Broken Loose
Costumed Adventurer
- Joined
- Sep 2, 2013
- Messages
- 998
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- 1,191
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- 113
- Age
- 40
- Location
- Orlando, FL, USA
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- brokenloose
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- Broken_Loose
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- Broken Loose
It took half a fucking second for the gauge to deplete.Cool video but first of all, I didn't say corner carry is impossible but it is more difficult for some characters without resources without building substantial undizzy meter especially if you're further than midscreen. I also acknowledged that people still died in two touches anyway. My issue is with momentum and pressure while capitalizing on every hit confirm and I see a hindrance with a strict undizzy. Putting aside the counterhit and the starter, let's analyze the end of your reset combo: your undizzy meter is about 340 when your opponent's next character jumps in. If you hit that character, by the time you've reached stage 5 again, you're only going to get in what, 7 hits of your combo? So what do you do after the kill? You just block and wait for the stun meter to drain long enough before trying to do the same combo again? People complaining about combo length equate MDE and past versions of ultimately being a 1 player experience/turnbased RPG. Well now because of Undizzy, it's like the game has an ATB system and you're waiting for your turn to attack again, how fitting. But I digress, how does that not affect negatively momentum again? You don't find that bothersome in the least? Sure, you've managed to kill a character in two touches but we also essentially have an ingame referee meddling with the match telling players to "break it up" just when when you've successfully put your opponent on the ropes and turn the tides in your your favor. Think how disheartening such an instance would be if you've only got Peacock left on your team and your opponent still has 2 healthy characters left. It's easy to just look at a portion of the issue from training mode and go "well, there is low resources, carry and damage...I guess that about wraps it up!" and then fail to also consider the momentum of the match and how a strict Undizzy affects that. The fact people want the system to go ever further than that astounds me.
No, seriously, it goes down at 10/frame. By the time Parasoul's landing animation was complete, almost all of it had drained.
If you seriously think that your momentum is negatively affected by half a second of opponent control, you never had momentum. Not to mention that part of momentum is being able to control what your opponent has to guess (as demonstrated by that video), so it's trivial to set up a situation in which you (A) do another counter-hit or (B) start another combo that ends in an early reset. All you have to do is set up a grounded mixup on incoming and enjoy either a virtually empty gauge or a completely empty gauge if there's a counter-hit.
I'm beginning to think that the only thing you know how to do is meaty throw as a reset based off your complaints. You play Valentine. You can do SF4-style corner crossups that give your opponent a mere 10-20 frames to react, and during this time they have lost 100-200 undizzy. You can do j.LK crossunders, j.HP crossups, orange vial trolling, command throw mixups, TONS OF SHIT that gives the opponent reaction time which depletes the gauge entirely. If reaction time is viewed in your eyes as a hopeless loss of momentum like your "turn" is finished, then go back to MvC3 or SDE.
There is a universe in which your complaints are reasonable, but that universe doesn't have the gauge deplete at 10 points/frame, evaporate on counter-hit, or clear on wakeup/burst. You even have options that enable you to start from 0 at will. Your complaints of "the game doesn't have momentum anymore" are about as valid as complaining that you can't throw the opponent since the tech window is 17f.