With this amazing feedback that Mighty No9 is having, I was wondering...how amazing would be if Ryota Nitsuma gets fired from Capcom and then make a KickStarter for a new fg based on MvC3! Day one?
With this amazing feedback that Mighty No9 is having, I was wondering...how amazing would be if Ryota Nitsuma gets fired from Capcom and then make a KickStarter for a new fg based on MvC3! Day one?
That would make me so happy.With this amazing feedback that Mighty No9 is having, I was wondering...how amazing would be if Ryota Nitsuma gets fired from Capcom
Pretty terrible if you removed both the Capcom and Marvel parts from Marvel vs. Capcom. There goes the charm, character design, legacy, etc. You'll end up with something like Skullgirls with potentially even worse character design.With this amazing feedback that Mighty No9 is having, I was wondering...how amazing would be if Ryota Nitsuma gets fired from Capcom and then make a KickStarter for a new fg based on MvC3! Day one?
Pretty terrible if you removed both the Capcom and Marvel parts from Marvel vs. Capcom. There goes the charm, character design, legacy, etc. You'll end up with something like Skullgirls with potentially even worse character design.
I made this joke about Neo_G in the last thread, probably more apt considering how many people love 3rd Strike as well.
You only play MvC for the characters? Of course it's a HUGE part of the game, but I love the game mechanics (not all but most of them) and I think Nitsuma could make a great game with new characters
Never said only, but yes they are a huge part of the appeal.You only play MvC for the characters? Of course it's a HUGE part of the game, but I love the game mechanics (not all but most of them) and I think Nitsuma could make a great game with new characters
Never said only, but yes they are a huge part of the appeal.
Skullgirls tried to take the mechanics, twist and tease them to their liking to create something that wasn't a complete copy and more in like with their vision with original characters to boot. Yeah they're a new developer, but that didn't turn out too well and we all know about the sweatshop-esque conditions that resulted from development with probably a bigger budget than any Kickstarter would get either Neo_G or Niitsuma.
Plus I don't understand how being at Capcom restrained Neo_G or Niitsuma really that they would need to scrounge up donations to make some "real MvC". They would have made the same mechanics regardless. Rather within the MvC framework with those blockbuster IPs and 10x the budget to work with than not.
that didn't turn out too well
GG Xrd confirmed for a spring release for arcades.
Could that mean that Xrd might have a very small roster for its first run? I needs my Baiken and Jam ArcSys.
Never said only, but yes they are a huge part of the appeal.
Skullgirls tried to take the mechanics, twist and tease them to their liking to create something that wasn't a complete copy and more in like with their vision with original characters to boot. Yeah they're a new developer, but that didn't turn out too well and we all know about the sweatshop-esque conditions that resulted from development with probably a bigger budget than any Kickstarter would get either Neo_G or Niitsuma.
Plus I don't understand how being at Capcom restrained Neo_G or Niitsuma really that they would need to scrounge up donations to make some "real MvC". They would have made the same mechanics regardless. Rather within the MvC framework with those blockbuster IPs and 10x the budget to work with than not.
I've been pretty vocal of my dislike for the majority of Skullgirls character design and mechanics like custom assists, but I'm referring to the development conditions there. Not really a model I have much faith in if Skullgirls made it through the flames barely.Wait what?
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For me, I just like to see new fighting game worlds & characters. 20 years of Ryu, Kazuya, etc. is great and all, but I'm really starved for new stuff. That's probably the single biggest reason I backed Yatagarasu.
It's gotta be nice for other fighting devs who didn't have to worry about dealing with Konami, Microsoft's archaic patching policies or being collateral damage in a lawsuit. The model is fine, but the shit that got in the way of that model is another story.I've been pretty vocal of my dislike for the majority of Skullgirls character design and mechanics like custom assists, but I'm referring to the development conditions there. Not really a model I have much faith in if Skullgirls made it through the flames barely.
I would like new characters in my fighting games too, have been saying Capcom needs a new IP forever, but I wouldn't support something new just because its new. Honestly I don't think there has been a single character to come out of all of the recent fighting game indie boom post-Skullgirls that interests me.
I guess as a disclaimer, I've yet to find a gaming Kickstarter that showed enough promise in the vision alone for me to back. Way too much uncertainty with Kickstarters IMO.
As someone who wishes them a lot of success (and has the game on PS3/Steam) - there are things about the art/gameplay that vastly limit the IP's ability to get mainstream appeal.enzo pls
I guess as a disclaimer, I've yet to find a gaming Kickstarter that showed enough promise in the vision alone for me to back. Way too much uncertainty with Kickstarters IMO.
Since I'm not going to have any FFXIV time tonight, I think I'll be playing a bit of Jojos tonight, lol
Without the roster there won't be as big of an interest. Unless of course the characters play identical to MVC3 just with slightly different designs and name to prevent copyright bull shit.With this amazing feedback that Mighty No9 is having, I was wondering...how amazing would be if Ryota Nitsuma gets fired from Capcom and then make a KickStarter for a new fg based on MvC3! Day one?
I fear to think of how much the budget was for each character in Marvel 3.Without the roster there won't be as big of an interest. Unless of course the characters play identical to MVC3 just with slightly different designs and name to prevent copyright bull shit.
But yea Enzo is right on this. A MVC-esque game on KS would not have the same budget and would not have the same number of characters in it.
What exactly will they patch? I'm going to assume the bad infinites and loops, but I doubt they'll even change too much outside of that.I do hope that patch comes out for the game quick though. =( Dammit, don't let Jojos be taken down like this.
I do it based on animation I suppose. Best way for me is to do the link as late as possible, even if it doesn't connect. Then work from then and do it slightly earlier each time. And yes, plinking helps for 1 frame links, but I try to do it on most of my links. What it does is gives you an extra input on a frame. So a 1 frame window essentially becomes two.So I've been grinding away at links in SSFIV for a while now and I want to make sure I understand some things.
When practicing links, do you guys focus on the sound of the attack hitting to determine your rhythm or do you look at the animation? I'm trying to figure out the best way to handle this.
Also, I've heard that plinking is mainly used or useful for 1 frame links. I'm not too good at frame data at all, but is this mostly true?
Right now I'm practicing Yang's cr.lkx3 into Slashes, if that helps.
Things that hold the game back they probably can't change: overall speed (sooooo slooooooooow), arena size (too big, see prior point), janky hitboxes, range (some characters have to be at point blank to hit with a light). Damage seems off and matches take *forever*.
Shiggy is the worst DLC character. Made the mistake of using him for the first time when playing with one of my kids...the match took so long and was so terrible he got completely bored of the game and we went back to Divekick.
I'm super disappointed. :/
So I've been grinding away at links in SSFIV for a while now and I want to make sure I understand some things.
When practicing links, do you guys focus on the sound of the attack hitting to determine your rhythm or do you look at the animation? I'm trying to figure out the best way to handle this.
Also, I've heard that plinking is mainly used or useful for 1 frame links. I'm not too good at frame data at all, but is this mostly true?
Right now I'm practicing Yang's cr.lkx3 into Slashes, if that helps.
Things that hold the game back they probably can't change: overall speed (sooooo slooooooooow), arena size (too big, see prior point), janky hitboxes, range (some characters have to be at point blank to hit with a light). Damage seems off and matches take *forever*. Had one hilarious match in story mode with Josuke in "angry" mode, kept hitting DF+H and was able to do it infinitely but it did almost no damage...so it was 20+ seconds of doing that until I got bored.
Shiggy is the worst DLC character. Made the mistake of using him for the first time when playing with one of my kids...the match took so long and was so terrible he got completely bored of the game and we went back to Divekick.
I'm super disappointed. :/
Fanatiq is a good rapper.
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Ayano buffing Ryu's dp!
They should just say screw it and go Rainbow Edition with the new Street Fighter. I need a wall of sonic booms to interest me again.
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Ayano buffing Ryu's dp!
Pretty terrible if you removed both the Capcom and Marvel parts from Marvel vs. Capcom. There goes the charm, character design, legacy, etc. You'll end up with something like Skullgirls with potentially even worse character design.
So I've been grinding away at links in SSFIV for a while now and I want to make sure I understand some things.
When practicing links, do you guys focus on the sound of the attack hitting to determine your rhythm or do you look at the animation? I'm trying to figure out the best way to handle this.
Also, I've heard that plinking is mainly used or useful for 1 frame links. I'm not too good at frame data at all, but is this mostly true?
Right now I'm practicing Yang's cr.lkx3 into Slashes, if that helps.
They should just say screw it and go Rainbow Edition with the new Street Fighter. I need a wall of sonic booms to interest me again.
try to look for the ultrachen episode on doing combos and links. all you need is to have the bop bop in your head.
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Ayano buffing Ryu's dp!