The combination of most normals being completely unsafe and the long wait times after a loss meant that most players were sticking to practical and basic combos. I was doing plenty of unique combos (Assist to Super to Air combo, overhead Batsu Shinkai Kiaidan to DHC to aircombo, etc.), but most of the time they did less damage than the basic combos due to the beta’s awkward damage scaling.
When the full game comes out and things are more polished, I imagine we’ll be seeing more diverse combos. In this build, it seemed like the developers didn’t feel like rewarding the player for being unique with the combo system at all. Why combo into an assist to an aircombo or DHC when Chun’s 4-fierce aircombo does more damage?
Try not to let the beta weigh down your opinion of what the finished product will be too much. The game obviously needs a lot of work right now, but it shows tons of potential.
I’ll be making an addendum to Keits’ post in the form of combos and short character analyses based on what I can remember since I obviously don’t have the game at hand anymore.
I posted most of my indepth opinions on the first page, but the one I have to post is that even during the invitational matches, the game was just sort of boring. :xeye:
I know thats not very helpful, but when I think of my main problem with it, it’s not the one dimensional combos or the fast building meter, its that it just wasn’t that exciting to watch.
I think it really has to do with the space issues. The sense of danger and proximity wasn’t there. Fireballs weren’t a threat, so it was no big deal when someone shot one, or four, or wiffed a super. Characters were so mobile and the screen was so big, that there was no sense “This is a life or death fight!” It almost feels like you could go a whole match without being hit.
I want to give constructive feedback, but not-exciting is basically how it struck me.
He probably isn’t aware that it’s impossible to spam assists in this game right now, anyway. I’d rather have only two characters that actually fight over an extra character used solely for spamming an assist that sucks on point any day.
who was the little black kid that was on the p1 side and was using chun and some other charactors that I don’t know the names of. He had like a 5 hour win streak. I was standing in line at the south sf4 machine all day Friday and Saturday & this kid was beastly. He was crushing everyone that dared chalenge him. I found myself watching him play chun for the 16 houres I was waiting in line for sf4. Whoever this kid is he is amazing. He looked about 14 years old, short, closley shaved hair and he was black. Props and much respect to whoever that was.
If normals are going to remain as unsafe as they are in the EVO build, then SJ canceling is a necessity. Not being able to throw out anything beyond a jab was quite awkward, and a lot of people couldn’t understand how I was getting them into combos so often.
Snapback… eh I don’t think it’s a good idea here. I mean, in MvC2 it’s all right because there are three of your opponents, so taking them down quickly with Snapback is a good idea, but here, it’s only 2v2.
I don’t get that part. Capcom has a huge money maker on their hands, and they can’t release it to certain parts of the world all because of license issues with Tatsunoko. Shouldn’t they have known about these problems ahead of time? Why not drop the tatsunko characters and team up with some other comic,anime company. Actually, advoid the licensing issues and team up with some other video game company like Nintendo or Square? No ones going to care that Tatsunoko characters are missing, as long as they have a new .Vs game to play.
SGH combos still did massive to KO damage. Just leave the damage as it is, and have the HB knock down. Quick question,Did Alex’s stomp still cross up?