I was talking specifically about the effects getting in the way of gameplay. S-Kill once said that the hallmark of MvC is to have as much shit going on the screen at the same time as possible. I don’t want that for DS4. VS isn’t nearly as frantic as MvC in the sense that you can always see what’s going on at any given point in time. To put it even more simply: I don’t want hit sparks so big so that I can’t see what side the opponent has landed or if he hit high or low. Likewise for exaggerated animation. If I’m gonna get hit by an oversized hand, I wanna know my screen position during that move so that I know to react afterwards. Don’t get me wrong, I like the animation of VS. I just don’t want them to go overboard in DS4 so that it ends up getting in your way.
Combos aren’t what made VS, VS though. Like someone else mentioned, I like the fact that’s it’s a fast air dasher that doesn’t rely on huge combos.
If they manage to make it like GG where you can have “long” (because they aren’t really long anyway) combos by using resources, it would be cool with me, imo that way it would be on the perfect balcance with a robust combo system to explore, but not making the game “combo heavy” (like many people like to call some games)
Except the series was never about this. In fact, I’d say that stuff like these would be detrimental to the speed of the game. The game gets its pace from it’s movement and the fact that its easier to maintain momentum (compared to say, SF), not because you can string long combos together.
Yeah I really don’t want to see long combos being a core aspect of DS4.
I would like to see meter perhaps mean a little more though, not sure I’m a bit indecisive on that one. I like the speed you could acquire it in VSav but you could basically just throw it away whenever you wanted because you were going to build a heap more anyway.
One button throws aren’t ALWAYS bad, but it depends how much you get out of a throw.
TVC had the exact same one button OS like in MVC3. The requirements to OTG is really hard in that game. One button OS isn’t all that bad.
MVC3 gives you ridiculous rewards for getting a throw. The game had a lot of goofy option selects(pushblock,plinking,diagonal one button,etc) that could be removed.
Given how modern Capcom games have turned out, I think walk speed needs to be emphasized over everything else. SF4, SFxT, and Marvel 3 all have piss poor walk speed, and huge fucking stages. Stage size and walk speed needs to be proportionally the same as it was in Vsav.
As far as combos, I agree wall bounces and such are unnecessary. The only change I would consider making is letting all chains special cancel just for the sake of intuitiveness.
There’s arguments both for and against 1 and 2 button throws. If the game has two buttons throws, it’s going to have kara-throws of varying degrees of usefulness. 1 button throws get OS throws. So, pick your poison here.
OK. How would you change the game so 2 button throws become viable? How fast should the start up be? 2 frames, 3 frames or more? What would you do about command grabs? How would you change jumping in general?
I could answer that, but to make a better formed answer, I won’t until I’ve formed up a decent enough knowledge of the game to give you a satisfying answer.
Saying that, I have yet to play a fighter with one button throws where I felt the game was better because of one button throws and that I felt wouldn’t benefit from two button throws.
IDK I really like the way SG handles throws, I’d love to see DS4 take a similar approach.
Personally I like combos. I’m not saying I want to see TOD or infinites but it just feels cool to pull off some sweet combos. I’ve been playing VS and its pretty fun but I gotta be honest 2in1s and 3 hit chains get a bit boring after a while…