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Ultimate Marvel vs. Capcom 3 |OT3| To infinites... and beyond!

QisTopTier

XisBannedTier
My only concern is those characters who can just go on and on with meter extension and high hitting moves like Chris' Flamethrower. Though maybe we should just take it on a character-by-character basis.

I think that unless you change entire combo systems, BB has done this with each true sequel, you shouldn't mess with overall damage nerfs or you could potentially end up with something stale, bbcs1-2-ex version damage nerf side effect is an example of this.

If the combo systems stay overly the same work on a character by character basis for damage balance.
 

Dahbomb

Member
I don't know how to use spreadsheet but I am just going to do it manually on GAF:

Character name / Normal Damage Scaling % / Special Moves Damage Scaling % / Hypers scaling damage %

Akuma / 10 / 20 / 33

Amaterasu / 10 / 20 / 30

Arthur / 20 / 30 / 40

Captain America / 20 / 20 / 55

Chris / 5 / 15 / 40

Chun Li / 10 / 20 / 45

Dante / 5 / 5 / 40

Deadpool / 10 / 10 / 40 (50 for Cutting Time)

Dormammu / 20 / 20 40

Dr Doom / 20 / 20 / 25

Dr Strange / 15 / 20 / 40

Felicia / 20 / 20 / 50

Firebrand / 10 / 10 / 35

Frank West / 20 / 20 / 30

Ghost Rider / 15 / 15 35

Haggar / 15 / 15 / 30

Hawkeye / 10 / 15 / 30

Hsien Ko / 20 / 20 / 50

Hulk / 30 / 30 / 50

Iron Fist / 5 / 10 / 35

Iron Man / 10 / 30 / 45

Jill / 20 / 20 / 30

Magneto / 10 / 10 / 40

MODOK / 20 / 20 50

Morrigan / 10 / 20 / 50

Nemesis / 10 / 10 / 30

Nova / 5 / 10 / 35

Phoenix / 10 (30) / 10 (30) / 35 (50)

Phoenix Wright (10 for both in Investigation, 15 for both in Trial and 30 for both in TA) / 35

Rocket Raccoon / 10 / 15 / 35

Ryu / 10 / 10 / 35

She Hulk / 10 / 10 / 50

Shuma / 25 / 25 / 35

Strider / 3 / 7 / 30 (lowest scaling in the game all across the board)

Sentinel / 10 / 10 / 40

Spencer / 10 / 10 / 50

Spider Man / 20 / 20 40

Storm / 10 / 10 / 38

Super Skrull / 10 / 10 / 35

Taskmaster / 10 / 20 / 33

Thor / 10 / 20 / 35

Trish / 20 / 20 / 40

Tron / 15 / 30 / 40

Vergil / 5 / 20 / 35

V. Joe / 10 / 20 / 60

Viper / 20 / 30 / 60

Wesker / 5 / 10 / 40

Wolverine / 10 / 10 / 35

X 23 20 / 20 / 40 (50 for Weapon X Prime)

Zero / 20 / 30 / 40


I bolded the obvious anomalies.

LOL and as it turns out just as I typed all this shit up, it was already in the SRK Wiki for UMVC3.

http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Combo_Limiters/Damage_Scaling


Hyper damage scaling does not really factor much into how much damage output a character has. How much base damage a hyper has is usually more important.
 
I don't know how to use spreadsheet but I am just going to do it manually on GAF:

Character name / Normal Damage Scaling % / Special Moves Damage Scaling % / Hypers scaling damage %

Akuma / 10 / 20 / 33

Amaterasu / 10 / 20 / 30

Arthur / 20 / 30 / 40

Captain America / 20 / 20 / 55

Chris / 5 / 15 / 40

Chun Li / 10 / 20 / 45

Dante / 5 / 5 / 40

Deadpool / 10 / 10 / 40 (50 for Cutting Time)

Dormammu / 20 / 20 40

Dr Doom / 20 / 20 / 25

Dr Strange / 15 / 20 / 40

Felicia / 20 / 20 / 50

Firebrand / 10 / 10 / 35

Frank West / 20 / 20 / 30

Ghost Rider / 15 / 15 35

Haggar / 15 / 15 / 30

Hawkeye / 10 / 15 / 30

Hsien Ko / 20 / 20 / 50

Hulk / 30 / 30 / 50

Iron Fist / 5 / 10 / 35

Iron Man / 10 / 30 / 45

Jill / 20 / 20 / 30

Magneto / 10 / 10 / 40

MODOK / 20 / 20 50

Morrigan / 10 / 20 / 50

Nemesis / 10 / 10 / 30

Nova / 5 / 10 / 35

Phoenix / 10 (30) / 10 (30) / 35 (50)

Phoenix Wright (10 for both in Investigation, 15 for both in Trial and 30 for both in TA) / 35

Rocket Raccoon / 10 / 15 / 35

Ryu / 10 / 10 / 35

She Hulk / 10 / 10 / 50

Shuma / 25 / 25 / 35

Strider / 3 / 7 / 30 (lowest scaling in the game all across the board)

Sentinel / 10 / 10 / 40

Spencer / 10 / 10 / 50

Spider Man / 20 / 20 40

Storm / 10 / 10 / 38

Super Skrull / 10 / 10 / 35

Taskmaster / 10 / 20 / 33

Thor / 10 / 20 / 35

Trish / 20 / 20 / 40

Tron / 15 / 30 / 40

Vergil / 5 / 20 / 35

V. Joe / 10 / 20 / 60

Viper / 20 / 30 / 60

Wesker / 5 / 10 / 40

Wolverine / 10 / 10 / 35

X 23 20 / 20 / 40 (50 for Weapon X Prime)

Zero / 20 / 30 / 40


I bolded the obvious anomalies.

LOL and as it turns out just as I typed all this shit up, it was already in the SRK Wiki for UMVC3.

http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Combo_Limiters/Damage_Scaling
Bookmarked for reference, and that SRK link isn't updated for Ultimate.
 

Dahbomb

Member
Bookmarked for reference, and that SRK link isn't updated for Ultimate.
I updated it for Ultimate as well. If there is some discrepancy, my numbers are more accurate.

Like for example, Iron Man is 20 / 20 in SRK but that's now obsolete... it's 10 / 30 now for sure. And Dante used to be 10 / 15, it's 5/ 5 now.

The broad strokes from that scaling list is pretty simple.

*Zero, Tron, Viper, Hulk, Shuma, Iron Man, Arthur have the top 7 highest scaling on specials in the game. Shuma is the lowest among them at 25% the rest all have 30%. Arthur has really low base damage compared to the other characters so the high scaling makes sense for him but every other character here is able to get 1 million damage.

*Hulk is the only character with normal scaling at 30% with Shuma at #2 with 25% scaling. Both these characters can thus get 1 million off of throws as well. Phoenix Wright and Phoenix when fully powered up get 30% scaling on normals/specials for comparison otherwise their scaling are average at best.

*Chris, Vergil, Wesker, Dante, Strider, Nova, Iron Fist have bottom 7 normal damage scaling. All have 5% except Strider who has a measly 3%. Aside from Strider most of these characters have good base damage so they don't really struggle with dishing out damage, they just start to cap off at high combo length except for Chris because he not only has good special scaling but Flamethrower does a shit ton of damage in combos. Vergil is also the exception because Spiral Sword loops allow him to chain together many specials and his special value is very good at 20%.

*Only Dante and Strider have special scaling below 10%. Dante has 5% lowest in the game and Strider has 7%.

*Beyond this you have to look at base damage and combo length to figure out which character is dishing a lot of damage. Jill has low base damage so 20% special scaling is fine for her on normals but Dormammu generally has high base damage so 20% for him means he gets to dish out a lot of damage even in long combos.

*Hyper damage scaling does not factor much into combo damage... the only 2 characters for which it seems to make a difference are Captain America and Viper. Joe has a whopping 60% on Hyper damage scaling but is still a mediocre damage character. Wolverine has a measly 35% scaling on his hypers but Fatal Claw is still among the highest damaging hypers in the game.
 

JeTmAn81

Member
Id play but my heart has been beating crazy fast for the last 30 mins or so and hurts like hell x.x/, gonna go lay down I'll be up for games later today haven't played you in ages.

Don't mess around with tachycardia, if it keeps up for too long you know you'd better call somebody.
 

Grecco

Member
Wondering does anybody know the summoned swords thing Yipes does after a combo with spencer in the corner? he does judment cut instead of jumping h i think? Been trying to learn his spencer/vergil/hawkeye team once and for all./
 

JeTmAn81

Member
Wondering does anybody know the summoned swords thing Yipes does after a combo with spencer in the corner? he does judment cut instead of jumping h i think? Been trying to learn his spencer/vergil/hawkeye team once and for all./

I believe that sequence may be:

Judgment Cut L, jump up and Helm Breaker, let go of Round Trip (you should've been charging from the time the Spiral Swords hyper was initiated so you're charged up by this point), c.H, Judgment Cut L, Lunar Phase (DP+M) into the ground bounce

assuming you have your wall bounce too you can do c.H, Stinger (F+H), release Round Trip (should've started charging it during Lunar Phase) into Spiral Sword loops.

You can do this whole sequence off a Spiral Swords DHC from a lot of different hypers in the corner.
 

Azure J

Member
Looking at the scaling values for Dante and Strider man...I'll give up Bold Blocking and Grapple neutral tech if my man can have 10% special scaling.

Eh maybe not, Grapple is too good. :lol
 

Dahbomb

Member
What was Dante's Vanilla scaling like?
10 normal and 15 special.

Dante sort of deserves having his scaling that low. Otherwise he would also be a high damage character.

Strider having 3 and 7 is extremely unfair. It's one of the reasons why point Strider is so non viable. He has low base damage combined with low scaling and his combos are not that length. Oh and Legion hyper... lololol
 

Frantic

Member
Strider / 3 / 7 / 30 (lowest scaling in the game all across the board)
This one more than even Dante's makes me so sad. Capcom really went out of their way to ensure Strider had shitty damage more than anyone else. If they want him to do low damage, then 10/10 would have been completely fine.

*Beyond this you have to look at base damage and combo length to figure out which character is dishing a lot of damage. Jill has low base damage so 20% special scaling is fine for her on normals but Dormammu generally has high base damage so 20% for him means he gets to dish out a lot of damage even in long combos.
Yeah, Trish has really good damage scaling but doesn't do that much damage because she does like 15 hits per combo tops compared to someone like Doom who does twice that per combo and has higher base damage.

What was Dante's Vanilla scaling like?
10/15. In addition to nerfing it to 5/5, they also nerfed his biggest combo extender in the up front damage (Volcano 110k > 100k, Beehive 15k x 8 > 10k x 8).
 

LakeEarth

Member
Big bodies that do fair damage include Haggar, Thor, She Hulk and Sentinel. They have high base damage and hard hitting hypers but their combos scale. Hulk's scaling is ridiculous, a majority of characters he can kill without spending a bar. Even in a 20% damage nerf game he would be TODing a majority of characters.
Poor Nemesis. One hit does a good amount of damage, but a combo scales so hard, its hard to break 750k with an OTG assist. He's worthless as a DHC, I've seen his rocket hyper fail to put away a Wesker on his magic pixel.
 

Dahbomb

Member
Poor Nemesis. One hit does a good amount of damage, but a combo scales so hard, its hard to break 750k with an OTG assist. He's worthless as a DHC, I've seen his rocket hyper fail to put away a Wesker on his magic pixel.
There is something very wrong with Nemesis' hypers because his scaling is not as bad as it suggests in games. Probably a balancing oversight.

Strider's scaling should be 5/10 minimum. Even 10/10 would not be too high, it's not like he has Dante style combos.

Also today is assist changes day and everyone agreed on no more overhead raw tags. I would also want assists to be disabled for a short time after throw tech to avoid option selects and assists disabled if teching/recovering after combo at SJ height to avoid people breaking resets with anti air assists like Missiles and Vajra.
 

Frantic

Member
There is something very wrong with Nemesis' hypers because his scaling is not as bad as it suggests in games. Probably a balancing oversight.
It's because they don't have a lot of hits like most supers. They have a lot of 'upfront' damage (80k x 4 for the rocket one) but at 30% scaling it ends up only doing 24k per rocket and the slam, which ends up at 96k max.

Basically, since Nemesis doesn't do a lot of hits per super, he should have his hyper damage scaling around 50% to do respectable damage.
 
This is where we are right now in system changes. If there are spaces between the changes, then they are still just suggestions. If there are no spaces, those are the changes we are all currently agreeing on (or so it seems).

SYSTEM CHANGES:

TAC Changes:
*Cost 1 bar, always a guaranteed exchange in one of three directions.
*Meter gain/loss from directional choice removed.
*HSD returns to 0 after a TAC and builds normally from there.
*The TAC user cannot gain meter after a TAC until the opponent enters recovery (exception: Soul Drain, meter gain assists).

*Use A1/A2 for TACs instead of S?

Throw Changes:
*Throw tech window increased by 3 frames.
*You cannot be grabbed during tech recovery.
*Ground throw techs put one character-length distance between the two characters.
*Throws can only be initiated with f.H and b.H.

X-Factor Changes:
*XF2 and XF3 values decreased. XF3 becomes XF2, XF2 is “XF1.5”.

*XF1 is the only X-Factor; timer scales with characters left. Bonuses make up for character weaknesses.

Damage Changes:
*All damage decreased by 20% across the board.

*Chip damage increased by 5% (to 35%).

*Assist characters take less damage than before (still more than the point character). Damage scaling applies to them like normal characters in ALL situations.

Combo Changes:
*Cannot mash Light chains on whiff. Can only do it on block or hit.

Assist Changes:

*Assists depart with invul frames doing nothing if a combo has been initiated on the point character of the player who called said assist before they arrive on screen.

*Assists cannot be called during recovery frames or rolls.

*Cannot call assists a certain time after throw techs (it's a short window of cool down, this is mostly to prevent throw + assist option selects).

*Cannot call assists at super jump height after recovering.

*When an assist begins recovery from knockdown, it is invincible until it exits the stage.

Other Changes:
*Incoming character falling arc adjusted so it's more vertical and less horizontal, making it easier to block/react to cross up attempts. No more guard break set ups can be applied to an incoming character until that character has touched the ground or has done some action. Incoming characters need more help than this but it's hard to come up with something because if you give too much then you are giving a character like Vergil or Strider more chance to make a comeback.

*Ground neutral tech recovery is now slightly slower and more deliberately visualized.

*Character deaths do not cause inputs to drop when there are multiple characters being hit simultaneously.

*Input reading changed: holding forward/back is no longer a forward/back input in terms of moves. Example: holding back, and then doing qcb, currently gives one a reverse dragon punch motion. In general, directional input buffering is toned down a bit.

*Raw tags no longer hit overhead.

*Attack cancelation does not change when in X-Factor (currently, you cannot cancel Morrigan’s s.H in certain X-Factor levels).

*All launchers universalized to be -1 on block.

*All snapbacks universalized to be 2 frames and +1 on block.
 

Dahbomb

Member
Woah woah... launchers at -1?

Hell naw... if anything all launchers should be punishable. No more of this LMHS hit confirm non sense, some characters like Magneto have only their launchers which are punishable.

If you make a read with an anti air launcher that's fine but be prepared to deal with the consequences when you mess it up. A character like Ghost Rider has a CRAZY good launcher... you want that to be -1? No way man. Not to mention Hulks get scrubbier doing st.H into st.S all day.
 

GuardianE

Santa May Claus
Dante sort of deserves having his scaling that low. Otherwise he would also be a high damage character.

I don't see why that's a problem when your fastest normal is 8 frames.

He shouldn't have gotten the double nerf.
Nerf me once, shame on you. Nerf me twice...
 

Dahbomb

Member
I don't see why that's a problem when your fastest normal is 8 frames.

He shouldn't have gotten the double nerf.
Nerf me once, shame on you. Nerf me twice...
He has an 8 frame normal because he has good range on his normals, he is safe as fuck and he has a ton of moves that are supremely plus on block. Even with an 8 frame normal he can frame trap people.

His damage nerf nothing to do with his normals. Unless you are suggesting we treat Dante as a big body and give his slow normals with high damage. Nope... the character has too high of a diverse toolset to give him high damage. If he had better scaling we would now be talking about how to nerf this top 5 character.

And please don't bring up Zero and Vergil, we know those characters are OP.
 
GB and Dahbomb, whichever of you two is doing the announcer job is not doing it well. :p Our daily talk topics should be announced in the FGW thread.

I also came up with an important 4th role: ambassador. When we discuss character changes, we should also put together a small list of notable/devoted players of those characters and get in touch with them through SRK/Twitter/whatever. This person would be in charge of that so we can be sure to receive their input. For example, while we're all competent people, LLND will have Hsien-ko insight that none of us do. We should make an effort to reach out to these folks to receive their input. The ambassador would contact these people, get a list of suggested changes from them, and post those changes on their behalf.

Dahbomb seems to want to be our scheduler, and he's doing a fine job at it.

So that leaves Zissou and GB to decide who wants to be the announcer for our topics in the FGW thread, and who wants to be the ambassador.

Woah woah... launchers at -1?

Hell naw... if anything all launchers should be punishable. No more of this LMHS hit confirm non sense, some characters like Magneto have only their launchers which are punishable.

If you make a read with an anti air launcher that's fine but be prepared to deal with the consequences when you mess it up. A character like Ghost Rider has a CRAZY good launcher... you want that to be -1? No way man. Not to mention Hulks get scrubbier doing st.H into st.S all day.
-1 and not special cancelable is a momentum loss. That's all the punishment that is needed. Everyone pushblocks Hulk's s.H, so it doesn't matter.

Some characters have their s.S as their best poke, and they need it. Storm's is -1, so I don't get why it's a problem. She has one of the best launchers in the game. Ending a blockstring with s.S is always the worst option every character has; I don't see why they also need to die for doing it in some cases.
 

Dahbomb

Member
At -1 it would not be the worst option at all for quite a few characters. Push blocking is a bad answer because sometimes I am looking to punish a Hulk if he tries to confirm into launcher or do 2 forward Gamma Charges or cancels into hyper. Not only that but it's a problem against fast characters too where they can easily frame trap you with their launcher. Wolverine -1 launcher into 4 frame jab, he still continues his pressure when previously he would have to have cancelled his st.H into B Slash and B Barrage both of which would be worse options as they would be less safe than his launcher. He would have to burn meter after his specials if they are blocked not with a -1 launcher.

Or the opposite I am Iron Man against Dante, I do a scrubby as hell cr.L cr.M S. It's -1 so he has to push block it because he can't punish it and he can't contest the 5 frames cr.L after it.

Not only that but you have even scrubbier Sentinel play. Sentinel frame trapping you with his huge armored launcher into command grab or better yet into another launcher. You are Dante some Sentinel does raw aSs, you block and go in because you think he is -1. Oh wait NO because he throws out launcher again and armors you, killing you in the process.

Sorry I can't get behind this at all. Promotes and even rewards scrubby play. Having unsafe launchers has never been a problem in a Marvel game... in fact I would say having a lot of safe launchers is more the problem.

Also topic talk points should be posted at the week's end on Sunday/Monday when the new thread goes up. No need to clutter the FGW thread every day with fake Marvel patch talk... people get annoyed as it is. Once a week is fine.
 

GuardianE

Santa May Claus
And please don't bring up Zero and Vergil, we know those characters are OP.

Fiiiiiiine.


Sorry I can't get behind this at all. Promotes and even rewards scrubby play. Having unsafe launchers has never been a problem in a Marvel game... in fact I would say having a lot of safe launchers is more the problem.

MvC2 had safe launchers and special cancelable launchers for all of the cast.

I still think having universally -1 on block launchers advocates sloppy play (much like the chaining jabs) so I'd prefer to not see it. Punishable launchers are meant to reward hitconfirming and punish autopiloting. Ultimately, though, I don't think it would make a significant difference in high level play. I think the biggest changes would happen in the neutral game. You'd see a lot more poking with launchers simply because of their speed and hitboxes for a majority of the cast will straight up beat approach options. You'd also see more anti-air launchers.
 

Dahbomb

Member
Also on the topic of snapbacks, pretty much every snapback is in fact -2. The problem is not in the start up but the actual traveling speed of the snapback. You should probably make a note that you want the traveling speed of all snapbacks normalized.

Punishable launchers are meant to reward hit confirming and punish auto piloting.
Exactly.
 
At -1 it would not be the worst option at all for quite a few characters.
If ending a blockstring at -1 is the character's best option, then I plan on changing that character to have better blockstring enders.

Push blocking is a bad answer because sometimes I am looking to punish a Hulk if he tries to confirm into launcher or do 2 forward Gamma Charges or cancels into hyper
Let's balance the game around players who aren't stupid.

Not only that but it's a problem against fast characters too where they can easily frame trap you with their launcher. Wolverine -1 launcher into 4 frame jab, he still continues his pressure when previously he would have to have cancelled his st.H into B Slash and B Barrage both of which would be worse options as they would be less safe than his launcher. He would have to burn meter after his specials if they are blocked not with a -1 launcher.
You're thinking about it backwards. The options are:
1) Wolverine does LMHS and is pushblocked, completely losing momentum.
2) Woleverine does LMH, Berserker Slash, Berserker Charge, retaining momentum.

No one is going to sit around and get frame trapped by Wolverine's launcher - lol. No Wolverine will end blockstrings with S, either - I promise you. Good Wolverine players don't even do blockstrings. They just run up and s.H into Berserker Slash or link c.Ls together for frame traps or ground throws. This is a non-issue.

Or the opposite I am Iron Man against Dante, I do a scrubby as hell cr.L cr.M S. It's -1 so he has to push block it because he can't punish it and he can't contest the 5 frames cr.L after it.
Who takes 3 attacks to pushblock? I pushblock the L often, and always pushblock the second attack unless I'm mind fucked. More likely this plays out like this:
c.LM (pushblocked) s.S (whiffs); Dante recovers and Stingers into a full combo.

Not only that but you have even scrubbier Sentinel play. Sentinel frame trapping you with his huge armored launcher into command grab or better yet into another launcher. You are Dante some Sentinel does raw aSs, you block and go in because you think he is -1. Oh wait NO because he throws out launcher again and armors you, killing you in the process.
It's too bad that Dante player don't know how to throw, or dash back after blocking and then Stinger to punish the whiffed launcher. Let's make balance decisions around smart play, not the dumbest fucking thing you can think of someone doing.

Sorry I can't get behind this at all. Promotes and even rewards scrubby play. Having unsafe launchers has never been a problem in a Marvel game... in fact I would say having a lot of safe launchers is more the problem.
All of your examples are of people playing like scrubs, though...

Also topic talk points should be posted at the week's end on Sunday/Monday when the new thread goes up. No need to clutter the FGW thread every day with fake Marvel patch talk... people get annoyed as it is. Once a week is fine.
Then the announcer should work with Enzo.
 

Dahbomb

Member
1) Wolverine does LMHS and is pushblocked, completely losing momentum.
2) Woleverine does LMH, Berserker Slash, Berserker Charge, retaining momentum.
I am talking about a situation where Wolverine does not have the meter to cancel. Most Wolverine's only hit confirm with cr.Ls but sometimes you get committed up to st.H because you thought you got the hit and then you may end up spending a bar that you may not want to... a -1 launcher would rectify this. Hey man as a Wolverine player I would love to have a -1 launcher... dash under cross up launcher all day long.

Who takes 3 attacks to pushblock? I pushblock the L often, and always pushblock the second attack unless I'm mind fucked. More likely this plays out like this:
c.LM (pushblocked) s.S (whiffs); Dante recovers and Stingers into a full combo.
The funny thing is that a -1 launcher would not even be punishable by the time you recover from advance guard. The only reason Iron Man's launcher would be punishable after an AG is that it's recovery is already HUMONGOUS. So this makes it even scrubbier.

You don't always pushblock every thing and under 3 attacks, sometimes you want to see the whole block string or sometimes you want to save the push block for that right/left mix up with assist. Iron Man can negate a push block by fly cancelling so you still have to see where you need to push block.

And guess what... how about we have a game where not everything needs to be push blocked? Big bodies have a ton of slow ass moves I want to punish, if I see them commit to something no way I am going to push block.

It's too bad that Dante player don't know how to throw, or dash back after blocking and then Stinger to punish the whiffed launcher. Let's make balance decisions around smart play, not the dumbest fucking thing you can think of someone doing.
So he push blocks before a launcher... now what? A launcher that is -1 on block no way in hell Dante is punishing that. There is no way in hell you can throw a Sentinel launcher at -1 block, the push back is too much on it to allow for it.

Why the hell should Dante dash back after blocking a negative launcher? He wants the momentum and be rewarded for blocking a negative move that has armor on it. But no if he tries to pressure after an armored move that is -1 on block he will eat another armored move that is -1 on block.

All of your examples are of people playing like scrubs, though...
Hey man tell that GCYoshi who likes to use Sentinel launcher all day long.
 

Frantic

Member
There's more to making the launchers -1 than just saying they're -1. Does this affect recovery frames? Active frames? Amount of blockstun? Cuz some characters have a shit ton of recovery on their launchers(like Tron's 38 frames) and others have very little(Storm's 11 frames) meaning some are more susceptible to chicken blocking than others. Additionally, some launchers stay out there forever(Dorm, Storm) while other's do not(Dante, Iron-Man). You can't just make them all -1 without getting into some serious restructuring of the way the launchers work.

For the record, all launchers seem to have roughly 21(give or take a frame) frames of blockstun.
 
I am talking about a situation where Wolverine does not have the meter to cancel.
And I am talking about good Wolverine players, whom prefer to stay in your face and c.L until their assists refresh. This is a non-issue.

The funny thing is that a -1 launcher would not even be punishable by the time you recover from advance guard. The only reason Iron Man's launcher would be punishable after an AG is that it's recovery is already HUMONGOUS. So this makes it even scrubbier.
Wrong.

Advancing Guard changes your block frames to 23. Iron Man's s.S is 14 startup, 3 startup, 30 recovery. So let's say you pushblock c.M, which is active 4 frames, at its latest frame, just to be generous to Iron Man. As you pushblock he goes into s.S, and there's a total of 47 frames he is vulnerable whiffing that baby in to the air. You recover after 23 frames, and have 24 frames to punish. Tons of time. Stinger is only 14 frames startup. We aren't changing recovery time on launchers, just their frame disadvantage.

You don't always pushblock every thing and under 3 attacks, sometimes you want to see the whole block string or sometimes you want to save the push block for that right/left mix up with assist. Iron Man can negate a push block by fly cancelling so you still have to see where you need to push block.
The only time you don't pushblock in this game is when your opponent does something unsafe like Charging Star. Anything else is a mistake against an intelligent opponent. You never want to "see" the whole blockstring if your opponent is good at the game, because it just results in more pressure and chip damage for you. Never.

And guess what... how about we have a game where not everything needs to be push blocked? Big bodies have a ton of slow ass moves I want to punish, if I see them commit to something no way I am going to push block.
Not everything needs to be pushblocked. Moves like Bionic Lancer and Charging Star are still unsafe. I imagine we'll keep Doom's j.S unsafe after he has entered flight, too.

So he push blocks before a launcher... now what? A launcher that is -1 on block no way in hell Dante is punishing that. There is no way in hell you can throw a Sentinel launcher at -1 block, the push back is too much on it to allow for it.
Or dash back and punish the recovery on the launcher. Same shit, still easy.

Why the hell should Dante dash back after blocking a negative launcher? He wants the momentum and be rewarded for blocking a negative move that has armor on it. But no if he tries to pressure after an armored move that is -1 on block he will eat another armored move that is -1 on block.
Because it has hyper armor - Sentinel's launcher would clearly be a unique case here.

Hey man tell that GCYoshi who likes to use Sentinel launcher all day long.
It needs to be better. And I'm talking about the Dante player, not the Sentinel player.

I mean, we could make launchers -2 or 3 even, I just think they should be safe for poking purposes.

There's more to making the launchers -1 than just saying they're -1. Does this affect recovery frames? Active frames? Amount of blockstun? Cuz some characters have a shit ton of recovery on their launchers(like Tron's 38 frames) and others have very little(Storm's 11 frames) meaning some are more susceptible to chicken blocking than others. Additionally, some launchers stay out there forever(Dorm, Storm) while other's do not(Dante, Iron-Man). You can't just make them all -1 without getting into some serious restructuring of the way the launchers work.

For the record, all launchers seem to have roughly 21(give or take a frame) frames of blockstun.
I plan on adding more blockstun to them. If you lower their recovery, then they'll be harder to punish. Take the Iron Man launcher for example, which has 30 recovery and is -11. So to make that -1 through recovery you need to reduce the recover to 20 frames. But now, in my pushblock example, Iron Man is vulnerable for 14 frames, which is the same as Stinger's startup. So Dante would not be able to punish it.

Edit: Alternatively, launchers could be special cancelable. ;-)
 

Dahbomb

Member
If you are NOT changing recovery time on launchers (which is what I assumed because that is what you actually need to get parity of the launchers) then you need to adjust block stun on every launcher on a case by case basis. Because my understanding was that you were toning down the recovery of launchers to the point where they simply become -1 on block.

All my examples were taking into consideration that recovery time on most launchers was going down which made them harder to punish all around. I still think giving something like Sentinel's launcher or Ghost Rider's launcher -1 on block is dumb as hell, especially someone like Ghost Rider's... it now becomes his best normal and zoning tool since he is always going to get you to block it.

And who aside from Karst actually even wants this? This is the first time I am even hearing about this because most people I have heard want more unsafe launchers. FGTV in particular was giving characters like Wesker -7 launchers. So I am curious to see who else is even interested in this.

You never want to "see" the whole blockstring if your opponent is good at the game, because it just results in more pressure and chip damage for you. Never.
Very good players have anti push block strats and approaches so if you start pushblocking everything they know and will use their tactic on the first block. Against a good Vergil I don't push block early in fact it is recommended that you don't especially during Round Trip or Spiral Swords, it just allows him to mix you up even easier. Saving that pushblock for the standard st.H assist call into cross up mix up is the best scenario. Yea this is not all the time and most of the time you want to push block as much as you can but it's not as white and black as push block everything especially now that some people are starting to discover guard break shit.
 
If you are NOT changing recovery time on launchers (which is what I assumed because that is what you actually need to get parity of the launchers) then you need to adjust block stun on every launcher on a case by case basis. Because my understanding was that you were toning down the recovery of launchers to the point where they simply become -1 on block.

All my examples were taking into consideration that recovery time on most launchers was going down which made them harder to punish all around.

And who aside from Karst actually even wants this? This is the first time I am even hearing about this because most people I have heard want more unsafe launchers. FGTV in particular was giving characters like Wesker -7 launchers. So I am curious to see who else is even interested in this.
If you played a character whose best normal was his/her launcher, you would understand. :p

Who cares if I'm the only one that wants it? Not all good ideas are popular.
 

Dahbomb

Member
If you played a character whose best normal was his/her launcher, you would understand. :p

Who cares if I'm the only one that wants it? Not all good ideas are popular.
I have played Ghost Rider and even I don't want his launcher to be -1. The character is bad but it doesn't excuse giving him derpy shit to overcome his short comings. Just like I wouldn't give Iron Man better recovery on his launcher because the better launcher he has the less likely people are pushed to use optimized hit confirms. Risk/reward should be apparent, something that this game lacks. You should have to THINK before you press that button. Oh and I play Vergil as well who's second best normal is his launcher, so I get to have a disjointed normal that is -1 on Vergil... Neat. That would make his launcher the best normal for him on paper... and it's cancellable to boot!

And last time I checked there was supposed to be a committee and we needed unanimous agreement on changes? Otherwise you can just make up the changes and send yourself.

If you want Dormammu to have a -1 launcher then just say so.
 
I have played Ghost Rider and even I don't want his launcher to be -1. The character is bad but it doesn't excuse giving him derpy shit to overcome his short comings. Just like I wouldn't give Iron Man better recovery on his launcher because the better launcher he has the less likely people are pushed to use optimized hit confirms. Risk/reward should be apparent, something that this game lacks. You should have to THINK before you press that button. Oh and I play Vergil as well who's second best normal is his launcher, so I get to have a disjointed normal that is -1 on Vergil... Neat. That would make his launcher the best normal for him on paper... and it's cancellable to boot!

And last time I checked there was supposed to be a committee and we needed unanimous agreement on changes? Otherwise you can just make up the changes and send yourself.

If you want Dormammu to have a -1 launcher then just say so.
After finding out that Storm's launcher is -1 on block, I've just thought "why isn't that the case for more great launchers like that one?" Like I said, they could be -3 or something, but I think they should be mostly safe.

It doesn't matter for Vergil since he cancels it into s.H anyway.

There is risk-reward, because launchers still have a lot of recovery and can be whiff baited. Just like any other move. I don't see anyone saying that Taskmaster's Shield Skills being effectively safe on block is a problem. What is the actual problem here? I've shown how all of your examples aren't actually problems.

I never said I'm making changes without anyone. I don't even know what you are talking about. You are clearly getting flustered and saying irrational things as a result. I just said that a change's "popularity" isn't an argument for whether it should happen or not. Reasons should result in changes.
 

Dahbomb

Member
I would say Storm's launcher is an anomaly, an exception to the rule much like Wesker, Akuma, Ryu. Maybe Capcom thought Storm didn't have a good enough anti air so they made her launcher safe. Doom's launcher is an even bigger anomaly as you can option select it with a throw and even cancel it.

If we start getting in this frame of mind about "why does this character have this but mine doesn't?" then we would be at it all day. Vergil's launcher is cancelable why isn't every launcher cancelable? Nova and Magneto have a proper wave dash why doesn't every flier have it? Why does Viper have a 2 hit launcher? Why does Dante have 10 OTG moves but some characters have barely one? Why are some snapbacks safe and some aren't?

Unless a character desperately needs a -1 on block launcher, I really can't see the need to make a system wide change for it. With stuff like Ghost Rider's launcher existing I can't be behind such a change. At the minimum it greatly marginalizes hit confirmation in the game when every character can attempt the same confirm on block. It would also marginalize some moves like the example you gave with Shield Skills... the move is unsafe but you can cancel it into Sharp Sting which is -3. If that move connects you won't get a big combo off of it solo. However if Task's launcher is -1 then there would be no reason to cancel Shield Skill into Sharp Sting as the launcher leads into more damage, is safer and is easier to execute. It would make Sharp Sting nothing more than a combo extending move, it would have no usage in the neutral on block as Sharp Sting into launcher would be superior in most cases (or Shield Skill into arrows).
 

Frantic

Member
There is risk-reward, because launchers still have a lot of recovery and can be whiff baited. Just like any other move. I don't see anyone saying that Taskmaster's Shield Skills being effectively safe on block is a problem. What is the actual problem here? I've shown how all of your examples aren't actually problems.
My biggest gripe with it is that there is still discrepancies between each launcher. Sure, they're all -1, but some will have more recovery than others so some are more susceptible to pushblocking than others and it's still super dangerous to use as an anti-air meaning it's still not a great 'poking tool', as for some characters, it's their only good anti-air. Plus, the whole pushblocking thing works for only a handful of characters. Sure, Dante can punish characters with a Stinger, but what about characters without something like Stinger? The list that can't punish is longer than the list that can, causing a further discrepancy in characters. That's not getting into the fact you'd be able to frametrap with your launcher into the world's easiest hitconfirm with pretty much no risk in most cases, and that's kinda dumb imo. I know for a fact that I'd be using it a shit ton with Dante.
 

Dahbomb

Member
My biggest gripe with it is that there is still discrepancies between each launcher. Sure, they're all -1, but some will have more recovery than others so some are more susceptible to pushblocking than others and it's still super dangerous to use as an anti-air meaning it's still not a great 'poking tool', as for some characters, it's their only good anti-air. Plus, the whole pushblocking thing works for only a handful of characters. Sure, Dante can punish characters with a Stinger, but what about characters without something like Stinger? The list that can't punish is longer than the list that can, causing a further discrepancy in characters. That's not getting into the fact you'd be able to frametrap with your launcher into the world's easiest hitconfirm with pretty much no risk in most cases, and that's kinda dumb imo. I know for a fact that I'd be using it a shit ton with Dante.
This is basically what I have been trying to say. For a majority of the cast this just leads to dumber play. Not the most optimized play but still effective enough where fraudulent players can get by on it. I WANT people to be punished for improperly confirming an Iron Man combo into a st.S.

I need to check the frame data on Sentinel but I am pretty sure that for him if he ended his block string in a -1 launcher that would be the best hit confirm for him. It would definitely be the best confirm for a character like Ghost Rider.
 
I do see where you are coming from, but a lot of characters have s.S as their best anti-airs, and it really sucks that they can't use them without dying. I'll refrain from making it a universal change, though, and we'll take it on a case-by-case basis. I do want a lot of the game's good anti-air launchers to be safe on block. Taskmaster is actually a good example of this.
 

Dahbomb

Member
He doesn't need a safe launcher because Shield Skill is a legitimate anti air as is his st.M.

And people still use launchers for anti air... it's called making a proper read. A lot of characters use launchers for mix ups/cross unders too when properly assisted (like the Fanatiq mix up with Magneto).

When we get to the character sections we can then decide if a launcher is in need of buffing. I think right now we are on assist changes.
 

Frantic

Member
And people still use launchers for anti air... it's called making a proper read. A lot of characters use launchers for mix ups/cross unders too when properly assisted (like the Fanatiq mix up with Magneto).
Assisted and/or X-Factored, usually making them safe. Plus, most of the launchers used as anti-airs are the safer ones like Storm, Doom and Akuma so even if they are chicken-blocked, they're still pretty hard to punish.
 
He doesn't need a safe launcher because Shield Skill is a legitimate anti air as is his st.M.

And people still use launchers for anti air... it's called making a proper read. A lot of characters use launchers for mix ups/cross unders too when properly assisted (like the Fanatiq mix up with Magneto).

When we get to the character sections we can then decide if a launcher is in need of buffing. I think right now we are on assist changes.
I'm talking about anti-airing things like Haggar jumping in while holding up-back, not air dashers.
 

Dahbomb

Member
I have seen FChamp anti air with Dorm too. Morrigan, Sentinel, Nemesis, Tron, Ghost Rider, Sentinel, Zero, Magneto are also characters with good launchers. I don't know how unsafe Zero's launcher is but I have definitely seen it used as an anti air in top play. Ryu's launcher is the same as Akuma. I think Cap's launcher is safe but not -1 safe, he is a character who actually needs that launcher because he has almost no real hit confirms.

I'm talking about anti-airing things like Haggar jumping in while holding up-back, not air dashers.
You can't anti air him with cr.M? Or do you want to beat out his pipe? Does Dorm's launcher beat out pipe?

Honestly even with Storm's -1 launcher I would not risk trying to anti air Haggar. If I gey the hit I take maybe a bit over half his life, if his pipe hits me I die.
 
I have seen FChamp anti air with Dorm too. Morrigan, Sentinel, Nemesis, Tron, Ghost Rider, Sentinel, Zero, Magneto are also characters with good launchers. I don't know how unsafe Zero's launcher is but I have definitely seen it used as an anti air in top play. Ryu's launcher is the same as Akuma. I think Cap's launcher is safe but not -1 safe, he is a character who actually needs that launcher because he has almost no real hit confirms.


You can't anti air him with cr.M? Or do you want to beat out his pipe? Does Dorm's launcher beat out pipe?
I'm not thinking about Dormammu with this idea. I'm thinking about things like Iron Man's launcher.

Anti-air with c.M is really frustrating - we'll get to that later.
 

Frantic

Member
I have seen FChamp anti air with Dorm too. Morrigan, Sentinel, Nemesis, Tron, Ghost Rider, Sentinel, Zero, Magneto are also characters with good launchers. I don't know how unsafe Zero's launcher is but I have definitely seen it used as an anti air in top play. Ryu's launcher is the same as Akuma. I think Cap's launcher is safe but not -1 safe, he is a character who actually needs that launcher because he has almost no real hit confirms.
Trish's launcher is pretty godlike. -4 on block, 4 active frames, 23 recovery frames. Helps that it's a Sparda normal, so it reaches forever.

Zero's launcher is 9 startup frames, -5 on block, 5 active frames, 22 recovery frames. It's pretty good, and it tends to mindfuck people since no one expects raw launch from Zero.

Honestly even with Storm's -1 launcher I would not risk trying to anti air Haggar. If I gey the hit I take maybe a bit over half his life, if his pipe hits me I die.
I used to be like this, and then I started YOLO'ing it up and anti-airing him. My performance vs Haggar improved dramatically.
 
I am good with everything on this list but this one:
*Incoming character falling arc adjusted so it's more vertical and less horizontal, making it easier to block/react to cross up attempts.

If players can choose which direction their character comes in through, I don't think it is necessary.

If we all agree on everything else, we just have X-Factor to work on.

SYSTEM CHANGES:

TAC Changes:
*Cost 1 bar, always a guaranteed exchange in one of three directions.
*Meter gain/loss from directional choice removed.
*HSD returns to 0 after a TAC and builds normally from there.
*The TAC user cannot gain meter after a TAC until the opponent enters recovery (exception: Soul Drain, meter gain assists).

Throw Changes:
*Throw tech window increased by 3 frames.
*You cannot be grabbed during tech recovery.
*Ground throw techs put one character-length distance between the two characters.
*Throws can only be initiated with f.H and b.H.

X-Factor Changes:
*XF2 and XF3 values decreased. XF3 becomes XF2, XF2 is “XF1.5”.

*XF1 is the only X-Factor; timer scales with characters left. Bonuses make up for character weaknesses.

Damage Changes:
*All damage decreased by 20% across the board.
*Chip damage increased by 5% (to 35%).
*Damage scaling now applies to assists.

Combo Changes:
*Cannot mash Light chains on whiff. Can only do it on block or hit.

Assist Changes:
*Assists depart with invulnerability frames if the point character is hit before they appear on the screen.
*Assists cannot be called during recovery frames or rolls.
*Cannot call assists after throw techs for 15 frames.
*Cannot call assists at super jump height after recovering.
*When an assist begins recovery from knockdown, it is invincible until it exits the stage.

Other Changes:
*Incoming character falling arc adjusted so it's more vertical and less horizontal, making it easier to block/react to cross up attempts.

*Guard Breaks removed.
*Ground neutral tech recovery is now slightly slower and more deliberately visualized.
*Character deaths do not cause inputs to drop when there are multiple characters being hit simultaneously.
*Incoming characters can choose which side to come in on by holding left or right.
*Input reading changed: holding forward/back is no longer a forward/back input in terms of moves. Example: holding back, and then doing qcb, currently gives one a reverse dragon punch motion. In general, directional input buffering is toned down a bit.
*Raw tags no longer hit overhead.
*Attack cancelation does not change when in X-Factor (currently, you cannot cancel Morrigan’s s.H in certain X-Factor levels).
*All snapbacks universalized to be 2 frames and +1 on block. Attack travel speed instantaneous for all characters.
 

Dahbomb

Member
Iron Man's launcher is terrible all around. The hit box is narrow as hell, I would have to space it perfect to beat out Haggar. Besides against Haggar I have cr.H into Repulsar and air to air j.H which are just outside pipe range. Even with -1 launcher I would not try to anti air Haggar with it. The match up is in IM's favor so there is no need for me to risk the match on an anti air launcher that is one of the most unreliable moves in the game.

And yea totally forgot about Trish's launcher that shit is legit.
 

GuardianE

Santa May Claus
I'm not thinking about Dormammu with this idea. I'm thinking about things like Iron Man's launcher.

Anti-air with c.M is really frustrating - we'll get to that later.

Then Iron Man's launcher should be made better.

I don't think a universal change is the answer to isolated problems like this.
 

Dahbomb

Member
Please don't waste precious change slots on buffing IM's launcher. The move is a skill check.

I definitely raw S against Haggar as Vergil, same for Sentinel. That shit is free, with most characters I would not risk it.

Also how do you guys propose they fix the input buffer? Just make the inputs check for last 5 inputs instead of 4 inputs?
 
How do you all feel about command throws being assists? I know GB loves it, and I like it. I'm thinking ahead to Nemesis here.

The big thing left to discuss in terms of system changes is X-Factor.
 

Dahbomb

Member
How do you all feel about command throws being assists? I know GB loves it, and I like it. I'm thinking ahead to Nemesis here.

The big thing left to discuss in terms of system changes is X-Factor.
I fucking love it but I would wait for character changes before we get to them. And I was thinking about Skrull, Thor and She Hulk. I do think it might be too broke though.

X factor change is: 40/65/80 new value. XF now also freezes time when active. Buffs and XF stack additively now.
 
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