MvC1 is perfect game for a shit talker, cause the game is so randomly even, AND matches go by so quick. This makes ft10 an ideal format for competition and still most sets end up being 10-9, 10-7 and shit.
The closeness of the games makes people talk hella shit. “Lucky” etc etc. that dropped infinite, was it rollback or lag? Lol. No other game on ggpo can have the crazy bullshit mvc1 does
Unless they put 2 on there, which would cause more drama because fuck macronetos and progammable fly combos. Cable would never survive
They’re not hype because of its difficulty, they’re hype because somebody fucked up big time and could very well lose the match. There’s interesting stuff about FGs beyond hard combos.
Snap back infinites are hype because it’s extremely disrespectful to your opponent. It’s like saying, “Look, I’m going to waste all my meter doing a stupid combo that does no damage, and I’m still going to beat you.”
Oh duh, I was thinking of something else entirely. I was thinking of those combo-enders that you use where you link like 4 snaps in a row to finish off an opponent. Totally wasn’t thinking about punishing the assist. Jesus, I’m getting old.
I do like mvc2 sent, maybe my fav character. If I remember right with war machine you could build meter really fast by flying and holding up and mashing 3 punches.
Never liked snap back infinites cause they arent hard at all to pull off. And they are kind of lame
MvC1 has lame stuff but so does MvC2. People just do not like double war, cause that team almost can own any team, till someone counter picks it like strider with ouroboros and locks gold war down
I have a question…why did they go from 6 attack buttons in MVC1 (LP, MP, HP, LK, MK, HK) to 4 attack buttons (LP, HP, LK, HK) in MVC2? They didn’t need to assign 2 buttons for assist only, but could have used different button combinations (like what Skullgirls does). If I was spiderman or venom I couldn’t grab opponents out of the air (45 degree angle) anymore cause no medium attacks. Then MVC3 they make it 3 attack buttons, 1 button for launchers. Seems like they are trimming move possibilities for no good reason.
i would assume mostly because of the design of the game. mvc1 the assist cannot be comboed into off of a chain because your character stops and does a taunt when he calls out the assist, so how you are using your assist is too mostly apply pressure off of block strings, raw call to apply pressure or catch someone slipping and then combo off of it.
in mvc2 you can call assist while doing your chain and there is no delay because your character isnt taunting. even if mvc2 were 6 buttons, it wouldnt really bode well for the design of the game. doing crouching lk, mk with magneto then hitting like lp and mp to call psy assist would just be a cluster fuck and horrible design. lets say that mp+mk would be to switch out to character 2 and hp+hk would be to switch out to character 3, then maybe lp+mp was assist 1 and lk+mk would be assist 2, that would be terrible as fuck to play.
in order for mvc2 to play how it does, it had to simplify that shit to 4 attack buttons and 2 assist. even if mvc1 had no delay on assist call, it would prove to be fairly awkward and or difficult to be doing combos and hit mp+mk to call assist then go back to your combo. like in tvc you basically did light, medium, heavy/assist (helper was its own button), continue combo, and there was a lot of hit stun on heavy normals to make sure you could get that assist extension pretty easy, and assist came out fast too, but whatever.
i dont know how skullgirls plays, so you would have to clarify how that works and why its good.
I remember when the initial reports for MvC2 came out detailing the control scheme, the internet was outraged (like on the scale of Ben Affleck as Batman). But then people played the Beta for the game and realized that it was definitely the right decision for MvC2. Affleck will still be a terrible Batman though.
This is correct. You need an additional kick harness in order to be able to support 6 buttons. Theoretically, this is largely why 4-button games are so much more popular in areas that didn’t have access to, or couldn’t afford, the components necessary to support 6-button arcade cab setups.
This is a large reason why KOF, at least in the early days, was so much more popular than SF outside of the US, Japan, Europe.
Skullgirls basically allows you to call assists like in MvC2, but at the expense of finger shenanigans. To alleviate this somewhat, Mike added multiple commands to call assists both LP+MK and LK+MP call your second characters while MP+HK and MK+HP call your third character. Also, I recall the Slightly Different Edition patch added a couple of new shortcuts as well. Of course, the game itself allows for 2 custom macros so you can simply map them to separate buttons if you have an 8 button stick.
Yeah…fierce throw like I said. I’m talking about air strong web throw. Which was lost in MVC2 cause u can’t do any MK/MP specials.
Also the layout is not necessary, it was done to make it easier for pad and home console release. Again Skullgirls gets around this and still having 6 attack buttons. The point is with the MVC2 layout you lose 1/3 of normal move and special move possibilities.