But isn’t RT Glitch… a glitch? Won’t they fix that?
Make Phoenix Wright’s overhead count as airborne after startup so he can’t be grabbed out of it.
Keep Nemesis’ level 3 as is, but make it a ground AND air grab. He’s a monster don’t get close to him~ Of course just being able to choose the direction of the level 3 would be cool (LM for ground, MH for air, LH for vertical or hold button post flash if you wanna go overboard). Whiffed ground command grab super canceled into AA level 3 grab etc
Fixed.
Every “transformation” hyper (Strider Orbs, etc.) should have the same meter build as Astral Vision. This is Marvel, not Super Mediocre Characters Fighter IV.
Heck, they shouldn’t even touch the top tiers, they represent where the game and the characters should be at. Buff the lower tiers to their level.
Online.
Netcode. It’s completely inadequate, and would be the worst if it weren’t for KOFXIII. When you see two players from the same state… the same area within the same state… a state with better internet infrastructure than a large majority of the US… suffer through game-stopping lag, you know that it isn’t completely on us to get off our wireless connections and stop streaming while downloading who knows what.
You’ve proven with SFxT that you can use good netcode. Do it again. If you are afraid that rollback netcode isn’t going to work, then at least give players a choice between rollback and input delay so that they can choose for themselves.
Other small things to boost online: replay channel, online tournament brackets, ‘best of’ instead of single elimination in a lobby, etc.
System Mechanics.
TACs. Do SOMETHING to them that doesn’t make them so utterly powerful. The whole concept of a RPS mechanic being a good idea was beyond me to begin with, but I guess it’s too late to get rid of them. Get rid of the infinite-causing glitch at least, but that’s the bare minimum. The mechanic is far too powerful even without it.
HSD. It favors some characters far greater than others. It doesn’t do what it was meant to do, which is to prevent infinites and TODs - it simply creates a built-in stratification. Some characters can’t get past 500k+ before it kicks in and drops a combo, while other characters can do 1.3m+ meter neutral before it becomes a factor. Fix it.
Characters.[details=Spoiler]
Felicia. Give her a wall-cling off of a super jump. This move helped her tremendously in VSav, but it does nothing for her here. While it allowed her to get out of a corner in VSav, it doesn’t do that here because an opponent can easily take up all the normal jump area with numerous normals, specials and supers. Not to mention that she has a real tough time against any character currently who possesses the ability to attack the ground from a flying super jump state. This ability would address both of these issues.
Arthur. Sorely needs both a forward dash and a back dash. Simply giving him the ability to ‘hop’ back and forth would do wonders.
Arthur currently has an awful back throw because it option selects with Cross Sword, also known as the worst move in the game. Either make Cross Sword b+M instead of b+H, or make it a good move. Make it special/super cancellable, make it actually protect him to some extent, make it do some sort of damage, improve recovery, anything.
Finally, Arthur is the only character in the game that has an install super that leaves an already underpowered character even worse off than they originally were after it’s finished. At least give him the ability to taunt or do some sort of unique special (A+S?) that will revert Gold Armor back to Silver Armor when he performs it, similar to a Dark Force in VSav. Also, when he is Sans Armor, shouldn’t he be infinitely faster than he was before? At least give him average mobility/speed while Sans Armor - sadly, average would be A HUGE IMPROVEMENT for him.
Phoenix Wright. Improve Evidence Gathering Chances. Improve Normals. Give him the ability to use “Get 'em Missile!” while on point.
Hsien-Ko. What is her role? Rush-down? Zoning? Keep Away? Poker? Even Wright has strong enough zoning tools with evidence that he actually HAS a role. None of Hsien-Ko’s tools are strong enough aside from her ability to activate Hyper Armor and tag out. Give her SOMETHING.
If she’s a zoning character, make her item tosses cyclical rather than ‘random’ (I know they aren’t REALLY random, but they may as well be). Allow her to rapidly toss her items. Make her items do good damage, good hitstun and have more with beneficial effects like stun and poison.
If she’s a rush-down character, then allow her to cancel her pendulum mid-animation. Drastically improve her walk, dash and air-dash speed. Make Tenrai Ha an overhead. Improve recovery on Chireitou so that she can actually follow behind it to start an offense.
Or, ya know, you could do both of these things and allow her to actually be somewhat true to her VSav self. And she almost definitely still wouldn’t overpower most of the cast.
Haggar. Currently, completely free to zoning. Give Violent Ax L projectile durability. Allow him to move slowly while in Lariat. Allow him to Lariat in the air.
Tron. Bring Vanilla Tron back.
She-Hulk. Bring Vanilla She-Hulk back.
There’s more than enough other characters that need changes that I don’t know much about (Iron Fist, Iron Man, Thor, Ryu, Chris, Nemesis, Jill, Shuma) but need improvements just as much.
Oh, and… try not to nerf except when absolutely necessary.
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Fun stuff.
Color Edit. Even if Marvel won’t let us color edit their characters, at least let us color edit the Capcom cast. No neon/glowing colors, please.
Magneto’s ‘DLC’ alt. Give us a new one if we can’t use that one.
Survival/Time Attack Modes. Perhaps with power ups a la Garou: Mark of the Wolves. I always have fun with these sort of things and I know others do as well. It’s not like they are hard to make anyway…
I’m not convinced the problem with Wright is finding evidence. It’s more landing the Objection. Maybe give it the same start up as Trial “Hold It?” Would make it easier to combo into.
Give Wright Maya in Trial. Maybe move one of the paper works to DPB. Maybe Missile as an actual move :df:+:h: makes sense.
I don’t need infinite Tunabout. But more than 20 seconds would be nice.
Also, make cr.:h: a low in Turnabout. Maybe then he can actually mix people up.
I will keep it simple but effective:
Combo from TAC break with reduced HSD. The counterer also has the reward for whatever TAC direction he broke. Also make the TAC break window larger
Even more damage scaling from Ls as well as less meter gain
Both players get one “burst”
All XF durations decreased
Add some new assists i.e L or M trigger happy, Dark Matter, Rolling Hook, More invicible AA assists…etc
Choose which side you enter after a character dies
Pushblocking assist now affects point character
SLIGHT overall damage decrease
Make plinking easier
Make Orbs beat Swords :]
Some of these changes are so ridiculously bad that I cannot even begin. . .
Just fix the netcode and make Thor as good as Zero. Not much else needs to be done other than that.
Give Mag and Doom’s rapid c:l: to She-Hulk.
Nerf Nova’s airthrow conversion time. No reason for this dude to whiff his whole moveset and then OTG.
not akuma being able to cancel specials into demon flip. That would make him so much fun to play. gogo chrisis
no way, the salt must continue. whiffing moves is nothing compared to a hard tag combo anywhere on screen off both throws
my changes. only for characters I play a lot
X-23
- s.L and c.L blockstun and hitstun slightly increased. this will make confirms easier and make her tick throw game less stupid
- if done early enough in a combo, she can OTG with qcf+L then link s.M for a full combo. so she can get solo combos off throws and one of her best anti-airs (S)
- all four throws start combos
- air qcf+L has the same amount of hitstun but pushes characters down further, faster in that time. wouldn’t effect her normal combos that much. if other characters drop faster after getting hit by air qcf+L, they will end up at heights where X-23 can link a really fast ground normal more often. if they are too low, you can pop them up with air L dp first
- x-factor speed boosts are much lower in all three levels
- lvl3 doesn’t work on people in blockstun.
Sentinel
- j.H made significantly faster. 4-5 frames.
- s.H hitbox buffed
- pose for drones changed so he does not extend his hitbox by pointing his finger.
- all hits of hard drive have hard knockdown on them except last one still does spinning knockdown. hitbox buffed so it is more reliable.
- air rocket punch back to vanilla version
- command grabs made easier to follow up on midscreen
That’s such a cool idea. I would combine defensive and neutral.
Reactable TAC colors.
Add Meter gain deterioration in combos.
Zero - Remove the ability to use lightning loops.
Vergil - Lower durability and/or priority of Spiral Swords.
Sentinel - Restore health back to 1,300,000
Hsien-ko - Space out active frames of pendulum assist. Allows for throws in between.
Arthur - Golden Armor does not cause hard knockdown.
Tron - Restore Gustaf Fire assist invincibility.
Phoenix Wright - Restore invincibility of assist in Turnabout mode. Ace Attorney damage to 1,000,000
Remove randomness from moves such as Dr. Doom’s Molecular shield or Strider’s Legion.
In General:
- Full version of the opening cinematic that is curiously missing currently become available along with Vanilla’s animated CG movies.
- Heroes and Heralds mode “fixed” to support offline versus
- TAC mechanic revamp: Requires one meter per use of the mechanic, combos done post tag in of next character do not generate any meter for the attacker or the opponent, combos are subject to full hitstun decay after a set number of hits or frames post actual tag. TACs are still subject to a break at the cost of a meter from the defender.
- X-Factor bonuses completely normalized to a set average based on the current cast values of XF2 with duration set to XF1 length; stat bonuses do NOT add multiplicatively, stack where needed.
- Assists cannot be called while tech rolling.
- Throw break animation added, returned to neutral state between two characters a la SF4 throw tech (goodbye BREAKBREAKBRE-- derpy H normal option selects at match start)
- Throw techs can only be done with :f::h: or
:h:
- Mashing for extra damage during supers removed.
- Replay and hit box viewers added from the Vita version of the game into this update
Characters:
Hsien-Ko (aka Put_Hsien-Ko_In_UMVC3_For_Real_This_Time)
- Anki Hou items follow a set pattern versus a randomized item toss when determining items that will stun.
- Pendulum/Senpu-Bu cancellable with :s: from the first frame active
- c.:h: OTG capable and jump cancellable
- Chuukudan Bombs mapped to :qcf::s:, OTG capable
- Forward walk speed moderately increased, Dash-a-port and air run start up and speed dramatically increased with persistent momentum on the latter.
- Command grab properties changed, :l: &
act as ground grabs, :h: changed to anti-air command grab
- Gold Armor mode duration decreased by half on point (to accommodate her other buffs)
Morrigan
- Astral Vision mirrored Soul Fist(s) disappear when Morrigan is hit
- Morrigan builds 1/3 less meter during AV’s duration
- Soul Fist assist replaced with Soul Drain
Dante
- Minimum scaling on normals and specials brought up to 5% and 10% respectively
- Hitstun and push back on normals re-evaluated, brought back to near Vanilla levels.
- Can now air dash and ground dash (2ATK) while holding/charging Multi-Lock
Viper
- Optic Laser replaces Thunder Knuckle :h: as an assist; high hitstun but doesn’t cause any special knockdown states.
- Minimum scaling values lowered to 10/10 respectively.
- Decrease number of frames of invulnerability on EX Seismo
Zero
- Minimum scaling values lowered to 10/10 respectively
- Lightning doesn’t persist if Buster Cancel occurs on first frames (Zero has to travel moderately)
Vergil
- Can rekka Judgement Cut :l: to
to :h:
- Judgement Cut is now Air OK
- Helm Splitter back hitbox re-evaluated
- c.:h: now subject to HSD
- Blistering Swords set as default formation for the Swords hyper; Spiral Swords activated with :qcb::s:/Crown of Swords activated with :qcf::s:
- Durability decreased on Spiral Swords formation
- Minimum scaling decreased to 10/10 respectively
Strider
- Formation A1, A2 & C all active on first frame
- Form B Shot now Air OK; Form B Shot can now cancel all specials.
- Formation B when summoned persists behind Strider until he is striken or tagged out
- Legion super given hyper durability, animal patterns set to one to minimize randomness
- Formation C (WW2 Bomb) replaces Ame-no-murakami assist
- Vajra assist knockdown time decreased
She-Hulk
- Vanilla Slide and c.:l: restored
Tron
- Vanilla j.:h: restored
Doom
- Hidden Missiles number decrease by 1/2 the number summoned whenever Doom is sniped as an assist.
- Foot Dive :s: is no longer dash cancellable on block.
Dr. Strange
- 4 Way Air Dash OK
- Daggers of Denak OTG (all variants)
Amaterasu
- Hitstun returned to Vanilla values (arf arf arf paper arf arf arf works again)
- Cold Shot M replaces Solar Flare, Power Slash M replaces Bloom assist.
- Cold Shots are now Air OK
Chun Li
- 2 way air dash OK
- New Move Hazanshu, soft knockdown, hard knockdown or ground bounces (in relation to :l:.
and :h:) on hit, can OTG
- Kikosho can now OTG
Spencer
- Unscaled 80K on up grapple removed
Phoenix (Jean)
- Health buffed to 400K
- TK Trap L OTGs,
- TK Trap M replaces TK Trap H as an assist.
Frank West
- Hitbox on slide re-evaluated
Nova
- Time allowed for OTG conversion decreased/no more bounce on air throw
- Energy Javelin replaces Gravimetric Pulse assist
Viewtiful Joe
- Red Hot Kick OTGs
Felicia
+Toy Touch returned to Vanilla hitstun values
Iron Man
- Vanilla mobility options restored with Ultimate dash changes
Dormammu
- Assist selection changed to Flame Carpet, Dark Matter and Purification with minor tracking (assist call picks the Purification distance between the :l:,
& :h: version relative to the opposing character’s distance at first call)
Haggar
- Gains a Pipe Tomahawk move, hold :l:,
or :h: down, trajectory changed with button held. :l: chucks one straight up that comes downward about one Haggar in front of himself,
is an arc upward to about mid screen, :h: chucks one fast full screen forward but with decent start-up. Staggers on counter hit, soft knockdown on anti-air.
- One point of super armor added to Hoodlum Launcher
and :h:
Magneto
- c.:h: OTGs
- Force Field assist replaced with Gravitation
Sentinel
- Health buffed to 1,050K
Wesker
- Glasses gimmick removed
- Rhino Charge counter super returned to Vanilla specifications; invincibility during startup
I know I suck at this but hey, might as well see how this is accepted.
Work still in progress.
thats actually a pretty a pretty bad nerf to haggar unless you mean only the fully mashed one you cant combo after.
Even the one that involves giving the 'Coon hop-cancelable AHVBs?
She Hulk - Revert to Vanilla version.
Tron - Also revert to Vanilla version, keep Gustaff Flame as is though.
Hsien Ko - **Get rid of Rimoukon assist. **If that’s what holding her back from being decent because she has a derpish assist, then fuck it. Make Rimoukon end if she tags out and done. Now make her actually decent on point, give her a big speed boost specially on her air dash, reduce the scaling on some of her multi hit moves and for the billionth time, make j.S cancel Sempu bu mid air.
Best change list so far, except the bold. 623 better in general, faster startup, but hellfire has enough uses to warrent using it occasionally. Otherwise great suggestions.
Updated the 1st post with some of the more populair ideas, will update/rework later.
Please point out any missed stuff, even I am human after all…