Seth Killian posted quite a few responses recently on the Unity Boards to fans who had questions about Marvel vs. Capcom 3. Here's the run down.
Will there be a turbo speed selection for Marvel vs. Capcom 3, or is there just one speed that everybody has to adapt to?
Seth Killian: Nope, no "turbo" mode — just watching people wavedash and triangle jump at you will convince you that's probably not what you would wish for :)
What's good to know about the online play besides license cards? What new features will we see? — Kit
Seth Killian: As for online, there's some cool stuff but yes, that's yet to come.
Is it true you can mash 360 out of air-tags? — Clovr4Lyf
Seth Killian: Short answer is "kinda, BUT..."
"Mashing" counter (multiple, fast, indiscriminate inputs) won't get you out of every air-tag, but it can dramatically improve your chances. That would make air-tags mostly suck, except that when you mash counter and then no air-tag actually appears for you to counter, you will get an aerial S attack instead (S is the button you have to mash on). This is very bad for you.
If your opponent thought you were going to try and "mash out" of an air tag, they can just stop their combo and let your mashing result in a blank aerial S. These aerial S attacks vary by character, but in most cases they are extremely slow and leave you wide open.
How are you vulnerable? In the air, yes, but sometimes a blank aerial S attack (the result of mashing) will leave you vulnerable even after you reach the ground. Think of Dante's aerial S — that big, straight down chop. If you don't connect with that, you're totally vulnerable and easily punished, even after you have landed (and if you think an aerial S might hit your opponent in the air, think again — as I mentioned, aerial S is slow).
Even against characters whose aerial S (what they'll get from trying to mash out of an air-tag) isn't as slow as Dante's, mashing is still unsafe. An opponent who predicts your mashing can briefly pause their air combo and set you up for an in-air reset. For instance, Spiderman can launch, Medium Attack, Medium Attack and then where an air-tag might go, instead of using direction + S (that's an air tag), he can use "web zip" into a quick Light Attack into a new air combo while you're vulnerable after hitting aerial S. That's just one basic example, but the options are character specific (everyone's aerial S is different, and of course different characters have different options in the air), and there are a lot of them.
In both cases, since the first combo was stopped, the damage scaling on what hits you next has fully reset instead of just a partial damage-scaling reset that you would have eaten from a successful tag, so mashing can pop you out of an attempted air-tag, but it also puts you at risk for an even worse beating.
If the thought is that mashing is a "free" counter that gets you out of any attempted air-tag... that will get you killed. You were mashing out of the air-tag to avoid a damage reset, but if they guess you're going to mash, you can get reset anyway.
Overall, air-tags have big rewards on offense, so using them is not guaranteed — attempting one on offense is, by design, risky. Mashing, however, is not a free way to avoid them — you will end up getting punished very badly if your opponent makes the correct read on you.
It's also worth mentioning that you don't have to ever actually use an air-tag. Regular, inescapable MvC3 combos are very powerful already, so going for an air-tag to reset your damage-scaling should be (and is) risky and situational.
Was RAM truly the issue for some of the cast?
Seth Killian: MvC3 as a game is definitely right up against the limits of available RAM and memory, but I don't recall that being an issue for a particular character.
Was Roman Cancel/Speed Up/Health Regen (X-Factor) the most innovative thing the team could come up with for the series? In TvC no other game had air-tags but MvC just upgraded it. Were any ideas dropped that seemed too odd for the game?
The goal with MvC3 wasn't to try and reinvent the wheel — MvC2 was a fantastic game that was a success from every perspective and still has an active fanbase after 10 years (probably less than 0.1% of games could say that). The expectation of "iterate on the established theme" is why we called it "MvC3" rather than creating some new name for a project that tried to do something totally new.
"Innovation" is good because it implies new ways to play, new possibilities, etc. The challenge is to make a good, or even a great game, that's got a billion possibilities and a ton of fun. The innovations in MvC3 are in the characters, both the way they play individually, and how they function as teams. MvC2 was probably one of the craziest, most free games ever made, and MvC3 actually seems to have significantly MORE possibilities (which is almost scary). It may be the greatest fighting "sandbox" that's ever been made.
As for paths we didn't go down, of course we have other ideas, but they may yet make their way into a future game, so it's not time to share them yet.
Was doing the game in Polygonal the best option? Even though sprites are more difficult wouldn't it have been more respectful to create a game that is a true next gen of the past? Was Capcom afraid it might look too similar?
I'm not sure what "more respectful" is supposed to mean, but there's nothing about the MvC3 models that's disrespectful — if anything I think most of the MvC3 characters (on both Capcom and Marvel side) have never looked better. You don't think Morrigan looks better than her MvC2 sprite?
I love me some sprites (and some games still use them), but I didn't like sprites *because* they were sprites, I liked them because they had a level of detail and amazing animations you didn't typically see in most 3D models, which were comparatively crude. When you actually look at the 3D models in some of our recent fighters, however, and in MvC3 in particular, that same level of detail and the crazy-good animations are still there. That's a product of the great work of Capcom artists and animators, not something to do with sprites/models.
3D models are also a much more flexible way to work, developmentally. You can have an idea for a great level 3 hyper and actually make it happen at even a relatively late stage, where if you had to use sprites there's no way that could have been a reality.
Finally... DONT MEGA-NERF LOW TIER Characters like Capcom did with El Fuerte... Please! It makes you guys look unprofessional. Favoring Ryu/Akuma is fine and all but beating a dead horse? That's just wrong!
Nobody likes nerfs — believe me I know. The idea is of course that selective nerfs/buffs combine to create a better overall game. Doesn't always work out that way in practice of course, but that's at least the idea — definitely not "we <3 Ryu."
LOL i like what he said in the end how capcom isn't biased towards Ryu But I do find his answer interesting about the ram issue proving more that good ole frankie might be in it
Yay he answered my my questions(the first 2) lol.
Interesting info, but sometimes I feel bad for Seth having to field some stupid/angry/ignorant questions.
@2: Turbo is unnecessary for a game like this and that's what I like. ^_^ :D
lol..
"You don't think Morrigan looks better than her MvC2 sprite?"
found it funny he would put morrigan as a example.
So i guess mashing Aerial S is the equivalent to a guy in ssf4 on defense mashing DP under pressure. there's a chance it may hit, but its very bait-able and the punishment for missing is extreme. The problem with DP mashing in ssf4 was that some reversals just arent punishable enough and the reward outweighed the risk.
But in Marvel the reward for mashing out Aerial S seems low compared to the risk and punishment you can take for missing. The combos in a Vs. game hit harder than in SSF4, so being punished by one of them for missing a mashed Aerial S is a heavy price. here's hoping for less defensive scrub tactics in mvc3
It's the same as the one in CvS2 right? Poor thing...
man they got rid of turbo??? THATS ALL I WAZ HOPING FOR EVERYOEN PLAYED ALL THE MVC's ON TURBO 1 THEN THERE WERE THOSE WHO PLAYED IT ON TURBO 2. I COULD PLAY BOTH. THIS IS OUT RAGEOUS thats mad retarded if ya aint wanna play on turbo just dont go into a room with turbo on gosh. u had a choice. that junk is gon be mad slow tri jumps and dashes never been a issue for me to battle off even in turbo 2 goodness.
turbo 1 and 2 on marvel vs capcom 3 will look stupid. it will kind of look like dragon ball z fighting. the game is in 3D anyway, wouldn't look good
http://img543.imageshack.us/img543/57...
This looks interesting.
Didn't Seth say the reason they left out The Human Torch (F4) because of RAM issues? So that's why Super Skrull was included instead. Now he's saying RAM was not an issue any particular character.
Whoops! Accidentally sent the link before saying something. At the bottom you see someone saying it was a fake.
How does that mean it will be an issue?
He pretty much explained the reason behind not mashing crouch techs all over gain. Someone said its like not mashing dp's, but crouch tech would fit much better in this case.
I could of sworn Seth said (on some recorded interview done on the side, that was posted here, at some major tourney)it was due to RAM that Torch was left out. Not from an article or rumor that noted here.
It's funny how people compalain about shotos in SFS4 and they DO have a right to do so...if you look at other fighting games that have projectiles...KoF
Every fireball in SSF4 comes from their hand(s) or scarf around their hand, Rose...Boring! In KoF they use their feet or elements. In SSF4 it's usually horizontal from their chest height. Boring.
They all have similar looking Hurricane kicks. Boring
They all have a dragon punch using it in the same manner. Anti air. Boring. Sakura is different in that. Still the same pose
In KoF the have projectiles but some of them go along the ground some of them arc up some of them appear out of nowhere on screen.
The ONLY character in King of Fighters that acts anything like Ryu is NOT Ryo it's his sister Yuri and she acts more like Sakura than Ryu. Ryo's fireball is not always full screen. His hurricane kick motion is like a torpedo. He has a 100 crack fist. He has a jumping over-head. And his supers are WAY WAY different. Ryo goes into a blind rage!!
That actually looks kinda real, but so did the Green Goblin fake.
Who knows, we will see soon enough.
would make sense for Akuma to be in, he was always the party crasher. Popped in Xmen COTA before any other capcom characters and was in the rest of the other vs series games. And if it isnt a fake i hope he just turns into shin akuma or something during X factor and dropping the misogi all over the place or cyber akuma's air SGS. Sheesh anything so he not a copy of ryu besides a few similarities.
That Akuma pic is so obviously fake. Look at the feet. It's a totally different skin tone!
@51
Anyone can post a pic and take it down later.
Akuma is most definitely in the game, but I strongly doubt that picture is legit.
I want MvC3 NOW! :(