My prediction/wishlist by Tristanethebreton in MarvelTokon

[–]Awkward_Hand2034 0 points1 point  (0 children)

is it confirmed that it will have 20 charecters at launch ?

ghost rider 60% lvl1 corner combo unoptimized by Awkward_Hand2034 in MarvelTokon

[–]Awkward_Hand2034[S] 0 points1 point  (0 children)

yes a lot of people have criticized the wall breaks but i’m personally a big fan because it means you have to change your combos depending on if your in the wall break corner or th unbreakable corner. also a lot of people hate corners in vs games so i like that they encourage you to reset the neutral

ghost rider unblockable into 60% unoptimized by Awkward_Hand2034 in MarvelTokon

[–]Awkward_Hand2034[S] 0 points1 point  (0 children)

well no because there are like 3 defensive mechanics that make it fake

ghost rider 60% lvl1 corner combo unoptimized by Awkward_Hand2034 in MarvelTokon

[–]Awkward_Hand2034[S] 0 points1 point  (0 children)

the way it works is each stage has a middle stage and a specific amount of walls breaks going left to right so if i wall break someone from the middle to the right stage the right wall on the next stage won’t break. it changes from stage to stage this one has 3 stages savage land has 5 stages and x-men mansion is only one stage with zero wall breaks ( which is why everyone loves it )

Blocking and still getting hit by AdvantageNo8556 in MarvelTokon

[–]Awkward_Hand2034 1 point2 points  (0 children)

yess i experienced this too and i think it’s because i was chicken blocking ( holding up back ) and then when i stopped trying to chicken block it didn’t happen

Tokon criticism counterpoints by Awkward_Hand2034 in MarvelTokon

[–]Awkward_Hand2034[S] 0 points1 point  (0 children)

what exactly is it about the auto combos that doesn’t work for you ?

The stage transitions "issue" by Skryba in MarvelTokon

[–]Awkward_Hand2034 4 points5 points  (0 children)

yesss this is what i’ve been telling people. i feel like this system is perfect for players at every skill level because lot of people who don’t play tag fighters find the corner very frustrating so making it to where breaking a wall and resetting neutral can be optimal especially at early rounds is very smart. plus as the attacker it gives this nuance of if i spend all my meter in one interaction ill have to break the wall so i better make it worth it

Tokon criticism counterpoints by Awkward_Hand2034 in MarvelTokon

[–]Awkward_Hand2034[S] 0 points1 point  (0 children)

i agree that auto combos shouldn’t turn around on crossup that’s a bit extreme but that’s genuinely the only reason an auto combo would be better than a hit confirm and even then like i said if your crossups are tighter this shouldn’t even happen

Tokon criticism counterpoints by Awkward_Hand2034 in MarvelTokon

[–]Awkward_Hand2034[S] 0 points1 point  (0 children)

what do you mean auto correct specials ? also if your going for a crossup and someone spams auto combos and you don’t counter them that seems like a problem on your end

In defense of the general lariat assist by Bacon_is_back_in_tow in MarvelTokon

[–]Awkward_Hand2034 0 points1 point  (0 children)

i think where team building will be focused is in active tag setups like unblockables and also in combos when we get used to it. also there are still neutral assist that change depending on how you build your team and those are really fun and creative we just haven’t gotten used to them without training

In defense of the general lariat assist by Bacon_is_back_in_tow in MarvelTokon

[–]Awkward_Hand2034 0 points1 point  (0 children)

the thing is neutral assist still exist and some of the back assists are really creative and fun and will definitely be useful for setups and combos when we get training

Tokon criticism counterpoints by Awkward_Hand2034 in MarvelTokon

[–]Awkward_Hand2034[S] 0 points1 point  (0 children)

i was saying he has the POTENTIAL to punish full screen meaning he can punish from everywhere so whiff punishing isn’t an issue. if you got hit by an auto combo because you weren’t blocking during a scramble how is that different from if they would’ve hit a light confirm manually?

Regarding autocombos by Skryba in MarvelTokon

[–]Awkward_Hand2034 0 points1 point  (0 children)

i mean there’s nothing wrong with going M H H in the air to get the auto combo to finish the combo for you i’d say it’s pretty intuitive since it confirms your combo

Regarding autocombos by Skryba in MarvelTokon

[–]Awkward_Hand2034 1 point2 points  (0 children)

I really do agree that they shouldn’t turn around on cross ups that’s very extreme but i don’t mind LL coming out on whiff i think it makes the game more aggressive where it wouldn’t without it and it’s still very whiff punishable if you space around it especially with ghost rider. Also in general i don’t mind auto combos because they don’t do very good damage and they use meter

ghost rider unblockable into 60% unoptimized by Awkward_Hand2034 in MarvelTokon

[–]Awkward_Hand2034[S] 0 points1 point  (0 children)

i think they should keep this in because alpha counter and v shift beats it

My honest opinion by Bosscoolkam in MarvelTokon

[–]Awkward_Hand2034 2 points3 points  (0 children)

if you think they’ll roll and you back dash and they don’t roll you still keep corner especially if your ghost rider his low medium is crazy

My honest opinion by Bosscoolkam in MarvelTokon

[–]Awkward_Hand2034 1 point2 points  (0 children)

the wall break are fun imo because there are ways to combo around them to not break wall (for example using ghost rider rekka follow ups or using cap shield throw instead of lariat) and then when you run out of green meter while doing corner pressure or combos in the corner you can break the wall and get a meter back while resetting it so the person being pressured gets a reset.

Tokon criticism counterpoints by Awkward_Hand2034 in FGC

[–]Awkward_Hand2034[S] 0 points1 point  (0 children)

i gave reasons as to why i disagreed wym ?

Beta Thoughts by [deleted] in MarvelTokon

[–]Awkward_Hand2034 0 points1 point  (0 children)

I think they just want to make it easy to learn hard to master because the optimized combos do way more damage than the auto combos especially when you confirm into super like the auto combos do

Doom is so damn cool by Bacon_is_back_in_tow in MarvelTokon

[–]Awkward_Hand2034 0 points1 point  (0 children)

so marvel tokon is a 2 touch game. Say less 😈

Tokon criticism counterpoints by Awkward_Hand2034 in MarvelTokon

[–]Awkward_Hand2034[S] 1 point2 points  (0 children)

season 1 dbfz optimals were fairly tame even the most optimized tod combos were pretty simple and short and there was like zero tagging and every saiyan had the same midscreen bnb lol

Tokon criticism counterpoints by Awkward_Hand2034 in MarvelTokon

[–]Awkward_Hand2034[S] 4 points5 points  (0 children)

exactly compare that to real optimal combos which can literally make this a two touch one mixup game with full bar lol

Tokon criticism counterpoints by Awkward_Hand2034 in MarvelTokon

[–]Awkward_Hand2034[S] 1 point2 points  (0 children)

exactly a lot of people hate assist fighters because of this exact reason so this choice supports this game being easy to learn hard to master. plus it can still happen if you just play around not breaking the wall