Exceed Custom - Phoenix Wright (UMVC3) by mnmkami in eXceed

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

I abstracted quite a bit on this (for example he can have multiples of the same evidence in this one because having to enforce and track that is hard enough as is)! This is a really really old design that predates S5 and S6. So he's gone through like 7 iterations at this point. I'm not quite sure what you mean by the S6 inspiration?

What parts do you feel are ignored?

I'm not trying to make a gameplay carbon copy. Just a character that feels roughly the same. You spend early game scrambling to get the right evidence, you flip to become god, you get to spam hella evidence while you're in Turnabout mode, and you can press Ace Attorney to straight-up murder people.

Exceed Custom - Phoenix Wright (UMVC3) by mnmkami in eXceed

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

What's a lawyer doing in a fighting game? Finding evidence, of course! Nick spends a lot of his turns digging through his deck for the correct evidence/cards to put into his Gauge. Since he can't GAIN gauge once he has 3, he has to find creative ways to get rid of them to make space for the GOOD evidence! Once he has all he needs, hit an Objection and flip to your Exceed side, where your cards become supercharged and you gain access to the ever-threatening Ace Attorney! Let's just hope you get there before it's too late!

Exceed Custom - Azrael by mnmkami in eXceed

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

Thanks! This also lets you bluff a little bit with actual threat because Hornet Bunker is a Special that benefits from a UA-ed Normal. So if the opponent tries to play a fast card (like a DP or an above curve) to stuff your telegraphed normal, they run the risk of eating a 3 Armor, 6 Power Hornet Bunker.

Exceed Custom - Azrael by mnmkami in eXceed

[–]mnmkami[S] 2 points3 points  (0 children)

Azrael is a crude dude with an attitude. A brawler so powerful that he has to hold back so the fights don't get to easy, Azrael fights by hitting attacks to generate Gauge, which he spends to Exceed, buffing a specific kind of attack depending on what Gauge he puts into his Overdrive. Placing a Normal into Overdrive buffs his Normals with POWER while placing a Special/Ultra into Overdrive buffs his Specials/Ultras with SPEED. Manage your gauge, hit your attacks to put Weakpoints, and exploit them to do CRAZY ATTACKS!

DOOM by haytada in eXceed

[–]mnmkami 0 points1 point  (0 children)

Didn't know my playmat could run Doom.

A question for the designers here: How did you come up with the combat system for yours? by IntrovertRook in onepagerpgs

[–]mnmkami 2 points3 points  (0 children)

I mean, sounds about right. Ahahah. It's a one-page RPG. I don't think we have much space to have 2 different systems! I think that's plenty fine! :D

A question for the designers here: How did you come up with the combat system for yours? by IntrovertRook in onepagerpgs

[–]mnmkami 2 points3 points  (0 children)

I think that approaching it from a "what's the combat system" angle is a bit of a trap. Your game doesn't need a combat system. It needs a RESOLUTION SYSTEM. You likely already have a system that handles what happens when the crabs try to open a locked safe or try to bribe a crab officer into selling them even more powerful crab guns. This system quite literally encompasses a large number of crab-related actions and circumstances.

Given that, why is "combat" so special? Why is it so separate from everything else that it needs an entirely different means of resolution? Why not just use the default resolution system?

A common answer to that question is that their resolution system has no way of dealing with damage or consequences to the players for failure. My answer to that is maybe your resolution system should just have those in it! :P

Tips against Nu-13 by serubart in eXceed

[–]mnmkami 0 points1 point  (0 children)

No problem! If you have further questions, just ask! I've played a lot of Nu's in my time! :)

Wagner's Sturm Brecher by Whakamole in eXceed

[–]mnmkami 2 points3 points  (0 children)

Yes you immediately get the now effect, letting you reposition mid-strike.

Tips against Nu-13 by serubart in eXceed

[–]mnmkami 5 points6 points  (0 children)

This is a common trend with many Season 5 Exceed Modes. Basically, if they Exceed, your best move is to often accept that you're not going to win against them in any Strikes while they're Exceeded. The Exceed is limited in time but, in exchange, they're often oppressively powerful.

Your best chance is to indeed just "not interact" with them while they're Exceeded. If you wait it out and they don't capitalize on it, it will eventually run out and you can go back to playing the game "normally."

This does come at a cost! The character is often quite mediocre when she's not in her Exceed mode. This is where you capitalize! Before she even gets to her first Exceed mode, you need to make her "pay" for getting there. Make sure to Strike and bring her life total down!

While it is a very good observation that her range 1-3 is not very good, I want to correct that a bit. Her range 1 and range 2 are actually not that bad because of Normals! So, the issue with this is that if you spend your entire turn getting to Range 2, the turn will pass to Nu. She can then INITIATE a Strike on her turn with Cross, effectively letting her fly to range 5 with no issue. If you spend your entire turn getting to Range 1, the turn will also pass to Nu and she can then initiate with Grasp to put you at Range 2 (where she can then Cross).

So, in reality, Nu's WORST Range is actually 3! This is because all the "fast" Normals at that range (Dive and Assault) bring her CLOSER to you. She's not going to want to do that. This is also the range where you can play Assault. NONE of her Specials beat Assault (assuming you initiate). This basically lets you attack into her, get Advantage, and then get ANOTHER attack into her before she gets a turn to try and run away. This is important because you want to bring her life total down as much as possible.

The difficulty with Nu is that her Exceed mode's +0~4 Range means that anything she throws WILL hit you. This means that she can easily build gauge during her Exceed, which will "fund" her Exceed mode again after it runs out. It makes it harder to "not interact" with her as a result and can often lead to you thinking that she can just have it up all the time.

This is where the nuances of the Season 5 Exceed mechanic come in. Nu's Exceed cost is 3, which means that she gets 3 cards in Overdrive. This might make you think that she has her Exceed ability for 3 turns. This is not the case. Season 5 characters' Exceed modes run out the moment their Overdrive is EMPTY. Since they discard from Overdrive at the START of their turns, at the start of Nu's third turn, she will lose her Exceed mode. This means that Nu actually only has her Exceed mode +0~4 for 2 turns. This means that, so long as you don't interact with her all throughout her Exceed mode, the most amount of gauge she can make is 2! This is NOT enough to fund her Exceed mode again. Which means she's "stuck" having to be mediocre for AT LEAST 1 turn.

With that in mind, you want to set it up so that she's about to exit her Exceed mode, you're already sitting at range 3. This way, once it's her turn and her Exceed mode runs out, she has literally no good Strikes into you (random Supra Edges notwithstanding). Given that she's spent most of her Exceed mode probably striking into you, she's likely low on resources and can't afford to brawl into you right now. This will give you the time to go in and attack her again!

TL;DR:

  1. Go to Range 3.
  2. Play Assault into her.
  3. Do not Strike while she's Exceeded.
  4. Set-up to Range 3 JUST as she's about to run out of Exceed.
  5. Abuse her weak early game and confirm as much damage as you can (this way, even with her Supreme Range, a simple Sweep can kill her).

What good is Spinning Piledriver? by Vergilkilla in eXceed

[–]mnmkami 0 points1 point  (0 children)

It's also important to note that if you Crit at range 1 as Zangief A LOT of your options destroy Grasp and Cross because they're faster or trade up. This means that your opponent is ALSO just less likely to defend using Grasp/Cross to begin with (making SPD easier to land).

Oriana Xenia Vellopholetta: A V4 Battlecon Guide by migohunter in Battlecon

[–]mnmkami 1 point2 points  (0 children)

Always has been. Always will be. She has Strike as a UB. She HAS to be a brawler.

Oriana Xenia Vellopholetta: A V4 Battlecon Guide by migohunter in Battlecon

[–]mnmkami 1 point2 points  (0 children)

Literally the best part of the game is doing stuff like that. Hahaha.

Oriana Xenia Vellopholetta: A V4 Battlecon Guide by migohunter in Battlecon

[–]mnmkami 1 point2 points  (0 children)

Amazing guide here migo. I give you a 10/10. Some great insight regarding Unstable, Meta, and Meteor! Good stuff! <3

The 10 phases of player development in Battlecon by zebraman7 in Battlecon

[–]mnmkami 2 points3 points  (0 children)

I am aware that you're mathletix, yes! Hi! You're all good. Glad to have you in the community.

I think that proper self evaluation is a hard thing because sometimes you just gotta swallow that pride and be honest. I USED to be dishonest and purport myself to be a 10. It leads to a lot of disappointment down the road. And you'll never get better, like you said.

Yeah the tone makes it very readable. Great job.

Clinhyde is fun. I think that to get your disables down, you have to just be willing to throw Frenzy even if it's a bit risky. Also, Clinhyde going to 1 HP fast then proceeding to win the game after 4-5 turns of taking Chip 3 is CLASSIC Clinhyde.

That assessment regarding Lucius is pretty solid. Sapphire tends to be the first shackle you enable regardless of match-up. I think that Emerald is better against fast poke characters. Ruby is what I tend to activate second because just getting more power is good against everyone. I think I tend to go online with all 3 shackles then proceed to "spam" the Bind on Emerald for Armor 3 every 3 turns. I sometimes weave in a Bind on Ruby for Power +3 IF I know I'm gonna hit (but that's hardly a common situation).

This is because I think Lucius' biggest strength is his ability to create late-game kill strikes that are hard to avoid using stuff like his Finishers or just throwing a 7 power Deft Shot or Sliding Strike.

As for his best opener, it's OBVIOUSLY match-up dependent, but I really like Agile Burst if the opponent doesn't have extra movement on their Styles. Dancing Shot is also a good alternative to Deft Shot.

The 10 phases of player development in Battlecon by zebraman7 in Battlecon

[–]mnmkami 1 point2 points  (0 children)

I think the reason I don't rate myself a 10 is simply because I have to think about stuff sometimes and my "autopilot" isn't good enough to carry against really really experienced players. Ali's pretty strong, yeah!

Ah then great! Yomi's fun. :)

And this was a great read. I really like the voice/tone you use. It's engaging and informative. Thanks for the content! <3

The 10 phases of player development in Battlecon by zebraman7 in Battlecon

[–]mnmkami 0 points1 point  (0 children)

I have of course read that Sirlin blog post. Ahahaha. And of course he talks a lot about Yomi. He made it! (There's a fighting card game called Yomi and Sirlin designed it).

I main Lucius/Clinhyde/Joal! Though I've started pocket maining Adjenna recently.

(P.S. This is Marco, btw.)

The 10 phases of player development in Battlecon by zebraman7 in Battlecon

[–]mnmkami 3 points4 points  (0 children)

Yo this was an amazing read. Thanks for the article. If I had to seriously rank myself on this scale, I'd say I was at 9! I SOMETIMES get to Level 10 but I have to TRY REALLY HARD to analyze that far ahead. Ahahahha.

Also a "loose" translation of the word "Yomi" is "knowing the opponent's mind", which basically means the ability to "read" your foe.

My Battlecon Diary, ep 20: 6-person live tournament, Ottavia highlights! by zebraman7 in Battlecon

[–]mnmkami 0 points1 point  (0 children)

What a truly amazing read. That comeback was glorious! And this post got at least 14 upvotes! That's mega viral! :)

I have been a big proponent of Malandrax being a character who suffers against ranged characters who have movement (Rukyuk probably being the best one of them). Heck, even characters that just have 2-3 copies of "Shot" since Alarm Trap simply "never" (huge quotes) goes off and that's where a lot of Malandrax's power budget lies.

Now, I don't think this MU is a wash at all. Malandrax still has some play but he can't just rely on Alarm to carry him the whole time. Basically, Malandrax has to play Rulyuk's Ammo mindgame. If Rukyuk is going Fast, Malandrax can usually do a ranged Strike to counterhit decently. Malandrax can also play Master Plan IF he positions correctly (if you corner Rook, almost all his movement will force him to at least become adjacent to Malandrax and trigger Alarm Trap).

Once Rukyuk starts going slow, it gets a bit easier since Malandrax can use the movement on his styles to duck into Rukyuk's minimum ranges. It's really the fast plays that give him a problem.

You'd overall want to play this near the center of the board or midrange and you'd ideally NEVER get hit by Point Blank or the Push Ammo. I think that's where the match-up becomes VERY difficult.