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Ultimate Marvel vs. Capcom 3: Fate of Two Worlds

Gates

Banned via Warnings
Joined
Mar 22, 2008
Messages
9,316
If a move has a 10 frame start up it means that you can stuff it with a move that comes out in less than 10 frames.
 

Pikaville

Pikaville returns 10 years later.
Joined
Feb 16, 2006
Messages
10,897
Location
Kinsale, Ireland
But it's incredibly obvious how quick moves come out in this game anyway.

By the time you have realized what move someone is doing and whether you can "stuff" it, it's pretty much already too late.

The only way I can see it being useful is against the slowest characters, even then you just have to use your head.
 

o-Serin-o

I think 56 nights crazy
Joined
Jul 16, 2009
Messages
7,878
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Montgomery
I like not being included amongst the group of people that play on the 360. But I guess I don't count until I get better that the game. I still get beat by spammers online .____.

And wtf, Etwist that **** is hard as ****. I can only so it when I mash that muh****er. Is it even practical forreal?
 

ETWIST51294

Smash Hero
Joined
Mar 16, 2008
Messages
8,693
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Captain Falcon
I like not being included amongst the group of people that play on the 360. But I guess I don't count until I get better that the game. I still get beat by spammers online .____.

And wtf, Etwist that **** is hard as ****. I can only so it when I mash that muh****er. Is it even practical forreal?
It's practical, the main problem is that you get TKs if you **** it up slightly.
 

Gates

Banned via Warnings
Joined
Mar 22, 2008
Messages
9,316
Well good to to all you guys reacting in less than a 6th of a second.
Average human reaction time is about a tenth of a second.

You know, I'm starting to think you're not an actual Sentinel at all.
 

ETWIST51294

Smash Hero
Joined
Mar 16, 2008
Messages
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Captain Falcon
LOL I'm bad at this game, I don't play it a lot, sooooo I'm alright at it. It didn't take me long though since I already had the motion down on muscle memory (because I play Viper in SSF4, and the timing in that game is super ****ing strict but it isn't as fast) and all I had to do is speed it up.
 

Gates

Banned via Warnings
Joined
Mar 22, 2008
Messages
9,316
Jean Grey isn't an alien, but the Phoenix Force is a cosmic entity that has an affinity for possessing and empowering human or mutant psychics (Jean Grey and her children, Emma Frost, the Stepford Cuccos, etc.).

Interestingly, when it possessed the Stepford Cuccos, they COULD control it!
 

Brightside6382

Smash Lord
Joined
Apr 27, 2006
Messages
1,538
Location
Skokie, IL
If a move has a 10 frame start up it means that you can stuff it with a move that comes out in less than 10 frames.
This is the dumbest thing I've ever read in awhile. You should feel bad for writing it.

But it's incredibly obvious how quick moves come out in this game anyway.

By the time you have realized what move someone is doing and whether you can "stuff" it, it's pretty much already too late.

The only way I can see it being useful is against the slowest characters, even then you just have to use your head.
Frame data in the Vs. series has never been that important. While it is good to know some basic stuff like jab speeds etc it isn't as vital as it would be in SF4.
 

cutter

Smash Champion
Joined
Jun 4, 2008
Messages
2,316
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Getting drilled by AWPers
So apparently there's some rumor of another balance patch getting leaked on Eventscrubs. Here's the link, but it got taken down likely because it might just be someone trying to cause drama: http://www.eventhubs.com/news/2011/apr/10/mvc3-huge-balance-update-leaked-from-captivate/

The alleged changes:

*Wekser Samauri Edge startup slightly increased.

*Wesker vitaltiy decreased to 965,000 (from 1,100,000).

*Akuma Tatsumaki Zankuyaku hitboxes reworked. He has slightly more vulnerability on the upper half of his body.

*Super Skrull Inferno damage reduced to 263,500 (down from 284,100).

*Zero's normals do slightly more damage overall but the hitboxes on some have been reworked (???).

*M.O.D.O.K vitality increased to 1,000,000 (from 950,000).

*Taskmaster Legion Arrows do less chip damage.

*Tron Bonne Gustaff Fire crossover assist given a few more frames of vulnerability before and after the attack.

*Wolverine deals slightly less damage overall.

*Wolverine vitality increased to 975,000 (from 950,000).

*Sentinel damage slightly decreased overall.

*Dark Phoenix continues to drain vitality even when in X-Factor mode.

*Viewtiful Joe hitboxes on normals have been reworked. He should have slightly more priority.

*Magneto Gravity Squeeze damage has been reduced to 325,000 (from 400,000).

*Magneto j.H does slightly less damage and builds less meter.

*Amaterasu ground and air throw range slightly reduced.

*Amatersu Disc Combo tweaked. The first hit has longer startup and the last hit has slightly longer recovery.

*Buffs on characters will continue to deplete while that character is performing a crossover assist (timer will not display unless character is on point).

*X-Factor bonuses tweaked at all levels for all characters. Overall, level 3 does slightly less damage for most characters.

Found this on GameFAQs of all places: http://www.gamefaqs.com/boards/995375-marvel-vs-capcom-3-fate-of-two-worlds/58752311

It's probably just fake, but if it's real somehow, expect SRK to just blow up.
 

Gates

Banned via Warnings
Joined
Mar 22, 2008
Messages
9,316
Citing GameFAQs in a discussion is like citing Wikipedia in a scholarly essay - it immediately ruins all of your credibility.

But I'm bored so let's go through this anyway.
*Wekser Samauri Edge startup slightly increased.
Need to know the specifics on this. Is it just the horizontal gun or the OTG gun? The horizontal gun wouldn't be so bad but the OTG gun would ruin a lot of his combos.
*Wesker vitaltiy decreased to 965,000 (from 1,100,000).
Seems reasonable. idk why Wesker had so much health in the first place. 965K is another random number too though. Does Capcom just want to have really weird health tiers?

*Akuma Tatsumaki Zankuyaku hitboxes reworked. He has slightly more vulnerability on the upper half of his body.
ok? He was already upper body vulnerable so idk what the deal is really. I guess this makes him more manageable to deal with as an assist.

*Super Skrull Inferno damage reduced to 263,500 (down from 284,100).
I don't like this. Inferno is a good super to rely on for Skrull and nerfing it is probably not a good idea since Skrull Torch can be kind of...inconsistent.

*Zero's normals do slightly more damage overall but the hitboxes on some have been reworked (???).
Seems like a reasonable tradeoff. Zero is a little too safe with most of his moves, so cutting back on their range can only help overall.

*M.O.D.O.K vitality increased to 1,000,000 (from 950,000).
Good. MODOK needs all the help he can get.

*Taskmaster Legion Arrows do less chip damage.
Doesn't really affect the character overall, just makes his assist a little worse (not that it was very good to begin with though).

*Tron Bonne Gustaff Fire crossover assist given a few more frames of vulnerability before and after the attack.
I'm on the fence about this one. It seemed like their strategy with Tron was to have a character who was ok on point with a really good assist, but now it seems like they just want a mediocre character all around. On one hand, Tron's assist was incredibly abusable, but on the other hand it was one of a few things that made her really good.

*Wolverine deals slightly less damage overall.

*Wolverine vitality increased to 975,000 (from 950,000).
I think both of these changes are reasonable. Wolverine didn't have to work hard for damage at all in this game and a damage nerf seemed pretty much inevitable. At the same time though, if his damage was nerfed he'd turn out to be a kind of crappy character overall. A health boost is a step in the right direction for him to make sure that he gets nerfed but is still playable.

*Sentinel damage slightly decreased overall.
I HATE THE UNIVERSE.
I mean I knew it was coming but still.

*Dark Phoenix continues to drain vitality even when in X-Factor mode.
...wow. That's kind of extreme. Actually no, that's really extreme. I expected them to nerf DP's damage in X-Factor but not her healing ability. The reason why Phoenix goes into X-Factor so often is because she needs it to counteract the health drain on her, not because she needs the extra damage. Now DP pretty much needs to have a meter ready for Healing Field constantly. Good thing she builds meter ridiculously fast. This is still too much though.

*Viewtiful Joe hitboxes on normals have been reworked. He should have slightly more priority.
I'll have to ask SamuraiPanda what he thinks of this. Personally I think Joe needs range more than anything else, but I'm not a Joe main so idgaf lol.

*Magneto Gravity Squeeze damage has been reduced to 325,000 (from 400,000).
Seems reasonable, I mean this is a super that will hit a character from space.
*Magneto j.H does slightly less damage and builds less meter.
I gotta commend Capcom for this, they knew exactly the perfect nerf for Magneto. Well done. I doubt he really needed it though and all this means is that Magneto players will just have to get familiar with resets.

*Amaterasu ground and air throw range slightly reduced.
I'm not sure this was really needed. I mean yeah, throw into super is super easy for Amaterasu but it's not really so bad that it needs nerfing. Storm can throw into her Elemental Rage super too and hers is actually a lot more dangerous because of the DHC trick. So yeah, I don't really think this was all that necessary. Or maybe I just haven't faced enough Amaterasus and she has more range on her normal throw than Thor does on his kara command throws. I really doubt that's the case though.
*Amatersu Disc Combo tweaked. The first hit has longer startup and the last hit has slightly longer recovery.
Well I guess this was needed to get rid of his infinite and a lot of Amaterasu scrubs use **** as a hit confirm, so sure why not.

*Buffs on characters will continue to deplete while that character is performing a crossover assist (timer will not display unless character is on point).
Hey Hsien-Ko, EAT A ****. Seriously, this is so random. Hsien-Ko is the character who exploits this the most and nobody else really abuses it. Dante doesn't do much aside from gain more health back, Arthur's and Zero's moves aren't affected a ton by it, and most other characters with a similar super don't get to keep it when they tag out, either because it's a level 3 (Jill) or because is summons something character-specific on the screen (Morrigan, Felicia). This nerf doesn't make a lot of sense and just seems kind of dumb.
*X-Factor bonuses tweaked at all levels for all characters. Overall, level 3 does slightly less damage for most characters.
****ING FINALLY. This is the best thing in the whole patch so far.
I really don't like Capcom's Team Fortress 2 mentality of just patching stuff every few weeks (and exploiting us with DLC costumes but hey gotta make money somehow). I'm honestly kind of concerned about this being true because it makes me afraid to pick up Wesker and Magneto. They weren't nerfed by much on paper, but if it turns out that the nerfs themselves are pretty severe when they're implemented they could be game-changing. Maybe I should just be like Justin Wong and pick mid-tier characters who won't really get nerfed.

And yes I know the first patch was planned before the game came out, but what about this one? This had to have been in progress after the game was released.

Also, if they're going to have a second balance patch, why not fix the DHC damage reset glitch?
 

Serris

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I could live with the hypothetical change to Dark Phoenix's vitality drain if the rate of decay wasn't too extreme, but other than Tron's Gustaff Fire hitbox and Zero's Z-Saber range being adjusted, I really don't see how these changes benefit the game at all. Especially with the proposed change to Super-Skrull's Inferno. Super-Skrull was never a problem to begin with. Why would Capcom consider nerfing him when literally no one has complained about him? At the very least, if Capcom were to nerf Gustaff Fire, they should at least adjust Haggar's Double Lariat hitbox to make him vulnerable to low attacks. I can handle him when he's on the field, but that assist is annoying.
 

Savon

Smash Ace
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Jun 26, 2010
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Sentinels were officially added to the endangered species list after the nerf. It is not like Sent will become a trash character, he is still good.
 

Pikaville

Pikaville returns 10 years later.
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Kinsale, Ireland
You can say what you want, but Sent would become almost pointless to have if his damage was nerfed.

I'd literally be hindering myself for the sake of pride, which is foolish IMO.

Less damage+less health= why not just pick Hulk.
 

GunmasterLombardi

Smash Champion
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Jan 4, 2009
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My ego...It's OVER 9000!
They need to tweak X-Factor alone. It'll cause a ripple effect and problems with other characters will blur.

It's because of X-Factor that people complain legitimately about Sentinel and Pheonix anyway.
 

Pikaville

Pikaville returns 10 years later.
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Messages
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Yeah X-factor right now is kinda silly.

I still think no damage boost or a very slight damage boost, but maintain no chip damage and speed.

Also lower it to 5, 10 and 15 seconds.
 

Pikaville

Pikaville returns 10 years later.
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Kinsale, Ireland
It has it's issues, but I don't think it sucks.

What does suck is when your character is nerfed to oblivion.

I hate relearning stuff.
 

Lythium

underachiever
BRoomer
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Mar 6, 2009
Messages
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Halifax, Nova Scotia
I don't think this game sucks yet, but I do think it's on its way. It's great that they have the ability to patch the game, but they could at least wait for a few months to see what's actually broken.

So many people in my local Marvel scene are starting to not care about this game, and it's pretty funny.

edit: Actually, I changed my mind, this game sucks. Welp.
 

Minato

穏やかじゃない
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Sep 8, 2007
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Corona, CA
I've been playing this game less and less but I still think it's good despite its flaws.
It's no MvC2 but I can't find any reason to think the game is just plain bad (besides level 3 XF lol).

If anyone wants to play MvC2 with me though, hit me up. I still love playing it.
 

Atlus8

Smash Master
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Los Angeles (818 Panorama City!)
I will take this game very seriously with two conditions:

1. No X-Factor (or give is the option to turn it off at least!)
2. Ground techs!

If I could only choose one then I'd definitely want them ground techs! This would dial down those loooong OTG combos that we see every single f***en match! As far as characters go, some need a few buffs (i.e Arthur)! I had no prob with pre-patched Sentinel!
 

Savon

Smash Ace
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Jun 26, 2010
Messages
730
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New Orleans
I like this game more than MvC2. MvC2 was unbalanced, had dull characters, and revolved around only a handful of characters.

Get rid of x-factor in MvC3 and I will be fine. Also adding ground teching I guess.
 

Serris

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I'm done with ranked matches. Ever since I've hit 4th Lord, it's practically a wall. I'll go on a three-game streak, then get crushed by some variation of Dante/Wesker/insert character here.
 

cutter

Smash Champion
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Getting drilled by AWPers
Looks like that patch is fake. The thread got taken down on Gamefaqs, so whatever I guess.

I will take this game very seriously with two conditions:

1. No X-Factor (or give is the option to turn it off at least!)
2. Ground techs!

If I could only choose one then I'd definitely want them ground techs! This would dial down those loooong OTG combos that we see every single f***en match! As far as characters go, some need a few buffs (i.e Arthur)! I had no prob with pre-patched Sentinel!
1. X-factor is never going away.

2. Tech rolling is not coming back. The long OTG combos that characters can do are intentional. In MvC2, many characters were unable to do a super after launching someone, so they best they could do was the magic series (LP -> LK -> MP -> MK -> HP/HK) for little damage. Consequently, many of those characters were ***. The fact that everyone has OTG combos into a super was intentional by Capcom to balance the roster. Everyone can now do a super after launching in some way.
 
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