Is it just me or does this change really impact optimized max undizzy combos more than it does the actual optimized real problem combos that are the reason for this change?
I guess you missed the bit where optimized max undizzy combos are the problem? :^P
I haven't played any matches, just messed around in training mode
Well, don't do that. See how often it actually COMES UP in matches, especially if you try to avoid having it come up.
The entire point is for people
not to like what it does when it comes up, because when it comes up in retail it's NOT EFFECTIVE.
Yes, it sucks to hit someone in that situation. See how often it really happens TO YOU.
I missed that Bella j.hp change. Is that directly related to the goal of removing these one-reset things?
Yes it is! We are not getting any changes that aren't to specifically affect situations at max undizzy.
She is one of the characters that gets a lot out of SMACK SMACK SMACK SMACK in stage 2, so reducing the use of a SMACK that's overhead and plus a huge amount on block is the point. Considering the other options are things like making it not overhead or hugely reducing the blockstun, both of which have much bigger impacts on how she'd be
played rather than just how much damage it does...this was the choice for me, no-brainer. She has Elbow for unscaled overhead, command grabs that beat down back AND leave you in stage 2, so now this move that also does both of those things is slightly less useful.
...wait a sec, j.HP has more blockstun than it has hitstun. HMMMMMMMMMMMMMM. Maybe I'll be fixing that anyway, that's an actual bug. >.< (Well, you asked... <3 )
@Milton_JP
I very much care about JPSGC. As long as a group name has "SGC" in it, I care about what they think! :^)
I know that "Japan finishes combos". (It's one of the reasons the US was better at MvC2, haha.) So I'd like to explain WHY the changes are happening, to see if JP players agree or not...
I don't care about 3v3 1-reset dead from zero Undizzy. I DO care about this
because that's just "practice in training mode and make the enemy guess". That's not FUN, you don't have to
think, you don't have to do different stuff, and it takes the same number of resets (1) as when Undizzy is 0. It has nothing to do with difficult combos OR cool resets, it doesn't make the US happy or JP happy. As a game developer, I can
guarantee you that if the game became that with every team, it would not be fun. And if that tactic is good, it WILL become dominant. So I
must see if there is something I can do to prevent that from ever happening. And if that requires changing things somewhat now, I must try to do that.
What I am trying (very hard!) to do with these changes is: Make setplay situations like that less useful, but NOT change full combos, or change full combos as LITTLE as I can. I
don't want to "disturb the current environment" at all, 100%. If I could leave the game alone and that problem was not in the future, I would not touch anything. I am doing the smallest amount that solves the problem.
The goal is that doing a full combo with 1 character should be the same as always...but I
have to change the reward from the next hit directly after that. If the enemy didn't get to play for 0-240 Undizzy, then I have to soften the damage and give them a better chance after that. I want to still reward combo->continue attacking as much as I can, while still giving characters more chances to live in situations like that video.
I want P1 to at least
consider letting undizzy drain, or not building it up, because both of those things let P2 actually play the game, which is ultimately more fun for both players. P1 doesn't want to let P2 play, that's the goal of every game. So I have to force "let P2 play" to be a strong choice because of smaller reward, strong enough that P1 will choose it sometimes.
I hope that makes sense.
The character-specific changes are all to reduce the damage of repeatable setups at 240 undizzy: Stage 2 -> stage 3 -> Beat Extend -> A-Train hard knockdown is much more damage than stage 2 Beat Extend -> stage 3 A-Train. Stage 2 -> Stage 3 -> Kanchou -> Pummel Horse -> high/low/throw is much more damage than Stage 2 -> Stage 3 Pummel Horse. It also reduces the number of exceptions characters have to rules of bursting.