Look, I don't think you realize how much some of us in this discussion know about MvC2. I used to be an addict. I went to SRK.com all the time, I watched the videos, I went to tournaments, and I've seen all the things you've mentioned performed in real life, if not doing it myself. -and I also don't think you realize that those of us willing to discuss the point all agree the MvC2 is a great fun game...just not the "best" 2D fighter of all time.
What I find strange is that you defend all the glitches and gameplay anomalies as some sort of mecca for strategy...it's obvious Capcom didn't really intend most the stuff you see at high level play, but people have spent so much time with the game, and the engine allows for so many variables, that all sorts of weird stuff has come out. Maybe you like that, but it seems more like an easter egg hunt to me. People spend more time developing tricks and patterns than actual strategy, in my opinion. Half the matches I see experts play are constant super-jumping, which is not only a pretty sloppy game "feature" as it is (as a super jump allows you to constantly change direction mid air), but also noticeably "un-strategic", as one player or another is not even visible for the majority of the match.
As for telling us why players are doing things in a match video, I'm not sure what the point would be. Chances are, we've already seen the videos, and if I had a match video of Pong, I could tell you why the players made each move, but that doesn't really prove anything.
But really, I think I already explained MvC2's faults in a previous post. I think the problem now is more how one defines strategy and depth, and how one defines "fighting".
MvC2 has more variables than any other fighter I can think of, and very loose engine mechanics. There is inarguably a lot of content. But does that make it deep? No, I think that makes it complicated.
And bizarrely, for a game with so many variables, it seems like most players, even good ones, have a strategy formulated and devised *before the match*. Matches involve the players trying to control the variables in a way that makes their "strategy" the winning one. It's like a football team that had all it's plays chosen ahead of time, and only differed in the execution. I'm sure that team would not be deemed 'strategic'. I think a game like SF3 provides you all the tools, and a consistent environment, to create and formulate strategies dynamically during a fight, which is where it's depth really lies.
But then again, you were open to the idea of classifying MvC2 as something other than just a fighting game...it seems to me like you want to elevate it on some pedastel, and bestow upon it a genre all unto it's own, like, "The God-King Strategic Combat Game", but it seems more like a shooter/action/fighter hybrid to me. Like I said before, no one's saying it's not entertaining.
But as far as being a nominee for the "Greatest 2D Fighter Ever", there is a remarkably small degree of actual "fighting". Much like how I think SSBM is a great game, it would still be folly to dub it the greatest 3D fighter ever. Your argument about distance games and all that are likewise inaccurate. EVERY fighter I've ever played have distance games, and range is always a factor. In a game like SF3, there's little of strategic value you can do from a full screen away, but then again, the characters aren't flying all over the place, 3 screens up and all that. Urien's honking leg sweep is a range game unto itself. It's all just contextual. I know it's off topic, but games like Tekken and VF, that don't have projectiles of any sort, have some of the deepest range games I've ever seen.
