UMvC3 version 2013: The feedback thread

How does TVC not count when that game was obviously the groundwork for MVC3, and the carryover characters ported from that game?

Secondly, I’d argue that he was viable in MVC1 as well. Dat damage on easy combos.

I agree with this though.

CHUN LI

  • Add Crouching Heavy Punch (KARUKYAKURAKU) from SSF4:AE as a Forward Cr.M. Cancel-able Combos/Links.

  • Make cr.L hit low

  • Add st.M from AE/SFxT as forward St.M. Cancel-able Combos/Links

  • Make L.kikoken QCF, change animation to that of AE’s L.kikoken and make it full screen. Keep as a slow moving fireball. Reduce start up and recovering frames.

  • Make M.kikoken QCF, change animation to that of AE’s H.kikoken (hands in front, ass out LOL) and make it full screen. This becomes a very fast fireball. (Think Ryu’s H.hadoken, Phoenix’s M.TK Shot)

  • Make her Kikoanken her standard heavy, close-range fireball burst. Remove the double H tap and simply make it QCF H. Expand the hit box and the animation on the burst upward and outward a bit. Reduce start up frames. A hit on airborne opponents will cause a wall bounce to a soft knockdown. <<<< The wall bounce and soft knockdown will also apply after a crumple on neutral opponents.<<<<<<<<<<<

  • Change EX SBK to QCF.S. Uses ½ bar of meter to prevent spamming.

  • Add triple forward air dash from TVC as her primary air dash. Re-map diagonal air dash as D.forward and D.back (back dash with forward and backward tech roll) and double the length of travel.

  • Boost overall speed (Something between X-factor LvL1 and X-factor LvL2 speed should be her standard movement speed)

  • Hazanshu. QCB + attack. (See SF:AE/SFxT) *Regular version is instant overhead, must block high, causes stagger on neutral opponents(See Hulk’s Thunder Clap)*Make air version dash cancel-able.

EX HazanshuQCB+S EX version OTG’s + high ground bounce, soft knockdown on hit.(See Frank West LVL5 hammer smash) Air version is high double ground bounce into hard knockdown on hit.(See Haggar’s mid air pipe)Uses ½ meter to prevent spam

  • Her lightning legs super should travel further. (See:Emerald Cannon-She Hulk)

  • Her Kikosho should be an OTG super.

  • Make her LvL3 not whiff after contact. Turn into a complete cinematic super from the start to prevent whiff. See Weapon X LvL3. Reduce recovery frames.

  • Add her LvL3 mid air super (Raging Chun-Li (Shichisei Senkukyaku) as a one-frame, LvL1 mid air super. See: Hawkeye.

Add 5 additional color pallets to every characters alternate costume.

Posted that on EH also.

Will update with some ideas for Phoenix / Dark Phoenix next.

I know, but some characters’ heads actually cover up the entire portion of that area, so you can’t tell in some cases. Felicia comes to mind, but I think a few other characters have this too. Plus, it’d just be cooler and more colorful looking if they did the MvC2 health bar assist coloring, y’know?

all i really care is that ouroborous should beat swords on startup and if not in general 3bar>1

All I want in a balance patch is a hidden missiles change. That assist breaks more things/matchups in this game than anything else, and is single handedly going to get otherwise well balanced characters (ie: Morrigan) nerfed by proxy.

let the super meter determine xfactor level (0-2 bars level 1 xfactor, 3-4 bars level 2 xfactor, 5 bars level 3 xfactor) make it drain the super meter at a brisk pace, and as your super meter depletes so does your xfactor time (cannot build meter while in xfactor or meter building is cut to 1/4th of what it normally is) that alone would force more meaningful and well thought out team composition other than Derp/Derp/Vergil, Derp/Derp/Strider ect.

Has this even been properly announced?

umm… iron fist can at least get close to an opponent. Doesn’t matter how good a characters mixup game is if they can’t get in.

They are both bad characters, but hsien-ko takes the cake. She can’t get in, if she’s pulled out for incoming mixups she still won’t kill alone without burning everything you have. Give her good air and ground mobility and she could move up to B or A tier as her mixups can be very tricky, she would be able to zone and evade, could combo off her lvl 1 rising swords hyper (not sure what it’s called) which entails a meter for comboing off throw, she can already repel projectiles. She would be a great character but this is how important mobility is.

Give ironfist some anti-air options and a ground and anti-air command grab, he would catch up to everyone else. He can already plink-dash full screen before doom gets to SJ height and finger lasers the screen, and with that kind of speed he doesn’t really need air options as he can easily mess with opponents controls and then use an assist to lock them down when they land, or use the new command grab to grab outta air.

The hsien ko change is set in stone as a needed buff by the community. The ironfist is my approach to trying to keep him true to his character (pure ground fighter) while making him a viable character. Someone suggested making his dragon fang performable in the air, and i would agree so that he has a little air mobility/threat=factor, maybe give it different ranges like felicias delta kick. Other iron fist buffs could be more viable, as i’ve used him but haven’t worked with him too much.

The only thing I can see Iron Fist needing to become a usable character in this game at a higher level is the addition of better anti-air options, the fixing of his S, and at least one special move in the air that provides some sort of mobility and offensive presence. My thoughts on the matter are pretty much these:

Iron Fist Changes

  • New command normal added: Similar to B + H, but at an upward angle. Very fast anti-air. [DF + H]

  • Hitbox fix so launcher [S] will connect if the opponent is not on the ground.

  • Dragon Fang is now performable in the air [QCB + L, M, or H in air only]. The button pressed alters the amount of screen Iron Fitst covers during the attack.

  • New command normal added: Dive Kick. Falls at a set angle, similar to the angle Akuma’s Dive Kick takes, but is slightly faster. Cannot be combod off of unless it is counter-hit. [D + H in air only]

These are absolutely the only changes I would make to Iron Fist. I think they still capture the essence of his character, that being a fighter much more effective in the air, due to the fact that all of the changes I gave him aim to keep the opponent on the ground, whether it be using Dive Kick pressure, catching air dashes with the Dragon Fang, or anti-airing bad tri dashes. Imo the changes would be just fine, but I can definitely see Dragon Fang not being added.

Some of you have gotten a bit crazy with your buffs. Someone made shield skills even better? Lol

I agree that assists need to be tweeked but some characters assists are fine as is. Only like Nemesis, Deadpool and maybe spiderman need new assists the rest maybe need the current ones tweeked.

No just wishful thinking

Capcom said if the fans make a big deal about it and make suggestions, they’d consider it.

this thread has a lot of people posting

most of them under the influence of bath salts

Yeah it’s pretty much wishful thinking.

All I have to say is thank goodness combofiend is there to help filter out some of the more ridiculous balance requests lol

Out of the “rest” how many have at least one relevant assist? Only about 20, if that. I want everyone to be Doom tier in assists. Would make a lot of teams viable. Plus, it turns everyone into a decent anchor.

Amaterasu:
Decrease recovery of stance change
Cold Star can be performed in air (a great Chrisis suggestion, and will go a long way in not only making Rosary more useful but will improve her anchor game)
Slight damage buff
Increase invinc frames of Bloom assist, and change Solar Flare assist to Power Slash M. I still think she’ll be played with Cold Star 99% of the time, but at least this way her other assists won’t be laughably bad

Trish:
crM OTG capable
Peekaboo unaffected by HSD
Reduce HSD on crH
Slight damage buff
lvl3 hits OTG

Chris:
New move QCF+S: The upward grenade shot from his Grenade Launcher hyper
New move in air 6C: Horizontal pistol shot

Viper:
Reduce the verticle height of eye beam hitbox
Second hit of stS never whiffs if first hit connects

TACs cost one bar and are guaranteed
Remove all known glitches (round trip, tac infinites, etc)

Unlikely changes: New stages (Okami stage!), reanimate Ammy lvl3 to be similar to Strider’s legion but with Brushstroke gods, add alt colors to alt outfits based on already existing alt colors from primary outfits, redrawn character select screen similar to MvC3 one, return to the MvC3 hub, redraw vs screens and victory quote screens, every character gets one new victory pose.

This really sucks, I have a bad feeling capcom is going to listen to all the cry babies and nerf all the fun out of the game. I agree with some points such as doom missiles going away when he is hit. I fucking hate how the pc gamer mentality has crossed over into fg territory, nerfs, patches don’t belong in fighting games.

Why do people insist on nerfing morrigan, there is only one morrigan player and his name is ChrisG ,he pretty much invented her, and scrubs want to nerf it simply because they are butthurt about ChrisG’s game play, instead of appreciating how far he has brought that character.

Nerfing the good chars will NOT make the game better, it will instead make a few scrubs happy who don’t even play the game regularly and the rest of people who enjoy playing the good chars are going to have to suffer because scrubs can’t adapt or pick better chars.

I can only hope capcom doesn’t go overboard and make all the top tiers into shit, it will make a lot of players unhappy.

/end rant

its easy to see who a scrub is and who isn’t with shit like this

morrigan is fine as is honestly. She can’t build meter during AV, so you want her to fight w\o astral vision against the majority of top tiers? Morrigan is balanced because of her extreme strengths and extreme weaknesses. You nerfed her strenght and didn’t boost any of her weaknesses? wtf are people thinking… oh yeaaa, most of the community are bad players hence bad changes. now it makes sense. You can’t just nerf a characters best attributes and think you’re creating balance. All you’re doing is making morrigan weaker and now a new bullshit character will fill its place. Didn’t anyone learn from dark phoenix in vanilla was complained about heavily, now we have vergil who gets complained about heavily. dat balance!!!

if morrigan is so OP, why in the holy fuck isn’t all brackets every tournament full of those morrigans? everyone is trying to nerf chris G rather than actually fix the damn game. in all honesty, she’s fine. She’s not even the best character in the game, why are you nerfing her?

top tiers are supposed to shit on bums, its marvel. Dormamu creates 10-0 matchup against the worst characters in the game but does anyone bitch about spell loops? why this specific bias?

Yeah good points. Morrigan is not top tier, doom/vergil + chrisg make her top tier.

You can’t fix everything and make perfect balance , it’s just not possible in a fighting game let alone marvel. So the better solution is to think of different ways to make lower tiers more viable and bring them up the the level of current top tiers.
People pick top tiers because they have the best tools for any and every situation, you can make the best decisions while also staying safe. They need to give lesser chars tools that allow this. More people will pick them.

Simply nerfing a characters tools doesn’t add any depth, and wont make the game better.