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

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Wiped out all 10 of dante's missions, surprisingly easy. Only really makes you do a variation of the "dante combo" which is super simple. For some reason I had more trouble getting Chris to 8, something about the timing on his seems strict as fuck, or maybe it's just the motions throwing me off. Boulder punches "feel" like they should be qcf to me, I guess.
 
vocab said:
Most characters can relaunch after an air series if they have a move that gets them to the ground fast, or do flight and repeat another air series. If you wanna be the best you can be with Zero, you need to learn the negative edge management shit with him with the mega blaster. After level 3 you can do that one move to the ground, and relaunch. Maximizing damage is the best thing you can do. Air exchanges are good for getting meter.

Okay cool. I really need to go into the lab with the game. Whole week I've been busy so I haven't had nearly enough exposure to the game. I didn't even think of doing his air diagnel slash back down to the ground.

What about the time issue I was having with the game? Does learning enough of the mechanics and playing on a even field change it? Time outs have really been nearly 90% of the results of my games, and I'm still unsure if that's my fault somehow even though I try to rush down, or if the game could just really use an extra 30 seconds on the clock.
 
Papercuts said:
Wiped out all 10 of dante's missions, surprisingly easy. Only really makes you do a variation of the "dante combo" which is super simple. For some reason I had more trouble getting Chris to 8, something about the timing on his seems strict as fuck, or maybe it's just the motions throwing me off. Boulder punches "feel" like they should be qcf to me, I guess.


I was pretty surprised about Dante's missions too. They were pretty easy for the most part. I suck at some of the flight combo's though that pop up in some characters. Iron Man's is one I haven't gotten close to yet.
 
zlatko said:
Okay cool. I really need to go into the lab with the game. Whole week I've been busy so I haven't had nearly enough exposure to the game. I didn't even think of doing his air diagnel slash back down to the ground.

What about the time issue I was having with the game? Does learning enough of the mechanics and playing on a even field change it? Time outs have really been nearly 90% of the results of my games, and I'm still unsure if that's my fault somehow even though I try to rush down, or if the game could just really use an extra 30 seconds on the clock.

Ya. Once you start to learn how to do damage, and get dhc's in there, characters will fall over. Games will end quicker. Marvel 2 is the same way.
 
Hmm I wonder why advancing guard still takes chip damage, it would be an excellent way to limit super chip tactics and by the same time increase high level play.

Was doing some test in the lab and yeah you can use advancing guard on projectiles but it seems pointless. You still chip, you don't gain extra super... it seems like a loss opportunity to make the game more competitive!
 
DarkoMaledictus said:
Hmm I wonder why advancing guard still takes chip damage, it would be an excellent way to limit super chip tactics and by the same time increase high level play.

Was doing some test in the lab and yeah you can use advancing guard on projectiles but it seems pointless. You still chip, you don't gain extra super... it seems like a loss opportunity to make the game more competitive!

It would be beyond stupid if all you had to do to not take chip damage was pushblock. And I don't really see how limiting a perfectly legitimate "style of play," that is, zoning, somehow increases the level of play. Pushblocking does reduce chip damage though, just not the way people here seem to think. For example, if you've blocked Chun Li's Kikosho, if you pushblock then obviously you're no longer going to be in the active hitbox of the super and won't be taking any further chip.
 
"Hmm I wonder why advancing guard still takes chip damage, it would be an excellent way to limit super chip tactics and by the same time increase high level play. "

How would something you can easily mash during a super increase high level play?

Being able to negate a strategy as easily as pushblocking during chip supers would do the exact opposite of "increasing high level play."
 
Seeing people with "Beginners Unite!" as their lobby name and then going in and seeing their win/loss record is annoying. :/
 
Thinking I might wanna switch out She-Hulk, she's so horrible.

-Crappy crappy mobility
-Combo potential blooows
-All 3 supers blowwww.
-Runners stance suuucks
-shitty jumping moves (Come on, you could of given me a zangief dropkick atleast)

Only thing she really gots going is that slide of hers which even is an awesome kara to her throws.
 
DarkoMaledictus said:
Hmm I wonder why advancing guard still takes chip damage, it would be an excellent way to limit super chip tactics and by the same time increase high level play.

Was doing some test in the lab and yeah you can use advancing guard on projectiles but it seems pointless. You still chip, you don't gain extra super... it seems like a loss opportunity to make the game more competitive!

Advancing Guard is not supposed to be abused in a manner to avoid damage, it's used to keep characters that rush down and need to get into close range out of keep away and zoning chars to balance out mobility of characters who don't have air dash etc etc. If advancing guard completely reduced damage that would only further encourage keep away tactics, and you know what. FUCK KEEP AWAY.
 
mannerbot said:
It would be beyond stupid if all you had to do to not take chip damage was pushblock. And I don't really see how limiting a perfectly legitimate "style of play," that is, zoning, somehow increases the level of play. Pushblocking does reduce chip damage though, just not the way people here seem to think. For example, if you've blocked Chun Li's Kikosho, if you pushblock then obviously you're no longer going to be in the active hitbox of the super and won't be taking any further chip.

Works well on some supers but projectile supers its useless, ie storm. And personally I never though using chip should be a strategy when it does this kind of damage and there is nothing you can do.

Hell, make advancing block like third strike and force people to press forward to not gain chip damage so at least its a high risk in doing it. But doing nothing and taking 5 storms ice storm + x factor is EXTREMELY lame!

And its the opposite right now, chip damage encourages keep away like sentinel, Arthur and others... they can simply stand on the other side of the stage and chip away at you even if you block... now that is a lame tactic!

Sure high level play will negate this, but the fact remains most people will win using this tactic because most people don't know otherwise. Almost all my friends list was on Mvc3 the first day, 60% are back to ssf4, and whats the general reason... its too easy and too many cheap tactics... :(
 
"And its the opposite right now, chip damage encourages keep away like sentinel, Arthur and others... they can simply stand on the other side of the stage and chip away at you even if you block... now that is a lame tactic!"

If you're letting them stay on the other side of the screen unharmed then it's your own fault. Step up your rush down game.


"Sure high level play will negate this, but the fact remains most people will win using this tactic because most people don't know otherwise. Almost all my friends list was on Mvc3 the first day, 60% are back to ssf4, and whats the general reason... its too easy and too many cheap tactics... :("

People getting outplayed and complaining because they're too lazy to try and work around it. They just want their own personal playstyle preferences to "work" without any effort.
 
haunts said:
bad ass. loving the chris combos. was just thinking how to get his level 3 into the mix. im regretting not playing him more now. lol

Trag was the one who pointed it out with his Chris combos earlier. It's definitely not easy since it requires tight timing and if you miss the ground one you'll get punished HARD.
 
Teknopathetic said:
"And its the opposite right now, chip damage encourages keep away like sentinel, Arthur and others... they can simply stand on the other side of the stage and chip away at you even if you block... now that is a lame tactic!"


If you're letting them stay on the other side of the screen unharmed then it's your own fault. Step up your rush down game.


Me nah dont have any problems with it, but a lot of people will quit just because it is a viable strategy and generally requires no skill. Rush down on the other hand does... fixing the extreme chip damage by adding a new mechanic would of helped this tremendously!

And super chip like ice storm + xfactor... fuck that!
 
How the hell do I do deal with Tron air dash j.H spamming with Sent drone assists? I just went up against a guy who did nothing but that and it wrecked me. He would cross up perfectly and yikes, I would drop so fast. Kind of embarrassing.
 
"Me nah dont have any problems with it, but a lot of people will quit just because it is a viable strategy and generally requires no skill. Rush down on the other hand does... fixing the extreme chip damage by adding a new mechanic would of helped this tremendously!"


If you think it takes no skill then try doing it against someone who knows what they're doing.
 
If anyone can add me (360) i'd appreciate it. I'd like to play with some of you. I just hsien ko, dante, and super skrull. I'm alright at the game.

gamertag: salvamag
 
Teknopathetic said:
"Me nah dont have any problems with it, but a lot of people will quit just because it is a viable strategy and generally requires no skill. Rush down on the other hand does... fixing the extreme chip damage by adding a new mechanic would of helped this tremendously!"


If you think it takes no skill then try doing it against someone who knows what they're doing.

Not talking about good players, just saying two people at low skill one with keep away and the other with no keep away chars will get creamed. Heck Justin was getting creamed by flows sentinel tactic until he went in the lab seriously...

Anyway my stance is there should be a mechanic against chip damage, find it normal its viable to use storm + x factor and use all of your ice storm supers to chip?

Game should never allow free damage in any situation... less even when your thinking about the high level of competitiveness in the vs series! Dying to chip + xfactor makes the game seem really lacking in high level play...
 
Ferrio said:
Thinking I might wanna switch out She-Hulk, she's so horrible.

-Crappy crappy mobility
-Combo potential blooows
-All 3 supers blowwww.
-Runners stance suuucks
-shitty jumping moves (Come on, you could of given me a zangief dropkick atleast)

Only thing she really gots going is that slide of hers which even is an awesome kara to her throws.

Or you just suck?
 
"Not talking about good players, just saying two people at low skill one with keep away and the other with none keep away chars will get creamed. Heck Justin was getting creamed by flows sentinel tactic until he went in the lab seriously..."

So? Two people at low skill levels lose to a lot of different strategies.


"Anyway my stance is there should be a mechanic against chip damage, find it normal its viable to use storm + x factor and use all you ice storm supers to chip?"

There already is a mechanic against chip damage: X-factor. If the storm X-factors then tries to chip you, all you need to do is X-factor and you'll negate it. Problem solved?


"Dying to chip + xfactor makes the game seem really lacking in high level play..."

But you're clearly not playing at high level play yourself. And if you look at the WNF tournament, it was a hardcore rushdown play style that won.
 
DarkoMaledictus said:
Not talking about good players, just saying two people at low skill one with keep away and the other with no keep away chars will get creamed. Heck Justin was getting creamed by flows sentinel tactic until he went in the lab seriously...

Anyway my stance is there should be a mechanic against chip damage, find it normal its viable to use storm + x factor and use all of your ice storm supers to chip?

Game should never allow free damage in any situation... less even when your thinking about the high level of competitiveness in the vs series! Dying to chip + xfactor makes the game seem really lacking in high level play...

QQ whine about keepaway some more. MvC2 had whole teams just about chipping the fuck out of the opponent.
 
Right, two hours left until work finishes...

Got game - Check
Other half out for the evening - Check
Fridge stocked with drinks - Check

All I need to do now is pick up a bucket of chicken on the way home and I'm set for an all-Friday-nighter. Possibly with some fuck breaks later on.
 
salva said:
If anyone can add me (360) i'd appreciate it. I'd like to play with some of you. I just hsien ko, dante, and super skrull. I'm alright at the game.

gamertag: salvamag

Add "GAF MvC3" to your friends list so you can find other people to play with
 
Teknopathetic said:
"Not talking about good players, just saying two people at low skill one with keep away and the other with none keep away chars will get creamed. Heck Justin was getting creamed by flows sentinel tactic until he went in the lab seriously..."

So? Two people at low skill levels lose to a lot of different strategies.


"Anyway my stance is there should be a mechanic against chip damage, find it normal its viable to use storm + x factor and use all you ice storm supers to chip?"

There already is a mechanic against chip damage: X-factor. If the storm X-factors then tries to chip you, all you need to do is X-factor and you'll negate it. Problem solved?

Just feel it should be a lot more complicated way of dealing with that. Any way you don't have to agree, I just would prefer if the game had more difficult execution other than combos and a lot more mechanics for high level play!

But you're clearly not playing at high level play yourself. And if you look at the WNF tournament, it was a hardcore rushdown play style that won.

Yeah sure it was, but it should still never be viable to get free damage while the other guy is blocking! Some chip sure, but it seems ridiculous in this game!
 
BrLvgThrChmstry said:
Question: what does "BnB" mean?
"Bread and Butter". Referring to a character's basic combo move, which is essential to master in order to dish out guaranteed damage during openings/punishes.

EDIT: Beaten.
 
DarkoMaledictus said:
Just feel it should be a lot more complicated way of dealing with that. Any way you don't have to agree, I just would prefer if the game had more difficult execution other than combos and a lot more mechanics for high level play!

Why do you keep saying high level play when you've clarified that you mean casual level play? :(
 
"Just feel it should be a lot more complicated way of dealing with that. Any way you don't have to agree, I just would prefer if the game had more difficult execution other than combos and a lot more mechanics for high level play!"


What it sounds like is that you would prefer that you could play mindlessly and win comfortably. Why does it need to be more complicated? You haven't even given a good reason as to why people being able to play keep away makes the game worse at "high level play."


"Yeah sure it was, but it should still never be viable to get free damage while the other guy is blocking! Some chip sure, but it seems ridiculous in this game!"

Why? You've given no justification for why it should be changed. Furthermore, damage in general is really high in this game.
 
Teknopathetic said:
"Just feel it should be a lot more complicated way of dealing with that. Any way you don't have to agree, I just would prefer if the game had more difficult execution other than combos and a lot more mechanics for high level play!"


What it sounds like is that you would prefer that you could play mindlessly and win comfortably. Why does it need to be more complicated? You haven't even given a good reason as to why people being able to play keep away makes the game worse at "high level play."


Your hearing what you want to hear for the sake of an argument... face it game could of included a lot more complicated mechanics and push block could of been much more.

This is no third strike or mvc 2 in the execution department.

Anyway all I have to say...
 
Ferrio said:
Thinking I might wanna switch out She-Hulk, she's so horrible.

-Crappy crappy mobility
-Combo potential blooows
-All 3 supers blowwww.
-Runners stance suuucks
-shitty jumping moves (Come on, you could of given me a zangief dropkick atleast)

Only thing she really gots going is that slide of hers which even is an awesome kara to her throws.

What the hell? All her hypers are great and she can get across the screen in under a second off a runners stance wall jump. She has big combo potential and reset ability. You are doing something horribly wrong.
 
"Your hearing what you want to hear for the sake of an argument... face it game could of included a lot more complicated mechanics and push block could of been much more. Anyway all I have to say..."


What would more complicated mechanics add? What would push blocking negating chip damage add? Did either of these things prevent MVC2 from having an incredibly high skill ceiling?
 
Love to know what the sub-1.5GB install is for the PS3 is for! the HDD activity light hardly comes on, in fact pretty much never during Arcade mode. I was hoping that the whole game would be able to be installed to HDD, instead of listening to the PS3 slims drive scraping away
 
DarkoMaledictus said:
Your hearing what you want to hear for the sake of an argument... face it game could of included a lot more complicated mechanics and push block could of been much more.

This is no third strike or mvc 2 in the execution department.


Anyway all I have to say...

One. What type of mechanics do you want to see in the game to make it more complicated? Why would you want it to become more complicated?

Two. Push block isn't more because it's ALWAYS been this way. It's used exactly for all intents and purposes to PUSH your opponent away to give yourself breathing space from pressure. Nothing more and nothing less, Negating some chip damage is a bonus.

Three. It's an intentional design to NOT make it as execution heavy as said games. What do you want from it?

It's clear your lack of Marvel experience shows.
 
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