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I was just about to say this.If a move has a 10 frame start up it means that you can stuff it with a move that comes out in less than 10 frames.
It's practical, the main problem is that you get TKs if you **** it up slightly.I like not being included amongst the group of people that play on the 360. But I guess I don't count until I get better that the game. I still get beat by spammers online .____.
And wtf, Etwist that **** is hard as ****. I can only so it when I mash that muh****er. Is it even practical forreal?
Average human reaction time is about a tenth of a second.Well good to to all you guys reacting in less than a 6th of a second.
It's a matter of knowing what the fastest (and safest) move is in a given situation (vs. other characters, of course).Well good to to all you guys reacting in less than a 6th of a second.
Ahhh, idk probably 2 weeks to get it down in training mode, a little while more in a real match.Well, how long did it take you to get consistent with it in SSFIV?
This is the dumbest thing I've ever read in awhile. You should feel bad for writing it.If a move has a 10 frame start up it means that you can stuff it with a move that comes out in less than 10 frames.
Frame data in the Vs. series has never been that important. While it is good to know some basic stuff like jab speeds etc it isn't as vital as it would be in SF4.But it's incredibly obvious how quick moves come out in this game anyway.
By the time you have realized what move someone is doing and whether you can "stuff" it, it's pretty much already too late.
The only way I can see it being useful is against the slowest characters, even then you just have to use your head.
Citing GameFAQs in a discussion is like citing Wikipedia in a scholarly essay - it immediately ruins all of your credibility.Found this on GameFAQs of all places: http://www.gamefaqs.com/boards/995375-marvel-vs-capcom-3-fate-of-two-worlds/58752311
I really don't like Capcom's Team Fortress 2 mentality of just patching stuff every few weeks (and exploiting us with DLC costumes but hey gotta make money somehow). I'm honestly kind of concerned about this being true because it makes me afraid to pick up Wesker and Magneto. They weren't nerfed by much on paper, but if it turns out that the nerfs themselves are pretty severe when they're implemented they could be game-changing. Maybe I should just be like Justin Wong and pick mid-tier characters who won't really get nerfed.*Wekser Samauri Edge startup slightly increased.
Need to know the specifics on this. Is it just the horizontal gun or the OTG gun? The horizontal gun wouldn't be so bad but the OTG gun would ruin a lot of his combos.
*Wesker vitaltiy decreased to 965,000 (from 1,100,000).
Seems reasonable. idk why Wesker had so much health in the first place. 965K is another random number too though. Does Capcom just want to have really weird health tiers?
*Akuma Tatsumaki Zankuyaku hitboxes reworked. He has slightly more vulnerability on the upper half of his body.
ok? He was already upper body vulnerable so idk what the deal is really. I guess this makes him more manageable to deal with as an assist.
*Super Skrull Inferno damage reduced to 263,500 (down from 284,100).
I don't like this. Inferno is a good super to rely on for Skrull and nerfing it is probably not a good idea since Skrull Torch can be kind of...inconsistent.
*Zero's normals do slightly more damage overall but the hitboxes on some have been reworked (???).
Seems like a reasonable tradeoff. Zero is a little too safe with most of his moves, so cutting back on their range can only help overall.
*M.O.D.O.K vitality increased to 1,000,000 (from 950,000).
Good. MODOK needs all the help he can get.
*Taskmaster Legion Arrows do less chip damage.
Doesn't really affect the character overall, just makes his assist a little worse (not that it was very good to begin with though).
*Tron Bonne Gustaff Fire crossover assist given a few more frames of vulnerability before and after the attack.
I'm on the fence about this one. It seemed like their strategy with Tron was to have a character who was ok on point with a really good assist, but now it seems like they just want a mediocre character all around. On one hand, Tron's assist was incredibly abusable, but on the other hand it was one of a few things that made her really good.
*Wolverine deals slightly less damage overall.
*Wolverine vitality increased to 975,000 (from 950,000).
I think both of these changes are reasonable. Wolverine didn't have to work hard for damage at all in this game and a damage nerf seemed pretty much inevitable. At the same time though, if his damage was nerfed he'd turn out to be a kind of crappy character overall. A health boost is a step in the right direction for him to make sure that he gets nerfed but is still playable.
*Sentinel damage slightly decreased overall.
I HATE THE UNIVERSE.
I mean I knew it was coming but still.
*Dark Phoenix continues to drain vitality even when in X-Factor mode.
...wow. That's kind of extreme. Actually no, that's really extreme. I expected them to nerf DP's damage in X-Factor but not her healing ability. The reason why Phoenix goes into X-Factor so often is because she needs it to counteract the health drain on her, not because she needs the extra damage. Now DP pretty much needs to have a meter ready for Healing Field constantly. Good thing she builds meter ridiculously fast. This is still too much though.
*Viewtiful Joe hitboxes on normals have been reworked. He should have slightly more priority.
I'll have to ask SamuraiPanda what he thinks of this. Personally I think Joe needs range more than anything else, but I'm not a Joe main so idgaf lol.
*Magneto Gravity Squeeze damage has been reduced to 325,000 (from 400,000).
Seems reasonable, I mean this is a super that will hit a character from space.
*Magneto j.H does slightly less damage and builds less meter.
I gotta commend Capcom for this, they knew exactly the perfect nerf for Magneto. Well done. I doubt he really needed it though and all this means is that Magneto players will just have to get familiar with resets.
*Amaterasu ground and air throw range slightly reduced.
I'm not sure this was really needed. I mean yeah, throw into super is super easy for Amaterasu but it's not really so bad that it needs nerfing. Storm can throw into her Elemental Rage super too and hers is actually a lot more dangerous because of the DHC trick. So yeah, I don't really think this was all that necessary. Or maybe I just haven't faced enough Amaterasus and she has more range on her normal throw than Thor does on his kara command throws. I really doubt that's the case though.
*Amatersu Disc Combo tweaked. The first hit has longer startup and the last hit has slightly longer recovery.
Well I guess this was needed to get rid of his infinite and a lot of Amaterasu scrubs use **** as a hit confirm, so sure why not.
*Buffs on characters will continue to deplete while that character is performing a crossover assist (timer will not display unless character is on point).
Hey Hsien-Ko, EAT A ****. Seriously, this is so random. Hsien-Ko is the character who exploits this the most and nobody else really abuses it. Dante doesn't do much aside from gain more health back, Arthur's and Zero's moves aren't affected a ton by it, and most other characters with a similar super don't get to keep it when they tag out, either because it's a level 3 (Jill) or because is summons something character-specific on the screen (Morrigan, Felicia). This nerf doesn't make a lot of sense and just seems kind of dumb.
*X-Factor bonuses tweaked at all levels for all characters. Overall, level 3 does slightly less damage for most characters.
****ING FINALLY. This is the best thing in the whole patch so far.
It sucks like Brawl but goes in completely opposite direction as to doing it.This game sucks.
Geez whiz, glad I don't drink. XD I'd go crazy.I had like 8 cans, 6 bottles, half a bottle of wine and a white russian.
1. X-factor is never going away.I will take this game very seriously with two conditions:
1. No X-Factor (or give is the option to turn it off at least!)
2. Ground techs!
If I could only choose one then I'd definitely want them ground techs! This would dial down those loooong OTG combos that we see every single f***en match! As far as characters go, some need a few buffs (i.e Arthur)! I had no prob with pre-patched Sentinel!