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Madrüga escreveu:Se deu para sacar, alguns especiais serão "teleguiados"? Tipo Ryu dando shinkuu hadouken pra baixo ou o Super Skrull voando na diagonal?
Entrevista com Niitsuma escreveu:
Q: Is there a pressure from Marvel or Capcom to include characters that feature in current or forthcoming films or games rather than obscure classic characters?
Because we’ve got such a wonderful relationship with Marvel they’re not going to pressure us like that but we can see the subtle hints and they’re quite diplomatic about what they possibly would like us to implement so we buy into those ideas.
Q: MVC3 uses many of TVC’s systems such as the three attacks buttons and the team aerial combos. How much did producing TVC help with MVC3? Did you use TVC to test ideas?
Obviously the advantages that we identified in TVC we’ve extended and built on top of but because this isn’t a sequel to TVC but to MVC2 the focus is quite different, so although we’ve taken some things from TVC we have tried to build more on MVC2.
Q: Can you talk more about the button layout in MVC3?
There are six buttons – light, medium, heavy, aerial, assist one and assist two. If you tap the assist buttons your characters will come in for a hit and if you hold the assist button you will switch characters. In MVC3 as a new a focus point we really wanted to concentrate on this aerial battle so we decided to implement a whole entire button just for aerial. Once you start the aerial you can choose what to do in the air, so you can either go further up or down, or you can just go sideways, but in going further up you can tag to another character and that character can again kick the enemy up, going up a few time for more damage so that’s one of the new strategies you can take on.
Obviously when the aerial kicks in it looks as if the combos just goes on and on and on, but the opponent receiving the aerial can stop that at particular points, so when a tag partner is about to connect if you input the same direction you can stop the combo and combo in return so you can read what you’re opponent is going to do.
I am also thinking of lowering the entry barrier to the genre by allowing for some kind of easy command where you have a simple way of pulling off moves.It’s obviously not going to be as good as the standard mode, but if you don’t know anything it will allow you to pull of complicated moves with just one button.
Will all characters be capable of the snap back move (forces an involuntary character swap) as standard or will it be limited to only certain characters as with TVC?
Yes, that’s been accepted as an important system in MVC2 so we had to have it.
Marvel Vs Capcom 3’s combos system appears to be very open and flexible allowing for huge combo opportunities. Returning to your earlier comments regarding changes based on event showings, can you tell us more about what has been changed since the game’s playable debut at E3?
If you were a hardcore fighting game fan and you played the E3 build and then you played the Comic-Con build you would probably think it’s a different game because we’ve made so many changes based on feedback.
We have heard that you are planning a huge story drawing on characters from the entire Marvel and Capcom universes. How much input does Marvel have over the direction of the story?
We will be building a big story around this game and we are using Marvel writers for the story, so both Capcom and Marvel character will be written by Marvel.
It’s obviously not going to be as good as the standard mode, but if you don’t know anything it will allow you to pull of complicated moves with just one button.





Eventscrubs escreveu:This version doesn't seem to quite match the maniac speed of MvC2. Was that a conscious choice? If so, what was the thinking behind that decision?
RN: The pace hasn't changed that much, but it is indeed just a bit slower-paced than Marvel vs. Capcom 2. It's a totally different game, of course, but in terms of pace it is a bit more leisurely; I think we've struck a good balance. The pace of MvC2 is something that long term fans are used to by now, of course, but for newbies to the fighting-game genre, we saw it as just a bit too quick.
On the other hand, if we slowed MvC3 down too much, it would have the effect of annoying MvC2 veterans. So we aimed for a play speed that would satisfy both those veterans and people just entering the series now. I should also note that the balance will probably be further tuned and adjusted as development continues on the game, so this isn't necessarily the final version.
Speaking of attracting new players — this series has traditionally been the most button-mash friendly among Capcom's fighting series. You can just spam on the buttons and a lot of "stuff" happens, regardless of whether the player knows what it does. How do you balance that against the demand for technical skill, which is also very high in a MvC game, since people can juggle you for a very, very long time, and skill eventually wins out?
RN: Definitely, like you say, one of the trademarks of Capcom's vs. games is being able to launch a variety of moves with relatively simple controls, and that's something we want to retain for this game. Generally speaking, there are no "turn the stick this way, then this way, then that way" Street Fighter-style precise commands to deal with.
The idea here is to keep the control scheme easy to learn for beginners, but deep and challenging to master as you get better at the game. We want the game to be challenging and require practice to get better at, but we want to keep the entry threshold low for beginners.
Kear escreveu:
O Slow da Amaterasu ficou legal, a Assist do Dr. Doom foi brutalmente nerfada; e o gameplay da Chun-li está lindo, mas a dublagem dela é péssima.

Eventhubs escreveu:• Seth Killian said that there's a character on the Marvel side for MvC3 that is one of the craziest things ever put into a Capcom fighting game. He added that this character would be broken except the designers figured out a clever way of implementing things. This was submitted by Darts.
• Seth pointed out that fans should take the MvC3 silhouettes with a grain of salt because some of the characters may not be in the game anymore. The most notable silhouettes to date have presumably been for Frank West and C. Viper, although a lot of people have also claimed to have spotted Spider-man as well.
• Killian confirmed that Mega Man X would NOT be in Marvel vs. Capcom 3. This doesn't rule out another version of Mega Man being in the game, though.


Eventhubs escreveu:• A strong implication was given that there will be a Marvel vs. Capcom 3 Fight Club in Chicago some time this month.
• Seth Killian said that the next cinematic for the game, titled Episode 2, features some amazing stuff, including new characters and will also have the S.H.I.E.L.D. Helicarrier from the Marvel Universe.
• In the current build, the X-Factor system offers a 40% damage bonus.
• Killian mentioned again that X-Men fans should be happy with Marvel vs. Capcom 3. Later on, and possibly unrelated, he added that there will be more females added to the Marvel side.
• Dante has around 40 special moves at the moment. The various button strengths make his attacks do different things, instead of slightly changing the properties, as is typical in Capcom fighters.
• There are configurable control schemes in MvC3. This wasn't elaborated on, though.
• Ruby Heart, of Marvel vs. Capcom 2 fame, was apparently a rejected Darkstalkers design.
Dante has around 40 special moves at the moment. The various button strengths make his attacks do different things, instead of slightly changing the properties, as is typical in Capcom fighters.






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