its not the long combo thing spider-dan is arguing about but rather how odd it is to track a reset which is very hard to do in this game. Marvel series, you had easy indicators to tell you an infinite was ending and now resets are on the way. The way characters can apply resets in this game through IPS sets up a good amount of resets because its super hard to keep track of that shit.
every character has what, 18 pokes right? 6 standing, 6 crouching, 6 jumping and maybe some command normals if there are any. 18*8 = 144 moves. That’s 144 moves you have to remember just to think about when a character will go for a reset? where as years before, it was a number we were simply looking for.
I agree that its rather “odd” to keep track of it this way. I’m not complaining its bad. Since the movement is so much slower in this game compared to mvc2, I personally think its ok for these characters to have so many looks for mixups. I will agree though I get caught my random mixups because I’m not sure how the combos will end.
Would a flash be good enough for everyone? like as soon as your character dropped out of a combo, they blinked white for like half a second on the first frame of release. IPS can still be there to allow the wide variety of mixups in a slower game and now you have distinction on when the opponent is going for resets. Don’t know if that is even fair though. Part of the mind game behind resets is that the opponent has to know its coming. By making characters flash white after they’re done being hit from a combo tips their hand every time. I think it would help a lot and I don’t think it would be that hard to implement. My only concern is flashing white after combos fair?