Flying in the Sky: How Its Vertical Space Changes the Way the Marvel Versus Series is Balanced

When Capcom released its first Marvel-based fighting game, X-Men: Children of the Atom, back in 1994, it had one feature that quickly differentiated it from other fighting games of the day: its super jump height. Children of the Atom’s stages had a playing field that was over twice as high as it was wide, and allowed characters to explore this space with super jumps and air combos. This verticality became a series staple for later Marvel fighting games from Capcom.

More than just differentiating the games in what would become the Marvel Versus series from other fighters, the series’ verticality brought a giant shift in how the game was balanced, compared to traditional 2D fighters.

Airspace Control

To understand why the Marvel series’ super jump height brought about such a massive shift in balance, we first need to look at one of the most important concepts behind 2D fighting games. At their core, 2D fighting games are primarily about space control. Each move controls a certain amount of space, and the properties assigned to that move, hit boxes, hurt boxes, vulnerabilities, and even frame data determine how good that move is at controlling that space.

One of the most important spaces to control in fighting games is the air, as jumping is a common way to bypass moves that control horizontal space. In most games prior to X-Men: Children of the Atom, this was a risky move since jump-ins could easily be punished by anti-airs–moves that control vertical space. There are two factors in these games that help make anti-airs strong. First, they start from the ground; a character does not have to jump to perform them. Second, the vertical space of the game is itself quite low–meaning that these anti-airs don’t have to control as much space.

With the super jump height of the Marvel series’ however, traditional anti-airs are weakened. The higher vertical height makes it easier for characters to get around them. Additionally, players also must give up a lot of horizontal space on the ground when pulling them off. Combine this with the additional options in both movement and attacking that super jumps give, and being higher up can be much more advantageous in these games.

For a practical example of how the Marvel series’ vertical space affects balance, look no further than its effect on the “shoto” moveset. The shoto moveset of Ryu (and Ken) has been called by some “the perfect moveset,” with a projectile to control horizontal space, a rising uppercut to control vertical space, and third move (the tatsumaki kick) that moves them forward. In the Marvel Versus games however, this moveset isn’t quite as perfect: Ryu cannot implement his traditional zoning game because super jumping makes it so much easier to get around both his horizontal and vertical space control tools. What was “the perfect moveset” in Street Fighter II is no longer such in the Marvel games, and Ryu tends to struggle in these games as a result.

Ryu's perfect moveset.
Not so perfect in Marvel...

 

Breaking Traditional Space Control Roles

The verticality of the Marvel series required a significant rethink of how space control was implemented in the series. The solution that Capcom came up with was to break the traditional space control roles, to help fill out the void left by these weakened anti-airs.

This breaking of traditional roles can be seen in how the series reworks the tools for controlling horizontal space, projectiles and long range pokes, and uses them to control vertical space as well. Perhaps, the most straightforward example of this is how certain anti-airs, such as Cyclop’s “Gene Splice” and Charlie’s “Flash Kick,” gained projectile elements. Other characters gained a myriad of vertical and diagonal projectiles as they were brought into the series.

gene_splice
Yes, that’s a dragon punch that shoots a fireball.

Beams on the other hand aren’t true projectiles (they’re not separate from the character), but function as long pokes, like Dhalsim’s limbs in Street Fighter, but without vulnerable hurtboxes. These include beams that go purely vertical such as Storm’s “Typhoon,” Dormammu’s “Purification,” and of course Captain Commando’s “Captain Corridor.”

captain_corridor
Still one of the best anti-air beams in the business.

Aside from allowing these tools to control space from the ground, the series also allows them to control space from the air–going downward, instead of upwards. This is arguably even better, as it allows a character to keep their opponent grounded while maintaining the high ground. Even more devious is when we have a projectile that does both, such as Dr. Doom’s “Hidden Missiles,” allowing for the advantages of both, making for a very useful move (this alone may be the main enabler for Morrigan’s “Astral Vision” trap).

Of course, with projectiles and pokes being given greater roles, other special moves, as well as movement itself, needed to be made stronger. Part of this was done by giving characters more aerial movement, such as multi-directional air dashes. However, that isn’t the only solution (nor the most interesting): some characters instead received aerial moves that moved quickly through the field while dealing damage.

VergilWinPose
No air dash? No problem.

Meanwhile, some characters who may not have had a lot of aerial options were given really good ground options instead. These characters, such as Vergil, Wolverine, and Strider, were designed so that they could lock an opponent down and prevent them from taking to the air. In fact, most pixie-style rushdown characters fall into this style, using a combination of fast movement, and the occasional teleport for some characters to bulldog their opponents.

Now, while traditional anti-airs have had their role lessened, they still have their place. These moves become more focused into being reversals, or combo filler. Yes, some effort was made to try to make them more effective in the early games, either by increasing their range, or just flat out giving them projectiles. However later versions seemed more in tune with making them excel in their limited roles such as making Wolverine’s “Tornado Claw” cancel-able to super.

Taking these together, we can see that a good combination of vertical space control beams or projectiles, combined with good movement or fast moving specials, would be the Marvel series’ equivalent of a “perfect moveset.” Indeed, this has become the foundation of some of the best teams in the later, assist-heavy incarnations of the series such as Justin Wong’s Storm/Sentinel/Cyclops in Marvel vs. Capcom 2, or Chris G’s Morrigan/Dr. Doom/ Vergil in Ultimate Marvel vs. Capcom 3.

Moving Forward

Now a good number of you must already be ready to type comments about how the Marvel games aren’t the only ones with a tall stages and super jumps, and you’d be right. The series may be the ur-example of this, but other games have followed suit and given their own takes on verticality in 2D fighters. This makes the concepts first explored in the Marvel games’ all the more important for both developers and players to understand.

For the developers looking to create similar fighting games with any degree of verticality, understanding the concepts first put out in the Marvel series–and then adapted by other games–can help them with their own games. Understanding how the vertical space affects balance ultimately leads to better-balanced games.

Meanwhile, for players like us, understanding these concepts can help us make better choices in-game: both in our choice of which characters to use, and the moves and tactics that we employ with these characters–leading us to be better players.

Determining Your Values and Will — Listen to Daigo Umehara’s Lecture at Japan’s Keio University

Recently the Beast himself Daigo Umehara gave a lecture at Japan’s prestigious Keio University. The University is Japan’s oldest institution of higher learning, and they had invited HyperX’s Daigo to give the lecture at their Marunouichi City Campus.

Originally set to be about topics he’s discussed in his book, The Will to Keep Winning, Daigo instead took the time to to talk to his audience (comprised mostly of professionals) about determining their own values and their own will. As part of this, he also talks about himself, his life, how he got to where he is now, and how those shaped his own values and will.

For those interested in listening to Daigo’s lecture, DaigotheBeasTV Andrew “Jiyuna” Fidelis recently streamed it with his own English interpretation of the speech. You can watch the YouTube archive of this stream below. Take note that it is quite long, especially since Jiyuna does occasionally pause it to give a bit more insight to what Daigo is saying.

Source: Jiyuna

The King of Fighters XIV’s New Nakoruru and Shun’ei Costumes Are Now Available in Asia

Some time back, we learned that The King of Fighters XIV would be getting new costumes at the end of this month. Now, those costumes have arrived–at least for players in the Asia region.

The new costumes for Nakoruru and Shun’ei are out now on the Asian PlayStation Store. Nakoruru’s costume has her dressed up as a modern Japanese schoolgirl. Shun’ei’s outfit on the other hand has him dressed up like his master Tung Fu Rue.

Both costumes are available for purchase over on the Asian PlayStation Store for only HK $ 23.00 or SG $ 4.00 (about US $2.90). No word yet on when these will be available in the West. In the meantime, check out these images.

Click to view slideshow.

Source: PlayStation Store

Get the Most Out of Viewtiful Joe’s Unscaled Glitch with This Ultimate Marvel vs. Capcom 3 Combo Video

One of the lesser-known glitches in Ultimate Marvel vs. Capcom 3 is Viewtiful Joe’s “unscaled” glitch. Discovered only last year, the glitch makes it so that Joe’s combos lose any histun and damage scaling if he blocks his Shocking Pink bomb in the middle of the combo. This means that Viewtiful Joe players are able to create practical and damaging loops and infinites–if they can pull it off.

In this new combo video, GuyCancel demonstrates some optimized, practical combos using the glitch. The best part about the combos in the video below however isn’t that they combo into the glitch, but that they start off of a high or low mix up.

Source: GuyCancel via r/MvC3

Eliza Will Have a Unique Meter Mechanic in Tekken 7

As previously reported, Eliza will be returning to Tekken 7 as a DLC character. She first appeared as a fan-voted character in Tekken Revolution, where Eliza had some unique mechanics tied to her sleep and blood-sucking abilities.

When she makes her Tekken 7 appearance, it seems that Eliza will be bringing with her yet another new mechanic: meter management. In a recent tweet, Avoiding the Puddle’s Flying Wonkey shared a screenshot of Eliza and pointed out that she now came with a 2 meter.

Now meter isn’t something that’s completely new to Tekken 7. However, prior to this, only Street Fighter guest character Akuma had meter, reflecting his roots in that series. Eliza thus represents the first homegrown Tekken character to have a meter.

How exactly Eliza will use this meter–whether it’ll be just like Akuma’s, or if it’ll be tied to her blood-drinking mechanic, is as of yet unknown. We’re bound to learn more about this as more information is dropped in the coming months.

Source: Flying Wonkey

Here’s Another Variation of Guile’s Sonic Boom Loop in Season Two of Street Fighter V

Coming into Street Fighter V’s season two balance changes, many players felt that Capcom was looking to remove Guile’s Sonic Boom loop in V-Trigger. As such, it can be quite surprising then when you realize that a number of new variations for it have already been found!

In the video below, Minh Nguyen demonstrates yet another Sonic Boom loop variation. This time, the loop is extended using Guile’s “Taurus Combination,” standing short to forward kick target combo. This target combo can then be linked to another standing short kick, which then cancels into a Sonic Boom, allowing Guile to dash in and repeat the loop.

Source: Minh Nguyen

Katsuhiro Harada on Tekken 7’s Season Pass, Post Launch Support, and DLC

Ever since producer Katsuhiro Harada made comments regarding it, there has been a lot of speculation regarding Tekken 7’s future downloadable content. The existence of a season pass has only further fueled speculation on it.

Now, the man himself has come clean; Harada has made a post on TwitLonger explaining how they’ll be handling DLC. He states that the season pass will allow them to continue to support the game for a year. This is in comparison to previous games, where they could only do so for a couple of months after launch due to budget constraints.

More interesting is that he states that they will not sell classic Tekken characters as DLC–all the paid DLC will be “special content.” In addition to this, he stated that the season pass will allow them to do free updates. Now while Harada did not go into specifics of what the “special” paid content is, or if free updates means free returning characters, his post seems to hint that this is the direction that they are leaning to.

Source: Katsuhiro Harada

How Well Ultra Street Fighter II Sells on Switch Will Determine Its Release on Other Platforms

One of the big questions surrounding Ultra Street Fighter II: The Final Challengers is whether or not it’s actually a Nintendo Switch exclusive. Well, we now have our answer: it depends.

In a recent interview with IGN, producer Yoshinori Ono made the following statement regarding whether or not it’ll appear on platforms, aside from Nintendo’s upcoming console/portable hybrid: “If this title sells extremely well, we’ll consider it.” He continues by saying that, “We put a lot of thought into how this can be fully enjoyed on the Nintendo Switch, so for the time being it’s only going to be on Switch.”

So there you have it: it seems that for the time being Ultra Street Fighter II will be a Nintendo Switch exclusive, unless it sells enough to indicate that there may be demand for it beyond the platform. The question now is whether the game, with its high $40 price point (not counting a Pro Controller, or possible arcade stick) and controversial system and balance changes will actually sell well enough for them to consider the ports.

You can check out what else Ono has to say on Ultra SFII over at IGN. Meanwhile, our own resident Super SFII Turbo-head Corey Lanier has recently shared his thoughts and concerns on Ultra SFII.

Source: IGN via PVP Live

Get to Know the Man Behind the Murderface with These Notes from Tokido’s Interview with DenfaminicoGamer

Recently, Echo Fox’s new resident murderface Hajime “Tokido” Taniguchi was interviewed by Japanese gaming site DenfaminicoGamer. The interview covers a breadth of topics including some that have been discussed before, such as his motivations for going pro (if Daigo could do it, so could he). However, it also contains some interesting new material that hasn’t been covered before.

On his background in fighting games, while most people associate Tokido with Street Fighter and The King of Fighters, in the interview he reveals that he got his start with Virtua Fighter 2, which an older cousin introduced to him when they went to the arcade. According to him, practicing Virtua Fighter 2 helped him endure the boredom that he felt in school at the time, training every day for a year just to be able to beat his cousin. From VF2, he transitioned to other games, namely Street Fighter III: 3rd Strike and KOF, joining his first ever tournament with the latter in 1998.

His in-game name of “Tokido” however stems from The King of Fighters. He became known for using a specific move from Iori Yagami where the character says “tonde,” “kikku shite,” and “doushita?!” from which “to-ki-do” was born.

He also talks a bit about his parents and the support that they gave him: they bought him his first ticket to Evo after all. Additionally, he goes on about how their perception of him playing video games changed after he won at Evo (in Capcom Vs SNK 2 in 2002). While they still didn’t understand the games themselves, they did understand the scale of the tournament and the prize money involved.

Speaking of money, he also reveals that he does get a salary from his management office. However, with the prize pools from tournaments increasing in value, he feels that he cannot neglect them as a source of income.

Now for those thinking of going professional, he states that while games are played primarily for fun and to relieve stress, aspiring pros shouldn’t treat the game that they play merely as a “game.” That said, while tournament wins are important, he states that they should also entertain their audience with fascinating play.

Of course, that’s just a part of this interview; you can head on over to DenfaminicoGamer for the full interview or, for those who can’t read Japanese, Sonigo’s translated notes over on TwitLonger.

Source: DenfaminicoGamer, via Sonigo & PVP Live

The King of Fighters XIV’s Version 1.11 Patch Brings Some Minor Character Tweaks on Top of Netplay Fixes

The King of Fighters XIV’s version 1.11 update is currently now available for download on PlayStation 4. As expected, the update brings with it some fixes to the issues with the game’s online play, that came with the previous 1.10 patch.

Now, these don’t address all of the issues with online, and SNK has also announced that a further 1.12 patch those is in the works. Until then, some players may not be able to acquire titles online.

In addition to the network fixes however, the patch also brings with it some minor adjustments to some characters. These adjustments consist mostly of tweaks to one or two moves to these characters. This includes the removal of Ramon’s ability to cancel his light punch into a dash, which effectively kills his recently discovered infinite combo.

You can check out the patch notes below.

The King of Fighters XIV 1.11 Patch Notes

General Fixes

  • Fixed an issue where the game will consider the player to have disconnected from an online battle if they change the display settings for “Icon,” “Title,” or “Rank Match Fight Record” on “My Profile” screen.
    In addition, as a measure against the issues described above, we have reset all completion rate and disconnection penalties. Thank you for understanding.
  • Fixed an issue where “Search”, “Entry” and “Room Creation” online features did not work fully.
  • Fixed an issue where the trial completion results did not display properly.
  • Readjusted the efficiency of some characters’ skills from the Ver.1.10.(Description Below)
  • Minor bugs fixed.

Kyo Kusanagi

  • 88 Shiki  – (1st hit) the histun range has been readjusted.

Ryo Sakazaki

  • Kohou (strong) – (1st hit) the behavior on airborne opponents has been readjusted.

Yuri Sakazaki

  • Far Light Kick – The hitbox has been readjusted.

Iori Yagami

  • Close Heavy Kick – Can now be cancelled into MAX Super Special Moves.

Mature

  • Ebony Tears (EX Ver.) – The projectile speed has been readjusted.
  • Deathrow (EX Ver.) – The damage value has been readjusted.

Leona Heidern

  • Baltic Launcher – The issue where some effects did not display properly has been fixed.

Choi Bounge

  • Close Heavy Punch – The hitbox has been readjusted.

Billy Kane

  • Boutakatobi-Geri – Has been changed to a high attack.
  • Chokka Uchi – Has been changed to an overhead attack.

Ramon

  • Crouching Light Punch – Can no longer be cancelled into a dash.

Kukri

  • Genei Sajin (EX Ver.) – Guard effects are no longer displayed on hit.

Antonov

  • Gigantic Back (EX Ver.) – Opponents behind him are no longer hit by this move.

Source: SNK