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Everything posted by the_d3v
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I believe that the preferred term is "New Generation Fighting Game" and the definition usually boils down to air dashes and chain systems. Funny thing is that, Marvel fits into this definition somewhat while some other "animu fighters" like Vanguard Princess don't (then again, gameplay wise, the latter plays more like SF2). From the Long Island stream: Top Tier: Everyone but Ryu Ryu Tier: Ryu In fairness, we probably wont see 20 second combos in MvC3 since most folks (outside of 50Sent and probably Thor) die in less time than that.
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Sentinel 99% 5 hyper meter combo on Sentinel. http://www.youtube.com/watch?v=qSLISkPzAaY Kinda impractical though since it eats 5 meters, uses X-Factor and needs to be done in the corner.
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Marvel always works well with food memes. Chips, Pringles, Hagen Daaz, Scoopz, etc.
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As in any modern fighting game from Japan, always count on the small, underaged girl. P.S. Striped top is hot.
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Phoenix seems to be an exception to the rule since she only has 420k health (although, it's technically 840 if you count both forms). Also, Lei-Lei's Senpuubu assist can apparently be made to swing twice somehow.
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Only with X-Factor. Besides, this is Marvel. A fundamental rule of Marvel has always been "you get touched, you die!"
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One important point to note is that when she teleports above her opponent and does her dive kick, the resulting cross up seems to be ambiguous as hell. You can see in a few vids where the teleport seems to turn the other character around (indicating a cross up), but the dive kick hits the opponent as if he weren't crossed up.
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Just noticed that the game's battle designer is Hidetoshi Ishizawa (as previously hinted by Seth). That's a load off my shoulders. His systems have always been pretty fun, filled with shizz that could be considered to be broken as heck (A3 V-ism, CvS2 A-groove, 3rd Strike, MvC2) but still fun and competitive as heck. Fireball + teleport mixups. Of all the characters, she seems the one best suited to take advantage of the Absolute Guard glitch that creates nigh unblockable cross up setups when your opponent uses Advancing Guard.
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Meh, it's all about dat robot love. THANK GOD FOR THE ROBOT.
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Then you realize that MSS is one of the hardest top tier teams to win with and that you can't really use the best teams for these characters in the game (no Matrix without Cyclops and no MSP without Psylocke).
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Because Sent ain't just any character, Sent is (to paraphrase Mr. Wizard) everybody's MvC2 character.
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Akuma and Taskmaster confirmed. http://www.ign.com/videos/2011/01/17/marvel-vs-capcom-3-akuma-introduction-trailer http://www.ign.com/videos/2011/01/17/marvel-vs-capcom-3taskmaster-introduction-trailer
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I'mma call it now and say that anyone wanting to main her will need to master fireball + teleport shenanigans.
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The thing is though, she is meter hungry and going with a point/assist/assist type team would likely not be as effective as if you had at least one battery.
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Team her up with a good battery. Say Felicia for her meter building special, then have Morrigan Y-assist since it also builds meter.
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Phoenix and Haggar revealed. Looks like what's-his-name was right. Dark Phoenix mode looks absolutely hype and broken. It's looking pretty broken to me. We've already seen tons of high damage setups plus insane lockdown and keepaway shenanigans just like in MvC2.
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STRIPES!
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You're missing MAG-F#$@N-NETO!
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But the Dormammu one didn't look like Cap getting it on with twins. Nor can it be called: Two girls, one Cap.
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You know the game's gonna be hype when it's not even out and it's already showing signs of genius, homo-genius. http://www.youtube.com/watch?v=h_18x6IJCME&feature=sub
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I read "Magneto having Uroborous" as "Magneto having Oroborous" aka Striders hyper. That shizz would have been hype.
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This! Playing a proper God Tier/High Tier team forces you to have to understand team synergy since you can't just put 3 good characters in and expect to win. This is a real team game where you need all 3 characters to gel together (not like other "team" games where all you need is 3 points). As much as I love Morrigan, I was pretty much ready to drop her if she turned out just like MvC2 Morgs (and run Trish/Doom or similar). Thankfully, guys like Justin and a few other deomonstrated that she has beastly potential in this game so I might be using her yet. Morg/Doom lockdown with Doom rocks + Morg Astral Vision just might be the new Strider/Doom.
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LOL at scrubs valuing characters over gameplay.
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For Marvel, I'm going to say that the remaining 2/3rds are made up of mobility and space control (something you can't really separate). The playing field in Marvel is arguably one of the largest in a traditional 2d fighting game. To compensate, characters are given both extended mobility and the attacks/moves that can control alot of space. The thing about the games though is that not everyone has the same mobility options, not everyone can airdash and among those that can, there are still some major differences. For example, we have those who can air-dash in 8 direction (leafing to the infamous tri-jumps; jumping then airdash down forward, leading to almost instant overheads). Then we also have characters that can fly in addition to dashing in mid air. Now traditionally, characters who have high mobility tend to rank higher then those who don't. For those who don't have that kind of mobility, the challenge (for both developer and player) lies in figuring out how to compensate for this, either by using moves that augment their mobility (teleports, dashing attacks, dive kicks, etc.) or controlling large amounts of space. This is why MvC2 Cable is considered god tier despite not having the same insane mobility as Storm, Sentinel and Magneto. The space controlled by his moves (and the damage he can deal using them) brings him up there. Assists also bring in an extra element to this. The right assists can increase the amount of space you control as well as augment your mobility (by controlling that space). Doom's Molecular Shield assist is considered one of the best in MvC2 (and in MvC3 as well it seems) because it's an anti-air assist that totally controls the ground and regular jump levels. This means that it can be used to extend your ground mobility. This is why Strider/Doom is such a deadly team: Strider controls alot of space once he has meter via Ouroboros and can augment his mobility by teleport, factor in Doom's rocks and you can see why it's such a deadly lockdown team in the right hands. This is also why people are pairing Doom with Morrigan in MvC3: Doom's rocks allow Morrigan to get in and start her Astral Vision pressure as well as helping augment it once she starts. Off course, that's not everything, we still need the other 1/3rd which is combos, or more specifically, the ability to capitalize on the mobility and space controlled by a character. Most every character in MvC2 has some "broken" shenanigans and infinites, but not everyone is top tier because of this. This is because some don't have the mobility to come in and utilize them. Other have mobility, but have combos/infinites that are quite situational that it's hard to capitalize (e.g. MvC2 Morrigan, who was called "Low Tier Magnus" since she had similar mobility as Mags, but not the combos to capitalize on it). With 3 at least, we can see that there is effort on Capcom's part to give everyone options for damage and mobility. Alot of the the things that the 4 gods have is now being spread to other characters as well. hopefully then, this means a more balanced game that still has the same potential as high level MvC2.
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This is "Mahvel" in other words, combos are only one way of dealing damage, the other is filling the screen full of shizz.