MVC Infinite Lounge: DLC Characters and Costumes launch Dec 5th

yo. can someone like post most of Lupinko’s leaks? I don’t forum surf like the most here…

He said the game has assist still you call the character and do the command for the move you want I’m assuming he meant that while your controlling one character you could call the other in and do a command and they would do that move. Like your controlling ryu and call doom to do hidden missles then control would transfer back to ryu. I think this is what he said

Man Mahvel magic turned @YorKeY into a true Capcom shill.

In the other article they said gems will also replace the need of having an assist character you choose just because his assist is mad good (see Doom). As X-Factor and assists Gems will probably work as combo extenders.

You mean your 2nd character? So you can have more than one assist per character? That might be interesting.

Here’s the vod of the interview (starts at 1:20:30:
https://twitch.tv/playstation/v/105283339

Capcom doesn’t have the excuse of inexperience and a limited budget compared to SNK. At their level as the face of fighting games for the industry they should be welll above what they’ve showed.

Dude that would be OD as hell if tha’ts true. It would basically allow you to use anything as an assist on the fly. Oh man that would be the true ass sandbox if that’s true. Can’t imagine it’s exactly like that, but if it is I’m ALLLLL DAY WAY in.

Haggar assist is basically Psyblade

Damn, they’re removing the 3 character limit AND assists? But, like…we’d like some depth and variety outside of combos…

I know people are allergic to criticism (even if it isn’t even directed at them) because it shits all over their imaginary happy place, but we gotta be real here. This game may very well turn out to be another shallow ass game that would get old in a month or two if not for the e-sports, fake hype and ‘service’ updates (like new characters and stages). This happens because people throw their standards out the window, and just give in and act like it’s all good; and top/popular players don’t criticise because they want in the split.

This game isn’t being aimed at casuals, it’s being aimed at scrubs. It’s easy, very easy to get casuals when you have a strong IP; and casuals know they are casuals. It’s the scrubs that complain about the games being ‘too hard’. Casuals don’t give a damn because they’re…wait for it…casual. They play casually with their casual friends and have a blast playing at their own level. It’s scrubs who think they’re hot, but get dropped by good players who are in agony.

So many older games that people take to be hardcore, were actually casual games that had the ability to be taken to the next level by those who were, themselves, competitive.

Accessibility is another misused word. Because what part of the game is inaccessible? High level gameplay? No shit. As long as it’s easy to do specials and supers; chain combos and basic air juggles; throws and other simple mechanics (in this case tags and assists)…then the game is accessible. It’s just scrubs that want easy access to high level gameplay, or rather some semblance of it.

Casuals don’t care because they ain’t deluded jackasses, and they know and acknowledge that they don’t have the desire to be top competitors. They just wanna interact with the IP via story mode/arcade and play with some of their favourite characters; do some cool supers; unlock some cool shit and have some fun, CASUAL competition while talking shit to their friends…etc.

^fucking nailed it

Upon watching thr gameplay trailer again, I realized that this looks A LOT like Injustice, both in terms of artstyle and animation…

If the neutral is still strong or made stronger with the lack of assist I am ok…

But I feel like playing solid neutral is the hardest thing for a casual or newbie to do in a fighter… that will just make their life harder not easier.

I was watching my 10 year old son and his friend play UMvC3 yesterday, first time either one of them had touched the game… After just 3 matches they understood if I just call in ironman I can launch my opponent in the air and then hit them with super. They taught themselves that but I can’t get them to properly space a sweep to save my life.

Due to the simplicity of controls Marvel already caters to the casual… assist weren’t the thing holding them back. I don’t want to get too caught up on words from that press release because like someone said in the end it won’t matter, people who spend time with this game will discover the depth, just like vs games before it.

Still haven’t seen an actual match, health bars, meters, how switching works and the variety it provides or how the Infinity Stones work. I find it almost impossible to be worried at the moment.

But sure, let’s meltdown now. I understand trying to call out an issue before it becomes an issue, but this is too early.

http://i.imgur.com/7VKwQd6.gif

I agree about no meltdowns but theory fighting right now is fun to me… It also shows me how different we see the games we play and what we value the most.

I agree but trying to make marvel 2 again is a pipe dream. Even skullgirls tried and failed. MvC3 tried and failed.

The only reason why them saying accessibility to new players scares me is that they want to limit choices so that its easier for new players to make them.

It happend in MvC3. Neutral is hard as hell in that game i am not denying it. The players developed it. But the confirm from every hit was a way that they wanted to make neutral and therefore the game easier. Why have to set up this combo when it can be set up from every way? A new player will be able to turn random hits into full confirms instead of earning the setup. The neutral developed to be difficult anyway. But now with the added worry that any mistake you make is the death of your character.

It also happened in SF5. That’s why the game is so homogeneous.


from the front page of SRK…
During a sit down and talk on stream with a couple of developers for Marvel vs. Capcom Infinite, a few details were revealed about certain changes to the series formula. In particular, the change to make it a 2 vs 2 fighting game instead of a 3 vs 3 fighting game was to make it feel more team oriented.

The developers felt like having a character selected only for that character’s assist didn’t really do the character justice in how the character could function in a team. Specifically, it was mentioned that having a character for his/her off the ground assist to help the on point character continue his/her combos didn’t really emphasize the team work that well.

Instead of assists, they made it so that switching in and out with characters even mid combo in order to do better job of emphasizing the teamwork aspect of the characters. The purpose of the infinity stones was to present a better strategical advantage that a third character isn’t able to offer while also emphasizing character identities.

It was mentioned that even if they were to go 4 vs 4 or 5 vs 5, they weren’t sure if that was really team work among the characters.
With any fighting game, characters are almost always arranged in a tier list if the game offers a good enough competitive experience. This was another reason why the Infinity Stone system was pushed.

It was emphasized that the Marvel vs. Capcom series is meant to be a very character driven game. The developers felt that the tools that characters were given made it so that some characters would just always be better than others.

Whether these attributes be power or mobility, they added the Infinity Stone system to help emphasize the characters a little more. If a character were lacking a certain attribute, they would hopefully be able to better supplement it with one of the Infinity Stones.

Of course, the players would also be able to strategize on their own with the stones. Maybe they would prefer to supplement a powerful character with even more power with the Infinity Stone that increases power.

They also mentioned that they are spending a great deal of time to make sure that the game is easy to play with both an arcade stick and a controller. The developers want players to feel like that they don’t necessarily have to go out and purchase an expensive arcade stick in order to compete at future Capcom Cup events.

They didn’t go into detail about how they are going about doing this, but many fans are speculating that it may be a four button game as a result.

It is noted that players don’t have to have a great deal of experience with previous entries of the series to be good at Marvel vs. Capcom Infinite. This was cited as one of the reasons why the game is called Marvel vs. Capcom Infinite instead of Marvel vs. Capcom 4.

The developers mention that they aren’t going to sacrifice depth of the game for the hardcore audience in return for accessibility. Combofiend is said to be heavily involved in the testing process.

The story is said to be a cinematic story about the the first interactions between the two worlds (Marvel and Capcom). If it wasn’t already clear from the game’s title, this seems to indicate that this game is a reboot of the series

For what it’s worth, games cater to scrubs because veterans and casuals are probably gonna buy and enjoy it regardless, but shutting out the vaunted ‘gullible whiny idiot who thinks he’s hot shit’ corner of the market is a poor business venture (Just count how many idiots don’t do the objective in Overwatch and just try to get kills)

And for that matter, actively catering to scrubs is kinda hard because scrubs don’t know what they want from a game other than wins, which they only learn after buying the game. Like, 2v2 or 3v3 with assists is subjective because the ‘accessibility gap’ isn’t determined at the inception of a game’s mechanics, but at it’s execution: no one knows how easy it will be to get good in either or if there will be an easy win combo or shell like with Vergil/Doom in 3. Capcom can say it’s easy and accessible and whatnot and maybe even design it to be, but it’s what we players make it that will decide how scrub unfriendly it will be when the meta develops.

Kind of offtopic but the UMvC3 forums are dead.
Anyone played the UMvC3 re-release on PS4 yet and tell me how the online is?