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

The itch for more footage and details is real!

To quote myself.

I really want Storm in this game.

I’m just happy that it’s real. That we can talk about it like a thing that’s happening and not some far-flung dream.

Observations from a close inspection of the gameplay trailer:
[list]
[] Mega Man dashes over Unibeam, hits with some kind of jumping Buster attack (air HP?) then does some kind of chain. We see two kicks into a Buster move. This reaffirms my “MvC2 buttons” idea where you press LK a second time to chain into MK, with MK probably lurking somewhere as a command normal. I say MK instead of HK because the Buster is most likely his HP normal as it was back in the earlier MvC games.
[
] Mega Man then tag cancels Buster on hit to bring Ryu out. The camera zooms in and Ryu has a purple glow. Mega Man does not leave the screen. Ryu does LK xx HK xx Donkey Kick and flashes again, switching control back to Mega Man. Something I want to note before going further is that Ryu does some kind of “stopping” animation as the tag ends, which hits the opponent and chains into LK.
[] Anyway, back to Mega Man, he follows up on Ryu’s Donkey Kick by dashing forward and doing what appears to be a launcher with a Shoryuken animation. He cancels into a super jump and does an air series. He seems to chain 3 jabs together in series and cancels into air super, which is a projectile instead of a beam.
[
] We cut to Mega Man shooting something at a 45 degree angle as Iron Man runs up cr.LP, cr.LK, cr.MK (or cr.HK) into some upward blast special. He does another special with the beam sweeping upward, but tag cancels the first hit and Captain Marvel flies onto the screen. Interesting to see that she seemingly goes into the air while the opponent is being juggled that high automatically. Hopefully someone takes a closer look at that.
[] Captain Marvel does a punch (has the tag glow that Ryu had earlier) and grabs Mega Man out of the air, throws him into the wall then slams him into the ground as control returns to Iron Man. Iron Man also seems to have the tag glow, and in hindsight Mega Man did too during the air series. Iron Man goes into what looks like his Level 3 from UMvC3, and then we cut to Ryu.
[
] Ryu runs up to Iron Man whiffing something (st.HP animation) with the tag glow on, chains LP xx LK xx HP into Shin Shoryuken, then we cut to Captain Marvel footage.
[] C. Marvel has the glow on too, and seems to be punishing a Shoryuken on whiff. She charges into Ryu, dealing a hit similar to Mega Man tag canceling into Ryu from earlier. She seems to do LP, MK/HK, HP (launcher?) into her super, then DHCs into Iron Man’s AA Proton Cannon. Unlike MvC3, she doesn’t instantly leave the screen and hangs around. We don’t see if control goes back to her as we cut to Ryu activating a Power Stone.
[
] All of Ryu’s attacks do insane hitstun and shake the screen. The 3rd hit of his combo (resembles Gouken’s SF4 counter somewhat?) wall bounces. We cut to Ryu landing an OTG LK, which ground bounces for him to juggle into HK and Donkey Kick. Ryu then has another shot of him doing a corner juggle, this time following up the wall bounce with an upward Shinku Hadoken. (MvC3 where you at)
[*] C. Marvel activates a Time Stone and teleports behind Ryu, causing his HK to whiff. She punishes with a slide that sends Ryu airborne, and juggles with LP, MK/HK, launcher, another kick (facing the other way, maybe her real HK?), the same slide from before, LP, launcher, cr.HP, HP (an overhead chop), another HP, then a super. Most likely, the Time Stone allows you to chain normals into normals like CvS2’s A-Groove.
[/list]

This is certainly interesting. Ryu’s other wall bounce move from the Power Stone had purple effects, while C. Marvel’s teleport from the Time Stone had green effects. Maybe, on top of the combo properties, these gems allow for a new move/ability? I can’t wait to hear about Captain America and Morrigan tomorrow.

I knew that shit looked early as hell. Reminded me of the original MvC3 reveal when people were going SKY FUCKING HIGH with team assist air combos/counters.

Huh, gem system is REALLY beefy compared to the original Marvel Super Heroes, outright making it a groove instead of something to scramble for on the field and unleash.

Will hold my nuts firmly until more information comes out as they actually and FUCKING HOPEFULLY TAKE THEIR GODDAMN TIME MAKING IT RIGHT.

What exactly is your definition of “making it right”? Because as far as I can see everyone wants it to remain the wacky busted ass game it’s always been.

Also another thing I really hope for is Morrigan with her MVC1 hypers. No more finishing shower or sister-sister. I want her big ass laser cannon that she forms out of bats, and I want her to have hot lesbian sex with opponents in her Eternal Slumber super.

Give me that and I’m going to take it into training mode and do it on She-Hulk non-stop.

https://www.youtube.com/watch?v=GPfOeot87T4

One thing to note, when Ryu tags back in to X, there’s a subtle cut that may hint that it’s not exactly part of the same combo, just two combos edited together. Note that the other times we see the in combo tag, there isn’t a cut.

It’s pretty obvious when you do a frame by frame. The second frame below is right after the one above it, and you can see that they don’t exactly line up, indicating footage edited together.

http://i.imgur.com/lKPT2ZL.jpg

http://i.imgur.com/SAhFxfo.jpg

This looks awesome! I don’t get the hate.

This sounds like a SFV situation all over again. They showed the game off way too early, then 6 months later at E3 it looked like a completely different game. So yeah makes sense that we’ll see some big changes by the time E3 rolls around.

Hit Stun Proration wasn’t the problem, it was the combintion of a poor implementation of the mechanic and the ultra lenient hitstun windows.
HSP is a proven mechanic that works well when done right.

What’s the proper way to do it? Any examples of games that did it right?

I’d still rather go with undizzy or kv system over proration though. Simply because the former still follows the rule of “if it hit before, it’ll hit again and count as part of the combo”. This is Marvel after all and freedom of the combo system is what the franchise is known for.

Having something like undizzy or kv (preferably with an on screen meter) can allows for something as free as XvSF’s combo system while preventing infinites, eventually.

will this game be ruined if it has…infinites?

Sometimes, i think that this thread is for Justin Bieber’s Beliebers.

So are those the tag-out target combos like the ones SFxT had? Or do you manually activate the team switch?

Looks like manual switch combos.

I think they can keep the crazy griminess of the game. It’s more that they need to avoid a situation in which 90% of the cast becomes irrelevant.

Just saw the gameplay trailer and wow, I think the new implementation of infinity gems mechanic fixes the beef I had with X-factor. I low-key liked X-factor because shit was super fuckin grimey as a comeback mechanic, but I knew it definitely could’ve been better if it wasn’t so generous with red-health recovery while getting power and speed boosts.