Ultimate Marvel Vs Capcom 3

but you really don't need to pay attention to te recovery time rght? I mean you got the frame data for advantage on guard and hit so that's all done for you
 
Not quite...

Along with start up and recovery this game has the ability to cancel moves, thus changing advantage. I'm not sure if canceling occurs any time after hit, or it must reach the recovery frames, but we'll assume it's after hit and can be done in remaining active frames. By the way these are made up moves and frames (this example does not exist in the game as far as i know, but clues you into what occurs).

So if I have st.M 6-3-7 (+4) and st.H 12-3-15 (-8) it can play out like this going st.M to st.H:

st.M hit stun with our formula:
Enemy stun - remaining active frames - recovery frames = advantage
??? - 2 - 7 = 4
??? - 9 = 4
??? - 9 (+9) = 4 (+9)
???? = 13
Stun is 13 frames!

I hit at frame 7 with st.M, then press st.H at frame 8 of st.M, St.H begins the next frame (so would've been frame 9 of st.M), we now canceled st.M and began st.H while the enemy is in hit stun of st.M. so lets compare the hit stun of st.M and the start up of st.H

hit stun from st.M - start up of st.H
13 - 12 = 1 frame to land the move!

You must have perfect timing!, if you delay the cancel and do it a few frames into st.M recovery your st.H won't connect. This is why people drop combos, they cancel at the wrong time creating issues with hit stun finishing or hitboxes whiffing due to position and etc of the enemy from stun. So dropping combo's isn't random, you have intervals of time that it must be done in to work.
 
I will take the time to do an elaborate post with visuals since I know I'm losing people at the math and stuff. Frame data has a lot of technical aspects that seem overwhelming to learn, but it's actually easy and you'll find you only looking for a few key things. It just helps to understand the technical stuff too. Give me a few days to throw it together.
 
Yeah, I've been trying to like this but it's a bad, bad game. Very inconsistent. It allows brain dead strategies. If you hold the controller in the air and drop it against the floor it will do combos with Zero. I think I'm going to stick only to old fighting games from now on, since they take at least a semblance of strategy. You might not be able to spell your name, but you can probably win at Marvel 3!
 
Fighting games are not about combos for damage, it's actually about creating opening for it and having options. While I'm not big on the amount of damage output of some characters from any given scenario, I feel the game does have a lot of strategy in terms of the sheer amount of options. I feel people get to bent out of shape that controls have gotten easier and fail to realize that the skill should be about what you intend to do with a character, not about IF you can do what you intended. People put too much into dexterity skill, and I'm glad to see that go, it creates a wall that doesn't allow other skills to flourish since they become dependent upon that one to occur.

Right now it seems it's very easy to produce a strong offense and yes it is a bit mindless...but I feel there's a lot of skill in turning a scenario and being defensive.

If they tone down some of the offensive capabilities it's actually a very good game (despite poor online and modes). Just right now there's not enough room to experiment within the fight and so tiny pokes become huge easy damage with some characters.
 
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