It’s because you don’t want to stand block and get raped. Happened to me a couple times; I’ll face some next guy online, get him to within and inch of his life then try to bait the tag, then he just runs up with his Wolverine and kills my character for “free”. Luckily I have a safe setup with Dorm which I can use to punish tags with a full combo.
Well, as far as we can tell, priority isn’t a thing that actually exists in this game, so that would basically be the same. It might also be a really goofy hitbox. I’ll play around with it a bit and see if I can figure it out.
Even if they’re invincible, though, they usually should have some ridiculous amount of frame disadvantage.
I dunno about that. I’m not really a fan of those kinds of explanations. This isn’t smash where some moves beat others for no apparent reason and you can just assign a priority ranking.
ninja’d ._.
Okay so, looking at it in training mode, they’re definitely not invincible. Ammy’s paper hits before they touch the ground every time (it’s such a sharp angle, :l: is the one to use midscreen). It’s kind of hard to tell without being able to look at it frame by frame, but it does seem like the hitbox sticks out a bit, so that’s probably why you’re getting hit. The best I could do with normals was get it to trade with :s:. It definitely seems possible to bait it without getting punished, though.
In any case, the safest way to deal with it is to use something that sticks out yourself, or have some kind of armor.
Well look at the angle they come in, 45 degree angle dive-kick pretty much. Most likely has and extended hitbox and the vunerable hitbox is further back so they’re safer to use.
Yeah and i guess, also i guess blocking it online is pretty much out the window since you can barely block on reaction (what i greatly depend on).
This… A thousand times this.To stand block a hard Tag on prediction you’ll be moving backwards, it’s so stupid. Not only does it put you out of position, but it’s makes it obvious what your doing.
Also, you should NEVER be able to combo off a hard tag. I know it doesn’t come up much, but it’s still stupid.
I never thought Hard Tag ins can cause this much of trouble…
Until one day I discovered an optimal range for taggin in Haggar, which allows me to combo from a very fast** tagging in overhead **attack, which allowed to combo into DHC glitch, which can kill characters of Ammy or Magneto Health. Punishing it at midscreen is very difficult, and forces the defender to stand, vs fast Characters like X-23 or even Spencer just spells Doom.
Anyhow many broken things are present now in MvC3, just that DHC Glitch and X-factor makes them look pale (or paler) in Comparision. “Why take a chance in TAC when you can go for 100% sure death DHC glitch” is the real reason why TAC is not used frequently aside from Chun li or / and Phoenix teams, since DHC can also “tag in”, and is a crucial part in many Touch of Death combos. Meter building is already retarded too (simple ABC combos build more than a meter). That is why DHC Glitch >>> TAC, even though they are both stupid.
The funny thing about all of that is TAC is another way to set up DHC glitch for my team so I use it often because…it leads to DHC glitch if I’m using the character that follows it up. I’ll take the risk if it sets up guaranteed kill. Eventually people will be using TAC more often to set up DHC glitch because it gives you a 66 percent chance of easily killing off an important character starting with the character that FOLLOWS up the glitch. Turning your DHC follow up character into a DHC glitch starter using TAC is a powerful tool. It basically allows you to have 2 characters that can start up DHC glitch for the price of one.
I like to have Dante up first and X23 second because Dante does better against characters with retarded hit boxes like She Hulk or Wolverine if they’re up first. He can easily set up 800 to 1 million k standard DHC combos depending on if I have 2 meters or 3 meters. If I really want to get rid of a problem character early I also have a 66 percent chance of doing ABC launch and them not teching out where I can tag in to X23 and call jam seesion assist and get about 1.15mil DHC glitch damage. If I do a long ground combo first I’m pretty sure I can get that up to 1.2+ mil without having to spend a 3rd meter (which you can’t really do with Dante early on since DT doesn’t build meter).
Dante builds so much meter with his basic ABC shit and jam session assist that with 1 meter at the start of the round if I hit the opponent and do an up tag which builds zero extra meter I can still build enough meter to land full DHC glitch. Landing the jam session and X23’s weapon x prime after the tag is a bit timing/spacing strict but as long as you time it correctly it guarantees a death of problem characters like Magneto, Wesker and even She Hulk especially if you chipped her down with anything first. I try not to rely on it too often though unless it’s an absolutely dire situation against a character with big health. Against Magneto I prefer to work on my execution and build the 2 plus meters that Dante is great at doing and then killing his weak health off.
If you ask me DHC glitch = TAC at this point in the game because…well it’s basically DHC glitch’s right hand man. 66 percent chance to do 1.1 million damage and if they guess right I take a slap in the wrist worth of damage and lose standard damage output? Sure…why not. It’s not like I’m using Arthur and that was my only chance to get damage. I’m using retarded ass Dante. Something else will happen.
Overall, Dante is a great battery for my team that can build 2 plus meters by himself before DHCing into anyone else any way and can easily net 8 to 900k with with standard 2 meter DHC combos. If I burn out 2 meters to TAC DHC glitch kill the first character Dante can still build 2 meters to do big damage to the next character. I can also use XF plus DT to help kill off the 2nd character if necessary. If TACing into DHC glitch was the only way for Dante to set up big damage it’d be one thing but when it’s just one of the myraid of options Dante has to do big fucking damage anytime he wants it’s definitely worth it to throw TAC into the mix.
Man I like that X23/Dante combo but I need to buy a stick, I just can’t do it (play dante on a pad) and get any results from it. I really do hate that you gotta block Hard Tags high, you gotta like guess it head on in order to react.
The only thing that’s really impressed me with hard tags are where a character get’s a throw or knockdown that is long enough for the tagged in character to continue with an unscaled combo, i.e. Combofiend landing ‘Heavy Strike’ and then tagging in Spencer to continue the combo. Makes some characters throw games even nastier than they already are.
just fyi the combos are still scaled they are just scaled less
I’ve discussed this with a few of my friends and I have to agree
DHC Glitch can go. No real need for it when you have most of the cast doing basic DHCs for ~85+% The game moves fast as it is. Let there be time overs
TAC… should not build meter as much as it does. Hell any “Direction” gives you AT LEAST half of a meter, A free tag, and the ability to get that full bar of meter all in a guessing game. What does the defender get if he guesses right… a measily 50K on the attacker and a “Reset the match” position once both people hit the ground
X-factor needs to get toned down to basically a free “Alpha Counter+10% damage for 5~10 seconds once per match” instead of “DERP I GOTZ0RD BODIEDDD Insurance”
The fact that X-factor IS a totally free alpha counter/Instant Block~3B->Death at the press of the buttons makes it the best comeback mechanic like…ever
TAC would be fine if it wasn’t a stupid RPS mechanic. I don’t know how they could fix it, but TAC is something out of a naruto game not a real fighting game (I rented one once…:().
No, it doesn’t. Up gives you no extra meter.
And, in case you forgot, resetting the situation is a pretty fucking awesome reward when you’re in the middle of a combo.
Let’s see, why do people TAC? Either to build more meter and put in a character that can actually kill you off with the follow up combo and meter gained, or put in a character that will kill you with the DHC glitch.
The reason people TAC is because they CAN’T finish you off without it.
On one side, you have:
Person doing the TAC: If I guess right, I can kill this fool which I wouldn’t have been able to do normally.
Person receiving the TAC: If I guess right, i’m in the same position as if he didn’t TAC, aka still alive, so no big advantage except some more life. Hell I even have less meter than if the fool had finished his combo.
The dumb mechanic isn’t even a RPS. You gotta do the same one as me to tie. I gotta do a different one than yours to win. Hell I wouldn’t mind if it was actual RPS with a risk. Let’s say you do UP TAC. LEFT/RIGHT TAC counters UP TAC and allows me to do a combo and get the meter you would have gained. UP TAC ties with UP TAC and we get the neutral reset we have now. DOWN TAC loses to UP TAC and you follow up your combo. That is something that would make a bit more sense.
What he have now is horribly skewed towards the attacker as he has NO risk at all.
And I know people are gonna say TAC is balanced because you had to get a hit in. No it’s not. The reward for that is the combo you should be doing, not some silly guessing game which takes literally no skill with a retarded risk/reward ratio. Whoever came up with this idea should be fired.
With all that said, i’mma keep abusing this system to go from 1 bar to 5 lol.
Let’s have balance discussion in the balance thread instead of wanting to get rid of things because it’s “stupid.” The only material difference between pressing :uf::h: to go for a throw reset and :d::s: to do a TAC is that one is in the manual.
Really, the only reason to do a TAC in the first place is to set up the DHC glitch.
I’m gonna let slide the comparison between a reset and TAC . Pretty sure you know that there’s a difference.
TAC is not used much because of the DHC glitch coincidentally. A lot of characters can build the meter necessary to glitch without TAC. Why do a dumb guessing game when you can like, actually play a fighting game the way it’s supposed to play?
Without it, a lot of people would be abusing tac to reset hitstun and build mad meter > level 3> lights out.
Yeah even without how powerful TAC can be you can kill people without it. It’s just definitely not anything you can sleep on because it allows you to kill people.
TAC is not used much because you dont really need it to kill people and you can build meter and switch in characters safely without it. It just does a bunch of things if you guess right that you can do without…having to guess right. You just get even more benefits for trying to put them in a guessing game if they guess wrong. Which depending on what you’re trying to do in the match or your team setup there’s uses for it but…it’s so situational because of how easy it is to do the things it is capable of without using it.
The fact that it gives you a 66 percent chance to kill someone else and safely tag in your characters is good as shit. It’s just…well there’s other ways to safely tag in (even raw tag lol) and most peopl who use DHC glitch teams put their DHC glitch character first because they wanna make sure they can kill off other important characters first.
It is absolutely an RPS mechanic, it’s a blind stupid guess. There is literally no skill involved. You can practice as much as you want and you will be no more prepared to deal with the stupid mechanic. As nini, it’s even more broken than RPS. At least in RPS the two players are on an even footing, in MvC3 it’s skewed stupidly in favor of the attacker.
Personally, i think the whole mechanic has to go, or be totally reworked.
The strength of TAC is much less of an issue than how dumb and broken the mechanic is.