Turns out the head falling back into the corner after OMNOMNOM is a mistake.
Uh, elaborate? A game design mistake? Is it going to be patched?
Because people quit MvC2 because of how broken that game was, that’s why it’s still being played for over a decade now.
By the way, Mike thinks that the fortune loop is, and I quote “neat.”
Air chains don’t completely make sense to me yet in regards to IPS. It seems like multiple air chains or chains after air dashes aren’t counted as separate until combo stage 5.
For example, with Ms.Fortune, if you start a ground combo that launches and you go into the air, you’ll be at stage 3, and from there you can do j.MP>j.MK -ADC- j.MK xx qcb+P, falling j.MK and won’t be at stage 5 until you land, and even the falling MK won’t trigger the IPS. However, if you do an additional chain before your chain that launches, you’ll be at stage 5 in the air, and the MK after the air dash will trigger IPS. But… even if only the first j.MK is used at stage 3, and you go into a restand and relaunch, a j.MK will now trigger IPS.
Also, jump-ins seem to be limited to two moves, as far as combo stage goes. A single normal, two chained normals, or a normal cancelled into a special will put you at stage 1 until you land, and then stage 2 once landed. However, two chained normals cancelled into a special leaves you at stage 3 when the special hits, then stage 5 when you land.
Just keep in mind that just because you got rid of Ms.Fortune OMNOMNOM loop doesn’t mean there aren’t long combos.
[media=youtube]O4CGBFRioOQ[/media]
If you don’t like combos like this…this is not your game, play something else…
I don’t know about you guys, but this is more or less what I more concern of. A corner loop might be scary, but the ability to do anywhere is something we might need to look into. I really want to see exactly how powerful this makes Ms.Fortune, and what it will be like in a tournament setting. Good news is that Mike Z replied to the said combo. The thing is that patches don’t come in a week, it’s takes a long process before we get a single patch. My suggestion is to optmized all of what Ms.Fortune could do with this.
The whole thing with that Fortune loop is that the omnomnom grabs lasts so long that it allows Fortune to do ANYTHING to start a chain and keep doing it, so its perfectly fine, but tediously long. So she can start with s.MK, then s.MP, s.MK, then s.LP, s.MP, s.MK, then crouching moves etc etc. Parasoul has a similar loop, but she can only link light attacks after, so she is limited to only her ground light chains (only 4) to continue the loop.
Unless you think about bringing assists into the equation, i cant really think of any other characters that could abuse the IPS as much as Fortune does, purely because her head allows it.
The flipside to Parasoul’s loop is that while it’s slightly shorter, her tear explosions do unscaled damage even after the combo has scaled back to 15%.
So you could use another character (Fortune, Valentine, Painwheel, whoever) to carry someone to the corner with their combo, then DHC into Parasoul, re-stand them, and do Parasoul’s full string with a bunch of unscaled tear explosions doing 450 each. That’s what’s possible, but whether or not we’ll see it in a real match anytime soon - who knows.
It looks like that is the game that Mike wants, so let it rock.
Mike Z’s explanation of the Fortune NOM.
Ahhh so that’s what that whole combo state thing in training mode means. Now it makes a lot more sense. I can just look at the combo state data to see what’s going on.
Maybe the NOM NOM could just raise the stage up higher so it doesn’t combo so long?
I don’t really have an opinion on this thing, but this is a pretty ridiculous point to make. There are plenty more busted-ass games that got dropped for being busted. The specific way MvC2 developed over time meant it remained playable… that doesn’t mean it will happen to this game.
I think the biggest part to that is that dying in one combo wasn’t the biggest part of the game and that there’s a lot of back and forth like a fighting game version of Basketball or Hockey. Even when people put you infinites they usually opted to reset and save meter unless it was like the last character or something. I think what people are afraid of is the long combos not giving enough of a back and forth action that made MVC2 so fun to play and watch for people.
The whole team factor helps mitigate the ToD nature of the game. In fact, long, damaging combos should arguably be a staple of tag team games that require team elimination for a win to counteract the slippery slope losing a character represents.
I think the reason for this is because stage 3 doesn’t end until one of the characters touches the ground. If the character being hit touches the ground, it goes to stage 4 (not sure what the significance of this stage is), and if the attacking character touches the ground, it goes to stage 5.
Nyuk Nyuk Nyuk. I’m not gonna say I told you so cause I most definitely did not, but I have to say I find the whole IPS system kinda awkward as a measure to do…anything. It really just enforced that you have to use a variety of moves to maintain a combo which the ability to restand people makes somewhat arbitrary. I’m sure Mike Z and co won’t let this go, but IMO it really does go to show that too much freedom will invariably cause something to muck up.
Oh. It all makes sense now. When I read your original post, it sounds like the you were saying the third chain always goes to Stage 5. That was the issue I was having. But, yes, you are right. It is because it doesn’t go to stage 5 until you hit the ground. BTW, Stage 4 just looks like a repeat of Stage 3 to me, but it usually starts with things like staggers and ground bounces.
I believe that was the point. Take out “true infinites” while letting everything else get through, as compared to stuff like hitsun scaling/proration which punishes all combos while at the same time, not really catching all infinites.
Yeah I prefer this also. HSD is ass. Old games FTW.
I like how the combo system makes you feel like you’re playing an old game but then stops you if you legit for an infinite. Of course there’s going to be loops and long combos but…that’s old games.
People act like IPS was supposed to take out big combos…no it just allows you the freedom of old combos while stopping you from doing combos that can never stop. That’s the way it should be. It’s different yet it works and I’m sure will allow for some really creative ass combos in the future that we will only be able to see out of a game like this.
Looks like that’s a possibility in SG as well if you’d care to have a look at the “throws are cheap” threads. ;p
I don’t understand what’s happening here. Someone made a video of a combo that works because he is following the rules of the game. It’s not an exploit, apparently it’s working as intended, so what “mucked” up?
Thanks Spooty Whiteboy and Dr. Grammar for the explanations, now I think I understand it a bit better.
I was having trouble understanding that combo because I didn’t realize a throw puts you forward in combo stages, which then nixes the first free jump (where IPS isn’t enforced yet, regardless of airdash cancels etc). My second misunderstanding was that I didn’t realize it watches all normals, but only enforces the first in a chain, I assumed that it also watched only chain starters. Now it makes perfect sense.
So, to fix my combo from before, I need to do something like:
Throw, cr.LK xx cr.MK xx cr.HP, jump, j.MK xx j.HK airdash (any jumping normal except MK/HK) xx j.HK
The thing with IPS is that being safe from infinites doesn’t mean you can just safely let everything combo. A game like MvC2 demonstrates a lot more cautious awareness of stuff that could cause infinites than Skullgirls does… sure they let stuff slip through the net but compared to XvSF it’s pretty tame. I’m not saying this is a problem at this point necessarily but the idea that you can just say “okay there’s no infinites, guaranteed, so let’s just let everything combo” is kinda silly.