Please donât nerf homing dash. Knee jerk reactions for nerfs are horrible. Plenty of ways to beat dashes. Wish I would see someone try to punish the bounce back with a medium. Everyone always try to dash up jab but canât punish in time.
The only thing stopping me from preordering this game is that Iâm not sure if Iâll have a good online playerbase on Steam. (Iâm in Brazil, PCs are pretty rare here, but PS4 runs rampant on the market.)
Well the new characters will be revealed in VJump and Trunks was already revealed in VJump so I more than 95% convinced they will be completely new characters.
Assist calls are as far as we know anytime except during supers and cinematic sequence type stuff (Dragon rush success, Cell/Frieza telekinesis, level 3 cinematics)
I understand Super Dash looks pretty crazy right now, but not only is it disadvantageous to do on someoneâs block (you only have so many options when in the air afterward), there are many options in this game people are not utilizing yet that WILL affect it, and the biggest one I can think of is ultimate z change either before super dash lands or after, into someone like Cell, who will just destroy anything at close range no matter what. Sure, they can block after Super Dash lands on block, but thatâs the thing. You canât predict everything.
Hell, we donât even see anyone airdashing after super dash, if you can. Couple that with an assist that hits at close range fast like Gohan and you have a really fast 50/50 that you can only parry to get out of.
z parry is right there but no one has tried it consistently.
My only issue so far is that punishes in this game donât always seem to be hitting the other person, since super dash IS relatively safe. Even if you parry it (until further notice, successful parry may be cancelable) the other dude is still safe. Thereâs not a ton of benefit to successful parries on super dash as far as I can tell except getting some breathing room.
Something else I saw on stream was someone who basically superjumped away and then just ult. z changed out, since the first char was already completely safe.
Itâll be crazy to realize you have to watch your feet for random supers or Vanishes, and iirc you can call assist during superjump. THAT, is something I would want to nerf if anything, but this game has a far different type of air play than Marvel 3 did, where assist during superjump (you sort of could) was dumb in marvel 2 and it would have been absolutely broke in 3.
I meanâŚagain. Frieza assist hits at superjump heightâŚ
I think people are thinking too much on the anime side of this game honestly. Itâs definitely more like Marvel to me than GG or BB or any other anime game and I play all three games. When it comes to movement, thatâs definitely not Marvel though.
Actually there has been stuff of people air dashing after a homing dash, someone once did homing dash, it was blocked, then they air dashed to the other side and dive kicked with vegetaâŚ
as for homing dashses being super powerful, i think this is what I said at the very beginning as well. But thats why everyones hard attack appears to be basically a super powerful gg f+p ish attack to discourage. I think thats probably just muscle memory its peoples first time playing the game, and its not intuitive to think that you can interrupt homing dash strings with a heavy. But obviously its been done many times.
Itâs the same as using antiairs on moves in marvel. They can pull something out of their ass to stop it, unlike in other games where you have to commit to options. When people flesh this game out barely anything will have consistent counters each time imo.
Parry looks like it can be baited, but if itâs cancelable or at least is as fast as it seems on recovery, thatâs not as bad as throwing out a long recovery heavy.
SICK. I was looking for things like this. I think I actually did see a Goku do something similar.