If you want to call it a glitch, that’s your perspective. What I’m saying is Capcom clearly intended certain hypers to work this way. The only possible way this could’ve made it into the game by accident is if Capcom did absolutely no bug testing whatsoever, and that is incredibly unlikely, rushed though the game may be. Even on the off chance they missed it pre-release, Jill and Shuma Gorath were released a month later, both featuring hyper combos with which the “glitch” can be performed which pretty much rules out the idea that it was a mistake.
I agree with dime, however, that some characters, such as Magneto, are not really in need of access to it.
Also, what’s the deal with Justin Wong bitching about it. He regularly uses a team whose synergy is at least partially motivated by it.
In a game with numerous unblockables, characters who can TOD an entire team, split second grounded cross ups, pressure strings that are nearly inescapable, numerous instant overheads into 80+%, and 50%+ from throws, the ability to KO a character with one combo is really not a big fucking deal.
Phoenix can follow up the DHC glitch so technically she’s not a part of the non DHC glitch group. The only time you’d probably ever see it is if a Dark Phoenix builds 2 meters in the back and someone wants to kill you before D.Phoenix comes out.
These kids are crying about 100% combos when the 5th best character in mvc2 had a 300% combo that involves an infinite that anyone with training mode could pull off.
Hey man, she doesn’t like it when you cheat. Just you try playin’ someone else when she got them claws! Yeah I thought so.
I’d say it depends, really. Would the game be more diverse without it? If so, yeah, patch it.
Just, think back for a minute. We had all these broken glitches in Marvel2. Now let’s say there were the ability to patch some of them… Would you want to? Did any of them break the game? No, they didn’t, and it was an awesome game. Might it have been better without them? Well yeah, it might have. But would we have wanted to remove them without ten years of play? Hell no!
Let the game breathe for a while. Unless it’s absolutely stifling, let it sit and see if people find a way to beat it. Get all David Sirlin on this game and see what happens. :rock:
I will admit that at first I thought it wasn’t so bad, because
You have to build your team around it,
and
It still takes two meters, which is about the amount of meter you should be using to kill a character anyway, if your combos are optimized.
But now recently I am seeing top players almost exclusively using teams built around it, and have myself been messing around with an alternate team as a way to take advantage of it.
I don’t see it as game-breaking, but I do see it as stifling creativity, which has the potential to kill a relatively new game way faster than anything else. And I don’t really want to see that happen to MvC3. I think that is what Justin meant with his twitter comments.
If they do end up patching it though, I really hope they go ahead and finish the job by also doing it for command throws. IMO they are just as bad but people have not been abusing them too badly yet. Although also not gamebreaking, I think Capcom would need to do it in order to stay consistent.
TL;DR I don’t really have a direct problem with it, but I think if enough people complain about it it’ll get patched.
Lots of integral things in fighting games started off as glitches - 2 in 1’s and combos for starters. And MvC2 was just a clusterfuck of glitches that coincidentally made a perfect storm of fun/balance.
Most DHC glitches cost 3 bars to kill a full health character. There are plenty of ‘legitimate’ DHCs that get you over 1 million anyway.
I was messing around with a Jill/Zero combo and came across an instance of the hit counter glitching when I do the DHC glitch from Raven Spike to Rekkoha. The first hit of the Rekkoha drops the hit counter to 25, and the combo damage counter drops, as well. They still take damage as normal for a DHC glitch. Strangely enough, it only seems to work when Sentinel is somehow involved.
It works every time on Sentinel, but I got it to work once on Jill when I had a Jill/Sentinel/Spiderman team, but couldn’t reproduce it when I went back to try it again. I tested every member of the cast besides Shuma, too, and the hit counter didn’t glitch on them.
People forgot all that the things that made MvC2 awesome was the insane mobility a Magneto, Storm and Sentinel had. When that shit got big, nobody moved like those characters or could create opening like those characters. If Magneto didn’t have an 8 way dash, he would be shit; if sentinel couldn’t fly, he also would’ve been shit (shit for both of these characters are used comparatively to how they exist in MvC2). Now we look at Magneto again and his 8 way dash gives him hilarious combos that deal a lot of damage. Storm’s 8 way dash got donkey punched and Sentinel without a proper fly is not as great as he was before (he also lost a lot of things that made him awesome). Now you look at Wednesday night fight and James Chen has Felicia on crouch block in the corner against Mag’s EM disruptor and Drone and she can’t do shit about. That character is going to be nutsacks unless something wacky is discovered because she can’t move like the rest of them and unfortunately a lot of characters are in that place right now; this will be a bigger problem for the game 5 years from now than anything else.
In MvC2 Magento could pop you for 100% with 2 bars by HIMSELF, Storm and Sentinel could also pop you for a good 90% to 100% with two bars. The dhc glitch means that more characters have access to the same shenanigans that was only available to 3 characters before hand. So then we have this fucking game. This fucking game that gives you lol worthy safeness on a lot of moves for no good reason, makes everybody chip as much as strider/doom by itself and gives you funky zoning. And the one thing to bitch about in this game to patch is a glitch that lets multiple characters do the same thing as Storm/Sentinel in 2? Get the fuck out of here with that shit. Be happy that DHC glitch is going to let more characters have a chance of competing at a higher level in the long run because more combinations of characters have a shot at high level damage. You want to bitch about it benefiting a certain amount of characters? In Marvel 2, it only worked for Storm/Sentinel and arguably Magneto/Storm. So early on in this game we find something that makes a variety of characters have high damage without forcing you into an incredibly small minority and you’re crying. We have 12 different characters that can start it and 16 (2 of those that require 3 bars) to end it. That means that compared to MvC2, the game is already better at spreading the wealth. Be happy that instead of having to choose between 3 in a 52 character game, you can choose between 12 in a 38 character game (even then you don’t need the glitch to kill people with a DHC). Which means that now that we know several combinations of characters can deal a bunch of damage, what’s going to differentiate all of them is what the made the top characters top in MvC2: ability to open up people. So with, or without glitch, as has been said multiple times, it will be the inherent strength of the characters that will determine where they stand in the long run. When it gets to that point where the top characters are firmly set, you will still have that great damage for a lot of other characters, be happy for that.
TL;DR All the characters that most of the retarded in this website go around as expounding as excellent and deep and all that shit were able to get there because people played them consistently for YEARS. You will NOT see high level play for a lot of these games until 2 or 3 years down the line. The closest one to high level play is SSF4; MvC3 and MK9 still need time to get there. Chill the fuck out and enjoy the ride.
Nevertheless DHC glitch should go, its just an arbitrary breaking of the combo rules, makes one harder long combo into two easier small combos whilst leaving you with more meter, and most of the best chars already are even better having dhc glitch starting utility. So i dont see much of a point for keeping it.
We’ll be left with another watered down fighting game as usual. Either way it’ll still be less watered down than SFIV and I like that the game makes sure all the characters have powerful and unique options so the way I see it the game will be close in balance either way just because barely any of the characters dont have anything really strong or cheap.
The glitch is not an arbitrary breaking of the combo rules. It is an arbitrary loophole IN the rules. It’s not like the glitch was hacked into the game by some malicious programmer. It was in the game when it shipped. It is part of the rules that govern the game. Complaining about 100% combos in this game is like whining about the noob tube in CoD. It’s something that mostly bothers mid-level players. At low levels you’re not good enough to notice how easy it kicks your ass. At high levels you’ve learned ways to get your kills without it, or you’re skilled enough to know how to use it without it being random spam. At those mid levels you don’t yet know the way to deal with it and how to alter your tactics around it.
Here’s something to think about, if someone is playing spencer/wolverine for the DHC glitch and you swap their character order with a snap-back… they can’t use the DHC glitch until they reorder their team. Look, a built in mechanic to help you mess with their team synergy!
This isn’t entirely the point, though. Even if you are okay with the DHC glitch, from a spectator perspective and a player perspective, watching teams do this over and over again is incredibly boring. I think it would make the game more interesting to watch and more fun to play if you didn’t watch touch of deaths all the time. I think it is much more awesome to watch people get mixed up and reset. Personally i think it should be patched for the sake of metagame AND entertainment purposes.