I would like to see Morrigan in a MvC3 that doesn’t have Hidden Missiles before messing with her. The assist is the problem, not the character. You will never, ever see Morrigan win a major without Hidden Missiles.
Major changes I want to see:
-TACs are no longer random (cost meter to activate), and no longer have the possibility of removing meter from your opponent (this is dumb)
-TACs no longer generate meter and at most reset hitstun, but don’t prevent it from taking effect
-Ground throw teching now creates enough space between characters to prevent multiple sequential throw-tech series (this is dumb)
-All characters receive good assist options. This game is about team creativity, and it hurts the metagame when some characters are “point only”.
I’ll just talk about the characters I use the most (>10,000 uses) and what I would like to see changed about them:
Dormammu:
-0D3C made useful somehow. He’s a long-term planning character, and it’s pretty sad that one of his options is just not worth using…ever. Sometimes I get it on accident and it’s amusing, but that’s it. Ideas:
- 0D3C now hits full-screen and anchors players to the ground (counters characters like Trish, Chris, and Magneto)
- 0D3C is not unblockable (it was this way pre-release; I’m not fond of this idea but it’s worth considering)
- 0D3C now comes out on F1 a la 1D2C and 2D1C, and has 20 high priority hit points (counters random beam hypers)
- 0D3C calls one tracking Meteor to crash down on an opponent - hard knockdown.
Any of these would at least make it worth considering for certain matchups.
-1D0C, 2D0C, 0D1C, 0D2C have some kind of value. 1D1C is useful for certain team combos, and that’s a good thing. They shouldn’t be anywhere near as valuable as the big stuff, but it would be nice for them to have value beyond “something I’m trying to get past”. 0D1C and 0D2C used to OTG pre-release, so maybe that idea can be explored again. They’re by far the saddest option as they aren’t even safe on block.
-Damage toned down a bit. I would like this to be the case for most of the cast. I’m not a big fan of the “ToD combos” that fill this game. I’m not sure why Dormammu needed a damage buff in the first place. He had a lot of problems in Vanilla, and still has a lot of problems, but damage is not one of them.
-Give him better assists. Ideas:
- Dark Spell L - basically the Liberation assist, but a little better since you could call it to build up to 3D0C eventually.
- Tracking Purification - Strider gets an inverse Purification that leads to full combos, so this seems fine; I would back Morrigan with it
- Flame Carpet - probably too good for unblockable setups and OTG options
- Dark Matter - it wall bounces, but it only has 1 hit point; I think this would be good on keepaway teams
-Dark Dimension receives some kind of boost. Level 3 hypers should be amazing, and this one is not. I would like to see Devil Must Die set as the standard for level 3 hypers: invincibility, good screen coverage, good damage, leads to full combos. Dark Dimension doesn’t even beat beam hypers on reaction - it’s crap. Level 3s should be about either massive damage (Shun Goku Satsu) or the utility (Penance Stare) - Dark Dimension is neither.
Morrigan:
-Astral Vision remains the same; it’s right in line with other install hypers, but Hidden Missiles makes it too good; it will be fine if Hidden Missiles gets a nerf
-Darkness Illusion is made not-crap.
-Her “ground dash” is moronic. The move is pure suicide. Either make it a real ground dash, or let Morrigan cancel it into an attack within 5 frames startup so it’s good for instant overheads.
-No minimum height on air dashes. Let me Soul Fist L, fly-cancel, and air dash in.
-Shadow Servant is always her THC. Finishing Shower is awful.
-Soul Fist L removed as an assist, replaced with Soul Drain.
She’s fine otherwise. I’d like to see more of her Darkstalkers stuff incorporated, but I’m expecting the bare minimum here. Nooneyouknow has good suggestions, but I’m not confident in endorsing them at this stage. I would like to see how she progresses as a character without Hidden Missiles before evaluating her needs. I doubt anyone who is suggesting nerfs to this character actually uses her. People should stick to what they know. For some of the posters here, that means not saying anything at all.
Phoenix:
-Undo Vanilla nerfs aside from the X-Factor value changes - that was needed. She costs 5 bars, she needs to be worth it. Otherwise I might as well pick Vergil.
Firebrand:
-Hell Spitfire H’s startup time and recovery is halved.
-Hell Spitfire H no longer leaves Firebrand prone when done in the air.
-Hell Spitfire H no longer disappears when Firebrand takes damage.
-Hell Spitfire L replaces Demon Charge H as an assist.
-After a Hell Dive H/M, Firebrand’s direction auto-corrects (it’s dumb that I can’t Hell Claw after swooping past my opponent)
-Demon Charge H is now Demon Charge H (charge) as an assist (i.e. he now has his unblockable as an assist, complete with the massive chargeup time)
-Flight (qcb.S) is removed.
-qcb.S now performs Hell Rise, which swoops Firebrand higher into the air (basically an inverse Hell Dive L - I think it’s dumb that Firebrand can’t fly higher if he wants to)
-All Hell Dive moves now place Firebrand in auto-flight after use; auto-flight has no startup time
-Hell Elevator and Hell Claw no longer have flight startup time, but still have auto-flight.
-Hell Elevator can now be canceled into other specials and command normals, just as the Hell Dive moves can
-Firebrand’s total time in auto-flight after leaving the ground is limited to 120 frames so as to prevent continuous Hell Rise moves (qcb.S)
-Dark Fire now causes a soft knockdown (I can’t even DHC into Chaotic Flame from it, which is really annoying)
-Chaos Tide’s helper summon now performs its H swooping attack regardless of which button you input - the L and M attacks have been removed (completely useless); the hyper now consumes 2 bars of meter (I think this should be the standard for all of the current level 3 utility hypers, but I am worried that it would become spammable now, since Firebrand can gain meter during this hyper)
-Luminous Body now upgrades Firebrand’s fireball attacks along with its previous benefits. Hellfire L/M’s fireball increases to 8 projectile hit points and doubles in width (roughly to MvC2 MM’s uncharged blaster size) - damage increased to 120,000 from 100,000, and Hellfire H’s fire is now Firebrand’s height and travels double its normal distance; I don’t see these changes having particularly strong effects on Firebrand’s point game, they’re more about giving him good assist options a la Zero
Assist Overhaul:
I mentioned this in the beginning, but in particular I really want to see more anti-airs. Right now you have four options against characters that air stall: Jam Session, Vajra, Mystic Ray and Hidden Missiles. That’s it. The number of horizontal projectiles is massive compared to this. I mentioned tracking Purification, but we have other options just sitting on characters for no reason, like Energy Javelin (Nova), Dagger of Denak L (Dr. Strange), Crossbow (Gold Armor Arthur), and Charged Voomerang (Joe). Ideally, the game should allow for custom assists - just let us pick what we want. There are very few moves that would not be acceptable in a custom assist environment. And nothing could be worse than Hidden Missiles.
I won’t bold these because I don’t use the characters, but I would like to see overhauls on the following:
-Storm:
- Give her a Lightning Strike that tracks. L version appears 1/4 screen in front of opponent, M version on top, H version behind. Ground bounces when jumping, staggers on ground. Performable in the air.
- Typhoon now reaches superjump height and is aerial cancelable. Now special cancelable.
- Float now allows assist to be called again after superjumping.
- Lightning Sphere can now be performed on the ground.
Now Storm is a beast, and fun to play.
-Shuma-Gorath:
- Charge moves gone.
- Screen-dependent teleport; appears at the top of the neutral screen at far left (L), middle (M), or far right (H).
- Chaos Dimension has a follow-up on par with Dirt Nap.
Now he doesn’t suck.