly bad at everything.

To fix Iron Fist, give him decent air-to-air options and a dive kick,

Also for ammy:
in sword stance, make the charged version of thunder edge travel further, possibly making the medium and heavy version decent as anti-air attacks.

I’ve read a lot of ideas about adding a “No XFactor Mode” and I personally think that idea is really stupid. Capcom, please don’t do something like that. Either keep XFactor in, or take it out (My guess is that you’ll keep it in).

General gameplay changes:

  • ASSIST MOVES CAN NO LONGER GO OFFSCREEN (I would like to be able to reasonably use Double Typhoon assist in the corner, dammit).
  • Removal of XFactor or greatly reduce the damage and duration.
  • Removal of TAC infinites.
  • Everything about air throwing needs to be re-examined.

Captain America:

  • Slightly increase stun on Medium and Heavy versions of Shield Slash.

Morrigan:

  • Players do not gain meter while using Astral Vision.

Super Skrull:

  • Decrease recovery time on Skrull Torch.

Thor:

  • Faster Mighty Thunder startup.
  • Uncharged grounded Mighty Smashes safe on block.

Vergil:

  • Remove Round Trip glitch.
  • Can no longer cancel Helm Breaker into S and shouldn’t be able to cross up.
  • Cannot cancel Rapid Slash into a super on block.

Wolverine:

  • Increase recovery on divekick.

Zero:

  • Longer charge time for Buster.
  • Re-examination of overall damage and scaling.

Hire Mike Z.

Yes I’m serious.

Beyond that, some tuning to lower a few of the higher execution barriers would be nice.

Does anyone know how we would be able to get into contact with Capcom to show our support for a Marvel 3 patch? Things like direct contact through e-mails, or perhaps through social networking like FB, Twitter, etc.? I mean we’re discussing things here but who knows whether or not any of our ideas and support are getting to the bigwigs up top… We need to make sure our voices are heard by Capcom, any ideas?
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Redirected from the other changes thread:

I forgot to mention how Amaterasu’s Head Charge L and M versions are probably some of the most useless moves in the entire game. They need to do something about it, I don’t know, maybe give one of them a wall bounce of something or make them travel a longer distance. I also read a suggestion about someone saying that her charged glaive should move a longer distance and I agree with that, but the main problem with glaive is that the hitbox does not match the sword.

She needs that the sword is covered with hitboxes.

Devout Beads is just terrible.

Edit; Fix the PS3 version! EVO is a PS3 tournament, do something about it.

JohnNumbers, the assists already color the part of the health bar with the character’s face, where the assist button shows.

yea as far as being attack based, L and M headcharge is useless. it is good for aerial movement and staying airborne. despite her speed boost from xfactor, theyre both still useless as far as combos go.

bead stance: L and M iceshots are relatively good, but I see no reason for the H version. maybe make it so she stays airborne after a certain amount of shots and can airdash after, or anything that gives it some more usage. i say a certain number, because i feel doing all 8 shots and being able to get away, would just be a get out of jail opportunity. basically, you wouldn’t mash on the button getting your shots out, if you needed 4 to remain airborne.