UMvC3 version 2013: The feedback thread

Losing OS throw and more pushback after a tech would be great.

Wesker and Task’s projectile counters are already pretty amazing actually, I feel Wesker’s is especially necessary in certain hard match ups he has.

I’d like to hear more of why Force Field is broken, maybe it’s the lack of all the top Magnetos I watch or interact with using it that I don’t have a proper respect for how it functions. Will lab it up and remove from the list until I analyze whether or not it would be beneficial. But remember that his over all damage and meter gain are nerfed so he should be building a single meter from it and it’s starting with throw scaling as well trying to make sure capitalizing off of it doesn’t lead into a kill unless you already had the resources available for it for the most part. That said, upon re-reading some of your explanation I agreed with you and removed that change.

As for Strange, as noted it’s only like IM’s current air dash, moving anything but straight down with it would not be fast, it gives him options that I feel he needs in a lot of fights, especially against the characters who have single buttons that option select for all 3 teleport locations like the Sparda brothers and the like.

I want to fervently disagree on one thing though, just because something may end up really strong is not a reason not to throw out the idea, it’s a reason to play test thoroughly. I’m always happy to change my mind when I’m wrong. I think a lot of unnecessary buffs helped a lot of characters who honestly were already good enough in actually getting picked up. Spencer and Doom both had some spiffy tools in Vanilla and were nowhere near brought to their potential. They both got buffed. However I view this as a great thing since now there are more characters that have fun tools to play with. Magneto was given attraction repulsion etc, and in earlier builds it was broken. However proper testing had them nerfed. People should throw out ideas even if they’re too strong as there may be ways to implement them that make the character more fun to play based off of that idea even if it was not the ideal way to go about it.

Chrisis, why you think Press/Break the Witness should go? I think it’s his best assist. Wright certainly isn’t in need of nerfs.

Yeah making missiles disappear on hit would nerf them to shit and have everyone use pbeam or just go back to drones. Anyone who wants to do that hasn’t learned how to fight the assist yet or needs a better team for dealing with it.

Paper work or get em missile is his current best asst IMO because their utility and lower risk value. But all 3 assists are worse than having access to Maya as a character with real movement options like Magneto or Morrigan.

I personally don’t like Missile, but I see ya point.

Like I said earlier, though, the problem wth Wright, I feel, is more getting into Turnabout mode and landing hits in general that getting evidence.

Yeah, getting into turnabout I feel is difficult, but having all evidence be at least usable would really help.

Task’s special counters have a few problems
-He has to guess off his L/M counters between high/low. They have 5f startup(might as well mash 1f backthrow Shield Skills). And the window off comboing off them only gives you time to get a TK super for crappy damage.
-His projectile counter is not good. It only reflects 1 projectile and is only useful vs single projectiles like Hadoken, and even then it’s useless due to the general slow speed of fireballs in this game.
More often than not you can mash Shield Skills instead of Projectile/Physical counters and you’d be better off. A proper buff would be giving him a hard knockdown time equivalent of Sharp Sting for his physical counters so he gets a full combo atleast. Projectile counter is iffy, but making it closer to ammy would be better.

Wesker’s counter. Projectile counter is really bad in practice. It only goes a 1/3rd of the screen or so and sucks vs full screen zoning, and he can get easily get clipped. It decent midrange but not that good. His physical counters hitboxes dont always work properly iirc, better to make it animation properly like Task or Ammy into a full combo. But I didn’t mess with it in a while.

Magneto’s ForceField is the strongest counter move in the game. It’s only balanced because he doesn’t get to combo off it without XFactor or Meter. 3f till startup of counter, is activated by any physical attack by assist or point and will hit both characters, it’s invincible for 50f on activation. It works vs high/mids/lows with no guessing involved, along with eating medium durability projectiles. It basically beats everything that’s not a hyper, and due to it’s speed you can’t really counter it on reaction and it’s unseeable. With certain assists you can set it up safely so the assist covers your whiff into a lockdown, or if the assist gets hit the counter activates. It’s a really good move overall.

I agree with the mentality with adding new moves to add diversity and fun to characters. And that is something that should be explored for buffs.

You are dramatically under rating both of the projectile counters IMO, Task’s sword having a hitbox while he’s fully invulnerable is really nice in some match ups where there are more persisting things on screen (blows up all the sloopy Mag+ missiles play that people rely on.) Wesker’s is useful once he’s in range to actually use it, moving forward that quickly with a hitbox is really useful for him. Though I agree, the L/M counters are just nowhere near Magneto status.

Task can just mash Shield Skills to blow up any sloppy Mags + missile play. Shield Skills beats anything Magneto does in the air and will eat missiles + mess up their tracking due to the forward movement. Shield Skills makes his counter pretty useless. If it reflected beams or could be held like Ammy it’ll have more use. There is one matchup that it’s actually useful in which is the Wesker Matchup, the projectile counter reflects super jump gunshots pretty well, without it the matchup would probably be slightly in Wesker’s favor. It might be useful in the Chris MU too but I don’t have experience with that.

Wesker’s counter is kind of iffy. I face people that try to incorporate it all the time, it’s good vs a single character, but it’s not good vs a flood of projectiles since he’s vulnerable post the shoulder activation, so if I’m spamming boxdash blasts backwards + Task assist he’ll get bopped even on activation. In a zoning war people are trying to stay full screen. His best zoning tool will always be f+H and he really doesn’t need to get it back as some assists still pretty much give him the confirm(Disruptor).

You don’t think reflecting level 3 buster is worth it? I had that as one of the first things that came to mind for why I liked Task’s counter. Though that would be a very reasonable buff that I somehow forgot, beam class projectiles get reflected by things that reflect as opposed to just vanishing, editting earlier post now.

  • Tweak ground throw pushback range so that we avoid ridiculous option-select characters.

  • Correct the game’s detection so that it tells when one player lands, thus removing the TAC infinite.

  • Adjust the TAC system somehow. The community is divided on how best to do this, and rightly so - it’s not easy to sort out. I’ve heard the idea of increasing the startup frames of the flash, which I like, but I also appreciate that it is that fast, as it adds to the tension that the defender must be prepared for the TAC. The only other idea I’d have is to add different colours to the startup flash and make them noticeable, so we can actually tell which way they’re going just before it happens.

  • Adjust hitcircles across the globe to fall within reason. Vergil is an obvious offender in many aspects (it doesn’t make sense for Helm Breaker to have a hitbox behind it) but in general I’d appreciate for the reach of a character’s move to make as much sense as possible.

  • For any character balancing, tread lightly and be considerate. Asides from characters who struggle significantly like Nemesis and Hsien-ko, I’m very happy with most of the cast. There are some who clearly have an easier time than others, like Vergil or Zero, but they don’t need to be nerfed into oblivion. I’m not an expert on the cast though I know what I would like for my characters (e.g. boost Ryu’s walk speed), but I know that debilitating what we currently consider the top tier isn’t what’s necessary. I find Morrigan tricky to deal with, but I can respect that she’s an excellently designed character, and so I don’t want her to get worse even if it’d make my life easier.

But if you could balance Vergil’s normals a bit then I’d be ecstatic.

A quick point I would like to make about Meter Build and Astral Vision:
Thanks to Veil of Mist, we know that if Morrigan’s meter gain is blocked or reduced, Soul Drain cannot actually drain meter, only destroy it. If AV completely blocks meter gain, that will be a severe nerf to Soul Drain as well.

For other stuff I didn’t get to get in my first post in here:
Dante:
—Either Restore the Vanilla hitbox to Dante’s s.L, or reduce it to 4-5 frames start up. The second option is likely preferable.
—Reduce start up on c.L to either 4 or 5 frames as well.
—Make Stinger and Stinger level 2 special and hyper cancelable on hit or block
—Allow blocking during all frames of Bold Move.
—Minimum Scaling on normals OR specials back up to 10%, but not both.
Strider:
—Minimum damage scaling on normals and specials up to 10%
—Remove random formations from Legion, increase projectile speed
Shuma-Gorath
—Remove random patterns from Hyper Mystic Smash
—Increase untechable time/float on Hyper Mystic Ray to be completely safe on hit
—Increase blockstun on Hyper Mystic Ray to be safe on block from mid-screen or farther away
—Reduce charge frames on all charge moves so they charge significantly faster.
Sentinel
—Return health to 1.3 million
—Slightly reduce start up frames on s.L, c.L, and j.L
—Increase blast radius from Sentinel Force-Air Raid bombs both on point and assist.
Doom
—Lower Start up frames of all Molecular Shields.
—Increase Projectile Durability of Molecular Shield rocks after they’re launched away by 1 point each
—Significantly reduce te recharge frames on Molecular Shield assist.
Phoenix
—Restore health to 420k
—TK Traps persist after being hit
—L and M TK Shots persist after being hit, and do not cause free fall recovery when used in the air
—H TK Shot still dissipates on hit, additionally only one H TK shot allowed to be active at a time, still causes free fall recovery used in the air
—Make her immune to the 50% damage increase assists recieve, even with the increase back to 420k, this would leave her mor vulnerable to being killed as an assist than anyone in the 750k tier, while greatly increasing her usefulness as a properly called neutral assist
Storm
—Greatly reduce start up on Double Typhoon on point and assist
—Restore her meter build to vanilla levels
—Increase minimum damage scaling on normals to 15%
Phoenix Wright
—Remove Bad Evidence
—Guarantee Cell Phone will be one of each set of 3 evidence pick ups

Phoenix Wright:
I’ve seen a couple of people asking for Phoenix Wright’s Press the Witness assist to be brought back to invincible status too. This must not happen. The assist was absolutely ridiculous. However, if he’s to become a viable character, I agree that something has to be done about his evidence. I’ve had tournament matches where I pick up (I kid you not) 10 bad pieces of evidence in a row for the last inventory slot. I don’t think this kind of thing should ever happen for even a joke character since it’s simply rolling a die and finding out if… you die. And in some cases, luck decides that turnabout mode will simply not be possible regardless of how good you are at collecting evidence.

I think it’d be best if you were allowed to gain turnabout so long you had all 3 slots filled with at least one good piece of evidence (it’s currently impossible to get 3 bad pieces anyway). This would leave players with a choice: “Do I hold out and get more usable evidence? Or do I cut my losses, switch to trial mode and go for the objection?” If they end up using a bad piece of evidence while in turnabout mode, it would still put Wright in a paused state of recovery while he sheepishly puts his bad evidence away again. It’s up to them to make due with what they have and not flail about with any glasses or grapefruit bottles Wright has picked up.

It would also remove his ability to use Ace Attorney (his level 3) since that hyper uses all the pieces to prove the opponent of the crime they’re guilty of! This would keep the random factor Capcom wanted with evidence collecting, but at least give Wright a much more consistent chance in a fight rather than leaving him as the eventual liability that he is right now (and of course, since meat may still be picked up, it’s not guaranteed that you’ll have 3 pieces of evidence in just three attempts).

Dante:
I agree that Crazy Dance ought to have a much more lenient window for it to be used after jet stream/reverb shock/revolver and I also think it ought to do more damage. After the end of a long combo, the inability to add in million dollars/Devil Must Die makes it a laughably useless move to begin with. Making it a viable option to do an extra 50-100k (at the moment it only does a measly 10-12k for a combo finisher) instead of using a hyper to save meter would be great.

Viewtiful Joe:
Make his blue visor mask flip on/off when you taunt. This boosts the player’s charisma by at least 20 points when he needs it for a Viewtiful comeback. This is the most important and necessary buff in this post.

http://img708.imageshack.us/img708/9070/justgoforitsmaller.gif

Turnabout without all three good evidence? An interesting idea. I’ve already posted my laundry list.

Character strength isn’t anything like SFIV in the first place, so I don’t see a point in acting like it would be without install super meter gain.

I say that the high tiers should be the standard, not the tippity top.

This alone will keep him in low tier. His level 3 is the only reason anyone should be playing him on anchor. His Level 3 is the only thing that puts him above Hawkeye. His level 3 is his only way around Zero. Touch it and I will murder everyone.

yeah i agree. Taskmaster needs help in the counter special department. Its only useful for characters that like to rain down projectiles from top corner at superjump height (trish,wesker(if timed right), and especially Doom which i use it for. I agree a counter similar to ammy would be way better with a comboable opportunity after would be great

Fix TAC make it like the beta version where if you counter it you get a combo
I I don’t want any of the top tiers to get nerfed I know Capcom sucks at balancing an will prob nerf all the top tiers anyways
All is I want is hsien ko buffs
make senpu cancel
increase damage an meter gain
make her overall speed faster (lv1 or 2 xfc speed)
make her gold armor super last longer
increase startup on her item toss

Hey guys, i just wanted stop by and give my opinion on some character buffs to some of my favs and low tier’s deserving of it. lets start with…
Taskmaster

  1. Increase the hitbox and decrease the start-up of all Taskmasters counter specials with the added bonus of being comboable right after. Similar to what magneto has in forcefield. The reason being that it could help him turn the tables on the foot dive,dive kickers, and helmet breakers of the world. And the occasional “GET BACK!”(dante) also. Lol! Not to mention the nova army running a muck nowadays. Task was made to counter ur opponents moves.
  2. THIS IS THE MAJOR THING HE NEED!!! I now task fans will love this. A flipping overhead attack he can combo out of. The crouch l, to grab, or might swing cancel into a low is decent. After awhile it loses its effectiveness as top players will tech the throw or just block knowing nothing can come from it and just mash a button to get out. They may also grab you out of your crouch L. The overhead will give him a better mix-up which is the key in this game. This will keep players honest.
  3. This last one is pretty nice in my opinion to make him nice anchor character without out xfactor in your back pocket and having a couple meters . Decrease the startup of his legion arrow super and the recovery. I hope i make sense with this. The point of this would make it easier to connect more than 2 supers in the corner similar to what RayRay does with sentinel in the corner. Looping hard-drive continuously.
    I really would love for number 2 or 3 to happen.If i am real lucky both.
    Akuma
  4. Make his dive kick( down+Medium) an actual overhead attack similar to wolverine. This makes him more dangerous to deal with. If that is to much to ask for at least make it air tatsu cross-up the way ryu’s does. Akuma has to be right on top of his opponent praying it crosses up somehow. A little bit more leeway would help.
  5. This is a concept I observed watching Street Fighter 4 that was kinda cool. Give him air command grab thru his demon flip options. this would be very dangerous. Most players just dash to the other side while he demon flips over them and punishes with a launcher. A command grab would be lethal from this position.
    Once again either one would be nice.
    Hawkeye
  6. Man where do i start with this guy. smh. Make his hitbox on his Standing M(back scratcher) larger. I whiff that crap so many times and gotten punished its crazy. Just once it would be nice to have a option besides airthrow to save my skin from crazy air normals.(see wesker,taskmaster,ryu). smh
  7. Make his triple arrow on point or assist HIT ALL CHARACTERS! He is supposed to be the best zoner in the game. Its supposed to be his quickest and best projectile. Whats the point when smaller characters can escape and punish when it misses and if it grazes them ur still -14 in frame advantage.Show the man some flipping respect.
  8. Increase the hit stun and hitbox on his quick shot hunter(net arrow) for grounded characters. Since it hits all characters raise the hitbox close to or higher than the minimum height requirement for airdashes. Increasing the hit stun would make it easier to combo after.
  9. This is something very annoying for most hawkeye players. Make his shock value(forward+M) special move cancellable. His other command moves can be cancelled it shouldnt be any different with this move.
    Thats all for right now. Imma do some low tier tomrrow