Sphere211 Posted October 20, 2011 Posted October 20, 2011 With Phoenix Wright in it, how could it? Fuck the haters: http://objection.mrdictionary.net/go.php?n=5299581 To sum it all up in an overused phrase: IT'S MAHVEL BABY!! With that 600k level 3 that hits anywhere on screen ;~; No matter how many times I see it happen I still can't get over that damage... OHKOs Phoenix [then again, what doesn't... darnitcapcom]
Aureliano Posted October 20, 2011 Posted October 20, 2011 That's hardly the only fullscreen lvl 3 that is 1f startup and that kills dark phoenix in one hit. In fact it's probably the least effective of them as a deterrent since you need to be in turnabout mode to use it, and that's a dead giveaway that you're looking for it. Not even counting the fact that the gigantic range of Wright's H attacks in this mode already could probably punish the shit out of Phoenix, so it's not like she'll be pushing random button when Cornered kicks in.
A.B.A-can-do Posted October 20, 2011 Posted October 20, 2011 Phoenix can't do dick anyway cause she got hella nerfed. The issue of Dark Phoenix has been solved by the fact that she can't be unsafe and mashy cause she will die in one combo. Now that she is punishable and can projectile spam aerials the only real threat is probably Strider Doom and Dr. Strange.
Aureliano Posted October 20, 2011 Posted October 20, 2011 This is largely blown out of proportion. Dark Phoenix is still very good. And a lot of her usual team mates got better.
Sphere211 Posted October 20, 2011 Posted October 20, 2011 It's still gonna be hard as balls to get her though, considering everyone discovered what a snap-back is. I still want to use her, but it's gonna be hard to play it safe in a game like UMvC3. e.e And Strider Doom isn't that viable now since it takes 3 bars for the real chipping to happen and Doom rocks aren't as good as I remember them. It's probably gonna be Strider Ammy or Strider Dorm or something like that.
A.B.A-can-do Posted October 20, 2011 Posted October 20, 2011 Strider/Doom is actually very viable as now Doom and Strider both have a rather large set of improvements over their former selves. Doom alone is a strong anchor and assist with out Molecular Shield assist being super strong like MvC 2. He got nothing but buffs from MvC 3 to UMvC 3. Strider has undergone some up balancing from MvC 2 to UMvC 3 with increased speed on all his animal bot projectiles, better damage overall and re tooled teleports, wall cling and normal attack properties. Now you don't have to rely on chip damage with Strider/Doom you can just do real damage and you still have a 3rd assist for more setup options. Phoenix on the other hand HAS to fight now its not a viable tool to sit back for meter since she herself can no longer effectively put her best tools on screen safely. Even with the best assists in the game she needs to shift from Dark Phoenix only to being an actual aggressively played character to get the best benefits because if not she's going to get snapped in and taken out in one to two combos at most. The biggest issue with her in the first place was her ability to run away and build meter and produce silly hit confirms as D.Phoenix, but now she has actual risk that must be taken and the same characters that assisted her are also going to be the same characters that out shine her now when she has to fight them.
Sphere211 Posted October 20, 2011 Posted October 20, 2011 Ohhhh, okay. Thanks for informing me. Phoenix is just gonna be really hard to get used to now since you have to be super precise with everything =/ Gonna be hard to do since 60% of the time I can't tell wth is going on in MvC3 since crap is always flying all over the screen @_@ But it's good she's no longer a security blanket like Sentinel was.
Aureliano Posted October 20, 2011 Posted October 20, 2011 (edited) You might want to read that article Viscant wrote about the "Phoenix factor", because "Just snap her in and kill her" doesn't really cut it - that's exactly the reason why Phoenix is very dominant in the metagame right now. Also you're deluded if you think the normal Phoenixes will fight - their runaway will not be as braindead as it was before, and they'll have to actually block a few hits now, but they'll definitely be running away because that's the optimal behavior. Normal Phoenix is a terrible character that couldn't fight worth shit so saying she'll be "outshined" by other characters in UMvC3 is also kind of funny to me. She'll not be as picked as before by top players because she'll become more random considering her strings are punishable now, but she'll still be very strong, definitely still capable of slaughtering whole teams. Edited October 20, 2011 by Aureliano
Hecatom Posted October 20, 2011 Posted October 20, 2011 You might want to read that article Viscant wrote about the "Phoenix factor" the post in question It's impossible. The gimmick behind Phoenix is pretty simple theoretically. You cripple your team at the beginning in order and go from 2 assists to 1.25 assists to have an overwhelming advantage at the end, if you can make it. The problem is that the end result by definition must be tremendously overpowering. If the reward for gimping yourself out for the first 3/4 of the match isn't worth it, the character fails conceptually. Dark Phoenix must be ridiculous in order to make it worth it. Otherwise there's no point in picking that character type and hurting yourself early game. Here's where the logic breaks down. The Phoenix factor is not just Dark Phoenix. The Phoenix factor involves all the things the other person does to avoid DP and all the ways they force themselves to play sub-optimally. Get a happy birthday? If you have a character that does a lot of hits, better snap out. Phoenix saves you 140-200% life. If you have an opening to land a kill combo or just a big combo on the point character, you probably should snap anyways. This is how I beat NerdJosh in the team tournament at Evo. If you watch that match and just assume normal, non-spectacular combo on Wesker every time his She-Hulk lands a hit, my Wesker had at minimum 2 million health. Probably closer to 2.5 million. If you give my best character that much life, it's going to cost you in the end and I used every last drop of that life bar. Wolverine lands an early hit and wants to x-factor? OK...if I get to level 5 the game is essentially over. You just pandora'd yourself. You have between 8-12 seconds to kill me and you better be right on your mixup on my incoming character, otherwise I win the game relatively easily. You have to conserve meter. You can have a great anti-DP character like Akuma or Dormammu last. You can save your x-factor. But if you have 0 bars and you turn me dark, you're just like anyone else. My match vs. Noel Brown is a good example of this. He saved his x-factor. He had Akuma. He also had 0 bars when I went dark, thus allowing me to set traps and throw fireballs and keep doing fake teleports until the real one came and that was the game. That's the Phoenix factor in action. And you can't just reduce the effectiveness of DP in order to compensate for this stuff. Because if DP isn't overpowered then this sub-optimal play never occurs! It's a logic problem at heart just impossible to reach perfect balance. She's either tremendously overpowered and a top 3 character or she's a gamble that isn't worth it 90% of the time. For game balance the latter is probably best. --Jay Snyder Viscant@aol.com
natearistata Posted October 20, 2011 Posted October 20, 2011 normal Phoenix, terrible? har. and Strider won't be played in the same way as MvC2. Ouroborus (I spelled that wrong as hell) is now a level 3 unless it's been changed in later builds, the orbs cause no chip (I believe the rotating things around Strider do though), and he gains no meter during it. Likely too costly to bother using, and the massive amount of lockdown assists will serve a better purpose in getting mix-up with him anyway.
A.B.A-can-do Posted October 20, 2011 Posted October 20, 2011 You might want to read that article Viscant wrote about the "Phoenix factor", because "Just snap her in and kill her" doesn't really cut it - that's exactly the reason why Phoenix is very dominant in the metagame right now. Also you're deluded if you think the normal Phoenixes will fight - their runaway will not be as braindead as it was before, and they'll have to actually block a few hits now, but they'll definitely be running away because that's the optimal behavior. Normal Phoenix is a terrible character that couldn't fight worth shit so saying she'll be "outshined" by other characters in UMvC3 is also kind of funny to me. She'll not be as picked as before by top players because she'll become more random considering her strings are punishable now, but she'll still be very strong, definitely still capable of slaughtering whole teams. Even after reading this Viscant post what i said still hasn't been suddenly dis-proven. Viscant explains the situations perfectly, but that is because right now she can run away and hide behind teleports. Both of these things have taken quite a hit. Phoenix regardless of D.Phoenix will only have the ability to do one air action from a jump and two from flight and even then it has to be something other than projectiles or teleports which drop her to the ground. Also show me where regular Phoenix is terrible? Because I'm pretty sure she has strong rushdown game that was completely overly looked when people saw she could just do jumping H.TK Shots for hits and meter and run around with endless aerial teleports. Watch Phoenix play from the recent tournaments and you will see excessively lame gameplay from every single one of them until D. Phoenix hit the screen. Even Viscant resorted to mashing c.L to lame out his opponent with D.Phoenix mini projectiles.
Blade Posted October 21, 2011 Posted October 21, 2011 Being a Hieryu fan, I played him often in MVC2, ironically I never used Doom/Sentinel. I most often use Wolverine or Venom or Hayato for assists, maybe Spider-Man sometimes...I didn't even use his teleports much come to think on it. His reach and rushdown speed is pretty good even without teleport if you use him right. All the same though, some days I wish Hien would show up in an MVC game, just as a rival Strider. Maybe Seyfert too, heh.
Aureliano Posted October 22, 2011 Posted October 22, 2011 (edited) You say "resorted" and "lame out", but I don't understand why you are incriminating this behavior when it is the optimal use of the character. Do you also incriminate people that chip out incoming characters, or do quasi-unblockables ? Because those also ignore the rules of fair play, yet are all excellent tools used to secure the match. Dark Phoenix is strong in MvC3 because once she's out, she has the tools to take out whole teams without taking a single risk. And the players will do that because they risked their neck picking her and getting her snapped in three times in the match, so now that they've got her they're going to get that win. Regular Phoenix is bad because she is 1/3 of a character. She is a character that can be killed by simple A>B>C, fully prorated airthrow comboes, and can even be chipped out with barely an effort. She is a liability, and her rushdown is not safe enough or strong enough to make up for that terrible terrible health. That's not even talking about her laughable meterless damage, and the fact that she pretty much HAS to not use meter. Using her in any other way than to secure the five meters is not an acceptable risk for anyone, because the character by itself doesn't suffice. Those "lame" runaway tactics you seem to decry are exactly what make regular Phoenix a viable option, and now that she'll lose them she won't be a strong tournament option anymore, but a regular class cannon that most people would feel to insecure picking. A lot of games have those, and they aren't bad characters - just characters that are a gamble, and most top players don't like character gambles and prefer to stay in a comfort zone where their gameplan is as strong as can be. A lot of characters in this game have good mixups and resets once they get in. That doesn't make them good characters in the metagame because that's not enough. Normal Phoenix might have a couple of tricks to force a wrong block but so do Haggar, Ryu and Thor. Nothing she does is safe enough to justify the health she has, and her slow movement (when compared to her powered up version, not objectively slow) make it easy to wait for the opening and punish. Jumping around and throwing fireballs, waiting for an opening, is just the best and safest way to play her because rushing down is just not worth the risk. You are right though in saying that her regular mixups have been overlooked, and that is probably what let Flocker do 22f overheads on top players, but really that doesn't mean much except most people forgot she even had that attack. Incidentally, before Phoenix even existed, I thought the same thing about Arakune. Characters with this kind of super mode always either feel not worth the risk, or tremendously overpowering depending on how you balance them. Now I wonder which of these Phoenix Wright will turn out to be (from what I saw he's going to struggle untill he can get that first knockdown or force the opponent out of punish range, but from then it should be relatively smooth sailing since he can get like, all three evidences in barely a second). Edited October 22, 2011 by Aureliano
Hecatom Posted October 28, 2011 Posted October 28, 2011 Capcom Side Change Log Change Log 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 / Hsien-ko - 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. Marvel Side Changelog 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.
Vulcan422 Posted October 28, 2011 Posted October 28, 2011 Thank you Capcom for not nerfing my main (Wesker) too much. Will definitely continue using him in Ultimate.
Sphere211 Posted October 29, 2011 Posted October 29, 2011 I'm relatively happy with all the changes aside from Phoenix ;___;
FormerlyUnknown Posted October 29, 2011 Posted October 29, 2011 my trish finally has an otg? oh goodie
Setsuna Posted October 31, 2011 Posted October 31, 2011 Zero got a 30,000 health boost ... Now I MIGHT be able to survive a full combo now -_-
Starlight777 Posted October 31, 2011 Posted October 31, 2011 I'm relatively happy with all the changes aside from Phoenix ;___; No one wants more "DODGE THIS! DODGE THIS! DODGE THIS!" I guess.
Sphere211 Posted October 31, 2011 Posted October 31, 2011 No one wants more "DODGE THIS! DODGE THIS! DODGE THIS!" I guess. Yeah, I got Nova now, so I shouldn't be complaining. xP
Shiawase Posted October 31, 2011 Posted October 31, 2011 Frank and Rocket Raccoon reveals tomorrow. I'm mildly hyped up for RR. As long as he can bite people... and infect them with rabies...
a Lisianthus Posted October 31, 2011 Posted October 31, 2011 Zero got a 30,000 health boost ... Now I MIGHT be able to survive a full combo now -_- im convinced anyone competent (besides phoenix) will tod on zero, xf or 3+ meters used.
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