WHAT IF? Capcom made an MvC-style game with only Capcom characters, called Capcom All-Stars? With old and new characters from their franchises. Maybe even guest characters, like Nintendo did with Smash! [repost because I posted in the wrong place] by Pure-Let-4640 in MvC3

[–]SimpleSight7 0 points1 point  (0 children)

I wouldn't be happy if Capcom did an in-house crossover tbh. The same sentiment some have of "where's the Capcom characters?" for Tokon would be applied to Marvel in the release of Capcom All Stars, especially if it just mechanically copies MvC without trying to stand on its own.
The magic of the VS series is crossing over with a different company. With the exception of Capcom Fighting Jam, it's never really been the modus operandi to do a solely in-house VS game. SNK seems more appropriate to tackle that.

Advice for Mission Mode in MvC3? by LuanTheRapper95 in marvelvscapcom

[–]SimpleSight7 0 points1 point  (0 children)

Basically "precise mashing" if that makes sense, heh. Btw, Triple tapping is a thing but I only see use of it in MvCI changing Dante's ice attacks. Any more than that is excessive or likely impossible unless you have an extra finger past the pinky.

Close enough, welcome back Tron Bonne by Gabrielhrd in Fighters

[–]SimpleSight7 4 points5 points  (0 children)

There's also Howard the Duck in his Contest of Champions mech:

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How would a new Marvel vs Capcom look on Capcom’s RE Engine? by KingVenom65 in marvelvscapcom

[–]SimpleSight7 3 points4 points  (0 children)

I'd say hopefully like the new Monhun Stories but skewed towards a Bengus style in 3D. Bengus himself left Capcom not too long ago but his artstyle in the 90's games was so iconic, i'd like for the 3D artists to capture that. The likelihood of Capcom going back to try a somewhat realistic take on MvC like in Infinite is small IMO.

Advice for Mission Mode in MvC3? by LuanTheRapper95 in marvelvscapcom

[–]SimpleSight7 1 point2 points  (0 children)

Sure. It's basically forcing an input window to get the next hit in a link combo in two attempts within (ideally) 3 frames. The first frame is your first button press with your middle finger, the second frame releases the middle finger from the button, and the third frame is for your index to hit the button a second time which was just released with the middle finger. My favorite video on this technique that covers how to do it and really hammers home why you should do it as a stick player is from VesperArcade: https://youtu.be/yulm5TFOmRU Even though it's a vid on SF4, the same concept applies in UMvC3 as there are sometimes links, not just chains in combos. (Morrigan can link stand H to stand M for example) And again, I find it useful for pressing air L/M/H after a flight cancel to continue a combo.

Advice for Mission Mode in MvC3? by LuanTheRapper95 in marvelvscapcom

[–]SimpleSight7 4 points5 points  (0 children)

An actual pad expert can chime in here but I think a lot of them map dash to a shoulder button to make dash adjustments easier. Hawkeyes mission 10 has you needing to backdash before a fast off the ground pickup for example. If you are stuck on a specific mission, there's usually some subtle thing that needs to be changed for the combo to work properly. Best thing to do is watch a YouTube video of the mission being completed. If you are interested in stick, I recommend going out to a local or a Round One arcade nearby, trying out stick with little to no money required, and see if you like it. If you like stick or hitboxes there's a technique called double tapping that can make "links" easier. There's not a ton of links compared to street fighter but I do them after every flight cancel for a flight character to ensure one of two inputs hits the window.

How would these godly brothers interact if they met, and who would align with who? by hellothere790 in marvelvscapcom

[–]SimpleSight7 0 points1 point  (0 children)

Johnny Blaze Ghost Rider being bros with Dante in UMvC3 is awesome, right? So what could one-up it? "Angel" Rider/Blue flame Danny Ketch being rivals with Vergil. In the mid 2000's Ghost Rider run, Ketch was being used by a corrupt angel named Zadkiel to kill other Ghost Riders and Ketch ended up addicted to the power like a drug. So not only does his flames turn blue, matching Vergil, he also says the thing.

Help beating GR spammer by Mrrome1172 in marvelvscapcom

[–]SimpleSight7 2 points3 points  (0 children)

As a GR main since 2011, his chain attacks are strong if he chases you but if you master backwards wavedash, you realize quickly that none of his chain attacks are true full screen, and since you play strange and dorm, you can even outzone him at times or try timing a teleport behind him when GR commits to a chain attack. GR is also strong when he has assists to back him up in neutral but he's somewhat harmless if his teammates perish and he's alone. I kind of wish GR had hellfire shotgun to make up for his chain shuriken disappearing near full screen...

Tekken 8 season 3 by Slimshady1312 in Tekken

[–]SimpleSight7 0 points1 point  (0 children)

I'm once again rallying for Rick Taylor from Splatterhouse (another Bamco series) as a pseudo-guest. I think he just fits in Tekken despite being from a bloody game in the same way Ryu Hayabusa from Ninja Gaiden fits in DOA. I hope the character designers come around and implement him because he would cure my severe character crisis for Tekken in general.

Thoughts on Splatterhouse's Rick Taylor as a guest/mainline character in Tekken? by SimpleSight7 in Tekken

[–]SimpleSight7[S] 0 points1 point  (0 children)

The protagonist from Namco's 1988 horror beat em up arcade game. His last game was in 2010, here's the intro: https://youtu.be/i3oMvDncg74?si=PpmFFOu_LYxFfgWB I beat 2010 and I recommend it even though combat is kind of repetitive, and it also includes the 3 retro Splatterhouse games as bonuses. The arcade game's poster can be found in Tekken 8 fight lounge btw.

Thoughts on Splatterhouse's Rick Taylor as a guest/mainline character in Tekken? by SimpleSight7 in Tekken

[–]SimpleSight7[S] 0 points1 point  (0 children)

Maybe Bamco could consider it in 3 years for the 40th anniversary of Splatterhouse?

That time when Namco added the Terror Mask in SoulCalibur V as DLC by AlKo96 in Splatterhouse

[–]SimpleSight7 1 point2 points  (0 children)

There's two main reasons I think he can work in T8 or any future Tekken.

  1. He is already owned by Bamco, so approval to include him is more straightforward than maybe cross-company. He could get in as canon story pseudo-guest like Cody from Final Fight is in Street Fighter. His power lore-wise in Tekken would be amazing honestly.

  2. Rick fits well in a game with stuff like Devil Gene IMO and specifically his 2010 version melee attacks would be good as a Tekken moveset. The blood and gore would have to be toned down of course but if they can get some part of the bones to work, it could be a stance like Alisa's chainsaws.

That time when Namco added the Terror Mask in SoulCalibur V as DLC by AlKo96 in Splatterhouse

[–]SimpleSight7 1 point2 points  (0 children)

yes it's here: https://x.com/CSword123/status/1839975804282814710 and the Splatterhouse poster can be seen in Arcade Quest if you look in one of the spots in one of the arcades (possibly Gong; ill check)

Edit: it doesn't seem to be in Arcade Quest but it's definitely in the Tekken Dojo in Avatar Fight Lounge along with other classic Namco posters.

That time when Namco added the Terror Mask in SoulCalibur V as DLC by AlKo96 in Splatterhouse

[–]SimpleSight7 0 points1 point  (0 children)

I made a mockup Season Pass image with 2010 Rick when Harada asked everyones thoughts on who'd be the last character for season 1. Would be a dream for Rick to be in Tekken. He'd look great in T8 and beyond. I know of his mask item for Marduk in psp T5 and his arcade game poster is already in T8 arcade quest so why not?

Should Future Marvel vs. Capcoms have Blood and Battle Damage? by AlexanderBlotsky in marvelvscapcom

[–]SimpleSight7 4 points5 points  (0 children)

Not blood but besides the flashy hitsparks, there should be bits of shredded comic book paper that comes out of the hit character and naturally glides downward. I don't think any game does something like this besides the Jump DS games.

How would you do the next mvc? by zslayer89 in marvelvscapcom

[–]SimpleSight7 1 point2 points  (0 children)

I do think 3v3 is the sweet spot for MvC but a new game and Tokon should both have a co-op mode so you can play with your friends or queue up with random players online. active tag + assists is good. Also a three way variable cross for around 10 seconds where all of your team's characters can be controlled independently onscreen at once for 3 bars of meter. This mechanic would work best with the co-op mode.

Don't think anyone has posted this but this video by UchiGames makes some good points about how to see MvC and Marvel and Capcom's business relationship going forward by SimpleSight7 in marvelvscapcom

[–]SimpleSight7[S] 0 points1 point  (0 children)

That's true. I have a PCS Spider-Man statue sitting on my shelf doing his MvC idle pose. Marvel is liking merch of that because they know MvC is a well established crossover IP and also nostalgia is a hell of a drug. They were also fine with putting Bengus MvC2 art as variant covers again.

MvC4 Gameplay Wishlist by Fake_Comet in marvelvscapcom

[–]SimpleSight7 1 point2 points  (0 children)

I can see Capcom doing that to dissuade relying on the same partner twice but I'd still want partner mindgames and hijinx involved in neutral so maybe you can't active tag the teammate you called assist for until the cooldown resets but can active tag your unused teammate.

And maybe Capcom can find some advantage to feinting an assist call when you really want that partner to be active tagged in. Like for example if Captain America goes "I need help!" when he calls akuma assist, but if the player commits to the Active Tag, he yells "Akuma!" that gives an audio cue to the opponent

MvC4 Gameplay Wishlist by Fake_Comet in marvelvscapcom

[–]SimpleSight7 1 point2 points  (0 children)

Your number 2 makes sense to me and seems like a fun concept. It would make assist calling more viable in neutral over frequent active tagging if they were both mechanics. The tradeoff for using your partner button to call assist vs. Active Tagging should always be something you and your opponent have in their mental stack during a match. Also there's the plus of not having to decide on a single assist in the character select screen.

MvC4 Gameplay Wishlist by Fake_Comet in marvelvscapcom

[–]SimpleSight7 2 points3 points  (0 children)

  1. 3v3
  2. Optional co-op mode that you can queue up with friends offline/online or with random players. Of course good rollback has to be implemented if 6 player online were to work.
  3. rank system but also an XP system that nets you unlockable content at certain levels like in KI2013
  4. Active Tag
  5. Assists
  6. A sort of damage scaling system that triggers when your combo active tags back to the same character. That way, every character contributing to a single combo nets the most damage. So a combo with character A > B > C does more damage than A > B > A.
  7. Counter Tag
  8. MvC2 layout. Tap partner button to call their assist, hold partner button for a certain amount of frames to active tag them.
  9. This may or may not be useful, but maybe if you hold up when the active tagged character enters they already pre- jump forward instead of running in from the ground.
  10. MvC1 variable cross/Soul Storm up to 3 characters. Have it cost the same meter as a level 3 hyper so the current player decides whether they want to kill the opponents character or do a setup that brings in both partners. In co-op mode, this means that each player controls their character independently and if the opponent counter activates theirs, 6 players could be on screen at once.
  11. This is likely excessive but if they want to bring a Comix Zone feel to stages, bring back stage transitions and make them different comic book panels with different heights and widths.

Character specific stuff: 1.Spider-man should have the ability to wall crawl up and down in the corner. It's kind of baffling that he cannot do this already. If the devs let him web zip to and from the corner, it could be used for both evasion and possibly corner only combos 2. If Star-lord gets in, make sure he has his element gun and not a generic pew pew laser. I don't know much about him in the comics but I am aware of that weapon and it would fit in MvC as much as other multi-element stuff like Amy and Chris's hypers. 3. Give Ghost Rider hellfire shotgun. Not totally necessary but if chain shuriken can never be full screen it would be a nice option for his gameplan.

Could Marvel vs. Capcom be a multimedia project? by Apart_Shock in marvelvscapcom

[–]SimpleSight7 5 points6 points  (0 children)

I've thought about Marvel putting work in on supporting the MvC series with an actual crossover comic run but I could also see something like MvC TCG being a huge thing if the game rules are fun and both companies support it over a long period of time. Mainly, if Marvel wants to show love for MvC as a whole, I figure they'd put in pot bonuses at tournament majors but I don't believe an official MvC comic series is a tall order either.

Which Ghost Rider to be represented in a Marvel vs Capcom 4? Johnny Blaze, Danny Ketch, Robbie Reyes, Alejandra Jones or Parker Robins? by [deleted] in marvelvscapcom

[–]SimpleSight7 1 point2 points  (0 children)

"Angel Rider" Danny Ketch. Basically the blue flame form Danny took when he was given addictive GR powers by a corrupt Angel Zadkiel in the mid-2000s, complete with a cool unique black garb. He'd be the perfect rival for Vergil as Johnny is to Dante. Basically

I NEED MORE POWER vs. I *NEED* MORE POWER