Fighting Games Weekly | January 7-13 | All Eyez on Mr. Wizard

The only KOF characters I like were Mai, yamazaki, iori, kyo, kyo's dad, benimaru, k' and yashiro. Shermie was kinda cool and so was old school ralf/clark. O and Kula and k'9999.
 
Could have sworn, someone mentioned in the past threads that was the reason Yipes doesn't play.

Yeah I've heard him say that on stream before.

TvC is not as good as Marvel 3 because megacrash is a bad mechanic. Tying combo breakers to super meter is bad because it discourages the use of supers, because the damage saved from breaking a combo is more valuable than the damage dealt with a super.
 
Yeah I've heard him say that on stream before.

TvC is not as good as Marvel 3 because megacrash is a bad mechanic. Tying combo breakers to super meter is bad because it discourages the use of supers, because the damage saved from breaking a combo is more valuable than the damage dealt with a super.

If I TVC 2 was made I hope they would just give the megacrash its own meter like arcsys games
 
Yeah I've heard him say that on stream before.

TvC is not as good as Marvel 3 because megacrash is a bad mechanic. Tying combo breakers to super meter is bad because it discourages the use of supers, because the damage saved from breaking a combo is more valuable than the damage dealt with a super.

You could argue that something like this encourages the use of resets instead of ending combos with meter. It's different but I wouldn't say that tying combo breakers to super meter is an inherently 'bad' thing. The problem was that there was no inherent limit to how many times you could use megacrash in a single match.
 
TvC is not as good as Marvel 3 because megacrash is a bad mechanic. Tying combo breakers to super meter is bad because it discourages the use of supers, because the damage saved from breaking a combo is more valuable than the damage dealt with a super.
To be entirely fair, the combination of Baroque and Mega Crash lent itself to a very interesting kind of meter management that I wouldn't say is bad. The scaling risk/reward of spending red life for cancels and damage boosts was pretty neat.
 
Iori is the only KoF character I like. And that's only because he was in CvS2 and has that cool projectile that goes along the ground. And that's only because the projectiles retrospectively remind me of the Shockwave chips in Battle Network.

As someone at the time who's only exposure to fighting games was MK and mostly SF, that kind of projectile BLEW MY MIND.
 
You've made it clear that you don't follow the game that closely. The recent surge in Strange tech and play is exemplary that the game still has a LOT more creative juice left in it. And it goes without saying new stuff is posted in the Marvel thread literally every day that eventually finds it's use in actual tournament settings. The game right now is more diverse than ever. Here is a brief list of characters that get frequent play off of the top of my head:

Wesker
Magneto
Vergil
Morrigan
Nova
Dante
Doom
Spencer
Dormammu
Sentinel
Taskmaster
Wolverine
Akuma
Amaterasu
C. Viper
Zero
Hawkeye

All arguably good characters and played by multiple players that are considered good, this discludes various specialists for Arthur and whatnot, characters that are still very much so viable with the right team composition. And criminally underrated and unexplored characters like X-23 and Jill.

I follow the game a lot, hell I still play it and enter stuff for it. When I say there are about 10 characters to choose from, I'm talking about if you want to win. Not top 8, but win. A lot of characters are still good enough to get into top 8 and for a while will continue to be good enough. But to get 1st place the choices are dwindling, and people will eventually get tired of constantly losing to Chris G and other top tier teams, and they will switch to top tier themselves. Most of the characters simply cannot consistently beat a lot of the top tiers. As players like Chris G tighten up their game even more and leave even less holes to be exploited, the roster dwindles.
 
Iori is the only KoF character I like. And that's only because he was in CvS2 and has that cool projectile that goes along the ground. And that's only because the projectiles retrospectively remind me of the Shockwave chips in Battle Network.

As someone at the time who's only exposure to fighting games was MK and mostly SF, that kind of projectile BLEW MY MIND.

didn't kabal have ground saw?
 
TvC was a lot of fun. It's too bad the license is done for... no hope of getting a TvC2 either :(

http://www.eventhubs.com/news/2012/...l-can-street-fighter-x-tekken-digital-update/

And Kim is the best KOF character. I love all of his attacks.

Additionally, GregaMan made a blog post detailing Street Fighter X Tekken's small update this week which brings Boost Gem Packs 16-18, Color Palette Addon-On 9 and Boost Gem Trial Pack 7 are available for download on both PlayStation Network and Xbox Live Marketplace.

Those were the days. Good times, good times. Was so hyped for Boost Gem Trial Pack 7 and then boom it was there on the store.
 
Wait, even damn regular Nova flight combos? They're THAT bad?

I don't EVER drop Nova flight combos and I mean absolutely NEVER not even online but at Next Level the delay is so bad that I end up getting a Nova Strike or become stuck in flight mode.

I also play on two TVs at home a SONY Bravia 32-inch TV and an ASUS VS Series VS247H-P, switching back and forth between them at times with no issues.
 
The only KOF characters I like were Mai, yamazaki, iori, kyo, kyo's dad, benimaru, k' and yashiro. Shermie was kinda cool and so was old school ralf/clark. O and Kula and k'9999.

My list Ralf,Clark, Yamazaki, Joe, Robert, Yuri, Shermie/Orochi Shermie, Terry, Vanessa, Ramon, Lin, God Rugal, Yashiro/Orochi Yashiro, Heidern, Takuma/Mr Karate, Kyo, K, K9999, Shingo,Bluemary, Igniz, Iori and Orochi.
 
I follow the game a lot, hell I still play it and enter stuff for it. When I say there are about 10 characters to choose from, I'm talking about if you want to win. Not top 8, but win. A lot of characters are still good enough to get into top 8 and for a while will continue to be good enough. But to get 1st place the choices are dwindling, and people will eventually get tired of constantly losing to Chris G and other top tier teams, and they will switch to top tier themselves. Most of the characters simply cannot consistently beat a lot of the top tiers. As players like Chris G tighten up their game even more and leave even less holes to be exploited, the roster dwindles.
All of those characters have been used by players to shave games off of the best of the best. I'm not sure if your trying to narrow down what characters are viable or what characters are the absolute best, in which case, yes, the list of the absolute best would be narrower than the former.

I wouldn't say choices are dwindling either, Hawkeye and Strange use is on the rise with the Morrigan threat, and players are experimenting with other characters (i.e. Rog with Iron Man, Alukard with Jill and Spiderman, FChamp with Hawkeye, countless players with Strange etc.). All of those characters I feel can be present on team compositions that pose threats to teams used by top players ATM, or already exist on top player's teams ATM. I just feel like now is a time where people are weighing their options more than ever, it's a time of stress, the same as how it was when Phoenix was the biggest threat to the game and people felt they had moral obligations to find counters.

didn't kabal have ground saw?
You're actually right. I never liked dude at all though, never ever picked him. (I was like 6 when I last played MK then lol)

I don't EVER drop Nova flight combos and I mean absolutely NEVER not even online but at Next Level the delay is so bad that I end up getting a Nova Strike or become stuck in flight mode.

I also play on two TVs at home a SONY Bravia 32-inch TV and an ASUS VS Series VS247H-P, switching back and forth between them at times with no issues.
Okay, now that's bad. Nova flight combos are the most baby of baby combos.
Cause even I can do them.
 
So outside of marvel having teams of three, it not being on wii and having different licensed characters, what else in particular do you guys like about it more than tvc?

High level play is much much much more interesting to watch and a way better showcase of skill :P

Oh that and the game is probably 2x faster
 
My list Ralf,Clark, Yamazaki, Joe, Robert, Yuri, Shermie/Orochi Shermie, Terry, Vanessa, Ramon, Lin, God Rugal, Yashiro/Orochi Yashiro, Heidern, Takuma/Mr Karate, Kyo, K, K9999, Shingo,Bluemary, Igniz, Iori and Orochi.

o shit forgot about Vanessa. I quit KOF right around after the version with Vanessa was released.

Joe is also one I forgot as well. I guess might as well add mature and vice.
 
KoF has great characters like Momoko

Momoko-sprite1.gif
 
y = yes
n = no
I mean what do you mean by "better". It's your question, so I expect you to be able to give me the criteria for what makes one game better than another.

A lot of people do play marvel 3 for fun, but most of them don't go to tournaments and I'm strictly speaking about the ones that do. One of the only top players I know that genuinely likes playing UMVC3 is Chris G, but who wouldn't in his position.

As for people bringing up creativity, yes that is one of the things that makes marvel 3 good, but only in a casual atmosphere. As far as tournaments go there is very little creativity left, and its getting even worse. A year or so ago you could say marvel was a very creative game in tournaments, now you have about 10 characters to choose from. The players that don't pick top tier, donate to Chris G and Fchamp and will continue to do so until they get it through their thick skull that they simply won't beat a morrigan of Chris G's caliber with their team.
Give me a list of top tournament players who only play this game for money, since you know them all so well.
 
Reading this thread makes me wonder about why Mega Crash was a "bad" mechanic when at the same time, people playing Marvel hate being put into movie mode by Zero, Dante, Vergil, etc. What's the middle ground? How do you make a game that encourages the zany finger athletics and cool spectacle of a long/technical combo while also catering to the people that think "this is too fucking volatile for one single touch"?
 
Reading this thread makes me wonder about why Mega Crash was a "bad" mechanic when at the same time, people playing Marvel hate being put into movie mode by Zero, Dante, Vergil, etc. What's the middle ground? How do you make a game that encourages the zany finger athletics and cool spectacle of a long/technical combo while also catering to the people that think "this is too fucking volatile for one single touch"?

don't encourage zany finger athletics

better fighting game
 
Reading this thread makes me wonder about why Mega Crash was a "bad" mechanic when at the same time, people playing Marvel hate being put into movie mode by Zero, Dante, Vergil, etc. What's the middle ground? How do you make a game that encourages the zany finger athletics and cool spectacle of a long/technical combo while also catering to the people that think "this is too fucking volatile for one single touch"?

Make x-factor useable as a combo breaker. Or just fix Zero and Vergil's ridiculous damage.
 
Reading this thread makes me wonder about why Mega Crash was a "bad" mechanic when at the same time, people playing Marvel hate being put into movie mode by Zero, Dante, Vergil, etc. What's the middle ground? How do you make a game that encourages the zany finger athletics and cool spectacle of a long/technical combo while also catering to the people that think "this is too fucking volatile for one single touch"?

TvC isn't the only game that had burst mechanics, but its implementation of it is just terrible. It felt into the same trap that SFxT felt into which is to use meters for too many purposes and highly discouraging players from using their supers. Had SF4 not had seperate meters for Ultras it would have been a terrible game to play too.

Make x-factor useable as a combo breaker. Or just fix Zero and Vergil's ridiculous damage.

That would be a terrible idea, because one of the best ways to deal with X Factor is to make sure your opponent never has a chance to activate it using your incoming mixups. Having X factor as a combo breaker would make it even more stupid.
 
Reading this thread makes me wonder about why Mega Crash was a "bad" mechanic when at the same time, people playing Marvel hate being put into movie mode by Zero, Dante, Vergil, etc. What's the middle ground? How do you make a game that encourages the zany finger athletics and cool spectacle of a long/technical combo while also catering to the people that think "this is too fucking volatile for one single touch"?
I draw the line at punishing the player for landing a combo. I'm not a fan of requiring high execution, as I feel fighting games are best when played at the mental level and not the physical, but I just don't like that you can break a combo, even if it's still tied to resources. X-factor doesn't do that, and the miracle is it can be used offensively, defensively and as a counter. The mechanic is beautiful in theory IMO, it's just still overpowered and outcomes rely on it's usage too much.

I'm not a fan of ToDs either. I always thought Marvel should have employed systems where hitstun decreases exponentially or something until you finally flip out unless you hit something on the exact next frame or something, but I also kind of understand why the game favours high damage and long combos; it rewards optimization. MvC3 makes you value the entire team more because a third of it can be gone from one mistake. High damage and ToDs keep the pace of the game fast. It's not the best solution, but I understand why they did it.
 
don't encourage zany finger athletics

better fighting game

I can't and probably will never believe in the "long(er than average/Super Turbo) combos are inherently bad" philosophy with these games, but I do believe that they need to be de-emphasized. Problem is, in most fighters (from what I've seen), there will always be specialists that challenge the intention of the game's combo system to generate the long strings and people will adapt to that change by finding the ones that work for themselves or conforming if the advantage is clear. With that being the case, then how exactly does one make a game that doesn't encourage execution over fundamentals?

I'm only in this for thoughts, don't really have a solid opinion here or there on this matter. Stuff like this is fun to talk about. Sorry for my rambling though.
 
TvC isn't the only game that had burst mechanics, but its implementation of it is just terrible. It felt into the same trap that SFxT felt into which is to use meters for too many purposes and highly discouraging players from using their supers. Had SF4 not had seperate meters for Ultras it would have been a terrible game to play too.

It comes down to how well balanced all the uses for meter are between each other.

The strategic gain of choosing what options to sacrifice for others by having them share a meter adds depth, but only if one option isn't the obvious choice.

Separate resources for each option is a bit of a cop out that removes thinking when using your options, but I guess it means you get to see all of the options more often.
 
KoF has great characters like Momoko
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fNLxc.gif


Shang: You come here often?

Momoko: WHAT?

Shang: I SAID, DO Y-... HOW OLD ARE YOU?

Momoko: I'M EIGHTEEN!

Shang: DO YOU COME HERE OFTEN!?
That thread was so good.

Reading this thread makes me wonder about why Mega Crash was a "bad" mechanic when at the same time, people playing Marvel hate being put into movie mode by Zero, Dante, Vergil, etc. What's the middle ground? How do you make a game that encourages the zany finger athletics and cool spectacle of a long/technical combo while also catering to the people that think "this is too fucking volatile for one single touch"?
What pushed a lot of people over the edge about Mega Crash was that you could get combos off of it.
 
KOF design peaked in 98. 99-00 still had some good design, but it's not been as good after SNK became SNKP. Gameplay also took a hit- XIII may have been the post bankruptcy KOF, but it's nowhere near 98.
 
It comes down to how well balanced all the uses for meter are between each other.

The strategic gain of choosing what options to sacrifice for others by having them share a meter adds depth, but only if one option isn't the obvious choice.

Separate resources for each option is a bit of a cop out that removes thinking when using your options, but I guess it means you get to see all of the options more often.

The bottom line is that supers had always been a comeback mechanics and like it or not comeback mechanics are an essential part of fighting games. That's one of the biggest problems of SFxT, it had no strong comeback mechanics and because of that there's a strong incentive for you to start turtling once you are in the lead, a problem which plagued TvC too. It's just not a good idea to discourage the use of supers in any way.
 
In SFxT, I thought doing a 2-3 hit combo into super was a good idea, because although you get slightly less damage, it's pretty much all unrecoverable (because super damage is unrecoverable, and it wouldn't be scaled too hard). I would have the super activated 20% damage gem equipped as well, to make it more worth it.
 
Iori is the only KoF character I like. And that's only because he was in CvS2 and has that cool projectile that goes along the ground. And that's only because the projectiles retrospectively remind me of the Shockwave chips in Battle Network.

As someone at the time who's only exposure to fighting games was MK and mostly SF, that kind of projectile BLEW MY MIND.

There's something about this post that's so honest. It's precious.
 
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