• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Ultimate Marvel vs. Capcom 3 |OT4| Nothing Stops This Patch!

Dahbomb

Member
As an assist its soft knockdown? You sure about that? I am pretty sure they will pop out if you use the Charging Star assist in a long combo.

Oh yea some special states you can assist during like She Hulk's runner cancel.

I guess that would be a good buff for Captain America. You can use more assists other than Unibeam.
 

Vice

Member
CS assist is soft knockdown. It's not too useful in combos outside the corner though. Too much pushback. It's sadly Cap's best assist. Uppercut and shield slash assist need buffs.
 

Dahbomb

Member
Well the uppercut assist is being replaced by Shield Slash L and that OTGs so there is something.

Maybe I am confusing the assist change on the Shield Slash assist. I distinctly remember one of Cap's assist getting much worse during the transition.
 

Vice

Member
Shield slash M is very bad as an assist. In theory it can pin the opponent down longer than say an arrow or hadoken assist. In practice the boomerang effect just makes it very easy to punish on block unless its properly spaced and it can't even harass the opponent from more than half screen.

A hidden missiles-type effect that allows the move to hit on the way back whether Cap gets hit as an assist or not should make it safer, the opponent would have to block or get out of the shields return path similar to the way a player has to move horizontally quickly during a combo to avoid missiles.

The only thing is Captain America's movepool doesn't have much to draw from for assists. shield slash L and charging star are the moves that make the most sense as assists and in the theory patch they're both assists, so property changes are the only things I can see that would make shield slash M more usable.
 
*Chris probably needs a good way to mix up but making the overhead forward Heavy is not the right solution. The move has other functionality that would be ruined if it got a 20+ frame start up. A good solution to this would be that Chris gains a "new" move at back Heavy but the this new move is merely the slower version of Stun rod that hits overhead. Or you can charge the stun rod for some frames until it gains overhead property. I like the charge idea because it's a stun rod, you can have the stun rod flash some lightning when it reaches the threshold where it can hit high. As far as mobility goes I think more importantly Chris needs a better way to protect underneath him or shoot straight forward. Shooting straight forward is not really possible because it would be an animation change but we can give him more priority on his j.S. Or give him a double jump but I don't like that.
Why not just make H have more hit stun so that it doesn't mess up hit confirms into f+H. Blockstun would remain the same so that people could just mash grab before they get hit by the overhead if the Chris player didn't properly space himself. Unless you're talking about some other functionality that I'm missing.

You guys could revisit that whole idea of special cancels during prone shot. I personally think it's too powerful.

Calling assists during flamethrower would be a huge help.
 

Dahbomb

Member
Dahbomb, something I do not follow from you:
Why is f.H overhead okay on Nova, but not Chris?
Because Chris's f.H is used in combo confirms and used as a poking move. If it had 20 frame start up it would lose those utilities. Nova's f.H isn't used for pokes or confirms its just used as an overhead and for ground bounce combos.

Calling assists during Flamethrower would be nice.

I suggested that like Hulk's f.M you can charge Chris' f+H for some frames until it gains overhead property (so it works like a standing overhead). This way he gets both and its a net buff rather than being a nerf compensated with a buff.
 

Dahbomb

Member
How long would you have to charge it for? Wouldn't want it to be too obvious.
You would have to charge it so that the move comes out at a total of around 22-23 frames. That's about the average for a standing overhead in Marvel.

The move comes out in 15 frames already so you would have to charge it for 8-10 frames.
 

onionfrog

Member
Good Games Slasher, YOLO Gimlet ftw.

I was actually really digging that Haggar/Tron/Sentinel team.

You're the only one that can make me rage about phoenix wright.
 

enzo_gt

tagged by Blackace
New avatar time for Karst.

1385744_10151909581137488_645235015_n.jpg
 
GGs Onionfrog and Kevo_Huevo.

Every time I try to use Chris I don't know what the hell to do with him. I try to just zone with him but there's that diagonal gap that a lot of characters can penetrate so easily. So then do I try to go for some melee when the opponent gets a little closer than half distance? Chris's normals seem so telegraphed. He's got the damage but it's so hard to start with him. He almost seems like he needs a beam to get in, but should a zoner really need a beam to get in? Like WTF is he supposed to do against Spiderman? I say all this and I even mained the guy in Vanilla. It's like I lost all skill with him. Where are our Chris mains at?

Onionfrog I was shocked at the number of times you Lvl3 grabbed me. LOL at Tron's XF lvl3 hyper damage. I'm like "That's it?"

Kevo_Huevo I feel like our games are so strategical. Every match was a nail biter by the clock.
 
LOL looks like a pumpkin head

Also would you guys be up for another GAF tourney? The last one was fun and ran pretty smoothly. Maybe before the next gen explosion?
 
GGs Onionfrog and Kevo_Huevo.

Every time I try to use Chris I don't know what the hell to do with him. I try to just zone with him but there's that diagonal gap that a lot of characters can penetrate so easily. So then do I try to go for some melee when the opponent gets a little closer than half distance? Chris's normals seem so telegraphed. He's got the damage but it's so hard to start with him. He almost seems like he needs a beam to get in, but should a zoner really need a beam to get in? Like WTF is he supposed to do against Spiderman? I say all this and I even mained the guy in Vanilla. It's like I lost all skill with him. Where are our Chris mains at?

Onionfrog I was shocked at the number of times you Lvl3 grabbed me. LOL at Tron's XF lvl3 hyper damage. I'm like "That's it?"

Kevo_Huevo I feel like our games are so strategical. Every match was a nail biter by the clock.

A good Spiderman is a massive pain in the ass. One of the hardest matchups for Chris if you don't get setup quickly. Magneto can be a bitch too because of Magnetic Blast. Dr Doom can feel straight up impossible if it's 1v1.

You're pretty much superjumping about 70% of the time. His cr.M is very very good though. My favorite button with him.
 
Kevo_Huevo I feel like our games are so strategical. Every match was a nail biter by the clock.
Ah man I choked at least 3 wins away!
I don't know how I want to play the matchup tbh. Do I rtsd? Do I play lame and force you to make a move? But then you might get turnabout mode quickly...fuck hulk and fuck dark wesker lol


Good stuff as always, sorry I had to leave so abruptly on a win. Went to pickup the gf from work and now were at whole foods.
 

onionfrog

Member
GGs Onionfrog and Kevo_Huevo.

Every time I try to use Chris I don't know what the hell to do with him. I try to just zone with him but there's that diagonal gap that a lot of characters can penetrate so easily. So then do I try to go for some melee when the opponent gets a little closer than half distance? Chris's normals seem so telegraphed. He's got the damage but it's so hard to start with him. He almost seems like he needs a beam to get in, but should a zoner really need a beam to get in? Like WTF is he supposed to do against Spiderman? I say all this and I even mained the guy in Vanilla. It's like I lost all skill with him.
I don't know what to do with him either. I play him pretty casually, he definitely benefits from a good AA assist like jam session or vajra though. One of my biggest problems with him is that his hypers kinda suck. (To my untrained eyes)
Where are our Chris mains at?
The Mango Sentinel plays him ...
And Solune did too, but that was months ago and I think he left us for guilty gear.

Onionfrog I was shocked at the number of times you Lvl3 grabbed me. LOL at Tron's XF lvl3 hyper damage. I'm like "That's it?"
.
That's what I thought too, I was pretty dissapointed that it didn't atleast kill wright in one of those matches when he only had 1/3 of a health bar.

I don't even think we have enough people posting to make a full bracket.

Probably not, but maybe some people will come out of the woodwork.
 
I don't know what to do with him either. I play him pretty casually, he definitely benefits from a good AA assist like jam session or vajra though. One of my biggest problems with home is that his hypers kinda suck. (To my untrained eyes)

His hypers do kind of suck, but you just have to know the character in order to use them effectively. He's a point character, you can't really play him second and benefit from his hypers, except with a few characters. Fortunately I always play characters behind him that can benefit from random magnum shot into hyper and then a dhc.
 

Dahbomb

Member
Capcom taking community votes for the UMVC3 Capcom Cup invitational.

http://www.capcom-unity.com/combofiend/blog/2013/10/22/capcom-cup-umvc3-voting-poll-now-open

I highly recommend people note vote for the "gods" as they are most likely shoe ins (my guess is that the 5 people are already chosen and they just have to pick the other 3). Try to pick some international competition or some "sleepers" in this to keep things interesting.

My votes are Nemo, Zak Bennet and Bee for that international flavor.
 
you're a worse idea

I've been through 2 ranbats on this damn site, and the 2nd one didn't even finish. You're gonna sit there with a straight face and tell me that a ranbat for Marvel, a game with even less people that care about it on GAF and who post in the thread, is going to actually get finished? We might as well just stick to what the thread does now with people randomly coming in during the imaginary patch talk.
 
Man after what I said yesterday about Chris and today I go online and get utterly destroyed by an optimal Chris team. Chris backed by hidden missiles and daggers was hard.
 
I've been through 2 ranbats on this damn site, and the 2nd one didn't even finish. You're gonna sit there with a straight face and tell me that a ranbat for Marvel, a game with even less people that care about it on GAF and who post in the thread, is going to actually get finished? We might as well just stick to what the thread does now with people randomly coming in during the imaginary patch talk.

relax broseph, just bumping the thread.

i've participated in ranbats here and i know what you mean. but don't you think a small 4-8 person round robin or a 4 round swiss tourney would be logistically easier to manage than a double elim tourney (especially done over gaf)?
 
relax broseph, just bumping the thread.

i've participated in ranbats here and i know what you mean. but don't you think a small 4-8 person round robin or a 4 round swiss tourney would be logistically easier to manage than a double elim tourney (especially done over gaf)?

It's not the logistics, it's the laziness of the participants.
[QUOTE="God's Beard!";87070891]Hey Beef let me borrow your PS3 so I can learn how to beat Honzo Gonzo. In return I'll give you my PSN profile with a ton of games on it.[/QUOTE]
...maybe
 
[QUOTE="God's Beard!";87070891]Hey Beef let me borrow your PS3 so I can learn how to beat Honzo Gonzo. In return I'll give you my PSN profile with a ton of games on it.[/QUOTE]

Whoa....

I kinda want to let you borrow my office ps3.
 
It's not the logistics, it's the laziness of the participants.

I agree, which is why we would put a small entrant cap and do a round robin/swiss tourney.
I'm sure we could get a small thing going on PSN with the regular posters who request matches. Off the top of my head: you, me, karst, onionfrog, slasher, fslink, jetman
 
I agree, which is why we would put a small entrant cap and do a round robin/swiss tourney.
I'm sure we could get a small thing going on PSN with the regular posters who request matches. Off the top of my head: you, me, karst, onionfrog, slasher, fslink, jetman

I'd be up for any organized Marvel play.
 
Alright since the final review has started here are some stuff that I would like to be addressed:

*Phoenix having a 19 frame overhead. I disagree that she "needs" a fast overhead like that. Any buff she gets to her mix up ability means it is easier for her to get to 5 bars. Without meter stealing TAC and with someone like Vergil nerfed Phoenix is in a very good place so every buff has to be considered twice or we would end up with Vanilla Phoenix again where everyone starts putting her at the back. The transformation hyper is the big buff and I am fine with that but the fast overhead has to go.. it's too over the top.
You know my feeling on this one.

*Chris probably needs a good way to mix up but making the overhead forward Heavy is not the right solution. The move has other functionality that would be ruined if it got a 20+ frame start up. A good solution to this would be that Chris gains a "new" move at back Heavy but the this new move is merely the slower version of Stun rod that hits overhead. Or you can charge the stun rod for some frames until it gains overhead property. I like the charge idea because it's a stun rod, you can have the stun rod flash some lightning when it reaches the threshold where it can hit high. As far as mobility goes I think more importantly Chris needs a better way to protect underneath him or shoot straight forward. Shooting straight forward is not really possible because it would be an animation change but we can give him more priority on his j.S. Or give him a double jump but I don't like that.
Why don't we just increase the hitstun on s.M to balance out the increased f.M startup?

*Cap sucks in this patch. The #1 reason is that his DP still leads to nothing unlike the rest of the cast who either get a combo or at least a hyper. IMO the only way to improve the DP is that it can be canceled on hit into one of his Shield Slash so he can get a combo. I don't want to give him a tool that allows him to make his DP safe, enough characters have that and it's derpy as hell but being able to cancel it into a Shield Slash on hit would lead into bigger damage. It would be a nice high risk high reward move rather than what it is now which is a low reward high risk move.

Another way to improve Cap is to improve his Charging Star assist. Give it more knockback and hit stun so its like a second Rapid Slash.

Cap doesn't have a safe DHC but that's fine because he is played as a point. A lot of point characters have invincible hypers that they can use to bail themselves out and DHC into something else. Cap has that like Iron Fist, Chun Li, X23 and a few other characters who otherwise don't have a safe DHC.
Why don't we make grounded Shield Slash dash cancelable and let his Stars and Stripes cancel into Shield Slash on block or hit? ;-)

*I don't know how we can further improve Tron, She Hulk, Nemesis, Ghost Rider without going over the change limit. Ghost Rider's problem is still mix up and mobility... he is still weak to chicken block and he still can't really touch fliers (if someone does super jump air dash up and use projectiles Ghost Rider can't touch that). A good way to fix that about Ghost Rider would be to make his diagonal wall bounce chain air OK. That would give him that extra angle to touch fliers on top of the straight forward one. I don't want to give Ghost Rider a good mix up tool because he has chip on block now, even if he doesn't open you up he is still gaining advantage. Once he has 3 bars he has a legitimate mix up tool that opens you up and Ghost Rider can get to that much meter without even opening you up. Tron's up close normals generally suck and she can be easily anti aired especially by Wolverine. Don't know how to fix that although she does have an improved Gustaff Flame now.
I really think you are underrating our new Ghost Rider. He's not nearly as bad as people think. However, one thing we could do is make his jumps heavier. He's a bit floaty, and if we made him fall faster then j.S could maybe link into s.H on hit by itself. This is probably his biggest problem. j.S is fantastic, and it hits people a lot, but he doesn't convert off of it without an assist.

Tron Bonne should get her minimum air dash height completely removed. Let her do j.H and j.L overheads very low to the ground. Right now it's too easy to anti-air her. Then I think she would be fine.

Nemesis...I don't know what to do to help him out, but I agree that he needs more help.

She-Hulk was very strong in Vanilla, and I think she's going to be solid here. She has amazing mix-ups and resets, and if we make her too good at getting in then she will become too strong. We buffed her lamp post move significantly, so she will be better than ever now.

*While I don't think Iron Fist, Hulk and Haggar are that good they are 3 unique characters in that they still hit like trucks. I don't want to give IF anymore buffs because as far as the rushdown characters go he has the highest damage among them. Hulk even with the nerf would do insane damage as would Haggar. I guess Haggar would struggle with damage more as even right now he just barely kills because he spends all resources to kill. Hard to balance this. Plus these characters have health advantage and they got decent buffs. I think one buff on Hulk and Haggar each would be nice but nothing too big.
Aerial gamma charge on Hulk, and on Haggar...?

Overall I think the patch is good now for the most part, these are just the stuff that was bugging me a bit. I think it's important to get some outside perspective now because I feel as if the committee members have been tapped out in terms of insight and information. We did the best we could but we are just 4. I think it's time we start disseminating the patch changes on characters individually and see what the character specialists have to say about it.
I think that we won't get a lot of great opinions even from character specialists because our changes only make sense within the context of the entire patch, and only we really know this patch that well.

I went through and thought about what needs to change, and I'm trying to bridge the gap with some of our "point oriented" characters still. That's a big dent in our balance, in my opinion. No one will pick Spider-man when he has a bad assist now that so many other characters have good ones. I think I have some interesting ideas, and I want to know what you all think.

Here are some suggestions for Chris:
-reduce his shotgun startup
-f.H overhead; I think this needs to happen
-f.H staggers
-double jump
-aerial gunshots now cause Chris to fall faster (recoil, makes his aerial game safer)
-j.S hitbox increased

Captain America:
-shield slash (ground) is now dash-cancelable on hit or block
-stars and stripes can now cancel into shield slash on block or hit (combos)
-shield slash M removed as an assist; replaced with stars and stripes
-shield slash L (assist) hits on the way back even when Captain America gets hit
-Charging Star H now causes Rapid Slash-like pushback on block

Firebrand:
-Chaos Tide now persists on tagout; the helper remains on screen hovering over the opponent when Firebrand is tagged out; the helper will swipe whenever Firebrand is called as an assist

Haggar:
-c.H (assist) is fully invincible as a crossover counter until its recovery frames begin (100% safe and invincible crossover counter)
-c.H now links into Rapid Fire Fist (solo conversions off of throws)
-Giant Haggar Press is now projectile invincible

Jill:
-new assist: machine gun volley; she jumps out onto the screen and fires one small spray of 1 durability bullets that cover the screen. It would basically be a photon shot, but the startup would be larger since she has to jump into the air first, and then she would land near the opponent like with her hyper. It wouldn't require a new animation, and now she would have an interesting assist option.

Nemesis suggestions (not all of these, just ideas):
-passive super armor on ground dashes
-deadly reach moves now absorb enemy health
-deadly reach moves now negate projectiles
-c.H travel time increased significantly
-backwards ground dash is now startup invincible (back dash into command grab like BlazBlue's Tager)
-aerial normals all have their startup reduced by 2 frames
-tracking rocket assist (I don't know why we didn't talk about this before; he has the animation for a tracking rocket shot from his hyper)

Phoenix Wright suggestions (all toward making non-turnabout Wright more fearsome):
-reduce discard (investigation) startup; increase projectile durability to 8
-reduce investigate startup
-improve his various present evidence (trial and turnabout) pieces so they are all useful

Shuma-Gorath:
-Hyper Mystic Smash assist - he throws one clone that ignores projectiles (like Frank's Hammer Throw H)

Spider-man:
-Web Ball H (assist) now auto-aims at opponents; captured aerial enemies fall to the ground (now he has a good assist)
-Web Swing (assist) now causes a soft knockdown

Thor:
-air dash range increased (better command throw ability)

Tron Bonne:
-bandit boulder is now cancelable somehow (give her better approach options)
-minimum air dash height removed

Hulk:
-aerial gamma charge, or maybe he creates a hitbox when he lands from a big "thud"!

She-Hulk:
-lamppost attack negates projectiles (helps her get in and buffs an assist option)

Strider:
-formation A1 can no longer be negated by normal attacks

X-23:
-rage trigger assist; only the first series of slashes
-an assist where X-23 runs forward, ignoring projectiles, and hits an enemy into a crumple state (uses Weapon X Prime animation)
 
Faster shotgun is nice, but not really a priority in my opinion

I still support the f+H overhead

Why have it stagger? To use as a poke?

Double jump on Chris is silly. I'll pass on that.

Falling faster would definitely be nice, but the idea of him being so safe seems wrong considering you're in the air most of the time as Chris.

j.S hitbox increase....sure


Not being completely defenseless after j. d+H (gunshot) would be very very very nice. I hate that you're just freefalling after you do it. If that shot could otg as well that would be incredible.

Being able to call assists during flamethrower would be a huge improvement.

I still say invincibility during Sweep Combination (until the stun rod is put away) should happen.

God this took a long time to type on my phone.
 
Top Bottom