RE: combo breakers
I'm actually okay with combo breakers but more as a one time burst/once a round burst. I like that when an opponent panics you can bait them so it throws a little bit more mindgames into combos if you are doing a specific string that might end where you can punish the burst.
I wouldn't mind if that wasn't the case either and the burst just put both players on opposite sides of the screen and just reset the players back to the neutral game.
TAC's were a good idea at first when they would grant the defensive player the combo opportunity, people didn't like that when the game was in beta and oh boy look where we are today. I think tournaments would be very much different if the defensive player got a free air combo when they guessed right.
My biggest issue with some of the mechanics in UMVC3 currently (sorry if general mechanics weren't part of the conversation just something i like to vent about) is that X factor currently gives different stats for different characters. To me personally that makes the mechanic super unbalanced. I would have liked it much better if the bonus amounts it gave to characters for speed/damage etc. was a flat 10% or whatever x-factor 1 currently gives (which itself is super vague as it's different for each character!).
Having different stat boosts for characters just overall makes it better on some characters than others and in my mind is just bad design. At the very least have the time it's active for each character be the same.
Lastly where the F is my dude sigma at? Capcops pls.
Just picked up Skullgirls on steam. Got the base game and all the DLC for just under $7. Super happy about that and can't wait to start playing.
I'm actually okay with combo breakers but more as a one time burst/once a round burst. I like that when an opponent panics you can bait them so it throws a little bit more mindgames into combos if you are doing a specific string that might end where you can punish the burst.
I wouldn't mind if that wasn't the case either and the burst just put both players on opposite sides of the screen and just reset the players back to the neutral game.
TAC's were a good idea at first when they would grant the defensive player the combo opportunity, people didn't like that when the game was in beta and oh boy look where we are today. I think tournaments would be very much different if the defensive player got a free air combo when they guessed right.
My biggest issue with some of the mechanics in UMVC3 currently (sorry if general mechanics weren't part of the conversation just something i like to vent about) is that X factor currently gives different stats for different characters. To me personally that makes the mechanic super unbalanced. I would have liked it much better if the bonus amounts it gave to characters for speed/damage etc. was a flat 10% or whatever x-factor 1 currently gives (which itself is super vague as it's different for each character!).
Having different stat boosts for characters just overall makes it better on some characters than others and in my mind is just bad design. At the very least have the time it's active for each character be the same.
Lastly where the F is my dude sigma at? Capcops pls.
Megaman.exe also pls.
Just picked up Skullgirls on steam. Got the base game and all the DLC for just under $7. Super happy about that and can't wait to start playing.