were the sb matches captured? i know they’re on the stream archive but it would be nice to see them in decent res. probably the highest level play seen so far.
So will there be dead body hits in the game?
I like dead body hits :>
imo we should try to keep discussion light in this thread so questions don’t get lost…
So if you snapback your own head as fortune, the head hits as a snap back. Is this sort of domino effect across the board? i.e. if I hit the head with something that wall bounces, will the head have that same property on hit?
Generally how does push block/advance guard work in this game? Is it more of a lighter push block than say in MVC3? Do assists stop push block like in MVC3 or do they get pushed back also? From the videos I watched it looks like that if they was any time of push block/parry that it seemed very light and people are able to stay in and create block strings without too much issue.
Mike Z from the old gd thread:
" Pushblock in MvC3 is different from pushblock in older Versus games. In MvC3 you always go back the same distance no matter what, whereas in older games if anything else touched the person who pushed, the push stopped right then. That’s why it’s so hard to get MvC2 rushdown out of your face until you learn how to push during gaps, since as soon as they touch you again the push is negated. SG pushblock works that way, which means it’s effective if you know how to use it, but if you just spam it then chances are the opponent isn’t going anywhere. It also has the nice property of ending your blockstun slightly earlier after the pushblock animation finishes, which is an adaptation of a useful bug in MvC2. :^) "
I think there’s another one that might go more into but I can’t find it
edit:
"- Pushblocking goes through a 25f animation. During that animation, anything that touches you is basically instant-blocked, so it will inflict 1/4 the amount of blockstun it normally would. You still have to go through the 25f minimum, but if you time it so that someone hits you with a HP on the 24th frame, you will go through 1/4 the blockstun from the HP after your pushblock ends.
- Pushblocking an assist pushes the assist away. Pushblocking a projectile pushes the projectile’s owner away. See the Versus games (MvC2 and before) for examples of how it works."
You can also use multiple hitting normals to screw around with someone’s pushblock.
If you pushblock in the middle of its animation your opponent will barely move an inch. If you save the pushblock for the end of its animation only then will you be granted its normal distance.
Mike, if you could, exactly how does untechable knockdown in this game work?
Is it represented by having your opponent slide on the ground? Does Miss Fortune’s j.FK axe kick cause that, because I’ve seen people tech out of it even though it seemed to produce the same ‘sliding’ effect?
I had an extremely hard time coming up with ‘head’ set ups with Miss Fortune due to her lack of moves / normals ending in untechable knockdown. As soon as I tossed that head out my friend would start wailing on it and it obviously wasn’t in my favor.
In general does the cast look more rushdown oriented or zoning oriented?
Thus far 50/50
Fortune and Fillia are good rushdown, Peacock and Parasoul are good zoners. Cerebella is filled with fist stompy goodness.
Knockdown’s pretty easy…you get one OTG per combo, and there are no untechable knockdowns except sliding/crumple.
The first time you hit the floor, you must bounce once before you can tech, this allows a larger OTG window.
Any time you hit the floor after that you become immediately invincible and can always tech right away, but can still tech after the bounce too.
The exceptions are:
Sliding - as the first knockdown, it is untechable. As the 2nd+ knockdown it is techable anytime after landing (even during the slide), but you can still be hit if you don’t tech.
Crumple - always untechable, but after the first OTG you become invincible as soon as you’re lying down.
Sweeps - opponent invincible while as soon as they are hit, and is immediately techable upon landing. In other words, it works like old VS games: no guaranteed combos off these hits. Also applies to certain other 1-hit knockdowns, like Parasoul j.HP if you didn’t chain into it.
Oh god, that explains everything.
I was ending my combos with Miss Fortune with the low rekka, then going into the air and ending with air FK axe kick. No wonder I was so confused as to why it was working half the time, I was obviously not knocking down before the fierce axe kick then. Damn I wish I had known that sooner, my matches against Rithli would have been waaaaaaaaaaaaay different.
Thanks Mike!
Is there going to be a full random(team size, char, random custom assist, colors)
So, question about the burst: Is it possible to make it whiff by doing a super with lots of invul and then DHCing into something else to punish?
Burst is active for 23f. Offhand I don’t know of a super with that much invulnerability. Two supers combined might have it…
What, you mean for voiceovers? I sincerely doubt it. :^)
For text I think we’re localizing it, you kinda have to…
A question someone asked me at NYCC:
Will you be able to switch your order of characters before the match?
It was in MvC2, also, but the only reason it got popular was for the switch glitch. I also thought it was cool, though.
It’s on the list, but it’s waaay at the bottom because honestly there’s no real reason for it since you could just pick them in the right order, so spending time on absolutely anything else is a better idea. Likesay being able to charge before the round starts. (^.^)
Haha, well they asked if you could switch glitch too, which I said you couldn’t.
I only think it’s worth adding in because I guess you could mess around with people trying to counter characters (or counter someone attempting to counter you) or something like that from the start of the match.
I suppose that’s another stupid thing to ask, can you mask your actions on the character select screen (lol)?
Also another question I was asked is ‘exactly how smart is the infinite prevention system’? I answered by telling them you get three iterations of a loop before it kicks in, but outside of that it reads for repeated inputs, though it was hard to explain how specifically.
I already explained the infinite detection system somewhere…minions, do my searching for me! The short answer is, it doesn’t matter how smart it is.
I was considering just allowing you to do what the switch glitch lets you do (hold down a button and have it register on the first frame) anyway, actually.