UMvC3 version 2013: The feedback thread

No. Especially considering some of the changes you wrote.

Wait…what the fucking what?!? Ok for starters c.L is NOT a frame trap like people think, you can c.L him back to check him if he spams this. Second, staggered hits are the only way he can open an opponent up without an assist. Last, Cap is mid tier as hell with some serious match up issues, he needs a buffs not nerfs.

Offline where? With who? And on what level of play?

Congrats, being able to do combos doesn’t mean you understand enough about a character to make reasonable change requests. The fact that you don’t understand what Haggar does on a basic level just goes to show that you know less about the entire cast than think.

I stand by me system changes but here’s my more character specific list with a summary to what i posted earlier

System Changes
[list]
[]Player can choose side they appear on from incoming
[
]Fall arc on incoming keeps player flush with corner to prevent dash under cross ups
[]During incoming’s 4 second no assist penalty debuff, they receive throw status in terms of damage and hit stun scaling for the entire combo if hit.
[
]Buff Down TACs meter gain
[]Give Up TAC a unique utility perk to restore mindgame
[
]Remove TAC infinites
[]TAC does no reset damage and hitstun scaling
[
]Rebalance X-factor as a defensive/survival tool to balance the match, not an offensive damage tool
[*]X-factor on block does not cancel block stun
[/list]

Character Changes - Any characters not listed I do not have a fair amount of input on. Some of these characters may need more buffs/nerfs than what is listed

Captain America
[list]
[]Hit on qcb+:atk: keeps opponents in front of Cap better
(to prevent accidental LVL 3 if they fall behind his head)
[
]When qcf+:atk: connects with a projectile, upon return, Cap fully recovers. This will also allow him to throw the shield again if still in the air. OR Shield Slash beats all low-mid projectiles, but loses hitbox on return if this happens.
(This is to give Cap a game versus characters that can run away and invalidate use of Shield Slash as his only tool to get at them)
[*]dpf+:l: has invincibility on 1st active frame, not 2nd.
(To give more use to the only Stars and Stripes version that Cap can cancel into hyper on confirm)
[/list]

Dante
[list]
[]Teleport has slightly longer recovery
(To make it more punishable)
[
]Slightly increase start up on Jam session as an assist or increase recovery
(To make it more punishable)
[/list]

Dr. Strange
[list]
[]Swords :l: does not whiff crouching on final hit
(To give Stange a safe block string)
[
]Slightly decrease recovery on qcf+:atk::atk: on hit
(Make his hyper safe on hit up close in air)
[*]All moves now hitstun scale properly
(Prevent easy TODs)
[/list]

Dormammu
[list]
[]Flame Carpet on hit/block holds opponent in flame as it hits and Flame Carpet hitbox does not move
(To prevent an opponent from falling out of the hitbox and getting reset when standing neutral next to it. This is to make it more of a consistent effect and avoid random hits and fallouts. Nerf/Buff)
[
]Slightly more recovery on teleport
(To make it more punishable)
[/list]

Dr.Doom
[list]
[]Increase damage and hitstun scaling for each use of j.:s: in a combo
(Nerf the damage on common MM, footdive, foot dive combo and require more optimized ones for damage)
[
]Decrease hard knockdown time off of j.:s:
(Slightly decrease the window to confirm on hit)
[]Missiles disappear if Doom is hit
(Prevent abuse on missiles as a self covering projectile)
[
]Beam assist makes Doom stand farther forward
(To make more punishable and to ensure his presence on screen and not firing off camera)
[]Increase distance of ground and air dashes
(Gives Doom a better chance to approach on ground versus zoning and runaway)
[
]Missiles can be dash canceled
(Doom can now cover himself with missiles on approach to get in on keep away and zoners)
[/list]

Hawkeye
[list]
[*]Gimlet -3 frames advantage on hit
(To make safe up close)
[/list]

Morrigan
[list]
[*]No meter gain on Astral Vision
(To prevent looping the process)
[/list]

Phoenix
[list]
[*]Burst into Dark Phoenix puts both characters at 0 advantage, Cannot X-factor before this to combo
(Stops comboing off of being killed)
[/list]

Ryu
[list]
[*]Denjin Mode lasts longer
(Giving it more usefulness)
[/list]

Spencer
[list]
[*]All moves now damage scale properly
(Prevent easy TODs)
[/list]

Strider
[list]
[]Legion hyper no longer random, deals more damage
(Buff damage and make more consistent)
[
]Give vajra slightly longer recovery as an assist
(To make it more punishable)
[/list]

Vergil
[list]
[]Swords cost 2 meter. Can gain meter while active with other moves
(Limit use in combo extensions and require a higher activation cost to avoid neutral game dominance)
[
]Helmbreaker can no longer cancel to :s:
(Avoid spammable frame traps)
[]Reduce hitboxes that reach behind Vergil
(Make hitboxes more reasonable)
[
]Remove Round Trip glitch
[]Reduce speed in X-factor
[
]qcf+:atk::atk: no longer can crossup
[/list]

Wesker
[list]
[*]qcf+:atk::atk: no longer can crossup
[/list]

Zero - (Zero needs to have low damage output since he has a dominating neutral game, so these nerfs are very harsh on his ability to convert and deal massive damage. This is to make his tools about resets and utility, not safe mix ups with overly versatile conversions into TOD)…he may require some buffs to offset some of these, but ideally I see him capping out at 600k combos. He’s a reset/mix up character, he needs to touch 2-3 times to deserve a kill.
[list]
[]Lightning now hitstun Scales
(Remove Lightning Loop to lower damage output)
[
]Buster Shot if used to cancel a special move
(Nerf the use as an easy combo opener that makes everything safe)
[]Lightning loses hitbox if move is canceled
(Nerf the use of lightning > buster as a spammable midscreen poke)
[
]LvL 3 is a projectile
(seriously…this damn thing beats Captain America’s Hyper Charging Star)
[/list]

Man there are some really bad change ideas in here =(. I hope they mostly read viscants posts about it, though I still think Iron man shouldn’t have massive startup on his airdash. Even without the massive startup he would be, at BEST, lower high tier.

I don’t have any suggestions on balance changes - it’s beyond my expertise to suggest anything - other than I’d like them to make She-Hulk more like she was in vanilla MvC3. Since I mostly play offline I’d quite like to be able to do local matches with Heroes and Heralds cards, and a 1v1/2v2 mode (as they did, I think, in the vanilla Shadow Battles DLCs) would be cool too.

Just in case, here’s the link to Viscant’s proposed changes. It’s most likely down for most of you, so here’s an alternate link from Neogaf.

I actually agree with Viscant. Yeah, giving him more air speed would make him overall better, but his playstyle wouldn’t be unique as a result. This is the same reason I disagree with people who think Storm should get more meter-building combos and damage. What a great way to transition to the two characters on which I’m proposing changes.

Iron Man: Turn his air mobility issues into a strength. Up his zoning capabilities. Viscant already touched on the latter a bit with his Smart Bomb proposition, but I want to add more on it.

-Allow his diagonal air dashes to travel further on momentum. Allow his forward and back air dash to travel significantly further on momentum. Shorten the active/recovery frames on his diagonal, front, and back air dashes significantly. Increase their start-up times if they become too abusive. This allows Iron Man to block “during” these air dashes.
-Allow his ground dash to be canceled at any time.
-Make comboing after Repulsor Spread from mid screen possible on most/all characters.

Storm: Make her float a big part of her game plan without being as oppressive as vanilla.

-Add something around 20 frames or more air recovery time on Lightning Attack. This allows Storm to float from around Super Jump height from a normal jump.

Like? Two brains are better then one, lets brain storm… What changes need changes?

If she got good mobility then she would be a character with good mobility and dumb buttons that don’t mesh well together. She’d still be a mess.

Despair, levitation =/= flying. If we wanted to be faithful to the comics Shuma would press st.L and everyone turns to mush. Not to mention giving him an 8 way air dash would not mean much because his air buttons are still incredibly poor.

I’m not touching your list. Most of your suggestions are terrible. Why do you want to make Purification punishable on block from full-screen?

How would it turn into a infinite blockstring?
Currently if he gets in close, he can cancel his normals into a dash-jumpdash-down/forward lightning fast but still can’t do infinite a blockstring.

Or are you thinking about someone using one of those programmable controllers to do stuff no human could do consistently? O_o

Most of my things are in the same realm as viscant, but i don’t think his solutions are all fully complete.

Honestly there isn’t many changes that the game needs badly. Other than general character tweaks these are the things I’d like to see:

Doom:
Hidden Missiles need to disappear when Doom is struck. Good Doom players will easily be able to get around this and keep the player back, BUT it will stop cheap wins by players who aren’t very good and only know how to spam it.

Morrigan:
Nerf her broken assist.

Thor:
General speed boost. It’s hard as hell to use him on point.

Zero:
Get rid of his lightning loop.

Vergil:
At the very least he needs his spiralling swords hyper made less powerful. Maybe they should disable teleport while he uses it.

Strider:
Ourobouros needs to be a lvl hyper, and made weaker to accommodate that.

Arthur:
Needs a dash.

Hulk:
Damage nerf. Hulk deals WAY too much damage.

Wolverine:
Change Swiss Cheese to another button command.

The thing with Iron Man is that he’s actually way better than most people think - it just takes a certain type of player willing to NOT succumb to the whims of bulldogging. As Viscant mentioned; he’s a zoning, poke character that can fly, and can be placed somewhere respectable beneath Morrigan in regards to his ability to control opponents with spacing (Doom Missiles). The problem is that Vanilla Iron Man was so damn visceral and FUN in comparison to Ultimate to the people that are typically attracted to the character.

X Factor:

I can’t believe Viscant didn’t mention nerfing X-Factor. Surely he can’t be happy with it the way it is. Maybe he’s thinking about Dark Phoenix.

Keep all known properties outside the damage boost. Maybe up regen speed by 20%. That’s my suggestion. Every other property is still amenable to comebacks - they just reward genius in gameplay instead of brute force (with damage boost removed). Blockstun cancel, X Factor exclusive combos/block strings/mixups and patience are still rewarded. What won’t be rewarded is a guaranteed dead character in a circumstance where all these compounding elements make it far too simple of a means to open up your opponent. I shouldn’t be considered losing if I have 3 characters, no X-Factor, and anchor Vergil manages to hit the ground.

Incoming:

I think a good way help balance incoming is to have characters Dash in (a la MvC1) instead of Jump in. Being able to go beneath the character adds too many layers to the mixup.

I REALLY wish more people would get behind lowering the game’s average damage.

Nerf the shit out of all the top tiers, and even some of the mid tiers.That’ll certainly make the game more interesting.

Viscant’s post is amazing. I’m in love. I don’t full agree with his views on Frank West, as I believe that, if there is, in fact an issue with the character, it’s not how easy or hard it is to get to level5, but rather the perks he gets for reaching that level.

that +

@ifbpwnstar “Fall arc on incoming keeps player flush with corner to prevent dash under cross ups”

@SynikaL "Keep all known properties outside the damage boost. Maybe up regen speed by 20%. That’s my suggestion. Every other property is still amenable to comebacks - they just reward genius in gameplay instead of brute force (with damage boost removed). Blockstun cancel, X Factor exclusive combos/block strings/mixups and patience are still rewarded. "

And I would be so happy with and update to this game.

-Stinger canceling into specials is ability he currently if you bold cancel…
-Seismo canceling into itself is done by jumping before seismo’ing again within 3 frames.
-Canceling dashes into dashes is possible by plinking or tapping down between dashes.
I want dashes to cancel into dashes.
-Magneto’s Hyper Gravitation L loop is possible by super jumping and dashing down while plinking H.
I want Hyper Gravitation to capture longer.
-Jill currently needs to Down, Down+S cancel almost EVERYTHING to make her playable.
I want her moves to lose all recovery and automatically Feral Stance on hit and block.
-She-hulk Runner’s Start combos are the same, I want her Down+Down+S to be Down+S or S+Atk.

It’s currently all a unnecessary execution wall.
My changes make them all far easier to play.

Capcom made Dante easier to play by making Dante’s The Hammer now performable by pushing L during Killer Bee…
It used to be Down to forward+L twice really fast.

Capcom want’s the game to be easier for new players to get into…
I’m just letting them know other ways they can do it.

I can play all these Characters and do there combos consistently after 2 years of practice.
But everyone I teach to play this game ends up sticking with Wolverine, Taskmaster and Wesker.

I want to see some new Jill, Vipers and She-hulk players.

As for my buffs to X-23… Moving up the Tier list?
Read my changes as a whole…
I buff some and nerf others to make the game more balanced.
EVERYONE would in a similar Tier and maintain ALL they’re current combos.

How exactly? Doom is super vulnerable when calling the assist, and in the neutral he gets hit by stray attacks all of the time.

Harmonizer is broken? Or Shadow Blade? Neither really scream “broken” to me.

Uh, why? Everyone else can kill in a touch, so why can’t he? Zero has problems but LL is not one of them.

How the hell do you do too much damage in this game?

So that people can go back to mashing L? Nah.

Why are you quoting me? I didn’t disagree with you. I think Shuma zipping along the screen like Magneto is way out of character and contrary to his past playstyle as well. I was just showing everyone what the GAF guys were doing. To be fair, though, they did change his changes in the end.

I still think Shuma can be fixed in a more interesting way than by giving him a rolling Wolverine dive kick, but if that’s what it takes to make him better on point…

I goofed up on cropping the quotes.

-There are plenty of keep away characters on here, and besides if you want to spam Doom’s assist then there shouldn’t be such a low risk attached to it. It’s a powerful assist and he SHOULD be open to getting attacked should he keep using it. A high reward and low risk assist shouldn’t exist.

-I never said Harmonizer or Shadow Blade were broken. “Assist” isn’t plural.

-Zero’s lightning loop just makes the match completely boring, at least some of the other characters don’t require doing the exact same thing over and over for their one hit kills. Infinite combos shouldn’t even be a thing anyway.

-Hulk’s damage is way too high, he can easily take out a character with a small, easy combo. Plus with his armour, and fairly good speed he’s a ridiculously powerful character. Just compare his capabilities to Thor, when in theory they should be fairly equally matched.

-Yeah that would suck, but not as much as not being able to use the character because of the slight lag in online matches.