It's not hate, it's called "critique", dear boy.
The more one spends time with something he likes, the more he's prone to being able to step back and see its flaws, as well. And after playing through, and spending quite a bit of time with BOTH of the TvC revisions, I believe I have the qualifications to say that which I don't like about the package deal.
Yes, it's true that the version of Ryu that's in Tatsunoko vs. Capcom is arguably the best version of Ryu to ever appear. But that came about more because of the way he was constructed by design; it was NOT explicitly due to the fact that he was constructed within the confines of a 4 (3+1) button system.
And again, one of the main things he stumbles on, is because of what I've been talking about over the course of my last few posts. Put Ryu in a mix-up situation where he's on the receiving end, and he falls victim to one of the game's failings: because of the way his moves are mapped, you, as the player, may not have any real "say" on what Ryu may throw out if you wanted to try and counter-attack. No other game with Ryu in it has ever had this type of thing happen. It's a TvC-exclusive issue, and it's DEFINITELY one of the things that honestly pisses me off about the game. And I believe I'm allowed to say that, because there's PLENTY of things about various fighting games that I may have come to hate, regardless if I ended up liking the game overall.
So, once more, that's the kind of the thing that concerns me about MvC:FTW. Unless I stand to be corrected, I doubt Nitsuma and his team have done a lot to learn lessons from TvC as much as I may have hoped. The fact that the design choice for the new game seems to point to repeating, if not possibly confounding on the things that I have issue with, concerns me.
KOF2001 was an example of what happens when you try to map too many functions on a limited button array. I'd rather not see Capcom repeat SNK's mistakes, almost a decade later.