Well if there were guard breaks I would center a team around killing your point character quickly and then guard break the other two giving you zero chance to come back. Since damage is so high one guard break into a combo to a dhc can mean death on many chars, and meter is built so freely that I would be building the meter as I was killing you.
Because the whole point is to avoid getting hit by that first hit in the first place. If Wolverine gets an airthrow OTG’s with 3B and activates XFC, there’s no reason that one should be able to just burst for 2 bars or whatever and reset the entire situation. You got thrown, it’s your fault even if marvel has weird ass windows.
Mostly I look at it from a classic standpoint. If I got that hit, you deserve to eat some shit.
Killing XF to burst might make sense but I doubt anyone would use it in that instance unless in RARE circumstances.
There’s far more broken shit that I’d like to see them work on first, such as air exchanges as well.
Many of my favorite games revolve around ‘who gets the first hit’ such as Bison in ST. So at the end of the day it’s personal preference, but I see combobreakers only making more people mad as opposed to making people happy.
With a two characters on the screen coming after you, getting hit is easy. Often times that one hit leads to 60-100% of your life. I’d rather have the option of combo breaking. It’s not like you’re getting it for free, there should be a cost tied to it and if you’re wolverine you should already be back on the offensive anyways.
Im pretty sure the whole reason they didn’t put combo breakers in this game to begin with is because they were afraid Marvel fans would complain about a Marvel game where you took combos and could still get out of them. That was one of the first things people in the early MVC3 threads were giving the game crap about. “Oh it’s just gonna be TVC3 so there’s gonna be burst and everyone’s gonna have air dash and all that ghey amimu fighter shit”. It seems like they wanted to retain the purity of being put in a combo and having to deal with it. This is also probably why the game has such high damage, they want everyone to have that feeling that they’re just beasting on a character all day once they land a hit like in Marvel just have it much more accessible by being able to totally kill off the character as long as you put in enough execution or meter etc.
Which means you pretty much have to treat your characters like one big life bar and if you get hit and lose a character that’s basically like losing 33 percent health in a SF match. A game with damage this high wouldn’t be ruined at all with a one time burst system but I doubt it’s something Capcom has in mind of implementing. Although they had to make the game mechanically different from Marvel 2 to them adding a burst system to Marvel would be like adding parries to SFIV I think. They want to retain that feel and look of trying to not be the one that gets combo videoed first.
There’s definitely plenty of ways for someone to call an assist at a bad time and lose those 2 characters they were trying to hit you with to kill you instantly. Sent drones have been a liability for so many 2 character losses “just because you were trying to land a mix up” it’s ridiculous. Call Sent drones one bad time against Akuma’s 9 frame start up beam super or Wolverine doing a random berserker slash and both your point character and Sentinel assist could go home.
Just saying I’d prefer it to stay the way it is. If you air exchange into a character with a competent fly pretty much every character in the game is dead as is. You don’t even need DHC tricks.
Sure, getting hit is ‘easy’. So is hitting people. Marvel is about mobility first and foremost, if I get hit I (usually) can tell why and how it happened, and how to avoid it.
It’s not like my word is that of god, just my take on the whole thing. I enjoy unforgiving games, it forces you to play at your best.
Yeah I always liked high damage games. It gives more room for the lesser characters to be competitive because as long as they make good reads they can easily get the damage they need to win against a character rather than losing in both matchup and damage output. That’s why I loved playing 3S, ST and Guilty Gear back in the day. You couldn’t get hit without taking a boat load of damage and it means you pretty much had to come into the match prepared for what was gonna happen or lose fast.
You can break that exchange. So if there were to be no combo breaker then I say they take out the breaker mechanic in air exchanges and either reduce meter gain or eliminate meter gain in favor of guaranteed air exchanges.
They should just take out air exchanges period. They’re absolutely retarded.
Paper
3529
I should be able to hold u/d/l/r and the S button, why the fuck do I have to spam it?
Air Exchanges indeed add absolutely nothing to the game but more possible derpyness. Just take them out, it was a good experiment, but a failed one in the end.
This I like.
The worst is when you are forced to spam it and they will still slip between the cracks.
Holding would be awesome.
So SMVC3: DHC reset glitch still in, Hold to tech AE
Paper
3532
It’s really cool doing a combo with one character and ending with a different one, and having a way to break out of it.
Damage boosts and height attributing to otherwise impossible combos make for an even cooler game.
SPAMMING EVERYTIME YOU GET LAUNCHED IS NOT FUN.
(and then some pos ammy/wolv drops their combo and I spam out a J.S and they get a free reset into super)
So I would like to know more about the reasons/logic behind comparing Trish to Storm.
Why is it that I have seen so many post making this comparison. Ive play alot of Storm and I just dont see it.
Im curious to have it explained to me, as I never saw a proper explanation.
Paper
3534
Both can start DHC glitch, both have good supers that are often used for chip, both can keep away and rush down well, both can fly and have good projectiles and screen control, I’d fuck both of them.
fair enuf.
I wish Storm had Trish’s double jump and maybe a decent j:l:
my son…i have taught u well 
Is there anyway to counter a hyper combo with your own qcf hyper combo instead of a dp hyper combo, when already holding forward at the start of the opponent’s HC animation?
example: Opponent is Spencer and does a bionic arm. I am X-23 and am pressing forward/df at the start of BA animation. I am close range and need to counter with QCF Hyper, but only DP Hyper will come out.
The only thing you can do is make sure you bring the stick to neutral first. Like basically let go of the stick when you think he’s going to bionic arm so you dont end up getting weapon x.
So if BA has already started and I had been holding forward at that point, there is no way to activate rage trigger? I have had this problem w/other characters and can’t find any inputs around it to get a qcf hyper out in this situation.
Thanks for the help.
I don’t believe you can. There was a video (maybe by Desk?) that showed how inputs work during super flashes. It basically parses out all directions pushed and picks whichever super was performed first regardless of time between inputs. If the forward input is already eaten by the super flash I don’t think you can get a QCF super out from a character with an SRK super unless the SRK super is prohibited by the amount of meter you have.