yeah it was never applied in mvc3, i know that much. I assume it’s not the case for other vs games after cota
i was just thinking, we already have special quotes when characters face other characters. but i’d like to see more quotes when characters team up, like they’re talking to their partner. can’t seem to think of a good example but it’d be nice to see that sort of interaction there.
MvC3 had that on a small level. Some characters would prefer to each other in a specific way when tagged out. Characters who knew each other personally like the Avengers and X-Men would call each other using their real names. Hulk had a nickname for almost everyone and if you had a Avengers team with Cap on point he would say Avengers Assemble.
Wolverine’s “C’mon, X-Men. We got work to do” was great.
I like how Spidey called Wesker “Albert”.
Akuma calling Magneto, Hulk and nearly everyone else “Boy” :looney:
Akuma saying “Girl” to most of the women .
Akuma calling Zero and Jill “Puppet”.
Akuma calling Sentinel and Nemesis “Junk”
Akuma calling Rocket Raccoon “Vermin”.
Akuma saying “Devil” to Vergil, Dormammu, Firebrand and Ghost Rider.
That’s so Akuma like. One of the more hilarious details, too.
Arthur called MODOK “Pumpkin Head” and Shuma Gorath “Starfish Demon”.
Deadpool called Nemesis “Big Daddy”.
Hulk called Frank West “Photo Man”
There’s so many more I can’t even remember. This was one of the best additions added to MVC3. I’m glad it’s returning in Infinite. Hopefully it’s expanded on–especially if it’s a unique team-up with a rival. Way back in Capcom Vs SNK 2 (Japanese version), they had special unique dialogue among teammates on the victory screen no matter who was chosen. They would actually speak to each other. Something along those lines would be great.
oh yeah i forgot about the tag in quotes. To be more specific, i was thinking along the lines of characters of different companies. Like iron fist telling ryu to quell his satsui no hado or something
Wolverine had regeneration in MSH. He would regain half his red health, but since his health total was so low, he was effectively just a normal health character unless he was killed with a big combo.
Air dashes represent a very powerful form of movement as they both change a characters trajectory in mid air, and allow a character to both close space and set up an overhead. With this in mind, the fear is that having universal air dash in Marvel would make the game pretty much revolve around every character using them - something that wasn’t the case with previous Marvel games.
That, and TvC has shown that universal air dash doesn’t necessarily make a game more balanced.
I like diversity in movement options. Some characters can have air dashes, others can have double jumps and some of them can have both. What I don’t want, however, are those super slow characters that can’t even dash on the ground.
Not all characters should be created equal, and above that it will confuse alot of casual gamers like , why is the Hulk dashing in the air etc, but mobility should not be something everybody has, and when dose it become to much? Shouldn’t everybody have a projectile while we are at it? Why can’t eveybody fly? , The Hulk has super armour why shouldn’t everybody else have it too?
However if you are one of the low mobility characters you need a way to confirm if stray hits like a air move that gound bounces or a way to bring super jumpers back to the ground.
The problem is of course is that you can’t really judge if characters’ strengths/weaknesses are truly equal. Worse case, you get characters who end up feeling gimped due to a misplaced sense of balance.
I’d rather just they go the old Neo_G route where every character is allowed to be strong, with that philosophy continuing on to any post release patches (i.e. how KoFXIV Nakoruru is still a high tier character after the nerfs).
A universal mechanic will not confuse anyone. Were people confused in past games when Captain America was able to double jump when nothing about the character’s skillset makes it possible? How every game in the series don’t understand how Storm’s powers work (Weather control =/= lightning coming out of her body). Let’s not go down this rabbit hole.
Balance, especially for a game like this, is nearly impossible to nail on the first release. That being said, I can think of some approaches the development team should use to make sure no one is flat out broken.
You start with the core mechanics of the game (for fighting games in general, as well as ones specific to MVCI). Using those, you know what it takes to win. You then look at all the ways to accomplish this result and make sure the core mechanics enable all of them to be used with the same effectiveness. After framing the backbone of the game, you can then design characters that take advantage of the various ways to win. You then make sure all of them have at least one area they excell at and at least one area they are weak in, doing your best not to make any two characters the same in both areas.
This isn’t a fool-proof approach by any means, but at least makes sure every character, no matter how strong, has a counter.
It’s not about “not confusing people”. Rather, it’s about making characters unique via giving them disparate tools, something that’s always been a Marvel staple.
I never liked the idea of gimping system mechanics to certain characters to make them unique. Capcom can always make the airdash itself unique instead of you can’t get one.
Chun li never had air dash in SFz, sf2 and sf3 her idea of Air dash simply from how they imagined her, why not let it be with the likes of Megaman and Ryu for the sake of competitiveness. Ryu’s martial arts defy already physics.
While it’s true that most games with a universal superjump also have a universal air-dash, It won’t hurt the game either way. I will say that with no assists, air-dashes will define how strong/weak projectiles and zoning in general will be.