There’s lowest, low, medium, high, highest. We’re currently on medium.
Lowest decreases damage by 25% and meter by a shit load. A combo that would build 3 bars in medium couldn’t build 2.
Low is by 10% so it’s kinda laughable, my tod’s don’t need any adjustment and meter build is still retarded.
XF1 wolvie isn’t killing anyone on the lowest damage setting, or is using up all his XF to do so.
Listen, man, you’re driving around Reruns’ point. Somebody should run this. For real. Talk is cheap. Theory fighter is boring. Somebody run this. You might be right. Or we might discover something unexpected. Or it might be nothing at all, matches just take longer.
I can’t believe actually testing something needs to be encouraged beyond talking about it. nails hand to table Takes the pain away.
Mmmm…well if that’s the case it’s something to consider since people generally know combos that are damaging enough to kill a low health character with absurd ease and higher health characters with a bit of work or less with DHC glitch or XF burn. As long as it doesn’t turn the game into a time out fest and creates more emphasis on resets it could work. That’s the biggest issue with the game right now. There’s no emphasis on learning real set ups and mixing up and putting people in creatively bad situations. It’s like playing a one hit death touch version of Marvel 2. In Marvel 2 there were infinites but the damage scaling meant you had to reset and mix up to win. If the scene or Capcom can find a way to get the game to work so that the game plays more into mix up and spacing than just “how many TOD’s do you know?” it would end up a better game competitively for sure.
We’ll see what happens if people make enough noise about it which will probably happen after Evo when people decide what exactly runs the game the most. Which is obviously whichever character has the stupidest hit boxes/mix up and gets the easiest access to TOD’s with said hit boxes/mix up. Which in general would still probably be better fixed by whatever Capcom is preparing to do with Super MVC3. Wolvie is still getting the best bang for his buck no matter how low you put the damage though.
Reruns
95
Just doing napkin math, I reckon he’d be just about killing the 800k-ers and maybe X-23, but definitely not any of the meterless double kill shenanigans we’re seeing from Tokido now.
Hm. Link?
But as for testing this at locals/online? LOL. No results are going to matter unless it’s tested at the highest level, like at Guard Crush, WNF, or as a side-tourney at a majors. I don’t trust Random Wyoming Local Tourney to grant comprehensive metagame data for a change this big.
Besides the thread title, I don’t think would actually lobby for this to be default tourny standard.
I would say “weren’t you done here?” But we both knew that wasn’t going to happen. On the topic of my deduction skills, instead of an insult, prove me wrong. You haven’t yet and there’s a first time for everything.
Yeah, Justin also snapped in the bitch about 3 times a match before he got something to work, prior to which the bitch went “lolnop.” It wasn’t until he started using that drill claw setup that shit started working.
Oh and someone forgot about a nice little effect of pushblocking, you don’t drop down to the ground, regardless if you’re blocking an assist or the point character, until you come out of blockstun. Again, this is easily testable.
Part 3 somewhere around 1:20:00, Phoenix airdashes away, she gets tagged but had Filipino Champ blocked correctly she would have been safe. He still gets away, but it shows that had Fchamp blocked correctly it would have been a successful escape from the setup. I think Starbase and Fchamp satisfies the highest level requirement.
First thing: I meant the highest-level point for the damage reduction, not Phoenix.
Also, watching that battle, the first problem is that he was midscreen when he set it up. Ideally, you want to walk the previous character to the corner when you snap Phoenix in. It limits the options she can run in.
Also, on this:
So basically, he tried attacking from a different approach in order to trick his opponent into getting hit by something unexpected?
Isn’t that the perfect example of how a mixup works RIGHT?
Reruns
100
uhhhh it’s not an unblockable? That’s what it always does. The part people were suspicious of was this:
Which we apparently agree she cannot.
Interesting how you went from this to
this.
So which of your contradicting arguments should I disregard? Are there mixups after a character kill that work on characters with aerial movement or do characters with aerial movements spit in the face of this mix up?
On the topic of my teams and your lollogic, I don’t really think I have anything to prove when some random guy arbitrarily decides that i’m the type of person who puts all their eggs in one basket and hopes for the best. You can analyze them for yourself, it’s not too hard.
Finally, what are you even trying to say?
I’ll just recap here.
DHC glitch teams don’t run or even dominate this game.
Long drawn out combos aren’t necessary to get kills and can backfire because of the meter/damage ratio as well as the chances of you fucking up the combo.
Oh my bad.
As far as the setup, I agree it wasn’t ideal, but I think Snake Dux made the right call and had the setup correct, but ended up not getting anything out of it.
Did you watch the match? In summary, Dante snaps Phoenix, walks to the edge of the screen and does Acid Rain, Phoenix comes in from the right side and air dashes upback. Dante teleports right when Phoenix airdashes up, avoiding the initial mixup. Acid rain comes down and Dante as near as I can tell dashes under, Phoenix gets hit by acid rain but Dante can’t convert the hit to a kill. With an airdash Phoenix effectively rendered the setup moot, the only reason she was tagged was the dash under.
What contradicting arguments? Best Friends Slash and the Drill Claw in the corner are two different things? Apples are red and vaguely spherical, an Orange is orange and entirely spherical.
Again, instead of insults, proof. I’m having a hard enough time taking you seriously as an opponent as it is.
And in closing, if the DHC glitch wasn’t dominating, why do we keep seeing it? You keep bringing up long combos, I keep asking you which ones when they’re all roughly the same length.
Quite frankly I’ve always thought the “Low” damage option should be the standard.
Also in the link you posted, she dashed back, the rain still fell on top of her. That’s the setup. The rain HITS WHEN IT FALLS. How do you call that escaping a setup when you’re forced to guess block left/right?
I’m assuming he means “escaped” as in, she didn’t get blown up from getting touched. But, like I said, that’s because it was set up poorly.
I run Phoenix and I can tell you that Dante’s Acid Rain setups are some of the hardest shit to deal with if she manages to get snapped in. Really, there’s not much you can do besides picking your response (fly away, blocking, teleporting, pressing a button) and crossing your fingers.
Linari
107
I voted no
Dudes, this game’s problem is not the damage, but the stupid dumb, mindless & abusable specials that have low risk, very high reward to them.
Its X-factor, homing salty balls that shuts down almost all of the cast’s options to get in, TELEPORTS, invincible berserker slash cross ups into dead character, derp gun-> teleport-> free combo, TELEPORTS, having a special move that is invincible & gives waaaaayyy too much frame advantage, ESTAK…I mean DISRUPTAH, TELEPORTS, and some other special moves that are not hypers. And teleports -_-;;
Sorry if I’m off topic.
Reruns
108
Huh, are we looking at the same clip? Phoenix comes in and dashes up as Dante is shooting acid rain. It doesn’t look like he teleports at all.
If you listen you can hear the teleport. Its difficult given all the commentary but you can here the SHHH sound.
Even if the damage was set to low, it will do it equally across the board for all characters. The damage from each character would be relative because everyone’s would be lowered by the same amount. I think the characters who are “easy” to get in with and more hits in their combos, will be way more effected by damage/hit stun scaling, and therefore less meter gain, than say a character like Hulk who uses a lot less hits in his combos to get full damage, especially with the DHC glitch now gone in UMvC3. The fact that these bigger characters also tend to have a lot more health than the others would seem to give them a little more leniency, as a trade off for having a harder time getting in. Also, chip damage would be considerably less, allowing a few more chances for the characters who are “harder” to get in with to actually get in for their combos. Just my personal opinion.
Yannick
111
:eek: Man, I made like a two page post in that other thread and it got locked while I was typing.
This is my sad face.