Marvel vs Capcomholds a special place in the heart of many fighting game enthusiasts. And after six long years,Bollywood Archives we're finally getting another entry in the series.
The execution-heavy, fast-paced fighter combing the Marvel and Capcom flavor has been a staple at major tournaments. After six years and few (if any) balance tweaks, though, the game was starting to show its age. With Infinite, it looks like Capcom has made some big changes. We recently got to play an early build, and it feels like a much improved fighting game that still retains the complex execution system hardcore players are accustomed to.
The most notable change to the series is the basic button layout. Capcom has moved away from the setup in Marvel vs. Capcom 3and returned to the Light Punch/Heavy Punch and Light Kick/Heavy Kick layout from Marvel vs. Capcom 2.
You can still launch opponents into the air to start aerial combos, but it's now bound to a button combination (down + Heavy Punch). Fans of MvC2will instantly feel at home, while people who have put in significant time with MvC3will most likely need some time to get used the change.
The second major change that players will immediately notice is to assists and partners. Forget what you knew about assists from MvC3. You now choose only one partner, and you don't choose a specific ability. Those quick, single-use abilities are gone and in its place is a tag-out system. You can tag in and out between your two team members at any point. When switching, the tagged out team member always finishes their move before disappearing. That little detail at the end may not sound like much, but being able to tag-in and seamlessly continue attacking really opens up potential combos.
Marvel vs. Capcom 3(and the Ultimateversion of the game) placed less emphasis on this. Many fighters would choose their teams based on other characters' assists. The changes in Infinitecould lead to a much more active play style and encourages fighters to become fluent in more than one character. Capcom's latest build of the game placed heavy emphasis on this new tagout system -- the developers showed off some ridiculously nasty combos that should wow even veteran players (such as myself).
Infinity Stones are similar to Street Fighter's V-Trigger. There are six Infinity Stones that can be equipped before the start of every fight. Each one has a unique ability. Capcom previewed three of them for us: Time, Space, and Power stones. Using each stone's ability, taking and receiving damage all fill your Infinity meter. On a full charge, you can activate a powerful ability unique to the equipped stone. The Time Stone, for example, gives you a dodge that travels a set distance. Activating at full charge gives you a potent speed attack and movement speed buff. The Power Stone gives you a knockback attack, and on full charge increases your damage output. Every stone's basic ability can be used all throughout the match.
The X-Factor system of previous iterations has drawn continuous ire from the MvCcommunity, with it being a one-time use offensive or defensive buff. In contrast, the Infinity Stones provide a consistent gameplay challenge throughout a match and the number of Infinity Stones means fighters can mix and match these abilities according to their play style. The result is a more dynamic system that proves to be more versatile than the old X-Factor system.
As a veteran player who's sunk 2,000+ hours into Ultimate Marvel vs. Capcom, I went into the preview with some hesitancy. The Marvel vs. Capcomseries is a beloved one, and any changes Capcom makes will be looked at under a microscope. After an hour of playing the 16 available characters that Marvel vs. Capcom: Infinite offers, it looks like the game retains the fun, fast-paced feel while making some solid improvements on mechanics that have been a point of contention for years.
The new tag out system makes fights feel varied. The Infinity Stones provide an interesting tactical layer that clever players are sure to experiment with. All these changes lead to a rewarding experience, provided you can pull off the crazy combos and insane mix-ups they set you up for.
The only question now is how we're going to tide ourselves over until the game comes out. Marvel vs Capcom: Infinitereleases on September 19.
Topics Gaming
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