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Marvel vs. Capcom 3 Patch Fixes Glitches, Nerfs Sentinel

Marvel vs Capcom 3: Fate of Two Worlds Screenshot - 842244

The fighting game community is buzzing about a new Marvel vs. Capcom 3 patch that addresses a few of the game's issues and lays the groundwork for the upcoming event mode. The biggest change is a drastic lowering of Sentinel's health. The patch also fixes a handful of bothersome glitches.

Sentinel has been pegged as the most overpowered character in the game. In the tournament community, players either included Sentinel on their team or lost. He's huge, fast, and powerful, with few definitive weaknesses compared with just about everyone else in the game. His ridiculous power was viewed by many as a huge oversight, especially considering his extreme advantage in Marvel vs. Capcom 2, as well.

The latest patch changes all of this, lowering Sentinel's health more than 25%. Shoryuken.com reports that many gamers within the community feel this may have been too much of a drop. Several videos are already online comparing pre- and post-patch combos against Sentinel, and he's much more easily killed.

It is a big deal to see Capcom addressing issues with the gameplay. Thus far, they haven't been too keen on post-release updates like this one for their fighting games. Some of the fixes (like eliminating Akuma's infinite combo) are exactly the kinds of changes that will keep Marvel vs. Capcom 3 vital longer than its predecessor. When I learned that there were maybe five worthwhile characters in the MvC2 roster (out of 52), I started to lose interest. Here's hoping Capcom's continued support can keep this game balanced.

Rounding out the changes are fixes to combos that would otherwise leave characters stuck in the ground and some preparatory work for Event Mode, a new feature being added on March 25. The mode adds new challenges, which unlock new titles as you complete them.

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Joe Donato Video games became an amazing, artful, interactive story-driven medium for me right around when I played Panzer Dragoon Saga on Sega Saturn. Ever since then, I've wanted to be a part of this industry. Somewhere along the line I, possibly foolishly, decided I'd rather write about them than actually make them. So here I am.
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