corrosivefrost
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[quote name='hankmecrankme']Bro, I've had a PS3 since like March 2007. ![Group hug :grouphug: :grouphug:](/styles/default/cag/smilies/grouphug75.gif)
Didn't you get the memo?
Fixed. Xmen Vs. Street Fighter, Marvel Vs. Street Fighter, and Marvel Vs. Capcom were all six button layout games. LP, MP, HP, LK, MK, HK.
At this rate, MvC4 will have two attack buttons, light and heavy, and a launcher button. Or be completely waggle.[/QUOTE]
I believe launcher/exchange, in and of itself, is an actual attack -- Seth has talked about it during the mash 360+e to escape air combos comments, I think. What's popping into my head is something about how if they read wrong and whiff with say, Dante, his j.E is very slow and easily punished.
Edit: Found the quote from Seth.
[quote name='Seth']Is it true you can mash 360 out of air-tags? — Clovr4Lyf
Seth Killian: Short answer is "kinda, BUT..."
"Mashing" counter (multiple, fast, indiscriminate inputs) won't get you out of every air-tag, but it can dramatically improve your chances. That would make air-tags mostly suck, except that when you mash counter and then no air-tag actually appears for you to counter, you will get an aerial S attack instead (S is the button you have to mash on). This is very bad for you.
If your opponent thought you were going to try and "mash out" of an air tag, they can just stop their combo and let your mashing result in a blank aerial S. These aerial S attacks vary by character, but in most cases they are extremely slow and leave you wide open.
How are you vulnerable? In the air, yes, but sometimes a blank aerial S attack (the result of mashing) will leave you vulnerable even after you reach the ground. Think of Dante's aerial S — that big, straight down chop. If you don't connect with that, you're totally vulnerable and easily punished, even after you have landed (and if you think an aerial S might hit your opponent in the air, think again — as I mentioned, aerial S is slow).
Even against characters whose aerial S (what they'll get from trying to mash out of an air-tag) isn't as slow as Dante's, mashing is still unsafe. An opponent who predicts your mashing can briefly pause their air combo and set you up for an in-air reset. For instance, Spiderman can launch, Medium Attack, Medium Attack and then where an air-tag might go, instead of using direction + S (that's an air tag), he can use "web zip" into a quick Light Attack into a new air combo while you're vulnerable after hitting aerial S. That's just one basic example, but the options are character specific (everyone's aerial S is different, and of course different characters have different options in the air), and there are a lot of them.
In both cases, since the first combo was stopped, the damage scaling on what hits you next has fully reset instead of just a partial damage-scaling reset that you would have eaten from a successful tag, so mashing can pop you out of an attempted air-tag, but it also puts you at risk for an even worse beating.
If the thought is that mashing is a "free" counter that gets you out of any attempted air-tag... that will get you killed. You were mashing out of the air-tag to avoid a damage reset, but if they guess you're going to mash, you can get reset anyway.
Overall, air-tags have big rewards on offense, so using them is not guaranteed — attempting one on offense is, by design, risky. Mashing, however, is not a free way to avoid them — you will end up getting punished very badly if your opponent makes the correct read on you.
It's also worth mentioning that you don't have to ever actually use an air-tag. Regular, inescapable MvC3 combos are very powerful already, so going for an air-tag to reset your damage-scaling should be (and is) risky and situational. [/QUOTE]
But yes, you're right. The older games had SF layout. MvC2 went to 4+2 assist. MvC3 is essentially 4+2 assist, they're just not broken up into punches and kicks. In some ways, it's even better, because if you were throwing Ryu's hadoken in MvC2, you had light and heavy. With MvC3 you have light/medium/heavy. So in some options, it may provide more control than MvC2 did.
![Group hug :grouphug: :grouphug:](/styles/default/cag/smilies/grouphug75.gif)
Didn't you get the memo?
Fixed. Xmen Vs. Street Fighter, Marvel Vs. Street Fighter, and Marvel Vs. Capcom were all six button layout games. LP, MP, HP, LK, MK, HK.
At this rate, MvC4 will have two attack buttons, light and heavy, and a launcher button. Or be completely waggle.[/QUOTE]
I believe launcher/exchange, in and of itself, is an actual attack -- Seth has talked about it during the mash 360+e to escape air combos comments, I think. What's popping into my head is something about how if they read wrong and whiff with say, Dante, his j.E is very slow and easily punished.
Edit: Found the quote from Seth.
[quote name='Seth']Is it true you can mash 360 out of air-tags? — Clovr4Lyf
Seth Killian: Short answer is "kinda, BUT..."
"Mashing" counter (multiple, fast, indiscriminate inputs) won't get you out of every air-tag, but it can dramatically improve your chances. That would make air-tags mostly suck, except that when you mash counter and then no air-tag actually appears for you to counter, you will get an aerial S attack instead (S is the button you have to mash on). This is very bad for you.
If your opponent thought you were going to try and "mash out" of an air tag, they can just stop their combo and let your mashing result in a blank aerial S. These aerial S attacks vary by character, but in most cases they are extremely slow and leave you wide open.
How are you vulnerable? In the air, yes, but sometimes a blank aerial S attack (the result of mashing) will leave you vulnerable even after you reach the ground. Think of Dante's aerial S — that big, straight down chop. If you don't connect with that, you're totally vulnerable and easily punished, even after you have landed (and if you think an aerial S might hit your opponent in the air, think again — as I mentioned, aerial S is slow).
Even against characters whose aerial S (what they'll get from trying to mash out of an air-tag) isn't as slow as Dante's, mashing is still unsafe. An opponent who predicts your mashing can briefly pause their air combo and set you up for an in-air reset. For instance, Spiderman can launch, Medium Attack, Medium Attack and then where an air-tag might go, instead of using direction + S (that's an air tag), he can use "web zip" into a quick Light Attack into a new air combo while you're vulnerable after hitting aerial S. That's just one basic example, but the options are character specific (everyone's aerial S is different, and of course different characters have different options in the air), and there are a lot of them.
In both cases, since the first combo was stopped, the damage scaling on what hits you next has fully reset instead of just a partial damage-scaling reset that you would have eaten from a successful tag, so mashing can pop you out of an attempted air-tag, but it also puts you at risk for an even worse beating.
If the thought is that mashing is a "free" counter that gets you out of any attempted air-tag... that will get you killed. You were mashing out of the air-tag to avoid a damage reset, but if they guess you're going to mash, you can get reset anyway.
Overall, air-tags have big rewards on offense, so using them is not guaranteed — attempting one on offense is, by design, risky. Mashing, however, is not a free way to avoid them — you will end up getting punished very badly if your opponent makes the correct read on you.
It's also worth mentioning that you don't have to ever actually use an air-tag. Regular, inescapable MvC3 combos are very powerful already, so going for an air-tag to reset your damage-scaling should be (and is) risky and situational. [/QUOTE]
But yes, you're right. The older games had SF layout. MvC2 went to 4+2 assist. MvC3 is essentially 4+2 assist, they're just not broken up into punches and kicks. In some ways, it's even better, because if you were throwing Ryu's hadoken in MvC2, you had light and heavy. With MvC3 you have light/medium/heavy. So in some options, it may provide more control than MvC2 did.