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

Hopefully none.

But I guess is wishful thinking in this age.

‘Oh Monkey’s Paw, I wish MvC:I didn’t need patch notes’

‘Newly announced: MvC:I Deluxe Turbo Eternity Edition! Now with new balance changes. Only $109.99’

‘CURSE YOU MONKEY’S PAAAAAAAAAAAAAAAAAAAAW!’

I think it’ll be one. Hopefully the Marvel team will be better at patching than the SFV team though lol

Patches are fine yearly, things like the dhc glitch or tac infinites should should go asap . Considering this game is going to be pushed heavy , they don’t want the stream presence to be stale of say, every match has the same top tier

Disagree on the TAC infinites as not only have they become an integral part of the meta, they’ve also been a source of new stuff in recent memory (see the work Wolverine Master has been putting into them). It’d be like taking roll cancels out of CvS2.

yeah… i don’t like the art.

Leave infinites out of Infinite, please.

OR give us infinites but also Undizzy so infinites are infinites in concept only.
Infinite into reset (tag mix up) then do it again.

Gets me hard just thinking about it.

This is true now, but they should of nipped in the bud I don’t think that they would survive a patch or update at all, the dhc glitch was like that as part of the meta too and that had to go

I was mainly thinking of the possibility of someone like Bison or Guile getting in. I think Bison has a good chance; he was probably the most requested SF character for 3 & Capcom will need more villains for the story mode.

But you make an interesting point about dashes. It’ll be interesting to see if they address this or if they’ll leave Charge moves the same with a “git gud” attitude lmao

Patching shit too much should never be a thing with Marvel. We need our dirt and grime in this game.

In any case, the tag team nature and emphasis on momentum (and stealing it) means that it’s one of the few games where it can be legitimately competitive even with tons of busted shit.

On a related note, how many combos do you thing it should take to kill a character. By combo I mean your average, not so optimized BnB, no tag ins, no gems, and likely costing 1 meter for super. Personally, I think 2 combos of the above nature should be the average. And this is just going by some of the stuff you could do in the original 2v2 games (e.g. Wolverine doing a grounded combo into Berserker Barrage hyper for > 50% damage). It should give single characters enough space to make comebacks while at the same time leaving enough room for optimized stuff to deal massive, neat TOD levels of damage (or straight up 2 character TODs that use 2 or more bars of meter, similar to the Storm/Sent DHC).

As long as the hyper does a considerable amount like 20%. Game shouldn’t have high DMG combos before reset barring heavyweights. Nemesis should be the opposite with high DMG into reset

I don’t completely understand undizzy or why it’s called that. Anyone want to explain?

It’s like reverse stun.
Say each move has a stun value like SF but when you reach the limit in a combo, you pop out of the combo rather than getting the stunned/dizzy state you would in an SF game.
There were ways to take advantage if you knew when the “Pop out” was coming but for the most part people knew when to reset on the last hits to avoid it and go for a regular reset.

I can only speculate why it’s called Undizzy but I would assume it’s because Dizzy/Stunned is term used in SF games when you max out their stun meter and they’re left open to a full combo whereas in MvC2 when said meter was full, they’d fly out of the combo.

Edit - Best example off the top of my head would be Iron Man infiinites. The combo cr.LK+Magneto Beam, cr.MP, j.LP, j.LK, j.MK, j.U+HP, (j.LP, j.MP, j.MK, j.U+HP) Would continue up to 44 hits (If I remember correctly) before people would go for a reset or finish with a super because they were going to pop out of the combo.

Spoiler

https://www.youtube.com/watch?v=vpYdEjvAg3k

At 59 seconds you can see what happens when they keep going.
(Warning - video is loud but hilarious)

Undizzy, as far as I’m aware, is a Skullgirls mechanic constantly increases during combos. Once a combo reaches IPS (Infinite Prevention System) Stage 3…

  • Stage 1: [Optional] Airstarter*
  • Stage 2: Next chain
    **- Stage 3: Next chain
    - Stage 4: [Optional] chain if stage3 was in the air and you’re still in the air
  • Stage 5: Everything afterwards

(As far as I know, both Undizzy and IPS use the same stages as above).

…and when a particular amount is reached such as 200 undizzy (240 undizzy?) the character that is being comboed and is free to burst out of the combo at any time they want (like TvC Mega Crash), thus preventing infinites and (as @Zachara said) keeping infinites in concepts only.

I haven’t played Skullgirls in a long time, so my explanation may be a bit rusty.

Undizzy came from MvC2. Mike Z just added to Skullgirls when it was clear that IPS wasn’t encouraging resets.

The Skullgirls method of giving a baitable burst rather than just immediately popping out does add another layer to resets, though.

Ah, so it was. I have a lot to catch up on it seems :stuck_out_tongue:

Marvel Infinite without infinites would be a travesty.

I think Norio Hirose chose that name on the sly as an excuse to turn to Marvel when they discover the infinites and say “It’s right there in the name, we can’t take 'em out, now!”