"God's Beard!"
Member
I wasn't getting any freezes like that
Yeah, my game locks up on the menu screen when I'm online and all kinds of stuff. It's probably my PS3 more than the connection.
I wasn't getting any freezes like that
I hate Haggar so much. I blame LAG.
I'm starting to like Dorm a lot. Ooo!
I still don't know how to use him for shit though...
He is wonderful, I should use him more often myself.
I like using the sparda bro's however I never use them because I couldnt never find a 3rd I liked. So i just end up using VIper/DOOM/Strider or some of my other weirder teams.
Anyone got an idea for a 3rd
With the Sparda bros?
Magneto
Strider
Viper
Zero
I jumped into training mode yesterday to brush up on my rusty skills and was pleasantly surprised to find that I have retained some of my muscle memory. I can semi-consistently pull off an X-23 combo into a hyper, which is fun. However what little knowledge I had of Wesker and Dante's combos have disappeared completely, and I am no closer to cracking the secret of effectively using assists.
I'm currently running with an X-23 (Ankle Slice) / Dante (Jam Session) / Wesker (Samurai Edge) team. Thoughts on this lineup? Where should I start as far as learning combos and assists?
learn how to combo from a assist at different heights as well as extending combos with assists
Honestly I'd put Dante last on Weasel shot, but I'm never a fan of wesker last.
How do I do this? Just call in an assist as the combo is ending and then start a new combo?
Hmm I've always seen Wesker played first or last. Why do you recommend putting him second?
Hmm I've always seen Wesker played first or last. Why do you recommend putting him second?
I think you have the right team order. However, it will be desirable to DHC Wesker in once Dante comes into play, because Wesker/Dante is better than Dante/Wesker. I think this team order is good because Dante has better incoming survivability options than Wesker. If you can get Dante into Devil Trigger, that's even better, since you have an invincible move to come in with and get out of mix-ups with.I jumped into training mode yesterday to brush up on my rusty skills and was pleasantly surprised to find that I have retained some of my muscle memory. I can semi-consistently pull off an X-23 combo into a hyper, which is fun. However what little knowledge I had of Wesker and Dante's combos have disappeared completely, and I am no closer to cracking the secret of effectively using assists.
I'm currently running with an X-23 (Ankle Slice) / Dante (Jam Session) / Wesker (Samurai Edge) team. Thoughts on this lineup? Where should I start as far as learning combos and assists?
Added to the list.I would like to suggest that raw tags no longer hit overhead.
Removed - good catch. Actually, that list was a sloppy copy/paste; I fixed it up to represent all the ideas we have more clearly.Karst you should remove the TAC stuff in the throw section.
K.The only thing I will add for throws and teching is that you can't be allowed to call assists until at least 100 frames after throw teching. This prevents throw + assist OS especially stuff like Wolverine Dive Kick OS + Akuma Tatsu. If he gets the throw, no Tatsu comes out. If he gets a tech then Tatsu comes out instantly and locks them down allowing you to continue pressure after someone techs you. This applies to Hulk Lariat and used to be extremely devastating with She Hulk and Tron assist.
Edit: Nevermind I see that change is listed in the assist section. In that case I have nothing to add.
I tweeted him about our effort.How the hell did we all forget about overhead raw tag...? lol
Also Ono said he would try to push for a UMVC3 update.
How the hell did we all forget about overhead raw tag...? lol
Also Ono said he would try to push for a UMVC3 update.
SYSTEM CHANGES:
TAC Changes:
*Cost 1 bar, always a guaranteed exchange in one of three directions.
*Meter gain/loss from directional choice removed.
*HSD returns to 0 after a TAC and builds normally from there.
*The TAC user cannot gain meter after a TAC until the opponent enters recovery (exception: Soul Drain, meter gain assists).
*Use A1/A2 for TACs instead of S?
That's the idea. You can still do this though but it uses up one of your assists.I also wanted to note that I like the A1/A2 switch. Would it also allow a person to TAC to the character in each slot?
The fact is that is Capcom won't scrap the random directions, they might look at other stuff we suggested. For example, Capcom might take the hint that taking away meter through TACs is not cool, or that meter gain after TACs isn't a good idea, etc. Just sending the message that the community feels this way about TACs will also impact future fighting games. If we just say that we want them to have longer break periods, CAS might have TACs in it. If we suggest this, maybe CAS will implement some of our ideas. While we're working on Marvel patch ideas, I also consider us to be sending a general message about fighting games as well here.Today's discussion is throw + throw tech.
I got nothing to add because everything looks fine for me as far as throw + tech go. Honestly TACs were the ones that were the most controversial... IMO if there was an actual post the one we suggested would never go through. Capcom is not gonna scrap the TAC counter animation or the color coated non sense. They will probably just tweak the HSD so you can't do infinites and call it a day.
That's the idea, yep.I also wanted to note that I like the A1/A2 switch. Would it also allow a person to TAC to the character in each slot?
*Neutral tech recovery is now on par with directional tech recoveries.
*Character deaths do not cause inputs to drop.
They will probably just tweak the HSD so you can't do infinites and call it a day.
I thought the point of the suggestion was that grounded neutral techs are too fast, and you wanted them brought in line with the directional techs. But I understand you now to be saying that you are okay with them being faster, just not as fast as they currently are. Why not make it the same as directional techs?I don't think this is explained clearly. The neutral tech in the air is completely fine and should remain as is, and saying on par implies that the tech would take as long as the directional techs. The grounded neutral tech should be slightly slower, not really a dramatic change at all.
I've never had a problem with it, but you said it messes up Dante combos. Can you give me a particular scenario so I can understand it better? I'm not a Dante player.Upon thinking about this, it makes sense to not get undesired hypers after killing a character (which is probably why they made the change) so this should only happen when two characters are on the screen and you kill one of them.
Probably not, but it still sends the right message.This is what I expect, I don't think the other stuff is something they would actually do.
That's already one of the suggested changes. It will basically operate like MVC2 where if you get hit while an assist is coming out, the assist is immediately disabled and made invincible (with a taunt animation) after which it goes back out.Assists should cease to do anything, and all assist projectiles should immediately disappear, if the point character is hit.
If I hit you, you mashing on A1 or A2 should not save you. Simple as that.
Why can't TACs just be A1/A2? Why is S needed for more complexity?
Also, what's wrong with the current raw tag input?
Assists should cease to do anything, and all assist projectiles should immediately disappear, if the point character is hit.
If I hit you, you mashing on A1 or A2 should not save you. Simple as that.
That's not what he is saying. He is saying that if he gets a hit on the point character and then an assist comes in and combo breaks you, that's bad. That didn't happen in MVC2 because if you got a hit on someone while let's say CapCom was coming in, he wouldn't blow the combo up he would just come in taunt and leave instead.The whole game is designed so that assists cover your character's weaknesses. A1 and 2 SHOULD save you, they're fucking called assists.
No, he also said that projectiles should disappear. So he thinks that if Magneto calls Sentinel and tridashes in, and I anti-air Magneto, the drones should disappear as well. I can't back that.That's not what he is saying. He is saying that if he gets a hit on the point character and then an assist comes in and combo breaks you, that's bad. That didn't happen in MVC2 because if you got a hit on someone while let's say CapCom was coming in, he wouldn't blow the combo up he would just come in taunt and leave instead.
This also cuts down on happy birthdays dramatically. If an assist is already active and then you get a hit on someone and it breaks you, that's fine because that's pretty much a legitimate bait/set up.
If Magneto gets hit right as Sentinel is coming in, then Sentinel should get disabled.No, he also said that projectiles should disappear. So he thinks that if Magneto calls Sentinel and tridashes in, and I anti-air Magneto, the drones should disappear as well. I can't back that.
Agreed, but I think he's saying that the drones should disappear at any time, because if you hit the assist character right when he/she comes in, the projectile will not have appeared yet. So that statement could only apply in the context I interpreted it as. There are no assists that produce projectiles before the assist appears on the screen.If Magneto gets hit right as Sentinel is coming in, then Sentinel should get disabled.
If Drones were already out and Magneto goes in, gets hit... Drones should still be active.
So I think we need to make some clarification on this. I think once you earned the assist call you should get the benefit of the assist.
I thought the point of the suggestion was that grounded neutral techs are too fast, and you wanted them brought in line with the directional techs. But I understand you now to be saying that you are okay with them being faster, just not as fast as they currently are. Why not make it the same as directional techs?
I've never had a problem with it, but you said it messes up Dante combos. Can you give me a particular scenario so I can understand it better? I'm not a Dante player.
I have played Melee, and I understand you better now.The problem is that characters go from lying on the ground to standing up very quickly without an easy to see animation or anything. Have you ever played Melee by any chance? While the tech speeds are different for every character and neutral techs are much faster than rolling, neutral techs still have a very obvious animation and aren't so fast that characters can stand up and press buttons faster than people can react to.
If you make neutral techs take as long as tech rolling then they become an incredibly bad option. Even if ground neutral techs were left the same speed, giving them a more obvious animation would help with reacting to them.
Are you sure it's not an X-Factor problem? I'm reminded of when I play Morrigan, in non-XF I can do s.H and cancel it into c.H at any time. But in certain levels of X-Factor, s.H cannot be canceled until it completes for some reason. It's truly bizarre.If you kill someone with Volcano during any level of XF you can't cancel into Beehive, meaning that if you killed the assist character you can't continue with the combo on the point character. You can actually mash M and the Beehive will come out when not in XF, so I guess this could be fixed specifically for Dante, but I would assume it causes problems with strict cancels somewhere else as well.
X-Factor Changes:
*X-Factor now costs 1 bar, no limit on uses, only provides the cancel effect.
While I abandoned trying to support the change because it doesn't make sense without being coupled with my assist changes, which are too extreme, I disagree with you.Had to look up what mulligan meant... lol.
That XF change will never go through. Mostly because it will make Vergil obsolete while make Zero SSS tier.
I really think it's best if we split the characters and do 1 high profile character, 1 mid profile character, and 1 low profile character every week. The high profile characters are bound to be more controversial, so we should spread them out more.Had to look up what mulligan meant... lol.
That XF change will never go through. Mostly because it will make Vergil obsolete while make Zero SSS tier.
Also I have devised a roster for next week in terms of which characters we should be doing:
Phoenix (because we need to get her out of the way)
Storm
Shuma Gorath
Zero
Wolverine
AKA EVO edition
That XF change will never go through. Mostly because it will make Vergil obsolete while make Zero SSS tier.
I did 2 high/top tier, 2 mid tier and 1 low tier. Anything below 5 characters is way too low for a week, we can easily do one character in a day.I really think it's best if we split the characters and do 1 high profile character, 1 mid profile character, and 1 low profile character every week. The high profile characters are bound to be more controversial, so we should spread them out more.
What would be interesting for MvC4 is if a cancel were attached to a meter that recharges over time.
That sounds like a legit team. Honestly on that team I would even run point Vergil (Taekua style) against certain match ups.
For Dante, it's because the style cancel window for Volcano in X-Factor is reduced due to the speed increase. Since the window is smaller, the freeze frame causes the input to be eaten up. It's dumb.Are you sure it's not an X-Factor problem? I'm reminded of when I play Morrigan, in non-XF I can do s.H and cancel it into c.H at any time. But in certain levels of X-Factor, s.H cannot be canceled until it completes for some reason. It's truly bizarre.
What would be interesting for MvC4 is if a cancel were attached to a meter that recharges over time.