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

I wonder, since we only have 2 characters per team and no assists, if character mechanics like we saw for Frank, Wright, MODOK, and Iron Fist might be more common/in depth.

Rocket League already has PC/PS4 and PC/XB1 cross-play but not PS4/XB1. Microsoft said they were interested in that so itā€™s all on Sony.
PC/PS4 would still be big though.

Unlike SFV, they donā€™t really need to do as much balance testing with this one. If it ends up broken, then thatā€™s just par for the course for a Marvel game.

Weā€™ll need to see since most of the stuff in the trailers was from multiple combos edited together. That said, right now weā€™ve only seen one OTG, and that was using the Power Gem. It could be, based on the way the combos were edited together in the trailer, that they want stuff to mostly be off one launch into super into ā€œDHCā€ (or level 3).

Also, with the return to the 2v2 format, thereā€™s less need to give every TODs, because a single character (who may be low on life) doesnā€™t have to take down 3 characters (who may have full life) anymore to mount a comeback.

Yeah I also donā€™t want overly long combos from any random hit, but like d3v said that trailer is very heavily edited with quick cuts so itā€™s hard to tell

2017 fgc is not capable of handling the salt that duos produce

if this tag system works anything like sfxt did there will still be characters play almost entirely for one purpose. like Xaiyou was played almost exclusively for her damage ender loop. or switching into a move that dose heavy block stun and putting in the other character to run mixups.

If this game had MvC style duos, Ryu/IronMan would be pretty salt inducing with their aim-able beams.

As the tutorial for MvC:I they should make you get locked down by Spiral for 30 seconds in MvC2 and after it we get some text that says ā€œShit isnā€™t always going to be fair. This is Mahvelā€.

At least you can still do solo combos. Uh, I guess.

Thing with the arguement that characters only being used as assists being a bad thing; well, letā€™s look at it from a different perspective. Most past characters that were only used for their assists (like Captain Commando; Cyclops etc) were low tier characters anyway; and were it not for assists, you would never have even gotten to see these characters on a competitive level. Plus, assist or no assist; you would still end up playing such ā€˜assist onlyā€™ characters simply because they were all you were left withā€¦and need I remind you of that Justin moment with Cyclops?

Strong neutral focus is great and all, but look at SFV. Iā€™ve always said the game is solid and that is due to its strong neutralā€¦but there was nothing else. Now to look at it positively, MVC:I will naturally bring more benefit off a bare bones neutral heavy focus like SFV; and this is obviously because of the Infinity Stone, 2v2 and tag system.

Iā€™m just one of those people that always likes gameplay to evolve though; and I hate forced, artifical barriers that prevent that. Iā€™d like to keep learning; for power levels to keep rising; for new combos/tactics to always be emergingā€¦and I simply see a genre dominated by people who want to prevent that and rather sell it to you in the form of new characters, stages and what have you.

If you like a game, you want more from it. If youā€™re a real FG head, you love the inner (system/game mechanics) as much as the outer (characters/IP/stages etc). So you hope to get more than just new characters and stages.

lolol

SFV strong neutral? lolol

anyways, we already have an idea of what a more neutral based Vs game is like. See: XvSF, MSHvSF, MvC1, etc.

evolving gameplay is not always just adding more shit. MvC3 did that and it was a mess

If thereā€™s anything that will open this game up, itā€™s whether or not you can freely tag in on block.

If you can do this, then the new tag system can potentially replace how assists used to work. Imagine if you had a multi-hitting low, and then tagging in and coming in with an overhead, or just a multi hitting special and then tagging into a teleport.

Heck, Iā€™d say that this will actually allow for more freedom in creating teams, because if not, the characters that are going to get picked a lot are going to be those with fireballs simply because fireball then tagging so that the incoming character can use that fireball as an ā€œassistā€.

Itā€™s a matter of taste. Some people like the chaotic infinite combo dealio in MVC3 and some people like the more character oriented older vs titles.

Iā€™m more of the latter. 6 button venom was such a joy.

How I wish they got back the composers from the original MvC back. Those are by far the best character themes imo; when everything was composed with over the top brass.

If u can blockstring tag the possibilities for mixups/frame trap raw tags will be stupid

Depends on the resources it requires.

I suspect that tagging in combos and blockstrings will have a cooldown, if not require at least some meter.

Marvel 3 broke itā€™s own rules. They set up hitstun deterioration and then made stuff that ignored it. Thatā€™s why it turned into a hot mess.

This is actually what Iā€™m hoping for if weā€™re really not getting assists. Could it be crazy broken? Yes, but that Mahvel.
I mean, I donā€™t mind playing 1v1 games of footsies into large combos but thatā€™s not why I play Mahvel. If they tags are only usable on hit and not on block, then theyā€™ll be combo extenders and thatā€™s it. Maybe Iā€™m just set in my ways but having versatile, team based mix ups and neutral are hallmarks of the series and thatā€™s what I play them for.

They can still offset that by perhaps having different tag ins such as ones that only serve to continue a combo, and ones that are cost meter but tag in whilst your primary character is still finishing the frames of whatever move you made. Idk, thereā€™s like a million ways they could tweak it.

This.

Also, considering past Marvel games, there are enough mechanics that can be used to keep stupid shit in check. Like how in MvC2 (and apparently older games), if you pushblocked and then switched from a crouching block to a standing block (or vice versa), youā€™d end up blocking both ways, giving you a degree of unblockable protection.

Check Mike Z explaining it at around 5:00 in this video.
https://youtu.be/hVBvsu9LtOY?t=5m

Gameā€™s not yet out, and already we got stuff starting up.