This is my biggest concern. Adding a separate meter for tagging is the opposite of clean design and front-loading complexity is not what Capcom is aiming for. I’m okay with a cool-down system with a set time until the pop-up bubble that says “Tag Okay!”- but I kind of like the idea of blowing resources to turn the combo game up to 11. shrug
Do you guys think infinity stones will be a burst mechanic? I don’t care too much for bursts, but baiting them has got to be the most satisfying thing in all of fighting games.
I like that idea too, it seems like it would be interesting to have to manage resources to either go for one really damaging combo, go for oki, have good neutral tags, etc, but I don’t see it happening. This is why I hate this “complexity” nonsense, it really limits the options imho.
“Each stone will grant one ability that can be activated at any time, and one stronger ability will be more rare (again, the team has yet to work out the specifics of how they will limit this ability).”
That sounds like the V-System from SFV but they said in that same interview that the stones are more like grooves so maybe there will be other benefits when you choose a stone.
It will probably be a while before we know for sure because they haven’t finalized the system yet
I’m expecting the tag system to have multiple options of incoming moves to give variety to the way you mix combos. It’ll be just like assist calling was in terms of role in combos, but probably provide more freedom in how you can blend the characters unique movelists. The variety would be helpful in letting players pick characters they want, not being forced into a small list of characters that do one specific thing (remember early vanilla when EVERY team had OTG wesker?).
The bigger question is what is offered in neutral game or even on block. I think there’s a lot to gain from losing assists in the classic sense…namely we get rid of the incoming vortex. It’s great seeing set ups in neutral game that lead to a planned ambiguous cross up, but 1 touch killing a character and then having them guess 3-4 times on incoming from off screen assists calls just feels stupid. Blocking a Zero/Dante mix up pattern never felt rewarding or good for the game and I wanted to see something like this fix it.
We still want some neutral game whackiness though and an idea is the possibility of team up moves that do something unique, locking both characters in an animation and reducing the potential to abuse it clearly as a “call assist while mixing up with point” tool. This would work like a mini THC, activating a combo of special moves or perhaps something even more unique per character mix, EX: Cap/Iron Man leads to cap doing stars and stripes, THEN Iron man beams the character as Cap lands, making it comboable. If attached to a meter or something these could be powerful, but not so spammable as assists of the past. I’d expect something like an EX meter where you do your special and it enhances it to a partnered special. This is where we can likely get our much needed neutral game Marvel feeling. (lets go left field and picture a totally-not-gonna-make-the-roster Colossus doing a fastball special with Wolverine, that ends in a berserker barrage while Colossues catches up and combos)