Chaos Breaker is awesome. That is all the discussion that is needed.
I have actually not exhausted that option, so it’s actually a really good idea.
I shall go to the lab when I get home later and experiment.
Is a viable argument.
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THAT SAID, I’m a little miffed that MVC3 training mode doesn’t have a record function…
I’m seeing its importance in AH3, so it’s annoying that, despite how robust MVC3’s training mode is, there isn’t a record function…
Though, maybe people haven’t discovered it yet?
Yeah, generally for animu fighters/airdashes airthrow is gdlk if you can time it correctly. Also if you’re anticipating a back tech from midscreen, can’t you just high jump then time an airdash/homing and try to mix them up with a high priority air normal?
I’ve yet to find a use for Weiss’ command throw. Neutral regular throw can be HCed into a short aircombo. Back throw can put them into the corner. Command is untechable and puts them in a short stagger but doesn’t seem like enough time to sword equip or go for mixups. Also, the HCF,F command is awkward with all the quick homing and dash commands going on.
Depends on the matchup.
Two problem matchups right now are Schar (maybe not so much since I discovered that jumping in and then blocking is the quickest way to close distance between you and her… blow her up when you are within poking distance: don’t throw any attacks out until then) and Eko…
Approaching these characters from the air and pushing a button with the expectation that you will pressure them doesn’t seem like a plausible idea:
If Schar anti-airs you with any variation of B, that goes into easy-mode 9K damage air combo and you don’t want to eat that.
As for Eko: Disneyland. Enough said.
If at all possible, it seems like you have to blow these characters up from the ground… it’s just that it’s proving almost impossible to keep these characters on the ground if they use back tech and then wakeup jump.
And you can’t sneeze at wakeup jump for these characters:
Eko has evil Jump E and Schar has Jump 6C.
That said, it might be easier to shut them down in the corner, but I don’t quite know how to beat these characters if we take it to the air, so it doesn’t seem like a lot of their time will be spent in the corner given that jumping gives you a lot of options in this game.
In any event, yeah, maybe I just need to work on air footsies… shit is completely foreign to me.
Zenia doesn’t have that bad of an air game I think. Most characters have basic air combos that will give you like 6k or 7k damage at least. Like a few that are in here [media=youtube]T9eK2qrBAh4[/media]
It might not be that much damage, but you end the combo with a knockdown and that’s what you probably want. Even if you can land a jump AC or something that spikes it would be good enough. I sometimes try to jump B with Kira, and that will either knockdown, get blocked, or clash. Any of those situations will give you some advantage hopefully. Like, if clash happens I can keep clashing and then land a 360, but I guess if you stop clashing and block, then I can get punished.
Not getting hit by anti air is hard, but I think if you use something to cover you while you try to get in then it’ll be easier. Arcanas would probably be useful in these situations.
5A anti air kind of works in this game. You might not be able to stop some stuff like Eko jump E, but i think some jump aways can be caught with 5A. So you pobably don’t have to fear jump 5E on wakeup.
For back techs, i think chasing would be a good option. If you can predict it then you could keep up the pressure with an arcana, or maybe even straight up shoot something with arcana to pressure.
Why on the planet can you X-factor during block stun? I now worry about this game even more than before. >.<
My favorite comment:
Guard canceling? What is this? Arcana Heart?
You had to variable cancel for that in MvC2 and it took a gauge, we’ll see what can be done in 3 soon. =/
I thought it was awesome, actually.
Juggernaut glitch assist seems about as obnoxious (and that’s when you’re on defense against him), so, like that match, you’ll probably be zoning all day (which might be easier in this game since they extend the playing field as you move back… and I’m also under the impression that Sentinel fly pressure might kill Thor because of its reach).
That said, I’m a little curious about what level of X-Factor it was given that it can apparently be set to 3 levels in training mode.
ANYWAY, I’m very interested in fooling around with this game in the lab, especially now I know how lab is supposed to actually work…
I can actually get like 6K-7K with a Zenia air combo, but I’m just annoyed that Schar gets 10K using tools that are normally used to keep you out…
(I’d normally not expect a character like her to go into 10K damage using 5C, but vine has made that possible)
It’d be cool if it was actually possible to get in on Schar (thank you chains for not clashing and making me eat vine 10K combo after every guard cancel), but it’s becoming apparent that you have to eat her long-distance pressure if you can’t zone her with something (Vine doesn’t seem viable because she has it too and can combo/get blockstun from it at a much longer range).
And it’s not like it’s easy to zone her from the air with Arcana given how good her jump 6C is (and it’s like 2K every time you eat one of those); her jump 6C will eat the startup of your Arcana specials all day.
I at one point thought that that Evil teleport was viable against her, but then came to the disconcerting discovery that you can be hit during teleports activation and deactivation…
Also, apparently, Schar’s 5C hitbox extends to her back (lolwut), so it’s not that easy to cross her up either.
That said, in theory fighter, if there was anything that would beat Char, it’d probably be Water: you get like hyper armor with those water shield things and it effectively kills her anti-air game.
(water shields eat air-unblockables like Disneyland, so it’s awesome)
However, this is assuming that Schar actually gives you the opportunity to activate the water shields; her reach is obnoxious.
Anyway, the match feels a lot like what Dhalsim would be like…
If he could combo into max power Yoga Destruction from full-screen using standing fierce or standing roundhouse.
Given how hard it is to meaty and how good back tech is, I’m beginning to think that knockdown isn’t very viable with rushdown characters… on knockdown, you just wanna start zoning with Arcana…
But it feels almost impossible to actually get people in blockstun with Arcana if the opponent does back tech on wakeup at midscreen… unless you use Flower super on opponenet’s wakeup, then maybe it’ll work, but then comes the issue of you not having enough time to get in their face to start your pressure during flower super animation… homing cancel is a good option, but you will have used 2 meters by the time you get here.
Honestly, meaty pressure seems more viable with characters who actually have the range that can capitalize on meaty arcana…
I’m a little annoyed with that.
I was in the lab with Coopa last night and we came across a few things:
-Tick 720 is impossible because normals can be jump cancelled
-As I suspected, you will almost always win clash with 720
So, if your opponent hits you once and you’re blocking, guard cancel and then 720 A+B…
Like the Thor video!
Have you tried using Time, Dark, or Luck Arcanas yet? I notice a lot of high-level rushdown players tend to opt for those to apply meaty pressure.
No offense, but it seems as if KFC guard cancelling alone could ruin MvC3 by discouraging pressure and encouraging extremely safe long range poking/zoning. Pardon my pun. It’s bad enough that basically every character has a Storm/Sentinel DHC in the form of a extended air combo into OTG super x2 via KFC. I really hope they find Day 2 stuff to shut this down, like how guard cancelling shut down the Spiral sword loop.
MvC2 with Spiral as the god tier would have made life suck a lot. XD
Luck Elsa is supposed to be a pretty good rushdown character. I think dices are a pretty good for pressure after a combo and knockdown. They stay out a pretty long time and will explode so they pressure nicely. Although its probably not good to use it raw since it has slow startup. If I wasn’t lazy I would play Elsa more, but having a giant blob is fun too.
Also, I got my MC Cthulhu stuff. If I figure this out soon enough, then I’ll have a dual modded stick by Sunday!
To be fair, you only have one shot to get out of pressure…
If you screw up and then the opponent hits you with a KFC death combo (or if they have it stocked for later for a comeback), then it’s not cool.
But, who knows?
Everyone will be in the lab and we’ll know soon enough whether it breaks the game or not.
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That said, am currently going to try suggested pokemon… will be back with results later.
EDIT:
Okay, apparently, Schar chain blows water shield up…
(the chain destroys the bubble and then makes contact with the player behind it)
Say what?
???
So, are we hitting up bestbuy tonight?
Apparently not; Manny can’t make it and I’m already at home.
You and Marcos can still go, but the place closes soon, so you guys better leave quick.
My biggest problem is at the very least the one-touch-kills in MvC2 required a combination of great execution, specific team order and/or minimum meter stock. It seems like in an attempt to balance everything in MvC3, they gave everyone braindead easy 100% combos, which can make for a fun party game, but I don’t know about long term competitive play =/. Aircombo into KFC double super = new America’s favorite DHC.
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Apparently people are playing less than legitimate copies of MvC3 through jailbroken systems. In other completely unrelated news, does anyone have a spare USB flash drive and a DVD burner?? XD
Also, I’m just going to leave this here…
[media=youtube]DbQ-5Acmf28[/media]
Wow, that’s pretty glorious, also you joining us on Thursday for the MvC3 party thing in SF?
Hey, day 1 strategy for Arcana Heart 3 is BC Super, but that game is awesome.
I wanna get on the dance floor.
When Manny heard about our trip to the Best Buys, this is what he thought.
[media=youtube]YtYzsRMaQpo&feature=autoplay&list=PL9810A8108211D3EF&index=31&playnext=2[/media]