Kinda wish people would drop the 33% thing. Its not completely comparable. You also have to consider tools lost as a result, then 33% is a lot more important here.
-trolls suck-
Kinda wish people would drop the 33% thing. Its not completely comparable. You also have to consider tools lost as a result, then 33% is a lot more important here.
-trolls suck-
I agree with the OP. The matches end to WAY to fast. MVC 3 I can fight for a good 10 min and enjoy that zany fighting…But this time around…We played three games around noon…We were done around 12:15. That Hub system doesn’t do the health bars any justice. But still fun game but they are pleasing too many casual players. Even Tatsunoko Vs Capcom didn’t even have this problem.
One of the biggest issues I have with this series in general is the fact that you can DHC and TAC in the same combo That’s one of the bigger problems with why the game goes so fast. It allows you to TAC then 2 seconds later DHC back into that character you just TACed out of. Not only that but Level 3s dont scale when they really should.
Look mom! No shades! B-). I feel you, right now im thinking top tier is wesk/dorm/doom/spencer those guys didnt need buffs but damn wesker is so crispy now lol.
There are heavy keepaway teams that most definitely can keepaway very well. I would look into doom/shuma/strider/raccoon/etc assists. They are amazing for keepaway. It does work, but it is a risk.
eh… even in mvc2 except for storm touch of death and a couple other specific combos (Iron man infinite is only one that comes to mind at the sec except for obscure ones involving multiple characters) most battles required 2 touches to kill, which was the reason the reset was so powerful an option. Mag’s couldn’t 1 shot you unless you didn’t mash hypergrav, Sentinel couldn’t kill you without being DHC’d into, Cable couldn’t Auto-kill you with 5 vipers unless you were sentinel and he had 5 super meters, …
One of the thing that’s made MAHVEL! awesome was that a single touch could change the momentum and the MOMENTUM could change everything. I think umvc3 has promise, but I still think it could be made a bit better by slightly larger life and a bit stronger zoning.
Zoning still is weaker than rar get in face and press button style, but it is seeming at least somewhat viable in comparison to mvc3 where it didn’t exist. I can see some teams developing where they adapt zoning strategies in some matchups and aggro styles in others. Unfortunately, most of the better zoners have stronger runaway or aggro games so except against shit characters theres no purpose in trying to zone.
ST, 3S, GGAC, UMVC3. High damage games with cheap shit FTW.
Aww man. The sheer amount of DERP in this thread is awesome and highly amusing. I lol’d hard at some of the posts here defending lowering the damage in UMVC3. UMVC3 is SUPPOSED to be high damage and over the top. you want something tame and low damage play Karate Champ or sf4
I agree, I believe that the low health makes things suck, in particular the low health of the BIG, SLOW, HUGE characters.
Capcom…listen, give Hulk like 1,600,000, Nemesis/Haggar like 1,500,000 and Sentinel a cool 1,200,000. Make these pixies
pay for not killing us the first time goddamnit. The risk reward for playing a big bruiser imo is out of whack!
Didn’t you lose a round in one hit in Karate Champ? That’s as over the top as it gets.
Giving Hulk 1,600,000 health would make Morrigan vs. Hulk the least exciting matchup on the planet.
The problem with giving big characters more health is that you first have to make sure that they can actually do something with that health. Otherwise, you get cases like CT Tager where he takes forever to kill but can still do jack to the opponent because he’s pinned down.
The overall health balance is fine IMO. I stil lfeel Sentinel is off (too low), but ‘I understand why’, and I still wish there was a no Dark Phx mode - Phx with normal health, but those are wishlist/thoughts of a non-tourney tested guy.
Ulitmate helped zoning out alot, that I def, give - but it still seems to easy to ‘crack’ the zoning. Again its fine, its just me ‘wishing’ for the ability. shrug
I really don’t understand why people use random. Its not random if you get hit!
Because if they can convince themselves that something is happening randomly then it isn’t their fault that they suck.
Then I suggest more armor moves/throws with armor properties and invincible startup (especially for nemesis transformation.) Sorry never played Tager, but I played Potemkin. They could also make them drop even faster.
You’re right, but it’s so much better than previous games. Haggar won Evo! You know what the chances are of Zangief making top 16 in MvC2!?
Stamina should only be used for balancing as a last resort. Giving them actual tools is much more valuable, which MvC3 is doing a great job of.
The only thing I would change is make command grabs more of a threat. There is no reason to have Wesker’s command grab strike more fear into the opponent than Haggar or Hulk. I would make Haggar’s SPD do 250,000 dmg and his level three deal 1,250,001 dmg.
Effectively speaking, “Randomness” does not and cannot exist in a fighting game. Vanilla and Ultimate possess two exceptions to this rule: Hsien-ko’s thrown items, and Phoenix Wright’s Investigations. In the case of Phoenix Wright, the randomness yields an amazing payout(being pretty much fucking invincible.)
Both incarnations of MvC3 work on the same principles of all fighting games: Frame Data and Hitboxes. If your attack’s startup is faster than mine, I get hit. If you can’t reach my hurtbox through an attack, you get hit. Every “random hit” is explainable by these principles of frame data and hitboxes. What determines if Magento’s standing L goes through Zero’s j.H is not decided by a flip of a coin, its dependant on the frame data and hitboxes of each move in relation to spacing, timing, and so.
People seem to think just because its easier to kill a character, other aspects of the game are lessened. This doesn’t come close to being remotely true. What the game may lack in execution it creates in getting the first hit and *not getting hit. *Where execution is lessened, mind games, strategy, and defense become more important. People don’t say “If you can block in Marvel you can block in anything” for no reason.
TL;DR: Stop mashing buttons and getting exposed, then decided the game is “random.”
I think what a lot of people need to come to terms with is that this isn’t the game for them. It’s clear now that high damage is going to be a part of the game through all of its iterations, and there are a good amount of people who enjoy the high damage.
Play the games you like, don’t play the ones you don’t.
It’s not like the SFIV situation either where you’ve got this one big scene over the others. Now we’ve got 3 consistently high turn out games (SFIV, MvC3, MK), as well as multiple other scenes with decent support.
in other words: it’s going to stay a casual fighter that’s forced into a competitive scene because it’s made by capcom. you don’t like me talking bad about the game? as a customer, i have every right to express how random/unbalanced the game is. you don’t have to be in this thread if telling the truth about this casual fighter hurts your feelings.
Baiting. Frame trapping (it is in there, just less emphasized). Mixups on knockdown (also in there but since you typically only need 1 mixup per character it is emphasized less than SF games or any slower placed less over the top game.) feints. Whiff punishes are rarely seen (though unsafe onblock punishes are def important.)
Really the only sort of mind games I see ALOT are high low mixups and the occasional tricky side change/dash under after KOing a character.