Phoenix? She has HALF of Ammy’s health! XD Besides Phoenix, no one else is lower than her, only equal.
That video you posted of Ama’s loop is slightly misleading. She can do it at least 5+ times on a standing opponent without the trip that causes Sentinel to rise into the air.
And if hitstun decay only factors in number of hits without considering repetitions, then loops should theoretically be “infinite”
Unless Capcom has some other sort of prevention in, such as limiting repetitions.
I’d love anyone in this thread forever if they can show us exactly how long she can do this loop.
hit stun decay exists in this game. as a combo gets longer, the hitstun of each move starts to deteriorate. meaning if u are doing a theoretical “infinite”, after so many repetitions, the opponent will have an opportunity to block
Also, this is Mahvel and we want loops and infinites.
Well, I do.
Well yeah there won’t be true infinites with hitstun decay that decreases over time.
That’s not what I’m suggesting. What I’m saying is if Ama’s loop can be performed for just as long as a combo that involves weapon swapping or complex button press combinations, then there is no room for creativity. There is no room for seeing varied combos in a professional setting. Everyone will do the loop.
I don’t know why anybody would want that. Easier combos, no creativity, boring as fuck to watch. What exactly is the upside to them?
Nobody will be doing what Ama does in this video:
[media=youtube]xJlS2pWRn68[/media]
And if she can do the loop for as long as she can do a varied combo (along with X-23’s loop and who knows who else), why exactly did they remove Magneto’s and Ironman’s ROMs?
And why did Capcom waste development time to give her the ability to switch weapons mid combo then? It’ll be cool but useless. Rosary will still be useful for zoning. I’d go so far as to say her glaive weapon will be rendered useless if she can loop 50 times and follow up with hyper. Why OTG or relaunch or do anything fun when you can just do a loop?
I could be worrying needlessly, as who knows exactly what kind of preventative measures are in place and how many loops she can do. I hope to god though that they limit repetitions in some way.
Combo systems that are that open lend themselves to almost endless creativity. Yes, you can do a loop however many times and end it with a hyper, or you can do something (you say) is more complex and get essentially the same (maybe better, maybe worse) result.
It becomes a question of efficiency versus execution, in a way. Things that are more tournament viable tend to be less execution heavy because players want to decrease the likelihood that they’ll make an error. This is exactly why you don’t see some of MvC2’s more complex infinites/loops in competitive play.
That doesn’t mean the option isn’t there, of course and there are still many applications in which you’ll see these more ‘complex’ combos, such as casual play, combo exhibitions or the countless occasions someone wants to style on another player.
Why should a high level competitor risk his victory just to impress some d-bags on a forum? They shouldn’t. Ever. Let them do what is efficient and leave the option to do more complex things open, if they desire to do so.
The only creative limit to combos in games like this are your brain and your execution.
EDIT: Nothing gets my blood pumping like being able to punish a stupid mistake with a nasty loop. I really don’t see how it comes off as “boring as fuck” to you in the first place. Where you see boredom, I see strategy and good decision making skills.
Its like I read a load of bullshit
Weapon swap combos will be really important, especially with the OTG glave.
It’s really not that much of a difference whether it’s a weapon switch combo or a loop. Maybe aesthetically, one looks “better” than the other, but that really doesn’t relate much to gameplay. As the game develops every character will have an established BnB, the practical combo that everyone goes for 99% of the time. Most of the creativity and fancy variations will be left for combo video stuff, just like any other fighting game.
On a related note, one of the coolest and most creative things in MvC2 actually had to do with a loop. High level players would free style with Magneto ROM resets and a lot of them would be practical because Magneto’s mixup was so fast. It would be awesome if this game had something like that.
I think the general idea he is going for is it makes a potentially diverse character very bland, because there won’t be much reason to try out any other techniques, strategies or weapons. At the moment it doesn’t seem like that will be the case, what with damage scaling and hit stun decay but only time will tell.
Is there any downside to limiting repetitions? They’ve already got limits on almost everything else, 3 air exchanges, 1 OTG, 1 KFC, 5 max meters.
It seems to me that limiting loops would actually open up the system even more for discovery, encouraging people to make new and longer and cooler combos for the sake of winning.
Wouldn’t that create a real incentive to learn more difficult to execute, and more creative combos beyond “just for fun and flash”?
Nobody even knows the specifics of this situation yet anyways, I’m jumping the gun, and I apologize.
I might have missed something, but I haven’t seen Amaterasu connect hyper effectively off the loop, since at that point her normals don’t seem to give enough hitstun aside from the sword stance OTG.
So if that is actually the case and you aren’t using/can’t use an OTG assist, it would be ideal to use weapon switch combos if you want to end in hyper, even if it doesn’t do the most damage normally. Then you’d have both types of combos, rather than just one.
has anyone got a video of the roundhouse loop i cannot find it at all
The only video I know off got taken off, sorry bro. I think neo empire loaded a vid that showed it, but i cant find it.
I read in the X-23 thread that someone in here said cold star assist was nerfed from the last build.
Who lied?
it better be a lie…
Considering the only people playing right now are a bunch of scrubs who managed to find a retail copy or pirating on a modded 360 nobody has any room to talk about what got nerfed and what didnt.
False information floating around annoys me.
How is it nerfed? Damage? It still locks down for a nice amount of time which was the main purpose to begin with.
He was referring to how it got nerfed in the earlier builds of the game so she shot down at an angle as opposed to straight, calm down guys gosh you’d think someone insulted your mothers or something.
How exactly do you know it was nerfed? How are we discussing a nerf to an assist nobody played except Capcom developers?
Oh yeah, because people take everything Seth Killian says so literal theres no room for error in opinion.
lol @ the assist being nerfed when its still one of the best assists in the game. Good job Capcom. It was originally too too good. Now its just too good.
omg calm down [media=youtube]x4G1eR7mfx8]YouTube - Marvel vs. Capcom 3 Gameplay Video #8 you see how the assist is here at 0:16, [url=http://www.youtube.com/watch?v=rvACIb3_bf4&feature=mfu_in_order&list=UL[/media] at how it is at 0:25. Yes it was nerfed, video proof for you right here. Now please stop acting like i urinated in your cornflakes or something.