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What a Former Marvel vs. Capcom 2 Hustler Wants from Marvel vs. Capcom 3

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Friday, April 23, 2010

Editor's note: Thomas is a self-admitted hustler from the old arcade game scene, which gives him a unique perspective on what he'd like to see in the recently announced Marvel vs. Capcom 3. -Brett


Marvel vs. Capcom 2 paid half of my college tuition. As my friends worked part-time campus jobs, I trolled the shadiest arcades around Atlanta, Georgia, hustling unsuspecting players.

The real money was at competitive fighting tournaments. At those tournaments, I kept a low profile. My triumphs were never recorded with a shaky camcorder, and I never made ladies cry with joy like a professional Korean Starcraft player. I was absent of a gaming handle; my tournament persona resembled a shadowy creature that lurked in the competitive scene. If no one knows who you are, it’s easy to convince someone to play you for money -- lots of money.

Sadly, I won't be able to continue hustling ego-driven teenagers from arcades when Marvel vs. Capcom 3 comes out. The arcade scene is dead, fighting game fans now hide behind TV screens and compete for digital points instead of physical money. Instead, I'll have to play the game for the simple joy of it.

To that end, here are three things I hope Marvel vs. Capcom 3 retains from Marvel vs. Capcom 2.

 

Chain Combos

Marvel vs. Capcom 2 appealed to a large audience because players familiar with the Street Fighter series felt comfortable with it and could easily perform special moves and chain combos. By chaining combos, I mean that players can seamlessly combine weak attacks with strong attacks. Every character in Marvel vs. Capcom 2 had a basic combo that went along the lines of weak punch, weak kick, medium punch, medium kick, and then super move.

Compare that to a link combo system, such as the one used by Street Fighter 4. In a link combo system, weak attacks do not necessarily combo into stronger attacks. Instead, combos are performed by linking together moves with recovery times faster than an opponent's hit animation.

I prefer the chaining system because my execution has never been on a high level and it makes learning combos much easier. I hope Marvel vs. Capcom 3 sticks with the chain system.


Huge Buffer Windows

This is little known feature outside of the competitive scene. Buffering is directly related to 2-1 combos, where a player inputs commands for moves during an action before it is displayed on the screen.

People do it all the time without realizing. For example, Storm’s infamous air combo from Marvel vs. Capcom 2 that ended with Lighting Attack and then Lightning Super can be easily done with buffering. While Storm is hitting an opponent with Lightning Attack the player can perform the inputs for the super move.

This is why players can immediately follow special moves with supers -- they are buffering inputs. The buffer windows in fighters vary from game to game. Virtua Fighter is notorious for having very small windows, while the Vs. series is known to be much more lenient. Gracious buffer windows make a fighting game physically more enjoyable to play, and I hope that Marvel vs. Capcom 3 keeps the buffer windows large.


Glitches

Sometimes I can be a horrible person when playing fighting games. I love exploiting glitches. Feeding off the tears of an unsuspecting victim of a graveyard or Gambit glitch at the arcade is more satisfying than any experience I've had on HD consoles. Glitching an opponent is like showing them a portal to a parallel universe where everything they know and understand about reality has been completely torn asunder.

If I can’t have Gambit try to kill 999 Servbots in a single super in Marvel vs. Capcom 3, I'll consider the game a complete failure as a sequel.

 
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Comments (13)
Mikeminotti-biopic
April 22, 2010

Cool to hear from a competitive player. I think most of your wishes will be granted, but I can't imagine the glitches will be carried over. Since everything it being rebuilt from the ground up, I'm assuming that some of those glitches probably couldn't be replicated even if they wanted to, which I doubt they do.

100_0005
April 22, 2010

The Odyssey reference? classic my friend, classic

Mikeshadesbitmob0611
April 23, 2010

Also, those glitches can be patched out now, sometimes stealthily. They're probably going to try and keep it pretty balanced -- or, at least as balanced as they tried to make SFIV. That's not too balanced, but it's an effort.

Jamespic4
April 23, 2010

I played competitively, too. They also need to keep broken infinites for nearly every character. I love it.

Photo-3
April 23, 2010

what would a typical hustle look like?

Dscn0568_-_copy
April 23, 2010

The glitches and infinites always turned me off from the Vs. games, but it's cool to hear from the other side.  I wouldn't be surprised if some glitches and infinites made it to the game anyway. Even the arcade/Japanese release of Tatsunoko Vs. Capcom had infinites, and you would think by that time Capcom would have someone looking for those things.  However, I'd probably be more worried about damage scaling during combos - if there are infinites, at least make them quick.


http://www.youtube.com/watch?v=TZlKA3VJWTU

Mikeshadesbitmob0611
April 23, 2010

@Alejandro, I haven't seen arcade hustling, but it's probably a lot like pool. Go in as a nobody, get wiped a few times, lose a little cash, and when the other player makes a big, cocky bet, unleash the beast and make mad money back. Then leave. Repeat at different locations and stagger your play so you don't run into people who are wise to the jig.

Mikeshadesbitmob0611
April 23, 2010

@Chris, damage scaling in general is a tricky issue. Low scaling means big skill-based tricks don't work as well, relegating the game to short 4-strings, which can speed up the game and make for more opportunities for a turnaround while punishing the super skilled players. High damage scaling means BlazBlue, where Tager never lets me touch the ground unless I BB.

Photo-3
April 23, 2010

@Michael, have you done this before?

Mikeshadesbitmob0611
April 23, 2010

@Alejandro nono, I can't play pool. Or can I?

I've just seen a lot of movies, and used to know a lame hustler/grifter. But it all makes sense if you think about it. My favorite portrayal of hustling in pop culture is the episode of Fresh Prince where Uncle Phil hustles Will's money back. Go look it up on youtube. "Geoffrey... break out Lucille."

Photo-3
April 23, 2010

hahaha, thanks for sharing that!

Fitocrop
April 24, 2010

@Alejandro: Poolhall Junkies is a cool movie about pool hall hustling and Rounders is a great movie about poker hustling -- this last one pairs Edward Norton and Matt Damon, you can't go wrong with that. So, yeah, check 'em out.

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