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And once you're airborne, a few quick hits lead you to an important crossroads: either end the combo safely or press your luck. The addition of the new launcher button helps expedite this process. It's the fact that combat can just as easily take place vertically as it can horizontally. It's that slight pause at the start of a hyper combo - a breath just wide enough to fit a single expletive before the hammer falls - or the feeling of weight right as you launch someone into the air. There's a constant sense of progression as you endlessly experiment with new tricks and new combinations.įrom beat to beat and blow to blow, it's the little touches that sell the experience. Regardless, after each encounter you take away a little something to add to your repertoire - be it practice with your favourite go-to combo or knowledge that a new assist isn't all that great. When on the defence, a well-timed advancing guard can punish a nasty rushdown player, while a crossover counter can rescue a teammate under fire. You might unleash a fierce flurry of blows, summon another character to take a quick shot, or employ a snap-back attack for a more favourable match-up. In either case, when it's time to strike, the number of tools you have in your arsenal is intoxicating. Other times you have to make your own luck. Movement keeps the battle flowing and changing as you duck in and out of your opponent's reach, each side frantically searching for that break in the other's defenses. Stopping only makes things easier for your opponent.
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There is safety in mobility when every character can clear the length of the arena in a single bound or pepper you with projectiles from a screen away. But even if you are slower, you never want to stop moving. This change feels natural in the game's large arenas and affords you the time to plan out your next move without having to rely on blindly overwhelming your opponent. Locomotion plays a large role in this, even if the characters are slower than before. But beneath all its style, the game's core combat mechanics have been simplified and work harmoniously to drive you, and the action, forward. You and your opponent each have a team of three characters to battle it out in one frantic, continuous round accented by dazzling finishing moves and triple-digit combos. It’s a bit of a pain, we won’t lie.In the extravagant world of Marvel vs. But some have, like Ryu’s, which is completely different, so beating the game all over again with characters you already did it with before is a necessity, just to see if things have been altered at all. Most of the old ones haven’t changed, like Hulk has the exact same ending from MvC3. The endings are the one sore spot for us, though. But if you simply MUST get every ending in the game, then beating it with him is a must. Or even pull off all the moves without timing them against your opponents. In this mode, you actually play as Galactus, and let us tell you, it’s not easy being a god. Speaking of the last iteration, if you have it on your save file, then you’re in luck, as you can get Galactus Mode right off the bat. It makes for a geek nerdgasm that’s even bigger and stronger than the last iteration. Ryu can now have blond hair and a red gi (sound like someone you might know?) and Captain America can now have his strange triangle shield from his earlier comic book days. For example, Wolverine's new move has him doing multiple jabbing motions that totally changes him as a character from his previous standard slashes when tapping the attack buttons multiple times. We don’t even think we can use him anymore. Some for the better, and some actually for the worse.
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Some of the characters who were already here before have been slightly modified, as well. For instance, we already have our new team-Firebrand, Super-Skrull, and Dr. He’s sort of like M.O.D.O.K, but better.Īll of the new characters though have their own special play styles and they mesh well with the roster already in place. He’s versatile and can be an annoyance to others with how much he flies around. But again, that’s just because we like how he moves and plays. Firebrand on the other hand will be a beast come game day, and we’re going to tear it up with him. That said, we found that while we like him, we’d probably never take him into battle online because we don’t feel confident with him. Rocket Raccoon, for instance, is a powerhouse who can avoid a lot of attacks because he’s so low to the ground, kind of like Servbot from MvC2 but actually good.