Low health is making the game boring and anti-climatic

You’re disregarding red health, XF, and two other teammates when talking about 60%/70% combos. And of course you can’t do a thing when your being comboed. It’s a combo. Unless you have a burst, you’re not supposed to be able to do anything.

If you have a problem with long combos, then avoid situations that get you comboed.

Wow thats some advice at the end there :confused:

JLU member: “But Batman…what about Darkseid’s omega beams?!”

Batman: “Its ok, just don’t let them hit you. You’ll be fine”

JLU Member: “…uhhh, thanks. We are in your debt Batman”

Your low endurance made you cum early. So she said you were very boring and climactic. inserttinypenisjokehear

thats the main reason I am garbage at MvC3…I still have the mentality of counter-calling assists, which is not how to play MvC3. Assists are more for the purpose of getting in.

Batman would totally say that

I think he did in one episode.

EDIT: nevermind, he leads by example.

[media=youtube]gNBTdLXk9JM[/media]

Nah man, if you have a problem with long combos, play a different game its really that simple. The game has been designed this way, even if they reduced the otg windows it would just hurt some characters more than it did others, vergil and magneto will still be able to pull of long ass combos but all of a sudden dante loses a lot of his combo potential.

I think the damage is fine the way it is, I mean ill take 60/70 percent combos in ultimate over 100 percent combos off anything in vanilla. Plus people overlook the fact that there are so many ways to safely get your point character out, from TAC’s, DHC’s, and some characters can even set-up safe raw tags. Now lvl 3 x-factor damage, thats another story.

Holy shit. I didn’t even know May was that good, I just thought she was cool because she swung an anchor around. O_O

what a great pre-fight screen!

Yeah I agree, it still baffles me why they changed it to where the assist still comes out after I’ve already slapped the point character.

that doesn’t really bother me, as much as why I can’t hurt the assist at all during their pose. But given the high damage I guess it evens out.

The easiest way to absolve this issue is if we all pick Thor/Tron/Haggar/Hulk/Nemesis.

Then the matches will be exciting and climatic right?

We all love that jump H/Jump H/Pipe/Stand H/Crouching H

H stands for horrible matches.

Dude. the ONLY reason i even mentioned GG and BB was because some idiot told me to “go back to sf4”(which i don’t play). then that other cat spelled with K came along and and made it seem like I was comparing the two/three games(to justify his love for the ultimate). even still he wrote his post like you can literally trip into high damage in GG. go back back and look.

the simplicity of the execution for high damage also hurts zoning strategies. what’s the point of zoning for scraps if you can “get in there” and kill? you give zoners DIFFERENT properties with chip so people can’t say “but nefing the damage will hurt the zoners even more”. chip damage and direct hit damage are two different things. some characters can weak direct damage and awesomechip damage. is this not possible?

Zoning in this game is not for scraps. Everything deals a retarded amount of chip damage in this game. Just block Dormammu for 10 seconds and watch yourself lose more life than 2 reps of Strider/Doom. There is nothing in this game that doesn’t hurt…i mean, except Hsein Ko.

The main problems with zoning in vanilla were these…
[LIST]
[]Characters with airdashes could block during an airdash, making an approach completely safe.
[
]Magneto’s L Disruptor was too fast for any zoners to beat, despite the fact that he was supposed to be a rushdown character.
[]Wesker’s gunshot, a normal, was one of the best zoning projectiles in the game because it could lead to a full combo, which means he won any zoning match that wasn’t against Magneto.
[
]Wolverine’s berderper slash was invincible and went through everything.
[/LIST]
Zoners are going to be a lot better in Ultimate, although I think teleports are still going to limit their usefulness.

[media=youtube]J5EjfjYoX6c[/media]

Skip to 43:25 in the video. James Chen asks Combofiend his opinion on UMvC3 (this is post tournament discussion with CF who took 1st place.)

CF describes the game as “scarier” and also describes MvC as a “tornado of randomness”

Its like you tuned everything out but what you wanted to hear… That or you just want to paraphrase it to sound like CF said the game is Random or “sucks” when in fact what I’d take from his comment is that game is more balanced.

He said the game is much scarier, because everyone has tools and everyone can kill you, unlike vanilla which X character’s damage was greater than the rest so they beat everyone else…he’s currently scared of every character because people have the tools to kill you so if you over think what you opponent is trying to do…

Most times people just get antsy and start mashing when there low on life. CF actually thinks when he plays and doesn’t get caught up in the “random” or hype of “whats going on here?!”

He has a great thought process on the game, eliminate a character to minimize anything “random” happening to you

Actually If you read my post I didn’t say anything whatsoever. Not for or against. All I did was point out that he said the game was random. And he said that the game is scarier because everyone can kill you.

You go watch the UMvC3 running sets of him vs marn on cross counter. Almost every time he gets hit the first thing he says is “Am I dead?”

I actually feel that the game doesn’t have THAT much “randomness” but it doesn’t really cater to fundamentals or mindgames. Earlier during the matches James Chen mentions that the game requires a lot of innovation on the fly. Also he mentions when CF baits out a move by using an assist and walking nemesis back that it is a very “Street Fighter” move. You don’t see that kind of stuff in Marvel 3 very often. That isn’t to say that the game is easy, it just emphasis’s a different aspect of gameplay. High execution, meter management, and reaction speed are more emphasized than many other games.

I aint great, I’m pretty ‘bleh’ at MvC3+ honestly, and while my ‘interest’ or thoughts may not be inline with OP, I can sympathize with him 100%

To me - the game is VERY rewarding to landing an attack. Any attack can lead to serious damage or ToD (for a character - so really 33%). My issue though has less to do with that more, me wishing that keep away felt more ‘viable’ as a style.

Of course you can keep away in burst as needed or to try and lame out a character, but MvC3 seemed to start where MvC2 left off - MvC2 had years where trap and chip based team had success, before we got to the later years where the majority of the damage was predicated off truly landing attacks and following them up. But in MvC3, any team I put together to resemble a MvC2 trap team is doomed for utter failure. No matter how tight my patterns, I have yet to find anything thats going to net me enough chip to kill a character (of a player worth noting). I’m fine with that conceptually, but it sucks to exert all that effort, and then be burned to death by (well in MvC3, not necessarily ultimate though its close still) simple comboes that are near or ARE ToD.

Its the game, its high stakes, I understand and appreciate that, but I feel that the only way to play successfully in this engine is to RSTD as not doing so means that no matter how good your defense that 1% of the time you guess incorrectly - you die for it, and anyone who played the trap happy teams of yester-year can tell you, the teams often fall apart once one of the cogs is missing.

So am I saying anything is wrong with the way things are now…no not really, but I’d be lying if I said I didn’t prefer a little more ‘standard’ survivability. Again, ultimate seems to have helped a bit, but its stil la VERY offensive/RTSD minded game.

  • :bluu:

I think you mean “emphasis different fundamentals” and doesn’t really cater to mind games? Really? What do you mean by mindgames?