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

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.

I do think we are more likely to get more than 5 or more trailers since they usually release two trailers every time they make their announcements, story trailer and gameplay trailer. Also they need to make trailer(s) to explains more about single player contents, etc, etc. If they want to sell the games.
 
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!

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

There's a difference between a bad matchup and not being able to extend combos with Spiderman because I don't want to play Doom. I don't think everything will be viable. But the thing that will make my character bad is that my character is bad, not that I don't have an assist to cover him or extend a combo.
 
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.
Some good stuff in here. Set-ups, early BnBs (especially for Captain Marvel), first time seeing successful Thanos loops (LI Joe matches), etc.

Gold Ultron looks so dope.

Man, Dante players are gonna have a real tough time adjusting and it kind of shows lol

EDIT: Even more sets here from Flocker, Neokarsh, Shah, LI Joe and one more.
 
There's a difference between a bad matchup and not being able to extend combos with Spiderman because I don't want to play Doom. I don't think everything will be viable. But the thing that will make my character bad is that my character is bad, not that I don't have an assist to cover him or extend a combo.

idk how else you'd really describe a character as "not bad" if they can't capitalize off assists- that's what marvel is! the whole deal of how the game flows is based on taking advantage of specific ways your character capitalizes off 'em via spacing tools and movement.

even with infinite i don't really see how that's not gonna be the case given basic functionality like projectile->tag or blockstring->tag is gonna provide for characters. x's moves scream "tag off me" and if he turns out to be good for that reason, it's pretty likely a character being bad will be related to the inability to use the tagging system in that way

i do get what you mean w/ the deal w/ spidey and stuff, it's just that i see all that as what encompasses the character's viability/"bad-ness" rather than extraneous.
like, i do totally understand that people don't like building shells w/ function in mind when the game is based on brand appeal- the characters don't feel "complete" when they don't have those tools needed to function and theoretically infinite alleviates that via universal mechanics and the gems.

i just can't see that really happening- there's just gonna be a new set of team-building fundamentals that fall into place which then determine viability, that's kinda just the nature of what happens when you have any kind of significant team interaction.
 
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.

agreed, especially them getting rid of LMHS. completely baffling.
 
okay finally having watched like a ton of CEO footage i still can't tell whether movement is really stiff because folks are unfamiliar with the game or if it's due to the nerfed movement mechanics. the characters cover a really good amount of space when they move but the way they're moving around each other looks like some month 1 vanilla marvel 3 which is super weird considering how familiar folks should be with general movement concepts at this point.

also superjump reality stone is totally gonna be some day 1 shit. boy am i excited to abuse the hell out of that
 
There's a difference between a bad matchup and not being able to extend combos with Spiderman because I don't want to play Doom. I don't think everything will be viable. But the thing that will make my character bad is that my character is bad, not that I don't have an assist to cover him or extend a combo.
I'd love to be proven wrong, but I think it will play out differently from how you think.

Also, Spider-man didn't need Doom for extensions. I think it's actually safe to say that no one picked the teammates they did in UMvC3 for combo extensions via assist. It just wasn't a major factor. You can see in the video below that Spider-man could do huge damage with pretty much any two random teammates:
https://www.youtube.com/watch?v=SfwDFE8fxpM

Spider-man also got great solo damage:
https://www.youtube.com/watch?v=BYqeeMYe8lA

The defining factor was Hidden Missiles as a neutral tool, not combo extension, and I'm saying that will still be present in the game. What held Spider-man back was that he was one of the many greedy "point only" characters Capcom dubiously added to the game - characters who really wanted assists to help them open people up, but didn't offer anything to their teammates. These characters, like X-23, Zero, Wolverine, and She-Hulk, all suffered from the same issue: the game eventually sorted out a few ideal point characters that outplayed nearly everyone else, and the rest were left in the dust. These were Zero, Wolverine, Morrigan, Firebrand, Deadpool, and a few others. A few others, like Dormammu and Storm, were in the awkward position where they were only valuable on point, but weren't particularly strong as a first character due to needing meter and excelling through DHC options. Those characters saw limited play for this reason alone.

MvCi dumbs down the team factor, but I think these factors will all be present. For example, while Wolverine is one of the best point characters in the game, it took a long time to figure out the optimal Wolverine team. By the end of Vanilla Marvel, it was nigh-unanimously agreed that it was Wolverine/???/Akuma or Wolverine/???/Sentinel. By the end of Ultimate, with balance changes and new characters, 99% of the Wolverine teams were Wolverine/Doom/Vergil, with Justin Wong being one of the few standouts that still used Akuma, and IIRC Sentinel largely disappeared entirely from the game aside from Rayray and KBR.

I expect this exact same thing to happen in MvCi, and IMO everyone else should too unless they want to set themselves up for disappointment. It's an inherent outcome of any kind of interactive team game - some characters will do better together than others, and as people refine and optimize their play, the non-cookie cutter formulations will die out. I don't think you need to play a cookie cutter UMvC3 team to win and have fun, but you'll almost never see something wacky in the top 32 (RyanLV continues to impress in this regard!).

fchamp vs combo from e3

combo has some cool iron man/hawkeye shit in there
0:17 suggests that Power Stone doesn't have armor, or has very little armor.
 
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.

It just feels like Capcom lost their way at some point with MVC3, tried to make up for it with Ultimate, and ended up just... making a mess that favored less of the cast.

I LIKE the concept of team building, I just think UMVC's way was crap. I love teambuilding in KoFXIV with different points, batteries, meter burners, etc, partially because it feels like every character is built with considerations to fit each roll. Point Sylvie and Anchor Sylvie are almost 2 entirely different characters, but they're 2 complete characters.

It felt SO bad in UMVC3 when a meterless single character left kept missing out on damage opportunities because there didn't even have to tool to do real damage off an enemy state. Like someone forgot to add certain properties and commands to your move list entirely.

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.

Yeah, "assist only" in Marvel should have been the largest warning to give a character a 2nd pass at refinement. While we complain about this roster in Infinite... if no one in this game ends up feeling that way, we'll still be coming out ahead in at least one fashion.

A Marvel where every character has a chance to come back when left alone with a Gem, should feel pretty good overall.

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.

I think it's just that UMVC3 leaned too heavily on certain mechanics, and it did it poorly. It overloaded some characters, under-prepared others, and even the "bandaid" solutions like XFactor and no air blocks after certain actions just made the strong stronger, and the weak useless.

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

This is just bad patching from Capcpom, to be honest. I hate it when they make changes, and the first thing I feel is "Do they even play their own games? Do they HAVE a clear vision they're trying to achieve?!"

Patching to kneejerk reactions is not "listening to the consumers". If anything, it's overacting to a small section, and proving that the company itself doesn't even know it's own expected goals.

It's one thing I love with KoFXIV (And XIII's console changes), in how not only do they seem to clearly understand "this is what a character is for", but when they do make radical changes, it's generally for the better, and is almost as worthy as adding a whole new, good character to the game.

It's like each character they make, has a dedicated designer that privately wants their particular character to be able to do something awesome and effective. Not in a broken way, but in a way that makes it feel as if the character is fully developed, and deserves their slot in the roster. They never take away a "broken" aspect, without giving back something that feels strong, in return.

Not only is this great for the existing fans of the character, but it even means an old slot can become a new fav, to someone who had no interest in them before. Small changes like adding OTGs, changing juggle states, and making air normals special-move cancellable can turn a weakest-of roster into the new team mainstay of a top-tier tourney winner.

As a consumer, this also rocks for me, because I feel like my 1 game purchase, pre season-pass sales and expensive DLC, has evolved in such a way that I got an expansion-level of refinement for no additional cost. It makes it feel like the company has my best interest in mind, before their own. Even if it's not ultimately true, the fact I've been made to feel that way is great.

-----

I think the real secret to "Games as a service" is to figure out ways to make it feel as if the base product is a labor of love to the players. People are willing to buy costumes and additional content, when they feel they're already well taken care of, just for owning the product.

ASW is getting better at this (Those pre-order / PS+ demos / inexpensive expansions are great, plus free DLC upon releases), SNK is doing this better than ever (constant twitter and fan interaction, DLC characters actually feeling like fan request, and doing a LOT for the game before asking for any additional money), now Capcom needs to stop appearing greedy, and find their unique way.

Could you imagine how much a first year of Character passes for free, would sooth many current complaints? Or if owning SFV gave free costumes / future character downloads?
 
Morrigan has some new little cloud thing she puts out that blades come out of for zoning, and on hit they leave some kind of cloud curse on the opponent. She seems to have plenty of new to play around with too. Her DP was not invulnerable.

Ryu can hold fireballs and shoot huge beams for free now.

All the returning characters feel various levels of fresh.
 
Morrigan has some new little cloud thing she puts out that blades come out of for zoning, and on hit they leave some kind of cloud curse on the opponent. She seems to have plenty of new to play around with too. Her DP was not invulnerable.

Ryu can hold fireballs and shoot huge beams for free now.

All the returning characters feel various levels of fresh.

I havent seen that Ryu thing, any video? :o
 
Morrigan has some new little cloud thing she puts out that blades come out of for zoning, and on hit they leave some kind of cloud curse on the opponent. She seems to have plenty of new to play around with too. Her DP was not invulnerable.

Ryu can hold fireballs and shoot huge beams for free now.

All the returning characters feel various levels of fresh.

I don't know about all that, they fucked Dante up.
 
There are only two things that can happen with the tag system tier wise:

1) Tag allows you to have synergies with certain characters and certain synergies will be more powerful than others. And then you will have BFF syndrome where you HAVE to use Strange with Dante to play Strange optimally and vice versa. This will limit team combinations because characters will usually have that one other character that synergizes best with them. This is like the Morrigan + Doom thing although not that extreme (so like Frank and Dante let's say). Power synergies create powerful top tier teams.


2) The Tag system works too well and it works so well that it doesn't matter which combination of two characters you use, the tag system will just gel them together. This is kinda similar to TTT2 although not really... basically if the tag system does its job extremely well then you can use any two characters you want in the game and they will work together well because of the Tag system as it is free form. The problem here in terms of balance is that tier enthusiasts will just use the two best character in the game and slap them together. This actually hurts team construction even more because you don't have an incentive to try to figure out synergies or team combinations... you just pick the best characters. This would be like in Marvel 3 you picked a team of Zero/Wolverine/Nova and did very well because individually those characters are strong but they don't synergize well with each other.


In any case... you are going to have certain combinations of teams that are better than others and oppress the rest of the cast. You are probably thinking "man I am going to make my dope team of Ryu/Arthur work because they are my favorite characters" but then when you jump into the game in a competitive setting you will get crushed because other teams are more optimum/stronger.

Mechanics are usually abused by characters with the best tools.
 
Morrigan has some new little cloud thing she puts out that blades come out of for zoning, and on hit they leave some kind of cloud curse on the opponent. She seems to have plenty of new to play around with too. Her DP was not invulnerable.

Ryu can hold fireballs and shoot huge beams for free now.

All the returning characters feel various levels of fresh.
The Morrigan cloud thing seems like a trap that springs on touch, but in the one video I saw it used, it also seemed like the cloud could be destroyed by an attack. Can you confirm any of that, or what the "curse" does?
 
The Morrigan cloud thing seems like a trap that springs on touch, but in the one video I saw it used, it also seemed like the cloud could be destroyed by an attack. Can you confirm any of that, or what the "curse" does?

We couldnt figure out what the curse does, but I didn't play as her or against her so im not sure how to spawn them or trigger them or anything. Watched others use it and talked to them. Sorry I'm short on details. They looked cool though.
 
As someone who played Wesker/Doom/Sentinel/Phoenix/Wolverine/Vergil in Marvel 3... so far, I'm liking how Captain Marvel, Ultron and Thanos look.

Watching Champ and Justin play is selling me on the game more than anything else lol
 
As some of you may know, Marvel 3 originally had universal airdashes. Most of the airdash animations in Heroes and Heralds mode are actually unused ones from before they scrapped them as a universal mechanic. How much do you think the meta would have changed if that was kept?
 
As some of you may know, Marvel 3 originally had universal airdashes. Most of the airdash animations in Heroes and Heralds mode are actually unused ones from before they scrapped them as a universal mechanic. How much do you think the meta would have changed if that was kept?
For Marvel 3?

I mean I don't want to see characters like Wolverine or Vergil have an air dash lol!
 
Wolverine did at one point. Everyone did. IIRC only the EVO 2010 build and maybe a few after that had it, since it was obviously not universal when the game released.
 
So I was listening to Marvel Live tonight, and Kinderparty said something about how the Marvel E3 build they played was 3 months old. Remember - a game that's 3 months away from release isn't going to change much, right? It's a lotta work, and only a month or two away from going gold.

However, that's truly the case, it's possible shit could already be looking better at this point. Maybe we'll see if that's the case in a new trailer or something, if that's truly the case, but I hope so.
 
Has anyone took credit for the data leaks at all? Who did it? Did he/she just dump the information and then get it deleted so they never did anything else even after E3?

Who are you, [deleted]?
 
Has anyone took credit for the data leaks at all? Who did it? Did he/she just dump the information and then get it deleted so they never did anything else even after E3?

Who are you, [deleted]?

The fact that no one has yet to do that (and likely never will if it really is legit) just makes me believe it even more. There's a strong correlation between how genuine a leaker is and how anonymous they are.
 
There's a strong correlation between how genuine a leaker is and how anonymous they are.
You mean to tell me Riku's in-depth responses (as though he was a fly on the wall at design meetings) to every single question asked of him on GameFAQs and Reddit weren't legitimate?
 
You mean to tell me Riku's in-depth responses (as though he was a fly on the wall at design meetings) to every single question asked of him on GameFAQs and Reddit weren't legitimate?

I loved how most of Riku's early posts started and ended with something along the lines of "believe me or don't, I don't care" but he kept answering every question calling him out
 
We couldnt figure out what the curse does, but I didn't play as her or against her so im not sure how to spawn them or trigger them or anything. Watched others use it and talked to them. Sorry I'm short on details. They looked cool though.
Hey, thanks for what you DO share. I feel like there's a dearth of information compared to MvC3.

So I was listening to Marvel Live tonight, and Kinderparty said something about how the Marvel E3 build they played was 3 months old. Remember - a game that's 3 months away from release isn't going to change much, right? It's a lotta work, and only a month or two away from going gold.

However, that's truly the case, it's possible shit could already be looking better at this point. Maybe we'll see if that's the case in a new trailer or something, if that's truly the case, but I hope so.

Graphics can change a lot.
 
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.

Is there actually people who just rely on journalists for their opinions and information? I'm not even trying to sound condescending I'm just curious especially in the case of extremely opinionated pieces with easily fact checkable information
 
So I was listening to Marvel Live tonight, and Kinderparty said something about how the Marvel E3 build they played was 3 months old. Remember - a game that's 3 months away from release isn't going to change much, right? It's a lotta work, and only a month or two away from going gold.

However, that's truly the case, it's possible shit could already be looking better at this point. Maybe we'll see if that's the case in a new trailer or something, if that's truly the case, but I hope so.
Hopefully, it would be nice to see the graphics and overall look to be tweaked.
 
Is there actually people who just rely on journalists for their opinions and information? I'm not even trying to sound condescending I'm just curious especially in the case of extremely opinionated pieces with easily fact checkable information

you'd think people on gaf live or die on journalists opinions if you ever entered a review thread for a highly anticipated game or comic book movie
 
How many of you guys think that there will be more than 28 characters at launch?

more than 28? me.

30 ;_;

Personally calling 28-man launch roster, with 32 overall.

what does that even mean? we already know the season pass is 6 character, so it would be 34 overall.

edit: wait do you mean 28 males and 4 females, making 32? :p
 
I'm still 100% of the belief we're getting 28. Nothing suggests otherwise except the file leak which is more likely than not unfinished and story mode characters
 
A 28 character roster would leave only six characters (and only two Marvel characters!) to be revealed over the next three months, which doesn't sound right to me. Eight characters were revealed at E3 alone, and another eight were previously revealed during the April press tour. Six characters would have to be stretched very thinly between Evo, Comic-Con, Gamescom, and whatever other events Capcom plans on supporting, not to mention the possibility of non-event info drops.

When my source said there'd be a 28 character starting roster, I can't help but think that he just rounded up from the 27 names that he knew for sure, assuming that's all there was. I don't know if he was flat out told the number 28 by someone at Capcom.
 
I'm currently predicting a launch roster of 32

Marvel: Cpt America, Cpt Marvel, Dormammu, Dr Strange, Gamora, Ghost Rider, Hawkeye, Hulk, Iron Man, Nova, Rocket, Spider-Man, Thanos, Thor, Ultron, Venom

Capcom: Arthur, Chris, Chun, Dante, Firebrand, Frank, Haggar, Jedah, Monster Hunter, Morrigan, Nemesis, Ryu, Spencer, Strider, X, Zero

If it's 28 that means there's only two Marvel characters left to reveal, which I would find really surprising when there's like 3 or 4 events where they'll probably reveal stuff left. And I just have a hard time seeing UMvC3 vets like Haggar, Frank, etc as just story mode cameos.
 
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