*rips up degree*KNOW YOUR PLACE SON!
Everyone expects long ass posts from me so I deliver. If I started talking like Sigma then people would get on my case on me.
It was useless anyways!
*rips up degree*KNOW YOUR PLACE SON!
Everyone expects long ass posts from me so I deliver. If I started talking like Sigma then people would get on my case on me.
That's still an XF problem.The problem is that there are a handful of characters who benefit from XF disproportionately.
there we goNew tournament started. Didn't get a chance to scrub out of this one though.
[Festivo R1] Draec (Sephiroth) vs DarkonCrack (Lightning)
[Festivo R1] RDF2050 (Warrior of Light) vs JT (Sephiroth)
[Festivo R1] Muggshotter (Jecht) vs Xelxas (Sys) (WoL/Gabranth/Golbez)
[Festivo R1] AK (Zidane) vs LockeCole (Kain)
[Festivo R1] Sougo (Squall) vs Galadin (Sephiroth) <-- Pretty sure Sougo is a gaffer, too
[Festivo R1] Dark-Lumina (Sephiroth) vs DanneD (Kefka/Sephiroth)
[Festivo R1] TKG09 (Prishe) vs X-star (Prishe)
If we're doing an FGW cycle it needs to include:
-I don't understand numpad notation
-I don't like long combos
-I just plain don't like Tekken/Capcom/anime
-Look what Triforce did
-Completely offtopic anime/marvel discussion
-SF3 vs SF4
-FGW | _________
The 3 main characters that benefit the most from XF are pretty much designed to be anchor characters.The problem is that there are a handful of characters who benefit from XF disproportionately.
Kvo is the yearly tournament series that Kubo and company run out in Japan (iirc it's always been in Osaka during Golden Week). TSB is Team St1ckbug, who is a loose affiliation of ArcSys players in the Northeast and they're involved with a bunch of tournaments (St1ckbug runs GG/BB/P4A at Big E's events, and they also run the TSB tournaments at Next Level). Basically it's a collaborative effort between the two, and an excuse to get a bunch of American anime players out to Japan. It basically comes out to even more anime game hype in a year which looks to have a shit ton of it already.What exactly does this mean? I'm not immediately familiar with either of these companies.
- *meme post*If we're doing an FGW cycle it needs to include:
-I don't understand numpad notation
-I don't like long combos
-I just plain don't like Tekken/Capcom/anime
-Look what Triforce did
-Completely offtopic anime/marvel discussion
-SF3 vs SF4
-FGW | _________
Maybe if more members of BT win Evo for Marvel as opposed to Norcal/FGTV people, we can cancel out Neo's shirts
Mostly Tekken Tag, and to a lesser extent SFxTK. Neither of the mechanics you mentioned do anything for me, unfortunately. I can see how team combos could be satisfying though, and potentially offer a bit of that depth I guess I guess I require. How does damage [and hitstun] scaling work between team members when you switch between them in both games?
Is Edea banned?That's still an XF problem.
there we go
Fuck Gohan and fuck Vegeta and fuck triforce's opinions
Anime is the worst.
Maybe if more members of BT win Evo for Marvel as opposed to Norcal/FGTV people, we can cancel out Neo's shirts
The Mr. Satan would be someone who wins tournaments when the people who are actually good don't care/have more important things to do. I don't know who that'd be
Who would be the Mr Satan of the FGC? I'm thinking like Gootecks or Max maybe.
If we're doing an FGW cycle it needs to include:
-I don't understand numpad notation
-I don't like long combos
-I just plain don't like Tekken/Capcom/anime
-Look what Triforce did
-Completely offtopic anime/marvel discussion
-SF3 vs SF4
-FGW | _________
They'll
Who would be the Mr Satan of the FGC? I'm thinking like Gootecks or Max maybe.
I've played maybe 3 games, not enough to make conclusions, but I wasn't feeling it, and I don't get that same feeling watching it either. Maybe my opinion will change if I get an extended hands-on, but I've always been pretty whatever about 2v2 games, and a little bit more accepting of ratio system games.C'mon man.......
I'll ask you the same thing I asked Karst. Have you played TTT2? Do you have some understanding of how a tag assault or tag bufferable launchers work?
I have experience playing MvC3 and I can tell you it is every bit as creative as you say it is. But don't discount the other games mechanics. TTT2 is very heavy on team synergy.
From the preset, let me say that literally any team will work in TTT2 (doesn't matter if it's b-tier or s-tier). In contrast, the same can't be said for MvC3. However, despite this balance in team formation, there are many things that you have to take into consideration with your characters.
I choose Anna/Nina, for example. Just to give you an example of how Anna/Nina work together and of team synergy aspects, look at the examples below.
1. Netsu: Anna/Nina have terrible netsu together. They both hate each other. In MvC3 terminology, it's like saying your opponent will have access to x-factor before you because they chose a netsu-friendly or netsu-neutral team. And this is just a small aspect of team synergy.
2. Tag bufferable launchers: These launchers allow you to switch with your character and completely deplete the red/recoverable life of the opponent. Anna/Nina both have A LOT of tag bufferable launchers. However, together, they do not go very well. A lot of Anna's launchers are grounded or they do not leave the opponent high enough in the air or have a delayed startup and prove to be non-useful. In contrast, Nina can fit in TWO tag bufferable launchers with a lot of the other characters thanks to qcf+1. Again, this is just to give an example of how certain characters mesh together and where team synergy plays an important role.
3. Tag Assault - This is the most fun and creative aspect of TTT2 and I consider it to be the best and defining mechanic for fighting games from last gen. When you do a tag assault, your team character comes in and you literally have the entire command list at your disposal to do whichever move. This isn't like a predetermined assist in a combo that you choose at the character select screen.
Nina/Anna have very strong combos together. They are both exceedingly amazing at tag assault fillers and have a huge variety of options. I would place them in Top 5 as far as tag assault fillers go. As a result, they both synergize really well here.
To give another example, you can choose a team like Jaycee/Kuma and make it work but it's probably not a super great idea as both of these characters suck at tag assault fillers and may not jive well together.
NOW, taking this all into consideration, I would like it better if you played TTT2 before saying the team mechanics are not deep enough for your tastes.
As far as your question on damage scaling when switching between characters, it will vary based on what you do. For instance, tag bufferable launchers will completely deplete red life when switching between characters. Alternatively, tag assaults will do the opposite. They will turn all of the lost lifebar into red, recoverable damage.
That's kinda how I was thinking of it.No Mr. Satan is known to alot of people as the world's strongest player, but for real, he is NOT even near the top of the top, he is like the top of the 99%, but the 1% is like 100000000x times stronger then everyone else, so... he is like Maximilian, or Mike Ross(or Low Tier God)
Combos are the least creative/interesting aspect of team mechanics. That's the majority of TTT2 and SFxT's team game.
You should check out Aquapazza, Vanguard Princess or Dengeki Bunko Fighting Climax, then. They make it work by putting the assists on cooldowns far longer than vs. games.I suppose you know a way to have assists in a non-air dasher & not make them completely broken then.
Is Edea banned?
I think the real problem is that all those tag options only matter after you've landed a hit and are doing a combo. Having an entire move list as a combo extender doesn't change the fact that it's still just a combo extender.
I've played maybe 3 games, not enough to make conclusions, but I wasn't feeling it, and I don't get that same feeling watching it either. Maybe my opinion will change if I get an extended hands-on, but I've always been pretty whatever about 2v2 games, and a little bit more accepting of ratio system games.
Combos are the least creative/interesting aspect of team mechanics. That's the majority of TTT2 and SFxT's team game.
First, you don't have to play the game to be of the opinion that, conceptually, combos are the least creative aspect of a team fighter. It's not a Tekken-based comment, it's a universal comment on fighting games. You don't have a point.Taken by your hate/dislike for Tekken (and TTT2 by extension) and SFXT, I am almost sure you have played neither one of these games and, yet, are regardless making observations and assessments based on nothing.
I have played all three of SFXT, TTT2, and MvC3 extensively so I feel I am qualified to talk about these games to some extent.
I don't, but I don't need to.I suppose you know a way to have assists in a non-air dasher & not make them completely broken then.
First, you don't have to play the game to be of the opinion that, conceptually, combos are the least creative aspect of a team fighter. It's not a Tekken-based comment, it's a universal comment on fighting games. You don't have a point.
No, I haven't played TTT2 or SFxT. It has nothing to do with the discussion, though. I don't have to eat shit to know it would taste bad.
Have you played TTT2?Yeah of course TTT2's combo system is very creative but that's all it is. The team dynamic does not go past that into the neutral 1v1 battle that is the core element of Tekken. Assists make the 1v1 battle more dynamic where you can have two same characters fighting but the existence of different assists makes it a different match up. That's what these two are arguing and it's what TTT2/SFxT is lacking compared to SG/MVC2/MVC3. It's not a hard concept to grasp and you don't need to have played every tag game for over a 100 hours to realize this.
As far as coming up with assists in a 3D fighter, it's possible but the assists will be very neutered and on a long cooldown plus extremely punishable. It's not like you are going to have assists that shoot out full screen lasers or a giant explosion of electricity that covers the entire Y axis. At that point the assists wouldn't be that interesting so I don't see much of a point in including them. I played some TvC and I could never shake the longer cooldown on assists.
To the first paragraph: exactly.Yeah of course TTT2's combo system is very creative but that's all it is. The team dynamic does not go past that into the neutral 1v1 battle that is the core element of Tekken. Assists make the 1v1 battle more dynamic where you can have two same characters fighting but the existence of different assists makes it a different match up. That's what these two are arguing and it's what TTT2/SFxT is lacking compared to SG/MVC2/MVC3. It's not a hard concept to grasp and you don't need to have played every tag game for over a 100 hours to realize this.
As far as coming up with assists in a 3D fighter, it's possible but the assists will be very neutered and on a long cooldown plus extremely punishable. It's not like you are going to have assists that shoot out full screen lasers or a giant explosion of electricity that covers the entire Y axis. At that point the assists wouldn't be that interesting so I don't see much of a point in including them. I played some TvC and I could never shake the longer cooldown on assists.
Marvel encourages keeping all of your characters alive, it hardly endorses putting yourself in a situation where you lose most of your toolset on purpose (I realize you're just trolling now so I'll let that be).
Has not played TTT2 --> Does not understand how a tag assault works --> Does not know the extent of creativity applied in the team engineering process (through tag bufferable launchers, tag assaults, wall combos, TA mixups, etc).
Yeah of course TTT2's combo system is very creative but that's all it is. The team dynamic does not go past that into the neutral 1v1 battle that is the core element of Tekken. Assists make the 1v1 battle more dynamic where you can have two same characters fighting but the existence of different assists makes it a different match up. That's what these two are arguing and it's what TTT2/SFxT is lacking compared to SG/MVC2/MVC3. It's not a hard concept to grasp and you don't need to have played every tag game for over a 100 hours to realize this.
As far as coming up with assists in a 3D fighter, it's possible but the assists will be very neutered and on a long cooldown plus extremely punishable. It's not like you are going to have assists that shoot out full screen lasers or a giant explosion of electricity that covers the entire Y axis. At that point the assists wouldn't be that interesting so I don't see much of a point in including them. I played some TvC and I could never shake the longer cooldown on assists.
How is it hard to understand that a game that allows team members to affect the neutral, combos, and various other situations (mechanics like DHCs, TACs, and crossover counters) is fundamentally more creative in its team building aspect than one that only affects combos? This is basic. I don't have a Marvel bias, I have a bias for creative gameplay. If TTT2 offered that in its team building, then I would play it. Marvel isn't even the most creative team-based fighting game out there! That honor goes to Skullgirls.So none of the Marvel fan players here have actually played TTT2 yet want to make firm UNIVERSAL judgments on team creative mechanics and gameplay systems based on their own Marvel bias. I understand.
You pretty much did the exact same thing as Sayah and did not tackle the argument provided nor was an appropriate counter example provided.Dahbomb seriously? There are lots of other stuff to consider when constructing a Tag team besides just combos, like a characters rage rating, whether a character is good with rage or not, & whether a character has more neutral tag in options.
Pretty sure that's why you don't see two Mishimas played together very often.
Have you played TTT2?
LOL.
Oh man. No, you definitely need to have played a game before you can talk about its core mechanics and make conclusive judgments.
You pretty much did the exact same thing as Sayah and did not tackle the argument provided nor was an appropriate counter example provided.
Rage rating is irrelevant to the discussion. That shit was in TTT1 too.