QisTopTier
XisBannedTier
Some would still lead to combos even without hyper-cancels (Morrigan fly-cancelling shadow blade, wall/ground bounce assists, etc.)
No cancels, cross over counters loose hard knockdown/ground bounce/wall bounce properties.
Some would still lead to combos even without hyper-cancels (Morrigan fly-cancelling shadow blade, wall/ground bounce assists, etc.)
Guys just make all backdashes invincible.
In a game with Jam Session? Vajra? Rapid Slash? Beams?
Awesome.![]()
I would but Im trying to beat the last of us so I can give it back to my friend D:Anyone wanna play some late night Marvel for about 20 or so minutes before I head to bed?
Anyone wanna play some late night Marvel for about 20 or so minutes before I head to bed?
No cancels, cross over counters loose hard knockdown/ground bounce/wall bounce properties.
So you're effectively giving everyone a burst available whenever they're in guard stun that costs one meter?
That's true, so I suppose it's not as threatening.The opening gambit will be deemphasized by a system wide damage reduction anyway, since it will be far less likely to result in a dead character.
The no L mashing is purely an "on whiff" nerf. It's to prevent things like Magneto players standing under you and mashing s.L into a full combo. It's scrubby stuff. Make them time the s.L. I think that's Dahbomb's thinking.No mashing jab?
But doesn't starting with the L attack ultimately reduce the damage if say starting with H attack?
If we're talking small changes that can be changed quick, couldn't you just change the percent of damaged removed from 25% to a higher percent?
The more mashing, the weaker the combo would be compared to not mashing. How it is now but scaling to remove damage percent higher, the combos would be considerably weaker.
And with proposed idea of the the no rest on HSD during TACs with the 25% reduction, combo extensions in TACs would mean no easy damage.
Gandalf left and then came back stronger than ever, though...Changes are fun to read.
I only lost to Flocker and Marvelo (who is crazy clean btw), therefore I am at best top 16 material for Mavaru. I'll take this sham position, especially doing this after not playing too seriously. Granted, even if I had, those two woulda killed me just as hard. Oof.
Thanks to all the Gaffers I met -- was awesome meeting you! Solar, I really hope you got the message I sent you -- called your hotels front desk and tried to connect to your room phone, but it rang out twice :/ shame we didn't manage to get games in, but i really appreciated the support during my pool dude.
Got nothing left to do in this game, going to go all Gandalf on it now.
No mashing jab is only on whiff, when it comes to combos and pressure you still have mashing jab. The reason people want mashing jab gone is because it makes anti airing really brain dead as well as allowing for easier counter on wave dashing/teleporting. So no more Magneto standing under you mashing jab waiting for you to land on it.No mashing jab?
But doesn't starting with the L attack ultimately reduce the damage if say starting with H attack?
If we're talking small changes that can be changed quick, couldn't you just change the percent of damaged removed from 25% to a higher percent?
The more mashing, the weaker the combo would be compared to not mashing. How it is now but scaling to remove damage percent higher, the combos would be considerably weaker.
And with proposed idea of the the no rest on HSD during TACs with the 25% reduction, combo extensions in TACs would mean no easy damage.
...side note I like how some of these ultimately remove the easy factor for beginners.
Each asterisk is a separate idea for the category. Don't read it as a list of changes right now. I'm just keeping track of everything people have suggested.If TACs are that much easier to counter, why would you still have it cost a bar?
TACs can never be balanced around responsiveness. Either they will always be reactable after a while, so no one will want to use them, or they will not be reactable, which means no change at all. TACs need to become non-random. TACs were non-random in TvC, and people actually liked using them. This is the direction we should go in.*TAC system fixed. 20 frame window to counter a TAC that is highlighted by the required TAC. After a successful TAC counter the color of the TAC is shown (this should already be in the game though). HSD starts at 0 after TACs and builds back up to normal in air. Will still keep some characters useful in terms of TAC combos like Iron Man, MODOK, Doom but not give them ridiculous combos. Also TACs are now more like a true mix up in that you can actually react to them like throws in Tekken. 20 frames is just about what a normal human being can react to. This will generally make TACs less desirable than resets except when you desperately need to switch out a character after getting a hit. Also you are allowed unlimited chances to break TACs, no more TAC glitching someone into a guaranteed combo.
If we are making TACs non-random, this would be very extreme. No one would go for TACs because it would mean a free combo breaker for their opponent.* - A person caught in a combo that leads to a TAC from the attacker can pay a meter to counter the tag with their own tag in.
While I love the idea still, it's too extreme for a patch update.*X-Factor now costs 1 bar, no limit on uses, only provides the cancel effect.
With damage already being reduced (we all seem to agree on this), I think this is a non-issue.*Mashable hyper damage reduced to Vanilla levels or somewhere in between Vanilla and Ultimate.
Too extreme for a patch update.*All characters either gain a permanent buff when they are the last character on a team or have a solo assist call option (I've discussed these before at length; they are better than X-Factor on principle).
If you catch an assist, you should be rewarded. I don't see why we should make it harder to punish people for bad assist calls.*Assist characters go back out of the game after being comboed faster, less time to continuously OTG loop them.
I rarely saw people get hit by Spencer's overhead at Evo. Most people got hit by the Armor Breaker link afterward (lol). The only reason people get hit by Spencer's overhead is that its animation looks a lot like his roll until the hit comes, and Spencer players sometimes roll into c.L and go straight into the overhead at other times. So it's a highly visual mix-up. In actual blockstrings, top players never get hit by something like c.LMH, f.H, which is why top Spencer players go for a lot of command grabs and raw overheads.20 frames is about the window for Spencer's overhead and people get hit by it all day. Even with this change it's still not that easy to break because it's still a 3 way thing.
It's the closest to a Tekken grab where you have to react among 3 options: 1, 2 or 1 + 2. You can react to and break all these grabs but throws are still used and still landed in high level games... you just can't use them all the time.
I am talking about the top players. When was the last time you saw ChrisG, FChamp, or JWong get hit by that?TACs are random BECAUSE they are not reactable. Once they become reactable they no longer are random. That was the whole point of making them reactable, its not a guess anymore its something that is actually in your control.
People were getting hit by Spencer overhead all day at EVO. Yipes was even opening up RayRay a lot with it. The Spencer overhead is a 3 way mix up itself (or a 4 way in fact): Overhead, low, ground command grab and anti air command grab. That's pretty much what a TAC mix up would be only all components of the mix up are reactable to and thus not random.
By the raw overhead, or by the low into overhead? Because I already explained why the first happens; it's a visual issue. The overhead is not really 20 frames to react to from the blocker's standpoint because it takes a while to understand that it's not a roll.Justin Wong was hit be the Spencer overhead in the Nemo set on more than one occasion, same for PRRog. I can guarantee you when those ChrisG and FChamp sets get uploaded there will be more footage of those two getting clocked by an overhead. Tekken throws are even easier to break but people get throw all the time. The key to this is that you aren't throwing these mix ups out at predictable times, if you spam TACs all day they will get broken but used at unexpected times and you can profiy from them. That's what smart mix ups are about. With your logic no one would ever get hit by SF4 overheads but people get hit by them because pros throw them out when you least expect them.
20 frames is just within the range of what is reactable by a normal player. Anything lower becomes very hard to react to and anything below 15 is essentially a guess.
That's exactly how TACs work at high levels. Thinking about it is a bad idea. There are no ways to read your opponent, because there's no thing to read. Let's take your hypothetical scenario:In what ways are TAC's random? I doubt any high-level player TAC's in a particular direction without picking it for a reason, nor does their opponent tech in the direction they do without a particular reason. Breaking a TAC requires reading your opponent. Some situations heavily weight your opponent's likely TAC choice (oh, they need meter? They're probably going down) and that should be taken into account when playing.
Some situations heavily weight your opponent's likely TAC choice (oh, they need meter? They're probably going down) and that should be taken into account when playing.
In what ways are TAC's random? I doubt any high-level player TAC's in a particular direction without picking it for a reason, nor does their opponent tech in the direction they do without a particular reason. Breaking a TAC requires reading your opponent. Some situations heavily weight your opponent's likely TAC choice (oh, they need meter? They're probably going down) and that should be taken into account when playing.
Unless you are psychic, TACs are a 1/3 guess. It's like playing that 3 cup one ball game only you never get to see your opponent shuffle the cups in front of you. How can you possibly make a "read" on that?In what ways are TAC's random? I doubt any high-level player TAC's in a particular direction without picking it for a reason, nor does their opponent tech in the direction they do without a particular reason. Breaking a TAC requires reading your opponent. Some situations heavily weight your opponent's likely TAC choice (oh, they need meter? They're probably going down) and that should be taken into account when playing.
That's just at lower level play. I used to TAC up with Dormammu every time because I could only complete his TAC while facing the same direction that way. This is because for all of Vanilla, the Dormammu TAC combo was:i find a lot of the time you can figure out what direction your opponent feels the most comfortable continuing the TAC combo with...for instance if they like to go for infinites.
I prefer this analogy because the ending is more true: TACs are poison no matter what when you have to choose. ;-)Unless you are psychic, TACs are a 1/3 guess. It's like playing that 3 cup one ball game only you never get to see your opponent shuffle the cups in front of you. How can you possibly make a "read" on that?
Edit: Wow beaten badly, even with a video!
The video that Karst posted would be more effective if it was 3 cups instead of one and the poison was in two cups.
I don't know what the standard Phoenix infinite is, but this one looks almost as hard as Dormammu's:Random question but... why don't people use Phoenix infinites yet?
Also my internet is back up, I can finally multi quote reply now.
I like side-switching, but why should it cost a bar? The player with a character on screen already has the advantage of getting to be whereever he/she wants after killing one of your characters. IMO, the person with the incoming character should be given survival tools for free.No I mean which specific point in his post do you want me to respond to. Because half of the points he agrees with me. The other stuff I sort of already touched upon (like XF and TACs).
As far as the "delay" option for incoming characters.. I like it but without testing it I am not sure how useful it would really be. I would say spending a bar to switch sides would probably be way more useful.
It's a get out of jail free card then and it puts a shitter on the advantage that the first person got for getting the kill. Less damage overall means he had to work harder for the kill.I like side-switching, but why should it cost a bar? The player with a character on screen already has the advantage of getting to be whereever he/she wants after killing one of your characters. IMO, the person with the incoming character should be given survival tools for free.
The entire TAC system is like going through this every single match:
https://www.youtube.com/watch?v=U_eZmEiyTo0
Let's say I am player A, and I am comboing player B. I only have half a bar of meter. So player B thinks "ah, he will probably TAC down since he needs meter to kill me". In my head, I think "ah, he recognizes that I need meter and will TAC down, so I should TAC up/left/right to throw him off". But then my opponent realizes this, and thinks "ah, but since I expect him to TAC down, he will not TAC down - I will TAC up". And then I think "But he knows that I know that he knows I want to TAC down, so I should TAC down anyway". And it just goes on forever like this. It's stupid, and in the end there is no real thought process behind it.
Got nothing left to do in this game, going to go all Gandalf on it now.
Gandalf left and then came back stronger than ever, though...
Grats on making it so far.
Random question but... why don't people use Phoenix infinites yet?
Unless you are psychic, TACs are a 1/3 guess. It's like playing that 3 cup one ball game only you never get to see your opponent shuffle the cups in front of you. How can you possibly make a "read" on that?
Edit: Wow beaten badly, even with a video!
The video that Karst posted would be more effective if it was 3 cups instead of one and the poison was in two cups.
Reads mean that you can develop a historical sense of how your opponent does things. It also assumes you are in a position where there are multiple options that are worth choosing for different reasons. One of the reasons ChrisG can block Wolverine so well is that he knows JWong likes to go for endless instant overheads with him. But the TAC directions are all similar enough that there's no reason to favor one over the other for countering. No one has a "TAC tendency" unless they're bad at the game.If guessing a TAC is random, then how are all reads not random? You're making a guess based on what you know of your opponent and how they play. They can always outwit you, but that's the same with any tactical choice. For instance, remember when Mame Spider did the Ultimate Web Throw on Clockw0rk's incoming Strider last EVO, counting on him to double jump and get hit? If he'd guessed wrong, he would've most likely been punished, but he didn't. Just because the outcome depends on your opponent's choices doesn't make it random.
I was trying to focus on TACs.It's a get out of jail free card then and it puts a shitter on the advantage that the first person got for getting the kill. Less damage overall means he had to work harder for the kill.
I mean if there's no meter to using side switching then everyone would use it to get out of the corner after a kill then fly away or something. Too much of an advantage to certain types of teams, FChamp for example would never need to deal with corner incoming mix ups because all of his characters are fliers.
It's not Marvel without corner incoming game. You lose a character? You have to deal with that shit. At least with a meter consumption, teams with anchor Vergil/Strider/Phoenix have to think twice about expending that meter to get out of the corner.
Let me give you another example. Say you play a zoning Hawkeye team. You killed someone full screen away and you want to maintain that distance. I am coming in as Felicia but Hawkeye is full screen away. I use the side switch trick and end up full screen away right behind where Hawkeye is putting me in a more advantageous situation even though I just died from full screen zoning.
Honestly I think we should just focus on one thing at a time. We started with TAC discussion and now we are on incoming character changes. I think we should just pick a system mechanic and fine tune it for one day rather than trying to address a bunch of them at the same time.
Absolutely not. Meter loss was added in Ultimate, and it was a really bad addition. It's part of why Phoenix went to shit as a character.Also for the record I am completely open to any and all TAC suggestions. I just gave my suggestion and I defended it as best as I could.
I just think realistically speaking the following should stay for TAC: The whole 3 way positioning and meter gain/loss advantage you get after a TAC (or some other advantage outside of meter/damage like Zissou suggested could be HSD). I think everyone agrees that before a TAC happens the guessing game shouldn't be there and people also agree that no one should get absurd combos off of it. The combo part is easy to fix, it's just an issue with HSD... the part that is pre-TAC is the most difficult to fix. I asked for reactable TACs at no cost, others asked for meter requirement on TACs (and make them guaranteed).
Reads mean that you can develop a historical sense of how your opponent does things. It also assumes you are in a position where there are multiple options that are worth choosing for different reasons. One of the reasons ChrisG can block Wolverine so well is that he knows JWong likes to go for endless instant overheads with him. But the TAC directions are all similar enough that there's no reason to favor one over the other for countering. No one has a "TAC tendency" unless they're bad at the game.
Also, when Wolverine is in your face, the general argument is that you shouldn't be there in the first place. The same could be said for TACs, but that's punishing someone twice for making one mistake.
Phoenix players are the only individuals who have some logic to their TAC game, because that 1 bar really is a big deal to them. An exception though, not the rule.I don't think that's true. Exhibit A is Neo with his repeated double up TAC's when he's down to just Doom and Phoenix and he wants to build a bunch of meter. He does that almost every time.
If guessing a TAC is random, then how are all reads not random? You're making a guess based on what you know of your opponent and how they play. They can always outwit you, but that's the same with any tactical choice. For instance, remember when Mame Spider did the Ultimate Web Throw on Clockw0rk's incoming Strider last EVO, counting on him to double jump and get hit? If he'd guessed wrong, he would've most likely been punished, but he didn't. Just because the outcome depends on your opponent's choices doesn't make it random.
That's why I said "or some other advantage" because otherwise there is no real distinction between the 3 TACs other than slight positioning.Absolutely not. Meter loss was added in Ultimate, and it was a really bad addition. It's part of why Phoenix went to shit as a character.
Thanks to all the Gaffers I met -- was awesome meeting you! Solar, I really hope you got the message I sent you -- called your hotels front desk and tried to connect to your room phone, but it rang out twice :/ shame we didn't manage to get games in, but i really appreciated the support during my pool dude.
Reads are educated guesses. TACs are straight guesses. You can try and think it through all you want but unless you are in a specific situation (phoenix team/player that can only combo off a certain TAC direction), your guess is as good as someone who has never touched the game.