UMvC3 version 2013: The feedback thread

Ghost Rider Changes:
-He can follow up his j.H with another Heavy attack while in air, which will slam the opponent into the ground, causing a ground bounce. (he would be a threat to jump against, since if he follows you up with chain slam and cause a ground bounce, he could continue combo with HH->Wallbounce bla bla.)

-Turn his QCB H (Conviction Slam) into a command grab. (since he is too slow, this he would use to open people up. It is already unfollowable, unless with motorcycle super)

-Make his motor super more like bionic arm, faster start up, and more invincible frames.(this super primary role now is combo ender. But he already has once super that serves that purpose. This change would make him a threat to those that are keeping him away.)

-Increased range and speed on his QCF Hellfires. (Atm, they are too slow, and they have no purpose, apart from light one, which OTG’s.)

-New Move: Hellfire Shotgun: QCF-S (All of his QCF Hellfire moves can be canceled into this). Basically, this move is a medium durability fireball, with slow to medium startup, which causes wallbounce on hit. (purpose of this move is combo extension, and aswell as to make his QCF Hellfires usefull, since he can follow them up with this move for a wallbounce)

Thoughts? :slight_smile:

Zoning against a on point Wright with two assists. Okay, let’s zone…
I pick wesker. I jump and spam Super jump height gun shot teleport back.
You can a assist like doctor doom or dante Jam Session and call Maya shield.
You hide in her shield and cancel your evidence search lightning fast and get 2 good and one bad evidence and you throw it.
I’m like… Oh crap! I gotta stop him… I rush you down while she runs off the screen…
You land a air grab land and search and call a assist again.
You get good evidence then go into Grab+OTG assist+Bridge to the Turnabout/Switch out TAC into Wright/ THC with Wright/ Combo into Steel Samurai Maya Smelting! /Hit a Assist with Bridge to the turnabout.

Wright currently is easier to power-up then Phoenix.
All you Wright players need to stop only looking at the pre-turnabout Wright as needing tools.
Turnabout Wright with assists is a nightmare.
His jumping H is the same as Haggars pipe(Which is also broken)…
I respect you have to work for it… But that evidence canceling speed with Maya Shield plus assists makes it way to easy.
Phoenix currently isn’t a bad character… Just under played.
Have trouble against Vergil and Wolverine?
Try Crouching and mashing L while spamming assists then calling maya shield then speed cancel your evidence searches.
The buff he needs is maybe max red health recovery from meat but he loses the ability to throw good evidence to prevent potential meat search spam.

Turnabout Wright’s j.H is broken? Haggar’s pipe is broken? Explain both, because neither is true.

Phoenix Wright is a bad character. Simple as that.

Don’t feed the troll/scrub.

EDIT: 1 Day Ago. 1 Day Ago.

http://www.brokentier.com/blogs/news/8346848-proposed-umvc3-changes-by-viscant

don’t know if anybody has actually seen this what do you guys think

We already looked at that list. Viscant makes many good points on problems, but i feel his solutions are a bit weak.

Viscant is addressing the main problems of Vergil without addressing the fact that with the proposed nerfs, he is still an apathetic and straightforward character without much nuance. He was dynamic in Devil May Cry 3 but that was largely because he could operate within a three-dimensional realm. In this game a player can pick him up and be effective with the basics because he mostly relies on basics to be successful. Unlike Morrigan or Magneto you don’t need to be a Vergil main to tear through people with XF3 or rinse and repeat left-right beam mixups unless you snag a hit.

Why does Wolverine, Trish, Akuma, Doom and all the fast air dash attack characters have ungrabbable dives but shuma can’t? He already isn’t the way he was in MVC2…no one is. His Mystic smash currently lets him be grabbed in the air and on the ground during it’s recovery plus he can be punched out of it. It’s a offensive move that screams… Kill me cause I’m only good when I’m a assist or cause you suck super bad.

As for what they said…
His Air dash is already godlike with air M.
Ground Dash is already super fast and his back dash is unbelievably fast(Talking plink dashing.)
The hit box increase is to prevent grabbing it which is good… the start-up change is random and seems like they want it unreactable.
j.S cancelability sounds like they have trouble using Mystic Ray after which is odd like they wanna ignore the mystic stare explosion OTG.
Mystic stare recovery and charge change makes the long range Mystic Stare no longer punishable and spamable.
Mystic Ray recovery and charge change is makes the already difficult to deal with spamable most of the screen beam impossible to deal without Phoenix or Doctor Strange’s teleport.
Chaos Dimension turn’s into a easier to combo X-23 Silent Killing.
Shuma combo’s deal more then Wolverines tornado claw loop so the scaling change is showing they’re membership email requirements makes
they’re community very limited in thinking.
J.M hit is already zero’s Air H range and they want it Hagger pipe range!? O_o

Haggar’s pipe isn’t broken. It’s simply the most useful tool he has.

For Chris Redfield - He really doesn’t need much in my opinion.

A single air pistol shot that is horizontal, or as Viscant said, make his shotgun horizontal. (I understand this fundamental weakness of the character, but it never hurts to ask.)
Make his landmine last 0.25 to 0.50 seconds longer. (Any longer and it becomes a little too good.)
When Chris uses his pistol normals in the air, he should be able to block afterwards. (I’m still trying to figure out why he can’t, especially when he’s capable of blocking after a shotgun/machine gun/magnum in the air.)

Anyways, I don’t think those are too unreasonable.

Vergil Changes:

-Make High Time be affected by hitstun decay:
Doing so would not only take away his unnecessary relaunches in XF, but it also doesn’t allow you to end any combo into a hard knockdown and get a full super off of it. It also will make the Vergil player more aware of hitstun decay in their combos rather than end anything into helm breaker, high time, XF.

-Make Helm Breaker -1 and non-teleport cancel-able:
Watching an opponent do a helm breaker+assist shouldn’t turn into a mix-up. Helm breaker should remain as a defensive option, and if the game does end up making downback+H not option select as an air throw, Helm Breaker would be nerfed in that sense as well, since mashing Helm breaker will not tech any air grab attempts.

-Make it so if Vergil blocks a move or projectile while Spiral Swords is active, the Swords disappear:
This is one way of making Spiral Swords not become an instant neutral-win momentum changer, in that if Vergil just activates Spiral Swords randomly without covering himself, most of the cast would have an answer (e.g. Ryu’s Shinku Hadoken; Storm’s Hail Super; etc). Also, if you do manage to hit Vergil’s head while avoiding contact with swords, you should be rewarded with them going away, instead of the swords becoming a punish once your blockstring ends. Swords still retain its viability and will work against some of the cast, but now the opponent has more options and answers rather than just stopping whatever they are doing and taking it.

-Reduce Vergil’s XF damage multiplier to 120%, 135%, 165% & speed multiplier to 107.5%; 115%, 122.5%, respectively:
Currently, XF Vergil can 1-hit kill in XF while being meter positive, due to his various moves causing soft/hard knockdown. At least make it so he has to burn a meter for Spiral Swords to reach 1mil, so that by the time his XF ends, he won’t have several meters stocked for Swords.

-Either remove or reduce the amount of chip and damage Spiral Swords do:
Ouroboros orb’s do not chip. Neither should lvl1 Swords. If you want to go for chip options, Swords can easily setup up for roundtrip and other assists to do that job. But it shouldn’t be the case where if I want to avoid teleport crossups by not pushblocking Swords, I have to be slowly eating chip and letting Vergil do what he wants.

I was going to say about how one little change can ruin Vergil as a character but that has almost become cliche at this point. I don’t think these will ruin him, rather just make the Vergil player more conscious of their decisions rather than oops I messed up Spiral Swords.

Doom can cancel Missiles into THC which tends to be him alone and good stop doing it when they run out of meter.
You ever play against a point doom the spams Missiles and spams keeps away assists and THC when you finally get close and repeats?

You ever fight a good point magneto, dorm, or storm with Harmonize assist that also spams a great keep away assist while running and spamming projectiles and super every time they know they’re gonna hit you with it?
You need Wolverine, Zero, Vergil, magneto, strange, Morrigan or hawkeye to stop that(7 Characters out of how many?).

Why are there so many people trying to defend they’re character’s over powered traits instead of making the game balanced!?
(I already know why…)

This thread is full of people that don’t want balance, just they’re own character’s more broken.
I’ll only trust full lists of character changes… not one character…
Why can’t we all freaking listen to each other and create a list of smart balanced changes for every character?
(Like NeoGaf, just less Let’s “POWER UP!!!” “OH OH!!! I want my characters projectile recovery to be 5 frames so I can use it repeatedly super fast!!!XD” this thread is full of POWER UP!!! comments.

Yet making Haggars pipe alitte shorter but increasing his movement speed, Phoenix Wright no longer doing lightning fast evidence searches or
making Dante’s stinger special cancelable and C.Vipers Seismo cancels into itself get frowned on with comments like Ha! Scrub changes or Shorten his super long pipe for speed!? NO WAY!.. What is wrong with the people on this site.

The only vergil nerfs I would like to see is dfH can’t be canceled and make it so you can only use spiral swords in DT also decrease is Xfactor damage

I never said Shuma can’t get Mystic Smash buffed. I just think that solution is boring and that there are other ways to solve his gap-closing problems.

-Air M has great reach, but a weak hitbox. Many attacks beat/trade with it. I don’t agree with the range increase, either. I’d rather its hurtbox be shrinked some.
-I wouldn’t call Shuma’s ground dash “super-fast”. Wolverine’s dash is super-fast. Shuma’s is just ok.
-The j.S cancel is there to improve his mix-up options on incoming characters, not for combo purposes.
-Shuma’s damage scaling was toned down by 10% in that list. That’s a big chunk of change off his combos. Chaos Dimension unblockable set-ups are more fair if Shuma does less damage.

I don’t see the purposes on the other changes either.

:delete me:

Are we still able to ask for characters? Anakaris and Gambit would be fun in this game.
Unfortunately, a lot of new characters kind of fill the gameplay niche that the Marvel 2 veterans would fill.
-Blackheart: Feels like he was split in half and divided between Strange and Dorm
-Bison: Strange has a few of his moves too
-Cammy: X-COPY’d by Jill
-Megaman: Arthur took his strategy and Zero took his moves
Just a few examples. Only veterans that are sorely missed are Cable, Gambit, and Captain Commando.

I don’t play Frank, but just conjecturing… since there are two different camps it seems between his level-up mechanic, could you make the requirement for hits in a combo lower to level up BUT reduce the amount of actual hits in a lot of the popular hypers? It doesn’t seem like it would really be a big deal to keep the damage the same but lower the amount of hits in the hyper, that was retarded auto-level 5 Frank DHCs like Nova or Skrull aren’t as easy, and the Dante THC stuff isn’t as crazy.

Or am I dumb? Confirm/deny

Purification is currently a spam-able move that can be used repeatedly in quick succession.
You don’t want to mess with the start up so his combo’s still work… Recovery means nothing unless it’s being spammed since it’s super cancelable. It’s current recovery is 11 frames, I want it changed to 21. Smart Dorm players know not to use pillar against full screen grounded players cause of projectiles, fast dashes or teleports.
Recovery increase is to give “pillar hit full screen players without air teleports(PHSPWAT Would have been cool if it was a acronym)” a easier time moving forward.
I’m guessing your a Dorm player… ever notice all the free hits and chip your getting with pillar spam? O_o

Strangely I don’t mind Iron Man’s ground dash because it feels very much how Iron man seems to act and move from what I have seen in comics and such. I am not entirely convinced that Iron man would actually be broken with a normal speed/long air dash, or a very fast shorter air dash. He actually has worse zoning tools than magneto overall, his pokes are great but not nearly as universal as anything a lot of other characters can do. Give storm more zoning and give iron man a ton of superjump height mobility.

To the person who was “letting capcom know how to make the game simpler”, viper’s seismo and dante’s bold cancel to combo was intentional.

I read through Viscant’s list of changes, I really like this a lot, although I can’t make judgment calls on whether his low tier changes are good since I never see them used whatsoever… He clearly put a lot of work into this and provided good, solid reasoning behind all of his design choices, so I’m definitely willing to back him up on this, for sure.

Anyway, I gave Max a shoutout on FB and YT, but I don’t think my voice alone is gonna be enough here. Reach out, everyone!

Plus, it may be worth our time to post our ideas on Capcom-Unity, since that’s where all of the suggestions for SF4 changes went down, and we’d probably have a better shot at having all of our voices heard, and our desire for an update would be better expressed. Although… as many people have said, there are a lot of people there who are… insane with their changelogs… so idk