Lol I cried…
Isnt haggars lariat assist much like a panic button?
Sent from my SCH-R920 using Tapatalk
Lol I cried…
Isnt haggars lariat assist much like a panic button?
Sent from my SCH-R920 using Tapatalk
It’s more like a “here’s some help” than a panic button (the vanilla version was much more panic button worthy).
I have a legitimate complaint regarding the Vita version of this game. Added hitstun on certain moves that cause combos that work on the console versions not to work on the Vita.
Here are 2 examples:
A basic X-23 combo:
:l::h:xx:qcb:+:h:, j.
:h:, land, j.
:h::s:, land, j.
:h::s:xx:qcf:+:l:, land,
:h::s:, sj.
:h: :d:+:h:xx:dp:+:h:xx:qcf:+:l:, land,:qcf:+:m:(fully charged)xx:qcf:+:atk::atk:
Doctor Strange’s basic IP loop:
c.:l:, c.:l: ~ f.:h: xx :qcb:, :qcb:
, :qcb::h:, j.
, j.
, j.:h:, jf.:h:, x4, s.:h:, f.:h:, :s:, j.
, j.
, j.:h:, j.:s:, :qcf::atk::atk:
And a video…
[media=youtube]glGJprxClb4[/media]
Come on though, that is just nonsense. A lot of people only have the Vita version so that they can actually practice on the go.
Hitstun properties should be the same on the console and Vita.
Patch dat shit Capcom.
I also found that after Iron Fist’s crumple, the window for landing his launcher is a lot smaller. I’m sure that there are many more inconsistencies in the port.
How about they patch the damage scaling system so it… you know… scales damage.
yeah I’d like my meter postive TOD’s on the entire cast off grabs to stay please.
Dante does no damage. Why would you nerf the damage scaling?
He wasn’t suggesting a panic button. The only assists that would remotely work like Psylocke is Tron and Haggar. All the other DP type moves still act like their normal versions knocking the opponent up and away. Giving anti air assists invincibility like they should have would make a lot of shit go away.
It would just make the DPs the standard assists same way. Anything that is good for defense would be great for offense. You can’t solve a problem with another problem. Assists coming out on hit is still one of the dumbest fucking thing in the game.
just give them a ton of knockback and not a knockdown, almost impossible to follow up on then, and you have an almost purely defensive assist.
Yeah I liked the way the damage was in the beta before the “OMG every match is in timeout because we don’t know combos” phase. Now everybody dies in one or 2 combos. High damage always keeps lesser tiers stronger since they can get stronger rewards for landing a clean hit…but the matches themselves don’t get to last for a very long time unless hidden missiles is involved. Especially on top of how the huge hit boxes and long ground bounces/hard knockdowns create pretty unnecessary hit confirms that shouldn’t be in fighting games really.
Dunno why everyone is taking issue with this. There are many intelligent ways this could be done. Unfortunately Capcom is not known for thinking these things out logically. Right now it’s stupid how, for example, both Zero and Viper scale to 20% and 30% for their normals and specials respectively whereas Nemesis scales to 10% for both? Like wtf man?
I also don’t mind the fact that different strength buttons are subject to different scaling up until they reach the minimum cap, but 5 hit combos should not inflict 600k whereas you have 40 hit combos that inflict about 750k. The base damage on everything should be lowered, but scaling could be made more severe. That way everyone does less damage and you actually need to know what the fuck you’re doing to get fat damage. There is not enough of a disparity between shit combos and fully stretched out “if you flip out of this you’ll probably kill me with your 5 hit combo because I just built you tons of bar by kicking your ass” combos. Also consider that Capcom just compounded this moronic system with the advent of mashable supers.
Mashable supers are fine per se, but it should be extremely difficult to get full hits and full hits should be the same damage as they inflicted in Vanilla, not 200k fully scaled for practically everyone. Raw level 1 supers doing 350k is fucking stupid.
And yes, I totally agree that hit confirming to death from anything and everywhere is one of the worst things about MvC3 and makes it incredibly scrubby.
There’s too much time between the actual recovery and the cool down itself for most DPs to be used offensively. Even with that there’s still the issue of knockback.
call it what you like but when the best anti air options in the game come from a standing jab, thats a problem see mags/deadpool. This game defensive options are laughable, you either have rushdown or keepaway offense, which is fine, but their is no defensive options other than to super jump or wavedash backwards at this point. because as the game is there is no window for punishment on rushdown wash repeat tatics
"this game doesn’t play how I want to."
What’s your point
but what i would really like to see would be air auto correct for cross unders, and dashes. The return of DI directional influence in the air. Man that would do wonders rather than getting mixup’d because my character and the opponent are facing the same way off screen
Hulk is a pretty good defensive assist
Sorry, I just realized that I forgot to mention you’re a tool.
Let’s be nice to each other agian ok?
Same goes to Duke