If you could make one change to the mechanics (no troll)

For the record, I don’t think TAC is that overpowered, just that its a dumb, dumb, dumb, stupid mechanic. It’s pretty much a quicktime event like something out of one of those awful Naruto games. /salt

The problem I see with changes like that, is that TAC isn’t really OP as it stands right now. So, when you nerf something that isn’t OP, it becomes worthless and stupid, rather than just okay and stupid. At which point, your better off just getting rid of the damned thing.

I… lol I have no viable response to that. Yeah in that case removal is the only option :stuck_out_tongue:

I WIN!!!

completely remove TAC from the game. It literall adds nothing.

Use the TAC from TVC. Make us still get these cool combos with MODOK, but make it cost a meter and get rid of the guessing game.

Alternatively, Capcom could just make MODOK better without relying on the dumb fuck mechanic.

Odd how no one mentioned meter building in this game. I hate the fact that you have to touch your opponent to build meter. This make characters designed for keep away useless, because they are typically a threat WITH meter. On top of that they have limited options up close. Think about Cable if he gained no meter by whiffing moves and specials. He’d be useless, because he’d have to go in eventually, and he’d more than likely lose. Same thing with Blackheart.

I can understand how Capcom is trying to get away from meter building by whiffing normals, but at least give meter for whiffing specials. That is part of the reason why vanilla is so derpy now. You have no incentive to play a keep away game because some braindead rushdown character will get a lucky hit and build way more meter than you did keeping him out. That puts the game highly in favor of rushdown characters. I would like a good balance of the two styles. The claim is that the game will become more zoning based, but i can’t see that happening when you get no reward (like meter) for keeping people out

>TAC costs 1 meter

>x factor only have 1 lvl.
or
>cancels, no more x factor, costs 2 meters

>x factor can cancel any animation (damage animations included, basically 1 combo breaker)
or
>combo breaker (cost 2 meters /2 peer fight/etc)

Definitely remove TAC’s. Braindead, beginner friendly-hard as shit to counter bs lol.

I DID!!!

But, yeah, reducing the meter gain rate could go along way towards smoothing the game out.

The “mechanic” I can tolerate least in this game is being able to grab during the first moment of the match.

no meter for whiff, its an absolutely terrible idea.

obligatory meter on whiff video

Spoiler

[media=youtube]Y28csiVWflY[/media]

Personally, I’d just make it so you can’t move till the round starts, like in traditional games. But the whole moving prior thing is kinda marvel tradition, so I get why it’s there.

button input grabs would fix almost all the problems with throws in this game, but I msut admit I can’t think of a button combination to do them.

Option-select throws are definitely the problem there, because you can go for the throw while starting a normal offense (at least if you have a reasonably good :h:)

I meant whiff specials not whiffed normals. Though honestly comparing SF3 which is a totally different style of game to Marvel is kind of stupid. just think if I spent the last 20 seconds staying a alive and controling space from rushdown terrors like Zero, Wesker, and Wolverine, i should have a meter or 3 to show for it. Right now it’s pretty pointless, because those characters are good without meter, while your zoning characters are not in most cases

I’m torn on the 6H=Throw thing. In my opinion:

Pros:
1)Makes game more aggressive, as it promotes offensive OS rather then defensive.
2)Frees up buttons (this is important)

Cons:
1)Some characters H’s are super good making OS’s very unbalanced
2)Accidental throws or Heavies (Hidden Missiles anyone?)

A 2 button system would give more defensive OS options and wouldn’t hamper some characters more then others, like the current problem with ThrowBreak/AG OS with airdashers vs non-airdashers.

I do prefer the 2 button system, but I don’t think the 6H system is so bad for marvel.

Changes I would make to help the 6H system:
1)Slow down many H attacks. Some H’s are so good, that baiting out a throw (so they accidentally get a heavy) is woefully ineffective in many cases.
2)Don’t put moves like hidden missiles on H
3)Make it so you must it 6H or 4H to throw. 3H, 1H, 9H, and 7H wouldn’t work. This would make throw’s and breaks more deliberate. No more auto OS by doing a dive kick (or whatever).
4)Reduce throw range. Seriously, you can grab people from a stupid distance away and out of too many things. As long as throws are 1 frame, they shouldn’t have that huge range.

whiffed specials is stupid too though, for essentially the same reason. I just woke up so everything’s foggy, but you get meter for any contact, even blocked right?

If that’s true, that’s more than enough. You shouldn’t be totally whiffing specials anyways.

Edit: Really excellent post on Throw OS’s there. Encapsulates it pretty damn well.

For characters like Arthur, Dorm, Trish, Chris and a slew of others, the options of getting in and hitting your opponent puts them at a distinct disadvantage though. Yeah, you can catch the rushdown character slipping get a combo, and then sit on your meter, but it’s still really risky. Plus characters like Dorm aren’t going to reliably get a hit against wolverine or wesker with average blocking. Sure one can argue that the rushdown characaters can abuse this, and I agree. But they have to get in to utilize the meter. I just think getting in should be more of a thinking process, and keeping someone out should come with a death threat for those trying to get in. Right now, keep away is more annoying than anything, but eventually this catches up to you.

Make Hidden Missiles back S.

I would make it a special move. That would open up some cool stuff.