Infinite damage scaling was too bad, when learning it at launch, I was seeing that no matter how each combo I was making was almost on par on damage as just doing the magic series version at a same cost of bar, where in UMvC3 damage scaling did matter a lot when optimizing damage over just the simple variation of strings and difficulty varied to due to hitstun decay of those hard hits. So for new / mid level players, damage scaling was counter intuitive against learning more things when setting your go to combos. Also on that matter, the fact that the counter switch was too cheap to get, speaking of hyper combo cost, was another thing that was frustrating and limited which type of attacks where in the meta, it was a limiting factor where UMvC3 represented more freedom at the simple cost of execution.