Picchiaduro 2011

dopo chiamo il mio fornitore e sento se riesco a inculare la mia copia un po prima
In america nei bestbuy si potrà provare in questi giorni.


Il training mode avrà la possibilità di simulare il lag dell'online

Idea carina ma fondamentalmente inutile, sarebbe stato più interessante un training mode online
Cosa intendi con training mode online?
Semplicemente un training mode in cui invece della cpu o del secondo giocatore puoi connetterti tu e ci alleniamo o scopriamo robe fighe insieme sarebbe il tutto un pelo falsato per robe con i tempi molto stretti, ma per imparare bene le meccaniche e combo base sarebbe figo.
mi sa che non ci sono tempi stretti in MvsC3
Combo video

mi è parso di capire che la filosofia sia, tra una combo e l'altra, prendere un assist con colpo veloce per poi continuare.
La domanda è: si può far intervenire un assist mentre suchi?
Ci sono tre assist per ogni personaggio, di solito uno di questi è anti-air, uno è per lo zoning e uno serve per allungare le combo.

Non puoi chiamare un assist per fermare il tuo avversario mentre ti fa una combo.
muble... qualche counter dovranno pur metterla
fai conto che hai 99 secondi per uccidere 3 personaggi che possono avere più vita di zangief in sf4, quindi semplicemente se uno ti inizia una combo e ha tante barre e l'x-factor ti uccide un personaggio.
Parte della guida di scarsofzsasz da srk

Terminologia specifica di MvsC3

Spoiler


Exchange = This button has multiple uses in MvC3. If you are on the ground and doing a combo and press it, it will be your launcher. If you use your point character to combo, then launch, then sjc and start an air combo, then hit Exchange without using a directional input, you will slam your opponent into the ground, at this point some characters can continue after the slam into a combo and/or hyper. If you use your point character to combo, then launch, then sjc and start an air combo, you can hit Exchange and a directional input (up, right, left, or down) during your point character's air combo, this will cause your next character to come out and you can continue the air combo with them.

Magic Series = Combos done in versus games are easier and don't require perfectly timed links. You simply continue the correct inputs in the correct order to keep your string of normals and command normals going. You must follow each input with a stronger input. Example: A>B>C>E. Some characters who have bad range on some moves and their launcher may need to slightly modify the chain and make it shorter for it to combo. e.g.: Thor does A>B>E. You can also follow up a hit with a command normal of the same strength. e.g.: Chris has a chain that goes A>B>C>towards C. Sadly, most of these magic series are character specific, so you really need to learn your character's particular magic series. After the game has been out for a couple weeks I will begin doing basic character specific guides. You can check them out to see the basic magic series for your character. You can also check out that character's forum on Shoryuken.com and look for their magic series, however they aren't always going to be written or explained in simple lay terms like I'm trying to do here.

Aerial Magic Series (aka Aerial Rave (AR)) = A magic series done after a launcher and sjc. Do a combo that ends with a launcher, hold up, or up towards to follow the opponent into the air and then start a new magic series. Most characters in some pre-release builds have been able to do A>A>B>B>C>E, but this won't always have every hit connect with every character. Experiment with your character to see what works, or again you can check out character specific guides/forums.

Aerial Exchange = The term for doing a ground magic series into launcher and follow your opponent up, doing an Aerial Rave, the hitting Exchange and a direction. This makes your point character swap out with one of your other characters who comes in, and you can start a new AR from there. However, if your opponent hits the exchange button and matches your directional input at the same time you do it, then they will perform a "Combo Breaker", which stops your attempt to do your Aerial Exchange and sends you both back to the ground. So if you do a magic series into launcher into sjc, start an AR, then you hit Exchange and left to do your Aerial Exchange at the same time your opponent hits Exchange and left, they will do a Combo Breaker on you.

Hypers = To activate a Hyper Combo in MvC3, you do the motion for your specific hyper you want with that character (usually QCF or QCB) and then press AB (LightAttack and MediumAttack simultaneously). In this game hypers are your character's most special attacks and require you to lose 1 to 3 bars of hyper meter. There are different kinds of Hypers. "Normal" hypers will do the full attack animation no matter if they hit or are blocked. They do a decent amount of chip when blocked but are generally more punishable. e.g.: Iron Man Proton Cannon. "Catch" Hypers will not do their full animation if they are blocked or missed so they generally recover faster than "Normal" Hypers. However they do little to no chip damage. e.g.: Captain America Final Justice. "Utility" Hypers do not hit the opponent. They give you an advantage that usually only lasts a certain amount of time. Some give damage boosts, some give speed boosts, some give invisibilty, some heal damage, etc. e.g.: Morrigan Astral Vision creates a copy of herself on the opposite side of her opponent. There are Level 1 hypers, which each character has at least one of, these do good damage if they hit and can usually cancel off one of your character's special moves. Level 1 Hypers do pretty good damage typically, and they cost you 1 of your hyper meters. Most Level 1s seem to have little to no invulnerability frames (frames in which your character cannot be hit) during their start up though. In SSFIV when most characters activated their "Super" or "Ultra" close to you, you generally had to block or your attack would be beat out, but in MvC3 it appears that several things can beat out most Lvl 1 Hypers if the person doesn't use it in a combo. Level 3 Hypers however do seem to have invulnerability frames at start up. Lvl 3s cost you 3 bars of hyper meter but generally do a ton of damage.

Red Health = When you look at an MvC3 or MvC2 match, you will notice that at certain times, a portion of a character's lifebar may be filled solid red, while the rest of the lifebar has the typical color scheme. This solid red part is known as "red health". Red Health is a part of your life bar that can be recovered if you tag out to a different character and/or if they are not hit. For example: You start Storm out on point, she gets hurt and has about 25% of health left plus another 25% of her life bar is red health, you tag her out for Magneto. The whole time that Magneto is out and Storm is not, she will be recovering that red health back. This health recovers very slowly while Storm is not on the field. If Storm comes back out on the field to take point, she will immediately lose all of that red health. Or if you were to call Storm in as an assist and she were to get hit, she would lose that red health.

Chip Damage = This is damage that your opponent takes even when they are blocking your attacks. Normals and command normals do not do chip damage. Only specials and Hypers do chip damage.

Combo Scaling = This is the term that describes how damage downscales the farther a combo continues. For every single attack that you add on to your combo, each hit will do a percentage less and less each time. So in theory A, B, E, sjc, A, xxB Hadouken, xx Hyper Shinku Hadouken may on paper look like it all equals out to 300 damage. But with combo scaling it would only do 250 damage. The more attacks you add on to your combos the more the next attack in the combo will be combo scaled. Now you may think to yourself, "Thats Bullcrap thats stupid", but combo scaling is actually a good thing. It helps prevents people from doing "infinites" on you, where they combo you repeatedly non-stop until you die and you can't stop them.

Damage Scaling = This is the term that describes how damage downscales the farther down your lifebar goes. For example: if Ryu has 100% of his life bar and he gets hit by Iron Man Proton Cannon it may do 230 damage. But if Ryu was already down to 30% life bar and then was hit by Proton Cannon it may only do 140 damage. Damage Scaling keeps your character alive longer and helps make games more exciting, and again, it helps prevent people from doing "infinites".

X-Factor = MvC3 introduces a new ability called X-Factor which gives several special abilites to your team. To activate X-Factor you hit ABCE, all at the same time. Your character will turn red. They get back their red health much quicker, they become faster, you do more hit damage and chip damage. You can also activate your X-Factor at any time during one of your hypers and this will cancel the recovery frames of that hyper. So if you do a hyper, activate X-Factor during it, and immediately do another hyper it will all land. This is usually the only way to land two hypers in a row with the same character. Or if you do a hyper that has a lot of recovery frames and you miss it and are afraid of getting punished by your opponent, then you could activate X-Factor during that hyper to immediately end it and be safe. The catch to X-Factor is, you only get to use it once per game. Also, the duration of your X-Factor depends on how many characters you have left. If you activate it near the start of the match when you have all 3 chars, then it will only last 10 seconds. With 2 characters left, X Factor will last 20 seconds. But if you save it until the end when your down to your last char, it will last 30 seconds!!! All in all X-Factor is an excellent and interesting addition and adds even more to the strategic choices you will make in MvC3. Will you pop it early in the game if you get a chance to one hit KO your opponent's best character? Will you save it until you're down to your last character and go balls to the wall rushdown for a last ditch effort to win? Will you save it to use on a character who still has a lot of red health left that you want to quickly recover before its lost? These choices are all up to you and all have their pros/cons. Its up to you to decide how you want to use X-Factor to your particular strategy.

KFC/XFC (X-Factor Cancel) = This is the term for when you cancel the end of a combo or hyper into your X-Factor, to recover instantly and chain it into another combo or hyper. Doing a KFC, also resets combo scaling!!! Which can end up being a huge deal once people get very good at this game, I think it will lead to there being multiple ways to One-Hit KO an opponents character if you have enough hyper meters and have X Factor. Again, KFC can also be used to stop your unsafe hyper if its blocked, to prevent you from being punished.

Assits = Assists call in a teammate to aid you. They can do various attacks, grabs, counters or even charge up your hyper meter. In MvC3 each character has 3 different choices of assists, you choose their assist after you choose them on the team select screen. Each assist is labeled loosely by "type" and "direction". "Type" is what kind of attack it is, there are direct, shot and special types. Direct type means the assist comes out and directly hits your opponent. Shot type means the assist comes out and launches a projectile at your opponent. Special type means it does something unique, the assist comes out and boosts your hyper meter, or recovers some red health for your point character, or some other unique assist. "Direction" generally specifies where on the screen the assist will hit. Either upward (straight up), uptowards (at an angle), or direct front (straight at the opponent). Some assists hit high and must be blocked high. e.g.: Viper's Burning Kick Assist. Some assists hit low and must be blocked low. e.g.: X-23's Ankle Slicer Assist. But the vast majority of assists can be blocked either high or low. In my opinion the descriptors on the assists telling you the type and direction aren't really accurate enough. For the best results you should play around with each different assist your character has and decide which is best for you. You cannot call an assist during a special or during a super jump. You cannot tag in during an assist.

Tagging = To tag you hold the corresponding assist button for about a half second. This will take your point character off the screen and switch it with the assist character you designated to tag in. When your next character tags in they will do a little taunt that lasts a few frames, this leaves them vulnerable. Therefore, it is best to tag in by doing a DHC (which we will get to later), right after defeating your opponent's point character, or while your opponent is recovering from a blocked/missed special or hyper. "Naked" tagging is when you tag when your opponent is not in one of those situations. Naked tagging is a very bad idea against decent players. This is because when your character tags in and does their taunt the opponent can combo them into hypers and other things for large amounts of damage.

Dashing = Either double tap your desired direction. or hold to that direction and press AB (LightAttack and MediumAttack simultaneously). This will make your character move to that spot quicker than just walking over. Some characters have faster or farther dashes than others.

Wavedashing = Using multiple dashes to cover ground quickly. The best way to wavedash is to hold the direction and tap AB repeatedly. This is useful if you need to get to your opponent quick to either keep pressure on them or to punish them if they whiff a move. This could also be used in reverse to get away from your opponent if you are playing a character who relies on a strong keepaway game like MODOK or Chris.

Dash Canceling = You can cancel the end of any dash by ducking (crouching) or doing an attack. Duck (crouching) cancelling a dash ends your approach early and is good for safely approaching or baiting your opponent. Attack cancelling is an important part of rushdown. (We will get more into character choices like rushdown, keepaway, etc. later.)

Tridashing = Dashing in the air with a character who has an 8 way dash. Most characters in MvC3 can only dash left or right on the ground or in the air. Some characters can dash left, right, up, down, upright, downleft, any direction they want to go. This is called an 8 way dash and only a small number of characters can do them (Magneto, Storm, Viper just to name a few). Tridashing down onto an opponent and cancelling the tridash with an attack is a great way to keep pressure on them.

Meter = In this game you gain no meter for whiffing (missing) attacks like you did in MvC2. You build meter when your attack is hit or blocked, or you block an opponents attack, or you are hit by an opponent's attack. The build a lot of meter for landing an attack or being hit, and build a little meter for blocking or being blocked. The thing that seems to build meter the fastest in MvC3 is when you combo into launcher then into an AR and then Aerial Exchange another character in and do another AR, so on and so forth. The highest number of meter levels you can have in MvC3 is 5. MvC3 seems to grant good meter gain, by the end of the match you will have likely gotten at least 5 meters. There are some characters who have specials or assists that have the sole purpose of building meter. e.g.: Felicia has a move where she scrunches up and cowers while sparks fly up around her, this special builds lots of meter but doesn't attack the opponent and is vulnerable to punishment.

DHC (Delayed Hyper Combo) = This is when you do a Hyper with your point character, and then interrupt the hyper to bring in your next character who immediately activate's their Hyper. To do this you activate a Hyper with your point, then sometime before the end of that Hyper's animation, you do the input for your next character's Hyper. You have to input the next character's Hyper Combo before your first character's Hyper Combo ended for this to all work. When your second character comes in to do the DHC they will land generally in the same spot on the screen that your first character was at. You should know that just because you perform the DHC properly, doesn't mean that the two Hypers will for sure connect. It all depends upon which Hyper you are DHC'ing into. For example, if you hit an opponent who is across the screen with Iron Man's Proton Cannon, and then DHC into Haggar's Grab Hyper, Haggar's Hyper will not hit because it requires Haggar to be close to the opponent. Haggar would get to tag in and do his Hyper and be a safe tag-in, but his Hyper would not hit and do damage. However if you had done an Iron Man Proton Cannon and DHC'd into Deadpool's Happy Happy Trigger Hyper (where he shoots his pistols rapidly across the screen), then the hits would continue the combo that Proton Cannon had started. Some Hypers in MvC3 are better suited to be DHC's than other Hypers, because they hit full screen and do good damage (an example would again be Iron Man's Proton Cannon). If you wanted to do even more damage you could DHC from the second character's Hyper into your third character's Hyper (as long as you had 3 meters to begin with). DHC's are useful because they serve many purposes. They can be a way to deal more damage off a single combo (like what we just discussed above), they can be a way to run time out off the clock if there are a few seconds left and you are about to win, or they can be a safer way to tag in your next character instead of you risking a naked tag.

THC (Team Hyper Combo) = When all of your character's come on screen simultaneously and all perform their hyper. You do this by pressing both the assist buttons at the same time. The hyper that each character does when they come out is predetermined by the assist you chose for that character. So when you THC all the characters come out and do their Hypers at the same exact time, this is differen than when you DHC and each character came out one at a time. Experiment to see which assist gives you which Hyper in a THC. But honestly, THC should never be used, it is better (and not much harder) to just DHC with 3 characters because you are using the same number of meters but are also able to tell whether your Hyper is being blocked or not with a DHC instead of a THC. The only time I could ever see a THC should be used is when you literally have one second left and you want to try to chip down the opponent to try to put their life total lower than yours. Or if your opponent did something very stupid and punishable and you want a quick high damage punish.

Groundbounce = This is an attack that knocks the opponent into the ground and causes them to bounch up off the ground. After your opponent bounces up, most characters can combo them. As of right now the only thing we have seen that will cause groundbounce is when you do an Aerial Rave on an opponent and end it with the Exchange button (without using a direction input). That slams them out of the air into the ground and causes them to groundbounce.

Wallbounce = In MvC3 there are some attacks that make the opponent hit the wall and bounce back at you. e.g.: Ryu's Donkey Kick. You can then do a combo or Hyper before they land. After a wallbounce or a groundbounce any attack will land.

OTG (On-The-Ground) = Some attacks in MvC3 will knock your opponent down to the ground but not make them bounce up. You can hit the opponent while they are lying on the ground though, as long as your character has an OTG. Not every character has an OTG. An OTG is an attack that is specifically for hitting your opponent up off of the ground and starting a combo. Examples of OTG's are Dormammu's Tower Pillar and Deadpool's Katana Rama. OTG's either lift you off the ground, or make you bounce up off the wall or ground. So to sum these up: If you make your opponent bounce up off the ground or wall you can attack with any attack. If you make your opponent slam into the ground and lay on their back, then you must have an OTG move that makes them come up where you can hit them.

Snapback = When you do a command normal which will make the opponent switch to their next character if it hits.To do a snapback you input QCF + A1 or A2. In MvC2 this made the character you snapped back have a red "X" over their name and not let your opponent use that character for anything for a few seconds. But in MvC3 it just makes your opponent's character automatically switch out to their next one.

Advancing Guard (aka Pushblock) = Pushblock is a technique in MvC3 that helps you keep opponents from non-stop pressuring you. If you are blocking a string of your opponent's attacks, and you input pushblock, you will push them farther away from you. To do a Pushblock you press AB after you have started blocking the opponent's attack.

Unblockables = This is a term for when you create a situation that makes it impossible for your opponent to block your attack. This is no easy task. You won't see many if any unblockables in SSFIV, but in MvC3 we will see a handful for sure. It will take time for advanced players to discover them and figure out the timing to perform them in a match, but it will happen. In order for something to be unblockable it must hit the opponent high and low at the same exact time. Since low attacks must be blocked low, and overheads must be blocked high, then its impossible to block both if your opponent makes them both hit at the same time. An example that may be possible in MvC3 would be to use C.Viper's Burning Kick Assist (which is an overhead), and have it hit the opponent at the exact same time as X-23's very fast Ankle Slicer special (which hits low), if you timed them perfect they will hit at the same time and be......unblockable. If you successfully create the unblockable both hits will hit the opponent and you can combo out of it.

PseudoUnblockables = This is a term for when you create a situation that makes it very difficult to block your attack, but not impossible. Using the example we used above with X-23 and C.Viper, if you slightly missed the timing on that attempt, and either the Burning Kick assist or the Ankle Slicer hit slightly later than the other, it would be very hard to block one way then the other, but not impossible. Another way you can create pseudounblockables is to hit your opponent from both sides at the same time. There are a couple of ways to do this. You can hit your assist button just as you jump over your opponent's head, which causes your assist to come out on the left side of your opponent, while you land on the right side and go straight into an attack. Another way to do a pseudounblockable can be done when you have a character with a move (typically one of their specials) that puts them quickly over on the other side of their opponent. An example of this in MvC3 is by using Wolverine who has a move that has him very quickly teleport to the opposite side of his opponent and do a slashing attack. If you called in an assist right when you teleported to the opposite side of the opponent it would be very hard for the opponent to block, thus, it will be a "pseudounblockable". An example you may be more familiar with is from the SSFIV world, Dhalsim can use his Yoga Catastrophe Ultra to spit out his huge fireball then he can teleport to your opposite side and attack you. This may be hard for some players to block, but it is not impossible. Some of you may be thinking right now, this stuff sounds hard to block, how am I suppossed to know where to block? Well in the case of being hit from both sides from a pseudounblockable, you would block away from the main character you're currently facing. In the Dhalsim scenario, you need to block against Dhalsim, do not worry about his Yoga Catastrophe, if you block Dhalsim, you will block him and the fireball. So in the Wolverine situation, when he teleports to the opposite side of you, you block him and focus on him, don't worry about the assist he calls in. In the case of a high-low pseudounblockable, you just block whichever one hits you first, then block the second one. So if C.Viper's Burning Kick gets to you first, you block high, then immediately block low to be able to block X-23's Ankle Slicer.


grazie duke.
Ora aspettiamo che tu lo traduca tutto in ita
non lo farò mai
dai, ti pago un cornetto e un cappuccino
http://www.mondoxbox.com/news/25869/marvel-vs-capcom-3-svelata-la-shadow-mode.html

SHADOW MODE:
Capcom ha rivelato nuovi dettagli per l'atteso ed ormai imminente picchiaduro Marvel vs. Capcom 3: Fate of Two Worlds, svelando l'innovativa modalità "Shadow Mode". Diponibile come contenuto scaricabile poco dopo il rilascio del gioco, questa modalità ci permetterà di combattere offline contro nemici comandati dalla console, ma il cui stile di combattimento ricalca quello di giocatori famosi. Se avete familiarità con la modalità fantasma presente nei giochi racing, potete immaginare questa modalità come il suo analogo trasportato nel mondo dei picchiaduro.
chissà come saranno contenti i "giocatori famosi" di avere un bot con cui gli avversari potranno allenarsi per contrastarli
E se unissero i dati di tutti i pro e ne uscisse una specie di Skynet dei picchiaduro 2D?
basta batterli usando... l'ignoranza!


Bella sta cosa, vorrei la facessero su SSF4