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 Message Boards » » Marvel Vs. Capcom 3 Page 1 2 3 4 5 [6] 7 8 9, Prev Next  
disco_stu
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^^to play ranked, go into either Arcade or Training and after picking your character, turn Fight Request on. Sometimes I don't get a single hit in before "A NEW CHALLENGER COMES" pops up on my screen.

2/23/2011 9:43:29 AM

Axelay
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Quote :
"I'd honestly like to see some kind of spam guard or something. Say if you use the same projectile move more than 5 times in a 20 second window, you can't use it again for another 20 seconds or something like that. I know it will never happen but hey a guy can dream."


While it won't quite happen that way, there is one thing which could be done: Capcom puts Iceman back in the game. Ever since Children of the Atom, Iceman has always been my anti-Sentinel. He takes NO beam damage when blocking, the ice beam beats 9/10ths of all other projectiles, and he is a tremendous airborne fighter.

^^ Thanks for that tip, I'll try it tonight.

2/23/2011 2:34:12 PM

Wraith
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^Haha I remember that shit, when my roommate tried to spam and I had Ice Man on my team I'd just keep dropping ice balls on his head.

2/23/2011 3:14:51 PM

Wraith
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Looks like it isn't too difficult to get an infinite combo going with Akuma:

http://www.youtube.com/watch?v=5Rfci2YN38M

2/24/2011 9:46:57 AM

Axelay
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Well, I finally got into some ranked matches again. Thanks for that tip. However, it seems a little fucked up to me when I have skill level set to "same" that I wind up playing against people who have records of 700w and 120l. (This is absolutely no exaggeration - first match was this.) And I now have something like 20w and 25l. How is that even remotely in the same class?

2/24/2011 10:25:45 PM

cyrion
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have some confidence bro!

2/24/2011 10:45:35 PM

ShinAntonio
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Yeah the matchmaking based on rank is as fucked up as the rest of the online implementation. It makes the wins more satisfying though, especially when the other team has Sentinel.

Got the guide in the mail today. Accidentally spent an hour reading it and never got around to playing. This thing is massive, basically tells you everything you'd ever want to know and then some.

2/24/2011 11:43:38 PM

Wraith
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Agreed on online match system... I played against like 8 level 9 sith lords or whatever. I beat a few of them but that was mostly cause the time ran out. The time is really annoying, I wish there was a way to turn it off. About half my games end early because the time runs out.

2/25/2011 2:34:54 AM

ShinAntonio
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Shuma's animation is pretty badass.

2/26/2011 12:59:01 AM

Axelay
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Well, I finally managed to crawl back above .500. I actually beat a guy who was 72w-2l to do it, too. That felt pretty good. I think I'm only 30w-28l now. I beat a guy using Wesker, Phoenix, and Sentinel by timeout earlier today, and man did he get pissed off.

Is there any practical way to break a combo? I know how to break an aerial, but I only get that right maybe 1/3 of the time. While playing earlier, I managed to call in support at exactly the wrong time and got caught in a Deadpool combo where the guy killed 2 of my team by abusing aerials and OTG attacks. Both of my guys just kept bouncing right around from side to side of the screen. I had not seen this particular combo before. Oh, but silly me, if only I had had Sentinel, I'm sure I could have used X-Factor and staged a vigorous "comeback."

2/27/2011 11:49:53 PM

Wraith
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As far as I know there isn't a way to break a combo which really sucks when you start playing people who are way better than you. I somehow made it to a "Level 9 Judge" or whatever and as soon as I got there everyone completely mopped the floor with me. All it would take was them to land one hit on me then they just do a 50+ hit combo on me that essentially kills my character. This went on for seriously 20 matches before I finally went down a rank and was actually matched with people on my own skill level. Now I'm like 19 wins 40 losses. Oh well.

2/27/2011 11:57:34 PM

Axelay
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^ Yup, that's about how I feel. You screw up once, and you get punished to the point that it's really ridiculous.

http://www.youtube.com/watch?v=UEsjhW8wcFg

I couldn't agree with this review any more. Oh, and... COOOOOOBRAAAAAA!

2/28/2011 12:23:42 AM

ThePeter
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Got it in the mail over the weekend, but I'm hesitant to play ranked online for the mentioned reasons

MvC2 didn't seem to have this much trouble with juggling and easy to do infinite combos, or did it? I mean they existed but I never saw that much discussion on it

2/28/2011 8:15:46 AM

disco_stu
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I doubt either wraith nor axelay are getting hit by truly infinite combos, just plain old "This is Marvel v.s Capcom so don't get hit" gameplay. It's always been like this.

2/28/2011 8:55:45 AM

Wraith
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http://www.youtube.com/watch?v=5Rfci2YN38M

Explain to me how that isn't an infinite combo.

I can at least respect players who hit me with a 50 hit combo if it isn't the same thing over and over again, but 4 out of the last 5 people I've played who use Akuma did that spinning kick repeatedly until I was dead. That's the only infinite combo I know of at least, but what I was talking about in my previous post is that some people online are just so much better than me that if they get one hit on me it's pretty much over for that character cause they'll link it into something crazy that I can't break out of.

If you are hesitant to play online, try the unranked matches... people seem to play more fairly there and for whatever reason it matches me with people a lot closer to my skill level. I'd play people 3-4 ranks higher than me in ranked ones and obviously lose just about ever game, but in the unranked ones it was usually people within +/- 1 rank and I'd have a steady mix of wins and losses... the ones that I did lose were usually pretty close with only one character left on both sides whereas the ranked ones were usually him with three guys left.

2/28/2011 10:21:13 AM

ShinAntonio
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MvC2 was much, much worse. If someone was really good, they could wipe out your team in no time using exploits like guard breaks.

http://www.gamerfuzion.com/LaserBolt/blog/marvel-vs-capcom-2-walkthrough-advanced-techniques-guard-break/

So basically once one character died, that was it for the whole team.

BTW, one trick to break aeriel exchange combos is to do a 360 rotation on the joystick and mash the Special button.

2/28/2011 10:52:21 AM

Wraith
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^Mashing S will only work if they do a team aerial though. I've found that most people launch up so I have a lot of success breaking their team aerial just by holding up and mashing S. If they get you with one team aerial they will probably use the same direction too, so adjust accordingly.

2/28/2011 10:58:12 AM

Axelay
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Quote :
"http://www.youtube.com/watch?v=5Rfci2YN38M

Explain to me how that isn't an infinite combo.

I can at least respect players who hit me with a 50 hit combo if it isn't the same thing over and over again, but 4 out of the last 5 people I've played who use Akuma did that spinning kick repeatedly until I was dead. That's the only infinite combo I know of at least, but what I was talking about in my previous post is that some people online are just so much better than me that if they get one hit on me it's pretty much over for that character cause they'll link it into something crazy that I can't break out of."


Yes, I have started seeing this as well. What's funny is that it's just one move abused over and over and over after a setup. I'm almost tempted to write a macro for it to demonstrate how screwed up it is.

The main types of combos which I am seeing now are solo Deadpool OTG-to-restart combos which are pretty amazing. I've never seen combos in any game which carry you horizontally across the screen 3 times before you're ultimately just dead.

2/28/2011 11:33:28 AM

ShinAntonio
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The Akuma infinite will likely get fixed in a patch. They deliberately worked against infinite combos in MvC3. In MvC2 just about everyone had an infinite, although some were harder than others.

http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Combo_Limiters/Hit_Stun_Deterioration

I think I read that Akuma's hurricane kick isn't subject to hit stun deterioration, which is weird.

Deadpool also has an "infinite" of sorts.

http://www.youtube.com/watch?v=35eHZrSX_Bg

2/28/2011 12:00:33 PM

Axelay
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I think I have gone from dislike of this game to full-on hate. I don't know why I have yet to bring myself to go out and shoot my copy of this as well as both Street Fighter IV games. It'd probably be really therapeutic.

2/28/2011 6:00:11 PM

smoothcrim
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i just want fucking ken. how can you make a capcom fighter without ken. he's on the box of every single streetfighter game.

2/28/2011 6:31:40 PM

Axelay
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Fully agree! This game seems like it could have been so much more... Artistically, it's beautiful - way exceeded my expectations. I just have major issues with the game mechanics.

2/28/2011 7:21:18 PM

Drovkin
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Just wait, i'm sure ken will be dlc

2/28/2011 8:30:44 PM

ShinAntonio
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Ken wasn't in the first Marvel vs Capcom. We could all make a lonnnnng list of people we'd like to see, but as far as Capcom characters I'd like to see Strider and Mega Man before Ken.

2/28/2011 8:56:53 PM

stepmaniadud
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To all your DLC ideas:

http://www.capcom-unity.com/marvelvscapcom/go/thread/view/102977/27061421/Marvel__Capcom_DLC_survey_results__round_2_info

2/28/2011 9:09:31 PM

smoothcrim
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ima go ahead and call shenaningans on that bullshit list
Quote :
"
# 1. Strider 2094
# 2. Mega Man X -2061
3. Phoenix Wright - 1734
4. Frank West - 1311
5. Gene - 1257
# 6. Classic Megaman - 950
7. Vergil - 919
8. Captain commando - 784
9. Bison - 704
10. Jin Saotome - 677
11. Jon Talbain - 617
12 .Bass.Exe - 606
13. Ken - 469"

they got motherfuckers no one's even heard of (frank west, gene, phoenix wright, jon talbain) over ken? get the fuck outta here

2/28/2011 10:21:34 PM

stepmaniadud
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Fuck Ken, this isn't Third Strike, go kick rocks.

2/28/2011 10:31:12 PM

AndyMac
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Frank West and Phoenix Wright's games are both very popular.

[Edited on February 28, 2011 at 10:32 PM. Reason : But I don't know how Wright would work in a fighting game and there's already zombie killers]

2/28/2011 10:32:14 PM

Wraith
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God damn I suck at this game. I can never land a combo but everyone easily gets a combo on me. I don't know what I'm doing wrong.

2/28/2011 11:14:32 PM

disco_stu
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Spend more time in the danger room. Make the timing muscle memory. Don't play characters that are combo-intensive. And most of all have fun. Take a break from ranked and play some folks from this message board or SRK's NC board.

3/1/2011 9:34:02 AM

Axelay
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I really hate how you can make just one mistake in this game, and somebody throws in a 70 hit combo on you and there's not a goddamn thing you can do to stop it. And I keep seeing the same... damn... combos... over... and... over. Ugh. I'm having a hard time feeling like we haven't devolved right back to dial-a-combos with no breakers.

3/1/2011 3:08:27 PM

Wraith
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I would like to see some kind of combo breaker system like Killer Instinct had. For those who never played Killer Instinct, each character had a specific combo breaker that you'd have to execute at the exact right time, kinda like team aerial counters but each character's combo breaker input command was different and more time dependent.

3/1/2011 3:53:15 PM

smoothcrim
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man, i would love to see a modern revival of killer instinct.

3/1/2011 5:19:06 PM

stepmaniadud
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I, too, would be amazed to see that happen.

3/1/2011 5:37:17 PM

Wraith
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Alright folks I need more help. So I was playing against someone online earlier and they had a team of Wesker, Dante, and someone else. At some point, Wesker got me in an aerial combo and finished by slamming me into the ground. The second I hit the ground he called in Dante for a Jam Session assist and started the combo over again. Rinse and repeat until my character was dead. Once my new one jumped in I was able to land a few hits but I inevitably got caught in the cycle of Wesker air combo + Dante's Jam Session. I was holding back the entire time trying to block/advance guard but no avail. I had a similar issue happen later with Sentinel, except he hit me with the rocket punch as soon as I hit the ground and continued comboing. I tried rolling away/jumping/etc. but was never fast enough. Does anyone have any advice on how I can break this cycle?

Also I've found that my offensive game is just missing in the "first hit" department. In training I'm able to execute plenty of snazzy combos but in actual gameplay I'm ever able to land that first hit to start it off and more often then not just end up getting hit with a projectile or advancing guard when I go in for the attack? Any tips here? I've tried covering my character with an assist and going in high and low but they always seem to be able to block.

3/2/2011 11:57:30 PM

ShinAntonio
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Tough call. Did the combo counter restart at one point, like after Dante came in? If so, that's a 'reset', which essentially means to end a combo where the opponent is in a position where it's easy to restart the combo and the opponent has little chance of avoiding it. The game has the hitstun deterioration thing I posted earlier, so it seems unlikely that he could do one, continuous combo indefinitely (except if he's doing Akuma's infinite).

What does he do after Dante comes in? Wesker can teleport, so if he appears behind you while you're blocking Dante's assist you have to switch directions for his attacks. Also, assists cannot be push blocked, only the 'point' character, so don't count on that. Keep in mind that many characters have teleports and air dashes of their own so make use of them. Another option is to use counter attack to bring in a partner. Just press forward + P1 (or P2) while blocking. The other character will use whatever move is their assist, so it needs to be something that won't get stuffed immediately.

This really sounds like a highly situational scenario so there's no easy solution except to try something different next time and know when to block and from what direction.

3/3/2011 12:25:51 AM

Wraith
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It definitely wasn't an infinite combo in a technical sense... Wesker's aerial combo ended but as soon as I hit the ground, Dante came in with the Jam Session assist which hits OTG, knocking me in to the air and Wesker started his combo again. When Dante hit me with the Jam Session I was "held" by it in the air for a second which was enough time for him to start up again. Since I was in the corner, Wesker was just standing right next to me so he didn't need to teleport, he just hit me with a few opening moves. I tried rolling away and jumping away when I was on the ground since that was the only part that wasn't in the combo but I would always get caught in Dante's Jam Session so I couldn't block or teleport away myself. Aside from a short microsecond when I was on the ground trying to get away/block I was caught up in one of his attacks so I was barely even able to move throughout the entire match.

3/3/2011 8:39:14 AM

Axelay
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^^^ I've seen something very similar, but with Zero, Wesker, and Dante. The second you're down on the ground, Wesker comes in with the assist and shoots you OTG, and Zero just resets the combo all over again. You basically get hit once, and then you're fucked for another 60+ hits for roughly 7/8 of one character's life. OTG resets like this are completely obnoxious. I can't figure out why I have thus far been unable to use advancing guard successfully on any of Zero's multi-hit attacks, either. If I could push him off of me, then I could punish him back while he's still in mid-attack.

[Edited on March 3, 2011 at 8:48 AM. Reason : ^]

3/3/2011 8:47:29 AM

smoothcrim
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its not an infinite, but it's pretty tough to break the dog's light, light, medium combo where he does the backflip at the end. you can only break it with a really strong assist

3/3/2011 8:49:13 AM

disco_stu
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Quote :
"^^^ I've seen something very similar, but with Zero, Wesker, and Dante. The second you're down on the ground, Wesker comes in with the assist and shoots you OTG, and Zero just resets the combo all over again. You basically get hit once, and then you're fucked for another 60+ hits for roughly 7/8 of one character's life. OTG resets like this are completely obnoxious. I can't figure out why I have thus far been unable to use advancing guard successfully on any of Zero's multi-hit attacks, either. If I could push him off of me, then I could punish him back while he's still in mid-attack."


How you air recover from particular combos is important. If you're holding back (like most people do) it's possible they're crossing you over. Figure out what part of the combo they're hitting you with is giving you trouble, record it in the danger room and practice dealing with it.

Same goes with push blocking Zero. If you block the first hit, you should be able to advancing guard any of his subsequent hits. If you get hit by the first hit (because you were blocking low and it was a fast overhead combo starter) then you're fucked. You're not going to be able to come out of hitstun and guard.

Just record his stupid standing H attacks in the Danger Room and try push blocking it to see what's going wrong when you play. The record feature is useful.

3/3/2011 8:52:53 AM

Axelay
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It's not a crossover, it's OTG. Zero gets in any one hit either low or high, and then the chain starts. He deals out some number of hits, launches you into the air, and then does an air combo which ends with being knocked back to the ground. There is NO aerial exchange needed. The second you land, he calls out Wesker who then shoots you OTG, and then Zero is able to restart the whole damn combo (which sometimes can be finished with Rekkoha). It's simply a matter of failing to block ONE hit, and then you're screwed. It's the most massive one trick pony shit I've seen in the game thus far, but it's completely within the bounds of the game's limitations without using X-Factor. The worst part about it is that once Zero has built up 4 meter levels, he can do the Genmu Zero while you're being hit OTG by the Rekkoha. The combo eventually supplies itself with the meter to do this after enough repetitions.

3/3/2011 10:27:52 AM

Wraith
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^Yeah that's pretty much what I got hit with but with different characters. Sentinel is pretty bad with it too with his downward rocket punch + whatever hyper he uses that requires you to be right next to him. I did lol at one point though cause the Wesker guy messed up at one point which allowed me to pull out Iron Man's proton cannon... somehow he knew I would do this though and used Wesker's hyper counter. I laughed at how bad I was at this game.

3/3/2011 10:33:28 AM

disco_stu
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These aren't resets then. The combo counter doesn't reset when you OTG combo with Wesker. This is just part of the game. You're just upset that you can't recover before Wesker OTG's you into more combos. Honestly that's the name of this game; maximizing damage in a single combo through the user of crossover assists and Team Hyper Canceling. Gaining meter and using it at appropriate times.

Have you actually tried doing one of these combos yourself? The timing is non-trivial. I'm not certain any character (except maybe Sentinel) is imbalanced in terms of execution difficulty and damage.

3/3/2011 10:52:08 AM

Wraith
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Well yeah, I'm looking for tips on how to get out of the cycle. I would try something like this myself but I can never land an opening hit on a combo, but that's a different story all together. I'm pretty much looking for anyway to get out of it once I'm stuck in. And rolling doesn't work since Dante's Jam Session still grabs me while rolling.

3/3/2011 11:22:24 AM

disco_stu
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You can't. That's the point. Until that combo counter stops increasing you're stuck. If you are in hitstun you're stuck. Quit holding back because that's what they expect you to do and you'll get hit by crossover resets. Watch diligently for the combo to either end or fail prematurely and react.

Focus more on anticipating combo starters and preventing them from the get go because high damage combos are the name of this game.

3/3/2011 11:27:39 AM

Axelay
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If these types of gameplay situations which should be highly advanced were occurring, say, after a year of the game having been out, then I wouldn't be surprised a bit. However, the fact that this game has only been out a few weeks and people are routinely finding these types of situations is deserving of attention. I still think it smacks of imbalance issues when it only takes one screw up to completely remove a third (or more) of your team. That seems like a little too much favor on offense. I actually look forward to seeing what kinds of matches take place at EVO, and whether or not they are completely one-sided.

3/3/2011 3:35:08 PM

disco_stu
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Quote :
"should be highly advanced"


I don't know how you came to the conclusion that damaging complex combos shouldn't have yet been discovered by the MvC3 community. Given the wealth of information available for every character I'm surprised we haven't seen a lot more.

All it takes is a trip to SRK, watch some videos and practice the timing, and you too can OTG reset with Wesker. (he is in fact the best character for this).

You're on the Xbox right? Do you want to play some this weekend and take a break from ranked? I haven't played in a week though so I may be a little rusty.

3/3/2011 3:56:43 PM

Axelay
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Sure, that might be good fun. You can then see how basic my strategy still is. I think I'll probably be around on Saturday morning/afternoon, but I know my wife has a concert that night. And I think I've been tasked to clean gutters on Sunday. Ugh. But sure, look for me. I'm Axelay MkIV.

3/3/2011 4:22:24 PM

Wraith
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Mind if I jump in on that? Maybe if we make a lobby? I'd really like to play an experienced player who can get a feel for my play style and figure out what I'm doing right and wrong and offer some tips. My gamertag is Darius_NCSU.

3/3/2011 4:37:32 PM

Axelay
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I wouldn't mind a bit. The more people we have, the more interesting it would be. Oh, that's right, except there's no spectator mode... Still, though, feel free to look me up.

I'm experienced with fighting games, but not specifically this one. That's my main problem. I'm still stuck in old school mindsets about how fighting game mechanics work that I'm having to learn a lot of new stuff with this game. OTG attacks into combo resets? Never thought about it before. Aerial combos? Um... not really, since I never felt they were necessary to win. Even advancing guard I still have to remind myself to use more often than not. While I have semi-decent defense fundamentals (I tend to fall into the Stability category more often than not), it's the advanced things in this game which throw me for a loop.

3/3/2011 6:26:18 PM

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