UMVC3: Phoenix Wright and Nova Revealed!

Banana Kid said:
Now, I'm not entirely sure what all this fighting game technobabble means, but is Wesker actually getting better?

Less health and more damage scaling are about the only things there I understand, so at first glance I assumed he was getting hit with nerfs!

His chaining ability has been beefed, he gets faster and more powerful the more you damage him, he's gained more invincibility on a hyper or two, and a few of his hitboxes have increased. Less health and more damage scaling is a nerf, fo' sure, but all that shit be crazy. Of course we still have to see how it all fits into the wider context of UMvC3's meter gain modifications and other stuff, but still.
 
dat change log said:
Chun-Li
- M, cr.M can be jump canceled.
- Yosokyaku can OTG.
- Slightly increased priority of Hyakuretsukyaku.
- Adjusted so Kikoanken is easier to perform.
- Decreased startup of Tenshokyaku.
- Increased untechable time from last hit of Tenshokyaku.
- Can act after an Air Tenshokyaku.
- Lowered arc of Air Tenshokyaku L.
- Added new move "EX Spinning Bird Kick."
- Additional hits can be added to Kikosho through rapid buttons presses.

These are fucking DELICIOUS. The freaking head stomp move is now her OTG. I thought they'd tack it onto her hyper. Here kicks now have MORE priority...those things gave people hell already when I threw them out after air dashes. Also the easier Kikoanken and the better odds of adding moves after Tenshokyaku (the vertical kicks) has me really excited. I'll have to see how her damage feels this go round, but this is some serious buffage to Chun-Li.

I'll be picking her back up with all this added. I only quit due to the damage. The no blocking after air dash will make things rougher though...

Also, I am pretty much loving the shit out of the projectile durability on Gamma Wave. I may use that to get my Iron Fist inside on an alt team and give Hulk that nice OTG of Iron Fists so he can more easily follow up on his stuff without the need to blow meter. Team needs an anchor though...Vergil or Hawkeye most likely.
 
JeTmAn81 said:
Can someone explain how those Wesker changes will benefit him?
Pretty much everything but his health is a buff. Increased Damage and hit boxes and Decreased start up on moves. This was a character that was already top 5. With most of the top 5 getting mostly nerfs this is kinda crazy he got literally nothing taken away.
 
Smo21 said:
Pretty much everything but his health is a buff. Increased Damage and hit boxes and Decreased start up on moves. This was a character that was already top 5. With most of the top 5 getting mostly nerfs this is kinda crazy he got literally nothing taken away.

I blame Max. Between him and Doom...
 
SAB CA said:
Chris
- Can act immediately after a dash.
- Increased float of cr.H.
- Decreased startup of j.S and increased active frames.
- Normal gun moves, Low Shot, cr.H, Air Low Shot can be empty canceled.
- Minimum damage scaling on special attacks has been increased.
- Increased active frames of Shot Gun.
- Decreaed damage of Shot Gun.
- Decreased untechable time of first hit of Combination Punch H.
- Decreased gap of Prone Shot.
- Machinegun portion of Sweep Combo can OTG.
Overall pleased with these buffs. Shotgun damage nerf is negligible. But the bolded I do not like at all.
 
Not so sure about Tron either. She will get less play now that she useless as an assist and I doubt her other changes are going to make a drastic difference. I'll play her regardless.
 
Banana Kid said:
Now, I'm not entirely sure what all this fighting game technobabble means, but is Wesker actually getting better?

Less health and more damage scaling are about the only things there I understand, so at first glance I assumed he was getting hit with nerfs!

Well in the builds before this log his life was at ~950k iirc.
Although there's the damage scaling thing...

Additional invincibility frames on Rhino Charge, no techs after the counters which both have an increased hitbox size (those were perfectly fine!), he can teleport after Cobra Strike (the one punch where that purple line shoots out), the pistol shots cannot be teched, j.M is even faster...

Essentially it's all small little bits that make a character who was easily Top 5 in the earlier version even better, although he still would've been ridiculously good even when only getting hit with the nerf pan.
 
No wonder nobody found Chun-li's OTG before, who the hell would even think that the freaking headstomp of all attacks OTGs?

Also, they really don't want Haggar and Hsien-ko to be good do they?
 
I thought the Zero buff to health was known already, but the number I saw dancing around was 825k. And I'd bet it's due to them thinking zoning has been ramped up, so he needs more health to survive chip.

Changelog said:
Wesker
- Health decreased to 1,000,000.

LOL'ng pretty hard here. I told you guys they WANT him powerful...assuming that's true, like how the Lost in Nightmares seems like it should be Phantom Dance.
 
So much wat...

- Chun-Li gets a headstomp that OTGs... I haven't seen enough Chun play in a while but isn't that needlessly excessive on an execution level when Hasanshu exists?

- Viper didn't keep her half meter EXs? :(

- Dante's HAMMAH went and got a full retard buff between total invincibility from startup and easier input for it.

I kinda thought it was crappy from the animation, but damn, Mayor of Earth can't do shit even with an OTG... Sad. He still needs the ability to throw the pipe full screen or something.

- I dunno how to feel about the Morrigan changes. One part of me says she's buffed, but I don't have the insight enough to make a conclusion. Karst, Sixfortyfive, SolarPowered, can anyone of you chime in there? :P

- Zero is LOL. Son is going to fuck so much shit up. 30K though is kinda funny for a health boost.

- FUCK Wesker, seriously. :lol

Soo crazy. Meanwhile, Enzo, did you get the list of matches I linked a while back in the Community OT? Maybe you could pick out some of them and use the hypest ones for the Ultimate OT.
 
SAB CA said:
Wesker
- Damage and speed increase as his sunglasses get damaged.
- Decreased startup of j.M.
- Adjusted untechable time for all versions of Samurai Edge.
- Phantom Move can be performed after Cobra Strike.
- Decreased attack startup time of Jaguar Dash and increased active frames.
- Increased damage of Jaguar Kick.
- Increased hit box of Tiger Uppercut L and M.
- Oppponent cannot tech after wall bounce from Tiger Uppercut M and H.
- Increased invincibility frame startup of Rhino Charge.
- Additional hits can be added to Lost in Nightmares (ground and air versions) through rapid buttons presses.

Zero
- Health increased to 830,000.
dylan.gif
 
Solune said:
Overall pleased with these buffs. Shotgun damage nerf is negligible. But the bolded I do not like at all.
Is there any reasoning behind this? I don't understand as to why they would do that. Then again after reading some of the changes... nothing really makes sense.
 
Jintor said:
Anyway, I'm up to speed on most stuff, but what is 'teching' or 'untechable' or so on?

It usually are break-away things that disrupt combos and grabs (those are usually called throw techs). Most of the time, it's the character rolling away and/or being able to block again after getting knocked down.


mr. puppy said:
....they buffed wesker. really. capcom is so fucking bad at balancing anything in life that its ridiculous.

Well aside from Shuma, at least the Marvel side is actually pretty well balanced.
 
SAB CA said:
Viewtiful Joe
- Reduced hittable area when in the air.
- Increased priority of j.S.

- Slightly increased range of ground normal throws.
- Reduced total frames of Shocking Pink.
- Shocking Pink will not explode when sliding between buttons, and it cannot be juggled.
- Added new move "V-Dodge"
- Air Desperado can OTG.
- Additional hits can be added to Mach Speed through rapid buttons presses.

OH LAWD
 
Touch said:
Is there any reasoning behind this? I don't understand as to why they would do that. Then again after reading some of the changes... nothing really makes sense.


Chances are Chris will be landing it more often because of the air dash nerfs. Seems like a fair tradeoff to me.
 
- Additional hits can be added to Lost in Nightmares (ground and air versions) through rapid buttons presses.

Unless Capcom made some ridiculous changes, that has to be a typo. Same with Storm's Hailstorm.
 
IntelliHeath said:
Look like they are trying to break the game so we would begging for third iteration just for balance reason.

sarcasm
A 100% balanced game is bad for business so long as the customers believe it was your best attempt and you'll do better next time.

[edit]

It'll still be more fun / more balanced than Vanilla, though.
 
Jintor said:
Anyway, I'm up to speed on most stuff, but what is 'teching' or 'untechable' or so on?

Also y u no cancel Haggar cr.H


A techable knockdown is where you get up quickly out of a knockdown state by inputting a direction. Untechable means you cant mash a direction and recover out of something. Increased untechable time on a move means that they will be vulnerable longer after you nail them with something. I think this refers to air recovery times out of moves that do not cause knockdown.

Also

MARVEL CHANGELOG
marvel log from Joystiq who says they got it from Capcom Unity said:
Captain America

- Can double jump.
- Charging Star causes untechable knockdown.
- Charging Star causes horizontal knockback.
- M. and H. versions of Charging Star cause less damage.
- Opponent's untechable time after a Shield Slash has been decreased.
- L. Shield Slash can OTG.
- Added some invicibility time to his Backflip.
- Reduced opponents knockdown time after a Hyper Charging Star.
- Damage for assists γ and β have been increased.
- Number of hits in Hyper Charging Star can be increased through rapid buttons presses.

Deadpool

- Ground normal moves can be canceled by his taunt.
- Mad Wheel cannot be canceled.
- Opponent down time after a throw has been increased.
- H.Ninja Gift floats lower.
- H.Ninja Gift causes longer opponent incapacitation.
- Incapacitation time from H. Ninja Gift decreases with combo length.
- Chimichangas!! can be activated from Quick Work.
- Special attacks can be canceled with a Teleport.
- Number of hits in Happy-Happy Trigger (ground and air ver.) can be increased through rapid button presses.

Dormammu

- Ground chains can go up to 3 hits.
- L. attacks cause greater push back.
- Dark Matter can be canceled.
- Flame Carpet will disappear if Dormammu is hit.
- Normal throw causes untechable knockdown.
- Dark Spell and Liberation can be performed in the air.
- Liberation (2 red, 1 blue) is guaranteed to activate (active from 1st frame).
- Liberation (2 red, 1 blue) causes untechable knockdown.
- Liberation (2 red, 1 blue) rocks come out slower.
- Liberation (2 red, 1 blue) rock damage has been increased.
- Liberation (2 blue, 1 red) is guaranteed to activate (active from 1st frame).
- Number of hits in Chaotic Flame can be increased through rapid button presses.

Doctor Doom

- j.H. startup reduced, hit box enlarged.
- j.S. causes untechable knockdown.
- Total frames for j.Photon Shot have been reduced.
- Number of hits in Photon Array (ground and air ver.) can be increased through rapid button presses.
- Number of hits in Doom's Time can be increased through rapid button presses.

Hulk

- Added new move "Incredible Punch."
- "Incredible Punch" can be chained into from a variety of L. and M. attacks.
- Gamma Charge given higher hit priority.
- Gamma Charge now has super armor.
- Gamma Charge Second floats higher.
- Anti-air Gamma Charge Second M causes wall bounce.
- Decreased time needed to charge for Gamma Wave.
- Increased damage for Gamma Tornado.

Iron Man

- Adjusted his air dash properties (start up is slower, but speed is faster).
- Removed double jump, jump attacks can be canceled with air dash.
- cr. H. can be canceled.
- Increased opponent's untechable time after a cr.H. hit.
- Increased hit box size of H. and j.S.
- Reduced minimum damage scaling on his normal attacks.
- Increased minimum damage scaling on his special attacks.
- Commands input during a Repulsor Blast are fixed on the direction he is facing
- Repulsor Spread command changed to pressing H. after Repulsor Blast.
- Repulsor Spread causes untechable knockdown.
- Smart Bomb damage increased.
- Decreased untechable time for opponents after a Smart Bomb hit.
- Total frames for a ground Smart Bomb have been decreased.
- Total frames for Flight are faster.
- Number of hits in Proton Cannon (ground and air ver.) can be increased through rapid buttons presses.
- Number of hits in Iron Avenger can be increased through rapid buttons presses.

Magneto

- Aerial forward tri-dash speed decreased slightly.
- H. no longer causes untechable knockdown.
- Total frames for L. and M. Electromagnetic Disruptor have been increased.
- Reduced opponent block stun from Electromagnetic Disruptor.
- Added new moves "Fatal Attraction," "Repulsion," and "Reverse Polarity."
- Removed invincibility from Magnetic Tempest.
- Number of hits in Magnetic Tempest (ground and air ver.) can be increased through rapid button presses.
- Number of hits in Gravity Squeeze can be increased through rapid button presses.

MODOK

- Jump attacks can be canceled by air dashes.
- Number of hits in Killer Illumination can be increased through rapid button presses.

Phoenix

- Health changed to 375,000.
- cr.M. range has been decreased slightly.
- TK Shot will disappear if Phoenix is hit.
- Phoenix is unable to perform additional actions after an Air TK Shot.
- TK Trap will disappear if Phoenix is hit.


Sentinel

- Health changed to 900,000.
- Changed S. Launcher properties from Hyper Armor to Super Armor.
- Opponent's untechable time after a Rocket Punch has been decreased.
- Push back from blocking Assist α from behind has been reversed.
- Number of hits in Plasma Storm can be increased through rapid button presses.

She-Hulk

- Changed to be a heavier character.
- cr.L. cannot be rapid fire canceled into itself.
- Reduced movement distance of cr.H. (slide).
- Added new move "Savage Swing".
- If no commands are input for a moment after Runner's Start, a Chariot with super armor properties can be activated.
- Torpedo from Runner's Start transitions faster.
- Clothesline from Runner's Start transitions faster.
- Opponent flies off further after being hit by Torpedo.
- Hitting an airborne opponent with Clothesline causes a wall bounce.
- Emerald Cannon causes you to move forward.
- Number of hits in Taking out the Trash can be increased through rotating the joystick.

Shuma-Gorath

- j.S. is now untechable, removed OTG property.
- For normal throws, not only health but Hyper Combo gauge is absorbed as well (decreases the opponent's and adds it to the player's side)
- Devitalization comes out faster.
- Number of hits in Chaos Dimension can be increased through rapid button presses.
- Number of hits in Hyper Mystic Smash can be increased through rapid button presses.

Spider-man

- Web Glide speed has been increased.
- Web Glide can OTG.
- Web Swing, Spider Sting, Web Ball can be canceled into Web Glide.
- Can activate air Web Swing from ground Web Swing.
- Web Throw is subject to damage scaling.
- The total frames for Crawler Assault have been decreased.
- Crawler Assalt causes untechable knockdown.
- Ultimate Web Throw attack direction has been changed to the side.
- Number of hits in Crawler Assault can be increased through rapid button presses.
- Number of hits in Ultimate Web Throw can be increased through rotating the joystick.

Storm

- Added new moves "Fair Wind" and "Foul Wind."
- Number of hits in Lightning Storm (ground and air ver.) can be increased through rapid button presses.
- Number of hits in Hail Storm (ground and air ver.) can be increased through rapid button presses.
- Number of hits in Elemental Rage can be increased through rapid button presses.

Super-Skrull

- Stone Dunk hit box has been increased.
- Orbital Grudge floats higher.
- Obrital Grudge super armor activates faster.
- Meteor Smash can be activated in the air.
- Death Penalty automatically brings you over the opponent.
- Number of hits in Inferno (ground and air ver.) can be increased through rapid button presses.

Taskmaster

- j.H. floats higher.
- Decreased minimum damage scaling on his normal attacks.
- Web Swing can be canceled.
- Charging Star causes opponent to fly to the side.
- Charging Star floats lower.
- Damage for Aim Master decreased.
- H. Aim Master floats lower.
- j.H. Aim Master floats lower.
- Added new move "Sting Master".
- Decreased minimum damage scaling on his Hyper Combos.
- Legion Arrow damage will properly scale in combos (total damage remains the same when used by itself).
- Number of hits in Legion Arrow (ground and air ver.) can be increased through rapid button presses.

Thor

- Reduced push back for M.
- Hit boxes of L., j.L., Mighty Spark (before the beam comes out), and Mighty Smash have been enlarged slightly.
- Increased minimum damage scaling on his normal attacks.
- Increased minimum damage scaling on his special attacks.
- Opponent's untechable time after Mighty Spark has been increased.
- Less time is needed to fully charge H. Mighty Smash.
- Total frames for Mighty Strike have been reduced.
- Less time is needed to fully charge Mighty Strike.
- Active throw frames of Mighty Hurricane have been increased for all strengths.
- Mighty Punish is invincible from the 1st frame.
- Increased advantage time of Mighty Punish.
- Active throw frames of Mighty Punish have been increased.
- Number of hits in Mighty Tornado (ground and air ver.) can be increased through rapid button presses.

Wolverine

- Dive Kick and j.L. hit box sizes have been reduced.
- Berserker Slash invincibility has been removed.
- Added new move "Berserker Rage" (formerly known as "Swiss Cheese")
- Berserker Charge command input priority changed to the lowest among Hyper Combos.
- Number of hits in Berserker Barrage X can be increased through rapid buttons presses.
- Number of hits in Fatal Claw (ground and air ver.) can be increased through rapid buttons presses.
- Number of hits in Weapon X can be increased through rapid buttons presses.

X-23

- Mid-air special attacks can be canceled into Talon Attack.
- Crescent Scythe floats higher.
- Decreased untechable time for opponents after a Crescent Scythe hit.
- Rage Trigger causes opponent to fly further to the side.
- Number of hits in Rage Trigger can be increased through rapid buttons presses.
 
Mature said:
What is a Rantetsu... What is an Edoga?! lol

Edit: Nvm got it. Command normals.

Edoga is the f.H command normal where she throws out her claws on a chain.
Rantetsu might be the f.M one with the morning star.
 
kunonabi said:
Chances are Chris will be landing it more often because of the air dash nerfs. Seems like a fair tradeoff to me.
I keep forgetting about the air dash nerf. A lot of stuff makes sense if you keep that in mind :D
----
Something is bugging me. They give Zero MORE health but reduce Sentinels... even if it's just 5k. The principle is still fucked, in my opinion. The character size factor for combos alone makes this terrible.
 
shaowebb said:
A techable knockdown is where you get up quickly out of a knockdown state by inputting a direction. Untechable means you cant mash a direction and recover out of something. Increased untechable time on a move means that they will be vulnerable longer after you nail them with something. I think this refers to air recovery times out of moves that do not cause knockdown.

Also

MARVEL CHANGELOG

We already know from last week (last friday to be specific but nice to see the change log again.) You can compare it to Capcom side and see which side actually got balanced better.
 
Touch said:
I keep forgetting about the air dash nerf. A lot of stuff makes sense if you keep that in mind :D
----
Something is bugging me. They give Zero MORE health but reduce Sentinels... even if it's just 5k. The principle is still fucked, in my opinion. The character size factor for combos alone makes this terrible.

Sentinel got buffed pretty well though.

It's still hilarious that the biggest character in the game has below average health, and gets even less health after having his health nerfed as pretty much only actual character change in vanilla (not counting removing infinites).

It's like he's a robot made out of cardboard.
 
Becquerel said:
Sentinel got buffed pretty well though.

It's still hilarious that the biggest character in the game has below average health, and gets even less health after having his health nerfed as pretty much only actual character change in vanilla (not counting removing infinites).

It's like he's a robot made out of cardboard.
Someone made them watch the 90's cartoon too much, obviously :(.
 
Becquerel said:
Yes, enzo nailed it down.

To add in on it, the Nova Corps are a sort of intergalactic police force.

As for the videos... the one where MailOrder takes down Phoenix with Arthur? :D

So basically a Green Lantern Corps rip off.

>.>
 
Touch said:
Is there any reasoning behind this? I don't understand as to why they would do that. Then again after reading some of the changes... nothing really makes sense.
I suspect they didn't like that Chris always got an untechable knockdown as long as he hit with Combo Punch H. It seems they wanted to nerf certain combo extensions since you can cancel gunshot they don't want people abusing gunshot to combo punch loops.
 
kunonabi said:
Not so sure about Tron either. She will get less play now that she useless as an assist and I doubt her other changes are going to make a drastic difference. I'll play her regardless.

People who play Tron to ACTUALLY PLAY TRON, RESPECT! :) Normal Gustaf Fire being cancellable now is... odd? Only into specials, of can I now get standing H off it too? Because that'd be nice along with the "no-block-in-air-dash" universal nerf.

The lengths they went to, to make sure Haggar CANNOT follow his OTG are horrible.
Not even focusing on Lei Lei, lol.

Felicia
- Untechable time from Toy Touch decreases with combo length.
- Rolling Buckler no longer automatically tracks towards the opponent.
- Delta Kick can be done in the air.
- Third hit of Air Delta Kick causes ground bounce.
- Decreased total frames of Sand Splash (all versions).
- Sand Splash can OTG.
- Decreased total frames of Kitty's Helper.
- Additional hits can be added to Dancing Flash through rapid buttons presses.
- Additional hits can be added to Please Help Me through rapid buttons presses.

I'm glad I'll be able to use Rolling buckler as an escape now. I actually was complaining about this yesterday, lol.

Is the decrease in Sand splash just her recovery? Or is it to the splash itself? And the additional OTG is also very cool. Should be a nice easy cancel into Dancing Flash.

Kinda happy with her changes, I suppose.
 
Becquerel said:
Sentinel got buffed pretty well though.

It's still hilarious that the biggest character in the game has below average health, and gets even less health after having his health nerfed as pretty much only actual character change in vanilla (not counting removing infinites).

It's like he's a robot made out of cardboard.

Sentinel's run on Vista.
 
- I dunno how to feel about the Morrigan changes. One part of me says she's buffed, but I don't have the insight enough to make a conclusion. Karst, Sixfortyfive, SolarPowered, can anyone of you chime in there? :P
All of those listed changes are great, and we know there are more changes for her that aren't listed. The question is how good she is considering the universal air dash nerf.
 
Looking things over it seems like Tron may be a special cancel type of player now. I'm not sure how I feel about that...I know she got nerfed here and there, but this is just kind of odd. I guess I'll know if its a big deal if I start seeing folks make her long as hell combos start flowing like a Dante combo with cancels or some shit.

Boy Haggar was a let down...without a way to cancel that OTG into any follow through its pretty worthless and other than Spending a whole meter he has no way to cut the distance to get inside versus zoning. I like invincibility on his hyper and all but it won't solve his main issue of being slow and pinned into a corner. Why hath trashcan forsaken him?
 
Bizazedo said:
Someone made them watch the 90's cartoon too much, obviously :(.

That video was made after the health nerf in vanilla:
http://www.youtube.com/watch?v=A5v2RdxYGqk

:lol

Smo21 said:
Sentinel's run on Vista.

http://www.youtube.com/watch?v=phStMmoXM6Q

HK-47 said:
So basically a Green Lantern Corps rip off.

>.>

If you want to see it that way, yes, Nova is similar to Green Lantern in a few ways. I'm not a DC-reader (or watched the movie) so I don't know much about the Green Lantern backstory, only the basic gist of it.
 
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