Hecatom
9701
sounds awful man, but hey, look at the bright side, at least they didnt tried to do something like this
http://shoryuken.com/f340/draft-mode-266179/
Thanks man. This character tagged in makes sense now. dashing to an attack…I guess im just going to have to accept what can be done in mvc2 doesnt mean I can do it in mvc3…back to the training mode.
what are the ranks for online…i have 8th lord but ive seen guys with 8th ranger or 8th guard any idea what these mean?
That’s…interesting. Going to have to try that when I get off work.
You have to map it to a button.
Anyone else confused on how slow the game is even though projectiles can fly across the screen very fast?
this is the worst game i have ever played and seen in my life.
no. pretty fast when people know what they are doing.
are you still going to play it? i could use another game for my brother.
Hecatom
9711
but, but
Shaq Fu is Awesome man
Kendrik
9712
Gonna complain for a moment here (seems the cool thing to do). Playing on pad sucks. A lot. I have the SFAC pad that I use with an adapter. I like it more than the MadCatz one overall… but it sucks. Using the keyboard grip (don’t know its name… but where your right hand is over the controller like a keyboard)… I just can’t pull it off. In the more traditional grip… my attack execution just fails. There’s no way around it. I need to buy a quality stick.
Currently, I’m working with a totally original (loooool yeah right) team of Wolverine, Dante, Iron Man. I like it. It covers my bases pretty well. More time training is definitely needed, though. Especially for Dante. His wide range of attacks makes it easier to unthinkingly use the wrong thing. Back to the strategy guide and Danger Room I go.
You know I really don’t like the hit stun proration in this game at all, I just don’t understand capcoms logic behind it. It’s like you have a set limit to what you can fit in a combo and you have to choose between normals, specials and assists as which you’re going to use. For example, if you stick an assist into the combo I’d prorates so badly that you have to compensate by removing a bunch o f normals just so you can finish the combo.
It’s like their only logic was to use the proration so they didn’t have to worry about there being infinites in their broken combo system. I hate to say it as I’ve been an avid follower of this game all the way up to this point, but it feels incredibly lazy and I don’t really like it (the combo system that is). I just don’t see it lasting when you have to take bits out of combos just to put something else in.
Another thing is exactly what I feared and is another example of how badly thought out it was. Dante has all these rediculously long combos with all his crazy moves but hardly none of them are more damaging than his day 1 b&b. What’s the point? Really! I always feared that this kind of thing would happen and low and behold, here we are with day 1 shit being stronger than stuff people have spent time in the lab to create.
Am I the only one who feels this way? I kind of understand now why marvel players don’t like this game and I hate the idea that I’m slowly I’m beginning to think the same thing.
Sylari
9714
More damage and more meter gained?
otori
9715
The hitstun scaling is a simple and effective way to avoid what fighting game programmers fear the most, which is infinites. Every single game attempts to avoid it and there’s no easier way than that. MvC3 wasn’t the first and won’t be the last to have this system (GG and Tatsunoko are honorable mentions in this aspect).
I agree however that there’s little reward to perform the harder combos since they do so little damage compared to just regular magic series. At least until people figure the system out and maybe ways around it.
High damage scaling isn’t a bad thing, without it the game would be pretty silly. (so would mvc2) Just realize that if you’re doing a long combo you should reset them before you use a hyper.
I play on a 360 thumbstick and I’m doing well.
Mr.X
9718
Desk broke MvC3
[media=youtube]n0ooMGXTcZw[/media]
Infinites, psuedo infinites, Hulk killing 3 characters at once
Apparently we’ve seen nothing yet.
Hecatom
9719
tatsunoko doesnt have hitstun scaling, hence why it had infinites like the ones of karas or megaman for example
the problem here seems to be that the system is not refined yet, maybe with a patch
Ok, so I was in a tournament with Dormammu as my main assist, and I noticed every once in awhile Black Hole would get stuffed by Sentinel normals, like jump S, stand S, and jump C.
Sure enough, I check the wiki and it says he beats a few random projectiles with his normals. I figured Dark Hole would have a property that would be the “be all end all” projectile but even that move will be beaten by projectile null stuff. >_>