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Dragon Ball FighterZ producer Tomoko Hiroki answers questions on cooperating with Arc System Works
One of the hypest projects from Arc System Works right now is no longer part of the Guilty Gear or BlazBlue franchises — though both of those have their strong followings — but Dragon Ball FighterZ, announced seemingly out of nowhere, and now enjoying a limelight from its E3 showings. Take a break from watching the positively dizzying Dragon Ball FighterZ match footage, and read up on the latest interview with producer Tomoko Hiroki for some insight.
Game Informer asked the producer on approaching Arc System Works for producing the game; they worked together before on an older title, Dragon Ball Z: Extreme Butōden for the Nintendo 3DS. Guilty Gear comes into question, especially being a fairly complex title, but Hiroki doesn’t look at Dragon Ball FighterZ as a watered-down GG to make it easier to newcomers; she wants to create something new that appeals to both avid fighting game fans and Dragon Ball franchise enthusiasts. Hiroki also understands that the game’s status as an esports title is highly dependent on the community. She teases that the future characters added to the game are going to be “more unique.”
Read up on the Q&A over at the Game Informer website.
Source: Game Informer
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desk clues us in on how Marvel vs. Capcom: Infinite’s infinite prevention works
Every time there’s a new Marvel vs. Capcom title, one of the first questions players ask: how will the game handle the infinite combos that the series has become known for? When Marvel vs. Capcom: Infinite was first announced, there was talk that the game would have some sort of system — likely the same hit-stun decay system from Marvel vs. Capcom 3.
With the Story Demo now available, players now have a chance to try to figure out exactly how the system in Marvel vs. Capcom: Infinite works. Combo wizard desk has uploaded a video showing that characters being comboed will flip out after a certain number of hits on the ground.
For series veterans, the system looks quite similar to Marvel vs. Capcom 2’s “undizzy” system. So named because it’s supposedly based on the dizzy or stun system from Street Fighter and the older Marvel games, the system had each attack deal a certain amount of “undizzy” value, that filled up a hidden meter that would flip them out when filled.
The system in Marvel vs. Capcom: Infinite however seems a bit less straightforward. As the video demonstrates, the opposing character flips out after only 20 grounded hits. However, anyone who’s tried the game out knows that combos can go on for much longer. Why this happens, no one outside of Capcom knows. It could be that grounded hits deal more “undizzy” value than aerial hits, or it could simply be — as desk postulates — that it only applies for grounded hits, or the first grounded portion of a combo.
Source: desk
