Partialartist in another thread, post: 7311353, member: 3168 wrote:
So I was looking through videos and found this.
At 7:28, the incoming character used their tag animation, instead of just jumping in. Is this an actual option? If so, I have no idea how to do it.
MyLifeIsAnRPG, post: 7444020, member: 30944 wrote:
What the dilly yo? Where is the damage boost coming from?
Mike_Z, post: 7218151, member: 504 wrote:
- DHCing on the frame before a hit would have made contact will no longer allow the hit to connect after the DHC. ( http://www.nicovideo.jp/watch/sm17841164 is now not possible.)
Age_of_Fools, post: 7423607, member: 52468 wrote:
Also, I played around with mortuary drop. Does anyone know if it's techable? The second part has a whiffed airthrow animation when denied, but will grab them in hitstun. I also got it to miss by timing grab bag to be at the exact same time as it. It also grabs them out of omnomnom.
Depending on whether the second part is techable, the ones where the combo counter gets reset might be tricky resets or glitchy ways to get high damage (can't imagine an infinite since you couldn't call her again).
It does offer a way to combo after some supers that would otherwise be difficult or impossible, and also avoid using an otg for some dhc's that otherwise need to.
Zidiane, post: 7444667, member: 22679 wrote:
OH SNAP! He posted again!
(an actual thing now)
Sometimes when I do Ultimate Showstopper against a jumping character, it connects. They always have to be really close to the ground and doing an attack, but it seems like it grabs them straight out the air. I even can land it on people who just jump the whole time, making it seem a little like the super might not be able to be jumped if timed correctly. I know they are still in the air because the Super flash, it freezes them in air-attack animation.
Jet Set Dizzy, post: 7311969, member: 24657 wrote:
Pretty cool if it can be consistently reproduced.
evilweevle, post: 7444651, member: 12392 wrote:
taken from the gameplay thread.
Zidiane, post: 7447100, member: 22679 wrote:
So it cannot be escaped if they are attacking less than 4f from the ground? Wingo!
Also, that Mortuary stuff is cool. Need to familiarize myself with the weirdness.
view619, post: 7567515, member: 14076 wrote:
I notice that sometimes, the Diamond part of Deflector with Bella doesn't stagger; very noticeable when it happens vs a Peacock >:(
Has this been corrected?
Dravidian, post: 7567577, member: 26180 wrote:
Isnt that caused by the projectile hitting peacock right before Cerebellas fingers hit her? Or is this not a point blank situation?
MyLifeIsAnRPG, post: 7578132, member: 30944 wrote:
Is creating or joining a room taking forever for anyone else? I also get errors alot which is wierd cause it was just working fine. Is there a problem with the servers?
Age_of_Fools, post: 7578011, member: 52468 wrote:
Folks found this.
Dravidian, post: 7578445, member: 26180 wrote:
Is that a sparring mode glitch. I know once or twice I exit the game from sparring mode, but when I go back to versus, the game plays like a normal match, but sparring is still set to on...
Age_of_Fools, post: 7579253, member: 52468 wrote:
No, that was done online. He also said he did it against the cpu.
Dravidian, post: 7579576, member: 26180 wrote:
Well....I got nothing then. Except that maybe the character is only considered truly dead when they stop being comboed(codewise). In which case You could just add another state/flag that properly defines what a dead character is and what can be done to them.
Russai, post: 7579845, member: 64524 wrote:
From looking at it the character doesn't seem to be declared fully dead until their red health drains out completely after they're KOd. The glitch works by snapping them out before the red health fully disappears after they go down, as you can see Parasoul survives with far less health the second time she resurrects.
I guess it could also be circumvented by instantly reducing a character's red health to zero after they KO instead of having it drain like that?
Dravidian, post: 7580518, member: 26180 wrote:
True, but that would look.....not as good. Your method probably requires less work, though. I suppose which is done depends on when mike can resubmit. If doing it that way means we get it a month earlier than planned then I may be willing to accept the red health simply dissipating into nothingness.
Russai, post: 7584091, member: 64524 wrote:
On the other hand, this is not exactly a bug that needs immediate fixing, so if it came down to delaying the release of the patch it really shouldn't be considered. It'd be almost impossible to accidentally do this in a match and is of no benefit to the one who does the action, so they won't be trying to do it in any case.
evilweevle, post: 7587127, member: 12392 wrote:
to say that there is no reason at all to do this is an incorrect statement tbh.
Russai, post: 7587168, member: 64524 wrote:
Does any other game allow you to snap corpses? I haven't played a whole lot of Marvel.
Either way, I don't actually think being able to snap a corpse is a necessarily bad thing. It still costs a meter so there is a cost associated with it. The only issue is that resurrection part, which is an issue now that you've shown me snapping corpses has a use!
evilweevle, post: 7587220, member: 12392 wrote:
you killed a character you should be able to choose which one comes next.
Dravidian, post: 7587283, member: 26180 wrote:
Snapping back corpses may just be giving one player an unnecessary advantage since they can already get a position advantage by juggling the corpse. Why can/should the opponent have that much control over the opponents team from a single death?.
evilweevle, post: 7587296, member: 12392 wrote:
erm, because ive just spent a meter to do it? ive given up extra flexibility with my team by having less meter. if it was free i could totally get what you mean, but i agree that it adds an extra level of strategy to the game.
im glad i saw that video cos i probs wouldnt have ever thought about it.
Dravidian, post: 7587713, member: 26180 wrote:
And? Supers also cause meter loss in games. Snapping back a corpse when you know it won't get you any where is the same thing as a whiffed super (withough intent to dhc) or a super spent on a corpse. You spent meter for pretty much no reason.
But like I said, I'll wait it out and see if this become too abusable.
evilweevle, post: 7588011, member: 12392 wrote:
read my posts above i gave 2 very good reasons why you would snap a corpse.
how on earth could it become abuseable???
edit: this should probably move to game play discussion as well since its gameplay related and we shouldnt be filling this thread full of stuff.
Dravidian, post: 7588217, member: 26180 wrote:
I'm talking about the ability to snap the corpse. If you couldn't snap back a corpse but you decide to perform one anyway, it'd be the same as using a super on a corpse.
I've already stated that snapping characters in has strategic value and that I'd wait to see what happens.
view619, post: 7588639, member: 14076 wrote:
All snap backs cost a meter. And the match shifts in the attacker's favor once the opposing character is dead regardless, so bringing in character 3 instead of 2 for a price isn't abuse-able in anyway. Not to mention the fact that you could fail to open up the next character on the incoming mix-up and then have to deal with fighting minus a meter.
evilweevle, post: 7588608, member: 12392 wrote:
whats wrong with being able to snap a corpse?
i honestly dont understand what your point is.