Damn I'd love for my team to be my avatar with those pics!
Did I just start a new trend?
I think a new old avatar is in order.
*Goes to pester Solu-bro*
Damn I'd love for my team to be my avatar with those pics!
Haggar is priceless. Frank is pretty good, too, but the face is a little off.
Hey Marvel-GAF, here's some of those characters avatarized and up for grabs:
Did I just start a new trend?
I think a new old avatar is in order.
*Goes to pester Solu-bro*
Would anyone be able to do it? Hsien-Ko/Phoenix Wright/Ammy.
EasyMode, if its not too much trouble, could you do one with Felicia/Hawkeye/Strider for me?Here's some more. Rocket Raccoon is adorable :3
Three of them? How greedy of you!
EasyMode, if its not too much trouble, could you do one with Felicia/Hawkeye/Strider for me?
It'd be much appreciated.
Hey Marvel-GAF, here's some of those characters avatarized and up for grabs:
I'll take Phoenix, but would you mind if I turned her Dark?
Thank you sir!
That's all for now, time to head home from "work."
Nice job. Also great job with the avatars, EasyMode.I'll take Phoenix, but would you mind if I turned her Dark?
Just variety really.
Also:
I'd like to play Marvel tomorrow with someone. If you'll be available early on in the day, let me know.
Is your connection still mega ass?
Here's some more...
I got really excited with point Task plus Trish peekaboo assist because I did shield skills plus peekaboo, cancelled shield skills into qcf.S, and if the sharp sting hit, they bounced up into the peekaboo and let me get a full combo! on block I'd be safe and peekabo would be out there limiting their options- what's not to like? ...only for me to realize it only works (combos properly) on large characters... back to the drawing board
Why does everyone else's theoretical stuff always work out but mine just barely fails? :-(
Bon Voyage, raw tag Shuma-Gorath, Mystic Ray OTG, NO FOLLOWUP. -_-
Oh man this is awesome.
Not realistically, Mystic Ray is already a very tight link. It might be possible, I just don't think I could do it, haha.Can you call in Firebrand at the same time as Mystic Ray to continue?
Some of these are fairly random changes.+ Can now properly cancel forward and backward dashes with crouch or attacks.
+ s.H has slightly increased horizontal range, and a few additional frames additional of hitstun on airborne opponents. Has less pushback.
+ j.M has slightly increased horizontal range.
+ Backwards airdashes movement starts up on frame 1, down from 10. Forward airdashes movement start up on frame 4, down from 10.
+ Proton Cannon now causes a soft-knockdown.
+ s.S startup reduced to 11, down from 13.
+ Smart Bombs now no longer explode when they touch empty ground, and instead remain on the ground for 180 frames, exploding on contact with anyone that touches them. An additional QCF + Special version added that fall much slower in the air, allowing Iron-Man to follow behind them more safely.
Yeah, +1. I wanted to make them more comparable to Dark Hole on frame advantage with out the startup/active frames.I whole approve of those Dormammu changes, Frantic. Though if you're not aware, 1D0C and 2D0C are already positive on block. It's 0D1C and 0D2C that are negative.
All valid points. The thing with the j.M is that I've tested s.H at max range against airborne opponents, and the j.M is just out of range after the flight hence the increase of range and the decrease of pushback on s.H. I'm not too versed on Iron-Man, but I think those changes would introduce the 'universal' hitconfirm you've talked about. As for the forward/back thing - I meant all variants of back/forward(ie, up-forward, forward, down-forward) airdashes are changed, not just forward and backdashes. Should have specified better, and the reason for that is because his up and down dashes are good already.j.M already has great range and fulfills its purpose well plus if he had a goo tri-dash it can be used for cross ups/pressure as well like it was in Vanilla. Making his forward/back dash improved compared to his tri-dash makes him more like Nova than Magneto (I would rather have improvements to tri-dash than box dash personally). I don't get the st.S frame change, I mean the problem isn't that it's not fast enough but the problem is that the hit box is really bad and the recovery terrible although all launches should have terrible recovery.
Can't believe I forgot to increase Sent's health. D'oh!Sentinel - Not enough changes. Still has terrible match ups. I think I am in agreement with FGTV in that SOME of his normals need to chip so that he has additional pressure that you have to worry about. I also like God's Beard idea of giving him a refly as long as the time for the flight duration is not used up. Maybe also give him Drone moves in mid air, being able to throw those bombs while in mid air would improve his game against rushdown characters a lot and not have to worry about getting instant overheaded. Finally, health buff is necessary for a character of his hit box size.
Agreed. Forgot that bit.She Hulk - Emerald Cannon should cause forced wall bounce.
I like Iron-Man, so he gets buffed s.H instead of nerfed cr.M from me! (and better mobility, without vanilla Magneto level airdashes)The real problem with his hit confirm is that sometimes a st.H will not connect after his cr.M. His cr.M has godly range. The fix for this would be either to reduce the range on his cr.M to st.H/j.M level or increase the range of st.H and j.M accordingly. I would be perfectly fine with a slight reduction in cr.M range if it meant Iron Man got superior mobility. I would fucking destroy Magneto players if I had dashes even 2/3rd as good as his.
Smart Bombs make me think of Smart Mines, hence the way I made them. I'll see if I can come up with anything better. That was just the first thing I thought of.I think everyone knows something is wrong with Iron Man's Smart Bombs but is interesting to see everyone come up with different ideas to improve it.
I considered that as well, but at the same time I feel if someone lands a raw Chaotic Flame, they should get as much damage as possible. It's one of those things I'm not totally sure on.Although, looking at the hyper damage scaling change you made, Frantic, I'm inclined to disagree. If you think Chaotic Flame is too good, then nerf Chaotic Flame's damage. But Stalking Flare is already on the low damage side for a hyper, and it's highly circumstantial.
Why do you think this?BTW I think you can scale hypers individually on characters.
Eh, I'd be fine with a 5% damage drop on Chaotic Flame. Raw Chaotic Flames are almost always guesswork or desperation (I NEED TO BREATHE), so a smaller reward is fine with me. Most people get caught by Dark Matter into Dark Hole, Chaotic Flame, and there the damage difference would negligible.I considered that as well, but at the same time I feel if someone lands a raw Chaotic Flame, they should get as much damage as possible. It's one of those things I'm not totally sure on.
Just look at the guide, there are scaling values per hyper for Jill. Seems to me you can tweak a hyper on a case by case basis.
I whole approve of those Dormammu changes, Frantic. Though if you're not aware, 1D0C and 2D0C are already positive on block. It's 0D1C and 0D2C that are negative.
Not realistically, Mystic Ray is already a very tight link. It might be possible, I just don't think I could do it, haha.
Phoenix Wright - I think the changes are mostly good but randomly generated bad evidence and timer on Turnabout mode has to go. I think these are two bad design choices on the character that will almost always keep him from being played seriously.
Go on the SRK UMVC3 wiki under Jill.Really? I don't see this anywhere.
This guide is my Bible, and you're telling me to look in the Book of Mark for the part where Jesus moons someone.Just look at the guide, there are scaling values per hyper for Jill. Seems to me you can tweak a hyper on a case by case basis.
L and H Mystic Ray don't work, but I never thought about using s.H...OK SO.
I did a very brief follow up to this. I'm assuming Bon Voyage is screen to screen because corner Bon Voyage crosses up so bear with me.
The combo I did was Bon Voyage > Raw tag Shuma, Mystic Ray M (L doesn't work , H might) > s.H (2-3 hits) Call Firebrand (Demon Missile) > Dash up, S, j.MMHS.
I don't remember Shuma's BnBs but I'm sure you can go from there.
*Dr. Doom is my test dummy.
He's already a character with no rushdown options who has to open someone up with a combo or get a stray hit in on a slow move to activate Turnabout mode. I think that's enough right there. It's not like Turnabout is free once you get good evidence. Getting good evidence just turns him into non-suck.I think the bad evidence thing isn't too bad, it's a part of his character to be unlucky and then turn the tables around. What I would like is, the ability to go into Turnabout DESPITE having bad evidence. So let's say you have two bad evidence + 1 good evidence, you'd be allowed to go into Turnabout but his time in Turnabout would be decreased significantly. Slightly more time with 2 good + 1 bad. And then 3 good evidence would be either permanent or a much longer time than it is now. It would also have a bit of strategy in wondering if you want to go for better evidence (like the cell phone) before going in Turnabout.
Also the ability to be able to switch from Investigation to Trial mode or vice versa before the "FIGHT!" part of a match would be nice.
Phoenix Wright
I honestly don't think PW is that bad. He's not really good or anything, but he's okay hence why I didn't go too hard in on changing him. I know one of the popular requests was to remove bad evidence entirely, but I figured I'd just do something a little different to the bad evidence to see what everyone thought about it. I considered making good evidence have their own special properties, just to give them some benefit when you really want a good piece of evidence, but didn't add it to the list because Phoenix Wright already has enough gimmicks... even though I love gimmicks.
- + Startup of normals reduced slightly(one or two frames across the board). Turnabout mode normals also adjusted accordingly.
- + Slight range increase for all normals outside of the finger points in Turnabout mode.
- + Startup of Slip-Up reduced slightly (now 22 frames, down from 25.) Turnabout mode adjusted accordingly(now 18 frames, down from 21).
- + Travel distance and speed of all dashes(in every mode) increased by 20%.
- + M-Maya?! L now receives damage scaling from all attacks.
- + cr.H in Turnabout mode is now a low.
- + Turnabout Mode now lasts 1800 frames, up from 1200 frames.
- + If a bad piece of evidence is picked up, it becomes impossible to pick up a second one immediately after.
- + Each piece of bad evidence has unique properties when discarded.
Plunger: A straight forward projectile with 3 low durability points.
Steel Samurai: Retains the traditional discard arc with 5 low durability points.
Beer Bottle: Thrown straight at the ground, leaving behind glass shards that damage opponents who step on them. Last 180 frames.
Glasses: On hit, temporarily(about 300 frames) increases Phoenix Wright's damage by 20% and speed by 15%.
Servbot: Drops to the ground, then travels across the ground. Hits low. Acts similar to 'Get 'em Missile!' assist, except a point version.
Bonsai Tree: Retains original discard arc with 5 low durability points. On hit, it causes a stun that lasts 120 frames. Causes a slow-fall + hard-knockdown against airborne opponents.- + Discard now air-okay.
- + Present Evidence now air-okay.
- + Paperwork now air-okay.
Go on the SRK UMVC3 wiki under Jill.
L and H Mystic Ray don't work, but I never thought about using s.H...
Solune, if I ever meet you in real life, I'm going to treat you to a meal. You're always helping me out with this stuff, and I'm no good at it. Where do you live again?
I think the bad evidence thing isn't too bad, it's a part of his character to be unlucky and then turn the tables around.
What I would like is, the ability to go into Turnabout DESPITE having bad evidence. So let's say you have two bad evidence + 1 good evidence, you'd be allowed to go into Turnabout but his time in Turnabout would be decreased significantly. Slightly more time with 2 good + 1 bad. And then 3 good evidence would be either permanent or a much longer time than it is now. It would also have a bit of strategy in wondering if you want to go for better evidence (like the cell phone) before going in Turnabout.
Also the ability to be able to switch from Investigation to Trial mode or vice versa before the "FIGHT!" part of a match would be nice.
That's why I think a good compromise would be to let him go to Turnabout early. It's already quite some work to get 3 good evidence (while avoiding teleport characters) AND landing the slow Objection.He's already a character with no rushdown options who has to open someone up with a combo or get a stray hit in on a slow move to activate Turnabout mode. I think that's enough right there. It's not like Turnabout is free once you get good evidence. Getting good evidence just turns him into non-suck.
And nooooo to permanent turnabout. That would be horribly broken.
Same. It's almost perfect the way it is now, but I do think that maybe adjusting it slightly so you can't have situations like *call Doom beam assist* *teleport behind Wright* as soon as Maya shield is up.4. Maya L recieves normal damage scaling. I don't know how I feel about this. I'm no Marvel number cruncher and I kinda like the way it is now. I feel it's fine as is, but I don't really know what the difference would be like.
Just map it to forward + S or something. And also, you could maybe slightly buff him depending on how much good evidence he has. Like c.H becomes a low if you have 3 good evidences, or the fingers have less range with less good evidence.Interesting idea but I don't think it really makes to much sense character wise. Plus it would mess up questioning attack combo's. Oops I didn't want to activate Turnabout I wanted to continue the combo / stun my opponent. I wanted to wait until I had all three evidence's.
I think it would just be useful for certain matchups, plus it'd be nice having the paper attacks immediately for some ghetto zoning and then after a knockdown from an assist, switch over and then grab evidence. /shrugGreat idea. Although why wouldn't you want to start out in Investigation mode. You wanna get evidence as quickly as possible right? I wish the delay was greatly reduced when switching modes though. It's really punishable, but I guess it's there to stop doing multi-mode attacks in a single combo.
TA not being permanent and Evidence being randomized means Phoenix Wright will always be a joke character.
If he becomes too good but retains those issues then people will just hate him even more like Jean Phoenix. .