Not sure if this was post here but this is a post from Marvel Live podcast host Raid on reddit...
MvCI Demo Impressions @ CEO 2017 from a UMvC3 player's perspective
submitted 4 hours ago * by lolraid
Hey guys
I've noticed a lot of concern and questions about MvCI from a bunch of people in the FGC. To be honest, I was having the same concerns and the E3 story mode demo only made things worse. I was lucky enough to try the E3 "versus demo" at CEO and there's a lot to process but I can definitely say the versus demo and the story demo are two completely different experiences. I played around 30-40 matches of MvCI throughout the weekend and there are a couple of things that stand out:
ROSTER SIZE AND CHARACTER USAGE:
The roster is still small compared to most other VS games, but in general, it did not feel small considering it's a 2v2 game and not 3v3. I'm curious to see the rest of the initial roster and season 1 DLC, but it's currently not as big of a deal as I imagined it to be. The most used characters at the demo setups were X, Thanos, Ultron, and the least used being Hulk, Dr. Strange and Chun-Li.
GRAPHICS:
THEY DO NOT LOOK BAD IN MOTION. The game actually looks beautiful when you play it. Strange's projectiles have the same aesthetics as they do in the Dr.Strange movie. X's projectile BS looks faithful to the Megaman games. The stages (specially Valkanda) look AMAZING. Nova, Iron Man, and other "shiny" characters look as good as I'd imagine they should look. Some characters like Chun-Li, Spencer and Chris look weird sometimes, but it's not something that ever distracted me while playing. I will agree that the story mode cutscenes and some character art look ATROCIOUS... but the game in motion is great. The game would look amazing if they decide to revamp some character models, add a shader or two, and fix the damn cutscenes in story mode. It doesn't affect me as a competitive player but it's not that exciting as a casual player...
CONTROLLER LAYOUT:
Every UMvC3 player I talked to disliked the control scheme, but every "OG"/other FG players didn't seem to mind the layout. Several people compared the layout to MvC2. I wonder if there's a layout that works more comfortable for UMvC3 players but we'd need some training mode time with the game before that happens.
EARLY GAME META:
Most players agree that the reality gem is the strongest gem right now considering it tracks your opponent, it's safe on block (I think?), gives you a decent lockdown "assist" and the infinity storm for it is great for lockdown.
Some top players think that the team composition is centered around having a rushdown character and a zoning character and switching them in and out depending on the situation. Other players also think that team composition would consist of having a decent rushdown character on point to get the hit and your anchor being the combo character that does most of the damage.
The neutral game is very exciting right now. You basically have two options: Use your meter to do any lockdown-style super and tag in for free and do a bunch of high-low mixups to open your opponent up, or fight it out with "marvel footsies" to get a clean hit and use the meter that you have for more damaging combos.
Doom/Ammy players in UMvC3 will have so much fun with this mechanic. Players like Justin Wong who don't really need assists to get a hit will be able to take out a huuuuge chunk of your health because of the meter they'll spend. There are no one-touch kills in the game (yet).
COMBOS/EXECUTION:
I'd say that it's too early to tell if combos are easier or harder than UMvC3. The game definitely has an execution barrier that, although nowhere as deep as UMvC3, will still prove to be a challenge early on when learning the game. There are no ground plinkdash, only when you're in flight mode. You can wavedash but you have to let the dash itself rock a little longer, similar to how you would wavedash with Wolverine in UMvC3 to avoid activating berserker slash. You need to hit the tag button to bring in your next character and manually position yourself if you want to DHC. Grabs in the game work the same as UMvC3 with the exception that if you break the tag both characters essentially get pulled apart from eachother at full screen distance.
FINAL THOUGHTS:
If you like UMvC3, and can get over the new controller layout, you'll probably love MvCI. If you're a SFV player and you're frustrated with the monotony of the game and are looking for something that can help you express your playstyle more and be more creative, you'll probably love MvCI. If you're a casual gamer getting into the genre and you're looking for cool graphics and a nice story, MvCI is probably not the game you should be looking at right now. I hope to see everyone try out this game and form an opinion by themselves though. No one that played the demo at CEO had anything negative to say about the game, although I understand that the crowd at CEO is more concerned about the competitive aspect than the "video game" aspect. I honestly haven't had that much fun with a fighting game in a long while.
The things written in this post are obviously not set in stone, as this is just a demo and not the full release. 3 months is a short time though so I don't imagine much will change other than minor graphical details or some gameplay tweaks. Thanks for reading this block of text and we'll see what's up on September 19!
source-
https://www.reddit.com/r/marvelvscapcom/comments/6i88i1/mvci_demo_impressions_ceo_2017_from_a_umvc3/