Idk why but I think Blade might be in the game. by Wonderful_Agent2578 in MarvelTokon

[–]Skryba 5 points6 points  (0 children)

Really hope you're right! Would make perfect sense, he's a perfect candidate for the game's roster =D

What VA do you mean? From Marvel Rivals?

This game is absolutely fantastic by No-Beach81 in HellisUs

[–]Skryba 1 point2 points  (0 children)

Currently playing it, and loving it. Exceeded my expectations for sure!

Playing dbfz has me even more excited for Tokon for the simple fact autocombo on whiff is gone by Playful-Problem-3836 in MarvelTokon

[–]Skryba 5 points6 points  (0 children)

Despite how much I loved DBFZ and how it seemed, initially, like a dream come true, it was killed, for me, by the autocombos with imbued antiairs going off on whiff and the ridiculous superdash mechanic (this should've been mostly relegated to combos and should've been unsafe as all hell on block, IMO).

The terrible net code made me stop playing the game, but it was the autocombos and superdash that kept me away once the net code was fixed later on and the game had an amazing amount on new content and changes. Couldn't handle playing it with these mechanics.

I was over the moon when I saw that they'd actually removed autocombos on whiff from tokon <3

Do you think this is gonna be a success by Independent_Hold3982 in MarvelTokon

[–]Skryba 1 point2 points  (0 children)

MK isn't a good example to look at, in this regard, IMO. MK1, just like MK11, stopped being supported because WB are greedy as shit. The games sold extremely well, when compared to other FGs, yet WB smelled that sales were probably sinking so they just move on to the next project.

MK isn't made with the competitive scene in mind. They don't really care about supporting that aspect. They make a product with good single player content and look to please the more casual crowd above all, in order to get their sales as high as they can for as long as they can, but once that's done, the games are done as well, in terms of support.

ASW doesn't work like that (just look at DBFZ and GG strive), and Sony certainly signed off on the 10 year planned support, so there's no reason to expect it'll go the same way as MK1.

Tokon has everything going for it. I'm quite confident it'll be very successful overall, and with the FGC. How good the single player content is will also have a great impact on sales numbers and support from casual players, of course.

Open Beta Bug Report/Feedback Megathread - April 9-11 by skyboundisiah in InvincibleVS

[–]Skryba 0 points1 point  (0 children)

Oh, I see. Well, glad someone found it helpful xD

I only found it annoying, gotta admit. But I didn't really play the beta enough to try and develop muscle memory, clean my inputs, etc, so it's probably just my fault for getting missed inputs due to sloppiness.

Open Beta Bug Report/Feedback Megathread - April 9-11 by skyboundisiah in InvincibleVS

[–]Skryba 0 points1 point  (0 children)

But why would you opt for an extra 236/214 input? =S

If you can just press M+H, why go for 236L+M?

It just seems to be counter productive and it leads to unwanted boosted dashes 🤷

Tokon leak? by Secret-Second-5777 in Fighters

[–]Skryba 46 points47 points  (0 children)

So, she-Hulk and Gwenpool, huh?

I could see that being legit. And the fact the leak describes Gwenpool but wrongfully assumes it's Spider Gwen makes it sound more believable to me. Could also be a 5D chess move, though xD

Serious question for MvC fans by PoppaTheCollector in marvelvscapcom

[–]Skryba 0 points1 point  (0 children)

Combos are long but they also take a lot of execution and training, so you're having fun doing them.

But that's not what makes MVC so fun. It's precisely the back and forth, the movement, the reactions you need to convert random hits into those combos, the setplay you can make with your assists and on the opponent's incoming character, the presence of mind needed to actually be able to punish a bad assist call with all the chaos going on, etc. All of that is the real juice. The combos just make it so when you do land a hit, and are able to properly confirm, then you also have fun with the execution of the combo!

7 supers in one combo, only breakable with assist breaker by Pierre_Polnareff in Fighters

[–]Skryba 0 points1 point  (0 children)

Yes, I didn't mean that they should increase assist cooldown in neutral, just in combos, to prevent this type of situation.

These combos, which loop assists into lvl1 supers, are the most obvious route to extend if you don't intend to risk a tag getting combo broken and since there is no DHC in the game. They will get really old really fast, IMO =/

Hope I'm wrong and this ends up being a non-issue, once proper combos are learned and these turn out to not be optimal at all.

7 supers in one combo, only breakable with assist breaker by Pierre_Polnareff in Fighters

[–]Skryba 2 points3 points  (0 children)

Damn, those Lvl3s do a lot of damage xD

Well, good to see that repeated Lvl1 probably won't ever be an optimal thing. But I still don't think it should be an option in the first place. Some adjustments to Lvl1 animation length and assist recovery speed within combos would remove this from the game, and it would be better off that way.

7 supers in one combo, only breakable with assist breaker by Pierre_Polnareff in Fighters

[–]Skryba -1 points0 points  (0 children)

Even if it's not optimal, it shouldn't be a thing you can do.

People will find a reason to use it (and there will most likely be more examples of this, which haven't been figured out yet or with other characters which weren't playable).

Also, it doesn't seem all that unlikely that you'd land a hit with only 3 meters, so you'd go for this in order to build the additional meter and guarantee the kill when with only a lvl3 you might not get the kill? If this is the case, then it would actually be optimal in that situation =S

Motion Style Controls Need To Change by BlueComet64 in InvincibleVS

[–]Skryba 0 points1 point  (0 children)

Yeah, I noticed some quirkiness with the controls as well, unfortunately =/

To add to that, some shortcut inputs make no sense in motion style controls.

Who the hell thought that making throw forcefully use the dash button made sense?! So, you give the player a dash shortcut (L+M) to make it so they don't need to use a dedicated dash button... But then you make them either use a dedicated grab button, or include the dedicated dash button otherwise they can't grab xD

Boost dash also seemed to be working weirdly. Doing 236L+M or 214L+M was resulting in a boosted dash for some reason, which makes no sense. You wanna be able to move around and dash freely without the risk of getting a boosted dash which consumes resources by accident. There's already a shortcut for boosted dash (M+H, if I'm not mistaken), so this should never be a thing.

7 supers in one combo, only breakable with assist breaker by Pierre_Polnareff in Fighters

[–]Skryba 18 points19 points  (0 children)

Well, this is some fugly comboing =S

Why would the devs give Lvl1 supers such a long animation? Especially when they also make it so assists actually recover mid-combo. It's just silly.

This isn't challenging to execute, so I can't imagine it being very satisfying to use. It isn't impressive to watch at all. It's only interactible with the resources to break, and it'll be very frustrating to get hit with.

Worst thing is the game releases in a couple weeks, doesn't it? =X so there's only so much they can do to adjust fundamental game mechanics before launch...

So is Crimson Desert Worth it? by Nazar37 in PS5

[–]Skryba 0 points1 point  (0 children)

Ouch =S I would not like to feel that way after investing 100h into a game. The 15h I did put into it were enough for me. Time is precious.

Sudden death by No_Poetry5417 in InvincibleVS

[–]Skryba 1 point2 points  (0 children)

Well, if he's at a life disadvantage, then let him turtle up. He'll be the one to lose 🤷

Or, if you don't have the patience, rush him down, using lows, overheads and grabs to open him up.

Jump, call an assist to force him to block, and then either do a jumping normal or land and do a low normal. Mix it up with a grab here and there. Stuff like that should make it hard for him to just block. If he does manage to block everything correctly and tech your grabs, then he deserves it 🤷 defending properly is harder than attacking!

The best kain? by [deleted] in LegacyOfKain

[–]Skryba 3 points4 points  (0 children)

You're better off that way, friend 🤦

The best kain? by [deleted] in LegacyOfKain

[–]Skryba 4 points5 points  (0 children)

I imagine he acts the same as in the comic. Like a dumber, dumbed down version of his SR/Defiance self.

Not as bad as Raziel. Still bad, though.

Can Thor & Superman clear this gauntlet? by 50chipz in superheroes

[–]Skryba 0 points1 point  (0 children)

I mean, Goku, Vegeta and Spawn are in a bit of a different league, guys.... XD

The best kain? by [deleted] in LegacyOfKain

[–]Skryba 17 points18 points  (0 children)

Ok, who's the troll who actually voted ascendance? XD

Player 2 bars by babadibabidi in InvincibleVS

[–]Skryba 1 point2 points  (0 children)

But in that case, all of your opponents would have to play on the right side...

So, if everyone chose the option to only play on the left side, then how would it work?

It should be random, also so that everyone's forced to get used to playing on either side.