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

Isn’t it all just too convenient that big fgc people with huge online followings somehow were able to know all this information about MvCI before anyone else? Maybe this was intentional on Sony and Capcom’s part for viral marketing for PSX?

as if its any surprise theyd know lol

maximillian ass with his ol 5% like he didnt know it was gonna happen foh

any darkstalkers character would be immediately awesome if they havent been in 3d before. i wouldnt mind lei lei or fericia getting in again, but i’d prefer new blood. pretty much every vsav character is cool. the series doesnt really have a lot or any duds in their character lineup

There was zoning in mvc3, just the dedicated zoners had bad matchups. Characters that were hybrid like Magneto, Viper, Zero, Dante and others were all capable of zoning

Yeah, when Mags and Zero, two pixie characters, could outzone almost anyone based on quality of moves alone, zoning ain’t too strong

Combo is a associate producer of SFV, he doesn’t do the community work… that’s haunts and Harrison and he doesn’t do the pro tour stuff either, that’s Matt dalhgren.

And according to his twitter he’s been silent for so long because he was working on Marvel and list it as his other responsibility at not sure what his full role is but he’s been out of the SF loop for like 7months… I doubt it was because he was doing community shit.

Zero had some of the best zoning in the game.

You just never saw it because he was also a derp sword character.

Zoning is MODOK

Well, how would you define them?

Seems to me that trapping is a subtype of zoning. Zoning means keeping your opponent at a desired range and trapping them is one way to accomplish that.

Infiltration trying to get in on dat crack as well.

Shit gonna be lit.

I kind of hope this ends up being a redemption game for Ironman

can someone link a thug that interview w yipes pls

I’m assuming you mean this one:
https://www.youtube.com/watch?v=BhlOCNq7wTM

Actually, he probably means this one:
https://www.youtube.com/watch?v=Bl6wdzoy7EY

He’s at least played the older games casually, during the Viewsonic photoshoot after SEAM, there was a MvSF(eww) cab and he was playing and pulling off some basic shit.

Ironically, that’s better prep for MvCI than Ultimate lol

Cutting down assists doesn’t create more choices, but it does ensure only meaningful ones are made. Ideally, MvC2 and 3 would have had one assist per character. Not only would this have prevented unnecessary choices, but it could have also been used as a balancing factor. For instance, if Doom were stuck with Hidden Missiles, it meant players would have to move to another character for a Beam assist. My hope is that for MvCI, the devs looked at all the previous assists, distilled them to a handful of the best ones, and implemented those into the Gem system. The dial-and-knob feeling of the old system would be lost, but the result would be that we keep the core aspects of what made assists great while also being more noob-friendly. As for how to prevent redundant choices with the Gem system? That’s easy. There’s only six gems. Differentiating them mechanically ought to be a breeze for the devs.

In a casual game? Yes, that is a very bad thing. One of the most notable features of casual games is that they’re grokkable (easy to understand with little to no guidance). Intuition and “learning as one goes” are the primary teaching tools in casual games, not reading lengthy instructions on how to play. The more you have of the latter, the less likely players will stick around. All casuals want to do is kick heads and shoot laser beams up their opponents’ asses with Iron man. They don’t want to look up fighting game terminologies and combo lists to do that.

That’s interesting. I hadn’t thought about the gems possibly being used as a pseudo-assist, but that would be fun; however, based on an interview with the devs from a few days ago, it seems like the gems probably won’t have much do with assistance. Instead, they gave the impression that you could call an “assist” at any time (calling a tag) and use any move you like as the assist. That seems really awesome to me, although I’m not sure if I’m understanding it correctly.

The second part I don’t completely agree with, and I think it would be better to take what I’ll call the “Guilty Gear approach”. Wherein you create a really immersive, informative tutorial that also let’s you play at the same time as a way to familiarize yourself with mechanics etc. They also have little “missions” that cover things as basic as combos and as advanced as option selects. I really think that Capcom got the message regarding that tutorial and that it will become a sort of industry standard.

Another thing I expect they’ll change (and something I never really understood) is having IM, one of the most popular characters for “casuals”, have some of the game’s hardest execution (fly unfly stuff, really hard confirms, etc.). That seems to me to be kind of a weird decision and it’s also kind of ass-backwards compared to other games where the “main” characters are typically more user friendly.

IM wouldn’t be that hard if they just gave him back his old hold up forward, do j.lp, j.mp, j.lk, j.hp combo.
https://www.youtube.com/watch?v=vpYdEjvAg3k

I mean, Infinite is in the name, might as well give it back.