There is a world of difference between “I know what every normal looks like for every character” and “I can mentally keep track of which of those normals (standing, crouching, or jumping) have already been used to start a chain in the current combo”.
The game doesn’t feel TOD (yet). There is the inherent problem with the Parasoul tear drop loops being addressed in the Parasoul threads, stating that her tear drops don’t scale with the ratio properly resulting in some increased damage that isn’t necessary. The neutral game is still extremely fun and entertaining to play.
This execution isn’t braindead easy though. This isn’t nearly as bad as MvC3 bbcs level of combos.
I wouldn’t mind seeing loops nerfed in some way and start forcing assists as the only way to extend combos.
That’s not the issue. During a game you will learn the opponent’s combo and when he’s more likely to go for a reset, and when you do, he’ll mix it up. It’s not about “keeping a mental checklist”, you have to be alert at all times. You can’t take a nap during combos at all.
I have like, 5 places in my Painwheel BnB where I do resets already and a couple with Parasoul. Will probably only go up.
Yeah but the thing here is that the game gives you the option to go for long combos or a reset.
I mean sure you could technically reset in Arcana but 3 games and 3 versions later of each game and that never happened outside of Kira in AH1, kinda sorta.
or you could wish for damage scaling to kick in a bit later, and scale a lot harsher than it does now, so long combos are discouraged more, while short combos and resets/mixups are encouraged as a result. :V
I doubt it… not when you can so easily lock people down completely with Parasoul + Cerecopter pressure. I’ve yet to see anyone escape it for long.
I want to see some of these long combo be done in high level before I believe the game is going into Busihdo Blade route of damage. I personally see this game might have viable TODS, but I don’t believe most of them will be possible to do in every scenario. I mean compare TVC’s TODs vs MVC3’s TODs. Even with MegaCrash preventing most of them, TVC doesn’t allow characters TOD with throws/ one bar/ ground Overhead/air to air/ with a crouching light.
In Skullgirl I have yet to see people TOD from all of those options like with TVC. Youtube mostly has people starting with a jumping HP/HK and they start in a corner do the said combo. That’s not practical TODS…
TBH I don’t like the idea of ToD looming over the entire game. However, and it’s a pretty big however, to say that true high level SG play has been seen is a very silly thought, and until then we won’t know what truly dominates the game in it’s current form. The only reason ToD is such a threat ATM is because people just haven’t seen enough of everything enough times to block and space correctly, and everyone is spending their training mode time to find shit that does a lot of damage, thus dominating the media we have for the game. I think after this upcoming tournament season we’ll have a better idea of where this game might be heading.
You’re missing the point.
In MVC2 (and to a lesser extent, MVC3), it is much more transparent for the defender to tell when a combo is going to end, and therefore determine the escalating likelihood for a reset. In SG, there’s no way to know when a combo is going to end without tracking an IPS checklist (the number of hits varies greatly from character to character), and the idea of “learning an opponent’s combo” is not going to be very useful when you realize that they have 10+ interchangeable combo “sections” that they can use up in whichever order they please. It’s always going to be easier for the attacker to keep track of IPS status than the defender.
That being said, even if your opponent is nice enough to consistently run his combos to right-before-IPS (allowing you to get a feel for reset probability escalation), the fact that it takes 20 seconds to get there (when the game hasn’t even been out a month!) is a problem. I’m not saying The Game Is Broken or anything like that; I’m saying that it seems like this is a bad design decision that’s going to get worse.
“Blocking and spacing” has nothing to do with your opponent’s ability to execute a combo after they’ve already opened you up.
Well with only 8 characters in the game this would be much easier to adjust to than a game of 50 characters. If it puts a burden on people to have to learn something outside of what they’re used to, that’s fighting games in general.
…except that the complaint that everyone and their mom has is that MVC2 really only has “4” characters anyway, so (in practice) how much easier would it be?
Keep in mind that the only character in MVC2 that really makes a living off of reset-before-undizzy is Magneto. IM (presuming you count him) doesn’t need to reset because he can ToD. Excluding anti-Sentinel infinites, no one else is going to be comboing to undizzy anyway, so undizzy/HSD/IPS metagame does not apply.
Wow, so there are finally more people who understand my complain about the long waiting time during combos.
(So where are my annoying antagonists from page 1 now ? )
Like “Honor Basquiat” I dont understand that point. Dont get opened up by your opponent??? But this will definately happen when you play on one level of skill.
What are you trying to tell me? Prevent to get hit by a combo? What are you talking.
Look this shit starts from light! attacks, you can’t always prevent to get hit, you will get hit at some points.
[media=youtube]yyQxHLIWjPY[/media] (random video, there are longer combos).
Nothing here, only starting from light attacks, no massive amount of meter, not corner specific, just a >20 sec combo where you can just watch. Yeah awsome game.
I did knew that skullgirls is some combo heavy, but didnt imagined it to be that massive.
I dont know why Im posting still here, I already have quit the game, Im just harried by all this hype and (this game will revolutionize the fightung game scene). Sorry but no. Its ok for 1200 MS but dont get too fancy.
I liked the idea mentioned some above, that the IPS shouldnt make a difference in crouching or standing attacks. LP should be registered by the IPS as a light punch, wheather standing or not. So the combos would be shortened (perhaps not even enough for my liking) and by that, the frequency of resets would increase, sounds more fun.
But as Hecatom said, this is perhaps just not my style of game, so I just quit that thing. It will become just more worse in the future if there doesnt appear a fundamental patch to the game system. I cant see how this game will survive long in a competitive scene, when a character is dead by 1 or 2 (what does it matter) 30 sec combos out of a light attack, in blazblue the combos are much more shorter and you can even burst as defending player, that is a big difference.
lol
Mike: Hey guys, IPS! No more dumb repeatable infinites!
PEOPLE: YAY
Two weeks later, after people put in real work to create combos
PEOPLE: OH NO LONGCOMBOS
Mike: But people put in the time and effort to learn them.
PEOPLE: YAH BUT LONGCOMBOS BAD
Mike: So then what if you just use resets to kill them quicker?
PEOPLE: YAH BUT LONGCOMBOS BAD
Mike: Ok so if we make them shorter than we’re pretty much just Guilty Gear / Melty / DS at this point.
PEOPLE YAH BUT LONGCOMBOS BAD
It’s the nature of the game people.
Honestly many of you complaining should have been playing Melty with me 7 years ago with the general complaints being made, but hell I actually love doing combos in this game so I guess I’m in the minority.
Tao taunt loops working anywhere <3 those were fun
I like how everyone assuming combos will just be longer and hurt more as time goes on but ignore how important meter is.
SpiderDan, you’re a MvC2 player. Wasn’t the beginning of MvC2 people doing ToD and high damage combos until people realized resets were better a good amount of time into the game’s life?
I’m not even saying in relating to Marvel 2…I’m just saying whatever the issue would be much compounded with way more characters. Skullgirls players will just have to learn different shit from other games. If it’s making the game unique that works for me.
I like your analogy, but the fact that there is only one valid choice is the (possible) problem. What if your choices were more like:
A. Get a Whopper for yourself and smack their’s out of their hand while you both get paid $5 (biggest possible combo)
B. Get a Whopper Jr. for free and opponent gets nothing (reset or smaller combo+positioning)
Now people get to make a choice and develop a more personalized style and make some decisions.
Frankly I’m more worried about the assists being way too good but overall the game is a blast I don’t mind a little bullshit.
If you don’t want to get stuck in “long combos” go play DOA and counter mash your way out of them.
This game gives you LOTS of tools to prevent you from getting hit, you could also just stop running into Buttslam and Napalm Pillar all day BECAUSE HURR RUSHDOWN.
If you watch the high level matches, as of right now, no one is doing ridiculously long combos in tournaments. MVC3 combos are still way, way longer.
I’d say lets not worry unless we actually have to worry. This game is fun!