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Old 05-27-2010, 10:23 PM   #121
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TVC online is extremely fun. There is a lot of rage quitters and laggers but oh well. I am not that great at it but I still enjoy it greatly. I am a fan of Tekkaman Blade.
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Old 05-29-2010, 01:13 AM   #122
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Quote:
Originally Posted by EventHubs
GamingUnion.net is reporting that Capcom is going to have gameplay footage of Marvel vs. Capcom 3 and announce some new characters at this year's E3, which takes place from June 15 - 17.

It's possible that they may announce the same characters that were confirmed already by Game Informer magazine — Dante (Devil May Cry), Felicia (Darkstalkers), Deadpool and Captain America — as these fighters haven't had any official information or screen shots released about them, yet.

There will not be a playable demo of MvC3 at this event. For those of you who cannot attend E3 this year, Seth Killian said that Capcom is going to offer "extensive streaming action," so you should be able to check things out from the comfort of your own home.
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Old 06-10-2010, 01:03 PM   #123
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Old 06-12-2010, 12:08 AM   #124
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Old 06-12-2010, 12:43 AM   #125
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So hard for this.
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Old 06-15-2010, 04:59 PM   #126
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Well hello there

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Old 06-15-2010, 05:03 PM   #127
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It's actually looking MORE insane than MvC2.
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Old 06-15-2010, 05:08 PM   #128
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DSHDHOKJHSKJHDKJHLKEKLSGDLJSJKLS
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Old 06-15-2010, 05:09 PM   #129
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Old 06-15-2010, 05:12 PM   #130
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Deadpool:

"Pineapples!"

"Shoryuken!"

Hyper Combo:

"BangBangBangBang...!!!"
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Old 06-15-2010, 05:13 PM   #131
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Deadpool saying "bang bang banbangbang" during his super.
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Old 06-15-2010, 05:14 PM   #132
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Deadpool is my main, even if he ends up sucking.
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Old 06-15-2010, 05:16 PM   #133
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Old 06-15-2010, 05:18 PM   #134
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Quote:
Originally Posted by Hasney View Post
Well hello there

1. I CAME!

2. Action looks way more insane that MvC2 indeed.

3. Deadpool has his shoryuken.
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Old 06-15-2010, 05:22 PM   #135
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I just wanna say... I love you all. I love life. The world is so bright and hopeful. I just... love you all.
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Old 06-15-2010, 05:35 PM   #136
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Really hoping Wesker will be in.
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Old 06-15-2010, 07:18 PM   #137
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Old 06-15-2010, 10:16 PM   #138
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Old 06-15-2010, 11:21 PM   #139
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Old 06-16-2010, 02:03 PM   #140
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My newest blog on SRK:

Quote:
Originally Posted by Kalyx
A lot of people have been making MvC3's Exchange counter system out to be some guessing game with advantage-victim. I explained in a major thread how that will not be the case...

I'll spare you the deep philosophies and just say risk/reward is this: You go for it and succeed, you bank; you go for it and fail, you get punished. It is NOT a case of doing and not doing (remember this). You must be rewarded if you succeed. You must be punished if you fail. Not succeeding isn't punishment enough. Avoiding punishment isn't rewarding enough. It's not just rewarding behavior and then risky behavior; it's both rewarding vs risky. I hope this cleared the concept up for some of you. Now for MvC3's implementation.

Let's start with a simple air combo:

A, B, C, 8E (2/3 success chance)

The risk/reward, as someone already noted, is in fact in your favor. Your enemy as a 1/3 chance to stop this, you have a 2/3 chance of succeeding. The lopsided chance is justified for having his ass in the air to begin with. He should have been more careful. But he has a chance. Now you wanna continue the combo, maybe take it higher with a launcher... or slam him to the wall... maybe a grounder. You have three options, but one of them may be wrong. Your reward is more damage and maybe a Hyper Combo set-up, and you have more reward chance than naught. Your risk, which is minimal, is eating a combo completely contingent or your opponent's ability to capitalize after the fact. For the most part: advantage you. How do you like to end your combos? Launcher? Grounder? Wanna feign a tendency to train your opponent to set up real finish later on?

For the opponent getting owned in the sky, he has:

8/6/2E (1/3 success chance)

Now we're currently not sure what the window of opportunity is (which is very important info), but let's focus on the risk/reward factor. If he does nothing, he eats a combo. And maybe other horrors you could give him. He can't have that, so he needs to make a move or eat damage. Please note; the motivation behind his choice has nothing to do with you. Will he guess? Will he read you? Who knows. Who cares! If his move is wrong he will have to wait for another opportunity to match the E attack, which could come after an unpredictable number of moves or not come at all. That's if his action isn't baited for more damage (which would be a reset, no scaling for him). BUT, did he notice a certain way you end your combos? Do you always ground after three hits? Do you always wall slam when near a wall? His reading you will help him increase chances of netting the reward.

Or maybe he'll guess out of it that time. Boo hoo. Happens in every fighting game, not the end of the world. In higher level play, as with any fighter, there will be less guessing and more reading.

A savvy player could take this very risk/reward mechanic and play the metagame, absolutely outclassing his opponent. It won't look as savage as MvC2's beat downs, but the mental game of using the risk/reward situation for you and against your opponent gives me chills. And it'll exist for every match up, on top of the various moves, attack properties, and attributes of the characters. We're not even talking about assists yet. This is a new game, but noob it is not.

Since we now know you can bait someone into whiffing a move, and if you really wanna get meta about it, you actually have four options in an aerial combo. That's 3/4 success chance! And your opponent? He has to read/guess your move or eat damage! That's 50/50 with a sub-chance of one third! I'm starting to feel sorry for this hypothetical victim.

Notice I'm not being apologetic about the gamble nature of the system, but fighting games are gambles when you peel back enough because nobody is actually psychic. No one is 100% sure of their opponent's next move. This was even showcased inadvertently when a Strategy Corner contributor ate a "random" Ultra for the loss. Rolling the dice is as old of fighting games themselves.

Thanks for reading.
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Old 06-16-2010, 03:17 PM   #141
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So basically:

"Quit bitching about air combos because it's in favor of the attacker (2/3 chance of continued punishment), while still giving the attackee a fair chance (1/3 chance of a counter). It's not a broken system, it's just a matter of reading the other guy better because fighting games are essentially gambling."

See what I did there? Learn to do that a little more.
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Old 06-16-2010, 03:32 PM   #142
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You clearly don't know who I'm dealing with over there.
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Old 06-16-2010, 03:36 PM   #143
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Yeah Funky, Kalyx beat 3 of his friends at a clay fighters back in the day, therefore he is the greatest fighting game player of all times.
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Old 06-16-2010, 03:52 PM   #144
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You clearly don't know who I'm dealing with over there.
Stop going to SRK. That place is full of retards.
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Old 06-16-2010, 03:53 PM   #145
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I'm considering it, but I've made some buds lately.
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Old 06-16-2010, 04:01 PM   #146
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Quote:
Originally Posted by Funky Fly View Post
Stop going to SRK. That place is full of retards.

He fits in so well there.


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Originally Posted by Kalyx triaD View Post
I'm considering it, but I've made some buds lately.
See?
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Old 06-16-2010, 06:13 PM   #147
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So is Dormamu the main villain or another playable character?
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Old 06-16-2010, 06:17 PM   #148
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He's a boss reportedly (barring any surprise last boss fights the series does). He could very well be selectable.
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Old 06-16-2010, 07:28 PM   #149
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27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,47,0">

WOOOOOOOOOOOOOOOOOOOOoooooooooooooooooooooOOOOOOOOOOOOOOOOOO
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Old 06-16-2010, 09:24 PM   #150
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Quote:
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DSIKOHJKSKLJDHKJLLKJDKHJSKHKJLHSScumshotSJSKLHKJLHDSJSLKJAH
this shall do until i get my Killer Instinct.
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Old 06-24-2010, 06:02 PM   #151
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Shack: Of the playable characters we've seen so far, there's no filler. Each character is powerful. Is that the goal of the team?

Seth Killian: That was one of the explicit goals. One of the things we got brow-beat on with Marvel vs. Capcom 2 was the Capcom characters weren't considered as strong as the Marvel guys. That's understandable, you've got the Hulk and Storm - who is technically a goddess - versus Ryu, who's just pretty good at karate.

But seriously, we've made a conscious effort to power up the Capcom guys, but in ways that are true to their character. That's the challenge and the team takes that very seriously. Dante is a great example. He's got all of his special moves from Devil May Cry 3, but they are in a fighting game and they totally work. If you're a fan of Dante, you can use his gauntlets, both of his guns, and all of his sword tricks with fire and ice. They are all there.

Shack: What gameplay systems from MvC2 make a return?

Seth Killian: Basically, all the systems from MvC2 are back. Even stuff for the hardcore guys like wave-dashing and triangle jumps - all that stuff is still there. We've got some new mechanics that are slightly more core like the Air Combo button, but there is a problem with the messaging [that could be annoying the hardcore fans].

There are still four attack buttons, one just has a fancy new name. In the air, if you just hit the Air Combo button, it just works like a hard attack. If you pair it with up, towards, or down, you'll tag in a teammate or slam the opponent in that direction.

If the opponent guesses correctly they can counter out of it, but there are some mind games there. One of the things that sucked about Marvel 2 is that if you got blown out of the water quick and were down to your last man, you had almost no chance to come back. We have a new 'X-Factor' ability when you're down to your last guy - if you hit both assist buttons, you'll go into a power-up mode, which will cancel out of whatever you're doing instantly, even in the middle of a hyper combo. You also get a pretty significant damage boost. It's on a timer so you don't have all the time in the world, but if you find an opportunity with that one guy, you have a chance to take out one of their characters.

Shack: Is X-Factor a one-time use ability?

Seth Killian: It is one-time use, yes. There won't be any strategies where you're intentionally going down to one character to get some big boost, but it does help level the playing field for one character. Of course, if you knock your opponent down to one character, they still have that ability as well.

Shack: Is there any downside to using this?

Seth Killian: No, not really. It's just finding a good time to use it. You want to take advantage of it and there's no downside.

Shack: Does it require any meter to use?

Seth Killian: No. Once active, a timer ticks down on your life bar. It's like Makoto's power-up [Super Street Fighter IV], but it doesn't use any hyper meter.

Shack: With assists right now, I had a lot of trouble getting my support characters to jump in. How does it work and is this final?

Seth Killian: So you can hit the assist button in any neutral state, but right now to tag in a character it's back plus the assist button. Right now it's harder to call assists in a defensive posture, but that's probably going to change.

Shack: What about level 3 hyper combos? None have been shown yet, but they will be in the game?

Seth Killian: Yes, some of those are already finished. Some news got out about one of them, Deadpool's - he grabs the life bar and beats the opponent with it, sort of the ultimate fourth-wall breaking move. Those will be in the game, but they are far from finished and we didn't want to show them for just a few characters.

Development schedules being what they are, characters aren't always finished at the same time. Deadpool is probably the most finished character in the game. Dante is getting there.

Shack: Iron Man came back from MvC2 and he plays a lot differently. He's much faster and his Proton Cannon hyper can be angled up. Are changes like this being made across the board?

Seth Killian: Yes, for instance, with Ryu - his Hurricane Kick, depending on which button you use have a different distance and angle. The light hurrican kick will angle down so you can cross people up and it's mostly safe in the air. Iron Man's triangle jumps are unbelievably ridiculous right now. They are faster, I believe, than anything ever was in Marvel vs. Capcom 2. The overall pace of the game is up and down, but hopefully people will find a good set of characters that fit their play style.
__________________________________________________________________________

Joystiq: What about Super Street Fighter IV's online tools? Are there any plans to implement its lobby system into Marvel vs Capcom 3 -- custom tournaments, team play, etc?

Niitsuma: The whole online elements of the game are being worked on, even as we speak. Nothing has been finalized on that end, though I can say that Street Fighter (especially Super Street Fighter IV) offers a good model to work with.

One thing is different is that obviously the two games are very different in the way they play -- one thing we have in this game is the 3-on-3 battle. This makes it heavier in terms of data transfer, so we couldn't just transfer the Street Fighter model over to Marvel vs Capcom 3, brick for brick. But we are using it as a reference to decide how we want to finalize it in our game.

Marvel vs Capcom 3 is powered by MT Framework -- it's the first Capcom fighting game built on this engine. How is that working out? What are the advantages of MT Framework?

First of all, I think MT Framework is a really great engine for development, we use it all of the time. For a fighting game, the biggest appeal of it is that you can develop for Xbox 360 and PlayStation 3 at the same time. So we're able to develop for both systems with just one line of production.

And we learned a lot from the development of Street Fighter IV -- where the goal was to increase the quality of the game, while decreasing the time it takes to make it. And MT Framework really allows us that luxury. [Editor's note: Neither Street Fighter IV nor Super Street Fighter IV are built on MT Framework -- Niitsuma is simply referring to Capcom's multiplatform development strategy in general.]
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Old 07-10-2010, 03:43 AM   #152
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Old 07-11-2010, 01:42 PM   #153
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So it's been more or less confirmed that you can play Dante exactly like you did in DMC3. Not 'kinda like', not 'similar to', just about the same mechanics right down to the combo extensions (like Million Stab during Stinger, which btw is still down by pointing toward your enemy and attacking). This is a testament to the mechanics of the DMC series, which were originally likened to fighting game precisions. This is off-the-charts good news to me.

Dante is also top-tier according to E3 and current EVO playtests, which disappointments me because now I'm gonna see a million Dante users and that sort of shit actually deters me from choosing characters in a fighting game. But who am I kidding?
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Old 07-12-2010, 05:09 AM   #154
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Old 07-13-2010, 10:04 PM   #155
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Finally you fuckin aim ryu's super
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Old 07-21-2010, 12:37 PM   #156
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Old 07-21-2010, 05:37 PM   #157
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Wow, this game is really suiting up to become something epic isn't it? But while it's visually stunning, I can't say I'm on board with the voice acting they've chosen.

Take for instance Chun-li: she is by far my favorite fighting character, but I have to say I'm not loving the way she sounds. Her voice sounds very similar to her Alpha series incarnation, a time line which portrayed the fighters when they were younger. All I'm saying is that her voice isn't matching her appearance. But hopefully this is a moot complaint since this game is still in it's demo phases.

I'm surprised to not see Spider-Man on the roster yet. I'm sure he's a given, but it's weird that he wasn't one of the games debut characters (I always saw him as a figurehead for the Marvel brand, sort of like how Ryu is for Capcom). Chances are he's among the collection of silhouettes that were flashed at the end of that video. I can already tell who some of them are... Henshin a Go-Go Baby! (bottom right corner).
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Old 07-21-2010, 06:38 PM   #158
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omfg, Super-Skrull....that has potential to be a fuckin' BEAST
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Old 07-21-2010, 06:39 PM   #159
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Hoping for Carnage and Zero
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Old 07-21-2010, 09:17 PM   #160
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Trish WOOOOOOOOOOOOOOOOO

My team's about done.
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