MvC2 was very different in terms of hitboxes and ranges. MvC3 seems to have a much bigger emphasis and it and there’s simply a lot of moves that have hit boxes far from their hurt boxes making them hard to beat out. Try to take moves you lose to in practice and see what beats what clean. usually this is a bigger factor than frames because if you’re point blank you likely should be throwing or c.:l: unless you know you’re sitting on frame advantage. Do respect frame advantage though, some people walk into frame traps and don’t understand why their faster attack lost.
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Footdive is the most minor offender when it comes to dumb hitboxes. Look to Vergil and Zero for shit that really needs fixing.
I do agree that the problem is compounded by ridiculous hurt boxes too.
sometimes i dont even think its Vergil’s sword hitting you when he does helmbreaker i think its his fucking Coat.when i stand behind him i still manage to get hit
Overall the combo system feels boring in UMvC3, almost everything leads to MMHS and it is way too rewarding for such an ass execution. Why did they remove things like jump-cancellable normals? It feels like they don’t even want to give you options, to be honest, only characters like MODOK and Chun Li seem to be the exception to this rule.
I still remember when some of my friends thought that MvC2 had huge damage… yeah… well…
I think they designed it that way so beginners could have fun with the game (a huge flaw of most fighters…and yes that is a major reason fighters are unpopular to casual players). At the same time more advanced players would likely accell past those combos. Only a few characters really stick to just MMHS once you optimize.
Removing jump cancellable normals doesn’t change how casuals play, it just limits the potential for advanced players.
I don’t get the risk/reward ratio in this game. Haggar risks 3 bars and himself to get in and land his lvl. 3 on an opponent stupid enough to be grounded in this game, and he only gets 500,000 damage at most while frantically mashing the directional input, meanwhile other character’s lvl 3. get 25,000-100,000 less and they’re much easier to land. Yea, he can combo afterwards, but so can a lot of characters with 400,000+ damage lvl. 3s.
Why are TACs so good? I never use them cause they’re not guaranteed damage, but who cares? There’s no risk involved, and the reward is hsd reset damage.
Characters not designed to grapple (Wesker) are better than the characters that are(Haggar).
Characters not designed to zone (Magneto) are better than the characters that are (Arthur).
Characters with no speed or power (Lei-Lei) vs. characters with both (Zero).
Characters with little vitality and little damage output (Strider) vs. characters with tons of health and and damage (Spencer).
I don’t get it.
Storm, Dante, and Hsien-Ko can also jump cancel their normals or have a normal that can be jump cancelled.
But yea. It’s a combination of having so much time between hits to combo, OTG window being stupid long, and basics doing so much damage. As Thor, I almost always go for MMH xx Mighty strike reset than to try any of the long complicated combos with my assists. I only get 780,000 damage bnb while a reset doing the same basic Mighty Strike combo into super (since I gain a bar) will kill a character with 1 mil vitality or less.
Thor hits like a truck. You’re doing it wrong if your bnb does less than 900k.
what they should do is lower everyones damage output except some of the characters(strider raccoon etc) it doesnt make sense how some characters do a shit ton of damage with no problem (wolverine hulk spencer) in a game where MOST of the characters have low health. its getting annoying losing my character after i screwed up once
Ummm those characters should do good damage, particularly hulk. They have no zoning game and require assists to really open people up (I don’t see spencer as a good anchor, decent…not good). It’s the characters with tons of utility and built in safe mix ups that can TOD that piss me off (ZERO…no fuckin reason for his damage out put, he should be hitting like strider)
i feel like the reason why normals aren’t super jump cancelable is because they didn’t want mvc2 storm to happen again [super jumping invalidates 95% of the cast]
unfortunately there is still a similar problem with zero, morrigan, and to lesser degrees magneto, dorm, trish, doom, phoenix
but they definitely made the game focus more on ground and normal jump height combat ; vergil wesker wolverine spencer are good examples
plasma beam, sent drones, etc.
x23 and similar characters wouldn’t be able to deal well with a lot of SJ cancelable moves
if there were normal jump cancelable moves, the game would be heavily shifted into magneto’s favor since he is the best tridasher
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lightning loop seems to be an oversight. i think that damage is mvc3’s biggest issue but it isn’t something that can be fixed that easily or simply because it comes with balancing issues.
tac is the worst mechanic ever due to it being a reset-esque mechanic with 0 connection to basic fighting game mechanics (resets test defensive options like blocking high/low/left/right, throw tech, counter hit setups, jumping away from command grabs, maybe moving out of some setups ; TACs literally are just “hopefully he doesnt counter same direction” ) and way more reward than a normal reset because it leads to an infinite that builds good meter
overall, balance issues between characters are going to be there, and interestingly enough , the high damage and TACs can make bad characters more playable, but it also means that teams need at least one or two of a certain pool of good characters
Capcom they’ll be stubborn and not remove tac altogether but they can make it like this again
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I like fighters with high damage (Cough, SFII, Sniff) so I might be one of the few Marvel players that likes the heavy damage and XFactor comebacks. They’re hype and keep the games quick. However, I do think TAC’s should be changed back to merely extending the combo. But I would make it so sideTAC keeps your present character but resets which side your on, downTAC brings in your second character and upTAC brings in your third. Right now the window to tech is too small and I hate straight up guessing games in something that’s supposed to be “competitive”.
EDIT: Pavy’s video was hype. They gotta bring back that TAC-style. It actually has reward/risk and makes sense. Also, Chris air-dash and speed super would be hype as hell in a future buff.
Chris is too ordinary guy to air dash and the old TAC system would just create new salt instead of really fixing anything.
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HSD and damage scaling really works against Thor since his normals are slow to connect. Opponents flip right out of my standing H like it’s a light attack. You’re probably right though. I should look into some more optimized bnbs before I call out the assists in the combo.
XF3 Spencer is one of the most powerful anchors in the game. He can ToD from across the screen and bionic lancer will beat anything without invincibility frames. His speed and power make him ridiculous when he was already fast and powerful. his overhead becomes faster and he can command grab if you don’t press any buttons.
XF3 Spencer is pretty much a scrub killer anchor now. He was good before people had their spacing tight…but now he’s just an average anchor. There still isn’t a whole lot he can do in XF3 that won’t get him thrown or air thrown. He would be really powerful in a regular fighting game, but in Marvel he’s just average fare anchor now. There’s too many teams and shells that render XF3 Spencer near useless now if he even lands on the ground. You pretty much get one power gimmick with bionic arm XFC blah blah and then he becomes very containable.
What he said
Spencer is a point and second character. A lot of characters have the upper hand when he’s solo and burning away the x-factor isn’t hard
Super jump cancels weren’t a problem since you had to land the hit to be able to super jump cancel to begin with. One of the reasons they should have left them in to at least make the combo system more indepth. If super jump cancels were available on block then yes it would be problematic across the board but that’s only because this game lacks anti air assist. By that I mean that AAA’s get stuffed due to lack of invincibility or priority. There really should have been more assist reminiscent of CapCom, Cammy or Psylocke.
Ryu with an airdash. Sigh, if only.
And please… please no more Spencer anchor talk. Damage isn’t everything.