I really like the idea of an air Raging Demon. Not as a “practical tool/option” or anything like that, it just sounds cool.
Yeah, I know removing Ammy’s stances could do more harm than good. I really like the character and design, but you do need to admit that having to switch between stances to access the same amount of options Dante has regularly just feels a bit odd. If she had access to all of her tools at once, I think she would be a better character. However, I do understand that stances are what make Ammy unique and I could live with her still having stances, I’m just suggesting allowing her to access all of her options at once instead of being forced to choose would make her a better character.
I do agree with the part about missiles, though. Instead of nerfing it, they should try to bring other assists to the same level. What I wouldn’t give for armored Nem-assists and a buff to Frank and Ammy’s meter gain assists to make them on par with Morrigan’s.
Did I say that would it be broken? No. But it certainly doesn’t make sense.
It’s a move that implements his command ground dash/“teleport” into a command grab. He doesn’t have this dash in the air, and it would also be the ONLY level 3 that is air OK. However, due to the fact that it’s an unblockable, invincible command grab super with high damage in a game full of characters with bad air movement… there are many instances where it could be “broken.” Ultimate web throw on crack that an additional level 1 can be linked onto.
Akuma does not needs anything maybe 800,000 back - I have always thought if you land a raging demon, it should wipe your health bar no matter if you have full health 天.
Okay well give him the dash in the air, we’re sexy now aren’t we? Heaven forbid we have something unique that’s not at all over powered. You need 3 levels after all. Would zoners cry bloody murder, shit I play MODOK but salt is marvel. Yes, yes, it’s marvel baby!
All I gotta say when someone complains about a buff is…as good as Vergil?
Didn’t think so. Personally I always that Akuma should be that motherfucker. I don’t even
play him.
not all but I think it should do lots of damage because of how awkward it is
If “salt is Marvel” the game doesn’t need changes at all.
It is, UMvC3 just distributed the salt more evenly…then they made Vergil.
Air Raging Demon would be sex and yah you’re right, give him that dash in the air too.
Straight Oni Akuma style. Maybe make that a power up state.
We need more reasons not to pick Ryu.
Denjinn Mode needs to last longer and/or not create red health and/or buff damage and speed more.
Also, Shin Shoryuken needs to do more damage in Denjiin. Currently, it does the same amount.
I see no issue with an Air ok Raging Demon, It cost 3 meters and it’s not like you’ll get it for free on incoming either. Akuma is a symbol of badassery in the fighting game world yet he doesn’t really portray that here in UMvC3. In my opinion I think raging demon should be doing Vergil’s Dark Angel type damage. If you can land it you deserve it.
You do know that Morrigan’s level 3 is air-OK. right? Tell me the last time you saw that, let alone called it “broken”.
天WEAK天 [SIZE=1](I’m so making this my signature)[/SIZE]
Is it an unblockable command grab? No. So the same doesn’t apply. And excuse me for forgetting the one air-OK level 3 that is rarely used.
So many people like Air OK Raging demon make it happen capcom. Tweet monsters get on that shit!
I actually like Thor buffs in XF. Since he is mostly a point character, he will always kill any character from the most weird hitconfirm with XF. His main buff from XF is being able to do an unblockable command grab setup, so even if his speed sucks, he still get the kill. A speed buff in XF would give him several infinites with mighty strike and insta TOD damage output, probably thats why capcom decided not to buff his speed (yeah, stupid decision, but sounds about right considering Ammy didnt have XF speed boost in vanilla for the same reason). A speed boost of at least 115% would make Thor an unstoppable force btw
Raging Demon should just auto kill. It is rarely ever used except for DHC baiting and if the other player does something REALLY dumb.
Some things I thought of
System changes
-TAC meter gain or loss reduced to half, and/or TAC up is guaranteed but theres no bonus damage for doing it. Thus making it more of a 2 way guess at the very least
-Recoverable health increased slightly
Dorm
+Flame carpet lasts longer
-Flame carpet is no longer a low
Zero
-No more buster cancel
Vergil
-Swords have less durability and hitboxes appear less frequently (that way it’s not a get out of jail free card)
OR
-More start up added to the sword super
Ryu
+Denjin Mode lasts longer
+Damage during denjin mode increased
+can air dash during denjin mode
- QCF + S (explosive hadouken) now hits opponent on the ground
Strange
+8 way air dash
Chun Li
+overall damage increased
+C. Viper health
-speed in X-factor slightly reduced
Morrigan
-more vulnerable during flight cancels
Spencer
-80k unscaled hook is now 20k
Iron Man
+mobility changed back to vanilla
Phoenix (jean)
-teleport speed reduced in both forms
Phoenix Wright
+super armor when he is being used as an assist in turnabout mode (%100 invul would be dumb)
+better chance of gathering the right evidence
+Can purposely (for whatever reason) force himself to get bad evidence by holding the button
+More good evidence doesn’t increase the chance of getting bad evidence
Hsien Ko
+Mobility improved, she is much quicker overall
C. Viper
-less invulnerability when doing her EX moves
-unblockable doesn’t work during blockstun (even though it’s pretty fun to do)
Wesker
+both physical counters counter high and low, the medium one lasts longer but recovers slower
+gunshot OTG extended so it hits closer
-L Command grab speed reduced
-Decreased speed gain from taking off sunglasses
Iron Fist
+Down H comes out slighty faster
+overhead kick comes out slightly faster
Wolverine
+Fatal claw damage slightly reduced
She-Hulk
+Down H reverted back to vanilla
Storm
+Overall combo damage slightly improved
Magneto
-Repulsion (away) reduced
Doom
-Less hidden missiles as an assist
-Foot dive hitstun reduced
Nemesis
+More super armor on various normals
Trish
+Can cancel her tricks into Round-Trip or low voltage
Taskmaster
+slightly more hitstun on arrows
+All his physical counters cover high and low with the M counter lasting longer but recovers slower
+Projectile counter greatly increases the durability of the projectile he is countering
Sentinel
+health changed to 1.1 million
+Sentinel Force (bomb) goes farther
+Hardrive sucks the opponent in on hit
+untechable time on air throw slightly increased
Viewtiful Joe
+Voomerang charge time slightly reduced
+slow gives you a free combo but damage is scaled
Ghost Rider
+Can gatling M > H on ground and H > S in air
+Holding back when pressing st.M gives you a feint kick, which moves you forward without hitting your opponent, you can kara cancel this into other normals
+Jumping H hitbox size increased, can hit someone who is close now
Captain America
+L Shield Slash return speed increased
+Final Justice dash speed increased
Might edit this list later actually
Already in the game. The more bad evidence you have, the more likely you will get good evidence. If you have two bad evidence on hand, you WILL get a good piece. Unforuntately the more good evidence you have, the more likely you will get bad evidence.
ah, I’d get rid of that good evidence drawback then.
Nice ideas. Here’re my suggestions for Felicia:
+Hyper Sand Splash (Level 1; OTG-capable and mashable;THC super when using Sand Splash assist)
+Give her the vanilla Toy Touch OTG hitstun
+Fix the problem with her Sand Splash assist going through people in the corner
+All versions of ground Delta Kick cause ground bounce
+Cat Spike H causes hard knockdown when ground bounce has been used
+Can call assists while performing EX Charge
+Please Help Me! changes: XFC-capable; Hold L to have the helper run along the bottom of the screen (hits low)
+Kitty’s Helper activation change: Hold L helper enters from left; Hold M helper starts at Felicia’s position; Hold H helper enters from right
+/-Can’t gain meter during Kitty’s Helper, but keeps special state while tagged out; All assists get powered up by helper (helper does NOT hit overhead)
+/-Cat & Mouse can be performed as an extension to Rolling Buckler; start up reduced to 3 frames, is faster overall with longer recovery
System changes
TAC no longer ignore HSD, instead they reset HSD to a fix pointed (lets say 50% like a throw) until they hit the ground. That way casual players can still use it to do their non-optimized combos, but we wouldn’t have infinites and 10 second Doom combos. Maybe up TACs have a higher fix point to make them more distinct from side and down?
TAC have a wider window to be teched. If they are broken then you are put in a hard knockdown state and any combo has reduced HSD and Damaged scaling like a throw.
Basically add more risk, while lowering the reward without impacting casual players too much (they won’t care about the HSD changes and like won’t know how to combo off a hard knockdown).
Wow forgot that mode existed, great suggestion to try out some of these ideas.