No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
== The Ratio system == | == The Ratio system == | ||
Owing to the many years of a solidified "top tier" meta in competitive MVC2 centered around extremely strong teams an alternative set of rules for team building has risen known as "ratios" and perhaps inspired after Capcom vs SNK 2's implementation of this concept. In general it works like this: Each player has a point budget they may spend on the team of 3 characters to select before gameplay. Strong characters cost the most points | Owing to the many years of a solidified "top tier" meta in competitive MVC2 centered around extremely strong teams an alternative set of rules for team building has risen known as "ratios" and perhaps inspired after Capcom vs SNK 2's implementation of this concept. In general it works like this: Each player has a point budget they may spend on the team of 3 characters to select before gameplay. Strong characters cost the most points while weaker characters cost less points usually divided by cost groups. | ||
The cost groups are generally designed to make it impossible to pick a team of 3 top tier characters, and incentivize carefully picking characters that are considered weaker without risking an entire team on the survival of a single strong character and two other comparatively useless characters. | |||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] |
Revision as of 22:49, 12 September 2021
The Ratio system
Owing to the many years of a solidified "top tier" meta in competitive MVC2 centered around extremely strong teams an alternative set of rules for team building has risen known as "ratios" and perhaps inspired after Capcom vs SNK 2's implementation of this concept. In general it works like this: Each player has a point budget they may spend on the team of 3 characters to select before gameplay. Strong characters cost the most points while weaker characters cost less points usually divided by cost groups.
The cost groups are generally designed to make it impossible to pick a team of 3 top tier characters, and incentivize carefully picking characters that are considered weaker without risking an entire team on the survival of a single strong character and two other comparatively useless characters.