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Bring the pain: How insane damage helps Marvel vs. Capcom 3

Dscn0568_-_copy
Friday, February 25, 2011

Tatsunoko vs. Capcom never escaped the shadow of the earlier Vs. games. This is sad because last year's Wii-only fighter is Capcom's most balanced tag-team effort to date. New mechanics such as Mega Crashes allowed people to burst out of combos and find clever ways to avoid punishment. Other fast-paced slugfests like Guilty Gear and BlazBlue share these techniques, which allow for greater balance than the chaos of Marvel vs. Capcom 2.

Marvel vs. Capcom 3 has none of its predecessor's safety nets. If you mess up, you're going to pay dearly. And the experience is better for it.   

 

Instead of reusing TVC's mechanics, Capcom went the opposite route: Characters fire projectiles at an alarming rate or dole out massive amounts of damage. Even journeyman challengers can sap an entire life bar under the right conditions.

This can turn some matches into a crapshoot. I currently use She-Hulk, Trish, and Amaterasu as my main team. Sometimes, getting up close with She-Hulk is impossible. Minutes later, I'll nail my foe with a devastating combo, catch him or her with a grab, and eliminate the poor soul within seconds. If I use Amaterasu, I either pull out a victory with her versatile weapon stances or die quickly due to the wolf deity’s low health.

And let's not forget X-Factor, a once-per-match technique that often decides a battle. It not only grants your team a boost in power and mobility, but activating it also recovers health, speeds up projectiles, and negates block damage. Its brutality and duration increases as you lose teammates, which mean powerhouses like the mutant-hunting Sentinel can obliterate opponents with a few button presses.

Will the big damage turn off some people? Definitely. I've heard plenty of complaints about lengthy chain attacks and the loss of the Mega Crash system. But the over-the-top damage gives Marvel vs. Capcom 3 something that Tatsunoko vs. Capcom never had: an identity.

Tatsunoko vs. Capcom's biggest sin was its Wii exclusivity. Also, Mega Crash made everything flow at a conservative pace: Saving up the two super meters it required was more important than using each character's signature move. Tatsunoko vs. Capcom didn’t appeal to the older entries' fans, who liked the high-stakes combat. It also had to compete with other anime-inspired franchises that already had dedicated followings.  

Marvel vs. Capcom 3 is frustrating at times, but it’s unique among its peers. Every match is a gamble, and you only get one round to beat your opponent instead of the usual three. Each character you lose drastically reduces your chances of winning, but a well-timed use of your X-Factor can turn the match around.

Is Marvel vs. Capcom 3 as good as its predecessors? Will I still like it if high-level play amounts to abusing glitches and infinite combos with a handful of characters? Who knows? It’s too early to tell. Marvel vs. Capcom 3 is crazy when it comes to risk and reward, but that’s what makes it stand out in today’s market.

 
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Comments (5)
Twitpic
February 25, 2011

I really have no interest in fighting games, but I'm strangely intrigued by Marvel vs. Capcom 3 -- it's gotta be the plethora of great characters and the flashiness. Great article, Chris!

Chas_profile
February 25, 2011

I find MvC3 is way more focused on basic attacks and combos than TvC, which focused more heavily on working in special moves. I am pretty new to the whole experience, but I found the two to be very different in a good way.

59208264_l
February 27, 2011

I strongly encourage people follow Team Spooky's streams [http://www.justin.tv/teamsp00ky] of these high-level tournaments. It's something me and my gaming pals have taken to when trying to venture how both the fighting game casuals and dedicated audiences are glomming to certain features.

As much as I can tell:

--Marvel vs. Capcom 3 is a lighter game. It's adopted the Japanese-style [four button layout making the fourth button the 'Special' button] which has caused a lot of 'anime fighters' to pick it up. Where it was seen as laughable to play keep away with a team like Cable/Blackheart/Doom in MvC2, now the game is majorally that. Well, until more people like Justin Wong and Floe's play-style catch on in the community. But for the most part, more games thrive on full screen projectiles and safe-tagging.

--Japan is playing it. Marvel vs. Capcom 2 was DEFINITELY for an audience that likes more risk than reward [example: most combo damage diminishes the longer the combo is executed], but they look so cool and American players have proven to be incredibly flashy. When you look at tournament footage of a game like Tekken 6 or Super Street Fighter IV in Japan, you see more technique than flashy movements.

-- The damage is a finicky issue. I feel most characters are good as they are [even Phoenix and Sentinel!], BUT the chip damage is pretty damn awful. Also, OTG [on the ground] time is kind of hilariously long. The issues have been brought to Capcom and it looks like it could be corrected once future characters are balanced.

Shoe_headshot_-_square
March 02, 2011

I thought Dark Phoenix steadily loses health?

Dscn0568_-_copy
March 03, 2011

Dark Phoenix does lose health over time, but one of the benefits of X-Factor is that it will recover the red portion of the health bar. The DP life penalty and the X-Factor regen cancel each other out, so Dark Phoenix doesn't lose health in X-Factor mode.

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