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[Marvel vs. Capcom 3] - Salt levels reaching critical mass
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I do this with my Hulk/X-23/Akuma team. Hulk has bad matchups against pretty much everyone, but sometimes that's ok because his start of the round mixup is so ugly. But some characters get out of it for free basically (Zero and Taskmaster come to mind), so I start X-23 against them. She's bad against them too, but it's like trading a 1-9 matchup for a 3-7 one.
Dormammu is like the only top-tier character that I feel my team does well against, oddly.
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The best team I've run in a long time has been Morrigan/Magneto/Strange. I climbed straight from fighter all the way to really high 9th. I went from a 33% win percentage to 39%. Life was good.
Yesterday I just couldn't win. I ended by getting back up to 39% and staying over 66% of the way to the next rank (which Ive never achieved), but man, I couldn't get anything going with Magneto. That and I REALLY need that new fight stick to get here as H's happen 50% of the time.
But I did find a little fun thing yesterday: Morrigan's normally fairly useless rockets hyper is FUN against Spencers who like to zip in (which seems to be all of them). I threw a TON of Spencer's off their game once they latched on the opposite side of the screen, and zipped right into a ton of rockets.
Yesssssssss.
I'm happy to keep them in, under the stipulation that they change meter-gaining via TAC combos through a patch. Somebody over at SRK suggested it and I thought it was a pretty solid idea: TACing down awards 1 meter, TACing to the sides steals a meter, and TACing upwards is a damage boost as per usual, but the combo part of the TAC itself builds no meter. The TAC infinites are still in the game, but there's more pressure on the player performing the infinite as a result. "Okay, wanna run down the clock a little and ToD this fool with no meter usage? Fine, but if you drop it you're going to have one pissed-off opponent with a buttload of meter built for him." Gives it some sort of repercussion, because right now it pretty much has none.
Edit: According to his Twitter, Nitsuma says that he may look into it. I can't verfiy that though because I can't read Japanese.
How does Zero get out of it for free? I dread Hulk as much as I dread Wolverine.
PSN: Bizazedo
SC2: Bizazedo.930 (I suck, add me).
Speaking of armor, how many hits can "Hyper Armor" take?
Super armor, but yes, they can..but at the beginning of a fight Zero's come out too slow. Standing H hits before the second hit.
PSN: Bizazedo
SC2: Bizazedo.930 (I suck, add me).
I have the exact same feeling. When I played inlemur, it felt like the match was often decided by whether or not I was blown up at the beginning.
What I've started trying to do is jumping back right when the announcer says FIGHT, and I watch Hulk closely. If he jumps with me, I go for the throw tech. If he stays grounded I don't press buttons.
Not perfect but it seems to work okay. I don't know that it's really possible to escape him at the beginning.
Does it? The start up on Hulk's H is 15 frames, and I think the first active frame is up above his head, so it's more like 16. Zero's H is 10 frame and 3 hits, though the guide doesn't have the frame distribution for the second or third hits. Seems unlikely that they're 5 frames apart, most multihit moves are only 2 or 3 frames apart.
I could write a book about how to shut Hulk down. It would be a really short book. A lot of people try too hard to punish his unsafe moves; most of them are only pseudo-unsafe because he can cancel them into things like Gamma Charge or Gamma Crush. Just pushblock everything. Everything. Hulk can't do shit about it. His ground movement is slow and his aerial movement is incredibly predictable. Just stay away from him unless you have multihit normals. He doesn't have any legitimate means of dealing chip damage. He can't chain into a low, his command grabs are glacially slow and have weak range compared to other slow grabs like Skrull. After the start of the match, he should never get in again. Hell, another mostly legitimate way of dealing with the opening round pressure is to just take the throw. Let him mash H and throw you. 100k damage, and you get to roll away. He can't dash in and hit you, because he can't cancel his dash with normals. He might jump at you, but just hold up-back and pushblock; he can't get close fast enough to empty jump low. The best he can do against that is dash, antiair command grab, and that thing is awful. 18 frame startup, he has to completely commit to it. The recovery is awful too.
This whole TAC infinite thing reminds me of another unnecessarily bad Hulk thing: he can only do 3 normals in a normal jump. Like, why? It feels like he was designed early on in a beta version of MvC3 where the rules were very different, and they never went back and fixed him after they designed Zero and Taskmaster.
"Be who you are and say what you feel, as those that matter don't mind and those who mind don't matter."
-Dr Seuss.
If I recall correctly, you were able to call X-23 to OTG after a throw and convert into a combo. Or maybe that was only off of air-throws, so you're saying to take the ground throw?
Yeah, that's air throw (I know after being hit by it enough). I don't think Hulk recovers fast enough to even call an assist in time after ground throw.
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Zero reaches back behind him for his standing H, remember, too. It might work, but that would be a lot like a drag race. I would not risk this with Zero's low HP.
PSN: Bizazedo
SC2: Bizazedo.930 (I suck, add me).
That's the air throw, Hulk can't do anything off his ground throw. Maybe with specific timing if you call something like Doom missiles before the throw, you could get an otg, but that would be nearly impossible to plan for and just a matter of luck.
My favorite thing to do against a Hulk at the beginning of the match?
SNAPBACK!
LOL. Does that break the armor on his s.H?
I'd have to double check in Training Mode though.
But, I've never had the armor win vs the snapback. What's more likely to happen is that I mess up the Snapback input and get hit by a standing H.
Just looked it up. Nova's j.S has no projectile invulnerability.
EDIT: None of his moves do save for, obviously, Gravimetric Pulse. L has 5 low durability points, M: has Beam Durability 3 frames x 5 of low priority durability points, and H has Beam Durability: 5 frames x 5 low priority durability points.
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XBL: Mega Spooky // 3DS: 3797-6276-7138
XBL: Mega Spooky // 3DS: 3797-6276-7138
(It's still really freaking hard and I have no idea how much mileage I'll get off it in a match - depends how much I can force someone to the corner and open them up. Thankfully Mags is great at that so tralalala
Wesker/Mags/Skrull is really pissing off my friends so I must be doing something right. Think I might head to London in a month or two after I really learn the ins and outs of this team. Might change the setup to Mags on anchor eventually, but as for now, I love anchor Skrull. He can be very scary, and my anchor Skrull is much better than my anchor Mags would be. Hell it's better than my mid-Mags!
Trying out a new team, he spammed Hulk's standing H all day, ended with a pixel of health each, player match, he exited as soon as he won. Stay classy, MvC community.
I laughed about this for ~10 minutes or so. Posted it on my Facebook.
XBL: Mega Spooky // 3DS: 3797-6276-7138
Science will be involved. God help us all.
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Worse I've ever gotten was something along the lines of "You suck scrub".
I thought you were getting a refund and quitting fighting games forever?
I've gotten very little hatemail which makes me feel like I'm doing this all wrong, especially since I'm using hiddle missiles and vajra which can drive people up the wall.
XBL: Mega Spooky // 3DS: 3797-6276-7138
I never heard back from them about that and the damn thing was just sitting there on my counter taunting me. It's not like I really need the money back for anything (I'd just end up spending it on liquor anyway) and I was curious how it stacked up to my homemade one.
Now that I'm noticing this oddity it's got me wanting to go back and do some serious digging as to wtf is going on. It could be that constant traveling has borked some of the buttons, or maybe the TE:S PCB was going bug nuts from being used the way I was using it. I'm not honestly sure but if my sciencing turns something up and that a lot of combo/blocking problems weren't even my damn fault then I'll probably get back in with renewed confidence.
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Your Phoenix Wright team is sexy.
Not gonna lie, chasing down Wright is actually shockingly fun lol. It's like chasing Dhalsim in SFIV, trying to get to the gooey, delicious, vulnerable center.
But holy crap. I wish I could just, borrow the part of your brain that contains all that Taskmaster knowledge. My team would be soooo much better if I could do some of the things you were pulling off in our matches.
He has some weird whit.
PSN: Bizazedo
SC2: Bizazedo.930 (I suck, add me).
I'm just going by what's in the guide. If there are projectile invulnerable moves (or just that he gets so god damn low that he dodges them) then they're not listed.
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I really wish I could get hatemail.
That's such a weird thing to say but whenever I go online there's inevitably going to be about four random people I rotate between and more often than not the only messages are "GG" or advice/compliments on teams. Circle-jerk on XBL you say?
Also I sold my soul to the dark side and I'm trying out a side team of Vergil (Rapid Slash)/Felicia (Sand Splash)/Magneto (Deezruptah!). Might swap the order of Felicia and Magneto, haven't decided on that one yet. I know PR Rog plays a pretty nasty Felicia in anchor slot sometimes and she has an XF3 infinite in the corner which is kinda cool.