(10-13-2011, 12:59 PM)Kriven Wrote: I can't really tell where Wright's hitboxes are :-\ I wish they made his attacks a little more.. attackly.
although you could probably make the case that not being able to tell wright's hitboxes at a simple glance could be a strength; only people who study the match-up intently will be able to know the ranges and areas that they can attack or avoid BEING attacked by wright's normals
edit: in addition, here's a translated list of general systemwide gameplay mechanic changes from capcom unity:
Quote:1 - X-Factor can be activated in the air.
2 - The attack and speed increases for each character while in X-Factor have been adjusted. Additionally, the damage reduction minimum while in X-Factor has been decreased from 50% in MvC3 to 35% in UMvC3, and Hyper Combos performed during X-Factor will now be subject to damage scaling.
3 - An upward exchange during an Air Combo will take away 1 bar of your opponent's HC Gauge.
4 - When you launch the enemy in the air with a Special Attack, hold the button down and your character will automatically super jump to follow the launched opponent. (This can be turned on or off in the Options menu.)
5 - The window for Aerial Exchange Counters has been adjusted, making it easier to land one.
6 - If you land a Snap Back attack on an assist character, similar to the landing it on the point character, the assist will become unavailable for a short period of time.
7 - It will no longer be possible to block during an air dash.
8 - The rate of HC Meter gain has been decreased by 10%, to 90% of what it was in MvC3.
9 - In MvC3, the amount of hit stun caused by assists was fixed, but in UMvC3 hit stun caused by assists will also be subject to hit stun deterioration during combos.
10 - For characters who have 8-way dashes, the speed on their down-back air dash has been slightly decreased.