Infinite floodgates opening

Nope. Even the best characters are too vulnerable to the other character’s shit at the start of the round for MVC2 type shit to happen. More like Xmen vs. SF where there’s an established top but they can get touched because everyone gets touched out on the streets.

Zero and Vergil need to utilize the other cast on a team to even get close to that. You’re thinking way too much like a SF game at that point to bring up stuff like that. Plenty of other characters are nearly as cheap where they can’t control the game. They will get hurt too.

HSD is fine. It’s the failure of the game actually checking HSD that causes failures.

It’d be a damn better sight than this failed experiment with hit stun decay. It’s nowhere near as combo limiting as they advertised, and mostly servers to make it more difficult to learn combos, as you can’t simply practice the part you’re having trouble with.

But what would be the hit limit before the dizzy?

Thank God!

And what the heck is this about “saving EVO.” We’ve run games with even more prevalent infinites before (MvC2, A3) and things turned out to be fine.

EDIT: This is a game by “Neo_G” Ishizawa. Were people honestly expecting a game by him to not be broken?

Hit stun decay in this game isn’t balanced anyhow. Where as one character can naturally get long combos before using special property based moves others can’t even get that then have their damage scaled to shit for it. At least the MvC2 system’s only limits were the characters ability and not an extra outside engine.

it was 40-45 in mvc2, i think that’s a fair amount

Welcome to Marvel. The name of the game has always been “don’t get hit” even before MvC2.

I get where you are coming from but 100% combos and infinites are no different from each other. It’s not the opponent’s fault that he is better than you. Let’s say there are no infinites but your opponent can do a 100% combo on, let’s say Thor, anywhere on the screen that builds it’s own meter plus leaves them at a plus on meter gain even after using, and they can do this combo 100% of the time. I’m failing how people, not trying to point you out, but I’m not trying to see how it’s cool for ToD combos, X-Factor infinites, and other random bullshit are cool but THESE infinites aren’t. They for one are a lot harder to do than some normal combos, IE Spiderman’s infinite is stupid difficult, they are only practical for some characters because some characters just excel better on point and would weaken them switching spots, and most importantly above all you can guess how to escape. These infinites, are infinitely weaker than MvC2 infinites. Obviously they could kill you no problem, hence the name, but some characters infinites just did shit damage but opened up a slew of other problems via resets, IE Magneto reset king. Then you had to worry about not only IF the combo would stop but also WHEN so you can prepare for it, plus the incoming mixups, guard breaks, and/or unblockables. How I miss the good ol days :sad:

You said it yourself, you drop some of the easier stuff as well, which is cool not everyone is execution perfect, but don’t expect your opponent to limit himself casually or in a tourney, because you fucked your own chances to win? They are essentially the same. At least these version of infinites make a majority of the cast interesting to watch now as most of all the infinites can only be done from Down TAC. That limits your choices if you know who you are playing against. What you should be worrying about is the characters who don’t give two shits and still make you guess not only which direction to tech but when to tech as well. I’m referring to the characters who can abuse the double TAC glitch without burning X-factor. You have a one out of six chance of guessing right in those situations and can’t do shit about it if you guessed the initial TAC wrong.

I dunno man I much rather take a guess on a TAC rather than lighting loop till death or being combo’d to death by dante.

Not saying TAC are great, I dont even like them, I think you should be able to react to it even if its 2-3 frames.

:lol: I did say some characters.

Also to those complaining about infinites I simply refer you to DarkPhoenix’s signatures.

mvc2 didnt have many true game-practical infinites. this TAC stuff is interesting because it does exactly what the devs intended NOT to happen, and it’s done so WITHOUT needing a medium to high level of execution. This could be a good thing for the game (xvsf wolverine/cyclops) or a bad thing (mvc1 red venom). either way, I somehow don’t see this lasting very long with capcom’s current DLC habits, and that’s a shame, I’m interested in seeing what this means for the game. Every launch could turn into “going for TAC into infinite”

Essentially that’s what it will be for characters with multiple TAC direction infinites. I’m not mad about that one bit. Like I said it makes the rest of the cast more interesting for the time being. MvC2 had enough to see the potential of how deadly a real infinite could be from the actual kill to the mind games they can play on the opponent. I merely look at all infinites as another tool among many to use in the ultimate goal to winning.

X-factor infinites can only go on for until x-factor runs out. That being said, I still think the damage boost from x-factor should be gotten rid of. Too many times has the damage boost given me a win/loss that i didn’t deserve. TODs that require even 1 bar of meter limits the meter build. I often times use hypers to punish, but dante for example can burn through any hyper with his lvl 3, something i don’t complain about because of how much meter it costs.

This is just the start of the tac infinites so characters that only have a down tac right now could eventually have a side or up TAC infinite. I’m not sure if anyone has looked into it, but after the first jump after TAC an assist may be able to be called (I’m unsure mainly because if the HSD is still reset after the jump the character is probably still considered to be in the middle of TAC, an un assistable part of a combo). If an assist can be called (meaning the game somehow does AND doesn’t register landing on the ground), then somebody will come up with other TAC options using different characters assists.

For the record, My execution failure is not an issue with the game. It’s natural for everyone to be beat because of different factors (i.e., the opponent is simply better than me), but a glitched mechanic allowing meterless TOD shouldn’t be the reason. The execution heavy infinites are simply a situation of someone wanting to learn them, learning them, and being good enough to perform them in the middle of a fight. I only argue with the mechanic, not how much better the player is than I am. I made dark arthur my anchor because of my execution with zero (zero, vergil, arthur), and i think dark arthur is broken (rather, the power lvl 3 x-factor gives him is broken, not the character). To be honest, if these infinites didn’t exist, and x-factor didn’t exist, i would consider the game strongly balanced. Any character can be added to a team and provides a strong bonus one way or another (point play, assist play, matchup play etc.)

All i’m saying is i should be beat because the other player is better than me, not because he can exploit a glitch, or a game mechanic gave him the win. I have myself won many a match because of X-factor 3’s power, not because of my skill. I suck at runaway, but it sure as hell doesn’t take skill to power armor, x-factor, and put 4-5 daggers into someone. Not to mention abc combos often TOD in lvl3 xfactor, taking skill completely out of the picture. And as far as watching tournaments and whatnot, I’ve seen a few of the TAC infinites, and it gets old to watch fast. If they are doing them at EVO, it will more than likely be the last of marvel i watch until a patch comes (if it comes).

EDIT: Essentially, I do think execution should equal better damage output, but TOD’s shouldn’t exist in my opinion. For my to be poked by a one frame light atk that can be chained 3 or more times for easy hit confirm into instant death doesn’t sit right with me. If theirs anything i have to agree with, it’s the strict definition of “interesting.” I want to know why the programming can’t recognize your jump to be confirmation that you have landed recently

mvc2 was all about how are you ending your infinite with a hyper and DHCing it into sentinel force, hail storm or proton cannon (im talking the practical loops like iron man and storm) with all the meter you built.

I don’t necessarily think this will boost character variety in tourneys. In casuals we might see people bust out more new characters to try stuff they practiced at home but in all actuality this is most likely just going to make the top tier characters even better. mobility is still key, I don’t think we’re gonna see an influx of MODOKs now that he has an infinite

on a side note, i totally saw the weird way characters bounce during combos ending up being exploitable :rofl: less ground bounce in mvc4?

Morrigan/Doom already obsoletes 1/2 the roster but most are still stuck on “play who you like”.

Actually MvC2 is looking a lot better designed right now. You couldn’t throw at the start of the round and you couldn’t DHC into power up hypers.

MvC3s OTG system is horseshit by the way.

WELL THAT’S JUST OBVIOUS

http://z4.ifrm.com/30153/94/0/e5117040//e5117040.gif

MvC3 is a big ball of potential atm, I’m watching it because I wanna see what the final game will look like before MvC4 comes out

Hmmmmm…I remember back in 10 when Marvel 3 was first announced and information started to pour in, Romneto and a couple of OG Marvel 2 heads were bashing the game. Since then, the game has evolved to SOME degree ever since ECT4 and CEO. It’s one of the most fun games to watch at the moment, and still brings in solid numbers at tourneys.

With these infinite’s however, I’m wondering what that will do the game? On one hand I really don’t want them to just put out a Knee jerk patch. On the other hand, people DO seem to be getting the hang of the system and that’s good. I just want to keep the momentum that we had at ECT4 and CEO. I want this game to keep moving forward but with these infinites…

I’m just kind of torn about this issue.

First, just to get this out there, assist can’t be called while doing the infinites. You’re technically super jumping still hence why these exist to begin with since you never technically land. As for the other directions that’s a limiting factor as well. That’s why you’ve only seen a few character’s so far with multiple variations. It really requires the ability for the character to be able to maneuver in the air and in some way shape or form, juggle your opponent lower to the ground for it to properly work.

I don’t the comparison between infinites and a ToD combo is very good.

First off, most ToD combos require lots of Meter, an ideal hitconfirm, and usually it’s just a ToD against the relevant cast.

These infinites give you a true ToD for no meter at all and build you full meter. This means that if your confirm is a throw, you get a kill, if it’s 6 2A’s and a shopping cart, you get a kill. And that 5 bars is not small either. Even if you opponent has 5 himself, in this game a loaded attacking character is infinitely more dangerous than a loaded defending one.

All you have to do is land an S.