Yo dat tony lookin ill son

d3v:
drunkards_walk:
Another thing I expect theyāll change (and something I never really understood) is having IM, one of the most popular characters for ācasualsā, have some of the gameās hardest execution (fly unfly stuff, really hard confirms, etc.). That seems to me to be kind of a weird decision and itās also kind of ass-backwards compared to other games where the āmainā characters are typically more user friendly.
IM wouldnāt 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=vpYdEjvAg3kI mean, Infinite is in the name, might as well give it back.
Give it all back!
Nice music
Cow said hell play mvci if the graphics get better
Tell him they will get better
[quote=ādrunkards_walk, post:2974, topic:181487ā]

can someone link a thug that interview w yipes pls
Iām assuming you mean this one:
[/quote]thats the one, thanks :3
marvel players sure look different in 3 kappa
[quote=āNickRocks, post:2987, topic:181487ā]

NickRocks:
can someone link a thug that interview w yipes pls
Iām assuming you mean this one:
[/quote]thats the one, thanks :3
marvel players sure look different in 3 kappa
Nu-Marvel bruh
ānew people dont wanna play (,vc3) because theyre just gonna lose for months and monthsā¦ā
damb mvc2 has the same problem lmaomaomao
I think judging by the trailer the game currently has 5 or 6 button layout
Thereās really no point in guessing the button layout as Capcom themselves havenāt even decided the button layout. Right now weāre in the same place as we were when SFV was first announced. Other than the characters existing, take everything we see with a massive handful of salt.

Thereās really no point in guessing the button layout as Capcom themselves havenāt even decided the button layout. Right now weāre in the same place as we were when SFV was first announced. Other than the characters existing, take everything we see with a massive handful of salt.
Depends on who youāre listening to. Weāve heard from other places that the game has been in development since 2014.

āSo, 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,ā Lee said through his translator.
Infiltration explained that Marvel Comicsā super heroes just werenāt that popular with Korean audiences back in Marvel vs. Capcom 3ās heyday. The characters didnāt see an increase in popularity until the recent surge of fans stemming from the Marvel Studios series of films
Lmao watch, the MCU-fication of the series is the best thing to happen to it.
Also Iron Man already looks better in Infinite than he did in 3. His normals donāt look like straight trash.

So itās a legit rumor.
Itās bothering me too much that the kid in the background isnāt eating his f******* food

shinquickman:
drunkards_walk:
shinquickman:
Rokmode:
even though im sure its already been talked about, I aint about to pour through 56 pages of your guysā 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, letās 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 āassist 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. Iāve 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.
Iām just one of those people that always likes gameplay to evolve though; and I hate forced, artifical barriers that prevent that. Iād 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 youāre 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.
Youāve 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 shouldnāt. Contrary to what you said earlier in this thread, casuals arenāt 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. Itās 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 thereās 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 doesnāt 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? Thatās easy. Thereās only six gems. Differentiating them mechanically ought to be a breeze for the devs.
Regarding the second part, Iām a little confused, are you saying that is a bad thing? Because it seems to me that itās fine that someone who has done some research and put some time into the game beats up on someone who hasnāt.
In a casual game? Yes, that is a very bad thing. One of the most notable features of casual games is that theyāre grokkable (easy to understand with little to no guidance). Intuition and ālearning as one goesā 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 opponentsā asses with Iron man. They donāt want to look up fighting game terminologies and combo lists to do that.
Thatās interesting. I hadnāt 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 wonāt have much do with assistance. Instead, they gave the impression that you could call an āassistā at any time (calling a tag) and use any move you like as the assist. That seems really awesome to me, although Iām not sure if Iām understanding it correctly.
Again, they said a few times that gems are substitute for assists and made to avoid people picking a certain character only because of a good assist. In the gameplay video you see that when Ryu activates the power stone he gets an extra juggle like if the character was hit by an assist. This might also mean that you get to activate the gem more than once per match, or maybe that there are two types of activation - a āregularā one working as an assist and a āsuperā one working as an x-factor (or VT in SF5).
If they really get creative with it the gem system might be pretty fun.

Weāve heard from other places that the game has been in development since 2014.
Can we hope to have it in the first half 2017 ?

d3v:
Weāve heard from other places that the game has been in development since 2014.
Can we hope to have it in the first half 2017 ?
Not a chance
Honestly, I expect it to come out sometime in November/December for the holidays.
Same time of SF5 Saison 3 around Capcom cup 2017 will not be a good ideaā¦Capcom need to alernate news saisons between SF5 and MVC1ā¦
My hope Marvel Vs Capcom Infinite will launch mid year 2017 (maybe right after EVO).
Marvelās website states MVCI is coming out in Late 2017, so thatās probably October as the earliest possible release date
I didnt want to sound like a pleb but did i miss something?
Isnāt captain marvel a male?
and the female is Ms. Marvel?
Or did something change or happen to captain marvel?