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Ultimate Marvel vs. Capcom 3 |OT3| To infinites... and beyond!

enzo_gt

tagged by Blackace
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Being the heavily multiplayer-based game UMvC3 is, naturally you want to get some games in with your fellow GAFers. And there are a few ways to do so. Karsticles has created this handy spreadsheet that you can add yourself to, which is informative and helpful when it comes to finding matches with fellow GAFers.

If you are on PS3, you can use the MvC3 PSN Chat to set up matches. I don't have a PS3, and thus am not responsible or able to help people use this feature to get games going or get into the chat. I'll leave it up to PSNGAF to organize it and help others get into the chat. To find out how you can join the PSN Chat, click here.

If you are on 360, you can add the gamertag MahvelGAF to your friends list. Note that this is not the same as the GAF Tag used for MvC3 as that one is being retired. IntelliHeath will be managing it and accepting invites and if you have any problems you should PM him. This is much more efficient than adding everyone on GAF individually, with the limit on the number of friends one can have and all. How this works is that everyone who has added the gamertag (up to a maximum of 100 friends), can use the "Friends of Friends" feature Xbox Live has to see who else from MahvelGAF is currently online and send invites to them. After you add the gamertag, pull up their gamer profile in your Xbox Guide and press right to access the personal profile. Here you will see an option to see the friends of the gamertag, and thus you will be able to send invites/messages to everyone else on GAF who has added MahvelGAF.

Additionally, Kadey will be streaming and hosting GAF UMvC3 360 and PSN lobbies on her Twitch.tv account.

And last but not least, check out the thread for the survey shaowebb did of GAFers about UMvC3! Also, bonus MahvelGAF image!:


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Majors:
Events:
GAF Events:

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I'm new to MvC3 and/or the MvC franchise. Where do I get up to speed?
You've missed a lot my friend. For a fantastic write up on the history of the MvC franchise, check out Gamesradar's feature here. For gameplay mechanics, look no further than the OT for MvC3. For everything else, Shoryuken.com's old Hyper Guide and iPlaywinner's Guide which includes our very own Karsticles' fantastic Team Building Guide.

If you prefer general video tutorials for characters amongst many other varied MvC3 and UMvC3-related productions, look no further than GAF's own Maximillian's YouTube Channel, featuring his Assist Me series of character tutorials. Additionally, FingerCramp has been doing a series of UMvC3 Character Rehab tutorials that are generally informative.

If your into the nitty gritty of how the game evolved through professional tournaments in it's short lifespan, check out Dahbomb's Statistical Analysis of Tournament Character Usage.

Why is this not DLC? It's only coming out 9 months after MvC3? Why? WHY?!
Seth Killian, Special Advisor for fighting games at Capcom answers these big questions more thoroughly than I could sum up in this interview.

Can I keep my copy of MvC3 and use it to play people who have went on to buy UMvC3?
No, it's a new game not just a balance patch, and has many changes to fundamental mechanics and enough new characters and balances to justify the lack of ability for vanilla and Ultimate owners to play with eachother.

So what do I get for buying MvC3 and being burned by this being released 9 months later?
You get Galactus Mode unlocked early, which is regularly unlocked after achieving 40 0000 PP.

Speaking of DLC, what's the deal with that? Are we gonna get Shadow Battles and nothing substantial this time around too?
Not really. So far there are a few pieces of DLC planned. The first is Heroes & Heralds mode, detailed above, which will not be Day 1 DLC, but will come post-launch. Next ares the alternate costume packs. Every character will receive an alternate costume in one of many packs, with each pack, bar the complete one, costing 320MSP on XBL or $4 on PSN. The Costume Pack 01 from MvC3 will carry over to UMvC3 if you bought it before, as will the DLC characters Jill Valentine and Shuma-Gorath (who will receive free alternate costumes to those who bought Costume Pack 01). All of the planned costume packs have been released:
  • Rising Dead Pack (Phoenix, Frank, Nemesis, Ghost Rider)
  • Evil Twin Pack (Spider-man, Deadpool, Hsien-Ko, Vergil)
  • Ancient Warrior Pack (Hulk, Magneto, Arthur, Firebrand) - Dec.20th TBA because of a lawsuit.
  • Brawler Pack (She-Hulk, Haggar, Spencer, Iron Fist)
  • Femme Fatale Pack (Morrigan, Storm, X-23, Chun-li)
  • Villain Pack (Super Skrull, Wesker, C.Viper, MODOK)
  • New Age of Heroes Pack (Dr. Doom, Sentinel, Strider, Akuma)
  • Animal Pack (Wolverine, Rocket Raccoon, Felicia, Amaterasu)
  • Weapon Expert Pack (Zero, Hawkeye, Taskmaster, Trish)
  • Viewtiful Strange Pack (Dr. Strange, Dormammu, Nova, Phoenix Wright, Viewtiful Joe, Tron Bonne)
  • Complete Pack (all 47, 20$ PSN, 1600MSP)

Is online 'fixed' this time?
The consensus is that it is significantly better than MvC3, but not perfect.

Are Jill Valentine and Shuma-Gorath, the two DLC characters for MvC3 included on disc?
They are on the disc, but you will still have to purchase the DLC to have access to them in UMvC3. If you owned them in MvC3, they will carry over into UMvC3 so you don't have to purchase them again.

Why is Megaman/Megaman X/Megaman Volnutt/Megaman X/Megaman.EXE/Megaman X/Megaman Starforce/Gene/Proto Man/Howard the Duck not in the game as a playable character?
A frequent question that never seems to really go away. The additions for UMvC3 have been controversial and there are many reasons why. Characters are arguably the largest factor in people's purchasing decisions when it comes to games like this. The fan request polls hosted at multiple sites, including GAF, don't seem to correlate with the fan requests 100%. It is important to understand the character selection progress that occurs for both sides. For the Marvel side, Marvel "suggests" a list of characters that they would like to see in the game and Capcom chooses characters from that list that they like. With the Capcom side, there is a bit more free reign as they have control of their own IPs. However, characters are decided based upon the following criteria in order of descending importance:

1) They must provide a unique playstyle to the game
2) They must work well in the UMvC3 battle system and it's environment
3) Fanservice

Examples of such are Nemesis: Capcom needed a brute first and formost to compliment Sentinel and thus he was added. Other choices are simpler, such as Seth being a fan of the GnG series and thus influencing the decision to get Firebrand and Arthur into MvC, or both the producer and the battle designer being fans of Devil May Cry and thus helping Vergil get in. Capcom employees such as Seth and Sven have explicitly stated that Marvel has their own agenda at times, and considering stuff like movie and comic book tie-ins, the choices appear to reflect Marvel's promotional interests quite accurately. The jarring lack of Spiderman villains specifically is due to a licensing issue regarding the new Amazing Spiderman film. Niitsuma stated that he wanted 58 characters (20 newcomers instead of 12) in this game to 2up MvC2, but time restrictions and presumably budget restrictions resulted in the roster we see today. It was rumoured that two big fan favourites, Gene and Megaman X, made it into the final, but large, selection pool of characters for UMvC3, although they were both left on the cutting room floor.

If you come into this topic to express your dismay of your favourite character not getting in and are met with disgruntled posters, don't be surprised as regulars have been down this road far too many times and would rather not beat a dead horse some more.

Is UMvC3X real?
No, this rumour was confirmed fake.

Will there be another iteration in the MvC3 game series?
Various Capcom reps have answered this question with the same response: No. Of course this is Capcom, and plans can change.

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To view the full balancing change log of from MvC3, refer to these two posts in the original OT for UMvC3.

Additionally, the game recieved it's first balance patch on December 19th, which contained many documented -and undocumented- changes, as well as unlocking Heroes & Heralds mode for everyone. Official patch notes courtesy of Capcom Unity:
  • Anytime throw tech glitch has been removed.
  • Characters can now air block when falling to the ground after an air dash.
  • Phoenix Wright's α and β assists are no longer invincible in Turnabout Mode.
  • Knockback from Wolverine's "Berserker Rage" has been modified so that infinite combos are no longer possible.
  • The second hit of Hulk's "Anti Air Gamma Charge 2nd H" is no longer an untechable knockdown after 2 reps, so infinite combos are no longer possible.
  • Vergil's "Helmet Breaker" can no longer be canceled through button drumming.
  • Hawkeye's "Trick Shot (Violet Fizz)" poison damage will now continue during the capture state of "Quick Shot (Hunter)."
  • There was one frame where you could not block after activating X-Factor, but that has been fixed so you can block immediately now.
  • When hitting an assist character who has super armor, it has been modified so that proper hit stun still occurs.
  • Super armor breaking moves no longer cause a momentary freeze on hit.

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Pre-release MvC3 was an interesting time full of hype, sometimes too much hype, in which case it was archived and now chronicled for all of GAF to look back on and laugh at. Click here to see GAFers get exposed!​


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I'd like to thank Red Arremer for making the lovely character banners for the change log, Dahbomb for his fantastic work compiling the most accurate change log on the 'net and contributing the character descriptions for the new 12 characters, and the rest of MahvelGAF for contributing tidbits here and there that helped make this OT :D

And last but not least..

IS MAHVEL BAYBEE!

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Current UMvC3 Community Patch List:

FEATURESET CHANGES:
*Improved Netcode.
*Replay Mode.
*Hitbox Viewer (Training Mode).
*PS3 system parity.
*Vanilla MvC3 HUD option.
*Player Match, Lobbies, and offline play for H&H mode.
*”Kick” function added to Lobbies.
*Include the full UMvC3 trailer video.
*List ping time for online opponents.
*When a Lobby creator leaves, the Lobby retains its properties (stays private).

SYSTEM CHANGES:

TAC Changes:
*Cost 1 bar, always a guaranteed exchange in one of three directions.
*Meter gain/loss from directional choice removed.
*HSD returns to 0 after a TAC and builds normally from there.
*The TAC user cannot gain meter after a TAC until the opponent enters recovery (exception: Soul Drain, meter gain assists).

Throw Changes:
*Throw tech window increased by 3 frames (from 7 to 10).
*You cannot be grabbed during tech recovery.
*Ground throw techs put more distance between the two teching characters.
*Throws can only be initiated with f.H and b.H.
*All command throws are now throw-invincible through their startup and active frames.

X-Factor Changes:
*X-Factor sum values are now as follows: XF1 – 40%; XF2 – 65%; XF3 – 80%.
*X-Factor now prevents time outs while active.
*X-Factor buffs now stack additively with install hypers, not multiplicatively.

Damage Changes:
*All character health increased by 20%.
*Chip damage increased by 5% (to 35%).
*Damage scaling now applies to assists getting hit.

Combo Changes:
*Cannot mash Light chains on whiff. Can only do it on block or hit.

Assist Changes:
*Assists depart with invulnerability frames if the point character is hit before they appear on the screen.
*Assists cannot be called during recovery frames or rolls.
*Cannot call assists at super jump height after recovering.
*When an assist begins recovery from knockdown, it is invincible until it exits the stage.

Other Changes:
*Guard Breaks removed.
*Ground neutral tech recovery is now slightly slower and more deliberately visualized.
*Character deaths do not cause inputs to drop when there are multiple characters being hit simultaneously.
*Input reading changed: holding forward/back is no longer a forward/back input in terms of moves. Example: holding back, and then doing qcb, currently gives one a reverse dragon punch motion. In general, directional input buffering is toned down a bit.
*Raw tags no longer hit overhead.
*Attack cancelation does not change when in X-Factor (currently, you cannot cancel Morrigan’s s.H in certain X-Factor levels).
*All snapbacks universalized to be 2 frames and +1 on block. Attack travel speed instantaneous for all characters.
*Efforts have been made to provide all characters with three strong assist options.
*Attacks which require a charged input can no longer be charged during cinematic cutscenes.

Debated:
*Air and ground dashes enabled pre-match. OR No pre-match movement.
*Incoming characters can choose which side of the current screen perspective they come in on by holding left or right; does not apply to Snapbacks.

CHARACTER CHANGES:

Arthur:
*j.S horizontal hitbox increased slightly; hitstun increased.
*When Gold Armor is on, the input for Gold Armor refreshes the duration.
*Crossbow (Gold Armor) tracking improved slightly.
*Cross Sword is now special-cancelable; air OK.
*Walk speed increased.
*f.H now 10 frames startup and has 1 hit of super armor from frames 1-15.
*Arthur now recovers from air and ground throws with enough time to get a full combo from them.
*Startup on normals decreased by 2 frames across the board.
*Shield Deflect now counters low, mid, and high attacks; startup reduced to 3 frames.
*Fire Bottle (Gold Armor) now has a wider hitbox and more consistently OTGs characters.
*More frame advantage on dp.L counter.

Assists: Dagger Toss, Crossbow, Ax Toss

Captain America:
*c.L is now +1 on block.
*j.d+H is now better for crossing up.
*j.u+H vertical hitbox increased.
*Final Justice invincible from frames 0-36; travels faster; allows for post-hyper combo follow-up through Shield Slash L OTG.
*Shield Slash blockstun increased slightly; grounded version causes more pushback on block on the first hit, and pulls the opponent in more on the second.
*Shield Slash L vertical hitbox reduced; now passes under some beams and projectiles.
*It is now easier for Captain America to combo off of his throws.

Assists: Shield Slash M, Charging Star H, Shield Slash L

Chris:
*Flamethrower vertical hitbox increased; slight upper body invincibility on assist version.
*Grenade fires now dim significantly when the active frames have finished.
*Flamethrower damage reduced to 120,000 maximum.
*s.S now cancels Chris’ Grenade Launcher and Satellite Laser hypers.
*Prone Position is now special and hyper cancelable.
*Combination Punch H has one hit of armor from frames 5-12.
*Grenade Toss L +1 on block.
*Combination Punch follow-up inputs made more lenient.
*Stun Rod now hits overhead; startup increased to 24 frames.
*Gun Fire L no longer whiffs up close.

Assists: Gun Fire M, Grenade Toss H, Flamethrower

C. Viper:
*C. Viper now flashes yellow when performing an EX attack.
*EX moves can no longer be canceled into one another.
*Minimum damage scaling on specials reduced to 20%.
*Optic Laser vertical hitbox decreased slightly.
*Focus Attack Level 3 now causes a significantly less hitstun on airborne opponents with a strike attribute, preventing follow-ups. Grounded hits are unchanged.

Assists: Thunder Knuckle H, Optic Laser, Burning Kick L

Dante:
+ c.L startup reduced to 6 frames and can be chained into from s.L.
+ Fireworks regains piercing ability.
+ Hitstun values on all normals returned to Vanilla status; pushback remains the same as Ultimate.
+ Drive now hyper cancelable during startup.
+ The Hammer hitbox and active frames improved slightly.
+ c.M pushback on hit returned to Vanilla levels; active frames increased to 3.
- Can no longer block during Bold Move's initial frames.
- Helm Breaker’s hitbox near the hilt reduced so that it no longer hits characters behind Dante.
- Devil Trigger invincibility frames removed.
- Jam Session pushback decreased slightly.

Assists: Weasel Shot, Jam Session, Crystal

Deadpool:
*4th Wall Crisis is now 5+0 on startup; 1 bar; damage reduced to 220,000; throw scaling on follow-up.
*Happy-Happy Trigger damage increased slightly.
*Ninja Gift (all versions) no longer leaves Deadpool prone until landing.
*Teleport Malfunction now causes a soft knockdown.
*Taunt Bubble stays out for full animation when canceled.
*Quick Work into Chimichanga is now easier to perform.
*Katana-rama! hitstun significantly increased; now -3 on block.
*j.L changed to +10/9 on hit/block.

Assists: Trigger Happy L, Katana-rama! H, Ninja Gift M

Dormammu:
*j.M hit float properties returned to Vanilla status (no knockback).
*3D0C is now +1 on block.
*0D3C now OTGs; projectile invincible; guaranteed on frame 1.
*Ground and air throw range extended slightly; air throws no longer occasionally cause opponents to bounce off of a wall.
*c.M returned to Vanilla status; still chains into H inputs.
*0D1C and 0D2C now hit OTG.
*s.H frontal hitbox made slightly larger (c.L, s.H always hits).
*Damage on normals reduced by 10% across the board.
*0D0C startup is 10 frames; hitbox increased slightly.
*Flame Carpet no longer hits low.

Assists: Purification (Tracking), Dark Matter, Dark Spell (L)

Frank West:
*Snapshot now -5 on block, -3 on hit.
*Chip damage reduced to 15%.
*Pick Me Up frame data now shares that of Dark Harmonizer.
*Tools of Survival hitstun increased slightly (ensures he can link 3 after a TAC).
*Bottoms Up's vomiting effect will be negated if Frank West hits an opponent.

Assists: Shopping Cart, Pick Me Up , Hammer Throw H

Ghost Rider:
*Spirit of Vengeance now has hyper armor on frame 0; H follow-up recovers faster, allowing for a full combo.
*Chain-based normals now deal 15% chip damage.
*Heartless Spire vertical hitbox increased; jump-cancelable; assist version startup is 34 frames, upper body invincible.
*Judgment Strike now reaches full-screen.
*Chain of Rebuttal vertical hitbox extended downward; now air OK.
*Forward dash distance increased by 50%; total active frames unchanged.
*Hellfire (all versions) are now +10 on block; startup reduced to 10 frames for all versions.
*Chain of Punishment and Hell’s Embrace hitboxes widened.
*c.M startup reduced to 9 frames; hitbox increased slightly and travels slightly farther.
*Hellfire Maelstrom invincible from frames 1-15, -5 on block, causes heavy pushback on block.

Assists: Judgment Strike, Chain of Rebuttal, Heartless Spire

Iron Fist:
*Crescent Heel no longer ground bounces a standing opponent; assist startup time reduced to 37 frames.
*Volanic Roar causes a soft knockdown on all but the last hit.
*Iron Fist now has enough time to OTG opponents following Dragon’s Prey.
*Wall of K’un-Lun and Rising Fang can be performed without the Rekka series
*c.L now hits low.
*s.S hitbox increased to allow conversions against aerial opponents near the ground.
*Can now double jump.
*Untechable time after an air and ground throw increased.
*Chi L, M, and H recovery reduced to 10; armor changed to frames 1-11; cancelable into Rekkas.
*Twin Snakes is now jump-cancelable.

Assists: Rising Fang, Crescent Heel, Wall of K’un-Lun

Iron Man:
*Ground dash is now attack and crouch cancelable.
*Air dash down/forward and down back startup returned to Vanilla levels; current acceleration and momentum retained.
*s.S horizontal and vertical hitbox significantly improved.
*c.H missile travels straight forward now.
*Smart Bomb now differs in trajectory by input: L version closer to Iron Man, H version furthest away; hitbox significantly increased; can now be charged: after 15 additional frames of charging, gains a larger hitbox, more hitstun, more durability, and descends slower; assist version has 35 frames of startup.
*Proton Cannon changed to +2 on hit, -5 on block; causes soft knockdown on all but the last hit.
*Minimum air dash height reduced to allow air dashes straight out of a grounded flight.
* s.H and j.M hit boxes extended to match the hit box of c.M.
*Iron Avenger vertical hitbox increased.
*Minimum damage scaling on specials reduced to 20%.

Assists: Smart Bomb H, Repulsor Blast H, Unibeam M

Jill:
*Arrow Kick travels farther; air OK; ground version can now be canceled into Feral Crouch on hit.
*Machine Gun Spray damage increased to 20,000 per bullet (22 bullets fire).
*Mad Beast is now a level 1; Mad Beast no longer allows meter to be built; startup changed to 4+1.
*Double Knee Drop startup reduced by 10 frames across the board.
*Position Change is now +6 on hit.
*Fallen Prey now forced a neutral tech.
*Health increased to 950,000.

Assists: Arrow Kick, Somersault Kick, Sickle Kick

Nemesis:
*Fatal Mutation now has full invincibility and grabs in a 360 degree circle; places opponent in a crumple state; startup time reduced to 10 frames.
*Biohazard Rush now has hyper armor on frame 1 until recovery; startup reduced to 8+1; vertical hitbox increased; recovers sooner to allow for post-hyper combos.
*Bioweapon Assault now better at predicting where rockets should fire; recovers sooner, allowing for post-hyper combos.
*c.H super armor changed to frames 8-27.
*s.H super armor changed to frames 7-24.
*Minimum damage scaling for hypers changed to 60%.
*qcb.S now fires a downward-angled rocket that hits the ground at half a screen away.
*Clothesline Rocket L: 26 frame start up, +2 on block(no rocket, soft knockdown); previous L and M versions moved to M and H, respectively.
*c.L now chains to s.L.
*Launcher Slam M now has armor from frames 8-29; carries over to the assist version.

Assists: Launcher Slam M, Clothesline Rocket M, qcb.S

Nova:
*Air throw range reduced considerably.
*Timing for comboing off of throws made more strict.
*Human Rocket blockstun reduced (hitstun unchanged).
*Red health boosts only occur when S is inputted along with the normal command input; red health lost capped at 400,000.
*c.L is now +1 on block.
*Energy Javelin (assist) causes a soft knockdown.

Assists: Energy Javelin, Centurion Rush M, Gravimetric Pulse H

Phoenix:
*Dark Phoenix health drain rate reduced.
*Dark Phoenix feathers now travel 15% farther.
*TK Shot (air) no longer makes Phoenix prone until she lands.
*Only one TK Shot H may be performed per jump unless in flight (as with Trish’s traps).
*New Hyper: Overload; Phoenix loses all health immediately; requires 5 bars, rdp.AA.
*Flight startup reduced to 14 frames.
*f.M reduced to 19 frames.
*Multiple Dark Phoenix characters are now distinguishable on-screen.

Assists: TK Overdrive H, TK Shot H, TK Trap L

Phoenix Wright:
*Evidence now works as follows: meat is only acquired when Wright has red health to recover, bad evidence guarantees that the next evidence found will be good, and bad evidence rate has been reduced in general.
*Thrown evidence now causes dizzy state on hit for 120 frames.
*”M-Maya?!” L appears closer to Wright than before, startup is reduced to 15 frames, and the shield now benefits from damage scaling.
*c.H (Turnabout) now hits low.
*Stance Change reduced to 10 frames (from 20).
*”M-Maya?!” M and H startup reduced to 20 frames.
*Present Evidence and Paperwork air OK.
*Slip-Up startup reduced to 19 frames.
*Dash distance increased by 20%, total dash time unchanged.
*Hitboxes on normals improved slightly.

Assists: “Get em’ Missile!”, Questioning (becomes Objection when appropriate), Press the Witness H

Rocket Raccoon:
*Bear Trap startup reduced to 15 frames.
*Mad Hopper is now a permanent projectile.
*Rocket Raccoon’s aerial series is now more reliable.
*Oil Bomb fire is refreshed when a new Oil Bomb is thrown on it; Oil Bomb now set on fire by any projectile.
*j.S hitstun increased significantly.
*Rocket Skate now cancelable into j.S.
*Spitfire projectile durability changed to 4 per shot.
*Spitfire (air) can be canceled into Rocket Skates.
*Grab Bag startup reduced to 20 frames; damage decay from resulting combos decreased.
*Trap duration increased to 300 frames.

Assists: Double Spitfire M, Pendulum, Oil Bomb

She-Hulk:
*Lights Out startup reduced to 25 frames; horizontal hitbox increased.
*c.L chains into itself on block/hit.
*Emerald Cannon hyper forces a wall bounce.
*Speed increased slightly.
*Emergency Landing (Catapult Cancel) no longer makes She-Hulk prone until landing.
*Canceling Runner’s Start has 0 frames of recovery.
*Slight increase on c.H range and distance.
*j.H hitbox improved slightly.
*Shooting Star assist causes significant knockback on block.
*Torpedo causes less knockback on hit; assist version startup reduced to 35 frames startup.
*Somersault Kick has 1 hit of super armor beginning on frame 5.

Assists: Lights Out, Shooting Star, Torpedo

Shuma-Gorath:
*Air dash movement distance increased by 100%; total time to completion unaltered.
*Improved ground dash speed by 50%; total time to completion unaltered.
*Mystic Smash hitbox increased considerably; startup reduced by 5 frames across the board.
*j.S is now special cancelable, and characters knocked down by it during air series land next to Shuma-Gorath instead of far away.
*Mystic Stare’s recovery reduced by 15 frames across the board; charge time reduced to 30 frames; assist now shares the point version’s functionality.
*Mystic Ray recovery reduced by 10 frames across the board; charge time reduced to 30 frames; hitstun increased slightly on all versions; durability changed to 5x1 for L version, 10x1 for M version, 15x1 for H version; assist startup reduced to 47 frames.
*Chaos Dimension now recovers with enough time for Shuma-Gorath to perform an OTG follow-up.
*Shuma-Gorath's hitbox is now more consistent during combos.
*Minimum damage scaling on normals and specials reduced to 15%.
*j.M hitbox increased significantly.

Assists: Mystic Ray H, Mystic Stare H, Mystic Smash L

Storm:
*Lightning Sphere hitbox increased, recovery reduced significantly, chargeable for a larger hitbox/hitstun, H version now has slight tracking.
*Double Typhoon now reaches to superjump height.
*Double Typhoon startup reduced from 63 frames to 42 frames.
*Lightning Storm soft knockdown on all but the last hit.
*Flight startup reduced to 15 frames.
*Storm is now able to air dash twice after jumping, without Flight.
*Fair/Foul Wind active frames reduced to 20, total opposing character movement unchanged.
*Whirlwind startup time reduced by 5 (all versions); durability and instance creation now beam-based; L version is 5x1, M version is 7x1, and H version is 9x1; all versions now travel full screen.
*No longer mentions T’Challa in her battle quotes.
*c.L now chains into c.H.

Assists: Whirlwind H, Typhoon (Tracking), Lightning Sphere H

Super-Skrull:
*Says “He loves you!” again during Inferno.
*Meteor Smash assist causes a soft knockdown; hitbox reduced slightly from point version; no OTG; no overhead.
*Orbital Grudge now -1 on block.
*Skrull Torch no longer makes Super-Skrull prone until landing; full startup invincibility.
*Stone Smite gains 2 hits of super armor on frames 14-53; startup reduced to 47.
*Stone Dunk gains 2 hits of super armor on frames 16-42.
*Brutal Pile Bunker is now -2 on block.
*Flame Kick gains 2 hits of super armor on frames 12-52.
*Inferno damage reduced slightly.
*df.H hitstun increased (blockstun unchanged).

Assists: Tenderizer L, Orbital Grudge M x Fatal Buster, Meteor Smash (Tracking)

Tron Bonne:
*j.H returned to Vanilla status.
*Servbot Takeout can be X-Factor canceled on whiff.
*Gustaff Fire is now upper body invincible.
*Servbot Launcher assist now reaches superjump height.
*Beacon Bomb recovery reduced to 10 frames.
*Servbot Takeout sends servbots onto the screen regardless of whether the beacon hit.
*Bandit Boulder now travels full screen; hitstun increased to allow solo combos off of throws.

Assists: Gustaff Fire, Bonne Strike H (fully mashed), Servbot Launcher (Tracking)

Vergil:
*Spiral Swords is now a level 2; vertical hitbox decreased slightly; may shift to one other sword formation free of cost.
*Dimension Slash may no longer cross up.
*Lunar Phase vertical hitbox increased slightly.
*Helm Breaker can no longer be canceled into non-hyper, non-teleport moves, is now -1 on ground block, and has no hitbox behind it.
*Round Trip glitch removed.
*Invincibility frames on Devil Trigger removed.
*Rising Sun now causes the same hitstun as its point version when used as a crossover counter.
*Rapid Slash is now -20 on block.

Assists: Rapid Slash, Rising Sun, Judgment Cut (Tracking)

Wolverine:
*Fatal Claw damage slightly decreased.
*Wavedashing with Wolverine is less likely to activate Berserker Charge.
*Berserker Charge provides slight red health recovery.
*Swiss Cheese changed to -3 on block.

Assists: Berserker Barrage H (fully mashed), Swiss Cheese, df.M

Zero:
*Soft knockdown on Raikousen removed; minimum hitstun remains high.
*Minimum scaling on specials and normals reduced to 15%
*Raikousen canceled by Buster no longer creates a hitbox.
*Hit stop on multi-hit moves reduced for improved combo flow.
*Level 3 buster startup increased to 10, requires 180 charging frames, hits 9 times; projectile is now 9x1 durability.
*Health reduced to 800,000.

Assists: Shippuga, Ryuenjin H, Hadangeki H
 

enzo_gt

tagged by Blackace
For a brief moment, I was confused as to why I saw two threads up.

Don't new OT threads go in Gaming-side, not Community-side? I thought that was part of the appeal.

Buff Dormammu!
Nah once your sent to the Community graveyard, that's where you stay.
 
Nah once your sent to the Community graveyard, that's where you stay.
I wonder what the penalty for breaking the rule is...you'd just get redirected, y'know?

Also, it bothers me that you have a space after your ellipsis.

Edit: I am the posting champion!

And it looks like I have a good start on winning this thread, too.
 

Solune

Member
Buff Zero please. Oh and buff Storm, and the Robot too... they suck compared to their MVC2 versions.

That's my new team, seriously!

Also Karsticles with DAT LEAD. Was expecting Dahbomb to pull out but, the dicks, they're everywhere. Ah Hem, when do we start posting our teams again?
 

enzo_gt

tagged by Blackace
NERF KARST

I wonder what the penalty for breaking the rule is...you'd just get redirected, y'know?

Also, it bothers me that you have a space after your ellipsis.

Edit: I am the posting champion!

And it looks like I have a good start on winning this thread, too.
Just get the thread moved in a day. Not worth the effort really.
 
Karst vs Dahbomb.

Dorm vs Logan
Morrigan vs Dante
Vergil vs Firebrand


WHO WILL WIN?

Logan wins... because he's always the main character, and the main character never loses.
Dante wins... because well look at the above statement.
Vergil wins.... because dude has a Gucci belt. Oh and Firebrand hits like a wussy.
 
In theory but Dorm/Morrigan both have more wins than they do. Then Firebrand swoops in and gives Logan a big hug and then unblockables EVERYWHERE!

Azure, your just Hawkeye.
 

Azure J

Member
Dante IMO.

I'm more than OK with this. (Poor Frantic)

Speaking of better Dante bro, you really shouldn't have shown me that multiple Million Carats loop. Dante's getting very close to breaking 900K without a j.S/Hammer starter at this rate from the little bit of time I've tried hammering out shot loops after the second instance of Carats.

So damn good.

Looks like I beat Enzo like alcoholism and Capcom beat Iron Man.



In theory but Dorm/Morrigan both have more wins than they do. Then Firebrand swoops in and gives Logan a big hug and then unblockables EVERYWHERE!

Azure, your just Hawkeye.

So I'm, the most important counter pick character? Kewl.
 

Dahbomb

Member
When's the next major? I really hope more Morridoom level metagame shifting stuff awaits us in OT3.
I hope that ChrisG's display at SB woke people up on the potential of Hawkeye in an all out zoning war. Hopefully people also wake up on the potential of Deadpool. At least MODOK is finally getting his due exposure.

What would that make me?
Vergil. According to the top players that is.

After that would be Magneto then Dante. Then it gets hazy.
 

Azure J

Member
Still relatively balanced top tier. No ST Akuma shit like AngryGrimace in the old Manga threads leading everybody by like a thousand posts.

I still can't believe the stats for all those threads put together or that I only have like ~600 posts in the 3 or 4 years I've been posting here in ManGAF.
 

Dahbomb

Member
So what's Marvel GAF's must play game that they haven't played (ala Enzo never played MGS1)?

I have never played a mainline FF game after FF6.
 

shaowebb

Member
Damn. It goes Karst/Dahbomb/God then.... Pretty and Azure? WOW.

WTF?

Then drops by like 300 posts.

College takes priority over game posting.

EDIT:

8...9...Hmm so I'm ranked 10th? Who equates to tenth ranked in Marvel?

Can you rank me lower so I get Iron Fist (lol)?
 

Azure J

Member
Also, first page for easy access & prosperity:

NewGod = (⌐■_■)
HammerTime = (く `Д´)ゝ--█ GET BACK! (シ☆_ _)シ
QuincyTime = (>°▱°)>|-)------(T_T)->
RogTrap = LOG TRAP (╯°□°)╯︵ [ニニニ]
ReadingRainbow = SPELL OF VISCANT (╭°▱°)╯▤ |░░|
DasPaipu = O==(°口°)==O LARIAT!l
Bankai = <--|- (-_-) -|--> Now I'm motivated.
WaifuTech = ...(>_> )==B(X_X) BIONIC ARRRRRM
FooblatSmash = ( &#9583;°&#21475;°&#65289;&#9583;&#9602;&#9603;&#9605;&#9606;&#9607;&#9608;&#9608;&#9608;&#9607;&#9606;&#9605;&#9603;&#9602;
DoomTime = ¯\(&#8640;&#8248;&#8636;)_ THIS GAME IS OVER !! &#9586;&#24417;&#9602;
DaShield = : &#19977;( ° &#1044;°)-@ Charging star!! / &#19977;&#19977;&#19977;( ° &#1044;°)-(((@))) HYPER CHARGING STAR!
TasksDone = &#19977;(@ ° &#1044;°)-|>)---> -> ->
MakeItRain = (`&#1044;´)&#9758; Freeze! Ice storm! &#12541;&#12289;&#12289;&#12541;&#65344;&#12541;&#65344;&#65344;&#12289;&#12541;&#12289;&#12289;&#12541;&#12289;&#65344; &#65344;&#12289;&#12541;

So what's Marvel GAF's must play game that they haven't played (ala Enzo never played MGS1)?

I have never played a mainline FF game after FF6.

I keep saying I need to play some mainline FF, especially with how 6 sounds right up my alley, but I never get around to it. :(

I have such a huge fucking backlog even for how much I play games.

College takes priority over game posting.

That's why you steal away with devices that work & play at the same time. Like phones.

#TopTierStrategies

Being serious though, good shit going so hard with your studies. Lord knows I can't do it that well anymore. I need my mindless distraction time all too much now.
 

Tirael

Member
I keep saying I need to play some mainline FF, especially with how 6 sounds right up my alley, but I never get around to it. :(

I have such a huge fucking backlog even for how much I play games.

I've actually decided to play through ALL the mainline Final Fantasy games, I'm playing FF6 right now. It's very good, quite polished.

Let's see... First page of OT3, gotta say something Marvel...

I still need someone to draw me an epic picture of Gene and Iron Fist giving the manliest brofist in the universe.
 

Azure J

Member
haggar is S tier?

Might as well be. I loved the one match where I got a EX Thunder Knuckle happy birthday, X-Factored, and the game read my Seismo L right after as a s.L. I laughed to keep the tears from burning my soul. :lol

Also, that last match hard tag was me totally trying to write a post here before the match started and holding the assist button a moment too long, lol.
 
Dante(Snow)/Thor/Dr.Strange(Bolts)
Thor/Wesker/Dr.Strange(Bolts)


Can't decide...

1st is cool because I can DHC between both characters and combo afterwards, But Wesker works so well for Thor and with Bolts that it's hard to let go.
 

Zissou

Member
There are so many characters that Haggar should never get in on, but people invevitably fuck up.
At least I fuck up a lot. fuck the mayor :(
 

Solune

Member
So what's Marvel GAF's must play game that they haven't played (ala Enzo never played MGS1)?

I have never played a mainline FF game after FF6.
Anything Xbox related lol.
Also, first page for easy access & prosperity:

I keep saying I need to play some mainline FF, especially with how 6 sounds right up my alley, but I never get around to it. :(

I have such a huge fucking backlog even for how much I play games.

Nice job with the emotes.

Just play FF6 when you have the time. You won't regret it, FF6 has the best soundtrack easily.
 

smurfx

get some go again
you know one of the reasons why morrigan is so powerful is the shitty camera in umvc3. she super jumps and starts shooting soul fists at you and the camera follows her and you can't see a god damn thing if you are on the ground which fucks up your dodging. the only thing you can really do is super jump and hope you can make her miss. hell a lot of characters live off of the shitty camera.
 
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