PDA

View Full Version : Evo 2k8 TvC Feedback Thread - All feedback from people who actually played goes here!


Keits
08-11-2008, 03:57 PM
Mods - Seth asked me to put up a thread to collect feedback from the TvC players at Evo, and said it would be stickied. Please move it where appropriate too.

This thread is for detailed response and feedback from (and ONLY from) players who actually played Tatsunoko vs Capcom Evo2k8 build. Please start writing about your concerns, and, what you liked in this thread.

I will personally write a few pages about it when I am a bit more awake. Thank you.

s-kill
08-11-2008, 04:53 PM
Hi guys,

Hugs to everyone that came out to EVO--really great year despite no new tourney games.

Anyway a lot of you got to sink your teeth into TvC and everyone was really positive. You also gave me a lot of great feedback, but it was all too much to remember in detail while I'm doing everything else @ EVO too :)

Anyway, since there are no plans at this time for a US release of TvC, the EVO appearance was not technically a location test. Aside from this technicality however, the TvC team is VERY interested in your thoughts about the game, and I'd like to ask that you post them here in this thread.

These can be large or small scale (e.g. "color palette not right," or "Batsu can run away really easily," "pushblock is too good now"), and all thoughts are welcome.

xoxo,
Seth

Geese Pants
08-11-2008, 05:21 PM
I really liked the game.

Like I said to you at EVo............IMO it feels like a new "Marvel" game. Even if this game does not make it to stateside, it opens ideas for using the scheme for this game to possibly make a new Marvel game.

Gotcha!
08-11-2008, 06:12 PM
Great game overall, I am very excited to play it more. Here are a few thoughts, aside from the obvious character balance / infinite issues:

A lot of people are likely going to be hating on the assist button being used for both tags and assists. However, I like this system. Having to have the stick in neutral to call an assist alters the nature of gameplay for the better. It takes getting used to, sure, but I hope it's left in.

The infinite DHC system needs to be fixed, it appeared as though characters can continue switching between supers indefinitely, being constrained only by their HC bar. This is clearly very abusable.

I like the graphical appearance, very cartoony and careful, somewhere between Marvel 1 and Marvel 2. The "OWWOOOOOO" from Yatterman's giant dog HC is one of the best sound effects I've heard in a while, that shit is going to be emulated whenever people use it.

Most important: release it in the US!

Keits
08-11-2008, 06:16 PM
I'll start off with my impressions of the system, followed by each character.

1st off, the game feels like rival schools mixed with marvel 1. The way you dial combos is much more similar to rival schools than anything. The button setup works as it is, but the partner button caused new players a lot of trouble at first (tagging when wanted an assist, due to the command). I honestly dont see that as a problem, as people need to get used to having more command normals anyway.

Assists

Assists are a real problem spot in this game right now. 3 characters have good assists. Everyone else's are pretty poor. I would suggest to capcom that each character have 3 assists available with the following controls -

Back + P = tag
Nuetral P = Assist 1
Down + P = Assist 2
Forward + P = Assist 3

The time it takes for an assist to be available to call again actually seemed pretty good. It was quick enough that you didnt have to worry too much if your assist got blocked, but not fast enough to be used in a lockdown pattern. Often times, when an assist got to the back side of a player, and the player got into position to punish the assist, all hits would wiff the assist character. Not sure why, but it seemed extremely inconsistent as to when i was able to hit an assisting character with anything.

Right now, Yatterman-1 and Batsu and Polymer have good assists for combos, Cashaan and Soki have meh assists, mainly used in block string pressure, and Chun (as if she wasnt good enough already) has a very good anti-air assist. It would be nice if every character could be a good partner by having good assists, and having only one for each character is going to really limit what teams work really well at high levels. Its unfortunate that the game has gone in this direction, but thats what this thread is for. Things can change.


Attack Recovery


Attack Recovery feels different from any other game I've ever played. Even an uncanceled weak attack recovers as slowly as a hard attack from a different game, meaning that nearly nothing is safe of block (thanks to advance guard). This feels really odd and really punishes the player for trying to land the first hit of his combo on the ground. Air attacks do not seem to suffer from this problem, as you are free from recovery when you land. This reduced the viable strategies in the beta to either;

A.) Instant-Air-Dash (IAD) around and fish for a hit to start a combo or
B.) Block patiently and use Advance Guard and a long range normal to punish all kinds of ground attack attempts.

As the game is right now, the best characters are the ones with the longest-range-fastest-starting normals, so they can punish with high damage combos off of an advance guard. Tekkaman and Soki can get their punish on quite well, but do not deal the insane damage that Ryu and Chun do off of a combo.


Advance Guard


So that leads me to 'Advance Guard', TvC's new Push-Block feature. This is one of the most odd and broken features in the beta (far worse than Alex's "Touch of Stungun" if you ask me). When you are guarding, press all three attacks to push your opponent away AND reduce blockstun. This combined with the absurdly long recovery on normals lead to easy punishing of things that should probably be safe. Watch some videos of the better players from Evo and you'll see this happening a lot. I tried it a lot, but I played mainly as Cashaan and Alex, and the range of their normals made it hard to punish. It is also possible to bait your opponent into doing AG and continue your combo. If it moves forward enough (chun lol) you can score your damage anyway.

Another interesting and odd feature of Advance Guard is that you can cancel one into itself as long as you are still being hit, and doing so keeps you from taking chip damage. So, ryu tosses a shinkuu hadouken at you, and you block it... and you start mashing all three buttons. You get to avoid nearly all chip damage for nearly no cost? Wow, this is too good.

I'd like to suggest to the development team that Advance Guard be tweaked slightly, but also be given a cost of some kind. Perhaps an AG canceled from another AG should cost a few pixels of red health, so that if you spam it, you avoid taking yellow damage, but have to get rid of some of your ammo for a Baroque attack later. Its something to consider.

Sometimes, when AGing on the top of a beam like super, you would pop out of it and be unable to AG again. If the player doesnt notice, they hit ABC again to AG and end up air dashing and eating the rest of the super. I think this is fine the way it is, its just something I wanted to point out. During Yatterman's fire breath dog mech super, the opponent could get you into the flames, wait till you start mashing AG, point the flame down to make you air dash accidentally, and then point it back up to catch you. This was situational though, as that super's startup means that anyone can superjump -> airdash over top and punch yatterman in the face.


Super Moves

I found it interesting and fun that command throws and throw supers were comboable, a-la KoF. Super move damage, however, seemed almost completely random. Some supers did nearly 50% for lv1, others did 15%. Some supers were lv3 and did about 50%, others did more. It seemed like the developers just rolled the dice to have a starting point to start balancing which supers would do more or less damage. This was frustrating for a while, but I know its just beta and things will change.

The damage scaling (or lack there-of) was also very puzzling. Sometimes it seemed like there was none at all, yet on other moves, it seemed to be quite in effect. If you make it so that a move does a lot less damage at the end of a long combo, people will find ways to use it early in a combo, or ignore it in favor of moves with many hits. I hope the staff is aware of this issue, and tries to find a way to make all super moves have some use.

Baroque

Baroque is a terribly interesting technique, and sacrificing your red life is a terribly unique cost for such a skill. Its basically, at its core, a VERY easy roman cancel. After the activation/cancel, you glow. While you glow, you (seem to) deal extra damage (based on the amount of red life you gave up). If this is correct, which it seems to be, players who use this often can string together longer more damaging combos fairly often, while a player who uses this once in a while can deal extremely disturbingly high levels of damage. At some point, a player accidentally did C, Baroque, Shinkuu with Ryu for over 80% damage. This is a combo that normally does 15-20%... Wow!

Im really interested in seeing how this technique develops. Its worth noting that if your partner is dead, and you have no possibility of healing, that the 'cost' of going Baroque is basically free. Im sure players on the ropes will keep this in mind.

Instant Air Dashing


Dashing and Air dashing could be performed with A+B+C. This is wonderful, as IADing in many anime games (uf, f) is really difficult for me and a number of other players. Because of the way ground attack recovery is in that build, most assaults came from repeated IADs into As or Bs. If this is what the developers intended the game to play/look like, good job!

Licensing Issues

Lets face it. People want to play this game, and they are lazy and wont import. Any licensing problems that cannot be fixed in a cheap way should be handled by replacing the properties in question with generic characters. I dont care if Ken Washio is in. Use his animations on a new model of some generic guy called Hero-Man and make him play identically. I dont care. No one will care. When we go to japan, we can pick Ken and he will be the same as Hero Man, so we can play. Its an easy solution and this game should be localized at all costs (non monetary costs, i mean).

DHC vs SF-ex style super cancels

In TvC, you can DHC to your partner's super, then back to your origional player, and I believe keep going until you run out of meter. My question is; Why is it that, if all attacks are the same 'button' for commands (no punch/kick designations) can you not allow me to DHC into my current character's supers too? As if it wasnt bad enough that you lose your ability to tag out and heal and use assists when your partner dies, but now you cannot DHC to score sick damage either, no matter how much bar you have!

I propose that the game allow a single character to DHC into his own supers.... IE ryu could land a super hurricane kick, cancel into his own shinkuu hadouken, and then cancel into tekkaman's lazer. (The command would be to use attack buttons for the current character's super, and use the motion+partner button for teammate's supers).

---------I'll type more later--------------


Topics To Write About List-



Mega Crash


Tiers - Chun, Alex, Batsu/Ryu, Cashaan/Polymer, Morrigan/Yatterman-1, Soki, Tekkaman


Gimmick Characters

Meter Management - Red Life vs Super Bar

StuartHayden
08-11-2008, 06:17 PM
Combofiend and Jwong broke the game. :(

platinum_pinoy
08-11-2008, 06:18 PM
I've no place in this thread since I haven't played it, but, how do you tag in the game? Is it like MvC2 with same strength buttons? Or is it button mapped?

Keits
08-11-2008, 06:20 PM
Combofiend and Jwong broke the game. :(

How so? If this is in reference to the Alex 'touch of stungun' or the Ryu donkey combos, both were seen in japanese location test videos far before evo, and it was Jchen and I that got touch of stungun working first and started showing people (to get alex to jump the right distance, you have to do stungun with A+C).

4r5
08-11-2008, 06:29 PM
the TvC team is VERY interested in your thoughts about the game

They know where the real Versus players are.

changuillo
08-11-2008, 06:40 PM
im very interested on polymar and yatterman-1. So ill b waiting for the feedback as well.

BrentoBox
08-11-2008, 07:01 PM
I think the build we played seemed very one dimensional. I have a lot of hope for this to be a great game, but these are the things I noticed.

- Bar builds slightly too fast. Players were getting 5 bars very quickly, and getting 5 bars usually meant that once you touched your opponent, they were dead.

- The players seemed too mobile and the screen to big for any kind of intense fighting to really take place. I'm not saying that big screens and mobile players are a problem, but in this game, it seemed that the two created a game where players weren't as pressured to engage each other and really duke it out.

- The first time I played, I wiffed a normal and was punished to death. I didn't even know what the buttons did. The cabinets would have benefited greatly from a "How to Play" box on the top of the screen like most cabinets have. Especially with the completely new button setup.

- I liked the random select option. I wish Marvel had that. :/

- Killing your opponent seemed to rely heavily on Delay Hyper Canceling and not so much on combos, specials, or normals. One hit chained into a Super Combo and then DHC'd basically killed anyone who got caught in it. I realize that Alex's full kill will get nerfed, but I still think that's the case with the rest of the cast.

- Batsu's airkick is awesome.

Scoops
08-11-2008, 07:25 PM
They know where the real Versus players are.

oh sh~

Keits
08-11-2008, 07:53 PM
Hi guys, snip


I made a thread about this in general fighting game discussion, as you suggested at evo. Please merge that thread with this one, good sir.

SSJ Hibiki
08-12-2008, 12:39 AM
I'll start off with my impressions of the system, followed by each character.




Right now, Yatterman-1 and Batsu and Polymer have good assists for combos, Cashaan and Soki have meh assists, mainly used in block string pressure, and Chun (as if she wasnt good enough already) has a very good anti-air assist. It would be nice if every character could be a good partner by having good assists, and having only one for each character is going to really limit what teams work really well at high levels. Its unfortunate that the game has gone in this direction, but thats what this thread is for. Things can change.



I imagine you and I will be working on this analysis together. I'll put up my share soon. I wonder if anyone got my Batsu assist combos on tape.

Azaroth
08-12-2008, 01:16 AM
Hey Keits... I have the footage where the game glitched... and the camera zoomed in amd focused on Ryu for awhile.

SSJ Hibiki
08-12-2008, 01:35 AM
Hey Keits... I have the footage where the game glitched... and the camera zoomed in amd focused on Ryu for awhile.

Do you have any other footage recorded?

KiDIKoRuS
08-12-2008, 03:49 AM
Alex is broken already, and im sure they are gonna fix that, and if not then i hope they fix the mega crushes to be at least be one bar or something to that extent, cuz when alex goes for the second part of the stun gun infidate he not only takes a shit load more dmg he regains his bar each time he performs it. I wish i got to test it out a bit more like the barque which allows u to extend combos, but its a great tool and is risky at the same time, uses the red portion of your life to use it.

The game is great as it is right now but of course needs alot of work, like the chars assist, having only 1 assist sucks chun li's one assist is decent for keeping peepo to air dash but as continuing comobs it stinks hopefully they add more Assist options like mvc2. Also the throw animation, when u throw the animation camara closes in and takes a while to zoom back out, take it out so u can continue a mix up and contiune the fast paced action. They also need to have the advanced guard push back a lil bit more cuz when i face justin its like he punishes me for using the guard and is able to air dash right back into me even w/o an assist to lock me down and it anit like i have a panic assist button anymore. I LOVE the fact that most of the time u can knock peepo out of the supers, keeps scrubs from randomly activating supers.

Bearly lost to combofiend in the invite compitition 2-1, he didnt play the game as much as i did but had justin wong teaching him everything who pretty much touched the game b4 anyone else. MAD fun, takes u back to the mvc roots with a touch of mvc2, needs to come to the U.S so all the MvC2 players have something to look forward instead of a game thats nearly a decade old.

edit: Some one said the bar fills too fast, its strange cuz everytime i got hit with the alex inf. i ALWAYS had only 1 bar and couldnt crush out of the combo, i usually only see 5 bars after someones char died.

Azaroth
08-12-2008, 03:57 AM
Do you have any other footage recorded?

Umm... I have a few minutes of another match... where it shows Alex's stun gun combo.... I'll edit and post what I can. I'm a camera noob so it might take a bit.

Keits
08-12-2008, 11:03 AM
Hey Keits... I have the footage where the game glitched... and the camera zoomed in amd focused on Ryu for awhile.

Oh good. Im sure TvC dev staff is going to want to see that. I'm still not really sure what triggered it!

My post was updated. I'll add more sections as the day goes.

Master Chibi
08-12-2008, 11:17 AM
I like when Alex did Stun Gun headbutt on an opponent behind him facing the opposite direction. That happened a quite a few times.

As is, I'm not really all that hype for this game, but it is fun. I'd love to see some more female anime characters (yeah I'm a whore, so sue me) and the assist idea Keits has is exactly what I think this game needs.

Atomic #
08-12-2008, 06:54 PM
SSJ, were you using Chun / Batsu? I have a recording of a match with those two characters?

SSJ Hibiki
08-12-2008, 07:17 PM
SSJ, were you using Chun / Batsu? I have a recording of a match with those two characters?

Yes, that was me for basically the entire weekend. Could you please upload them when you have the chance?

Atomic #
08-12-2008, 08:09 PM
http://www.youtube.com/watch?v=hl6ecd_pDa8

Sorry for the shoddy camera work... hopefully that is you playing lol

My only regret was not getting more footage, but I was too busy at the GG, SNK and Blitz spots...

TheDarkPhoenix
08-12-2008, 08:11 PM
Anyone figure out that mega crush or "CC" mode, Mega crush seems like its going to playa pretty big role later on in the game. I thought alex was broken as well until i saw that combo was able to be broken or escaped.



My only regret was not getting more footage, but I was too busy at the GG, SNK and Blitz spots...

same here i was to busy playing everything else to get more Tvc footage.

http://www.youtube.com/user/realdarkphoenix

YellowS4
08-12-2008, 08:18 PM
Ah fuck, nice thread. Looking forward to more input from other people.

strider_zer0
08-12-2008, 11:27 PM
I got there late and im mad that i missed the tourny and chun and batsu play. I did get this footage of alex (http://www.youtube.com/watch?v=TwMPO_uA7j8) So is alex going to be the new cable?

Jester
08-13-2008, 02:50 AM
Why wouldn't a US release be in the works?

Overworld
08-13-2008, 02:56 AM
It's been discussed at length, but the short matter is in the US the Tatsunoko characters already have deals with various companies. Too copious it would seem to be able to get the licensing issues straightened out for the game to come out over here.

Consider that even in the loke-test at Evo they couldn't use the character from Gatchaman because of being unable to obtain permission.

EvilSamurai
08-13-2008, 02:59 AM
It's been discussed at length, but the short matter is in the US the Tatsunoko characters already have deals with various companies. Too copious it would seem to be able to get the licensing issues straightened out for the game to come out over here.

Consider that even in the loke-test at Evo they couldn't use the character from Gatchaman because of being unable to obtain permission.

There has to be some way around it.

Hellfromabove
08-13-2008, 03:00 AM
Polymar rocks so hard!!! My favorite char so far and Chun Li is broken to all hell.

-Tha Hindu

sixtymhz
08-13-2008, 04:52 AM
Nice thread.

Please add ibuki, kthx.

TornadoFlame
08-13-2008, 06:04 AM
Can we at least for the first part have english options in the Japanese console release so we can have a optional import?

changuillo
08-13-2008, 06:11 AM
question: Does yatterman-1 has any other super besides yatterwan dash?

HARD BREAD
08-13-2008, 06:28 AM
to Keits: the "Advance Guard" has prevented chip damage in every Vs. game the feature was put in; and it could always be done multiple times as long as u were being hit(your character would take chip when not in Advance Guard animation)....even though i have not gone to Evo to play the game, i can already say that i have no problem with the AG the way it is because it has retained its nature, but if you really think it's that broken the only way i see them fixing this without taking the whole Vs. game fun factor out of it is to make the command for the AG like the way it was introduced in Vampire Savior(six button taps would push an opponent away, distance depended on button strength)...just felt like sharing in anyway possible. i really hope this game is successful, and i will import on release date.

NemoDC
08-13-2008, 07:58 AM
There has to be some way around it.

Yeah. $$$.

The Lone Dragon
08-13-2008, 08:44 AM
I think the build we played seemed very one dimensional. I have a lot of hope for this to be a great game, but these are the things I noticed.


I played it a few times at EVO...

I second the "1-dimensional" sentiment...sure, it's fun, and wacky, and stuff.

But, gameplay generally consisted of both players repeatedly attempting one single combo. Over and over again until they connected with it. Alex had his infinite combo. Ryu had his Joudan Kick into Shinshoryuken combo. Chun had her air super combo. And so on. All people did was jockey for position in an attempt to land that same chain. Not much variety.

Maybe that was just because people didn't have time/experience to find other strategies...but why should they when that one bread and butter combo works so well?

I don't know, maybe that's just the nature of the VS game playstyle...but, for me it put a damper on such a potentially dynamic game.

Also, Batsu's flying kick seems difficult to catch.

wolfox_okamicha
08-13-2008, 10:49 AM
question: Does yatterman-1 has any other super besides yatterwan dash?

Yatterwan Firebreath
Mecha Food (level 3 - projectile auto-combo)

Speaking of Yatterman-1, please make his supers a bit more... useful?

shoo
08-13-2008, 10:50 AM
Even though i didn't get to play (didnt feel like waiting and i didnt wanna get beasted on completely the first time i play) the game looks really really good and the sound is so crisp

Azaroth
08-14-2008, 01:55 AM
OK, I got footage of the glitch and some footage of random dudes playing. I'll chop it up and post it in the next few days. Right now Chun li seems sooo broken.... and Tekkaman sucks. I think it has great potential.... but the Evo build seemed limited. Like Keits stated at EVo... people were getting bored of seeing the same Chun li combo for 6 hours.

Spinning Beat
08-14-2008, 02:00 AM
I got there late and im mad that i missed the tourny and chun and batsu play. I did get this footage of alex (http://www.youtube.com/watch?v=TwMPO_uA7j8) So is alex going to be the new cable?

OMG@ the Stungun meaning a free hyper bomb.

I hope Alex dont get nerfed for home ports.

TheDarkPhoenix
08-14-2008, 06:38 AM
alex does not have a inf, it can be mega crushed i believe you can mega crush out of the stun/dizzy from his supers and turn around slap.

SSJ Hibiki
08-14-2008, 09:47 AM
I played it a few times at EVO...

I second the "1-dimensional" sentiment...sure, it's fun, and wacky, and stuff.

But, gameplay generally consisted of both players repeatedly attempting one single combo. Over and over again until they connected with it. Alex had his infinite combo. Ryu had his Joudan Kick into Shinshoryuken combo. Chun had her air super combo. And so on. All people did was jockey for position in an attempt to land that same chain. Not much variety.

Maybe that was just because people didn't have time/experience to find other strategies...but why should they when that one bread and butter combo works so well?

I don't know, maybe that's just the nature of the VS game playstyle...but, for me it put a damper on such a potentially dynamic game.

Also, Batsu's flying kick seems difficult to catch.

The combination of most normals being completely unsafe and the long wait times after a loss meant that most players were sticking to practical and basic combos. I was doing plenty of unique combos (Assist to Super to Air combo, overhead Batsu Shinkai Kiaidan to DHC to aircombo, etc.), but most of the time they did less damage than the basic combos due to the beta's awkward damage scaling.

When the full game comes out and things are more polished, I imagine we'll be seeing more diverse combos. In this build, it seemed like the developers didn't feel like rewarding the player for being unique with the combo system at all. Why combo into an assist to an aircombo or DHC when Chun's 4-fierce aircombo does more damage?

Try not to let the beta weigh down your opinion of what the finished product will be too much. The game obviously needs a lot of work right now, but it shows tons of potential.

I'll be making an addendum to Keits' post in the form of combos and short character analyses based on what I can remember since I obviously don't have the game at hand anymore.

JustinW
08-14-2008, 02:40 PM
I will post when i get back to ny. haha its going to be a long post

SSJ Hibiki
08-14-2008, 02:42 PM
I will post when i get back to ny. haha its going to be a long post

Nice, dude. Skisonic wanted me to be in the invitational, but I knew you'd just wipe the floor with me.

BrentoBox
08-14-2008, 03:24 PM
I posted most of my indepth opinions on the first page, but the one I have to post is that even during the invitational matches, the game was just sort of boring. :xeye:

I know thats not very helpful, but when I think of my main problem with it, it's not the one dimensional combos or the fast building meter, its that it just wasn't that exciting to watch.

I think it really has to do with the space issues. The sense of danger and proximity wasn't there. Fireballs weren't a threat, so it was no big deal when someone shot one, or four, or wiffed a super. Characters were so mobile and the screen was so big, that there was no sense "This is a life or death fight!" It almost feels like you could go a whole match without being hit.

I want to give constructive feedback, but not-exciting is basically how it struck me.

Sendog
08-14-2008, 03:56 PM
2 characters? No thanks I'll stick to MVC2 for another 8 years

Gorehound
08-14-2008, 07:39 PM
I really liked the game!

What they should fix is that if you connect two supers, then the second super shouldn't be so damaging.

Chun Li is an example because after ther Multi-hit Kick Super she launches the opponent to do an air juggle than ends with her Air Kick Super.

Very broken.

Characters like Casshan and Tekkaman need better launchers.

wolfox_okamicha
08-15-2008, 01:01 AM
They should have OTGs too. So far only Yatterwan Dash has OTG.

SSJ Hibiki
08-15-2008, 05:10 AM
I really liked the game!

What they should fix is that if you connect two supers, then the second super shouldn't be so damaging.

Chun Li is an example because after ther Multi-hit Kick Super she launches the opponent to do an air juggle than ends with her Air Kick Super.

Very broken.

Characters like Casshan and Tekkaman need better launchers.

I used the kick super to air combo a ton, and it did only a bit more damage than a basic 4-fierce combo. Even comboing to the level 3 scaled a bit.

NemoDC
08-16-2008, 01:59 AM
2 characters? No thanks I'll stick to MVC2 for another 8 years

Wtf? Go back to Africa with that ish. You can only play a fighting game where you control a minimum of three characters?! :rolleyes:

SSJ Hibiki
08-16-2008, 12:18 PM
Wtf? Go back to Africa with that ish. You can only play a fighting game where you control a minimum of three characters?! :rolleyes:

He probably isn't aware that it's impossible to spam assists in this game right now, anyway. I'd rather have only two characters that actually fight over an extra character used solely for spamming an assist that sucks on point any day.

TheKimura
08-16-2008, 01:36 PM
they should have sj canceling off of normals, they should also have wave dashing and maybe snapbacks.

huge balls
08-16-2008, 02:45 PM
who was the little black kid that was on the p1 side and was using chun and some other charactors that I don't know the names of. He had like a 5 hour win streak. I was standing in line at the south sf4 machine all day Friday and Saturday & this kid was beastly. He was crushing everyone that dared chalenge him. I found myself watching him play chun for the 16 houres I was waiting in line for sf4. Whoever this kid is he is amazing. He looked about 14 years old, short, closley shaved hair and he was black. Props and much respect to whoever that was.

Daddyneptune
08-16-2008, 02:46 PM
It was Wong in a camo?

DS
08-16-2008, 02:55 PM
Stungun has reduced damage now, so that's a step in the right direction for the game. Alex is still buff, though.

SSJ Hibiki
08-16-2008, 03:22 PM
who was the little black kid that was on the p1 side and was using chun and some other charactors that I don't know the names of. He had like a 5 hour win streak. I was standing in line at the south sf4 machine all day Friday and Saturday & this kid was beastly. He was crushing everyone that dared chalenge him. I found myself watching him play chun for the 16 houres I was waiting in line for sf4. Whoever this kid is he is amazing. He looked about 14 years old, short, closley shaved hair and he was black. Props and much respect to whoever that was.

I'm 22.

SSJ Hibiki
08-16-2008, 03:24 PM
they should have sj canceling off of normals, they should also have wave dashing and maybe snapbacks.

If normals are going to remain as unsafe as they are in the EVO build, then SJ canceling is a necessity. Not being able to throw out anything beyond a jab was quite awkward, and a lot of people couldn't understand how I was getting them into combos so often.

wolfox_okamicha
08-16-2008, 09:16 PM
Snapback... eh I don't think it's a good idea here. I mean, in MvC2 it's all right because there are three of your opponents, so taking them down quickly with Snapback is a good idea, but here, it's only 2v2.

pvp.tW34k
08-17-2008, 03:08 AM
Well, you don't neccesary would need to have that part of the snapback. Just so you can snap them in and out.

Rojo
08-17-2008, 01:40 PM
It's been discussed at length, but the short matter is in the US the Tatsunoko characters already have deals with various companies. Too copious it would seem to be able to get the licensing issues straightened out for the game to come out over here.

Consider that even in the loke-test at Evo they couldn't use the character from Gatchaman because of being unable to obtain permission.

I don't get that part. Capcom has a huge money maker on their hands, and they can't release it to certain parts of the world all because of license issues with Tatsunoko. Shouldn't they have known about these problems ahead of time? Why not drop the tatsunko characters and team up with some other comic,anime company. Actually, advoid the licensing issues and team up with some other video game company like Nintendo or Square? No ones going to care that Tatsunoko characters are missing, as long as they have a new .Vs game to play.

Stungun has reduced damage now, so that's a step in the right direction for the game. Alex is still buff, though.


SGH combos still did massive to KO damage. Just leave the damage as it is, and have the HB knock down. Quick question,Did Alex's stomp still cross up?

wolfox_okamicha
08-17-2008, 11:41 PM
I don't get that part. Capcom has a huge money maker on their hands, and they can't release it to certain parts of the world all because of license issues with Tatsunoko. Shouldn't they have known about these problems ahead of time? Why not drop the tatsunko characters and team up with some other comic,anime company. Actually, advoid the licensing issues and team up with some other video game company like Nintendo or Square? No ones going to care that Tatsunoko characters are missing, as long as they have a new .Vs game to play.


It's supposed to be a Japan-only game.

DS
08-18-2008, 12:30 AM
SGH combos still did massive to KO damage. Just leave the damage as it is, and have the HB knock down. Quick question,Did Alex's stomp still cross up?

In recent Japan loketest vids, it's pretty much scaled. He can still loop into another or do another one raw and still get good damage. It's just not the beastly shit that was at EVO or in the early loketest vids.

SSJ Hibiki
08-18-2008, 12:52 AM
In recent Japan loketest vids, it's pretty much scaled. He can still loop into another or do another one raw and still get good damage. It's just not the beastly shit that was at EVO or in the early loketest vids.

I'm the victim of him doing that to Batsu in one of those Youtube match videos.

100% damage as soon as I tagged in...

wolfox_okamicha
08-18-2008, 01:10 AM
The enemy now "flips" so the only options you have are an instant SGH or HB.

SSJ Hibiki
08-18-2008, 01:11 AM
Good. I was annoyed with the fact that the Stungun does only slightly less damage than a Hyper Bomb (which is a level 3).

KING
08-18-2008, 01:27 AM
Snapback... eh I don't think it's a good idea here. I mean, in MvC2 it's all right because there are three of your opponents, so taking them down quickly with Snapback is a good idea, but here, it's only 2v2.

having the option to kill Alex from the very get-go before there are meters stockpiled in reserve for him is an advantage.

or for that matter, any perceived threat.

Episode_667
08-18-2008, 09:48 AM
Good. I was annoyed with the fact that the Stungun does only slightly less damage than a Hyper Bomb (which is a level 3).

Actually I think the most "efficient" way of fixing the Stungun problem would have been to make it Alex's level 3 and not have the stupid knock-away property when they're dizzy (which seems like such a hack solution), and switch the Hyper Bomb to level 1, with adjusted damage. This way you can't do two Stunguns in a row, but you still get the benefits of having someone dizzied. This solution would obviously take Capcom's other recent changes into account as well, though, like scaling the damage of the Stungun, and scaling the damage dealt after the opponent is dizzied.

Sir Ilpalazzo
09-15-2008, 08:03 PM
I don't get that part. Capcom has a huge money maker on their hands, and they can't release it to certain parts of the world all because of license issues with Tatsunoko. Shouldn't they have known about these problems ahead of time? Why not drop the tatsunko characters and team up with some other comic,anime company. Actually, advoid the licensing issues and team up with some other video game company like Nintendo or Square? No ones going to care that Tatsunoko characters are missing, as long as they have a new .Vs game to play.

I don't really see what you're saying here.

First, it sounds like you're saying they shouldn't have done a vs. match with Tatsunoko just because Tatsunoko isn't known over here, which doesn't make any sense. Why should they have to make the game specifically for foreign audiences? They pretty much are doing that with Street Fighter 4, anyway.

Second, why would people want to get rid of the Tatsunoko characters? That's part of the draw for the game. The Marvel vs. games would lose a ton of their appeal if you went and replaced all the Marvel heroes with generic characters, as was suggested earlier on in the topic. And although it's not really the same, Smash wouldn't really be Smash without the cast it has.

I don't mean to be rude in my first post here, but I just really dislike the idea of changing the roster around just so the game can have an international release.

danomighty
09-23-2008, 08:23 PM
For those that played newer TvC beta...

1.Can you be dizzied,beside from Alex?
2.Can you change your order of character during the vs screen?
3.How many supers can you store?
4.Has the pushback punish toned down?
5.How does the bgm work?

Daddyneptune
10-30-2008, 06:06 AM
Where is that long JWong post?:confused: