Evo 2k8 TvC Feedback Thread - All feedback from people who actually played goes here!

Mods - Seth asked me to put up a thread to collect feedback from the TvC players at Evo, and said it would be stickied. Please move it where appropriate too.

This thread is for detailed response and feedback from (and ONLY from) players who actually played Tatsunoko vs Capcom Evo2k8 build. Please start writing about your concerns, and, what you liked in this thread.

I will personally write a few pages about it when I am a bit more awake. Thank you.

Tatsunoko vs Capcom Thoughts?

Hi guys,

Hugs to everyone that came out to EVO–really great year despite no new tourney games.

Anyway a lot of you got to sink your teeth into TvC and everyone was really positive. You also gave me a lot of great feedback, but it was all too much to remember in detail while I’m doing everything else @ EVO too :slight_smile:

Anyway, since there are no plans at this time for a US release of TvC, the EVO appearance was not technically a location test. Aside from this technicality however, the TvC team is VERY interested in your thoughts about the game, and I’d like to ask that you post them here in this thread.

These can be large or small scale (e.g. “color palette not right,” or “Batsu can run away really easily,” “pushblock is too good now”), and all thoughts are welcome.

xoxo,
Seth

I really liked the game.

Like I said to you at EVo…IMO it feels like a new “Marvel” game. Even if this game does not make it to stateside, it opens ideas for using the scheme for this game to possibly make a new Marvel game.

Great game overall, I am very excited to play it more. Here are a few thoughts, aside from the obvious character balance / infinite issues:

A lot of people are likely going to be hating on the assist button being used for both tags and assists. However, I like this system. Having to have the stick in neutral to call an assist alters the nature of gameplay for the better. It takes getting used to, sure, but I hope it’s left in.

The infinite DHC system needs to be fixed, it appeared as though characters can continue switching between supers indefinitely, being constrained only by their HC bar. This is clearly very abusable.

I like the graphical appearance, very cartoony and careful, somewhere between Marvel 1 and Marvel 2. The “OWWOOOOOO” from Yatterman’s giant dog HC is one of the best sound effects I’ve heard in a while, that shit is going to be emulated whenever people use it.

Most important: release it in the US!

I’ll start off with my impressions of the system, followed by each character.

1st off, the game feels like rival schools mixed with marvel 1. The way you dial combos is much more similar to rival schools than anything. The button setup works as it is, but the partner button caused new players a lot of trouble at first (tagging when wanted an assist, due to the command). I honestly dont see that as a problem, as people need to get used to having more command normals anyway.

Assists

Assists are a real problem spot in this game right now. 3 characters have good assists. Everyone else’s are pretty poor. I would suggest to capcom that each character have 3 assists available with the following controls -

Back + P = tag
Nuetral P = Assist 1
Down + P = Assist 2
Forward + P = Assist 3

The time it takes for an assist to be available to call again actually seemed pretty good. It was quick enough that you didnt have to worry too much if your assist got blocked, but not fast enough to be used in a lockdown pattern. Often times, when an assist got to the back side of a player, and the player got into position to punish the assist, all hits would wiff the assist character. Not sure why, but it seemed extremely inconsistent as to when i was able to hit an assisting character with anything.

Right now, Yatterman-1 and Batsu and Polymer have good assists for combos, Cashaan and Soki have meh assists, mainly used in block string pressure, and Chun (as if she wasnt good enough already) has a very good anti-air assist. It would be nice if every character could be a good partner by having good assists, and having only one for each character is going to really limit what teams work really well at high levels. Its unfortunate that the game has gone in this direction, but thats what this thread is for. Things can change.

Attack Recovery

Attack Recovery feels different from any other game I’ve ever played. Even an uncanceled weak attack recovers as slowly as a hard attack from a different game, meaning that nearly nothing is safe of block (thanks to advance guard). This feels really odd and really punishes the player for trying to land the first hit of his combo on the ground. Air attacks do not seem to suffer from this problem, as you are free from recovery when you land. This reduced the viable strategies in the beta to either;

A.) Instant-Air-Dash (IAD) around and fish for a hit to start a combo or
B.) Block patiently and use Advance Guard and a long range normal to punish all kinds of ground attack attempts.

As the game is right now, the best characters are the ones with the longest-range-fastest-starting normals, so they can punish with high damage combos off of an advance guard. Tekkaman and Soki can get their punish on quite well, but do not deal the insane damage that Ryu and Chun do off of a combo.

Advance Guard

So that leads me to ‘Advance Guard’, TvC’s new Push-Block feature. This is one of the most odd and broken features in the beta (far worse than Alex’s “Touch of Stungun” if you ask me). When you are guarding, press all three attacks to push your opponent away AND reduce blockstun. This combined with the absurdly long recovery on normals lead to easy punishing of things that should probably be safe. Watch some videos of the better players from Evo and you’ll see this happening a lot. I tried it a lot, but I played mainly as Cashaan and Alex, and the range of their normals made it hard to punish. It is also possible to bait your opponent into doing AG and continue your combo. If it moves forward enough (chun lol) you can score your damage anyway.

Another interesting and odd feature of Advance Guard is that you can cancel one into itself as long as you are still being hit, and doing so keeps you from taking chip damage. So, ryu tosses a shinkuu hadouken at you, and you block it… and you start mashing all three buttons. You get to avoid nearly all chip damage for nearly no cost? Wow, this is too good.

I’d like to suggest to the development team that Advance Guard be tweaked slightly, but also be given a cost of some kind. Perhaps an AG canceled from another AG should cost a few pixels of red health, so that if you spam it, you avoid taking yellow damage, but have to get rid of some of your ammo for a Baroque attack later. Its something to consider.

Sometimes, when AGing on the top of a beam like super, you would pop out of it and be unable to AG again. If the player doesnt notice, they hit ABC again to AG and end up air dashing and eating the rest of the super. I think this is fine the way it is, its just something I wanted to point out. During Yatterman’s fire breath dog mech super, the opponent could get you into the flames, wait till you start mashing AG, point the flame down to make you air dash accidentally, and then point it back up to catch you. This was situational though, as that super’s startup means that anyone can superjump -> airdash over top and punch yatterman in the face.

Super Moves

I found it interesting and fun that command throws and throw supers were comboable, a-la KoF. Super move damage, however, seemed almost completely random. Some supers did nearly 50% for lv1, others did 15%. Some supers were lv3 and did about 50%, others did more. It seemed like the developers just rolled the dice to have a starting point to start balancing which supers would do more or less damage. This was frustrating for a while, but I know its just beta and things will change.

The damage scaling (or lack there-of) was also very puzzling. Sometimes it seemed like there was none at all, yet on other moves, it seemed to be quite in effect. If you make it so that a move does a lot less damage at the end of a long combo, people will find ways to use it early in a combo, or ignore it in favor of moves with many hits. I hope the staff is aware of this issue, and tries to find a way to make all super moves have some use.

Baroque

Baroque is a terribly interesting technique, and sacrificing your red life is a terribly unique cost for such a skill. Its basically, at its core, a VERY easy roman cancel. After the activation/cancel, you glow. While you glow, you (seem to) deal extra damage (based on the amount of red life you gave up). If this is correct, which it seems to be, players who use this often can string together longer more damaging combos fairly often, while a player who uses this once in a while can deal extremely disturbingly high levels of damage. At some point, a player accidentally did C, Baroque, Shinkuu with Ryu for over 80% damage. This is a combo that normally does 15-20%… Wow!

Im really interested in seeing how this technique develops. Its worth noting that if your partner is dead, and you have no possibility of healing, that the ‘cost’ of going Baroque is basically free. Im sure players on the ropes will keep this in mind.

**Instant Air Dashing
**

Dashing and Air dashing could be performed with A+B+C. This is wonderful, as IADing in many anime games (uf, f) is really difficult for me and a number of other players. Because of the way ground attack recovery is in that build, most assaults came from repeated IADs into As or Bs. If this is what the developers intended the game to play/look like, good job!

Licensing Issues

Lets face it. People want to play this game, and they are lazy and wont import. Any licensing problems that cannot be fixed in a cheap way should be handled by replacing the properties in question with generic characters. I dont care if Ken Washio is in. Use his animations on a new model of some generic guy called Hero-Man and make him play identically. I dont care. No one will care. When we go to japan, we can pick Ken and he will be the same as Hero Man, so we can play. Its an easy solution and this game should be localized at all costs (non monetary costs, i mean).

DHC vs SF-ex style super cancels

In TvC, you can DHC to your partner’s super, then back to your origional player, and I believe keep going until you run out of meter. My question is; Why is it that, if all attacks are the same ‘button’ for commands (no punch/kick designations) can you not allow me to DHC into my current character’s supers too? As if it wasnt bad enough that you lose your ability to tag out and heal and use assists when your partner dies, but now you cannot DHC to score sick damage either, no matter how much bar you have!

I propose that the game allow a single character to DHC into his own supers… IE ryu could land a super hurricane kick, cancel into his own shinkuu hadouken, and then cancel into tekkaman’s lazer. (The command would be to use attack buttons for the current character’s super, and use the motion+partner button for teammate’s supers).

---------I’ll type more later--------------

Topics To Write About List-

Mega Crash

Tiers - Chun, Alex, Batsu/Ryu, Cashaan/Polymer, Morrigan/Yatterman-1, Soki, Tekkaman

Gimmick Characters

Meter Management - Red Life vs Super Bar

Combofiend and Jwong broke the game. :frowning:

I’ve no place in this thread since I haven’t played it, but, how do you tag in the game? Is it like MvC2 with same strength buttons? Or is it button mapped?

How so? If this is in reference to the Alex ‘touch of stungun’ or the Ryu donkey combos, both were seen in japanese location test videos far before evo, and it was Jchen and I that got touch of stungun working first and started showing people (to get alex to jump the right distance, you have to do stungun with A+C).

They know where the real Versus players are.

im very interested on polymar and yatterman-1. So ill b waiting for the feedback as well.

I think the build we played seemed very one dimensional. I have a lot of hope for this to be a great game, but these are the things I noticed.

  • Bar builds slightly too fast. Players were getting 5 bars very quickly, and getting 5 bars usually meant that once you touched your opponent, they were dead.

  • The players seemed too mobile and the screen to big for any kind of intense fighting to really take place. I’m not saying that big screens and mobile players are a problem, but in this game, it seemed that the two created a game where players weren’t as pressured to engage each other and really duke it out.

  • The first time I played, I wiffed a normal and was punished to death. I didn’t even know what the buttons did. The cabinets would have benefited greatly from a “How to Play” box on the top of the screen like most cabinets have. Especially with the completely new button setup.

  • I liked the random select option. I wish Marvel had that. :confused:

  • Killing your opponent seemed to rely heavily on Delay Hyper Canceling and not so much on combos, specials, or normals. One hit chained into a Super Combo and then DHC’d basically killed anyone who got caught in it. I realize that Alex’s full kill will get nerfed, but I still think that’s the case with the rest of the cast.

  • Batsu’s airkick is awesome.

oh sh~

I made a thread about this in general fighting game discussion, as you suggested at evo. Please merge that thread with this one, good sir.

I imagine you and I will be working on this analysis together. I’ll put up my share soon. I wonder if anyone got my Batsu assist combos on tape.

Hey Keits… I have the footage where the game glitched… and the camera zoomed in amd focused on Ryu for awhile.

Do you have any other footage recorded?

Alex is broken already, and im sure they are gonna fix that, and if not then i hope they fix the mega crushes to be at least be one bar or something to that extent, cuz when alex goes for the second part of the stun gun infidate he not only takes a shit load more dmg he regains his bar each time he performs it. I wish i got to test it out a bit more like the barque which allows u to extend combos, but its a great tool and is risky at the same time, uses the red portion of your life to use it.

The game is great as it is right now but of course needs alot of work, like the chars assist, having only 1 assist sucks chun li’s one assist is decent for keeping peepo to air dash but as continuing comobs it stinks hopefully they add more Assist options like mvc2. Also the throw animation, when u throw the animation camara closes in and takes a while to zoom back out, take it out so u can continue a mix up and contiune the fast paced action. They also need to have the advanced guard push back a lil bit more cuz when i face justin its like he punishes me for using the guard and is able to air dash right back into me even w/o an assist to lock me down and it anit like i have a panic assist button anymore. I LOVE the fact that most of the time u can knock peepo out of the supers, keeps scrubs from randomly activating supers.

Bearly lost to combofiend in the invite compitition 2-1, he didnt play the game as much as i did but had justin wong teaching him everything who pretty much touched the game b4 anyone else. MAD fun, takes u back to the mvc roots with a touch of mvc2, needs to come to the U.S so all the MvC2 players have something to look forward instead of a game thats nearly a decade old.

edit: Some one said the bar fills too fast, its strange cuz everytime i got hit with the alex inf. i ALWAYS had only 1 bar and couldnt crush out of the combo, i usually only see 5 bars after someones char died.

Umm… I have a few minutes of another match… where it shows Alex’s stun gun combo… I’ll edit and post what I can. I’m a camera noob so it might take a bit.

Oh good. Im sure TvC dev staff is going to want to see that. I’m still not really sure what triggered it!

My post was updated. I’ll add more sections as the day goes.

I like when Alex did Stun Gun headbutt on an opponent behind him facing the opposite direction. That happened a quite a few times.

As is, I’m not really all that hype for this game, but it is fun. I’d love to see some more female anime characters (yeah I’m a whore, so sue me) and the assist idea Keits has is exactly what I think this game needs.