Sure, MvC3's combo system isn't terribly advanced out of the box. Neither was MvC2's. The shit people are clamoring for, I think, is what MvC2 evolved into. It took years for people to take apart the engine, develop their playstyles, put together teams with truly epic synergy. People just need to give MvC3 the time it needs to get there, and they have to realize they're going to have to put in the work to take MvC3 that far.
Personally, I can't get enough MvC3. Usually Spencer/Spider Man/Iron Man, with Super Skrull and Taskmaster tossed in at random in any given spot. Sometimes Iron Man/Thor/Taskmaster, I can almost close my eyes and pretend I've got Hawkeye.
Now if only they'd get down to releasing Spencer's alternate costume already. I want his ReArmed or ReArmed 2 version. Preferably 2 for that sweet douchebag mustache.
Personally, I can't get enough MvC3. Usually Spencer/Spider Man/Iron Man, with Super Skrull and Taskmaster tossed in at random in any given spot. Sometimes Iron Man/Thor/Taskmaster, I can almost close my eyes and pretend I've got Hawkeye.
Now if only they'd get down to releasing Spencer's alternate costume already. I want his ReArmed or ReArmed 2 version. Preferably 2 for that sweet douchebag mustache.
I'll tell you why MvC3 sucks. You said "For me, executing a regular 10 hit combo in MVC3 is just as easy pulling off one in MVC2." Here's the problem. More often than not, a combo in MvC3 does not end with just 10 hits. It can and most of the time WILL grow to a 50-hit or higher combo FLAWLESSLY.
MvC3 is all about who can hit who first. There aren't really any mind games or strategies. It all boils down to "how can I hit this guy ONCE, then get them into my combo string?"
Because the combos can go for SO LONG, there should be a way for opponents to break out. Literally the ONLY way they can have any kind of chance to break out of a combo, is if the opponent does an arial combo and tags out. And even then there's a 70% chance that you won't guess the inputs correctly (unless you see the opponent's pattern).
Other games like Tatsunoko vs. Capcom and Guilty Gear/Blaz Blue let you break out of a combo with a burst move. This move has its own consequences and can't be used freely, so it doesn't break anything. Meanwhile, MvC3 has nothing of the sort. And then it gets worse since the combos don't have to stop when you hit the ground.
In MvC2, as soon as you touched the ground, you could squeeze out to safety and begin to retaliate or get some breathing room. In MvC3, there is a bounce once you hit the ground, meaning the opponent can still wail on you more. And then it doesn't help that there is that very brief pause between every strike that allows the attacker plenty of time to continue their combo with ease.
Punishment in this game is absolutely ridiculous as there's no way around it other than "don't get hit," which is not that easy in a damn fighting game. I got pretty sick of it because of that bullshit and the fact that almost everyone I fight sticks with the "try to set up the same combo, connect or mess up and then back away and try it again." It's not fun.
I'm not saying this like I sucked at the game, because I'm good and have had my fair share of victories. But I am incredibly disappointed at how half-assed this game is. There's no spectator mode, two characters that were literally on the disk were pointlessly made DLC to make the game appear to have constant support, and the game was deliberately made unbalanced with wild glitches and infinites with the intention of seeing what does and doesn't work, and then patching it later rather than delivering a solid game right off the bat. If you want the quote that supports that last statement, then I'll have to go digging for it. But I know it was either Seth or Niitsuma that admitted this.
MvC3 is all about who can hit who first. There aren't really any mind games or strategies. It all boils down to "how can I hit this guy ONCE, then get them into my combo string?"
Because the combos can go for SO LONG, there should be a way for opponents to break out. Literally the ONLY way they can have any kind of chance to break out of a combo, is if the opponent does an arial combo and tags out. And even then there's a 70% chance that you won't guess the inputs correctly (unless you see the opponent's pattern).
Other games like Tatsunoko vs. Capcom and Guilty Gear/Blaz Blue let you break out of a combo with a burst move. This move has its own consequences and can't be used freely, so it doesn't break anything. Meanwhile, MvC3 has nothing of the sort. And then it gets worse since the combos don't have to stop when you hit the ground.
In MvC2, as soon as you touched the ground, you could squeeze out to safety and begin to retaliate or get some breathing room. In MvC3, there is a bounce once you hit the ground, meaning the opponent can still wail on you more. And then it doesn't help that there is that very brief pause between every strike that allows the attacker plenty of time to continue their combo with ease.
Punishment in this game is absolutely ridiculous as there's no way around it other than "don't get hit," which is not that easy in a damn fighting game. I got pretty sick of it because of that bullshit and the fact that almost everyone I fight sticks with the "try to set up the same combo, connect or mess up and then back away and try it again." It's not fun.
I'm not saying this like I sucked at the game, because I'm good and have had my fair share of victories. But I am incredibly disappointed at how half-assed this game is. There's no spectator mode, two characters that were literally on the disk were pointlessly made DLC to make the game appear to have constant support, and the game was deliberately made unbalanced with wild glitches and infinites with the intention of seeing what does and doesn't work, and then patching it later rather than delivering a solid game right off the bat. If you want the quote that supports that last statement, then I'll have to go digging for it. But I know it was either Seth or Niitsuma that admitted this.
@Genki-JAM
That's a great response, dude. And while I agree with most (if not all) of what you said, I still believe that you could say the same for MVC2. For instance, every one I played against used the exact same strings:
Low Kick, Jab, Fierce Punch, Launch—repeat—Hyper Combo. They screw up, dash back, dash forward, and try again. Aside from that bogus ass Air Cross-over BS, they're practically the same games, I think.
That's a great response, dude. And while I agree with most (if not all) of what you said, I still believe that you could say the same for MVC2. For instance, every one I played against used the exact same strings:
Low Kick, Jab, Fierce Punch, Launch—repeat—Hyper Combo. They screw up, dash back, dash forward, and try again. Aside from that bogus ass Air Cross-over BS, they're practically the same games, I think.
@Castle
Really, it can be said about any fighting game. I just feel like its most rampant in MvC3 because of how simple the game makes it to string combos. I rarely see people try to pull this crap off in TvC or Street Fighter (there's always the occasional Ken Shoryuken spam and whatnot, though).
MvC3 was deliberately designed to bring in newcomers and make it easier to do wild combos without much effort (though they failed because the people that are good at games like this already have managed to become pros that wreck newcomers with the same bullshit and make them not want to play anymore--trust me, I've seen it happen more than once with this game).
In all honestly, when I usually play MvC2, its with my closed circle of friends. There are occasions when I play online and have to deal with similar crap like assist spams (Ken's assist is ridiculous). MvC2 suffered from plenty of these problems, but it still managed to be fun. The main reason why MvC2 suffered from things like unbalancing and spam-heavy things was because they were rushed to complete it before they lost the Marvel license. With MvC3, they could take their time, so I was really hoping the game would be a much more solid affair like the original.
Instead, its like Niitsuma went "Hey, how about instead of making Magneto, Storm and Sentinel more toned down to be at everyone else's level, why don't we bring everyone else up to their level with power and spammable moves?" And then they added X-factor on top of everything in order to counter the bullshit from all the exploitable moves and combos--which in turn is also its own flavor of bullshit. It just could have all been handled a lot better, and it just shows so clearly that the game was rushed and will never be fixed the way it should be.
Of course, every game has exploitable characters and whatnot. Every complaint I make about this game can be applied to ANY other fighting game. However, I feel that MvC3 takes the usual complaints and makes them even bigger with the way other factors of the game work.
I can understand why people enjoy the game. There are times when I get addicted to playing again too. But more often than not, whether I'm playing with friends or online, it usually goes "whoever loses, rages over the bullshit" then the next round when they win, they're happy, but the opponent isn't. When I play ANY other fighting game, I don't feel nearly as upset as I do when I play MvC3.
When I get into heated matches in Street Fighter and lose, I still really enjoyed the match and am cool with it. But in MvC3, I'm usually forced to watch my character get juggled by the same combo I've seen a billion times before until he's dead, and I end up feeling frustrated and upset over the way the game valued the offense more than the defense.
And really, MvC3 and MvC2 are similar, sure, but the biggest and most important difference between the two games is the fact that 3's reaction times are so low that it literally hands every single combo to you. Its mostly noticable in the ground bounce. And that one thing makes 2 a lot more enjoyable than 3 to me, because at least in 2 I have more of a chance to slip out of a combo. It also feels a hell of a lot more satisfying coming back in a match without the help of something like X-Factor. I'm not hating on that, mind you, I'm just saying that I feel it should have been handled in a different way.
Really, it can be said about any fighting game. I just feel like its most rampant in MvC3 because of how simple the game makes it to string combos. I rarely see people try to pull this crap off in TvC or Street Fighter (there's always the occasional Ken Shoryuken spam and whatnot, though).
MvC3 was deliberately designed to bring in newcomers and make it easier to do wild combos without much effort (though they failed because the people that are good at games like this already have managed to become pros that wreck newcomers with the same bullshit and make them not want to play anymore--trust me, I've seen it happen more than once with this game).
In all honestly, when I usually play MvC2, its with my closed circle of friends. There are occasions when I play online and have to deal with similar crap like assist spams (Ken's assist is ridiculous). MvC2 suffered from plenty of these problems, but it still managed to be fun. The main reason why MvC2 suffered from things like unbalancing and spam-heavy things was because they were rushed to complete it before they lost the Marvel license. With MvC3, they could take their time, so I was really hoping the game would be a much more solid affair like the original.
Instead, its like Niitsuma went "Hey, how about instead of making Magneto, Storm and Sentinel more toned down to be at everyone else's level, why don't we bring everyone else up to their level with power and spammable moves?" And then they added X-factor on top of everything in order to counter the bullshit from all the exploitable moves and combos--which in turn is also its own flavor of bullshit. It just could have all been handled a lot better, and it just shows so clearly that the game was rushed and will never be fixed the way it should be.
Of course, every game has exploitable characters and whatnot. Every complaint I make about this game can be applied to ANY other fighting game. However, I feel that MvC3 takes the usual complaints and makes them even bigger with the way other factors of the game work.
I can understand why people enjoy the game. There are times when I get addicted to playing again too. But more often than not, whether I'm playing with friends or online, it usually goes "whoever loses, rages over the bullshit" then the next round when they win, they're happy, but the opponent isn't. When I play ANY other fighting game, I don't feel nearly as upset as I do when I play MvC3.
When I get into heated matches in Street Fighter and lose, I still really enjoyed the match and am cool with it. But in MvC3, I'm usually forced to watch my character get juggled by the same combo I've seen a billion times before until he's dead, and I end up feeling frustrated and upset over the way the game valued the offense more than the defense.
And really, MvC3 and MvC2 are similar, sure, but the biggest and most important difference between the two games is the fact that 3's reaction times are so low that it literally hands every single combo to you. Its mostly noticable in the ground bounce. And that one thing makes 2 a lot more enjoyable than 3 to me, because at least in 2 I have more of a chance to slip out of a combo. It also feels a hell of a lot more satisfying coming back in a match without the help of something like X-Factor. I'm not hating on that, mind you, I'm just saying that I feel it should have been handled in a different way.

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