Hello from a long time player in the fighting game world. My name is kogonagi and well I want to bring something that I am not sure has gotten a lot of attention in the past weeks. During the exploration phase that Marvel Vs Capcom 3 went through after release people clambered over multiple characters as top tier. Characters ranging from Ammy Sentinel Dante Wolverine Magneto Zero She-hulk Wesker Taskmaster and more were considered top tier. Now I bought the strategy guide and went round the list of characters trying to find the ones that fit my play style the best. Eventually I found my team(shuma doom skroll) but none of it had real good matches versus the what is currently considered good characters. Now it may seem that I make this complaint out of disrespect for practice and talent but I put in hundreds of hours of practice and play so I fell like I have a strong grasp on what good play looks like. After putting a lot of charter specific information together I found out what a major problem was: That c is the command for air throw.
First I want to go back to who I mentioned as top tier. Ammy Sentinel Dante Wolverine Magneto Zero She-hulk Wesker Taskmaster and others. Now what I want to show here is that the best skill to use for attacking your opponent from jump state with almost all of these characters is c. If you look at Zero Ammy She-hulk Taskmaster and Wolverine they almost never use A,B or S as the attack of choice from jumping state. For Ammy She-hulk Zero And Taskmaster it makes a lot of sense because it is the attack that crosses up their opponents. For Wolverine it is incredible good because it also has a high priority attack that causes ground bounce attached to it. Some people will argue that only bad wolverines will use dive kick a lot but that isn’t true. Watching this years EVO dive kick came out in force for both Noel Brown and pr Balrog. The reason it is so good to use is because that hitting down forward c not only uses your best attack to approach but it also option selecting throw at the same time. In many cases I feel that this is creating a large problem for much of the cast.
Characters like Jill, Modock, Doom, Shuma gorath, Ryu, Akuma and Spencer all attack from the air to the ground with buttons that are not c. This is not to say that they do not have a decent aerial attack that is the c button or that they lack good ways of getting in but it is more to make the point that their better pressure options are all on different buttons or command attacks they do not at the same time option select throw. This is the big problem because it reduces their attack options as well as makes them more vulnerable to air throws. Lets say that Ryu’s j. s attack was on j c instead. I could now, like Task or Zero j. c with Ryu and feel modestly safe that my opponent will not be able to do their normal air pressure and beat me out do to the fact that their attack is also a throw. I am fine with attacks beating other attacks or throws beating out attacks but I am less fine with people being able to try and do both things with out knowing which one they are actually going for.
Currently I have very few fix ideas for this problem. I have run it again and again in my head to try and think of a command or set of inputs to add to the game to create a better situation in which throws have to be more thought out(Viscant and Combo Fiend) and less mashed out (wolverine in general). One fix so far is to make air throw a command skill that is the same one every character something like S+A buttons or something else like a double tap of a button . This would require forethought into inputting the command for a throw. But this also leads into problems because any one who now approaches with a or s Spencer or Magneto or any other tri jumper can now get air throws from those by plinking the command. To fix that problem I thought of adding a throw animation that was very fast and hard to punish on the fly but still not free attack tacked onto a throw attempt. Another small thing to do would be to remove the ability for combos after throws and increase their base dmg. I am not a huge fan of this idea because it alters game play a large amount but at the same point it seems that throws are super important in how one wins in this game. I also understand that the command for air throw being S+A would inhibit some of the cast with actions using that command. But I feel like it only truly effects Captain America. But I do believe that this is a step in the correct direction for this game for multiple reasons mainly that it increase depth and reduces character power discrepancy.
Thank you for your time and wish to hear your thoughts on this idea.
Anything is welcome as a response, criticism or not.