I'm now about to compile my next report. Its quite a bit its mostly about combos and glitches and soem retrospect on tier listing (tentative) and topics I mentioned on a previous post. I normally wouldn't find myself testing this so much but for some reason I'm intrigued. Sit tight. I should be posting the update within the hour.
Post Merge: May 25, 2009, 01:34:58 AM
Well, as promised--I said I would go ahead with my updated report on Super Marvel Vs Capcom: Eternity of Heroes, there's
to share but I figured I'd go ahead and get everyone caught up with me on what the recent update is. Most of the information will not be based on matchups but more on combos, potential, glitches connected to those combos also.
First things first. Just to remind some of the members here of the terminology:
Notation-
Jab=Light Punch
Strong=Medium Punch
Fierce=Heavy Punch
Short=Light Kick
Forward=Medium Kick
Roundhouse=Heavy Kick
OTG= Off the Ground (Meaning you can knock your opponent down and combo moves on them while they are on the ground).
Confirm= pausing the input of an attack or special move in a combo looking reel stun animation and then continuing the combo.
Flying Screen= Screen initiated when you do an Air Combo.
Magic Series= Combo that involves all punches and kick buttons in specific order (Jab Short Strong Forward Fierce Roundhouse)
Linear=Combo that involves all punches and kick buttons in specific order (Jab Strong Fierce or Short Foward Roundhouse)
Hunter=Combo that involves all punches and kick buttons in specific order (Jab Short Forward Roundhouse)
Whiff (Proximity) Cancel = Linking Normal moves that involve a moved linked after that does not hit the opponent but within the frame advantage given from the first hit they are able to combo another attack immediately after.
Wolvenom, while a very nice looking character and seemingly interesting to play he honestly doesn't have much going for him in terms of vital tools as a fighter in a VS engine. His Web Ball is unblockable but you can't take advantage of that because his launcher reacts in such an odd way that isn't conducive to normal gameplay. The only thing you can link from his launcher are incomplete combos or his "Maximum Barrage" super. His launcher, Crouching Roundhouse launches at a diagonal angle making for less time for an air combo since there is no fly screen. I'm not sure if this was something they were going for but it limits his combo ability and also makes him more of a ground based character. His supers aren't very easy to land since they have an incredible amount of start up.
Its hard to tell if he has tools that can get wins.
Note: Report has been revised.
-Symbiote Punisher is unfortunately not as good as the regular Punisher, then again the only character thats actually better than Punisher so far is Lou (MORE ON THAT LATER). Symbiote Punisher is nice aesthetically within the context of the game but as a player Symbiote Punisher is probably B or C Class, in terms of functionality. His one Super Combo is a command grab that sadly can be ducked. His normals are rather bizarre but actually limit him even more since they aren't as good as Punisher so....no Shoto Infinite to help him out.
-Got
of play of Silver Surfer Vs Lou. Initially he seemed to be an amazing counter character for Lou--until we realized that the best tool that Silver Surfer has which is his surfboard when riding causes him to lose the ability to block. So while he can avoid Lou's arrows, he can't actually do any combos with allows Lou to be able to hit him at random and just block for the rest of the round. The only plus is that unlike Green Goblin, SS can't be knocked off his board when hit. The one thing that does make him slightly formidable against Lou is a sweet spot in the air that he can throw projectiles at Lou so he can kind of fight him. They put him in a place where he is right above Lou but cannot be touched by Lou's projectiles.
-Colossus' dive kick is the best dive kick ever. Too fast can easily be comboed in to OTG grab takes too much damage.Possibly
under shotos for Class A. If Colossus can't be knocked out of the air his offense pressure is seemingly unrivaled. His only loss is that if he can't get in (Punisher/Lou) he will die fast.
-Adon is actually
better than previously posted. He has a new variation on his infinite which can be done on ALL(although very hard on Lou) characters. Crouching Short, Forward, Roundhouse, Jaguar Kick (xn). His offense pressure with seemingly safe Jaguar Tooth his air projectile super and VERY safe Jaguar Kick on the ground make him very hard to touch if you don't have an Anti-Air or a long range infinite. Unfortunately, Punisher gives him MANY problems. MANY PROBLEMS.
- Captain Commando is pretty average, so is Jill.
- Spiderman, Strider are useless. Only having Linear Combos (Jab, Strong, Fierce) and (Short, Forward, Roundhouse) renders them very useless not having the versatility in combos needed to incorporate Ouroboros, or Legion and for Spiderman Maximum Spider, Crawler Assault, and Ultimate Web Throw.
-Haggar constant aesthetic glitches with his normal grab. His special moves and supers don't seem to be relatively good tools. Haggar can get stuck in the Grab Animation and be hit when hes not actually grabbing the opponent.
-Cyclops needs to be reprogrammed altogether. Everytime an infinite or actually any combo is done on him he will randomly freeze and in some cases he will cause he to be hit in combos that normally will NEVER work ever, or for his hitbox to become inactive so attacks go through him. Performing Super Combos actually resets the glitch.
-SS has limited combo ability, he can however combo into surfboard activation. Cosmic Might hits fullscreen and it can be
comboed into his QCFKK super. Cosmic Might can be comboed twice for 80% damage. basic combo into Cosmic is Jab, Short, Forward. Silver Surfer's specials move that are specific to him being on the board has almost zero recovery, most characters cannot reverse any of them blocked. He also has the shoto infinite which can lead into big damage combo for Cosmic Might for huge damage.
-Captain Marvel has the Shoto Infinite, insane combo ability with his supers comboing Multi Charge into QCB PP (Kikosho)
average chain combo ability. Multi Charge into Jab Crouch Fierce Ground Pound. Very Good pokes.He can actually do Full Air Magic Series Combo( Jab, Short, Strong, Forward, Fierce, Roundhouse).Has tight link into Stand RH 2x. No Air Specials.
Cutman
Has no air specials either.
He has infinite with Cutter Shield but the timing is very strict. He can not 2 in 1 any of his special moves, or supers
and very basic air combo functionality. Linear Combos are about the extent of what he can do (Jab, Strong, Fierce).Cutman can't combo specials in air.
-Metal man has an infinite with "Throw Blades across the ground" more like a loop (30 hit limit). Works better if opponent is
in the corner but you don't have to be close. Odd property allows you to get up from being knocked down in the infinite and
you can block it somehow...or tech roll out of it. For some reason they originate in standing animation and are invulnerable and
have the ability to block.However, they only have the option to try and Advance Guard their way out but you can't really do reversals so you are stuck blocking. If you do not Advance Guard you will die from chip damage. But when you do, you still have to face blocking more saws. Metal Man is cheap.
Also has Jumping Fierce infinite on Heavy characters. It " seems" possible on Normal or Light Characters but timing is extremely
strict. Character distance is very important.This infinite is not escapable.
His initial infinite can be set up from his Metal Barrage Super along with any air combo, both supers can be comboed from the infinite.
-Crash Man also has the shoto infinite.He can also can combo Hyper with ease using Hunter Series Air Combo. Hyper 2 can be comboed in the air while on the ground,Hyper 3 can be comboed twice. does cause aesthetic glitches. Decent Dive Kick for offense pressure.
-Hulk has the Shoto Infinite with Medium Punch, but can only be repeated for a certain period of time due to reel stun.
-Hulk 2099 can do chip string with his super slash due to frame advantage. Hulk 2099 Can do full Magic Series Air Combo,and his
Standing Strong Punch can be comboed into itself twice.
Hulk 2099 has basic bnb with Jab Short Forward into Run Through Charge
Seems like he has an infinite that only works on Hulk 2099 but the timing is extremely strict and seems to randomly change.
(Jab, Short, Strong, Fierce, Super Jump Short, Forward, Roundhouse, LAND, Jab Short Strong Fierce...Super Jump Short, Forward, Roundhouse, LAND Jab, Short, Strong, Fierce...(xn)
-Iceman
Strong Punch Ice Beam seems sort of useless since it hits into the ground but seems to be confusing as to where the hitbox is.
Jab Short Strong Forward into Artic Attack, Fierce Punch into Air Ice Beam Hyper does INSANE damage. 80% corner only.
Fierce into Artic Attack into Fierce into Artic Attack into Fierce into Artic Attack does 90% damage.
Artic Attack can be comboed into supers or Air combos.
Artic Attack does insane damage and should be used in any combos air or ground.
-Balrog has basic, to full combo potential Magic Series into any of his special moves sometimes being able to juggle them more than once intergrating turnpunch into head butt.
He can independently juggle headbutt 3 times.
Balrog can also combo all of his supers from Magic Series
Balrog can also combo Standing RH into Crouching RH into specials or supers.
His damage scaling seems to limit his combo potential for damage.
Only comboing Gigaton Punch leads to strong damage.
Balrog can also combo Standing Fierce into Crouching Fierce into specials or supers.
In corner Stand Fierce into Headbutt for some reason is multiple hits and does more damage than out side of the corner.
Standing Roundhosue can combo twice. Can also be comboed into Standing Fierce.
Balrog can proximity(whiff) cancel Standing RH into Super from a confirmed hit into any super also.
-Donovan has really strong damage with Hunter/Magic Series combos and Air Combos of the same orientation.
Jab Short Strong Forward Fierce, Crouch Fierce SUPER Jump Jab Short Strong Forward Fierce does almost 50%
Inputs for Donovan's Chains seem to be very tight almost like doing combos in Tekken where the sequential inputs matter more
than timing whats happening on screen.
Donovan can do Crouch RH into OTG Crouch Short infinite. but the opponent can Mash out of it....it seems to randomly get into some sort of glitch where you cant actually tech out of it but its hard to determine what causes it. Its similar to the Standing Animation glitch that happens when MetalMan tries to do the saws infinite.
The infinite does not work indefinitely in the corner. Everywhere else it works just have to keep the chain time perfect because they
will mash out. Stomp super homes in on opponents.
MATCHUP ISSUES
-Out of all of the things that I've listed, the tiers stay relatively the same for S-Class and A-Class (tentative). Each time I thought I found a counter for Lou somehow there was something that prevented him from being removed from S-Class. Green Goblin was the first try and when it was realized that he can't stay on the board after being hit he was doomed to the arrow infinite. The only character that can seemingly try to fight Lou is Punisher but he has the same issue that everyone else has he can't avoid the arrows very well but he beats the entire roster due to having unblockable Proximity Mines. They come out instantly can CANNOT be blocked Punisher can simply spam them out in front of him and shoot from faraway fishing for an opportunity to do his Machine Gun infinite. There is also potential to have very easy setups for indefinite unblockable loops in the corner.
Something needs to be done about unblockable Proximity Mines. Its a guaranteed win if he knocks you down while close.
So far the Unstoppables are Punisher and Lou and possibly with Ken and Lou following right behind them.
In terms of balance, this game still has a long way to go. It also depends on if staff is allowing infinites because in some cases thats all certain characters have. Its about what the staff considers to be balanced. I think unblockable Proximity mines need to be fixed so that maybe Punisher releases them slower or they detonate after a certain time. I also think that infinites are fine as long as there is something in place that prevents it from being continued indefinitely. Marvel Vs Capcom 2 had a mechanic that would cause characters to spin out of infinites if they were performed for a certain amount of hits and it would reset the offense/defense of the match. If thats incorporated the infinites won't seem as overpowering.
I will be playing more soon. I apologize for not being able to revise my post sooner.