Ultimate Marvel vs. Capcom 3

Ultimate Marvel vs. Capcom 3

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jaedenky Mar 7, 2017 @ 12:17am
3 attack buttons in this game? Refunded already.
Seriously what the hell did they do to Mahvel? I played MvC2 religiously but the casualization of MvC3 really bothers me, 3 attack buttons?

What happened to having buttons for punches and kicks, now its all mixed up I don't even know what move my character is going to do. light attack, medium attack, strong attack? What the hell is this garbage, they killed this game and its no fun. I'm just going to stick to SFV for now.
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Showing 1-15 of 31 comments
King Hadu Mar 7, 2017 @ 12:20am 
Yeah I was surprised at how stupid and braindead this game is. I mean I know people said its pretty brain dead, but after years of MVC2 and even trying out Skull Girls all of which has 6 buttons.

MVC3 is very stupid and dumbed down gameplay wise and this isn't even counting the bad netcode that is no different from MKX with 500ms delay for button press online.

Another reason for 3 buttons is because it was cheaper and easier for Capcom to implement so they saved money. But this is just waaaaaaay too dumbed down

I myself gonna stick to SFV to be it was a great purchase. Fantastic Netcode and great gameplay but same time not impossible like 1 frame links in SF4

SF5 made the right balance i just can't take a game seriously with 3 buttons its dumb
Last edited by King Hadu; Mar 7, 2017 @ 12:21am
Red Mar 7, 2017 @ 12:33am 
The quality of the game has nothing to do with the number of buttons. If anything, this game did exactly the same SFV did which was to make it more accessible. 6 buttons is archaic design and barely any fighting game sticks to it nowadays, SF doing so only because it's what differentiates it from the rest, much like how MK still has a block button.

You can hate the game for many reasons but the number of buttons is probably the stupidest one, especially because the current layout fixed all the issues MVC2 had. You don't need 320 kicks and punches where people who know how to play will only stick to the ones they work (Like how there are many basic attacks in SFV you'll NEVER use in a character because another attack does a better job), you need the tools for the situations, that's it.
Last edited by Red; Mar 7, 2017 @ 12:33am
jaedenky Mar 7, 2017 @ 12:35am 
Originally posted by King Hadu:
Yeah I was surprised at how stupid and braindead this game is. I mean I know people said its pretty brain dead, but after years of MVC2 and even trying out Skull Girls all of which has 6 buttons.

MVC3 is very stupid and dumbed down gameplay wise and this isn't even counting the bad netcode that is no different from MKX with 500ms delay for button press online.

Another reason for 3 buttons is because it was cheaper and easier for Capcom to implement so they saved money. But this is just waaaaaaay too dumbed down

I myself gonna stick to SFV to be it was a great purchase. Fantastic Netcode and great gameplay but same time not impossible like 1 frame links in SF4

SF5 made the right balance i just can't take a game seriously with 3 buttons its dumb

I know man, MvC2 gameplay was so good compared to this. The 3 buttons are the worst decision they made with this game, everyone feels the same now and there's less control over your character, less normals and high low mixups. These characters used to have kicks and punches, the gameplay used to be so good, think I'm going to hunt down a copy of MvC2 till Infinite comes out.

This game just doesn't capture the feel of the 2d games at all, wimpy sound effects, 3 buttons for attack, everything feels so weak and dumbed down. SFV is the only game in 3d that I thought retained the gameplay and feel from the 2d games.
Counter-Life Mar 7, 2017 @ 12:42am 
We're talking about one of the most unbalanced fighting games with one of the ♥♥♥♥♥♥♥♥♥ netcodes ever, and you complain about the button layout?
Dragoon Fighter Mar 7, 2017 @ 12:43am 
Originally posted by Rednavi:
You can hate the game for many reasons but the number of buttons is probably the stupidest one, especially because the current layout fixed all the issues MVC2 had. You don't need 320 kicks and punches where people who know how to play will only stick to the ones they work (Like how there are many basic attacks in SFV you'll NEVER use in a character because another attack does a better job), you need the tools for the situations, that's it.
Amen, while I do prefer the button layout of MvC2, I don't feel like the 3 button layout is detrimental to the game. Does the game have problems, sure I would argue that pretty much all the MvC games have one problem or another. The number of buttons while awkward, is not a major one.
jaedenky Mar 7, 2017 @ 12:43am 
Originally posted by Rednavi:
The quality of the game has nothing to do with the number of buttons. If anything, this game did exactly the same SFV did which was to make it more accessible. 6 buttons is archaic design and barely any fighting game sticks to it nowadays, SF doing so only because it's what differentiates it from the rest, much like how MK still has a block button.

You can hate the game for many reasons but the number of buttons is probably the stupidest one, especially because the current layout fixed all the issues MVC2 had. You don't need 320 kicks and punches where people who know how to play will only stick to the ones they work (Like how there are many basic attacks in SFV you'll NEVER use in a character because another attack does a better job), you need the tools for the situations, that's it.

As a guy that played MvC2 for hundreds of hours I couldn't disagree more, you don't need 6 buttons but at least 4 and you have to separate kicks and punches into their own buttons. MvC2 did this perfectly with 4 attack buttons, you always knew precisely what move was going to come out, punch and kick buttons have traditionally served different purposes in Capcom fighting games. By mixing them all together like this into a unified dumbed down "attack" button takes variety out of the game and less precision.

Theres a reason why MvC Infinite is returning to the traditional 4 button layout, and why MvC2 is considered the better game to MvC3.
jaedenky Mar 7, 2017 @ 12:44am 
Originally posted by Counter-Life™:
We're talking about one of the most unbalanced fighting games with one of the ♥♥♥♥♥♥♥♥♥ netcodes ever, and you complain about the button layout?

Yes, to me its the dealbreaker, I don't enjoy this gameplay. Compared to MvC2 its actually a huge step down.
SkittyOnWailord Mar 7, 2017 @ 12:48am 
So you bought a 6 year old port and are refunding it because you didn't research its basic controls before you bought it? I'm not saying the controls are good or bad in this game, I'm just trying to understand your logic.
jaedenky Mar 7, 2017 @ 12:57am 
Originally posted by SkittyOnWailord:
So you bought a 6 year old port and are refunding it because you didn't research its basic controls before you bought it? I'm not saying the controls are good or bad in this game, I'm just trying to understand your logic.

My logic is that I am a hardcore MvC fan and put in 100s of hours of MvC2 on Dreamcast, I've never owned a console since then so I never played MvC3, I've seen reviews that might have mentioned this but I guess I never payed attention or maybe the reviews I seen didn't really explain it well.

Honestly I never thought they would go with unified 'attack' buttons, I've played Capcom fighting games since SF1 and I've never played a Capcom game with unified attack buttons so I never even suspected they would ever do this to MvC3, it never even entered my mind. This is the only Capcom fighting game to my knowledge with these controls, I assumed they would be similar to MvC2 as there was absolutely nothing wrong with the controls in that game, I actually rate MvC2 as one the best games I"ve ever played so needless to say I had higher expectations.
Last edited by jaedenky; Mar 7, 2017 @ 12:59am
Red Mar 7, 2017 @ 12:59am 
Originally posted by jaedenky:
As a guy that played MvC2 for hundreds of hours I couldn't disagree more, you don't need 6 buttons but at least 4 and you have to separate kicks and punches into their own buttons. MvC2 did this perfectly with 4 attack buttons, you always knew precisely what move was going to come out, punch and kick buttons have traditionally served different purposes in Capcom fighting games. By mixing them all together like this into a unified dumbed down "attack" button takes variety out of the game and less precision.

I played MVC2 (And every VS game) for hundreds of hours too and MVC2's layout was stupid because you had no access to mid attacks unless your light attack hit the opponent first, which means UMVC3 has more tools at your disposal than MVC2 even with one button less. And this is coming from someone who loves the KOF layout of 4 buttons.

You're focusing on the number of buttons without paying attention to how the layout was designed like. Instead of having to press down/down+forward + HP/HK the launcher now has its own button, which means every crouching attack serves a different purpose and none of them is a launcher now. That's 3 crouching attacks and a launcher which is pretty much how MVC2 worked like in general.

Then you have access to standalone mid attacks, something impossible in MVC2.

Then you have "command attacks" (An attack + a direction) which deals with the lack of buttons. This gives you far more freedom than what you had in MVC2 too. Tron for example has access to her flame attack at any time by just holding forward and pressing the mid attack button.

Then you have the launcher button which fixes the issue where you had to guess which of all your attacks was actually a launcher in MVC2 (Some were even STANDING attacks there!). And then you complain about not knowing what each button does? What?

Originally posted by jaedenky:
Theres a reason why MvC Infinite is returning to the traditional 4 button layout

That's like saying that they're going back to 2 members per team because 3 members was a bad choice. Them using a 4 button layout doesn't mean anything negative to a 3 button layout. It's a different game, so things are done differently.

Originally posted by jaedenky:
and why MvC2 is considered the better game to MvC3.

[/citation] You didn't even do any basic research about how the ♥♥♥♥ the game works at a basic level before buying it yet you know what the entire FGC thinks about it and how it's inferior to MVC2?
Last edited by Red; Mar 7, 2017 @ 1:02am
wow, you guys are terrible at MvC3, and MvC2, I can tell.

especially if you think this game is dumbed down, this game has more to offer than MvC2 ever did, it's just that MvC2 is legendary status. This game definitely has more depth, and tech. As far as combo window timing goes? Yes, it's more lenient, but there's still tons of tough combos that require practice, just the intitial beginner combos have been made easier. You're definitely not marvel players, you are just casuals.

A B C
S A1 A2

It's still a 6 button lay out game dumb asses.
Last edited by libraryshareaccinactive; Mar 7, 2017 @ 1:04am
Xao Mar 7, 2017 @ 1:07am 
I honestly thought this was a four button fighter with a launcher button (I. E. similar to Guilty Gear) when I got it, too. I can completely understand this complaint.

Contrary to popular belief, having less buttons actually tends to make these sorts of games harder, not easier, unless the developers are super careful to ensure every normal has good uses and linking opportunities.

Being a three button fighter makes the flow of this game feel really off from the go for me, coming from Skullgirls and Xrd. Rather than having a range of normals that link together in different situations, you have a handful of normals and specials that link together in a specific fashion.

That combined with the awful netcode and endless army of smurfs online means I'm not likely to play much of this. Especially with GG Xrd Rev 2 right around the corner. If the gameplay was a bit more enjoyable, or the online was a bit better... It's a shame, really.
jaedenky Mar 7, 2017 @ 1:20am 
Originally posted by Rednavi:
Originally posted by jaedenky:
As a guy that played MvC2 for hundreds of hours I couldn't disagree more, you don't need 6 buttons but at least 4 and you have to separate kicks and punches into their own buttons. MvC2 did this perfectly with 4 attack buttons, you always knew precisely what move was going to come out, punch and kick buttons have traditionally served different purposes in Capcom fighting games. By mixing them all together like this into a unified dumbed down "attack" button takes variety out of the game and less precision.

I played MVC2 (And every VS game) for hundreds of hours too and MVC2's layout was stupid because you had no access to mid attacks unless your light attack hit the opponent first, which means UMVC3 has more tools at your disposal than MVC2 even with one button less. And this is coming from someone who loves the KOF layout of 4 buttons.

You're focusing on the number of buttons without paying attention to how the layout was designed like. Instead of having to press down/down+forward + HP/HK the launcher now has its own button, which means every crouching attack serves a different purpose and none of them is a launcher now. That's 3 crouching attacks and a launcher which is pretty much how MVC2 worked like in general.

Then you have access to standalone mid attacks, something impossible in MVC2.

Then you have "command attacks" (An attack + a direction) which deals with the lack of buttons. This gives you far more freedom than what you had in MVC2 too. Tron for example has access to her flame attack at any time by just holding forward and pressing the mid attack button.

Then you have the launcher button which fixes the issue where you had to guess which of all your attacks was actually a launcher in MVC2 (Some were even STANDING attacks there!). And then you complain about not knowing what each button does? What?

Originally posted by jaedenky:
Theres a reason why MvC Infinite is returning to the traditional 4 button layout

That's like saying that they're going back to 2 members per team because 3 members was a bad choice. Them using a 4 button layout doesn't mean anything negative to a 3 button layout. It's a different game, so things are done differently.

Originally posted by jaedenky:
and why MvC2 is considered the better game to MvC3.
[/citation]

Disagree, the 4 button layout is superior to this, MvC2 wasn't perfect but it was definitely better than this. Its not the fact that its 3 buttons instead of four, its the mixing of punch and kick buttons together, play Strider in MvC2 and he feels way more dynamic in terms of the inputs you put in and the results you get on screen, it just feels better. his high low mixup game, its just better gameplay.

I think we look at this issue in different ways, you're looking at it from a functionality standpoint, whereas I'm looking at it from a gameplay standpoint. I also don't want to have to remember every single normal in the game for every character, with dedicated punch/kick buttons you are more clear on the type of move your character is going to execute. If I press medium attack I don't want to guess whether thats a kick or a punch, I want to know precisely what type of move is being executed. In MvC 2 I could pick up a new character and instinctively and intuitively use them effectively because the core gameplay is similar to SF.

So really we are comparing apples and oranges, I play these games to feel like the characters, even the martial arts aspect. When I played Captain America, a martial artist in MvC2 I actually felt like Captain America, jab, low kick into shield slash, etc. It felt natural, the buttons felt good and made it feel like I was actually using Caps fighting style, but I was actually doing it myself.

IDK, maybe I need a bit a more time with the game but I'm really dissapointed right now. I've been wating to play this game for a while and willing to forgive little faults but this is huge to me, not to you maybe but for me its a big change. IDC about Netcode that much even, I care about gameplay.
The online was gonna be bad from the getco, most people knew it was gonna be the 360 port basically on steam.
jaedenky Mar 7, 2017 @ 1:28am 
Originally posted by Grav:
I honestly thought this was a four button fighter with a launcher button (I. E. similar to Guilty Gear) when I got it, too. I can completely understand this complaint.

Contrary to popular belief, having less buttons actually tends to make these sorts of games harder, not easier, unless the developers are super careful to ensure every normal has good uses and linking opportunities.

Being a three button fighter makes the flow of this game feel really off from the go for me, coming from Skullgirls and Xrd. Rather than having a range of normals that link together in different situations, you have a handful of normals and specials that link together in a specific fashion.

That combined with the awful netcode and endless army of smurfs online means I'm not likely to play much of this. Especially with GG Xrd Rev 2 right around the corner. If the gameplay was a bit more enjoyable, or the online was a bit better... It's a shame, really.

Ya man I'm not used to it and quite frankly I hate unified attack buttons in fighting games. I don't even care that much if this game has better combos or tech, it just doesn't feel right. I don't feel in control of the character as much.
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