MvC2 set the roster precendent.
Marvel vs Capcom 1 only had 15 playable characters.
MvC1 was also a 2v2 game.
The expectations of a massive roster were put on MvC3 simply because its immediate predecessor went full-on MUGEN.
So with MvC:I there's now as many 2v2 games as there are 3v3 entries. The size of each roster, across 4 games, varies greatly. Even the assist mechanics are pretty different from game to game looking at MvC1 and MvC:I and comparing them to MvC2 & 3.
The point is, we no longer should have any expectations for what an MvC game *should* look and play like because each game is different and always has been.
I don't see how this answers to my post?
Are you implying that, because Marvel vs capcom 1 (how old is that again, lol), had 15 characters, and because Marvel vs capcom infinite goes back to a 2vs2 without assist (introducing a difference with it's predecessors), the conditions that supposedly make it feasible to develop each individual character, much quicker in the Marvel vs capcom series compared to street fighter or guilty gear, are no longer aplicable? Even though the evidence points to the contrary, as the developers are, apparently, able to release 6 aditional (completely new) characters shortly after infinite's release?
So just because Marvel vs capcom infinite's mechanics are not the exact same to it's predecesor (no 3vs3, no asists, etc...), it's perfectly ok to release the game with a much smaller roster (like it or not, infinite's predecesor is umvc3, nota vanilla) with only 6 new characters? Even though the framework is mostly the same, which can be seen as most of infinite's roster was basically ported from it's predecesor?
And people should definitely have expectations regarding the number of playable characters, and completely new ones added, in a new marvel vs capcom game. In infinite's case, pleople will, naturally (and righfully so), look at it's predecessor, umvc3.