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  1. #101
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    lol only six chars in demo.
    time to perfect ironman infinite

  2. #102
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    lol only local multiplayer in the demo.

  3. #103
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    There'd be more people playing the demo online than the full thing if that were the case.

  4. #104
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    I'M A MEMBER OF STARS

  5. #105
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    I could do with a non-widescreen mode so I don't see my characters clinging to thin-air as I play with myself.

    I find it retarded that they didn't at least use higher resolution graphics for the character selection and loading screens. Hell, the game looks better on my PC (via Dreamcast emulator) than it does here.

  6. #106
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    Seeing as the last good fighting game I played and loved was SCII, I will be very happy when this comes out. Been a very long time since I have played a good fighter and from what I played of this game during PS2 era it is defiantly worth the 15 bucks. Like Kaisha said some redesigned sprites would have been nice though :/

  7. #107
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    I think they screwed something up in the demo cause Chun Li's lighting kicks won't work. I try with my stick and DS3.

  8. #108
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    Quote Originally Posted by Zumi View Post
    I think they screwed something up in the demo cause Chun Li's lighting kicks won't work. I try with my stick and DS3.
    ditto, i was beginning to think i had become retgardedly slow at button mashing, good to hear its not just me.

  9. #109
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    I got it to work but you have to mash it at such a stupidly fast rate that it makes it pretty unusable in a real match.

    This was a lot easier to preform in the arcades and on DC.

  10. #110
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    It's OK because Chun is pretty much unusable is in any real match anyway

  11. #111
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    Marvel vs Marvel

    EDIT: fuck that was my 12thousandpost what a waste

  12. #112
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    I just realized backbone was doing this. I expect it to be glitchy as hell.

  13. #113
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    Heh, they didn't adjust the stages properly for wide-screen, you can see the edges the background graphics on a couple stage. Seems they screwed up (well, more like didn't accomodate changes for) a fair amount of things when forcing the gameplay to widescreen also. (like Strider hanging onto thin-air on what used to be the 4:3 border, least I can make the game run 4:3. Not really sure how they'd fix the Strider issue though without forcing players online to choose between 16:9/4:3 matches to accomodate the differences)

    Hell, the 'VERSUS' text is supposed to glow, not show a forced outline.

    And for furthering bickering and "Waaaaaah" from the furfag, how the fuck did they leave the extremely low-bitrate voice-clips (and just tossed a software filter over it) and samples in? Did Capcom seriously not give the team access to the source game media?


    This has got to be a 'beta' version of the game..........

  14. #114
    Shimmy shimmy ya shimmy yam shimmy ya
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    Holy crap this thing is fugly.

  15. #115
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    Quote Originally Posted by Hirokei Kiaza View Post
    Holy crap this thing is fugly.
    MvC2 was never a pretty game. Nice BGs, 16 bit sprites go go go.

  16. #116
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    It was pretty damn good looking sprite-wise still back when it came out on the Dreamcast, but times were more favourable when we all didn't have high-resolution HDTVs.

  17. #117
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    Quote Originally Posted by Kaisha View Post
    It was pretty damn good looking sprite-wise still back when it came out on the Dreamcast, but times were more favourable when we all didn't have high-resolution HDTVs.
    The sprites are beautiful. For 1996 consoles.

    It came out 3 years after SF3 did and represented a graphical step backwards in the character art. It came out the same year Guilty Gear X did, so it wasn't anywhere near the graphics curve set for 2d games at the time.

  18. #118
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    is marvel vs capcom 2 arcade machine in turbo or turbo 2

  19. #119
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    In the full release you can choose to play at normal 4:3 ratio instead of widescreen.

  20. #120
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    You can do that (and sprite filtering) in the demo already, just hit pause during gameplay and go into options.

    Anyhow, wasn't aware of the timing of fighter releases (SF3 really is a great achievement in sprite animation), thanks for the heads-up Correction.
    (one could probably argue memory limitations as far as MvC2 goes, 6 animated sprites + 3d background vs. 2 detailed ones on a primarily static piece of artwork...., but I've also no idea how much the game taxed arcade machines back then, nor have I played anything of the GG series...actually, brb, time to do some arcade research, 3 year hardware difference shouldn't have memory probs at all for such a game >.> )

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