Would you be opposed to every character getting an air dash?

maybe they just wont put in zangief and cable? =\

you’re missing the point…

This game could really use a assist only character like colossus in mvc1. If you tried air dash spamming, colossus would end you. MvC1 was broken, but thanks to how crazy colossus was, it actually made low tiers playable. Get hit by him and lose half your bar.

haha

Hey Spider-Dan,
Dude - are you Spider-Dan from Migs’ message board? I remember reading about your MvC1 shit; you used to post strategies w/ Image, Bruton, and Viscant. If not, then disregard :stuck_out_tongue:

I’m a long time lurker so don’t mind me :P.

-Cyrus

i think this will depend if the game is gonna be assist happy. if the game is gonna be like mvc2 where you can throw out commandos assist every 3 seconds, then air dashes would help but i still dont think a universal air dash system would solve everything. even characters with air dashes didn’t fare too well in mvc2 (son son, anakaris, etc)

gambit, sabretooth and charlie did fine in xvsf without air dashes.

gambit didn’t needed one. his pokes were godly on the ground and pretty good air air to air. charlie had his sonic boom and air moonsault kick for mobility and rushdown. sabretooth had j.hp and j.hk of god.

a lot of chars did fine in xvs without air dashes. but mvc2’s 3v3 is a considerably different beast than xvs

Yes.

It wouldn’t “solve everything,” but it would help. In an assist-happy game, double jump can be just as useful as airdashes, though.

XSF Gambit, Sabretooth, and Charlie (if placed directly in MVC2) would still have insurmountable problems against Cable and most of the second-tier characters (i.e. Spiral/Strider/Doom/BH).

No. Air-Dash for everyone.

Personally, I feel that they should embrace the differences in the characters more. MvC2 is amazing in the sense that characters have different number of jumps, air dashe, fly, fly and air dash, super armor, lengths and speed of dashing, different modes, and teleporting. I believe that these dynamics are what set it apart from games that have more “universal” systems. I want more of those differences. Things like Morrigan’s arcing airdash, Dhalsim’s mid-fly dash, Jin’s final resort super armor, Cap’s projectile negating shield, Blackheart’s demons and Iceman’s resistance to beam-type chip damage are all examples of what I’m talking about. This should be more convenient for them to develop now that the game is 3-D and patchable, because all they need do is play with the numbers (modifiers). I admit that I’m uneducated regarding the scope of what it takes to develop a game but if they could implement things like these in past games, it gives me hope that they can do it now.

I’m hoping to see varied jumping arcs, special move attributes, and other things that complement the character as an individual. I feel that the attention and detail (as far as planning goes) that’s gone into SFIV should bleed into their other franchises.

To any of the heads arguing against homogenized air-dashing for MvC3:

Would you be ok with having all characters receive an air dash as long as only SOME characters could 8-Way Dash and Fly?

I just want an accurate gist of how people feel about this.

i liked most characters in BB having air dashes and i think it would help even the playing field, but someone else stated my idea already. mvc needs a stronger ground game so it’s not a battle of air superiority. if a character can’t AD, it needs a fast ground overhead that opens up combos so holding down-back doesn’t shaft them.

cable never needed an airdash

I would accept a universal air-dash, but A) certain characters still have to get 8-ways and Fly, and B) it would definitely be preferrable to give each character a way to compete without just giving everybody the same move. It’s like, fireballs are good, but you don’t just give every character a fireball; you give them ways around fireballs. Zangief gets a radioactive hand. Vega can slide under the fireball (If that’s wrong, just change the name to someone who does that).

Well if everyone who didn’t have an air dash got an AHVB instead, I’m sure they’d all be fine too.

Excellent insight. Though the street fighter characters were “juiced up” for the versus series, their fundamental game mechanics were never really updated to the point where they could fight evenly with the marvel cast. It also didn’t help that Capcom felt the need to make them among the slowest, least mobile, least combo-capable characters in the game.

Further compounding the problem is that they don’t even seem to have a “basic yet powerful” style that we see in places like the SF2 characters in Capcom Fighting Jam. I mean it’s perfectly possible for these characters to remain faithful to their design, even if it’s not optimal to their current environment, so long as they’re compensated in other ways. The problem is that Capcom is usually rather bad in figuring out exactly how to do this.

If you watch Street Fighter II V, Ryu can throw beams he just needs some prep time.

Beams in SF or most traditional fighters would be broken as hell, however it is perfectly valid to scale a character’s moves to match the mechanics of the game they will be in.

Giving them capabilities that make no sense however is retarded.

Giving everyone Air Dashes makes no sense at all and is lazy design. Making everyone play alike is boring. There are better ways to break open a character’s options in a game. Even if they gave everyone some universal option, characters will still shine by having other options to create mixup with.

Give Ryu easy access to his overhead, don’t give him an Airdash.

Definitely, however some universal options will actually detract from gameplay overall. Giving everyone Airdashing for example gives everyone the exact same mixup options. It makes for a generic feeling game overall.

Instead it is better to look at what Airdashing gives and then give features that mimic some of these to the characters. Overheads for mixups, decent grappling for grappler type characters to beat turtling, evasive moves to deal with assist spamming.

More varied options makes both players think more rather than rely on and look for the exact same tricks in every match.

Honestly, one of the worst features ever added to Street Fighter was universal dashing. There was more depth and character knowledge in studying you basics and specials and learning how to use them to gain ground, then bam we get dashing which robs a lot from the game. It just isn’t necessary for every character to have all the same options, it is just lazy design and a cop out.

It’s not lazy design or a cop out at all.

Considering that the VS games originally never had SF characters in them to begin with putting them said game with its mechanics is bad design.

What sense would Cyclops make in Street Fighter 4? As much sense as putting Zangief in MvC2 did.

Shit, the only time that really worked is XvSF and that was as much a beautiful fluke as MvC2 was.

Answers like this is more sensible

Give each character one of the following guranteed; hop, air dash, double jump. Some get more as design warrants.

It is universal in the sense each character gets one guranteed extra movement method, and because it differs from character to character it preserves diversity and depth.