MVC Infinite Lounge: Monster Hunter is U N G G A W A I F U 4 U N G G A L A I F U

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  • VenomMelendezVenomMelendez All Hail M.O.D.O.K.! Joined: Posts: 773

    Switch event is over.

    He was full of shit as expected.

    Hope your 15 minutes of being in the spotlight was worth it lol.

    Betcha he'll try to weasel his way out of this, make excuses and such.
    M.O.D.O.K. Avengers A.I.M. soldier!
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,733 mod
  • brainfraudbrainfraud Joined: Posts: 254
    I will only believe them
    d3v wrote: »
    More like Ten_Count_Fail amirite?

    I really wanted to send them a nasty tweet.


  • willselesswillseless Joined: Posts: 2,642
    It reallt bugs me how UMVC3 stages was pretty detailed, as you can see on those camera mods and glitches. It really felt like wasted potential.
    How would you guys feel like if MVCI story mode was open world?
  • Xr0s-upXr0s-up Go banana! Joined: Posts: 1,137
    It'd be a bit hard to implement if your roster of playable characters was 30ish.
    What's the consensus of dp moves? Not do motion, actual shoryuken esque moves. Some are fine like Vergil because there's a use for it in combo but some like caps or akuma get zero use barring their supers
    UMvC3: MODOK/Doom/Ammy; Magneto/Arthur/Haggar; Wright/Raccoon/Doom
    Revelator: Johnny

    Youtube: Dentalplan
  • willselesswillseless Joined: Posts: 2,642
    Maybe they will be more proeminent on the 2v2 with no assists setting. It will be cool to DP, tag and combo
  • quicksquicks Joined: Posts: 3,272
    All the dps in the game are useable with this cap and ryu being the worst , since you can cancel akumas you can cancel zero , wolverines is used for loops, morrigan can fly cancel and it's used a pesudeo launcher
  • Colonel-GilgameshColonel-Gilgamesh Akuma Matata Joined: Posts: 9,290
    Well, DPs in UMvC3 had several major flaws, partially due to porting movesets

    -Minimal coverage (Covered a traditional upward angled area, with minimal hitbox to stuff aerial approaches)
    -Low reward (Unless you were Morrigan, your DP didn't lead to anything more than a super on it's own and would require an assist for conversion. And if you're building an assist to convert from a move you rarely land, something is wrong with you)
    -High risk (opponent could just block it in this game or air dash away, unlike in games where these moves originated)
    -Assists do it better (Send Haggar or another assist out while you block to keep people off you)

    To my knowledge, the only genuine dragon-punch move that people could use as an anti-air was Jam Session due to it's startup, ability to cancel into DT, and of course it's reach. Everything else it was like picking the worst tool to do the job possible when many other options were available and nearly all DPs ended up as just mid-combo tools.

    With no assists and a smaller super jump screen, this would be prime time to improve AAs and make them useful reversals again.
    NNID: a2handedmonk
  • UnSaxon51UnSaxon51 HA-LU-KEN Joined: Posts: 4,154
    Well, DPs in UMvC3 had several major flaws, partially due to porting movesets

    -Minimal coverage (Covered a traditional upward angled area, with minimal hitbox to stuff aerial approaches)
    -Low reward (Unless you were Morrigan, your DP didn't lead to anything more than a super on it's own and would require an assist for conversion. And if you're building an assist to convert from a move you rarely land, something is wrong with you)
    -High risk (opponent could just block it in this game or air dash away, unlike in games where these moves originated)
    -Assists do it better (Send Haggar or another assist out while you block to keep people off you)

    To my knowledge, the only genuine dragon-punch move that people could use as an anti-air was Jam Session due to it's startup, ability to cancel into DT, and of course it's reach. Everything else it was like picking the worst tool to do the job possible when many other options were available and nearly all DPs ended up as just mid-combo tools.

    With no assists and a smaller super jump screen, this would be prime time to improve AAs and make them useful reversals again.

    Other DPs of note, though not necessarily because of anti-air quality:
    Dormammu's Purification (the pillar)
    Viper's Seismic Hammer
    Arthur's Heavenly Slash (M version)
    NNID/XboxLive: UnSaxon51

    The real reason Ridley isn't in Smash

    "Haggar is Newton's Laws of Motion, the character." ~ ThatJollyOldBastid

    "Mac is knocking the fabulous right out of Marth!" ~ Saitsu
  • Xr0s-upXr0s-up Go banana! Joined: Posts: 1,137
    I honestly hope they aren't good reversals, I want players to hold my mixup on wakeup.
    UMvC3: MODOK/Doom/Ammy; Magneto/Arthur/Haggar; Wright/Raccoon/Doom
    Revelator: Johnny

    Youtube: Dentalplan
  • KiyaaKingKiyaaKing Joined: Posts: 1,042
    I'd be okay with reversals being legit, but they shouldn't be cancellable/comboable and they should have a lot of recovery. If you read right, you break momentum. Read wrong, and you're likely to eat a max damage combo. That way dps are useful, but not the go-to option.
    My Characters/Teams:
    UMvC3 - Spider-Man/Magneto/Dante, Zero/Dante/Strider, Doom/Dormammu/Dante
    SSF4 - Juri, Yun, El Fuerte
    Injustice - Flash, Zod, Lex Luthor
    Skullgirls - Cerebella/Squigly, Parasoul/Double
    GGXXAC+R - Slayer, Baiken

    3DS FC: 5043-2719-7330
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,733 mod
    Reversals/DPs are going to have to be strong in this game due to the lack of assists.
  • shinquickmanshinquickman Joined: Posts: 1,832
    In the old Marvel games, some DPs knocked the opponent up all the way to Mt. Everest on hit, making follow-ups very difficult. I would be OK with invincible DPs like that, because even with free-formed tagging and special to hyper cancels, moves that touch the ceiling are few and far between and their damage potential are fixed. Think something like Ryu/Doom going Shoryuken>tag out>Sphere Flame, or Cap/Ryu doing Stars and Stripes>tag out>Up angled Shinkuu Hadouken. On average this is 1/3 damage for one meter, which is respectable but not game ending. And if the devs aren't happy with that, they could just plug damage scaling on DPs like they did with OTGs in the old games. This also could add an interesting layer to team dynamics by taking partners specifically to make DP damage respectable. My only worry is attacks like Hulk's Gamma Crush that drag opponents from the sky straight to the ground. Shoryuken>tag out>Gamma Crush>tag out>OTG combo would be some busted annoying crap to deal with.
    TimeAttack: Grand Coward of SRK since November 18th, 2015
  • Colonel-GilgameshColonel-Gilgamesh Akuma Matata Joined: Posts: 9,290
    edited January 14
    I'd be fine if Reversals/DPs caused a soft knockdown, rather than start a combo. Giving a mixup instead of a full combo can become it's own balancing factor on a character by character base
    NNID: a2handedmonk
  • KiyaaKingKiyaaKing Joined: Posts: 1,042
    I'd be fine if Reversals/DPs caused a soft knockdown, rather than start a combo. Giving a mixup instead of a full combo can become it's own balancing factor on a character by character base

    I was thinking the same thing, only the recovery on the reversal (assuming it's invincible) would have to be a little bigger, to more or less reset the neutral instead of gaining an advantage. Getting a free mixup after landing an invincible reversal would be a little too strong for a game designed like this. Whoever doesn't have one in their moveset would be low tier by default.
    My Characters/Teams:
    UMvC3 - Spider-Man/Magneto/Dante, Zero/Dante/Strider, Doom/Dormammu/Dante
    SSF4 - Juri, Yun, El Fuerte
    Injustice - Flash, Zod, Lex Luthor
    Skullgirls - Cerebella/Squigly, Parasoul/Double
    GGXXAC+R - Slayer, Baiken

    3DS FC: 5043-2719-7330
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,733 mod
    Yeah, Reversals/DPs should be GTFO me moves, and not stuff that leads to offense.
  • Colonel-GilgameshColonel-Gilgamesh Akuma Matata Joined: Posts: 9,290
    KiyaaKing wrote: »
    I'd be fine if Reversals/DPs caused a soft knockdown, rather than start a combo. Giving a mixup instead of a full combo can become it's own balancing factor on a character by character base

    I was thinking the same thing, only the recovery on the reversal (assuming it's invincible) would have to be a little bigger, to more or less reset the neutral instead of gaining an advantage. Getting a free mixup after landing an invincible reversal would be a little too strong for a game designed like this. Whoever doesn't have one in their moveset would be low tier by default.

    I was just saying for comparison's sake, rather than encouraging a mixup on reversal thing.
    NNID: a2handedmonk
  • willselesswillseless Joined: Posts: 2,642
    Don't know if you guys noticed in the trailer, but Morrigan tagged in flying. How do you guys think It will affect the game? Maybe it raises her combo potential, so they did it because she has low damage.
  • KiyaaKingKiyaaKing Joined: Posts: 1,042
    It seemed to me that her ground dash makes her airborne again, so she got that free aerial hit on the tag before landing for the launcher. One thing about tags, though. How much invincibility are they going to have? The recovery time seems pretty quick since they need to pick up combos, but what about raw tagging? Is there no invincibility on the dash? And is the outgoing character vulnerable at all? Happy Birthdays (pls)?
    My Characters/Teams:
    UMvC3 - Spider-Man/Magneto/Dante, Zero/Dante/Strider, Doom/Dormammu/Dante
    SSF4 - Juri, Yun, El Fuerte
    Injustice - Flash, Zod, Lex Luthor
    Skullgirls - Cerebella/Squigly, Parasoul/Double
    GGXXAC+R - Slayer, Baiken

    3DS FC: 5043-2719-7330
  • Xr0s-upXr0s-up Go banana! Joined: Posts: 1,137
    bit early to tell but i do hope there's a way of punishing raw tag ins
    UMvC3: MODOK/Doom/Ammy; Magneto/Arthur/Haggar; Wright/Raccoon/Doom
    Revelator: Johnny

    Youtube: Dentalplan
  • Colonel-GilgameshColonel-Gilgamesh Akuma Matata Joined: Posts: 9,290
    Xr0s-up wrote: »
    bit early to tell but i do hope there's a way of punishing raw tag ins

    ....besides blocking?
    NNID: a2handedmonk
  • Xr0s-upXr0s-up Go banana! Joined: Posts: 1,137
    soz i'm dumb, i think i was referring to those sfxt esque tag ins where they do a very active move while the partner tags in
    UMvC3: MODOK/Doom/Ammy; Magneto/Arthur/Haggar; Wright/Raccoon/Doom
    Revelator: Johnny

    Youtube: Dentalplan
  • Colonel-GilgameshColonel-Gilgamesh Akuma Matata Joined: Posts: 9,290
    In a similar vein, here's something I'd like to see. Launcher Tag combos (In lieu of Team Aerial Combos/tags)

    Sort of like SFxT, a Launcher Tag combo tags in a friend after connecting a launcher by pressing the assist button after making contact mid combo. This causes a soft knockdown instead of a full launch allowing a tag. It's completely free, no meter involved, and different from the mid combo tags shown in the trailer that may or may not involve meter.

    HOWEVER!

    This comes with a few restrictions

    #1 This counts as your 'assist in combo'. You cannot call upon your partner again until the combo ends. This includes Team Hyper Combos, hard tags, and Launcher Tags

    #2 No double launchers. If you're going to combo with someone, they're going to do so from the ground juggling the opponent.

    The idea being that you get a free tag without losing meter or momentum by sacrificing damage (lots of it), and can allow for more setup centered finishers, as well as more team oriented low meter/meterless BNBs
    NNID: a2handedmonk
  • just5moreminutesjust5moreminutes Eagle will return Joined: Posts: 7,925
    A note on gems: While we've discussed the MSH gems in here before, it might also be worthwhile to look at what gem effects Capcom played around with in SFxT, another 2v2 fighter. Instead of manual activation, they were activated instantly and without any recovery by the player when specific conditions were met. Not counting the troll input/auto defend gems, the following effects could be found in some form or another:
    • Damage boost
    • Damage reduction (percent based)
    • Damage reduction (static value)
    • Speed up
    • Gradual health restore
    • Instant health restore
    • Meter build increase
    • Meter use reduction
    • Base vitality increase (Assist gem, decrease one of Attack/Defense/Speed to compensate)
    • Cross Assault duration increase (Assist gem, decrease one of Attack/Defense/Speed to compensate)
    • Pandora duration increase (Assist gem, decrease one of Attack/Defense/Speed to compensate)
    • Counter hit damage increase (Assist gem)
    • Recoverable health increase (Assist gem, costs meter when triggered)
    • Chip damage increase (Assist gem, costs meter when triggered)
    • Gem duration increase (Assist gem, costs meter when triggered)
    • Gem strength increase (Assist gem, costs meter when triggered)

    Since I have a lot of time on my hands, I'll also compile the H&H card effects:
    • Increase meter at round start
    • Regenerating meter
    • Instant attack (generally stationary projectiles/traps) duration increased
    • Increase speed of vitality recovery
    • Reduce amount of red health on opponent
    • Movement speed increase
    • Can chain grounded normals at a meter cost
    • Super armor (costs meter when hit, can be conditional)
    • Increase flight duration
    • Increase speed in air
    • Increase vitality
    • Assists cause stun on enemies (adds meter cost to assist call)
    • Increase rate of assist vitality recovery
    • Increase hyper combo damage
    • Gain meter when a teammate dies
    • Absorb vitality on hit (if your health is below a certain value)/(during hyper combos)
    • Gain meter & activate X-factor if hit by a combo of X hits
    • Enable auto block if you have less than X amount of meter
    • Increase overall damage
    • All attacks cause chip damage
    • Increase duration of power-up hyper combos
    • Assists gain armor (uses meter when hit)
    • If your last character is below X percent of health, gain some amount of health
    • Jump cancel at the cost of meter
    • Increase number of jumps you can perform before landing
    • Throws cause poison damage
    • Increase attack power as the match progressess
    • Cancel specials into specials at the cost of meter
    • Regain health upon landing a combo of X hits
    • Opponent must activate X-factor when you do
    • Reduced incoming chip damage
    • Enable parrying
    • X-factor sends opponents flying
    • Can dash cancel grounded moves
    • Increase dash speed
    • Gain X amount of meter every Y seconds
    • Extend X-factor time
    • Invincible to projectiles upon performing an advancing guard
    • Become invisible while dashing if you have at least X amount of meter
    • Increase number of air specials per jump
    • Reflect incoming damage
    • Universal air dash
    • Increased damage after KOing an opponent (or losing a character)
    • Call assists while in hitstun
    • Unlimited X-factor, can't use hypers
    • Constant X-factor when you have X amount of meter, can't use hypers
    • Stun enemies on Crossover Counter
    • Landing a snapback makes you invisible (can drain meter)
    • Assists or Crossover Counters cause poison
    • Regain health at the cost of meter upon performing an advancing guard
    • Hypers absorb meter from opponents
    • Power increases with how much meter you have
    • Increase projectile priority
    • Reduce assist cooldown
    • Last character is restored to full health upon death for X amount of meter
    • Shorten time to charge moves
    • Dashes have armor/projectile invincibility

    So what exactly can we learn from all this? Well, Capcom seems to like playing around with damage, speed, defense, and meter economy. So far, we've seen the Power stone boost damage/hitstun, and the Time stone add new cancel routes (idk if it actually enhances mobility). So we can expect some kind of defensive gem (Space stone probably), something that gives/restores meter (Mind stone), and something that gives/restores health (Soul stone?). I haven't accounted for the Reality stone, but my best guess is that it will do something very different, possibly playing with the actual mechanics of the game.
  • DeadpoolBubDeadpoolBub Joined: Posts: 432
    edited January 15
    This news drought got me like:



    On the topic of the Stones, I hope they're a pseudo X-factor where they're more powerful if you're down to 1 character. I don't want this game to become a race of "Who can start a combo & then pop their Stone the fastest." I'm sure that could work in some cases, but man it would fucking blow if that's what the game became.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,733 mod
    I'd rather gems just be on activation just like they were the last time they were in a Marvel game.
    In a similar vein, here's something I'd like to see. Launcher Tag combos (In lieu of Team Aerial Combos/tags)

    Sort of like SFxT, a Launcher Tag combo tags in a friend after connecting a launcher by pressing the assist button after making contact mid combo. This causes a soft knockdown instead of a full launch allowing a tag. It's completely free, no meter involved, and different from the mid combo tags shown in the trailer that may or may not involve meter.

    HOWEVER!

    This comes with a few restrictions

    #1 This counts as your 'assist in combo'. You cannot call upon your partner again until the combo ends. This includes Team Hyper Combos, hard tags, and Launcher Tags

    #2 No double launchers. If you're going to combo with someone, they're going to do so from the ground juggling the opponent.

    The idea being that you get a free tag without losing meter or momentum by sacrificing damage (lots of it), and can allow for more setup centered finishers, as well as more team oriented low meter/meterless BNBs

    Hmm... no really sold on the idea as it seems to be something that seems pointless. Why tag out into a soft knockdown for no meter when you can simply tag out into continuing your combo for no meter? If you're going for more damage by getting a reset, a soft knockdown situations doesn't really seem like a good situation for resets in a Marvel game - those tend to come from standing reset situations with assists. A better implementation IMO would be allowing free tag ins on the start up of special moves, so you can use those to create standing reset situations with assist like setups.
  • LarsMastersLarsMasters Joined: Posts: 122
    A note on gems: While we've discussed the MSH gems in here before, it might also be worthwhile to look at what gem effects Capcom played around with in SFxT, another 2v2 fighter. Instead of manual activation, they were activated instantly and without any recovery by the player when specific conditions were met. Not counting the troll input/auto defend gems, the following effects could be found in some form or another:
    • Damage boost
    • Damage reduction (percent based)
    • Damage reduction (static value)
    • Speed up
    • Gradual health restore
    • Instant health restore
    • Meter build increase
    • Meter use reduction
    • Base vitality increase (Assist gem, decrease one of Attack/Defense/Speed to compensate)
    • Cross Assault duration increase (Assist gem, decrease one of Attack/Defense/Speed to compensate)
    • Pandora duration increase (Assist gem, decrease one of Attack/Defense/Speed to compensate)
    • Counter hit damage increase (Assist gem)
    • Recoverable health increase (Assist gem, costs meter when triggered)
    • Chip damage increase (Assist gem, costs meter when triggered)
    • Gem duration increase (Assist gem, costs meter when triggered)
    • Gem strength increase (Assist gem, costs meter when triggered)

    Since I have a lot of time on my hands, I'll also compile the H&H card effects:
    • Increase meter at round start
    • Regenerating meter
    • Instant attack (generally stationary projectiles/traps) duration increased
    • Increase speed of vitality recovery
    • Reduce amount of red health on opponent
    • Movement speed increase
    • Can chain grounded normals at a meter cost
    • Super armor (costs meter when hit, can be conditional)
    • Increase flight duration
    • Increase speed in air
    • Increase vitality
    • Assists cause stun on enemies (adds meter cost to assist call)
    • Increase rate of assist vitality recovery
    • Increase hyper combo damage
    • Gain meter when a teammate dies
    • Absorb vitality on hit (if your health is below a certain value)/(during hyper combos)
    • Gain meter & activate X-factor if hit by a combo of X hits
    • Enable auto block if you have less than X amount of meter
    • Increase overall damage
    • All attacks cause chip damage
    • Increase duration of power-up hyper combos
    • Assists gain armor (uses meter when hit)
    • If your last character is below X percent of health, gain some amount of health
    • Jump cancel at the cost of meter
    • Increase number of jumps you can perform before landing
    • Throws cause poison damage
    • Increase attack power as the match progressess
    • Cancel specials into specials at the cost of meter
    • Regain health upon landing a combo of X hits
    • Opponent must activate X-factor when you do
    • Reduced incoming chip damage
    • Enable parrying
    • X-factor sends opponents flying
    • Can dash cancel grounded moves
    • Increase dash speed
    • Gain X amount of meter every Y seconds
    • Extend X-factor time
    • Invincible to projectiles upon performing an advancing guard
    • Become invisible while dashing if you have at least X amount of meter
    • Increase number of air specials per jump
    • Reflect incoming damage
    • Universal air dash
    • Increased damage after KOing an opponent (or losing a character)
    • Call assists while in hitstun
    • Unlimited X-factor, can't use hypers
    • Constant X-factor when you have X amount of meter, can't use hypers
    • Stun enemies on Crossover Counter
    • Landing a snapback makes you invisible (can drain meter)
    • Assists or Crossover Counters cause poison
    • Regain health at the cost of meter upon performing an advancing guard
    • Hypers absorb meter from opponents
    • Power increases with how much meter you have
    • Increase projectile priority
    • Reduce assist cooldown
    • Last character is restored to full health upon death for X amount of meter
    • Shorten time to charge moves
    • Dashes have armor/projectile invincibility

    So what exactly can we learn from all this? Well, Capcom seems to like playing around with damage, speed, defense, and meter economy. So far, we've seen the Power stone boost damage/hitstun, and the Time stone add new cancel routes (idk if it actually enhances mobility). So we can expect some kind of defensive gem (Space stone probably), something that gives/restores meter (Mind stone), and something that gives/restores health (Soul stone?). I haven't accounted for the Reality stone, but my best guess is that it will do something very different, possibly playing with the actual mechanics of the game.

    I didn't see Universal Extra Jump (as in Double Jump for those who don't have this by default) & Zig-Zag Ground Chain Combo on HvH list there
    I'm just a gamer/troper whose just passing by. The answers lies in the Heart of Battle.
  • willselesswillseless Joined: Posts: 2,642
    I want too see gems work like something like this: minor buff from the start, and bigger buff upon activation.
  • Colonel-GilgameshColonel-Gilgamesh Akuma Matata Joined: Posts: 9,290
    edited January 15
    d3v wrote: »
    I'd rather gems just be on activation just like they were the last time they were in a Marvel game.
    In a similar vein, here's something I'd like to see. Launcher Tag combos (In lieu of Team Aerial Combos/tags)

    Sort of like SFxT, a Launcher Tag combo tags in a friend after connecting a launcher by pressing the assist button after making contact mid combo. This causes a soft knockdown instead of a full launch allowing a tag. It's completely free, no meter involved, and different from the mid combo tags shown in the trailer that may or may not involve meter.

    HOWEVER!

    This comes with a few restrictions

    #1 This counts as your 'assist in combo'. You cannot call upon your partner again until the combo ends. This includes Team Hyper Combos, hard tags, and Launcher Tags

    #2 No double launchers. If you're going to combo with someone, they're going to do so from the ground juggling the opponent.

    The idea being that you get a free tag without losing meter or momentum by sacrificing damage (lots of it), and can allow for more setup centered finishers, as well as more team oriented low meter/meterless BNBs

    Hmm... no really sold on the idea as it seems to be something that seems pointless. Why tag out into a soft knockdown for no meter when you can simply tag out into continuing your combo for no meter? If you're going for more damage by getting a reset, a soft knockdown situations doesn't really seem like a good situation for resets in a Marvel game - those tend to come from standing reset situations with assists. A better implementation IMO would be allowing free tag ins on the start up of special moves, so you can use those to create standing reset situations with assist like setups.

    Your ally can still combo someone for beefy damage when they tag in, it's just a soft knockdown instead of a full launch so that if they come in on the ground they can still combo instead of the opponent flipping out of a normal launch that wasn't followed up on.
    Basically I'm thinking something like:

    Iron Man is beat up and lands a combo. He lands a launcher, free tags into X. X lands a couple of hits into his own super

    or

    Nemesis does a solid 6 hit ground combo, but since his damage scaling is so bad he free tags into Doom with his launcher and lets Doom finish the combo

    or

    Jill lands a combo for no damage, tags into Hulk who has massive damage (obviously)

    or

    Captain America has no meter and can't build enough meter on his own to end with a Hyper combo, tags into Akuma to build enough bar so that he could end on a Hyper Combo
    NNID: a2handedmonk
  • shinquickmanshinquickman Joined: Posts: 1,832
    I'd be fine if Reversals/DPs caused a soft knockdown, rather than start a combo. Giving a mixup instead of a full combo can become it's own balancing factor on a character by character base
    I don't like this in an aesthetic sense. DPs that cause a knockdown are some old man fighting game type of stuff. I want my Marvel DPs to be just like everything else in those games: exaggerated.
    TimeAttack: Grand Coward of SRK since November 18th, 2015
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,733 mod
    d3v wrote: »
    I'd rather gems just be on activation just like they were the last time they were in a Marvel game.
    In a similar vein, here's something I'd like to see. Launcher Tag combos (In lieu of Team Aerial Combos/tags)

    Sort of like SFxT, a Launcher Tag combo tags in a friend after connecting a launcher by pressing the assist button after making contact mid combo. This causes a soft knockdown instead of a full launch allowing a tag. It's completely free, no meter involved, and different from the mid combo tags shown in the trailer that may or may not involve meter.

    HOWEVER!

    This comes with a few restrictions

    #1 This counts as your 'assist in combo'. You cannot call upon your partner again until the combo ends. This includes Team Hyper Combos, hard tags, and Launcher Tags

    #2 No double launchers. If you're going to combo with someone, they're going to do so from the ground juggling the opponent.

    The idea being that you get a free tag without losing meter or momentum by sacrificing damage (lots of it), and can allow for more setup centered finishers, as well as more team oriented low meter/meterless BNBs

    Hmm... no really sold on the idea as it seems to be something that seems pointless. Why tag out into a soft knockdown for no meter when you can simply tag out into continuing your combo for no meter? If you're going for more damage by getting a reset, a soft knockdown situations doesn't really seem like a good situation for resets in a Marvel game - those tend to come from standing reset situations with assists. A better implementation IMO would be allowing free tag ins on the start up of special moves, so you can use those to create standing reset situations with assist like setups.

    Your ally can still combo someone for beefy damage when they tag in, it's just a soft knockdown instead of a full launch so that if they come in on the ground they can still combo instead of the opponent flipping out of a normal launch that wasn't followed up on.
    Basically I'm thinking something like:

    Iron Man is beat up and lands a combo. He lands a launcher, free tags into X. X lands a couple of hits into his own super

    or

    Nemesis does a solid 6 hit ground combo, but since his damage scaling is so bad he free tags into Doom with his launcher and lets Doom finish the combo

    or

    Jill lands a combo for no damage, tags into Hulk who has massive damage (obviously)

    or

    Captain America has no meter and can't build enough meter on his own to end with a Hyper combo, tags into Akuma to build enough bar so that he could end on a Hyper Combo

    Still the same question. Why go for this when you can just straight up tag into your opponent for damage. Even more so when what you're recommending puts a hard 1 tag limit, when we already know that (at least based on the footage we've been shown), that you can do at least 2 in a combo. More so, we can infer that the mid combo tags likely won't cost meter - because doing so will mess up DHCs. If you weren't paying attention to the trailers, DHCs in this game seem to be done by tagging in during the active frames of a super, and then having the incoming character do their own super (same "flash" and run in tag for mid combo tags and "DHCs").

    Now I know people are looking at TvC and it's VAR system, however I'd like to point out that this has a different development team (internal Capcom vs 8ing) under different leadership (Norio Hirose vs Ryota Niitsuma).
  • Colonel-GilgameshColonel-Gilgamesh Akuma Matata Joined: Posts: 9,290
    edited January 15
    d3v wrote: »
    d3v wrote: »
    I'd rather gems just be on activation just like they were the last time they were in a Marvel game.
    In a similar vein, here's something I'd like to see. Launcher Tag combos (In lieu of Team Aerial Combos/tags)

    Sort of like SFxT, a Launcher Tag combo tags in a friend after connecting a launcher by pressing the assist button after making contact mid combo. This causes a soft knockdown instead of a full launch allowing a tag. It's completely free, no meter involved, and different from the mid combo tags shown in the trailer that may or may not involve meter.

    HOWEVER!

    This comes with a few restrictions

    #1 This counts as your 'assist in combo'. You cannot call upon your partner again until the combo ends. This includes Team Hyper Combos, hard tags, and Launcher Tags

    #2 No double launchers. If you're going to combo with someone, they're going to do so from the ground juggling the opponent.

    The idea being that you get a free tag without losing meter or momentum by sacrificing damage (lots of it), and can allow for more setup centered finishers, as well as more team oriented low meter/meterless BNBs

    Hmm... no really sold on the idea as it seems to be something that seems pointless. Why tag out into a soft knockdown for no meter when you can simply tag out into continuing your combo for no meter? If you're going for more damage by getting a reset, a soft knockdown situations doesn't really seem like a good situation for resets in a Marvel game - those tend to come from standing reset situations with assists. A better implementation IMO would be allowing free tag ins on the start up of special moves, so you can use those to create standing reset situations with assist like setups.

    Your ally can still combo someone for beefy damage when they tag in, it's just a soft knockdown instead of a full launch so that if they come in on the ground they can still combo instead of the opponent flipping out of a normal launch that wasn't followed up on.
    Basically I'm thinking something like:

    Iron Man is beat up and lands a combo. He lands a launcher, free tags into X. X lands a couple of hits into his own super

    or

    Nemesis does a solid 6 hit ground combo, but since his damage scaling is so bad he free tags into Doom with his launcher and lets Doom finish the combo

    or

    Jill lands a combo for no damage, tags into Hulk who has massive damage (obviously)

    or

    Captain America has no meter and can't build enough meter on his own to end with a Hyper combo, tags into Akuma to build enough bar so that he could end on a Hyper Combo

    Still the same question. Why go for this when you can just straight up tag into your opponent for damage. Even more so when what you're recommending puts a hard 1 tag limit, when we already know that (at least based on the footage we've been shown), that you can do at least 2 in a combo. More so, we can infer that the mid combo tags likely won't cost meter - because doing so will mess up DHCs.

    Because I still don't believe tagging in mid combo will be free and will speculate otherwise until confirmed. The core concept is that I'd like there to be a free option to tag into your ally in addition to a more expensive and more damaging alternative (or in the case of hard tags, a safer alternative) while not breaking game flow.
    NNID: a2handedmonk
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,733 mod
    d3v wrote: »
    d3v wrote: »
    I'd rather gems just be on activation just like they were the last time they were in a Marvel game.
    In a similar vein, here's something I'd like to see. Launcher Tag combos (In lieu of Team Aerial Combos/tags)

    Sort of like SFxT, a Launcher Tag combo tags in a friend after connecting a launcher by pressing the assist button after making contact mid combo. This causes a soft knockdown instead of a full launch allowing a tag. It's completely free, no meter involved, and different from the mid combo tags shown in the trailer that may or may not involve meter.

    HOWEVER!

    This comes with a few restrictions

    #1 This counts as your 'assist in combo'. You cannot call upon your partner again until the combo ends. This includes Team Hyper Combos, hard tags, and Launcher Tags

    #2 No double launchers. If you're going to combo with someone, they're going to do so from the ground juggling the opponent.

    The idea being that you get a free tag without losing meter or momentum by sacrificing damage (lots of it), and can allow for more setup centered finishers, as well as more team oriented low meter/meterless BNBs

    Hmm... no really sold on the idea as it seems to be something that seems pointless. Why tag out into a soft knockdown for no meter when you can simply tag out into continuing your combo for no meter? If you're going for more damage by getting a reset, a soft knockdown situations doesn't really seem like a good situation for resets in a Marvel game - those tend to come from standing reset situations with assists. A better implementation IMO would be allowing free tag ins on the start up of special moves, so you can use those to create standing reset situations with assist like setups.

    Your ally can still combo someone for beefy damage when they tag in, it's just a soft knockdown instead of a full launch so that if they come in on the ground they can still combo instead of the opponent flipping out of a normal launch that wasn't followed up on.
    Basically I'm thinking something like:

    Iron Man is beat up and lands a combo. He lands a launcher, free tags into X. X lands a couple of hits into his own super

    or

    Nemesis does a solid 6 hit ground combo, but since his damage scaling is so bad he free tags into Doom with his launcher and lets Doom finish the combo

    or

    Jill lands a combo for no damage, tags into Hulk who has massive damage (obviously)

    or

    Captain America has no meter and can't build enough meter on his own to end with a Hyper combo, tags into Akuma to build enough bar so that he could end on a Hyper Combo

    Still the same question. Why go for this when you can just straight up tag into your opponent for damage. Even more so when what you're recommending puts a hard 1 tag limit, when we already know that (at least based on the footage we've been shown), that you can do at least 2 in a combo. More so, we can infer that the mid combo tags likely won't cost meter - because doing so will mess up DHCs.

    Because I still don't believe tagging in mid combo will be free and will speculate otherwise until confirmed. The core concept is that I'd like there to be a free option to tag into your ally in addition to a more expensive and more damaging alternative (or in the case of hard tags, a safer alternative) while not breaking game flow.

    That doesn't seem to fit with what we've seen so far, especially as it seems to mess with how the game seems to want to do "DHCs".

    Additionally, Capcom is intentionally using the term "freeform" when referring to the tag system (a term not used for TvC VARs or MvC3 TACs) and locking them behind meter in combos doesn't seem to go with that.
  • willselesswillseless Joined: Posts: 2,642
    Storm combos, tag Wolverine, Wolverine combos and tag Storm, Storm combos, end with super, DHC into Wolverine intall super. Shit will be crazy.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,733 mod
    willseless wrote: »
    Storm combos, tag Wolverine, Wolverine combos and tag Storm, Storm combos, end with super, DHC into Wolverine intall super. Shit will be crazy.
    Well I don't think they'll be that crazy. The trailer seem to hint that they're mulling a 2 tag limit. Given that it also indicates that DHCs will be done through tag, then this may be so that you can tag mid-combo and still "DHC". So, more like Wolverine combos, tags Storm, Storm combos, end with super, tag Wolverine, Wolverine install super.
  • KiyaaKingKiyaaKing Joined: Posts: 1,042
    d3v wrote: »
    willseless wrote: »
    Storm combos, tag Wolverine, Wolverine combos and tag Storm, Storm combos, end with super, DHC into Wolverine intall super. Shit will be crazy.
    Well I don't think they'll be that crazy. The trailer seem to hint that they're mulling a 2 tag limit. Given that it also indicates that DHCs will be done through tag, then this may be so that you can tag mid-combo and still "DHC". So, more like Wolverine combos, tags Storm, Storm combos, end with super, tag Wolverine, Wolverine install super.

    No, I think he had the right idea. Cap/Morrigan had a combo with 2 tags before the super, THEN a DHC. Even though DHCs look like just another tag now I don't think they count towards the limit.
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  • Colonel-GilgameshColonel-Gilgamesh Akuma Matata Joined: Posts: 9,290
    KiyaaKing wrote: »
    d3v wrote: »
    willseless wrote: »
    Storm combos, tag Wolverine, Wolverine combos and tag Storm, Storm combos, end with super, DHC into Wolverine intall super. Shit will be crazy.
    Well I don't think they'll be that crazy. The trailer seem to hint that they're mulling a 2 tag limit. Given that it also indicates that DHCs will be done through tag, then this may be so that you can tag mid-combo and still "DHC". So, more like Wolverine combos, tags Storm, Storm combos, end with super, tag Wolverine, Wolverine install super.

    No, I think he had the right idea. Cap/Morrigan had a combo with 2 tags before the super, THEN a DHC. Even though DHCs look like just another tag now I don't think they count towards the limit.

    Do note that the video has a lot of cuts in it to make it look more hype and likely isn't one long combo.
    NNID: a2handedmonk
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,733 mod
    KiyaaKing wrote: »
    d3v wrote: »
    willseless wrote: »
    Storm combos, tag Wolverine, Wolverine combos and tag Storm, Storm combos, end with super, DHC into Wolverine intall super. Shit will be crazy.
    Well I don't think they'll be that crazy. The trailer seem to hint that they're mulling a 2 tag limit. Given that it also indicates that DHCs will be done through tag, then this may be so that you can tag mid-combo and still "DHC". So, more like Wolverine combos, tags Storm, Storm combos, end with super, tag Wolverine, Wolverine install super.

    No, I think he had the right idea. Cap/Morrigan had a combo with 2 tags before the super, THEN a DHC. Even though DHCs look like just another tag now I don't think they count towards the limit.

    I dunno about that. It seems that "DHCs" are now just super, mid combo tag, super.

    Honestly, while it seems more convoluted, I think that I might actually like this more since it might open up more combo possibilities out of supers, similar to the Storm/Sent DHC, but without the second super (since I doubt they'll allow straight up comboing out of supers like Sent was able to do in that specific DHC).
  • Doctrine DarkDoctrine Dark Yum Yum Joined: Posts: 7,183
    edited January 15


    Go to 53 seconds when Morrigan starts doing her combo.

    Someone recently discovered the weird bat effects around Ryu when Morrigan came in and started hitting him. The effects are still around when she tags Cap back in. Status effect?
    Everyone is entitled to their own opinion. It's just that yours is stupid.
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  • just5moreminutesjust5moreminutes Eagle will return Joined: Posts: 7,925
    How would you all feel if tag cancels took inspiration from GGXrd's Roman Cancel system? Non-invincible moves can be canceled in their startup for half a super, while all other cancels cost as much as a super. This makes tagging out during a projectile feel more like calling a lockdown assist in older games, and for 1 bar you get the best aspects of a crossover counter and old-school AA assists.

    I don't really like the SFxT tag system because it is more designed around combo extensions than playing a neutral with both characters.
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