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Marvel Vs Capcom: Infinite

TotteryManx

cr. HP Master
I was around for all those games and I definitely see a heavy SFxT influence. The tag in and continue combo option is much more like SFxT than X-Men vs Capcom. The gem system is less random than MSH and more like the SFxT system where you select the gem pre-fight and then activate it at some point. At least that's how the trailer made it look.
Less random is a good thing and there will only be 6 "gems." SFxT was kind of overwhelming with them and made it seem like a party game. Tagging in mid combo is fine imo. Wasn't MK9 like that along with Skullgirls? Also there is talk that Groot is in the game as an assist character only for someone(probably Rocket).
 

Rip Torn

ALL I HAVE IS THE GREEN.
Less random is a good thing and there will only be 6 "gems." SFxT was kind of overwhelming with them and made it seem like a party game. Tagging in mid combo is fine imo. Wasn't MK9 like that along with Skullgirls? Also there is talk that Groot is in the game as an assist character only for someone(probably Rocket).
I liked SFxT's tag system. MK9 had something similar but it wasn't balanced at all. Skullgirls is alot like MvC2 where you have assists and supers that tag in a partner.

I like the direction they are taking the game. the screen looks a lot cleaner and more focused on footsies/neutral. I hope all characters stay on the screen at all times. One of the things I hated about MvC games is when one character super jumps, the camera follows them in the air leaving the lower character off-screen.
 

d3v

SRK
Really interested in what the main way to limit combo length will be in this game.

Personally prefer if they do something similar to KI knockout value meter. The main reason being KI's KV is basically a copy of MvC2's undizzy system, but given a visible meter (shouldn't come as a surprise since MvC2 veteran and Skullgirls lead programmer Mike Z was a consultant for KI).

Now while in KI, KV encouraged going to an ender or else you lost out on damage. Undizzy in MvC2 (and Skullgirls, which has a similar system) encouraged resets, making that game much more reset and vortex oriented than MvC3.

I like the direction they are taking the game. the screen looks a lot cleaner and more focused on footsies/neutral. I hope all characters stay on the screen at all times. One of the things I hated about MvC games is when one character super jumps, the camera follows them in the air leaving the lower character off-screen.
We've already seen some super jump height stuff in the trailer though. In any case, super jumps and movement in general is an important part of what makes Marvel what it is. Whether it's using it to get past an opponents plasma chucking, or using it to get away from their rushdown. It's part of what opens up the game to avenues of movement and combat. Sure, they can lower the super jump height (like Skullgirls did), but it'll still have to be at a height were at least part of the grounded character is unseen to make it effective.
 

Rip Torn

ALL I HAVE IS THE GREEN.
Really interested in what the main way to limit combo length will be in this game.

Personally prefer if they do something similar to KI knockout value meter. The main reason being KI's KV is basically a copy of MvC2's undizzy system, but given a visible meter (shouldn't come as a surprise since MvC2 veteran and Skullgirls lead programmer Mike Z was a consultant for KI).

Now while in KI, KV encouraged going to an ender or else you lost out on damage. Undizzy in MvC2 (and Skullgirls, which has a similar system) encouraged resets, making that game much more reset and vortex oriented than MvC3.


We've already seen some super jump height stuff in the trailer though. In any case, super jumps and movement in general is an important part of what makes Marvel what it is. Whether it's using it to get past an opponents plasma chucking, or using it to get away from their rushdown. It's part of what opens up the game to avenues of movement and combat. Sure, they can lower the super jump height (like Skullgirls did), but it'll still have to be at a height were at least part of the grounded character is unseen to make it effective.
I hope they don't go to a combo meter. What they had in MvC3 was fine (except for the infinites, which was a glitch). As for the super jumps, they should keep them in the game - just zoom the camera out more so you can see the character below (Arcana Heart style). And I didn't see any super jumps in the trailer, just mega man getting launched off the screen which would have been followed by a super jump to continue the combo.
 

d3v

SRK
I hope they don't go to a combo meter. What they had in MvC3 was fine (except for the infinites, which was a glitch). As for the super jumps, they should keep them in the game - just zoom the camera out more so you can see the character below (Arcana Heart style). And I didn't see any super jumps in the trailer, just mega man getting launched off the screen which would have been followed by a super jump to continue the combo.
Most of the air combos in the trailer were of super jump height (see what seem's to be the end of an unfly combo with Iron Man cut into his combo showcase).

Also, the problem with zooming the screen out, is it doesn't account for the playing field's horizontal width. The field is higher, but not wider in Marvel.

As for Marvel 3's hitstun decay system. The problem with it is that, it just doesn't really work that well in a Marvel game. Not when you're trying to recreate the freedom normally associated with the series. To allow that in Marvel 3, they had to tone it down as well as create a ton of exceptions. The result of which is that the game became very touch of death focused.

Compare with Marvel 2 where you still had that freedom, as well as all sorts of busted stuff, yet the game was still very much more focused on resets and vortex. Even infinites such as Magneto's ROM infinite or the Iron Man infinite still couldn't kill on their own since characters would eventually "dizzy out" (you either reset with Magnus, or ended IM's combo in the corner with a super).

The other issue is, with decay, there's less of an indication of why your combo suddenly stopped. You're instead left to figuring out if it's just the move you used, or the timing. Whereas, with an undizzy/kv system is less vague. Even without a visible indicator, you know that that's the limit of your combo, giving you a better idea of when to reset. Nothing changes with the execution of the combo, if something hit the first time, it'll hit in subsequent reps.
 

IrishMantis

Most humble shit talker ever!!!
You people who think MvCI is going to bury I2 are deluded

1.The Marvel and NRS and scene are at the most part 2 vastly different target groups

2.If SFV did not kill MKX then why would MvCI kill I2?

I really think a lot of people get a kick out of thinking that

It ain't 2011 anymore, NRS titles are now recongnised as legit successful FGs, I'm glad there is a new MvC it's good for the FG scene in general.
 
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Rip Torn

ALL I HAVE IS THE GREEN.
Most of the air combos in the trailer were of super jump height (see what seem's to be the end of an unfly combo with Iron Man cut into his combo showcase).

Also, the problem with zooming the screen out, is it doesn't account for the playing field's horizontal width. The field is higher, but not wider in Marvel.

As for Marvel 3's hitstun decay system. The problem with it is that, it just doesn't really work that well in a Marvel game. Not when you're trying to recreate the freedom normally associated with the series. To allow that in Marvel 3, they had to tone it down as well as create a ton of exceptions. The result of which is that the game became very touch of death focused.

Compare with Marvel 2 where you still had that freedom, as well as all sorts of busted stuff, yet the game was still very much more focused on resets and vortex. Even infinites such as Magneto's ROM infinite or the Iron Man infinite still couldn't kill on their own since characters would eventually "dizzy out" (you either reset with Magnus, or ended IM's combo in the corner with a super).

The other issue is, with decay, there's less of an indication of why your combo suddenly stopped. You're instead left to figuring out if it's just the move you used, or the timing. Whereas, with an undizzy/kv system is less vague. Even without a visible indicator, you know that that's the limit of your combo, giving you a better idea of when to reset. Nothing changes with the execution of the combo, if something hit the first time, it'll hit in subsequent reps.
I just really don't want characters off screen. That's like my number one gripe of all the mvc games. Even guilty gear has dust combos where characters get launched super high but you can always see both characters.

As for the combo system, I don't mind undizzy or decay. It all feels about the same in the end tbh. As long as there isn't that sort of cash out or lose all your damage thing that KI had.
 

d3v

SRK
As for the combo system, I don't mind undizzy or decay. It all feels about the same in the end tbh. As long as there isn't that sort of cash out or lose all your damage thing that KI had.
Undizzy gives more combo options.

As for the cash out thing, that was specifically for KI since that game has canned combo enders.
 

Rip Torn

ALL I HAVE IS THE GREEN.
Undizzy gives more combo options.

As for the cash out thing, that was specifically for KI since that game has canned combo enders.
I just think it's kind of weird to have a meter that tells you when your combo will end. I prefer that a system be in place that will determine how long combos are based on some sort of scaling. Whether it be gravity scaling or hit-stun scaling. It ends up feeling forced when you have a cap on your combos based on damage or hits.

In the end, BnB's will develop and optimized combos and resets will emerge and it won't make much of a difference how it's handled. You will score a hit, do a BnB and finish the combo or go into some sort of reset.
 

KCJ506

Kombatant
You people who think MvCI is going to bury I2 are deluded

1.The Marvel and NRS and scene are at the most part 2 vastly different target groups

2.If SFV did not kill MKX then why would MvCI kill I2?

I really think a lot of people get a kick out of thinking that

It ain't 2011 anymore, NRS titles are now recongnised as legit successful FGs, I'm glad there is a new MvC it's good for the FG scene in general.
It seems that every time a new fighting game gets announced, you got people saying that "(insert title here) is gonna replace (insert title here)!"

IIRC people were saying this would happen with MKX after IJ2 was announced.
 

d3v

SRK
I just think it's kind of weird to have a meter that tells you when your combo will end. I prefer that a system be in place that will determine how long combos are based on some sort of scaling. Whether it be gravity scaling or hit-stun scaling. It ends up feeling forced when you have a cap on your combos based on damage or hits.

In the end, BnB's will develop and optimized combos and resets will emerge and it won't make much of a difference how it's handled. You will score a hit, do a BnB and finish the combo or go into some sort of reset.
Except it has been shown that one can influence whether he game leans more towards one or the other with these systems. Look at both MvC2 and Skullgirls, both are reset heavy using undizzy. Compare with MvC3 which isn't as reset focused since your main goal is to deal big damage and hopefully get a kill.

Then there's that other issue with scaling/proration, the same issue why Mike Z didn't use it when making a game that was an homage to MvC2 - the fact that you can get a combo to stop without knowing exactly why. This vagueness means you don't know exactly the reason your combo dropped, is it just your faulr with bad timing, or did decay/proration hit. At the same time, this limits and over complicates the combo system. I mean, what is it that players look for the most in a Marvel combo system? FREEDOM. Hell, the first thing most of us look for is practical loops and possible infinites, just to explore whether the system is free enough, which tells us whether or not it's a good Marvel game.
 

Rip Torn

ALL I HAVE IS THE GREEN.
Except it has been shown that one can influence whether he game leans more towards one or the other with these systems. Look at both MvC2 and Skullgirls, both are reset heavy using undizzy. Compare with MvC3 which isn't as reset focused since your main goal is to deal big damage and hopefully get a kill.

Then there's that other issue with scaling/proration, the same issue why Mike Z didn't use it when making a game that was an homage to MvC2 - the fact that you can get a combo to stop without knowing exactly why. This vagueness means you don't know exactly the reason your combo dropped, is it just your faulr with bad timing, or did decay/proration hit. At the same time, this limits and over complicates the combo system. I mean, what is it that players look for the most in a Marvel combo system? FREEDOM. Hell, the first thing most of us look for is practical loops and possible infinites, just to explore whether the system is free enough, which tells us whether or not it's a good Marvel game.
We'll see what they decide on. I don't see them doing undizzy. I think it will play a lot like SFxT with the switch cancels on the ground and then it will turn into a toned down version of MvC3 for the launcher into air combo into Hyper Combo/Team Hyper Combos. The real wildcard is going to be the infinity stones and all the crazy combos that can come from that. I don't think you will see a lot of near infinites with super long combos that have to be ended by some arbitrary limit.
 

shaowebb

Get your guns on. Sheriff is back.
I'll be playing both so I guess that means once again I'll likely drop Blaz Blue. I'd still like to play KOF 14, but realistically I know these two titles will be all I play once they hit.

I'd still like some form of assists to be included though. Their argument against them parallels my own argument that assists shoehorn your team options, but their solution to remove them is different than my own would be. Just make a universal list of assists anyone can choose from and have it so that to punish them instead of bad assists being tied to your partners health just have it so that if your assist is punished enough it locks out like Persona's in P4A.

Simple as that. So long as at least one assist is a universal you could even include partner assists to keep it 2v2 but with the depth of the 3v3 1 character plus 2 assists options.

Dont know why they just went cold turkey on assists even if tag combos are stellar.
 

d3v

SRK
We'll see what they decide on. I don't see them doing undizzy. I think it will play a lot like SFxT with the switch cancels on the ground and then it will turn into a toned down version of MvC3 for the launcher into air combo into Hyper Combo/Team Hyper Combos. The real wildcard is going to be the infinity stones and all the crazy combos that can come from that. I don't think you will see a lot of near infinites with super long combos that have to be ended by some arbitrary limit.
The problem is the last time we had a non-broken Marvel game with nearly no infinites, the community rejected it. Marvel Super Heroes vs. Street Fighter did away with almost all of the infinite combo archetypes from previous games, and was shat on for being boring and unfun. And I'm sure Combofiend is quite aware of that (since he's from the same community that did so), being that he's apparently involved in the same way Paolo is for MK/Injustice.

More importantly, a tag team game needs to some somewhat "broken", with characters able to steal momentum and control from their opponents team at the drop of a hat. Without this, then the game slows down to a crawl, and also creates some very competitively un-compelling situations due to the slippery slope nature of tag.
 

shaowebb

Get your guns on. Sheriff is back.
All I know is grapplers just rose mightily in tier lists same way they did in SFxTekken. You got someone mobile who lands hits easy but can't cash out with the damage? We got you fam. Haggar, Colossus, Hugo, Zangief, Luke Cage, hell even dudes like IRON FIST who couldn't get in to start their pain game now are viable on teams due to the whole tag combo option to slip em into the ground portion and not just the air secion of any combo.
 

trufenix

bye felicia
Marvel Super Heroes vs. Street Fighter did away with almost all of the infinite combo archetypes from previous games, and was shat on for being boring and unfun.
MvSF wasn't boring and unfun because it lacked infinites, it was boring and unfun because it was boring an unfun. SFxT had a bunch of pointless mechanics and practically infinite setups, didn't make that any fun.
 

d3v

SRK
MvSF wasn't boring and unfun because it lacked infinites, it was boring and unfun because it was boring an unfun. SFxT had a bunch of pointless mechanics and practically infinite setups, didn't make that any fun.
It was boring and unfun because the combo system had been watered down and the freedom of the other games (that allowed the infinites) was gone.

Also, let's not forget that SFxT used Tekken Tag's round system, not the Marvel elimination system. The latter needs a bit of brokenness to work since you need characters able to fight out an win off 1v2 and 1v3 situations. The game needs players to be at the threat of death even if they're winning handily.
 

StormGoddess

Your mind tricks won't harm me!!!


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