Why would you be invincible after the freeze? Isn’t that counter (lolpun) to what a counter does?
Well it’d only be 5 frames after the freeze if the number of frames the super is invincible is the same. It’s a really hard to decipher change so we’ll just have to see when the game comes out.
I always thought modok was just a “solid character with lots of gimmicks” but after fighting pigg on xbl about a month ago, modok moved from that category to the “had the game been explored more he would have been A-Tier” category for me at least hes a phenominal player.
- NEW (3:22PM EST 11/4/11) Japanese interview with Tokido and Freida (not translated) that has several videos that show off changes for some of the characters and the XF changes.
http://www.4gamer.net/games/137/G013710/20111030001/
We really need a translation of that interview because it seems like it was very interesting. From what little I could tell though, Frida and Tokido talk about the system changes. They then go on to say that MVC3 is a Fighting game and also a “Strategy game”. They also talk about how they are interested in Vergil,Strange and Strider, and how they will go for more team variety in UMVC3, and how they want to build a scene for MVC3 in Japan.
That’s about all that I was able to gather but a translation would be nice.
I’ll see if I can find somebody I know to translate.
Half of the MODOK boards were like “LOlWUT!” at Viscant’s commentt of MODOK being able to beat Wesker.
There is aspects of MODOK’s play that people will probably never know about or abuse. Such as his ability to lame out Level 3 X-factor characters over 20 second with meter, and or that he is one of the best running away characters in the game.
I like this.
DJ, you’re missing two very important kinds of Mixups.
1)Throw/Counter hit mixup. This primarily applies more often to air throws, but the basic mixup is to go for the throw, or to do an attack that will beat the start up frames of your opponents C. Characters who do this mixup well can combo fully off of either option, EX (for air throws) Wesker/Felicia/She Hulk/Skrull/Tron/Phoenix(corner)/Dormammu/Ammy/Viper/Doom
2)Command Grab/Low Mixup. The only way to avoid command grabs in this game is to jump. Lows will defeat a jump attempt. Characters with fast/good command grabs and lows excel at this. Wesker/Felicia/SheHulk/Spencer/Jill
Another type of “mixup”, but usually incorporates one of the other types, is the “hit stun decay” mixup. Meaning doing a long combo that can drop while the opponent is standing, depending on what normals you use. Again, using wesker as an example, doing a long combo into Spencer B, the opponent will drop out of the combo while stand if Wesker does A->B, but won’t if he does B->Stand C, but Will if he does B, Low C.
I guess that’s more of a reset than a mixup, but whatever.
Yeah I was going to add more mix up setups but I feel the safe assist left/right one is one that people don’t know about enough because online it’s easy to get away with raw ports. Eventually as I flesh this out more I’ll add what you’ve said and some other things and then start rolling along with more video based tutorials.
Well, there’s “mix up setup” (i.e. abusing grounded hitstun decay), and there’s “Types of mixups”. The two I listed are types of mixups that almost everyone can do and should have setups/combos for.
I’m a Wesker player, and I’ve played tons of matches against a buddy of mine that has a decent Modok, and I’ve been saying Modok beats Wesker for a long time.
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