Jackiechan.jpg. It’s a 3% speed increase, FACTUALLY. That is exactly what a 3% speed increase looks like, and it cannot look like anything else. I’m sure you meant to say something like “That’s not what I thought a 3% speed increase would be”, but a duck’s a duck, dude. :^P
The poll is not a waste of time. First off it’s not BINDING, I’m not just going to include the speed increase simply because it won, it still comes down to play testing and my choice. I wanted people’s opinions, and I got them - including yours. Secondly, obviously NOT everyone will jump at “something extra” since there are a substantial number of “No” votes.
Also, shame on you for judging the merits of it based on the tactics used by the people playing. How do you know that particular player wouldn’t have done the same thing with Double’s s.HP in the shipped game? Do you know them? Cuz I do, and she totally does that occasionally. :^)
Does anyone have any links to the video that shows the 3% speed increase? I’ve been looking for it but I guess it wasn’t uploaded yet… I’m very curious to see the difference myself.
Also, who remembers the % of how much faster the game got before release? That speed increase was really needed and it made the game a lot more fun than before, so I’m pretty sure it will be better with the extra 3%, just don’t push it more than that, we don’t need another MvC for now
Somehow I managed to completely miss that page while I was here… Thanks for the heads up Mike!
And the info you gave was just what I was looking for, for personal curiosity and comparison’s sake.
I don’t understand why everything you said doesn’t apply to the game right now. You can’t call an assist during your throw attempt, right? So basically, in the current system, it’s:
call assist while holding d/b
move to b (now vulnerable to lows, but not mid/high)
LP+LK (now vulnerable to all but throws)
And in a system where LP+LK while crouching is a throw command, it’s:
call assist while holding d/b
LP+LK (now vulnerable to all but throws)
What kind of tactics work in the former system but not in the latter?
edit: To be clear, in both scenarios, once the d/b player has made the decision to attempt a throw, they are immediately vulnerable to lows. The small difference is that without crouch throws, there is a slightly larger window (exactly the time it takes to go from d/b to b) where they can be hit by lows before the throw executes… but during that window (which is at the beginning of the sequence) they are not vulnerable to mid/high attacks. In contrast, crouch throws are immediately vulnerable to low/mid/high.
are you or any of the dev team going to be at EVO? and if so, would they be taking a build of the 3% increase game along for people to try? presuming it is still on the cards at that point?
i watched the stream but i couldnt honestly tell the difference, but im sure part of that was down to it being a video watched online. so slight choppiness/resolution was throwing me off a lot. im certain i could get a better idea of it by actually playing it myself. like the rest of the changes so far as well.
Having played Cerebella a bit, I can tell certain things of hers are faster. For instance, Diamond Drop definitely resolves itself faster, after it connects.
If that was the case for crouch-throw, can’t you do the exact same thing in the current build? I dunno if I’m getting this, but it sounds like the only difference from the build we’re playing is that you didn’t have to move from downback to back the instant you try to throw. Calling an assist to protect a throw whiff is something we can already do so long as theres enough time.
I can see how crouch tech would be dumb in a game like this but I’m bummed you think crouch-throw is broke.
Gotta be honest though, I still get blown up by obvious throw setups because I try to crouch-tech.
Psst, now you’re arguing that it doesn’t change anything significant gameplay-wise, whereas the reason you asked for it is that it does…or you wouldn’t have asked. One or the other. (^.^)
Dash-in crouch block becomes way better, for one. For two, because we’re all human beings rather than program pads, the ability to not have to shift your hand from DB to B on reaction makes low-throw much worse - even if most of it is psychological that’s still a big deal. For three, it turns out the throw tech animation is longer than the charge time so giving up your charge to correctly tech is okay since you can get it back by the time you’re vulnerable, and giving up your charge to try to tech is one of the reasons things are made charge moves in the first place, so that you must choose options carefully. One of the many options Napalm Pillar beats is throws, anyhow. :^P
On stuff like this the final decision is usually by feel…so while I’m willing to TRY nearly everything, if it doesn’t feel right then it doesn’t. And to me this doesn’t feel right, or even necessary. Arguing won’t help your case.
If you increase the speed to the game to GuiltyGear, then you should at least make the grab tech window range to GuiltyGear’s window. Alternatively, you can have a late tech mechanism: where you don’t break away from the grab initially, thus taking some grab damage, but you do tech out of it before you get thrown on the ground (MvC1 and all older vs series have this).
And uh, can you make a poll for +dmg for Supers (especially lvl3s)? I feel like punishing using supers aren’t very rewarding at all comparing to just spamming assists and reseting your combos.
I like this idea, actually. Been playing a decent amount of MvC on GGPO lately, and I find this mechanic pretty interesting. If you predict a throw properly you can tech out completely, but if you react to a throw you can still soften it (so you take some damage). I’m not sure how well that would fit into Skullgirls’ system, though
Mike, how the frameskip and game system works is exactly the kind of useless minutiae that I love, but Im not following your descriptions. I also know you’re busy as hell. Could I ask about it, either here, PM, or in person at Evo?
Sorry, I presumed that the whole “charge characters don’t have to lose charge” thing was still hanging out there and didn’t need to be repeated. Now, if it’s a design decision that charge characters should have to choose between teching and keeping their charge, that’s fine… but your earlier response didn’t convey that.
Generally speaking, outside of the charge thing, I feel like throw command should be throw command. When I push LP+LK, my intentions are clear. If I push it from d/b, f, or u/f, it’s pretty unambiguous: I’m trying to throw or escape an incoming throw. (Isn’t that the entire point of having a dedicated throw command?) So I think that, from a consistency standpoint, it should work that way regardless, instead of giving me a c.LK when I’m crouching.
How so?
I presume you mean “much worse” from the standpoint of the aggressor, right? That’s a fair statement; it almost goes without saying that adding an extra tech option is a bonus to defenders.
Again, this is all perfectly within the realm of design decision… but you could have just said that in the first place when I pointed out that tech requires you to drop your charge.
Any of this type of stuff really boils down to your vision for the game. There’s nothing wrong with a Marvel-style game that makes you lose your charge to tech, per se; I see it as another aspect that will favor rushdown/reset gameplay as the game matures, but if that’s what you want, well… it is your game, so it should reflect your ideal gameplay.
It’s completely fine for you to respond with “I don’t want the game to play like that” and have that be the end of it. It’s only when you say stuff like “crouch throw/tech enables you to call an assist and cover every option” (i.e. fact-based statements which are not based on your “feel” for the game) that I object. If you’re going to reply that crouch throw/tech makes the neutral game “more mashy than technical,” that’s a completely different animal than saying “crouch throw is not my vision for the game.”