This topic is to debate some new features to improve or make better: Marvel vs Capcom 2.5 or Marvel vs Capcom 3, and also SF vs DC, Marvel vs DC (if all this games could exist), or whatever Versus game that should use MVC2 engine to become a success.
Please don’t come with ideas that changes all the game like: limited assist call/Random assist (MVC1), Tekken Tag “Kill one of two for the win” (Sirlin’s idea - but changes the game a lot), No assists, etc.
MVC2 is a success, and as I said, the supposed game or new features should make a perfect game.
Of course graphics and Sprites redraw are included in improvements, so, no need to talk about them.
I saw Arcana Heart and I found it very interesting. What I wanna focus on is: SPACE.
Arcanas Heart screen space is LARGE, and the movements seen to be a lot more free.
Watch the second fight from this video:
Take a time looking on how much the scenario is big and the PERFECTION AND SMOOTHNESS of the Zoom system, and the freedom of movements that it gives.
Space is apparently 1.5 times the Marvel 2 normal, not only horizontal, but vertical too (vertical looks about 3 times the size of Marvel!). With this, it can automatically fix bugs of characters that disappears above the screen. And it can have a invisible limit, for some characters, as Dhalsim, do not go up even more (unless in a combo or with a special like seen in the video, imagine a FAB going all this way up and then Down, twice the Super Jump Height). If someone go All that way up, he can be easily hit by a Captain Coleda or other supers.
The Zoom (-) allow the characters to get rid a lot more, instead of stuck in the “virtual corner” corner like MVC2.
What it should affect? From what I see, Spiral trap continues to work identically. Space Control changes a bit. But it should affect more the pressure that a Sentinel could do, so is the tranquility that Cable has to call Sent-C, jump and throw a grenade. Imagine this from the maximum distance in Arcana Heart video (above). Space Control is more fragile.
This is because you now have more FREEDOM.
However, what I found the most interesting was the super jumps. In Arcana Heart, when somebody Super Jumps, the screen does not focus on the jumping character and then puts arrows indicating where assists and main opponent are, that makes you confused when you are in the ground and have to block, or even in the air and has to attack. When somebody jumps, it simply do a ZOOM (-), and you can see two characters. Also, with the movement freedom, the game becomes now more dynamic.
This is very interesting because it avoids Bugs or crazy broken combos, that makes some characters too much strong, like Sent air throw reset into combo, with more space, after air throw, youll be throw far. In a 56 characters game, where we use 10 or even less, with more freedom you automatically gives the game MORE BALANCE.
I dont have in my mind now an example of a Bug in MVC2 that could be automatically corrected (if someone knows and would like to add, feel free), however, in Xmen-vs Street Fighter, sometimes after a Sabretooth Beserker Claw (special move or the Super move when Tag Teamed), if it connects late, while the victim do the Hit Stun animation (shake a bit in the air, then fall), if you launch him, you go up in a Aerial Rave while the screen focus the ground, you see only the shadows and hits counting. Looks like a Mugen of SF when you put a MVC character on it, because there is no Super Jump in the original game, there is no SJ Screen. While you don’t touch the ground, the focus will remains wrong.
Also, any Snap Back Assist Rape Bug (that shit is broken) can be avoided if the screen opens for the Snap Launch, because it should launch both assist and main character far, but, main character falls off the screen and assist fall in the “virtual” end of screen.
Other enhancement, is that, when you die, the screen opens for the bigger side for you to safely jump in the fight. So, if you died, your next character don’t fall in the pressure, so you still have chance to win.
And with more space, Assists become not so deadly.
And, finally, if the time between assist call rises, just to be more precise, if it doubles, with more space and less assist, you can have a victorious comeback even if you are alone, and a match between Charlie vs Magneto+Psylocke as assist will not have a already known result (Charlie’s rape). Charlie can stand a chance if he lures Psy to come in, than do a Man-to-Man combat. Commando could Call Mummy to get rid of Magneto, counter with Coleda xx Cap Sword… But unfortunately we can’t do much more for Zangief.
It dont solve all the balance (actually, unbalance) problem, but a match between Mag/Tron-C vs Psy/Tron-C (for example) could be much more fair, because both should call tron more wisely. If you compare to the “former” Marvel 2, the smooth Zoom system plus “Twice the time Between Assists Call”, it helps the balance and fun factor a lot, and it is also more friendly.
Unless you are a HQ fan and say: “Magneto is a god and should be as it is, Wolverine cannot stand a chance against him, keep the game as it is”, you should agree with me, at least in part.
That is it. Watch the video, say what you think.
PS: Mainly because of english, I might be editing this post. If something sound senseless, juts tell me.