In a similar vein, here’s something I’d like to see. Launcher Tag combos (In lieu of Team Aerial Combos/tags)
Sort of like SFxT, a Launcher Tag combo tags in a friend after connecting a launcher by pressing the assist button after making contact mid combo. This causes a soft knockdown instead of a full launch allowing a tag. It’s completely free, no meter involved, and different from the mid combo tags shown in the trailer that may or may not involve meter.
HOWEVER!
This comes with a few restrictions
#1 This counts as your ‘assist in combo’. You cannot call upon your partner again until the combo ends. This includes Team Hyper Combos, hard tags, and Launcher Tags
#2 No double launchers. If you’re going to combo with someone, they’re going to do so from the ground juggling the opponent.
The idea being that you get a free tag without losing meter or momentum by sacrificing damage (lots of it), and can allow for more setup centered finishers, as well as more team oriented low meter/meterless BNBs
A note on gems: While we’ve discussed the MSH gems in here before, it might also be worthwhile to look at what gem effects Capcom played around with in SFxT, another 2v2 fighter. Instead of manual activation, they were activated instantly and without any recovery by the player when specific conditions were met. Not counting the troll input/auto defend gems, the following effects could be found in some form or another:
[details=Spoiler]
[list]
[] Damage boost
[] Damage reduction (percent based)
[] Damage reduction (static value)
[] Speed up
[] Gradual health restore
[] Instant health restore
[] Meter build increase
[] Meter use reduction
[] Base vitality increase (Assist gem, decrease one of Attack/Defense/Speed to compensate)
[] Cross Assault duration increase (Assist gem, decrease one of Attack/Defense/Speed to compensate)
[] Pandora duration increase (Assist gem, decrease one of Attack/Defense/Speed to compensate)
[] Counter hit damage increase (Assist gem)
[] Recoverable health increase (Assist gem, costs meter when triggered)
[] Chip damage increase (Assist gem, costs meter when triggered)
[] Gem duration increase (Assist gem, costs meter when triggered)
[] Gem strength increase (Assist gem, costs meter when triggered)
[/list][/details]
Since I have a lot of time on my hands, I’ll also compile the H&H card effects:
[details=Spoiler]
[list]
[] Increase meter at round start
[] Regenerating meter
[] Instant attack (generally stationary projectiles/traps) duration increased
[] Increase speed of vitality recovery
[] Reduce amount of red health on opponent
[] Movement speed increase
[] Can chain grounded normals at a meter cost
[] Super armor (costs meter when hit, can be conditional)
[] Increase flight duration
[] Increase speed in air
[] Increase vitality
[] Assists cause stun on enemies (adds meter cost to assist call)
[] Increase rate of assist vitality recovery
[] Increase hyper combo damage
[] Gain meter when a teammate dies
[] Absorb vitality on hit (if your health is below a certain value)/(during hyper combos)
[] Gain meter & activate X-factor if hit by a combo of X hits
[] Enable auto block if you have less than X amount of meter
[] Increase overall damage
[] All attacks cause chip damage
[] Increase duration of power-up hyper combos
[] Assists gain armor (uses meter when hit)
[] If your last character is below X percent of health, gain some amount of health
[] Jump cancel at the cost of meter
[] Increase number of jumps you can perform before landing
[] Throws cause poison damage
[] Increase attack power as the match progressess
[] Cancel specials into specials at the cost of meter
[] Regain health upon landing a combo of X hits
[] Opponent must activate X-factor when you do
[] Reduced incoming chip damage
[] Enable parrying
[] X-factor sends opponents flying
[] Can dash cancel grounded moves
[] Increase dash speed
[] Gain X amount of meter every Y seconds
[] Extend X-factor time
[] Invincible to projectiles upon performing an advancing guard
[] Become invisible while dashing if you have at least X amount of meter
[] Increase number of air specials per jump
[] Reflect incoming damage
[] Universal air dash
[] Increased damage after KOing an opponent (or losing a character)
[] Call assists while in hitstun
[] Unlimited X-factor, can’t use hypers
[] Constant X-factor when you have X amount of meter, can’t use hypers
[] Stun enemies on Crossover Counter
[] Landing a snapback makes you invisible (can drain meter)
[] Assists or Crossover Counters cause poison
[] Regain health at the cost of meter upon performing an advancing guard
[] Hypers absorb meter from opponents
[] Power increases with how much meter you have
[] Increase projectile priority
[] Reduce assist cooldown
[] Last character is restored to full health upon death for X amount of meter
[] Shorten time to charge moves
[*] Dashes have armor/projectile invincibility
[/list][/details]
So what exactly can we learn from all this? Well, Capcom seems to like playing around with damage, speed, defense, and meter economy. So far, we’ve seen the Power stone boost damage/hitstun, and the Time stone add new cancel routes (idk if it actually enhances mobility). So we can expect some kind of defensive gem (Space stone probably), something that gives/restores meter (Mind stone), and something that gives/restores health (Soul stone?). I haven’t accounted for the Reality stone, but my best guess is that it will do something very different, possibly playing with the actual mechanics of the game.
On the topic of the Stones, I hope they’re a pseudo X-factor where they’re more powerful if you’re down to 1 character. I don’t want this game to become a race of “Who can start a combo & then pop their Stone the fastest.” I’m sure that could work in some cases, but man it would fucking blow if that’s what the game became.
I’d rather gems just be on activation just like they were the last time they were in a Marvel game.
Hmm… no really sold on the idea as it seems to be something that seems pointless. Why tag out into a soft knockdown for no meter when you can simply tag out into continuing your combo for no meter? If you’re going for more damage by getting a reset, a soft knockdown situations doesn’t really seem like a good situation for resets in a Marvel game - those tend to come from standing reset situations with assists. A better implementation IMO would be allowing free tag ins on the start up of special moves, so you can use those to create standing reset situations with assist like setups.
Your ally can still combo someone for beefy damage when they tag in, it’s just a soft knockdown instead of a full launch so that if they come in on the ground they can still combo instead of the opponent flipping out of a normal launch that wasn’t followed up on.
Basically I’m thinking something like:
Iron Man is beat up and lands a combo. He lands a launcher, free tags into X. X lands a couple of hits into his own super
or
Nemesis does a solid 6 hit ground combo, but since his damage scaling is so bad he free tags into Doom with his launcher and lets Doom finish the combo
or
Jill lands a combo for no damage, tags into Hulk who has massive damage (obviously)
or
Captain America has no meter and can’t build enough meter on his own to end with a Hyper combo, tags into Akuma to build enough bar so that he could end on a Hyper Combo
I don’t like this in an aesthetic sense. DPs that cause a knockdown are some old man fighting game type of stuff. I want my Marvel DPs to be just like everything else in those games: exaggerated.
Still the same question. Why go for this when you can just straight up tag into your opponent for damage. Even more so when what you’re recommending puts a hard 1 tag limit, when we already know that (at least based on the footage we’ve been shown), that you can do at least 2 in a combo. More so, we can infer that the mid combo tags likely won’t cost meter - because doing so will mess up DHCs. If you weren’t paying attention to the trailers, DHCs in this game seem to be done by tagging in during the active frames of a super, and then having the incoming character do their own super (same “flash” and run in tag for mid combo tags and “DHCs”).
Now I know people are looking at TvC and it’s VAR system, however I’d like to point out that this has a different development team (internal Capcom vs 8ing) under different leadership (Norio Hirose vs Ryota Niitsuma).
Because I still don’t believe tagging in mid combo will be free and will speculate otherwise until confirmed. The core concept is that I’d like there to be a free option to tag into your ally in addition to a more expensive and more damaging alternative (or in the case of hard tags, a safer alternative) while not breaking game flow.
That doesn’t seem to fit with what we’ve seen so far, especially as it seems to mess with how the game seems to want to do “DHCs”.
Additionally, Capcom is intentionally using the term “freeform” when referring to the tag system (a term not used for TvC VARs or MvC3 TACs) and locking them behind meter in combos doesn’t seem to go with that.
Well I don’t think they’ll be that crazy. The trailer seem to hint that they’re mulling a 2 tag limit. Given that it also indicates that DHCs will be done through tag, then this may be so that you can tag mid-combo and still “DHC”. So, more like Wolverine combos, tags Storm, Storm combos, end with super, tag Wolverine, Wolverine install super.
No, I think he had the right idea. Cap/Morrigan had a combo with 2 tags before the super, THEN a DHC. Even though DHCs look like just another tag now I don’t think they count towards the limit.
I dunno about that. It seems that “DHCs” are now just super, mid combo tag, super.
Honestly, while it seems more convoluted, I think that I might actually like this more since it might open up more combo possibilities out of supers, similar to the Storm/Sent DHC, but without the second super (since I doubt they’ll allow straight up comboing out of supers like Sent was able to do in that specific DHC).
Go to 53 seconds when Morrigan starts doing her combo.
Someone recently discovered the weird bat effects around Ryu when Morrigan came in and started hitting him. The effects are still around when she tags Cap back in. Status effect?
How would you all feel if tag cancels took inspiration from GGXrd’s Roman Cancel system? Non-invincible moves can be canceled in their startup for half a super, while all other cancels cost as much as a super. This makes tagging out during a projectile feel more like calling a lockdown assist in older games, and for 1 bar you get the best aspects of a crossover counter and old-school AA assists.
I don’t really like the SFxT tag system because it is more designed around combo extensions than playing a neutral with both characters.