You don’t even have to travel to Japan, just ask Lord Knight for a game.
No, they couldn’t. Magneto had nothing to do with a TOD (full stop), Storm/Sentinel (as a team, in that order) could TOD in specific situations, and Cable could TOD with 3+ meters while building nearly zero.
Sentinel can’t TOD with five meters, much less three.
I don’t know if I’ve ever read a dumber statement on this forum.
If you’re going to try to compare to SG to MVC2, it would help if you knew something about MVC2. The only real meter-independent TOD threat in MVC2 is Iron Man/WM (who you just said doesn’t matter). Everyone else needs huge amounts of meter or highly specific DHCs to do anything near 100% damage.
Noel combos are pretty long, as well, same with Ragna.
Arakune has a few.
Ahkiko has a few, Naoto, Liz.
Outside of Arcsys, there are even longer combos.
Arakune has a TOD basically when you’re cursed, noel is quite long too you’re right. Pretty much every game has them, it leads to creativity. Who the hell would want a game with 3 hit combos as the max.
From my rather loose memory, I remember half meter Hakumen hitting like a grown man in a suit powered by magic equipped with a sword powered by magic should.
But enough of that, I’m confused, are people even arguing here?
I love SG but I hate long combos. /wrists
A sampling of nearly 5000 players is retarded? Do tell what sample size you would accept, because most US presidential election polls have around a fifth of that.
None of those games were advertised as having an infinite prevention system that stop loops or a patch that greatly reduces combo length.
What a cop-out. “These people don’t really dislike the game I happen to like, they’re just jealous of my mad skillz!”
Are you really so thin-skinned that the only way you can enjoy your hobby is by ragging on anyone who doesn’t share your interests? It’s not enough that Skullgirls is a great game that you like. You also have to categorize 90% of the fighting game community as scrubs so that you can justify the lack of popularity your game suffers?
Please. It barely been a month since you cried a river on this very thread over how Parasoul has to play so-much-smarter than everyone else. That must be because you’re a scrub who needs to step your game up eh? I mean by your logic the only plausible reason for anyone to complain about any aspect of a game is because they suck at it.
I didn’t even need to read anything else from that post, because the second sentence alone was enough for me to know all I need to know. Here’s a reference for you though:
[media=youtube]yqo3f5LMoL8[/media]
Wait are you seriously trying to tell us that if SG had shorter combos / no ToDs it would be as popular as SF4?
No, I’m just saying that SG has long combos, SG has TODs, and there’s nothing wrong with someone saying that they don’t like those two things. It’s a matter of different preferences. Different. Not better. Not worse. Just different. For a while there it was beginning to sound like a strawberry ice cream enthusiast club having a pity party over how stupid chocolate and vanilla lovers are.
Wait, are you counting assist punishing as “TODs”?
Let’s set aside the fact that IPS doesn’t apply to assists and you can do the same kind of infinite in SG. Was anyone in this thread talking about the extremely long and abusive combos being done to assist characters?
No?
Then I fail to see what relevant point you could possibly be making with that video.
I like long combos. They look sexy.
I wish Smash had longer combos.
I don’t make any distinction on what situation a TOD has to come in. All I care about is that I touch a character and then that character dies, guaranteed. If you don’t want to call it a TOD I’m cool with that. Call it whatever you want. Call it strawberry shortcake if it makes you feel better. All I care about is that I got one hit in and the other guy lost a character.
DevilJin 01 implied that touch of death situations are situational and rare in MVC2 (ie. only having specific characters be able to TOD off every touch or with enough meter). I helpfully pointed out that while TOD situations are theoretically rare, they are practically prevalent because just about every top tier team will take out a character from one opening without breaking a sweat. Maybe the character you lose is your point. Maybe your assist. I was assuming that most people wouldn’t make a huge deal over which one.
Then you came along and I’m not really sure what your point is. I’m just correcting your misrepresentations in case some poor schmuck is reading this and gets the idea that MVC2 is a fun-filled wonderland where you don’t just lose characters from one mistake.
I think the most fun TOD I’ve ever done is get a happy birthday infinite on an assist with Peacock. So satisfying.
SG lead animator Mariel Cartwright interview with Jonathan Holmes
[media=youtube]WCQuwwbVyVE[/media]
Hearing that there was 30+ more characters “planned” sounded delightful, especially since im forced to see those empty character slots every time i play. Hope Lab Zero can make something happen in the future
What infinite, pray tell?
(s.MK, j.LP, j.LK (1 hit), j.MP xx air dash, j.LP, j.MP, land, s.LP, s.MP) ad infinitum.
Want shorter combos? Just buff the overall damage then.
I am 75% sure I heard Mike say in an interview that he was going for this. Something about the last ten hits or so of every combo dealing miniscule amounts of damage, so he wanted to cut combos shorter while leaving the damage mostly the same. I’m too lazy to search for the video though. I think it was at one of the weeklies back when SG was still featured in them.
Also I’m beginning to think it’s not efficient to always conflate combo-length and damage. There might be people who don’t mind 30-second combo exhibitions but don’t want to die off one hit, or vice versa. Personally I like long combos and I don’t mind big damage (even TODs). I wouldn’t really care if the damage was toned down or not, but I’d like the game a bit less if the combos were shorter. I’d probably still play it though.
If you’re perfectly willing to use ridiculous, bizarre definitions of “TOD,” then why are you stopping at double snap?
IF YOU DO A THC, CABLE CAN KILL ALL THREE OF YOUR CHARACTERS AT THE SAME TIME, GUYS. MVC2 IS BROKE.
P.S. Did you guys know that in MVC3, ONE level 1 super can deal over 50% damage while you are BLOCKING IT?!?! Because damage done to assist characters and damage done to point characters are THE SAME THING now!
Not that im getting into this mess… But i think you are BOTH stretching to make your points.
Ukyo using assist snaps as tod… Is a stretch to say the least… But slightly viable but still… Stretch.
Your example of cable killing an entire team if they thc…much bigger stretch since thc arent even used much in mvc2. (Not that i play the game)
But seriously…i think you both lost sight of the big picture a long time ago.
Yall should agree to disagree, its a small point anyways, neither of you need come away the “loser” of this argument.
Meh, whatever.