TVC coming to America

Um, try reading the press release for the game again:

Well what do you know. Those are just $25 at Amazon.

Indeed, I stand corrected. That will help a lot.

Now, about those friend codes… :annoy:

Yeah I use an ethernet adapter for my wii. It would help a lot if my version of TvC had online play :-(.

Phoenix Wright for the capcom side. 'nuff said.

Also I really hope they don’t change/balance/“fix” anything from the game. Infinites are fine, you shouldn’t of wasted all of your super meter. Also the chain grab is all a character like karas has on the giants.

Buffs and nerfs suck, it makes the game not arcade perfect which is where I play/will play this game most often anyway. (considering I have low hopes for the online being anything but a lagfest)

No, the game needs buffs and nerfs. And the game is being updated for arcadre release too or so I heard. Or that could just be deja vu on my part, because now that I think about it I can’t remember where I heard that. <_>

Definately take out crap like that chain juggle on the giants. Just add better damage scaling to take care of the infinites. They can stay.

The problem with infinites in this game is just that the penalty for getting caught by them is way too severe considering how easy it is for some characters to go into them. Megacrash is not your normal burst. It takes TWO meters to use, and also rips of a whole lot of life too. It’s not just a matter of “oh you wasted meter” because if you get tagged by an infinite early on in the match too, you get bitchslapped hard because it doesn’t scale enough before you can megacrash out.

I see infinites as being imperfections in the games design, and should be weeded out where possible. There are plenty of other much more dynamic ways to deal impressive damage in this game anyway.

The arcade update is unconfirmed. I’d like to say no buffs/nerfs, but obviously it’s going to happen, and I’ll just have to live with it lol. I just hope they don’t somehow make the balance worse, since it’s already at a point where a lot of the cast is playable unlike previous vs. series entries which will remain unnamed.

Well what can they do? Most of the stuff that will obviously be taken out will be glitches and stuff that wasn’t so applicable to tournament play anyway. How many people have you seen land the Souki + Karas infinite in a real match? Or even the Casshern/Roll ground infinite? Granted that’s a lot more practical, but you know, I just rarely see it attempted in japanese matches, if ever.

Removing infinites from Karas or Chunli wouldn’t stuff the game up all that much. Karas still has enough to make him a great character without his infinite (corner megacrash combo/unblockable setups/loads of other stuff) and Chun Li doesn’t really need that infinite to be a pain in the ass. Yatterman is another story. He’d lose a bit deal of fright factor if they took away his infinite but that could easily be compromised by making him a bit stronger all round.

I’m sure they’ll get the balance right. The biggest issue will be the new characters and how they effect the metagame.

Tekkaman/Ken runaway might need to be looked into as well, as glorious as it is.

Is there even one single serious fighter on Wii which has online mode?

The only fighters I know on the Wii are Tatsunoko vs. Capcom, Guilty Gear Accent Core (Plus) and Mortal Kombat Armageddon and neither has online play as far as I’m concerned.

So what are you basing your statement on, again?

I seriously hope you’re not saying “Smash Bros.” because that’s no serious fighter but much more like a fun brawler.

get rid of giants and this

leave the glitches and everything in. just give me more characters, and up my defensive options

Sorry to say it, but these are bad ideas.

  1. There’s already a ton of strategy there, and things being character specific not only makes things more interesting, but it’s like that for balance reasons. Do you want to look at the characters who have snapbacks? Alex, PTX, etc. They’re all low tier characters. These things are given to them as tools to help them keep up with the rest of the cast. If this kind of strategy is fun for you, I encourage you to pick up one of these characters.

  2. More meter to you the higher you get comboed? This is also a bad idea, much like any “combo limiter” ideas for this kind of game. The reason for this is that you have a character who would be capable of doing shorter combos for higher damage, and then on the other hand you have someone like megaman, who’s sometimes capable of doing upwards of 20 hits or so with no super and doing just OK amounts of damage, no infinites, and he would just be getting megacrashed all the time. The fact is, some characters rely on really long combo strings to do any kind of decent damage at all and this would make them completely useless.

Also the giants are one of the most awesome things about this game for a few reasons. 1. it’s original, 2.they’re at least fun to mess around with 3. people who can win with them are awesome because they’re not too good.

I don’t play this game in any high level tournaments, so my question to those who do is this:

What is holding characters like Polymar and Alex back from being as good as the rest of the cast?

With Alex I would just assume that all he needs is better mobility to be a threat. If they run from you the whole time your fucked.

Polymar seems to have so much going for him. What are the flaws that hold him back?

Do you all think Saki would be overpowered if she could viper beam in the air, or do a horizontal Positron Storm? Obvious female Cable similarities aside…

Souki needs a normal overhead attack like Ryus 6+B That wouldn’t break him IMO.

With Alex yeah it’s a lack of approaches and mobility combined with the fact that he doesn’t do significantly more damage than the rest of the cast like he’s supposed to (generally the problem with grapplers in these games). Polymar is kind of the same deal, he’s got really short range and some of his stuff is slow. His air dash games are average and other than that the duck mixups and stuff are slow enough to just jump out of on reaction.

Saki’s already overpowered. No jokes, she’s already got a ton of stuff going for her and an aerial beam would add more to her already retarded keepaway games.

Souki’s ok already, I don’t really think he needs the attack, but I agree I don’t think it would break him, unless it was as fast as Ryu’s or something, which would be silly.

Yay no more Hakusho Daimo for the American release. I hope they add some awesome characters, 5 to be added for american release. Oh and this game on wifi is going to suck hard but i probably will try it out but the friend code crap is going to be really annoying.

But doesn’t it say that they aren’t using friend-only matches on this very page?

Daimao is fun and awesome, so bite it, haters.

you know how people are about reading things before they post. Anyways, something else that’s been stated before, if you’re concerned about problems with wifi, get an ethernet adapter.

We all know jimmy hates the giants for no good reason but if they get taken out the game will be severely less interesting.

Look how hard we had to work to get PTX to be competitive. They play this character in japan, he’s qualified for SBO, even won a tournament despite the flaws. Why should he be removed?

No, Ptx and lightan need to stay in this game and they need privilages.

Why in the world would removing characters be a good idea, especially characters that are nowhere near broken?

I’d like to see Karas changed in some way. Not made worse, just changed so that he’s not Tekken 3 Eddie. Even at E3 everyone was choosing Karas. He’s not too good, but he’s too good at low to mid levels. Which is where most people play the game. Having a game be balanced at high levels is great, but it should ideally be balanced at all levels.

Though I’d be happy enough with just some fixed glitches.

Karas is pretty nutsy at high levels…

I think Karas just needs some very minor balances and he’ll be fine. give him just a tiny bit more lag on certain moves and take out the infinite and he’d be fine imo. He still has plenty of stuff to work with even without an infinite.

But what exactly does “take out the infinite” mean? Having a code written to drop the opponent after a certain combination of moves? Automatically getting the opponent dropped after one rep?

I’m not starting fires I’m just curious as to how that problem would be fixed.