You mean every AA assist except for Hulkie?
Stars n Stripes, SRK, and Shadow Blade aren’t nearly as good as they should be.
srk triple post fail :lol:
Haven’t had that issue in a long time, lol. Got it fixed.
I’s not like MODOK players don’t have to have execution on point. MODOK’s AEX practically demands a good point character like Wolverine, Magneto,Wesker,etc so that he can rank up the meter that he wants. He usually has to be in second place because he needs a character to do the heavy work for him. Through he isn’t a liability for that reason, but you can’t do his shit without a good point character.
I rather have TAC be exactly like TvC verison of the aerial tag combos, and force you to use meter…but the rewards for it was there. Especially since you still build meter, and you get a safe tag.
TAC for free isn’t all that big of a deal, it’s just the meter is a bit much and countering it nets you no benefit and even worse sometimes you are in a situation where you guessed right but the burst doesn’t knock the opponent away.
Jumping on what others have said assists need to either be downplayed or buff the bad assist that some characters have.
not really sure what you are saying here… hard tags are good in this game. if you are saying that they arent … um ok. your wrong. WHY they hit has no bearing as to the fact that they DO hit alot, and/or just go unpunished/not punished nearly hard enough… im saying that its kind of rare to see a hard tag get punished by a full combo. and if not getting punished by full combos… theres little reason not to use them smartly when you have a character thats about to die… or are you disputing that? or are the top players at wnf not what you’d consider good? LOL tell me which it is.
-dime
Usually I’m with what you say 100% Dime, but I see Combofiend punnish hard tags, ALL the time, ESPECIALLY the obvious ones like Hsien-Ko set up, snapbacks and pixel rage tags, and punish them HARD (usually with She Hulk, but sometimes Task). Sure Combofiend is like the best player now, but still, when I play with my group of friends (and we aren’t terrible) hard tags get punish frequently, mind you not all the time like other fighting games, but don’t underestimate the significance of safe tags.
I don’t feel like an appeal to authority like that is particularly compelling. Getting hit by a hard tag is a pretty small risk, since it requires premeditation of at least .250 seconds, and it’s hard to convert into major damage. I wouldn’t be surprised if there’s a consistent method to make tagging as a reaction to pressure unsafe, but players just haven’t put a lot of time into that particular wrinkle.
Do we have any frame data on crossover attacks? They seem to hit pretty fast, but knowing how fast would help a lot. We could determine pretty easily if it’s feasible to apply completely tag-safe pressure. My guess is no, at least for most characters, but I’ve been surprised before.
From my understanding of the mechanic, this doesn’t seem to be true. It seems like if you’re holding the button down during blockstun, you’ll swap on the first possible frame. Which means you can bait it the same way you would bait a reversal dp in street fighter. It’s a little more difficult, but you should be able to leave a gap in your blockstring long enough to block it that can’t actually be reacted to by a normal human.
But I could be wrong about that. I haven’t actually tested it.
One thing that makes me really rage is when i know a hard tag is coming and i don’t block the overhead for some reason.
Hard tags are a little too good for what they are capable of but I doubt Capcom is going to change them much. They allow average players to switch their characters in easily and help with people just picking any old team that doesn’t have great DHC synergy. The only way to reliably punish raw tags is to just stay in the person’s face and expect the tag and block it high. Corner raw tags get punished pretty consistently but in the mid screen some characters tag in really close to the corner and low to the ground (like X23) so punishing those types of tags on reaction unless you were totally rushing down the last character is hard to do on reaction.
Um, how about not getting hit an extra 100 times til you lose a character? The situation is reset and it’s your opportunity to make an opening before your opponent makes one on you.
Why should the person who’s in the middle of a losing situation get treated like a winner? Do we really need ANOTHER comeback mechanic in Marvel?
This is ‘‘MAHVELLL BABY’’ my idea isn’t ‘‘Broken’’ at all.
… okay…? lol
If this is “mahvel” then they should just remove the TAC counter all together so people can stay pringles all day with the entire team.
Yeah, it’s not ‘broken.’ It’s just ‘retarded.’
No.
Well, in the first place, it doesn’t really make sense for the risks to scale like that, and, given the odds of landing a counter, you’re likely to be dead before it actually matters.
I feel like there’s some sort of invuln or gustaff like hitboxes during hard tags. I’ve had the CPU hard tag in while I was spinning my sword with Zero’s J.H and it beat me clean, not even a trade. I notice that the CPU gets out of my pressure/mix up a lot of the time with either hard tags or snapbacks(lol 1 frame). CPU also uses snapbacks for the most ghetto frame traps ever lol
Maybe hard tags just have high priority?
Priority is not a stand alone property. Such as to say that move ‘A’ has a priority level of 1 and move ‘B’ has a priority level of 2.
Priority is a relative term, determined by the combination of frame data and hitboxes of one move vs. another.
So a move with a large hitbox and fast startup frames with a small Hit-able box would be considered to have ‘High Priority’