Marvel vs Capcom 3: Fate of Two Worlds |OT| - Ya down with OTG? Yeah, you know me!

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cool_dude_2049 said:
Sorry I read your post and saw your pic at the same time. I.

9903_v.gif


edit : damn you rotating avatar, damn you to heeeeell
 
Corky said:
When I become the supreme leader of the world, uttering the phrase "would of been" will cause that implant that we installed in you to blow up and killing everyone within a 1 mile radius.
I'm sure they could care less.

;)
 
GuiltybyAssociation said:
I have yet to fight one other Dorm online. He certainly isn't very popular. I think he's solid, just super slow - do others think he's this bad? I'm curious now.

Dorm just needs some solid play, much like any other character in the game. Hit confirms from his black holes and -> + H are great for his QCF beam. His teleport is a good way to cross up when getting beamed (and you can mix in a square dash just after to change up if you are in front or back). I LOVE building up his hands and playing with Liberation as well. Having a full screen explosion from Power of Destruction x3 is pretty nuts, especially since it's an OTG. I really do love Floating Bomb too, especially when I drop one just after killing one character. It just waits on screen for the next character to pop in and then seeks them out, setting up a great teleport chance. I've also had fun frustrating other players by keeping them in a Purification block stun to the top of the screen. If you time it right you can just keep pushing them upwards. It makes people pretty angry / antsy making them ripe to make a mistake.

Keep in mind, everything I just said I can probably only do reliably around 30% of the time. I need so much more practice.

Just because I'm curious, who are your assists? I'm currently rocking Dorm(Black Hole)/Haggar(Lariat)/Iron Man(Unibeam). Iron Man is my weak link as I just plain suck with him right now, but that's what practice is for! Haggar's assist is great, and having him on the field is great because the Pipe is no joke.
 
Finally got to play my co-worker's copy last night....and damn, coming from SSFIV, this game is just crazy. I couldn't do anything :( I never really played MvC2...or any of the Vs games...that much. I've mainly played the "standard" SF games, and even then, just casually.

I'm not sure if I'm going to buy MvC3, at least not until Capcom adds Spectator mode (and Replay would be nice). The learning curve seems really high to me.
 
zlatko said:
I just can't for the life of me see what he brings to the table or a team dynamic other than his QCF Hyper beam. He can fly but it feels sluggish. His movement on ground is awful. He doesn't have long strings he can do on the ground while someone is blocking to keep pressure on. He seems to have high recovery on all his moves. His assists aren't spectacular either, and I'm pretty sure his meter building is average at best.

He's cool looking as hell though. :D

@Ultimoo

I love SuperSkrull and I'd drop Chris off my team if it wasn't for the case that tenderizer is like you said so easy to activate on accident. I can be a bit of a masher in this game with my team since none of my 3 require any god like inputs timing.

Yeah, basically my problem, I mash too much for my own good which is fine for any character that doesn't rely on one button multiple input to activate. It's sad though because Skrull would fit perfectly on my team because his anti-zoning game is huge, can punish the likes of Arthur and spamming Sentinels. D:
 
zlatko said:
I just can't for the life of me see what he brings to the table or a team dynamic other than his QCF Hyper beam. He can fly but it feels sluggish. His movement on ground is awful. He doesn't have long strings he can do on the ground while someone is blocking to keep pressure on. He seems to have high recovery on all his moves. His assists aren't spectacular either, and I'm pretty sure his meter building is average at best.

He's cool looking as hell though. :D

@Ultimoo

I love SuperSkrull and I'd drop Chris off my team if it wasn't for the case that tenderizer is like you said so easy to activate on accident. I can be a bit of a masher in this game with my team since none of my 3 require any god like inputs timing.

Dorm is pretty solid against Sentinal with big hitbox projectiles, flight and a teleport.

http://www.youtube.com/watch?feature=player_embedded&v=kMIBEBFkumU#t=1m25s
 
TruHero said:
Finally got to play my co-worker's copy last night....and damn, coming from SSFIV, this game is just crazy. I couldn't do anything :( I never really played MvC2...or any of the Vs games...that much. I've mainly played the "standard" SF games, and even then, just casually.

I'm not sure if I'm going to buy MvC3, at least not until Capcom adds Spectator mode (and Replay would be nice). The learning curve seems really high to me.

The learning curve to get into it at the ground level and be able to win games at a consistent rate on even matches is a much lower threshold than SF games.

Unless you are planning to go pro hardcore with it, then you'll be right at home jumping right in. SF at a basic level still asks a lot more out of the player, but Marvel while it may SEEM it wants you to digest a lot of things at once, it's just a lot of little things to absorb and put together.

I'd def. recommend this game more to casual fighting game fans than SSF4, but that's just my take.
 
Dorm rocks, I started having him on my team after my friend started to semi-turtle against my Hulk and Sentinel team. ;p
I rarely ever use his teleport though as I am not used to controlling it yet and am usually punished upon landing, usually when I do teleport it is not intentional (trying to summon the glowing hand power thing).
 
TheFightingFish said:
Dorm is pretty solid against Sentinal with big hitbox projectiles, flight and a teleport.

http://www.youtube.com/watch?feature=player_embedded&v=kMIBEBFkumU#t=1m25s

I'll hope to eat crow about him, because I'd love to add him to my team or make a team that encompasses him, but I'm still not sold on him off that video. His Dorm got in from that cross up set up, and when people are used to looking out for that it could cripple him a good amount on getting started. Seemed like anytime he was trying to start an offense on sentinel who was blocking he'd have to let up after only 1 or 2 hits of a block string. The sentinel player also was being really aggressive.

Although like I said a while ago Sentinel isn't as bad as people are making him out to be if you can find someone on your team to expose him. Dorm's teleport and fly allow him to stop sentinel zoning, to force him into unsafe aggression.

More time needs to go by though for me to change my mind on Dorm. Compared to the rest of the cast that just naturally seems to have some "WOW" factor to them Dorm just seems solid right now, but not scary like some other characters.
 
The Antitype said:
Virtua Fighter and Soul Calibur are, for my money, the deepest, most nuanced and most satisfying fighting games on the market.

Neither of those games require you to input crazy directional sequences. The moves themselves are easy to pull off. The skill comes through in knowing what moves to use in any given scenario, combine them effectively, sucker opponents in and capitalize on the openings they give you.

Akira:
3K+G,6P,466P+K
K+G(release G within 1 frame)
2(hold)46P
QCBP

Kage:
HCFP
HCBP
SRK P+K

Jacky:
P+K(4)

Man, it's almost like you have no fucking clue what you're talking about. Virtua Fighter has quarter circles, half circles, charge moves, just frames, one frames, dragon punch motions, chain combos, link combos and character-specific and corner-specific juggles. If anything, the moves in virtua fighter are harder to learn because not only do characters have 50+ moves instead of a dozen or so, they all have different inputs, even combo-specific inputs. On top of that, every section of the game has more options to worry about. Teching throws is more complicated. Standing up is more complicated. Knowing when to jump is more complicated. There are more types of moves to worry about than High/low. You have half circles and full circles. You have to worry about which side of the opponent is facing you. Counter attacks are much more complicated. Amaterasu has 3 stances. Lei Fei has 8. And they all matter. Winning by ring out is a very real possibility, and changes by the stage.

Nothing about Virtua Fighter is easier to execute than Marvel 3.

Oh yeah, Soul Calibur:
9762231A+B

How about that.
 
Baloonatic said:
I have discovered that Bionic Arm makes people rage quit.
I don't have my guide with me at the moment, but what's the frame data on that move? It looks like on frame 1 it's on one side of the screen, and on frame 2 it's on the other.
 
Hi everyone. Guess they went through a backlog of activations today. Anyway, been lurking for quite a while. I'm glad I got caught up in the MvC3 hype. The game really wasn't even on my radar, but i do have a TE stick that was collecting dust so i figured "why not?". Gotta say i am loving it and trying to get better every day. Anyway, thanks for giving me something to do when i'm bored at work, see you online.

Edit: can anyone help me with my avatar? I suck at this shit.
 
_dementia said:
I don't have my guide with me at the moment, but what's the frame data on that move? It looks like on frame 1 it's on one side of the screen, and on frame 2 it's on the other.

No idea, but it is seriously quick. Goes through so many moves as well.
 
zlatko said:
The learning curve to get into it at the ground level and be able to win games at a consistent rate on even matches is a much lower threshold than SF games.

Unless you are planning to go pro hardcore with it, then you'll be right at home jumping right in. SF at a basic level still asks a lot more out of the player, but Marvel while it may SEEM it wants you to digest a lot of things at once, it's just a lot of little things to absorb and put together.

I'd def. recommend this game more to casual fighting game fans than SSF4, but that's just my take.

About the only problem the casual fighting fan will have online IMHO is that while Marvel's threshold for being able to win at all is low, it's a lot easier for a beginner to get blown up by a few characters. (Big guy... purple... clanks a lot...) There's a bit of a wall that slams closed hard once you move up. On the other hand, it's basically a glove slapped down to learn the ropes at that point.

Once you realize you've gotten deep into anti-sent strategy without even knowing it, you are on the way!
 
Baloonatic said:
I have discovered that Bionic Arm makes people rage quit.


My friend made a Spencer ragequit by Lariating his Bionic Arm. The kind of stuff I would expect from the mayor of earth.

Re: Spencer for best win quote. "How could I lose? I've got a bionic arm." *proceeds to jet outta there"
 
cool_dude_2049 said:
draft_lens7469822module62160742photo_1255093874Westie_puppy.JPG



Sorry I read your post and saw your pic at the same time. It just went so well together.



haha :P.

yea i'm terrible at this game but infinite tatsu is not a reason to get akuma vs. sentinel. you're asking to get zoned out and lose with his low health.
 
How the hell are people doing complex combos with lag? I'm screwing up on stuff like midscreen smartbomb->proton cannon, or she hulks OTG cause of that shit. I don't know how the hell you people are compensating for that.
 
Baloonatic said:
I have discovered that Bionic Arm makes people rage quit.
Yeah, people who aren't prepared for it get frustrated, but I find it difficult to connect against anyone decent. I'm just not quick enough with it and often choose the wrong angle. It's fun to grab people off the ground from the air though.
 
Ferrio said:
How the hell are people doing complex combos with lag? I'm screwing up on stuff like midscreen smartbomb->proton cannon, or she hulks OTG cause of that shit. I don't know how the hell you people are compensating for that.
There's a netplay simulation setting in training mode. Maybe that helps.
 
Ferrio said:
How the hell are people doing complex combos with lag? I'm screwing up on stuff like midscreen smartbomb->proton cannon, or she hulks OTG cause of that shit. I don't know how the hell you people are compensating for that.

Try practicing in training mode on 3 or 4 bar to land those combos. It should give you a bit more consistency in crappy situations like that.

Personally whenever I play online in any fighter, mvc3 included, if enough lag is present I stop doing long combos and go for basics while I keep non stop pressure on them. Find what works for you. Some people like to play a zoning game when a lot of lag is present as it becomes harder to get in then.

It's shitty no matter how you look at it, but you can overcome it; or pick to have the mind set of not even counting the game for yourself if you lose.
 
Over the weekend I discovered that one of my big problems in this game is blocking. I can't seem to block anything online. I'll be trying to block, but my opponents always manage to break through and launch me into some combo that completely ruins me.

Everything seems to happen so quickly that my brain can't register fast enough whether I should be blocking high or low. My opponents seem to be able to block everything I throw at them though, which makes me feel like I'm the only person having this problem.
 
BentMyWookiee said:
Over the weekend I discovered that one of my big problems in this game is blocking. I can't seem to block anything online. I'll be trying to block, but my opponents always manage to break through and launch me into some combo that completely ruins me.

Everything seems to happen so quickly that my brain can't register fast enough whether I should be blocking high or low. My opponents seem to be able to block everything I throw at them though, which makes me feel like I'm the only person having this problem.

I have the same problem! What I plan on doing is what I did in order to learn blocking in SSFIV: Go into a match vs the computer on a hard or hardest difficulty setting and try to get a time out (no attacks, just blocks). I'm wondering if this game is just to fast for that to work though. I guess I'll find out.
 
I'm crossing my fingers that this game not only gets support but gets other companies calling capcom for crossovers in hopes of getting in on this success.

Sega vs Capcom
Namco vs Capcom ( I know...I know...but a fighter this time damnit)

Sqarenixeidos vs Capcom

I'd flip out for any of these games if they could make them happen someday. Especially Sega...Bayonetta, Vanquish and madworld versus Okami, Viewtiful joe, and Godhand.
Phantasy star characters versus fire emblem characters, Panzer Dragoon characters versus monster hunter characters. NiGHTS versus Megaman

sigh...to live in a perfect world where every company eventually goes to capcom for a licensed versus series fighter
 
anyone got a good idea for a 3rd (that isn't sentinel) with Zero + Hsien-Ko? I love using their supers, tagging them out and then having stupid good assists, I'm just not sure who I should be paring that with.

I've been trying out Wolverine so I can just get insane rushdown and tag out to the other ones if I need zoning, just curious what other people think.
 
Owensboro said:
I have the same problem! What I plan on doing is what I did in order to learn blocking in SSFIV: Go into a match vs the computer on a hard or hardest difficulty setting and try to get a time out (no attacks, just blocks). I'm wondering if this game is just to fast for that to work though. I guess I'll find out.
That actually makes a lot of sense. I'm going to give that a try later and see if it helps me at all. Thanks for the idea!
 
You still haven't received your copy? That's pretty ridiculous.

Anyways, I just started playing this game and started with two chars I'm comfortable with, C. Viper and Akuma. Not sure how their synergy is. I've been rotating between wesker, ammy, and storm for the third. How do ya think it would work? I'm probably gonna get worked by zoners.
 
I was reading that front page article on SRK about MVC3 whining, and got to thinking about X-factor.

I really think X-factor in its current form is bad game design. It is like the infinity gem system from MSH, the Rage system from tekken, Roman cancels and ultras rolled up into a huge mess.

People comparing it to Tekken and saying they deal with it is not the same. It's like if Steve got Rage, then all his punch strings did block damage, and went twice as fast. That would be dumb.

I really think the extra damage needs to be dropped, maybe even the block damage. Or maybe have the block damage degrade as the timer for x-factor times down.

As I understand what the devs wanted, it is supposed to be a comeback mechanic. Getting faster speed, taking no chip damage, extra moves properties (for certain characters) and doing block damage on everything should be enough of boosters and handicaps to make a comeback.

With the already high damage, getting extra damage is overkill.

On personal belief, I dislike the trend comeback mechanics in fighting games.

In my dream design, I wish X-factor was mixed in with the old infinity gem system, where you have to pick your X-factor power-up. Like I have to choose, speed, power, damage, or whatever before the match, and that is the attributes you have when you x-factor.

btw, I kinda liked the gem system from MSH.

I know people say it's bitching, but I think it is valid point to criticize and point out bad play mechanics and systems. saying "deal with it" is not the solution to everything. The devs need to know something is wrong.

As for overall high damage in the game. I think it is fine. Older SF games had high damage as well if i remember correctly.

The only thing is see with it is, it doesn't encourage going for mix-ups and resets. I think the game has a lot of great movement options and for most of the cast (especially compared to MVC2), and they seem to get downplayed when you can just go for raw damage. Of course you will use the mix-ups to open somebody for the combo of course though.

Also, dat pipe owns Sent!! :)
 
Finally decided on a team. As much as it pains me to drop Ph<3enix, I'm going with Dormammu(Dark Hole)/Trish(Low Voltage)/Wesker(Low Shot).

This team just has too much compatibility for me to use Jean. Every character has crazy tricks, Dormammu and Trish almost literally have the same hypers making for perfect DHC harmony, and as a team I don't think there's any major weakness I need to worry about. I'm finally practicing as Wesker and I'm focusing on some strategies that I haven't seen anyone make good use of, which should surprise people.

giancarlo123x said:
Am I the only person in the world who has not received their copy from the Capcom store? =[
Also hello Gaf!
I haven't either. I asked about it, and the email I got back was backpedaling, saying to allow 7-14 days for delivery. That's this week.

ThatCrazyGuy said:
In my dream design, I wish X-factor was mixed in with the old infinity gem system, where you have to pick your X-factor power-up. Like I have to choose, speed, power, damage, or whatever before the match, and that is the attributes you have when you x-factor.

btw, I kinda liked the gem system from MSH.

I would just pick reality every time and have mirror Dormammus launching shit everywhere.
 
I'm open to tweaking x-factor now that it's out in the wild. But I will say, I don't get people who are simply opposed to "comeback mechanics" on principle. Because nobody has ever offered an explanation for why it's fair, in the opposite direction, to reward people who are ahead by making sure they have more resources than the person who is behind.

If you don't want ultra meters or x-factors, you shouldn't have hyper meters and we should all be playing Turbo Hyperfighting or Virtua Fighter, where everyone always has the same tools at all times.
 
Finally built my cheap as fuck team: Wolverine / Dante / Sentinel. I'm gonna tier whore the heck out of it until they balance the x factor and such.
 
Akuma with X factor is ridiculous. Last night I defeated my opponent who still had all three characters at about half health and beat him with only Akuma and a quarter health left. If my opponent was physically in the room with me I would have apologized.
 
Jeff Green's Son said:
Akuma with X factor is ridiculous. Last night I defeated my opponent who still had all three characters at about half health and beat him with only Akuma and a quarter health left. If my opponent was physically in the room with me I would have apologized.

That's nothing like hitting someone doing a THC and killing them with a level 3 XF Sentinel combo. I'm sorry random internet dude for everything.
 
For someone who isn't trying to go pro or planning on playing in tournaments regularly, do you guys think messing around with frame data is a waste of time. I ordered the guide and am wondering if I should bother with that section.
 
Alucrid said:
That's nothing like hitting someone doing a THC and killing them with a level 3 XF Sentinel combo. I'm sorry random internet dude for everything.

Zero's level 3 is also great for this since it comes out pretty much instantly and has invincibility.
 
jdub03 said:
For someone who isn't trying to go pro or planning on playing in tournaments regularly, do you guys think messing around with frame data is a waste of time. I ordered the guide and am wondering if I should bother with that section.
If you like winning and coming up with good strategies, there's no reason not to, especialy if you already bought the guide.

If for no other reason than to see which of your moves can be punished.
 
ThatCrazyGuy said:
I was reading that front page article on SRK about MVC3 whining, and got to thinking about X-factor.

I really think X-factor in its current form is bad game design. It is like the infinity gem system from MSH, the Rage system from tekken, Roman cancels and ultras rolled up into a huge mess.
This pretty much summarizes how I feel about the game. If X-Factor was toned down I feel that it would be fine in its current state.

Basically, X-Factor takes what was probably a well-thought out match up to the point of activation and then reduces it to "whoever hits who first" no matter how far ahead or behind you and your opponent are.

It'd be like fighting a Kendo match for 5 minutes only for both fighters to pull guns out of their holsters at the end and see who can pull the trigger first.

Not saying it isn't fun, but X-Factor essentially reduces every game to a coin flip.
 
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