If you play MvC2 and you don’t know the name Daniel “Clockw0rk” Maniago, then you don’t know Marvel. He placed top 8 at Evo2k2 and more recently in top 3 at Evo2k10 – representing unique, crowd-favorite Strider/Doom teams that almost nobody else plays effectively.
Maj: MvC3 has been receiving mixed reviews from the core MvC2 community, but every new build seems to take a big step in the right direction. What’s your take on Marvel vs Capcom 3 so far?
Clockw0rk: I remember when I read about the details of MvC2 on fighters.net – more specifically, the button layout. As an avid MvC1 player, I was really disappointed that it was being changed to 4 buttons and 2 assists and already hated the game. But sure enough, it turned out to be OK.
So as far as the button layout goes, I have an open mind and trust Capcom on how they think the buttons should be. I can’t say that I’ve been a fan of any of the builds that I’ve played (Evo and SCR) but I haven’t really gotten a chance to play it all that much. I really don’t like the button mapping that they’ve had (top three weak medium fierce, bottom 3 exchange a1 a2), but I’ve been told the final default will be different.
I think one of the hugest reasons why MvC2 is so awesome is that there are just way too many ways the game plays. Magneto plays WAY different than Cable plays WAY differently than Spiral plays WAY differently from Storm plays WAY differently than Strider plays WAY differently than Blackheart and so on. Sentinel plays WAY differently than any character in any fighting game really.
If MvC3 can recreate that variety of gameplay (the true indication of a good fighting game – playability, not balance) as well as the heavy team dynamic, it’ll be in good shape IMO. I have faith in Capcom putting out a quality game, and I’m looking forward to it.
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