Two characters don't play by the game's rules: huge robot Gold Lightan and giant mech PTX-40A. Both are so big, they force the camera to pan back.
On the Capcom side, things are less obscure, but only slightly so. Eternal emo Ryu and mega-legs Chun-Li from Street Fighter make predictable appearances, and Frank West from Dead Rising (how did that happen?) shows up, but the rest had us scratching our heads just as much as the Tatsunoko bunch. Who can forget Megaman Volnutt, who may or may not be a relative of Megaman Walnut, or Rival Schools schoolkid Batsu? And let's not forget Kaijin No Soki, the most powerful Onimusha (remember that?).
The 26 characters are an eclectic bunch, to say the least. But if you give the Tatsunoko lot a chance, you'll find at least one of them grows on you. Still, you can't escape feeling culture shocked. You just can't. Perhaps making up for the somewhat inaccessible roster, then, is a fighting system designed to appeal to casual fighting fans as much as the hardcore.
TvC uses a four button system; three for attacks: light, medium and hard; and one for partner assist: P. It's context sensitive, so the same button will sometimes bust out a kick, other times a punch. This streamlined system keeps things pretty simple - certainly simpler than the six button Street Fighter.
The combo system is more forgiving than those found in other Capcom fighting games, too. You can perform some impressive, high damage combos just by button mashing and repeating the quarter circle forward motion. Chaining combos is a simple matter of "linking" attacks. Light, middle and hard in quick succession - with little consideration for timing - is bread and butter stuff, even for high level play. Add a launcher on to the end of a chain combo, and you can easily follow it up with an air combo. At its most basic, you can get some good results with L, L, M, M, down forward H, up, L, L, M, M, H, Special Move. The spectacular Hyper Combos are even easier to pull off. They almost always require one stick motion, be it quarter circle, Dragon Punch or charge based, and pressing two attack buttons at the same time.
It's significantly slower than MvC2, too, which should make it more palatable for those put off by the VS. series' trademark blistering pace. It all amounts to a more instantly gratifying game than MvC2 and indeed Street Fighter 4. Really, there's no reason why you won't feel very good about yourself - no matter what your skill level - when you're playing it.
Of course, the fighting system has the depth enthusiasts require. Some of the complex systems, like Variable Assists and Variable Attacks (basically your partner comes in for a quick attack) and Team Hyper Combos (call in your partner to do their Hyper Combo as you do your own), are universal to the VS. series. But there are one or two new features that the hardcore will have loads of fun getting to grips with.