I made a suggestion to fix MvC3's netcode on Capcom-Unity.
Unfortunately, Capcom-Unity does not allow you to link straight to suggestions; you can however follow this link:
http://www.capcom-unity.com/go/suggestion/box
If you hit the "Last Week" tab, you will find my suggestion. Your support is appreciated.
Also which characters are "unpolished"? I don't really get that argument. I really believe Capcom did a very good job with the characters overall.
I feel like Dormammu is a very unpolished character:
1) He can't chain c.L into c.H; c.H is a stand-alone attack, and Dormammu has no way to hit-confirm off of a large portion of the cast, especially while ducking, unless he wants to risk using c.M, which will whiff entirely against most crouching characters.
2) The Dark Spell and Liberation system is awesome, but the Creation series is terrible. 0D1C and 0D2C used to OTG; it wasn't anything crazy powerful, it just let him relaunch in corners, or get a little more damage before Chaotic Flame if used mid-screen. Both are entirely useless now, as is 0D3C when compared to the other options. 0D3C used to be unblockable, which at least made it tempting.
3) Dormammu is 100% prone after using Dark Hole in the air. While I understand not wanting him to be a powerful force in air combat, not even allowing him to block during a long fall is pretty harsh. I don't think any other character suffers from this unique drawback.
4) Dormammu has no air options at all; why does he even have Flight? It's actually bad for him to fly, because unlike every other character with Flight, you know Dormammu can only do one thing out of Flight: come down. A similar complaint can be made about his superjumping.
Beyond Dormammu, I would say Hsien-ko feels unpolished. The entire character just feels in need of some serious attention. Slow, low health, poor damage, and awful screen control. Compare it to a character like Taskmaster, who is fast, has high health, high damage, and solid screen control. What gives? An assist, especially one that requires setting up first, does not justify a character.
Third, I would say Shuma-Gorath's post-hyper taunts just make me scream "what were you thinking Capcom?" This isn't like Akuma's Messatsu Gouhadou, which is amazing enough that you can justify it being punishable. Shuma-Gorath has weak non-level-3 hypers as it is.
In general, if you look at the characters that are looking to be top tier right now, they all have one thing in common: no glaring weaknesses. The most Capcom gave those characters as a drawback is lower than average health. Have you noticed all of the characters looking good can - *gasp* - cancel their dashes into attacks? What was Capcom thinking in this regard? Every character should be able to dash-cancel into an attack or crouch. When was the last time we even saw an Arthur used in the top 8? Did Capcom really think making a character have no dash at all was a good idea, that he could survive without being coddled by an assist like Double Lariat?
Also, Capcom bewilders me with the decision to make some characters amazing on point and with assists. Wesker and Dante, in particular. Wesker is not only one of the top point characters, but he also gets the best OTG assist in the game, which also happens to hit low for unblockable setups? What the hell? Meanwhile, characters like Viewtiful Joe don't even have a good assist; why the favoritism?
Anyone is welcome to disagree with me, and I'm not saying the balance is awful, just that I can't understand how Capcom, in their months of testing, somehow was unable to see what most onlookers considered obvious from day one.
AND WHERE THE DAMN LEAKS AT?
Coming, I am sure. Unless they leak a netcode patch though, I don't see myself being too excited.
Drones are a bit overrated IMO. Try out SHIELD SLASH.
I can see that working for a rushdown character, but can you really see Arthur, for example, dominating with Shield Slash backing him up?