I like doing the opposite of whatever the said game wants you to do. Just to make it interesting. But my favorite thing about MVC2 and MVC3 is that it’s really hard to define the “right” way to play.
The game will DEFINITELY be “don’t block just hit the buttons” like sfv but hopefully not the extent where projectiles are just there as a liability. Having a fireball in that game is basically a wasted slot for a move.
I was looking over the extended trailer again, and I noticed this little forward-boosting momentum thing that happens when the other character comes in. The forward momentum is most noticeable when X comes in for the launch and when Cap starts jabbing after Morrigan’s fly screen.
More importantly, you can see they have different little animations. For example, it shows Ryu kinda lowering his body in preparation for an uppercut or something. Right here.
Something that might be interesting is that at 0:36, you can clearly Ryu during the same animation but Iron Man hasn’t been hit nor made contact with. Could this confirm some sort of tag on whiff or perhaps an AC Tag?
It looks like in that second segment, Ryu slides towards Iron Man in a half-crouched stance then does a standing jab; considering that is CLEARLY Iron Man’s standing heavy recovery, I think you may be right in assuming it’s a counter tag.
MorriDoom is ultimately flexible but there’s an ideal place for them to keep you to eat
chip damage. That’s what zoning is. Forcing you into a zone and keeping you there. The best
Morridooms zone you until you have to block to much shit then come in for the mixup.
If that’s not zoning I have no idea what is. It just so happens that the zone is full screen.
That being said I really want Spiral, although there won’t be any real traps like that in the
new Marvel with no assists. Shit, they need to have an assist mode serious LOL
You guys were discussing incoming mixups on character switch/death in the versus series but no one really brought up how TvC did it. In TvC, when your character dies, the incoming character will land on the ground first, no matter what. That means that you cannot hit the character until they’ve hit the ground. So that means you can only really do left right crossup switch attempts, which are very effective if you dashed under them or used Zero’s teleport with Ryu’s assist for the tricky setups.
So how do you guys feel about how chip damage should be handled? I feel like chip should stay but you should actually have to get the last hit to kill.
I don’t think this is entirely true. When asked what they were doing to ensure the “hardcore player wasn’t left behind by too much ‘accessibility’” the developers replied “we hired combofiend”…