Marvel Vs. Capcom: Infinite Characters and Stages Roster Discussion Thread

What's so convoluted about tagging?

You can tag in and do what you want.

Done.

If you're better at the game, then you can time tags for extended combos and setups. It's accessibility done right.
 
Also, every character being able to continue OTG after spike in the air is a plus for newbies too. MvC3 though? Lol if you even figured out OTGs were a mechanic in that tiny window you have post-spike to call an assist to keep it going.

Y'all trippin' if you think this isn't more of an intuitive game at face value and mechanically. The MvC games are historically some of the most newbie unfriendly games of all time.

How is being able to otg easier more user friendly? It just makes for longer combos videos.

If you think this game is going to have a comprehensive tutorial either. No MVC game has had one.
 
How is being able to otg easier more user friendly? It just makes for longer combos videos.

If you think this game is going to have a comprehensive tutorial either. No MVC game has had one.

No, it makes for combos the same length that don't require the use of a timed assist to complete.

Characters can carry their own now without help.
 
Don't know if it's been posted but here's another desk combo video https://www.youtube.com/watch?v=jZfbjRHaIWw

That was pretty fun to watch him coming up with new combo. I can't wait for him to find more combo with other characters in the future.

They drew up that 28 character roster and said to themselves "These are the characters all the fans want"

You know there's a disconnect between developers and fans when Nemesis and Arthur make it in over Wesker, Phoenix Wright, and Haggar

Do you realize that the roster might not be complete? I think people should be patience and see if the roster is actually complete or not.

Oh shit I forgot about the comic book crowd. That's 10 more copies right there.

Are you really that bitter with MVCI?

https://www.youtube.com/watch?v=HQrm4i9sZhA

Champ vs a bunch of us. Great stuff, from CEO sunday evening when we were really getting the hang of it. Still much slop though.

Thanks for the video.
 
Before I continue to watch this video, and maybe this is just me, but those effects and graphics look atleast 2 times better, and this video is even off screen. All this talk about the e3 build looking better, is sounding about right.

Something about that video does indeed make the colors look like they pop more. It actually looks pretty damn good here. Could just be the camera though.

Capcom fighters are pretty well known for not looking as good as they end up all the way to release, so I do have some real faith the final game will look better than what we've been seeing.
 
No, it makes for combos the same length that don't require the use of a timed assist to complete.

Characters can carry their own now without help.

No it extends the life of a combo universally. You don't even have to give up an assist slot to do it. Combofiend specifically said they wanted matches to be less one sided/combo movie and this type of OTG leads to those very situations.
 
The problem with Capcom's game as a service model is that unlike MOBA's which made that model popular, SFV and MVCI are charging a full 60$ price tag. So if you want the full game you need to pay 60$ plus several 30$ season passes unlike MOBAs which let you get all current and future characters for 40-60$ all of which come out at one character a month. Now obviously more work to make a MOBA character than a fighting game character but the point that you are paying 60$ for an incomplete game and the DLC characters aren't cheap or earnable in the case of MVCI. Now Overwatch also adopted the game as a service model with about 3 character releases a year. Overwatch not only has a lower price of 40$ but it also gives the player all future content for free, holding back only skins behind a paywall. Capcom wants to have their cake and eat it to so to speak. They want to charge for a full 60$ game but they also want to have a free to play esc deal with the characters where everything post release is hidden behind a pretty expensive paywall. They left the normal fighting game standard of providing a full game at launch, but they haven't gone full free to play. They need to either

1. Adopt the MOBA method of making the game free but you have to earn/buy characters
Or
2. Adopt the Overwatch method of charging for the game and cosmetics but make all the characters free

Because right now they're stuck in this in-between that nobody likes

The unfortunate problem with that is the fact that fighting game characters take more resources to create than both shooter and MOBA characters, so just making them free outright can't work. There's also the fact that unlike big games like OW, a fighting game can never dream of selling even 10M units today.

The reason free MOBAs are so popular is because they can add tons of content in relatively short amount of times, which is simply impossible with fighters.
 
How is being able to otg easier more user friendly? It just makes for longer combos videos.

If you think this game is going to have a comprehensive tutorial either. No MVC game has had one.
It's part of how the ground states work, or more specifically look, in this game. A character laying flat on the ground is pretty synonymous to someone who plays other fighting games as being in a "wait to get up and can't do anything else until then" state. Now the little bounce they do after being spiked is longer, so there's a better visual cue that you can still keep wailing on them. This helps newer players up their game (and longer combos = more damage = more competitive, I don't know how that isn't apparent; are you seriously arguing against shorter combos?) without dumbing the game down. It's good design, plain and simple.

It probably won't have a comprehensive tutorial (what we know about Mission Mode thus far just sounds like what we got in MvC3 again), but we've got on-screen prompts in the story mode so that's better than before already, I imagine there's more of that.

The best way to do it IMO is a combination of what SFV did (integrating it with a narrative/cinematic component) and what Skullgirls does (just the breadth of tutorials available). But more SFV than SG; as tutorials that require more reading than doing are not the way to go. Ideally you'd have an announcer explaining what to do as you dick around and do it.
 
The OTGs in this game are extremely easy. If you bring out your partner at the right time, them coming in alone otgs the opponent off the ground. Not sure if this because the whole corner wall bounce thing... I mean either way, in most cases, you only have to tag to otg. They get hit off the tag coming in.
 
The three accessibility changes I am not a fan of are:
1) The new control scheme. LMHS was way easier to understand than LK, LP, HK, HP. I don't think this adds anything to the game.

2) d,d over dp motions. I realize that some people might like the change, but I think it should be a toggle. Don't force me to change an input *I* have been using for over 20 years as an experiment.

3) qcb.KK for fly/unfly. Why is this being made more difficult?

My own anecdotal experience is also that MvCi tag swaps lead to higher APM than MvC3, and the resulting combos are more difficult. Though it seems like everyone can do launch -> aerial -> launch -> aerial solo, so it might not matter for casuals.
 
2 questions.

1. When do you guys think we'll get the next trailer

2. How many more trailers do you think we'll get?

Sdcc should be a big event for this. Not sure if it's before evo tho, date wise. I expect a ton of characters dropper and a new playable build there + evo.



Maybe they'll drop a rando spider-man Twitter teaser on the day homecoming is out
 
2 questions.

1. When do you guys think we'll get the next trailer

2. How many more trailers do you think we'll get?

Depend on what kind of trailers are you asking for? In general, I would imagine that we might get about 6-8 more trailers in general.

Hopefully we would see Spider-Man before the movie's release date. Also there are three potential events that we could get the trailers from. D23/EVO and SDCC. D23 and EVO 2017 would occurs during weekend of July 14-17, and SDCC would happens during July 20-23.
 
It's interesting because Polygon ran that article basically asking people to hate MvC:I and that's coloured the game's perception from the jump. Such a terrible article that was ignorant of publicly available information about the game and Day 1 content (which, unlike SFV where they went quiet about it, they're still talking about those modes this close to launch). Day 1 content that is the most that any Capcom game has ever had at launch which is.. the opposite of what Polygon was rallying against?

The three accessibility changes I am not a fan of are:
1) The new control scheme. LMHS was way easier to understand than LK, LP, HK, HP. I don't think this adds anything to the game.

2) d,d over dp motions. I realize that some people might like the change, but I think it should be a toggle. Don't force me to change an input *I* have been using for over 20 years as an experiment.
Could not agree more, especially with the option for a toggle for DP motions, was just thinking about that the other day, but dev usually stand firm on their controls for consistency.

2 questions.

1. When do you guys think we'll get the next trailer

2. How many more trailers do you think we'll get?
D23 and EVO are happening at roughly the same time, I don't know how they'll handle reveals between the two, though. Maybe the same build at both with announcements/trailer beforehand and then another at EVO finals.

Probably a good bet we'll see something (maybe minor) at SDCC a week later, given that they'll probably get free floor space being a part of Marvel Games.
 
The three accessibility changes I am not a fan of are:
1) The new control scheme. LMHS was way easier to understand than LK, LP, HK, HP. I don't think this adds anything to the game.

2) d,d over dp motions. I realize that some people might like the change, but I think it should be a toggle. Don't force me to change an input *I* have been using for over 20 years as an experiment.

3) qcb.KK for fly/unfly. Why is this being made more difficult?
Yup. Three really dumb changes made for the sake of change under the guise of accessibility, despite the older setup being much more intuitive. Flight shouldn't use a hyper combo input -- that's just confusing. It's not the '90s anymore.
 
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Maybe im not understanding the argument here... How is this not user friendly??? You literally only have to tag in your partner to get an OTG. And this works out of corners as well.
 
The fact that OTGs became integral to UMVC3m but had major shifts in accessibility and utility was a large turnoff for me.

You had characters who could only OTG with Hypers, and then you had others that could press a standing normal and get one. It really made it feel like some characters were almost useless to play, because using them REQUIRED an assist you might not even want to play at all.

This ended up being extremely off-putting, and felt limiting. Much like how KoF 2k2 UM had MAX mode combos, but some characters (who shall remain Nameless) made it feel like the feature defined the game, and others had almost no use at all for them. It was like a feature made to make a small subset of a large cast look cool. And that, to me, just seems like poor game design, in the end.

I actually really like how the shift to 2vs2+a gem has properly paired with each character more self-sufficient. For all the things I DISLIKE about this game so far, I think they're hitting that aspect mostly out of the park. I want EVERY character in a MVC to feel like a main superhero, not for some roster slots to feel as if I'm stuck playing a team of sidekicks, y'know?
 
I will laugh my ass off if the Time X-Factor's optimal follow-up is jab mashing and we see it at Evo.

Edit: Jedah revealed alongside Dormammu? Please?
 
Finally got around to playing the demo, kind a sucks how limiting it is with the bots dying. But being back to 2p 2k felt so good again.

I think I'm just going to forget about this game until it actually comes out. I'm tired of being dissappointed or talking shit on a game that isn't out yet.

Now if it's released and looks rough I'll throw shade. But right now gameplay is looking solid. So I'm looking forward to that.

When's Jedah.

Edit:

Qcb+2k is fine for flight, that's how you flew in Mvc2 and people have been stomping fools with their Gundam for years no problem.

Only thing I'm not a fan of is d,d + button. I've never been a fan of the command personally.
 
I actually really like how the shift to 2vs2+a gem has properly paired with each character more self-sufficient. For all the things I DISLIKE about this game so far, I think they're hitting that aspect mostly out of the park. I want EVERY character in a MVC to feel like a main superhero, not for some roster slots to feel as if I'm stuck playing a team of sidekicks, y'know?

Yup.

I, personally, don't give a shit about team building. I don't want to have a character that makes my team worse because the assists don't work. I just want my characters to be able to do things. Be self-sufficient, as you said.

Everything about this game, except for Chun's model, looks and sounds great to me. I can't wait.
 
Yup.

I, personally, don't give a shit about team building. I don't want to have a character that makes my team worse because the assists don't work. I just want my characters to be able to do things. Be self-sufficient, as you said.

Everything about this game, except for Chun's model, looks and sounds great to me. I can't wait.

I agree with y'all, Dante looks like ass too tho. Also I don't agree with some of the control changes, especially the DP one. Still, the gameplay potential excites me more than 3
 
I agree with y'all, Dante looks like ass too tho. Also I don't agree with some of the control changes, especially the DP one. Still, the gameplay potential excites me more than 3

I find Dante's face the worse. People have been giving Chun Li most of the fire, but no... I think Dante looks like hes on drugs. Chun Li doesnt look that bad. IMO
 
The "sidekicks" feel is an indirect result of creating "assist only" characters. It absolutely doesn't have to be that way, though. See Skullgirls for a way to create an entire roster of characters that are good at everything.

Yup.

I, personally, don't give a shit about team building. I don't want to have a character that makes my team worse because the assists don't work. I just want my characters to be able to do things. Be self-sufficient, as you said.

Everything about this game, except for Chun's model, looks and sounds great to me. I can't wait.
Team building will still be important. Different characters will need different kinds of moves to cover them. An example that I have been fantasizing about for a few weeks:

Assume Jedah and Dormammu are in the game, and both of them play like their respective selves last we saw them. Jedah's dash gives him a quick high/low game, and Dormammu has Dark Spells, Dark Hole, and Stalking Flare for pinning. That's a lot of synergy between the two characters:
1) Jedah gets a hit; end in super.
2) Tag Dormammu in during the super animation and store 1D2C.
3) Release 1D2C (meteor shower) for a ton of pin.
4) Tag Jedah in for 50/50s that last a few seconds.

Dormammu's meteor shower will specifically benefit characters that have a good high/low game, but it won't help characters with left/right mix-ups much. On the flip side, a character with a teleport will prefer a partner with a beam to help teleport mix-ups - something Dormammu won't be great at doing.
 
I agree with y'all, Dante looks like ass too tho. Also I don't agree with some of the control changes, especially the DP one. Still, the gameplay potential excites me more than 3

Oh, yeah, him too. And a lot of his moves look like they're missing effects.

I'm not a fan of the dp change, but it's not a big deal to me.

I liked 2v2 way more than 3v3, and I like two punches and kicks more than lmh.


The "sidekicks" feel is an indirect result of creating "assist only" characters. It absolutely doesn't have to be that way, though. See Skullgirls for a way to create an entire roster of characters that are good at everything.


Team building will still be important. Different characters will need different kinds of moves to cover them. An example that I have been fantasizing about for a few weeks:

Assume Jedah and Dormammu are in the game, and both of them play like their respective selves last we saw them. Jedah's dash gives him a quick high/low game, and Dormammu has Dark Spells, Dark Hole, and Stalking Flare for pinning. That's a lot of synergy between the two characters:
1) Jedah gets a hit; end in super.
2) Tag Dormammu in during the super animation and store 1D2C.
3) Release 1D2C (meteor shower) for a ton of pin.
4) Tag Jedah in for 50/50s that last a few seconds.

Dormammu's meteor shower will specifically benefit characters that have a good high/low game, but it won't help characters with left/right mix-ups much. On the flip side, a character with a teleport will prefer a partner with a beam to help teleport mix-ups - something Dormammu won't be great at doing.

Possibly, but the scenarios you came up with are entirely dependent on two characters you love without consideration for anything else. It feels like characters all have enough tools that, while team composition and gems will play a role, im not going to be forced to play somebody i have no interest in just because of a tool that complements the character I like.
 
The tag system in this game has me so excited for jedah. Knockdown, throw scythe, dash for the quick high, tag in at the same time and continue the pressure.
 
I find Dante's face the worse. People have been giving Chun Li most of the fire, but no... I think Dante looks like hes on drugs. Chun Li doesnt look that bad. IMO

To be far Dante seems like the party type, he's probably into some hardcore shit.

Jedah is my favorite fighting game character, and most wanted even tho I figured he'd never get in. There's no way he's not neutered, even gotta re-imagine his supers
 
To be far Dante seems like the party type, he's probably into some hardcore shit.

Jedah is my favorite fighting game character, and most wanted even tho I figured he'd never get in. There's no way he's not neutered, even gotta re-imagine his supers

Everything about Jedah feels like a natural fit for this gameplay. I hope they do him justice.
 
Possibly, by the scenarios you came up with is entirely dependent on two characters you love without consideration for anything else. It feels like characters all have enough tools that, while team composition and gems will play a role, im not going to be forced to play somebody i have no interest in just because of a tool that complements the character I like.
I think this is largely a factor of how oppressive some strategies are. Players are forced to play certain things in UMvC3 not because they have to optimize their own team, but because they can't deal with the opposition with out it. KaneBlueRiver has a whole second team set aside JUST for Morridoom because his team can't handle it.

Right now, MvCi is missing most of its cast, but I've seen some oppressive keepaway from MMX in videos. If MvCi gets something like Morridoom or Team Spiral (from MvC2), then it's THAT combination that will force players to incorporate specific characters to deal with those setups. I can totally see MvCi getting a keepaway team where you throw projectile A, tag, throw projectile B, and it covers everything. Then you continue that swap-flow to continue locking your opponent down.

The usual pattern for a Marvel game is players think everything will be viable. Then the game becomes refined and options are cut, which is usually when the first wave of the playerbase drops off. I am really skeptical about the idea that people won't be forced to use certain combinations in this game - it would be a first for a Marvel game!
 
Monster Hunter
Jedah and Black Panther

I only need one more character to have 2 teams





















IMAGE-1.jpg

DO it crapcom

Its really loved by hipster FGC , thats why its so popular on GAF. I think the graphics dont look too good , I mean look at this.

maxresdefault.jpg
I always laugh when I see this lol
 
Depend on what kind of trailers are you asking for? In general, I would imagine that we might get about 6-8 more trailers in general.

Hopefully we would see Spider-Man before the movie's release date. Also there are three potential events that we could get the trailers from. D23/EVO and SDCC. D23 and EVO 2017 would occurs during weekend of July 14-17, and SDCC would happens during July 20-23.

Well we know they are doing character trailers for this game. I'm just talking about a trailer that shows us something new. We definitely won't be getting 6-8 between now and launch.
 
Yup. Three really dumb changes made for the sake of change under the guise of accessibility, despite the older setup being much more intuitive. Flight shouldn't use a hyper combo input -- that's just confusing. It's not the '90s anymore.

Ok, I thought I was the only one that thought LP, LK, HP, HK was a weird layout for this game.
 
The usual pattern for a Marvel game is players think everything will be viable. Then the game becomes refined and options are cut, which is usually when the first wave of the playerbase drops off. I am really skeptical about the idea that people won't be forced to use certain combinations in this game - it would be a first for a Marvel game!

it really is bizarre seeing people go "finally, a marvel game for me! no assists, no team building, i can just play the characters i want how i want!" b/c history in every single fighting game ever says otherwise, especially in the vs. series.

it kinda feels like tiers are super real when you go buck wild with givin' characters tools. it's basically a given that some chars are just gonna be infinitely better than others- the big question is ultimately how much of that is going to stabilize within a short timeframe and how much that's gonna be affected by annual (?) patching.

there's no doubt in my mind whatsoever there's gonna be a vanilla sentinel/ultimate wesker situation where some idiot char that's good at a basic level is gonna get kicked in the nuts while some shithead-tier char like morrigan/zero is gonna get buffed bc they haven't been truly explored yet. especially under the context of SF5's competitive touring. it's something i haven't seen a lot of folks bring up when it comes to that competitive aspect 'cuz it's such a departure from the game's competitive developments being built up by the community for however 6 years straight
 
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