Ultimate Marvel Vs Capcom 3

The appeal is
-a 6 button marvel game with no hitstun scaling yet no infinities
-custom assist for amazing team possibilities
-ratio teams for people who want to play less characters
-highly varied playstyles
-super high res hand drawn 2D animation
-music from Michiru Yamane (Castlevania)
-made by Mike Z
-basically takes anything good about Marvel and adds to it.

People need to pay more attention to a game than what it looks like.
 
I still got miffed at the developer when i asked him some basic questions and he cold shouldered me :/....but even then I haven't seen anything really out their to catch me. It might play solid but it looks rather generic beyond the art style to me. I was watching it for 2 EVOs from afar and was like "meh"....but I should play it to be fair...still. Also I have issues with the GUI versus the art style. It clashes heavily.
 
Yeah, with something like SkullGirls, I'll wait to see how people feel about it. For me, a fighting game still has to be fun even at the beginner level for me to want to get into it...which is one of the reasons that, despite how much I feel I can do really well at Tekken, I don't think I'll get into it unless I become friends with a Tekken fanatic; it seems like I'm playing in order to do homework rather than have fun.
 

EXACTLY what I was waiting for. Awesome breakdown by Seth. Nice to know that his Level 3 is confirmed Devil Trigger only, which means it probably won't see much use unless you wanna style on someone. Also cool to see Vergil's 3rd Spiral Swords form, Spiral Storm (where it tracks the opponent over their head) in play, and it's as awesome as I imagined. This has the potential to be the biggest cockblock in the game next to Hidden Missiles XD However, this new info only supports my thoughts of him being a major meter hog. He will completely suck you dry. ALL HOMO!!! LOL

Oh, and Iron Fist too.

 
Cool! That means that IRON FIST can get a ghetto ass X-Factor boost for a few seconds, and might I say again, he hits like a damn TRUCK!

Team Truck: Iron Fist, Taskmaster, Sentinel

Time to rev up dis friggin' truck
 
God Vergil is going to be so annoying now, those sword forms will be making people cry OP I can already feel it. What I wonder is if it disappears when he gets hits? Otherwise I may be a little to strong. I can see him becoming an anchor on teams though. Vergil/dante/ wesker seem like a team that will be seen a lot and with the amount of meter wesker and dante can build by themselves will make for on happy vergil.
 
I'm so glad my future teams looks so strong. Vergil, Firebrand, and Strange definitely looking nifty with all their tricks and Vergil looks and plays exactly how I expected him to (right down to the supers). I'm a bit surprised, though, I didn't see Round Trip as part of his move arsenal. At least all Summoned Swords forms are available, though. =)
 
I'm so glad my future teams looks so strong. Vergil, Firebrand, and Strange definitely looking nifty with all their tricks and Vergil looks and plays exactly how I expected him to (right down to the supers). I'm a bit surprised, though, I didn't see Round Trip as part of his move arsenal. At least all Summoned Swords forms are available, though. =)

Oh, but he DOES have Round Trip, my fellow DMC fanatic. Behold:

637240_20110914_screen009.jpg


Recognize the stance? The glow? Of course you do! GET HYPE!!!
Here's a video with a quick glimpse of it as well:

At about 17:58

God Vergil is going to be so annoying now, those sword forms will be making people cry OP I can already feel it. What I wonder is if it disappears when he gets hits? Otherwise I may be a little to strong. I can see him becoming an anchor on teams though. Vergil/dante/ wesker seem like a team that will be seen a lot and with the amount of meter wesker and dante can build by themselves will make for on happy vergil.

I don't think the Summoned Swords will disappear when he gets hit since they're trying to keep him true to character from DMC, but I could always be proven wrong. It takes two meters to use his extra forms anyway, as well as halting his meter gain, so Vergil will really have commit when using them, which is why, as you said, he'll be a damn good anchor. I can see this happening as well, however, I, personally, will be running him on point. He's just too cool to be stuffed in the back. XD

On another note, with the addition of Spectator mode (FINALLY), I definitely say we should have an 8WR room if you guys aren't busy playing something else. I think it would be nice. ^_^
 
Oh snap! Round Trip is indeed in! Impressive!

So I found a move list and it appears a lot of Vergil's signature moves (High Time, Starfall) are command normals or special normals rather than traditional special inputs. Looks like they're making him an easy input character and tying the more execution heavy stuff to combos, maybe. Then again... Dante's not all that hard to combo with and his execution isn't too bad. Rather his move list is so heavy and that where Dante's difficulty lies. Vergil, obviously is a slower, longer-range, power hitter compared to Dante's sheer versatility and it seems they're playing that up here. Noting all start up or heavy recovery time on some of his attacks. Still, he looks really good and it'll be interesting to play with his teleport.
 
They're lowering a lot of execution curves in this. Dante is much easier since now 'double inputs' such as 623M623M (kicks1) is now reduced to 1 motion, and a double tap of M so 623MM. I highly approve of this because i avoid Dante simply because I dont feel its right that wolverine can play ABC combos and do the same damage while I have to flail wildly trying to keep up at the risk of dropping a key part.
 
They're lowering a lot of execution curves in this. Dante is much easier since now 'double inputs' such as 623M623M (kicks1) is now reduced to 1 motion, and a double tap of M so 623MM. I highly approve of this because i avoid Dante simply because I dont feel its right that wolverine can play ABC combos and do the same damage while I have to flail wildly trying to keep up at the risk of dropping a key part.

I disagree, i feel they dumb him down. If a character is complex then you should have to put in work on him. The reason I don't use chun is because I can't dedicate the time into her to be good, it would sadden me if they dumbed her down and made her easier to use.
 
Making characters dumb easy to use will make people mad like Sentinel in Vanilla MvC3.

Sesame Street ass combos into super = 80-100% combos with little effort
 
I'm inclined to disagree as well, if only for the sole fact that I put hours among hours perfecting my execution with Dante, mastering all of his double inputs as well as his bold cancels just to see it all go down the gutter really saddens me. Bold Cancelling with Dante will still be what separates competent players from noobs, but to see everyone and their mothers be able to Hammer/Acid Rain spam as well execute Volcano~Beehive with ease makes my thumbs cry.
 
I'm a fan of..."I'd rather the move I want actually occur and not some completely random different motion". It all depends though, I'm fine with Hulk being simple, because Hulk has to put tons of effort into setting up and landing a hit (against a competent player that doesn't lose to mashing s.H)...but Wolverine yeah...that's a little too easy. But the combo should be hard...not individual moves. The double shoryukens and absolutely unnecessary. Sure they can be mastered, but there's no reason they should have such a tight input to risk a different move.

Now mind you, most of what Dante can do was unintended by the designers and those insane combos, while awesome...are kind of fucking retarded. Sure the person did a lot of skilled stuff to get the big reward of tons of meter and a 1 combo kill...but to the other player they got poked by Dante and had to watch a longass combo and wait for their next character...completely void of meter to start, x-factor, and team set up....or the fact that he has little limits on what pokes can even start a combo.

I can do those combos but i always fuck up the Volcano~Beehive and it feels fucking retarded...like absolutely retarded and completely unrewarding to have to depend on that stupid move not working.

My philosophy with gaming is inputs should be easy, how you stream them together should be the difficult part or at least you get a downgraded version of the move...just not something completely different. I hate when i intend to do something and overly tight controls or bad input programming causes something else...like negative edge with MK...holds little use and generally is an unnecessary obstacle when wanting to do the move you intended. It holds little benefit. Dante's move inputs were designed to be a method of finding a way to spread out so many specials, not an execution barrier. They likely realize this alienated some players from playing and opted for Deadpool's styles of inputs which are much more coherent.
 
You guys are crazy; mvc3 has one of the shittiest execution barriers ever. Maybe you all don't play too many faster 2d gmes, but the amount of time you have to both hit confirm and complete 100% combos in mvc3 is fuckin' insane and one of the turnoffs to me. I understand the whole 'make everyone feel like a pro' thing Capcom was going for but it takes a lot of skill out of the game when random pokes or invincible assists lead to a dial-a-combo and character death.
 
Alright so I feel as if I'm not improving as much as I should be, anyone want to get some matches in one of these days and help me out?
 
You know what? I'll try to hop on some time this week. Petty busy all of tonight. No school Tuesday but I will try to get on tomorrow.
 
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