Marvel Vs. Capcom: Infinite Characters and Stages Roster Discussion Thread

Oh yeah I didn't even think about this. With the tag system mashing would be irrelevant anyway because you can tag in for extra damage
By the end of Sunday, MasterStef was ending a combo in Dante guns super, tagging in Strange, and during the super he'd set up 3 strange orbs, a full size eye of agamoto, push that at me, and teleport for 2 mixups, into a 3rd mixup if needed, which he could tag and turn into a 4th mixup.
 
By the end of Sunday, MasterStef was ending a combo in Dante guns super, tagging in Strange, and during the super he'd set up 3 strange orbs, a full size eye of agamoto, push that at me, and teleport for 2 mixups, into a 3rd mixup if needed, which he could tag and turn into a 4th mixup.
I kinda like this, but then again there's a part of me that doesn't like that you can get all of that set-up for a single bar.
 
I kinda like this, but then again there's a part of me that doesn't like that you can get all of that set-up for a single bar.
Dante's super is kinda unique like that, it's way too much of a lock down for this game, probably the highest right now.

This is why I think there is no way Dante does not see play in this game. His toolset is perfect for this kind of system.

Dormammu would be pretty strong in this game too if they just do a direct port on him. Being able to stock up spell during other character's animations is really buff. Not only that but you can use tags to do power ups in the middle of combos or neutral tags.
 
Past interviews asked about the X-Men, but neither Marvel or Capcom ever really directly answered the question. The closest we got was "the legacy isn't lost" from Marvel or something like that.
"Yes the legacy isn't lost that's why we've cut all Xmen from the roster and refuse to acknowledge them by name in or outside the game"
 

DR2K

Doesn't buy fighting games to actually play them
Past interviews asked about the X-Men, but neither Marvel or Capcom ever really directly answered the question. The closest we got was "the legacy isn't lost" from Marvel or something like that.
The legacy was so lost that Naughty Dog had to make a game about it.
 
"Yes the legacy isn't lost that's why we've cut all Xmen from the roster and refuse to acknowledge them by name in or outside the game"
It's probably a pretty shitty situation for Capcom to be stuck in. I'd imagine that TT is also having to deal with the X-Men backlash for Lego Marvel 2.
 
Okay I need to know...did someone do a frames of lag test on MVCI demo or something? I'm seeing on fighting game groups on facebook all kinds of talk about 6.1 frames of lag in Marvel and I need some receipts on this or some shit. It just seems a bit early for this sorta thing to be real.
 
Hello Mr. Keits. I guess you're right, mashing doesn't really have much of a place in MVCI. Great job with Combo Breaker, btw.
Hey there. I actually don't run Combo Breaker, I just consult and help out on site. TheHadou aka Rick Tarnation, runs that wonderful event. He was my right hand man on the UFGT series and I passed the event on to him when I stepped away to do game dev, and now he has surpassed our old events in every way.



Re: 6.1 frames of input delay. This is a pretty good number. 5 frames of input delay is as low as you can reasonably expect to get on a modern day console.

I played like 6 hours of MvCi at CEO and it felt responsive. I had no issues antiairing or blocking rather disgusting mixups.
 
It's 6.1, it's not that bad. Still better than SFV.
But KI has way more going on in its game graphically and it still only clocks in at like 4.9. Heck Skullgirls is 3.5.

Is this really as good as it can get for MVCI already considering its not even done implementing all its shader and lighting work yet
(hopefully)
?
 
It's probably not a graphics issue as it's a console issue + game design thing to make it closer to online play.

Wouldn't be surprised if the input delay was lower on other consoles/PC.
 
Sup Keits.

Overall, did you enjoy the game? Could you see yourself playing it in the future?
I had a great time with it. Fun is really all that matters to me for the purchase, so I'm getting it for sure. Where it goes down the road, who can say? I'll play until I'm not having fun anymore.

I'm not sure if I'll ever compete again, in anything, though I did have very competitive matches with some very strong players at CEO that made me feel pretty good about how much I've grown as a player even after I stopped competing 4-ish years ago.
 
Hey there. I actually don't run Combo Breaker, I just consult and help out on site. TheHadou aka Rick Tarnation, runs that wonderful event. He was my right hand man on the UFGT series and I passed the event on to him when I stepped away to do game dev, and now he has surpassed our old events in every way.



Re: 6.1 frames of input delay. This is a pretty good number. 5 frames of input delay is as low as you can reasonably expect to get on a modern day console.

I played like 6 hours of MvCi at CEO and it felt responsive. I had no issues antiairing or blocking rather disgusting mixups.
Grats on getting a Steam release of KI. I have been wanting to play for years, and now I get to. KI has more attractive zoners than most games. I usually have trouble deciding between the lesser of lames, not the greatest of goods.
 
It's probably not a graphics issue as it's a console issue + game design thing to make it closer to online play.

Wouldn't be surprised if the input delay was lower on other consoles/PC.
Well some netcode adds input lag on top of normal input lag to reduce rollbacks. Injustice does this without allowing user to choose how much extra input lag to add. Could be SFV wants to have parity between online and offline.. I think Tekken on PC is 6.2f..
 
Been on the board but kinda been just watching here and there. So basically we got even more reason to believe that file leak?
It got the Grandmaster & one of the MH monsters right, both of which were featured in the story trailer.

Also, the files were from 3 months ago, which lines up with what we were told at E3 about said E3 build being 3 months old.
 
Repost from FGHQ:
I finally got to play the MvCi demo. I thought wavedashes felt fine for the characters I did it with. Air dashes felt normal. I think the graphics are fine, and the issues are generally with animation. The facial expressions during cutscenes were off-putting.

I only plan on playing the demo once since it had zero characters I am interested in. The story mode lines were SFV-esque in quality. I love Thor's new hammer throw. I like this Chris more than the last. Some inputs felt off, and hopefully they can fix that.

Why isn't anyone talking about the addition of short hops to Marvel? That's a huge boon for jumpers like Captain America. He felt much better to play than before just because of this.
 
Not sure if this was post here but this is a post from Marvel Live podcast host Raid on reddit...


MvCI Demo Impressions @ CEO 2017 from a UMvC3 player's perspective

submitted 4 hours ago * by lolraid


Hey guys

I've noticed a lot of concern and questions about MvCI from a bunch of people in the FGC. To be honest, I was having the same concerns and the E3 story mode demo only made things worse. I was lucky enough to try the E3 "versus demo" at CEO and there's a lot to process but I can definitely say the versus demo and the story demo are two completely different experiences. I played around 30-40 matches of MvCI throughout the weekend and there are a couple of things that stand out:


ROSTER SIZE AND CHARACTER USAGE:

The roster is still small compared to most other VS games, but in general, it did not feel small considering it's a 2v2 game and not 3v3. I'm curious to see the rest of the initial roster and season 1 DLC, but it's currently not as big of a deal as I imagined it to be. The most used characters at the demo setups were X, Thanos, Ultron, and the least used being Hulk, Dr. Strange and Chun-Li.


GRAPHICS:

THEY DO NOT LOOK BAD IN MOTION. The game actually looks beautiful when you play it. Strange's projectiles have the same aesthetics as they do in the Dr.Strange movie. X's projectile BS looks faithful to the Megaman games. The stages (specially Valkanda) look AMAZING. Nova, Iron Man, and other "shiny" characters look as good as I'd imagine they should look. Some characters like Chun-Li, Spencer and Chris look weird sometimes, but it's not something that ever distracted me while playing. I will agree that the story mode cutscenes and some character art look ATROCIOUS... but the game in motion is great. The game would look amazing if they decide to revamp some character models, add a shader or two, and fix the damn cutscenes in story mode. It doesn't affect me as a competitive player but it's not that exciting as a casual player...


CONTROLLER LAYOUT:


Every UMvC3 player I talked to disliked the control scheme, but every "OG"/other FG players didn't seem to mind the layout. Several people compared the layout to MvC2. I wonder if there's a layout that works more comfortable for UMvC3 players but we'd need some training mode time with the game before that happens.


EARLY GAME META:

Most players agree that the reality gem is the strongest gem right now considering it tracks your opponent, it's safe on block (I think?), gives you a decent lockdown "assist" and the infinity storm for it is great for lockdown.

Some top players think that the team composition is centered around having a rushdown character and a zoning character and switching them in and out depending on the situation. Other players also think that team composition would consist of having a decent rushdown character on point to get the hit and your anchor being the combo character that does most of the damage.

The neutral game is very exciting right now. You basically have two options: Use your meter to do any lockdown-style super and tag in for free and do a bunch of high-low mixups to open your opponent up, or fight it out with "marvel footsies" to get a clean hit and use the meter that you have for more damaging combos.

Doom/Ammy players in UMvC3 will have so much fun with this mechanic. Players like Justin Wong who don't really need assists to get a hit will be able to take out a huuuuge chunk of your health because of the meter they'll spend. There are no one-touch kills in the game (yet).

COMBOS/EXECUTION:
I'd say that it's too early to tell if combos are easier or harder than UMvC3. The game definitely has an execution barrier that, although nowhere as deep as UMvC3, will still prove to be a challenge early on when learning the game. There are no ground plinkdash, only when you're in flight mode. You can wavedash but you have to let the dash itself rock a little longer, similar to how you would wavedash with Wolverine in UMvC3 to avoid activating berserker slash. You need to hit the tag button to bring in your next character and manually position yourself if you want to DHC. Grabs in the game work the same as UMvC3 with the exception that if you break the tag both characters essentially get pulled apart from eachother at full screen distance.

FINAL THOUGHTS:

If you like UMvC3, and can get over the new controller layout, you'll probably love MvCI. If you're a SFV player and you're frustrated with the monotony of the game and are looking for something that can help you express your playstyle more and be more creative, you'll probably love MvCI. If you're a casual gamer getting into the genre and you're looking for cool graphics and a nice story, MvCI is probably not the game you should be looking at right now. I hope to see everyone try out this game and form an opinion by themselves though. No one that played the demo at CEO had anything negative to say about the game, although I understand that the crowd at CEO is more concerned about the competitive aspect than the "video game" aspect. I honestly haven't had that much fun with a fighting game in a long while.

The things written in this post are obviously not set in stone, as this is just a demo and not the full release. 3 months is a short time though so I don't imagine much will change other than minor graphical details or some gameplay tweaks. Thanks for reading this block of text and we'll see what's up on September 19!

source-
https://www.reddit.com/r/marvelvscapcom/comments/6i88i1/mvci_demo_impressions_ceo_2017_from_a_umvc3/