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Marvel vs capcom infinite characters are just functions
Marvel vs capcom infinite characters are just functions











marvel vs capcom infinite characters are just functions
  1. #Marvel vs capcom infinite characters are just functions how to#
  2. #Marvel vs capcom infinite characters are just functions pro#

I mean, we're seeing more competitors in tournaments use gamepads so who knows? It might be the predominant Marvel meta. With the previous games you had to spend a great deal of time getting to grips with what each button does, and for a casual player having to grapple with that, instead of actually getting in, hitting buttons, and seeing cool things happen, could make them bounce off the game quickly.Įdmond: I used an arcade stick during my session and I don't think I'll change my preference, but I'm happy to hear gamepad controls are getting easier for the reasons you said.

#Marvel vs capcom infinite characters are just functions how to#

In fact, I think it lowers the barrier for everyone and fast tracks players to the stage where they can think about how to use their characters creatively. It makes sense that Capcom would do as much as possible to accommodate people that love those characters but may only have a passing interest in fighting games or video games as a whole.īut I don't think hardcore players are losing much. Infinite is arriving at a time when the thirst and interest in Marvel tie-ins is at an all time high. Like Joey and Peter said, it's designed to make it easier to get to grips with on a controller, which is what the broader audience for games knows and understands how to use.

marvel vs capcom infinite characters are just functions

Whether or not that has anything to do with the shuttering of arcade stick-makers Mad Catz, we may never know, but at least the barrier of entry won't start with a $150 peripheral.

#Marvel vs capcom infinite characters are just functions pro#

However, while talking to Peter Rosas (aka Combofiend)-who went from pro Marvel player to working on the game-he mentioned that you won't necessarily need a stick, and that the game might even be easier to play on a controller. Joey: My ailments with the new layout could be because I favor arcade sticks for fighting games. With the separation of punches and kicks, I enjoyed just instinctively knowing that I could get light and heavy variations of special moves, which helped when picking up some of the new characters and getting a sense of their capabilities. I'm sure after some extensive training room exercises it'll become second nature, but there was just not enough time during my session to consistently land my combos.Įdmond: It definitely took me a few rounds to rewire my brain for basic dial-a-combos (LP, LK, HK, ↓ HP) but at the end of my session it all felt pretty natural and experimenting with my own ideas was satisfyingly easy. After playing MvC3 religiously for the past six years, I struggled to get my hands to cooperate with the new button layout. Whereas Marvel vs Capcom 3 had Light, Medium, Heavy, and Launch attacks, as well as two assist buttons, Infinite goes back to a more traditional control scheme: Light Punch, Heavy Punch, Light Kick, and Heavy Kick, as well as one assist button and an Infinity Stone button (which we'll get into later). Capcom has changed its button configuration for Infinite. By clicking 'enter', you agree to GameSpot'sĮdmond: Let's kick it off with the basics: Marvel Vs.













Marvel vs capcom infinite characters are just functions