Even if MvC3 holds up well against MK9 and SSF4 AE to remain the most successful fighter, it’d be 2 years max before SF x Tekken arrived to slash away at least half of the MvC3 crowd. It’s a shame that devs work their butt to produce a game with a balance and depth for a lengthy competitive life span, and the competition will only be healthy for just a few years before the community hops over to the next new game (or series sequel) and it begins to stale.
I guess I’m like everyone else here, as I’d like to see X-Factor patched as well. It needs to be scaled back.
There have been a few matches where a guy went into Level 3 X-Factor and beat me while my characters were still in pretty good shape. I don’t get why the game rewards a player with such a powerful tool if he/she has been playing poorly for the entire match. It just doesn’t make any sense. If you’ve gotten your team rocked and you’re down to one character, you deserve to lose. But, for whatever reason, Capcom wants these players to win.
I basically do my best to super/air-jump all over the screen when Level 3 X-Factor comes into play. Doing that for twenty seconds is not particulary exciting, to say the least.
In a way I’m kind of glad the people become a threat in that situation. None of this “lolz you only have one char, you’re done” crap. If you’re good enough to completely destroy someone,whether it was from a series of good guesses or the other player’s inexperience, then you should be good enough to take to account that they can still kill you and adjust yourself accordingly.
Yeah, if you find yourself repeatedly in the position of losing your entire team to XF3, then you need to step back and examine what’s going wrong at that point. That shouldn’t be happening if you have a solid team and know what you’re doing since you have access to XF yourself.
Don’t get me wrong. I think XF3 is a little silly too, but the fact that it kind of emphasizes the importance of having a good “anchor” on your team who can make great use of it isn’t necessarily a bad thing.
Sent isn’t god tier in this game, he is nerfed compared to mvc2 and some characters are gonna be better than others. However, in mvc3 tons of characters can beat sent. Perhaps people will be snap backing in sent so he cant get lvl 3 x-factor like how they might snapback in phoneix before she gets 5 meters. Regardless, sent doesn’t need to be nerfed
fix netcode WOW
press any assist button to call an assist once one of ur characters die (i really dont know what they were thinking)
4 bonus… this probably wont happen but the best part i liked about mvc2 was romming and tri jumping with mags and u cant do that in this game , so if we could get some tri jump loops comming back that would be great.
I’d be sort of okay with it being guaranteed but scaling like a motherfucker, I think, so that it’s only something you do if you can’t finish the combo and DHC to tag. Right now it is the absolute lamest guessing game I’ve seen in a fighter, because while :d::s: is marginally weighted heavier it’s basically a true blind, completely arbitrary 33/33/33. Plus I hate any mechanic that forces you to actively defend while in juggle hitstun (see: BlazBlue purple throws)
I completely agree. The reward far outweighs the risk. They could’ve at least made them hard to pull off and connect with, or ony allow one switch with little hyper bar gain. The guessing game is an annoying distraction. It feels like a mario party minigame and I can’t help but think it was just added to give noobs instant positive reinforcement for pulling off a ten second combo. I’d like to see the air exchange removed completely.
For real, I think air exchange is probably the only system mechanic that is outright bad as it is. There’s no “mindgame” there; that is literally a coinflip. Only interesting thing I’ve seen with it is those whiffed exchange combos with She-Hulk.
XF at least adds some strategic dimensions to the game.
Just nerf Sent’s damage. Done. I’ve yet to see a single good reason why this character should be able to do 50% off of 5 hits into Super. True that Hulk can do similar damage, but he doesn’t have a normal that OTG’s for massive damage, he has to rely on either an assist or a super to OTG. Plus most of his big damage combos are corner only.
If you’re complaining about it not requiring any thought and being too random, why would making it mashable make it better? And when it was a full reversal it just wasn’t worth using at all, too risky, and it’d be even worse with the high damage of the live version of the game. It’s not as random as you imply either, since it’s quite weighted, it’s essentially the same as a good mixup, just without some of the graphical frills.
I guess I’m mostly comparing it to VF throw techs in my head and am thinking that that would suit aerial counter just fine. In VF, throw commands end with PG, forward+PG, df+PG, or down+PG. To tech the throw, you must match the input within a short amount of time (12 frames? I forget exactly). Inputting all 4 tech commands within that window on reaction is extremely difficult, so it develops a weighted decision: the first tech command you should enter would match the opposing character’s highest-damage option (forcing you to know your opponent’s character and perhaps his playstyle, for starters) followed by as many other tech commands that you could squeeze in, and a successful tech or two would encourage the opponent to start using his less damaging options to increase his chances of getting some damage out of them at all. So that’s basically where I’m coming from with that, but I’ll admit that I haven’t thought that through too much.
It’s just way too much of a flowchart situation as is: At first, always exchange down when you’re low on meter and exchange up when you’re high on meter. If your opponent demonstrates that he can counter on reaction and knows to cut off the highest reward option to you, then start using other options. If your opponent is randomly mashing the counter command, then exchange left or right because diagonal exchange counters are interpreted as either up or down and are thus more likely to be broken at random. (Or at least I think so; I have to double check that, actually.) It’s a remarkably simple game of statistics / rock-paper-scissors. There’s precious little strategy to it IMO.
Carrying the risk of being countered with a full reversal wouldn’t be a bad thing at all. Being able to tag out a character near death and build an entire bar of meter at the same time? That ought to carry a greater risk!
It’s a very silly system as it is right now, and it definitely needs to carry way more risk. To be honest, I think since it’s a meter building gambit (lol) it would be interesting to see if the penalty for a success was the massive meter built, but a failed exchange resulted in equal meter for that direction being taken from your bar. I think that would really add a lot of fun potential for shifting around the advantage during a match.
I think I’d still prefer to remove the guessing game entirely and just do it like TvC did. It was basically a hyper-less DHC that cost 1 meter. What was so wrong about that?
My answer to this would have been that some characters don’t have good DHC options from air combos, but that’s less true in MvC3 than it was in TvC, so yeah, you’re probably right.
Regarding team aerial counters, Capcom should go back to how they had it all the way back at E3: if you successfully counter an air tag, you get to start up your own air combo instead of just doing a “Mega Crash”-like animation to bust out of the combo.
This would immediately add more risk to air tagging, as if you want to try and tag out a character with low health, a successful counter will then result in you opponent being able to start up their own combo -> j.S -> OTG super and kill your character off, instead of taking a few pixels of damage like it is now.