

Probably because of it's button-mashing gameplay. It really represents Capcom's lowest moment. Not to mention that it's completely broken; if you want to play competetively you have to choose from the same 4 characters. Which is too bad because the game has a really interesting roster.greyimp said:How come nobody said Marvel vs Capcom 2?
Same 4 Characters? I know what you mean, but you obviously didn't read my entire post.SouthtownKid said:Probably because of it's button-mashing gameplay. It really represents Capcom's lowest moment. Not to mention that it's completely broken; if you want to play competetively you have to choose from the same 4 characters. Which is too bad because the game has a really interesting roster.

Dogg Thang said:Okay I'm going out on a limb here, it seems, but I'm going to say that I don't think that VF4 is all that deep at all. I think there is a huge difference between complicated and deep. VF4 is complicated in that there are massive amounts of moves and most of those are fairly complex to pull off, requiring you to memorise move lists and combos. This seems to give the impression that it is 'deep'. But I'd argue that VF4 simply turns into a test of speed and, mostly, memory. Having to learn off massive move lists does not, in my opinion, make a fighter 'deep'.
Take SF2 for example. I know this is a Neo Geo board but hear me out on the grounds that it was (and is) so popular for so long on so many levels from the total newbies to the most dedicated tourney players. The hardest move in the entire game is the spinning pile driver - a move you can learn to pull off perfectly in about an hour if you try. Moves became instinctive in a couple of days play of SF2. No complicated move lists or pre-determined counter-attack systems. A very simple game on the surface - and yet unarguably deep. Why? Because, when everyone knew the basic moves, it became about how you played. You don't need to think about how to do a move or pull out a parry from your memory - all that became instinctive very early on. Your style, your own combos became important. You were not inhibited by the game itself, only your own abilities.
In VF4, on the other hand, you are battling against the game system itself - how many of those moves can you learn and remember? When one person does X move, can you remember that you have to do pre-determined Y move? And so on...
'More', in my opinion, does not equal 'deeper'.
MotW is a very Capcom-like fighter. I reckon it's the most Capcom-like fighting game that SNK ever made and it adopted that same SF2, easy to learn method. Anyone can do the moves in MotW but it's how you approach and read your opponent that will decide who is better. MotW, to me, is a far deeper (and far better) game then VF4 in spite of having far less moves.
Just my opinion.
Dogg.
greyimp said:Same 4 Characters? I know what you mean, but you obviously didn't read my entire post.
I KNOW it has button mashing elements, but that's not where the "deepness" comes from. The possibility of different team combinations and their effectiveness is what makes it deep. People always picking from the "same 4 characters" is only true in competitive play and for people who like to be really cheap.
If you've ever spent enough time with this game, you could find more useful teams past the "same 4."
-->Current Team: Captain America, Guile, and Spider-Man
Go and pull off a Hyper Tag Combo that starts from Guile Hyper Sonic Boom to Cap's Final Justice into Spider-Man's Hyper Web Throw with only 5% life left and win the match, them come back and talk to me.
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Dogg Thang said:Okay I'm going out on a limb here, it seems, but I'm going to say that I don't think that VF4 is all that deep at all. I think there is a huge difference between complicated and deep. VF4 is complicated in that there are massive amounts of moves and most of those are fairly complex to pull off, requiring you to memorise move lists and combos. This seems to give the impression that it is 'deep'. But I'd argue that VF4 simply turns into a test of speed and, mostly, memory. Having to learn off massive move lists does not, in my opinion, make a fighter 'deep'.
Take SF2 for example. I know this is a Neo Geo board but hear me out on the grounds that it was (and is) so popular for so long on so many levels from the total newbies to the most dedicated tourney players. The hardest move in the entire game is the spinning pile driver - a move you can learn to pull off perfectly in about an hour if you try. Moves became instinctive in a couple of days play of SF2. No complicated move lists or pre-determined counter-attack systems. A very simple game on the surface - and yet unarguably deep. Why? Because, when everyone knew the basic moves, it became about how you played. You don't need to think about how to do a move or pull out a parry from your memory - all that became instinctive very early on. Your style, your own combos became important. You were not inhibited by the game itself, only your own abilities.
In VF4, on the other hand, you are battling against the game system itself - how many of those moves can you learn and remember? When one person does X move, can you remember that you have to do pre-determined Y move? And so on...
'More', in my opinion, does not equal 'deeper'.
MotW is a very Capcom-like fighter. I reckon it's the most Capcom-like fighting game that SNK ever made and it adopted that same SF2, easy to learn method. Anyone can do the moves in MotW but it's how you approach and read your opponent that will decide who is better. MotW, to me, is a far deeper (and far better) game then VF4 in spite of having far less moves.
Just my opinion.
Dogg.
Adam Gallant said:This is the problem. "Deep" gameplay often equates to "Competitive" and "Balanced" gameplay. Thus, MvC2 shouldn't even be in this thread.
Street Fighter 1