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Marvel vs Capcom: Infinite gameplay

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This shit will make for some epic tournament moments.

The crowd will go crazy once someone is in that cube in grand finals.
What will be amazing is if there's a move that launches them upwards, but isn't a launcher, so the ceiling of the box keeps them contained, so they just keep getting ping ponged between the box ceiling of the character. I can hear the AYYY AYYY AYYY now.

So the Tesseract freezes in the cube and you can't move out of it? Or you can only move within the confines of it?
Looks like you can only move within it's confines.
 
I heard it was Japan for the longest time, I could be wrong.



If it is Capcom Japan (not too sure now) I think it's probably because Marvel wants it to look a specific way? Only MvC3 was outsourced that was a MvC game if I recall.

It's Japan. See my post towards the top of last page.
 
it's marvel for people who don't like marvel
cool, i guess

very curious about how the game feels, could be framerate but something looks off in the pacing of stuff
 
This was my favorite part in the gameplay video:
xwjizGG.gif


Cube traps for dayz.

..."Easy Hyper Combo"?
 
I wonder if two infinity stones can be used at the same time. Like if one player is confined in the tesseract but that same player than uses his space stone ( green one ) can start teleporting all over the place?


I think its going to be pretty crazy.
 
general mechanic notes:

  • Gem Meter builds from getting hit, not from attacking
  • gems have a basic ability that doesn't cost gem meter, doesn't require the gem meter to be built to a certain point(time stone's is a dash that crosses through while power stone's is a wallbounce attack that seems to have super armor)
  • gems have an install "super" mode that drains the meter over time, requires half-meter built?
  • gem supers don't seem to have level 1 and 2 versions, seems to just be a timer cap that can be activated any time after half built
  • tags don't seem to cost any meter, have a small cooldown window
  • moves can be canceled into tags seemingly at any point out of cinematics(even the recovery of supers!)
  • tags remove the incoming character's red health
  • meter caps out at 4
  • killing one character doesn't end the round, body remains on screen
  • pretty much everything juggles or OTGs
  • p4a-style auto-combos
  • moves can be whiff-canceled into specials like in mvc3
  • tag "bursts" bring in your second character to try and save your point during a combo, costs two bars
  • pov doesn't expand when players are in different vertical zones, uses character location markers like previous mvc games
  • timer uses "marvel seconds" rather than actual time
  • game still has level 1 and level 3 supers
  • pushblock is still in, doesn't seem to cost meter
  • characters auto-face their opponent when crossing them up darkstalkers-style
 
Since this game is taking some P4A stuff they should just make all DPs two buttons again

And also have a character with a terrible Brooklyn accent
 
[QUOTE="God's Beard!";234770188]p4a mash chains. basically hit a button and you do a basic launcher combo into super. unoptimized but easy damage for new players.[/QUOTE]

yeah, sounds like it
 
[QUOTE="God's Beard!";234769738]general mechanic notes:

  • Gem Meter builds from getting hit, not from attacking
  • gems have a basic ability that doesn't cost gem meter, doesn't require the gem meter to be built to a certain point(time stone's is a dash that crosses through while power stone's is a wallbounce attack that seems to have super armor)
  • gems have an install "super" mode that drains the meter over time, requires half-meter built?
  • gem supers don't seem to have level 1 and 2 versions, seems to just be a timer cap that can be activated any time after half built
  • tags don't seem to cost any meter, have a small cooldown window
  • moves can be canceled into tags seemingly at any point out of cinematics(even the recovery of supers!)
  • tags remove the incoming character's red health
  • meter caps out at 4
  • killing one character doesn't end the round, body remains on screen
  • pretty much everything juggles or OTGs
  • p4a-style auto-combos
  • moves can be whiff-canceled into specials like in mvc3
  • tag "bursts" bring in your second character to try and save your point during a combo, costs two bars
  • pov doesn't expand when players are in different vertical zones, uses character location markers like previous mvc games
  • timer uses "marvel seconds" rather than actual time
  • game still has level 1 and level 3 supers
  • pushblock is still in, doesn't seem to cost meter
  • characters auto-face their opponent when crossing them up darkstalkers-style
[/QUOTE]
DwayneJohnsonclap.gif
 
Yeah no way I'm getting it day 1 like I did with SFV, learned my lesson good there.

Same here dude. Capcom has burned me too many times. Ultimate MvC3 came out less than a year after I bought MvC3 and SF5 gave my biggest buyer's remorse of 2016. No more day 1 Capcom purchases from me.
 
[QUOTE="God's Beard!";234769738]general mechanic notes:

  • Gem Meter builds from getting hit, not from attacking
  • gems have a basic ability that doesn't cost gem meter, doesn't require the gem meter to be built to a certain point(time stone's is a dash that crosses through while power stone's is a wallbounce attack that seems to have super armor)
  • gems have an install "super" mode that drains the meter over time, requires half-meter built?
  • gem supers don't seem to have level 1 and 2 versions, seems to just be a timer cap that can be activated any time after half built
  • tags don't seem to cost any meter, have a small cooldown window
  • moves can be canceled into tags seemingly at any point out of cinematics(even the recovery of supers!)
  • tags remove the incoming character's red health
  • meter caps out at 4
  • killing one character doesn't end the round, body remains on screen
  • pretty much everything juggles or OTGs
  • p4a-style auto-combos
  • moves can be whiff-canceled into specials like in mvc3
  • tag "bursts" bring in your second character to try and save your point during a combo, costs two bars
  • pov doesn't expand when players are in different vertical zones, uses character location markers like previous mvc games
  • timer uses "marvel seconds" rather than actual time
  • game still has level 1 and level 3 supers
  • pushblock is still in, doesn't seem to cost meter
  • characters auto-face their opponent when crossing them up darkstalkers-style
[/QUOTE]

Thanks for the write up!

I still wonder what the body thing is for. Bodies don't disappear/explode/etc. until the final round of play, perhaps?
 
What if that means instead there will be a lot of new characters?

I'd take this trade any day over some new assets.
Stop being so positive, we gotta rag on the devs for this blatant asset reuse.

And regarding that body stays on the floor thing, maybe a character can actually use it to their advantage? That would be pretty darn cool.
 
What if that means instead there will be a lot of new characters?

I'd take this trade any day over some new assets.

I really hope you are right. I am sorry for being so negative I just play ultimate marvel vs capcom 3 everyday and I just wanted more new. Hopefully this means a huge roster than.
 
That's why it looks so bad then.

The polished audiovisual artistry that defined the MvC series is completely gone here, no surprise really with Capcom steering the wheel.

Yes, because when I think of different sprites from 10 years worth of games thrown together for MvC2, that screams "polished audiovisual artistry". That Morrigan sprite from 1994 looked right at home next to the brand new sprites for Cable and Ruby Heart. Plus those wonderful gigantic Abyss pixels.

I love the MVC games as much as anyone, but it was never pushing any graphical boundaries.
 
It looks OK but right now it just doesn't look like much of a leap from MVC3, in terms of graphics, gameplay, characters... anything.

Nothing about this has me excited to play it, feel like if I had an itch to play MVC just going back and playing UMVC would scratch it as well as this would.

Here's hoping for a ton of characters new to the series in upcoming reveals.
 
They are reusing a lot of stuff from MvC3 (DEVELOPED BY EIGHTING), plus UE 4 ( Capcom has their own development tools and engines), but people still believe this is developed in-house.... Yeah, right!
 
Thanks for the write up!

I still wonder what the body thing is for. Bodies don't disappear/explode/etc. until the final round of play, perhaps?

Ya know there is a thing called a 'Soul Gem' in this game. Just saying.

They are reusing a lot of stuff from MvC3 (DEVELOPED BY EIGHTING), plus UE 4 ( Capcom has their own development tools and engines), but people still believe this is developed in-house.... Yeah, right!

It is. Some of those animation blends & poses have existed for those characters since before even MvC1 (Hulk). Thor is still using poses from his time as an assist character in MvC1 for crying out loud.
 
Glad to see P4A style simple 1 button combos getting into other fighters
Not that good but will make new people feel like they aren't lost
 
you say this and yet all marvel games aside from mvc3 were developed by capcom. Lol

MvC 1 & 2 were, but you'd have to be ignorant to think the Capcom back then is in any shape of form the same company today. MvC3 was mostly done by Eighting, and as much as I love the audiovisuals in 1 & 2, 3 arguably had the more polish/style due to the obvious bigger budget and resources available, and it shows.

Infinite just looks rushed to me and to no surprise after SFV, half the development time and a third of 3's budget I would imagine after the footage i've seen. I shouldn't be surprised really, but I am saddened Capcom would completely ignore the stylish sound/visual the Vs. series has always had in it's DNA.
 
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