Added: 1 year ago
From: playtowin
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  • L+M+H and Assist 1+2 are also buttons.

  • can anyone tell me the way u did hyper combos in mvc3 the way u did em in mvc2 by holding the 2 assist buttons

  • is this mean it will be also in the arcades?

  • Does the direction you input affect anything? Unless there's some information we're missing, the mid-air guessing system doesn't have enough variability in the options to make for interesting yomi.

  • thanks for the info... very informative vid...

    but i am alittle confused/dissapointed... theres no more kicks and punches... just high medium and low attacks... i guess i got real used to the kick and punch system... this will be quite a difference/big transition...

  • Cool, thanks for the break down. So I guess from the video OTGs are back in MVC3, anyway to tech roll out of them?

  • This video just makes me want the MVC2 music kept even more.

  • @Urmean15 I second THAT ! MVC2 sound track was fresh ! It strayed away from the epic heroic sound Capcom was doin' before, and more into their hip-hop/jazz phase which I love [Street Fighter 3: 3rd Strike], but it was fresh ! MVC3 soundtrack seems kind of " un-capcom~ish.... they should stick to their roots.... we'll see.... -shrugs.

  • @SuperBlaze22 i completely agree

  • @SuperBlaze22 I'm not a fan of the MVC3 music either, but don't worry. I'll have it all covered in CPS2 style!

  • I just finished playing at E3, i was never a big fan of mvc2 but this was a lot of fun.

  • No Offense, but the button layout is gay!!!

  • @TrueGunnerShadow1 gay means happy so that's a good thing!!!

  • @capcom23 - but there's no punch and kicks!!! How's that good!!!

  • @capcom23 you type in gay anywhere on the internet and you'll find nothing happy bout it

  • @TrueGunnerShadow1

    i concur

  • Change the way you Tag Out. Make it D+A1/A2. That way, we can still have defensive assists.

  • Also the the Rock Paper Scissors air combo thing is like the stupidest thing ever.

  • @EviltoasterofFP The system itself is not stupid, since it's like any "reset" in fighting games, but built inside the game mechanics. The flaw is the big risk low reward ration as it seems at the moment.

  • @playtowin yes the system itself is stupid because if it takes skill to get an air combo it should take skill to reverse one or prevent it, not rock paper scissors

  • I still want to know what that red bar activation thing is when a player has one character left and their health bar starts glowing.

  • @EviltoasterofFP Attacks do more damage. Like in Tekken 6.

  • @playtowin X Factor, increases damage and heals red damage for limited time. If X factor is activated after a hyper combo, can cancel current hyper combo and start another one.

  • @playtowin X factor is only activated one and can be activated at the start of the round

  • I find this pretty interesting. Why let your opponent get a chance to control the fight when u can just break from extended air combos and start your own. I think it adds flavor to the combat overall.

  • i'm not digging the rock paper scissors DHC system. everything else looks pretty good

  • Awesome, thanks for the breakdown. This is exactly the insightful info I needed! Sounds pretty good, can't wait to get my Deadpool and Dante on! Now, I'm keeping my fingers crossed for Dhalsim, Dan or Dudley...

  • @GatlingSmash All of them are not in. There's a henaki approved character list leaked.

  • @playtowin

    Thanks for confirming -- one of them will do nicely, though. :P Where can I find the list, though? Google's not helping much..

  • @GatlingSmash

    Ah, found it! No Dormammu, though? He's in the game for sure, so does this mean that he won't be playable? Hopefully not.

  • That last combo by Dante was sweet as hell.

  • The combo at the end wasn't a regular combo, he used the exchange ground slam to extend his combo...

  • @VWLPT I think it's 5D or 2D, since pressing any other direction with D will switch characters. So that makes it a regular combo.

  • @playtowin

    So does the ground bounce only work once per combo? Because otherwise the combo will potentially be an infinite and inescapable. Launch > blah > blah > ground bounce > blah > blah > ground bounce > blah > blah > ground bounce > you get the idea. It would make more sense that the ground bounce is escapable just like the wall bounce and air launch.

  • @VWLPT In earlier games you could launch from an otg hit only once in a combo. So I don't see why they won't have a similiar rule here.

  • And that's just part of it really. Players on the defensive side of an Air Combo can pre-empt their opponents next attack direction and use the button and direction together to counterattack their opponent and start a new combo of their own. Killian reminds me, "You don't have to make a game harder to make it deeper." Seth threw up immediately after making this statement for unknown reasons.

  • @polarity55 I'm not very fond of it ATM, but I don't think it will hurt the game. It just won't get used at high levels much.

  • rock, paper, scissors, GO!

    zzzzzzzzz.....

    and mvc2 wasnt better, part one was better :)

  • mvc2 is beter

  • @Timic83amv

    go troll somewhere else

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