You missed what I was saying. I said you had to think about the proper use of the infinites. Why would I snap you out in exchange for Vergil, or any of the other characters I listed, AFTER I’ve already given you the meter to make you deadly? Initial hit, snapback to problem, kill problem, proceed as usual.
nah, it just means he hasn’t figured it out yet thats all
just because 1 player says something is impossible doesn’t mean it actually is.
I just saw a doom infinite version on youtube, doesn’t look that hard. I’ll have that shit down in about an hour and I’ll have several more variations figured out in a week
- megaman c.lp/s.lp didn’t beat it traded because they’re both 1frame. i mained megaman/cable/sent so i am 100% on this shit.
- storm c.lp and cable c.lp didn’t beat it it at all.
- blackheart s.hk beats it because his front foot leaves the ground and makes mag’s crouch short miss.
- you could neutral jump it.
no disrespect, i’ve heard about you from CPU and Max (i’m from bama and they taught me a lot whenever i could make it out to ATL but that was after you left)
to other people: the point compared to mvc3 though is that you could just block anything they could do. sure they could overhead or crossup at the start but that’s all reactable even if its crazyfast against msp. throw simply can’t be reacted to, especially with how much more difficult throws are to tech in mvc3, and how much more damaging they are.
im not sure what the point of bringing this up here is though. mvc3 is a different fucked up game. i wouldnt want mvc2 mechanics forced into it bc the designers clearly didn’t want it to feel like mvc2
i wouldnt mind a sequel to mvc2 with some of the mvc3 characters though!
I saw one… But I’m not honestly sure how to locate again. I try though.
all the chars benefited by infinites were already trending upwards and making the low tiers unplayable as things were… this just accelerates the process. the game is destined for maybe 15 playable characters and being totally 1 playery after the first char dies so in the end so doesn’t seem like a big deal to me.
infinites are getting patched anyway. by the time this tech really develops, it’ll be gone
Megaman I definitely wasn’t 100% sure of same with Storm’s c.lp. Switched Cable’s c.lp definitely stuffed c.lk. I used it against both Joe and Max from time to time when I ran Storm Cable Sentinel or Scrubclops. Still didn’t help much though since it never lead to an insta kill :lol: Oh I think Iron Man’s s.hk also beat it out same with War Machines.
This is true, this is more than Likely getting patched.
But still, in the interim, it’s too easy and too powerful not to use. And it’s important because it will be in the EVO build.
IMO these infinites are interesting for now, there’s going to only be a few characters who can use them reliably, for the rest of the cast with infinites it’s simply going to be beyond muscle memory and good execution due to the nature of the infinite. They’ll be hype at Evo *if *the Japanese or anyone else manages to pull them off reliably.
Having said that, I’m extremely glad a patch is being worked on for it. How can anyone possibly defend the addition of more infinites in the game. If a week ago Nitsuma tweeted;
“Hey we’re thinking of adding infinites using the TAC mechanic, they’ll be hard to do and only a select few of the better characters with good air mobility will be able to reliably use them. So, what do you guys think?”
Would you think it was great? Or would you rip his throat out with your next tweet?
This game is surprisingly well balanced as of yet, and things which swing that balance a little bit get discovered now and then, like Vergil being able to use his sword formation without spending an extra bar perhaps, or the anti-phoenix TAC tech. These are great, it’s a nice natural development of the game, but these infinites are more a clusterfuck of bad news which just give more to the upper tiers and takes a big dump on the lower tier; it’s not wanted or needed.
The big gamechanging infinite still seems to me to be franks. It’s relatively easy, and seems to be a free lvl5 (ie winmode).
The others look like they’ll certainly get use, but its generally the characters that don’t really need 'em that have the easy to do ones.
The things I could do with 7 sougenmus.
drools
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Ammy infinite
You call Sentinel, Storm and Firebrand being better characters after this tech not wanted or needed? You can pick 3 people so as long as you have one flight based character you’re good. Kusoru and Chris G already made it evident a long time ago that you need at least one character that’s powerful at super jump height in this game now.
As far as how this is going to work in tournament matches…I’ll say it again…
You hit the first character if you want to win a major event or do really really well in it (like top 3) DO NOT TAC the first character unless you threw them or did something else to hit them that will scale your combo to shit. Just kill them off with a standard combo because in a game with oppressive neutral and general situations like Marvel you don’t want to be giving the first character 1/15th of a chance to escape your combo. This is just basic logic for winning a major event.
The second character is your best spot to TAC. At least you’re still one character up on them if they escape.
The third character = just kill them with a standard combo or turn on XF duhhhhh…
So really the guy who wins consistently with this tech if my theory is correct will only be using it once in a round and usually it will be against the second character. Although the chances of them escaping someone who knows all the TAC tricks is low…it’s still not low enough when if something bad happens…it could very well have you throw the match away after making a correct move and landing a hit.
Which means the tech generally won’t be as spammed up in realistic matches as people expect it to be (considering real top players are going at it and not half assed players that just wanna TAC spam each other and try the infinites).
Way more hits fall in to the scaled to shit camp then you are giving credit for.
For a ToD heavy game, true ToD’s don’t happen all that often in this game.
That’s because most of the better characters in the neutral don’t have health where true TOD’s are necessary. Unless you’re fighting like an Abegen team you don’t need true TOD’s and it’s more practical to go for resets on those types of characters any way. You need a true TOD to kill Haggar or Thor in one combo and it’s pretty arguable if you actually need to kill them in one combo for sure.
Obviously Capcom designed them so that they are not so powerful in the neutral that killing them on two touches wouldn’t be practical and not super risky like it is vs. Magneto, Viper or Zero.
I think the addition of anything which turns the natural development of the game on its head pretty much unwanted. By that I mean team building improving, meter management choices developing, snap in strategies becoming more refined, mixups getting tighter etc. as the game progresses.
Left with these infinites in the game it would likely reshape that needlessly and in an ugly way. The DHC glitch came along in Vanilla, and everyone thought “Fuck making this shit efficient lol DHC hurr”. That and other factors like the sheer effectiveness of Phoenix and so on stopped the ‘real’ developments from being made and essentially set MvC3 back what, 5-6 months until Ultimate came out?
Meter management especially would take a hit, and would go from a task involving lots of variables and combo choices which may or may not be good decisions to “I don’t have meter to kill… Right I’ll TAC infinite no problem”. Characters who can’t normally do super amazing damage or meter build, which works well to balance their meter management problems, suddenly don’t have that problem anymore. That’s not because a player thought of some really unique and interesting way to play, reset or spend meter, it’s because a dodgy little glitch was overlooked and it requires much less player input and presence of mind.
It goes from involving lots of thought, effort and team build changes to manage meter properly, to just being a case of spend all of it now > go for TAC infinites later. That’s a pretty shitty way for a game to develop. I’m not fussed if it’s akin to old school titles which had broken this and busted that, if the developers had the capacity to readily fix it at the time like we do now, and cared enough to do it, they would have fixed or altered those too. I don’t mind if the game eventually develops over time to the point where only certain builds are viable, but taking huge jumps towards that through discovery of something busted just doesn’t sound super fun to me. If it changes things like the DHC glitch changed things then I don’t really see it as a good thing.
Well, that’s my opinion on it anyway, feel free to reply but I’m off to bed now and at a tourney tomorrow (http://www.twitch.tv/saikyorb - starts in 12 hours) so I won’t be able to reply until tomorrow or the day after.
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That it?
The only way a game won’t evolve is people get lazy. People didn’t get lazy about finding new tech in Vanilla after DHC glitch. Maybe for a couple months or so but afterwards people realized they didn’t need it with specific teams (especially Phoenix ones) and there was plenty of ways to TOD without the DHC glitch any way.
DHC glitch became more and more overrated as Vanilla went on (went from being the thing people thought would win Evo to the thing that multiple top players teams didn’t even utilize). Should be fine here.
Right now everyone’s all juiced up on this tech and thinking “OMG I CAN CONTROL THE GAME NOW. ME SMASSH!! ME GIVE UP REGULAR COMBOS THAT KILL FOR THIS SHIT ALL THE TIME YEAAAHHHH! THEY’RE GIVING ME SOOO MUCH POWWAAA”

Then everyone will think about it and be like “well yeah there’s situations where this will be useful but…really I’m not going to throw this around on every combo”

I don’t think killing characters is what this is ultimately going to be primarily used for.
Well anybody that calls their ultimate impact at this point is a braver man than I, altho’ we’ll probably have plenty of people giving input in 2 weeks
This is a bit different from the DHC glitch in one way, because that essentially sped a match up (as I remember it anyways, been so long ><), whereas this has the potential to slow the game down something fierce. Long duration repetitive combos are a bad look.
Depends on whether the players choose to slow down during them or not. Most likely people will just combo into super to get shit done with and then just use the rest of the meter.
That’s how it was in MVC2 basically. Get close to 5 then burn it or reset.
That’s why I want this shit to start popping off in tourneys so we can actually see what people really do with it instead of just theorizing about it all day and having 10 different theories for it.