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Marvel vs. Capcom: Infinite Story Trailer, Sep 17th, 8 reveals, 6 2017 DLC characters

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I just really hope they keep the room for creativity and style in the game, if every character has 3-5 cookie cutter combos and no real room to expand than the game is gonna be ass.

This is also where I am, but on the flip - I'm not particularly proficient at marvel enough so that I can memorize/execute too much more than 3-5 combos (the cookie-cutter nature of which is probably relative) per character so I don't know how much this is really going to affect depth, especially considering there's still a fair amount about the game's mechanics we don't know about, correct?
 

Kadey

Mrs. Harvey
As someone who grew up playing fighters and getting into the competitive scene and not really having time to learn more than one or two fighters at most, I appreciate the hard work players put into playing them. Seeing the craziest being pulled off in high pressure situations you know something like that requires skill and a lot of time. Capcom dumbing things down is going to take away a lot of appreciation from me for the players personally.

Hopefully it's not that bad. When MVC3 first came out many people, especially certain top MVC2 players, were and still are pissed off the game was dumbed down but it turns out even though basic mechanics were dumbed down, the game has a ton of advanced high level only game play to it.
 

JTCx

Member
I don't give a shit about all those modes.

All i want is to do some awesome moves and combos without having to put tons of hours into the game.

I bought a fightstick especially for SF4 and couldn't even finish the fucking tutorial. Shit was just too hard.

You want to play the game but dont actually want to learn to play the game. Gotcha.

Also buying an arcade stick isn't going to magically make you good.
 
i doubt this is about making DPs easier, it's likely about making them controller-friendly
The only games that ever had controller-unfriendly motions is KOF with the occasional pretzel commands, and Soul Calibur with Ivy's WTF command throw.
I would love to play this game with a normal PS4 gamepad, i hate fightsticks and so does pretty much every other casual i'd think.

People just want to pick this game up and do some great stuff and not lock all the cool shit away from casuals, like they do with the Street Fighter games.

But i sure as hell hope it's still deep enough so a Chris G would destroy me and does combos i can only dream of.

All the "cool shit" isn't locked away. Everyone can do it, but it takes actual practice to do it. You just don't want to put in the work, so you complain about arbitrary shit in the hopes that it'll deflect from your lack of patience and skill, but anyone who has ever put in any sort of work in a fighter can see through that cloud of denial.

And FWIW, I use a pad and have used a pad since SF2 on SNES. Any character I've ever liked, I have been able to do their moves. Get the HELL out of here with your lazy ass.
 

Neonep

Member
I don't give a shit about all those modes.

All i want is to do some awesome moves and combos without having to put tons of hours into the game.

I bought a fightstick especially for SF4 and couldn't even finish the fucking tutorial. Shit was just too hard.
You can't be serious.
 

vg260

Member
Eventhubs:
25_ry01t.jpg
 
I would love to play this game with a normal PS4 gamepad, i hate fightsticks and so does pretty much every other casual i'd think.

People just want to pick this game up and do some great stuff and not lock all the cool shit away from casuals, like they do with the Street Fighter games.

But i sure as hell hope it's still deep enough so a Chris G would destroy me and does combos i can only dream of.

I think the beauty of fighting games is understanding how difficult certain things are. Like i could never do sako combos in SF4 or move like Fchamp mags. That's what ultimately makes the game fun and great to watch from a spectator point as well because you are aware of dexterity that is needed to perform that. I'm not against making this control scheme an option but being the main focus of the game is a problem.

I mean sfv while I love it, combos and shit are basic that now anyone can do which in return makes it more streamed line with less individuality. That's why you get complaints it's somewhat boring to watch.

The only game that I can think of pressing buttons and doing cool shit while having insane depth is Tekken.
 
With reverse DPs being maybe gone, I wonder what that means for things like Ryu's Donkey Kick. That's been one of his better combo tools in the last few entries. Would they reassign it to be a command normal or just scrap it altogether?

Eventhubs:
25_ry01t.jpg
Today is some seventh circle of hell shit
 

Mugy

Member
I had to remember you guys that part of what killed Tatsunoko vs Capcom competitive community (aside from the fact it was a Wii-exclusive game), it was the fact that the game was pretty much covered at the 3-months of being launch.

There wasn't much to do after that time period, the combos and everything was pretty much discovered and the posibilities where done.

I hope this doesn't happen with MvC:I
 

Neoxon

Junior Member
With reverse DPs being maybe gone, I wonder what that means for things like Ryu's Donkey Kick. That's been one of his better combo tools in the last few entries. Would they reassign it to be a command normal or just scrap it altogether?
Half circle forward, perhaps? Either that or Max's theory of LP/HP/LK/HK/Tag/Stone is actually on the money.
 
Casual gamers dont keep fighting games alive, thats a Smash phenomenon singularity.

"Hardcore" gamers aren't making NRS games multi-million dollar sellers.

People get upset when a NRS game is on Evo Sunday, don't try to act like FGC is responsible for the games being successful.
 

Mugy

Member
With reverse DPs being maybe gone, I wonder what that means for things like Ryu's Donkey Kick. That's been one of his better combo tools in the last few entries. Would they reassign it to be a command normal or just scrap it altogether?


Today is some seventh circle of hell shit

It probably going to be his hard punch motion, if i can bet.
 

Nirolak

Mrgrgr
There are even more dumbed down gameplay changes that I can't talk about right now, but you'll hear about everything in a few days.

Okay, so it seems they are going in the direction I was speculating earlier.

Can you say if quarter circles still exist? I guess I could see them being there if they just make the input detection very generous.
 

Vice

Member
With reverse DPs being maybe gone, I wonder what that means for things like Ryu's Donkey Kick. That's been one of his better combo tools in the last few entries. Would they reassign it to be a command normal or just scrap it altogether?


Today is some seventh circle of hell shit
Could do an Mortal Kombat motion like forward down back then kick.
 

Neonep

Member
I would love to play this game with a normal PS4 gamepad, i hate fightsticks and so does pretty much every other casual i'd think.

People just want to pick this game up and do some great stuff and not lock all the cool shit away from casuals, like they do with the Street Fighter games.

But i sure as hell hope it's still deep enough so a Chris G would destroy me and does combos i can only dream of.
I'm a perfect example of this actually. I do/can do all the cool stuff and I play all fighting games with a d-pad. All it takes is the normal learning curve any game has.
 

tribal24

Banned
I had to remember you guys that part of what killed Tatsunoko vs Capcom competitive community (aside from the fact it was a Wii-exclusive game), it was the fact that the game was pretty much covered at the 3-months of being launch.

There wasn't much to do after that time period, the combos and everything was pretty much discovered and the posibilities where done.

I hope this doesn't happen with MvC:I

yup this is exactly what happens when you start dumbing shit down.
 
With reverse DPs being maybe gone, I wonder what that means for things like Ryu's Donkey Kick. That's been one of his better combo tools in the last few entries. Would they reassign it to be a command normal or just scrap it altogether?


Today is some seventh circle of hell shit

I'm pretty sure we saw that move in the initial reveal trailer.
 

Skab

Member
I don't give a shit about all those modes.

All i want is to do some awesome moves and combos without having to put tons of hours into the game.

I bought a fightstick especially for SF4 and couldn't even finish the fucking tutorial. Shit was just too hard.

The problem isn't the game, it's you.
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
The only games that ever had controller-unfriendly motions is KOF with the occasional pretzel commands, and Soul Calibur with Ivy's WTF command throw.


All the "cool shit" isn't locked away. Everyone can do it, but it takes actual practice to do it. You just don't want to put in the work, so you complain about arbitrary shit in the hopes that it'll deflect from your lack of patience and skill, but anyone who has ever put in any sort of work in a fighter can see through that cloud of denial.

And FWIW, I use a pad and have used a pad since SF2 on SNES. Any character I've ever liked, I have been able to do their moves. Get the HELL out of here with your lazy ass.

Then teach me how to git gud sensei.

Seriously, i spent hours trying to finish Juri's missions or whatever it was called. I could do the first few without problems but as soon as it started to chain combos together i was done. It was just too hard and not fun at all.

I put a lot of effort into it, i looked at guides, youtube videos etc.
 

Lindsay

Dot Hacked
Day 1 DLC? Can you point out where you read that?
My misunderstanding its 6 paid dlc characters over the course of ??? amount of time instead of 2 free ones for pre-ordering released at launch. That makes the proposition even worse o.o; Will once again wait 5+ years until the fully completed no strings attached game is available for purchase.
 
Then teach me how to git gud sensei.

Seriously, i spent hours trying to finish Juri's missions or whatever it was called. I could do the first few without problems but as soon as it started to chain combos together i was done. It was just too hard and not fun at all.

I put a lot of effort into it, i looked at guides, youtube videos etc.

Word to the wise: only the first 5-6 missions of any character's trial mode are of any general use (if that). Trials in general aren't good for learning characters or teaching fundamentals, they're only there for testing purposes. One of the secrets of getting good is losing to better, more knowledgeable players so they can show you what you did wrong, and where.
 

Skilletor

Member
"Hardcore" gamers aren't making NRS games multi-million dollar sellers.

People get upset when a NRS game is on Evo Sunday, don't try to act like FGC is responsible for the games being successful.

successful =/= alive

This game could be successful as fuck, sell 5 million copies, and also nobody could be playing it in 9 months time.
 
Non MK 2d fighting game though. It'll sell better than sfv but the casual player still knows that they aren't good at 2d fighters.
I don't think that really matters in the end. MCU is really hot right now and there are a lot of fans who with right kind of marketing will become aware of this and buy it simply cause it has all of their beloved Marvel characters.

Now add to the fact that Marvel Vs Capcom is a well known franchise within the industry, then this game has a pretty good chance of selling really well.
 

jon bones

hot hot hanuman-on-man action
Hmm... down, down DP isn't exactly foreign for me. What would be stupid is auto-combos that have no practical use in combos in general or do the same amount of damage as manually inputting them would be. That or taking away your creative freedom with combos in a marvel game.

what are those?
 

Krackatoa

Member
Most people don't realize that the majority of casuals only care about the ease of doing cool things and grinding through single player progressive unlocks. They play fighting games for the aesthetic of beating someone up in 1v1 (Or in this case, 2v2) combat.

They do not necessarily play for the "puzzle" of fighting another, thinking, human opponent. That comes second, if it comes at all.

Generally, having special moves locked behind difficult motions has always been a barrier for a huge audience. It makes the game immensely less appealing for them. There are ways of designing your system to cater to both crowds.

The issue springs up when you try to make the game more accessible for the "casual competitive" community that has cropped up around games like League of Legends. SFV did this fairly successfully, with the game sporting a jump in tourney numbers despite the game selling like buttcakes.

They took out systems, and made everything easy. In SFV, there's far less "cool things" for the competitive player. Less tech, less execution, less freedom of choice, less "style" in their play.

Hopefully MvCI actually has some sort of decent singleplayer component so that this foray into casual-town isn't completely wasted. I'd love to have casual players getting into FGs again, as SFV did little for that.

I want MvCI to make buttloads of money so the genre doesn't die while I sit here playing GG.
 

Ryce

Member
Okay, so it seems they are going in the direction I was speculating earlier.

Can you say if quarter circles still exist? I guess I could see them being there if they just make the input detection very generous.
Quarter circles are still in.
 

Neoxon

Junior Member
what are those?
Mashing one button to do a magic series, like in Persona 4 Arena (Ultimax) & King of Fighters XIV. The combo itself isn't as optimal in practice than other manually-done combos, but it's an option for casuals to stand a fighting chance.
 
If DP's are eliminated, then I see no reason why reverse DP's wouldn't be.

I'm having a real issue imagining how Strider will play. His teleports are reverse DP and Gram is a DP motion. How the hell is he going to retain his moveset with limited motions?
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
Word to the wise: only the first 5-6 missions of any character's trial mode are of any general use (if that). Trials in general aren't good for learning characters or teaching fundamentals, they're only there for testing purposes. One of the secrets of getting good is losing to better, more knowledgeable players so they can show you what you did wrong, and where.

Oh wow okay, and i thought "hey if you can't even finish the missions how could you ever compete against other players". Silly me lol, you almost make me fire up the game again but too bad i don't have SFV and nobody plays SF4 nowadays.
 
Mashing one button to do a magic series, like in Persona 4 Arena (Ultimax) & King of Fighters XIV. The combo itself isn't as optimal in practice than other manually-done combos, but it's an option for casuals to stand a fighting chance.

I mean it lets them get past the barrier of actually doing damage when they land a bit. I wouldn't say they stand more of a chance with them.
Though I liked in P4A that those combos dependent on the character actually had usability as they had unique strings.
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
Okay, so it seems they are going in the direction I was speculating earlier.

Can you say if quarter circles still exist? I guess I could see them being there if they just make the input detection very generous.

Sorry but what are quarter circles?
 

Neoxon

Junior Member
I mean it lets them get past the barrier of actually doing damage when they land a bit. I wouldn't say they stand more of a chance with them.
Though I liked in P4A that those combos dependent on the character actually had usability as they had unique strings.
I only said fighting chance, I didn't say that they could win with auto combos. It just allows for casuals to not get absolutely bodied.
 

Dahbomb

Member
If DP's are eliminated, then I see no reason why reverse DP's wouldn't be.

I'm having a real issue imagining how Strider will play. His teleports are reverse DP and Gram is a DP motion. How the hell is he going to retain his moveset with limited motions?
I have the same concern and with characters like Thor.

Thor might end up being very different in this.
 
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