THIS is why Marvel 3 is random as fuck. You can't even count on the most skilled players making it out of pools in winners bracket, if at all.
The damage and comeback factor is TOO HIGH while the combos to do the damage is TOO EASY.
EVO was the first time I had seen that tech with Shen's CBAC. Otherwise, certain other characters already had known Guard Break combos (I can execute Andy's no problem), but you rarely see them because they don't do as much damage as a fully connected HD combo will do.
That situation happened because Haitani put himself in it. If he had 1 stock, he could have GC blowback or GC rolled right out of it and BBZ would have looked dumb for it.
Also, comparing KOF's HD mode to SF4's ultras is flat out ignorant of the mechanics.
Well maybe you can explain why? I know nothing about KoF, so I'm curious. How does it's comeback mechanic work?
I don't play KOF, so I was just curious. Obviously I'm ignorant of the ins and outs of KOF lol.
Don't need to be defensive man.
I don't understand your question, what do you mean what happened to marlinpie?
As for marvel 2, I played it casually (never knew there was even a competitive scene for it) However, using "random" to describe marvel 3 isn't an accurate term.
Dropping combos all the time, and it seems people have gotten used to his mix up shenanigans on incoming characters. Doesn't seem to be adapting as well as everyone else, like everyone else levelled up around him and he's sort of stagnated a bit, besides just making up new combos (that side TAC midscreen doom combo is so sexy though, haven't seen anyone else pull it off, I think?). Also, can someone explain how a character like spencer can counter keep away type characters (I believe people say he counters morrigan?).
If you want to call it a comeback mechanic, the drive gauge does three things:
1. It allows the ability to chain a special into another special only if the first special connected. Cost is 50% of the gauge.
2. It allows any special move to cancel into a super, no matter what. Cost is 50% of the gauge.
3. By activating HD mode, you can cancel moves into other moves. This usually concludes with a super, which then can be cancelled into the character's NeoMax.
There's a subset of 3, HD Bypass, but that's a different conversation.
Keep in mind that no matter what point you're looking at, you have to still execute. There's no simple commands or one trick ponies.
I don't know anything about KOF13 except that execution is hella impressive, and Spanish speaking individuals love it like crack.
Spencer and morrigan go 50/50. You can bionic arm a soulfist, and try to catch morrigan on the first flight or land the hit on doom. That being said, morrigan can shut spencer down too. (bait the bionic arm, use shadow servant, bionic arm loses)
You can't compare marvel 2 to marvel 3 as if it's the same game +1. Marvel 3 has an entire cast of viable characters, with different playstyles. You can play keep away or rush down, mix it up with both. Marvel 2 had what, like 8 characters you could use? It's a different game. Also, the competitive scene for marvel 3 is much bigger than it ever was for marvel 2. When you try to predict 8 players out of 300, fine. Out of 1500? A little harder. The game is also a lot more popular than mvc2 was.
Now, using marlinpie as an example, he's a rushdown oriented player with a doom/ammy team gimmick. He got shutdown by keepaway since he couldn't ever make it in. That's not random, it's a flaw of his team. Jwong picked spencer against chris g? Chris g plays ryu team. Jwong switches to wolverine? Chris g switches to morrigan. With such a huge character pool, there are counter teams, and counter teams to counter counter teams etc.
Random is a term used to describe the game by people that aren't willing to admit they made a mistake.
If it works so often, is it really a gimmick? XD
I think we can all just safely say that Peter is the people's champ. That match with him and fchamp, iirc (maybe it was someone else), had HELLA counter picking. And that's what sanford is talking about, that's west coast peeps, not east coast.
Only complaint I have of ultras in SF4 is that the FADC system heavily caters to the typical quarter-circle ultras and screws over charge-style ones. Unless you have godlike Sako execution with Ms. Cleo reading skills but that's another conversation.
I don't want to randomly attack you, because I don't know you, but holy shit...
Marvel 3 is more popular than Marvel 2 because of Street Fighter 4. Whichever game would have came last would have been the most popular, regardless of which is better.
The competitive scene is more popular than before because of widespread, and cheap, access to the internet. This means Youtube, combo forums, and tons of sites like SRK and Dustloop. Again, whichever game came last would have been the most popular, regardless of which is better.
The results by the best players are random as hell, making the game random in the tourney scene. This is due to X-factor, comebacks being far too easy and unimpressive, and combos being easy to execute. It is like the Kids-R-US version of Marvel.
The best example is when Justin Wong went to Europe for the 1v5 Exhibition. Justin Wong played Team Roll Tier (Roll, Servbot, someone else) and he 5-0'd Europe's top 5 Marvel 2 players with the worst 3 characters in the game. Marvel 2 was not random, the best player won 9/10 times. This is NOT the case in Marvel 3, making it random.
If you can't see this, you are just too new to the scene to understand what you're talking about.
RE: KOF stuff
Aside from the stuff TBR mentioned, you gain more HD for attacking than getting hit. In that regard it's similar to GGXX meter. Almost every action will give both players meter, but the aggressor gets more.
Also, this can not be stressed enough, but the level of execution required for HD combos is fucking absurd. That Shen tech in the video that was posted was really impressive for a number of reasons, but as was pointed out, was avoidable with even just one meter to use defensively. Even simpler HD combos, like Hwa Jai or Shen, require tight execution. If you start looking at characters like Takuma or Leona, where you have to repeatedly cancel charge moves into charge moves, then you're talking about stricter execution requirements than about 95% of the games out there. Even if you want to sort of scrub it out and use your HD bar for Super Cancels instead of HD combo you still have things like Kyo's 623A xx 2141236C. Aside from moving the stick all over the place, you have to tiger knee the super to make sure you are off the ground, but the cancel of the DP has to be done on the first hit. Any comparison between stuff like that and DP -> FADC Ultra is crazy.
Question: Mike Ross is headed to SBO for last minute quals; who is on his team? I am guessing Justin Wong and???
I was reading on twitter that they're going to try to get kim1234 to join their sbo team.