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Marvel Vs Capcom: Infinite

d3v

SRK
You have links to these defensive options? The frame limit on cancelling dashes and vulnerable initial jump frames makes it harder to move and defend. That coupled with no assists seems like there's less defensive options and overall defense is harder.
https://shoryuken.com/2017/06/19/marvel-vs-capcom-infinite-option-selects-explored-in-the-story-demo/

Also, assist calls are only part of defense in the old games. For example, a good part of being defensive in MvC2 is utilizing push blocks special properties where you could nullify high low mixups (changing from crouching/standing after a push bock makes you block both high and low at the same time) as well as push block guard cancelling.

In MvC:I, we have Skullgirls style unblockable protection where you only have to block on way, and you'll end up blocking all the attacks, if they hit on about the same frame. There's also tagging out of push block, or even the push block/tag OS that can replicate defensive assist calls, plus the fact that there is effectively no "unsafe" defensive move, since you can turn any blocked or whiffed move into your favor by tagging.
 
D

Deleted member 5032

Guest
Capcom now is not the Capcom we all know and love. It is Activision and Konami and every other video game company that sold out and lost all of its talent. I sincerely hope I'm wrong, but this and every other Capcom game in the foreseeable future are going to be wet shits, not worth the materials they are printed on. Capcom is dead. Lets hope they go out of business before the name can be completely ruined. RIP.
 

buyacushun

Normalize grab immunity.
https://shoryuken.com/2017/06/19/marvel-vs-capcom-infinite-option-selects-explored-in-the-story-demo/

Also, assist calls are only part of defense in the old games. For example, a good part of being defensive in MvC2 is utilizing push blocks special properties where you could nullify high low mixups (changing from crouching/standing after a push bock makes you block both high and low at the same time) as well as push block guard cancelling.

In MvC:I, we have Skullgirls style unblockable protection where you only have to block on way, and you'll end up blocking all the attacks, if they hit on about the same frame. There's also tagging out of push block, or even the push block/tag OS that can replicate defensive assist calls, plus the fact that there is effectively no "unsafe" defensive move, since you can turn any blocked or whiffed move into your favor by tagging.
Those OSes are good I hope they stay in because they can be easily changed. But I also don't feel like they're that defense focused in the sense that those could be used for both.

And even though infinite and 2 share some defensive similarities, infinite still has less options. There's nothing to replicate defensively calling assists since you have to switch.

I think there will be defensive play but I feel like all the player's actions will be a means to force situations and mixups.
 

d3v

SRK
Those OSes are good I hope they stay in because they can be easily changed. But I also don't feel like they're that defense focused in the sense that those could be used for both.

And even though infinite and 2 share some defensive similarities, infinite still has less options. There's nothing to replicate defensively calling assists since you have to switch.

I think there will be defensive play but I feel like all the player's actions will be a means to force situations and mixups.
You can't really change those OSes without fundamentally changing the way those options work. Anything that involves hitting HP will result in a throw tech OS since its 1 button throws with no throw whiff animation. The only thing they can change is removing the ones involving LK and HK, but that still leaves the dash/pushblock/throw tech OS.

Speaking of pushblock, it's been confirmed that just frame pushblocking negates both chip and blockstun.

That said, defense will still be mostly about movement and actually avoiding getting hit while putting out hitboxes. There's always been a subset of games where blocking was basically death, and Marvel has traditionally fallen within that.
 
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buyacushun

Normalize grab immunity.
You can't really change those OSes without fundamentally changing the way those options work. Anything that involves hitting HP will result in a throw tech OS since its 1 button throws with no throw whiff animation. The only thing they can change is removing the ones involving LK and HK, but that still leaves the dash/pushblock/throw tech OS.
Couldn't they make pushblock LP+LK only? Making the OS dash/pushblock at most. Not sure if those two buttons gets a dash. Just being technical for the sake of it.

That said, defense will still be mostly about movement and actually avoiding getting hit while putting out hitboxes. There's always been a subset of games where blocking was basically death, and Marvel has traditionally fallen within that.
Except it seems like you put out hitboxes to get an easy tag in to a mixup. Hopefully the game doesn't quickly evolve into everyone trying their hardest not to get caught blocking something long enough for a switch into almost death combos. I wonder what incoming is going to become. Probably won't be as bad as 3 unless attacker super tags.
 

buyacushun

Normalize grab immunity.
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d3v

SRK
EDIT: They pulled it.

Amazon is selling the PS4 physical version for $41 right now. For whatever reason the price keeps decreasing. With the way their pre order price guarantee works, I think even if you don't have prime they'll either honor the lowest price or at least refund you.

https://www.amazon.com/Marvel-vs-Capcom-Infinite-PlayStation-Standard/dp/B01N9FC76Q/ref=sr_1_1?ie=UTF8&qid=1499285314&sr=8-1&keywords=mvci
Amazon has this sale on a lot of games at the moment. Even Injustice 2 is on sale. It's summer sale season after all, and if you can't stop Steam's momentum, might as well join in.

Couldn't they make pushblock LP+LK only? Making the OS dash/pushblock at most. Not sure if those two buttons gets a dash. Just being technical for the sake of it.
Dash and pushblock have traditionally been on the punch buttons. With the return to 2P2K, not having LP+HP do both would be off putting. Having the other combinations allow for pushblock is likely there to help people coming in from UMvC3 who're used to the LMH layout and don't lay their buttons out in the usual punch over kick manner.

Except it seems like you put out hitboxes to get an easy tag in to a mixup. Hopefully the game doesn't quickly evolve into everyone trying their hardest not to get caught blocking something long enough for a switch into almost death combos. I wonder what incoming is going to become. Probably won't be as bad as 3 unless attacker super tags.
Yeah, but that's Marvel and that's how traditional "Marvel footsies" are. The latter is basically, using zoning and assists to get people to block so you can come in and start mixups. It's why traditionally, rushdown characters who can also zone and fill the screen have been god tier. At least it's not as bad as MvC2 where certain teams just kill you as soon as you block through sheet chip damage.

And yes, you can tag during supers.
 
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buyacushun

Normalize grab immunity.
Amazon has this sale on a lot of games at the moment. Even Injustice 2 is on sale. It's summer sale season after all, and if you can't stop Steam's momentum, might as well join in.
The injustice thing is prime only and injustice has already released. Amazon currently states PS4 marvel isn't even in stock. It's definitely a mistake on their part.

Dash and pushblock have traditionally been on the punch buttons. With the return to 2P2K, not having LP+HP do both would be off putting. Having the other combinations allow for pushblock is likely there to help people coming in from UMvC3 who're used to the LMH layout and don't lay their buttons out in the usual punch over kick manner.
I don't really think they would do it. Was just BSing.

Yeah, but that's Marvel and that's how traditional "Marvel footsies" are. The latter is basically, using zoning and assists to get people to block so you can come in and start mixups. It's why traditionally, rushdown characters who can also zone and fill the screen have been god tier. At least it's not as bad as MvC2 where certain teams just kill you as soon as you block through sheet chip damage.
In Marvel 3 there were plenty of players that would actually zone and try to keep space. I'm not sure how it worked in 2. Sure you could lock someone down and engage. But you didn't have to. I feel it's more like how in KoF or SF you can zone but sometimes use the projectiles to help your offense. Infinite encourages zoning until you can freely tag and do what you want. It's a different system and mindset. I don't see how someone who doesn't lock someone down with a slow projectile or beam then tag isn't playing optimally. It's like how people say SFV is very offense focused. The actions and rewards are more skewed to getting in there.
 

StormGoddess

Your mind tricks won't harm me!!!
Capcom at San Diego Comic-Con 2017

Heads up, San Diego: we’re bringing a full suite of Capcom activities and goods to SDCC 2017!

Starting on Preview Night, July 19th, and going all the way through Sunday, July 23rd, we’ll be at San Diego Comic-Con 2017, showing off a number of upcoming titles alongside several games that celebrate 30 years of Street Fighter. We’ll also be selling brand new merch at the Capcom Store and hosting many exclusive panels. We’re even bringing members of the development teams from Japan for some signing sessions (free posters will be provided while supplies last)! Here’s the full scoop:

Playable games:

Marvel vs. Capcom: Infinite
Mega Man Legacy Collection 2
Ultra Street Fighter II: The Final Challengers
Street Fighter V
Street Fighter (various old-school Street Fighter games running on actual arcade units!)

Panels:

Thursday July 20, 1:00-2:00pm Room 6BCF – Marvel Games
Look out, True Believer, the superheroes you love and the supervillains you love to hate are waging war on your consoles, PCs, and mobile devices! Be there as key members of the Marvel Games team take to the stage to share the latest and greatest with you . . . and open the floor to answer your questions!

Friday July 21, 11:15am-12:30pm Room 6BCF – Marvel vs. Capcom: Infinite
Universes merge in Marvel vs. Capcom: Infinite, as the collaborative team from Marvel and Capcom discuss the immersive cinematic story featured in the upcoming game. Learn how both sides joined forces to bring the story to life, with iconic heroes from Marvel and Capcom teaming up to battle against a sinister new supervillain who threatens to destroy their newly formed world.

Friday July 21, 12:45-1:45pm Room 6BCF – Street Fighter 30th Anniversary
Shoryuken! Celebrate 30 years of Street Fighter by taking a look at the past, present, and future of Capcom's beloved fighting game series. Hear behind-the-scenes stories from key team members and expect some fun and games—and maybe even a surprise visit from executive producer Yoshinori Ono, too!

Friday July 21, 7:00-8:00pm Room 25ABC – Resident Evil: Vendetta
The Resident Evil franchise returns with the action-packed third installment in the state-of-the-art CG animated series, Resident Evil: Vendetta. Featuring a never-before-seen, behind-the-scenes look at the highly anticipated movie, fans will be treated to insider information from iconic Japanese filmmaker Takashi Shimizu (The Grudge), director Takanori Tsujimoto, and the cast. In addition, fans of the Resident Evil video game will get a chance to hear about the history of one of the bestselling video game franchises of all time from Capcom’s Hiroyuki Kobayashi, who has produced several of the series’ most popular games.

Saturday July 22, 2:00-3:00pm Room 25ABC – World of Capcom
Moderator Tim Turi hosts a panel filled with Capcom team members to present the company's latest and greatest video games. Capcom has been creating popular games for over three decades, and this panel is the place for fans of all ages to check out the new games they can look forward to. Be sure to pay close attention to every exciting detail – the panel concludes with a fun trivia quiz for an array of awesome Capcom prizes.

Saturday July 22, 3:00-4:00pm Room 25ABC – Monster Hunter
Get a behind-the-scenes look at Capcom's newest action RPG game, Monster Hunter: World! Fresh off the announcement at E3 2017, this panel features the latest and greatest directly from the Capcom staff and development team members. This new entry in the popular Monster Hunter series is coming globally to PS4 and Xbox One in early 2018 with a PC release to follow.

Signing Sessions:

THURSDAY, July 20

1:00-2:00pm Capcom booth #215 – Monster Hunter: World
Ryozo Tsujimoto, Producer
Kaname Fujioka, Executive & Art Director
3:00-4:00pm Capcom booth #215 – Resident Evil: Vendetta
Hiroyuki Kobayashi, Producer
Sony Pictures Entertainment
3:00-4:00pm The Loyal Subjects booth #4951 – Street Fighter
Yoshinori Ono, Executive Producer
5:00-6:00pm Capcom booth #215 – Street Fighter
Yoshinori Ono, Executive Producer

FRIDAY, July 21

3:00-4:00pm Capcom booth #215 – Monster Hunter: World
Ryozo Tsujimoto, Producer
Kaname Fujioka, Executive & Art Director
3:00-4:00pm Cryptozoic booth #115 – Street Fighter
Yoshinori Ono, Executive Producer
5:00-6:00pm Capcom booth #215 – Street Fighter
Yoshinori Ono, Executive Producer

SATURDAY, July 22

11:00am-12:00pm Capcom booth #215 – Monster Hunter: World
Ryozo Tsujimoto, Producer
Kaname Fujioka, Executive & Art Director
11:00am-12:00pm NSURGO booth #4529 – Street Fighter
Yoshinori Ono, Executive Producer
1:00-2:00pm Capcom booth #215 – Mega Man Legacy Collection 2
Jeffrey “Chamba” Cruz, Artist, UDON Entertainment
2:00-3:00pm UDON booth #4529 – Street Fighter
Yoshinori Ono, Executive Producer
4:00-5:00pm Capcom booth #215 – Street Fighter
Yoshinori Ono, Executive Producer
5:30-6:30pm Capcom booth #215 – Monster Hunter: World
Ryozo Tsujimoto, Producer
Kaname Fujioka, Executive & Art Director

SUNDAY, July 23

11:00am-12:00pm Capcom booth #215 – Street Fighter 30th Anniversary
Long Vo, Artist, UDON Entertainment
1:00-2:00pm Capcom booth #215 – Mega Man Legacy Collection 2
Jeffrey “Chamba” Cruz, Artist, UDON Entertainment

With this many Capcom activities going on, it’ll be hard to leave the Capcom booth! And for the folks at home, follow us on Twitter and Instagram to keep up with the inevitably awesome selection of Capcom cosplayers we’ll find as well as other goings on from the show floor.
SOURCE-
http://www.capcom-unity.com/dubindoh...comic-con-2017
 

DisturbedSwan

Chasing the Zeitgeist
Recently pre-ordered the Deluxe Edition for this on PSN,

Had lots of great times playing MvC3 with housemates at University so I'm very much looking forward to giving this a go.

I know there's not exactly a lot of positivity for it but it apparently plays really nicely from what I've heard, shame the roster is so copied and pasted from UMvC3 but yeah, I'm looking forward to giving it a go.

Will hopefully get to play it at VSF next week so can make my own impressions then.
 

SunsetBlvd

Proven Nappa GOD, 100% VERIFIED Best Nappa NA
How is this game though, compared to NRS games? I've never touched MvC or SF competitively.
i'm in the sort of the same boat and i think mvci is dope so far. combo execution seems more like nrs than an sf game. idk about capcom fans, a lot of them seem more concerned about the graphics than the gameplay, but to me the gameplay seems super solid and unique enough to warrant playing it.
 

Hot_DNA

Mortal
I always been a marvel player and stepped into the NRS scene with mkx... This Marvel is ALOT harder than the previous ones but its SO FUN AND ADDICTING.. I have erase about 6 years of muscle memory, so Im struggling a bit.. but if you never played Marvel this is perfect