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Fighting Games Weekly | Sept 2-8 | Pushing Society Forward

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?

Niitsuma at Comcept, make it happen! (`_´)ゞ

I wonder if this could be (1) the thing JP devs needed to dive into Kickstarter/Indie game production or (more likely) (2) something that only Keiji Inafune (or a handful of others like maybe Mikami, Kamiya or Yu Suzuki) could pull off?

Where are the 2D gods from Capcom's heyday now? Sadly I don't know any of them by name.

Edit: in my dreams, Reiko Kodama and some of the other Phantasy Star alumni announce a PS-inspired RPG. *sigh*
 
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?

Nah, you can keep that. Someone find Dirty Beret and get him to work on Lightevaders/Human Savior though.
 
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.
 
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
 
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.
 
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.

enzo pls
 
that didn't turn out too well

Wait what?

--------------------

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.
 
Could that mean that Xrd might have a very small roster for its first run? I needs my Baiken and Jam ArcSys.

I expect about 14 or so, with maybe 1 or 2 new characters.
Maybe 15-16 if they show another round of characters in the next few months.
 
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 agree the budget to make a versus game would be way more than $900,000, lets say.

EDIT: forget, you're talking about Skullgirls, my bad ^^
 
Wait what?

--------------------

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.
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.
 
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.
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.

At least I don't have to worry about paying $40 for spectator mode again. -_-
 
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.

Depends what you really like, I guess. I've backed too many projects, but there are a few that have a vision that sold me at first glance:

Gradius + Metroid

Tweed wearing robots + Procedurally Generated FPS

Keiji Inafune + Platform/Action game

Each one of those really speaks to me. A.N.N.E. (combining Gradius & Metroid style games) is just freaking alchemy that should've been done way before now. Tthe second is way niche, but the point is that hey, there was a team doing procedurally generated stuff with a 1960s sci-fi vibe to it, and both of those are right in my wheelhouse. And Keiji Inafune has made games I've loved to play in several generations; I want to support that guy's vision.

Uncertainty? Sure. A.N.N.E. may suck, it may be great. But honestly that's okay too (though it would be a shame). One of the worst things I did around 07-08 or so was start focusing on big AAA games that reviewed well. I call it the Dark Time. I'd rather take a flyer on an idea that excites me than go back to that.

Since I'm not going to have any FFXIV time tonight, I think I'll be playing a bit of Jojos tonight, lol

If ever there was an example of taking a flyer on an expensive game... :P
 
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?
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.
 
I do hope that patch comes out for the game quick though. =( Dammit, don't let Jojos be taken down like this.
 
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.
 
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.
I fear to think of how much the budget was for each character in Marvel 3.
I do hope that patch comes out for the game quick though. =( Dammit, don't let Jojos be taken down like this.
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.
Game had some fun stuff and ideas, just could've been implemented better.
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.
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 doing HP~MP will result in the inputs looking like

Frame 1: HP
Frame 2: HP MP
 
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. :/
 
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. :/

I played a online match this morning and couple with the lag, one round felt like three. Thought I was going to be late for work lol
 
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.

I was practicing that same Yang combo a few weeks ago, and I prefer to focus on the timing and get the right rhythm to do it
 
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. :/

Yeah, the patch is just gonna be fixing random breakers and not actually address the game itself. I like the foundation this has but they need to really do more to make it a viable fighting game. Recovery needs to be way faster too, combos are poop with it being so long.
 
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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.
 
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.

quite cynical and myopic
 
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.

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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