Review: Marvel vs Capcom 3: Fate of Two Worlds

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StriderShinryu

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Misho- said:
I guess your question is tricky because the game really feels balanced, but if you go against a pro or the highest difficulty in Arcade, then it won't seem that balanced then... But it is...
That's a good point that I think many people tend to forget when it comes to talking about balance and/or character tiers; character balance and tiering really only matters when you're talking about players of the same skill level and, most often, that skill level is a high one.

Take a character like Adon in SSF4 for example. On paper, he's a fairly weak character who lacks in straight up punishes and combo potential. He's also lacking a projectile (something that often seems huge to an inexperienced player) and doesn't even have much of an obvious way to safely get close to characters who do have projectiles. In high level play, however, he can be a beast simply because his game is all about smart option selects, timing, frame advantage and pressure.. aspects that it really takes a developed understanding of the game to bring out. I don't think anyone, even the pros, consider Adon to be a top tier character but he really can range anywhere from remarkably terrible to tournament winner based entirely on who is playing him and how they are playing him.
 

Woe Is You

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StriderShinryu said:
Take a character like Adon in SSF4 for example. On paper, he's a fairly weak character who lacks in straight up punishes and combo potential. He's also lacking a projectile (something that often seems huge to an inexperienced player) and doesn't even have much of an obvious way to safely get close to characters who do have projectiles. In high level play, however, he can be a beast simply because his game is all about smart option selects, timing, frame advantage and pressure.. aspects that it really takes a developed understanding of the game to bring out. I don't think anyone, even the pros, consider Adon to be a top tier character but he really can range anywhere from remarkably terrible to tournament winner based entirely on who is playing him and how they are playing him.
One thing that made him really good was that he'd have a shorter wakeup time than the rest of the characters meaning so you'd have to change your wakeup attack strategy just for him. One of the reasons someone like Gamerbee has been doing really nicely with him is that your basic crossup jumpin strategy is essentially completely useless against a good Adon.

syrus27 said:
What, no Pheonix Wright?
I don't really get how he'd be a good character (or how him not being in the game has anything to do with not getting the game) in the VS series to begin with. Franziska, sure, but Phoenix?
 

Blue Horn

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This was probably the first game I actually went out to buy on its release date as soon as the store opened. Was not disappoint.
 

Ellen of Kitten

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So, I'm no fan of MOST fighting games. The running exception is BlazBlue. I maaaay have to add Marvel VS Capcom to that list.... (wth? You've got Zero, but no Mega Man? :p )
 

Woe Is You

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strangeotron said:
I hope the ranking system works more like BB than SF where people don't lose points for getting the hurt online (that, if nothing else, exacerbates the problem of ragequitting, despite Capcoms creative reponse to that problem here).
I don't really see the point of that. A ranking system's purpose is to see who is better so that people get matched with other folks that are around the same skill level. A system where everybody gets points and nobody loses them basically leads to point inflation. There's also the practical issue that you're being rewarded for playing a lot instead of playing smart.

I know, I know, it's a game. But it's to everyone's benefit that we get as much information on someone's skill as we can so that they're not matched with someone way above or below their skills. Besides, even the Chess ELO rating docks points off for losing.

Besides, I think Capcom's solution with ragequitters is the best one I've seen yet.
 

chinangel

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meh...one huge problem with the online mode is the sheer number of idiots who camp on the side of the screen with iron man or one of the others and spam long-range attacks. if you're like me and choose a melee-focused team (X-23, Chun-Li and Wesker) then you'll find it teeth-gnashingly frustrating.
 
Dec 14, 2009
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chinangel said:
meh...one huge problem with the online mode is the sheer number of idiots who camp on the side of the screen with iron man or one of the others and spam long-range attacks. if you're like me and choose a melee-focused team (X-23, Chun-Li and Wesker) then you'll find it teeth-gnashingly frustrating.
Well isn't that really your fault for having an unbalanced team? I always have a projectile capable character, just for such an occasion.
 

Woe Is You

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chinangel said:
meh...one huge problem with the online mode is the sheer number of idiots who camp on the side of the screen with iron man or one of the others and spam long-range attacks. if you're like me and choose a melee-focused team (X-23, Chun-Li and Wesker) then you'll find it teeth-gnashingly frustrating.
To be fair, that's why you should have your team composition in a way that you can counter such tactics. Use one slot for someone like Sentinel, get a hit in and then tag your Wesker or Chun in and start harassing them close range.

There are characters in the game that just plain have to range you out or they're boned. For example, Dormammu has really low health and a ginourmous hitbox. His M.O. is to keep you on the other side of the screen or else he's dead from one combo. You get plenty of guesses, he makes one guess wrong and is dead. No reason to call them idiots for being aware of that.

strangeotron said:
Whatever the flaws of such a system, its just a better way to handle a video game. In something like real life (like the olympics or soemthing) then yes. But in the context of a game it's just frustrating to lose points. It's just a kick in the balls that's not necessary. You can still guage skill, and the ranking system that SF uses isn't any better.
A system that records only victories makes it pretty much impossible to gauge whether someone who has 10000 victories really is a good player or just a guy who has been playing the game non-stop for several years. There is a difference between the two. I know plenty of absolutely terrible players that have played fighting games for ages and I know some guys who have just playing for less than a year and already surpass someone like me (I consider myself decent and have played these games for quite a while now).

The ranking system in SF sucks, sure, but that's because it doesn't take the data and actually pit you against players with similar point counts. What I am arguing, though, is that the system in BB is worse in terms of gauging anything at all. I mean, if the points are the problem, you could just go play custom matches without the ranked part and there's no problem either way.
 

Ghored

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I entered the world of MvC3 because of how they fixed up a lot of things from MvC2.

I stayed for many things, one of them being-
"Hey! Check it out! I'm the ghost of Christmas- KICK YOUR ASS!"

Deadpool never ceases to amaze me.

Also, "couldn't handle the pipe." Was a great way to end this video review. :D
 

Robyrt

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strangeotron said:
Ok i'm starting to get pissed off with this game now.

I don't understand the design thinking behind some of these missions (combos, basicaly) at all.
Mission mode's reliance on trick combos and unique character quirks (like insisting all your Wolverine combos go M,M,L,H instead of M,M,H which works just as well) is aggravating to me too. Why couldn't they just give you a standard B&B combo for everyone?

Rest assured, though, the partner assist combos are possible, although the timing is super precise. Fortunately, you will never have to use that stuff in a real match, except for mashing the assist button as you land to OTG your opponent or something.