For those of you who love Street Fighter 3, Killian informed me that the new port is based on "Version A" of the arcade code, which he said was the preferred chipset for the fighter among tournament players, despite the existence of later, rebalanced versions. The unblockables left intact in this version "make the characters much more interesting," Killian said, "and more deadly."
It also contains lots of options -- again, bordering on excessive. The visual filters from Marvel vs. Capcom 2 are back -- "smooth" and "crisp" along with the original arcade presentation, visible in widescreen or 4:3, with optional scanlines and an "arcade cabinet" mode that curves the image like it's on a CRT. You can save replays and view them again, upload them directly to YouTube, and even watch other players' replays, including the ones identified by the game as matches between the highest-ranked players.
The side of the screen keeps a running list of in-game "challenges" that you qualify for or fail, pertaining to completing so many matches, or parrying so many times, etc. to earn "Vault Points" and unlock extras. If you've played Final Fight Double Impact
, you're likely familiar with these challenges.
Some of the stuff you'll be able to unlock includes a crazy number of DIP switch settings, meant to emulate the customizability of the arcade machine. Want to turn air parrying off, but not ground parrying? Sure. Want to make it possible to cancel one Super Arts combo into another? You can do that. It's a truly absurd level of customization.