UMvC3 Forum Off-Topic thread. You down with OTT?

Ono dressed as Blanka got you. Yeah, I know.

It is a good game, actually. Pretty much, in the start, it was a crazy game. Then, it was an amazing game. Then, it was a shitty game…for so long that people didn’t notice this next transition to being… a GOOD game. The combo system is lax yet has restrictions where need be, its heavily footsie based, theres no safe reversals (that I can tell) gems are not an integral part of the system and can be played on or off without too much differences…

The only bad thing is A.) It looks kinda bad, aesthetically speaking, and B.) Too many reused SFIV characters…

Why are there so many time overs in SFxT matches makes me not really want to play it based on how I’ve seen.

Well, there was also an unusually high amount of time overs in pre-release MvC3 play due to unoptimized combos and setups, so that probably won’t last very long.

No one is doing optimal stuff.
Also, sfxt has such shitty music.

THIS THREAD HAS RISEN!
Just read the first page. Knew that Asura would have been a bad idea for DLC the entire time.:coffee:
SFxT looks cool… DUUUDLEYYYY! WHY DO WE HAVE 5 SONY ONLY JOKE CHARACTERS BUT NO CLASS FACTOR!?

That match with Combofiend and Ryan Hart was pretty damn hype. The combos are also a lot more deep than I thought. There was some pretty cool stuff going on.

I thought that was a different build where damage was closer to MvC2 style

I guess

Where can I see this fight?

[media=youtube]Vk2W6paw4VE[/media]

Honestly the scaling seems too high (low?). You can do up to 21 hit combos but they seem to do shit dmg after 8 or so. Maybe there’s a gem to make supers, cross arts, and/or EX moves do more at the end of long combos? Cause right now it seems long combos should only be used for potentially killing an “assist” character since longer combos use atleast a bar. Just my 2 cents from watching vids and seeing some short by Mike Ross’ Marduk/Hugo team and Hugo barely doing any dmg after a few hits from Marduk tagged into air throw

I think the scaling seems fine in the game. I don’t think ToD combos really suit this type of game. 2 or 3 combos should be good enough depending if you wanna go for raw damage, okizeme, or meter gain.

The same reason there were plenty of time outs in MVC3 before it was released.

Pretty much this. I wouldn’t worry to much about the time once people figure out how to maximize their damage output and really “break” into the game.

I asked this already and no one answered (yet), but I’m almost positive that was a different build and the damage was tweaked after.

Also as Kaiten said, this isn’t a matter of lack of knowledge or set ups. You can see people doing this crazy juggle combos and getting garbage damage because the scaling seems bonkers.

ZAFT + Kallen? Yo i’m in dat fap.
Also- because Code Geass was drawn/made (?) by CLAMP the proportions are REALLY weird. I could not seriously get over 90% of the males in Code Geass have extremely skinny bodies that make Angelina Jolie jealous, and their hands are the size of the moon. Their chins and shoulders are also incredibly sharp for some odd reason.

True but even in that build people would eventually figure out that 2 lightning loops or C.Viper hitting you with much anything with assists would still kill or almost kill you.

They have to have a harder scaling in a game like SFxT because the amount of salt that would come from huge damage combos when you only need to kill one character to win a round would be insane.

Either way I expect to eventually see combos that bare minimum take off half health in a game like that.

Why…WHY!!!

I dont know. I just always liked Bison and Kazuya…Jin is lame.

media always makes us the bad guys

so fuck it.

But- if you’re bison. You get to have Juri 4 free!