Ryu was pretty average in MVC3 (and probably same with MVCI) and his zoning wasn’t that great, Morrigan’s Soul Fist was nerfed, Phoenix isn’t present, Akuma isn’t here either, and it doesn’t look like you can deflect lasers (specifically because they’re multihitting attacks - such as Nova’s, Magneto’s, Doom’s, Strange’)
But the projectile threat comes from other characters now who’s abilities are enhanced by the stones. Imagine this scenario, Dr. Strange activates Space Stone, you’re trapped in the box, he used EoA on you, fills the screen with projectiles, tagging in and out with another projectile monster, creating ludicrous patterns of onslaught, and you can’t do anything but barely move an inch in that box. How are you supposed to avoid that chip? It doesn’t sound very fair and sounds OP.
If Strange picked the Space Stone, he is unable to teledash with the Time Stone, wallbounce with the Power Stone or put up another tracking projectile with the Reality Stone, so I don’t think it’s that OP. But anyway, you can’t reflect his projectiles anyway.
This reflect stuff seems way too arbitrary to me, even if pingpong looks fun.
You probably wouldn’t be able to deflect ALL of that anyway. Even in MVC3 with advancing guard against Supers you still eat some chip, so it doesn’t save you from a potential KO completely
I always knew that would happen to space gem. The first time I saw it, but I knew would have thought they would come out with this quick fix instead without thinking the consequences it got tradeoff rather than focusing on the assumed issue. It was a bad counterplay design whether it’s for Morrigan or Space Gem possibilities of what if and should if because it break an essential core and fundamental gameplay. The deflect thing is an overkill for characters that ain’t got other alternatives and never had the same utilities like Morrigan to cope up with the radical update. Fireballs isn’t even better than Laser and Multi hitting bullets.
It’s a carrot dangled on a stick for players to get better. When scrubs complain about spam, we can just point to the mechanic and say that they’re just not good enough to do it consistently.
it’s not like SF3 parry that punish you for risking and it’s not just a defensive option but it gives you a free offensive tool instantly that you could also utilize with your variety of arsenal from laser, bullets or with other mobility option like teleport which the projectile character is put instead in a more difficult and cannot respond quickly situation instead of keep playing the mini game.
how does it becomes more like MVC when it never been in any MVC title in the first place, it’s more like a bad design of counter play that break the a fundamental playstyle instead of dealing with the cause directly.
The only thing that concerns me is the air dash mechanics, ff or bb dash is actually superior to pp dash, as with ff or bb dash you can input an attack immediately where as with pp dash you can’t. This is why players have been reporting they can’t plink air dash with certain characters, because some have this lock on pp dash that doesn’t allow other inputs.
If this was done 10 years ago this would be questioned as if why it should be there it just make a niche playstyle ineffective rather than help raise effectiveness of those least use characters. Just bad counterplay design. Even Snk never revisit this to there new generation of KOF games.
… if this game still holds true to anything Marvel, the fact you were blocking in the first place isn’t a good thing. Being able to reflect fireballs isn’t anything new considering select characters could do it already. Not a game changer.
Nah it’s not about being new or old. this was an old neo geo mechanic that isn’t revisited by SNK itself because it wasn’t worth it. It is even how you belittle it does change?
The gif above is an old thing wait? Which marvel are you talking about? When was that in marvel? Mvc3? MVC2? It is a neo geo stuff that never imported to late 2k snk games.
The characters in this game wasn’t build from scratch that are to utilize that game mechanic it only destroys a playstyle to bring comfort to favorable dominant characters that bad counter play.
The fact is it is not marvel this new in marvel and never been in a capcom game and even SNK themselves never bother to revist it along the many game mechanics they did in the 90s. Bad counter play design the purpose was obvious yet it does not rule over the purpose its just a bias design to demotivate a playstyle and to comfort another playstyle.
Air dash helped Ryu in manyin TVC in the past user comments without shill it doesn’t burden him.
Yeah like Capcom treat there characters as disposable and replaceble skin for a certain functions. Instead of giving decent counterplay design. All is like demotivate, shilling and sensationalize. While UMVC3 and TVC did give attention to Ryu to compensate with the environment while this quickfix of a assumed treat is meh design.