Marvel Vs. Capcom: Infinite Characters and Stages Roster |DT2| oh dear...

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it'll eventually be 3/5 for sure because damage is already reaching near TOD pre-release and incomings look even more fucked than marvel 3
combined w/ how gem storm will affect match pacing i think folks are gonna be surprised how quickly games go by.
Infinity Storm activation giving shit load of invul frames means we will never have "more fucked up incoming than Marvel 3" in Marvel Infinite. People can just activate Infinity Storm when incoming and escape most set ups.

Plus we have cross up protection (no more Haggar getting underneath you doing Violent Axe and hitting you from behind while he stays at front), auto block on block stun and no simultaneous high/lows.
 
Only two dollars increase? It's likrke a dollar per character and 9 cents for contents.

5% facebook code drops it back down tho

also, $30 is still 50% off on a pre order, when you say "Ill wait for a sale" what kind of sale are you hoping for? It wont be less than 50% for a long long time so what youre really saying is "i wasnt really going to get it day 1", which is fine mind you.
 
Infinity Storm activation giving shit load of invul frames means we will never have "more fucked up incoming than Marvel 3" in Marvel Infinite. People can just activate Infinity Storm when incoming and escape most set ups.

Plus we have cross up protection (no more Haggar getting underneath you doing Violent Axe and hitting you from behind while he stays at front), auto block on block stun and no simultaneous high/lows.

You cannot activate infinity storm on incoming if your opponent's infinity storm is already active. All they have to do is, if they have it up, pop theirs first to prevent you and then proceed to mix up.

Also, that type of cross up protection (I'm pretty sure) only works if you are already in blockstun from something. There will be a zillion zany ways your 2nd character will get mixed up on incoming.

However (so far) this isn't a one-touch game so its not like you get touched once, die, eat dirty incoming, and die. Its more like get hit 2 or 3 times, die, eat dirty incoming, and still need to get hit 1 or 2 more times to die.
 
$35 is worth it, I wonder how much of the FGC will be playing on PC though. I also have the PS4 version on pre-order cause I figure it'll be the version of the game played in tournament.

PC ver is a priority for me since I can play it on lunch breaks, etc at work very easily. Plus itsd my saftey net if this launch is a disaster not that much monies sunk til the game grows legs. Tired of getting screwed as an early adopter

I think your logic might run afoul if they were to ever use XB1 version (I cant fathom this personally but maybe thats a distant possibility). Additionally, I see Japanese players (for other fighters such as BlazBlue, Tekken, & Xrd) actually have experience from Arcade versions and if anything they still stomp people even though the console is not their platform of origin.
 
You cannot activate infinity storm on incoming if your opponent's infinity storm is already active.
This is true however we are talking about the situation where one person is just steam rolling the other player ie. one player game. In that case, the person dishing out the damage isn't going to have an Infinity Storm of their own and every time a character dies, you get enough bar to activate the Storm once.

Though denying the Storm activation is certainly going to be a meta of the game. Probably used to close out the game when there is one character left on their side.


Also, that type of cross up protection (I'm pretty sure) only works if you are already in blockstun from something.
We have already seen footage of this and it seems to work for ambiguous cross ups (ie. the other character is in front but hits from back). The video showed Captain Marvel do her Blitz Charge move, she was still in front but Ultron blocked the other side. If this was Marvel 3 then Ultron would've gotten hit because no one in their right mind would have blocked that move the other way (since she was charging at him from the front).

Like just think about how many times someone got opened up by Helm Breaker or Foot Dive in Marvel 3. Not even just incoming but in neutral. It's because those moves occasionally hit from behind at a certain space. That's probably the type of cross up protection that is in the game.


Generally speaking in this game it just seems much harder to open people up than in Marvel 3 with the restrictions in place. When people like Justin Wong and FChamp start getting good their defensive nature should get a lot of mileage out of it. Not to mention we don't have a lot of chip in the game or a lot of meter gain so it's just that much harder to kill characters in general.

Will it be 3/5 or 2/3? Either is likely at this stage. It's still possible that rounds end too fast once combos and set ups are optimized.
 
Max was saying that they added auto guard on block stun on most recent build (SDCC build). Don't know if the CEO version had it but no one made a note of it back then. That's going to make an impact on people getting opened up or not.
 
Infinity Storm activation giving shit load of invul frames means we will never have "more fucked up incoming than Marvel 3" in Marvel Infinite. People can just activate Infinity Storm when incoming and escape most set ups.

Plus we have cross up protection (no more Haggar getting underneath you doing Violent Axe and hitting you from behind while he stays at front), auto block on block stun and no simultaneous high/lows.

that actually makes me wonder how blocking after storm activation works. since supers visually obscure point characters i wonder if it autoblocks potential crossups off the activation or not
if it doesn't i'm gonna die of laughter the first time someone storm activates into getting hit

anyways that's a good point, but i think using it that way probably means throwing away your chance at comebacks vs. more healthy teams so it seems like a pretty big risk (that might be worth it just to survive incoming).
it's something vaguely dynamic which is a nice plus

edit:
oh also the haggar type mixup doesn't even exist in mvci anyways because you're invulnerable until you land on the ground. the big thing is that supposedly you can't act at all before touching the ground (besides vtrigger) and you always land in the same place. put two and two together there w/ mixup options in regards to high/low and the existence of short hop + the aforementioned visually obscuring supers and you can kinda see what i'm talking about in terms of where the game will probably go incoming wise. that's across the board for the cast as well and doesn't even include the 8way airdasher mixups
 
I really think it's very unlikely that they would go with PC for tournaments. PS4 is more likely unless XB1 version is way better.

Right. As we all know usually PC versions of many fighting games do not gracefully handle unplugging/plugging new controllers. And that's just the first hurdle to cross. On consoles this is a given since you do not get pass certification from what I recall. And devs hate failing certifications because you can miss launch windows.
 
Max was saying that they added auto guard on block stun on most recent build (SDCC build). Don't know if the CEO version had it but no one made a note of it back then. That's going to make an impact on people getting opened up or not.

Latest build for sure has auto-guard on left/right. Absolutely not on high/low.
 
5% facebook code drops it back down tho

also, $30 is still 50% off on a pre order, when you say "Ill wait for a sale" what kind of sale are you hoping for? It wont be less than 50% for a long long time so what youre really saying is "i wasnt really going to get it day 1", which is fine mind you.

yeah half off is insanely good. People expecting more must be willing to wait a year or something. I guess grats to them the game will only get better with time (unless for some reason they just never patch it LOL)
 
Damn, this game drops the same week as scr.

Socal Regionals 2017: "Yo that works?" edition






Also I just realized someone can make a mod for the PC version that works like training mode in UMVC3 Vita:

tr0Zi2K.jpg



mods <3
 
Latest build for sure has auto-guard on left/right. Absolutely not on high/low.

It was this way at CEO as well. But you only get crossup protection if you are currently in blockstun.

Also, the reason something can look like it is in front of you but hit behind you is because the game doesn't decide where a character is located based on the model, or even the center of the model. It uses the transform location of the model, which is often aligned under the shoulders or the hips, but sometimes it isnt.
 
I'm guessing he just misspoke, but either way this is all speculation. Anything can change for the final release version with that day 1 patch (though I suspect the Gamescom build will be release version + patch at this point)
 
Then you need to explain again what you said here about the game having up/down auto block in reference to Million Dollars hyper:

https://youtu.be/X7x36GKosQY?t=55m47s

Well, you should know better since the game is still in development so anything could change at whim. That reminded me of the situation with Brawl Demo at E3. Some people were crazy about Brawl demo and thought it was pretty well done. It was way close to Melee, rather than Brawl itself, and it was way opposite in final product.

I would love to try Brawl E3 Demo because I really want to see how it feel like.
 
I got what I wanted with the tag battle multiplayer, but in dbf's 6 player mode. Here's hopes that Marvel competes by eventually creating their own 4 player mode.
 
Also I just realized someone can make a mod for the PC version that works like training mode in UMVC3 Vita:

tr0Zi2K.jpg



mods <3
I brought up hitbox viewer a LOT when the port was coming.

I never really got as much as a "fuck off" on bringing up the fact that when UMVC3 was ported to next gen and PC that it was for no reason devoid of this Vita only feature that is still highly valuable to players. Kept bringing it up, tweeting, posting here there and everywhere and no statement. Capcom acted like hitbox viewer was never there and like it was never something worth acknowledging they forgot to bring back for the port.

Course lets be fair...if it was a real attempt at a good port it would've added local play to HH and tried to kill infinites but no effort was made on anything. It was a quick cash in.
 
Just went back and played MvC2 for the first time in years.
Kinda nuts that it had 12 SF reps and 17 X-Men reps.
People would complain if the roster had more than 3/4 SF reps now.
 
Just went back and played MvC2 for the first time in years.
Kinda nuts that it had 12 SF reps and 17 X-Men reps.
People would complain if the roster had more than 3/4 SF reps now.

A lot of love for MvC2's roster is dripping with nostalgia. Over half the roster was X-Men and SF, and tons of characters were extremely weird choices for representation.

It was a great game, but that roster banks on quantity over quality.
 
What do that suppose to meant? I'm trying to make a connect but I can't?
People whine about the Fire Emblem representation despite the fact everyone is really different outside Marth/Lucina. (And Lucina would have been a costume if not a character, it's cool that she's available for fans and she still has subtle differences like most likely being better in doubles)
 
Just went back and played MvC2 for the first time in years.
Kinda nuts that it had 12 SF reps and 17 X-Men reps.
People would complain if the roster had more than 3/4 SF reps now.
So many X-Men (even if almost all of the characters were from previous titles) and now we got 0, so sad...
 
And if they flew him up everyone would call him a shill.

I guess. But I doubt for example Game Informer had to pay to go up there and play story mode (Correct me if i'm wrong Queso). Consider we all basically agree Max has been selling the game better than capcom themselves. I still stay it's pretty effed up.
 
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