Marvel vs. Capcom 3 adds Smash Bros "Simple" Controls

Shy_Guy

New member
Apr 13, 2009
105
0
0
This is very nice! Good job, Capcom. Skilled fights are about pulling off well-timed combos anyway, not about doing any single special move. I'll stick with the regular control method, but this is an awesome addition for newbies and those who have trouble memorizing motions.
 

NeutralDrow

New member
Mar 23, 2009
9,097
0
0
Oh...actually, that seems like a pretty good idea. Don't know if I'd use it (I've had years to get used to standard fighting game layouts), but it sounds like a fun option. Wonder how many different specials you can map to that...
 

Logic 0

New member
Aug 28, 2009
1,676
0
0
I'll buy it just for the fact that Marvel vs Capcom has always been fun for me.
 

bismarck55

New member
Mar 1, 2010
284
0
0
I'd like to point out that there is no reason that pro players wouldn't use this control scheme (other than not playing the game at all because of this feature. You can be sure that some people are right pissed about this), unless there is a trade off that put you at some disadvantage in return for simpler (and therefor easier to win with) controls.

Basically, simple is more powerful.
 

Kyogissun

Notably Neutral
Jan 12, 2010
520
0
0
Good to hear, I'll definitely be renting this from Gamefly then.

Although, I do agree boiling it down to just TWO buttons is a bit weak. I mean, you don't need to dumb it down THAT much, but w/e.

I'm looking forward to it now more than ever and cannot wait to kick ass as Amaterasu.
 

thenamelessloser

New member
Jan 15, 2010
773
0
0
Hmm... will probably rent this game now. Normally don't like fighting games because of having to remember huge combinations of buttons to do moves...
 

-Seraph-

New member
May 19, 2008
3,753
0
0
Bleh, I guess it's good for those non fighting game fans and all, but overall I hate it. Dumbed down controls blow, and take away from the satisfaction of the REAL skill involved in the game. And I always get that feeling that such a move only sets a terrible precedent for future players. Really I LIKE the difficulty curve of fighting games and their "tough up ***** or get get out" approach, it encourages you to learn if you're not so easily discouraged.

Standard 2D fighting game controls have never been that difficult to learn...well maybe 236s, 360s, and 720s, but those aren't that common within a standard battle anyways. Sit down for a couple hours and fighting game controls (2d ones at least) become rather second nature.
 

Gigaguy64

Special Zero Unit
Apr 22, 2009
5,481
0
0
Nice.
Ill stick with the classic style myself but this is great for people just looking to get into it for a little bit.

On TvC, controls for the Classic Controller and GC Controller were closer to the classic style, 3 attack buttons and a partner button, letting you be technical if you wanted.

But with a Wii-Mote it gave you the Simple Mode, one button for normal attacks, and one for specials, press both for hyper attacks.
It worked great and should work good on MvC3 as well.
 

Gigaguy64

Special Zero Unit
Apr 22, 2009
5,481
0
0
NeutralDrow said:
Oh...actually, that seems like a pretty good idea. Don't know if I'd use it (I've had years to get used to standard fighting game layouts), but it sounds like a fun option. Wonder how many different specials you can map to that...
If its anything like TvC then 6 specials should easily be able to fit.
And then the Hyper Combos would be the same way, but i dobut they would give characters 6 hyper combos.
:p
I actually hope they give each character two 1 level Hyper Combos, and then a Level 3 Hyper Combo.
 

thepyrethatburns

New member
Sep 22, 2010
454
0
0
This is great news. For those of you worrying about imbalance, allow me to put your mind at ease with how Capcom worked this system for Capcom vs. Tatsunoko.

The control systems were balanced by keeping a balance between ease and versatility.

For example, using Ryu, with the simplified nunchuk control method, you could do a QCF fireball easier than the player with the Wavebird. However, the player with the Wavebird could do a HCF fireball while the nunchuk could not.

So, what is likely to happen is that the person who is using the simplified control method will have an easier time doing the moves that are available to them. However, the person using the complicated control method will have the full range of moves available to them.

Having used both methods, I found that I prefer having the full range of moves at the expense of being able to just whip them out with a single button press. However, I appreciate that I can play Capcom vs. Tatsunoko against a non-fighting game fan and they still have a good shot at winning or, at least, not sitting there frustrated because they're unable to do anything without me backing off and letting them experiment before I either let them win or I annhilate them.
 

Caradinist

New member
Nov 19, 2009
251
0
0
I've gotten used to the controls of many fighting games, and i still welcome this change. Why not? It allows for more players to get into the fun.
 

NeutralDrow

New member
Mar 23, 2009
9,097
0
0
Sir John the Net Knight said:
MGlBlaze said:
This is a fantastic idea. I think I'll check the game out now; the 'standard' fighting-game controls always seemed needlessly complex and asinine to me.

I expect a load of Stop Having Fun Guys [http://tvtropes.org/pmwiki/pmwiki.php/Main/StopHavingFunGuys] to raise a fuss about this, though. Just like Megaman 10's easy mode. It's optional. They don't have to use it if they don't want to.
All those guys post at sites like Smashboards. Now say it with me...No Items! Fox Only! Final Destination!
Oh, be fair. They don't object to people not using Fox. They just laugh if you're using someone lower tier than him.

Of course, if you say that you love the assist trophies and that Big Blue is your favorite state, you can almost feel them spit at you through the internet. Never thought I'd go to a site dedicated to a game and feel like a troll for liking it, but that was before the GameFAQs SSBB board. >_>

Gigaguy64 said:
NeutralDrow said:
Oh...actually, that seems like a pretty good idea. Don't know if I'd use it (I've had years to get used to standard fighting game layouts), but it sounds like a fun option. Wonder how many different specials you can map to that...
If its anything like TvC then 6 specials should easily be able to fit.
And then the Hyper Combos would be the same way, but i dobut they would give characters 6 hyper combos.
:p
I actually hope they give each character two 1 level Hyper Combos, and then a Level 3 Hyper Combo.
You know, I seem to remember the Gamecube port of Capcom vs. SNK 2 had a similar idea for a simple control scheme, though it was a helluva lot more confusing. Like, if you pushed the c-stick in a certain direction, you'd do a specific special, but if you pressed it 20 degrees to the side, you'd do an entirely different special (or a super), and the shoulder buttons were normal attacks (the harder you pressed the button, the stronger the attack), and the A, B, X, and Y buttons did bob-knows-what, and I never used it more than once.

Still need to play TvC at some point...
 

Gigaguy64

Special Zero Unit
Apr 22, 2009
5,481
0
0
NeutralDrow said:
Gigaguy64 said:
NeutralDrow said:
Oh...actually, that seems like a pretty good idea. Don't know if I'd use it (I've had years to get used to standard fighting game layouts), but it sounds like a fun option. Wonder how many different specials you can map to that...
If its anything like TvC then 6 specials should easily be able to fit.
And then the Hyper Combos would be the same way, but i dobut they would give characters 6 hyper combos.
:p
I actually hope they give each character two 1 level Hyper Combos, and then a Level 3 Hyper Combo.
You know, I seem to remember the Gamecube port of Capcom vs. SNK 2 had a similar idea for a simple control scheme, though it was a helluva lot more confusing. Like, if you pushed the c-stick in a certain direction, you'd do a specific special, but if you pressed it 20 degrees to the side, you'd do an entirely different special (or a super), and the shoulder buttons were normal attacks (the harder you pressed the button, the stronger the attack), and the A, B, X, and Y buttons did bob-knows-what, and I never used it more than once.

Still need to play TvC at some point...
That sounds...almost pointless, trying to simplify a control scheme by making it even more confusing?

Anyway, on TvC, when using a Wii-Mote its held sideways, the D-Pad is movement, 1 is Normal attacks, 2 is specials, and the trigger is partner.
Simple, and then pressing the D-pad left, right, up, down, diagonal left, ETC will produce a different attack when you use the attack button.
Same with the specials.
And pressing both Attack and Special attack will produce a Hyper Combo.

Now the thing is that you cant use the different levels of a special.

When using the normal layout, using the Light attack for a special will produce one result while using Medium and Heavy will produce another., ill use Ryu for a Example.
Light Hadoken=slow but good attack, quick recovery frame.
Medium Hadoken=Faster but not as powerful, with an ok recovery frame.
Heavy Hadoken=Fast and powerful but with the longest recovery frame.

Cant do things like that in simple mode, so it limits the combos you can do, but its great for people who only wanna know how to use the "face laser attack thingy".
:p

[sup]And yes, yes you do, if you grew up as a Tatsunoko kid then you will probably weep at the awesome of this game once you play it[/sup]
 

LawlessSquirrel

New member
Jun 9, 2010
1,105
0
0
While I don't like the idea of making it overly simple, I do like the execution of it. On the one hand, it kind of trivialises the efforts of fighting game veterans, but on the other...it sounds oddly appealing. I can see me using this to change the feel of the combat.
 

Megacherv

Kinect Development Sucks...
Sep 24, 2008
2,650
0
0
Capcom did this in Super Street Fighter II Turbo Revival for the GBA, where if you pressed Select the controls would be simplified e.g. Hadoukens would be Forward+Punch, Shinku Hadoukens would be Backwards+Punch etc.