Nope.
Supernova => Hardknock down, rage trigger => same, fatal claw => derechef (i think plasma storm too) and i think they are more.
And those are not cinematic by any mean :/.
Nope.
Supernova => Hardknock down, rage trigger => same, fatal claw => derechef (i think plasma storm too) and i think they are more.
And those are not cinematic by any mean :/.
as someone else has said, they’re choosing between 2 evils basically. As it is now, it gets rid of the OS problem but in turn creates many more problems which I am not happy about. Going back to vanilla will bring back the OS throw for the aggressor which was incredibly durpy to begin with.
They both honestly fucking suck ass and truth be told, shouldn’t have made them past square 1 in the developmental process. If developers could get these simple things out the way FIRST, we wouldn’t need patches to tweak incredibly simple mechanics and actually use patches for things that matter. Its not rocket sciene, just make it far which apparently is too hard for the people @ Capcom.
the mvc2 throw system gets rid of durpy OS throw and allows every character to be able to throw and combo. And if they actually knew wtf they were doing, they would of realized that this throw OS was in xvsf and it was fucked up there too. They didn’t even need to experiment. History has proven that this mechanic doesn’t really make the game more fun. It actually fucks it up more.
how the fuck do you create the problem in xvsf, get rid of it in mvc2 for the most part, only to implement as a steady mechanic in mvc3? it was removed for a reason 10 years ago lol. There are other ways to make throws good without durping down the method. The constant hand holding the developers use to create their games is creating very shitty tournament games @ high level.
If you didn’t like weak, unscary throw system, shitty block strings or invincible back dashes…you just didn’t play SFIV.
If you don’t like 1992 throw games or XF, you just don’t play MVC3. If you wanna change things it’s better to make a thread/petition than blow this shit up for another 9 pages getting nothing done. I’d rather have throws that are too cheap than throws that aren’t cheap enough while I’m waiting for Skullgirls so I’m down.
Oh, yeah, they cause the hard knockD, but they don’t cause the DHC “glitch” spin state.
But no, the spin state is not part of the glitch, just the dmg and scaling reset, like you said.
Ah the spin state, yeah they dont do it but it’s not like the spin state count for something be the knockdown that matter (especially for mr West :P).
Well if you are doing something unsafe it’s your fault no? if you werent doing something unsafe, you can tech out. (but the tech out window can be really small, especially if your attention is focused elsewhere (like an assit call or something).). Also, a good part of the cast just super after a throw (taskmaster for example) (no time for anything else, but yeah still pretty damaging, Taskmaster doing his 400k now with it (and can XF and go again).
I kinda feel like Blazblue got the best throw system ATM (and yes you can tech out of command grab :P).
Is there a thread about this somewhere?
Nah, because the spinstate is what allowed Zero, Dante, Wolverine a more damaging (OTG-less) follow-up to the glitches.
Like, with magneto/wesker, I superjumped before Tempest, and this allowed me to do an OTG-less, damaging follow-up with wesker, something that would be impossible without the spin state
Like people said, the damage/hitstun reset was the only glitch. I don’t know what he’s going on about.
Calling a spinning knockdown state a “glitch” is kind of a stretch.
It was because of hitstun reset that you could. when a character fall at 0 hitstun speed ^^". (think megabuster in vanilla and the slow-mo fall).
was it?
Pretty much. The old system was probably worse than being able to tech everything.
Some thoughts:
[LIST]
[]Throws should have 2 button inputs
[]Leave them as 1 frame, but give them long ass whiff animations
[]Reduce the range on air throws
[]No more pixel high off the ground airthrows. I know some people like this, but it’s fucking stupid having a 1 frame interrupt in the air that you can just do on reaction.
[]Put a lot of thought into who can and can’t follow them up based on the strength of the rest of their game. Right now it’s completely arbitrary.
[]Make throw teching a 2 tier system like in Marvel Super heroes. If you do it perfectly, you take no damage. If not, you take half damage and avoid the OTG attempt.
[]Maybe make 2 kinds of hard knockdowns, one that can be immediately tech’ed (throws) and one that can’t (everything else).
[]Increase the pushback distance after a tech.
[/LIST]
you’re second kind of hardK is called soft knockdown xD.
For the rest, yeah you want BB throw system
they fucked up in this game by not creating 4 buttons and instead using an overdrive button oh I mean S. Any 2 button combination you could think up would affect some character. atk+atk is used up by every character and atk+s triggers some moves like spidey webzip. If they had made the game lp\lk, fp\rh, they could of made of implemented a 3s\sf4 style throw.
yes, i want throws to have wiff animations too. Its needed in the versus series. In SF, its not so bad mainly because they don’t lead to death combos so in sf2 even though it was dupry, not that big of a deal. Now they’re killing you so that same mechanic is just blehh
if you give them wiff animations, I don’t have a problem with them being so big. They will need some sort of upside for wiffing
I think they’re controlling their tier list bt who can\can’t throw and get a big ass combo off a throw. dark phoenix, wesker, zero, viper, taskmaster, hawkeye, magneto, modok, strider etc… lots of tops\mid tiers characters can do that. It controls who can be top tier because its creates more options for the characters. Especially since they’re 1f active, highly abusable. What I would prefer is that 99% of the throws in this game have to use a helper to combo a throw. It gets rid of the OS attempts completely but you have to do a complete overhaul of the current throw system which isn’t going to happen.
i like the msh style, didn’t know it was like that. I think it would add a nice dynamic to it definitely.
100% agree on distance after tech. As it is right now. it either goes into a mash tech game or someone jumps first. Now I believe the person jumping first can be hit in the toes if xf3 is involved because of the increased speed.
This is all that would be needed to fix throws in this game. Just remove the ability to do throw option selects (by 2 button throws or some other method), make BREAK-BREAK-BREAK-BREAK-BREAKAWAY impossible by adding a pushback, and give them whiff animations so they have to be intentional - if you do one by accident and miss because you’re mashing, you get punished for it.
Everything else you mentioned would be unnecessary once those three changes are in (some of them would actually be extremely bad - 1 frame instant air throw is some characters’ only line of defense against ridiculous high/low and/or left/right setups).
Of all the things I mentioned, instant airthrows annoy me the most. Shit is beyond dumb.
Nah we can keep that
just remove throws in this game.
Actually, that almost sounds like a good idea.
Who’s bright ass ****ing idea was it to put hard knockdowns/spins on a good majority of the hypers? Then shaft the small people who already have a hard time getting in by not giving them some sort of easy to DHC into hyper?
¯_(ツ)_/¯
Dante: Hey Wesker, remember that thing you do with your face that hurts people?
Wesker: Yeah?
D: It’s pretty cool.
W: Oh? What makes you say that?
D: Well, usually after I have enough time to Million Dollars.
W: Million Dollars? You mean ‘Million Years’ right?
hearty aristocratic laugh shared between both
W: Let’s be honest here Dante, that last rainbow shot of yours gives me enough confirm time to eat some nachos, quell up the poo in my bowels, drop the best duece of a lifetime - thank you me for jalapenos - and Maximum Wesker to finish it all off.
D: You like that huh?
W: Love it wink
Dr Strange: Hey guys, what about Spell of Vishanti?
W: You mean Reading Rainbow?
D: Yeah, fuck that noise. I couldn’t confirm a j.S off that shit.
S:
W: Lol, go back to school.
I’d really prefer throws being an attack button and :s:. Sure, different characters have moves that involve an attack button and :s:, but if they just made it so that you could reserve a specific button for it, like :l::s: or :h::s:, and leave the other two for whatever that special attack is, I’d see this being viable, and we’d still be able to get the whiff animation. But if that never becomes the case, I’m sure there’s something else that could be done.
What if they made throws forward :s:? The problem with throws in this game is obviously the option selecting that just so happens to occur. You can’t use :s: as an option select from an air dash. There aren’t any command normals that involve the button. On the ground, a whiffed :s: is easily punishable (unless you’re Wesker). The only down side I can think of it is that a lot of characters have viable air :s: attacks, but other than that, it seems like a better way to go than :h:.