Moy_X7 Posted November 26, 2012 Posted November 26, 2012 Nnnnnnnngh... I'm not sure I'm liking this new combo system. It's starting to sound like how CT's combo system used to work.
Hecatom Posted November 26, 2012 Posted November 26, 2012 So... there's literally no hitstun proration, is that what this is saying? I think that they are implying that the hitstun proration has been adjusted to lead to those results more than anything
AchedSphinx Posted November 26, 2012 Posted November 26, 2012 I will missed my 20 second Lambda fatal counter corner combos. I think the world needed more of those.
mAc Chaos Posted November 26, 2012 Posted November 26, 2012 It said it depends on what the first hit is though. So fatals could still be long.
STenSatsu Posted November 26, 2012 Posted November 26, 2012 Im curious about what they've done with the meter gain as well. It seems the longer the combo, no matter the starter, meter gain becomes almost non existent in the later stages. Other users in the Hazama have noticed it greatly. He almost gets no meter for his combos anymore, and it's pretty universal. Whatever they did with the combo system as a whole, it's pretty interesting Thank god. Last thing we need is CS1 style perma 50% heat. I like this combo system then (though SMP still seems fairly arbitrary). You get rewarded for good starters in multiple ways, fitting big damage moves early is still good, and we hopefully won't see things like smp loops/EX litchi/EX noel as far as length goes regardless of how creative people get with combos. Will be interesting to see the maximum limits with Fatal counters + OD + CTs. WTB Lush combo video!
mAc Chaos Posted November 26, 2012 Posted November 26, 2012 http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be Not sure if this was posted.
YukiBlue Posted November 26, 2012 Posted November 26, 2012 (edited) I do believe FC combos should be long. If you manage to land that big FC punish, you deserve to lol away for 10---20 Seconds doing ridiculous damage. I agree that we should have shorter combos on average. NH = Shorter Combos on Average CH = More hitstun / slightly longer combo / Leniency FC = A Lot more hitstun for a longer period of time / More Damage / CS2 Style. The Heat System "Nerf" is cool. I could just throw away 50 Heat giving no fucks and gain it back 20 seconds later. Hopefully it will add a modicum of meter management making the player really value all that juice instead of just derping it away Edited November 26, 2012 by YukiBlue
SolxBaiken Posted November 26, 2012 Posted November 26, 2012 http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be Not sure if this was posted. Oh...mai...gawdu...
Kriegdrache Posted November 26, 2012 Posted November 26, 2012 http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be Not sure if this was posted. Amane's drill is the drill that will pierce the heavens.
Darlos9D Posted November 26, 2012 Posted November 26, 2012 (edited) Keep in mind that this new system change doesn't replace the proration system, and most likely works interdependently of it. Imagine a scenario where as your combo continues, damage values scale via prorate, but air and ground untechability deteriorate as time lapses. That's the sort of scenario I'm imagining. Well, its more like damage proration and hitstun/untech proration are two different things. I don't think anybody was suggesting that the damage proration is gone. I think that they are implying that the hitstun proration has been adjusted to lead to those results more than anything You sure? Because it sounds like he meant exactly what he said: the first hit actually hard-sets the time in which you have to combo, and the rest of the hits don't matter. I will missed my 20 second Lambda fatal counter corner combos. I think the world needed more of those. NOPE http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be Not sure if this was posted. Uh... well, it's not a LONG combo I guess? Hahaha... eh. Edited November 26, 2012 by Darlos9D
SolarMisae Posted November 26, 2012 Posted November 26, 2012 Amane's drill is the drill that will pierce the heavens. This is the truth. And man I hope we get some clarification on how the new proration works alongside this combo timer system soon. It sounds pretty interesting.
Putin Posted November 26, 2012 Posted November 26, 2012 What exactly were the differences between CT's and CS' combo system? I never got to play CT seriously. Also, Amane not only chips the opponent to death, but he also has damaging combos? Well ok
Eshi Posted November 26, 2012 Posted November 26, 2012 What exactly were the differences between CT's and CS' combo system? I never got to play CT seriously. Also, Amane not only chips the opponent to death, but he also has damaging combos? Well ok CT combos had an ACTUAL timer on them, and the hit stun deterioration was linked to that timer. It made combos somewhat inflexible since they had to be short in duration. CS hit stun deterioration was increased by each individual move in a combo. Some moves added very little so all of litchi's hit confirms were MvC3 combos.
STenSatsu Posted November 26, 2012 Posted November 26, 2012 Not sure if this has been answered at all, but is there SMP on CTs? Seems like CT>normal>CT>repeat would be a good combo ender if they all have decent minimum damage.
Zuranamee Posted November 26, 2012 Posted November 26, 2012 http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be Not sure if this was posted.
Moy_X7 Posted November 26, 2012 Posted November 26, 2012 Amane's combo... > 126 Hits > 8.5K damage We Curse Arakune tier now. I wonder if that particular starter will be easy to land. Seems like a move used to call out anti-airs. Not sure if this has been answered at all, but is there SMP on CTs? Seems like CT>normal>CT>repeat would be a good combo ender if they all have decent minimum damage. CTs have "minimum damage"? I never did like CT's time based scaling combos. Oh well, works for me since I'm the oki > damage type of player. I won't hesitate to give up some damage if it puts me at a hugely advantageous situation after knocking the opponent down.
AchedSphinx Posted November 26, 2012 Posted November 26, 2012 It said it depends on what the first hit is though. So fatals could still be long. I wonder if that timer effects it if the starter is a special. Well, maybe that depends on the button pressed to use the special, like Nu's 236B would have less combo time than 236C. Amane's drill is the drill that will pierce the heavens. Oh you. I have this odd feeling that his astral may refer to that series.
SolxBaiken Posted November 26, 2012 Posted November 26, 2012 Oh you. I have this odd feeling that his astral may refer to that series. Unless it's some odd reference to the Anti-Spirals I don't see it.
AchedSphinx Posted November 26, 2012 Posted November 26, 2012 Amane's combo... > 126 Hits > 8.5K damage We Curse Arakune tier now. I wonder if that particular starter will be easy to land. Seems like a move used to call out anti-airs. The starter looked like a dive kick type of move, like Rachel's top. We can only hope that it is ALL block haha. That would be the most punishing overhead otherwise. Unless it's some odd reference to the Anti-Spirals I don't see it. Aww.
Eshi Posted November 26, 2012 Posted November 26, 2012 Amane's combo... > 126 Hits > 8.5K damage We Curse Arakune tier now. I wonder if that particular starter will be easy to land. Seems like a move used to call out anti-airs. it could possibly be used to bait throws and CH. But amane also has to be level 3 drive and it's pretty hard for him to build and keep level.
Moy_X7 Posted November 26, 2012 Posted November 26, 2012 He also needs an OD and 100 Heat. The Bulk of the damage came from that OD DD + Rapid (about 3K). We'll probably be seeing a much less damaging version of this combo in actual combat.
Agni Posted November 26, 2012 Posted November 26, 2012 http://www.youtube.com/watch?v=6JODfdqU204&feature=youtu.be Not sure if this was posted. That run at the end was just hilarious. In anycase, I love that Amane can actually PULL in characters on hit, I've always wanted a fighting game character like that. Sorta like Hazama but you pull them in instead of shooting yourself towards them.
SoWL Posted November 26, 2012 Posted November 26, 2012 He also needs an OD and 100 Heat. The Bulk of the damage came from that OD DD + Rapid (about 3K). We'll probably be seeing a much less damaging version of this combo in actual combat. He did Rapid simply so he could run after the enemy with his fabulous strut.
AchedSphinx Posted November 26, 2012 Posted November 26, 2012 I have this sneaking suspicious that that combo was not optimized. I feel that it could do much more!
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