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

Dahbomb

Member
Yea those Sentinel changes are more than enough now. We basically reworked how his flight works considering the number of changes. The flight changes and the chip on block alone is enough to push him in High tier the rest is just gravy.

Skrull change works for me.
 

Dahbomb

Member
Sentinel is still balanced by his humongous hit box and everyone getting instant overheads on him. Now he just doesn't get demolished by 90% of characters in the game.

Shit man MSS in this game is going to be ABSURD. We MVC2 now.

I think I am done here, I like all the changes listed. Everyone else is free to make inputs.
 
Sentinel is still balanced by his humongous hit box and everyone getting instant overheads on him. Now he just doesn't get demolished by 90% of characters in the game.

Shit man MSS in this game is going to be ABSURD. We MVC2 now.
Sentinel with tracking Double Typhoon assist. ;)

So where are we now?

I'm in love with those Sentinel changes.

Good Shit.

And yes, Inferno should be safe.
Secret patch note:
Zero and Sentinel may not be on the same team because they are both robots.
 

Dahbomb

Member
We are at fine tuning these characters, get some final thoughts then move on to the next batch if people are up to it.

And the more all these characters get buffed the worse Vergil looks with all his nerfs... :( He is going to be demolished by that new IF.
 
We are at fine tuning these characters, get some final thoughts then move on to the next batch if people are up to it.
But I'm hungry now.

It's not like they're off the table if people have more comments.

Plus, when we're all done with our rough draft, I want to open us up for a 1 week period where anyone can bring up anything. At the end of the week (next weekend, hopefully), the committee will all get together and take final votes.

We are at fine tuning these characters, get some final thoughts then move on to the next batch if people are up to it.

And the more all these characters get buffed the worse Vergil looks with all his nerfs... :( He is going to be demolished by that new IF.
I'm still open to taking some of those Helm Breaker nerfs off. I don't think it only canceling into teleports is necessarily fair, since it's his ONLY safe move.
 

Dahbomb

Member
Alright man, next characters:

X 23
Dr Strange
Akuma
Strider

On Vergil I think the Helm Breaker change should just be he can't cancel into S. The rest of the moves are still punishable on chicken block and that's the one I have the most issue with.

Tomorrow is the last day for characters. I will release them all at once (not many left really).
 
Alright man, next characters:

X 23
Dr Strange
Akuma
Strider

On Vergil I think the Helm Breaker change should just be he can't cancel into S. The rest of the moves are still punishable on chicken block and that's the one I have the most issue with.

Tomorrow is the last day for characters. I will release them all at once (not many left really).
How many are left after this? Let's see...Amaterasu, Felicia, Magneto, Spencer, Spider-man, and Viewtiful Joe. So 6 more.

X-23:
*Ankle Slice start up time reduced to 35 frames.
*Rage Trigger now causes a soft knockdown.
*Weapon X Prime causes a hard knockdown.

Assists: Crescent Scythe H, Ankle Slice, Neck Slice (Charged)

Strider:
*Vajra (assist) hitbox reduced slightly.
*Legion travel time improved.
*Legion projectiles are now high priority.

Assists: Vajra, Formation A1, Gram H

Dr. Strange:
*Eye of Agamotto and Daggers of Denak no longer make him prone until landing.
*Mystic Sword L bottom hitbox increased.
*Spell of Vishanti hitstun increased; it is now always safe on hit.
*c.L now hits low.
*Eye of Agamotto projectile hit points changed to 10x5; lasts 300 frames; startup reduced by 5 frames; hitstun increased slightly.
*Dagger of Denak tracking improved slightly.

Assists: Bolts of Balthakk, Eye of Agamotto, Dagger of Denak L

Akuma:
*Gohadoken can now be canceled into Demon Flip.

Assists: Tatsumaki Zankyaku M, Gohadoken H, Goshoryuken H
 

Dahbomb

Member
Akuma needs his health to not be 750K. 850K at least.

Untechable time increased after Raging Demon allowing for OTG follow up.

And you have to nerf FotF HSD just a bit. He is one of the main damage inflater characters in the game.
 
Akuma needs his health to not be 750K. 850K at least.

Untechable time increased after Raging Demon allowing for OTG follow up.
Like you want full combos off of Raging Demon?

I'd rather give Akuma the tools to justify his health. He does sick damage and has a ton of options at his disposal.
 

Dahbomb

Member
You have to give A LOT of tools to make him justify that health. He's in the same health bracket as Strider so he has to be at least that good.

His normals suck, his air mobility is alright at best, his mix up game is decent at best. Only thing he has over Strider is damage.
 
I agree with more time to follow up after demon. Also Demon should do 500k damage. His health should be 800-825k. Also the teleport should be improved somehow. Why isn't it used that much?
 

Dahbomb

Member
Remove the SRK assist. You can CC in just fine with Tatsu anyway. Fireball assist and overhead/OTG assist is fine for him.

I still think he should have 850K health. The days of Akuma being the most glass cannon character in a game are long gone.
 

Tirael

Member
+Strider is now voiced by Steven Jay Blum, finally allowing me to accomplish my dream of having a team voiced entirely by him.

Still can't have a Megaman series team.
 
SRK x Demon Flip would be absurd. Any time anyone got close, Akuma would have no reason to not DP them. Buffing Raging Demon to give it post-grab combos would require a HUGE damage nerf on the move, and it would still be better than every other command grab in the game. Remember that Raging Demon does 510K damage; it's the highest level 3 in the game that has no extenuating circumstances.

Akuma:
*Gohadoken can now be canceled into Demon Flip.
*Hyakkishu L x Hyakki Gojin (assist) now has 36 frames of startup.
*Messatsu-Gohado Ungyo (air) can now be X-Factor canceled into Messatsu-Gohado Ungyo or Agyo.
*Health increased to 850,000.

Assists: Tatsumaki Zankyaku M, Gohadoken H, Hyakkishu L x Hyakki Gojin

Hurry up and get to the next page so I can post this before my showtime to see The Wolverine.
Do it now so I can add the changelog as the second post.
 

Dahbomb

Member
I'd rather keep Akuma's high assist than getting a mediocre fireball assist.


Much better hypers and DHCs too.
8 frame beam alone is strong
I mean its a beam versus a combable LVL3, Orbs and a safe DHC. The orbs alone make Strider what he is... a top 3 anchor. There isn't anything in Akuma's toolset that brings the terror like Orbs.

Who cares about doing too much damage from Raging Demon? If you get hit by that you should be dead anyway. If anything Raging Demon should be buffed to 750K damage.
 
D

Deleted member 13876

Unconfirmed Member
Cool. X-23 time. Probably going overkill here, but here goes:

Would really like some better options for super jump confirms. Her grab game in general is pretty poor as a lot of follow-up options are either non-existent or very situational. More untechable time could help. More air options would also really be cool. Being able to cancel Crescent Scythe L into Falling Claw feels like something that intuitively should work (Really want this one). Some extra hitstun on her normals could make her feint loop combos more viable for people with less than anime game tier execution.

Feint move M feels like it should get some invincibility frames like Cap's somersault and Frank's roll. Not Berserker Slash level, but something that could help get her through projectiles as right now she gets zoned out a bit too easily. The general health buff probably helps her too. Her slice charges could be a bit faster and I don't know how to make the command grab more viable, maybe it's fine the way it is now. Damage wise she's fine, but her high damage combos either require assists or god tier execution, but I wouldn't buff damage as the current output fits her archetype well.
 

Frantic

Member
Been a bit busy today, but here's my changes for Strider:

+ Hyper Damage scaling changed from 30% to 50%.
+ Legion no longer random with one set pattern. Each animal of Legion has 1 high durability point, and they now pierce.
+ Formation B(Shot) no longer has a time limit. Lowered hitbox to hit smaller knocked down characters.
+ Slide now cancelable into Formation B(Shot).


And I had the idea to increase the recovery on Vajra H to make it more easily punishable raw and as an assist, but that'd ruin any non-XF conversions off it so I'm not sure about that... I also considered making it cancelable into Formation B(shot) on point, but that'd make it really safe on block, so... thoughts?
 
I mean its a beam versus a combable LVL3, Orbs and a safe DHC. The orbs alone make Strider what he is... a top 3 anchor. There isn't anything in Akuma's toolset that brings the terror like Orbs.

Who cares about doing too much damage from Raging Demon? If you get hit by that you should be dead anyway. If anything Raging Demon should be buffed to 750K damage.
I'm talking about its damage compared to other command grab hypers when contrasted against its utility.
 

Dahbomb

Member
Strider scaling adjusted from 3/7 to 5/10. Still would do shit damage.

Raging Demon is the ULTIMATE hyper. It should just auto kill your character...
 
Cool. X-23 time. Probably going overkill here, but here goes:

Would really like some better options for super jump confirms. Her grab game in general is pretty poor as a lot of follow-up options are either non-existent or very situational. More untechable time could help. More air options would also really be cool. Being able to cancel Crescent Scythe L into Falling Claw feels like something that intuitively should work (Really want this one). Some extra hitstun on her normals could make her feint loop combos more viable for people with less than anime game tier execution.

Feint move M feels like it should get some invincibility frames like Cap's somersault and Frank's roll. Not Berserker Slash level, but something that could help get her through projectiles as right now she gets zoned out a bit too easily. The general health buff probably helps her too. Her slice charges could be a bit faster and I don't know how to make the command grab more viable, maybe it's fine the way it is now. Damage wise she's fine, but her high damage combos either require assists or god tier execution, but I wouldn't buff damage as the current output fits her archetype well.
Put this in patch note form. Paragraphs are for explanations, not suggestions.
 
Oh yeah I forgot mashed it does that much. Ok increase it to 550k. It should do ridiculous damage. It's the raging demon. And you can't combo into it.
 

Dahbomb

Member
Realistically speaking, if it was 700K he can link a LVL1 after it and do close to 900K.

At the bare minimum it should be buffed by 25% for the universal health increase.
 
Realistically speaking, if it was 700K he can link a LVL1 after it and do close to 900K.

At the bare minimum it should be buffed by 25% for the universal health increase.
That's 4 bars, though. Is it better to get 600K to end a combo with, or 900K with a counter?
 

Azure J

Member
Been a bit busy today, but here's my changes for Strider:

+ Hyper Damage scaling changed from 30% to 50%.
+ Legion no longer random with one set pattern. Each animal of Legion has 1 high durability point, and they now pierce.
+ Formation B(Shot) no longer has a time limit. Lowered hitbox to hit smaller knocked down characters.
+ Slide now cancelable into Formation B(Shot).


And I had the idea to increase the recovery on Vajra H to make it more easily punishable raw and as an assist, but that'd ruin any non-XF conversions off it so I'm not sure about that... I also considered making it cancelable into Formation B(shot) on point, but that'd make it really safe on block, so... thoughts?

I say give it to him! It'd still be much harder to make safe when chicken blocked though.

Also:

+ Health increased to 800K
+ Scaling values increased to 5% normals and 10% specials
- Vajra assist untechable time on hit decreased

No tampering with his base HSD though. Ensures he'd get passable damage without making him a nightmare on the cast.
 

Dahbomb

Member
With XF3 Raging Demon does almost 900K damage. For him to kill Thor in the new game he would need the damage buffed by 400K minimum to kill him in XF3.

I say go for broke and make Raging Demon do 1 million damage.

NO HEALTH INCREASE ON STRIDER!
 
With XF3 Raging Demon does almost 900K damage. For him to kill Thor in the new game he would need the damage buffed by 400K minimum to kill him in XF3.

I say go for broke and make Raging Demon do 1 million damage.

NO HEALTH INCREASE ON STRIDER!

Ok how about this. It should kill every character in the game including a meterless follow up combo.
 

Dahbomb

Member
Actually lower health characters get less benefit from the health bonus proportionally speaking.

Except Phoenix because she is now in the threshold where she can survive a LVL1 hyper like she could in Vanilla.

Strider shouldn't get any health bonuses because:

1) He is a top tier assist and the only anti air assist that causes hard knockdown. Even in our super crazy buffed game, no one has an assist like his... it's still unique.

2) He is still a top tier anchor in a game where Vergil is getting nerfed hard

3) He has an immense amount of tools at his disposal and one of the few characters who actually earns his HP.


The only buffs aside from technical stuff like Formation B hitting property and Legion stuff (because the hyper is absolute shit) that I would agree with are scaling improvements. His scaling are garbage and makes him very shit as a point. While the scaling improvements would still make him not a good point character overall, it will make him more viable without it being his most optimum position.


Should Ouroboros get a buff?
Fuck no... what the fuck.
 

Dahbomb

Member
+ Hyper Damage scaling changed from 30% to 50%, Normal damage scaling from 3% to 5%, Special damage scaling from 7% to 10%
+ Legion no longer random with one set pattern. Each animal of Legion has 1 high durability point, and they now pierce. Improve travel speed
+ Formation B(Shot) no longer has a time limit. Lowered hitbox to hit smaller knocked down characters.
+ Slide now cancelable into Formation B(Shot)


This is all he needs, anything else is superfluous as far as I am concerned. He's the most balanced "top tier" character in the game... if that makes sense. Only extra thing I could add is a slight, slight nerf on Vajra assist... either trajectory, tracking or some other thing. I would be a bit opposed to the hit box change because a lot of moves already beat it out.
 
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