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Ultimate Marvel vs. Capcom 3 |OT4| Nothing Stops This Patch!

enzo_gt

tagged by Blackace
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Being the heavily multiplayer-based game UMvC3 is, naturally you want to get some games in with your fellow GAFers. And there are a few ways to do so. Karsticles has created this handy spreadsheet that you can add yourself to, which is informative and helpful when it comes to finding matches with fellow GAFers.

Most recently, MahvelGAF has taken it upon themselves to make a theoretical balance patch changelog, amidst recent comments from Ono that they want to hear feedback about the state of UMvC3's metagame. Karsticles has catalogued the suggested changes in the second and third posts in the OT4.

If you are on PS3, you can use the MvC3 PSN Chat to set up matches. I don't have a PS3, and thus am not responsible or able to help people use this feature to get games going or get into the chat. I'll leave it up to PSNGAF to organize it and help others get into the chat. To find out how you can join the PSN Chat, click here.

If you are on 360, you can add the gamertag MahvelGAF to your friends list. Note that this is not the same as the GAF Tag used for MvC3 as that one is being retired. IntelliHeath will be managing it and accepting invites and if you have any problems you should PM him. This is much more efficient than adding everyone on GAF individually, with the limit on the number of friends one can have and all. How this works is that everyone who has added the gamertag (up to a maximum of 100 friends), can use the "Friends of Friends" feature Xbox Live has to see who else from MahvelGAF is currently online and send invites to them. After you add the gamertag, pull up their gamer profile in your Xbox Guide and press right to access the personal profile. Here you will see an option to see the friends of the gamertag, and thus you will be able to send invites/messages to everyone else on GAF who has added MahvelGAF.

Additionally, Kadey will be streaming and hosting GAF UMvC3 PSN lobbies on her Twitch.tv account.

And last but not least, check out the thread for the survey shaowebb did of GAFers about UMvC3! Also, bonus MahvelGAF image!:


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Majors:
Events:
GAF Events:

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I'm new to MvC3 and/or the MvC franchise. Where do I get up to speed?
You've missed a lot my friend. For a fantastic write up on the history of the MvC franchise, check out Gamesradar's feature here. For gameplay mechanics, look no further than the OT for MvC3. For everything else, Shoryuken.com's old Hyper Guide and iPlaywinner's Guide which includes our very own Karsticles' fantastic Team Building Guide.

If you prefer general video tutorials for characters amongst many other varied MvC3 and UMvC3-related productions, look no further than GAF's own Maximillian's YouTube Channel, featuring his Assist Me series of character tutorials. Additionally, FingerCramp has been doing a series of UMvC3 Character Rehab tutorials that are generally informative.

If your into the nitty gritty of how the game evolved through professional tournaments in it's short lifespan, check out Dahbomb's Statistical Analysis of Tournament Character Usage.

Why is this not DLC? Why was it released only 9 months after MvC3? Why? WHY?!
Seth Killian, Special Advisor for fighting games at Capcom answers these big questions more thoroughly than I could sum up in this interview.

Can I keep my copy of MvC3 and use it to play people who have went on to buy UMvC3?
No, it's a new game not just a balance patch, and has many changes to fundamental mechanics and enough new characters and balances to justify the lack of ability for vanilla and Ultimate owners to play with eachother.

So what do I get for buying MvC3 and being burned by this being released 9 months later?
You get Galactus Mode unlocked early, which is regularly unlocked after achieving 40 0000 PP.

Speaking of DLC, what's the deal with that? Are we gonna get Shadow Battles and nothing substantial this time around too?
Not really. The only DLC that has come out has been Heroes & Heralds mode, detailed in previous OTs, and the alternate costume packs. Every character received an alternate costume in one of many packs (except for Magneto because the source of his alt was plagiarized long ago), with each pack, bar the complete one, costing 320MSP on XBL or $4 on PSN. The Costume Pack 01 from MvC3 will carry over to UMvC3 if you bought it before, as will the DLC characters Jill Valentine and Shuma-Gorath (who will receive free alternate costumes to those who bought Costume Pack 01). All of the planned costume packs have been released:
  • Rising Dead Pack (Phoenix, Frank, Nemesis, Ghost Rider)
  • Evil Twin Pack (Spider-man, Deadpool, Hsien-Ko, Vergil)
  • Ancient Warrior Pack (Hulk, Magneto, Arthur, Firebrand)
  • Brawler Pack (She-Hulk, Haggar, Spencer, Iron Fist)
  • Femme Fatale Pack (Morrigan, Storm, X-23, Chun-li)
  • Villain Pack (Super Skrull, Wesker, C.Viper, MODOK)
  • New Age of Heroes Pack (Dr. Doom, Sentinel, Strider, Akuma)
  • Animal Pack (Wolverine, Rocket Raccoon, Felicia, Amaterasu)
  • Weapon Expert Pack (Zero, Hawkeye, Taskmaster, Trish)
  • Viewtiful Strange Pack (Dr. Strange, Dormammu, Nova, Phoenix Wright, Viewtiful Joe, Tron Bonne)
  • Complete Pack (all 47, 20$ PSN, 1600MSP)

Is online 'fixed' this time?
The consensus is that it is significantly better than MvC3, but not perfect.

Are Jill Valentine and Shuma-Gorath, the two DLC characters for MvC3 included on disc?
They are on the disc, but you will still have to purchase the DLC to have access to them in UMvC3. If you owned them in MvC3, they will carry over into UMvC3 so you don't have to purchase them again.

Why is Megaman/Megaman X/Megaman Volnutt/Megaman X/Megaman.EXE/Megaman X/Megaman Starforce/Gene/Proto Man/Howard the Duck not in the game as a playable character?
A frequent question that never seems to really go away. The additions for UMvC3 have been controversial and there are many reasons why. Characters are arguably the largest factor in people's purchasing decisions when it comes to games like this. The fan request polls hosted at multiple sites, including GAF, don't seem to correlate with the fan requests 100%. It is important to understand the character selection progress that occurs for both sides. For the Marvel side, Marvel "suggests" a list of characters that they would like to see in the game and Capcom chooses characters from that list that they like. With the Capcom side, there is a bit more free reign as they have control of their own IPs. However, characters are decided based upon the following criteria in order of descending importance:

1) They must provide a unique playstyle to the game
2) They must work well in the UMvC3 battle system and it's environment
3) Fanservice

Examples of such are Nemesis: Capcom needed a brute first and formost to compliment Sentinel and thus he was added. Other choices are simpler, such as Seth being a fan of the GnG series and thus influencing the decision to get Firebrand and Arthur into MvC, or both the producer and the battle designer being fans of Devil May Cry and thus helping Vergil get in. Capcom employees such as Seth and Sven have explicitly stated that Marvel has their own agenda at times, and considering stuff like movie and comic book tie-ins, the choices appear to reflect Marvel's promotional interests quite accurately. The jarring lack of Spiderman villains specifically is due to a licensing issue regarding the new Amazing Spiderman film. Niitsuma stated that he wanted 58 characters (20 newcomers instead of 12) in this game to 2up MvC2, but time restrictions and presumably budget restrictions resulted in the roster we see today. It was rumoured that two big fan favourites, Gene and Megaman X, made it into the final, but large, selection pool of characters for UMvC3, although they were both left on the cutting room floor.

If you come into this topic to express your dismay of your favourite character not getting in and are met with disgruntled posters, don't be surprised as regulars have been down this road far too many times and would rather not beat a dead horse some more.

Is UMvC3X real?
No, this rumour was confirmed fake. There will be no more development on UMvC3 in terms of patching, balancing or new content as the dev team has been disbanded long ago.

Will there be another iteration in the MvC3 game series?
Various Capcom reps have answered this question with the same response: No. Of course this is Capcom, and plans can change.

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To view the full balancing change log of from MvC3, refer to these two posts in the original OT for UMvC3.

Additionally, the game recieved it's first and only balance patch on December 19th, which contained many documented -and undocumented- changes, as well as unlocking Heroes & Heralds mode for everyone. Official patch notes courtesy of Capcom Unity:
  • Anytime throw tech glitch has been removed.
  • Characters can now air block when falling to the ground after an air dash.
  • Phoenix Wright's α and β assists are no longer invincible in Turnabout Mode.
  • Knockback from Wolverine's "Berserker Rage" has been modified so that infinite combos are no longer possible.
  • The second hit of Hulk's "Anti Air Gamma Charge 2nd H" is no longer an untechable knockdown after 2 reps, so infinite combos are no longer possible.
  • Vergil's "Helmet Breaker" can no longer be canceled through button drumming.
  • Hawkeye's "Trick Shot (Violet Fizz)" poison damage will now continue during the capture state of "Quick Shot (Hunter)."
  • There was one frame where you could not block after activating X-Factor, but that has been fixed so you can block immediately now.
  • When hitting an assist character who has super armor, it has been modified so that proper hit stun still occurs.
  • Super armor breaking moves no longer cause a momentary freeze on hit.

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Pre-release MvC3 was an interesting time full of hype, sometimes too much hype, in which case it was archived and now chronicled for all of GAF to look back on and laugh at. Click here to see GAFers get exposed!


- - - - -


I'd like to thank Red Arremer for making the lovely character banners for the change log, Dahbomb for his fantastic work compiling the most accurate change log on the 'net and contributing the character descriptions for the new 12 characters, and the rest of MahvelGAF for contributing tidbits here and there that helped make this OT :D

And last but not least..

IS MAHVEL BAYBEE!

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FEATURESET CHANGES:
*Improved Netcode.
*Replay Mode.
*Hitbox Viewer (Training Mode).
*PS3 system parity.
*Player Match, Lobbies, and offline play for H&H mode.
*”Kick” function added to Lobbies.
*Include the full UMvC3 trailer video.
*List ping time for online opponents.
*When a Lobby creator leaves, the Lobby retains its properties (stays private).

SYSTEM CHANGES:

TAC Changes:
*Costs 1 bar, always a guaranteed exchange in one of three directions.
*Meter gain/loss from directional choice removed.
*Hitstun deterioration returns to 0 after a TAC and builds normally from there; returns to pre-TAC hitstun levels combined with post-TAC hitstun levels when either character touches the ground.
*The TAC user cannot gain meter after a TAC until the opponent enters recovery (exception: Soul Drain, meter gain assists).

Throw Changes:
*Throw tech window increased by 3 frames (from 7 to 10).
*You cannot be grabbed during tech recovery.
*Ground throw techs put more distance between the two teching characters (slightly out of most characters’ s.L ranges).
*Throws can only be initiated with f.H and b.H.

X-Factor Changes:
*X-Factor sum values changed to: XF1 – 40%; XF2 – 60%; XF3 – 80% (from 40/70/100).
*X-Factor now prevents time outs while active.
*X-Factor buffs now stack additively with install hypers, not multiplicatively.

Damage Changes:
*All character health increased by 20% (individually changed character health does not factor this in).
*Chip damage increased by 5% (to 35%).

Combo Changes:
*Light attacks which chain into themselves may only do so on hit or block.

Assist Changes:
*Assists depart with invulnerability frames if the point character is hit before the assist appears on the screen.
*Assists cannot be called during recovery frames or rolls.
*Assists can no longer be called after recovering from a hit after having entered a superjump state.
*When an assist begins recovery from knockdown, it is invincible until it exits the stage.
*Crossover counter now always give you full control of the character after the crossover counter is initiated.

Other Changes:
*Guard Breaks removed (1 frame untechable/unblockable setups; glitch).
*Ground neutral tech recovery is now 5 frames slower and more deliberately visualized.
*Character deaths do not cause inputs to drop when there are multiple characters being hit simultaneously.
*Input reading changed: holding forward/back is no longer a forward/back input in terms of moves. Example: holding back, and then doing qcb, currently gives one a reverse dragon punch motion. In general, directional input buffering is toned down a bit.
*Raw tags no longer hit overhead.
*Attack cancelation does not change when in X-Factor (currently, you cannot cancel Morrigan’s s.H in certain X-Factor levels).
*All snapbacks universalized to be 2 frames and +1 on block; attack travel speed instantaneous for all characters; active and recovery frames universalized on snapbacks.
*Efforts have been made to provide all characters with three strong assist options.
*Efforts have been made to remove meterless unblockables from the game.
*Attacks which require a charged input can no longer be charged during cinematic cutscenes.
*Hypers that benefit from mashing for more damage now require less mashing to reach maximum damage.

CHARACTER CHANGES:

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.
+Raging Demon hard knockdown time increased; now possible to OTG follow-up with Hyakki Gojin.

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

Amaterasu:
+Bloom’s frame data is now the same as Dark Harmonizer.
+Minimum damage scaling on normals increased to 15%.
+Minimum damage scaling on hypers increased to 40%.
+Weapon Change startup reduced to 5 frames.
+Divine Instruments untechable knockdown time increased; follow-up combo possible.
+Veil of Mist no longer prevents meter generation from meter-generation moves (Soul Drain, Pick Me Up, etc.).
+Thunder Edge L is now +1 on block.
+Devout Beads Whip and Rosary Chain Combo Ichi, Ni, San, and Shi are now special cancelable.
+Rosary Chain Combo Ichi, Ni, San, and Shi all pull the opponent in closer on block or hit.
+Amaterasu is now able to block 5 frames after the player lets go of her air dash input; air dash ceases immediately when inputs are let go of.

Assists: Cold Star H, Power Slash H, Bloom

Arthur:
+j.S horizontal hitbox increased slightly; hitstun increased.
+When Gold Armor is on, the input for Gold Armor refreshes the duration; Gold Armor is now a soft knockdown on break; Gold Armor input changed do d,d+AA.
+s.M now starts up in 6 frames and has 8 active frames.
+Cross Sword is now special-cancelable; air OK.
+Walk speed increased; general speed increased further when without armor.
+Arthur now recovers from air and ground throws faster; easier to convert into a combo.
+Startup on normals decreased by 2 frames across the board; hitstun increased slightly on all normals.
+Arthur can now walk during Goddess Bracelet.
+Fire Bottle (Gold Armor) now has a wider hitbox and more consistently OTGs characters; assist version startup changed to 34.
+Scythe Toss recovery reduced to 30.

Assists: Dagger Toss, Crossbow, Fire Bottle

Captain America:
+c.L is now +1 on block.
+j.d+H is now better for crossing up.
+j.u+H vertical hitbox increased.
+Final Justice invincible from frames 0-36; travels faster; allows for post-hyper combo follow-up through Shield Slash L OTG.
+Shield Slash blockstun increased slightly; grounded version causes more pushback on block on the first hit, and pulls the opponent in more on the second.
+Shield Slash L vertical hitbox reduced; now passes under some beams and projectiles.
+It is now easier for Captain America to combo off of his throws.
+Hyper Charging Star is now fully projectile invincible.
+Cartwheel now has invincibility from frames 1-18.

Assists: Shield Slash M, Charging Star H, Shield Slash L

Chris:
*Grenade fires now dim significantly when the active frames have finished.
+Flamethrower vertical hitbox increased; slight upper body invincibility on assist version.
+s.S now cancels Chris’ Grenade Launcher and Satellite Laser hypers.
+Grenade Toss L +1 on block.
+Combination Punch follow-up inputs made more lenient.
+Gun Fire L grounded hitbox extended downwards; no longer whiffs up close.
-Flamethrower damage reduced to 120,000 maximum.

Assists: Gun Fire M, Grenade Toss H, Flamethrower

Chun-li:
*Kikoanken input changed to hcf.S.
+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; now leaves opponents in a crumple state.
+EX Spinning Bird Kick now invincible from frames 1-20; 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

C. Viper:
*C. Viper now flashes yellow when performing an EX attack.
-EX moves can no longer be canceled into one another.
-Minimum damage scaling on specials reduced to 20%.
-Minimum damage scaling on normals reduced to 15%.
-Optic Laser’s upper portion of its vertical hitbox decreased slightly.
-Focus Attack Level 3 now causes a significantly less hitstun on airborne opponents with a strike attribute, preventing follow-ups. Grounded hits are unchanged.

Assists: Thunder Knuckle H, Optic Laser, Burning Kick L

Dante:
+c.L startup reduced to 6 frames and can be chained into from s.L.
+Fireworks regains piercing ability.
+Hitstun values on all normals returned to Vanilla status; pushback remains the same as Ultimate.
+Drive now hyper cancelable during startup.
+The Hammer hitbox and active frames improved slightly; now always connects when used near the ground.
+c.M pushback on hit returned to Vanilla levels; active frames increased to 3.
-Can no longer block during Bold Move's initial frames.
-Helm Breaker’s hitbox near the hilt during descent reduced so that it no longer hits characters behind Dante.
-Devil Trigger invincibility frames removed.
-Jam Session pushback decreased slightly.

Assists: Weasel Shot, Jam Session, Crystal

Deadpool:
+4th Wall Crisis is now 5+0 on startup; 1 bar; damage reduced to 220,000; throw scaling on follow-up.
+Happy-Happy Trigger damage increased slightly.
+Ninja Gift (all versions) no longer leaves Deadpool prone until landing.
+Teleport Malfunction now causes a soft knockdown.
+Taunt Bubble stays out for full animation when canceled.
+Quick Work into Chimichanga is now easier to perform.
+Katana-rama! hitstun significantly increased; now -3 on block; -1 on hit.
+j.L changed to +10/9 on hit/block.

Assists: Trigger Happy L, Katana-rama! H, Ninja Gift M

Doctor Doom:
+Molecular Shield inputs can now be held to keep the shield active for more frames before releasing the rock; 30 frames max; startup decreased by 2 frames across the board; L version now -3 on block; M version now -1 on block; H version now +1 on block.
+Hidden Missiles is now dash and hyper cancelable.
+j.L hitbox improved so that it can hit small crouching characters while tri-dashing.
+Recovery after a forward air throw reduced slightly.
+j.f+H hitstun increased slightly.
-Hidden Missiles (assist): fires two fewer missiles; missiles which have not yet gained their tracking property fail to do so.
-Plasma Beam no longer appears behind the point character.
-j.S no longer causes a ground bounce.
-Damage on normals reduced by 10% across the board.

Assists: Plasma Beam M, Molecular Shield H, Hidden Missiles

Dormammu:
+j.M hit float properties returned to Vanilla status (no knockback).
+3D0C is now +1 on block.
+0D3C now OTGs; projectile invincible; guaranteed on frame 1.
+Ground and air throw range extended slightly; air throws no longer occasionally cause opponents to bounce off of a wall.
+c.M returned to Vanilla status; still chains into H inputs.
+0D1C and 0D2C now hit OTG.
+s.H frontal hitbox made slightly larger (c.L, s.H always hits).
+0D0C startup is 10 frames; hitbox increased slightly.
-Flame Carpet no longer hits low.
-Damage on normals reduced by 10% across the board.

Assists: Purification (Tracking), Dark Hole (Tracking), Dark Spell L

Dr. Strange:
+Mystic Sword L bottom hitbox increased; destroys low durability projectiles.
+Spell of Vishanti (air) now recovers in the same number of frames the grounded version does.
+c.L now hits low.
+Eye of Agamotto projectile hit points changed to 10x3; lasts 180 frames; startup reduced by 5 frames; hitstun increased slightly.
+Dagger of Denak tracking improved slightly.
+Increase dash distance and startup speed.
+Seven Rings of Raggador now triggers from Gimlet.
+Illusion now teleports Dr. Strange to the extreme opposite side of the one he is on when successful; active frames reduced to 14; recovery increased to 10.
-Flame of the Faltine now accelerates hitstun deterioration.

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

Felicia:
+Health increased to 900,000.
+Delta Kick H assist pushes opponents back significantly on block; point Delta Kick now hits multiple characters.
+Cat & Mouse is now special cancelable, distance increased slightly.
+Kitty Helper summon now runs slightly faster and jumps slightly farther.
+Neko Punch now causes a crumple state.
+Rolling Uppercut is now jump cancelable off of the opponent on block or hit.
+Cat Spike M vertical hitbox increased downward; now hits crouching characters more consistently.
+Toy Touch hitstun returned to Vanilla status.
+Sand Splash projectile hit points increased to 5; blockstun increased; assist version startup reduced to 35 frames; input changed to qcf.S (H version).
+Wall jump and wall cling now available at superjump height; wall cling input changed to b,b.

Assists: Rolling Buckler L + Rolling Slide, Sand Splash, Delta Kick H

Firebrand:
+Wall cling fireballs no longer leave Firebrand prone until landing.
+Hell Spitfire H startup reduced to 20; aerial version no longer leaves Firebrand prone until landing; only one allowed on the screen at a time - the fire will disappear as soon as Firebrand enters startup frames for a second Hell Spitfire H.
+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; the summoned helper no longer builds meter.
+Firebrand now recovers significantly faster from all throw animations.
+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; Demon Charge H can no longer be charged; Demon Charge H hitstun increased significantly.
+Hell Spitfire (all versions) now cancelable into Hell Dive (all versions) and Hell's Elevator (all versions).

Assists: Hell Spitfire L, Hell Spitfire H, Demon Charge M

Frank West:
+Snapshot now -3 on hit, -15 on block.
+Pick Me Up’s frame data is now the same as Dark Harmonizer.
+Tools of Survival hitstun increased slightly (ensures he can link 3 after a TAC).
+Bottoms Up's vomiting effect will be negated if Frank West hits an opponent.
-Chip damage reduced to 15%.

Assists: Shopping Cart, Pick Me Up , Hammer Throw H

Ghost Rider:
+Spirit of Vengeance now has hyper armor on frame 0; H follow-up recovers faster, allowing for a full combo.
+Chain-based normals now deal 15% chip damage.
+Heartless Spire vertical hitbox increased; jump-cancelable; assist version startup is 34 frames, upper body invincible.
+Judgment Strike now reaches full-screen.
+Chain of Rebuttal vertical hitbox extended downward; now air OK.
+Forward dash distance increased by 50%; total active frames unchanged.
+Hellfire (all versions) are now +4 on block; startup reduced to 10 frames for all versions; recovery reduced to 14 for all versions.
+Chain of Punishment and Hell’s Embrace hitboxes widened.
+c.M startup reduced to 9 frames; hitbox increased slightly and travels slightly farther.
+Hellfire Maelstrom recovery reduced to 25 frames; -7 on block; causes heavy pushback on block.

Assists: Judgment Strike, Chain of Rebuttal, Heartless Spire

Haggar:
*Violent Axe cross-up is now better represented visually.
+f.H and j.d+H do 15% chip damage.
+Rapid Fire Fist now combos when fully mashed.
+c.H can now be canceled into a ground recovery roll on the first frame of recovery.
+Giant Haggar Press recovery reduced to 0; causes a hard knockdown; links into itself.
+Final Haggar Buster now crumples.

Assists: Double Lariat, Violent Axe H, c.H

Hawkeye:
+Gimlet hitstun increased; it is now always safe on hit.
+Trick Shot (Violent Fuzz) assist startup time reduced to 37 frames.
+f.M special cancelable.
+Hawkeye now has enough time to OTG opponents after Tag Team Special.
+c.M now always connects after c.L.
+Ragtime Shot (Jack Rose) can now be influenced in its trajectory by holding forward or back after firing it; c.H arrows detonate the bomb early.
+j.S is now hyper cancelable.
+Hawkeye may now block during the active frames of Trick Maneuver.
+s.H now fires at the same height every time.
+Ice Breaker M now causes a ground bounce on airborne opponents when performed after an aerial Trick Maneuver.

Assists: Quick Shot (Greyhound), Trick Shot (Violet Fuzz), Ragtime Shot (Balalaika)

Hsien-ko:
+Air dash speed increased by 200%; aerial momentum retained after attack-canceling.
+Senpu Bu now dash, Henkyo Ki, and j.S-cancelable.; startup reduced by 10 frames (all versions).
+Item throw durability increased to 3; Time Bomb remapped to qcf.S; stun items now regularly appears once every 4 tosses.
+Henkyo Ki recovery reduced to 20 for the L version, 22 for the M version, and 26 for the H version; L version now +4 on block; M version now +0 on block; H version now -4 on block; active frames increased by 50% (all levels).
+Canceled ground dash now always behaves the same as her plink dash.
+Ground attacks dash cancelable.
+Ground dash invincible on frames 10 – 25; dash takes 30 total frames to complete; distance unchanged.
+Houten Geki and her air throw now lead to full combos via c.H follow-up.
+c.H now OTGs and is jump-cancelable; travels faster and slightly farther.
+Chireitou startup reduced to 20+3, now carries two characters.

Assists: Senpu Bu L, Henkyo Ki H, Anki Hou S.

Hulk:
+Ground dash now attack and crouch cancelable.
+f.M gains hyper armor from frames 16-51 when charged.
+Gamma Tornado (all versions) hitbox significantly increased; throws the opponent less far away, allowing for a Gamma Wave L + assist extension as with air throws.
+Gamma Quake startup changed to 6+9; recovery changed to 0; Hulk is now free to move after pounding the ground.
-Minimum damage scaling on normal and special attacks reduced to 20%.

Assists: Gamma Wave H, Gamma Charge H (AA), Gamma Charge H

Iron Fist:
+Crescent Heel no longer ground bounces a standing opponent; assist startup time reduced to 37 frames.
+Volanic Roar causes a soft knockdown on all but the last hit.
+Iron Fist now has enough time to OTG opponents following Dragon’s Prey.
+Wall of K’un-Lun and Rising Fang can be performed without the Rekka series; Rising Fang air OK.
+c.L now hits low.
+s.S hitbox increased to allow conversions against aerial opponents near the ground.
+Can now double jump.
+Untechable time after an air and ground throw increased.
+Chi L, M, and H recovery reduced to 10; armor changed to frames 1-11; cancelable into Rekkas.
+Twin Snakes is now jump-cancelable.

Assists: Rising Fang, Crescent Heel, Wall of K’un-Lun

Iron Man:
+Ground dash is now attack and crouch cancelable.
+Air dash down/forward and down back startup returned to Vanilla levels; current acceleration and momentum retained.
+s.S horizontal and vertical hitbox significantly improved.
+c.H missile travels straight forward now.
+Smart Bomb now differs in trajectory by input: L version closer to Iron Man, H version furthest away; hitbox significantly increased; can now be charged: after 15 additional frames of charging, gains a larger hitbox, more hitstun, more durability, and descends slower; assist version has 35 frames of startup.
+Proton Cannon recovery reduced from 47 to 25 frames; now -5 on block.
+s.H and j.M hit boxes extended to match the hit box of c.M.
+Iron Avenger vertical hitbox increased.
-Minimum damage scaling on specials reduced to 20%.

Assists: Smart Bomb H, Repulsor Blast H, Unibeam M

Jill:
+Arrow Kick travels farther; air OK; ground version can now be canceled into Feral Crouch on hit.
+Machine Gun Spray damage increased to 20,000 per bullet (22 bullets fire).
+Mad Beast is now a level 1; Mad Beast no longer allows meter to be built; startup changed to 4+1.
+Double Knee Drop startup reduced by 10 frames across the board.
+Position Change is now +6 on hit.
+Fallen Prey now forces a neutral tech.
+Health increased to 900,000.

Assists: Arrow Kick, Somersault Kick, Sickle Kick

Magneto:
+Forcefield now reflects projectiles and negates beams.
-EM Disruptor L assist no longer appears behind the point character.
-Hyper Grav (all versions) damage reduced to 65,000; frame advantage improved by 7 for all versions on block.
-s.S now -6 on block.
-Magnetic Blast is now +15 on block and has 3 frames of landing recovery.

Assists: EM Disruptor L, Hyper Grav H, Reverse Polarity

M.O.D.O.K.:
*M.O.D.O.K. automatically powers his assists up through levels of understanding when able to.
+Big Barrier now negates high priority projectiles.
+Psionic Blaster vertical hitbox slightly extended downward.
+Hyper Psionic Blaster damage reworked; scaling with levels of understanding below:
0: 8,000 X 34 (177,100)
1: 8,000 X 40 (201,100)
2: 8,000 X 50 (241,100)
3: 8,000 X 58 (273,100)
4: 8,000 X 68 (313,100)
5: 8,000 X 76 (345,100)
6: 8,000 X 85 (381,100)
7: 8,000 X 100 (441,100)
+c.L hitbox now hits crouching characters near M.O.D.O.K.
+Using specials in the air no longer reduces the number of hits Hyper Battering Ram will be capable of.
+Hyper Psionic Blaster’s beam durability is now consistent across all levels of understanding.
+Untechable time on forward air throw increased slightly.
+Killer Illumination startup changed to 18+0.

Assists: Psionic Blast M, Balloon Bomb H, Barrier

Morrigan:
*Shadow Blade M float point reduced (removes Morrigan’s corner infinite).
+Shadow Servant THC chosen for all assist types.
+Finishing Shower hitstun increased.
+Vector Drain air OK.
+Darkness Illusion leaves opponent in a crumple state.
+Air throws and Vector Drain (all) untechable knockdown increased by 30 frames.
-Soul Fist and Soul Drain damage reduced to 70,000.

Assists: Shadow Blade H, Dark Harmonizer, Soul Drain

Nemesis:
+Fatal Mutation now has full invincibility; places opponent in a crumple state; startup time reduced to 10 frames; L+M input places the grab hitbox in front of him, M+H in the air in front of him, and L+H straight above his head.
+Biohazard Rush now has hyper armor from frame 1 until recovery; startup reduced to 8+1; vertical hitbox increased; recovers sooner to allow for post-hyper combos.
+Bioweapon Assault now better at predicting where rockets should fire; recovers sooner, allowing for post-hyper combos.
+c.H super armor changed to frames 8-27.
+s.H super armor changed to frames 7-24.
+Minimum damage scaling for hypers increased to 60%.
+qcb.S now fires a downward-angled rocket that hits the ground at half a screen away.
+Clothesline Rocket L: 26 frame start up, +2 on block(no rocket, soft knockdown); previous L and M versions moved to M and H, respectively.
+c.L now chains to s.L.
+Launcher Slam M now has armor from frames 8-29; carries over to the assist version.

Assists: Launcher Slam M, Clothesline Rocket M, qcb.S
 
Nova:
+Red health boosts only occur when S is inputted along with the normal command input; red health lost capped at 400,000.
+c.L is now +1 on block.
+Energy Javelin (assist) causes a soft knockdown.
-Air throw range reduced slightly.
-Timing for comboing off of throws made more strict.
-Human Rocket blockstun reduced (hitstun unchanged); DHC glitch fixed.

Assists: Energy Javelin, Centurion Rush M, Gravimetric Pulse H

Phoenix:
*Multiple Dark Phoenix characters are now distinguishable on-screen.
+Dark Phoenix health drain rate reduced.
+Dark Phoenix feathers now travel 15% farther.
+TK Shot (air) no longer makes Phoenix prone until she lands.
+Only one TK Shot of each kind may be performed per jump unless in flight (as with Trish’s traps).
+New Hyper: Overload; Phoenix loses all health immediately; requires 5 bars, rdp.AA; ground only.
+Flight startup reduced to 14 frames.
+f.M startup reduced to 19 frames.

Assists: TK Overdrive H, TK Shot H, TK Trap L

Phoenix Wright:
+Evidence now works as follows: meat is only acquired when Wright has red health to recover, bad evidence guarantees that the next evidence found will be good, and bad evidence rate has been reduced in general.
+Thrown evidence now causes dizzy state on hit for 120 frames.
+”M-Maya?!” L appears closer to Wright than before, startup is reduced to 15 frames, and the shield now benefits from damage scaling.
+c.H (Turnabout) now hits low.
+Stance Change reduced to 10 frames (from 20).
+”M-Maya?!” M and H startup reduced to 20 frames.
+Present Evidence and Paperwork air OK.
+Slip-Up startup reduced to 19 frames.
+Dash distance increased by 20%, total dash time unchanged.
+Hitboxes on normals improved slightly.

Assists: “Get em’ Missile!”, Questioning (becomes Objection when appropriate), Press the Witness H

Rocket Raccoon:
*Angel Gift no longer hits high; now produces a red laser that reaches up to full screen height which causes the trap to trigger off of aerial opponents as well as grounded ones.
+Bear Trap startup reduced to 20 frames.
+Mad Hopper now lasts 1200 frames.
+Rocket Raccoon’s aerial and ground series are now more reliable; c.H now hits low, and j.M now hits overhead.
+Oil Bomb fire is refreshed when a new Oil Bomb is thrown on it; Oil Bomb now set on fire by any projectile.
+j.S hitstun and hitbox increased significantly.
+Rocket Skate now cancelable into j.S; Rocket Skate (all versions) startup reduced by 5.
+Spitfire projectile durability changed to 4 per shot; aerial version can be canceled into Rocket Skates; damage increased to 60,000 per shot.
+Grab Bag startup reduced to 20 frames; damage decay from resulting combos decreased.
+General trap duration increased to 300 frames.

Assists: Double Spitfire M, Pendulum, Oil Bomb

Ryu:
+Hado Kakusei no longer causes Ryu’s health to drain; startup reduced to 0+4; duration increased to 750 frames; no longer allows meter to be built during its duration.
+Aerial Shinku Hadoken can now be aimed upward.
+Hadoken recovery reduced by 10 frames across the board; Hado Kakusei Hadoken now has 10 durability points.
+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 Tatsumaki Senpukyaku now ignores projectiles.
+Hado Kakusei Shoryuken and Hado Shoryuken hitstun increased significantly.
+Untechable time after air throws increased by 30 frames.
+j.L hitstun increased to allow links into Tatsumaki Senpukyaku L.

Assists: Hadoken L, Tatsumaki Senpukyaku H, Hado Shoruyken

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; Flight now tethered to the number of specials used in the air total (fly and fly-cancel both count as a special input); total Flight time limited to 180 frames before the ground must be touched.
+Health increased to 1,100,000.
+j.M, c.M, s.S, j.S, and j.H now deal 15% chip damage.
+Rocket Punch (all versions) recovery improved by 10 frames; hitstun increased by 5 frames on the ground version; now -10 on block for the ground version and -4 for the aerial version; ground version +5 on hit, aerial version now +6 on hit.
+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.
+j.H reduced to 14 frame startup.
-Damage on Plasma Storm and all non-beam normals reduced by 10%.

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

She-Hulk:
+Lights Out startup reduced to 25 frames; horizontal hitbox increased.
+c.L chains into itself on block/hit.
+Emerald Cannon hyper forces a wall bounce; no longer swaps sides between inputs.
+Weight and speed returned to Vanilla status.
+Emergency Landing (Catapult Cancel) no longer makes She-Hulk prone until landing.
+Canceling Runner’s Start has 0 frames of recovery; assists may now be called during Runner’s Start.
+c.H returned to Vanilla status.
+j.H hitbox improved slightly.
+Shooting Star now has 1 hit of armor; assist causes significant knockback on block.
+Torpedo causes less knockback on hit; assist version startup reduced to 35 frames startup.
+Somersault Kick has 1 hit of super armor beginning on frame 5.

Assists: Lights Out, Shooting Star, Torpedo

Shuma-Gorath:
*Shuma-Gorath's hitbox is now more consistent during combos.
+Air dash movement distance increased by 100%; total time to completion unaltered; air dashes canceled into aerial normals now carry the air dash’s momentum.
+Improved ground dash speed by 50%; total time to completion unaltered.
+Mystic Smash hitbox increased considerably; startup reduced by 5 frames across the board.
+j.S is now special cancelable, and characters knocked down by it during air series land next to Shuma-Gorath instead of far away.
+Mystic Stare’s recovery reduced by 10 frames across the board; charge time reduced to 30 frames; assist now shares the point version’s functionality.
+Mystic Ray charge time reduced to 30 frames; hitstun increased significantly on all versions; durability changed to 5x1 for L version, 10x1 for M version, 15x1 for H version; assist startup reduced to 47 frames.
+Chaos Dimension now recovers with enough time for Shuma-Gorath to perform an OTG follow-up; aerial version can now be mashed for additional damage.
+j.M hitbox increased significantly.
-Minimum damage scaling on normals and specials reduced to 15%.

Assists: Mystic Ray H, Mystic Stare H, Mystic Smash L

Spencer:
+Armor Piercer assist startup reduced to 35 frames, invincible until frame 36.
+f.H is now +1 on block.
+Bionic Bomber startup reduced to 25.
+Smash Kick and Critical Smash no longer use up Spencer’s wall bounce; still causes a wall bounce.
-Up grapple now affected by damage decay.
-Bionic Lancer vertical hitbox reduced slightly; no longer connects on opponents near maximum jump height.
-Swing Wire infinite removed.

Assists: Wire Grapple M, Wire Grapple L, Armor Piercer

Spider-man:
*Web Glide can no longer be block canceled; Spider-man can use Web Glide three times now before touching the ground; grounded Web Glide does not count against this maximum; Web Glide may be canceled into itself.
+Web Ball H (assist) is unaffected by hitstun deterioration.
+Spider Bite (assist) hits overhead and causes a ground bounce.
+Ultimate Web Throw hitbox changed to better match the animation; startup reduced to 15+3; now air OK; aerial version has a smaller hitbox than the grounded version.
+Untechable time after Maximum Spider increased slightly; now possible to OTG follow-up.
+Standing and crouching normals now pull opponents in more.
-Hitstun decay now continues to accumulate during Web Throw’s catch animation.

Assists: Web Ball H, Web Swing H, Spider Sting H x Spider Bite

Storm:
+Lightning Sphere hitbox increased, recovery reduced significantly, chargeable for a larger hitbox/hitstun, H version now has slight tracking.
+Double Typhoon now reaches to superjump height; startup reduced from 63 frames to 42 frames.
+Elemental Rage may now be X-Factor canceled upon the wall bounce occurring for a follow-up.
+Lightning Storm soft knockdown on all but the last hit.
+Flight startup reduced to 15 frames.
+Storm may now call assists when using Float after super jumping; Float may now only be used only once per jump; she must touch the ground to use the move again.
+Fair/Foul Wind active frames reduced to 20, total opposing character movement unchanged.
+Whirlwind startup time reduced by 5 (all versions); durability and instance creation now beam-based; L version is 5x1, M version is 7x1, and H version is 9x1; all versions now travel full screen.
+No longer mentions T’Challa in her battle quotes.
+c.L and s.L now chain into s.H and c.H successfully.

Assists: Whirlwind H, Typhoon (Tracking), Lightning Sphere H

Strider:
-Vajra (assist) untechable knockdown time decreased slightly.
+Legion travel time improved; each animal of Legion has 1 high durability point; piercing.
+Hyper Damage scaling changed from 30% to 50%.
+Formation B(Shot) no longer has a time limit; vertical hitbox extended downward to hit smaller knocked down characters.
+df.H now cancelable into Formation B (Shot).
+Minimum damage scaling on normals changed to 5%.
+Minimum damage scaling on specials changed to 10%.

Assists: Vajra, Formation A1, Gram H

Super-Skrull:
+Says “He loves you!” again during Inferno; Inferno now -3 on block; Super-Skrull no longer falls prone after aerial use.
+Meteor Smash assist causes a soft knockdown; hitbox reduced slightly from point version; no OTG; no overhead.
+Orbital Grudge now -1 on block.
+Skrull Torch now has invincibility starting on frame 1.
+Stone Smite gains 2 hits of super armor on frames 14-53; startup reduced to 47.
+Stone Dunk gains 2 hits of super armor on frames 16-42.
+Brutal Pile Bunker is now -2 on block.
+Flame Kick gains 2 hits of super armor on frames 12-52.
+df.H hitstun increased (blockstun unchanged).
-Inferno damage reduced slightly.

Assists: Tenderizer L, Orbital Grudge M x Fatal Buster, Meteor Smash (Tracking)

Taskmaster:
+Aim Master (uncharged) recovery reduced by 10 frames across the board.
+Aegis Counter now causes a spinning knockdown; can be followed up by wave dashing into a full combo.
+Guard Master (all versions) recovery reduced to 10.
+Sword Master (all versions) is now an overhead (Start up 21/23/25): follow-ups are no longer unblockable; the penultimate hit in the follow-up is launcher cancelable; all follow-ups now subject to normal damage scaling; follow-ups for L and H versions swapped.

Assists: Aim Master L (Hold), Aim Master M (Hold), Aim Master H (Hold)

Thor:
+Mighty Spark startup hitbox extended downward more; now safe for blockstrings against crouching characters.
+Mighty Smash M assist causes a hard knockdown after the ground bounce; armored from frames 36-63; now ground bounces against Amaterasu.
+Mighty Smash L super armor from frames 6-20.
+Flight Startup reduced to 20 frames; fly cancel is 1 frame.
+s.H has super armor from frames 6-20.
+s.L startup reduced to 6 frames.
+Startup on all versions of Mighty Strike reduced to 15-25 (charged) frames, have super armor from frames 12-30 regardless of charging.
+Mighty Thunder now causes pushback equivalent to Magnetic Shockwave; startup decreased to 10+4.
+Air throws now cause enough knockdown to ensure Mighty Thunder can always connect afterward.
+Mighty Punish range increased slightly.

Assists: Mighty Spark M, Mighty Smash M, Mighty Strike L

Trish:
+Trick “Hopscotch” hitstun increased; now OTGs.
+Flight startup reduced to 15 frames.
+High Voltage creates a small vacuum effect to ensure more hits connect.
+Duet Pain now hits OTG.
+Low Voltage recovery reduced to 30 across the board; durability increased to 4 on each bolt.
+Sign Switch H now causes Sparda to home in on the opponent.
+Round Trip durability increased to 8; no longer loses its hitbox after encountering any opposing projectile.
+Untechable time after ground throws increased by 20 frames.
+Trick “Peekaboo” causes a set amount of hitstun (60 frames); decreases by 10 frames for every use in a combo.

Assists: Low Voltage H, Trick “Peekaboo”, Trick “Hopscotch”

Tron Bonne:
+j.H returned to Vanilla status.
+Servbot Takeout can be X-Factor canceled on whiff.
+Gustaff Fire is now upper body invincible.
+Servbot Launcher recovery reduced to 20; assist version fires all 3 Servbots one after another.
+Beacon Bomb recovery reduced to 10 frames; if the Beacon Bomb hits an assist, a servbot is now launched and attached to the assist character.
+Servbot Takeout sends servbots onto the screen regardless of whether the beacon hit.
+Bandit Boulder now travels full screen; hitstun increased to allow better solo combos off of throws.
+Ground dash now attack and crouch cancelable.
+Shakedown Mixer now leads to full combos.

Assists: Gustaff Fire, Bonne Strike H (fully mashed), Servbot Launcher

Vergil:
*Round Trip glitch removed.
+Lunar Phase vertical hitbox increased slightly.
+Rising Sun now causes the same hitstun as its point version when used as a crossover counter.
+Sword Storm projectiles may now be fired manually with an A+S input, as with Blistering Swords.
-Rapid Slash is now -20 on block.
-Spiral Swords is now a level 2; vertical hitbox decreased slightly; may shift to one other sword formation free of cost.
-Dimension Slash may no longer cross up.
-Helm Breaker can no longer be canceled into s.S.
-Invincibility frames on Devil Trigger removed.

Assists: Rapid Slash, Rising Sun, Judgment Cut (Tracking)

Viewtiful Joe:
*Voomerang (charged) changed to disappear after the second hit; no longer lingers once its durability is gone.
*Shocking Pink glitch fixed.
+Red Hot Kick L and M hit OTG.
+Viewtiful Uppercut M (assist) now allows for full combos on crossover counter.
+Voomerang (all non-charged versions) no longer disappears when Viewtiful Joe is hit.
+Groovy Uppercut M is now +10 on hit.

Assists: Shocking Pink, Viewtiful Uppercut M, Voomerang L (Charged)

Wesker:
*Wesker’s in-battle character portrait now shows whether his glasses are on or off.
+Rhino Charge invincibility returned to Vanilla status.
+Samurai Edge (Low) prioritizes point characters.
+Jaguar Kick can now be canceled into any special on block.
+Tiger Uppercut L Follow-up Attack now has invincibility from frames 1-22, and is +2 on block; causes a wall bounce.
+Tiger Uppercut M Follow-up Attack now has invincibility from frames 1-25, and is +2 on block.
+Tiger Uppercut H Follow-up Attack now has invincibility from frames 1-23, and is +2 on block.
-Wesker now receives his glasses buff from Phantom Dance only when it goes to completion.
-Phantom Dance may no longer cross up.
-Launcher changed to -5 on block.

Assists: Samurai Edge (Lower Shot), Samurai Edge (Horizontal Fire), Jaguar Dash + Kick

Wolverine:
+Wavedashing with Wolverine is less likely to activate Berserker Charge.
+Berserker Charge provides slight red health recovery.
-Swiss Cheese changed to -3 on block.
-Fatal Claw damage decreased; it is now slightly below Berserker Barrage X.

Assists: Berserker Barrage H (fully mashed), Swiss Cheese, df.M

X-23:
+Angle Slice charged version startup time reduced to 30 frames and allows for a s.L link afterward; cannot be canceled into Weapon X Prime; non-charged version now OTGs with minimal hitstun (can connect Rage Trigger); assist version comes out in 35 frames.
+Rage Trigger now causes a soft knockdown.
+Weapon X Prime causes a hard knockdown.
+Slight hitstun increase on aerial normals.
+Untechable time after air and ground throws increased.
+M/H Talon cancelable into Talon L. If canceled through other Talons it causes a hard knockdown, other wise it stays as it is (ie. doing Talon L after Crescent Scythe is the same as it is now)
+Health changed to 900,000.
+X-23 is considered airborne for all frames of her Mirage Feint moves.
+Talon Attack M hitstun increased.
+j.M hitbox increased slightly.

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

Zero:
*Hit stop on multi-hit moves reduced for improved combo flow.
-Soft knockdown on Raikousen removed; minimum hitstun remains high; Lightning Loops still possible.
-Minimum scaling on specials and normals reduced to 15%
-Raikousen canceled by Buster no longer creates a Raikousen hitbox.
-Level 3 buster hits increased to 9; projectile is now 9x1 durability.
-Health reduced to 800,000.

Assists: Shippuga, Ryuenjin H, Hadangeki H
 

Dahbomb

Member
Can we at least have a new Mahvel GAF cycle? Shit is obsolete now.

Currently discussion X-23, Akuma, Strange and Strider.
 
This is a mish-mash of everything I saw. No discrimination in inclusion right now.

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.
*Crescent Scythe L cancels into Falling Claw
*Slight Hitstun increase on normals (not sure about the frames)
*Some invincibility frames midway through Mirage Feint M
*Untechable time after air and ground throws increased
*Neck Slice less punishable on block
*Talon Attack L ground bounce on airborne foe
*Talon Attack M wall bounce on opponent
*Remove stagger on Ankle slice, Frame Advantage on hit and block reduced
*Remove stagger on Neck slice, Frame Advantage on hit and block reduced
*Grounded specials are all cancellable by Mirage Feint

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

Strider:
*Vajra (assist) hitbox reduced slightly; untechable knockdown time decreased slightly.
*Legion travel time improved.
*Legion projectiles are now high priority.
*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).
*Minimum damage scaling on normals and specials changed to 15%.

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.
*Scaling on

Assists: Bolts of Balthakk, Eye of Agamotto, Dagger of Denak L
 
Figure out how much Raging Demon has to do to kill Thor in XF3. :p

Strider:
*Vajra (assist) hitbox reduced slightly; untechable knockdown time decreased slightly.
*Legion travel time improved; each animal of Legion has 1 high durability point; piercing.
*Hyper Damage scaling changed from 30% to 50%.
*Formation B(Shot) no longer has a time limit; vertical hitbox extended downward to hit smaller knocked down characters.
*df.H now cancelable into Formation B.
*Minimum damage scaling on normals changed to 5%.
*Minimum damage scaling on specials changed to 10%.
 

Dahbomb

Member
1,000,000

On Strange, Flame of the Faltine minimum hit stun decreased slightly to allow a few less reps of FotF loops.

On X-23, Mirage Feint cancel off of ground specials is VERY big. We need some X-23 players here to comment on the possibilities of this. Also bounces off of her Talon Attacks... I mean yea she needs it but I was hoping for a less obvious solution.

I don't understand how Neck Slice is punishable.. it's -1/0 on block.
 

Dahbomb

Member
X-23:

+ Ankle Slice OTGs even without charging
- Ankle Slice does not hit low
She only has one good assist and you want to nerf that too? LOL!

I think all that is needed on Ankle slice is the charge time to get the full OTG effect needs to be lowered. Probably from 39 frames to 35 frames. Give more untechable time after air throws.

Edit: NVM the Ankle Slice change is already in.
 

Frantic

Member
*Spell of Vishanti hitstun increased; it is now always safe on hit.
Rather than that, can't you just make it so that he recovers before landing after using Spell of Vishanti in the air? Because that's the only time I know of it being unsafe on hit.

Also, my suggestions for Strange:

+ Increase start up acceleration of forward and back dashes. Each travel 20% further.
+ Mystic Sword L destroys low and medium durability projectiles during active frames.
 
X-23:
*Ankle Slice (charged) start up time reduced to 25 frames; no longer staggers; assist version comes out in 35 frames.
*Rage Trigger now causes a soft knockdown.
*Weapon X Prime causes a hard knockdown.
*Slight hitstun increase on aerial normals.
*Untechable time after air and ground throws increased.
*Talon Attack L (air) now causes a hard knockdown against aerial opponents.

Assists: Crescent Scythe H, Ankle Slice, Neck Slice (Charged)
 
She only has one good assist and you want to nerf that too? LOL!

I think all that is needed on Ankle slice is the charge time to get the full OTG effect needs to be lowered. Probably from 39 frames to 35 frames. Give more untechable time after air throws.

Edit: NVM the Ankle Slice change is already in.

Consistent OTG > gimmick unblockable
 

Dahbomb

Member
Charge time should be 30 frames at least. The regular version is 20 frames so for 5 frames of extra charge that doesn't make much sense.

Hard knockdown on Talon L makes more sense than ground bounce. It's already that in a launcher series.

Consistent OTG > gimmick unblockable
Why not both? Just make a special exception for the assist version that it charges faster than point version. I think Karst already did that in fact. The assist version comes out the same as most other OTGs and the point version has faster charge up as well. Win/Win.
 

Dahbomb

Member
If Weapon X Prime causes a hard knockdown does that mean X-23 can follow up after it?

What if the Crescent Scythe assist was Crescent Scythe into Talon L? It would lead into a hard knockdown state, better for combos at least. Right now the assist is pure CC tier.

Which reminds me, we need to make a system change to crossover counters.

*Characters can act instantly after performing their cross over counter.
 
Maybe I should learn Chris/Dante... who should I use 3rd though o_O
Strider.

If Weapon X Prime causes a hard knockdown does that mean X-23 can follow up after it?

What if the Crescent Scythe assist was Crescent Scythe into Talon L? It would lead into a hard knockdown state, better for combos at least. Right now the assist is pure CC tier.

Which reminds me, we need to make a system change to crossover counters.

*Characters can act instantly after performing their cross over counter.
I would like for her to follow up after Weapon X Prime, yes.

Crescent Scythe into Talon L would mean full combos off of an anti-air with no effort at near superjump height. Nu uh. It's good as it is. Every crossover counter assist is primarily good for that reason.
*Crossover counter now always give you full control of the character after the crossover counter is initiated.

X-23:
*Ankle Slice now always OTGs; charged version start up time reduced to 30 frames and recovers fast enough to allow for a solo relaunch; no longer staggers; assist version comes out in 35 frames.
*Rage Trigger now causes a soft knockdown.
*Weapon X Prime causes a hard knockdown.
*Slight hitstun increase on aerial normals.
*Untechable time after air and ground throws increased.
*Talon Attack L (air) now causes a hard knockdown against aerial opponents.

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

JeTmAn81

Member
OT4, still going strong baby. Dem infinites, dat Zero, dat Chris G. 8 more years till a patch aka a new game!
 

Dahbomb

Member
Crescent Scythe into Talon L would mean full combos off of an anti-air with no effort at near superjump height. Nu uh. It's good as it is. Every crossover counter assist is primarily good for that reason.
At super jump height? Crescent Height does not go up that far as an assist.
 

Dahbomb

Member
Didn't we give Ryu a Hado Shoryuken that causes a soft knockdown as an assist?

Unless I misread something.

Edit: Oh yea we totally did! That shit needs to go for the assist at least. That projectile goes insanely far up, it's basically a reverse Energy Javelin now.

I think the way to balance X-23's assist would be just that it does the two moves but the Talon uses properties from UMVC3. That is it doesn't cause a hard knockdown on an aerial opponent. I think it would be a cool non-invincible AA assist to have.
 
Didn't we give Ryu a Hado Shoryuken that causes a soft knockdown as an assist?

Unless I misread something.

Edit: Oh yea we totally did! That shit needs to go for the assist at least. That projectile goes insanely far up, it's basically a reverse Energy Javelin now.

I think the way to balance X-23's assist would be just that it does the two moves but the Talon uses properties from UMVC3. That is it doesn't cause a hard knockdown on an aerial opponent. I think it would be a cool non-invincible AA assist to have.
What's wrong with Hado Shoryuken? It has massive startup. Crescent Scythe is really fast.

I don't support making great crossover counter moves also great assists. It's one or the other IMO.
 
Charge time should be 30 frames at least. The regular version is 20 frames so for 5 frames of extra charge that doesn't make much sense.

Hard knockdown on Talon L makes more sense than ground bounce. It's already that in a launcher series.


Why not both? Just make a special exception for the assist version that it charges faster than point version. I think Karst already did that in fact. The assist version comes out the same as most other OTGs and the point version has faster charge up as well. Win/Win.

The assist version can be low then I suppose. It's just that on point play that particular property is never abused.

Talon Attack L to me feels more like a special version of Nova/Vergil S, hence ground bounce. No need for hard knockdown, it's already a combo ender.
Give her a real instant overhead as well.
 

Dahbomb

Member
What's wrong with Hado Shoryuken? It has massive startup. Crescent Scythe is really fast.

I don't support making great crossover counter moves also great assists. It's one or the other IMO.
Hulk AA? Thor's Mighty Strike (which now has armor?) . You almost also gave Sentinel a st.S launcher with hyper armor... imagine that with CC. Ghost Rider's new Heartless Spire? Tron's assist? Haggar Lariat?

I don't even think this assist would be that great. Without invincibility it's not going to be picked much.


Talon Attack L to me feels more like a special version of Nova/Vergil S, hence ground bounce.
Closer to Nova's j.S I would say which causes a hard knockdown actually no ground bounce.

With hard knockdown you still get Ankle Slice plus assist relaunches.


Give her a real instant overhead as well.
Give suggestion then.
 
Hulk AA? Thor's Mighty Strike (which now has armor?) . You almost also gave Sentinel a st.S launcher with hyper armor... imagine that with CC. Ghost Rider's new Heartless Spire? Tron's assist?

I don't even think this assist would be that great. Without invincibility it's not going to be picked much.
Heartless Spire and Gustaff Fire are roughly on par with Crescent Scythe in assist utility. They get upper body invincibility because their hitboxes aren't as safe as Crescent Scythe. That move has a huge hitbox and a tiny hurtbox. Sentinel with s.S was removed. Hulk AA assist and Thor's Mighty Strike are in the same arena. Mighty Strike is probably the only assist in that list that's better than the others, and it's made up for by having a tiny area of effect.
 
Hulk AA? Thor's Mighty Strike (which now has armor?) . You almost also gave Sentinel a st.S launcher with hyper armor... imagine that with CC. Ghost Rider's new Heartless Spire? Tron's assist? Haggar Lariat?

I don't even think this assist would be that great. Without invincibility it's not going to be picked much.



Closer to Nova's j.S I would say which causes a hard knockdown actually no ground bounce.

With hard knockdown you still get Ankle Slice plus assist relaunches.



Give suggestion then.

J.l/ J.m wolverine style.
 

Dahbomb

Member
J.l/ J.m wolverine style.
So you want X-23's j.L hit box increased to allow for instant overheads into Fallen Prey?

Heartless Spire and Gustaff Fire are roughly on par with Crescent Scythe in assist utility. They get upper body invincibility because their hitboxes aren't as safe as Crescent Scythe. That move has a huge hitbox and a tiny hurtbox. Sentinel with s.S was removed. Hulk AA assist and Thor's Mighty Strike are in the same arena. Mighty Strike is probably the only assist in that list that's better than the others, and it's made up for by having a tiny area of effect.
Compared to a lot of the crazy assists now this seems about on par. Eh... you can decide on it if you want... I don't really care it was just a suggestion.
 
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Deleted member 13876

Unconfirmed Member
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On Strange, Flame of the Faltine minimum hit stun decreased slightly to allow a few less reps of FotF loops.

On X-23, Mirage Feint cancel off of ground specials is VERY big. We need some X-23 players here to comment on the possibilities of this. Also bounces off of her Talon Attacks... I mean yea she needs it but I was hoping for a less obvious solution.

I don't understand how Neck Slice is punishable.. it's -1/0 on block.

Neck Slice is okay fully charged. Rarely get punished. To reply to an earlier point you made, the Mirage Feint into Talon mix-up is fairly easy compared to her other stuff. Consistently doing the Mirage Feint cancels in combos feels like surgery, but I must say my execution isn't stellar. Still see tourney players complaining about it too, and the rare times you see her played a lot of them opt to go for easier and more consistent stuff. I'd like to see Killa Sasa's take. He has great execution and plays or played her a lot. Not sure on the bounce...

Weapon X-Prime is my favorite hyper in the game because it's so satisfying to blast through stuff, but your options afterwards are kinda crappy. A hard knockdown would be an excellent buff.
 

Dahbomb

Member
Remember that X-23 has a command grab.
A really bad one that has a lot of start up time although I guess that is balanced by the huge range it has. And Jill has a command grab + an overhead + right/left mix ups.

I think people want to lock a character down with a beam and then open them up Wolverine or Jill style.

Also how about a health buff to bring parity with Wolverine/Jill?
 

QisTopTier

XisBannedTier
Also how about a health buff to bring parity with Wolverine/Jill?
Eh she's technically more mobile than both of them though. I never really saw her as worse than wolverine outside of her damage being lower and her harder to play making it so there was no point in just picking wolverine
 
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Deleted member 13876

Unconfirmed Member
A really bad one that has a lot of start up time although I guess that is balanced by the huge range it has.

I think people want to lock a character down with a beam and then open them up Wolverine or Jill style.

Also how about a health buff to bring parity with Wolverine/Jill?

If I'm getting it right everyone is getting a slight buff in health right? That said she could stand to have just a little more but really not a lot. Really not sure on the ground bounce for Talon L. It would actually ruin my current combos if the second Talon L breaks it due to the bounce limit.
 

Dahbomb

Member
Eh she's technically more mobile than both of them though. I never really saw her as worse than wolverine outside of her damage being lower and her harder to play making it so there was no point in just picking wolverine
Her damage is actually really good with 2 assists.

The main difference between the two are normals, throw game and ease of applying tools. Wolverine just has insanely good range on normals for how fast they come out plus the Dive Kick OS is too strong. Right now Wolverine trumps X23 in terms of super jump presence because Wolverine is going to get a full combo while X23 gets nothing. Wolverine's throw game is much more consistent as well. Everything is easy mode for Wolverine to confirm but it's 3-4x as hard for X23 to do the same. Also Berserker Slash into Berserker Charge is one of the easier mix ups/pressure to set up.

I think without a better throw game and better super jump presence X23 won't really touch Wolverine in terms of effectiveness. We have addressed those two issues here. Nothing you can really do about normals except stuff like increasing hit box on j.L and increasing hit stun on normals in general.

As far as health goes I only brought up because Jill was buffed in health specifically. I think X23 qualifies just as much as Jill. I don't particularly care for the two getting more or less health because it's not health that makes Wolverine more effective than the two.


Really not sure on the ground bounce for Talon L. It would actually ruin my current combos if the second Talon L breaks it due to the bounce limit.
Nah it's going to be hard knockdown. Will work the same as Nova's j.S.

If I'm getting it right everyone is getting a slight buff in health right?
Everyone's getting a health buff but Jill specifically got a health buff just like Akuma is getting now. Jill and Wolverine are now same health going into the new version. That's why I asked for a change on X23.
 

chriskun

Member
Can you punish Vergil's H,S,H bullshit on block???
Also has anyone compiled any anti-Vergil info or know of any videos,
I searched but didnt come up with anything.
 
I think it might be Iron Fist.
Definitely not over X-23. Her ground dash completes in 16 frames and crosses half the screen.

Can you punish Vergil's H,S,H bullshit on block???
Also has anyone compiled any anti-Vergil info or know of any videos,
I searched but didnt come up with anything.

https://www.youtube.com/watch?v=48c2w-4XH5k

To punish HSHSHSHSHS spam, pushblock the H. If the player goes into s.S, it can't be canceled into anything; easy punish.
 

Dahbomb

Member
Can you punish Vergil's H,S,H bullshit on block???
Also has anyone compiled any anti-Vergil info or know of any videos,
I searched but didnt come up with anything.
http://www.youtube.com/watch?v=48c2w-4XH5k

http://www.youtube.com/watch?v=X5NCr7UX5zk

You can't punish Vergil's HSH on block you have to push block it and make him whiff a normal.

I am pretty sure X23 might have the fastest dash in the game. If not then it's easily top 3. IF's ground dash looks fast because a lot of his normals move him forward. If he does like a ground dash into a st.M into a kara cancel low rekka... that's like almost a half screen normal or something.
 
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