It's considered polite to pay your respects at a funeral.lots of mvc threads on gaming side to "celebrate" the 1 year anniversary of marvel infinite. it's almost like... people care!
I kinda still Marvel at what happened regarding the whole thing.
Infinite WAS Marvel 4, Anthony. Just like Sonic 06 was Sonic Adventure 3.
A world where bbtag is the best of the three marvel successors was not a world I expected to live in ¯\_(ツ)_/¯
Just saw Anth0ny's video...
Bruh we aren't getting MVC4. We getting Capcom All Stars at best. So just scrap that video and make a Capcom VS video instead! LMFAO!
Also it was an hour long video but most of it talked about YOUR personal roster selections (which is fine but there is more to a good game than just the roster). What about online? What about the game mechanics? 3v3 assist based like DBFZ or 2v2 Tag like BBxT? Game modes? Should they bring back Heroes and Herald? What about a Pro tour?
Just saw Anth0ny's video...
Bruh we aren't getting MVC4. We getting Capcom All Stars at best. So just scrap that video and make a Capcom VS video instead! LMFAO!
Also it was an hour long video but most of it talked about YOUR personal roster selections (which is fine but there is more to a good game than just the roster). What about online? What about the game mechanics? 3v3 assist based like DBFZ or 2v2 Tag like BBxT? Game modes? Should they bring back Heroes and Herald? What about a Pro tour?
But this time I am saying so it's gonna be true!People said the same thing after mvc3 and then infinite came out
On its own, it's okay. During Cross Combos, particularly with Ruby/Gordeau... yeah, it gets really dumb.
Indeed.A world where bbtag is the best of the three marvel successors was not a world I expected to live in ¯\_(ツ)_/¯
But this time I am saying so it's gonna be true!
That said I am not discounting the existence of a MVC4 way, way into the future. I am just saying for the near future, Capcom isn't going to be dealing with Marvel but instead will be working on something they have more direct control.
It's kinda sad, since possibly the biggest reason it's a better product than MvCI is because they reused a lot of assets, which people accused Capcom of doing but that doesn't really seem to be the case. Capcom could have just gone for MvC3 style again and MvCI would probably be... not universally panned, and as fun to play as it already is.A world where bbtag is the best of the three marvel successors was not a world I expected to live in ¯\_(ツ)_/¯
The only thing I said before was that if they made MVC4 then there might not be X Men in them or at least far less of them. And that's exactly what ended up happening. Even now I don't discount the possibility of a MVC4 in the far future, I am just saying Capcom's next foray into the VS mechanics game probably won't be MVC. You can save this post for later and put me on blast if Capcom's next game is in fact a MVC type game and not like a Capcom VS type game.Yea this same sentiment was said a million times by people last go around in fact I'm pretty sure you said the same thing verbatim on the old site.
Truth is Capcom will do whatever they can get financed or help with
I don't wanna catch you anywhere.
It's kinda sad, since possibly the biggest reason it's a better product than MvCI is because they reused a lot of assets, which people accused Capcom of doing but that doesn't really seem to be the case. Capcom could have just gone for MvC3 style again and MvCI would probably be... not universally panned, and as fun to play as it already is.
BBTAG feels so damn budget, and I stopped playing it because I was like "why am I not playing Skullgirls or UNIST." Yeah, BBTAG has interesting stuff to try. That's true of loads of fighting games.
This game is so weird. So aside from the controls, styles, and general history, the big thing I'm after is character mechanics. I know like Valentine has something to him from a prior post made in fighting community. Just curious about the whole roster and if theres a place to go, vid series, or doc to read on them to see what all was made into movesets. I like reading up on gimmicky stuff. Characters like MODOK, Frank West, Kaijin no Soki, Azrael, and stuff are just neat new concepts to me on how to design a character mechanic. Was hoping to read up on the ones used in this title.Jojo ASB
* Easy to play, but to the point the autocombo removed any motivation to be creative in combos
* unbalanced at the system level. Obviously made by people who loved the Capcom games but had no experience in making fighting game themselves. Each patch brought more problems, fixing superficial problems without addressing the core design issues.
* Online has always been deader than dead, and the CPU is little more than a punching bag, so if you don't have someone to play against or you don't have love for the original series, the game is worthless.
* THIRTY FPS
* Many moves are wonky, have bad hitboxes/hurtboxes, or are just there to reference a specific panel from the manga but have absolutely no use.
* Many characters have no game plan and are amazingly dull to play. Many characters are very similar game-play wise, even though they look totally different and required a lot of work (a sort of reverse Ryu/Ken paradigm)
* Some characters have extremely exploitable weaknesses, such as "no anti air of any sort" (except if you use the broken Just Defense system).
* Jumps are broken as well, and are often a risk-free way to avoid ground attacks. Almost no jumping/landing lag.
* THIRTY
* FPS
* could have evolved into a great game if there had been a sequel done with these assets by a team competent in fighting games. Unfortunately, the sequel changed genre and made everything worse. The best case scenario would be to fusion the fantastic assets with Pokkén's system, and give the result to a competent fighting game developer to balance. Also, burn CC2's CEO at the stake. Is it too much to ask?
Controls
* 3 attack buttons, weak=>medium=>strong, chain from weak to strong.
* Press weak repeatedly to do an automatic combo. Gives less gauge than if you had done it yourself.
* Press 2 attack buttons to throw (or the shortcut button)
* Press all 3 attack button to Roman Cancel.
* X is the side step button. X moves away from the screen, down+X moves towards the screen.
* There's a guard gauge and guard crash.
* Just Defense depletes your guard gauge and does an invinsible side step from which you can punish almost anything. This is the most broken part of the game, since you just have to alternate back and down-back quickly to avoid almost everything.
* When the opponent is down, press the provocation button to deplete their special gauge (costs you the opportunity to pursue/pressure)
* 2 types of supers, one uses 1 gauge, one uses all 3. Many supers are just there to adapt the manga and have no use.
* Stages have some gimmick (think Smash Bros) and some situation finish if you kill certain characters with certain moves at certain angles (think DBF).
* down=>up for high jump.
*After a certain amount of life has been lost, characters enter a special mode where they either get super gauge automatically, get super armor on some moves, etc.
Styles
* Hamon characters (Joseph, Jonathan, Old Joseph, Caesar, Lisalisa, Zeppeli): press R1 to charge your super gauge. Can use the gauge to strengthen themselves, or EX moves? I can't remember.
* Vampire (Dio, DIO, Vanilla Ice): have moves that can absorb life or super gauge from the opponent. Can replenish some of their lost HP. Take extra damage from Hamon move I think???
* Pillar men (Wamuu, Kars, Esidisi): R1 makes them enter a strengthen mode that depletes the super gauge. Press R1 again to stop it. While in this mode, you can use your level 1 super even if you have less than a full gauge. Same as Vampire, can replenish lost HP, weak to hamon (not sure).
* Horse (Johnny, Gyro): R1 to call your horse/get down from your horse. On your horse, you can't get thrown, can't do Just Defense, can't replenish guard gauge.
* Baoh: Gets Phenomenon levels as he gets hit, up to lv3. It gets him to replenish his life.
* Stand (everyone else, plus DIO and Vanilla Ice): R1 to call your stand on or off. Stands have various benefits including larger range, but slower movement. The Stand gets cancelled if you're thrown. Vanilla Ice and Otoishi have a power gauge that makes them weaker when the gauge is empty. While the stand is attacking, press R1 to gain control of your human character and have them attack separately from the stand. If your stand if off, your character is attacking and you press R1, you can cancel what you do (depending on the move) and have the stand summoned instantly. Honestly, the game is not complex enough to require changing on/off often. Almost all characters only have one mode in which they're efficient. The system has none of the particularities the Capcom game had.
* Mummy: Johnny, Gyro and Valentine can drop and get pieces of the holy mummy (press down on the piece to grab it). You get stronger the more you have. You lose them when you're down.
you ain't got the cameras
There are gimmicks, but the game is so shallow that they are either broken (as in "not working as intended") or superfluous since "dash forward=>easy combo" is more effective.This game is so weird. So aside from the controls, styles, and general history, the big thing I'm after is character mechanics. I know like Valentine has something to him from a prior post made in fighting community. Just curious about the whole roster and if theres a place to go, vid series, or doc to read on them to see what all was made into movesets. I like reading up on gimmicky stuff. Characters like MODOK, Frank West, Kaijin no Soki, Azrael, and stuff are just neat new concepts to me on how to design a character mechanic. Was hoping to read up on the ones used in this title.
...Y'all do remember that Demitri from Darkstalkers has that one super right?
capcom will make figures of anything female in their history said:
A gachapon of a form of a relatively unknown character from a relatively unknown game that is only used for one frame of an animation that only happens if you get hit by a certain character's super.
Well, to be fair, that particular Midnight Bliss was a side-reference to the Iinchô of Kujibiki Unbalance, the fictional series the characters of Genshiken were fans of, and Genshiken was extremely popular when the game was released. It's not just a little girl in bikini with a horn and a shell.
The shit you find at conventions. A gachapon of a form of a relatively unknown character from a relatively unknown game that is only used for one frame of an animation that only happens if you get hit by a certain character's super. Not sure but mine may be an alternate color variant too.
Oooooh yeah she does resemble that character.Well, to be fair, that particular Midnight Bliss was a side-reference to the Iinchô of Kujibiki Unbalance, the fictional series the characters of Genshiken were fans of, and Genshiken was extremely popular when the game was released. It's not just a little girl in bikini with a horn and a shell.
Midnight Bliss is a fascinating move, and Dimitri is a very interesting character to analyze in the masculinist/#metoo era. I need to get off my ass and write something about him some day.
Also, when we do get CvC, I want Jedah to be replaced with Midnight Bliss Jedah as an alt. I will pay lots of money for that.
That's true, ouch!
You're goddamn right.
Agreed. Years ago I started journeying through the devs and titles that existed and trying to explore what else was out there and my mind was blown repeatedly by the systems, movesets, and ideas that existed outside the realm of that series and publisher. So much creative and good ideas are just sitting there and I'd love to see more folks who are moving on finally get to have that moment too where they discover just how much there was outside their old circle to enjoy.Some of it is just incredible.I hope now people have moved on from marvel and let it go. If you think the gameplay is tied to that terrible company, well that is wrong.