Marvel vs Capcom Infinite Gameplay/Pre-Launch Discussion Thread

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some of these cats look like they never played a fighting game in their life, let alone a Marvel game.
 
Soul activation w/ a living partner into one dying into re-activation seems.... real dumb.

Well I'm fine with the craziness of the stone, I just feel other stones are lacking compared to it...

Well if does work in one of two ways: Either it brings your buddy back from KO status to help with a 2v1 or if you just want to overwhelm the opponent, activate early and bring them out to help you out immediately. At least it isn't a stone that only serves one very specific purpose if you don't want it to (and from how I've seen the Soul Stone used, it can be brutal to have one character attack relentlessly while Jedah can grab the opponent while they are stuck on the ground and get in a few cheap hits with his super since they weren't careful).

Wouldn't be shocked at all if that is what we might see out of MvC:I when it starts to hit the competitive circuit.

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On that note, I forgot who mentioned it, but someone on the previous thread mentioned something in regards of how the Stones themselves seem to rank from easiest to hardest to use. If I recall correctly, they were paired as the following.

Easiest: Power, Mind
Average: Reality, Space
Hardiest: Soul, Speed

Since Mind helps to generate meter, that is straight forward. As is Power with how it helps with the wall bounce and letting you hit harder during the storm.

Space will be a grappler's best friend with how it can pull the opponent in while the cube of shame will limit what the opponent can do. Reality in turn could be seen as the zoner's best friend with the tracking projectile and the storm being a literal Elemental storm of chaos.

Finally we have Soul for the aforementioned ability and how if you misuse the Soul Stone, you're going to get Happy Birthday'd hard. Finally for Speed, considering what an happen during the storm, it is basically the closest thing to an X-Factor mechanic (not a 100% copy mind you) that we have with the added bonus of teleportation.

The harder the stone to use (so to speak) the more you can get out of it when you need to use it essentially.

Edit: I found the post by "NotLiquid" and he wrote the following. I got my stones a bit mixed up apparently...

Reality and Mind Stone seem to be the most beginner friendly ones. They have decent abilities that can support just about all playstyles, and their Infinity Storms have good passive benefits. I can see them working for just about any character combination.

Power and Space Stone seem like they're more "intermediate" level abilities. The Infinity Storm of the former is easy to understand and somewhat a given, making it a stone that seems to benefit heavy bruisers who want to quickly KO, but it's Infinity Surge being a wall bounce and combo extender makes it a stone that you need to optimize more when throwing it out there. Similarly, Space Stone is kind of the complete inverse, pulling your opponents towards you which requires proper anticipation, while the Shame Cube puts you at an inherent advantage for tricky mixups. Either way you look at it, they're stones that require a little more from the player.

Time and Soul Stone come across as the hardest stones to use. Time because despite having a teleport that seems like a good way to escape corner pressure and applying pressure, looks like it leaves plenty of opportunity to have the opponent get a read on you, and the Infinity Storm seems like it requires much snappier execution in order to get the best possible reward out of it. It feels like it'd work best for characters who are already fast and great at applying pressure. Meanwhile Soul Stone seems to carry the highest risk/reward, not so much with it's life steal which might work for an easy combo ender, but for controlling two characters which carries all the downsides and the upsides.

There's definitely a lot of overlap in terms of what characters benefits from what stones though - despite skill gaps, Space and Soul seem to heavily benefit characters that have great mixup potential like Dormammu and Ultron.
 
Those settings were in another build that GameSpot played not too long ago.

Yeah, in the release build.

The victory render in this build is improved. Doesn't mean it's good just because it's improved.
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fair enough

Turning on your own Infinity Storm to prevent Soul resurrection seems a solid tactic

It's a great way to destroy any chance of a comback. Is this the anti-SFV? Real difficult to comeback from one character down.
 
Just barely started to watch the throwdown and I did see one interesting tactic being used by Dan: when it comes to the Reality Stone, when you activate it, it almost helps as a "Safe Tag-in" since if they try and rush in to attack you or your partner, the stone would intercept them.

Of course, if a projectile cancels the stone out or other a super happens, then there might be slight difficulty with using reality to keep you safe.
 
Soul activation w/ a living partner into one dying into re-activation seems.... real dumb.
You can only do this cycle once though. Then on the second activation if a character die, you don't get any gauge back.

Pretty much all the stones you can activate twice in a match just about.


Also that tournament over already? Damn I missed all of it LOL!
 
You can only do this cycle once though. Then on the second activation if a character die, you don't get any gauge back.

Pretty much all the stones you can activate twice in a match just about.


Also that tournament over already? Damn I missed all of it LOL!
Dante/Zero won.
 
that tournament was a good indicator of what it feels / will feel like to get bopped by someone that knows how to play the game btw.

Marvel is much more ruthless in that sense than most fighters I feel.

reminds me of the Marvel 3 (vanilla I think) giantbomb quicklook with Jeff getting destroyed and frustrated and saying "I was blocking, I was blocking" lol >_<
 
This game would have been perfect if it looked like mvc3. I prefer mvc2 look but I guess 2d cost too much. Which makes me wonder how can a small dev team like arksys make 2d games looking so good without a heavy budget.
 
This game would have been perfect if it looked like mvc3. I prefer mvc2 look but I guess 2d cost too much. Which makes me wonder how can a small dev team like arksys make 2d games looking so good without a heavy budget.

Blazblue and persona both launched with very small rosters.
 
This game would have been perfect if it looked like mvc3. I prefer mvc2 look but I guess 2d cost too much. Which makes me wonder how can a small dev team like arksys make 2d games looking so good without a heavy budget.

Ark System works has 121 employees, they are hardly a small dev team.

Blazblue and persona both launched with very small rosters.

also this
 
This game would have been perfect if it looked like mvc3. I prefer mvc2 look but I guess 2d cost too much. Which makes me wonder how can a small dev team like arksys make 2d games looking so good without a heavy budget.

Passion and love for the source material, mostly


Capcpom ain't interested in none of that shit
 
that tournament was a good indicator of what it feels / will feel like to get bopped by someone that knows how to play the game btw.

Marvel is much more ruthless in that sense than most fighters I feel.

reminds me of the Marvel 3 (vanilla I think) giantbomb quicklook with Jeff getting destroyed and frustrated and saying "I was blocking, I was blocking" lol >_<

That would explain why he hates Marvel.
 
This game would have been perfect if it looked like mvc3. I prefer mvc2 look but I guess 2d cost too much. Which makes me wonder how can a small dev team like arksys make 2d games looking so good without a heavy budget.

Talented developer with a good art team vs hiring people out of their first semester at ITT technical institute.
 
Ahhh sorry, i thought he was talking about 8ing.
Anyway, they really suck! And i'm 100% sure this game is not developed in-house.
Capcom artists are some of the best! Check Dai Gyakuten Saiban 2 and Monster Hunter World!
 
that tournament was a good indicator of what it feels / will feel like to get bopped by someone that knows how to play the game btw.

Marvel is much more ruthless in that sense than most fighters I feel.

reminds me of the Marvel 3 (vanilla I think) giantbomb quicklook with Jeff getting destroyed and frustrated and saying "I was blocking, I was blocking" lol >_<

Probably my favourite thing about this series, as bullshit as Zero and other nonsense was in the last go around (which is the most balanced out of all em, shoutouts to TvC for being fixable but not there). It's so harsh that you have to laugh or rage, no in betweens. Those who laugh (mostly) stick around usually!

It's the Mario Kart of fighters. Fun af, pretty flashy, mad creative (fuck you snaking) but also rage inducing. See also: FZero GX.

We're 2.5 weeks away from another marvel and I'm getting hype. Scumbag technique season is almost upon us, guys and gals.
 
Game's looked much better in recent showings. Dante doesn't look like he's on meth anymore either.

I'll pick this up when I can get the game + season pass for $50 or less.
 
Man, that "tournament" was super uneventful. :|

Ahhh sorry, i thought he was talking about 8ing.
Anyway, they really suck! And i'm 100% sure this game is not developed in-house.
Capcom artists are some of the best! Check Dai Gyakuten Saiban 2 and Monster Hunter World!

I mean, they said it was.

Then again, they said the roster would be huge and everyone would be satisfied with it...
 
Saw Jibril and KillerKai practicing in front of me at PAX today, KillerKai kicked my ass.

Fun ass game tho, it's Mahvel.
 
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