• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Marvel vs Capcom: Infinite - Gameplay Trailer 2 (Ultron, Chun-Li, Hulk, Chris and +)

Baleoce

Member
14. Automatic combos deal the same damage as manual ones.

But does it cost meter to do an auto combo, maybe half a meter or something? Seems odd to get it for free. Or maybe it's just that those auto-combos over time will likely end up being sub optimal, so that'll end up being the difference between the auto/manual?
 

Wallach

Member
[QUOTE="God's Beard!";234898858]I just wanna stick somebody in the space gem box and not even go for mixups just raw chip damage with hawkeye and morrigan since they can't move.[/QUOTE]

The best use of this is going to be putting them in the box followed by multiple taunts.
 

enzo_gt

tagged by Blackace
I think there's a misnomer when talking about accessibility in the context of competition. Casuals aren't just people who are going to pot monster tournaments all the time. They'll be online, yeah, but it's about easing people to a point where they WANT to learn more. Not a straight binary of ill play it if it has simple mode or not if I'm forced to learn it properly.

So far, the concessions made in Infinite are pretty reasonable, given we're learning a lot about the complexities of the combat system now.
 

Trey

Member
But does it cost meter to do an auto combo, maybe half a meter or something? Seems odd to get it for free. Or maybe it's just that those auto-combos over time will likely end up being sub optimal, so that'll end up being the difference between the auto/manual?

Auto combos are pre canned, you'll have greater control and options with manuals. Auto combos will just do the same amount of damage as the exact same combo done manually.
 

McNum

Member
But does it cost meter to do an auto combo, maybe half a meter or something? Seems odd to get it for free. Or maybe it's just that those auto-combos over time will likely end up being sub optimal, so that'll end up being the difference between the auto/manual?
Looks like it's free. It will never be optimal, but for a new player who suddenly finds themselves with an opening they didn't expect? Fall back to the auto combo for some easy, if sub-optimal damage.

It looks like it's just intended to be a minimum level of damage anyone can do. Nothing more, nothing less.
 

Baleoce

Member
25. Happy Birthdays do not, however, deal extra damage to the secondary character, as they did before.

This is a good one. That extra damage was bs. Having more than one character taking damage from a combo is punishment enough.

Auto combos are pre canned, you'll have greater control and options with manuals. Auto combos will just do the same amount of damage as the exact same combo done manually.

Looks like it's free. It will never be optimal, but for a new player who suddenly finds themselves with an opening they didn't expect? Fall back to the auto combo for some easy, if sub-optimal damage.

It looks like it's just intended to be a minimum level of damage anyone can do. Nothing more, nothing less.

Yeah, thinking about it a little more, that's actually a pretty fair system. It reminds me of what they did on vita for umvc3 as well when you could use the tap mode to auto combo. sub optimal, but it allows you to still take advantage of punishes if you want to.
 

vg260

Member
I think there's a misnomer when talking about accessibility in the context of competition. Casuals aren't just people who are going to pot monster tournaments all the time. They'll be online, yeah, but it's about easing people to a point where they WANT to learn more. Not a straight binary of ill play it if it has simple mode or not if I'm forced to learn it properly.

So far, the concessions made in Infinite are pretty reasonable, given we're learning a lot about the complexities of the combat system now.

Totally.
 

Ryce

Member
Ultron sort of plays like how I imagine Doom would play if he was a new character and not designed in the early '90s. I could see him summoning Doombots.
 

JeTmAn81

Member
I think there's a misnomer when talking about accessibility in the context of competition. Casuals aren't just people who are going to pot monster tournaments all the time. They'll be online, yeah, but it's about easing people to a point where they WANT to learn more. Not a straight binary of ill play it if it has simple mode or not if I'm forced to learn it properly.

So far, the concessions made in Infinite are pretty reasonable, given we're learning a lot about the complexities of the combat system now.

In the sense of actually transitioning someone from a casual player to someone with a deep understanding, simplified controls are really a band-aid. It's a good start, but it's not going to teach players nuance. It'll make them feel like they can make something significant happen, but the thing that's needed most is detailed tutorials and trials which drill them on core fighting game skills.

They need to be taught what a high-low mixup is and which characters will most likely try to hit them high vs. low. They need to be taught when a character might go for a grab. They need to be taught how to close the distance when their opponent is using full-screen projectile attacks. Really, they need to know the kind of stuff you'd normally learn from a more experienced player sitting next to you. But most people don't have that. So the best substitute is a really detailed lesson plan. It'll never happen in a Capcom game.
 
But does it cost meter to do an auto combo, maybe half a meter or something? Seems odd to get it for free. Or maybe it's just that those auto-combos over time will likely end up being sub optimal, so that'll end up being the difference between the auto/manual?
Autocombos are nothing but basic chains, they're suboptimal by design.
 

JeTmAn81

Member
I wonder what happens if you Gamma Crush (normally a fully invincible hyper move) from inside the Shame Cage...
 
What did they do to Chris?
ZQ0aLDw.png


The game overall looks bland for some reason sadly... I hope later on trailers are better than this
 
Didn't fighting games used to be at the forefront of visual fidelity regarding character models, for very logical reasons (not having to render large levels, physics for objects, AI for many npc characters). Why does that not seem to be the case anymore?

Because 3D.

Eh, this was true during the 5th and 6th gen days too.

-Fighting games used to sell more copies relative to their budgets. Costs have skyrocketed across the board but fighting game sales haven't other than Netherrealm's.
-Fighting games are 60 fps and are competing with games that are usually 30 fps.
 
No, because if the game is still good and deep despite that nobody is slighted.
Some of y'all exposing yourselves by not remembering the VS series has had easy shit for years.

Yeah, you're misreading me.

All I'm pointing out is that if a fighting game doesn't sell, its potential for a sequel is in jeopardy. That extends to the genre at large in the modern climate.
reused his MvC3 model, imo.

No "IMO" about it. They just totally forgot to stylize it or add substantial contrasts on the character lighting
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
What did they do to Chris?
ZQ0aLDw.png


The game overall looks bland for some reason sadly... I hope later on trailers are better than this

I just don't understand why they are still using his RE5 model.

The RE7 is garbage but they could have at least went with the RE6 model.

latest


Always same Chris is getting boooring.


Edit: Wait, since RE5 and RE6 Chris look same-ish what if he gets his RE6 outfit as a different costume? that' be pretty cool.
 

Skilletor

Member
Well, except for the potential future of a franchise/genre.

What changes here are putting the future of the franchise at risk?

Almost all of it has existed in MvC, and many other fighters, in some form or another.

Y'all's elitism is showing.

Didn't fighting games used to be at the forefront of visual fidelity regarding character models, for very logical reasons (not having to render large levels, physics for objects, AI for many npc characters). Why does that not seem to be the case anymore?

Fighting games used to be made on top of the line arcade hardware that was many times more powerful than the consoles they were ported to.
 

Gbraga

Member
I just don't understand why they are still using his RE5 model.

The RE7 is garbage but they could have at least went with the RE6 model.

latest


Always same Chris is getting boooring.

The good thing about it is that they'll probably want to reuse Wesker as well. I need my boy.
 

Nate405

Member
Regardless of whether it is replacing SRK, I really hope they don't use down+down too much. I avoided She-Hulk in MvC3 because that motion feels so awkward to use. Honestly, part of why I like MvC games in the first place is because I can dash with buttons instead of double tapping.

Have any of the previews mentioned the dash input? I don't know why they'd change it, but it would be nice to confirm that you can still dash with two attack buttons.
 

enzo_gt

tagged by Blackace
In the sense of actually transitioning someone from a casual player to someone with a deep understanding, simplified controls are really a band-aid. It's a good start, but it's not going to teach players nuance. It'll make them feel like they can make something significant happen, but the thing that's needed most is detailed tutorials and trials which drill them on core fighting game skills.

They need to be taught what a high-low mixup is and which characters will most likely try to hit them high vs. low. They need to be taught when a character might go for a grab. They need to be taught how to close the distance when their opponent is using full-screen projectile attacks. Really, they need to know the kind of stuff you'd normally learn from a more experienced player sitting next to you. But most people don't have that. So the best substitute is a really detailed lesson plan. It'll never happen in a Capcom game.
I look at it in two different ways.

1) Auto-combo shit is more of the band aid you speak of. It's for button mashers and it works for them at the level they care to play at, and against the players they play against (buddies at a get together or whatever). They're fucking around and want to see cool shit happen, and people who take these games more seriously are offended that these options even exist when they can get turned off because we assume they'll never get good enough for.. something that these filthy casuals don't care for anyways.

2) Simplified controls, like universal launchers, magic series combos, which allow for a quick pick up and understanding of a character's boundaries, strengths and weaknesses for players of all skill levels, that do not impinge on the complexity or depth of the system just because they are not assigned to arbitrary or more difficult inputs. Those additional complexities can still exist and the inclusion of these things do not usually threaten their existence because optimization becomes the name of the game pretty much immediately after release. Hell, even before.

Both of these are accessibility concessions but so long as they do not threaten to cripple the combat system, which they rarely ever do (at worst, homogenize the roster a bit more like in MK), I don't know why people that intolerant of small concessions. Goes back to the whole idea these games aren't made for just people like hardcore tournament-goers, and those consumers are the majority who balance the budgets and make sure that these games continue to exist.

The linear perspective of turning casuals into hardcore players kind of creates a weird assumption behind this whole issue.
 
reminder for this decade that the dominant tournament strategy in mvc1 was to play double war machine and have them both do the same super so the game would slow down.

I think mvci is gonna be fine.
 
What changes here are putting the future of the franchise at risk?

Almost all of it has existed in MvC, and many other fighters, in some form or another.

Y'all's elitism is showing.



Fighting games used to be made on top of the line arcade hardware that was many times more powerful than the consoles they were ported to.


Damn, again I'm being misread.

I'm all about these games catering to casuals - even though I don't believe the method of simplifying the gameplay works. Do it. Fine. Whatever. Ultimately, it won't make the difference developers always seem to hope it will.

All I'm point out is that FGs are in a precarious position atm it seems, and need to sell in order to perpetuate. You made it seem like the sales of the game don't matter in that quote.
 

jon bones

hot hot hanuman-on-man action
only 2 hour story mode?

no star labs fun stuff for these beloved characters?

marvel learned nothing from nrs and had capcom just make another fg

shame
 
Top Bottom