The difference is Morrigan can extend / shorten / change directions (somewhat limited), use diff angles, etc.
Dash hop characters are all limited by their trajectory, be it short hop or the normal hop, where as morg can alter hers in a variety of different ways.
Technically they do put you in the air for a bit, but I believe the difference that jedâs pointing out is that Morriganâs leaves her in the air while the rest put them back on the ground.
Some of the suggestions in this thread have been real suspect. Getting rid of pushblock in exchange for Alpha Counters (that cost meter)? Pushblock in vsav is awesome.
Yeah they should leave pushblock in. Having pushblock is interesting in a 1v1 fighter. I wonder how lenient they would make the window for pushblocking though.
But that doesnât mean that Morrigan has a âair dashâ in the traditional sense. Both Jedah and Morrigan fly they donât dash, difference is that Jedah can actually dash while in the air, while Morrigan cannot.
Theres a reason pretty much every fighting game has combos⌠Are you guys trolling me or something? Yu want a modern AAA fighting game without an interesting combo system?
You didnât watch this video on the first page so here it is. Lots of infinites that are so unviable because some are characters specific, setups, over 6 bars, and over 32 one frame links for 16 hits of jabs. You wonât see more than 1% of this video on matches.
But just like in SF2 you value reads and not execution of patterns in same fight dozens of times
[media=youtube]cdGbY6fKCIE[/media]
Iâm⌠honestly wondering if you are the one trolling. The footsies of VSav is the main reason I love it so much. I could care less about combos that go past double digits.
Oh, and for Godâs sake, no 2-button throws. Like the one dude said, throw whiffs in a game as fast paced as VSav, KOF, etc., would make them a non-option. VSavâs throws are perfectly fine, no reason to mess with success.
Iâd love a game thats not about long, muscle memory based combos, just as long as it doesnt devolve into âvortexâ shit where after one knockdown its just a script.
Yeah, the reason that i fell in love with Darkstalkers is that i suck at Marvel and i love Street Fighter but get bored of it easily. Darkstalkers felt like the perfect missing link, with the speed and dexterity of Marvel without any real need of being a combo virtuoso. I want the basics of DS4 to be as close to Vampire Savior as possible. All the changes and weaks that are actually needed, i leave to better players than me to alert Capcom about. Oh, and i agree that throws must be one button only.
Just because a game doesnât have a ton of moves that crumple/juggle/wallbounce/groundbounce/etc doesnât mean the combo system isnât interesting. To me, all of these things make the game feel slower because itâs more time that your opponent is sitting there waiting for the combo to be over. A short chain into a knockdown, whiff pursuit for spacing, throw out a good meaty; thereâs no reason why this canât be interesting and exciting. Sometimes you want to use a special so you canât do a chain, you gotta do a legit link combo into special. Plus dash normals!
Honestly go watch some Vsav tournaments and play around on GGPO as I have a feeling youâve done neither in great amounts. Iâm no Vsav expert but playing, watching and reading the mizuumi wiki has really grown my appreciation for the game. If you do all these things and still think Vsav should have all these special properties like wall/groundbounces etc then you might not really be interested in Vsav. I do not want this game to play like a 1v1 Marvel. I want it to play like Vsav!