The only problem with MVC3... is you

Speaking for myself, this game (barring Sentinel) was exactly what I wanted. I can’t put my finger on why, but I could never get into the previous games in the series; something about the game mechanics just didn’t feel right. What I was hoping for with MvC3 was that it would 1) have more character variety and 2) be more accessible. As far as characters, just about every character on the roster seems to have a lot of depth and potential to be very strong. I’m sure the tiers won’t end up being nearly as imbalanced as MvC2 was. As far as accessibility, I really like most of the changes they made to the system. Coming from games like BlazBlue and Arcana Heart, the new button layout and reduced super jump height are much more comfortable compared to the mechanics of MvC2. X-Factor is a neat system too (I can tell it took inspiration from games like Arcana Heart), and I think the metagame for that is turning out to be very interesting. Advancing Guard seemed a bit too strong at first, but I’ve gotten used to it. Overall, it was really easy to get started with the game, but it’s turning out to be quite a challenge to actually get good at it, which I think is how it should be.

And people don’t understand is user comments like this are what Capcom is looking for in the long run. And it has been since SF4 launched. People need to relax and enjoy a game bringing everyone together like few fighters did before it.

of course, its a gimmick, but it isn’t the first gimmick in a Capcom game. true, spider-man doesn’t need lvl3 to stage a comeback, but a limited God mode does increase the chances of a comeback or a close match. which is the intent of XF design.

sure. if it works for professional wrestling why not FG? they make millions entertaining the masses with manufactured tension, momentum changes and improbable comebacks. i wouldn’t be surprised if both had similar demographics either.

The differences between the games mentioned and fighting games are obvious and someone who actually has experience writing an essay, not some high school drop out, would be easily able to illustrate this point without this broken mechanic albeit difficult considering the point is already weak to begin with. Bloating it with a wall of text that says nothing, does not make your point more credible.

Again, their evolution, lack there of and mechanics don’t fit into fighting games. Neither does the idea that waiting will somehow make an obvious imbalance less viable in the long run. It’s a long winded statement to mention that games sometimes have balance issues. Its tone? Boredome.

Again, this does nothing to address the facts and reasons that Sentinel is overpowered and X-factor is a little too strong. People may addapt but Sentinel users can adapt as well. That’s why “wait and see” is a moot point.

As for Sagat, he was picked very frequently in tournaments. There was even an instance in a european championship where both finalists picked Sagat, encompassing players from 16 different different countries. In one instance on a Japanese nationals team tournament, you had Sagat on every of the top placing teams. You need to widen your scope in regards to what is considered “overpowered”. It doesn’t fall under “how many tournaments a character is taking”. It has to do with how a character performs overall on every level.

Now you’re just being obtuse and facetious. You’re also not doing anything to deny that Sentinel is stronger then every character in the game, nor that X-factor is a little too strong. Way to address the actual points that are brought up. That makes you look real clever. So does oversimplifying the why behind the reasonable conclusion that Sentinel needs to be scaled down in one form or another as well as X-factor. So while you’re waiting or working on some device that can break the fabric of space ime, I’m going to complain and demonstrate the ignorance of saying “just wait” not to mention hope that these kind of articles are never written again by so-called seasoned pros that refuse to see the blatant truth.

Uhm no, it most certainly doesn’t. Advanced Guard is just a fancy name for push block. That’s all it does. It doesn’t reduce chip at all. Go into training mode if you don’t believe me.

Just tested it. Spammed Shinku Hadouken at a dummy Ryu with all guard on.

Advancing Guard off : died in 8.
Advancing Guard on: died in 11.

It definitely reduces chip. Damage dealt per hit was apparently the same, though, so my guess is that it does something to reduce the number of hits blocked.

post up the attack data.

also no mention of chip reduction in strategy guide or srk guide - odd, no?

Go to training mode? I experienced it! I can’t believe this is a back and forth, quite frankly.

Thank you. And there’s other ways to test it as well (Arthur, other characters with single hit projectiles).

It reduces chip. Fact.

What “facts and reasons”? High damage? Yeah, good luck landing a hit with Sent’s god-awful mixup. LRN2BLOCK, lol. Zoning and chip? All the zoners are better at it than Sent. High health? Instant overheads, lol.

Sentinel is not overpowered. He’s not even the best character. He might not even be top tier.

If a character performs well, that character will take tournaments. THE END.

I’m cool with you sticking to complaining, but I’ll actually be playing the game and “dealing with it”, not waiting for Capcom to remove it or for someone else to show me how. Sentinels will be scrap metal and XFactor will be dangerous because of what I do with it, not what my opponent can.

Those damn online Blankas and Geifs! Blanka ball and lariat spam is so overpowered! Doesn’t matter that the people who think it’s overpowered can’t block and would lose to 1 button anyway.

Arthur M lance on hit - 60,000 dmg
Arthur M lance guarded - 18,000 dmg
Arthur M lance advance guarded - 18,000 dmg

I figured out how it works by switching to Arthur. It won’t reduce chip most for non-supers, or HSF. [media=youtube]egM_3jMpfkY"[/media]

Doing the super with one hand felt a lot slower than it sounds.

Hmmm, I wonder who’s wrong here…

Edit:

Probably best you did two outcomes to show the difference.

Favorite post. Puts on Deal With It shades *

it’s possible that for multi hit supers, doing advance guard allows some of the hits to “miss” you. this is different than negating chip damage

look at the attack data in the vid - it posts up the same (6,600 per ball) as if you didnt advance guard the super

I’d wager that outcome is pretty much the same and using AG to reduce chip damage is still viable. You undercut yourself seeing as how most moves in MvC3 occur as a series of hits.

I don’t see how they’d end up whiffing. The numbers don’t show up that way in data, but there is about a ~20-25% drop in chip damage AGing a hyper though. Seriously, go set Phoenix to advance guard and hit her with an XF Ryu Shinnku ( just so you have the greatest range ) and do it again without AG, there’s a noticeable change.

Apparently that Arthur video seems to indicate that AG actually negates chip damage, just only for the instant of the animation…

lrn2readnwrite lolercopter