Got a tough decision. Going to preorder this off Amazon (20 dollar credit) and they're offering a 10 dollar credit with the regular edition, but not with the CE.
"Tech Hit" or "Technical" can refer to a number of things depending on the specific game, but it usually involves breaking out of the opponent's attack in one way or another. Sometimes it refers to throw breaks. Sometimes it refers to various forms of wake-up recovery. I know in Darkstalkers it's used for Advance Guard.
In the US version of TvC, they dropped the term entirely for more descriptive alternatives ("Break Away" for throw break, "Advance Guard" for advance guard, etc.) but it was still used in the JP versions.
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MrVyngaardLive From New EtoileStraight Outta SosariaRegistered Userregular
edited January 2011
Perhaps the fighting terms presented in the thread could be collated into the OP as they come? It would probably help newcomers to the scene, as not everyone understands the alphabet soup of fighting game theory.
And in the spirit of Lupinko's tidbit of new info:
Done by DK-Reset, from the Darkstalkers Tribute Artbook by UDON according to his blog.
MrVyngaard on
"now I've got this mental image of caucuses as cafeteria tables in prison, and new congressmen having to beat someone up on inauguration day." - Raiden333
It rages me to no end that my favorite combo assist Jill is DLC.
I wonder if Hulk will be the new Sentinel and be used to tank through meters.
Well. Even if she's DLC we don't know how Jill is going to play.
I'm thinking they're going to play around with her superhuman shtick from RE5. Maybe keep a few of her classic moves like the charge and add some more.
Also a crossup in Mvc2 is apparently a broader term than it is in Street Fighter.
Although jumping over an enemy and hitting them from behind with a jumping attack and forcing them to block the opposite way still happens, mvc2 has other moves like teleports and dashes which can be crossups by themselves or when combined with an assist. The idea is simply to make it hard to tell which way to block, since you always block away from the point character.
Even normal crossups are improved by an assist that can force a quicker decision or more damage on failure to properly block.
I think their called "Tech Hit" in Darkstalkers too, I'm used to different terminology from other games.
As per the SRK Wiki "Tech Hitting
Also known as pushblocking, Tech Hitting is performed by inputting anywhere from 3 to 6+ attack inputs during block stun within a 12 frame window. It can only be done on the ground.
It pushes the opponent away a distance, depending on your last input of the tech hit. A strong button will push them far away, and a weak button will do the opposite, pushing them far away enough for you to dash at them and retaliate. There is a random success in executing a successful tech hit.
6 or more inputs will guarantee a pushblock.
5 inputs allows for 75% rate of success.
4 inputs allows for 50% rate of success.
3 inputs allows for 25% rate of success.
Tech hitting gives the person teching frame advantage. This trait of tech hitting makes it more desirable in some cases over guard canceling.
Also worth noting, is that buttons pressed simultaneously count as only one (1) input toward a tech hit."
I don't think any other game has used that though, just taken the name. Like James Chen always pointed out in his fighting game FAQs though, if it's in a Capcom game and is a useful/fun mechanic, more than likely it came from the Darkstalkers(Vampire) series.
For those curious about general fighting game conventions, SRK Wiki is normally good, especially its Glossary. Likewise any guide by Kao Megura or James Chen is gold for any game/mechanic you need it for.
From there, once you understand the terminology and mechanics, it's about picking the forums for your game/series for tactics/advanced play, ie. SRK for anything Capcom, Tekken Zaibatsu and SDTekken for Tekken, 8wayrun for Soul Calibur, DustLoop for Guily Gear/BlazBlue(ArcSys?), VFDC for Virtua Fighter, etc. etc.
So a few pages back we were talking about when a persons theme plays. One of the replies was that it'll most likely play the 2nd players theme. I assumed as much myself but thought I had seen a match or two where this wasn't the case.
[URL="http://www.youtube.com/watch?v=yRq-hADkjRw]In this match,[/URL] you can hear Chun's theme despite her being first player.
Was wondering if anyone pieced together how it works at all.
Edit: Christ does anyone know what to take out of a youtube URL to make it not embed? I keep breaking the link.
Or is this just chrome being a dick? I can paste what I have in the link and it'll work but the link itself won't work for me.
Edit: Christ does anyone know what to take out of a youtube URL to make it not embed? I keep breaking the link.
I've been using the short URL address they provide under the share tab. Anything else seems to make it embed in the post.
For that money match what I read either on zachd's mvc2 video page or from the SRK forums is that Wong used random select, got those characters, thought they gelled well, and took them into that fight. That video is just one of many reasons Justin has always been the, overall, best at Marvel.
Still no sign of a "I'm Gonna Take You for a Ride" remix?
Seth dropped hints about it in an interview, officially however no. The announcer says something about taking a wild ride at the character select screen though in the CES build. I'm sure it will be there in some form, even if it's only playing during the credit roll, they said there are a ton of songs in the game, not all of them being character themes.
Still no sign of a "I'm Gonna Take You for a Ride" remix?
Seth dropped hints about it in an interview, officially however no. The announcer says something about taking a wild ride at the character select screen though in the CES build. I'm sure it will be there in some form, even if it's only playing during the credit roll, they said there are a ton of songs in the game, not all of them being character themes.
So a few pages back we were talking about when a persons theme plays. One of the replies was that it'll most likely play the 2nd players theme. I assumed as much myself but thought I had seen a match or two where this wasn't the case.
[URL="http://www.youtube.com/watch?v=yRq-hADkjRw]In this match,[/URL] you can hear Chun's theme despite her being first player.
Was wondering if anyone pieced together how it works at all.
I mentioned it in the last thread I think, but it looks like it starts with the the theme for P2's first character, then switches to the theme of each character that comes in after a KO, regardless of player.
I can't stop watching Taskmasters debut video because of the theme they gave him. I think I'm going to have to make him a staple on my main team based on his music. Good thing he also looks really fun to play.
It rages me to no end that my favorite combo assist Jill is DLC.
I wonder if Hulk will be the new Sentinel and be used to tank through meters.
Well. Even if she's DLC we don't know how Jill is going to play.
We do, sorta.
From Seth on the Unity boards:
MVC3 Jill is a completely new character (and definitely more along your "acrobatic gun user" track). She's more different and completely re-imagined than any other returning cast-member. She just might be the fastest character in the game, too...
I think their called "Tech Hit" in Darkstalkers too, I'm used to different terminology from other games.
As per the SRK Wiki "Tech Hitting
Also known as pushblocking, Tech Hitting is performed by inputting anywhere from 3 to 6+ attack inputs during block stun within a 12 frame window. It can only be done on the ground.
It pushes the opponent away a distance, depending on your last input of the tech hit. A strong button will push them far away, and a weak button will do the opposite, pushing them far away enough for you to dash at them and retaliate. There is a random success in executing a successful tech hit.
6 or more inputs will guarantee a pushblock.
5 inputs allows for 75% rate of success.
4 inputs allows for 50% rate of success.
3 inputs allows for 25% rate of success.
Tech hitting gives the person teching frame advantage. This trait of tech hitting makes it more desirable in some cases over guard canceling.
Also worth noting, is that buttons pressed simultaneously count as only one (1) input toward a tech hit."
I don't think any other game has used that though, just taken the name. Like James Chen always pointed out in his fighting game FAQs though, if it's in a Capcom game and is a useful/fun mechanic, more than likely it came from the Darkstalkers(Vampire) series.
For those curious about general fighting game conventions, SRK Wiki is normally good, especially its Glossary. Likewise any guide by Kao Megura or James Chen is gold for any game/mechanic you need it for.
From there, once you understand the terminology and mechanics, it's about picking the forums for your game/series for tactics/advanced play, ie. SRK for anything Capcom, Tekken Zaibatsu and SDTekken for Tekken, 8wayrun for Soul Calibur, DustLoop for Guily Gear/BlazBlue(ArcSys?), VFDC for Virtua Fighter, etc. etc.
Wow that's some convoluted shit for something as simple as a push block. The only reason I even remembered the term in Darkstalkers is because of the voice clip that played.
Good advice on checking out those FAQs. Kao Megura always wrote fantastic guides and was a nice guy on the forums to boot. Its a shame he was taken from us too soon. I still credit him with teaching me how to play KOF with his King of Fighters '97 guide.
I'm going to put together a jargon/term list to put in the OP in a bit. People should post what they think should be in.
Honestly I'd just link them here to the SRK Wiki's Glossary for jargon/terms and here to the Strategy Section where it covers QCF notation and numbered (236) notation. Every basic thing you would need to know is there within one of the two links. I'm guessing there are some game specific terms missing, but given this is the MvC3 thread and the game isn't even out, just deal with that as it comes up, if it comes up.
Keeping anything up to date is going to be a pain in the ass and you're never going to stop getting questions like "What does Yomi/Oki(zeme(sp?)) mean?" "Wtf is 236 and/or QCF?" "What's the difference between a dragon punch and a shoryuken?" For an even more practical example, think about the SF thread, how many people ask about SE and TE sticks despite that being answered on every other page during June and July last year? Hat even had a blunt but honest response to it in the OP, still does I think.
Just keep it simple. Link to those and other people can field questions as we've been doing if the links genuinely fail to answer it.
Its a shame he was taken from us too soon. I still credit him with teaching me how to play KOF with his King of Fighters '97 guide.
Holy hell, do you mean he's passed away gone? I thought he just retired from writing guides due to school and/or work. If he's gone gone, that makes it even more sad than it already was.
Ok, I am 90% sure I know what Advancing Guard is, but as long as we're catering to those who have no prior knowledge...I have this friend...yeah, a friend...who could use a little explanation on advancing guard.
mxmarks on
PSN: mxmarks - WiiU: mxmarks - twitter: @ MikesPS4 - twitch.tv/mxmarks - "Yes, mxmarks is the King of Queens" - Unbreakable Vow
Advancing Guard is a new name for pushblocking. When you block an attack, hit two buttons and you'll push them away from you while maintaining your block.
It's a bit more complicated than that, but that's the overall idea. Sometimes it doesn't push them away but it'll keep you from getting pushed back.
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I used to always fuck it up and use HK instead of MK which gave me Arthur I think?
You get them when they're released a month later.
You get them 1 month after release, you just don't have to pay for them.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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In the US version of TvC, they dropped the term entirely for more descriptive alternatives ("Break Away" for throw break, "Advance Guard" for advance guard, etc.) but it was still used in the JP versions.
And in the spirit of Lupinko's tidbit of new info:
Done by DK-Reset, from the Darkstalkers Tribute Artbook by UDON according to his blog.
I wonder if Hulk will be the new Sentinel and be used to tank through meters.
Well. Even if she's DLC we don't know how Jill is going to play.
I'm thinking they're going to play around with her superhuman shtick from RE5. Maybe keep a few of her classic moves like the charge and add some more.
Although jumping over an enemy and hitting them from behind with a jumping attack and forcing them to block the opposite way still happens, mvc2 has other moves like teleports and dashes which can be crossups by themselves or when combined with an assist. The idea is simply to make it hard to tell which way to block, since you always block away from the point character.
Even normal crossups are improved by an assist that can force a quicker decision or more damage on failure to properly block.
As per the SRK Wiki "Tech Hitting
Also known as pushblocking, Tech Hitting is performed by inputting anywhere from 3 to 6+ attack inputs during block stun within a 12 frame window. It can only be done on the ground.
It pushes the opponent away a distance, depending on your last input of the tech hit. A strong button will push them far away, and a weak button will do the opposite, pushing them far away enough for you to dash at them and retaliate. There is a random success in executing a successful tech hit.
6 or more inputs will guarantee a pushblock.
5 inputs allows for 75% rate of success.
4 inputs allows for 50% rate of success.
3 inputs allows for 25% rate of success.
Tech hitting gives the person teching frame advantage. This trait of tech hitting makes it more desirable in some cases over guard canceling.
Also worth noting, is that buttons pressed simultaneously count as only one (1) input toward a tech hit."
I don't think any other game has used that though, just taken the name. Like James Chen always pointed out in his fighting game FAQs though, if it's in a Capcom game and is a useful/fun mechanic, more than likely it came from the Darkstalkers(Vampire) series.
For those curious about general fighting game conventions, SRK Wiki is normally good, especially its Glossary. Likewise any guide by Kao Megura or James Chen is gold for any game/mechanic you need it for.
From there, once you understand the terminology and mechanics, it's about picking the forums for your game/series for tactics/advanced play, ie. SRK for anything Capcom, Tekken Zaibatsu and SDTekken for Tekken, 8wayrun for Soul Calibur, DustLoop for Guily Gear/BlazBlue(ArcSys?), VFDC for Virtua Fighter, etc. etc.
TWITTER TWATS
[URL="http://www.youtube.com/watch?v=yRq-hADkjRw]In this match,[/URL] you can hear Chun's theme despite her being first player.
Was wondering if anyone pieced together how it works at all.
Edit: Christ does anyone know what to take out of a youtube URL to make it not embed? I keep breaking the link.
Or is this just chrome being a dick? I can paste what I have in the link and it'll work but the link itself won't work for me.
I've been using the short URL address they provide under the share tab. Anything else seems to make it embed in the post.
For that money match what I read either on zachd's mvc2 video page or from the SRK forums is that Wong used random select, got those characters, thought they gelled well, and took them into that fight. That video is just one of many reasons Justin has always been the, overall, best at Marvel.
Seth dropped hints about it in an interview, officially however no. The announcer says something about taking a wild ride at the character select screen though in the CES build. I'm sure it will be there in some form, even if it's only playing during the credit roll, they said there are a ton of songs in the game, not all of them being character themes.
More videos from Keits explaining stuff
Its played at the end of the trailer they released on Christmas eve, the holiday one.
It is awwwwwwwwwwweeeeeeeeeesssssssssssoooooooooommmmmmmmmeeeeeeeeee.
I mentioned it in the last thread I think, but it looks like it starts with the the theme for P2's first character, then switches to the theme of each character that comes in after a KO, regardless of player.
We do, sorta.
From Seth on the Unity boards:
Well, there's always the last few seconds of this video. Could be something, could be nothing.
http://www.youtube.com/watch?v=e8auF68VB3Q
Wow that's some convoluted shit for something as simple as a push block. The only reason I even remembered the term in Darkstalkers is because of the voice clip that played.
Good advice on checking out those FAQs. Kao Megura always wrote fantastic guides and was a nice guy on the forums to boot. Its a shame he was taken from us too soon. I still credit him with teaching me how to play KOF with his King of Fighters '97 guide.
http://www.urbandictionary.com/define.php?term=curly%20mustache
Honestly I'd just link them here to the SRK Wiki's Glossary for jargon/terms and here to the Strategy Section where it covers QCF notation and numbered (236) notation. Every basic thing you would need to know is there within one of the two links. I'm guessing there are some game specific terms missing, but given this is the MvC3 thread and the game isn't even out, just deal with that as it comes up, if it comes up.
Keeping anything up to date is going to be a pain in the ass and you're never going to stop getting questions like "What does Yomi/Oki(zeme(sp?)) mean?" "Wtf is 236 and/or QCF?" "What's the difference between a dragon punch and a shoryuken?" For an even more practical example, think about the SF thread, how many people ask about SE and TE sticks despite that being answered on every other page during June and July last year? Hat even had a blunt but honest response to it in the OP, still does I think.
Just keep it simple. Link to those and other people can field questions as we've been doing if the links genuinely fail to answer it.
Holy hell, do you mean he's passed away gone? I thought he just retired from writing guides due to school and/or work. If he's gone gone, that makes it even more sad than it already was.
Vampire Savior might be the least pad-friendly fighter out there.
Once you master the Waning Moon Throw, everyone is your bitch.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
It's a bit more complicated than that, but that's the overall idea. Sometimes it doesn't push them away but it'll keep you from getting pushed back.
No wonder I could always beat my friends but have never won a match online in MvC2 ever.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Dreamcast to XBL unfortunately. The only fighter I played in arcades more than a couple of times was Soul Calibur II.