A reflection on 10 years of marvel. - Front page article!

You’re still saying ’ making long combos harder makes them more common’, which is counterintuitive, to say the least. The analysis of why you do long combos in those games is interesting tho’.

That’s because hitstun poration does NOT make it hard to do “long” combos, just INFINITE combos. That’s why when that system is in place you want to make every combo last as long as the game will let you so you can net the maximum amount of damage.

… Umm, you’re now saying that decreasing the amount of hit-stun suffered per hit doesn’t make longer combos progressively harder?

When people are saying they’re avoiding relaunching because the ruining becomes too difficult, doesn’t that imply that’s incorrect, common sense aside?

Let me start over since I must have phrased that wrong:

The way TvC and MvC3’s hitstun poration works means that your enemy will recovery a little faster on every hit. The intention here is to make it impossible to perform infinites. The side-affect (that I failed to mention earlier) is that enemies can recover in the middle of a super or multi-hitting move where they would otherwise take all the hits guaranteed if they’ve already taken a lot of hits in the combo. This side-effect means that you have to be very specific in the way you do a combo, because any extra hits early on can lead to you being unable to complete the finishing move. You can still do lengthy, drawn-out combos but it’s going to have to be the same combo every time because any change will screw you up at the end.

A very good example of this is Yatterman-2’s robot. It’s controlled by A.I. and will hit the enemy at random intervals. This can actually screw you up since if the robot decides to hit your enemy while you’re combo-ing them, it will increase the hit count and possibly let the enemy recover early from the combo.

Ok I get weekday you’re after, we’re after different points.

Everything you’ve said is true, and I’m actually a fan of per-move proration as a partial solution to that.

The place I’m coming from is saying that in addition to the end of super problem (which I think is easy to address), the increasing difficulty of continuing the combos encourages things like going for resets… Or cutting out early to a finisher you know will work.

I’ve gotta add, going down to a tolerance of one hit seems like not the best idea anyways, but I know thats how people think :wink:

You’re right about resets, but if the producers want to encourage reset attempts they should remove bounce teching (when you recover from a move in the air you flip over dramatically, making it obvious to see when you’re out of hitstun) so taking the enemy by surprise by switching sides is easier.

its pretty obvious that you dont play GG…

combo into super :rofl:

GG was a bad example…

dont worry man, i just find funny that many people talk about GG without knowing really how the game is played at high level

Combo > FRC > x n > knockdown would be a more accurate description, for those who are interested…

still, considering that there are characters that barely use their FRC like Eddie for example who likes to use his FB instead, also not every combo in GG is a loop, but yeah that can sum some of the idea

It’s all about that knockdown.

I buy the argument that Capcom should make it appealing to more people, but how you get to the point is definitely thorny. There is a point that the MvC1->MvC2 transition already “simplified” things (moving from the arcade 6 button layout to controller/pad 4+2), but – yeah, I’m baffled how some of the game aspects are ‘simplified’.
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Dude, it’s just that I’m sure all the marvel players image of what Mvc3 should have, could have been is totally different from whats in development. Most versus games have been very free flowing with room for lots of creativity. Thats where half the fun is in the training room, exploring and trying to figure out what works and doesn’t work in making combos, etc. But man, this is looking to be so restrictive with the same bnb combos.

Dude, it’s just that I’m sure all the marvel players image of what Mvc3 should have, could have been is totally different from whats in development. Most versus games have been very free flowing with room for lots of creativity. Thats where half the fun is in the training room, exploring and trying to figure out what works and doesn’t work in making combos, etc. But man, this is looking to be so restrictive with the same bnb combos.
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It was stated by Seth that the current infinite prevention system isn’t final…

^That’s an interesting quote glitch! Never seen that happen before…

Its because he had a unsigned endquote.

You seem a tad jaundiced on the whole idea >>

people dont understand that a well designed system to prevent infinites still gives you plenty of room for creativity, yet i agree that at this point it seems that capcom hasnt designed it well

Seems like a stopgap for now, the original versions reported certainly needed a TON of tweaking.

It was stated by Seth that the current infinite prevention system isn’t final…
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Dude it’s going to have so many characters, so many new combos… it’s greatness! I have insider info and have heard from Capcom big wigs that this will be the best MvC game ever!

You can get it at least one week early at das cheap! Get it from my sponsors!