UMVC3: Phoenix Wright and Nova Revealed!

Crocodile said:
So cause Haggar is a grappler he should suck? That's some shitty ass logic I gotta say. Obviously not everyone in any game is gonna be top tier or what not but it feels like they aren't even trying with him.
I'm not saying he should suck, I'm saying that I'm surprised that people think a grappler in a game that has always been known for rushdown and insane combos would be better than he is right now.
 
Professor Beef said:
I'm not saying he should suck, I'm saying that I'm surprised that people think a grappler in a game that has always been known for rushdown and insane combos would be better than he is right now.

To be fair, Alex was one of the best characters in TvC and he was a grappler.
 
She Hulk is a grappling character and really good in the game. Technically, Wesker is also a grappler but he's a grappler with a teleport, a fast wave dash, great normals and a projectile... Nemesis is also a grappler along with Skrull both are at least decent. Thor is hella buffed who is also primarily a grappler, he is going to be much better off.

There is no reason for there to be such little buffs on Haggars. His assist is at least still good though and once people realize that he will still make it into teams. But it will still be mostly for the assist.
 
They could give Haggar the ability to tomahawk the pipe across the screen and cause wallbounce and he still wouldn't be broken.

And I think his assist is going to be far less useful since you can't mash it out during blockstrings anymore. I am honestly not even scared of it without that ability.
 
Didn't hammer get a nerf instead of a buff?

I read it as "Increased I-Frame startup" meaning that it takes longer for the invincible frames to start up, and they decreased the total amount of i-frames in the move altogether. Thought people had noted Hammer was worse than Vanilla in the more recent builds, too.

That move needs to be brought down to earth since it hits everywhere :p so many wins taken away from me because of it T_T
 
Killa Sasa said:
Didn't hammer get a nerf instead of a buff?

I read it as "Increased I-Frame startup" meaning that it takes longer for the invincible frames to start up, and they decreased the total amount of i-frames in the move altogether. Thought people had noted Hammer was worse than Vanilla in the more recent builds, too.

This is also how I interpreted that change description.
 
Spider Man and Viper were recognized as characters with very strong potential(Peter much less so) very early on. I don't see Fist having nearly as much strength as either of them in the long run.


I read it as "Increased I-Frame startup" meaning that it takes longer for the invincible frames to start up, and they decreased the total amount of i-frames in the move altogether. Thought people had noted Hammer was worse than Vanilla in the more recent builds, too.
That's probably what it is. Probably have to wait for the official translation on this.

Also it appears I missed a game play video (thread moves really fast when I am gone but moves really slow when I am here... different time zones for the lose). DAT IRON FIST ASSIST!!!

http://www.youtube.com/watch?v=zwgRrEdwPi0

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!

DAT RISING SUN COMBO!!!! DMC3SE COMBOS UP IN THIS BITCH!!!!
 
Can Iron Fist chain highs to lows or lows to highs in his rekkas? If so, that could be good mixup potential. Otherwise, yeah, he might not be too hot :\ His damage is certainly nice, though.

Also, if that assist has invincible startup... and you can mash it out of blockstrings... :O
 
Mit- said:
Also, if that assist has invincible startup... and you can mash it out of blockstrings... :O

See, this is what I brought up before, but no one bothered to comment on it.

In Max's video, you see Vergil's Helm Breaker beat Iron Fist's Dragon Kick assist clean. It looked like it was already in active frames, too. So, either it has a long startup that's not invincible, or limited invincibility.
 
Dahbomb said:
She Hulk is a grappling character and really good in the game. Technically, Wesker is also a grappler but he's a grappler with a teleport, a fast wave dash, great normals and a projectile... Nemesis is also a grappler along with Skrull both are at least decent. Thor is hella buffed who is also primarily a grappler, he is going to be much better off.

There is no reason for there to be such little buffs on Haggars. His assist is at least still good though and once people realize that he will still make it into teams. But it will still be mostly for the assist.
I wouldn't call Wesker a grappler any more than I would call Iori from KOF a grappler, or Yun/Yang/Fei Long.
 
Can Iron Fist chain highs to lows or lows to highs in his rekkas? If so, that could be good mixup potential. Otherwise, yeah, he might not be too hot :\ His damage is certainly nice, though.
Yeah... that's his main method of mix ups. Crecent kick hits high and the low kick hits low.

In Max's video, you see Vergil's Helm Breaker beat Iron Fist's Dragon Kick assist clean. It looked like it was already in active frames, too. So, either it has a long startup that's not invincible, or SOME invincibility.
Probably has front invincibility only on start up. I think Vergil's assist is the same, I see it get beat out by Flame Carpet and Hidden Missiles hitting from below him but other than that it beats out other stuff. I don't think these assists are COMPLETELY invincible that would be stupid.. Iron Fist should have high priority. It actually hits much lower than it appears too... can easily combo after OTGs like Flame Carpet and goes really far. Definitely a very good assist to have... THOSE DORM CROSS UPS WITH IRON FIST!

Doom basically touch of death'd Dormammu in that video... 0_0 That was roughly a 900K combo which was a BnB (unless Dorm's health suddenly was lowered). Even Photon Array hyper does solid damage now as an ender.
 
Professor Beef said:
I wouldn't call Wesker a grappler any more than I would call Iori from KOF a grappler, or Yun/Yang/Fei Long.

Yea, I agree. A command grab doesn't make you a grappler automatically.

I don't think Wesker is a grappler (too mobile). She-Hulk Maybe. Maybe Thor. But not really.

To me, grappler is slow, command throw (360), hits hard when they get in and does big damage.

Haggar has 2 of these. Wish he had the damage (in comparison to everybody else).

I am still going to use Haggar as an assist character. Just gotta cover him now MVC2 styles.
 
Dahbomb said:
Spider Man and Viper were recognized as characters with very strong potential(Peter much less so) very early on. I don't see Fist having nearly as much strength as either of them in the long run.



That's probably what it is. Probably have to wait for the official translation on this.

Also it appears I missed a game play video (thread moves really fast when I am gone but moves really slow when I am here... different time zones for the lose). DAT IRON FIST ASSIST!!!

http://www.youtube.com/watch?v=zwgRrEdwPi0

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!

DAT RISING SUN COMBO!!!! DMC3SE COMBOS UP IN THIS BITCH!!!!
The Unity changelog is the official translation.

Information is so sensitive when it's being translated though.
 
Anybody who is slow is pretty much guaranteed to be bad in Mahvel. You can be a grappler but you can't be slow.

Also I am very much contemplating playing Vergil on point now. Didn't know about the insane untechable time after Rising Sun that allows you to keep your combo going. I already have an idea for a fairly meaty long combo with Vergil that builds solid meter with just one assist. Should be able to sustain although I still want a more powerful X factor with Vergil.
 
Dahbomb said:
Anybody who is slow is pretty much guaranteed to be bad in Mahvel. You can be a grappler but you can't be slow.

Also I am very much contemplating playing Vergil on point now. Didn't know about the insane untechable time after Rising Sun that allows you to keep your combo going. I already have an idea for a fairly meaty long combo with Vergil that builds solid meter with just one assist. Should be able to sustain although I still want a more powerful X factor with Vergil.
Isn't he a "negative meter" character like Akuma who really needs a battery on point?
 
kirblar said:
Isn't he a "negative meter" character like Akuma who really needs a battery on point?

That's hard to tell until we see his meter building potential. He could be self sufficient, and therefore completely fine on point.
 
Dahbomb said:
And LMAO @ the BIONIC ARM nerf.
Are you calling Spencer by the name of "BIONIC ARM" or are you talking about the actual move? O.o

Either way, his one nerf to zip kick isn't THAT bad. Spencer will still be more than viable, and faster zipline movement is going to make him even more annoying.
 
Just a second...do you think Haggar could get inside by plink dashing Gamma wave with that projectile durability that it contains? If so the block stun may leave them free to piledriver or hoodlum launcher attempts if it places him close enough without shooting past the safe zone within the rocks (course I can't see Haggar overshooting anything with his dash).
 
Mit- said:
Are you calling Spencer by the name of "BIONIC ARM" or are you talking about the actual move? O.o

Either way, his one nerf to zip kick isn't THAT bad. Spencer will still be more than viable, and faster zipline movement is going to make him even more annoying.
Nevermind I read it wrong.. I thought Armor Piercer was the Bionic Arm move (it's Bionic Lancer). Need to go fix that.
 
Dahbomb said:
Nevermind I read it wrong.. I thought Armor Piercer was the Bionic Arm move (it's Bionic Lancer). Need to go fix that.

If the startup on Armor Piercer is decreased doesn't that mean it comes out faster? That should make linking it into the landing of any zipkicked ( or falling ) opponent for more hits easier shouldn't it?
 
Yeah that's a buff not a nerf, I read it wrong initially. Was basically skimming over the changes and now when I went to update the changelog I looked more closely at them.

Changelog is updated, will probably revise it again. People should check just in case I made some mistakes or some inconsistencies:

http://www.neogaf.com/forum/showpost.php?p=31784102&postcount=583
http://www.neogaf.com/forum/showpost.php?p=31784148&postcount=588

Overall good stuff, some surprises for sure and some obvious changes that needed to be made. There are obviously stuff that are not in the changelog like nerfed hit boxes on some of Dante's normals, changes to Morrigan's dash as well as her Missile hyper, jump cancellable normals on Hsien Ko, better frames on Trish's specials and Zero can charge buster before the match even begins. Unless of course stuff like this was removed at the last minute which is highly unlikely.

Going to give a rundown of all the characters in a bit.
 
zero got slightly nerfed, his air keep-away game is worse now because of the buster nerf. if you watch what flocker was doing during SB, that really isn't possible anymore.
 
Ultimoo said:
zero got slightly nerfed, his air keep-away game is worse now because of the buster nerf. if you watch what flocker was doing during SB, that really isn't possible anymore.
This is for sure true.
 
Akuma:

Nerfs on Tatsu were to be expected, they are annoying as hell to deal with both as an assist and when he is on point. Demon flip moves in the air is a big buff to him as it means better air mobility, better mix ups, better/easier combo options and most likely easier combos off of air throw. I will gladly trade health for that ability. He is still going to be a popular pick.


Arthur:

Buffed for sure and there are some changes on him that are not listed in the changelog (better frames on his specials which were observed and semi-confirmed by Seth along with 5 seconds increase on Gold armor mode). OTG j.S is a nice surprise, gives him some nice combo potential if he ever lands that first hit. Invincibility on H. Slash is definitely a big plus to him so that he can deal with close quarter combat. Definitely going to be an annoying bugger to deal with in the game although no refreshing of Gold armor and still hard knockdown after it is a HUGE liability that will make Arthur under perform consistently.


Ammy:

Decreased untechable time after assist version of Cold shots means no longer insane combos with Viper/Dante anymore although the assist is still good for it's numerous other uses. Ammy got some nerfs and some buffs but of course the biggest nerf to her is still the air dash nerf. Still should be a very solid all around character that can be put on many team constructs. I still think there is a lot of juice in this character still and hopefully air weapon change will bring out some nice technology for her. There are also some changes on Ammy that were not listed in the changelog like faster counters and difficulty in performing instant overhead with j.L.


C Viper:

Probably some nerfs in her really advance combos but she is still going to hurt like hell when she touches you and her other tools are pretty much unaffected (the ones that make her really good). Still a top character that probably needs a few months more to hit her stride. Will be interesting as to how the Optic Blast affects her game plan.


Chris:

Buffed overall for sure. Better dash, better specials, cancellability out of normals guns is huge as it makes landing those air Magnum shots easier. Easier combos after throws as well. I still feel that he is weak when approached from the air but then again no blocking during air dash is a big buff to him. Look to see more of him in the future.


Chun Li:

Buffed as hell but it only really matters if her damage is buffed and what her options her with her OTG from air throws and knockdowns in general. Her Up Kicks are buffed as originally speculated and buff to her Kicks is a surprise (was expecting a nerf on that actually). Jump cancellable normals is also great, more mix ups and more combo options. It's 50/50 whether she is going to be much more viable or not and that all depends on how her scaling is in the game along with the utility on her OTG. Needs more lab time/10.



Dante:

Changelog didn't list any changes to his hitboxes even though they are detected. In any case, Dante isn't going any where. Still top as hell and while I doubt this changelog is complete there is still a metric ton of other stuff on him that needs fixing (Jam Session infinite, Million Carats cross up, QUICKSILVER). How the hell does Hammer STILL have some invincibility? At the very least if Dante touches you it's not going to hurt as bad but it's still going to be fairly easy for him to touch you and difficult to touch him. Capcom loves their Dante too much to nerf him that much. Decreased cancel time during Bold move pretty much means (if I am reading this right) that his more advance combos are going to be harder to do so... which is acceptable.


Felicia:

Buffed definitely especially with the way the meta is turning out. I am interested to see the utility on her Sand Splashes now. Air Delta kick + ground bounce is of course pretty significant and I am guessing that no homing with the Rolling Buckler gives it more flexibility in usage (might be wrong on this, probably need to get some testing done it). Overall, Felicia is looking good at the moment or at the very least better off than before.


Haggar:

Still an assist character. It will be interesting what his options after throws will be with his OTG and faster fall down after throws. Other than that nothing remarkable in his changes to speak of, still has trouble opening up, still has trouble with zoning and still has little mobility. One of the candidates for worst characters in the game while on point (assist is still near godlike).


Hsien Ko:

Lots of changes not listed that were discovered by LLND himself (so it's legit at least since his build testing and I don't think they are removed). It's too difficult to tell how much buff she is because she really did get nothing but buffs and a decent quantity as well. Nothing really stands out as "OMG Hsien Ko is finally breaking out of low tier!" Still gravitating more towards assist character as her top assist is pretty much unchanged in the game. Most of her changes just look like she has an easier time doing combos...


Jill:

Nothing but nerfs. DLC characters forever alone. Her great instant overhead game and previously great hit boxes are nerfed which is a significant blow to her IMO. I am sort of surprised there is no mention of moves being tweaked to reduced the cheesiness in Mad Beast because Seth definitely hinted towards it. Also nerfed slide which wasn't that godlike to begin with. My guess is that someone internal at Capcom just abuses the hell out of Jill and makes her look broke and Capcom had enough of that. Not a bad character by any means though.


Morrigan:

Got nothing but buffs. Like Chun Li it's sort of hard to tell how much better she really is without some lab time but all the changes are looking good at the moment. Morrigan is one of those characters that is greatly affected by no blocking during air dash so it's hard to tell where she will end up.


Ryu:

One of the most buffed characters in the game and not because he has a bunch of new moves. Cancellable overhead and a proper dash really improves on a couple of his obvious faults from before. Look to see a lot more of "not so regular ass guy" now. Although it does seem like he does less damage in combos with the increase in scaling.


Spencer:

Buffed definitely. No need to go over why this is so, it's fairly obvious. Faster zip line, new move to cover another angle of approach + new combos, faster start up on Armor Piercer etc. I am completely surprised that Wire Grapple H still does unscaled damage although changelog isn't complete so who knows.


Trish:

Some very significant changes not listed on her like better frames on her specials. Especially with the reduction in the number of specials she can do in the air (a significant nerf). The rest of the stuff is all good especially OTG Max Voltage, a solid character is just better. Expect to see more Team Devil May Cry.


Tron:

Like I expected she would be getting some more nerfs that alter her ability to do TOD combos. But overall... I think she looks good on point and far more self reliant. Cancellability on Gustaff and Boulder is solid, better Bonne Strike is great as well, rapid fire servbots, kara cancels possible/fixed for her command throw. Maybe people will use her Bonne Strike assist now... who knows. The usage on her is dropping like a rock for sure but I don't think she is a terrible character by any means... more like a solid Mid character overall.


Wesker:

Oh boy.... Well at first glance it seemed like Wesker got way more buffs than nerfs but at closer scrutiny it's just buffs on moves that no one used with Wesker (and some people didn't even know he had). I would say that's fair it's not like it's going to make him more godlike. More scaling after Rhino Charge nerf was to be expected. Health nerf isn't as high as expected but the Gun shot nerf is substantial for Wesker. I still think he's just shy of top tier and has less abusive stuff from before but there is going to be no dent on his popularity. Saying that there will be more Team Trenchcoats in our future is an understatement.


V.Joe:

Got nothing but buffs and some really meaty ones I might say. V.Dodge is a game changer IMO and the ability to OTG with Cannon is great. Smaller hit box in air is surprising and changes to properties on Shocking Pink is more than welcome along with better priority on j.S (which was always pretty good IMO). If he does more damage as suspected than he is looking like a significantly buffed character that will probably break out of his tier... provided people actually play him.


Zero:

After the changelog is revealed, it does appear that Capcom really did try to balance this character. One thing that should be obvious is that long combos in general are nerfed but solo comboability is buffed because of special cancellable Buster (meaning OTG relaunch and self comboability after air throw and other technology that is a huge buff to his game plan). The Buster ITSELF is actually significantly nerfed. You can't spam normal Buster shots in the air anymore, the timing to combo after a stray Buster shot is much tighter and it doesn't cause a hard knockdown anymore drastically decreasing Zero's pressure game with the move. In addition, no blocking during air dash dents Zero's air game greatly so he isn't this untouchable character that people thought he was going to be. But he is still going to be a major threat and a popular character who ain't going no where.
 
What's the background music used in the Max MVC3 game play video? It seemed familiar yet I can't place my finger on it.

And what the hell does Vergil say when he activates X Factor?
 
Dahbomb said:
Felicia:

Buffed definitely especially with the way the meta is turning out. I am interested to see the utility on her Sand Splashes now. Air Delta kick + ground bounce is of course pretty significant and I am guessing that no homing with the Rolling Buckler gives it more flexibility in usage (might be wrong on this, probably need to get some testing done it). Overall, Felicia is looking good at the moment or at the very least better off than before.

From my figuring, OTG sand splash should be an easier way to super cancel into Dancing Flash, and also give her an easy time to lift off the ground from afar, which might help with certain assist useage (like setting up for Iron Fist Dragon Kick to wallbounce). Maybe she'll even be able to use it to scrap off the ground at distance, and then Xfactor Cancel into Delta kick, to land into Xfactor from a distance she'd have a hard time doing it at before...

No homing with rolling buckler should be great, to me. There are TOO many times where I use the small, mobile roll to escape from, say, Dante's aerial slashes, but she'd turn right back around, and get herself killed as I try to slide away. This REALLY sucked, as she's not that hard to kill if you can land a blow on her, y'know? Also, this means she'll be able to pass under a person, and hit their assist as they jump, whereas before, she'd get double-murdered by the assist + moving back towards the active point character.

So now she has 2 ways to cause groundbouce (still has cat spike), 2 OTGs, a solid mid-air move to use to extend her jumps some, which opens up new combos, and a very nice utility hyper (that sounds like it might have had it's duration nerfed? Doh.) Add that to her already solid ability to combo out of any throws she performs, and I think she'll turn out the best of the Darkstalkers, though Morrigan's buffs also sounds pretty good (took this long to let her combo out of her command throws? Well, finally!)
 
LOL mashable Raging Demon. There isn't even enough time. Raging Demon is over before you even know it.

Also "Here I am" is the new "Over here".
 
Dahbomb said:
Trish:

Some very significant changes not listed on her like better frames on her specials. Especially with the reduction in the number of specials she can do in the air (a significant nerf). The rest of the stuff is all good especially OTG Max Voltage, a solid character is just better. Expect to see more Team Devil May Cry.

Was that "better frames on her specials" ever confirmed? My understanding is that a lot of the buffs to zoning that people are claiming is removed in later builts, Iron Man being the most significant of all. I am quite certain that Trish isn't getting any kind of zoning buffs that many are claiming she's getting. Overall she's definetely nerfed quite badly and they should have given her more to make up for the 1 special in the air nerf.
 
Dahbomb said:
Ryu:

One of the most buffed characters in the game and not because he has a bunch of new moves. Cancellable overhead and a proper dash really improves on a couple of his obvious faults from before. Look to see a lot more of "not so regular ass guy" now. Although it does seem like he does less damage in combos with the increase in scaling.
Well, they increased the minimum damage scaling on his normals, so he should actually be able to do a bit more damage.
 
Pretty much confirmed like Iron Man, everyone who played Trish her stuff was faster and some even said that her projectiles were like Disruptor fast (L version).

It might be removed in later builds, that's a possibility although it was in tact until the NYCC build.

Also I think those "flights have less frames" mean the flight lasts for less time not that it has better start up (same for Morrigan). It's worded differently than Iron Man. Sounds like a nerf to both.

Well, they increased the minimum damage scaling on his normals, so he should actually be able to do a bit more damage.
Yeah I really don't know exactly what it means. Increase damage scaling means that his damage scales faster or harder but it could also mean that the minimum damage scale has an increased ceiling which would be a buff.
 
The Vita build is looking a lot better - character models look fantastic and the screen quality seems much improved (I don't think it was running at full resolution before). Too bad the backgrounds still don't animate.
 
Dahbomb said:
Yeah I really don't know exactly what it means. Increase damage scaling means that his damage scales faster or harder but it could also mean that the minimum damage scale has an increased ceiling which would be a buff.
I just looked up his minimum scaling. If the SRK wiki is to believed, it's 0. So I think the latter is true.
 
Varjet said:
I just looked up his minimum scaling. If the SRK wiki is to believed, it's 0. So I think the latter is true.
Ah right. Looking at the chart now it makes sense, Thor got his cap raised too although probably not too much.
 
yeah i think i'm done with haggar. hopefully rocket raccoon is actually good and i'll finally have a team of 3 annoying zoners.
 
I thought you liked Haggar. Also 3 characters who can zone may not make the best team unless 2 of them have great assists to cover against the usual problems. It's like picking a team full of rushdown characters without any assist to get or mix up with.

Also LMAO @ some of these damage scaling values for some characters. Thor at 0 while Hulk at 0.3. Haggar at 0.15. SMH seriously. It makes no sense whatsoever.
 
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.

Arthur
- Health increased to 850,000.
- Changed falling speed of j.S.
- j.S can OTG.
- Added starup invincibility to Heavenly Slash.
- Increased untechable time for first hit of Hellbound Slash.
- Additional hits can be added to Goddess' Bracelet through rapid buttons presses.

Amaterasu
- Decreased hit stun time on all normal attacks (L,M,H).
- Decreased hit box size of M, cr.M.
- Increased active frames of cr.M.
- Stance change is possible in mid-air.
- Increased active frames of charged Thunder Edge.
- Sword portion of Glaive Chop causes knockdown.
- Decreased untechable time of Assist β (Cold Star).
- Additional hits can be added to Divine Instruments through rapid button presses.

C.Viper
- Increased feint input timing slightly for L and M versions of Thunder Knuckle.
- Slightly decreased forward moving range of Thunder Knuckle M.
- Untechable time from Thunder Knuckle H decreases with combo length.
- Added new move "Optic Laser"

Wesker
- Health decreased to 1,000,000.
- Damage and speed increase as his sunglasses get damaged.
- Decreased startup of j.M.
- Decreased float of Samurai Edge (Horizontal Fire).
- 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 damage scaling is added after a successful Rhino Charge, so damage is decreased on extra hits.
- Additional hits can be added to Lost in Nightmares (ground and air versions) through rapid buttons presses.

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.

Jill
- All attacks float a little higher.
- Slightly decreased forward moving range of cr.M.
- Slightly reduced hit box sizes of all jumping attacks.

Spencer
- Increased movement speed of Zip Line.
- Spencer will float higher during Zip Kick.
- Slightly decreased initial startup of Armor Piercer.
- Added new move "Bionic Bomber."

Zero
- Health increased to 830,000.
- Decreased hit stun time on all normal attacks (L,M,H).
- Slightly increased horizontal air knockback from Shippuga.
- Applied limit on number of air Hyper Zero Blaster that can be performed in one jump.
- Can cancel moves into Max Hyper Zero Blaster (except for Hyper Combos).
- Max Hyper Zero Blaster no longer causes untechable knockdown.
- Ground recovery time increased after Sentsuizan.
- Changed angle of Sentsuizan H.
- Raikousen will go behind an opponent in the corner.

Dante
- Increased knockback for all moves.
- Adjusted hit stun time and float heights for all moves.
- Decreased minimum damage scaling on normal and special attacks.
- Decreased hitbox size of L and M.
- Lowered float of Clay Pigeon.
- Decreased cancel time during startup of Bold Move.
- Commands that were performed through repetitve joystick motions can now be done with a single additional button press.
- Increased invincibility frame startup on The Hammer, and decreased total invincibility frames.
- Decreased damage of Volcano-Beehive.
- Slightly increased horizontal knockback from Beehive.
- During Devil Trigger, Dante can now triple jump and double air dash.
- Additional hits can be added to Million Dollars through rapid buttons presses.

Trish
- Chain combo M -> cr.M -> cr.H or H is now possible.
- Can perform Trick "Hopscotch," Trick "Peekaboo," and Round-Trip only once per jump.
- Decreased total frames of Air Raid.
- Air Maximum Voltage can OTG.
- Additional hits can be added to Maximum Voltage (ground and air versions) through rapid buttons presses.

Tron
- j.H causes greater knockback.
- Increased down time from a normal throw.
- Gustaff Fire is cancelable.
- Increased jump cancel time of Gustaff Fire.
- Untechable time from rock pickup part of Bandit Boulder decreases with combo length.
- Can cancel after throwing the rocks in Bandit Boulder.
- Increased minimum damage scaling of special attacks.
- Servbot Launcher (all versions) can be rapid fire up to three times in a row.
- Lowered float of ground Bonne Strike.
- Untechable time from Air Bonne Strike decreases with combo length.
- Fixed Bonne Mixer and Shakedown Mixer so they can come out on an empty cancel.
- Removed invincibility from Assist β (Gustaff Fire).
- Additional hits can be added to Servbot Surprise through rapid buttons presses.
- Additional hits can be added to Shakedown Mixer through rapid joystick rotations.

Haggar
- cr.H causes knockdown.
- cr.H can OTG.
- cr.H cannot be canceled.
- Falls faster after an air throw.
- Decreased initial startup invincibility of Assist α (Double Lariat).
- Assist α (Double Lariat) no longer causes untechable knockdown.
- Added invincibility to Rapid Fire Fist.
- Additional hits can be added to Rapid Fire Fist through rapid buttons presses.
- Additional hits can be added to Final Haggar Buster through rapid joystick rotations.

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.

Morrigan
- j.H, j.S priority has been slightly increased.
- Increased frame advantage after all her throws.
- Increased damage of Soul Fist.
- Increased untechable time on a normal Soul Fist hit, but time decreases with combo length.
- Added new move "Soul Drain."
- Decreased total frames for Flight.
- Additional hits can be added to Finishing Shower through rapid buttons presses.

Ryu
- Can act immediately after a dash.
- Minimum damage scaling on normal attacks has been increased.
- Collarbone Breaker can be canceled.
- Added new moves "Ren Hadoken," "Baku Hadoken," "Hado Shoryuken."
- Added new move "Hado Kakusei."
- During Hado Kakusei, Shinku Hadoken becomes "Shin Hadoken," and Shinku Tatsumaki Senpukyaku becomes "Shin Tatsumaki Senpukyaku."
- Additional hits can be added to Shinku Hadoken (all versions, including Shin Hadoken) through rapid buttons presses.
- Additional hits can be added to Shinku Tatsumaki Senpukyaku (including Shin Tatsumaki Senpukyaku) through rapid buttons presses.

Lei Lei
- Reduced startup of cr.M and decreased active frames.
- Jump attacks cause slightly less float.
- Rantetsu can chain combo into Edoga.
- Increased untechable time from Edoga.
- Increased variety of items Lei Lei can throw during Anki Hou.
- Additional hits can be added to Tenrai Ha through rapid buttons presses.

Akuma
- Health decreased to 750,000.
- Decreased priority of Tatsumaki Zankukyaku.
- Increased horizontal knockback range of Tatsumaki Zankukyaku.
- Hyakkishu can be done in the air.
- Additional hits can be added to Messatsu Gohado (all versions) through rapid buttons presses.
- Additional hits can be added to Tenma Gozanku (all versions) through rapid buttons presses.
- Additional hits can be added to Raging Demon through rapid buttons presses.

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.
GG Capcom
AzureJericho said:
- 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
She is going to be somewhat viable or absolute shit. Nothing between.
 
i do like haggar but i'm not gonna gonna torture myself with him. i know lariat is still good but i think i want to go with 2 more zoning characters. i want to get the same kind of damage out of the 2 new characters that i currently get out of taskmaster. its going to be a change in style but its something i want. absolute zoning will be my new style. :D
 
That unnecessary page stretch. :(

I don't think Morrigan can be absolute shit because at the minimum she is still going to be better than vanilla. Less meter gain in the game means her assist has more utility so she has that going for her. Viability on point is questionable just like with Chun Li.

i do like haggar but i'm not gonna gonna torture myself with him.
Oh well there is always H&H mode amirite?
 
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