QisTopTier
XisBannedTier
I don't think you know what you just did, but I have no complaints LOLOMG YES CHANGE ADDED.
I don't think you know what you just did, but I have no complaints LOLOMG YES CHANGE ADDED.
One day Mariel and Mike will show us just how lackluster a new Venom can be.LOL at wanting venom and gambit in mvc3
Venom is lack luster as fuck, and as for gambit? Just play akuma
I'm trying to pushblock him, though. I don't care if it leads to endless lockdown, because I can finally pushblock Shield Toss.I don't think you know what you just did, but I have no complaints LOL
The bold changes are the one that I am fine with. I underlined the launcher change because that's a change I personally don't care about... people can have their better launch but it doesn't matter for high level play.*Ground dash is now attack and crouch cancelable.
*Launcher horizontal hitbox significantly improved.
*c.H missiles travel straight forward now.
*Smart Bomb trajectories change by input; L is closest, H is farthest.
*Smart Bomb hitstun and hitbox significantly increased.
*Air dash returned to Vanilla levels.
*Proton Cannon changed to +2 on hit.
I'd rather get stuck in an infinite block string than try to pushblock Shield Slash, get a normal instead and get hit by it on the way back.Uh that would lead into some damn near infinite block strings with assist.
Great video, Max putting in his work as well.
Put it all in patch change format, THEN add explanatory paragraphs. It's tiring to translate everything because people write stuff in paragraph form.The bold changes are the one that I am fine with. I underlined the launcher change because that's a change I personally don't care about... people can have their better launch but it doesn't matter for high level play.
Smart Bombs don't need a hit stun increase. They have enough hit stun already where you can confirm a combo off of Smart Bomb and then air dash down into j.H. It has enough hit stun for relaunch infintes. It's all tight but it's all possible. If you increase hit stun too much he can have like relaunch combos in the corner... he already has like semi relaunches with Smart Bombs in the corner.
Honestly if you want a meaningful Smart Bomb change, give it like a charge property. You float in the air for like 40-ish frame to charge the Smart Bombs and now you get bigger, slower/floatier, more durability, more hit stun Smart Bombs. Basically like MVC2 Smart Bombs but slightly better. Wouldn't really need new animations either.
Air dash for all the different dashes need changes separately. Forward air dash, up/back, up/down and up/forward dashes should all remain the same. The only two dashes that should be changed are down/forward and down/back. However, the property of UMVC3 Iron Man to maintain momentum should remain, that's what makes him unique. My idea for that is when you are super jump height, when you initially do down/forward dash you do the standard tri dash animation and right as it's about to end a second wave of thrusters activate which maintain your momentum (basically how it is now but after you have gotten over the shitty start up animation).
Proton Cannon at +2 is unneeded. Even if it's negative it's fine... I just don't want it be like -47 on block and punishable on hit. I know why you made this change, you want Iron Man to have a safe DHC in the corner and I want that too. I think something like -3 to -5 is fine... no way is anyone going to punish it mid screen/full screen it's only a question of if he will be punished in the corner. The real change I want from Proton Cannon is the same as Storm's... I want soft knockdown before the final hit. It's extremely shitty trying to find DHCs that work into Proton Cannon and it's even shittier trying to PC XF PC.
In addition, these changes on his hit confirms:
St.H and j.M hit boxes extended to match the hit box of cr.M.
That's it for now. I think these changes alone would make Iron Man High tier at least. Also no changes on his assists.
Wow, not one of the characters I asked for? :-(
Suggested changes I came up with:
Captain America:
*c.L is now +1 on block.
*j.d+H is now better for crossing up.
*Final Justice invincible from frames 0-36.
Assists: Shield Toss M, Charging Star H, Shield Toss L
Now I see why Alukard is salty. He just wants Iron Man buffs... that's all he wants.
Iron Man should get buffs. Tons of them.
- flight cancel ability like morrigan
- at least 2 new moves*
- better dashes, faster recovery
- more health
- give double jump back
- Increase range of repulsar blast
- more damage or quicker start up/recovery on unibeams
- Fix his hypers so he's not getting punished ON HIT. (Yes, some characters can punish IM after being hit by proton cannon, smh) so Faster startup/recovery here as well
- angled projectile of some kind
- give smart bombs their trajectory control back ala MvC2
- Give knee press from MvC2 back (but make it look cooler)
* tons of stuff to choose from here --- A homing missile, wrist lasers, a melee move or command grab, wrist rockets, a straight down smash move from the air, angled hand beams down diagonal from the air (similar to Doom) or up diagonal from the ground (similar to Cyclops from MvC2)
Anyway, that's the short list, he needs a ton of buffs. In this game with Magneto, Storm and Doom, there is really no reason, I mean literally, ZERO reason to ever play Iron Man. That's just not right imo.
edit:
Fix is launcher, incredibly stupid that it whiffs all the time and I had to learn certain combos just so I could get the launcher to hit at the end of it. Iron Man requires so much work and it's all for a shit return.
edit2:
old but true
This is excessive and half of this stuff isn't required.
It'd make him a good character but still no where near Vergil or Zero level.
I mean, if there are characters like them in the game, why can't other characters be just as powerful, have just as manycheapfair moves, have just has many number of moves, have that many mobility options, ect...
Iron Man needs as many buffs as possible. I'd rather they break him, then tone him down in a patch then give him a bunch of worthless shit. Without a major overhaul that character will forever be worthless. (see Magneto, Storm, Doom, + others who do everything he does only vastly better in every conceivable way)
Also, 1 last buff -- change his stupid "excuse me!" saying when he comes in. It sounds horribly, horribly, terribly, stupid.
Yes it would, that's why I have both versions.Like I said, I don't know about specific changes I want, but I'm good with this!
Would Shield Toss L still be able to OTG in assist form?
-No one is getting a flight-cancel ability like Morrigan's. She has to pay in spades for that, and it's her unique trait.Cross post from the FGC weekly thread. was told balance change discussion is going on here.
- flight cancel ability like morrigan
- at least 2 new moves*
- better dashes, faster recovery
- more health
- give double jump back
- Increase range of repulsar blast
- more damage or quicker start up/recovery on unibeams
- Fix his hypers so he's not getting punished ON HIT. (Yes, some characters can punish IM after being hit by proton cannon, smh) so Faster startup/recovery here as well
- angled projectile of some kind
- give smart bombs their trajectory control back ala MvC2
- Give knee press from MvC2 back (but make it look cooler)
edit:
Yes it would, that's why I have both versions.
I'm in the same position as you.Ok.
Honestly, I don't have many changes or grievances I can think of. I think Cap is mostly solid where he's at. That cr.L change is already huge (at least for me, personally, I'm sure other Caps would feel the same), and he already got two fantastic changes in Ultimate with double jump and OTG Shield Slash.
So if anyone has changes to suggest, I'll give feedback, but not sure what else to say on him, lol.
I think iron mans super already does soft knockdown before the last hit. I dhc into Felicia all the time. Would changing the cr. H require an animation change? Otherwise why not just make it otg and reduce the startup? Seems pointless though if he can wave dash and smart bomb. Could make it easier though for simple otg's into proton canonThe bold changes are the one that I am fine with. I underlined the launcher change because that's a change I personally don't care about... people can have their better launch but it doesn't matter for high level play.
Smart Bombs don't need a hit stun increase. They have enough hit stun already where you can confirm a combo off of Smart Bomb and then air dash down into j.H. It has enough hit stun for relaunch infintes. It's all tight but it's all possible. If you increase hit stun too much he can have like relaunch combos in the corner... he already has like semi relaunches with Smart Bombs in the corner.
Honestly if you want a meaningful Smart Bomb change, give it like a charge property. You float in the air for like 40-ish frame to charge the Smart Bombs and now you get bigger, slower/floatier, more durability, more hit stun Smart Bombs. Basically like MVC2 Smart Bombs but slightly better. Wouldn't really need new animations either.
Air dash for all the different dashes need changes separately. Forward air dash, up/back, up/down and up/forward dashes should all remain the same. The only two dashes that should be changed are down/forward and down/back. However, the property of UMVC3 Iron Man to maintain momentum should remain, that's what makes him unique. My idea for that is when you are super jump height, when you initially do down/forward dash you do the standard tri dash animation and right as it's about to end a second wave of thrusters activate which maintain your momentum (basically how it is now but after you have gotten over the shitty start up animation).
Proton Cannon at +2 is unneeded. Even if it's negative it's fine... I just don't want it be like -47 on block and punishable on hit. I know why you made this change, you want Iron Man to have a safe DHC in the corner and I want that too. I think something like -3 to -5 is fine... no way is anyone going to punish it mid screen/full screen it's only a question of if he will be punished in the corner. The real change I want from Proton Cannon is the same as Storm's... I want soft knockdown before the final hit. It's extremely shitty trying to find DHCs that work into Proton Cannon and it's even shittier trying to PC XF PC.
In addition, these changes on his hit confirms:
St.H and j.M hit boxes extended to match the hit box of cr.M.
That's it for now. I think these changes alone would make Iron Man High tier at least. Also no changes on his assists.
I made the charge-up time 15 because you wrote:On the topic of Vergil... stuff like Dimension slash cross up, Round Trip glitch and DT stacking are more system mechanics than balance changes. Those first two should be listed as separate issues because they require special attention.
And NO CHANGES to Iron Man's assists please for god's sakes. 15 frames of charging time is WAY too little. Needs to be at least 30+. Smart Bomb regular are 20 frame start up, everyone would just go for the superior charged version at only 15 frame higher!
There is no need to add minimum air dash height for Iron Man, that's not really an issue. In Vanilla he was perfectly fine in terms of tri dash speed and height.
I thought that was too small, and made it longer. Did you mean to type 50?After charging for 5 frames
Nah it does not, otherwise you would be able to do PC XF PC. Some hypers do connect after it though but a lot don't.I think iron mans super already does soft knockdown before the last hit.
Lunar Phase is perfectly fine as it is. The move already gives Vergil an X factor infinite on tall/big characters, extending it further would give him an infinite on the whole cast.Vergil:
*Spiral Swords is now a level 2; vertical hitbox decreased slightly.
*Spiral Swords may shift to one other sword formation free of cost.
*Dimension Slash may no longer cross up.
*Lunar Phase vertical hitbox increased slightly.
*Helm Breaker can no longer be canceled into non-hyper moves, is now -1 on ground block, and has no hitbox behind it.
*Round Trip glitch removed.
Different colors, bigger bombs... same shit.Wouldn't charged smart bombs necessitate a new animation?
*Ground dash is now attack and crouch cancelable
*Air dash down/forward and down back improved in start up dramatically, matching their vanilla counter part. These air dashes still retain their acceleration/momentum from UMVC3.
*St.S launcher vertical and horizontal hit box improved to allow more reliable combos
*Cr.H missile travels forward now
*Smart Bombs now differ in trajectories: L version closer to Iron Man, H version furthest away
*Smart Bombs now have a chargeable mechanic. After charging for 5 frames, bigger, floatier, more hit stun and more durable Smart Bombs appear. Similar in style to MVC2 Smart Bombs.
*Proton Cannon now has improved recovery, enough so that on hit he is not negative and on block he is -5.
*Proton Cannon will cause soft knockdown if canceled before the final hit
*J.M and st.H hitboxes extended to match the range of cr.M for more reliable hit confirmations
Yes it would, that's why I have both versions.
-No one is getting a flight-cancel ability like Morrigan's. She has to pay in spades for that, and it's her unique trait.
-Our #1 rule is no new character animations, which means no new moves.
-His health is fine.
-Dashes will be improved.
-Double jump and air dash? Maybe.
-Repulsar Blast does not need more range - it's big right now.
-I need an argument for why Unibeam needs a buff.
-Proton Cannon will not be punishable on hit.
-Smart Bombs are getting trajectory control.
you guys better buff tron!
Lunar Phase sometimes drops in combos. I want that to stop.Lunar Phase is perfectly fine as it is. The move already gives Vergil an X factor infinite on tall/big characters, extending it further would give him an infinite on the whole cast.
It still pisses me off that characters will tridash in when he activates it and get hit.There is no need to nerf the vertical hitbox of SS as it's a LVL2 hyper now. That would've been fine if it was a LVL1. Your projectile shouldn't be able to negate a LVL2 hyper... come on now man.
Done.Helm Breaker should not be cancelable into specials and st.H except for the Tricks. Helm Breaker cancelable into Trick is a staple of the character, at least give him that much when Dante gets Hammer cancel off of his Helm Breaker. Hit box nerf is fine.
Done.Also add these:
*Invincibility frames from Devil Trigger removed
I don't support this nerf; it's fine.*St.H horizontal hit box reduced to match the on screen visual animation
Dimension Slash is a hard knockdown right now; why nerf it?*Dimension Slash now a soft knockdown hyper like Wesker; recovery improved so that you aren't punished on hit from it
Faster how?Can caps level 3 be faster too then? Hyper Charging Star speed.
Too long. This is a fast game.That was a typo... it was supposed to be 45 frames.
Iron man can fly right after fly-canceling c.H?Cr.H is used for approaches and semi pressure (in the current game). You do cr.H fly cancel fly forward. Helpful with an assist too. It's also use for zoning by canceling cr.H into Unibeam or Repulsar.
Done.One more change to add to Iron Man: *Increase the vertical hitbox of Iron Avenger
Because that shit whiffs a lot for a LVL3.
Only decent video I could find, but this is the guy I have played on multiple occasions.
Fucking Somersault > Somersault is the bane of my existence.
jill_win_pose_face.jpg
Trish's Low Voltage smacks him in the face sometimes. Feels good, man.There is no need to nerf the vertical hitbox of SS as it's a LVL2 hyper now. That would've been fine if it was a LVL1. Your projectile shouldn't be able to negate a LVL2 hyper... come on now man.
This Iron Man is not mediocre... he would be High tier minimum. Where does he even lack in? He now has strong mobility in the form of aerial plink dashes and ground plink dashes which greatly improves his offense and defense. He can already combo off of all throws, faster dashes means easier confirms from throws. He already had great normals so with great mobility he becomes a footsie monster. Smart Bomb trajectory changes gives him more zoning coverage. Cr.H going forward is an improvement to his ground zoning. He has superior mix ups now because on top of air dash down j.L he now has tri jump j.M from Vanilla. Bigger range on j.M and st.H means more reliable hit confirms off of his cr.M. Proton Cannon causing soft knockdown before final hit mean I can punish characters full screen away with PC XC PC or DHC into other hypers freely without worrying about characters dropping. Also PC is SAFE on block means now Iron Man finally has a safe DHC in. If TACs remain in tact he would still be a TAC monster. He also has 2 great assists to choose from. PC makes for a great THC in. This Iron Man is almost equivalent to Magneto, great all around tools/mobility decent to start with but has a high learning curve.I guess I just feel that with the stuff you guys are putting out there, IM will still be a mediocre character.
If it was like that people would do LVL1, XF and then go for pressure because the projectile would persist on screen.Something like that explains why it doesn't cross up anymore. Or making it all one projectile like Arthur's level 3.
That drops in combos because you didn't do the combo right! If you don't wait after something like cr.H for the right amount of time before SS, the Lunar Phase will hit but the last hit will whiff. This would be a problem if this was random but it's not, SS combos are fairly consistent.Lunar Phase sometimes drops in combos. I want that to stop.
haha my nephew bought umvc3 and this first team is vergil/dante/zero. wrong order but they sure learn fast.
Alright 35 frames then but no less!Too long. This is a fast game.
Because even if it can be stuffed out there are situations where someone mistimes their meaty, Vergil reacts to it by doing Dimension Slash and punishes them with a hard knockdown, XF, Hightime character kill and mix up the opponent. This is WAY WAY too powerful for a hyper like that to have even without the cross up property. Too many matches have been lost to this fraudulent tactic. Wesker doesn't win as many watches because his random hyper does not hard knockdown, otherwise he would be getting many fraud wins too. Also Doom + Vergil THC is dumb because Doom can easily reaction punish an air dash with the THC (Vergil instantly punishes with the hyper) and then gets a full combo off of it.Dimension Slash is a hard knockdown right now; why nerf it?
the coat is too strongYou want Karst to nerf Vergil's coat?
You make me fucking sick.
Those Captain America changes are dull and empty as hell. And the Tron changes aren't that great either.
Mid tiers at best.
make stars and stripes safe on blockNow those are both stupid ass ideas and anyone that would seriously suggest them I wouldn't be able to take serious.
He still struggles with super jumpers, his throw game is lacking, his zoning is lacking and he still does not have a safe DHC in.Captain doesn't need that many changes. Even if he's a mid tier with those changes he would still be able to hang with the top tiers. His moves are already potent as fuck.
Invincible hyper that's safe on block? yeah suremake stars and stripes safe on block
Fine how about, Sheild Throw L on OTG causes the enemy to fly backwards so they get hit by the sheild on return so he can do fallow up combos on his own after a throw?He still struggles with super jumpers, his throw game is lacking, his zoning is lacking and he still does not have a safe DHC in.
I meant the normal specials, but Dahbomb went and made Hyper Stars and Stripes safe on block.Invincible hyper that's safe on block? yeah sure
MC|MCZ|(O ܮo)
‏@honzogonzo
marvel patch notes:
1. shield skills is an overhead
2. you think thats stupid?
3. your just bad and dumb
4. mm me
5. bitch
Those Captain America changes are dull and empty as hell. And the Tron changes aren't that great either.
Mid tiers at best.
He sort of gets wrecked more than most characters by the health increase because he does not have great mix ups and he just BARELY TODs now, he won't be able to in the new patch. That's a big difference for him when before he could kill in one touch and now he has to land 2 hits. He has no potential for big damage off of throws either because his scaling is soft.Excellent damage, with the right assists has kill combos that are fair because they take reasonable amounts of meter.
That's acceptable to me. And the durability increase has to apply to all his shields otherwise it doesn't make sense.Fine how about, Sheild Throw L on OTG causes the enemy to fly backwards so they get hit by the sheild on return so he can do fallow up combos on his own after a throw?
I already said to make his upwards shield throw have more durability, sheild throw in general isn't his anti zoning tool, that's what charging star is, shield throw is to keep out melee characters
I meant the normal specials, but Dahbomb went and made Hyper Stars and Stripes safe on block.
Let's not take Dahbomb seriously.
Then just buff his damage so it stays almost the same in relation to what it is nowHey it's still unsafe if you commit all the way to the end. :X
He sort of gets wrecked more than most characters by the health increase because he does not have great mix ups and he just BARELY TODs now, he won't be able to. That's a big difference for him when before he could kill in one touch and now he has to land 2 hits. He has no potential for big damage off of throws either because his scaling is soft.
Vergil:
*Spiral Swords is now a level 2; vertical hitbox decreased slightly.
*Spiral Swords may shift to one other sword formation free of cost.
*Dimension Slash may no longer cross up.
*Lunar Phase vertical hitbox increased slightly.
*Helm Breaker can no longer be canceled into non-hyper moves, is now -1 on ground block, and has no hitbox behind it.
*Round Trip glitch removed.
Assists: Rapid Slash, Rising Sun, Round Trip
Chun Li already does that and she can use her reversal in the air. :XHow about he just recovers from stars and stripes mid air