Betcha he’ll try to weasel his way out of this, make excuses and such.
More like Ten_Count_Fail amirite?
I will only believe them
I really wanted to send them a nasty tweet.
It reallt bugs me how UMVC3 stages was pretty detailed, as you can see on those camera mods and glitches. It really felt like wasted potential.
How would you guys feel like if MVCI story mode was open world?
It’d be a bit hard to implement if your roster of playable characters was 30ish.
What’s the consensus of dp moves? Not do motion, actual shoryuken esque moves. Some are fine like Vergil because there’s a use for it in combo but some like caps or akuma get zero use barring their supers
Maybe they will be more proeminent on the 2v2 with no assists setting. It will be cool to DP, tag and combo
All the dps in the game are useable with this cap and ryu being the worst , since you can cancel akumas you can cancel zero , wolverines is used for loops, morrigan can fly cancel and it’s used a pesudeo launcher
Well, DPs in UMvC3 had several major flaws, partially due to porting movesets
-Minimal coverage (Covered a traditional upward angled area, with minimal hitbox to stuff aerial approaches)
-Low reward (Unless you were Morrigan, your DP didn’t lead to anything more than a super on it’s own and would require an assist for conversion. And if you’re building an assist to convert from a move you rarely land, something is wrong with you)
-High risk (opponent could just block it in this game or air dash away, unlike in games where these moves originated)
-Assists do it better (Send Haggar or another assist out while you block to keep people off you)
To my knowledge, the only genuine dragon-punch move that people could use as an anti-air was Jam Session due to it’s startup, ability to cancel into DT, and of course it’s reach. Everything else it was like picking the worst tool to do the job possible when many other options were available and nearly all DPs ended up as just mid-combo tools.
With no assists and a smaller super jump screen, this would be prime time to improve AAs and make them useful reversals again.
Other DPs of note, though not necessarily because of anti-air quality:
Dormammu’s Purification (the pillar)
Viper’s Seismic Hammer
Arthur’s Heavenly Slash (M version)
I honestly hope they aren’t good reversals, I want players to hold my mixup on wakeup.
I’d be okay with reversals being legit, but they shouldn’t be cancellable/comboable and they should have a lot of recovery. If you read right, you break momentum. Read wrong, and you’re likely to eat a max damage combo. That way dps are useful, but not the go-to option.
Reversals/DPs are going to have to be strong in this game due to the lack of assists.
In the old Marvel games, some DPs knocked the opponent up all the way to Mt. Everest on hit, making follow-ups very difficult. I would be OK with invincible DPs like that, because even with free-formed tagging and special to hyper cancels, moves that touch the ceiling are few and far between and their damage potential are fixed. Think something like Ryu/Doom going Shoryuken>tag out>Sphere Flame, or Cap/Ryu doing Stars and Stripes>tag out>Up angled Shinkuu Hadouken. On average this is 1/3 damage for one meter, which is respectable but not game ending. And if the devs aren’t happy with that, they could just plug damage scaling on DPs like they did with OTGs in the old games. This also could add an interesting layer to team dynamics by taking partners specifically to make DP damage respectable. My only worry is attacks like Hulk’s Gamma Crush that drag opponents from the sky straight to the ground. Shoryuken>tag out>Gamma Crush>tag out>OTG combo would be some busted annoying crap to deal with.
I’d be fine if Reversals/DPs caused a soft knockdown, rather than start a combo. Giving a mixup instead of a full combo can become it’s own balancing factor on a character by character base
I was thinking the same thing, only the recovery on the reversal (assuming it’s invincible) would have to be a little bigger, to more or less reset the neutral instead of gaining an advantage. Getting a free mixup after landing an invincible reversal would be a little too strong for a game designed like this. Whoever doesn’t have one in their moveset would be low tier by default.
Yeah, Reversals/DPs should be GTFO me moves, and not stuff that leads to offense.
I was just saying for comparison’s sake, rather than encouraging a mixup on reversal thing.
Don’t know if you guys noticed in the trailer, but Morrigan tagged in flying. How do you guys think It will affect the game? Maybe it raises her combo potential, so they did it because she has low damage.
It seemed to me that her ground dash makes her airborne again, so she got that free aerial hit on the tag before landing for the launcher. One thing about tags, though. How much invincibility are they going to have? The recovery time seems pretty quick since they need to pick up combos, but what about raw tagging? Is there no invincibility on the dash? And is the outgoing character vulnerable at all? Happy Birthdays (pls)?
bit early to tell but i do hope there’s a way of punishing raw tag ins