Kotaku article: Seth Killian on Infinites

I can, it happened in the arcades I went to during the 90’s and still does to this day.

Do you remember which game? I’m curious now:


I was looking at various games, the only recent games I can't find evidence of infinites for are SCV, T6*, and SkG  (although a large number of old games are infinite-free).  MK had infinites, but a breaker system.  T6 has a number of non-infinite TOD's though (usually out of rage and counterhit)
 
*youtube has some claimed infinites, but I think they're fake, hard to tell :p

KoF 98 was in arcades here forever, some arcades never dropped 2I as well.

Frontier AJA tried to do this, and that shit, after six patches (More counting the a b and c versions of them all) and that shit STILL had infinites.

Why does everyone keep bringing up games that were made like 10 years ago? It’s 2012 and we should be able to rid of these things before games release.

I miss those days

In HnK, everyone’s got infinites, doesn’t that mean it’s balanced? W/e, it’s still a pretty damn fun game.

Someone else can carry the torch as the arcade rat who writes domination 101 articles. He’s earned his lifetime pass.

i asume that all the debate on this thread is because xes is posting stupid stuff as usual, i find amazing that no one has put him on their ignore list yet
fgd becomes a better place that way

it would if everyone had practical ways to land them :stuck_out_tongue:
the only one who has practical setups is Rei
Toki doesnt need them since he can rape you with his ridiculous mixup game, anyone crying about how broken are any char on any modern capcom games have not seem those 2 in action, and more importantly have not got raped by them, lol

btw even when rao has a practical way to setup his infinite, he still has the problem of getting the luck to start it, plus it has tons of 1 and 2 frame links that can make you drop it

shouts to juda for having a lot of unblockables btw

man how do i miss playing hnk every day

What I love most about all of the Kotaku comments is that it’s fairly obvious they’re all made by people who probably have never even been HIT by an infinite before. I would bet money that these people are not anywhere close to the level where tactics like that would come into play. What the fuck are they so salty about? LOL

Also, I love the half-assed analogy to boxing the author keeps trying to use to justify his narrow minded view of something he obviously doesn’t understand.

more likely they tried to play hayato/ryu/megaman on MvC2 and got ROMed once and said “fuck this game it sucks”

You know…Marvel 2 is a you get hit you die game if you aren’t playing against Storm, Sentinel and Cable. Process that for a bit and then stop saying stupid shit about MvC2.

Its like people forget the only character who consistantly could do ToD’s was Iron Man and that killing somebody with ROM is insanely tedious. Killing somebody with rom means your execution needs to be on point because it will make you tired.

I thought, by now, people would have already noticed that what Killian says as a Capcom employee does not mean that is his preference. But I suppose the SF4 generation refuses to see the obvious (e.g., to accept what he stated in sf2.alt, reproduced in that “O.Seth” thread).

People prefered SFA2 to SFA2G (Z2A in japan)
People prefered SFA3 to SFA3U or even SFA3DU
People prefered SF2HF to SSF2
People prefered ST to HSF2AE
They also prefer ST to HDR
XvsSF over MshVsSF and probably even over MvC1
MvC2 over MvC3 series

SFEX3 was one of the most open ended FGs that I’ve ever played. The tagging system allowed you to do almost anything in regards to canceling moves and following up in a completely different direction. It only had 2 infinites and you generally had to be desk/program controller to do either consistently (even the program control messes up from time to time).

I was really hoping that SF4 and SFxT would be open ended like EX3 was and it wasn’t and as a result I don’t enjoy playing those games at all. Even if they took half of the mechanics from the SFEX series.

patches cost money. Every time a new infinite gets out to the public it has to be patched but they will never patch 1 out @ a time. They will let them pool together until there is a good bit so they don’t waste so much money only fixing 1 thing when they can fix a bunch of things @ once. Which is what they’re doing now.

Your solution is ass, not economical enough. If you patch out all the infinites in sfxt right now and say another 1 gets figured out tomorrow, you will need to patch that one out too but you just released a patch that costed money!!! now you have to spend more money!!! if you don’t patch it fast enough, now players are allowed to use it in tournaments for an advantage until it gets taken out some months down the road. Then another infinite gets figured out after that patch. It could literally go on forever. If you did it like this for mvc2, you would of had a patch every what, 6-12 months for 10 years. Think about how much money that would cost.

best way I’ve seen to stop infinites is the way Skullgirls did it. He doesn’t need to worry about them that much as capcom does for their games because of the way he designed his game. You know design, the thing capcom can’t get right.

Infinites are long ass cheat codes to win any match.

I say just say fuck it, let the game be the game and worry about the next one (if you make another one)

You’re 17 and missed most of MvC’s lifespan. Shut the fuck up.

The problem with the idea of infinite is that how they eventually played out in MvC2 is not how people understand them. When you look at MvC2, the only thing that really need to get patched before anything else was probably guard breaks on incoming characters and even those could probably be argued for keeping. Look at MvC3: out of all the things that people would like to change, the last of them is any combo that can happen because the combo isn’t exactly what is making matches lopsided or the game stupid.

So real talk: understand that 3 out of the 4 god characters in Marvel were played competitively without infinites.

I don’t think the “SF4 generation” cares very much what Seth may or may not secretly think about the game they choose to play. But I digress.

So much ridiculous commentary on MVC2 in this thread.

  1. Magneto did not kill people with “infinites.” Magneto killed people with resets.
  2. Storm/Sentinel and Cable had to burn meter for one-touch kills.

The only characters that had match-practical infinites were Iron Man and maybe Blackheart. Suffice it to say that IM/BH domination was not a significant concern in MVC2’s lifespan.

Undizzy overwhelmingly worked as intended in MVC2. Undizzy is the primary reason Magneto resets exist.