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Marvel vs Capcom - The Fate of Two Worlds - God Killing and Move Stealing.

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    UrQuanLord88UrQuanLord88 Registered User regular
    edited January 2011
    So, what is the difference between Akuma's stream of energy Super move and his stream of fireballs Super move? Seems rather odd to have that distinction

    UrQuanLord88 on
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    DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    edited January 2011
    Fireballs have bigger area of effect, concentrated beam does more damage from what I can see.

    Dragkonias on
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    ArcibiArcibi Registered User regular
    edited January 2011
    Bedlam wrote: »
    Arthur/Joe/Amaratsu

    Team Oddjob :D

    The fuck?... Did you just take my idea for "Team Shortround"?...


    Anyway...
    More SRK insanity
    excuse the lengthy words.

    mvc2 is a scrubby ass game. ive always thought that, and its clear as fuck. its just that at high levels of play there is a ton of other highly technical shit you need to know, and execution has to be ON POINT. other then that, mvc2 is a scrubby pile of shit at its most basic core. 3 characters, 2 assist your free to mash over and over, press two buttons for team super, 4 button layout,ect.. mvc2 isnt called scrubby too much around these parts, even though most top players on record at one point or another have called it cheap, or scrubby, but when battling with top 8, your shit still needs to be on point or you get fucked, but thats more what players have done with the game also. here let me make some examples

    mvc3 is scrubby to me for a few reasons, some gameplay wise, and some character specific. but its too long to get into so ill just list a couple just because.

    chun li getting full leg super after a sweep thats untechable=scrubby. you could only get a full connect on that in mvc1 and it was techable. all the other games that shit hit like once and you fell out. shits beyond mash friendly. basically hit buttons and mash super because even if the opponent is airborne, fuck it, it connect in full.

    akuma doing hop kick, making the opponent airborne to shoryureppa super to connect in full like it has some type of vacuum effect is mad scrubby. if an opponent is swept, or hit by a normal that makes them airborne, some supers shouldnt connect in full. where the fuck is the skill. just do stuff and mash super because everything connects. scrub shit

    wolverines HUGE hit box on barrage super, and how late you can connect it after his barrage special=scrubby. thats for the kids that are just gonna mash mash mash. you had to be a bit more precise in connecting that in mvc2, and you definitely couldnt wait until the end of the fucking barrage special to do the super. hop on mvc2 in training and youll see, and i forgot which video it was unfortunately that i saw that travesty of the opponent getting hit on the last hit of barrage special (think it was a random ces vid), the opponent flies up, he mashes super, and the whole fucking thing connects because of its huge scrubby ass hit box.

    character wise, there are more, but mvc3 seems to be allowing for super scrubby shit to connect that never could before at all, or unless you didnt tech, which i find a bit offensive. if we were able to be able to handle that shit before, make it the same in my opinion. i understand leveling the playing field so more people can do damage without being the best at execution, but i think that shits whack. its not like it was that hard before. wtf.

    mvc3 damage is scrubby. nobody should be doing more then 40-50 percent combo damage including lvl 1 super, outside combo into a level 3 super, or unless your like hulk or haggar.

    exchange is scrubby as shit. doesnt cost you anything, and unless we figure out a technique to better our chances of countering that, or that 360 mashing plus E actually works, i have to do a 33 percent guess as to what random shit your gonna do. if i guess wrong i can lose up to 80 percent easy, and yes i seen that in a vid already a while ago. so you build all that meter beating me up, and he ended with doom air showers super, which he couldve dhc into for dead character because im not psychic in guessing which exchange direction your gonna do. lol!

    im off topic a bit. i just havent ever said anything about this game really for like 6 months, so just getting thoughts off my mind

    last thing

    xfactor is super scrubby. you get life back, you get a massive powerup (keits did 90 percent on marn at ces with thor on xfactor), massive speed up (we've all seen what a sped up chun li can do, and shes not even the fastest in the game), and if your getting hit while in xfactor the damge is damn near negated because your healing while your getting hit. wtf. everyones seen that last part im assuming. i saw it again today, and i just smh. its the dumbest shit ever.

    slow mo, life up, xfactor, or speed up specials still work even after you tag or snap the character out. what kinda bullshit. wolvie speeds up, gets snapped out, no big, when he comes back in, hes still sped up. lol. i dont have to go into details about how this works, you should all know this bullshit by now.

    im pretty much done. just sayin, niggaz is hype until theyre like, wtf, this is pretty, and fun, but its worse then mvc2 top 8 characters bullshit wise. haha. oh well, im happy to play dante. lol. capcom doesnt understand shit about its own games. bet that.

    Someone actually wrote that.

    "Scrub" is one of those words where anyone who uses it can pretty much be safely ignored on account of them being a huge tool

    This is the basic reason why I loathe competitive gaming communities

    Arcibi on
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    DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    edited January 2011
    Meh. Scrub is a valid term. It's just one of those terms that's gotten overused to the point where it loses most of its original meaning.

    Especially when most of the people who complain about scrubby play, by definition of the word...tend to be scrubs.

    Dragkonias on
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    spookymuffinspookymuffin ( ° ʖ ° ) Puyallup WA Registered User regular
    edited January 2011
    The fact that he's talking shit about a game that isn't even out yet makes him a fucking retard.

    spookymuffin on
    PSN: MegaSpooky // 3DS: 3797-6276-7138
    Wii U NNID: MegaSpooky
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    TommattTommatt Registered User regular
    edited January 2011
    Think I'm going to start with Akuma/Jean/haggar. Jean is going to be interesting swapping out dark Phoenix.

    Tommatt on
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    AntihippyAntihippy Registered User regular
    edited January 2011
    It's SRK/any other forum.

    There are a few shit talker and some people who knows what they're talking about.

    Humanity in a nutshell.

    Antihippy on
    10454_nujabes2.pngPSN: Antiwhippy
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    DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    edited January 2011
    I think Jean is going to take a good deal of work.

    One good combo and she's out of there it seems. Hopefully they gave her some good tools.

    Dragkonias on
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    BalefuegoBalefuego Registered User regular
    edited January 2011
    Dragkonias wrote: »
    Naw. No megacrushes.

    But no Baroques either outside of Xfactor and that works differently.

    Now I'm confused are baroques also in the game along with Xfactor? And what is Xfactor exactly or is that not know till release? It seems to be a once a match use that is a excellent buff and allows for truly astounding things.

    Damn I was hoping for megacrashes to! They seem like a good idea but I guess all the more reason not to get hit.

    X-Factor is a one time boost to speed and damage that also heals red health, the lower combined health you have when you activate it, the longer it lasts and the stronger the buff is.

    It also can be used to cancel out of hypers and combo directly into another.

    Balefuego on
    [SIGPIC][/SIGPIC]
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    spookymuffinspookymuffin ( ° ʖ ° ) Puyallup WA Registered User regular
    edited January 2011
    I wonder if they're going to do like Monday Night Combat did, and put all the information for the game in an easy to manage text file, rather than having a broken game with patches that take months for Microsoft to approve.

    spookymuffin on
    PSN: MegaSpooky // 3DS: 3797-6276-7138
    Wii U NNID: MegaSpooky
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    PsycohedPsycohed On a Fool's ErrandRegistered User regular
    edited January 2011
    Assuming they tweak it at all after release. (A whole "new" game along the lines of "Super MvC 3" notwithstanding.)

    Psycohed on
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    The Cow KingThe Cow King a island Registered User regular
    edited January 2011
    Well they made a couple of tweaks when they released a small patch for SF4 after launch. It wasn't anything as big as super but I remember Zangief had a couple of changes in their? Or it might have mostly been to fix some infinite. So it might not be out of the question

    The Cow King on
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    SkabSkab Registered User regular
    edited January 2011
    Balefuego wrote: »
    Dragkonias wrote: »
    Naw. No megacrushes.

    But no Baroques either outside of Xfactor and that works differently.

    Now I'm confused are baroques also in the game along with Xfactor? And what is Xfactor exactly or is that not know till release? It seems to be a once a match use that is a excellent buff and allows for truly astounding things.

    Damn I was hoping for megacrashes to! They seem like a good idea but I guess all the more reason not to get hit.

    X-Factor is a one time boost to speed and damage that also heals red health, the lower combined health you have when you activate it, the longer it lasts and the stronger the buff is.

    It also can be used to cancel out of hypers and combo directly into another.

    Thats not exactly right. It doesn't have to do with your combined health.

    Theres 3 different levels of it, depending on how many people on your team are alive.

    Level 2 is longer/more potent, level 3 longer/more potent than level 2. Level 3 lasts for a full 30 freaking seconds.

    Skab on
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    Psychotic OnePsychotic One The Lord of No Pants Parts UnknownRegistered User regular
    edited January 2011
    They don't seem to show Tasky's third ultra. Wonder if its a combat modifier. He discovered by accident that he can exceed normal human and reaction speed by watching videos in fast forward. Effectively giving him a form of super speed for a few moments, before becoming exhausted because he still has peak human endurance. Wonder if it would just let him go bat shit crazy for 10 seconds and let you just ass fuck anyone in front of him.

    *edit*
    Just one of my favorite Taskmaster moments

    http://scans-daily.dreamwidth.org/1524335.html?#cutid1

    Psychotic One on
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    SixfortyfiveSixfortyfive Registered User regular
    edited January 2011
    They don't seem to show Tasky's third ultra. Wonder if its a combat modifier. He discovered by accident that he can exceed normal human and reaction speed by watching videos in fast forward. Effectively giving him a form of super speed for a few moments, before becoming exhausted because he still has peak human endurance. Wonder if it would just let him go bat shit crazy for 10 seconds and let you just ass fuck anyone in front of him.
    I think X-Factor has that covered, though.

    Also, word on the street is that Taskmaster only has 2 supers total (arrow barrage + counter), unless I'm remembering incorrectly.

    Sixfortyfive on
    poasting something foolishly foolish.
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    FuruFuru Registered User regular
    edited January 2011
    You are correct sir.

    Furu on
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    stevemarks44stevemarks44 Registered User regular
    edited January 2011
    I can't wait to frustrate the shit out of everyone by playing MODOK.

    stevemarks44 on
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    mxmarksmxmarks Registered User regular
    edited January 2011
    I hope your levels of understanding help you understand Super Skrulls FIST IN YOUR FACE.

    mxmarks on
    PSN: mxmarks - WiiU: mxmarks - twitter: @ MikesPS4 - twitch.tv/mxmarks - "Yes, mxmarks is the King of Queens" - Unbreakable Vow
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    TaramoorTaramoor Storyteller Registered User regular
    edited January 2011
    Antihippy wrote: »
    It's SRK/any other forum.

    There are a few shit talker and some people who knows what they're talking about.

    Humanity in a nutshell.

    I have a general rule about forums.

    Forum quality is inversely proportional to the number of pornographic avatars.

    Taramoor on
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    FuruFuru Registered User regular
    edited January 2011
    Seems like the answer to Arthur and MODOK is Spidey or Spencer or Wesker

    Furu on
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    PeewiPeewi Registered User regular
    edited January 2011
    Taramoor wrote: »
    Antihippy wrote: »
    It's SRK/any other forum.

    There are a few shit talker and some people who knows what they're talking about.

    Humanity in a nutshell.

    I have a general rule about forums.

    Forum quality is inversely proportional to the number of pornographic avatars.

    That doesn't fit together with absolutely terrible official forums that have avatars disabled, such as the Steam forums.

    Peewi on
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    TaramoorTaramoor Storyteller Registered User regular
    edited January 2011
    Peewi wrote: »
    Taramoor wrote: »
    Antihippy wrote: »
    It's SRK/any other forum.

    There are a few shit talker and some people who knows what they're talking about.

    Humanity in a nutshell.

    I have a general rule about forums.

    Forum quality is inversely proportional to the number of pornographic avatars.

    That doesn't fit together with absolutely terrible official forums that have avatars disabled, such as the Steam forums.

    Look at it this way, if the Steam forums permitted avatars, how many of those people do you think would have hentai or just generally NSFW images as their avatars?

    Taramoor on
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    Evil MultifariousEvil Multifarious Registered User regular
    edited January 2011
    So I've been playing a bit of mvc2 to get a handle on the engine, and discovering how few skills - very few - transfer from SF4.

    It's easy enough to understand zoning - put beams where your opponent is or will be, and be careful of becoming predictable and getting punished if you miss.

    But offense seems much more difficult to do effectively. In SF4, as Bison, I relied on low/throw mixups, and forward-moving pressure that makes the opponent feel the need to respond then punishing those responses - frame traps, counter pokes, stuffing jumps, etc. But the basic offense is high/low/throw, and even without an overhead, offense works.

    In MvC2 there don't seem to be many overheads, and throws are much harder to execute since they are traditional inputs rather than the new lp plus lk. I can flail away at the opponent forever with safe magic series combos, but how do I deal with a competent defense, especially since any jab will confirm into a 50% launch combo?

    I know that some characters have some fast overhead options, like triangle jumps or dive kicks, but what about characters without those options? And how does Magneto deal with someone who's really good at blocking high/low, for example? Are throws the answer?

    Evil Multifarious on
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    templewulftemplewulf The Team Chump USARegistered User regular
    edited January 2011
    So I've been playing a bit of mvc2 to get a handle on the engine, and discovering how few skills - very few - transfer from SF4.

    It's easy enough to understand zoning - put beams where your opponent is or will be, and be careful of becoming predictable and getting punished if you miss.

    But offense seems much more difficult to do effectively. In SF4, as Bison, I relied on low/throw mixups, and forward-moving pressure that makes the opponent feel the need to respond then punishing those responses - frame traps, counter pokes, stuffing jumps, etc. But the basic offense is high/low/throw, and even without an overhead, offense works.

    In MvC2 there don't seem to be many overheads, and throws are much harder to execute since they are traditional inputs rather than the new lp plus lk. I can flail away at the opponent forever with safe magic series combos, but how do I deal with a competent defense, especially since any jab will confirm into a 50% launch combo?

    I know that some characters have some fast overhead options, like triangle jumps or dive kicks, but what about characters without those options? And how does Magneto deal with someone who's really good at blocking high/low, for example? Are throws the answer?

    There's a reason for the extreme stratification of tiers, and you're hitting pretty hard on it. With the Doom/Strider combo, you can keep them busy with your third assist while you approach with strider, start the Doom rock assist to lock them into blocking and teleport behind them with strider to force a block change. When you add in his Orobouros orbiters, it's very hard to watch and will deal a ton of chip damage even if blocked correctly.

    I don't know of much other crossup opportunities, but that's my best method of cracking persistent turtles.

    templewulf on
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    SabreMauSabreMau ネトゲしよう 판다리아Registered User regular
    edited January 2011
    I know that some characters have some fast overhead options, like triangle jumps or dive kicks, but what about characters without those options?
    Those characters either have something else good to work with, or they sit at middle tier and below.
    And how does Magneto deal with someone who's really good at blocking high/low, for example? Are throws the answer?
    They can be if your timing is good. The thing with Magneto is once you get him fast enough, even being good at blocking high/low will fail occasionally and it failing just once means Magneto takes off a huge chunk of damage, with or without meter.

    A big part of any MvC2 offensive mixup is going to be using assists often, yet carefully. If they're blocking, keep hitting at them from two places at once while making sure you're not hanging the assist in a position to get killed off or countered every time with their anti-air assist.

    SabreMau on
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    ColumnColumn Registered User regular
    edited January 2011
    So I've been playing a bit of mvc2 to get a handle on the engine, and discovering how few skills - very few - transfer from SF4.

    It's easy enough to understand zoning - put beams where your opponent is or will be, and be careful of becoming predictable and getting punished if you miss.

    But offense seems much more difficult to do effectively. In SF4, as Bison, I relied on low/throw mixups, and forward-moving pressure that makes the opponent feel the need to respond then punishing those responses - frame traps, counter pokes, stuffing jumps, etc. But the basic offense is high/low/throw, and even without an overhead, offense works.

    In MvC2 there don't seem to be many overheads, and throws are much harder to execute since they are traditional inputs rather than the new lp plus lk. I can flail away at the opponent forever with safe magic series combos, but how do I deal with a competent defense, especially since any jab will confirm into a 50% launch combo?

    I know that some characters have some fast overhead options, like triangle jumps or dive kicks, but what about characters without those options? And how does Magneto deal with someone who's really good at blocking high/low, for example? Are throws the answer?

    If I read that right you're playing as Magneto. So watch this.

    The easier response is learn to play team scrub, Cable/Sent/CapCom. It will teach you MvC2 basics, learning to do advanced Sent stuff will get your hands ready for ROMing and other things for MSP or MSS teams.

    Magneto is a hard fucking character to play, like MvC2 in general. Most people never get that far as they'd rather bitch about God-Tier. If you've got no prior vs series experience, say XvsSF or MvC1, trying to play Magneto out of the gate is like trying to win Evo/SBO with Makoto in SSF4, non AE edition, rather than playing Ryu/Ken to get a feel for the game and its mechanics then moving on to character X.

    Column on
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    FuruFuru Registered User regular
    edited January 2011
    Keep in mind though that playing Magneto like he was in MvC2 when you're playing MvC3 has not worked out well for anyone so far

    Furu on
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    FuruFuru Registered User regular
    edited January 2011
    Furu on
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    ColumnColumn Registered User regular
    edited January 2011
    Furu wrote: »
    Oh hey they finally figured out She-Hulk

    I'm more curious about the podcast this week. Keits said they would have info. like that for every character in the build.

    Column on
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    PeewiPeewi Registered User regular
    edited January 2011
    Does whatever version of the game they're looking at not have a pause menu with a move list?

    Peewi on
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    SeanronSeanron GlasgowRegistered User regular
    edited January 2011
    Every new character reveal instantly screws up the prototype team I've been building in my head, Damn You Capcom (and Marvel!)

    It looks like my main team will now be Dr Doom, Akuma and Wesker, with a secondary team of Deadpool, Magneto and Mike Haggar!

    Seanron on
    PSN: Seanron - XBL: Seanron - Steam: Seanron
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    SixfortyfiveSixfortyfive Registered User regular
    edited January 2011
    Peewi wrote: »
    Does whatever version of the game they're looking at not have a pause menu with a move list?
    Don't think so. No mode select (versus only), no pause menu. I don't even think you can reconfigure the buttons. That's been a problem on some demo setups where the game has a pad/stick layout configured but a stick/pad hooked to the machine.

    Sixfortyfive on
    poasting something foolishly foolish.
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    Evil MultifariousEvil Multifarious Registered User regular
    edited January 2011
    Thanks for the responses guys.

    So crossups using assists are important - how does one execute them? And how does one block them?

    I guess calling the assist so that they attack while you switch sides somehow, right - the point character uses a teleport move or a standard jumping crossup and ideally times the assist so that it's rough to tell which way to block (I assume always away from the point character)

    I guess that a high low combo of the two might be unblockable as well.

    And Dante and wesker with their teleports (and wolverine and x23 with their crossups) will have the chance to use assists for crossups fairly often

    Evil Multifarious on
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    ColumnColumn Registered User regular
    edited January 2011
    Thanks for the responses guys.

    So crossups using assists are important - how does one execute them? And how does one block them?

    I guess calling the assist so that they attack while you switch sides somehow, right - the point character uses a teleport move or a standard jumping crossup and ideally times the assist so that it's rough to tell which way to block (I assume always away from the point character)

    I guess that a high low combo of the two might be unblockable as well.

    And Dante and wesker with their teleports (and wolverine and x23 with their crossups) will have the chance to use assists for crossups fairly often

    I think MvC2 functions like SF4 in that regard, black away from the point character at all times. Just like blocking kunai vortex due to images on screen/game mechanics it might be easier said than done sometimes.

    Both MvC2 and 3 though you'll have to be careful with your assists going for any type of shenanigan like that though, too easy to kill them on a botched assist call, you never want to leave them un-protected. If you watched the WCW MvC2 money match and listened to the commentary from Justin, Mike Ross, and Dogface, Justin was ripping Neo apart for letting Clockw0rk rape his assists. It helped him win a few games and in all honesty if he had a Sentinel as good as Neo's probably would have let him win the thing.

    That said MvC3 might have some interesting unblockable situations. On the CES stream Marn said Viper's burn kick assist was an over-head, and a few others have been found/were in prior builds. Add to that assists like She-Hulks slide that must be blocked low, and if you can keep them covered should make for some interesting RTSD theory. Hopefully some to most of it pans out, as there's some crazy stuff you can do in MvC2 already. Chun and Dhalsim both, but once you spend the time to master robot like execution, Wolverine as with some speed super shenanigans, Thanos has some interesting setups, etc. but they never pan out in toruney play due to level of execution required or the simple fact that the top tiers can still do things to counter it barring an absolute perfect setup.

    Then again, videos like this one show Dormammu blocking Thor's power dunk assist while crouching at ~3:33. How is that move not an over head? Thor needs some serious love in the release build or there's some gimmick no one's discovered yet, he's the only character I'd nominate for Roll tier at the moment.

    Column on
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    SabreMauSabreMau ネトゲしよう 판다리아Registered User regular
    edited January 2011
    Well, crossups using assists are one way to get in. If they connect (or are blocked) you can follow up and move around them as needed long enough to cover their escape. But MvC3 looks like protecting assists will be even more vital than in MvC2.

    1:15 says they take increased damage

    SabreMau on
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    DaebunzDaebunz Registered User regular
    edited January 2011
    I'm gonna have to learn to utilize my assists better in mvc3 than I did in 2

    despite playing 2 for years I always tended to be more focused on the current point character.

    Daebunz on
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    Psycho Internet HawkPsycho Internet Hawk Registered User regular
    edited January 2011
    Thanks for the responses guys.

    So crossups using assists are important - how does one execute them? And how does one block them?

    I guess calling the assist so that they attack while you switch sides somehow, right - the point character uses a teleport move or a standard jumping crossup and ideally times the assist so that it's rough to tell which way to block (I assume always away from the point character)

    I guess that a high low combo of the two might be unblockable as well.

    And Dante and wesker with their teleports (and wolverine and x23 with their crossups) will have the chance to use assists for crossups fairly often

    Zero can too, one of his moves (assuming he keeps his TvC moves) is a short non-damaging dash that passes through/around his opponent.

    But yes, you should ideally be using assists to create unblockable/unbeatable situations, or to cover for other characters' glaring weaknesses (AA, projectiles, etc). This is part of why, say, Commando is used a lot despite being bad on point, since he has the best AA move/assist in the game.

    Psycho Internet Hawk on
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    Brainiac 8Brainiac 8 Don't call me Shirley... Registered User regular
    edited January 2011
    Captain Commando is awesome purely for his assist. :D

    Brainiac 8 on
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    aBlankaBlank Registered User regular
    edited January 2011
    Brainiac 8 wrote: »
    Captain Commando is awesome only for his assist. :D

    fixed.

    aBlank on
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    BizazedoBizazedo Registered User regular
    edited January 2011
    I pre-ordered this as well just now. I am sure I will rage hard at it before all is said and done since I thought MvC2 was too unbalanced, but it should at least be fun (which is the goal, right?).

    Anyone know if they'll keep the method for replays that SF has?

    Bizazedo on
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