Problem with things like this is that its usually either useless or overpowered. Things like this usually have no midline and I really doubt Capcom to balance something like this right.
Well, if Ant-Man were to be included in the roster Iām sure heād have a Giant-Man hyper, but I picture it just being cinematic. Much easier to design.
Iād love to see Ant-Man as a trapping character revolving around the use of his Giant-Man form. Imagine: build meter, do blockstring into hyper, DHC in Giant-Man, proceed to press buttons forcing your opponent to eat block and eat chip or die if they press buttons, then blockstring tag out to point/battery character.
I donāt really agree with this. For starters, I feel like most people pick him because he has broken TAC Infinites. Sure his assists are godlike (some might even say broken), but like I said before, we are going to end up in the same situation except with 2 characters (someone picks Ryu out front and Strange behind because Strange has godlike assists. Then people will be in here talking about how Strange players canāt do shit and just use him as a crutch). There is just no way that making the game 2v2 enhances teamwork, at all. Letās look at a different game instead, Skullgirls. So the Skullgirls 3v3 teams are less about teamwork than the 2v2 ones? How? It just doesnāt make sense, reducing the number of teammates doesnāt enhance teamwork. It simplifies the game, yes, but it doesnāt enhance teamwork. If anything they should have stolen the SG model and allowed you to pick how big you want your team to be.
Iāll also echo that Doom was picked not exclusively because of his assists but because he synergized with EVERYONE. Shuma/Sentinel/Ammy had godlike assists too, but each needed more work to shoehorn into a team than Doomās insane OTGs and TAC loops.
I hope you all do realize that one way to make a character more than just an assist isā¦welllā¦
to give people in general better assists and sorta balance the roster. Frankly I think that 2 vs 2
promotes teamwork is just an excuse to simplify the game.
My early expectation of the game is an odd fast character switching game where you tag out to
eliminate active frames so your new point character can act. Say fireball tag chase fireball across the
screen with your new point. Youāll have an assist essentially but not the way its been done classically.
If they do this it will be a slippery slope of frame traps/huge combos but lockdown strategies will kind of go to shit.
Some of the best characters will have lingering projectiles to emulate true assists, I just hope HBDs are still
possible. Those were hype.
Giving everyone good assists is a lot more complicated than you may think. Even if the roster was 30 characters, that would mean giving 90 moves godlike qualities without making them all the same. At some point, it becomes one giant circus of assist balance that takes time away from balancing the characters themselves, as well as the system mechanics. I donāt fault Capcom for wanting to keep it simple if that means having a greater chance of developing an engine that has both balanced and insanely paced gameplay.
Regarding giants: I thought they were neat in concept, but in practice they were not as fun as they should have been. Iād rather them keep it simple and leave it as straight 2v2.
One nice thing the 2v2 no assists thing does is it forces people to learn all their characters. There were a lot of jam session and hidden missile players that had really sloppy dantes and dooms. Puts more emphasis on making sure you are good with both of your characters and not just being good with their assist.
Lets just say that as a DOK player, playing assistless while totally doable if I had to be solo as DOK in UMvC3 I probably would have never have played the character ha!