Everyone, please re-read Paranoiaâs posts, thanks.
The reason people stopped playing A3 was because it got old, basically. CvS1 came out, and A3 was still around, because CvS1 sorta sucked, but then CvS2 rolled around, and while new stuff was still going on in A3, it just sorta lost steam, as it had been popular since 1998. The high learning curve didnât partucilarly help.
People also donât like A3, and I think also hate V-ISM, because you canât really pretend youâre good at the game the way you used to. You could play A2 and dick around with Ken and convince yourself that you were pretty good at the gameâŚyou canât really do that in A3, and if you donât know what youâre doing, itâs very easy to just get completely destroyed because you did/didnât do very simple things (sometimes the equivalent of people new at MvC2 not rolling to escape OTGs or mashing out of Tempest or doing stupid tags). Regardless of which mode is being played.
Itâs also very differentâŚthere are major system changes to A3 that sets it apart from pretty much every other Capcom game. The Guard Crush meter, the juggle system, CPS chaining, counter hits, thows, damage reduction vs normal attacks and not just holds, and also the Capcom oversight of crouch canceling. ACs work differently- they do no damage and are limited to one attack instead of 2 (exception for Gen), and take a notch away from the Guard meter, Ground Recovery (the recovery roll) works differently, throws are now two buttons, (slower?), and all characters have an air throw. Custom combos are drastically different
I like most of the changes, personally. A-ISM characters should have both ACs, maybe. Guard meter system in A3 is good, it keeps the game moving, because you canât just sit still.
Regarding SFZ3 Upper- nobody liked it because they made too many changes, and stupid ones. A-ISM built meter faster, X-ISM wasnât helped at all, You had less invincibilty when you started V-ISM, and IIRC you still started the match with 100% meter, but I only played it like 2 or 3 times (After I discovered how they nerfed Dee Jay from the Saturn version I decided it was best to not play anymore). Also crouch-canceling is removed, whiffed throws no longer build meter, home version characters are playable, game speed is slightly different, I think, etc etc. Itâs like DC 3rd Strike or Game Cube CVS2 EO, or Xbox MvC2 only with more changes.
Infinites: OK, first of all, most people who hit you with an infinite are going to fuck up. Thatâs just how it is. Either they will mess up the combo which leads into it, the transition into the crouch cancel or attempt a damage reset which you can escape, or they will fuck up on one of the many opportunities between every single hit of the infinite. Secondly, most characters donât have infinites. There are mabye 10 (out of 28 characters in the arcade version of the game). None of those characters are top 3, the best you could do would be to make a case for Sagat being #4, but many people would put say Charlie or Zangief there instead, neither of whom has an infinite. #3, you are probably not going to be caught in the infinite for more than 20 seconds, if that- a good combo that leads into an infinite will maybe do 50%âŚso if they hit you halfway through the round, the infinite wonât require that many reps. Only in extreme situations (V-Vega hitting you with the infinite at the very start of the round, and deliberately juggling you with atacks that do minimal damage, while you damage reduce them, and are playing a high-stamina character, and perhaps with that girl from Out of this World touching her fingers together and random intervals and actualy stopping and speeding up time), will it take an entire 99 seconds to kill someone with an infinite.
Unblockables- OK, the only characters with unblockable VCs are those with appropriate command throws (Zangief, Karin, Juni, Honda, R. Mika, Akuma), and most of those VCs arenât even really good, and Rose, who has a bug in the Saturn/Arcade version of the game. All other unblockale VCs, and what people are usually refering to when they mention unblockables, are just mixups- itâs really hard to know which why to block the shadows sometimes, so if Akuma knocks you down, and you have to block a high attack, a low attack+a high shadowfollowed immediately by a low attack, the odds arenât really with you. Most of these are the result of a knockdown and sometimes a crossup, so you can reversal a lot of them, Alpha Counter if you can block the first hit, reversal super/VC, or actually, hyphothetically block right. Akuma is basically the only character with a viable unblockable VC, and everyone else saves their meter for a more guaranteed damage opportunity.