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

I didnt think id see the day when ppl dont know the difference between zoning and trapping
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.
On day one of the Capcom Cup, Velociraptor and I managed to catch up with Seonwoo Lee, better known as RZR|Infiltration.
Thanks to the translation work of Kevin “Burnoutfighter” Kim, we were able to chat with the Street Fighter champion about his performance at the tournament, Street Fighter 5 season 2, and more.
At the time, Marvel vs. Capcom: Infinite had not yet been officially revealed. Earlier in the week, several sources reported that the game was indeed on its way and was expected to be announced at the PlayStation Experience. Because of this, we asked Infiltration what he thought about a potential Marvel vs. Capcom 4.
“So, if the game is real and does get released, I actually want to be one of the best [Marvel vs. Capcom: Infinite] players as well,” Lee said through his translator.
Infiltration explained that Marvel Comics’ super heroes just weren’t that popular with Korean audiences back in Marvel vs. Capcom 3’s heyday. The characters didn’t see an increase in popularity until the recent surge of fans stemming from the Marvel Studios series of films.“A lot more Korean players are familiar with those Marvel characters [now], and hopefully if the game comes out, I would like to play this game very seriously and make sure my local community plays it as well,” Infiltration said.
Seeing a strong, Marvel vs. Capcom 3-savvy Infiltration competing in tournaments could have become a reality, but the lack of a competitive scene in Korea deterred him from actively playing the game when it was released back in 2011.
“Right now, the game is somewhat old and there’s already really good players out there. So, I would never be able to enter any UMvC3 tournaments,” he concluded.
One thing is for sure, though --Infiltration is ready to compete in the next MvC title.
“When Marvel vs. Capcom: Infinite comes out, I will definitely play this game very seriously.”
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

can someone link a thug that interview w yipes pls
I’m assuming you mean this one:
https://www.youtube.com/watch?v=BhlOCNq7wTM

On day one of the Capcom Cup, Velociraptor and I managed to catch up with Seonwoo Lee, better known as RZR|Infiltration.
Thanks to the translation work of Kevin “Burnoutfighter” Kim, we were able to chat with the Street Fighter champion about his performance at the tournament, Street Fighter 5 season 2, and more.
At the time, Marvel vs. Capcom: Infinite had not yet been officially revealed. Earlier in the week, several sources reported that the game was indeed on its way and was expected to be announced at the PlayStation Experience. Because of this, we asked Infiltration what he thought about a potential Marvel vs. Capcom 4.
“So, if the game is real and does get released, I actually want to be one of the best [Marvel vs. Capcom: Infinite] players as well,” Lee said through his translator.
Infiltration explained that Marvel Comics’ super heroes just weren’t that popular with Korean audiences back in Marvel vs. Capcom 3’s heyday. The characters didn’t see an increase in popularity until the recent surge of fans stemming from the Marvel Studios series of films.“A lot more Korean players are familiar with those Marvel characters [now], and hopefully if the game comes out, I would like to play this game very seriously and make sure my local community plays it as well,” Infiltration said.
Seeing a strong, Marvel vs. Capcom 3-savvy Infiltration competing in tournaments could have become a reality, but the lack of a competitive scene in Korea deterred him from actively playing the game when it was released back in 2011.
“Right now, the game is somewhat old and there’s already really good players out there. So, I would never be able to enter any UMvC3 tournaments,” he concluded.
One thing is for sure, though --Infiltration is ready to compete in the next MvC title.
“When Marvel vs. Capcom: Infinite comes out, I will definitely play this game very seriously.”
Infiltration trying to get in on dat crack as well.
Shit gonna be lit.
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.

Doctrine_Dark:
On day one of the Capcom Cup, Velociraptor and I managed to catch up with Seonwoo Lee, better known as RZR|Infiltration.
Thanks to the translation work of Kevin “Burnoutfighter” Kim, we were able to chat with the Street Fighter champion about his performance at the tournament, Street Fighter 5 season 2, and more.
At the time, Marvel vs. Capcom: Infinite had not yet been officially revealed. Earlier in the week, several sources reported that the game was indeed on its way and was expected to be announced at the PlayStation Experience. Because of this, we asked Infiltration what he thought about a potential Marvel vs. Capcom 4.
“So, if the game is real and does get released, I actually want to be one of the best [Marvel vs. Capcom: Infinite] players as well,” Lee said through his translator.
Infiltration explained that Marvel Comics’ super heroes just weren’t that popular with Korean audiences back in Marvel vs. Capcom 3’s heyday. The characters didn’t see an increase in popularity until the recent surge of fans stemming from the Marvel Studios series of films.“A lot more Korean players are familiar with those Marvel characters [now], and hopefully if the game comes out, I would like to play this game very seriously and make sure my local community plays it as well,” Infiltration said.
Seeing a strong, Marvel vs. Capcom 3-savvy Infiltration competing in tournaments could have become a reality, but the lack of a competitive scene in Korea deterred him from actively playing the game when it was released back in 2011.
“Right now, the game is somewhat old and there’s already really good players out there. So, I would never be able to enter any UMvC3 tournaments,” he concluded.
One thing is for sure, though --Infiltration is ready to compete in the next MvC title.
“When Marvel vs. Capcom: Infinite comes out, I will definitely play this game very seriously.”
Infiltration trying to get in on dat crack as well.
Shit gonna be lit.
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

shinquickman:
Rokmode:
even though im sure its already been talked about, I aint about to pour through 56 pages of your guys’ bullshit so
How do you guys feel about confirmation of no assists?
I have to see the Gem system first, since they said the Gems would fill in that hole where assists used to be. I do understand completely why they reined in on assists. In MvC2 and 3, choosing between three assists was almost always pointless. There was so often one dominant assist or even sometimes no worthwhile assists to choose from that all this did was create a false sense of choice rather than an actual choice.
Aion:
Thing with the arguement that characters only being used as assists being a bad thing; well, let’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 ‘assist only’ characters simply because they were all you were left with…and need I remind you of that Justin moment with Cyclops?
Strong neutral focus is great and all, but look at SFV. I’ve always said the game is solid and that is due to its strong neutral…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.
I’m just one of those people that always likes gameplay to evolve though; and I hate forced, artifical barriers that prevent that. I’d like to keep learning; for power levels to keep rising; for new combos/tactics to always be emerging…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 you’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.
You’ve gotta be pragmatic about this. Marvel has and always will be a series aimed at casuals. How do you expect the game to remain casual while getting stronger and dirtier than Magneto doing 3-way mix-ups into touch of deaths or Sentinel calling assists from two screens away? In short, you shouldn’t. Contrary to what you said earlier in this thread, casuals aren’t just happy hopping button mashers. They do like to win in games, and they especially dislike losing in games when they feel cheated out of it. At minimum, they like to feel as if they always have a chance. Devs often address this by matching players up with an appropriately ranked player, but in a game like MvC3, where complexity creep took over, a novice player that did a little bit of their homework will run circles around a player just two or three days into it. And yes, complexity creep is real. It’s where devs glut a game with so much content and information to learn that the barrier to entry for new players becomes too steep, and there’s no bigger casual repellent than that (well, except for being an outright shitty game).
So how does removing assists create more choice? And how do you prevent the same thing from happening in this game with the gem system?
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.
Regarding the second part, I’m a little confused, are you saying that is a bad thing? Because it seems to me that it’s fine that someone who has done some research and put some time into the game beats up on someone who hasn’t.
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.

drunkards_walk:
shinquickman:
Rokmode:
even though im sure its already been talked about, I aint about to pour through 56 pages of your guys’ bullshit so
How do you guys feel about confirmation of no assists?
I have to see the Gem system first, since they said the Gems would fill in that hole where assists used to be. I do understand completely why they reined in on assists. In MvC2 and 3, choosing between three assists was almost always pointless. There was so often one dominant assist or even sometimes no worthwhile assists to choose from that all this did was create a false sense of choice rather than an actual choice.
Aion:
Thing with the arguement that characters only being used as assists being a bad thing; well, let’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 ‘assist only’ characters simply because they were all you were left with…and need I remind you of that Justin moment with Cyclops?
Strong neutral focus is great and all, but look at SFV. I’ve always said the game is solid and that is due to its strong neutral…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.
I’m just one of those people that always likes gameplay to evolve though; and I hate forced, artifical barriers that prevent that. I’d like to keep learning; for power levels to keep rising; for new combos/tactics to always be emerging…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 you’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.
You’ve gotta be pragmatic about this. Marvel has and always will be a series aimed at casuals. How do you expect the game to remain casual while getting stronger and dirtier than Magneto doing 3-way mix-ups into touch of deaths or Sentinel calling assists from two screens away? In short, you shouldn’t. Contrary to what you said earlier in this thread, casuals aren’t just happy hopping button mashers. They do like to win in games, and they especially dislike losing in games when they feel cheated out of it. At minimum, they like to feel as if they always have a chance. Devs often address this by matching players up with an appropriately ranked player, but in a game like MvC3, where complexity creep took over, a novice player that did a little bit of their homework will run circles around a player just two or three days into it. And yes, complexity creep is real. It’s where devs glut a game with so much content and information to learn that the barrier to entry for new players becomes too steep, and there’s no bigger casual repellent than that (well, except for being an outright shitty game).
So how does removing assists create more choice? And how do you prevent the same thing from happening in this game with the gem system?
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.
Regarding the second part, I’m a little confused, are you saying that is a bad thing? Because it seems to me that it’s fine that someone who has done some research and put some time into the game beats up on someone who hasn’t.
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.

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.