Vito DeVito
Noob
Hopefully they can patch the hit boxes so they are the same in both stances. I can't figure out how they didnt notice this in testing. I always thought I was dropping aquamans 2,2 after scoop because of online lag. Good find mayo.
Whoever says that is plain wrong.Stance specific combos in VF = "it adds depth!"
You actually use different stances in VF. In Mk9/IGAU the stance button is just there. One does not benefit off of it except for interactable combos that aren't practical to begin with. It's not depth; it's just annoying.Stance specific combos in VF = "it adds depth!"
Stance specific combos in INJ/MK9 = "its a bug!"
Stance specific combos in VF = "it adds depth!"
Stance specific combos in INJ/MK9 = "its a bug!"
I'm making a combo analysis video, and I was practicing my new environmental combo and it just wasn't connecting. That's how I found it.how do you find all these things?! I've said this a million times already but i'm so happy that you picked catwoman as your main in this game
Could be kinda cool... If you know about the limitations in matchups, you could make sure your stance is a certain way when near those interactables as a defensive options of sorts. Catwoman can take 61% using an environmental bounce. If you have a way to make it fail, consider it something to help you out.I like how the stance switch button, which is pointless fluff by design, actually managed to be worse than useless.
Also, this probably should have gone in general gameplay discussion. It effects far more than just Selina
Suck it!!!I was literally about to post this, found this out 2 days ago when searching for a high combo using interactables.
Gutted you beat me to it.
Maxter hasn't posted a single thing to contribute to all the work we've been doing together for our character, and in recent tournaments I just see him playing Nightwing. So, I stopped tagging him.Also Mayo, you didn't tag Maxter, who seems to be a Catwoman main as well :-(
I totally disagree. If you know it works on certain characters, use it. And like the video shows, other main strings NO issues connecting to the bounce at all. Her 2D2 string still leads to 60% damage with environmental bounce and never fails. -- I haven't seen any random scrubs winning tournaments who just picked it up and won. I've only seen players who have also won many MK majors and well known naturally good fighting game players.Lol, nice find. Just goes to show you interactable bounce combos are unpractical.
IGAU has no depth. It has more technical aspects than mk9 sure, but it still isn't hard at all to pick up and do well at a tourny/major.
Actually the stance in VF has a more important role, with half circular attacks. This makes sense because it's a 3D game. Having something like this in a 2D game makes no sense and I'm guessing it's simply a by product of not using 2D hitboxes like other fighting games.Stance specific combos in VF = "it adds depth!"
Stance specific combos in INJ/MK9 = "its a bug!"
The characters automatically change stances on their own when fighting, so removing the stance button would only make things worse because you'll lose the only way you'll have some sort of control over this randomness.Can they just please getting fucking rid of the stance change button? It is THE MOST FUCKING USELESS BUTTON IN FIGHTING GAME HISTORY. NOTHING IS EVEN CLOSE.
This is what I like to hear! People going into the lab and figuring it out!Nice find. Currently working my way through the whole cast with Raven (up to Catwoman... christ this is slow work) testing every move/string into background bounce to see if I can find any.
So far I've found two (22 on Bane only connects if both chars are in different stances, 2 on Batgirl only connects if both chars are in the same stance).
It seems quite predictable actually (note I've only tested using Raven's moves). Specific moves will change both your stance and your opponent's stance reliably, as does swapping the sides of the screen between a knock-down and standing back up.The characters automatically change stances on their own when fighting, so removing the stance button would only make things worse because you'll lose the only way you'll have some sort of control over this randomness.
You actually use different stances in VF. In Mk9/IGAU the stance button is just there. One does not benefit off of it except for interactable combos that aren't practical to begin with. It's not depth; it's just annoying.
Also, learning a character in less than a week and entering a major and actually doing well doesn't mean the game has depth either. IGAU has no depth. It has more technical aspects than mk9 sure, but it still isn't hard at all to pick up and do well at a tourny/major. IGAU is no where close to how in depth Guilty Gear, KOF13, Blazblue, Arcana Hearts 3 (fuck that loli game), or Virtual Fighter are.