I forgot about this. In that case its fine, Carry on then.It wouldn't be weird at all because that's how one of She Hulk's move operates. The running punch which causes a wall bounce on an aerial opponent and a stagger on a grounded opponent.
Pretty sure I've finally found a guaranteed way to get a Volcano combo off a Vajra hit on every character. Normally, the usual j.H > Air Play > j.H varies from character to character due to weight and pushback differences, so it'd work on some character(and with super tight timing), but not on others(not without having the absolute perfect spacing/timing). The new way is relatively easy, too. It's just Volcano, jump(straight up if close, up forward if at a distance) and go straight into Air Play, followed by a near immediate j.H(you can delay it on some smaller characters since the Air Play won't hit frame one, giving you a few extra frames to connect j.H) and then s.S. Might have to use s.H to push them back some if they're too close, or cr.H if they're too far, but there's plenty of time to connect either one.
This method lets Dante get around 520k meterless off every Vajra hit if you go for shot loops, and builds about a 1.25 meters. More if you have the really good extension assists like MIssiles and Drones. Might have to bust out the old recording software to show it off. You can also use this after a normal confirm to combo cr.H + Vajra > s.S > Million Carats from mid-screen without using a ground bounce, or having the tighter link with a dash up s.S. Also after a Vajra + Stinger > Reverb Shock, and I have to do more testing with Jam Session + Vajra, but it seems to work for that too.
Opens up a lot more damage potential with Vajra, making the duo even stronger than it already is.
Also slowly but surely mastering empty s.H > Weasel Shot and Reverb Shock > Fireworks. I actually have about a 50/50 success rate with the Fireworks cancel. Also practicing Volcano after airthrows and getting consistent, as well as learning to plink Bold Cancel. Unfortunately I tend to auto-pilot in live matches and never actually use any of the tech I've been practicing. :/ One day.
I'll see what I can do. Last time I tried to record some stuff, I was having some issues. Think there's some driver issues(reinstalled Windows recently, so I probably don't have all the drivers anymore).bust out the recording software
Yeah, trying to land a Volcano combo post Vajra is a bit rough. If you're fast about it, you can do j.MH > Killer Bee against some characters, but it's never been super reliable for me just because of the irritating fact if you just teleport and do nothing, sometimes you'll end up on P1 side, and sometimes P2 side. You gotta confirm which side you're on before you do anything, and that just causes HSD to kick in and Killer Bee no longer connects.Holy shit I was just wondering about this today and I was gonna ask you about it. Cause I figured out the exact same thing. I'm finally comfortable enough with Dante to not go for simple shit that does no damage any more, so I've been trying to expand every chance I get. I could never get anything off of volcano after Vajra.....the timing was just too rough and I knew it wasn't worth trying in a real match.
Yep! I buffer the Bold Move before Stinger hits, and input the move I want right as Stinger hits. Easiest method for me, since plinking the face buttons on a pad is a pain in the ass with my thumb. Reverb Shock plink isn't hard to do, but trying to plink into an M or an H is a pain. Trying to plink a teleport is even worse. I'm basically practicing it right now, and eventually I want to actually make it my standard Bold Cancel, just so I can start making my Stingers less auto-pilot and start adding tricks, baits, and stuff.Wait- Frantic, you don't plink your bold cancels?! O_O
I'm having trouble with Dante's sky dance bounce resets. I just don't get the timing of it or when I can hit volcano after.
Ghost Rider:
+Spirit of Vengeance now has hyper armor on frame 0; H follow-up recovers faster, allowing for a full combo.
+Chain-based normals now deal 15% chip damage.
+Heartless Spire vertical hitbox increased; jump-cancelable; assist version startup is 34 frames, upper body invincible.
+Judgment Strike now reaches full-screen.
+Chain of Rebuttal and Chain of Punishment vertical hitbox extended downward; both are now air OK.
+Forward dash distance increased by 50%; total active frames unchanged.
+Hellfire (all versions) are now +4 on block; startup reduced to 10 frames for all versions; recovery reduced to 14 for all versions.
+Chain of Punishment and Hell’s Embrace hitboxes widened.
+c.M startup reduced to 9 frames; hitbox increased slightly and travels slightly farther.
+Hellfire Maelstrom recovery reduced to 25 frames; -7 on block; causes heavy pushback on block.
Assists: Judgment Strike, Chain of Rebuttal, Heartless Spire
Frantic and Zissou, as per the norm.Where we at with the patch? Waiting on the votes?
Also Flocker was selected for a special exhibition match against the winner of Capcom Cup for an addition $1000.
Also I realized there was a redundancy in this change. Bolded the redundancy.
I probably won't be able to get a post on the recent lists this week. Going out of town for the weekend. I'll try to get it done next week, though.Frantic and Zissou, as per the norm.
I would assume it has something to do with Buster charging. Probably the easiest way for him to switch between which button he's charging on the fly.something like that any reason why ?
Not really although this game is ripe for the pickings in terms of someone going out of their way and modding it.Just curious...has anyone modded or hacked this game and made a local version of Heroes and Heralds mode? I'd totally go the Project M route with this game if it existed and just play the mod.
It would be amazing if anyone ever did figure out how to mod it.Not really although this game is ripe for the pickings in terms of someone going out of their way and modding it.
I'm willing to look over the annotations whenever you guys get around to doing them.Also Karst if you are free you should start up on the annotations as we are near completion.
Not really although this game is ripe for the pickings in terms of someone going out of their way and modding it.
The MH and then L at the top is for plink dashing.
The L at the bottom is for Zero buster charging.
The only weird layout is the S and H position. Normally people who use L/M on top H/S on bottom have H on the left and S on the right. My guess is that he likes having assist 2 along with his H button for setting up mix ups (like st.H with Vergil call Hawkeye) and option selects.
Me and some folk are going to be doing a tournament and I'm hoping we stream it or at least record it because it should be entertaining.
And I'm really hoping people pick Phoenix Wright and Hsien-Ko for me, thinking that's an auto lose.
Is there honestly a team combination that Dante wouldn't be beneficial to any of the characters?I'm probably gonna stick with picking Dante as my character for most of the tournament.
It's great, for $60, like new. I'm happy with it, also I did see everyone's advice and responses from last week, I'm still trucking (metaphorically). I just needed a break from Marvel.
Yo damn. Where did you get one for $60? I'd buy one immediately if I could get one at that price.
I got this yesterday:
It's great, for $60, like new. I'm happy with it, also I did see everyone's advice and responses from last week, I'm still trucking (metaphorically). I just needed a break from Marvel.
Any advice for a layout where I can learn to plink?
Cool let us know how you it goes and how you do.
Even though they are both low tier, that combo can be annoying as all hell to fight.
Is there honestly a team combination that Dante wouldn't be beneficial to any of the characters?
Oh damn, I typed a lot....I don't blame you guys if you don't read that shit.
I read it all, very interesting stuff. It sounds like low tier heroes would do well in this kinda of setup. You really need to be adequate with all characters. I feel I can do well with 10% of the characters in the game, do okay with about 70% and can't even do basic shit with about 20%.
Say you went to this tourney and someone picked Wright for you....unknowing that you actually play the character, who would have been your pick to back him up? Wesker or Hulk? Or neither, since you couldn't have had both?
It is literally close to impossible to Bold Cancel consistently on this thing, I knew it'd be a bumpy transition though. On the offhand, I just did Bold Cancel teleporting for the first time, and I can do it consistently now. My Dante mid-screen combos just got a whole lot better!
Here are my submissions for the final versions of these characters. Please vote on them, committee members:
Hulk: unchanged. I have thought aerial Gamma Charge over, and it's too problematic for some matchups, and the whole reason we explored it was to give him aerial mobility. If we're not giving Chris and Hawkeye any, then there's no reason to give any to Hulk, either. Parity, and all that. If we want to explore these options for other characters with no aerial movement, then we will talk more about aerial Gamma Charge.
She-Hulk:
+Lights Out startup reduced to 25 frames; horizontal hitbox increased; negates projectiles.
+c.L chains into itself on block/hit.
+Emerald Cannon hyper forces a wall bounce; no longer swaps sides between inputs.
+Weight and speed returned to Vanilla status.
+Emergency Landing (Catapult Cancel) no longer makes She-Hulk prone until landing.
+Canceling Runners Start has 0 frames of recovery; assists may now be called during Runners Start.
+c.H returned to Vanilla status.
+j.H hitbox improved slightly.
+Shooting Star now has 1 hit of armor; assist causes significant knockback on block.
+Torpedo causes less knockback on hit; assist version startup reduced to 35 frames startup.
+Somersault Kick has 1 hit of super armor beginning on frame 5.
Assists: Lights Out, Shooting Star, Torpedo
Tron Bonne:
+j.H returned to Vanilla status.
+Servbot Takeout can be X-Factor canceled on whiff.
+Gustaff Fire is now upper body invincible.
+Servbot Launcher recovery reduced to 20; assist version fires all 3 Servbots one after another.
+Beacon Bomb recovery reduced to 10 frames; if the Beacon Bomb hits an assist, a servbot is now launched and attached to the assist character.
+Servbot Takeout sends servbots onto the screen regardless of whether the beacon hit.
+Bandit Boulder now travels full screen; hitstun increased to allow better solo combos off of throws; dash and special cancelable.
+Ground dash now attack and crouch cancelable.
+Shakedown Mixer now leads to full combos.
+Minimum air dash height reduced considerably.
Assists: Gustaff Fire, Bonne Strike H (fully mashed), Servbot Launcher
Chris:
*Grenade fires now dim significantly when the active frames have finished.
+Flamethrower vertical hitbox increased; slight upper body invincibility on assist version.
+s.S now cancels Chris Grenade Launcher and Satellite Laser hypers.
+Grenade Toss L +1 on block.
+Combination Punch follow-up inputs made more lenient.
+Gun Fire L grounded hitbox extended downwards; no longer whiffs up close.
+Gun Fire M startup reduced to 15.
+f.H can now be charged to 21 frames; it becomes an overhead in this state and staggers.
+j.S hitbox increased slightly.
-Flamethrower damage reduced to 120,000 maximum.
Assists: Gun Fire M, Grenade Toss H, Flamethrower
Captain America:
+c.L is now +1 on block.
+j.d+H is now better for crossing up; +j.u+H vertical hitbox increased.
+Final Justice invincible from frames 0-36; travels faster; allows for post-hyper combo follow-up through Shield Slash L OTG.
+Shield Slash blockstun increased slightly; grounded version causes more pushback on block on the first hit, and pulls the opponent in more on the second.
+Shield Slash L vertical hitbox reduced; now passes under some beams and projectiles.
+It is now easier for Captain America to combo off of his throws.
+Hyper Charging Star is now fully projectile invincible.
+Cartwheel now has invincibility from frames 1-18.
+Stars and Stripes can now be canceled into Shield Slash on hit; float point changed to allow for full combos on hit.
+Charging Star (assist) now causes Rapid Slash-like pushback on block.
Assists: Stars and Stripes, Charging Star H, Shield Slash L
Felicia:
+Health increased to 900,000.
+Delta Kick H assist pushes opponents back significantly on block; point Delta Kick now hits multiple characters.
+Cat & Mouse is now special cancelable, distance increased slightly.
+Kitty Helper summon now runs slightly faster and jumps slightly farther; persists on tagout and follows the opponent, attacking once per assist call.
+Neko Punch now causes a crumple state.
+Rolling Uppercut is now jump cancelable off of the opponent on block or hit.
+Cat Spike M vertical hitbox increased downward; now hits crouching characters more consistently.
+Toy Touch hitstun returned to Vanilla status.
+Sand Splash projectile hit points increased to 5; blockstun increased; assist version startup reduced to 35 frames; input changed to qcf.S (H version).
+Wall jump and wall cling now available at superjump height; wall cling input changed to b,b.
Assists: Rolling Buckler L + Rolling Slide, Sand Splash, Delta Kick H
Firebrand:
+Wall cling fireballs no longer leave Firebrand prone until landing.
+Hell Spitfire H startup reduced to 20; aerial version no longer leaves Firebrand prone until landing; only one allowed on the screen at a time - the fire will disappear as soon as Firebrand enters startup frames for a second Hell Spitfire H.
+Luminous Body (air) no longer automatically puts Firebrand in Flight mode unless you hold S during the cinematic screen.
+Chaos Tide is now a level 2; all inputs now cause the helper to perform his H attack; the summoned helper no longer builds meter; persists on tagout and follows the opponent, attacking once per assist call.
+Firebrand now recovers significantly faster from all throw animations.
+qcb.S (air) now causes Firebrand to rise into the air further like Hells Elevator L; no higher than maximum superjump height.
+j.L hitstun increased slightly; can now link into Bon Voyage without Luminous Body.
+Devils Claw startup reduced to 10 frames.
+/- Demon Charge (all versions) now air OK; Demon Charge H can no longer be charged; Demon Charge H hitstun increased significantly.
+Hell Spitfire (all versions) now cancelable into Hell Dive (all versions) and Hell's Elevator (all versions).
Assists: Hell Spitfire L, Hell Spitfire H, Demon Charge M
Haggar:
*Violent Axe cross-up is now better represented visually.
+f.H and j.d+H do 15% chip damage.
+Rapid Fire Fist now combos when fully mashed.
+c.H can now be canceled into a ground recovery roll on the first frame of recovery; now links into Rapid Fire Fist; assist version is fully invincible until recovery frames begin.
+Giant Haggar Press recovery reduced to 0; causes a hard knockdown; links into itself; projectile immune for active frames.
+Final Haggar Buster now crumples.
Assists: Double Lariat, Violent Axe H, c.H
I still think Nemesis needs passive super armor on his ground dashes - he gets slaughtered by melee too easily.
Nemesis:
+Fatal Mutation now has full invincibility; places opponent in a crumple state; startup time reduced to 10 frames; L+M input places the grab hitbox in front of him, M+H in the air in front of him, and L+H straight above his head.
+Biohazard Rush now has hyper armor from frame 1 until recovery; startup reduced to 8+1; vertical hitbox increased; recovers sooner to allow for post-hyper combos.
+Bioweapon Assault now better at predicting where rockets should fire; recovers sooner, allowing for post-hyper combos.
+c.H super armor changed to frames 8-27; travel time decreased significantly; s.H super armor changed to frames 7-24.
+Startup on all aerial normals reduced by 2 frames.
+Minimum damage scaling for hypers increased to 60%.
+qcb.S now fires a self-aiming rocket with the same frame data qcf.S has.
+Clothesline Rocket L: 26 frame start up, +2 on block(no rocket, soft knockdown); previous L and M versions moved to M and H, respectively.
+Deadly Reach moves now steal health.
+Launcher Slam M now has armor from frames 8-29; carries over to the assist version.
Assists: Launcher Slam M, Clothesline Rocket M, qcb.S
I elect to remove aerial Evidence and Paper because it would likely require a new animation, and it would look odd.
Phoenix Wright:
+Evidence now works as follows: meat is only acquired when Wright has red health to recover, bad evidence guarantees that the next evidence found will be good, and bad evidence rate has been reduced in general.
+Thrown evidence now causes dizzy state on hit for 120 frames.
+M-Maya?! L appears closer to Wright than before, startup is reduced to 15 frames, and the shield now benefits from damage scaling.
+c.H (Turnabout) now hits low.
+Stance Change reduced to 10 frames (from 20).
+M-Maya?! M and H startup reduced to 20 frames.
+Discard and Investigate startup reduced by 5 frames.
+Slip-Up startup reduced to 19 frames.
+Dash distance increased by 20%, total dash time unchanged.
+Hitboxes on normals improved slightly.
Assists: Get em Missile!, Questioning (becomes Objection when appropriate), Press the Witness H
Thor:
+Mighty Spark startup hitbox extended downward more; now safe for blockstrings against crouching characters.
+Mighty Smash M assist causes a hard knockdown after the ground bounce; armored from frames 36-63; now ground bounces against Amaterasu.
+Mighty Smash L super armor from frames 6-20.
+Flight Startup reduced to 20 frames; fly cancel is 1 frame; air dash range increased.
+s.H has super armor from frames 6-20.
+s.L startup reduced to 6 frames; c.L hitstun increased slightly to ensure it can always link into c.H.
+Startup on all versions of Mighty Strike reduced to 15-25 (charged) frames, have super armor from frames 12-30 regardless of charging; charged version travels significantly farther and has 2 hits of super armor starting on frame 12.
+Mighty Thunder now causes pushback equivalent to Magnetic Shockwave; startup decreased to 10+4.
+Air throws now cause enough knockdown to ensure Mighty Thunder can always connect afterward.
+Mighty Punish range increased slightly.
Assists: Mighty Spark M, Mighty Smash M, Mighty Strike L
Spider-man:
*Web Glide can no longer be block canceled; Spider-man can use Web Glide three times now before touching the ground; grounded Web Glide does not count against this maximum; Web Glide may be canceled into itself.
+Web Ball H (assist) is unaffected by hitstun deterioration.
+Spider Bite (assist) hits overhead and causes a ground bounce.
+Ultimate Web Throw hitbox changed to better match the animation; startup reduced to 15+3; now air OK; aerial version has a smaller hitbox than the grounded version.
+Untechable time after Maximum Spider increased slightly; now possible to OTG follow-up.
+Standing and crouching normals now pull opponents in more.
+Web Throw M (assist) now grounds opponents who are airborn.
-Hitstun decay now continues to accumulate during Web Throws catch animation.
Assists: Web Ball H, Web Throw M, Spider Sting H x Spider Bite
Strider:
-Vajra (assist) untechable knockdown time decreased slightly.
+Legion travel time improved; each animal of Legion has 1 high durability point; piercing.
+Hyper Damage scaling changed from 30% to 50%.
+Formation B(Shot) no longer has a time limit; vertical hitbox extended downward to hit smaller knocked down characters.
+df.H now cancelable into Formation B (Shot).
+Minimum damage scaling on normals changed to 5%.
+Minimum damage scaling on specials changed to 10%.
+Formation A1 can no longer be negated by normal attacks.
Assists: Vajra, Formation A1, Gram H
Ghost Rider:
+Spirit of Vengeance now has hyper armor on frame 0; H follow-up recovers faster, allowing for a full combo.
+Chain-based normals now deal 15% chip damage.
+Heartless Spire vertical hitbox increased; jump-cancelable; assist version startup is 34 frames, upper body invincible.
+Judgment Strike now reaches full-screen.
+Chain of Rebuttal and Chain of Punishment vertical hitbox extended downward; both are now air OK.
+Forward dash distance increased by 50%; total active frames unchanged.
+Hellfire (all versions) are now +4 on block; startup reduced to 10 frames for all versions; recovery reduced to 14 for all versions.
+Chain of Punishment and Hells Embrace hitboxes widened.
+c.M startup reduced to 9 frames; hitbox increased slightly and travels slightly farther.
+Hellfire Maelstrom recovery reduced to 25 frames; -7 on block; causes heavy pushback on block.
Assists: Judgment Strike, Chain of Rebuttal, Heartless Spire
Say you went to this tourney and someone picked Wright for you....unknowing that you actually play the character, who would have been your pick to back him up? Wesker or Hulk? Or neither, since you couldn't have had both?
25 frames startup.Do you have the current frame data for gunfire M handy for comparison's sake?
Will do.Yes. We need make it clear that stars and stripes is not cancelable on block/whiff though.
Removed.No on helper persisting on tag out.
No. Strongly against helper persisting on tag out.
Negotiable.Not sure about health stealing. The wording needs to be more specific. How much health? Red health only?
Yup.Has our version of Thor always had armored st.H?
It should be a projectile - we can add A2 in as well if folks want to.What's the deal with the form A1 change? It's just a projectile at that point, no? Also seems weird/inconsistent that A2 is being left as-is.
j.M hit box is to give her a decent air to air tool for combo confirms. It also brings more consistency to her combos. Someone explained this more properly when we added it in so you will probably have to look for the exact explanation.+X-23 is considered airborne for all frames of her Mirage Feint moves.
+Talon Attack M hitstun increased.
+j.M hitbox increased slightly.
Typo.+Sword Storm projectiles may now be fired manually with an A+S input, as with Blistering Swords.
Whenever a player uses Sword Storm, everyone is excited to see the mix-ups that result from the words. Unfortunately, there is hardly time to perform more than one mix-up, which makes the move less than worthwhile for its cost outside of situations where Vergil is attempting to take out an opponent’s anchor, as raw tagging also removes the crown. Allowing the projectiles to be manually fired increases the move’s utility.
Helm Breaker is one of the most abusable moves in the game and it's mostly because of its safe follow ups. There is almost no reason why Vergil should be allowed to cancel his Helm Breaker into a launcher especially when that launcher is also cancelable into st.H and then into a safe special like Judgment Cut. There are times when Vergil can be punished by chicken block for his Helm Breaker but that can be negated by canceling into st.S. Of course you can punish the st.S cancel by push blocking the Helm Breaker in advance but again... what if he didn't cancel into st.S? This just leads into an undeserved mix up after Helm Breaker where even if you use the Helm Breaker improperly you can make the opponent guess as to what follow up you will do... completely avoiding being punished. Even with removing this ability Vergil will still have the ability to cancel his Helm Breaker into other specials but all of those are punishable if he does the Helm Breaker against a chicken blocking opponent.-Helm Breaker can no longer be canceled into s.S.
SOMEONE WRITE THIS ONE FOR ME
It should be noted that while the invincibility is being returned to Vanilla status... the move still retains the post hit scaling as in Ultimate and not the post hit scaling of Vanilla.+Rhino Charge invincibility returned to Vanilla status.
It is not an exaggeration to say that this was the most skillful and thoughtful move available in Wesker’s Vanilla arsenal. We have no idea why it was nerfed to uselessness, and think it needs to return.
You didn't add anything to this but this change is just for parity sake. Most characters with slow moving projectiles have projectiles that remain active even if they are hit.+Voomerang (all non-charged versions) no longer disappears when Viewtiful Joe is hit.
Iron Man
+Ground dash is now attack and crouch cancelable.
Iron Man's biggest weakess as a character is that his mobility is bad for an 8 way air dash character. He has good normals but mediocre mobility so he can't leverage his normals to the best of their capability. This is a much needed change on the character to bring him closer to characters like Magneto, Storm, Trish and even Nova.
+Air dash down/forward and down back startup returned to Vanilla levels; current acceleration and momentum retained.
While Iron Man's new air dash changes were supposed to be more like Nova's... Iron Man does not have Nova's beefy j.H nor does he have his Centurion Rush specials in the air to close the gap with or punish people. Because of this Iron Man has a very slow air dash game... significantly worse than even Doom and he can't even plink air dash to make his air game faster. Iron Man as a character is all about air superiority and at the very least his air dash acceleration should be on par with his Vanilla counter part so that he can at least approach and pressure with j.M. We don't want his air dash to be completely made into his Vanilla dash as that would mean losing the momentum property of the air dash which made UMVC3 Iron Man unique. So the air dash will have the start up of his Vanilla air dash but will retain the same post dash acceleration as it is now. This change will also give back his plink air dashes although they won't be anywhere near as fast as Magneto's.
+s.S horizontal and vertical hitbox significantly improved.
This is mostly a change to encourage new players to play Iron Man. While good Iron Man players are not really concerned with the functionality of his launcher, this does deter players from picking up the character because the launcher whiffs in many occasions. The launcher is still very unsafe so if new players try to do ABCS hit confirm and it gets blocked they can be easily punished. A fly/unfly confirm after st.H is still going to be the optimum way to confirm with Iron Man.
+c.H missile travels straight forward now.
This is more to bring Iron Man closer to his MVC2 self where his missile traveled straight forward allowing him more of a full screen presence. The move will have to start at a lower altitude to make sure it still hits short crouching characters like before.
+Smart Bomb now differs in trajectory by input: L version closer to Iron Man, H version furthest away; hitbox significantly increased; can now be charged: after 15 additional frames of charging, gains a larger hitbox, more hitstun, more durability, and descends slower; assist version has 35 frames of startup.
Smart Bombs are in general a very bad zoning tool. They are slow and lack utility. The problem with buffing Smart Bombs in terms of speed/recovery is that the move is also used for Iron Man combos and making them faster would result in unintended combos. Instead we opted to give the Smart Bombs more utility. First the different types of Smart Bomb are fired at different angles/trajectories so you have more space control rather than just firing all Smart Bombs at a fixed location on the screen which can easily be avoided by opponents.
The second change is a charged input added to the Smart Bombs where on charge and release you get a more suped version of the Smart Bombs. These bombs are meant to be more reminiscent of his MVC2 Smart Bombs which travel slower but their persistence on the screen while Iron Man descends down allowed him to zone better while creating more opportunities to set up a game plan.
+Proton Cannon recovery reduced from 47 to 25 frames; now -5 on block.
Iron Man is mostly used as a support character but one of the things that hold him back from being a great support character is that he lacks a safe DHC in hyper. Proton Cannon has one of the worst recovery in the game while also having a very slow start up for the beam. The damage itself isn't that high and the utility isn't that great either. One of the options was to either make the Proton Cannon have faster start up so it could be used to snipe opponents from across the screen like Chaotic Flame but we felt that making it safer would be a better way to improve the hyper. This move would still be unsafe if you did it at point blank in the corner (via throw punish) but most players would be perceptive enough to know when they can or can't DHC into Proton Cannon.
+s.H and j.M hit boxes extended to match the hit box of c.M.
This change is mostly to make sure that a cr.M is always able to confirm into a st.H into the fly j.M bread and butter even at maximum range. Right now cr.M has a lot of range but other normals in IM don't match that range meaning there are times where you get nearly nothing out of a max range cr.M hit. The situations are rare but for parity sake we recommended this change.
+Iron Avenger vertical hitbox increased.
This is just a quality of life change. Most hypers have generous hit boxes on them to make sure that you are well rewarded for your investment but it seemed like Capcom forgot about Iron Avenger. There are times when Iron Avenger would cleanly go under a juggled opponent and those times are enough to frustrate even the calmest of players or lose a very clutch match.
-Minimum damage scaling on specials reduced to 20%.
Iron Man with a couple of assists is able to dish out a lot of damage thanks to just chaining Repulsar Blast into Spread over and over again. For parity sake we feel that specials should only scale to a maximum of 20% for all characters with the only exceptions being characters who are powered up by special means (like Turnabout Phoenix Wright or Dark Phoenix).
Assists: Smart Bomb H, Repulsor Blast H, Unibeam M
Nova
+Red health boosts only occur when S is inputted along with the normal command input; red health lost capped at 400,000.
When Nova's red health mechanic was first unveiled players were excited about the possibilities of using the suped moves but in practical application the LVL3 moves were very rarely used. This is mostly because in situations where you have more than 400K red health if you used any Gravimetric special it would remove all of your red health. This meant that the situation where Nova was at his strongest (when he had red health) actually limited his capability as a character because his options would be limited. By having the moves that are boosted by red health attached to a S input (QCF+S+A) this would allow the Nova player to have more choices in how and when he chooses to expend his red health. By capping the red health loss this allows more efficient usage of his red health in that he would be allowed to chain two suped up moves together. This change is something that we feel would make the character more interesting.
+c.L is now +1 on block
Nova lacks safe and positive on block ground normal moves. His cr.L is nothing to write home about, it doesn't even hit low. Nova lacks any real frame trap game or good block strings so making his cr.L +1 was really the only way to give him a bit of both.
+Energy Javelin (assist) causes a soft knockdown
This is a change just for the assist version that we are implementing for the character to give him a better assist selection. If the move was ported wholesale as an assist without any change then this assist would make Strider irrelevant as a support character. It would basically be a Vajra assist without the risk of Nova using his own body to attack unlike Vajra who can be swatted out of the air like a fly. By making it soft down the assist still retains usability while not making the Vajra assist irrelevant.
-Air throw range reduced slightly.
Nova has the single best air throw game in UMVC3. His air throw is coupled with his beastly j.H move which has good priority, great hit stun and option selects well with his forward air dash thanks to its acceleration. Coupled that with an air throw that gives him full combos from any height and in any situation... the range on his air throw becomes very difficult to deal with and at times quite derpy. We felt that the whole forward air dash into j.H air throw option select of Nova needed to be toned down so we elected to simply reduce his air throw range.
-Timing for comboing off of throws made more strict.
Right now Nova can air throw someone, air dash down, whiff a few normals even his launcher, sip his coffee and still have enough time to OTG for a full combo. The untechable time after that air throw is just gross and leads to players tea bagging others during the untechable time just to kill some frames. For parity sake the untechable time after the throw should be reduced simply to make sure that players have to be on point with their air throw conversions. He would still get full combos from his air throws in all situations... it just wouldn't be super lenient.
-Human Rocket blockstun reduced (hitstun unchanged); DHC glitch fixed.
The glitch fix should be obvious as it leads to game breaking situations. Human Rocket is a fairly brain dead move in most situations. Most bad Nova players when they are unable to get in or set up anything will just go for hail mary Human Rocket (aka "throw coins"), make it cross up and either get a hit from the ambiguity of the move or just steer it away to make it completely safe. The move itself already destroys projectiles and he gets a full combo after it if he steers it correctly... it being made completely safe puts it into derp status. Reducing the block stun on the move allows the opponent to punish it with at least a full screen beam or hyper. In most situations this move would still be very hard to punish but at the very least the opponent would have more time to set up his game plan and counter attack.
Assists: Energy Javelin, Centurion Rush M, Gravimetric Pulse H
The main change here is that Energy Javelin is now an assist replacing Nova Strike M which was nothing more than a combo assist. As mentioned before the assist version only does a soft knockdown unlike the point version which does a ground bounce. This allows the game to have one more anti super jump assist which it sorely lacks and it gives Nova more options for assist selection making him a much more viable support character. The red health change also makes Gravimetric Pulse H assist a much more viable assist.
Thor
+Mighty Spark startup hitbox extended downward more; now safe for blockstrings against crouching characters.
One of the issues that Thor has is that he lacks many safe block strings. The start up hit box on Mighty Spark is an interesting property only it is very situational because it whiffs on short/crouching characters. Since the hit box is only active at close range we feel that the hit box should be extended so that it can hit crouching characters giving Thor a safe way to end his block strings. This also makes it a safer move to use as a zoning move.
+Mighty Smash M assist causes a hard knockdown after the ground bounce; armored from frames 36-63; now ground bounces against Amaterasu
These changes are mostly implemented to make Mighty Smash M better as an assist. Giving it armor was one way we felt that it could be improved as an assist as well as improving it in the neutral.
+Mighty Smash L super armor from frames 6-20.
Same reason as the previous change, this is to make the move more usable in the neutral and to give Thor more defensive options as he is a heavy character.
+Flight Startup reduced to 20 frames; fly cancel is 1 frame.
This is mostly a change for parity sake and to allow Thor's flight game to be more usable compared to the other flying characters.
+s.H has super armor from frames 6-20
Thor is severely lacking in any good defensive tools and thus is easy food for rushdown characters. While giving him armor on his specials was one way to rectify this it wasn't enough as his normals still lacked anything about them that demanded respect. Giving him armor on st.H makes Thor harder to rushdown although his st.H is not anywhere near as good as Hulk's st.H so this seems like an appropriate change.
+s.L startup reduced to 7 frames.
(I felt like we didn't have a good reason to support him having a 6 frame jab so I am just to give an explanation for making his jab 7 frame down from 8 frame start up)
8 frame start up on a standing jab is way too slow in this game especially for the hit box that Thor has. To make matters worse the move has a ton of recovery and is -10 on block! At the very least we felt that his jab should be comparable to other big characters like Haggar and She Hulk.
+Startup on all versions of Mighty Strike reduced to 15-25 (charged) frames, have super armor from frames 12-30 regardless of charging.
Mighty Strike is one of Thor's signature moves in the neutral. While it was buffed substantially going from Vanilla to Ultimate... it still felt like it was lacking somewhat. We felt like making the charge faster and adding armor to the uncharged version would make it a lot more usable. This would align well with Thor's theme of being a Hulk like character in the air.
+Mighty Thunder now causes pushback equivalent to Magnetic Shockwave; startup decreased to 10+4.
Mighty Thunder is one of the worst moves in the game because of how bad at is at creating space despite being a move clearly designed to create space like Magnetic Shockwave. The pushback change is implemented for parity reasons and the start up change is to allow it to be more usable in OTG situations.
+Air throws now cause enough knockdown to ensure Mighty Thunder can always connect afterward.
Thor despite being an air grappler has one of the worst air throw games among the cast. Since Thor doesn't have a fast OTG move like most other characters we felt that the best way to make sure he gets at least something out of his air throw was to allow a Mighty Thunder after it. This is also why the start up on Mighty Thunder was decreased.
+Mighty Punish range increased slightly.
Another move of Thor that was buffed going from Vanilla to Ultimate but still lacks that extra edge it needs to clutch Thor out of bad situations. A small range increase might just push the move over the top into being a legitimate threat in the neutral.
Assists: Mighty Spark M, Mighty Smash M, Mighty Strike L (charged)
The main change here is that Mighty Strike is the charged version which has projectile nullification, more hit stun and armor. This makes the move a very good expansion assist sort of like a Tatsu with less lockdown but with armor.
Taskmaster
+Aim Master (uncharged) recovery reduced by 10 frames across the board.
The uncharged Aim Master arrows of Taskmaster are rarely used in the neutral because they have a large amount of recovery compared to the charged versions. This change would allow Taskmaster players to have more choice in their zoning options.. choosing between a fast but low damage projectile or a slower but higher damage projectile.
+Aegis Counter now causes a spinning knockdown; can be followed up by wave dashing into a full combo.
This change is mostly for parity sake. Pretty much every counter in the game leads into a full combo and Aegis Counter should be no different. This is to promote read based game play and reward it appropriately.
+Guard Master (all versions) recovery reduced to 10.
This move of Taskmaster is rarely used because its recovery is high meaning even if Taskmaster successfully completes the move he doesn't gain much of an advantage in the battle. This is another change to promote usage of counters in the game.
+Sword Master (all versions) is now an overhead (Start up 21/23/25): follow-ups are no longer unblockable; the penultimate hit in the follow-up is launcher cancelable; all follow-ups now subject to normal damage scaling; follow-ups for L and H versions swapped.
This was one of the toughest choices we had to make. Most people agreed that hard unblockables are a bad idea in a game that already has so many ways to open someone up. Hard unblockables lead to situations where you could guarantee death on an incoming character turning the game into single player mode. If we were to remove the unblockable of Taskmaster we had to replace it with something more worthwhile. One of the things that Taskmaster always lacked was a way to open someone up who was just holding down back. Giving him a standing overhead felt like the obvious choice. Essentially the main change that is happening is that the initial hit of Sword Master is now an overhead only its start up has been changed so that its more like most other overheads in the game. The follow ups remain in tact and serve as a good balance to implement scaling after a successful overhead connect.
Assists: Aim Master L (Hold), Aim Master M (Hold), Aim Master H (Hold)
Spider-man
*Web Glide can no longer be block canceled; Spider-man can use Web Glide three times now before touching the ground; grounded Web Glide does not count against this maximum; Web Glide may be canceled into itself.
This change is a nerf with a compensatory buff. Web Glide being block cancelable resulted in Spider Man players getting a free approach option that was highly safe. This made it an approach option better than even air dashes because characters can't block during air dash. To compensate for this nerf we felt that to match the other air dashers mobility he should be able to do multiple Web Glides (like fly into various air dashes that other characters can) in the air. This would make Spider Man's approach less linear and provide Spider Man players with more approach and even runaway options.
+Web Ball H (assist) is unaffected by hitstun deterioration
We tried to come up with many ways to buff the Web Ball H assist and an interesting suggestion was that it would be made unaffected by hit stun deterioration as an assist. This would result in some interesting set ups with Web Ball after a long combo making it a more usable assist.
+Spider Bite (assist) hits overhead and causes a force ground bounce
Another change to his assist to make it better. This would make the assist more like Nova's Centurion Rush assist which allowed for extended combos and semi unblockable set ups. This also makes the assist a better anti air.
+Ultimate Web Throw hitbox changed to better match the animation; startup reduced to 15+3; now air OK; aerial version has a smaller hitbox than the grounded version.
The big change here is that the move is air OK. This is mostly to give it a unique presence in the game and make Spider Man's reset game threatening even in the air. To avoid guaranteed set ups against certain characters we recommended that the aerial version had a smaller hit box so that escapes were possible by just neutral teching in the appropriate direction.
+Untechable time after Maximum Spider increased slightly; now possible to OTG follow-up.
This change allows Maximum Spider to be used as a full screen punish into a combo, giving Spider Man another tool in his arsenal to land a hit. Maximum Spider doesn't go through projectiles and is not invincible so he can easily be swatted out but there are still situations where this would be very useful like if Vergil whiffs a st.H from full screen away.
+Standing and crouching normals now pull opponents in more.
This is more of a quality of life change. Spider Man normals have a ton of push back making combos and even confirms much tighter than they should be. This change would allow him to have an easier time with confirms.
-Hitstun decay now continues to accumulate during Web Throws catch animation.
Contrary to popular belief, Spider Man is actually a very high damaging character capable of dishing out 900K meterless damage solo. In this patch that is an unacceptable damage figure so we had to nerf it. Most of Spider Man's damage comes from the Web Throw where he is able to chain multiple Web Throws together. Because Web Throw is a throw animation and during throw animation/cinematics hit stun is temporarily frozen, this allows Spider Man to get away with linking many Web Throws together. We were not sure how we could fix this so we recommended that Web Throw to not be counted as a cinematic/throw in terms of hit stun... as in during the Web Throw the hit stun continued to add up.
Assists: Web Ball H, Web Swing H, Spider Sting H x Spider Bite
The Web Ball and Spider Sting assist changes were already discussed previously.
.Spencer
+Armor Piercer assist startup reduced to 35 frames, invincible until frame 36.
Armor Piercer was a very useless assist for Spencer so we decided to make it better. The start up reduction is so that the move is more usable as a combo assist. We also decided to add invincibility on start up to the move because the move has a very small range and a lot of start up so it would be easy to react to when it comes out (unlike a Lariat).
+f.H is now +1 on block
One of the issues Spencer has is that after a blocked overhead he can be thrown because the overhead moves Spencer forward towards the opponent. This makes the overhead unsable without assists. Making it +1 on block prevents Spencer from being thrown after a blocked overhead.
+Bionic Bomber startup reduced to 25.
This change is to ensure more combo consistency as well as being a more valid air to ground move use in the neutral.
+Smash Kick and Critical Smash no longer use up Spencers wall bounce; still causes a wall bounce.
These to moves are generally fairly useless moves in Spencer's arsenal. This would allow for more variety in Spencer's combos as well as some what make up for the next change...
-Up grapple now affected by damage decay.
This is the main reason why Spencer is able to dish out massive amounts of damage. With assists and under set ups Spencer is able to link many Up Grapples together leading to insane damage even after max scaling. This was a definitely no no and an obvious oversight when Capcom changed the Web Throw of Vanilla Spider Man but forgot about Spencer.
-Bionic Lancer vertical hitbox reduced slightly; no longer connects on opponents near maximum jump height.
Bionic Lancer (aka Bionic Arm) is the only invincible on start up LVL1 hyper that has great horizontal range, speed and leads into a combo. Having a deceptively large vertical hit box was a bit too much when he was tagging opponents at maximum jump height so we recommended that his vertical hit box be reduced just slightly so he has to make more accurate reads.
-Swing Wire infinite removed.
A no brainer changed although we are leaving it to Capcom to figure out how they want this fixed.
Assists: Wire Grapple M, Wire Grapple L, Armor Piercer
Armor Piercer assist change already discussed.