Out of curiosity, where is this news of Capcom patching the game post-Evo 2k11 coming from?
And I’m positive that if Mag/Sent/Storm were not in this game, we wouldn’t be having this discussion. Tell me I’m wrong.
FWIW I’d rather there not be a patch, just a sequel in 2 years, based on where players take the game.
Verbal diarrhea: (i’ll edit this into a cohesive statement, bc i’m on the verge of actually forming a legit point)
Obviously the reset sciences have been mucked up entirely, it’s just one of the balls dropped though. This engine was obviously a product mostly of fear concerning what could go wrong in building a Marvel 2 style game, rather than the result of understanding and paying homage to what made 2 so exciting to play and watch.
What the mvc2 heavies loved was the stress factor/hype of 1 touch/reset/kill, strong zoning capabilities with assists, double snaps, and cheap, unblockable shit. But none of these people made the game, so what all that translated to was a simplified version where everyone can kill with one hit and a dhc or two, most everyone is a zoning machine (solo oftentimes).
So the combos are just as big, the damage is still high, and stuff is as cheap as ever. The only problem is, too much of the gameplay is by design. There was a sweet spot (inadvertently) achieved in 2 that is hard to replicate. 2 gave you combo rules based on character and dummy states that you figured out how to break, whereas 3 doesn’t place the same kind of limits. You can continue your combos regardless of the player states. On top of that, 2 had a dizzy counter that was nearly infallible-- at some point, regardless of whether or not you broke your combo, the dizzy counter would trigger. Now you are able to combo without regard to a dizzy counter, provided that you direct your combo effectively.
Under the MvC2 system, the check to these types of combos was the dizzy counter. However now, after considering the stun scaling, its an obvious conclusion that the official archetype for the best mvc3 combo is: C,C,C,C,C,C,C,C,C,C,C,C, Super. This is a good time to mention that there is no good reason to punish a character who hits you with a flurry of light attacks. The stun scaling in one swoop, prevents you from doing loops of low damage normals, while encouraging you to loop the less stun-susceptible, high damage normals.