lololol
Throws are horrible in this game. You can throw out a normal and tech during start up/active frames/recovery even if the move isnt an H. Plus I been seeing people throw even when they’re not pressing F/B+H. Like Wolverine spamming dive kicks, and throw teching…wtf?? Don’t get me started on ammy… I seriously think this game needs 2 button throws. And if you whiff an air throw you can’t do anything till you land.
Has Viscant had anything to say about this game yet? Word on the street is he thinks Phoenix teams are bad and he hasnt found the next cheapest bullshit yet. If it does, then it probably involves something too offensive like Vergil or Strider teams which I dont ever see Viscant playing.
Whats the easiest duo to play in this game right now?
He’s probably gonna have a team with Wesker, Vergil and Doom… That would be my best guess
He’s like 8th on the XBL leaderboards with Wesker/Doom/Phoenix
I think throws are perfect in this game. You are overlooking something vital. This game doesn’t have hit confirming, and for the most part, unsafe attacks. This is why offense is the best defense in marvel, because why block when even the most shoddy attack patterns get you tons of meter and a little chip for no risk?
Throwing creates a little risk. if it weren’t for throws, Dante could just call Sent drones, teleport behind you, and get 2 bars and probably some damage. If the throw was two buttons (aka lengthy startup to make visual sense), Dante would be well into his hammer animation before you could get to him.
I would trade in my powerful throws if it meant that my opponent had to look at the screen in order to do a solid attack string, but until then I need some kind of defense.
Oh… I left something off my list of why Nova is S tier, he has really good Fuzzy guard mixups in addition to all his other mixups.
The throws starting up in ~1 frame isnt the problem. Its the fact that they can literally be canceled from other moves, and you hardly have to commit to them. The throw’s active frames could be for a while and start up very fast. I just want my opponent to actually commit to throwing, not commit to an H that he was doing anyway and randomly throwing me. Block the H, get throw, Attempt to tech the throw, get counter hit , air looped, then combo’d
Also, its not REALLY defensive throwing I’m complaining about. Thats…alright. It takes some actual dedication to the throw, such as air throwing a teleport.
Actually now that I think about it, that team makes perfect sense for Jay.
That’s kind of one of the reasons I like this game is because it brings back old school ST style cheapo throws in a new game. I thought I would never play a new fighting game with the old cheap man throw system but they brought it back. It’s kinda necessary though because air throws and using ground throws against pressure that isn’t tight is sometimes your only cause because of how it’s too hard to block stuff on reaction.
Ground throws are really useful for stopping close range pressure that isn’t tight when you’re afraid the next thing that’s coming is an air dash mix up that you might not be able to block.
The fact that you do have to commit to a hard normal to throw does come with its risks. Even with the OS throw system.
It’s going to be interesting to watch this meta game develop. Because the irony of this situation, is that the best way of dealing with Phoenix Wright when he has his evidence and trial is to keep him away so he can’t land the objection - but if he has the right evidence you might not be able to do decent keep away vs him.
By the way, one thing that Wright punishes really badly when he has 3 evidence + trial are poorly thrown out assists. Turnabout mode activates from hitting assist characters, even if it’s blocked by the point character. You can often get turnabout mode just by predicting when an assist is coming and throwing out an objection to match it.
If you actually get his turnabout assist, the assist is so good that it legitimately compliments both rushdown and keepaway teams. For rushdown teams it gives you an assist that walks through projectiles/attacks that would otherwise keep you out, and for keepaway teams the assist just takes a dump on any rushdown attempts. It’s stupidly powerful.
The issue with Throws is that you really, really don’t have to be mashing H+F to get a throw.
You could be using fucking AIRDASHES, or even using your best normal that isn’t even a H(Doom.MODOK get so much mileage of that OS)
Its just unfair that it favors certain characters over others, imo. If your best move is H, then the system heavily leans in your favor. Example, Rushing in with Magnus, you can just get scooped or cross’d up at any given second, since his best air normal is an H that doesnt change on F+H and leads to big damage.
And again, I mean more the offensive aspect of it. It does make sense in a defensive stand point, because your f+H ussually isnt the best+ you’re getting rushed down+ you have to actually find the hole then throw them. On offense, its just the mercy of your mix up…
When I think about it it doesn’t seem much different from Super Turbo. Claw pressing high priority air HP or air throwing you, Chun Li pressing high priority, nearly rapid fire s.MP or throwing you for 1/4th your life, Dhalsim running slide into MP throw in your face all day etc.
At least in MVC3 everyone must commit to their nearly slowest air or crouch normal to throw or air throw. In ST some characters could throw with their medium normals also.
I’ve been playing with Ghost Rider a bit more and I’m trying all sorts of teams with him. So far I think the following assists really work well with him:
Taskmaster H. Aim Master
Doom Hidden Missiles
Doom Plasma Beam
Ryu Tatsu
Akuma Tatsu
Dante Weasel Shot
Dante Jam Session
Strange Bolts of Balsack
If you happen to catch an assist with S. H, H xxx L Chain of Rebuttal, you can go for the kill if you do QCB + L (this is the command throw, on assists it causes them to drop to the ground) cancel into Spirit of Vengeance and DHC into something like Ryu Shinkuu or Dante Million Dollars.
I may have to learn Dante because he has a lot of synergy with ghost rider. Weasel Shot is another assist that compliments his instant overhead really well. If you finish SOV with the S finish, you can cancel into Dante’s devil trigger and you have ages to combo them. With Wesker you can go for the OTG, but hit stun decay makes it difficult to improvise. One good option is gun xxx teleport while calling GR’s chain of rebuttal assist. Even if you already used the wall bounce you can usually combo off of it for good damage.
There was no reduced duration on XF3. Dark Phoenix still has the same factor damage as before as well, with the sole exception of the change from 50% minimum scaling to 35% minimum damage.
I think PW is pretty good. Previous poster made a good point about the irony of Trial Wright. You’re trying to keep him away but also trying not to get outgunned in a projectile war.
Regardless he can be overwhelmed. I’m pretty comfortable playing a character who just can’t get into hairy situations period and is better off just super jumping everywhere and running away.
Cell phone is the best projectile, but it goes away as soon as you get hit. Knife is pretty good as well, and paper is really fast. Those are the 3 i hope to get. It might even be worth throwing out a good evidence but bad projectile (Envelope or Watch) in order to get Cell phone since it’s so boss.
The team I’m running right now is PW on point with Dante (JS) and Doom (HM). I think it’s a reasonably good team - if PW Gets to turnabout and both of my other characters are alive, the chances of me not winning are very low. As soon as people hesitate and try to bait PW (So as to mix you up during the cooldown of the PW Assist) I just call hidden missiles and use Dante’s missiles.
The matchup I’m most afraid of is Vergil because he has so many character-proximity teleports, unlike Wesker (fixed movement), Dante (Always up and behind), Strange (isn’t scary up close), Dormammu (Also not scary), and Phoenix (Runs a huge gamble even against someone like PW). It’s really hard to keep Vergil out of there and it’s even harder to think about landing a hit. I guess Strider might be scary too but I haven’t fought any for the most part.
Bonus bit of hilarity: Watching ppl sit there and do nothing cause they have no idea what PW is doing after his c. m gets advance guarded =D
Anchor strange is rage inducing man. Dude can rush you down and do random supers if you press a button.
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I’m not very good at it yet, but if the Vergil gets predictable at all, you can land a throw on them right as they’re coming out of the teleport. If you’re near the corner this is actually pretty bad for Vergil - as the corner is the one place where PW can actually do significant damage. Throw into corner --> PW corner combos can take decent chunks of life. You can also land objections with PW solo from any of his corner throws, though most of them (with tech so far anyways) seem to require an XFC to pull off.
I’ve got more evidence of why Nova is GDLK, and that you should all be afraid.
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