crimsonspider89
Banned
None MAHVEL but Marvel news. Earth's Mightiest Heroes is cancelled after this season. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
DMC3 Dante is better than DMC1 Dante.
remove taskmaster? your entire post is now invalid.
I only know about 4 of those characters on the Capcom side.
no breath of fire representation either god's beard?
no breath of fire representation either god's beard? this list keeps getting worse and worse. taskmaster should stay and give him more moves from others he's stolen from like daredevil.
Nah it's straight up DMC3 Dante only. DMC4 and DMC1 Dante are quite different in toolset from DMC3 Dante. DMC3 Dante is definitely the craziest with the most expanded moveset from the series, it was a great pick. DMC4 Dante is pretty crazy too.BTW, isn't MVC3's Dante a amalgamation of all the Dante's with his DMC3 toolset really? I could swear this was mentioned somewhere before.
I'd rather remove Hawkeye, but the whole Avengers thing.
DMC1 Dante would be pretty cool, he has some nice tools and would be much easier to balance than DMC3 Dante. He can have a stance change where he can change from Ifrit to Alastor moveset like Amaterasu does.
What about it? Dude was brainwashed for like half of the movie.
I meant being one short of the full cast.
Getting rid of my Firebrand? Sir...I suppose I would trade him for Rathalos and Mephisto. At the same time, I want to punch you in the balls for including Vampire Jubilee and Squirrel Girl, but no BoF Ryu/Nina (you have Deis, so this isn't too offensive) or Jedah.Well, since Karst asked why I'd want a new system and shaowebb wanted me to choose my characters more carefully:
MVC4 Fan Changelist
Engine changes:
X-Factor-
- Hitstun decay increased by 10%
- Damage decreased by 25%
- Timer reduced to 1 tick per 180 frames
- Maximum screen height lowered slightly
TACs-
- No more stat boosts, retains chip invulnerability and lengths
- Can be used during hitstun as a burst, is used up instantly
- Adds a character-specific ability like a 1-chance utility hyper
Air combat:
- No longer build or remove meter, can no longer be countered
- post-TAC combos no longer build meter
- ground and side tags have no possible follow-up if a ground- or wall- bounce was already used in the combo, respectively
- no air follow-up possible for up tags, but causes hard knockdown
- Flight mode movement speed increased 50% across the board
- Flight mode no longer counts towards air special limits
- Only 3 special moves during flight per jump
- Flight mode is limited by total frames used per jump, not a single activation
- Normal moves auto-correct during air dashes while in flight mode
haha i overlooked it. although deis? we'd be lucky to get any bof representation so if we do then hopefully they go with somebody like ryu or nina and not a side character like deis.uhhh....
While I'm all about the Nina, Deis is in 4/5 of the games in the series, and a major character if you follow the series continuity.haha i overlooked it. although deis? we'd be lucky to get any bof representation so if we do then hopefully they go with somebody like ryu or nina and not a side character like deis.
Just accommodating the new combo limits. I could change it to DmC Dante for you, that'd work too.
yeah she is important but nina and ryu are the main characters. i would love to have lots of BOF characters but you know that ain't happening.While I'm all about the Nina, Deis is in 4/5 of the games in the series, and a major character if you follow the series continuity.
Let's be honest. Jedah is my favorite VS character, but he doesn't have the most diverse toolset.Getting rid of my Firebrand? Sir...I suppose I would trade him for Rathalos and Mephisto. At the same time, I want to punch you in the balls for including Vampire Jubilee and Squirrel Girl, but no BoF Ryu/Nina (you have Deis, so this isn't too offensive) or Jedah.
I approve of the general engine changes except for the screen height change. I need that one explained to me.
I just feel like X-factor is the defining gimmick of MVC3 and you need a new gimmick to make it a sequel. I doubt Focus Attacks will be in SF5.I think X-Factor is perfect as it is.
Your TAC changes would just make this game a ton of TAC spam, which would get boring fast. I agree they shouldn't be counterable, but I don't think this is the right way to balance them around that change.
Flight mode is already excellent. Every flying character is a top tier escape artist because of it, and Magneto players fly around all the time, offensively and defensively. I don't understand the point of bullet points 2-4 for flight. Your last change is absolutely horrible for game balance and you know it.
Engine changes:
- Hitstun decay increased by 10%
- Damage decreased by 25%
- Timer reduced to 1 tick per 180 frames
- Maximum screen height lowered slightly
TACs-
- No longer build or remove meter, can no longer be countered
- post-TAC combos no longer build meter
- ground and side tags have no possible follow-up if a ground- or wall- bounce was already used in the combo, respectively
- no air follow-up possible for up tags, but causes hard knockdown
[/LIST]
Zero.exe was in 1 game and just cameo'd elswhere and I don't think a lot of people know he exists.Remixed characters:
- Zero -> Zero.exe
- Nathan Spencer -> Rad Spencer
- Chris Redfield -> Regina
- DMC3 Dante -> DMC1 Dante
- Firebrand -> Green Goblin
- Rocket Raccoon -> Felyne
Zero.exe was in 1 game and just cameo'd elswhere and I don't think a lot of people know he exists.
Deis pretty much has Nina's spell list in most games, and she's less diverse since she can't fly. Not sure what the logic here is.I chose Deis over the others for silhouette and playstyle diversity reasons.
Marvel him up then!Let's be honest. Jedah is my favorite VS character, but he doesn't have the most diverse toolset.
He'd need a new moveset. Green Goblin would throw out bombs while playing an aerial game, using his projectiles to pin you for mix-ups. A move like Bon Voyage would be really awkward on him. IMO, it's always a bad move to "gift" a moveset to a new character. It's just an insult to the newcomer.And Firebrand is still there. He's just called Green Goblin now.
If it's limited by total frames though, would it really matter? Or by total frames, do you mean that you could potentially fly -> do stuff -> unfly, and repeat that forever without ever touching the ground? Because I think that would be pretty OP for some characters.It's because of the flight mode changes. Multiple flight mode activations would let you just fly up into the corner and run away for extended periods of time. Super jump height doesn't change.
Add in parrying IMO. This game is just begging for it. If you really want to evolve the game, create a way to swap assist types mid-match. So, for example, I use Cold Stars when rushing down for mix-ups, and then when I want to play keepaway I swap to Bloom for more meter.I just feel like X-factor is the defining gimmick of MVC3 and you need a new gimmick to make it a sequel. I doubt Focus Attacks will be in SF5.
I'm of two minds on this. On one hand, the lack of hitstun decay on TACs really makes for some serious swag that I think we can all agree is a joy to behold. On the other, it shits all over characters without flight. One possibility is to make TACs cost 1 bar, make them uncounterable, remove the meter gain/drain mechanic, and the follow-up combo gains no meter. I haven't thought that through all the way, but maybe it'd work.This is something I'm not solid on. I'm still trying to figure out the best way to make them primarily about changing characters and not combos. Maybe add massive hitstun decay to TACs?
Are you intentionally neglecting non-aerial characters, like Hulk, then? I agree that movement options is a defining Marvel feature. I think you once said "I play Marvel instead of Street Fighter because I want to jump sometimes", and I agree entirely.The thing is, I want to rebalance the whole game around movement, which I think is a defining characteristic of MvC, and I forgot to add my section on assist changes which is pretty massive because it involves individual characters. Basically, I want to lower the screen height, improve movement then bring back anti-air assists. I was debating certain ways to have air-unblockable attacks, but decided against it.
As for the last one, I really miss MVC1.
Love the Capcom side of this list, pretty much my ideal except for Regina, who I have no strong feelings toward. I'm surprised you have 90s X-Men stuff going on in there, since you're normally pretty negative toward characters like Gambit, and I know you hate Carnage. I'd love to see Mephisto, Blackheart, or Iceman added, but I think it's a pretty solid list. I'd buy it!I wouldn't mess with any characters despite my massive dislike of some.
Characters I would add:
MM(classic or EXE)
Roll/Bass.exe depending on which MM(either EXE or classic, MMX has Zero)
Rathalos(MH deserves a rep)
BoF2 Nina
Jedah
Regina(with dino summons)
Gambit/Cyke(pick one)
Rogue
Ultron
Scarlet Witch
Carnage/Green Goblin(IDK which)
Phylla Vell
...I'd only accept Deis if Ershin showed up in some form.
I wanted Megaman.exe, but you know how well that'd go over compared to X. I didn't want two X characters and no .exe characters, and Zero.exe wouldn't require building a whole new playstyle. This way 3 big Megaman series have reps.
Add in parrying IMO. This game is just begging for it. If you really want to evolve the game, create a way to swap assist types mid-match. So, for example, I use Cold Stars when rushing down for mix-ups, and then when I want to play keepaway I swap to Bloom for more meter.
Love the Capcom side of this list, pretty much my ideal except for Regina, who I have no strong feelings toward. I'm surprised you have 90s X-Men stuff going on in there, since you're normally pretty negative toward characters like Gambit, and I know you hate Carnage. I'd love to see Mephisto, Blackheart, or Iceman added, but I think it's a pretty solid list. I'd buy it!Though I'd buy any expansion, hahahahaha.
Regular ass Mega Man from regular ass Mega Man
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Diverse compared to the rest of the Marvel 4 cast and she's half snake so she breaks up the silhouette. It's either her or the squid from Red Earth, and people want BoF Reps more.Deis pretty much has Nina's spell list in most games, and she's less diverse since she can't fly. Not sure what the logic here is.
Well, he'd be Firebrand remixed. Same general idea, but new moves. I'm just replacing the archetype.He'd need a new moveset. Green Goblin would throw out bombs while playing an aerial game, using his projectiles to pin you for mix-ups. A move like Bon Voyage would be really awkward on him. IMO, it's always a bad move to "gift" a moveset to a new character. It's just an insult to the newcomer.
If it's limited by total frames though, would it really matter? Or by total frames, do you mean that you could potentially fly -> do stuff -> unfly, and repeat that forever without ever touching the ground? Because I think that would be pretty OP for some characters.
Add in parrying IMO. This game is just begging for it. If you really want to evolve the game, create a way to swap assist types mid-match. So, for example, I use Cold Stars when rushing down for mix-ups, and then when I want to play keepaway I swap to Bloom for more meter.
Are you intentionally neglecting non-aerial characters, like Hulk, then? I agree that movement options is a defining Marvel feature. I think you once said "I play Marvel instead of Street Fighter because I want to jump sometimes", and I agree entirely.
Assist system changes(aka the other reason I removed DMC3 Dante):
α/β/γ system replaced with A/M/P choices.
Automatic -
- A static general-use special move from the character.
- Allows quick selection for new players just trying to have fun.
Manual-
- A custom assist function, the main choice for most players.
- Accepts one command input, can be option selected(ie, Dark Spell becomes Liberation).
[*]Will not allow supers, charge or aerial moves or normal throws.- Pre-Startup is 25 frames. Recovery time is calculated based on move strength. Normals are plus on block, heavy specials very negative, etc.
- any move that is invincible on the first startup frame is invincible on all pre-startup frames
- All assist-only moves are relegated to automatic or passive assists(Shopping Cart and Dark Harmonizer, respectively).
- character position varies by character rather than move
Passive-
- A Cheerleader-esque passive advantage based on the character called(Mighty Speech assist).
- Active until the assist button is pressed again. No passive assists have invincibility.
- Can vary from time-based(available every so many frames) or passive damage/speed boosts to item drops ala SonSon to temporary walls(persistent Repulsar Blast or tracking Purifications, anyone?).
- Cannot be on screen with another assist.
- Cannot be called during combos, but can be canceled.
- Passive assists have variable startup and recovery time, generally 30-60 frames.
- Unlike other assists, passive assists may position themselves in the air based on the character.
Wait...so can I input a command grab in there? If so its a free reset to pop on in a combo. Some are unscaled damage too...
Wait, what? You can't combo into a command grab on point, why would an assist be able to?
Well, since Karst asked why I'd want a new system and shaowebb wanted me to choose my characters more carefully:
MVC4 Fan Changelist
Engine changes:
X-Factor-
- Hitstun decay increased by 10%
- Damage decreased by 25%
- Timer reduced to 1 tick per 180 frames
- Maximum screen height lowered slightly
TACs-
- No more stat boosts, retains chip invulnerability and lengths
- Can be used during hitstun as a burst, is used up instantly
- Adds a character-specific ability like a 1-chance utility hyper
Air combat:
- No longer build or remove meter, can no longer be countered
- post-TAC combos no longer build meter
- ground and side tags have no possible follow-up if a ground- or wall- bounce was already used in the combo, respectively
- no air follow-up possible for up tags, but causes hard knockdown
- Flight mode movement speed increased 50% across the board
- Flight mode no longer counts towards air special limits
- Only 3 special moves during flight per jump
- Flight mode is limited by total frames used per jump, not a single activation
- Normal moves auto-correct during air dashes while in flight mode
Removed characters:
Marvel:
- Taskmaster
- She-Hulk
- X-23
- Iron Fist
- Rocket Raccoon
Capcom:
- Felicia
- Chris Redfield
- Firebrand
- Chun Li
- Trish
Remixed characters:
- Zero -> Zero.exe
- Nathan Spencer -> Rad Spencer
- Chris Redfield -> Regina
- DMC3 Dante -> DMC1 Dante
- Firebrand -> Green Goblin
- Rocket Raccoon -> Felyne
Added characters:
Marvel:
- Anti-Venom
- Amatsu-Mikaboshi
- Cloak and Dagger(as one selection)
- Green Goblin
- Jubilee(vampire)
- Juggernaut
- Karolina Dean
- Phylla Vell(Quasar)
- Mephisto
- Mr. Sinister
- Squirrel Girl
- Thanos
- Ultron
Capcom:
- Bilstein's Ghost
- Captain Commando
- Deis
- Donovan
- Felyne
- Gene
- Gill
- Lieutenant Linn Kurosawa
- Megaman X
- Rathalos
- Regina
- Rouge
- Seig Warheit
Total Characters: 66
I was gonna do character logs and changelists too but goddamn. 66 is a lot. Maybe later.
Thats literally one of the worst character lists i have ever seen. Vampire Jubilee?
Every time I see a character wishlist for Marvel that contains more than 8 or so names, it just reinforces my belief that we probably have enough characters. Almost everybody that's really popular and interesting is already in the game, and I'm content to explore what's there. For an eventual MvC4, I would think they should put about half series/property mainstays and then get quirky with the other half, just like they did for MvC3.