BeaTs
4361
naw syxx has a point. the games not even ‘out’ and some of those xfactor shits are extremely simple and damaging. doesn’t lend well to depth. losing a character is a pretty big loss as far as options…compared to losing 33% of a life bar
I would also say that there’s way less room for error in those mvc3 combos compared to ah3 or most of the damaging shit in mvc2 (ahvb is rather easy, but if your opponent wasn’t a dumbfuck then it’s actually really hard to get a hit needed for ahvb)
I’m going to try to make it out. I have my daughter that weekend so it’s a big maybe.
Yeah, as all these trailers and event videos kept coming out, I noticed the pattern to the combos and the damage. In MvC2 it seemed skillful when you’d do a relaunch, but in MvC3 it seems standard. Sentinel getting some nasty shit off of his really good cr.M is scary. I just think there should be more risk/reward for high damaging combos. Admittedly the game isn’t out yet, but this stuff looks legit.
Will this game die before it’s out for 2 weeks like AH3… Time to move on guys. It does look kinda lame how some of these combos look. Like you slam them to the ground from an air combo and it looks like they should be waking up and boom you get assist into HC. Just looks really delayed with some of the setups like you don’t even have to have quick execution.
Syxx573
4365
Did you guys see the banned Doritos commercial? It was supposed to air during the superbowl. It kind of sucks because there was so many ads during the superbowl for doritos and pepsi but they didn’t play the best one. All I can say is that it’s a shitload of fuck and a cowafuckin’ piece of dog shit that it was banned.
Yeah, that’s how things go nowadays. It’s funny, I’ve got a pile of Diehard Gamefan magazines from the extreme 90’s and the ads in there are priceless. One ad basically calls you a bitch and says you’re too gay to buy Sonic Adventure. Good times.
Lol that was pretty good the other one I found is even better.
Now [media=youtube]XaZ6AMfKEMw"[/media] is what I call a commericial!
so i think i may never be good at AH3. i know it sounds super scrubby, but i have literally put in hours into saki’s bnb but i have maybe a 40% success rate facing right and maybe a 10% facing left. i dont want to rely on abcsuper to get damage since the air combo one is like double it, but its hard to want to take the risk when i know i’ll most likely drop it. most of the ground combos i can do fine, but the air ones i have a super hard time with if they involve pressing a direction during your normals, like saki’s b, 4b. for some reason my brain doesn’t want to simply tap the up button for double jump but hold it instead, and i tell myself going into it what i have to do and still botch it consistently. i played rachael in BB and b, c, jump, b, c special is super easy but that directional in between for saki is really fucking me up. i’m trying to learn zenia, it she seems pretty easy and i can do her j a b j b c 623x shit fine, so maybe i’ll try getting her down but after watching combo vids her damaging air shit is pretty insane too. guess i just have to practice more.
also-boo to gamestop for not letting me reserve mvc3 with my credit card over the phone. how else am i supposed to drop air combos in another game in a week?
BeaTs
4371
^be like syxx and just play akane LOLOL
no but srsly it’s probably just a little thing you are not used to (or, you’re just used so used to different/simpler methods) and you’ll get it one of these days.
maybe try taking your hand off the stick during combos or just very lightly brush it unless using it for commands. so, even for combos where holding a direction does not adversely affect the combo and so you hold the stick in a direction, try just not touching it at all (but hovering your hand extremely close) to get you out of the bad habit
Syxx573
4372
haha jerry i know what you are talking about with saki, she is the first char i tried in ah1 and was mind fucked. but once i got to 2 somehow i was able to do the combos with a breeze
long story short, wait until ah4 and you shouldn’t have any more problems
real answer though is i have no clue what to tell you other than just try to do the commands rather than trying to visually confirm what you are doing on the screen.
the other thing is that you don’t want to start every combo with a fucking jab. it kills the damage in your combo so bad.
i’ll try from 2b instead, but 2a is such a good frame trap and catches people a lot after the [4]6a, and obviously helps to spam for hit confirms, but yeah damage suffers hard.
BeaTs
4374
well never trade off all around usefullness for damage. but obviously if you connect a jumpin or they are open or you got a counterhit on them etc. etc. do whatever does the most damage
i don’t see a lot of people using supers after long hit confirms, it seems like people go right into super from counterhit a lot like saki’s flashkick, which does sick damage when supering after it. looks like meter should be saved for that and defensive means maybe?
MaDWaK
4376
usually its best to go for mixups rather than damage, unless it kills.
BeaTs
4378
I think it depends. on character/arcana but also you’re playstyle and what you’re comfortable with. my mindset with scharl is to get every bit of damage I can when I get the chance…for the most part, even if that means doing a super after a long combo. she’s not exactly a mixup character. but a lot of the times, depending on arcana it’s better to knock down into like a super plant seed setup. or sometimes, no meter at all since it can be used to GC out of tight situations (either on ground or to avoid air unblockables etc.) so it depends also on your opponents meters/gauges and your own EF gauge.
I think the general idea is to try to use EF to extend combos near the beginning of a set. to not use your 1 meter and to help build meter (and possible any extend effects) also, you’re less likely to use burst near the beginning of a match so the small time without it is alright.
as you know, if you are doing a combo you build meter. if you use homing cancel in the combo, the meter stops building at that point. so use EF near the beginning and build more meter so that you have more to use.
also, I see this a lot but if you’re a bit a hit or two away from dieing and have EF use it for extend force cancels as much as possible imo. do not save it for a burst that round as you’re more likely to make a come back using it offensively (or defensively to cancel a counter or something). since it builds back rather quickly after an EFC that’s best imo. I see a lot of peeps not using it for efcombos in those cases and instead trying to burst or some shit (which leaves you without it for quite some time next game). of course this all depends on your opponents health and gauges too. but if you are definitely considerably behind, EFCs all day imho.
EDIT: the above part about EFC vs Burst was in regards to matches that aren’t the last in a game. if it’s the very last match then I’d probably save it for burst depending on my life. if I’m like a poke away lol well yeah obviously efcs
Syxx573
4379
hey Carlos, ft10 in HnK tomorrow???
You can get damage AND mix up if you got your shit together.