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Old 01-29-2004, 09:47 AM   #12
Dan Hibiki
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Join Date: Dec 2001
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I think its good that you can't play the same way with every character. It adds variety, and a unique feel for each character that you don't get with others. It feels different using Ky versus using Sol, and everybody else, too.

That's Johnny, and you don't need to hit them with the coin to do special moves. Use his Mist Finer special, and it renders QCF+P, QCF+S, and QCF+HS unblockable while the mist remains on the opponent. Land a coin once, it increases the damage of each of those moves listed. Land a coin twice, and it turns it into a 14 or so hit combo for quarter-life damage. Oh, and Johnny also has other special moves besides the ones I listed. The coins are also a special. Oh, and you CAN combo into it. Go into practice and figure it out.

You can do some nasty, NASTY combos in GGXX. Watch combo videos to show you how. I've seen 38 hits easily with Venom, and similar numbers of hits with all characters except Potemkin (15 or so with him, but his combos HURT). Just because you can't do combos EASILY in a game doesn't make it worse. It means that you're not good at it. Try using Impossible Dust to start combos MvC2 launcher-style. You can do some nice ones like that using Roman Cancels and fRCs (in GGXX, not in GGX).

MvC2 only has huge combos because it was so horribly made that it has a glitch in practically every part of the game. Even multi-hit throws can be glitched into half-life crap.

MvC2 has no character balance. Four characters destroy the entire rest of the cast of 50-some odd characters. Every tournament-level winning team consists of Sentinel/Magneto/Cable and Storm sometimes being put into there. They destroy the game utterly. You CAN'T tell me that Morrigan can beat Sentinel in high-level play. This is the word of a three-time world champion (Justin Wong), and everybody he beat on the way.

Negative Penalty penalizes you for sucking at the game and not being able to regain initiative, or for turtling. You must be offensive to do well in the game.

You can air block in GGX and GGXX. Just hold back during a jump. Some moves can't be blocked in the air, such as supers, but if you use Faultless Defense in the air, you can block them, but it spends a bit of meter.

The entire strategy in SFA3 is to use V-ISM and set up unblockable Custom Combos using a special mix of overhead and low moves to prevent them from being able to block it, and then taking a ridiculous amount of life off. Dhalsim and Akuma are the best at that. In addition, the goal is to cause Guard Crushes for more unblockable moves. Finally, if you get stuck in a corner, against some characters like Sakura, you might as well put down the controller. SFA3 is fun and deep, but it by no means has the most strategy of any game. Soul Calibur II and Tekken 4 have more strategy easily.

GGXX is good because the programmers made it that way. MvC2 is 'good' as you think of it because the programmers were freakin' slobs and made horrible code that produced incredibly retarded glitches that made the game fun, but also completely ruined the game competitively. SFA3 is horribly unbalanced, and the entire game works off of V-ISM unblockable CCs and Guard Crushes as main points.

I doubt you'll listen to me, though... you never do.
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