ThatCrazyGuy
Member
Don't know if anyone posted this yet but someone is making a Dragon Ball Z Mugen - https://www.youtube.com/watch?v=ZzQkB1gVtXA
Looks damn cool. Except the aspect ratio, hehe.
Don't know if anyone posted this yet but someone is making a Dragon Ball Z Mugen - https://www.youtube.com/watch?v=ZzQkB1gVtXA
Yes we are talking about creativity not just in combos but outside of them as well.
There isn't anything creative about Doom loops because everyone does the same variants (hence a combo that was once creative because it was unique has been used to the point where it has become routine). Watch some Doom combo videos, even he has a ton of variating combos.
Hell even such a vanilla combo character like Wesker has insane combo creativity:
http://www.youtube.com/watch?v=xJRNK0nCVhM&sns=em
Even in terms of combo variety Marvel has Tekken beaten.
Is that Chris Aryes Frieza?
Also why do they have Brian Drummond Vegeta.
He means there are no assists. Your secondary character doesn't help you with footsies or mix ups... it's mostly all about combos with your tag partner.
Yea Marvel does not have many "viable" teams but this is really an issue of competitive balance not an issue of creativity. I can play Iron Fist/Strider/Arthur and it would be a playable team while still having creativity as well as synergies that only work within that team. And it works radically different from say a Zero team or a Dormammu team or a Phoenix.
Nope, I very distinctly remember someone from MLG saying something about naming the people who are keeping Capcom games from their events if Street Fighter didn't make it to Anaheim. Pretty sure it was mentioned in one of these threads.
I can't find the tweets at the moment, but I figured you would have a little more faith in me. Why would I make something like that up?
You just described a combo scenario and it's hardly any from Firebrand raw tagging into Doom for superior damage and setting up the Sphere Flame into Luminous Body on incoming. It's a sequence that started because a player got hit ie. someone got hit for the team mechanics to come into play.You sound like Karsticles with that generalization. Probably because you're approaching it with a marvel perspective. Most Tag2 composition isn't your secondary helping your point, it's your point helping your secondary. Like if you have a character who is dangerous at the wall you pair them with a character with good pokes and good wall carry. This all results in your opponent being put in a pressure scenario he wouldn't otherwise been in against the character solo, just like...a new incoming mixup with an assist!
Ok then it's a good thing then that the random ass team I proposed was not point/horizontal/lockdown but rather point/horizontal/vertical configuration.Also I'm tired of people tooting the idea of point character+horizontal assist in marvel as the epitome of creativity. RayRay was right shutting down the blind praise of punisher on his stream. Iron Fist/Hawkeye/Raccoon is the same fucking concept as Ryu/Magneto/Sent with different characters as substitute.
You just described a combo scenario and it's hardly any from Firebrand raw tagging into Doom for superior damage and setting up the Sphere Flame into Luminous Body on incoming. It's a sequence that started because a player got hit ie. someone got hit for the team mechanics to come into play.
Let me put it into even simpler terms... your teammate does not help you get the opening hit. It's a 1v1 until someone gets hit. Your partner who is not in the field is not helping you in the footsies department, not helping you apply pressure, not helping you in defense. Most of the neutral is played 1v1 which means for a lot of the game the team mechanic isn't coming into play.
Compared to MVC2/MVC3 your partner is always influencing the neutral and the outcome of the starting character's battle. That's a more involved team game. I would say the same for Skullgirls vs SFxT.
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Hell yes she is irrelevant if you are playing her the way most top players do.Since it's apparent that you only want to talk marvel, are you also someone who thinks Phoenix isn't relevant in a matchup unless she already has five bars?
Just wrapped up the story mode in BlazBlue CP, along with all the gag endings. That was...something. Overall enjoyed it and could follow most of the concepts and plot points being tossed around given that this is my first BlazBlue, but that ending...gotta continue the story somehow in the sequel, I guess?
At least now I can focus on actually playing the game instead of having a visual novel read to me. Story stuff is done, now to practice and get good.
Hell yes she is irrelevant if you are playing her the way most top players do.
Like if it's Morrigan/Doom/Vergil vs Magneto/Doom/Phoenix... it's essentially a 3v2 at the start with the 2 player team further handicapped by not being able to use meter. No one is going to call Phoenix assist in the neutral hence almost all of the fight is played with Magneto + Doom versus 3 characters. Phoenix comes into the picture when first 2 characters die or there is about to be a TAC situation into Phoenix or if she is snapped in /raw tagged... none of these situations are impacting the neutral game. Hence why many people rate her outside the grid of support value... she is a rare character in the game who is essentially an "anti support".
Ok then it's a good thing then that the random ass team I proposed was not point/horizontal/lockdown but rather point/horizontal/vertical configuration.
I do consider them part of the neutral game.So you don't consider hyper combos part of the neutral game?
Legit Mugen games (where the characters are actually created to fit together visually and be balanced against each other) are hype. Mostly because it's good to see someone remember the engine was actually made to make games, not collect individual characters.
This particular one has some great sprite work.
I do consider them part of the neutral game.
And before you say it I will respond in advance... there isn't anything stopping you from using hyper combos on a Phoenix team. It's perfectly fine using one HC to finish off a character or to snipe off an assist if it guarantees an easier win.
I watched more gameplay for MvC3 including that Wesker video to refresh my memory and I still don't see why anyone would want to qualify that team engagement in MvC3 combos is greater. You press one button for a pre-determined assist for the secondary character and another button for the tertiary. The end. Comparing that to tag bufferable launchers, tag assaults, character inter-swapping during balcony breaks and during wall hits? The team engagement in combos is just at a much higher level in TTT2. But whatever, I won't harp on it anymore.
And now I want to play UMvC3 anyway. Maybe I'm just lacking greater creativity in that game (which, I actually know I am). I still don't have a team, lol. This is the best I could do with Trish.
http://www.youtube.com/watch?v=sHwbRvhtbL4
Like I said it all depends on how you play the character/team. You can go ham with your meter usage if you want and then choose to build the 5 bars with XF3 regular Jean. You can also choose to use Phoenix as an assist.So Phoenix is relevant before she gets five because she has an effect on the game beforehand. Regarding your point character's options and risk reward scenarios even if you don't ever call an assist.
GGs
Tag fighters are pretty boring when the only real synergistic thing about them mechanically is matchup security. I applaud SFxTK for what it tried to do via gems to avoid that.
Tag fighters are pretty boring when the only real synergistic thing about them mechanically is matchup security. I applaud SFxTK for what it tried to do via gems to avoid that.
Applauding SFxT? For gems!? What universe are we in?
I already explained that's not the case with TTT2. Team synergy is still important in many diverse aspects. This includes the example I gave of Lars/Leo as a good wall-carry team. Each team can synerg-ize differently and can have its own strengths and weaknesses.
I don't know why it's hard for people to grasp the idea that a game can be very well balanced and simultaneously diverse in its team composition. You're approaching it too much from a Marvel perspective.
SFxT ended up exposing a lot of the TTT2 mechanics as being net negatives. Problematic game, but there are a lot of good lessons to be learned from it.Tag fighters are pretty boring when the only real synergistic thing about them mechanically is matchup security. I applaud SFxTK for what it tried to do via gems to avoid that.
Nah I'll settle for a EWGF assist.Tekken needs a huge yellow plasma beam to come out full screen for whiff punishes while you simutaneously fish for lows. it's not creative enough
LMAO @ this post though. To suggest that a Zero team operates the same as a Wolverine team or a Magneto team operates the same as a Hawkeye team or a Frank West team operates the same as a Trish team tells me all I need to know. If you can't tell the difference between teams outside of a generic structure then I don't know what else can be added to the discussion.I think it's because aside from Phoenix and Morrigan in Marvel pretty much every team is trying to accomplish the same thing. So the idea of creating a team utilizing different strength regarding the game seems foreign.
are we using this thread to talk about Texas showdown?
and how come no one asks me to do a player interview
(probably because I post once a month here)
Anything on Texas Showdown and if so can I get a link?
Anything on Texas Showdown and if so can I get a link?
Tekken needs a huge yellow plasma beam to come out full screen for whiff punishes while you simutaneously fish for lows. it's not creative enough
I think it's because aside from Phoenix and Morrigan in Marvel pretty much every team is trying to accomplish the same thing. So the idea of creating a team utilizing different strength regarding the game seems foreign.
i still say that sfxtk would have dethroned sf4 had it been 1 vs 1 and the gem system not been sabotaged by DLC antics
SFxT ended up exposing a lot of the TTT2 mechanics as being net negatives. Problematic game, but there are a lot of good lessons to be learned from it.
i still say that sfxtk would have dethroned sf4 had it been 1 vs 1 and the gem system not been sabotaged by DLC antics
Are you just the one-man Tekken Defense Force now that Deckard has departed us?Not exactly. Tekken is a game where a good part of it is about frame advantage infighting. But when you take the double lifebar mechanics from that and put it with characters who are inherently about zoning and distance play, what do you think will happen? Yeah, boring shit. I mean turtling is huge in Tekken too, but there's quick turnaround since there's constant position switching and the you aren't 3 or 4 character distances away from each other. With SF, holding down back and being inactive is a pressure tool.
Tag2 actually has the opposite problem of SFxT. SFxT is too safe, but TTT2 is often at times too visceral and simply pressing risk/reward can make dumb things happen. Overall though, it can be taken away that balancing a tag game is pretty difficult because you have two lifebars but only one needs to be depleted in order to score a win. How do you balance that without making damage obscene?
Nah man they both use a horizontal assist and a "lockdown" assist so they are clearly the same type of team.Every fighting game boils down to beating your opponent by draining their life bar. Every character is generally trying to beat their opponent into the ground. This doesn't mean Jin is the same as King even though they both want to drain their opponents life to zero through throws and blows. It alsp doesn't mean wolv/Doom/Vergil is the same as Haggar/Dormamu/Magneto even though they have the same goal.
Are you just the one-man Tekken Defense Force now that Deckard has departed us?
Long tag combo mechanics are off-putting to casual players. Learning multiple characters with complex commands/combos is off-putting to players (MvC works because they're simplified.) The one-lifebar KO mechanic causes it to be difficult to balance damage output, leading to the "get one opening, lose 50% life" situation to emerge. The Tekken Tag mechanics increase complexity and decrease accessibility in ways that don't outweigh the positives.
Question, What/Who made Rog get back into Mahvel? I thought he was done with it?
Are you just the one-man Tekken Defense Force now that Deckard has departed us?
Long tag combo mechanics are off-putting to casual players. Learning multiple characters with complex commands/combos is off-putting to players (MvC works because they're simplified.) The one-lifebar KO mechanic causes it to be difficult to balance damage output, leading to the "get one opening, lose 50% life" situation to emerge. The Tekken Tag mechanics increase complexity and decrease accessibility in ways that don't outweigh the positives.
the free money
T6 doesn't take as long as TTT2, right?Let me just clarify some things for you.
1. There is nothing wrong with the one lifebar KO mechanic. You guys are already complaining about Tekken matches taking too long. Don't contradict.
2. You don't have to learn multiple characters in Tekken. First, there is the option for playing solo. Second, clones were introduced for this very reason if players have trouble learning two characters.
3. Tekken combos and commands are by and large very easy to execute.