@everyone who doesn't like superjumps so far
Is it because of neutral / how they feel, or because of combos?
Maybe
@IsaVulpes suggestion of "launchers give you old uncontrollable jumps" could get tried, it's honestly not that bad although it'd be weird...or it could be adapted where only minilaunchers give the old short super jumps. I'm not sure I want to do "all launchers give the old superjumps" because I don't really care if people have to do new combos, since it means new combos.
I have many things to say to this quote by itself, and I feel they might have importance enough to be actually shared.
Long story short: I hate this change.
- Is it because of neutral/feeling/combos?
All of them. Half of the reason why I hated MvC was because of their superjump. I'm the guy who will always speak up for communicating visually what's happening. Flying off to the moon and hiding whatever the hell the other player is doing is the exact opposite of telling your player what's going on. And please don't come up with the little P1/P2 indication when someone's offscreen because merely telling where they are is not even half of the information needed in a fighting game and we know it.
This new superjump also brings a new level of gameplay on air-to-air game that I particularly don't like. If you're the jumper, you will most likely prefer to see your opponent grounded and land on him with something, right? You can even control your movement while you're up there so you make sure that happens. One of the answers to that is superjumping in response and try to get a hit while your opponent is not blocking, and you can actually SEE if he's not blocking because of the way he's going up or falling. Call that "experimentation area" and I'll swallow it, but don't call this fun or likeable in any way. At least for me.
Now, notice that I didn't even come up with examples in the game itself. All these things I've said so far are critics I got for this mechanic as a whole and how (I think) it works in other games. In my opinion, these by themselves should be enough reasoning to discard any further thought on keeping it implemented.
because I don't really care if people have to do new combos, since it means new combos.
This is the part where it gets fuzzy. I also love the idea of new combos, but as
@Mwisk said, this new superjump takes TOO MUCH away and I also feel it will act more as a restrainment to new ideas rather than giving us a new unexplored path.
Having all of these in mind, I have a suggestion:
Now we have 3 possible jumps: The common jump, the old superjump, and the new superjump.
- The old superjump is equivalent to what we're used to - down, up.
- The new superjump would be a CHARGED jump. Just like charge moves.
- Any launcher will use the old superjump instead of the new one.
But you could STILL use the new superjump after it if you wanted to by pressing down, up after the launcher instead of only up.
I don't know how hard these would be to implement. The last one specially would allow new combo routes to appear and still don't break what's already working. In the end it might be too much of a hassle to work because many launchers are crouching moves, but what do I know?
If it were to ever stay, I really like the idea of making it a charged jump, though.
Okay, I feel better now that I said it.