I get what succy is saying but i think hes also kind of overrating (and i find myself doing it too FWIW) the risk reward of a game like MvC2. i mean storm sent DHC takes like 20 minutes to learn to the point of “you should never drop this again” and it does the job. unfly combos only add what, 1 more light kick to the combo, so youre not really doing crazy damage. even mvc1, fancy duo synergy combo aside, lean more towards the simple than the crazy hard to do. wolverines divekick corner uncombo isnt the pinnacle of execution.
so then, what is the real issue that makes this game still feel unrewarding? I think its because of WHAT capcom decided to focus on nerfing from the previous vs game. in mvc1-mvc2, they were so intent on neutering heavy combos leaving opponents in a juggle state, thats why wolverine lost his iconic corner flyscreen divekick swag (even tho they didnt do anything abt specials in the corner causing wallbounce, giving sentinel a free setup to that god damb unblockable). mvc3-mvci, it feels like they wanted to do something about “all day long” combos and hilarious OTG times. thus we get stricter combo windows (tho still much wider by mvc2 standards). Still, the feeling of “this is too easy/not rewarding” perpetuates through sometimes.
Personally, for me I think it might be because of the relaunches. Launch>magic series>knockdown>relaunch>magic series>knockdown>super is cool to market to casuals in trailers, but I want to do more than just that. why limit us from activating fly again after unflying? i mean, you get to counter tags with 2 bars so why not let me get some fly shenanigans on? staircase is cool but its already to the point of “okay, now what else can i do?” the game wants to limit normal jump juggle states like ROM/iron man infinite, so they make it to where all the characters feel real floaty and almost weightless.
it is still early and were def not at the limits of discovery so im sure someone will figure some useful shit out but right now it does feel kind of limited.