10. The control scheme moves away from Marvel Vs. Capcom 3s three-attacks-plus-launcher button layout and instead has four attack buttons (light and heavy punches and kicks), as well as one button apiece for swapping characters and Infinity Stones.
11. Each character has a universal launcher move, mapped to crouching heavy punch.
12. Each character also has a universal launcher combo: light punch, light kick, heavy kick, and crouching heavy punch.
13. You can perform an automatic combo by mashing the light punch button. This combo leads into a launcher, a few air attacks, and spikes the opponent back down.
14. Automatic combos deal the same damage as manual ones.
15. The maximum number of super meters each player can stock up has been lowered to four.
16. You can swap out characters at the start of a super, allowing you to have multiple supers on the screen at once.
17. You can swap characters more than once per combo.
18. Characters stick around for their last attack before leaving the screen, even if its a super.
19. You can break out of a combo by holding down the tag button, but it costs two meters to do so.
20. The build we played replaced several uppercut motions for special moves with two downward taps. Its not final yet, but the team likes the way it makes moves easier to perform.
21. As of this writing, only some characters use the simplified motion. Ryu, for example, still currently uses the signature uppercut motion for his Shoryuken, but that could change in the future.
22. There are no half-circles or charge motions for special moves or supers. Most special moves I performed in the demo were done with either quarter-circles or the downwards double-tap.
They never really do that, don't expect full match gameplay until they take a playable build to some event like EVO or E3.Is all we get is the gameplay trailer? Was hoping for more complete match videos.
This is mostly good stuff. Especially like tagging during supers, allows for DHCs OR manual extensions, which is actually more flexible than MvC3 (outside of some rare cases).
They never really do that, don't expect full match gameplay until they take a playable build to some event like EVO or E3.
Auto combos do the same damage as manual ones?
Um, what?
Yoooo
I wrote about this. Played about 3 hours. It's been hard keeping shut watching this thread, haha!
https://www.vg247.com/2017/04/27/ma...-super-easy-combos-split-the-fight-community/
The main thing I'd say is: the simplified inputs are real but everything comes out with traditional inputs too if you prefer, and it's pretty immediately clear that you'll be able to do a hell of a lot more if you're using proper inputs.
Auto combos are one string that's the same basic string on regular inputs and the same basic length for all characters - a universal string. It basically does a series of ground hits, launches, a series of air hits, then spikes them to the ground to reset. If you're using proper inputs obviously you can do more tricky shit in the air, use tags more effectively, etc. I took away that they were really only there so clueless people could see something 'cool' easily.
I think the simplified inputs thing is going to be the hot/divisive talk until launch but I think when the game comes out everyone will pretty quickly forget about them, tbh. The other problems the game has (IE its whack-ass UI/presentation) are more pressing. Love the actual systems, they seem ripe for some really exciting, tricky shit.
Some stuff from SF5 has been cut, too – there's no in-game currency system, with DLC such as characters and costumes sold for real cash and nothing else.
It'll totally be $4 per costume.Hopefully this means reasonably priced costumes.
Pushblocking can reflect projectiles if you time it right WATTTTT
Thank god.
Hopefully this means reasonably priced costumes.
Says it doesn't work for beamsChris G right now upon reading that you can reflect projectiles upon perfect pushblock:
This changes everything. Wonder if it works for beams?
Doesn't work on beamsThis changes everything. Wonder if it works for beams?
So are you guys going to apologize to Ryce?
There's way more going on in and flexibility in the combat system in a game like MvC than something like 3rd Strike to reliably parry. So I'm less worried that it would become a system-level issue the way it is in 3rd Strike.Oh god, please don't make projectiles useless like 3rd strike.
I'm willing to bet they'll cost the same. You can't earn most costumes in SFV, either.
It'll totally be $4 per costume.
Non-beam projectiles are rarely relevant in Vs games so don't hold your breathOh god, please don't make projectiles useless like 3rd strike.
minimum
I wrote about this. Played about 3 hours. It's been hard keeping shut watching this thread, haha!
https://www.vg247.com/2017/04/27/ma...-super-easy-combos-split-the-fight-community/
The main thing I'd say is: the simplified inputs are real but everything comes out with traditional inputs too if you prefer, and it's pretty immediately clear that you'll be able to do a hell of a lot more if you're using proper inputs.
Auto combos are one string that's the same basic string on regular inputs and the same basic length for all characters - a universal string. It basically does a series of ground hits, launches, a series of air hits, then spikes them to the ground to reset. If you're using proper inputs obviously you can do more tricky shit in the air, use tags more effectively, etc. I took away that they were really only there so clueless people could see something 'cool' easily.
I think the simplified inputs thing is going to be the hot/divisive talk until launch but I think when the game comes out everyone will pretty quickly forget about them, tbh. The other problems the game has (IE its whack-ass UI/presentation) are more pressing. Love the actual systems, they seem ripe for some really exciting, tricky shit.
Oh god, please don't make projectiles useless like 3rd strike.
Ha. What?
Ha. What?
Developer says game is good? Why should that make us not worry
*shrug emoji*
https://twitter.com/diamonon/status/857618889336774658
Heres a basic example: at one point I triggered Iron Mans Proton Cannon super, then tagged in Captain Marvel. While the opponent was pinned down by the super I was able to get behind them and open them up with a back attack basically they were stuck between a rock and a hard place. Inputs such as combos will continue on after youve tagged, so its possible to briefly have two characters out at once and I look forward to seeing what combos can be crafted by the proper experts with this system.
I wrote about this. Played about 3 hours. It's been hard keeping shut watching this thread, haha!
https://www.vg247.com/2017/04/27/ma...-super-easy-combos-split-the-fight-community/
The main thing I'd say is: the simplified inputs are real but everything comes out with traditional inputs too if you prefer, and it's pretty immediately clear that you'll be able to do a hell of a lot more if you're using proper inputs.
Auto combos are one string that's the same basic string on regular inputs and the same basic length for all characters - a universal string. It basically does a series of ground hits, launches, a series of air hits, then spikes them to the ground to reset. If you're using proper inputs obviously you can do more tricky shit in the air, use tags more effectively, etc. I took away that they were really only there so clueless people could see something 'cool' easily.
I think the simplified inputs thing is going to be the hot/divisive talk until launch but I think when the game comes out everyone will pretty quickly forget about them, tbh. The other problems the game has (IE its whack-ass UI/presentation) are more pressing. Love the actual systems, they seem ripe for some really exciting, tricky shit.
Yipes and Combo are good friends, the know each other for years and are die hard FGC members.
I doubt Combofiend would say anything if it wasn't true. And from the gameplay we saw this game does indeed look hype.