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UMVC3: Phoenix Wright and Nova Revealed!

LOL the real Sentinel changelog posted by Eventhubs and it's all nerfs.

So Sentinel got more nerfs than buffs too.

My entire team got shat on
There is no reason not to pick a character from the opposite side of the roster. I don't know if you played MVC2 but in it aside from Strider every Capcom character was ASS except for a few that were useful for assists.

Still loling at the Sentinel nerfs. I guess D2RK should be happy.
 
SolarPowered said:
You main everyone lol.

I don't! ;_;


Characters that I played a lot with
Thor (casual only)
Arthur (casual only)
Wesker
She-Hulk
Mike Haggar
Dormammu
Shuma
Akuma
Spencer
Hulk
Phoenix (Scrub Killer team)
Super Skrull


(well, I love 95% characters in random or casual characters but those characters I am interested to main. The list might change dramatically for UMVC3. Phoenix Wright, Firebrand, Hawkeye, Ghost Rider, Nemesis and Nova for now.)
 
Dahbomb said:
On Marvel side, no surprise but Wolverine, Magneto, Phoenix and Taskmaster were the only characters to get more nerfs than buffs. I am 100% OK with this.

Spidey?

edit: hmm
"You can now perform an aerial Web Swing immediately after a ground Web Swing."

If only they made it QCB :(
 
2&2 said:
Only change on the scaling of Web Throw which was to be expected as I am pretty sure that was unintended. He got nothing but buffs aside from that and Capcom said they will be fixing the tech status after Web Ball.

Spider Man definitely got buffed overall.
 
If y'all saw that spiderman play on the Unity stream at NYCC you know Spiderman is still a rushdown monster, possibly even moreso. Still moderate to high execution though.
 
Dahbomb said:
LOL the real Sentinel changelog posted by Eventhubs and it's all nerfs.

So Sentinel got more nerfs than buffs too.
TEN MORE YEARS!

LOL
Dahbomb said:
There is no reason not to pick a character from the opposite side of the roster. I don't know if you played MVC2 but in it aside from Strider every Capcom character was ASS except for a few that were useful for assists.
I don't hate Marvel characters, but they haven't appealed to me that much since MvC1 for some reason. I'm totally eyeing a few now though.

It's not like I purposefully avoid them...
Dahbomb said:
Still loling at the Sentinel nerfs. I guess D2RK should be happy.
DR2K won't be happy until the robot is dismantled lol.
IntelliHeath said:
I don't! ;_;


Characters that I played a lot with
Thor (casual only)
Arthur (casual only)
Wesker
She-Hulk
Mike Haggar
Dormammu
Shuma
Akuma
Spencer
Hulk
Phoenix (Scrub Killer team)
Super Skrull


(well, I love 95% characters in random or casual characters but those characters I am interested to main. The list might change dramatically for UMVC3. Phoenix Wright, Firebrand, Hawkeye, Ghost Rider, Nemesis and Nova for now.)
You listed nearly one third of the cast for a game that has only been out eight months lol.
Becquerel said:
Yea, but so was Captain America. :P
Cap was just terribad.
Becquerel said:
Also, any MODOK changes?
They are up, but he got only a couple of substantial changes. He didn't need much imo.
kirblar said:
Spidey's "nerf" was really a bugfix. It doesn't count.
Yep, big difference between nerfs and bugfixes.
 
SolarPowered said:
TEN MORE YEARS!

LOL
You listed nearly one third of the cast for a game that has only been out eight months lol.

I would like to emphasis this, I am interested to main those but I haven't main them yet. My serious main teams is only Wesker, Mike Haggar and Akuma, She-Hulk, Mike Haggar and Akuma; and Scrub Killer team; Hulk, Mike Haggar and Phoenix.
 
I was thinking about replacing my Taskmaster, so...guess I'm gonna be learning Cap now.

A shame, since he was the only character I ever got anything done with!
 
IntelliHeath said:
That's what I felt about her costumes. So uncreative and lazy.

I love green and purple one and original one. That's it.
I'm liking all the funky colored alts for characters. I'm already planning a side Taste The Rainbow team.
 
Gonna post the entire Marvel side changelog new plus old stuff.

Captain America

+ Shield Slash specials are faster and have better recovery

+ L Shield Slash now hits OTG and it is possible to combo a hyper after it or relaunch.

+ Has a Double jump now

+ M/H versions of Charging Star now cause Soft Knockdown and their horizontal knockback increased

+ Both Beta and Gamma assists received a damage increase

+ Captain America's Back Flip/Cartwheel move has start up invulnerable frames now

+ Hyper Charging Star can be mashed for more hits/damage

- Medium and Hard Charging Stars have had their damage reduced

- Charging Star's now inflicts less untechable time

- The amount of time that an opponent is knocked down after a Hyper Charging Star has been decreased


Deadpool

+ Quick Work: The distance/range/speed of this attack is said to have been increased.

+ All of Deadpool's normals can be cancelled into his taunt (which has a hit box)

+ Supposedly faster specials and Ninja gifts (?)

+ Guns have less recovery time/better start ups

+ Deadpool's throws now cause longer knockdown time.

+ Quick Work is now Team Hyper Cancelable.

+ Deadpool can now cancel special moves into his Teleport which include Quick Work and Trigger Happy

+ If Quick Work hits it can be cancelled into Chimichangas!

+ Happy Happy Trigger can be mashed for more hits/damage (both air and ground versions)

- Mad Wheel (Overhead) cannot be cancelled anymore

- Bolo Loop is removed through various changes to the Bolo trap:
* Deadpool now hangs in the air longer when performing the Bolo (Ninja Gift H)
* The amount of time that someone is trapped by the Bolo has been decreased.


Dormammu

+ His zoning specials have become better in speed and recovery including Dark Hole and Purification.

+ Dark Matter (f+H) can be special canceled into Mass Change (his teleports) and Dark Spells now. In fact, Dark Matter can pretty much be special canceled into any of Dormammu's special moves.

+ Increased the pushback on both of his Light Attacks

+ Dark Dimension has a larger hitbox. No longer passes under bouncing opponents.

+ Increased distance on backdash

+ Ground dash is significantly faster

+ Ground throw now causes a hard knockdown. Air throws will always do a hard knockdown now

+ Dormammu can now chain his cr.M into cr.H

+ Can charge Dark Spells while airborne. Can only charge one at a time and is vulnerable until he lands. He stops in the air when performing this special, in the same manner as Dark Hole.
Liberation in the air causes him to teleport to the ground and then perform the release.

+ Dark Spell released explosions will now always come out on the first frame they are visible. Dark Spell's meteor strikes will now always come out the moment they are activated.

+ Can attack out of down-back airdash. Most likely up-back too.

+ Chaotic Flame hyper can be mashed for more hits/damage

+/- Dark Spell volcanic spike attacks have been slowed down but has increased damage

- Reduced hitstun on cr.M

- Can now only chain up to three normal moves in the air

- Dorm puts Flame Carpet slightly further out & hitbox change(?). Can cause OTG to hit once and knock people away mid-screen. Causes corner Flame Carpets to hit once on some characters because of the distance it's laid out. Flame Carpet also disappears when Dorm is hit.


Dr. Doom


+ Doom is generally a faster character now especially on his dashes

+ Overall, Doom's projectiles (Photon Shots) are faster now along with j.H laser beam. J.H has a better hit box/hit detection.

+ Doom's forward throw causes a hard knockdown now

+ Air S moves faster vertically

+ Air S causes an exaggerated bounce in an anti-air situation but is not a true ground bounce (too low for it) it's more like a hard knockdown. Enough time to OTG after it into a full combo. Can be canceled into Flight and go into Doom's M&M combos, either from a Jump or Super Jump state.

+ Doctor Doom's Photon Array and Doom Time hypers do more damage/hits when mashing



Hulk

+ St.H has 3 points of super armor now

+ Has a new charge move (The Incredible Punch) now where he charges up a straight punch (essentially charging his st.M) which has some super armor and causes wall bounce on impact. Can follow up after an OTG move/assist. Does damage on block and can be cancelled out of while charging into any of his specials including his command throw. It's possible to chain into the Incredible Punch from Light and Medium Attacks.

+ Gamma Charge's attacking priority has been improved

+ Grounded Gamma Charge now has Super Armor. The second part of grounded Gamma Charge now floats higher (the rising version).

+ Anti-Air Gamma Charge's second hit (Medium version) will now cause a wall bounce

+ Gamma Wave's charge time decreased.

+ Gamma Tornado's (Command throw) damage increased

+ Gamma Quake rocks fall faster, and the punch he does to cause them to be in a ground bounce-like state. (?) Can be mashed for more hits/damage



Iron Man

+ Iron Mans UniBeam is faster and recovers faster, spammable while on the ground. Both as an assist and as a point character. In the air, his beams most notably his L Unibeam is pretty much the same speed as before

+ Ground dash moves him at least 1/2 screen across. Before it moved him about 1/3rd distance. Possibly Iron Man can do a proper wave dash now.

+ Repulsor Blast/Spread activate faster. Upon hit Repulsor Spread causes a hard knockdown and it can be followed up afterward with Smart Bomb -> Proton Cannon

+ Repulsor blast/Repulsor Spread input has been changed to reflect Iron Man's current orientation (so he doesn't cross himself up and input incorrectly) and Repulsor Spreads are now activated by just adding a button like H.

+ Smart Bombs have better recovery frames, start up and do more damage on hit for both ground and air Smart Bombs

+ Iron Man can now cancel his normals into dashes in the air like Magneto allowing him to perform new flight/dash cancel combos

+ Even faster flight cancel with better start up

+ Iron Man's cr.H is now SPECIAL CANCELLABLE. Can even be canceled into flight mode. Iron Man can also now chain cr.H into launcher making his ground series much easier to execute

+ Standing H and j.S have longer time to hit confirm into a combo and have better priority

+ The amount of untechable time after someone has been hit by the cr.H Shoulder Missile has been increased

+ Proton Cannon hyper can be mashed for more damage/hits as well as Iron Avenger

+ Overall damage scaling for Iron Man has been improved. Normal moves' damage scaling has been reduced and special moves damage scaling has been improved

- Repulsor Spread priority lowered

- Triangle jump/air dash mechanics reworked. Seem to have different trajectories and acceleration (faster acceleration slower velocity). Possibly different types of dashes. In any case most players seem to agree that Iron Man's tri-jump game has been significantly nerfed because of this change due to the general speed of it is greatly reduced.

- Removal of double jump


M.O.D.O.K.

+ MODOK can cancel moves in the air with a dash

+ MODOK has new abilities allowing him to drain meter (?)

+ Killer Illumination hyper does more hits/damage when mashed


Magneto

+ New move Gravitation/Repulsion that modifies your momentum anywhere on the screen (similar to the wind effect from Storm, or like Rachel's Wind Drive in Blazblue). Can pull you forward, push you back, or force you to stay more-or-less stationary.

- Air dash reduced in range, and reduced in speed. Slightly affects some ROM midscreen combos of Magneto. Triangle jumps overall appear to be slightly slower.

- J.H pushes enemies away more and combined with the dash range reduction, combos are harder to do. He still has access to his Grav loop in the corner but you get less repetitions out of them. Other fly cancel/air dash loops like the Magnetic Blast loops aren't as reliable or just may not be possible anymore.

- Disrupter start up slowed down and is generally slower but still a dominant projectile. Causes less block stun now. This includes all his Disruptors including his L and M versions.

- Throw trap time decreased slightly

- Magnetic Tempest no longer has invulnerability on start up

+ Magnetic Tempest and Gravity Squeeze can be mashed for more damage/hits


Phoenix

- Only one action per jump. No more multiple fireballs, no more fireball into teleport.
*You can do 2 actions per flight mode as it is now longer. You can do Air H Shot into Teleport if you went flight mode first but there is longer start up on H Shots.

- Air H Shot has longer start up and slower recovery. Air M Shot is pretty much the same. Air L Shot has faster recovery.

- Slight reduction in health (like 420K to 375K after testing... Magneto's LVL3 which is exactly 400K kills Phoenix at full health)

- TK Shots dissipate when Phoenix herself is hit

- TK Traps dissipate when Phoenix herself is hit

- Cr.M Slide shortened in range


Sentinel

+ Cr.M now has 3 hits of super armor

+ Rocket punches recovery and overall speed of Sentinel has been increased. Sentinel's cr.M recovers faster (he pulls his boots back in faster)

+ Aerial moves have 1 hit of super armor now

+ Sentinel drones have been sped up. They are now a true block string.

+ Plasma Storm hyper can be mashed for more damage

+/- When Assist Alpha (Drones) hit from behind the opponent, the knockback is reversed as well so that they will be struck towards the point character

- Launcher has only 1 point of super armor now

- Air combo into L Rocket Punch into HSF is less reliable because Rocket Punch causes less hit stun now. He can still do qcf.L into HSF after throws or if the combo is short and he can still TK rocket punch into Hard Drive after a hard knockdown

- Health rounded off to 900K


She-Hulk

+ New lampost swing move that causes wall bounce on impact. Has considerable start up and recovery but it can be canceled into Runner stance for follow up options

+ Emerald Cannon now makes her jump forward a bit on the dropkick AND has a few hits of armor. Easier to connect after a DHC

+ Taking out the Trash hyper can be mashed with the directional inputs for more damage

+ If you don't input any following command, Chariot will have super armor

+ Clothesline causes wall bounce if hit opponent on air

+ Cancelling into Torpedo from Chariot is faster

+ Cancelling into Clothesline from Chariot is faster

+/- Opponent flies farther away when hit by Torpedo

+/- She Hulk drops faster/is heavier in terms of weight class

- Slide now covers less distance

- She Hulk is unable to chain numerous cr.L in order to hit confirm into a full combo.


Shuma-Gorath

+ Normal throw now absorbs/steals Meter

+ Devitilization has faster start up

+/- Knockdown properties on jumping S have been changed

+ Mystic Smash hyper and Chaos Dimension can be mashed for damage/hits


Spiderman

+ Spider-Man's Web Zips travel faster than before

+ The Web Ball, Web Swing and Spider-Sting (all of his specials essentially) can be canceled into Web Zips

+ Crawler Assault can be mashed for damage/hits

+ Crawler Assault now leaves opponent in Hard knockdown state

+ Reduced animation frames in Crawler Assault hits all across the hyper

+ Spider Man's Web Zip is now able to hit OTG and you can go into Maximum Spider after it. There is possibility of more follows up now for Spider Man in an OTG situation

+ You can now follow up an air Web Swing after a ground Web Swing immediately

+ Web Throw tosses opponents high enough, slow enough and short enough so that Maximum Spider is easier to follow up after it. It is possible that you can do more stuff after it

+ Ultimate Web Throw's horizontal range has been increased/modified


+ Ultimate Web Throw can cause more damage and hits if you mash the directional buttons

- Due to changes on Web Ball property after catching opponent (no more neutral teching only) it is very difficult or impossible to do the infamous UWT reset with Spider Man now

- Web Throw does not cause fully unscaled damage anymore, it's subject to proper scaling now



Storm

+ New Move: DP+S = Fair Wind, pushes opponent away
New Move: RDP+S = Foul Wind, pulls opponent towards her

Storm's Winds have better distance coverage than Magneto's (she pushes/pulls more than him) but overall slower. These moves also affect opponents when they are downed

+ Appears to do better damage overall

+ Hailstorm covers more space on the screen making it harder for opponents to jump over it.

+ All of Storm's hypers can be mashed for more damage/hits

+/- Changes to her normals/jump loop combos. Seem to have better overall normals with altered jump loop combos. (?)

- Cannot call assists while floating from super jump. She can still call assists while floating if done after a normal jump


Super Skrull

+ D+H in the air Stone Dunk move has a bigger hit box as well as some of his other command normal moves

+ Meteor Smash is doable from the air now

+ LVL3 Death Penalty now homes in on the target upon activation

+ Stone Smite now has at least one hit of armor when the move (non-charging version) goes off

+ Inferno can be mashed for more hits/damage

+ Armor on Orbital Grudge activates faster/quicker than before

+/- Orbital Grudge lifts opponents higher

- Orbital Grudge assist does not cause soft knockdown anymore (works like how Akuma's Tatsu in Ultimate)



Taskmaster


+ New Move: Sting Master can be linked after Shield Charge

+ Taskmaster can now cancel out of his Web Swing move with special and hyper moves

+/- Shield Charge has its distance increased on knockback but the float from the hit of the Charge has been reduced (probably less time to hit confirm into a combo).

- Taskmaster has difficulty doing long combos involving self relaunches after OTG arrows because the arrow lift doesn't lift up as much anymore as well as general hit stun changes

- Generally speaking, Taskmaster does less damage overall in combos due to normal damage scaling and finishers involving his Legion arrow hypers. Damage from his Legion arrow hyper when hit raw still does about the same damage but when added at the end of a lengthy combo does less damage

- Jumping Hard Attack's now floats the opponent higher on hit

- Damage on Aim Master shots have been lowered

+/- Floatyness/Height on Aim Master H shot has been decreased (?)

+ All of Taskmaster's Legion arrow hypers can be mashed for more damage/hits


Thor

+ Range on air Mighty Hurricane command throw increased. Range on all Mighty Hurricane (ground versions) are increased as well. Karas into the command throws are easier apparently.

+ Thor's Mighty Spark projectiles have faster start ups. Not only that but the hit box underneath Mjolnir is bigger and hits smaller characters no and have better recoveryw. Active hit box on the spark on L Mighty Spark is longer making jump ins risky for opponents. Mighty Spark's untechable state on the opponent has been increased.

+ Grounded A Mighty Strike has less recovery/more hit stun, giving you enough time to follow up after it with a combo. Generally speaking Thor's Might Strike attacks have better start up/recovery and it takes him less time to charge them up to max.

+ Cr.L, J.L and St.L appear to be faster on start up

+ Standing M knockback has been shortened

+ All of Thor's Might Smash moves have improved priority and the H version of Mighty Smash takes less time to charge up to maximum

+ Generally speaking Thor does more damage from both his specials and normal attacks due to changes to his minimum damage scaling (has been upped from before)

+ Mighty Punish command hyper has been improved. It is now invincible from the first frame, the active frames of the hyper have been increased and the range has been improved as well. Now also gives Thor more time to move around after it lands.

+ Mighty Tornado hyper can be mashed for more hits/damage

+ Thor's air dashes appear to be faster (?)


Wolverine


- Berserker Slash is slower on start up, lost invincibility frames

- The Dive Kick has a much smaller hit box, some launchers/anti-air moves beat it out cleanly now

- J.L has has it's hit box reduced which means that instant overheads with j.L may be more difficult or not possible anymore

- Contrary to popular belief, Wolverine can still relaunch after a Dive Kick in the air combo the ground bounce may just not work if a dive kick stagger was used to start the initial combo. This is because the Dive Kick causes more hit stun scaling now

- Seems slower overall perhaps to make Berserker Charge more balanced overall (?)

+/- Some sort of button-mashy Machine Gun Claw move. He can combo after it with a launcher

+ All of Wolverine's hypers are mashable for more damage/hits


X-23


+ OTG slash seems to have a slightly larger window, making OTG + assists easier

+ X-23 Weapon X Prime hyper has faster start up enough so that X-23 can do solo OTG into Weapon X Prime. Rage Trigger hyper also appears to have better start up

+ X-23 can now cancel out of her Crescent Scythe/Hornet Needle attack into her Talon Attacks

+/- Crescent Scythe's floating height on hit has been increased

+ Rage Trigger's horizontal knockback has been increased.

+ Rage Trigger hyper can be mashed for more damage/hits

- Crescent Scythe's untechable time on hit has been decreased.
 
JeTmAn81 said:
Nerfing Deadpool's overhead cancellation doesn't make much sense to me, ugh. Maybe they thought the overhead into instant Quick Work high-low mixup was just too dirty.
Wait, that's a thing? I play Deadpool and I didn't know that was a thing!

I suck at this game. :(

The changes on Iron Man and X-23 sound so good.
 
GuardianE said:
I don't think anyone's criticizing you for using Zero because you like him as a character. That doesn't change the fact that he's going to be ridiculous in UMvC3. He, along with Doom, are going to be stupid good.

Which is fine and I'm aware he's going to be a great character, but to even label him the new Dark Phoenix is insane. Zero can't just mash fucking light like an idiot to win. He can't stay in the air for 7 years doing tracking air fireballs that do 1/3rd health chip. He has no teleport for free mix ups. He doesn't do as much damage as D.Phoenix. He isn't considered a fourth character on a 3 man team.

Is there something I'm not aware of that would even make people say that Zero is the new Dark Phoenix? Did they add the stuff I mentioned above to his tool set?
 
Now I'm all antsy for the Capcom changelog...
enzo_gt said:
I'm liking all the funky colored alts for characters. I'm already planning a side Taste The Rainbow team.
Have you seen her other alts? So much better...

Leilei-colors.gif


Should've been:
Ego Lei Lei-Deep red
Royal Lei Lei-White, purple and yellow
Mango Lei Lei-Cuz Mango
zlatko said:
Which is fine and I'm aware he's going to be a great character, but to even label him the new Dark Phoenix is insane. Zero can't just mash fucking light like an idiot to win.
Of course not...

He can mash H!
 
So I know this is old news, but isn't it pretty much forcing really uncreative Phoenix play by cutting her health in half?

I mean she know has the lowest health in the game, and with the lower meter building in Ultimate, the fact that you can now drain opponents meter in many occasions, and that most assists have been nerfed, it seems like its going to be even tougher to get level 5 and keep it consistently.

Man sucks for legitimate non-DP players.

On the other hand, f-yeah for Thor buffs, I always considered him the worst character in the game, even with his crazy health.
 
ReiGun said:
Wait, that's a thing? I play Deadpool and I didn't know that was a thing!

I suck at this game. :(

The changes on Iron Man and X-23 sound so good.

It's a ridiculous, dirty thing which I discovered by watching the Option Select stream (http://www.twitch.tv/optionselect). A guy named Sinister plays on there and he runs Hulk/Deadpool/Doom. He's maybe the best Hulk I've seen. My new Hulk team is basically a carbon copy of his stuff. Anyway, he apparently learned the Deadpool thing from Ryan Hunter, since Ryan was cursing Sinister out for constantly opening him with it. Usually he'll use the Plasma Beam as cover to approach and land that mixup. But, all for naught. Ultimate giveth, and Ultimate taketh away.
 
sersteven said:
So I know this is old news, but isn't it pretty much forcing really uncreative Phoenix play by cutting her health in half?

I mean she know has the lowest health in the game, and with the lower meter building in Ultimate, the fact that you can now drain opponents meter in many occasions, and that most assists have been nerfed, it seems like its going to be even tougher to get level 5 and keep it consistently.

Man sucks for legitimate non-DP players.

On the other hand, f-yeah for Thor buffs, I always considered him the worst character in the game, even with his crazy health.


Pheonix had 400k now its 375k i think, they just made it harder to get to lvl 5 which is completely fair.
 
SolarPowered said:
Now I'm all antsy for the Capcom changelog...

Have you seen her other alts? So much better...

Leilei-colors.gif


Should've been:
Ego Lei Lei-Deep red
Royal Lei Lei-White, purple and yellow
Mango Lei Lei-Cuz Mango

Of course not...

He can mash H!
Okay those are dope. Sometime about the Hsien-Ko model doesn't fit right with me though. The textures or something don't fit well with the colours. They all look like they have a tinge of grey added to them. Looks so sterile compared to the vibrant ones in the sprites. Probably why I like the green one.
 
God damn it, I was hoping they'd add the pink Hsien-Ko. Oh well, I do like the new sixth one, but I'll probably stick with the second one. Darkstalkers colours overall are quite disappointing. I'm just going to use the ones I did in MvC3.
 
No such thing as a legitimate Phoenix player except Deathwish. This is me playing the world's smallest violin for all the Phoenix players out there:

EiG4DEBVenvq4meyY17CxWJ6o1_400.jpg


Shots fired etc. I don't even think she got nerfed that bad because a lot of what made her godlike is still in the game. At best I would say this is a good start.

Hsien Ko's alts are low tier and this isn't even a troll. Not as bad as Felicia's though.
 
Eh... I expected the worst so I guess it doesn't matter. Still pretty impressed by the Marvel changelog though...
Becquerel said:
I actually also like the pastel pink/slate blue one.
Nyoro SF said:
Pink Hsien-ko is the best one there.
This acceptable. Replace Vomit Lei Lei with pink Lei Lei.

Also, trade Dark red/black version(current) for Ego version, blue/purple version(current) for royal version and get rid of that shitty new alt for Mango version.
RS4- said:
Those dorm changes suck
Not enough?
Frantic said:
Pink Hsien-Ko is best Hsien-Ko. The white one is good two - they should have gone with those for a nicer contrast overall.
I was secretely hoping they would give her a costume makeover. I totally would've taken pink Hsien-Ko for my Pink Ammy/Morrigan team.

oh well
 
Dahbomb said:
Spider Man definitely got buffed overall.
as a spidey player, im a little bit skeptical. air dash is a big part of spideys game, and he will no longer be able to block during it which will hurt a lot. webzip sees some use, but its not that great overall. not to mention he lost his web throw and ultimate web throw, so he lost his 800+dmg combos. unless the webzip buffs in umvc3 are amazingly good, then i'm a lil wary if he'll actually be a better character or not. of course though, i have no doubt that he'll be a good character in umvc3 (he was never a bad character in mvc3 to begin with, albeit underused).
 
sersteven said:
So I know this is old news, but isn't it pretty much forcing really uncreative Phoenix play by cutting her health in half?

I mean she know has the lowest health in the game, and with the lower meter building in Ultimate, the fact that you can now drain opponents meter in many occasions, and that most assists have been nerfed, it seems like its going to be even tougher to get level 5 and keep it consistently.

Man sucks for legitimate non-DP players.

On the other hand, f-yeah for Thor buffs, I always considered him the worst character in the game, even with his crazy health.
Define legitimate Phoenix play.

You must understand, by design, that Phoenix's goal is to get to Dark Phoenix. This is how she was originally meant to be played and this is Capcom reinforcing that, they do not consider players like you in the balancing. All they're trying to do is make the hill steeper and fairer to climb in reaction to DP and how ridiculously OP she is.
 
ihearthawthats said:
as a spidey player, im a little bit skeptical. air dash is a big part of spideys game, and he will no longer be able to block during it which will hurt a lot. webzip sees some use, but its not that great overall. not to mention he lost his web throw and ultimate web throw, so he lost his 800+dmg combos. unless the webzip buffs in umvc3 are amazingly good, then i'm a lil wary if he'll actually be a better character or not. of course though, i have no doubt that he'll be a good character in umvc3 (he was never a bad character in mvc3 to begin with, albeit underused).

To me it's always seemed like Spidey's air dash is really just for positioning him to get a Web Zip and start a combo. Spidey is always pretty high up there when he's dashing around, and it goes pretty fast. It doesn't seem that easily punishable to me even if you can't block during it.
 
enzo_gt said:
If y'all saw that spiderman play on the Unity stream at NYCC you know Spiderman is still a rushdown monster, possibly even moreso. Still moderate to high execution though.

Is there a stream archive?
 
enzo_gt said:
Okay those are dope. Sometime about the Hsien-Ko model doesn't fit right with me though. The textures or something don't fit well with the colours. They all look like they have a tinge of grey added to them. Looks so sterile compared to the vibrant ones in the sprites. Probably why I like the green one.
It probably has something to do with the fact that she is not a complete character yet lol. They'll finish her in the DLC update after the final disk if we are lucky.
 
Spider Man isn't the only character who can't block during an air dash. He has other mobility options to choose from plus cancellable move options into Web Zip. He is definitely better off than many other characters as far as the system wide change is concerned. He is going to be too high up to get punished by most things anyway.
webzip sees some use, but its not that great overall.
Um what it's one of his best tools. Free get in, + mix ups and instant over head set ups. Now it's going to be even more useful. Much much more useful in fact.

not to mention he lost his web throw and ultimate web throw, so he lost his 800+dmg combos
Oh noes... Spider Man lost a touch of death combo. Cue smallest violin.

Not to hate but no matter the character, having an unscaled 100K special move that you can loop or a pretty much guaranteed reset is over powered. It was gonna get taken out even if Spider Man was the worst character in the game.
 
Also, I just wanted to point out something that I didn't really see anyone saying back when it was being talked about before - the airdash nerf doesn't really effect Joe as much as some of you think. Most of the time, when Joe is pushing forward with his airdashes, you want to be throwing out Voomerangs to travel behind so your opponent doesn't press any buttons/call assists/etc. Obviously he won't be doing it all the time, but it really doesn't hurt him anymore than some of the other characters since random supers will blow him up when he's doing the Voomerang pressure anyways. Just an FYI.

Edit: Oh yeah, they're probably also going to remove the unscaled damage Spencer gets off his upward Wire Grapple.
 
enzo_gt said:
Define legitimate Phoenix play.

You must understand, by design, that Phoenix's goal is to get to Dark Phoenix. This is how she was originally meant to be played and this is Capcom reinforcing that, they do not consider players like you in the balancing. All they're trying to do is make the hill steeper and fairer to climb in reaction to DP and how ridiculously OP she is.


I understand where you were coming from, and it makes sense, but we all know that looking at DP in vanilla Marvel, nothing about that character is "legitimate", even with the health.

Especially when considering non-DP Phoenix was more viable than a good 80% of the cast, if you ignored her health.

But now its almost an excuse to never even put her out all all, unless you have 5 meters, you're pretty much dead in the water if you have a 3-4 meter phoenix an no other characters alive.

Just my 2 bits, I think it inhibits creativity with about 50% of what that character actually is.

Grecco said:
Pheonix had 400k now its 375k i think, they just made it harder to get to lvl 5 which is completely fair.

I'm an idiot for not remembering this, I always thought she was closer to 600-750, but I guess I got her overall "combined" health mixed up with her 1-form health.

Still, her normal mode feels like the only thing that got nerfed all around, and the less health is just a BIGGER buff to DP but a nerf to regular form Phoenix.
 
sersteven said:
I understand where you were coming from, and it makes sense, but we all know that looking at DP in vanilla Marvel, nothing about that character is "legitimate", even with the health.

Especially when considering non-DP Phoenix was more viable than a good 80% of the cast, if you ignored her health.

But now its almost an excuse to never even put her out all all, unless you have 5 meters, you're pretty much dead in the water if you have a 3-4 meter phoenix an no other characters alive.

Just my 2 bits, I think it inhibits creativity with about 50% of what that character actually is.



I'm an idiot for not remembering this, I always thought she was closer to 600-750, but I guess I got her overall "combined" health mixed up with her 1-form health.

Still, her normal mode feels like the only thing that got nerfed all around, and the less health is just a BIGGER buff to DP but a nerf to regular form Phoenix.

TBH, I think they could take regular Phoenix's health down as far as maybe 300k before it would really matter. She's dead in one combo either way, so the fact that you want to keep her out and not let her get touched at all until you have 5 bars has not changed from vanilla.
 
sersteven said:
Still, her normal mode feels like the only thing that got nerfed all around, and the less health is just a BIGGER buff to DP but a nerf to regular form Phoenix.


I dont agree, nerfs to her homing balls, or the meter nerf, or her life nerf, are just nerfs to make it harder to get to 5 bars. Its alot easier to snap her in and kill her. Pheonix players should have to work for that Dark Pheonix payoff.
 
JeTmAn81 said:
It's a ridiculous, dirty thing which I discovered by watching the Option Select stream (http://www.twitch.tv/optionselect). A guy named Sinister plays on there and he runs Hulk/Deadpool/Doom. He's maybe the best Hulk I've seen. My new Hulk team is basically a carbon copy of his stuff. Anyway, he apparently learned the Deadpool thing from Ryan Hunter, since Ryan was cursing Sinister out for constantly opening him with it. Usually he'll use the Plasma Beam as cover to approach and land that mixup. But, all for naught. Ultimate giveth, and Ultimate taketh away.
Man, I'm gonna enjoy the fuck out of this for the next month or so before Ultimate takes it away from me. Make someone salty as fuck with it. hmph
 
AnkiRendan said:
Oh well, I do like the new sixth one, but I'll probably stick with the second one. Darkstalkers colours overall are quite disappointing. I'm just going to use the ones I did in MvC3.
Morrigan came out okay enough.
 
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