@orionxelite.bsky.social
NorCal FGC, +R Order-Sol, Uni2 Tsurugi(Actually Kuon) and the occasional Tager shenanigans.
literally the only thing i hate about the FFT Remaster
10.10.2025 00:57 β π 0 π 0 π¬ 0 π 0You can be lazier and do run up S2 mash > super after the rocket juggles and the super maxes bloodlust.
09.10.2025 00:15 β π 0 π 0 π¬ 1 π 0Game looks very fun *double thumbs up*
05.08.2025 01:25 β π 0 π 0 π¬ 0 π 0With the current 6 demo'ed at EVO, my idea is Cap Point, Iron Man Shooter, Storm Anti Air and Star Lord Assault. Fully up, the idea is to swap Cap and Storm back and forth based on match up and ultimately always confirming into Storm on point and using EX Ice Ball + SL Grenade for big mix oki.
05.08.2025 01:24 β π 0 π 0 π¬ 1 π 0My current idea is a team of 2 point focused characters, 1 Assist focused character and 1 mixup/another Assist focused character. No forced character swap options means dedicated Assists are far less detrimental to the team dynamic(Imagine having Commando assist and never have to bring him out).
05.08.2025 01:23 β π 0 π 0 π¬ 1 π 0Rant mostly over. Obviously, this is all speculative and could be WAY off the mark when the game gets more hands on it. Still other mechanical nuances that I need confirmed before diving much further into the theory. But the more I can figure out, the more I start thinking about team comps.
05.08.2025 01:22 β π 2 π 0 π¬ 1 π 0Be more aggressive with Assist meter use early to ensure unlocks, then play more passive with free neutral assists and look for bigger EX/Super confirms. Rotating resource usage is never bad in FGs. Bring it all together and the potential volatility of both offense and defense go through the roof!
05.08.2025 01:22 β π 0 π 0 π¬ 1 π 025 meter to extend a random hit at no expense to your combo scaling? Incredible value when you consider that unlocking an Assist immediately gives you 25 meter for free. Spend it early to keep up the pressure and push for the next unlock. Or maybe go the other way with it
05.08.2025 01:21 β π 0 π 0 π¬ 1 π 0At the very least, the FIRST EX Special you use in a combo DOES NOT add anything to your combo limit meter thing. Already seen tons of potential EX confirms from Cap EX DP and linking an air normal after or Storm's EX Tornado tackle thingy to drag them down to the ground and go from there.
05.08.2025 01:21 β π 0 π 0 π¬ 1 π 0The nuances of Crossovers eventually led me to thinking about how EX Specials will most likely end up replacing my gut instinct decision to do things like air to air j.LMH knockdown calling an Assist to continue the combo or Tag and find tons of success with confirming into EX Specials.
05.08.2025 01:20 β π 0 π 0 π¬ 1 π 0Now the meter matching would be in the Defender's favor. The more confident their defence, the more they'll goad someone into burning that Assist meter for pressure before Crossover busts them out and you're back to neutral with a hefty resource disadvantage due to how slow Assist meter regen is.
05.08.2025 01:20 β π 0 π 0 π¬ 1 π 0If Cap in this scenario CANNOT Reflect until Doom is completely off screen, then the pressure of the attacker might tamper down a lot to compensate for maintaining position and conserving resources. Calling the generic mid string tackle assist every character has might be really bad if true.
05.08.2025 01:19 β π 0 π 0 π¬ 1 π 0What's to stop an offensive player from relying on good strike throw pressure and focus on matching Assist meter use against the defender to maintain position? Feels a little like late game SFV where offensive V Reversals to keep corners ended up being extremely powerful despite the resource cost.
05.08.2025 01:19 β π 0 π 0 π¬ 1 π 0For example, if Cap calls Doom Shooter Assist, air dashes in and hit a couple normals before the enemy Crossover comes out and Doom is still on screen, can Cap still do the Reflect? That potentially has MASSIVE implications into how pressure and resource management will play out.
05.08.2025 01:18 β π 0 π 0 π¬ 1 π 0Shifting from defense, what about the offensive counter part in the Reflect? Can an attacking player call an Assist for continued pressure/mixup and STILL be able to Reflect while that Assist is out? An important distinction here is that calling Assists in neutral does NOT use an Assist meter.
05.08.2025 01:18 β π 0 π 0 π¬ 1 π 0But what if we delve into the Under-Night realm of silly OS'es? Imagine doing 1~2LAH~1MH for a quick multi-layered OS covering Crossover in blockstun, a late tech on tick throw AND a Launcher + Anti Air Assist on any neutral jump or shimmy attempts. It all depends on the input interpreter/priority!
05.08.2025 01:17 β π 0 π 0 π¬ 1 π 0This above example is a very MvC pushblock-esque type situation, should 1L+A give the Counter backdash, its like you're whiffing a 2H sweep with MvC3 Doom except you lost an Assist meter on top of it(Not the best example but you get the point hopefully).
05.08.2025 01:17 β π 0 π 0 π¬ 1 π 0L+A in blockstun gives you a Crossover, BUT what happens simply doing 1L+A cause you're down backing out of blockstun? Do you get the Counter backdash or do you get 2L + either your Anti-Air or Assault Assist(Depending on how the game prioritizes corner inputs for the cardinal directional Assists)?
05.08.2025 01:17 β π 0 π 0 π¬ 1 π 0There's a lot of potential nuance revolving around Crossovers that cannot be solidified without someone explicitly testing and documenting or having an input history to see what people are trying in matches. I'll describe some examples coming from my personal past with UMvC3 and Under-Night:
05.08.2025 01:16 β π 0 π 0 π¬ 1 π 0Marvel Tokon Theorycrafting fun post EVO Demo footage(whatever scarce amount I could findπ):
Assists are not a rotating queue like I initially thought, but rather assist roles in a set composition, the new biggest fixation I have for learning more is Crossovers and EX Specials. #MarvelTokon
I didn't see any instance of either team doing a fluid sequence like:
Point A calls Assist B
Point A tags to Assist B
New Point B calls Assist C
Possibly tagging in a character locks assists for a bit, preventing harsh MvCI or DBFZ style lockdown and maintaining an energetic pace in game
Assuming any of this is accurate, it leads me to believe the wall break/stage transition mechanic is a substitute to snapback where the point character gets isolated from their team, forcing an overwhelming 1v4 neutral over bringing in an assist/anchor to crush them with insane incoming mixups
05.06.2025 00:36 β π 0 π 0 π¬ 1 π 0Rewatching it for the...20th time, this concept seems more plausible when I noticed the little persona-esque all out attack where Star Lord launches the enemy into Ms. Marvel, Doom and then Cap which if assists DO rotate like that, that tag attack is a way to cycle your team faster if necessary.
04.06.2025 23:56 β π 0 π 0 π¬ 1 π 0The way assists work is my current fixation. Trailer kinda makes it look like you don't have 3 assist buttons but rather, an assist button and a rotating queue of the back up characters. Point A calls assist B>C>D>B etc. which would keep button clutter down without sacrificing team dynamics/synergy.
04.06.2025 23:32 β π 3 π 0 π¬ 1 π 1Hope Arcsys puts out another trailer for Marvel Tokon soon, I'm fiending for info. I can only discern and dissect so much from the teaser before I'm off in fully speculative ideas
04.06.2025 23:19 β π 0 π 0 π¬ 1 π 0its peak
04.06.2025 22:09 β π 2 π 0 π¬ 0 π 0E33 is silly and I love it to death. The absolute absurdity of being able to do this much damage with a 2-3 turn set up is hilarious.
08.05.2025 03:45 β π 1 π 0 π¬ 0 π 0Giving post game super bosses the big ouchies(still a single hit)
08.05.2025 00:46 β π 0 π 0 π¬ 0 π 0E33 giving me the big number dopamine(this is a single hit)
07.05.2025 21:36 β π 0 π 0 π¬ 0 π 0