While slower, the sword deals more damage and gives her a thunder attack. The rosary equips Ammy with a whip and ice breath (tap attack to fire more icicles during Cold Star). Reminiscent of Mega Man, players can switch between three weapons which have their own range and special attacks. Being shorter than other characters allows her to naturally dodge attacks. If you have five hyper bars saved up and Phoenix dies she can come back to life as Dark Phoenix who is even more powerful. Phoenix is a frail character with maybe even less vitality than Akuma.
She can also play keep away by flying and piling the screen with slow moving fireballs (or better put fire orbs) and burning shields. Cammy didn’t make the cut, but Phoenix replaces her Cannon Spikes with flaming tackles. Add a handgun with infinite bullets and you have a character who can attack from any angle.
Wesker may be the master of mind games with fixed teleports. To my surprise, X-23 manages to keep an opponent guessing in addition to being easy to use. The button you press changes the move from a diving slash or a ground skimming attack you need to block low. X-23’s most basic move is a forward roll with either light, medium, or heavy. I admit I didn’t even know who she was prior to her announcement, but as a newcomer she adds a new flavor to the game with a mix of fast ground and air strikes. Some characters may seem out of place because they aren’t usually in the spotlight as much like X-23. With two large universes, I don’t think any realistic crossover roster would satisfy everyone. The four characters you need to play arcade mode to use are (highlight to see the spoiler): Akuma, Hsien Ko, Taskmaster, and Sentinel. Almost every character is unlocked when you unwrap Marvel vs. Encountering rookie characters like M.O.D.O.K., She Hulk, Trish, and Amaterasu are rare online. I thought simple mode might encourage players to tryout more characters online, but that doesn’t seem to be the case. Getting a set of easy to use attacks by giving up a chunk of a character’s move list, may be one way to explain the tradeoff. Other characters suffer worse penalties like Deadpool who loses his handy teleport. Ryu can’t even do a standing Hurricane Kick or his second hyper combo in simple mode. Simple mode players sacrifice versatility. Press the super move button and you’ll fire a Shinku Hadoken. Add a direction (but no roll) to do a Shoryuken. So, if you’re playing as Ryu one button throws a Hadoken. This changes the controls to attack (light/mid/heavy), special attack, super move, and launch. To make the game more accessible, Capcom created simple mode. Capcom 3 extends the chain to: light – mid – heavy – launch – light – mid – heavy – team attack – light – mid – team attack – light – mid – special attack – hyper combo.įor newcomers, that looks like a lot of buttons and motions to remember. Capcom 2 was something like: light – heavy – launch – light – heavy – special – hyper combo. (As of this writing it seems online players prefer the ground knock.) Another player can counter this by inputting the same motion as you, but because there are three directions team assist counters are like a mid-air match of rock-paper-scissors. You can bounce an opponent against a wall for maximum damage, launch them upwards, or slam them to the ground to instantly fill up one hyper combo gauge. Once airborne you can continue a combo and switch characters using the special button. A new button coined "special" launches a character in the air. Capcom 3 has three basic attacks – light, medium, and heavy.
Taking a cue from his work on Tatsunoko vs. Capcom 3 is still an extremely fast paced 3-on-3 fighting game with partner characters flying in for special attacks. Capcom 3: Fate of Two Worlds attempts to simplify… chaos.Ĭapcom didn’t alter the core. Capcom 2 is a flurry of flashing lights and brutal turnovers. With two available partner characters to call at any time and massive beam combos, Marvel vs. Capcom 2 in one word, I think it would be chaotic.