Air supers are awesome and, in truth, something that helps make this game its own beast. If I want SF, I’d play SF. If I want MVC, I’ll play MVC. MK, same thing. AFO? I play it 'cause I want AFO.
Accept no substitutes.
Air supers are awesome and, in truth, something that helps make this game its own beast. If I want SF, I’d play SF. If I want MVC, I’ll play MVC. MK, same thing. AFO? I play it 'cause I want AFO.
Accept no substitutes.
Wait what do you mean? Being able to do a mid air special into a super or just regular air supers in general? I don’t have problems with the air supers I have problems with them being able to cancel out of moves like shoryuken or headbutt, ones that require special move input on first hit. But then again maybe Mrbrian is adding his own twist to these moves in AFO.
EDIT: Got most of my friends to get this game, they said it was the babies of SF,MK, and Tekken. Rofl’d when they started playing in my XBL Party.
MollyFighter is right…Some of the moves are way OP.
For example: the only supers that are used are Orb Shield and Ground Stomp. Why? because they are useful. I use to use Invincibility but I realize how mediocre it is…You shouldn’t be able to get thrown out of it and maybe then it will be looked at. Another super is Stun Kick, I love that move but there’s so little you can do with it if your character doesn’t equip the right move set. Maybe the build up timer should count down faster. I notice its kind of short but maybe not short enough… You cant even Super Throw your opponent when their stun. But what do I know?
Now for regular moves, again, only some are totally been used and effectively. Why? because they cripple half the move sets in the game. Twin Orbs is not overpowered but totally broken. And moves like Flying kick, charge ball, rushing combo needs a bit of juice. I use to use Rushing Combo (don’t get me wrong its not a useless move) but half the time it doesn’t connect with falling opponents properly.
Anyway, let us just see what the next patch brings to the table.
Diving Kick is another one I thought of, it causes knockdown instead of stun for combos. I could see it hitting people out the air but while their grounded just makes this useless. Invincibility is a troll armor, I don’t like to use it much other than saving me from Shield or any other supers. Tornado Kick has little mobility and isn’t aerial cancelable. Hope the next patch can give some potential to moves that need it though.
It’s entirely too early to call anything OP or broken outside of, say, unblockable projectiles on wake-up, and that got fixed. In all honesty, Ryan and Cyndi BOTH have competitively viable movelists against any setup out there, and neither of those use Twin Orb/Orb Shield/Stomp/Air Fireball.
If you open someone up with Combo Maker you may very well take their entire lifebar right there via resets, especially if they don’t have a super stocked or have a movelist without a great reversal (like people using Air Fireball or Twin Orbs/Meteor, for example). That ALONE makes that a viable super, but you also get guaranteed damage depending on your moveset and of course a decent combo if you do open your opponent up and don’t feel like going for a reset. Lunge Punch is a decent super as well for combo extension and has utility against projectile users. Stun Kick sucks when Stomp exists, true, but what super in 3rd Strike is amazing when compared to Shippu/Genei-Jin/Whatever Chun’s SA2 is called? None. And Super Fireball can be confirmed off of an overhead from any character anywhere on screen, which is something Orb Shield isn’t in corner with at least double-hitting overhead attacks (maybe single-hitting too?).
In short, don’t patch the game for a while. I’d like to see what actually BECOMES a problem, if anything does at all, before people write things off as problems because they can’t deal with them.
^^ Pure smart stuff.It’s way too early to call anything anything. MK9 made the same mistake and that game has been ass since the first revision.
There’s a tendency to complain about things that are powerful against bad fundamentals. It’s the lack of those that are the problem most of the time.
I guess it should be known that my favorite fighter is Marvel 2.
Ima just cut it short, right now if someone were to use moves like orbs or tk fireball, they are likely to win. Why, because moves like Rolling kick or teleport kick are impossible to land when moves have incredible recovery and can just be spammed. I cant get in with anything if you’ve already recovered, that’s basically leaving me free to body. That’s why we suggest nerfs should be applied. It doesn’t have to be two days from now but I hope it gets patched.
To get us off that topic, Found a corner loop with A.Fireball does 28%. Anybody been playing with Super Throw corner setups yet? Found a few, one for a jumping opponent and false setup into a launcher.
I agree. As I mentioned in a post before, let the game develop on its own and fix the REAL problems (like the unblockable glitch and such) first and then move to fine tweaking. As far as adjustments go, I’ll be honest I would prefer that stuff gets buffed to keep in step with what’s powerful already and kinda nerf the OP stuff if needed, but not to the point where they become useless. In other words, I don’t want to see SSFIV AE’s “let’s nerf everything and make everyone boring and suck” or MK’s “nerf/buff/listen to every suggestion under the sun” approaches all over again.
You DO realize that A.Fireball can loop with s.LP all the way across the screen for stupid amounts of damage, right? I mean, it scales so much that you’re doing like 1% per hit very soon and liable to mess it up but still.
Also, Zevak uses Shoulder and Uppercut (I think?) and he’s leaps and bounds better than I am. When he has a controller that works, I’d place him as the best person I’ve played (ecgief at a close second, tie FaceMe and Yadamono at 3rd). ecgief uses roughly the same setup that I do but FaceMe and Zevak use other stuff that works for them and they RULE me.
AFireball loop with LP working midscreen is news to me. you sure about that? It has pretty crazy knockback.
Unless you mean LP jump cancel to immediate Air Fireball-- that probably works but its frame perfect stuff.
That’s what I mean. I doubt it’s just-frame…if I can do it, it’s doable. I have horrible execution.
What I mean is the infinite on a standing/crouching dummy. That one is close to just-frame material.
Do you mean the rejump? I didn’t think that the rejump would loop after the first rep… pretty cool if it does.
I mean, while an opponent is standing (or crouching, I suppose, if you have a character with a fast and long-range s.LK), do standing light, jump cancel, TK A.Fireball, land, and repeat until you get near the corner. Corner will push you back about a million feet once you get there, so end it before you get there with your knockdown of choice (c.HP, c.HK xx HP Meteor, etc.) I CAN do it, but I’m not very consistent. Also, it scales so heavily that you’re doing less than a percent very shortly into the combo…that said, about 4 reps in you’re hitting near 36%, so don’t be afraid to just do what you’re comfortable with and then cancel s.LP into c.HP and end with your juggle of choice.
Really, nothing in this game is TOO difficult to do. The main problem is landing a s.LP in the first place since down+back is so good against anyone trying a mix-up without a verifiable super or special from overhead.
Naw man you have some decent execution if you’ve taken that combo that far. Good stuff.
The cr.LP and cr.LK are also jump cancellable, cr. LK is not too hard to land at all so you got yourself a setup.
Diving is so good in block strings. Found some plyers using it last night. Tried that loop, 2 reps so far. I mastered my jump loop with Rising kicks. Just gonna try doing it online (which is relly hard with lag). Just to keep track of loops found so far , I think like 4 or 5, Ima post my loops soon. Hogosha post your loops so i can see how to do them.
I have no recording stuff. Also, they’re not really loops. It’s just (st.LP xx TK A.Fireball) x N, where N = how long before you hit the corner. Can’t do it off a juggle so you have to do it off of either a TK A.Fireball or some form of light attack that leaves them in enough stun to hit with TK A.Fireball. c.LK is probably your best bet for opening someone up.
Kay, I try this when I really get the chance. I’d call it a midscreen infinite then since it stops in the corner due to push back.
^^ infinites died with marvel 2, everything is loops now :[
2 days until our second AFO tourney! Only two people signed up so far are me and MollyFighter.