SFV no chip kill except for supers might actually work better here than in SFV since you have so much more meter to work with.
The thing is, trapping in Marvel can either be an extreme of zoning or rushdown. Itâs not really differentiated from the others the they are from each other.
What is everyones take on decaying hitstun? Will that be a thing in the new game or do you think they might take a different approach to limiting combos?
Yes.
At the very least, it makes me feel better to say that Iâm zoning someone rather than being a scumbag that wonât let my friends press buttons.
Never liked it. If you know something hits because itâs framedata says so, then it should hit, no matter where in the combo it is. Iâd rather a more predictable limit such as a visible undizzy or KI style KV meter be used.
MvC2 undizzy made the game more reset focused without limiting the freedom the series is known for. With MvC3 using hitstun decay, they had to tone down the hsd to keep the gameâs combo system free, however this had the effect of deemphasizing resets in favor of one touch kills.
I also thought a KV meter would be a really cool addition to Marvel. Or if (this might be a stretch) they added a points based system that 3rd Strike had for juggles. x move = y points.
The issue I have with hit stun deterioration is that itâs easy to to make moves/buttons that ignore the rules. Think Vergil Sword loops because cr.H wasnât affected by deterioration or Zeroâs Buster/Lightning.
Undizzy means you can die from a combo if the damage is high enough (Storm/Sentinel DHC in MvC2) but infinites would eventually flip out so resets become more important.
KV is basically MvC2 undizzy (not surprising since Mike Z worked on KI) with the addition of you also losing out on potential damage when KV maxes out.