Why was this thread created? Everyone has said their piece, and said it a hundred times. This topic was exhausted in the poll weather to put the beta changes in the real game. It is going in the real game, this poll is pointless, I don't know if it is a last ditch attempt for Mike Z to change his mind...but this thread is wasteful.
You mother fucker
Haha Jesus ChristIn a proper operation, the player turns the crank, which rotates a vertical gear, connected to a horizontal gear. As that gear turns, it pushes an elastic-loaded lever until it snaps back in place, hitting a swinging boot. This causes the boot to kick over a bucket, sending a marble down a zig-zagging incline (the "rickety stairs") which feeds into a chute. This leads the marble to hit a vertical pole, at the top of which is an open hand, palm-up, which is supporting a larger ball (changed later on to a marble just like the starter one). The movement of the pole knocks the ball free to fall through a hole in its platform into a bathtub, and then through a hole in the tub onto one end of a seesaw. This launches a diver on the other end into a tub which is on the same base as the barbed pole supporting the mouse cage. The movement of the tub shakes the cage free from the top of the pole and allows it to fall. st.LP, st.LP, st.MP, st.HP xx Bang xx Argus Agony.
Read the rest of my post because you answered nothing.To make combos shorter, because the current length is obnoxious and slows down the flow of the game. All the extra stuff people talk about bringing in new players or making the game easier to play? Its just gravy.
How many of them should have a say in the matter? The only person who really matters, Mr. Mike Z, has already weighed in on the subject. He likes the changes or he wouldn't have started this experiment in the first place.
1. Do you know how fast some can reach stage 5? If I go for a throw combo, a double overhead, a crossup super DHC, etc, I'm done because the game told me to calm down. And if I do a normal combo starter, I still won't get that much from it because undizzy wouldn't have dropped enough.Real fucking talk.
Mike has expressed exasperation as this community a shitload, lately. He's come close to just taking his hands off the game several times! I didn't really understand why until now; I underestimated how fucking stupid many of you are.
If you do 999 Undizzy to somebody by some miracle and kill a character in MDE, what happens when you touch the incoming character? If you meaty them, you get a green spark. If even a single goddamn frame goes by where you're not hitting them, nothing happens. Nothing happens because you can't accrue Undizzy before Combo Stage 5! They're stuck at 349 for 3-4 whole chains, during which you can do WHATEVER THE FUCK YOU WANT.
Now, in Beta, the counter doesn't go down before deteriorating like it does in MDE. Oh no! What will happen if you accrue 999 Undizzy and touch somebody? NOTHING AGAIN. Because he listened to your relentless bitching and made it so you can't trigger green sparks before Combo Stage 5.
That's right. If your idea of a reset is to do a 9k BnB but do a meaty throw instead of the last hit, THE GAME WILL LET YOU. In fact, you can whip out 2 whole magic series before you even have to think about the evil Green Spark Boogeyman who's gonna referee your combos out of the game! Not only that, but it turns out that the current limit is more than enough to kill an opponent from 100% health 2v3 off a c.LK for just 2 fucking meters!
Even worse, as I've already stated 3 times in this shitfucking thread, the Beta changes allow you to perform longer combos followed by resets than you could before because the deterioration rate is so high that it's almost goddamn meaningless!
I swear to fucking Christ, you're trolling. I'm being trolled. You're just being contrarian and stirring up shit because you want a reaction. Here's your fucking reaction, you goddamn retards. The facts are in your favor. The new version of the game is here specifically to fellate you. Get fucked.
So you have to spend resources?
I agree with all fighters have some sense momentum or slippery slopes no matter what. Through some games overall focus a little more pokes/footsies/space control then say mixups/rushdown/blockstring/etc. . Kind of how SFXT v2012 where most offensive wasn't really good until much later with patches. That's why I'm just overall curious on exactly people are trying to achieve with SG's lower combo length.snip
The only difference is, sometimes that momentum takes the form of unstoppable safe meaty mixup option selects (SF4) or insane unreactable resets (SG/Marvel 2) or TOD combos + insane unreactable incoming mixups (Marvel 3) or a big life lead and a looming timeout (SFxT) or 80 second long infinites (lol SF Alpha 3).
The benefit of shorter combos is that your opponent doesn't have to wait 30 seconds for his next chance to get out every time he gets touched. Overall the number of touches it takes to kill somebody hasn't really gone up by that much, you just spend less time waiting for the combo to finish. Matches are still very momentum heavy but there's less waiting, faster paced matches and overall more 'interactions per second' in a match, even if that takes the form of guessing resets and mixups and not neutral game.
This makes me sad because when I finally got Mouse Trap I realized I had no friends to play it with.In a proper operation, the player turns the crank, which rotates a vertical gear, connected to a horizontal gear. As that gear turns, it pushes an elastic-loaded lever until it snaps back in place, hitting a swinging boot. This causes the boot to kick over a bucket, sending a marble down a zig-zagging incline (the "rickety stairs") which feeds into a chute. This leads the marble to hit a vertical pole, at the top of which is an open hand, palm-up, which is supporting a larger ball (changed later on to a marble just like the starter one). The movement of the pole knocks the ball free to fall through a hole in its platform into a bathtub, and then through a hole in the tub onto one end of a seesaw. This launches a diver on the other end into a tub which is on the same base as the barbed pole supporting the mouse cage. The movement of the tub shakes the cage free from the top of the pole and allows it to fall. st.LP, st.LP, st.MP, st.HP xx Bang xx Argus Agony.
Almost every combo from MvC2 was only 2 chains.
1. This isn't MvC2
The game was inspired by MvC2. I thought this was already common knowledge.