I'm really liking this game, but I'm getting a little worried

This is the most fun I’ve had with a fighting game in a while. Everything in game feels right (character uniqueness and strengths, block stun, damage, stage size, etc). The characters are also pretty incredible. Everyone I’ve talked to has that one character that they really really like. Not just like, ‘yeah I’d like to try her out’, but like ‘omg she was meant for me, she’s awesome!’ (Double is my character). It’s also cool that the character and game has a combination of a bunch of mechanics and moves in other games.

The only thing I’m starting to get a little worried about are the combos.

The thing with MvC2 and GG and whatnot is that the combos are a lot shorter. But people are already doing training mode combos in matches and it disrupts the pace. Darkstalkers, another game about a combination of mobility and special moves, has really fast and simple combos that need you to either risk resetting a bunch (you either get the reward of potentially more damage+your favorable position or risk them starting something) or go back to bo neutral position again (you get the reward of guaranteed higher damage but risk the advantageous positioning you have). SG from what I’ve played seems like just always go in, no need to think about more damage or resets (the only time this happens is “hmm, to super at the end or not to super”, which is an MVC3 style decision).

Now I know I’m harping on a game 2 weeks old, but like I said, this is just a concern. So far, it seems like MvC3 style resets, where if you just drop a combo, go for a grab and then OTG into that same combo.

I’m not worried, I think as the game ages people will notice giving the opponent all that meter by doing a long combo will be a bad idea and make real silly resets instead.

That’s the same thing people thought in MvC3, yet it didn’t actually change the pacing of it. It’s still just overall better for you to do long combos and get all the meter and damage for yourself. The net reward of you doing a long combo is greater than you breaking your combo early on for the purpose of not giving them meter. Like, you either get a Whopper for yourself and smack their’s out of their hand while you both get paid $5, or you get a lone chicken nugget and that’s it. Plus, you are still going to give them some amount of meter for damaging them regardless, so why not make the most of your guaranteed hit?

When you build 1.5 bars and gives 3 bars to the opponent from 1 combo, that should be discouraging. There’s no Doom loops that build 3 bars and combo into Doom Time for the sure kill in Skullgirls (yet). It would be worth going for it if it wins the game but if they have someone else coming in, not a good idea. The damage scaling and meter scaling seem to be good deterrents. Even the scaling going back up to 80% after a DHC didn’t seem as good as it sounds.

I think it all just “sounds” bad now but it won’t be in practice once people start using meter smarter and make you realize what a bad idea it is to give them so much meter.

IMO.

I’m sure in time (and patches) everything will come into place nicely.

Yeah, most half life combos will build you like a bar and a half, but give the opponent around 3 bars. Giving your opponent a 3 bar surplus is really scary when they have someone like Peacock who can just throw out easy hitconfirms. I thinkk going back to 80% scaling is a little generous though.

meanwhile… using short combos gives you an okay amount of meter and gives them very little meter.

I was not aware of this. Maybe that’ll make it better in the long run. Though I still wish it had the MvC2 style combo system. I think a good system ground up is better than a tack added on to a ‘faulty’ system.

Last I checked, the only real difference between MvC2’s system and Skullgirls is that the former had undizzy’s while the latter uses IPS.

MvC2 also had flying screen which kicked in if there was too many hits before the air combo ender or if you tried to re OTG into something. At least I think, I might be wrong about the technicalities of flying screen. I know SG and MVC2 are different in that regard though, and I know Skullgirls has way more leniency in that regard. I also think MvC2 had less damaging combos (which is hard to catch because there’s usually resets after every 5 hits). And no I’m not counting multi AHVBs or Storm Sentinel DHC or stuff. Just about the ‘standard’ combos.

Stuff like flying screen and HSD were things that, IIRC Mike wanted to avoid in favor of IPS since the former never really got rid of infinites and instead simply acted as arbitrary barriers to extending your combos.

The combos are too long in this game, kills the fun.
Didn’t know that an opponent who gets beaten gets more meter than the executing guy (and I thought this game has no comeback mechanics lol).
They should either increase the damage scaling for 10hits upwards or limit the amount of launchers in a combo.
We are only in I dont know, week 3 ? And there are a lot of 100 hit combos or 100% combos.
When it’s going on like this, the game is lost.

If you don’t think resets are going to be big, you are in for a quite a shock soon enough. Some of the resets in this game are absolutely brutal and they lead to a much higher reward than simple combo into super.

You’ll be more pissed at resets.

To be fair, you can still do a 6k, 10-second-long combo before going for a reset. As for actually disrupting the pace of the game, that’s a vague complaint, I think. The game is still pretty fast, if that’s what you mean.

yeah I thought they were kidding but reset are looking scary now.

mvc2 doesnt have hitstun scaling at all

A lot of those combos seem to be corner specific, character specific, need a naked launcher, and a ton of meter (3-5 bars). Not very practical. Lets say you have a 5k bnb. So if you do a successful reset after ~3.5k of damage, then you get around 8.5k of damage. Resets end up giving you more practical damage and meter, but you have to take a risk with them.

I have yet to see 100% damage combo’s in a match unless it is like team of 1 vs team of 3. It is still early though and they seem possible in the future, time will tell. Things people do in the corner in a combo video are different than what is done in an actual match. Resets are superior to a long combo in this game in my opinion.

In certain situations, long ToD combos will probably become standard, especially for people who use solo characters and teams of two. To a lot of people, giving your opponent three meters to kill one of their characters just isn’t a big deal. They lost a character to gain meter, assuming they aren’t solo (in which case they’re probably just dead). Losing a character in this game is absolutely huge.

If a team of two loses a character, they’ve acquired the same weakness as most solo characters, without the benefit of a damage boost. Considering that, with the exception of Cerebella and perhaps Peacock, supers aren’t so ridiculous that they can turn a battle completely around for free, I really don’t see the meter gain for the opponent being an effective deterrent.

Stop watching youtube all day.