I really feel like one round of this game takes about as long as a full match of Marvel… I just think they do 2/3 since that’s the status quo but it’s really different for Marvel since the matches are so fast. That’s why I like how the Curleh Mustache tourney since they do 3/5, also I think the tourney that Keits runs will be 3/5 as well
This is a better game than Marvel 3 even though I personally like Marvel 3 better. I like MvC3 for what it is, insane amounts of brokenness that can be abused by virtually anyone. Saying you are good at Marvel 3 on a fighting game resume is like the equivalent of saying you worked at McDonalds when applying for a management position at a successful business. But the game is just a ton of fun.
This game is much more honest. I wouldnt qualify it as great but if they fix the issues when they make the next version it could potentially become a really really good game. Yes there will be a next version too, this game is clearly a beta with all the issues it has.
That’s assuming they don’t switch out afterwards and that their partner is low on HP. In SFIV and MvC3 on the other hand, the level of comeback completely changes strategy on both offense and defense whereas here the goal is the same, try and get that 50% combo
Doesn’t matter. The reason comeback mechanics are so annoying is because of how easy they are to use to come back. In this game damage is derp easy. You can get outplayed the whole game, land ANY random hit, and get a massive combo. If you want to make sure they don’t recover the health burn those 3 bars.
At least in SF4 for the most part you knew what moves comboed into ultra or what you shouldn’t do. Here everything derps into brainlessly easy combos.
The come back mechanic is the gems.
Some people havent noticed it yet because of the banning.
I hope it stays that way.
When this game gets the patch it needs, it will be the biggest fighting game around.
I gave up SF4 and Marvel all togeather after I played this for a week.
This game is fun as hell, the tekken characters are a breath of fresh air. I’m adjusting to the systems and I like it. But the gem menu is really poorly implemented, and I’m pissed I have to wait so long to play the disc locked content…
I, personally, love this game to death. It’s my favorite FG out right now. I love combos and rushdown and the lack of comeback mechanics so this game is perfect for me.
The difference is that you aren’t rewarded with the high damage option by losing, which was the case with SFIV and MvC3. That’s why Ultras and XF were true comeback mechanics.
And there’s nothing wrong with the damage, the levels seen here are no higher than what we used to see in most pre-SFIV games (hello 3rd Strike 50% combos off hit confirm into super). It’s only SFIV game that’s suddenly gotten people calling anything that does more than 40% “high damage.”
Except it will be anywhere on the screen, which will be even worse.
Ibuki can already do full health resets if you guess wrong twice, actually. Well I’m sure they’re escapable, but still people are already finding setups for ToD’s.
unless its agains kuro and toro i doubt it. atleast not something thats anywhere near viable. sf4 has LONG combos. and they dont do jack for damage cause of the scaling system…
this game has the same scaling system. i doubt there will be tod’s anytime. maybe 50% into reset into 50%… but even thats doubtful.
-edit
and then i see the steve speed up infinite that kills kazuya…
It isn’t about numbers at all. It is about how easy it is to start into the damage. You can get one random hit and get rewarded by a large combo. ANY hit is massive damage. That is something that wasn’t common in previous games.
YEP. even though the oldschool did have massive damage… damage usually came in, in small increments via chip damage. sure there are the daigo moments and whatnot, but by and large if both payers know what they are doing… huge damage wasnt seen so much.
having said that i never had a problem with sf4’s ultras save for the first month of arcade play where i thought they were the most broken reversals known to man.
i dont have a problem with comeback mechanics in general IF THE GAME ITSELF IS LOW DAMAGE OR YOU LOSE TOOLS AS THE MATCH PROGRESSES. (sf4 and mvc3 respectively) however i do think that “comeback mechanics” shouldnt be as strong as… say lvl 3 XF. or rage. ultras i was on the fence, with characters that can easily combo into them for stupid high damage and easy confirms (viper) i didnt like them… for characters that had a snowballs chance in hell of landing theres (sim, fei etc) i didnt mind them so much. i still dont mind ultras cause they simply took the place of oldschool ST supers.
but meh. anywho i kinda miss a comeback mechanic on this game cause if theres 10 seconds left on the clock then it becomes almost impossible to stage a comeback against those that run away (as they should) the match just seems to be over 10-15 seconds left instead of 2-3 seconds left and that pisses me off.
ANOTHER THING that really chapped my hide the other day:
about 20 secs left i have a somewhat decent lifelead of about 200 hp or so. my opponent hits me wit a combo and almost immediately goes into cross assault (team super) over the next 15 fucking seconds i have to watch as i lose the lead via cinematic the when its FINALLY over i have 5 seconds left to try and chase my opponent down… i just dropped my controller as there was literally nothing i could do to try and win save for throwing out a desperation super that would have been blocked.
never before have i felt so helpless in any fighting game when im down except maybe for mvc2 when your down 3-1 with your assist character on point.