Patches are fine yearly, things like the dhc glitch or tac infinites should should go asap . Considering this game is going to be pushed heavy , they donât want the stream presence to be stale of say, every match has the same top tier
Disagree on the TAC infinites as not only have they become an integral part of the meta, theyâve also been a source of new stuff in recent memory (see the work Wolverine Master has been putting into them). Itâd be like taking roll cancels out of CvS2.
This is true now, but they should of nipped in the bud I donât think that they would survive a patch or update at all, the dhc glitch was like that as part of the meta too and that had to go
I was mainly thinking of the possibility of someone like Bison or Guile getting in. I think Bison has a good chance; he was probably the most requested SF character for 3 & Capcom will need more villains for the story mode.
But you make an interesting point about dashes. Itâll be interesting to see if they address this or if theyâll leave Charge moves the same with a âgit gudâ attitude lmao
Patching shit too much should never be a thing with Marvel. We need our dirt and grime in this game.
In any case, the tag team nature and emphasis on momentum (and stealing it) means that itâs one of the few games where it can be legitimately competitive even with tons of busted shit.
On a related note, how many combos do you thing it should take to kill a character. By combo I mean your average, not so optimized BnB, no tag ins, no gems, and likely costing 1 meter for super. Personally, I think 2 combos of the above nature should be the average. And this is just going by some of the stuff you could do in the original 2v2 games (e.g. Wolverine doing a grounded combo into Berserker Barrage hyper for > 50% damage). It should give single characters enough space to make comebacks while at the same time leaving enough room for optimized stuff to deal massive, neat TOD levels of damage (or straight up 2 character TODs that use 2 or more bars of meter, similar to the Storm/Sent DHC).
As long as the hyper does a considerable amount like 20%. Game shouldnât have high DMG combos before reset barring heavyweights. Nemesis should be the opposite with high DMG into reset
Itâs like reverse stun.
Say each move has a stun value like SF but when you reach the limit in a combo, you pop out of the combo rather than getting the stunned/dizzy state you would in an SF game.
There were ways to take advantage if you knew when the âPop outâ was coming but for the most part people knew when to reset on the last hits to avoid it and go for a regular reset.
I can only speculate why itâs called Undizzy but I would assume itâs because Dizzy/Stunned is term used in SF games when you max out their stun meter and theyâre left open to a full combo whereas in MvC2 when said meter was full, theyâd fly out of the combo.
Edit - Best example off the top of my head would be Iron Man infiinites. The combo cr.LK+Magneto Beam, cr.MP, j.LP, j.LK, j.MK, j.U+HP, (j.LP, j.MP, j.MK, j.U+HP) Would continue up to 44 hits (If I remember correctly) before people would go for a reset or finish with a super because they were going to pop out of the combo.
Undizzy, as far as Iâm aware, is a Skullgirls mechanic constantly increases during combos. Once a combo reaches IPS (Infinite Prevention System) Stage 3âŚ
Stage 1: [Optional] Airstarter*
Stage 2: Next chain
**- Stage 3: Next chain - Stage 4: [Optional] chain if stage3 was in the air and youâre still in the air
Stage 5: Everything afterwards
(As far as I know, both Undizzy and IPS use the same stages as above).
âŚand when a particular amount is reached such as 200 undizzy (240 undizzy?) the character that is being comboed and is free to burst out of the combo at any time they want (like TvC Mega Crash), thus preventing infinites and (as @Zachara said) keeping infinites in concepts only.
I havenât played Skullgirls in a long time, so my explanation may be a bit rusty.
I think Norio Hirose chose that name on the sly as an excuse to turn to Marvel when they discover the infinites and say âItâs right there in the name, we canât take 'em out, now!â