How the hell did we all forget about overhead raw tag...? lol
Also Ono said he would try to push for a UMVC3 update.
PROOF OR I WILL NEVER BELIEVE.
How the hell did we all forget about overhead raw tag...? lol
Also Ono said he would try to push for a UMVC3 update.
Drones should disappear if Magneto gets hit. Beams should not hit if the point character has been hit. Missiles should get nullified if I clip Morrigan. Etc.
My argument for this is that you end up with slow projectile assists being better than most other assist choices, because they'll save your arse when you've been reckless. Even stuff like Doom Beam becomes amazing because if you space it right Doom will save your arse.
If I hit you, you should eat whatever damage I manage to get. You shouldn't be able to rely on safe tactics.
I sort of agree, but the fact that you can choose whether or not to go for max damage can be helpful. If you know the non-mashed version will still kill, you can opt for that and get a little more time to set-up your entry mix-up on the next character.You guys are forgetting the lamest change from Vanilla to Ultimate.
Fuck mashing during hypers. I say this as a person who mashes constantly.
Can't agree with this. Too many characters dependent on projectile coverage to get in would be nerfed too hard. This change would only make sense if good invincible assists were still prevalent.Drones should disappear if Magneto gets hit. Beams should not hit if the point character has been hit. Missiles should get nullified if I clip Morrigan. Etc.
My argument for this is that you end up with slow projectile assists being better than most other assist choices, because they'll save your arse when you've been reckless. Even stuff like Doom Beam becomes amazing because if you space it right Doom will save your arse.
If I hit you, you should eat whatever damage I manage to get. You shouldn't be able to rely on safe tactics.
Drones should disappear if Magneto gets hit. Beams should not hit if the point character has been hit. Missiles should get nullified if I clip Morrigan. Etc.
My argument for this is that you end up with slow projectile assists being better than most other assist choices, because they'll save your arse when you've been reckless. Even stuff like Doom Beam becomes amazing because if you space it right Doom will save your arse.
If I hit you, you should eat whatever damage I manage to get. You shouldn't be able to rely on safe tactics.
Check the FGW thread. Horseress asked him and he said he will try to push for it on Twitter. It doesn't mean much because it's Trollno.PROOF OR I WILL NEVER BELIEVE.
Drones should disappear if Magneto gets hit. Beams should not hit if the point character has been hit. Missiles should get nullified if I clip Morrigan. Etc.
My argument for this is that you end up with slow projectile assists being better than most other assist choices, because they'll save your arse when you've been reckless. Even stuff like Doom Beam becomes amazing because if you space it right Doom will save your arse.
If I hit you, you should eat whatever damage I manage to get. You shouldn't be able to rely on safe tactics.
I'm fine with this.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?
.
Throw Changes:
*Throw tech window increased by 5 frames.
*You cannot be grabbed during tech recovery.
*Ground throw techs put one character-length distance between the two characters.
*Throws can only be initiated with f.H and b.H.
X-Factor Changes:
*XF2 and XF3 values decreased. XF3 becomes XF2, XF2 is XF1.5.
*XF1 is the only X-Factor; timer scales with characters left. Bonuses make up for character weaknesses.
Damage Changes:
*Damage reduced by roughly 1/2 to 1/3 across the board (chip damage buffed to 50% or so to ensure keepaway is still viable).
*Damage reduction by 1/3rd. Chip damage slightly rescaled. Normals chip less than specials. Timer increased by ~25% to 33%.
*Assist characters take less damage than before (still more than the point character). Damage scaling applies to them like normal characters in ALL situations.
*- Overall damage lowered to the "Low" setting as per training mode settings.
Combo Changes:
*Cannot mash Light chains on whiff. Can only do it on block or hit.
*HSD timer goes to full scaling faster. This will definitely reduce some of the lengthier combos in the game.
Assist Changes:
* - Assists depart with invul frames doing nothing if a combo has been initiated on the point character of the player who called said assist before they arrive on screen.
* - Assists cannot be called during wakeup frames or rolls.
*Cannot call assists a certain time after throw techs (it's a short window of cool down, this is mostly to prevent throw + assist option selects).
*Cannot call assists at super jump height when a combo is dropped/reset is attempted and cannot call assists during tech roll.
*When an assist begins recovery from knockdown, it is invincible until it exits the stage.
No. I can't agree with this at all. Incoming characters should be at a major disadvantage, this is the type of game it is. I'd be fine with the incoming character being able to change sides just to try and avoid inescapable unblockable setups, but they should pretty much be at the winning character's mercy. You're already lowering damage, so it's less likely a bad guess is the end of the game anyway.Other Changes:
*Incoming character falling arc adjusted so it's more vertical and less horizontal.. making it easier to block/react to cross up attempts. No more guard break set ups can be applied to an incoming character until that character has touched the ground or has done some action. Incoming characters need more help than this but it's hard to come up with something because if you give too much then you are giving a character like Vergil or Strider more chance to make a comeback.
*Neutral tech recovery is now on par with directional tech recoveries.
*Character deaths do not cause inputs to drop.
*Input reading changed: holding forward/back is no longer a forward/back input in terms of moves. Example: holding back, and then doing qcb, currently gives one a reverse dragon punch motion. In general, directional input buffering is toned down a bit.
*Raw tags no longer hit overhead.
Don't like the first change at all, removes a lot of the technical neutral play involving assist calls. You're actually incentivizing people to call their assists more often with less thought by doing this because you're decreasing the chances of getting happy birthday'd.
Hold the directional button away from your opponent.So...how do you block?
Interesting to know.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.
In fact, X-Factor speed increase should not mess with the active frames of moves at all. It's why Strider gets a reduced cr.H range in X-Factor, and why(for some odd reason) Dante's cr.M has zero range in XF2(but only XF2).
A huge part of the game is finding ways to make safe assist calls so you can approach. I don't think the game is well balanced for this, and you would essentially slaughter a lot of lesser assists in usefulness.Drones should disappear if Magneto gets hit. Beams should not hit if the point character has been hit. Missiles should get nullified if I clip Morrigan. Etc.
My argument for this is that you end up with slow projectile assists being better than most other assist choices, because they'll save your arse when you've been reckless. Even stuff like Doom Beam becomes amazing because if you space it right Doom will save your arse.
If I hit you, you should eat whatever damage I manage to get. You shouldn't be able to rely on safe tactics.
The thing that bothers me about assists appearing behind characters is that at full screen, against Dormammu, they are always safe. Dormammu has no means to punish anything beyond full screen. It's a rather irksome situation. Also, it's part of why Plasma Beam is so dominant.Disruptor appears really far behind the point character too, same with Taskmaster's horizontal arrows. Nothing is wrong with this, the beams/arrows that don't have this advantage have other ones instead, and even if they didn't it still isn't actually a problem.
Right.Eh, if I understand Karst correctly, it's the same thing Skullgirls does and you still get happy birthday'd/double snapped if you do it mindlessly frequently enough anyways.
This is one of the most difficult games to block in.So...how do you block?
If we all come to a consensus early, we can do more than 3, but I don't want us to push it. I want people to really think about it.
God's Beard!";71176261][URL="http://www.youtube.com/watch?v=PfASunpAei4 said:Bring back hyper finish call outs[/URL]
are you pulling a moonz and dumping task too? ;_;Color coordination is still fun. Doom's default is the only one I can't really work with at all. Fits with Felicia's alt okay but Strider doesn't have any green to pick from.
Now to actually learn how to play these characters.
Play GB. If I have time, I will play later tonight. I have a lot on my plate, though.Anyone online want to play a couple games?
GB?Play GB. If I have time, I will play later tonight. I have a lot on my plate, though.
Mystic Ray is an excellent assist.Angelic posted his tier list. Morrigan and Zero top 2 in game.
Also he says Mystic Ray is top 5 assist in the game.
Yeah, Angelic thinks that Wolverine players should move to Shuma-Gorath. Which is really hard for me to understand after seeing how strong his Wolverine was in those matches. I mean, I understand that Firebrand is good, but better than Wolverine? I will believe it when I see it. He has problems opening people up.He also says Firebrand is top 5 in the game and will start using more FB in tournaments with Dorm and Shuma.
He didn't say that tonight, but he said it a few weeks before Evo.He never said Wolverine players should switch to Shuma although he does think point Shuma with assists is legit.
He thinks FB is top 5 just like any other person who thinks he is top 5... unblockable set up means you win off first touch.
And he never said FB was better than Wolverine either. He thinks Wolverine is top 5 too. His top 5 is Zero (best), Morrigan (#2), Wolverine, Magneto, Firebrand. Also he says Wolverine is god in first 5 seconds but after that he drops off, still that's good enough to win matches. He also said that he values point characters a lot more than assist/support characters and all these are characters played on optimized teams.
Mystic Ray is an excellent assist.
Are you sure it wasn't FB instead of Wolverine? He doesn't even rate Shuma better than Mid tier.He didn't say that tonight, but he said it a few weeks before Evo.
I am very tired and frustrated tonight. Yes, it was Firebrand. I don't know how I misread that through 3 posts.Are you sure it wasn't FB instead of Wolverine? He doesn't even rate Shuma better than Mid tier.
I think it should be slightly out of the range of most jabs. If I'm lucky enough to tech a Wolverine throw with Dormammu, should I really have to suffer more guaranteed pressure from him? At least give me a chance to get out through a superjump or s.M.Yea that makes more sense now.
I think we should lock in the throw changes as well. The only thing that there was some controversy on was the throw tech distance. Most people seem to agree that it should put you out of range for another tech but not out of range for most jabs. I think that's fine.
Tomorrow we should do damage and XF.
I'm very, very wary of non-character damage changes. I don't think it's a realistic request for Capcom because it creates massive balance changes. Should probably stick to x-factor.Tomorrow we should do damage and XF.
You aren't for a universal damage nerf?I'm very, very wary of non-character damage changes. I don't think it's a realistic request for Capcom because it creates massive balance changes. Should probably stick to x-factor.
Putting techs out of jab range would give advantage to sword normal and armor characters. You may be out of Wolverine jab range but out of Vergil jab range? Putting it further than that means now Vergil gets free st.H and he wins over every character in the game because as far as I know no move has that much range plus speed ratio unless you burn meter with Ghost Rider for a snap back. Also gives advantage to Hulk, as if he needed more advantage.I think it should be slightly out of the range of most jabs. If I'm lucky enough to tech a Wolverine throw with Dormammu, should I really have to suffer more guaranteed pressure from him? At least give me a chance to get out through a superjump or s.M.
The I told you so is coming next year when he's agreed-upon #1 ^_^I remember when I talked to idiots, too. But they're idiots, so I don't feel it's necessary to throw an "I told you so" out there. He has always been a top 5 candidate.
You aren't for a universal damage nerf?