Fighting Games Weekly | Dec 9-15 | Funding Nemo? Not yet...

So I've finally made the move and now I'm here. I'm glad everyone enjoys my incredible SSS tier commentary and thinks it's the best thing since sliced bread...

lol no really I'm aware I'm bad (see: TFC) but I'd like to think I have my good moments as well (see: EVO P4A). I'm terribad at carrying the energy myself right now but I feed off others real well (Mike Ross, Dacidbro, Skisonic). Oh well, gonna live the scrub commentator life until I get better. Until then, my monotone self will ruin your streaming experience for just a bit longer <3.

Anyway, saw the UMvC3 patch notes. Any time someone uses Angry Black Wolverine (Steve H the best) it's incredibly amusing and makes me pull up that video. I disagree a whole lot on the Felicia changes suggested and I don't mind discussing it with anyone who'd listen.

Otherwise I'm gonna be a total thread lurker for a while, looking forward to CapcomCup this weekend, at least what I can catch. See you folks around.

YES. BEST EX WHITE BOI
 
The only games I see played by white people more than anime fighters are NRS fighters, like MK9 and Injustice. Unless you want to say that just playing fighting games in general makes you less white.
And you would be right.

I don't understand the reasoning for the second change, all it does is buff Phoenix dramatically and allows the defensive player to have more options in the end when they are getting beat on and they end up with a ton of meter.
I think this would serve as a (mild) deterrent against long combos in general and it would help make the game snowball not as hard, but I agree with you that this change in UMvC3 as it currently is makes little sense. No one is going to stop doing their longest combos, because the reward for them (killing a character outright) is way too high to pass up. It is something that can work if the game is designed with that, but the only game I can think of that actually has that mechanic is Melty Blood (where it doubles as an anti-infinite mechanic, since you can burst at max meter).

Unless you hate my booze, then we FT5 outside.
Why would anyone hate the Huoshen Potion???
Unless you end up waking up in a bathtub the next day with puke all over you, but then you're just too hung over to fight anyone.
 
You know those "low tier hero" types? This is for them. Not every character should be for everyone. In the same way you don't want certain mechanics in a competitive game to be top-tier because they're totally unfun. (Hi, Zero. Hi Hexproof in MTG.)

Shouldn't the idea of not every character being for everyone thought design be based on variance of move sets and character designs, not purposelessly making a character bad for the sake of it?
 
Always knew Viscant secretly watched anime.

Twitch: We&#8217;ve added servers, created a whole new video system

thegunrun said:
Hey all,

Gunrun here, Broadcast Manager for Twitch! Wanted to keep y&#8217;all updated on what the Video and Operations team have been working on over the past year in our never ending battle to combat lag and serve you the highest quality video.

First, we have added new servers! Prague is now online and Amsterdam has undergone major upgrades in the last six months. We have plenty more coming, so if you&#8217;re still having issues, please keep us up to date by using our video issue report tool on the bottom right of our player.

Next is our new in-house video system which has been in development behind the scenes for over a year. You can read all about it in our blog post below.

Basically our new in-house video system translates to having a more efficient video delivery infrastructure and will allow us to maintain a higher quality of service as we continue to scale. We can now get far more from our current servers than ever before.

Also, when our transcode system has extra capacity available, we will now use it to create resolution options for non-partnered broadcasters. This has already been a feature with our mobile viewing apps, and we&#8217;re happy to finally be able to bring it to our web experience now too!


As always, thanks to you guys who post here on reddit about your experiences on Twitch. We read and listen to your feedback every single day. (And yes, even those messages too >_<)

Happy Streaming!

Official Blog Post from our Video Team - New Unified Video System[1]

tl:dr - Worked on improving quality service, especially in EU. Built a new video system from scratch. Deployed Prague server, supersized Amsterdam. Also, quality options can be granted (dependent on Twitch capacity) to non-partnered broadcasters.

The Project M guys are also doing an AMA on Reddit for those that care.
 
With the PW changes I should be able to call Maya DHC into Dante's devil trigger for an unblockable and then call PW Questioning assist for Turnabout mode. Could sound like fun.
 
Shouldn't the idea of not every character being for everyone thought design be based on variance of move sets and character designs, not purposelessly making a character bad for the sake of it?
Some developers/designers think that certain characters should be purposely good while some should be purposely bad so when those characters clash you root for the underdog and it's excite. This is where the whole "low tier hero" thing comes from.
 
Video quality settings for non-partners?! People will be able to watch Kadey's streams now?!

moreno-crying-gif.gif


Goddamn. I never expected non-TAC infinites to be the most painful. WOW.

Yea people have known about that Zip infinite for some time. In our changes we have asked for a fix on it.

This particular infinite however would be banned from competitive play because the damage is horrid and its a pure stalling move.
I didn't know these were ever terms for banning stuff.
 
That's the reasoning given for Gambit glitch in MVC2 and Quicksilver. Anything that stalls like that is bannable. Basically Spencer can win the game off of first touch without having to deal with the remaining characters.

Also someone just backed out of the Fanatiq/Nemo MM bet. I got an extra $100 to $200 to bet with if there are any takers. God's Beard where you at son?
 
I didn't know these were ever terms for banning stuff.
It happens -- dead body infinites in MvC2 are allowed only for positioning, and blatant stalling patterns (like infinite walljumping underneath the main platform on Battlefield) are banned in SSBM/SSBB. However, time-stall infinites that can appear in certain games (like in older versions of MB and UNIB) are generally not banned... but those versions were just bad games that should not be played. :x
 
I just want to toss in a little analysis of Xfactor, as I think nearly everyone is going about possible fixes the wrong way entirely.

When you lose 1 character:
+ Xfactor gets stronger/longer
- You lose the 3rd part of your DHC
- You lose 1 assist / counter option

When you lose 2 characters:
+ Xfactor gets stronger/long
- You lose the ability to DHC entirely
- You lose the ability to assist entirely
- You lose the ability to TAC entirely
- You lose the ability to Variable Counter entirely
- You lose the ability to use tag-out for its invincibility entirely
- You lose the ability to recover red health by tagging out

I think we can agree this is a horrible trade, and is the primary reason why Xfactor Lv3 needs to be as dramatic as it is. 1 vs 3 is unfathomably bad, but 1 vs 2 is extremely close to just as bad as well. Many solo characters without XF or a level 3 hyper cannot finish off a target on hit, while the team of 2+ can almost always finish the job (and if they can't, can apply much better pressure on wakeup).

Xfactor lets you guard cancel one time, or roman cancel one time. This helps offset your lost ability to Variable Counter or DHC, but only once.

My idea sounds dramatic, but hey, its interesting to me so here it is. What if instead of Xfactor giving you speed and power and healing and chip resistance, it gave you:
+ A roman cancel on activation
+ The ability to roman cancel as much as you like for the duration (allowing you to essentially self assist and self DHC)
+ Can be activated as a guard cancel, but only lasts 70% of its original duration when activated this way
+ Can be activated as a burst, but only lasts 30% of its original duration when activated this way

Its still painful to not have an assist because of how advancing guard works, but it does a lot more to offset your losses than a flat speed/power bonus does imo.

Food for thought! I love debating this stuff!
 
The only games I see played by white people more than anime fighters are NRS fighters, like MK9 and Injustice. Unless you want to say that just playing fighting games in general makes you less white.
And you would be right.

lol the only white people I know that play anime is Houshen, Jiyuna, Heart Nana, and Severin
 
I just want to toss in a little analysis of Xfactor, as I think nearly everyone is going about possible fixes the wrong way entirely.
Sounds like an Arc System Works mechanic!

Also probably too drastic for an expansion of an existing title.

It could be an interesting mechanic for a brand new fighting game though.
 
+ A roman cancel on activation
+ The ability to roman cancel as much as you like for the duration (allowing you to essentially self assist and self DHC)
+ Can be activated as a guard cancel, but only lasts 70% of its original duration when activated this way
+ Can be activated as a burst, but only lasts 30% of its original duration when activated this way

Pretty much everyone in the Marvel OT agrees with you on the general philosophy behind the existence of something like XF in a team based game. Losing one character is a big handicap, it's much more severe than losing 1/3rd life in a standard fighting game. Losing 2 characters pretty much means game over if you don't have any other resource. XF3 is supposed to give you the same fighting power as 3 characters only for a limited time. It's a bit over tuned right now (I think XF1 is fine, XF2 is slightly over tuned and XF3 is quite over tuned) but the idea behind it is right, almost necessary.

As far as your XF replacement goes... I like 3 out of the 4 suggestions. I think self roman cancel with infinite usage is going to lead to a lot of game breaking stuff. I can already imagine a Vergil in XF who you absolutely cannot guard cancel XF against because he can just XF cancel at any point in any move.

IMO if you want to give multiple roman cancels then each roman cancel has to drain a portion of the XF time (at least 10% drained per usage). This way you have to actually think about when you use it as opposed to if you are playing Vergil you just keep doing Rapid Slash, XFC, Rapid Slash until you open someone up.
 
I just want to toss in a little analysis of Xfactor, as I think nearly everyone is going about possible fixes the wrong way entirely.

When you lose 1 character:
+ Xfactor gets stronger/longer
- You lose the 3rd part of your DHC
- You lose 1 assist / counter option

When you lose 2 characters:
+ Xfactor gets stronger/long
- You lose the ability to DHC entirely
- You lose the ability to assist entirely
- You lose the ability to TAC entirely
- You lose the ability to Variable Counter entirely
- You lose the ability to use tag-out for its invincibility entirely
- You lose the ability to recover red health by tagging out

I think we can agree this is a horrible trade, and is the primary reason why Xfactor Lv3 needs to be as dramatic as it is. 1 vs 3 is unfathomably bad, but 1 vs 2 is extremely close to just as bad as well. Many solo characters without XF or a level 3 hyper cannot finish off a target on hit, while the team of 2+ can almost always finish the job (and if they can't, can apply much better pressure on wakeup).

Xfactor lets you guard cancel one time, or roman cancel one time. This helps offset your lost ability to Variable Counter or DHC, but only once.

My idea sounds dramatic, but hey, its interesting to me so here it is. What if instead of Xfactor giving you speed and power and healing and chip resistance, it gave you:
+ A roman cancel on activation
+ The ability to roman cancel as much as you like for the duration (allowing you to essentially self assist and self DHC)
+ Can be activated as a guard cancel, but only lasts 70% of its original duration when activated this way
+ Can be activated as a burst, but only lasts 30% of its original duration when activated this way

Its still painful to not have an assist because of how advancing guard works, but it does a lot more to offset your losses than a flat speed/power bonus does imo.

Food for thought! I love debating this stuff!

I like the idea. What Dahbomb points out about infinite cancels being a bit overpowered is true but limiting it through draining your XF bar about 10% each time doesn't sound too bad as a slight modification.

The only problem is that within the scope of a patch, I don't know if they'd want to so change the mechanics like that. If Marvel were getting a significant update like an expansion, I could and would like to see this happening.

Also, my flight is delayed by like 90 minutes. Apparently the aircraft is taking longer to arrive here in Seattle. I won't be in San Fran until 9:30 according to current estimates.
 
Oh I wasn't talking in the context of a patch I was talking about a potential MVC4 where they would have new mechanics and the game would be balanced around such an XF mechanic.
 
IMO if you want to give multiple roman cancels then each roman cancel has to drain a portion of the XF time (at least 10% drained per usage). This way you have to actually think about when you use it as opposed to if you are playing Vergil you just keep doing Rapid Slash, XFC, Rapid Slash until you open someone up.

I like that a lot!
 
Oh I wasn't talking in the context of a patch I was talking about a potential MVC4 where they would have new mechanics and the game would be balanced around such an XF mechanic.

Oh. Looked like the current patch/update notes addendum going around, lol. a MVC4 or even expansion to UMVC3 would be good to have that kind of XFactor though. Nix stat buffs or make it minimal and give them those kinds of advantages.
 
I'm detecting a little salt in pr balrog asking why people like watching smug so much


they like him because it's Dudley who doesn't get much burn at high level. Smugs dudley is ace, and because smug stays with the style combos. He's like the kyabetsu of dudley's but efficient.
 
Also, my flight is delayed by like 90 minutes. Apparently the aircraft is taking longer to arrive here in Seattle. I won't be in San Fran until 9:30 according to current estimates.

They're waiting for the maps to be delivered by the guy who flew Koogy and Angelic to SF.
 
Another type of XF change that I see a lot of people recommend is that characters get specific XF abilities like KI already does. Basically, the XF is there to give a character an ability based on their attributes and covering their weaknesses so they can compete (like Thunder getting a special dash that allows him to get in). Also similar to the Dark Force system in Darkstalkers.

But again this is something that is more applicable to MVC4 where the whole game would be balanced around it.
 
Yea, alot of people want x-factor to be like dark forces (including me). I've wished this since vanilla. Here's to marvel 4.

It would definitely be a cool feature. Conceptually it just works great for both sides of the cast and would bring lots of hype. Might be tricky to balance depending on how they go about it, though.
 
PlayStation Network users can pick up Dungeons and Dragons: Chronicles of Mystara, Marvel Vs. Capcom 2 and Marvel Vs. Capcom: Origins half off for $7.50. PlayStation Plus subscribers can grab the three titles for $3.75 each.

Five iOS titles have been discounted to $.99. The full list is as follows:

Street Fighter X Tekken Mobile (previously $2.99)
Street Fighter 2 Collection (previously $3.99)
Street Fighter 4 Volt (previously $4.99)
Marvel Vs. Capcom 2 (previously $4.99)
Ghost Trick: Phantom Detective (all chapters) (previously $9.99)

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