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Ultimate Marvel vs. Capcom 3 |OT3| To infinites... and beyond!

Dahbomb

Member
Sentinel:
*Flight Startup reduced to 8 frames; Flight time increased to 180; Flight movement increased; Sentinel now turns faster when passing by opponents during Flight.
*Health increased to 1,100,000.
*j.M, c.M, s.S, j.S, and j.H now deal 15% chip damage.
*s.S returned to Vanilla hyper armor status.
*Rocket Punch +0 on block; hitstun increased to Vanilla levels.
*Hard Drive given a small vacuum effect on characters it hits; characters no longer drop out.
*Sentinel’s Taunt now provides passive super armor for 300 frames.
*Sentinel Force H startup reduced to 30 frames; drones arrive if Sentinel is hit on frame 1.
*Sentinel Force L/M fly-cancelable.
*j.H reduced to 14 frame startup.

Assists: Sentinel Force L, c.H, Launcher

Chun-li:
*Able to air dash backward.
*All THCs use Kikosho.
*Kikosho now hits OTG.
*All Kikoken projectiles now travel full screen; dash cancelable; only one may be on the screen at a time.
*EX Spinning Bird Kick now causes a hard knockdown.
*Shichisei Ranka now air OK.

Assists: EX Spinning Bird Kick, Hyakuretsukyaku H, Kikoken L

Tell me that Chun-li is not top tier material now! ;-D

Those Sentinel changes are NUTS!!!!

First of all please no giving characters taunt bonuses. If we start down this path then we need to give EVERY character taunt bonuses. I will not allow this, I didn't even put in a taunt mechanic for Wesker.

Second of all hyper armor on a launcher THAT IS ALSO AN ASSIST is RIDICULOUS!!! It's essentially a Gold armor assist now for free.

Thirdly, since you already buffed Sentinel Force H why not just keep it as an assist? The assist is underrated as it is and not only that you took out Sentinel RP assist which is a KBR special!!!! Nah man the assist changes are too much especially the Launcher change..lol!
 
Those Sentinel changes are NUTS!!!!

First of all please no giving characters taunt bonuses. If we start down this path then we need to give EVERY character taunt bonuses. I will not allow this, I didn't even put in a taunt mechanic for Wesker.

Second of all hyper armor on a launcher THAT IS ALSO AN ASSIST is RIDICULOUS!!! It's essentially a Gold armor assist now for free.

Thirdly, since you already buffed Sentinel Force H why not just keep it as an assist? The assist is underrated as it is and not only that you took out Sentinel RP assist which is a KBR special!!!! Nah man the assist changes are too much especially the Launcher change..lol!
I'm just trying to bring him back to MvC2 status! :-D

I thought a taunt bonus would be cool because Sentinel and Akuma have really quick taunts. I'll remove it, though.

Sentinel's launcher was an assist in Marvel 2 and it was garbage. It's still big and slow and can be easily dodged. I've thought about it, and I would put it back to Rocket Punch L, but only if we make Rocket Punch L a low - sound good? IMO, every OTG assist should have a secondary purpose.

Sentinel Force H assist is pure shit. It's screen-relative to where you call Sentinel, and by the time the drove arrive the battle is usually somewhere else. It's a fast-paced game with teleports and tridashes everywhere, and it just never does anything unless it's by luck. It doesn't fit into the meta well. In a slower game, it could be good. But right now, you just call it and kind of hope it happens to do something.

Also, I want c.H as an assist so I can finally have a beam assist on a character I don't hate playing. :p
 

Dahbomb

Member
Yeah but you made the assist faster. It also OTG by the way and for a character like Jill that's one of the few ways she gets conversions off of throw. If it's guaranteed off of 1 frame then it's essentially one of the few true combo breaker assists remaining in the game. I think that could be useful. You can also improve the spread of the bombs so they have more screen coverage or you can have the bombs coming in at a higher height so they can't be easily jumped over. Improving the assist is way better than replacing it.. the assist has potential.

You can make RP assist hit low that's fine.

We already have MORE than enough beam/horizontal assists in the game... we really don't need another one. Something like Sentinel Force H is unique, no one else has something like it. It deserves a second pass.

On the topic of Chun I just have a few comments:

*Hard knockdown on EX SBK would lead to an infinite. She already gets combos off of it. She can do stuff like full combo EX SBK, OTG, Lightning Kicks, EX SBK, OTG repeat. You have to remove that property. Instead you should buff the invincibility on it because it's actually not that great, I have beaten it with Spiral Swords up close.

*Without this change Chun Li is still not even close to top tier. She still has problems with super jump height confirms and she does not have a fast low. Making her cr.L hit low would be a good start in terms of moving her up. The rest of the changes are good.
 
You want MVC2 sentinel?

  • Sentinel now has passive super armor during flight mode
  • Flight mode startup is now normal-cancelable
  • Flight mode now counts as a standard special move towards air limits

fuck a health buff


So you can do her combos? Hahaha.

No so her crazy combos last that much longer :-o
 
Yeah but you made the assist faster. It also OTG by the way and for a character like Jill that's one of the few ways she gets conversions off of throw. If it's guaranteed off of 1 frame then it's essentially one of the few true combo breaker assists remaining in the game. I think that could be useful. You can also improve the spread of the bombs so they have more screen coverage or you can have the bombs coming in at a higher height so they can't be easily jumped over. Improving the assist is way better than replacing it.. the assist has potential.

You can make RP assist hit low that's fine.

We already have MORE than enough beam/horizontal assists in the game... we really don't need another one. Something like Sentinel Force H is unique, no one else has something like it. It deserves a second pass.

On the topic of Chun I just have a few comments:

*Hard knockdown on EX SBK would lead to an infinite. She already gets combos off of it. She can do stuff like full combo EX SBK, OTG, Lightning Kicks, EX SBK, OTG repeat. You have to remove that property. Instead you should buff the invincibility on it because it's actually not that great, I have beaten it with Spiral Swords up close.

*Without this change Chun Li is still not even close to top tier. She still has problems with super jump height confirms and she does not have a fast low. Making her cr.L hit low would be a good start in terms of moving her up. The rest of the changes are good.
c.H as an assist is something I've wanted since pre-release. I'm not letting go of that. The other two assists can be whatever. I'm okay with c.H + Sentinel Force L + Sentinel Force H, with Sentinel Force H getting another look at. There are not a lot of beam assists that hit most crouching characters. There are 3, IIRC. Or 3.5 if you want to count Gold Daggers.

I think the real problem with EX Spinning Bird Kick is that it's -6 on block and already has to be chagred. That's a pretty big problem IMO. The invinciblity is fine. It's frames 1-11, and starts hitting on frame 9. So it has 2 frames of hit invincibility. If you really want it extended, I'll think about that.

[QUOTE="God's Beard!";73199516]Ok so use my list. It has refly, fast fly and passive super armor.[/QUOTE]
Makes me drool just thinking about it. :-D
 

Dahbomb

Member
Fine remove Rocket Punch, KBR will pick Shuma then anyway (or maybe learn to use the new Hulk buff).

On how to improve Sentinel Force H, put what you have plus have it come out higher and allow the bombs to spread further. Basically you want it to come out at a height above where Dante/Vergil teleport so the bombs rain down on them.

And God's your Sentinel changes will never go through lol! I just read them and they are essentially MVC2 Sentinel. We don't ACTUALLY want MVC2 Sentinel in the game because he is fucking broken.

I do however like the idea of fly cancel counting as a special move for Sentinel. Now THAT is interesting.

1-11 invincibility is too low, Captain America has more invincibility on his roll than that and we were debating over that. SBK should at least have 6 more frames of invincibility, preferably up to 1-20. Also how is that move going to work as an assist? Right now if you put that move into the game it would basically be a Lariat that doesn't whiff on short characters. You can afford to make SBK soft knockdown though.... I think. Chun Li has some pretty crazy combos so it's hard tell with her.
 

Dahbomb

Member
[QUOTE="God's Beard!";73201121]We need more big picture changes instead of stacks of tiny buffs for some characters.

We need Sentinel to come back.[/QUOTE]
Big picture changes means reworks. I suggested a big picture change for IF but it was put down because it was radical (and it was, I never claimed otherwise). We are trying to make changes on the characters without completely changing the way to play.

Right now Sentinel is the character who is being fundamentally changed the most.
 
Fine remove Rocket Punch, KBR will pick Shuma then anyway (or maybe learn to use the new Hulk buff).

On how to improve Sentinel Force H, put what you have plus have it come out higher and allow the bombs to spread further. Basically you want it to come out at a height above where Dante/Vergil teleport so the bombs rain down on them.

And God's your Sentinel changes will never go through lol! I just read them and they are essentially MVC2 Sentinel. We don't ACTUALLY want MVC2 Sentinel in the game because he is fucking broken.

I do however like the idea of fly cancel counting as a special move for Sentinel. Now THAT is interesting.
Woah woah, speak for yourself. :-O I want my baby back.

Though I'm not sure who to play: Sentinel/Dormammu/???. We still don't have a replacement for Captain Corridor in this game. :-(

I also like the idea of Flight being just another special in the air for Sentinel. /biased

1-11 invincibility is too low, Captain America has more invincibility on his roll than that and we were debating over that. SBK should at least have 6 more frames of invincibility, preferably up to 1-20. Also how is that move going to work as an assist? Right now if you put that move into the game it would basically be a Lariat that doesn't whiff on short characters.
You have to learn to use Chun-li to use it. Isn't that enough of a drawback? :-X

And this will be vulnerable for a lot longer than Double Lariat. Double Lariat is only vulnerable for a few frames. EX Spinning Bird Kick has 26 recovery frames and 35 active frames, during which only 2 of those frames are invincible right now. Even if we buff the invinciblity frames by 10, you're looking at a 50 frame window where she isn't invincible and is very vulnerable. Basically, a summary:

Double Lariat:
8/45/28 - invincible from 1-40.

EX SBK:
9/35/26 - invincible from 1-11.

Chun-li:
*Able to air dash backward.
*All THCs use Kikosho.
*Kikosho now hits OTG.
*All Kikoken projectiles now travel full screen; dash cancelable; only one may be on the screen at a time.
*Shichisei Ranka now air OK.
*EX Spinning Bird Kick now invincible from frames 1-20; now -3 on block.

Assists: EX Spinning Bird Kick, Hyakuretsukyaku H, Kikoken L
 

Dahbomb

Member
Can we have 1 frame cr.L Magneto with OTG cr.H back as well?

Here's what we can't have on MVC3 Sentinel:

*Passive armor
*Fast limbs
*No limitation on fly/unfly/refly


The best way to bring back MVC2 Sentinel is to find a way to bring back unfly/refly and put a limit on it. I like God's Beards idea of making fly count like a special move. However, you have to limit the total flight frames... so if he has 180 frames flight time that's it... refly can't refresh that time.

My additional Chun Li changes:

*Cr.L hits low
*All SBKs negate push block
*EX SBK causes a soft knockdown
 
Sentinel:
*Flight Startup reduced to 8 frames; Flight time increased to 180; Flight movement increased; Sentinel now turns faster when passing by opponents during Flight.
*Health increased to 1,100,000.
*j.M, c.M, s.S, j.S, and j.H now deal 15% chip damage.
*s.S returned to Vanilla hyper armor status.
*Rocket Punch +0 on block; hitstun increased to Vanilla levels.
*Hard Drive given a small vacuum effect on characters it hits; characters no longer drop out.
*Sentinel’s Taunt now provides passive super armor for 300 frames.
*Sentinel Force H startup reduced to 30 frames; drones arrive if Sentinel is hit on frame 1.
*Sentinel Force L/M fly-cancelable.
*j.H reduced to 14 frame startup.

WTF no way. His taunt is pretty damn fast.
 
Firebrand:
*Wall cling fireballs no longer leave Firebrand prone until landing.
*Hell Spitfire H reduced by half in startup and recovery; soft knockdown, only one on the screen at a time; no longer leaves Firebrand prone until landing when performed in the air.
*Luminous Body (air) no longer automatically puts Firebrand in Flight mode unless you hold S during the cinematic screen.
*Chaos Tide is now a level 2; all inputs now cause the helper to perform his H attack.
*Dark Fire now causes a soft knockdown.
*qcb.S (air) now causes Firebrand to rise into the air further like Hell’s Elevator L; no higher than maximum superjump height.
*j.L hitstun increased slightly; can now link into Bon Voyage without Luminous Body.
*Devil’s Claw startup reduced to 10 frames.
*Demon Charge (all versions) now air OK.
*Hell Spitfire L and M recovery reduced to 20 frames.

Ryu:
*Hado Kakusei no longer causes Ryu’s health to drain.
*Hado Kakusei startup reduced to 0+4.
*Hado Kakusei duration increased to 900 frames.
*Aerial Shinku Hadoken can now be aimed upward.
*Hadoken recovery reduced by 10 frames across the board.
*Baku Hadoken startup reduced to 30 frames; recovery reduced to 20 frames.
*Shin Tatsumaki Senpukyaku now causes spinning knockdown.
*Hado Kakusei Hadoken has 10 durability points.
*Hado Kakusei Tatsumaki Senpukyaku ignores projectiles.
*Hado Kakusei Shoryuken causes a hard knockdown.

Assists: Hadoken L, Tatsumaki Senpukyaku H, Badu Hadoken

Sentinel:
*Flight Startup reduced to 8 frames; Flight time increased to 180; Flight movement increased; Sentinel now turns faster when passing by opponents during Flight.
*Health increased to 1,100,000.
*j.M, c.M, s.S, j.S, and j.H now deal 15% chip damage.
*s.S returned to Vanilla hyper armor status.
*Rocket Punch +0 on block; hitstun increased to Vanilla levels.
*Hard Drive given a small vacuum effect on characters it hits; characters no longer drop out.
*Sentinel’s Taunt now provides passive super armor for 300 frames.
*Sentinel Force H startup reduced to 30 frames; drones arrive if Sentinel is hit on frame 1.
*Sentinel Force L/M fly-cancelable.
*j.H reduced to 14 frame startup.

Assists: Sentinel Force L, c.H, Launcher

Morrigan:
*Minimum hitstun on j.S reduced slightly.
*Shadow Servant THC chosen for all assist types.
*Finishing Shower hitstun increased.
*Vector Drain air OK.
*Darkness Illusion leaves opponent in a crumple state.

Assists: Shadow Blade H, Dark Harmonizer, Soul Drain

Chun-li:
*Able to air dash backward.
*All THCs use Kikosho.
*Kikosho now hits OTG.
*All Kikoken projectiles now travel full screen; dash cancelable; only one may be on the screen at a time.
*EX Spinning Bird Kick now causes a hard knockdown.
*Shichisei Ranka now air OK.

Assists: EX Spinning Bird Kick, Hyakuretsukyaku H, Kikoken L
You beautiful bastard. I'll follow your buffs to the gates of hell (adorned with Sentinel parts and buckets of scrub tears).

That Shadow servant change is fucken sexy. I know it'll never happen, but still.
 

Dahbomb

Member
Ryu's changes still make him shit. All those Hado Kakusei changes should be in one slot so we can free up more slots for the character.
 
Man, I just reread those Sent changes. Him being on screen makes the fight equivalent to an old fashioned western showdown. Whoever gets the first shot wins the whole kit and kaboodle. That 15% chip terrifies me lol.
 
Can we have 1 frame cr.L Magneto with OTG cr.H back as well?

Here's what we can't have on MVC3 Sentinel:

*Passive armor
*Fast limbs
*No limitation on fly/unfly/refly


The best way to bring back MVC2 Sentinel is to find a way to bring back unfly/refly and put a limit on it. I like God's Beards idea of making fly count like a special move. However, you have to limit the total flight frames... so if he has 180 frames flight time that's it... refly can't refresh that time.

My additional Chun Li changes:

*Cr.L hits low
*All SBKs negate push block
*EX SBK causes a soft knockdown
Added the Chun-li stuff, though Spinning Bird Kick is -15 on block (L version) to -8 on block (H version), so I don't know why someone would pushblock it anyway.

WTF no way. His taunt is pretty damn fast.
That's the point! ;-D Dahbomb already shot it down, though. That means Akuma doesn't get a damage boost after taunting, either. :-(

You beautiful bastard. I'll follow your buffs to the gates of hell (adorned with Sentinel parts and buckets of scrub tears).
Hahaha, <3.

Ryu's changes still make him shit. All those Hado Kakusei changes should be in one slot so we can free up more slots for the character.
Ryu is a solid character. RayRay does really well with him. What changes do you think he needs?
 

Dahbomb

Member
Ryu:
*Hado Kakusei no longer causes Ryu&#8217;s health to drain, startup reduced to 0+4, Hado Kakusei duration increased to 750 frames.
*Aerial Shinku Hadoken can now be aimed upward.
*Hadoken recovery reduced by 10 frames across the board.
*Baku Hadoken startup reduced to 30 frames; recovery reduced to 20 frames, can be aimed like Shinku Hadouken, aiming down fireball has OTG and ground bounce capability
*Renko Hadoken negates push block
*Shin Tatsumaki Senpukyaku now causes spinning knockdown.
*Hado Kakusei Hadoken has 10 durability points,
*Hado Kakusei Tatsumaki Senpukyaku ignores projectiles.
*Hado Kakusei Shoryuken causes a hard knockdown.
*Hado Shoryuken causes soft knockdown

Assists: Shoruken H (with up fireball extension ala Cyclops), Tatsumaki Senpukyaku H, Badu Hadoken

Reasoning:

*Hado Kakusei does not go down in its timer if he's getting hits.. this would allow him to stay in the hyper for a really long time in combos. I think 750 frames is more than enough.

*The multi fireball attack that Ryu has is one of the most useless moves in the game. Making it go full screen would obviously be too good but giving it advance guard negation would allow Ryu to hold someone in place until his assist timer is up so he can pressure again. Would also improve his incoming game as he can lock someone in place after calling an assist so they have to land on to the assist. Basically it would work like a Repulsar Blast.

*Allowing HK Hadoken to be aimable like Shinku Hadoken really opens up Ryu's game play. He can now throw a big fireball diagonally down to punish assists instead of wasting a bar. He can now use it to covert off of air throws which he DESPERATELY needed.

*The DP+S is extremely situational and the charge time is not worth it except for a few situations... even if you hit with it the profit is minimal. Making the fireball cause some sort of techable state will allow Ryu to combo off of it which he desperately needs.

*The assist Shoryuken of Ryu is like a modified regular Shoryuken plus his DP+S. It doesn't have invincibility, but it does have the final fireball hit of the DP+S which causes a soft knockdown. This would allow the assist to have some vertical coverage but not be a derp invincible AA assist that leads into a full combo.
 
I love some of those ideas; here's how I incorporated them:

Ryu:
*Hado Kakusei no longer causes Ryu’s health to drain; startup reduced to 0+4; duration increased to 750 frames.
*Aerial Shinku Hadoken can now be aimed upward.
*Hadoken recovery reduced by 10 frames across the board.
*Baku Hadoken startup reduced to 30 frames; recovery reduced to 20 frames; now aimable like Shinku Hadoken; causes OTG ground bounce when aimed downward.
*Ren Hadoken negates pushblock; +2 on block.
*Shin Tatsumaki Senpukyaku now causes spinning knockdown.
*Hado Kakusei Hadoken has 10 durability points.
*Hado Kakusei Tatsumaki Senpukyaku ignores projectiles.
*Hado Kakusei Shoryuken causes a soft knockdown.

Assists: Hadoken L, Tatsumaki Senpukyaku H, Hado Shoruyken

Reasonings: Hadoken L is a better assist than Baku Hadoken. If you put Ryu in Hado Kakusei mode, it's a 10 durability projectile. Hado Shoryuken is fine as an assist; it has huge startup and very little invincibility. It would be more powerful as Shoryuken + Fireball, actually. Ren Hadoken needs to be + on block to be useful in the neutral. We should consider reducing how many fireballs it shoots, though. 5 fireballs of no pushblock can be pretty boring.

I'm also concerned that Baku Hadoken won't be able to follow up his throws. We might need to increase his knockdown from throws.
 

Dahbomb

Member
Reduce it to 4 fireballs, I don't care. You shouldn't make Renko Hadoken + on block with advance guard negation because then Ryu gets to pressure you for free every time he gets you to block the move and that's basically Superman levels of derp. Just make it -5 on block, at the space he would use it he's not going to get punished by it. It's basically to contain opponents with an assist because that's where Ryu struggles at.

You can increase his air throw tech time by like 30 frames. This will pretty much always guarantee that he can at least follow up by a Baku Hadoken. And on Baku Hadoken, it should also be 10 durability points. The move right now only negates a single fireball and that is ridiculous.

Hado Shoryuken should also be soft knockdown (the DP+S).

Is EX SBK special move cancelable?
 

Dahbomb

Member
7-3 is kinda harsh but I can certainly see why he thinks Nova has the advantage. I just think assists are way too big of a factor in that sort of match up to claim that sort of a number.

That Vergil mod is pretty damn good.. DA GOD!!!!
 

Dahbomb

Member
You're okay with him getting full solo combos off Hado Shoryuken?
Hell yes. There are very few situations where you can actually be hit by this move... stuff like random Wesker hyper. If you are throwing out a Wesker hyper that random you deserve to get your shit pushed in.

Charged moves in Marvel have to be good, otherwise they are useless.
 

GuardianE

Santa May Claus
Hell yes. There are very few situations where you can actually be hit by this move... stuff like random Wesker hyper. If you are throwing out a Wesker hyper that random you deserve to get your shit pushed in.

Charged moves in Marvel have to be good, otherwise they are useless.

Not really. I use it as an anti-air against flying opponents, too. Hado Shoryuken has utility for sure. It's not a charged move.
 

Dahbomb

Member
Not really. I use it as an anti-air against flying opponents, too. Hado Shoryuken has applicability for sure. It's not a charged move.
I mean it has a shit ton of start up. Zero can easily get full combo off of his DP and it's way faster. The recovery on it makes sure that even if you can get a combo off of it it's balanced.

I am actually more concerned about soft knockdown on a SRK during Denjin mode. That's a bit too good but whatever...
 

GuardianE

Santa May Claus
I mean it has a shit ton of start up. Zero can easily get full combo off of his DP and it's way faster. The recovery on it makes sure that even if you can get a combo off of it it's balanced.

The entire startup is invincible, unlike Zero's. And Zero's doesn't go full screen. The current changes allow you to get a ShinkuuHadoken off of it. I think that's probably enough.

It's not that big a deal, but I don't think he needs it.
 

Dahbomb

Member
But it's not safe though. Even if you only get a Shinku Hadoken off of it that's not proper risk vs reward. Risk is the move getting blocked and you getting punished for a full combo. Reward is you beating out their move for damage that is equivalent to one super. This is not justified and why this move sees limited competitive play. In fact Ryu in general gets limited play and even RayRay has dropped him for Doom in serious matches.

I guess we can talk about toning down the vertical range a bit so it's not like an Energy Javelin.
 
Personally, I love our new Ryu:

Ryu:
*Hado Kakusei no longer causes Ryu’s health to drain; startup reduced to 0+4; duration increased to 750 frames.
*Aerial Shinku Hadoken can now be aimed upward.
*Hadoken recovery reduced by 10 frames across the board.
*Baku Hadoken startup reduced to 30 frames; recovery reduced to 20 frames; now aimable like Shinku Hadoken; causes OTG ground bounce when aimed downward; 10 projectile durability.
*Ren Hadoken negates pushblock; -5 on block; now fires 4 fireballs max.
*Shin Tatsumaki Senpukyaku now causes spinning knockdown; comboable.
*Hado Kakusei Hadoken has 10 durability points.
*Hado Kakusei Tatsumaki Senpukyaku now ignores projectiles.
*Hado Kakusei Shoryuken and Hado Shoryuken now cause a soft knockdown.
*Hado Shoryuken now causes a soft knockdown.
*Untechable time after air throws increased by 30 frames.

Assists: Hadoken L, Tatsumaki Senpukyaku H, Hado Shoruyken
 

Dahbomb

Member
You have Hado Shoryuken causing soft KD in 2 spots lol.

So what happens to Baku Hadoken during Hado Kakusei mode? Does he get 20 durability points? That shit would be baller!

j/k It should have no change because the speed increase is enough to make that move better.

I would also make SBKs safer in general (the regular ones). The moves are pretty much useless in their current state aside from maneuvering around... it actually gets Chun Li killed the most but it should still be negative on block. My suggestions: -8/-5/-3 for L/M/H

Also to note is that Chun Li's SBK L version is -6 on HIT.
 

Dahbomb

Member
He shouldn't be prone after air tatsu's.

Why doesn't he already get a strength increase when he's powered up?
Because he gets a speed boost and he is getting better hypers/specials?

The new combos that he is able to do in the hyper plus the meter gain he gets allows him to rack up a ton of damage. Even at the beginning of the game people were hitting easy 900K+ combos with Ryu using his power up super. Giving him more damage on a hyper that builds meter and lasts for over 10 seconds would be too good.

Wait a minute... I JUST REALIZED WE HAVEN'T TALKED ABOUT MORRIGAN!!!!
 
Morrigan:
*Minimum hitstun on j.S reduced slightly.
*Shadow Servant THC chosen for all assist types.
*Finishing Shower hitstun increased.
*Vector Drain air OK.
*Darkness Illusion leaves opponent in a crumple state.

Assists: Shadow Blade H, Dark Harmonizer, Soul Drain

Sentinel:
*Flight Startup reduced to 8 frames; Flight time increased to 180; Flight movement increased; Sentinel now turns faster when passing by opponents during Flight.
*Health increased to 1,100,000.
*j.M, c.M, s.S, j.S, and j.H now deal 15% chip damage.
*s.S returned to Vanilla hyper armor status.
*Rocket Punch +0 on block; hitstun increased to Vanilla levels; L version hits low.
*Hard Drive given a small vacuum effect on characters it hits; characters no longer drop out.
*Sentinel Force H startup reduced to 30 frames; drones arrive if Sentinel is hit on frame 1; bombs are dropped from a slightly greater height; area of effect slightly increased.
*Sentinel Force L/M fly-cancelable.
*j.H reduced to 14 frame startup.

Assists: Sentinel Force L, Sentinel Force H, c.H

Ryu:
*Hado Kakusei no longer causes Ryu’s health to drain; startup reduced to 0+4; duration increased to 750 frames.
*Aerial Shinku Hadoken can now be aimed upward.
*Hadoken recovery reduced by 10 frames across the board.
*Baku Hadoken startup reduced to 30 frames; recovery reduced to 20 frames; now aimable like Shinku Hadoken; causes OTG ground bounce when aimed downward; 10 projectile durability.
*Ren Hadoken negates pushblock; -5 on block; now fires 4 fireballs max.
*Shin Tatsumaki Senpukyaku now causes spinning knockdown; comboable.
*Hado Kakusei Hadoken has 10 durability points.
*Hado Kakusei Tatsumaki Senpukyaku now ignores projectiles.
*Hado Kakusei Shoryuken and Hado Shoryuken now cause a soft knockdown.
*Untechable time after air throws increased by 30 frames.

Assists: Hadoken L, Tatsumaki Senpukyaku H, Hado Shoruyken

Chun-li:
*Able to air dash backward.
*All THCs use Kikosho.
*Kikosho now hits OTG.
*All Kikoken projectiles now travel full screen; dash cancelable; only one may be on the screen at a time.
*Shichisei Ranka now air OK.
*EX Spinning Bird Kick now invincible from frames 1-20; now -3 on block; causes a soft knockdown.
*Spinning Bird Kick (all versions) now negates pushblock; now -8/-5/-3 on block.
*c.L now hits low.

Assists: EX Spinning Bird Kick, Hyakuretsukyaku H, Kikoken L
 
Haha, actually it was a question about the current game. Though I believe a slight buff in damage would go a long way. Actually never mind...

He still seems kinda meh. Being able to safely get in with tatsu's would probably help a lot.
 
Haha, actually it was a question about the current game. Though I believe a slight buff in damage would go a long way. Actually never mind...

He still seems kinda meh. Being able to safely get in with tatsu's would probably help a lot.
In his new state, Ryu will be burning Hado Kakusei constantly if he's the only character left. He'll be a good anchor, good point character, and a good mid.

My current team with the new changes is:
Ghost Rider (Heartless Spire)
Sentinel (c.H)
Dormammu (Purification)
 

Dahbomb

Member
Haha, actually it was a question about the current game. Though I believe a slight buff in damage would go a long way.

He still seems kinda meh. Being able to safely get in with tatsu's would probably help a lot.
We gave him the ability to combo off of air throws now (huge buff).

We allowed him to maintain some pressure after block strings so he doesn't get advance guarded through the Renko buff.

We super buffed his charged fireball in terms of start up, durability and overall utility due to being aimable.

We buffed his DP+S making it a very powerful option against super jumpers.

We buffed his assist allowing him to have an assist that is potentially more powerful than Tatsu.

We super buffed his utility hyper allowing him to stay in it longer and not have his health drained during it while giving him more reasons to use the tools in it.

We gave him the ability to self combo after his Tatsumaki hyper.


I mean this is the most buffs we have given any character really aside from maybe some of the bottom 5 ones. Problem with Ryu is not getting in, it's staying in.. he gets in with assists. He also has better zoning options now.

I do agree that the Tatsu buff you recommended should go in some where... especially since Karst has removed prone positioning on a bunch of characters. Although it would be hard to find a slot for it.


I am looking at these Morrigan changes and I see nothing about AV fireball chip/pressure in there.
 

Dahbomb

Member
You guys gonna do something for Sents command grabs.
Do what? Decrease their throw distance? Because in the corner they are super effective still. I think decreasing throw distance would be enough as it would give him a better chance at doing fly, L Rocket Punch, Hard Drive.

Also I definitely do not think that Morrigan should be going into the next patch without some change on AV/fireball pressure. Doom Missiles isn't nerfed to a point where MorriDoom isn't still supremely powerful... the Missiles still cover her weak spots, still lock you down in the corner and still give her additional meter gain.
 
I am looking at these Morrigan changes and I see nothing about AV fireball chip/pressure in there.
I think Morrigan will only become slightly weaker if the game goes on in it's current state. All these system changes are gonna make it even harder for her. I'm assuming Karsticles thinks something similar. Really, I think cutting her meter gain in AV by half would be a good compromise for all those buffs she gets.
 
Do what? Decrease their throw distance? Because in the corner they are super effective still. I think decreasing throw distance would be enough as it would give him a better chance at doing fly, L Rocket Punch, Hard Drive.
Yes.....mid screen it's hard to capitalize off of them.

If I was gonna remove anything for ryu it would be aiming his super upward in the air. Wouldn't that require new animation anyway, unless you were using his ground one
 

Dahbomb

Member
I think Morrigan will only become slightly weaker if the game goes on in it's current state. All these system changes are gonna make it even harder for her. Really, I think cutting her meter gain in AV by half would be a good compromise for all those buffs she gets.
How would you cut meter gain in half without nerfing the fireballs? You can't really change the rate of meter gain in the game... it's either through damage change or simple on/off.

Going to have to go with Viscant on this one, the meter gain on it has to go. In exchange she can have better startup/recovery on it. Either that or you can reduce the damage of the fireballs to Vanilla level.
 
Yes.....mid screen it's hard to capitalize off of them.

If I was gonna remove anything for ryu it would be aiming his super upward in the air. Wouldn't that require new animation anyway, unless you were using his ground one
He can already aim it up in the air, just not right away. No animation change necessary.

And Sentinel's command grab is called "Human Catapult" - it should send people far! I think it's fine as-is. It's meant as a corner pressure tool.
 
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