same character, damage output nerfed a bit with the loss of HSF>Plasma storm. air super armor rumor was bs.
The problem isn’t the damage, it’s the damage scaling. In vanilla, Beehive was guaranteed 40-50k damage at the end of a combo. Now it barely does 5000.
He can still do everything, it’s just that the HSD timer moves a lot faster now, and they increased HSD on a bunch of his moves so combos that are too long will have them flipping out.
She’s going to have a top tier assist so she won’t be bottom tier either way. Plus her point game will be considerably better with the changes. It’s just like Doom she’s not really an easy mode character that you can just wave dash press on buttons and expect to get anything interesting.
Yup, there is a concealed timer. It was pretty obvious with Dante especially. Some combos only work when performed SUPER FAST. Delaying some of them by even a second causes them to drop for no reason
I would prefer just giving people more health over HSD changes and just getting rid of the really crazy shit like the Zero lightning loop and Wolverine XF1 kill 2 and a half people stuff. All messing with the HSD really does is just make combos more boring and stricter to time.
It does technically hinder loops and infinites but it was more so the absurd meter build and damage you can do rather than the infinites and loops that was the problem. Like you sneezed during a decent combo and you had 1 and a half meters and if you really worked you could get a 2 and a half to 3. Shit was stupid.
Skullgirls will do a better job protecting loops/infinites with an actual detection system so you can be as creative as you want with the combos without getting into loops.
[details=Spoiler] I saw my friend play Iron Fist for a bit so I can’t give any first hand impressions but…he seems interesting. He’s most likely going to need an anti air assist cuz he is fuck all unscary if you’re in the air from what I saw. This is probably also because he’ll most likely be as scary or scarier than she hulk if he gets you grounded. He has like 3d fighter mix ups with fake overheads into lows and i think fake lows into overheads. Supposedly it requires some type of kara cancel but the potential sounds sick. I don’t think his movement is too big of an issue specifically because his wave dash is like some SFIV Fei Long shit just zooming across the ground. Makes him less susceptible to air throws as he moves in any way. His bigger deal is just going to be people trying to lame him out in the air and you’ll most likely need an assist to compensate for. Like Chun Li…he has some jump cancellable normals that can start short launch combos and I guess follow into dragon kick wall bounce.
Can’t really give too much more than that until I ask my friend again later today but with the right assists like She Hulk…he should be plenty a threat. [/details]
Dr.Strange
[details=Spoiler] I can’t give as long of an explanation of this as I wanted as I only got to play him 5 real times but…
He is definitely STRANGE to say the least. People who are used to the up/down mix up characters of anyone wearing a cape in Marvel…get ready to play completely different. The best way to describe him is like a dormammu with some faster projectiles and slower tracking ones like phoenix. Which basically means your mix ups are all left/right based. His normals are mostly negative on block also so that means you’re also basically using your projectiles more often as your poking and spacing tools. You’ll most likely only be using your normals for anti airs like s.L or air throws or desperation situations if people close the gap. Otherwise you want space to fill the screen with shit and then teleport until they block wrong and tag them with normals to start a combo. He’s basically a character that exemplifies how MVC3 has gravitated more to a game of left/right+projectile/assist mix ups than high/low mix ups. He’s left/right the character
His mystic sword projectile is pretty strong in durability and speed and will go through most standard projectiles to give you the space you need to mix people up. It’s basically the farther away from the opponent the more you can mix them up. Weird concept but you’ll understand it more when you play the game and get the guide. I noticed strangely that mystic sword projectile will pass through Zero’s charged buster and both of you will get hit. No clash or nothing.
Eye of Agomotto seems really important for dealing with rushdown. It basically puts up a multi hitting barrier they have to get through and then you can push it at your opponent and teleport to create a mini version of stalking flare for left/right mix ups into combos. It also gives you space to put M daggers on the screen which are basically super fast salty balls for you to left/right with into combos.
The main thing you wanna do is push your opponent far enough away with mystic swords, daggers and assists so you can set up your most powerful mix ups. Once you’re far enough away you can call out an eye of agomotto to protect you and then start putting graces on the screen. The red graces seem better for close range if you hit someone to set up OTG combos but if you’re far away you’ll most likely want to get the yellow graces on screen. Once you get at least 2 yellow graces on screen you can set up flames of the faltine projectiles which shoots out and homes in on the graces. Once the faltine hits the graces the faltine can’t be stopped even if you get hit or they try to run into the faltine. Once it passes through two you can a rather fast homing projectile.
The graces are going to be key to making your mix up strong because people will be jumping around trying to avoid your daggers which track pretty well but can be escaped with fast super jump movement. The graces projectiles are too fast to escape via air movement and do large hit stun in the air allowing you to 50/50 them from basically anywhere on the screen and then just teleport up and put them in a combo or wait for them to fall. The 3 yellow grace is where it gets nasty because this is a full screen beam that if you 50/50 port during and hit them on the ground, it will put them in a full crumple. This should give you time to put one or 2 red graces on the ground so you can get full OTG relaunch combos after the crumple. The nice thing about this beam also is that if it hits them in the air…it puts them in a juggle state until they land from the ground. Giving you ALL DAY to land a combo on them.
The one other issue you’ll have is that people will most likely treat you like Phoenix when you start putting a lot of shit on the screen and run to the corner to avoid your mix up (can’t cross up in corner). Once this happens…kinda like Phoenix it unlocks your high/low/throw/air throw mix up. Plus chipping agomotto and assist while they’re in the corner. You can fly/fly cancel to do instant high low mix ups once they’re in the corner and create a more traditional offense. [/details]
Haggar assist is still good, just has to be used differently (I faced a Dante player who would teleport and call Haggar so I couldnt air throw or punish his assist)
The HSD changes the timings and commands of Dante’s combos but he’ll still be comboing you for a good minute or two.
Vergil’s teleports seem faster than Dante but throwing out a quick normal on reaction can sometimes snuff him
I found Strange to be a pretty weird char, too, DevilJin. I didn’t realize if you hit them with a buffed up flames of faltine in mid-air you can juggle them easily.
I think he’s going to have trouble against people that corner themselves, though, because his only low attack seems to be cr. C.
Cr. A does not hit low, which I hate.