UMvC3 version 2013: The feedback thread

Some of my ideas. Most of the ideas pitched is an attempt to add a more interesting playstyle to a character.

Arthur

  • No longer takes extra damage while in his boxers.
  • Gold Armor redesigned. Gold Armor is now permanent until Arthur is subject to a wall bounce, ground bounce, or a hard knockdown, in which the armor will fall off as he hits a surface.

Chris

  • Satellite Laser redesigned. Now starts as a level 1 that fires one rocket. May fire additional rockets, but costs 1 additional meter per rocket. You can press S to end the Hyper.

Hsien-Ko

  • Anki Hou can cancel into another Anki Hou of different strength. Max of three items can be thrown this way. (For example, Cancel L version into M version, then M version into H version.)

Zero

  • Now has a wall cling. Zero will automatically wall cling if he contacts a wall after performing Raikousen.

Iron Fist

  • Chi - Attack also allows Iron Fist to nullify projectiles with his Special Moves until the Chi expires.
  • Chi - Defense also gives Iron Fist 1 hit of Armor until the Chi expires.
  • Chi - Meter also allows Iron Fist to passively gain meter until it expires. (30% of one bar.)

Iron Man

  • If you hold the button while performing a Smart Bomb, the Bomb will immediately suspend itself in place until the button is released. Only one Smart Bomb may be suspended this way at a time. Smart Bomb will not disappear if Iron Man is hit.

Spider Man

  • Now has a wall cling.

Wolverine

  • Berserker Charge redesigned. Berserker Charge’s lasts for as long as Wolverine has red health and can only be activated if Wolverine has any red health. While Berserker Charge is active, Wolverine gets a speed boost and heals red health.
    Note: X-Factor healing and Berserker Charge healing doesn’t stack. Berserker Charge healing will be in effect.

Chun - The damage is something that might not be necessary if the hazanshu thing gets implemented the way I suggested. Her damage is fine if you can land a clean hit, but most of the time you are catching people already in the air or it isn’t a perfect clean hit for a clean combo. So if we have a way to stabilize her combos then most likely her damage will be more consistent. I DO feel like she needs cr.L to be low because she is supposed to be a rushdown character but while her overheads are fast, her lows are not. She has to use her cr.M as opposed to characters like Wolverine, Storm, Magneto, etc. who have faster cr.L along with fast overheads too. It can be difficult to connect her low if someone is mashing out their cr.L because it gets stuffed and therefore you lose your mixup. Maybe instead of making cr.L a low she could get buffs to the hitbox/active frames/hurtbox/etc. of her cr.M.

Magneto - What would you suggest as a minor nerf to his Magnetic Blast then? I feel like it is just a little bit too safe. I want to make it more so that people can’t just keep tossing it out mindlessly because it is safe.

Dr. Doom - No, I made his assist function like a vertical version of Sentinel’s assist.

Viper - EX thunderknuckle into EX seismo is overkill IMO. Yes she wastes meter but I’d rather her not waste meter and have my character still be alive. And if she can jump cancel it then fine, it adds an execution requirement to it.

X-23 - She has a combo that isn’t very practical in actual matches. She needs a more consistent way to bring characters back down for a combo off of a hit at superjump height.

Chun- Nova is a character with no fast low and he still doesn’t have problems with opening people up. her problem is not mixup potential, even though i’m not sure exactly what her problem is…

Magneto- If you were to nerf magnetic blast, which is completely unnecessary IMO, it would be it’s +26 frame advantage on block. make it do less blockstun and it would be a less useful tool. As for making it “more punishable” (than it already is utilizing dash unders and slide attacks) you’d have to increase it’s startup, which would be silly (M and H are rarely ever used because of their long startup)

Dr. Doom- No. Difference between missiles and drones (I use both, btw) is that while Sentinel manages to get at least a few points of durability ahead of him in the first few frames of the attack, and more subsequently as the assist progresses, by calling out more drones, Doom does not. He has nothing protecting himself (the column of missiles only protects him at point blank) unlike most other projectile assists. Even Dante who hurls himself towards the opponent has a projectile negating hitbox on jam session that is situationally useful for self-protection. Sentinel also stays on-screen for a bit less time than doom.

Viper/X-23 - I’ll just disagree on those because of personal preference.

Chun’s problem is a lack of priority in her moves and, to be honest, a high execution barrier. The execution part doesn’t really matter in terms of buffs/nerfs, but her priority is a HUGE problem. There is no point in using her when Wesker, Wolverine, Felicia, Strider, Firebrand, and Jill all have the same goal, but have enough priority to challenge non-sword attacks. If Chun needs anything, it’s better hitboxes. Mobility and damage are fine.

Chun - Brian Kasugano said he’ll be working on a video to demonstrate the changes that a lot of the Chun players are requesting. He’ll give visual examples of why she needs cr.L to be low. I’ve been playing her since vanilla so I really feel like it would help her game out a lot. Then again, “a lot of the Chun players” equals to all 3 or 4 of us on that forum xD

Magneto - The problem is that it is SUCH a good tool for controlling space and even more so for protecting assist calls. But I’m not a Magneto expert so I guess I’ll have to take your word for it. I only have a moderate understanding of using him. I do think that it needs SOME sort of SMALL nerf though.

Doom - This is true, but what you get in tradeoff for having a more vulnerable assist is one that tracks your opponent and has OTG capabilities. I think it’s fair.

I disagree. Her priority isn’t the greatest, but if you are choosing your offense wisely then it doesn’t matter. You shouldn’t be smashing on buttons all the time with her anyways. Someone like X-23 doesn’t have great priority on her normals which is definitely a hindrance but if you play her right then it’s not that unfair of a tradeoff IMO.

The execution requirement part would be solved by my suggestion of a groundbounce inducing hazanshu by stabilizing her combos.

Her damage issues are just that it isn’t consistent. Either buff the damage or give her the groundbounce hazanshu.

And her mobility is definitely an issue. She has strong capabilities to run away in the air but her approach is extremely linear and very easy to zone. Try getting in on a Magneto with Doom or Sentinel behind him. It’s extremely difficult. Plus moves like spinning bird kick can be thrown after blocking in the air so those aren’t safe to use as movement tools unless protected by an assist that stays out for a little while like Akuma or Strange. Not to mention, that when she DOES get in, her offense isn’t really strong enough to warrant all the effort of getting in IMO. The only time her offense starts to shine is when you get someone cornered… if you catch up to them midscreen then there isn’t much you can do even more so when someone is chicken blocking.

We want to make him good, not OMGWTF broke

Give Wolverine one claw and allow him to zip around the screen at full speed. :wink:

Seriously I think Taskmaster is pretty great but I agree with what was said earlier. Maybe the damage done from his unblockable headbutt could be increased thus allow for an easier combo setup. His large slash thing (forgot it’s name sorry) heavy could be OTG and etc.

But I largely think that this game could do with a greater stun delay for top tier characters or add some breaker gimmick that could use two bars to interrupt a combo. I dunno, but more newbies get very intimidated by the Online play thus is one reason why many turn from it. I think the option to not feel so pressurised all the time is necessary. I love this game, but it needs a bigger welcoming for new players and I don’t think going online to get one hit killed by some veteran is the way to do it.

Anyone else think TACs should just be breakable on reaction? They added the color thing but its still too fast too be broken without guessing. They should be like tekken throws with like a 20-odd frame break. That way they’re still good at lower levels, but as levels get higher its ‘reset’ value decreases proportionally.

You also forgot to add sunglasses, a sword and a level 3 that OTG and hits full screen and a devil trigger!

I like that change. Although keeping it a level 3 would also be fine. It was an extremely specific and awesome event in the game where you got that Satellite Laser, although so is the flamethrower. Although there’s a chance that could also be crazy good considering the startup invincibility of his level 3 currently.

Despite how drastically that would change him, I think that’s a pretty neat idea, given that Zero can totally cling walls. That would probably limit his corner combos a little too much, although I think given the top 8 at EVO as well as the results of Curleh Mustache (West Coast) it is clear that Zero is much more dominant than he probably should be.

This is an awesome and unique change, but it is not nearly enough and I do not think it addresses the right problems. Iron Fist is an awesome and fun character with great ground mobility and control. His problem is there is nothing he can do in the air. Being able to convert off air throws and some kind of air-to-air normal would be fantastic. His basic air combo also shouldn’t be so wonky.

That’s an AWESOME suggestion, I think. It gives him quite a powerful zoning tool that could be used in so many different ways, assuming they made it quick enough and easy enough to control. That’s a really unique idea that I think would be really cool.

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I sort of think they should take out plink dashing. Wave dashing is great, but plinking in the air gives too much advantage to characters with air mobility and is part of the big disparity between good characters and bad ones. I’ll fully admit though that I could be saying this because I cannot consistently plink.

Super Skrull
-Flight mode (Meteor Smash should not be cancelable from flight however)
-Change the input for Rolling Hook to just forward, forward instead of forward, forward, forward
-Change name to Kl’rt

I am a big comic nerd. I love the skrulls in the comics, but they kind of got this one a little wrong. This particular Super Skrull’s name is Kl’rt (Nova actually calls him that if you DHC to him) and I think that is what the character’s name should be given his recent activity in the Marvel universe. He can also TOTALLY fly, why does he not have a flight mode? They don’t even need to change his air dash or anything, I just think they should bridge this totally nonsensical gap.

Lastly, he is no longer loyal to the Skrull Queen or Empire, so I think they should remove those like win quotes but that’s more than nitpicking.

Thor
-Make his current crouching medium crouching heavy and his current crouching low his crouching medium and then give him a chainable light punch that hits low which is fast enough that he can actually have more than one option at close range
-Easier to follow up on Mighty Punish
-Damage Buff to Mighty Thunder
-Increase the downward hitbox for Mighty Tornado
-Make his air dash longer and just a tad faster so that he can tri-dash somewhat effectively
-X-Factor now gives him a speed boost
-Mighty Spark should be a faster assist

Deadpool
-Change his normals to be more chainable, with the exception of the slide
-Cuttin’ Time gets two frames of startup invincibility
-Damage Increase to Fourth Wall Crisis
-Fourth Wall Crisis has the same startup properties of Taskmaster counter super
-Quick Work assist comes out faster
-Taunt should be able to be used in his combos a little easier
-Less minus frames on launcher (although it should still be unsafe obviously)

Cap’s frame data is really good on his normals, just people keep thinking c.L cancels into itself thinking it’s a frame trap. Cap’s frame data just becomes horrifically bad on all his specials and hypers. Spamming shield slash can be irritating, but it’s also a good way to whiff and have cap die since he is out there forever and the shield won’t cover him on return if he is hit or has to block. Worse the shield bounces off all projectiles while he is stuck in recovery making characters or teams that can quickly fill the screen with projectiles able to invalidate it’s use (or dormammu with his normals). Frame traps and good normals is all cap has going for him solo. He has huge gaps in space control, can’t deal with air to air zoners or anyone with better air normals, and loses to run away that can stay out of range of CS H.

Cap currently warrants no nerfs as he is a stupidly fair character and is very very reliant on assists to win. Cap needs to be buffed in someway to have a better fight against runaway and characters that can fight in the air the whole match. He currently has to stretch himself very thin with assists to counter his bad match ups and he winds up always sacrificing something in his gameplay unlike all the many teams running around that are synergy in all directions. In the Cap forums we have many great shells with cap, but we’re still lost to what the ideal 3 man team for Cap is due to his issues.

I don’t wanna promote myself too big on this…but I sorta wrote the guide on Cap (seriously have you read those forums O.o?)

Strider buffs:
Install hyper, gives cypher projectile reflecting properties + damage increase.
Jump canceleable normals.
Allow special moves after excalibur.
Teleport air okay.
Reverse wall cling
Air energy shuriken.
Orb call air okay.

Leave damage, life, etc shitty.

Uhhh, I know he doesn’t need it, but giving Zero a wall cling when he hits the wall, esp after lightning, would be FUCKING AWESOME!!! I always thought that Zero felt nothing like how he played in the Megaman X games, and that’s part of the reason. (Fuck, now you made me wish for a complete Zero rework).

Edit: Off topic as hell, apologies. Now that I think about it, why the fuck does he have an airdash, teleport, and random lightning move as his air mobility. He should have a great dash, a wall cling/jump, and that’s about it… Which would also go a long ways towards balancing the character. But hey, a man can dream.

Sure wish people would stop calling Spencer’s UVG a glitch. It’s an intentional boost to his damage.

Because damage is all he can do.

Take that away and the character is ACTUALLY useless.

People talk about how this thread “hurts them,” but I really really really have a terrible headache. They weren’t joking, after all.

All of Zero’s moves except crouching :l: are taken directly from the Mega Man X games, including the airdash, Hienkyaku and Raikousen, although Raikousen was taken from a game that never should have existed in the first place. Dammit now I feel like I have to include a wall jump and wall cling for him in my list of changes (I already had faster airdash acceleration in the list).

If you wanted to be “true to the characters” then my change list for Marvel would take up a whole page.
Hulk Clap buff anyone?
Healing factor?
1 hit of super armor? ABSURD

Don’t let me start on Strange/Dormammu/Shuma Gorath…

Wall clings and wall jumps rarely have any significant impact on gameplay though so I feel like they are safe additions anyway. The exception is X-23 and that’s only because the rest of her mobility is lackluster (maybe Felicia uses her wall cling too? I don’t know I’m not a Felicia player).

Firebrand’s wall-cling cancels are essential to his ground control with Hell Spitfire.

What I remember from the X games were not a zero who could stall in the air for 10 full seconds using various moves… And it wasn’t a zero who was slow as balls on the ground, he was always played as very nimble. They just made a character that while complete in a fighting game sense, really strayed far from his roots considering he has a previous playstyle to base things on. Anyhow…

I always though berserker charge should activate wolverine’s healing factor, considering that is like his only power… Easily could be balanced with decreases to the speed boost of beserker charge. And I’m going pretty off topic so I will stop.

You guys are filling these requests up with flavor moves. An update needs to preserve the game we have but fine tune the balances. If new moves need to be added, they need to serve a purpose in fixing a match up issue not just simply add to the character. It would be fun to add more abilities to make the character feel more attached to cannon, but you take a risk of taking the character too far away in what we know about their balance in the game currently. If we give Thor flying hammers, more lightning attacks, and etc… they might make him more Thor-like, but he could fly way up the tiers because these additions didn’t serve a purpose to the balance issues currently. Sure a new move could be added or augmented, but it needs to make sense.

Many of these requests demand a complete reimagining of the characters, they do not validate themselves as whats needed to balance the game we have. Marvel itself is a game with amazing content and the only thing pushing people away is how the end game is looking with morridoom, vergils, and TOD vortexes invalidating certain characters and leading to overly dumbed down game play after the first hit or neutral game advantage.

Let there be casual and fun ideas, but retain the core of the game and what it does right.