Serious post time-
I don't think ultrachen style of commentating works for marvel 3. I would identify the ultrachen style as - beginner friendly, casual friendly, trying to show some subtle elements of the game or explaining basic things, trying to help viewers appreciate what is going on
A lot of the casual spectators of marvel do not care about the subtle elements of marvel 3's gameplay because the game is so bombastic. something in sf4 like 'nice whiff punish, cammy gets to get pressure now' or 'great footsies by infiltration, he's just chipping away at his opponent's life bar safely now' vs 'nice whiff punish, zero gets to kill their entire team now' or 'nice block by vergil on incoming, now he gets a chance to wipe out his opponent's team with one opportunity' - the style just doesn't "fit".
i'm not saying that there are moments that don't fit ultrachen style - something like 'great zoning by fchamp's dormammu, he's so hard to catch and his zoning is impeccable especially with his M normals to swipe and nullify his opponent's projectiles' is awesome when it happens and it's great to note, but this rarely happens. 1) Not very many players at Fchamp's level 2) he doesn't even play dormammu at streamed tournaments that often and extension 3) Not very many people can pull this off with a game filled with zero vergil wolverine doom etc.
A lot of people are not very good at marvel, so you can't really explain the game's potential with an average match. in sf, there are simpler reasons to why things go the way they go, and there are clear cut decisions you have to make in the match. there is value for beginner players to watch the gandhi ryu vs rufus match for example.
in marvel, there are similar situations and similar decisions to be made but they happen very fast and most players don't realize it, and it's hard to commentate them.
The most obvious example is when justin wong goes low + calls akuma after finishing a combo that doesn't kill with storm's ice storm. But this sort of situation happens all the time, stuff like super jump height zero L teleports or falling down with jH or shell kick from a height where the opponent can put themselves in positions to punish (and zero jH and morrigan shell kick aren't even special cancelable)
Another example is when someone should (theoretically) have blocked on wakeup/incoming but decides to press a button. It is in reality a calculated risk where you risk losing your character but the reward is to kill your opponent's character and shift momentum. Something like this is probably going to fly over everyone's head though and they'll just say 'it's marvel'
in addition, there are situations that people have seen many times - vergil comeback, zero running through a team, chrisg morridoom doing massive damage with projectile patterns, doom comebacks - and it is hard to come up with something to say of worth, other than the obvious "he shouldn't have gotten hit by zero", "he shouldn't have let vergil touch the floor", "his team gets demolished by morridoom" - there are just points where pattern recognition doesn't have any impact on the match, when in SF, the entire neutral game is pattern recognition, and a lot of the mixup/pressure situations involve offensive/defensive patterns as well.
(there are places in marvel neutral game where pattern recognition is important for matchups, but you do not see this sort of play often because most players are too worried about other things to adapt to their opponent
![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
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there's just way too many different situations in marvel to really keep track of, so while i do think it is possible to commentate in an informative style, it may not be feasible. it is also hard to decide to elaborate on a basic marvel concept if everyone knows it.
and speaking of situations, there could be an argument where there are basic situations that apply to all matches, and then there are specific situations limited by the matchup. problem there is that there are a ton of characters and it's a team based game, so you kind of have to be able to call out possible situations before the match even starts so you can reference them later.
(e.g. knowing things about x23 - she can combo off this and that, she has a command grab that might whiff on crouchers, she has a very invincible super but only after the vulnerable startup flash, and she can technically meaty her unblockable on incoming to make it inescapable, but it is hard, so sometimes she will blockstring into it, but you can xfactor grab that, but if you mash on incoming she can just wait under and anti air and combo into dirtnap / counter hit setup into it, but this is all impossible to commentate in the moment because SHE'S INVISIBLE)
(e.g. 1 frame thc's)