But Dorm IS a zoning character, so is Trish, so is Chris. People only go in with them because they HAVE to. Dorm rushdown is not that good anyway. He has no left/right mixups, and his low game sucks, so you may as well just block him high. Dorm is clearly designed to keep people off of him, and control space. The reason why it’s such a dumb idea now is because he needs meter to be a complete threat. Other than that he’s just irritating.
As far as it slowing the game down, eh, that’s really a matter of opinion. Marvel 2 has some ridiculous rushdown, but there were also many moments in the game where there was little to nothing going on. That didn’t make the game any less fun. That game balanced the two styles really well. I just think that so many great and fun smart zoning teams can be made in this game, but it comes down to silly linear rushdown at the end of the day. Rushdown is fucking awesome in this game, it sucks that zoning is invalidated by the stupid meter system.
You mean throwing out a stalking flame and teleporting, which requires meter? That’s gimmicky at best. Sure it’s a nice mixup for incoming characters, but not something Dorms game revolves around. it’s something you do in a given situation with Dorm true. Dorm teleport is okay, but it’s not that good, it’s very punishable. It’s really a keep away tool, not a mixup tool. With assist it can possibly become something, but it’s so ridiculously easy to block on reaction. Dorm has some fast triumps, but what good is a good trijump when your low game is lacking? All he has is a fast cr.a, which isn’t even hit confirmable. Trish high low game sucks, since dive kick doesn’t hit overhead, and her IAD C isn’t really that hard to bloc (and doesn’t cross up that often).
And getting past Trish and Dorm, whom often give people the misconception that they can be viable rushdown characters, there are characters like Morrigan , Crhis,. and Aruthor. Arthor doesn’t even have a dash, but has a strong projectile game. Chris has no trijump, and no instant overrhead to my knoweldge. Morrigan trijump is slow. All of these characters thrive on meter and good keep out, but they have to go in. Good luck doing that against a Wolvie or Wesker who decide the y want to hit a button and get a lucky hit, while you’re trying so hard to set up a clean hit.
LEt’s be honest, whiffing specials in the only way zoning is going to be worth a shit in this game.
My team has 3 characters as well. But adimittedly Dorm is the star of my team. I don’t want to make it seem like Dorm is a bad character, because he’s not. What I’m saying is centering your game around rushing down with Dorm, is probably not a winning strat. And yeah, people are going to throw names like CJ Master into the mix. CJ Master dropped Dorm months ago, because he felt dorm was way too slow. He also had Mags and Wesker backing him up.
Let’s be honest with ourselves, if you have a character and you’re only using 1 of his tools, he’s not well designed. Dorm has way better zoning tools than rush tools. Dorm is REALLY easy to block. I use to back up dorm with doom beam and mags beam, and let me tell you it only works for so long.
Jump S and jump H are free to st. a from Wolverine, Magneto, Dante, Wesker, Taskmaster, etc. And I know I’m leaving out a lot of characters. That should tell you that you shouldn’t be relying on that TOO much.
Teleport/beam is not a legit mixup. Dorm teleport is slower than Dantes, and Dante telport isn’t that good. He is free to air grabs with this strat. Dorm rushdown is gimmicky at BEST.
But that’s besides the point. Even when we get past Dorm to other zoning characters, the whole dynamic of zoning doesn’t do much for them. Almost all zoning character are threatening with meter, especially Dorm. So using them how they were designed to be used actually works against them. And he isn’t seeing Wolverine, Wesker, Zero, or Magneto in that department.
Don’t play a character and ONLY zone or ONLY rush if they can do both (Mags, Dorm, MODOK). Use whatever the situation needs. Rather than planning out the entire game and getting screwed when it doesn’t work out, play it by ear and improvise.
How about also no mapping dive kicks (i.e. the most commonly used air-to-air and air-to-ground moves) to the H button? This would change it so that Phoenix, Wolverine and Trish can no longer option select air throw.
i LOVE tacs as a mechanic in the game… i just think they arent implemented well at all. i’d make it so that tacs ARENT counterable… only one per combo and reduce damage by 50%… meter gain on incoming combo also nerfed by 50%, air hitstun still gets reset. no meter build for the directional TAC IS DONE WITH ASSIST BUTTON ALLOWING PEOPLE TO CHOOSE WHICH CHARACTER COMES IN AND GETTING RID OF THE STUPID TAC EXECUTIONAL ERRORS IN FLY/UNFLY COMBOS. this is the smartest way to implement them imho… they will be actual combos. no more bs meter build from them, still get to do cool tac combos that last awhile, still get to switch in a character and combo into super or lvl3 or get access to an otg etc etc.
i dont think tac is a bad mechanic… i just think that it isnt very well thought out as it is right now.
a lot of the side mechanics (TAC and XF notably) are a symptom of them trying to stuff too much crap into one mechanic.
If XF were just a cancel or a comeback buff it would be more reasonable, the problem is its both.
In the same way, TAC would have been totally unobjectionable as a safe tag mechanic, but they had all these other ‘things to do in your combo’ things they had to stuff in.
I really hope they do the “TAC with assist buttons” thing. Also, just make it cost a meter. It’d be perfect if it just cost a meter, was uncounterable, and the following combo built less meter until you touched the ground.
um you get meter for whiffed specials in like almost every other game, ever. Even Slow Fighter Snore gives you meter for whiffed specials.
The fact that in mvc3 you HAVE to go in to charge meter is reason #56 of why zoning teams are ass in this game. ideally they should reduce meter gain from combos and let you charge meter by whiffing specials so that you get some benefit from not slamming your forehead against the opponent for 99 seconds.
From everything I’ve seen, I’m pretty sure none of this is true. A lot of people have said it but when I watch the game I’m pretty sure none of this happens. I know the color shows up after the TAC, but it’s not before, and it still doesn’t look reactable.
Also, I would make TAC’s riskier, by making any countered TAC give the opponent the bonus you were going for. If you TAC down and they counter down, they get the meter instead of you. Maybe against up TAC’s you get a full wallbounce and can start a combo? I dunno, but TAC’s are kinda cool IMO, but they could be done a little better. It’s basically a 3 way reset built into a combo. There are already “real” resets, I’m fine with more even if they are ‘artificial.’
I’d remove either the power or speed bonus from X-factor and if I had to choose one, I’d kill off the part that makes matches retarded, and that would be the power bonus. The speed alone for most of the cast opens up a lot of possibilities such as combos for characters which would otherwise be impossible while simultaneously making them more efficient by themselves, which is good enough for a comeback mechanic in a team vs team game. Level 3 x-factor Dark Phoenix is difficult because of her speed. Her power just ensures her that your first mistake is your last, and whether it’s her or Akuma or Wesker, that’s retarded in a game where simple shit already hurts. (Not to mention, the power makes up for the lack of effort - skill is nearly thrown out the window.)
I understand that this is a high damage game and it should have it’s natural sense of craziness, but the power bonuses in x-factor go from high to retardedly astronomical. I would keep X-factor the way it is in Ultimate, but the power would stay level 1. Everyone gets a speed boost and the duration can be the same as Vanilla.
Oh, and if Capcom really wanted to kill off combos with long durations, they would’ve killed off TACs. I hear the window for countering them is larger in Ultimate.