If I wanted a GG button lay out, I would have played GG. That wack ass layout killed MvC3 for me. I really do hope they bring back the GOAT MvC2 layout. I hate you all for giving MvC3 a pass.
It could be either what @killthevibe said, or you aren’t able to tag in your partner after gem activation, which I’m not sure why they’d want to do that exactly but there could be a reason for it.
Probably cause the stones become useable after your partner has died.
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Not good cause when you have very low life with one character and other full life , people will just sacrifice the first.
I hope there is some gem gauge , so if you have a very low life character try to find a way to tag and use gem with second character instead of let him died to activate.
In old VS games, attacks are more important. I mean if I’m playing a 6 button VS game, take MvC1, if I have Ryu, and you’re jumping around, I may be able to dash under, S.MP, which kind of pops you up > shinkuu tatsumaki, and its pretty big damage. Even in MVC2, you have to rely on C.LK, unless the character (which arent many) have great Hard attacks.
In MVC3 with the hit bubbles and rapid fire jabs, it’s even more stupid IMO. Anti-airing with S.L > multiple S.L > combo. Doesn’t even make sense.
But there’s def not 6 buttons. So… one can only hope for 4, and that you can rapid fire L.
So how did kicks come out compared to punches? I mean how can a character do a kick as opposed to a punch if there’s only 3 buttons? Also what’s a launcher (S)?
You don’t do kicks compared to punches. For some characters, standing light is always a punch. Others have kicks. Crouching light is the same situation. Launcher is a single strike that launches the opponent into the air for a combo.
Yep. Tapping one of the assist buttons makes one of your other characters come out and do a move (depending what assist button is pressed), pressing and holding one of said buttons switches characters and pressing and holding both gives you a crossover combination attack.
-Everyone has same launcher button than it being D+P, DF+P, D+K… you don’t have to find someone’s launcher or have trouble remembering them.
-You can have Light, Medium and Hard for slow, medium and fast Hadouken rather than just slow and fast Hadoukens as in LP,HP,LK,HK setup.
-Y or Triangle served as a proper 4rth button. You could use it like a Hard in air to start combo, and send down people from earlier combo just like Hard punch, kicks in MVC2. People had moves associated with it input command plus Launcher button. It’s not like it was only for launching and sending down.
-LMHS setup from MVC3 is more accessible.
-You could still do combos similar to LPHPLKHK setup by for example in air L>M>M(different attack)>H>S (basically second high to send down)
As with balance of kicks and punches… I think it’s okay to not have punches and kicks specifically tied to buttons for each character. It’s more about how fast your attack comes out, how strong it is, and how much range it has regardless of kicks or punches.
Moreover, whatever is in the trailer, can easily be achieved with LMHS. The 4 seperate attacks on both ground and air can be L>M>M>H>Launcher. Same in air.
There are no assists, so why would you even need the MvC2 layout?
MvC1 layout gives more attack buttons so you automatically get more options. Whatever extra functions are needed could be mapped to HP+HP, MP+MK or LP+LK like they were in the older games.
Technically letting go of the assist button within a certain number of frames calls it. That’s a small but significant change that a lot of people didn’t actually like in MVC3.
Let’s not bring Maximillian into any of this either. The guy seems like enough, but his track record for things like this is not exactly great and he lacks a firm grasp on any of this shit either. I don’t think of Max when I think Lab Monster.
p.s. Prefacing any post with “according to Max’s latest vid” makes you sound like a cult member.
I think they should go with a layout that looks like this
LP M S
LK H Tag
It makes it so that you can pressure characters and catch chicken block attempts using crouching jab. Everyone gets their lows. You can give characters effective mediums to poke with, unique heavy buttons, a launch button for ease of use, and a free tag button that you could do crazy stuff with, like the return of variable cross with a twist. Infinite tags but you can control one character at a time and you have to rapidly switch between your characters with a tag button.
I think the reason Capcom is going light on reveals is that they still are deciding on the layout and saying you don’t need “crazy dexterity”