Thrillhouse-vh.
Smash Hero
If he's in I'm fine with Iceman taking no-little chip damage from Energy attacks but holy **** tone the chip damage he deals down.
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Galactus wants a sandwich so he slams three worlds together, bringing the surprise announcment of Marvel vs Capcom vs ____!Also in the new Famitsu scans, Silver Surfer's Silhouette can be seen. I hope that the story revolves around Galactus!
Kellog's!Galactus wants a sandwich so he slams three worlds together, bringing the surprise announcment of Marvel vs Capcom vs ____!
It's not only fighting games that this is happening to.I swear Fighting Games seem to get more dumbed down as time goes on, one day, there will be one button that allows you to do a combo into a super, on that day, I hope I'm long dead because these kind of things really needs to stop.
That doesn't make any sense considering by removing button attacks, you will directly remove strategy and move aspects for characters. So I really don't understand the logic on how it will "keep" depth when in fact you are limiting attack buttons.The goal of game design is to make things as easy as possible while retaining depth. There's nothing wrong with making **** easier as long as you don't take away from depth.
Who said more buttons = more moves? That's not always the case, nor are the two directly connected at all. Arksystems games use 3-4 button layouts, but have more moves than Capcom games, especially when you start counting each ingrained system like Burst and Green Guard. Don't even get me started about Tekkon and its 4 button equals 100+ move for each character.That doesn't make any sense considering by removing button attacks, you will directly remove strategy and move aspects for characters. So I really don't understand the logic on how it will "keep" depth when in fact you are limiting attack buttons.
snip
Thank You for trying to compare a Ark System and Namco System to a Capcom System, considering NONE of them play a like and how they incorporate things are in multiple ways accessibly different, are you just spewing this out for the sake of argument. Firstly, those systems were built for their games, GG did not change button set ups mid-way through the series, and neither did Tekken. For MvC3, this is a COMPLETELY overhaul on a Franchise that has already been well established on how it's played and it's layout.Who said more buttons = more moves? That's not always the case, nor are the two directly connected at all. Arksystems games use 3-4 button layouts, but have more moves than Capcom games, especially when you start counting each ingrained system like Burst and Green Guard. Don't even get me started about Tekkon and its 4 button equals 100+ move for each character.
Sorry, but you're just old and salty.
Nah, not really. First off, Guilty Gear already has a launcher. Secondly, Arksys messed around with their buttons quite a deal. They only have 3 attack buttons, and are constantly messing around with the 4th button. I'm sure any GG fan (not so much BB because the game is based entirely around the Drive system) would be open minded as to what the new button layout would work like.Imagine if Ark Systems decided to have "less" buttons then what they have now, or Tekken for matter, while adding a new button saying that it will be a "launcher" now...hmm...anyone playing GG or Tekken currently would be like WTF, and give in to great concern, so please, don't try to compare a system to another when both aren't even played in the same manner.
6 versions of each special? Specials in capcom games are either punch or kick oriented with few exceptions breaking this disctiction. That means at max three variations but MvC2 layout already decreased it to two. If your trying to say that for example having 4 variations of striders tele in MvC2 is overkill (one of the exceptions) then you lack knowledge of the game in general.MvC 2 changed the number of buttons if I do recall. At any rate, Capcom's button systems have been overdone anyway, having 6 versions of each special is really overkill, and unnecessary in the majority of cases.. So you won't have as many different versions as the same special, that's not a huge hindrance really. It'll effect some more than others, namely anti-airs, but its still far too much in my opinion.
Then give your "explanation" of how it'll somehow improve instead of by simply saying "We don't know yet" comments. Honestly, I'm beginning to believe you truly don't know how Marvel vs works. You don't even realize how much this will hinder characters, nor do you understand what can go completely wrong with what they believe will "make the game more accessible".~snip~
I looked at your join date and it all makes sense now. You play brawl lulzHi my name's sephiroth and I judge things before I have any understanding on how they'll actually be implemented, and despite the fact that other games pull it off incredibly well, I'm certain this game won't. I also think that MvC2 is the only game in the McC series, and that the differences between McC and MvC2 don't exist and aren't any different than what the change is for this game.
I'm pretty sure OneWingSephiroth stated that he didn't like the differences between MvC and MvC2...Hi my name's sephiroth and I judge things before I have any understanding on how they'll actually be implemented, and despite the fact that other games pull it off incredibly well, I'm certain this game won't. I also think that MvC2 is the only game in the McC series, and that the differences between McC and MvC2 don't exist and aren't any different than what the change is for this game.
If MvC2 removed a button, than so can MvC3. Its a natural transition, and simply because MvC2 came out 10 **** years ago doesn't really mean much of anything. The simple fact is that a 3 attack buttons and a launcher CAN be pulled off very well. Guilty Gear demonstrates how to have only 3 attacks, a large number of attacks, multiple versions of specials, no over laying inputs, multiple system engines in one game efficiency. Its not impossible for this button scheme to work at all. You're just crying about change, even before you know how that change will be implemented.
You're not acknowledging my support because I like SF III, aren't youPs: Thank You Minato, your one of the few on here who posted that understands Marvel enough to realize what I'm trying to say.
This is like talking to a brick wall here. Firstly, it would be stupid, and I mean stupid for Capcom to not keep the characteristics of how an individual has played throughout a series already. How dumb would it be to force different inputs for Dictator to start having DP motions simply due to overlapping when his character clearly has been a charge character his entire career?~snip~
Lol, naw, forgot that you posted, however again, at least I know that there are some people who know Marvel vs enough to realize what we'll be losing when we transition to a 3-button attack game in contrast to what we had prior too.You're not acknowledging my support because I like SF III, aren't you![]()
It isn't a question of whether Ryu was good, its the comparison of TvC Ryu options in contrast to a 6-button Ryu option, I would write this up in mass productions again, however just look that up in the MvC3 threads at srk.com, explaining it very well.Has Ryu ever been higher than low tier in the VS series? (Wasn't he like, nerfed throughout the series even though he was never good?)
In some cases, yes, and in some cases no. Capcom was foolish to believe that Ryu footsies, zoning would work in a game where 8-way jumps, triple jumps, Tri-Jumps, air dashes, flying are present. So yes, and no, however, the purpose of what I said was that characters within the Marvel vs Series have fundamentally stayed the same. Forcing 3-buttons you are going to drastically change alot of things significantly, and in most cases not for the better.Did SF characters ever play like their SF counterparts in VS series?
Whether Strider will be in the game or not is not the point. The point was that "if" Strider was in the game that he would be heavily skewered by the button lay out deployed by Capcom for the current MvC3, because it would be impossible for Capcom to incorporate all of his specials, attacks in that lay out. In which case, he is a character who needs all of those to thrive as shown by how he's played since his debut in MvC1 to MvC2.Is Strider/X character/Y character even confirmed as a returning character?
No one has, however it doesn't take alot to see how going from 6-buttons to 4-buttons + 2 assist, to 3 attack buttons+Launcher+Assist can cause bigger problem issues then simply keeping it to the already established Marvel vs setup.Has anyone played the game yet?
It isn't necessarily that more buttons equals "more" depth, the problem arises in that Marvel vs Series has already been established w/ characters playing with a 6-button lay out (Established w/ attacks, specials, normals, etc, etc with 6 buttons). How do you honestly incorporate many of these characters (Many of them with numerous specials) to being pushed into a game w/ less buttons, and somehow "remain" just as variable when MvC2, and TvC proved that by missing buttons, many characters lost options.Does more buttons really equal more depth?
Yes, example. COTA Ice Man showed that he had better options then his MvC2 version because he had the extra two buttons which would have greatly improved his chances up against the Big-4 in MvC2. TvC that sports a 3-button system simlar to MvC3 minus the "launcher" and "assist" button showed that the characters in contrast they had less variable options in contrast to their 6-button to even 4-button MvC2 counterparts.Is using earlier fighting games made by capcom as examples to prove your arguments yet attacking your opponent's argument by saying that the guys at Capcom don't know what they're are doing is kind of, I don't know, weird?
Give me a reasonable explanation of how Guile, Dictator, Shuma, Psylocke, Strider, Hulk, Gambit (saying if all of these characters were to show up in MvC3, and these are just a few examples) and all would work with a 3-button to even play "similar" to their other Marvel vs versions w/o drastic modifications, limitations, and even potential removal of certain attacks, specials, etc, I would like to know.Will characters really be changed that much?
Would be awesome if you had more then just this run by. Again, if my statements or justifications have no "validation" then post something to say, so, if you think otherwise. Again, I'm not looking for an argument here, however Capcom is abandoning the traditional SF 6-button and MvC2 Layout completely for a button lay out that is established for another VS Series, which has shown that those characters in contrast to their other versions have less variables, tools to use.Does this argument even have a point since he's just saying 'Shut up, you have nothing to complain about since you don't even know what you are complaining about' and you're just saying 'I know stuff so I can complain about stuff I don't know'?
My thoughts.
I'd actually be really surprised if Shuma made the cut. As much as I like him I have my doubts for some reason...There are still two assist buttons in MvC 3.
And as a Shuma-Gorath player this new control scheme just screws me over.
Who says Dictator is going to be in this game? He certainly isn't a confirmed character yet. This brings me back to my point, you are judging this control scheme based on the idea that nothing is going to change except the control scheme itself. This isn't MvC2. They are actually attempting to balance this one. They aren't going to change the control scheme so radically and not compensate the charecters for it.This is like talking to a brick wall here. Firstly, it would be stupid, and I mean stupid for Capcom to not keep the characteristics of how an individual has played throughout a series already. How dumb would it be to force different inputs for Dictator to start having DP motions simply due to overlapping when his character clearly has been a charge character his entire career?
Yes, their general feel is the same, however, even with them being nearly exactly the same to their SFII versions, their normals behave differently in many situations. Many of your statments are about losing a particualar normal that was important in the past, as if its qualities wold remain unchanged in this version. they aren't going to be unchanged, they are going to be altered. Look at Makoto in SSFIV, many, many of her normals were buffed. Her roundhouse is no longer a slow heavy punisher, but is now a quick powerful footsie.Your statement revolving around SF:IV is also completely flawed and atrocious, considering that although move properties do in fact change from Series to Series (Meaning SFII to SF Alpha to SF IV) the characters all still inherent their fundamentals from all other versions. So even though SF:IV Ryu may not be "exactly" like SFII Ryu, he still plays with the same mindset and focus of all of his other counterparts, which is zoning, footsies, and spacing to win!
Blanka still utilizes mixups and confusion to beat you (fundamental since SFII), Sagat is still crushing you by dominant zoning, Guile beats you down with SB setups and zoning you to submission. Fundamentally, all of them are exactly similar to their SFII versions from the very beginning, so really, where are you trying to go with this?
Who said completely differently? The numerous and large changes to Makoto's normals in SSFIV show its not true. The whole thing I'm getting at is that you're assuming everythign based on the idea that the characters shouldn't change, simply for the sake of old notalgia huggers like yourself. MvC2 was an accident, we can all accept this. So, in a game that isn't meant to be played on a competative level, in a game that was horribly unbalanced, in a game that was nothing more than a collection of "lol, what if he does this" why would you want to keep the game the way it was? That clearly sounds like a game in the need of a massive overhaul.Your arguments of "Well, they could play completely different" is a terrible idea as well. So basically put, if Strider loses a load of his arsenals because he CAN'T have have all of his tools in due to the lack of attacks means that it should be okay for him to play differently. That's just stupid, because the only reason he would be playing differently is because he'd be a watered down version of his other counterparts due to the lack of tools he would have.
I've already given examples of games that have less buttons but more depth. You aren't even arguing for depth, but to keep the established charecters.Which again ='s Removing Depth of character that you so truly treasure.
Sure he would. Maybe not what you hold dear to your old fart heart, but he still would be. So Makoto isn't true rushdown anymore, but instead is a mix of rushdown and abnormal footsies in SSIV, she's still Makoto. There's nothing wrong with changing established charecters when the game you're taking them from is still crap.Because let me say this, when a character plays like how they've been since day one, and become drastically changed, however not for the better, how do you equate this to being great? So if Gouki loses the ability to shoot a projectile in the air, but then has a better ground game, would that really be Gouki anymore? The answer would be NO.
Not important, again. Arakune lost A LOT going from BB 1 to BB 2. He's still doing fine.You are basically saying that its "okay" for them to lose these things if need be, because this is something "new", and thus it's alright. Even though you failed to realize the part that Marvel vs is already WELL established.
And MvC2 was nothing more than a surprise accident. Had certain things not happened, the game would have been ****, completely. It ended up good, but in its basis, its complete ****. The game needs a massive overhall if it hopes to have a future.That characters although slightly tweaked from each revision have fundamentally stayed the same.
Nah, they can still be changed. Eddie in GGXX was incredibly limited and changed in the next two versions of the game.This will force them to being more limited, because again, they're already established characters.
Nah, doesn't have to. Arksys uses few buttons but has huge depth. The number of buttons does in no way correlate to depth, as long as you're willing to develop them with this button scheme in mind.Yes, it lends far more credibility here, what I'm saying is, that removing attack buttons does not give you "more depth" but removes from it.
Its refuted because its based on the faulty assumption that these characters should stay exactly the same, and you're entire basis stems from the idea that they shouldn't change because of the past. I guess you're up for using Morrigan's sprite again too then. I mean, its an established sprite, let's just keep it. MvC2 was near trash, the game needs an overhall.Like I said, you still haven't even refuted scenario's in what I've spoken about, which again, are likely case scenario's and will be due to the direct influence of the TvC lay out.
Whenever I respiond to your post, its like I'm talking to Steinbeck about modern man and his opinion on how bad everything new is.I swear, whenever I reply back to your post, I seem to drop down in IQ.
OWS isn't stating that Dictator will be in this game. He's just giving an example on characters that are in Dictator's situation won't be able to be in MvC3 without altering their motions. On your second point, I'm pretty sure he knows that they are going to change other things besides the control scheme.Who says Dictator is going to be in this game? He certainly isn't a confirmed character yet. This brings me back to my point, you are judging this control scheme based on the idea that nothing is going to change except the control scheme itself. This isn't MvC2. They are actually attempting to balance this one. They aren't going to change the control scheme so radically and not compensate the charecters for it.
Even if Makoto had some of her normals buffed/altered, she at least had all of her normals intact (from what I remember). Capcom better choose good normals when they're choosing existing ones since I feel that having less buttons will make choosing the right normals to put in for each character even more crucial. That's my take on it anyway.Yes, their general feel is the same, however, even with them being nearly exactly the same to their SFII versions, their normals behave differently in many situations. Many of your statments are about losing a particualar normal that was important in the past, as if its qualities wold remain unchanged in this version. they aren't going to be unchanged, they are going to be altered. Look at Makoto in SSFIV, many, many of her normals were buffed. Her roundhouse is no longer a slow heavy punisher, but is now a quick powerful footsie.
I don't know. Your statement almost gives off that the only way to make the game balanced is to completely overhaul the game (like changing the control scheme). There are other ways to balance the game and I'm pretty sure OWS wrote a post at the beginning of this thread on what could help contribute balance. I just don't think that changing the controls like this is the way to go. I haven't played the game though, so I'll wait and see since I have no idea what the Exchange button is really like.Who said completely differently? The numerous and large changes to Makoto's normals in SSFIV show its not true. The whole thing I'm getting at is that you're assuming everythign based on the idea that the characters shouldn't change, simply for the sake of old notalgia huggers like yourself. MvC2 was an accident, we can all accept this. So, in a game that isn't meant to be played on a competative level, in a game that was horribly unbalanced, in a game that was nothing more than a collection of "lol, what if he does this" why would you want to keep the game the way it was? That clearly sounds like a game in the need of a massive overhaul.
If you're suggesting GGXXAC, they have 4 normals and 1 that's Dust which means characters get an arsenal of 5 attacks. In MvC3 they will be getting 3 or maybe even 4 if the Exchange button does function like Dust. So yeah, GGXXAC has more buttons still. If we want MvC3 to match the same depth as GGXXAC had with it's normals and variations, it sounds like they're going to have to rework the Magic Series and make it more complex, IMO. And that is something they won't want to do since they're aiming to make this game accessible. They could always take the Melty Blood route and make combos work like how they did in that. SRK will rage though.I've already given examples of games that have less buttons but more depth. You aren't even arguing for depth, but to keep the established charecters.
But the Makoto from SFIII was a lot better. While the tools and strategies she had wasn't easy to translate into SSFIV, I felt she kind of lost that charm and play style she had in III.Sure he would. Maybe not what you hold dear to your old fart heart, but he still would be. So Makoto isn't true rushdown anymore, but instead is a mix of rushdown and abnormal footsies in SSIV, she's still Makoto. There's nothing wrong with changing established charecters when the game you're taking them from is still crap.
Off topic: I wish my Rachel was doing that fine.Not important, again. Arakune lost A LOT going from BB 1 to BB 2. He's still doing fine.
A massive overhaul shouldn't include changing the control scheme in order to balance out. I wish they would have tried to build and improve rather than scrapping something in return for accessibility to gather new fans. MvC2 was already easy to get into.And MvC2 was nothing more than a surprise accident. Had certain things not happened, the game would have been ****, completely. It ended up good, but in its basis, its complete ****. The game needs a massive overhall if it hopes to have a future.
I think you mean fourth version of the game. If I recall, Eddie sucked in Slash.Nah, they can still be changed. Eddie in GGXX was incredibly limited and changed in the next two versions of the game.
I find the Magic Series something different compared to GG and BB. Magic Series are generally straight forward and easy instead of mix and matching a bunch of different buttons that are never in the same pattern. IMO, in order for them to reach that depth with just normals, they're going to have to complicate the Magic Series like I said earlier.Nah, doesn't have to. Arksys uses few buttons but has huge depth. The number of buttons does in no way correlate to depth, as long as you're willing to develop them with this button scheme in mind.
IMO, it feels like GG if GG had one less button having it be P, K, HS, and D.Also, this isn't like the TvC layout really, its far closer to GG.
I am expecting him not to be either, but saying that charge characters will be entirely different because of this. That's a bad change.I'd actually be really surprised if Shuma made the cut. As much as I like him I have my doubts for some reason...
It's not about Dictator being in the game or not, it's about how his character will have severe problems trying to get into a game that has less buttons, again, read my examples instead of believing that I'm trying to say Dictator will be in the game, which I did not say. Also, you are ridiculous to assume that they would "never" attempt to balance the game, are you kidding me here?Who says Dictator is going to be in this game? He certainly isn't a confirmed character yet. This brings me back to my point, you are judging this control scheme based on the idea that nothing is going to change except the control scheme itself. This isn't MvC2. They are actually attempting to balance this one. They aren't going to change the control scheme so radically and not compensate the charecters for it.
That isn't even the point here, the fact is, DID Ryu lose the ability to use one of his normals going into SF:IV in contrast to SFII? Did he have to resort to using Direction+Attack to do a medium strike now? Was Guile forced to doing the samething? Even for Makoto?~About SF:IV and Makoto~
I tell you again, and again, that this statement is absolutely flawed here, because ONE, those characters within that particular Fighting game did not go from one game in which they had more buttons, to one that had less. Name off a time in the Guilty Gear series in which you went from more buttons to less? Please do? Name a time Tekken went from it's LP, RP, LK, RK to one less or two less? Please do.I've already given examples of games that have less buttons but more depth. You aren't even arguing for depth, but to keep the established charecters.
So basically, Gouki would work within the same premises as Ryu, and would then share similarities even more remotely closer to Ryu, thus no longer truly being to his own uniqueness right? If you had "half" the knowledge here, you would realize that Gouki plays super unique to himself is because he HAS the Air Fireball. This is why he plays so much more differently then either Ryu or Ken, because he can use it as a superior zoning tool, and an offensive buffer, or rush down tactic, or positioning tool that neither Ryu nor Ken have, which is why as a character he has crap stamina because of things like his Air Fireball he has the best rushdown out of any of those three shoto's.Sure he would. Maybe not what you hold dear to your old fart heart, but he still would be. So Makoto isn't true rushdown anymore, but instead is a mix of rushdown and abnormal footsies in SSIV, she's still Makoto. There's nothing wrong with changing established charecters when the game you're taking them from is still crap.
Did Arakune lose many of his specials or ability to throw out a normal that he previously had available but will no longer unless he forces direction commands? Because that's what would happen to many characters if they were to appear in MvC3? If Arakune happened to lose that much, then I'll agree with you.Not important, again. Arakune lost A LOT going from BB 1 to BB 2. He's still doing fine.
Are you kidding me? Tell me in your great detail how much differently has Storm played from COTA, to XvsSF, to MvC2? Considering all of her forms are still Runaway. Or how about Ice Man from COTA to MvC2? How about Capt. America from MvC1 to MvC2? Elaborate?And MvC2 was nothing more than a surprise accident. Had certain things not happened, the game would have been ****, completely. It ended up good, but in its basis, its complete ****. The game needs a massive overhall if it hopes to have a future.
Curious how this has anything to do with Marvel vs going from 6 buttons, to 4 buttons, to 3 buttons in transition to the Marvel vs Characters?Nah, they can still be changed. Eddie in GGXX was incredibly limited and changed in the next two versions of the game.
Your talking about a character who was played to be built within that button scheme, and yet you keep dodging the part that the characters within the Marvel vs Series, were already built in within a 6-button scheme but are now being transitioned into a 3-button scheme which will in turn limit many of them due to how they already work, or in some cases, overpower them even more so because they will benefit from them.Nah, doesn't have to. Arksys uses few buttons but has huge depth. The number of buttons does in no way correlate to depth, as long as you're willing to develop them with this button scheme in mind.
This is the most unintellectual quote I've yet to state against.Its refuted because its based on the faulty assumption that these characters should stay exactly the same, and you're entire basis stems from the idea that they shouldn't change because of the past. I guess you're up for using Morrigan's sprite again too then. I mean, its an established sprite, let's just keep it. MvC2 was near trash, the game needs an overhall.
Also, this isn't like the TvC layout really, its far closer to GG.
Yes, that's because this whole time, my logic of trying to use a Marvel vs Games to compare with a Marvel vs Game is not conceivable, while you are using a Guilty Gear game to try and prove your case to a Marvel vs Game that plays absolutely nothing like a Guilty Gear game...hmm, yeah, the logic here is awesome!Whenever I respiond to your post, its like I'm talking to Steinbeck about modern man and his opinion on how bad everything new is.