Saying “if you don’t like long combos don’t get opened up” is a silly thing to say. If you are playing a fighting game competitively, you are going to get opened up. It is that simple. Like I said earlier, mike z didn’t even anticipate all these ckc combos being viable, especially on teams. And once again we are still in month one. Things will only get faster. Personally I hope the game doesn’t become “you make one mistake, you die” but it’s looking like that could be the case, especially with the grab resets you can perform if you drop by mistake.
Link to the viable ones? All the ones I see are still like 3+ meters required in the corner and character specific or you’re the 1 in a 1v2/3 which no one is really surprised about because solo only has damage and health going for them and are still kinda ass.
if someone grabbed you from a reset, you didn’t die in 1 hit. You had an opportunity to escape. I play all of these fast games as my main games. Absolutely love them over SF styles games. I want that shit to be in there. I want to see someone get raped and get eaten up by reset after reset. Learn to block that shit! Inversely, I want to see someone dodge, tech or block everything that is equally hype.
and the funny thing for me is that mvc2 resets were a fucking nightmare to deal with and I looked @ that shit as a challenge. I WILL block that shit. This game reset wise as of now is 1\10th of what it was in mvc2. It’ll never surpass it either IMO because of the speed.
I personally think this system is fair honestly but time will tell. I haven’t seen anything in this game yet and deemed it as broken from my outlook. Even the hi\lo is tamed compared to what it was in mvc2.
perspective
You think combos in this game are long?
lol
Try playing Arcana Heart 1.
I don’t know if you’re responding to me or just giving your input, but I’m saying that I actually like those kind of resets. Constantly being mixed up in Marvel is pretty fun, in both doing and receiving (inb4 innuendo). I’m only talking about how doing long combos is better for you than resetting, which makes long combos the priority.
Though yeah, I agree with the pick your poison kind of thing. Almost every game has its fair share of little things that are bad. Hopefully longer combos are either going to be obsolete or the only problem with this game down the line. As I said, I really like basically everything about this game.
its all about that F/UC
I don’t have a link but I recall seeing something on a team of two that required only 3 meters and started near the corner (but not in it), wasn’t exactly a CKC but took away a huge chunk, like more than 85% on a team of three. When you factor in chip and assist chip before the first openning, that’s essentially a CKC. And once again, it’s still early, I think it’s pretty safe to say that unless there’s a serious patch or something, soon (within a month or two) we will have CKC or near CKC combos that are viable.
specific spacing and lots of bar? sounds pretty balanced
You can take 80%-100% in a single combo in even ST, honestly I don’t think they ever took anything away from the game in the long run.
I don’t see how “resets” are a response to “combos are too long”; if anything, they exacerbate the issue, since you’re spending 15 seconds doing nothing while waiting for the combo to end or the reset to happen. Waiting for resets is a lot less tedious when combos are not as extensive.
Furthermore, there’s a huge elephant in the room: in MVC2, as the combometer approaches 50, the probability for reset-or-finish becomes 1. All you have to do is look at the counter. In SG, it is very much NOT transparent on defense when IPS is going to be triggered (and no, I don’t consider keeping a mental checklist on defense of which-normals-have-been-used-to-start-chains as realistic).
I give Mike Z credit for coming up with a new system, but IPS may wind up a little too generous. The distinction between standing and crouching normals in IPS detection seems unnecessary, and (to me) the game just feels like IPS should be kicking in way earlier than it does. But then again, I don’t really play Arc or animu games, so maybe my frame of reference is skewed.
haha, yea. Still have to keep track of it somehow though and if you don’t do that, then its virtually impossible to tell.
If IPS kicks in sooner, it would definitely lessen the damage output. That distinction is tied into the damage right now. Its a pretty big tweak and it is pretty annoying watching which combo series they just went for but distinction is distinction.
distinction for resets in mvc2 was easier. I will agree about that but since this game is so much slower than mvc2, I think its ok that they have more room to create a mixup opportunity.
You don’t think in 2 months time people won’t know every single normal in a game with 8 characters? I mean, I think I know pretty much every normal in AE.
but this game has minute-and-a-half long combos too
Longest I’ve seen is 48 seconds.
The only problem I can foresee with long TOD combos, or optimized combo-reset-combo to death is the barrier to entry for new players. I certainly felt like I had little chance to experiment and learn when fighting experienced mvc3 players, and I suspect new players will have similar trouble here if they really only get one or two moments to make a right choice per character. That said, I like the balance so far, I haven’t had a game where I felt like I didn’t get to play, which certainly happens in marvel.
I really don’t like this aspect of the game. At core it’s a lot of fun but when the openings turn into 20-30 second long exhibitions where a person runs through all their various chains, it gets really tedious. And as the OP said, this is just really early in the games life. It will get worse as time goes on and people get even more consistent, and with the resets and mixups in this game so long, it’ll be one mistake into combo into incoming mixup in to death every time. This happens in marvel somewhat too but atleast it’s over with quicker.
I’d personally like to see IPS kick in sooner on a lot of loops and not allow people to just go through ALL of their chains.
Double’s butt assist is also getting really obnoxious. I was in a grand finals tonight that had me vs another double anchor player and it was literally like… who can get a double assist off first and get the other guy blocking (which isn’t hard with that assist). Not to mention while they’re forced to block it you get atleast 2 hard to see mixups since double is covering up the point character. It’s just obnoxious and does too many things for one assist. I don’t mind parasoul being invincible since it’s 1 hit and done, and mostly close ranged, but double is like… full screen invincible akuma tatsu. It really takes the enjoyment out of the game.
Hahahahahahaha
Actaully, the second person to call Double Butt wins. Pretty sure Napalm Pillar beats Double Butt like that as well.
You don’t want to be the first to call your assist.
EDIT: Also, it’s not fullscreen invincible? Pretty sure it is just invincible until the first active frame. You can projectile/super it on reaction.
OK. Here’s my opinion. Do I think some combos are too long? Yeah. Not cause they are unbalanced. The meter gain balances it quite well. Most combos I don’t care about but a few days ago I got hit by a variation of jetm’s valentine Parasoul stuff that lasted forever and did 10k damage. I really didn’t care about the damage but the 15 seconds I spent watching the combo was unfun.
I’ll reiterate though. I do not think this imbalances the game. Just adds an unfortunate ugly baby negative aspect to it that will naturally disappear once resets become more prominent.
Strangely enough, solo characters are good counter picks for people with long combos. They can’t tod you and you retain your ludicrous damage output the whole match. My win ratio went way up when I changed my ceredouble team back to solo against a tod player.
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you should, there are a good amount of great games there, like GG