Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Oh hey, apparently in DBZ Fighters if you win with Yamcha there are times when he will acknowledge that he normally doesn't do this well and he'll thank the player for helping him perform at such a high level.
Humor can be dissected as a frog can, but dies in the process.
Ehr mah gerd, sigma has a black and purple color. I can be a fabulous evil buzz lightyear.
Also quick question, does arcsys usually have multiple costumes for characters or will there just be a couple different colors?
The way they model and shade characters in their 3d games is super complicated so no, there probably won't be any costumes. They usually go pretty crazy with colors though.
The only costumes in ArcSys fighters are the rare times when a character has changed to a new costume for story or whatever reasons (example: Noel in BlazBlue). Then their old costume is an Unlockable or DLC. They usually have near 30 colors per character at least.
There's too much spite work and/or individual shading depending on the game that costumes would be a shitload of work. The way they design the art style of their fighters they can't just drop new polygons over the hitboxes like Capcom does.
This is an amazing guide made by somebody in the KI community. Has a lot of nice "if you liked ___ in this other game, here's a character that will fit in KI"
ButtersA glass of some milksRegistered Userregular
edited October 2017
So I've been out on fighting games for a while. What's the general consensus on MvCI? It looks like it might be fun but I really don't care for the graphics at all. Visually it's a huge step back from MvC3 if you ask me.
So I've been out on fighting games for a while. What's the general consensus on MvCU? It looks like it might be fun but I really don't care for the graphics at all. Visually it's a huge step back from MvC3 if you ask me.
It looks better in motion, but the whole game lacks personality.
On the other hand, the gameplay is my absolute favorite of all the marvel games. If you're in it for single player only, don't bother. If you want to mess around with cool game concepts, it is pretty great.
its fun to play online casually because there pretty much aren't any rules and you can just do whatever, and the netcode is shockingly good (clearly better than SFV)
if you're not planning to play it online tho then i can't say much for it. the single player is questionable at best (surprise!)
Jasconius on
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ButtersA glass of some milksRegistered Userregular
I still enjoyed watching UMvC3 on Twitch but so far do not like watching MvCI. It's just not very pretty to look at.
The only costumes in ArcSys fighters are the rare times when a character has changed to a new costume for story or whatever reasons (example: Noel in BlazBlue). Then their old costume is an Unlockable or DLC. They usually have near 30 colors per character at least.
There's too much spite work and/or individual shading depending on the game that costumes would be a shitload of work. The way they design the art style of their fighters they can't just drop new polygons over the hitboxes like Capcom does.
they couldn't really when they were still actual 2D sprites, but maybe they could do costumes now if they wanted to with their current 3D engine
they don't currently though
The only costumes in ArcSys fighters are the rare times when a character has changed to a new costume for story or whatever reasons (example: Noel in BlazBlue). Then their old costume is an Unlockable or DLC. They usually have near 30 colors per character at least.
There's too much spite work and/or individual shading depending on the game that costumes would be a shitload of work. The way they design the art style of their fighters they can't just drop new polygons over the hitboxes like Capcom does.
they couldn't really when they were still actual 2D sprites, but maybe they could do costumes now if they wanted to with their current 3D engine
they don't currently though
Perhaps. But I give them credit for how much work they put into those Guilty Gear models.
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
WearingglassesOf the friendly neighborhood varietyRegistered Userregular
I wonder how hard it is to hit with Ginyu's body swap super. It'd be scary to go up against a lowHP Ginyu with full bar... Probably feels like Phoenix in MvC3?
Nappa has always been fun to play, and he hasn't even had saibamen, before.
He's big boy big hits. His common moves include big, dumb mouth-cannon, big explosion that destroyed a town, the big Clubber Lang punch that went right through Tenshinhan's arm, and a dumb fireball that he pitches with his whole back.
I am just so curious how they are going to balance characters with a moveset like Chie versus characters with a moveset like Waldstein
Nearly full screen confirms from ground normals is one of the distinguishing things about UNIEL!
But UNIEL also features a good number of characters that mostly want to be very close and in your face. One of the prominent characters of UNIEL, Linne, (who was revealed as a cast member almost right away) is one such character. I think the rules for air defense will make a huge difference, because there simply is no airblocking whatsoever in UNIEL, whereas Blazblue has both airblocking and a mechanic where you can airblock nearly anything that can normally be blocked at the cost of a meter. Most characters in UNIEL can't even double jump! So the increased variety of approach angles as well as defensive options in the approach alone represent new challenges but also new opportunities for the lumbering Waldstein.... like, Potemkin would probably beat him in a footrace, that's how slow his approach on the ground is.
So move range isn't everything! It's a big deal, but there's a lot going on here.
If you want a modern example of this, you could check out Axl in Guilty Gear Xrd, who has moves with tremendous reach (literally fullscreen with Sparrowhawk Stance!) and the ability to do combo damage from these far-reaching moves, but he's far from being top tier in that game.
Posts
Also quick question, does arcsys usually have multiple costumes for characters or will there just be a couple different colors?
Steam: https://steamcommunity.com/profiles/76561198004484595
Steam Switch FC: 2799-7909-4852
The way they model and shade characters in their 3d games is super complicated so no, there probably won't be any costumes. They usually go pretty crazy with colors though.
There's too much spite work and/or individual shading depending on the game that costumes would be a shitload of work. The way they design the art style of their fighters they can't just drop new polygons over the hitboxes like Capcom does.
// Switch: SW-5306-0651-6424 //
https://www.youtube.com/watch?v=86qm9Gad4oI
"We have years of struggle ahead, mostly within ourselves." - Made in USA
Much like most of mvci
http://ki.infil.net
This is an amazing guide made by somebody in the KI community. Has a lot of nice "if you liked ___ in this other game, here's a character that will fit in KI"
It looks better in motion, but the whole game lacks personality.
On the other hand, the gameplay is my absolute favorite of all the marvel games. If you're in it for single player only, don't bother. If you want to mess around with cool game concepts, it is pretty great.
if you're not planning to play it online tho then i can't say much for it. the single player is questionable at best (surprise!)
He's pretty fun. As long as your opponent isn't using reality stone. Which they probably are.
https://j.gifs.com/L89q3g.mp4
Steam Switch FC: 2799-7909-4852
they couldn't really when they were still actual 2D sprites, but maybe they could do costumes now if they wanted to with their current 3D engine
they don't currently though
WHEN THERE'S SOMETHIN STRANGE
IN YOUR NEIGHBORHOOD
GUESS WHO IT IS
Perhaps. But I give them credit for how much work they put into those Guilty Gear models.
https://www.youtube.com/watch?v=yhGjCzxJV3E
// Switch: SW-5306-0651-6424 //
Steam Switch FC: 2799-7909-4852
Yeah I thought so too.
Guess he fills the "heavy, slower character who's not a grappler" slot.
Also, I was pretty much right in thinking that black panther is the easiest to use and least interesting of the 3 dlc characters.
Steam: https://steamcommunity.com/profiles/76561198004484595
Hopefully we don't have to wait too long.
I feel they could market this really heavily in the US and it would do pretty dang well
GHOST NAPPA!?
Steam Switch FC: 2799-7909-4852
Not Mecha, but a good Gief.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
the last 3 batches of costumes/stages for this game have been legit good.
please AE... please save this game for us
He's big boy big hits. His common moves include big, dumb mouth-cannon, big explosion that destroyed a town, the big Clubber Lang punch that went right through Tenshinhan's arm, and a dumb fireball that he pitches with his whole back.
I am just so curious how they are going to balance characters with a moveset like Chie versus characters with a moveset like Waldstein
Steam Switch FC: 2799-7909-4852
Nearly full screen confirms from ground normals is one of the distinguishing things about UNIEL!
But UNIEL also features a good number of characters that mostly want to be very close and in your face. One of the prominent characters of UNIEL, Linne, (who was revealed as a cast member almost right away) is one such character. I think the rules for air defense will make a huge difference, because there simply is no airblocking whatsoever in UNIEL, whereas Blazblue has both airblocking and a mechanic where you can airblock nearly anything that can normally be blocked at the cost of a meter. Most characters in UNIEL can't even double jump! So the increased variety of approach angles as well as defensive options in the approach alone represent new challenges but also new opportunities for the lumbering Waldstein.... like, Potemkin would probably beat him in a footrace, that's how slow his approach on the ground is.
So move range isn't everything! It's a big deal, but there's a lot going on here.
If you want a modern example of this, you could check out Axl in Guilty Gear Xrd, who has moves with tremendous reach (literally fullscreen with Sparrowhawk Stance!) and the ability to do combo damage from these far-reaching moves, but he's far from being top tier in that game.