Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3

Mengakhiri artikel panjang tentang roster Ultimate Marvel vs Capcom 3, kali ini dua karakter terakhir diumumkan resmi (setelah pertama kali kami beritakan beberapa bulan lalu). Mereka adalah Frank West dari Dead Rising dan Rocket Raccoon dari, uh, um... Rocket Raccoon?!

Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3

Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3

Mengakhiri artikel panjang tentang roster Ultimate Marvel vs Capcom 3, kali ini dua karakter terakhir diumumkan resmi (setelah pertama kali kami beritakan beberapa bulan lalu). Mereka adalah Frank West dari Dead Rising dan Rocket Raccoon dari, uh, um... Rocket Raccoon?! Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Frank West sebetulnya tidak begitu asing di dunia game fighting. Debut pertamanya sebagai petarung berawal dari Tatsunoko vs Capcom untuk Nintendo Wii. Gaya bertarungnya unik, dan sangat entertaining. Mari kita simak... Di sisi lain ada Rocket Raccoon. Entah kenapa, karakter ini jadi tampak begitu... err, broken! IMBA!! Kecil, lincah (sangat!), dan destruktif dengan segala senjata beratnya. Coba kita lihat... Ingin melihat mereka berdua bertarung langsung? Simak dua video berikutnya.

Berikutnya adalah daftar changelog sistem dan karakter. Banyak perubahan (dan penambahan) menarik untuk kamu yang cukup serius di Marvel vs Capcom 3 kemarin. Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3

ULTIMATE MARVEL VS CAPCOM 3 BALANCE CHANGES DISCOVERED Read changes as: + = Buff - = Nerf +/- = A change in mechanics that can be either a buff or a nerf and needs more experimentation to determine which it is General Changes X-Factor: X-Factor is now usable in the air, which means aerial hyper combos are now X-Factor-able, you can instantly recover after breaking a Aerial Exchange, you can cancel aerial blockstun, survive chip damage on an incoming character at low health, etc. X-Factor damage and speed boosts are now standardized; all characters receive the same boost when activating X-Factor. Characters which did not receive a speed boost in MvC3, such as Hulk and Amaterasu, will now receive one. However, characters with such extreme power boosts, such as Sentinel, are now toned down. X-Factor still scales up based on the number of remaining characters on your team, but it appears as though X-Factor one boosts are either very minimal or non-existent now. While damage and speed boosts are standardized, time in X Factor is not standardized. Some characters have longer X Factor than others. Finally, minimum scaling for X Factor has been reduced from 50% scaling to 35% scaling so long combos with X Factor do less damage now. Scaling also applies to X factor'd hypers as well. Team Aerial Combos (TACs): In MvC3, an upward TAC provided a damage boost, a sideways TAC provided half a bar of meter, and a downward TAC provided a full bar of meter. In UMvC3, upward TACs appear to be unchanged, sideways TACs now drain a bar of meter from your opponent, and downward TACs provide +1 meter. New to TACs now is a color-identification system. When a TAC takes place, the character being hit will briefly flash one of three colors: red (up), green (side), or blue (down). The flashed color is an indication of which direction the TAC was made, making TAC counters based more on reaction time than luck. Whether hitstun scaling is negated post-TAC until your incoming character touches the ground is unknown, but several post-TAC combos which work in MvC3 were seen dropping on-screen, such as Sentinel's Rocket Punch series. This may have been due to execution errors or changes in attack frames, however. Performing TAC counters is much easier as the window to perform them has been made more lenient (confirmed by Capcom as well). It is confirmed that it is now possible to counter attack after a successful TAC counter or combo off of it, possibly with air X factor. Meter Gain Through some testing of the preview builds of UMVC3, it appears that overall meter gain has been reduced. Overall the same moves/attacks in MVC3 now give 80-90% meter of vanilla MVC3 and on hit you receive around 50-60% meter gained from the damage that is inflicted. Essentially on damage inflicted, the player receives around 80-90% of meter off of 1 bar (when 1 million damage is inflicted non-scaled) and on damage received, the player receives around 50-60% of meter off of 1 bar. DHC Glitch/TAC Glitch/Infinites/Hit Stun Deterioration A host of glitches have been removed in UMVC3 especially the infamous DHC glitch as well as the numerous TAC glitches. More glitches and infinites are also removed from the game if they were previous discovered. Furthermore a lot of characters have received tweaks to hit stun deterioration and in general long combos appear to be more difficult to do especially OTG pick up time frame. Before when you struck an assist character in a combo, you could take advantage of their knockdown status to continue combos infinitely. The amount of time that you can do this has been decreased. Further more, in MvC3 the amount of hit stun caused by assists was fixed, but in UMvC3 hit stun caused by assists will also be subject to hit stun deterioration during combos. Mashable Moves/Hypers Just about every character in the game has a mashable move or hyper of some sort. Mashing allows it to do more damage. Basically, unmashed the hyper does half of it's original damage but with full mash it does it's full damage. Fully mashed hyper do damage equivalent to the same hyper in MVC3. Snap Back Snap Backs function the same as in MVC3 however they are not 1 frame moves anymore. The reason for this is that in the original MVC3 Snapbacks could be used to counter an X Factor guard cancel punish essentially making that attempt to retaliate useless. Snap backs most likely can't be used for this purpose anymore and players need specific snap back combos now. target="_blank"> <-- Video explained the Snap back vs X Factor Guard cancel technology In addition, after a character is snapped in the time it takes to call in an assist or tag back out is increased so anyone who gets snapped in is now worse off defensively. If a Snap Back attack hits an assist, that assist is disabled for a period of time. Air Dash Change NO character can block during an air dash anymore. In addition, the Down/Back air dash on a lot of characters have been slowed down. For other air dash speed changes, it's variable as some characters have faster tri-dashes (Dorm, Doom and possibly Thor) while others have slower (Magneto). CHARACTER SPECIFIC CHANGES Akuma + Akuma is able to use Demon Flip and moves in the air now. Akuma can use his ground bounce demon flip in an aerial combo and then follow it up with a relaunch fairly easily + All of Akuma's hypers can be mashed for more hits/damage except for the beam hyper - Tatsu Assist is no longer a soft knockdown, so it's a bit more difficult to extend combos with it - Decreased priority of Tatsumaki Zankukyaku as well as increased horizontal knockback range - Does not have a light Tatsu infinite in LVL3 XF anymore - Slight health nerf to 750K Amaterasu + Can switch weapons in the air now + Increased active frames of cr.M + Increased active frames of charged Thunder Edge + Sword portion of Glaive Chop causes knockdown + Additional hits can be added to Divine Instruments (LVL3) through rapid button presses + Air sword charges faster (?) + Cold star appear to be faster when on point and as an assist (?) + Counter/Reflecters come out faster (?) - Decreased untechable time of Assist β (Cold Star) - Decreased hit stun time on all normal attacks (L,M,H) - Decreased hit box size of M, cr.M - Can no longer do instant overhead with jumping L canceled into Down-Forward + H in Glaive stance Arthur + Increased health to 850K for normal Arthur with a corresponding increase in health for his other forms as well + J.S drops him downward more quickly for easier OTG after air combo *His j.S diving down isn't just good for relaunches, it helps him combo in general, since against some characters, he does have to rush + J.S can OTG + Added start up invincibility to Heavenly Slash + Increased untechable time for first hit of Hellbound Slash + Arthur's Boomerang/Scythe attacks as well as other Arthur projectiles have better start up now and are much better for their "get off me" purposes. They also have better recovery (?) + Range on Scythe seems to have been increased (?) + Gold Armor lasts around 5 seconds longer C. Viper + New move described as a laser coming from C. Viper's eye (called OpticLaser). Has to be charged with the attack buttons like Zero's Mega Buster. Can only be released on the ground. It's super cancellable. + Increased feint input timing slightly for L and M versions of Thunder Knuckle - Slightly decreased forward moving range of Thunder Knuckle M - Untechable time from Thunder Knuckle H decreases with combo length -Various changes made to her that remove her infinite or makes it more difficult to do Captain America + Shield Slash specials are faster and have better recovery + L Shield Slash now hits OTG and it is possible to combo a hyper after it or relaunch. + Has a Double jump now + M/H versions of Charging Star now cause an untechable soft Knockdown and their horizontal knockback increased + Both Beta and Gamma assists received a damage increase + Captain America's Back Flip/Cartwheel move has start up invulnerable frames now + Hyper Charging Star can be mashed for more hits/damage - Medium and Hard Charging Stars have had their damage reduced - Shield Slash now inflicts less untechable time - The amount of time that an opponent is knocked down after a Hyper Charging Star has been decreased Chris Redfield + Chris can now cancel/empty cancel out of his gun attacks by doing another special move. f+M, cr. H and j.d+H are all special cancelable. An example is that Chris can OTG cr.H into Magnum easily. + Decreased startup of j.S and increased active frames. + Chris has a proper wave dash now, he can act immediately after a dash + H Grenade fire puddle seems to last longer/pops the enemy up more (?) + Has faster start up/recovery on his specials including his Flamethrower (?) + Increased active frames of Shot Gun but with decreased damage + Decreased gap of Prone Shot + Machinegun portion of Sweep Combo can OTG +/- Minimum damage scaling on special attacks has been increased +/- Increased float of cr.H - Decreased untechable time of first hit of Combination Punch H Chun-Li + Appears to do overall more damage in combos (?) + M and cr.M can be jump canceled + Chun-Li appears to be no longer completely vulnerable after doing her Tenshokyaku in the air. Can act out of this move. + Lowered arc of Air Tenshokyaku L + Increased untechable time from last hit of Tenshokyaku + Slightly increased priority of Hyakuretsukyaku + Yosokyaku can OTG + Chun-Li has a new attack which is a different version of her Spinning Bird Kick. It's instant and appears to have invincibility similar to her EX SBK in SF4 but it has to be charged. Has 3 different versions with L, M, H + Kikosho hyper can be mashed for more damage Dante - st.L jab has a smaller hit box meaning it's not as effective as an anti-air (still good for that purpose but not as godly as before). Same for M attacks. - st.H hit box nerfed. Less vertical range - Smaller hit box on QCF+L Killer Bee Dive kick (?) - Hit stun scaling has been changed a bit for Dante which has affected some of his combos. Some of his more advance combos have stricter timing to them and less time to perform OTG follow ups. There are numerous examples cited but it was getting out of hand so I am just making a general statement here. This is because there is generally increased knockback for almost all his moves - Hammer takes longer to start up it's invincibility and overall it's invincibility frames are decreased - Decreased cancel time during startup of Bold Move - Decreased damage of Volcano-Beehive - Slightly increased horizontal knockback from Beehive - Decreased minimum damage scaling on normal and special attacks. - Lowered float of Clay Pigeon (most likely his Up Gun shots which allowed him to perform a loop) + During Devil Trigger, Dante gains Triple Jump and Double Air Dash. + Input on moves for Dante involving Rekkha like motions (like Dante's Hammer which was QCF+L~QCF+L) are just simply changed to a double tap (so new Hammer input would be QCF+L ~ L). So far this has been noticed for Acid Rain, Hammer and Beehive. It is suspected that this is an across the board chance for Dante and this makes some of his specials have faster start up times like Hammer. + Million Dollar Jackpot can be mashed for more damage/hits Deadpool + Quick Work: The distance/range/speed of this attack is said to have been increased. + All of Deadpool's normals can be cancelled into his taunt (which has a hit box) + Supposedly faster specials and Ninja gifts (?) + Guns have less recovery time/better start ups + Deadpool's throws now cause longer knockdown time. + Quick Work is now Team Hyper Cancelable. + Deadpool can now cancel special moves into his Teleport which include Quick Work and Trigger Happy + Chimichangas! can be activated from Quick Work + Happy Happy Trigger can be mashed for more hits/damage (both air and ground versions) - Mad Wheel (Overhead) cannot be canceled anymore - Bolo Loop is removed through various changes to the Bolo trap: * H.Ninja Gift floats lower. * H.Ninja Gift causes longer opponent incapacitation. * Incapacitation time from H. Ninja Gift decreases with combo length. Dormammu + His zoning specials have become better in speed and recovery including Dark Hole and Purification (?) + Dark Matter (f+H) can be special canceled into Mass Change (his teleports) and Dark Spells now. In fact, Dark Matter can pretty much be special canceled into any of Dormammu's special moves. + Increased the pushback on both of his ground Light Attacks + Increased distance on backdash + Ground dash is significantly faster (?) + Ground throw now causes a untechable hard knockdown. Air throws will always do a hard knockdown now + Dormammu can now chain his cr.M into cr.H for 3 ground chains + Can chain cr.L into cr.H giving Dormammu a universal hit confirm on all characters + Can charge Dark Spells while airborne. Can only charge one at a time and is vulnerable until he lands. He stops in the air when performing this special, in the same manner as Dark Hole. Liberation in the air causes him to teleport to the ground and then perform the release. * Liberation (2 red, 1 blue) is guaranteed to activate (active from 1st frame) meaning if you activate it and you get hit during the start up the spells would still appear * Liberation (2 red, 1 blue) causes untechable knockdown * Liberation (2 red, 1 blue) rocks come out slower * Liberation (2 red, 1 blue) rock damage has been increased * Liberation (2 blue, 1 red) is guaranteed to activate (active from 1st frame) even if you get hit on start up + Can attack out of down-back airdash. Most likely up-back too. + Chaotic Flame hyper can be mashed for more hits/damage +/- Dorm puts Flame Carpet slightly further out & hitbox change(?). Flame Carpet disappears when Dorm is hit. - Reduced hitstun on cr.M Dr. Doom + Doom is generally a faster character now especially on his dashes (?) + J.H laser beam is faster. J.H has a better hit box/hit detection and better start up along with a bigger hit stun allowing for potential combos after hit confirming with it in an air to air situation. + Doom's forward throw causes a hard knockdown now + Air S moves faster vertically + Air S causes an exaggerated bounce in an anti-air situation but is not a true ground bounce (too low for it) it's more like a hard knockdown. Enough time to OTG after it into a full combo. Can be canceled into Flight and go into Doom's M&M combos, either from a Jump or Super Jump state. + Doctor Doom's Photon Array and Doom Time hypers do more damage/hits when mashing +/- Photon Shots in the air have less active frames Felicia + Can use Delta Kick in the air now + Delta Kick in the air causes Ground bounce when used as part of an air magic series. + Sand Splash can hit OTG + Decreased total frames of Sand Splash (all versions) + Dancing Flash can be mashed for more hits/damage + Please Help Me hyper can be mashed for more hits/damage +/- Rolling Buckler no longer automatically tracks opponent's position - Toy Touch now causes less hitstun decay after extended combos - Decreased total frames of Kitty's Helper Haggar - Lariat assist no longer causes Hardknockdown (it causes Soft knockdown). Still causes hard knockdown as a point move - Double Lariat assist is now vulnerable during startup for around 2 frames. It still beats just about anything but it's not going to go through a beam hyper for example + Haggar falls faster after an air throw + cr.H now hits OTG and it knocks down. Cannot be cancelled. + Has some frames of start up invincibility on his Rapid Machine gun punch hyper + Additional hits can be added to Final Haggar Buster through rapid joystick rotations Hsien-Ko + Chiretou seems to have faster start up. No specific timing after an air combo was needed for this hyper to connect. It can be mashed for more additional hits and damage (?) + Gongs come out slightly faster. + Rantetsu can chain combo into Edoga. + Increased untechable time from Edoga. + f+M AND f+H normals are now jump cancellable + Reduced startup of cr.M and decreased active frames + Jump attacks cause slightly less float + Appears to do slightly more damage due to less hit deterioration from her previously multi-hitting normals (some of them still have multi-hitting properties) (?) + General hit stun changes allowing her to do easier combos in the corner involving cr.H, f+H, M Henkyo ki for 3 reps on opponents (?) + Grounded Henkyo Ki recovery is faster +/- She has new projectiles to toss during Anki Hou: * Oil drum(the wooden log everyone thought it was). Supposedly has high projectile durability points but given the randomness of items, it's hard to test this out. * Hunk of meat. nothing special at least from what I saw. * Samurai Doll/Cat doll. Causes stagger. * Chris's stun rod. Also staggers with an electric effect. * Snowman. Freezes opponent, rather, it just has an ice effect similar to Ammy's Cold Star. It doesn't actually freeze you ala Chris's grenade launcher hyper. Hulk + Has a new charge move (The Incredible Punch) now where he charges up a straight punch (essentially charging his st.M) which has some super armor and causes wall bounce on impact. Can follow up after an OTG move/assist. Does damage on block and can be cancelled out of while charging into any of his specials including his command throw. It's possible to chain into the Incredible Punch from Light and Medium Attacks. + Gamma Charge's attacking priority has been improved + Grounded Gamma Charge now has Super Armor. The second part of grounded Gamma Charge now floats higher (the rising version). + Anti-Air Gamma Charge's second hit (Medium version) will now cause a wall bounce + Gamma Wave's charge time decreased. + Gamma Tornado's (Command throw) damage increased to 200K Iron Man + Iron Mans UniBeam is faster and recovers faster, spammable while on the ground. Both as an assist and as a point character. In the air, his beams most notably his L Unibeam is pretty much the same speed as before (?) + Ground dash moves him at least 1/2 screen across. Before it moved him about 1/3rd distance (?) + Repulsor Blast/Spread activate faster. Upon hit Repulsor Spread causes a hard knockdown and it can be followed up afterward with Smart Bomb -> Proton Cannon + Repulsor blast/Repulsor Spread input has been changed to reflect Iron Man's current orientation (so he doesn't cross himself up and input incorrectly) and Repulsor Spreads are now activated by just adding a button like H. + Smart Bombs have better recovery frames, start up and do more damage on hit for both ground and air Smart Bombs + Iron Man can now cancel his normals into dashes in the air like Magneto allowing him to perform new flight/dash cancel combos + Even faster flight cancel with better start up + Iron Man's cr.H is now SPECIAL CANCELLABLE. Can even be canceled into flight mode. Iron Man can also now chain cr.H into launcher making his ground series much easier to execute + Standing H and j.S have better hit confirms into a combo because they have better priority/hit box + The amount of untechable time after someone has been hit by the cr.H Shoulder Missile has been increased + Proton Cannon hyper can be mashed for more damage/hits as well as Iron Avenger +/- Overall damage scaling for Iron Man has been tweaked. Normal moves' damage scaling has been reduced and special moves damage scaling has been increased - Repulsor Spread priority lowered - Decreased untechable time for opponents after a Smart Bomb hit - Triangle jump/air dash mechanics reworked. Seem to have different trajectories and acceleration (faster acceleration slower velocity). Possibly different types of dashes. In any case most players seem to agree that Iron Man's tri-jump game has been significantly nerfed because of this change due to the general speed of it is greatly reduced. - Removal of double jump Jill Valentine +/- All attacks float a little higher. - Slightly decreased forward moving range of cr.M. - Slightly reduced hit box sizes of all jumping attacks. - It's very much possible that some of her infinite block strings/lockdown that negated Advance Guard in Mad Beast are removed or tweaked. This was hinted by Seth in one of the interviews. M.O.D.O.K. + MODOK can cancel moves in the air with a dash + Killer Illumination hyper does more hits/damage when mashed

Magneto+ New move Gravitation/Repulsion/Attraction that modifies your momentum anywhere on the screen (similar to the wind effect from Storm, or like Rachel's Wind Drive in Blazblue). Can pull you forward, push you back, or force you to stay more-or-less stationary.- Air dash reduced in range, and reduced in speed. Slightly affects some ROM midscreen combos of Magneto. Triangle jumps overall appear to be slightly slower.- J.H pushes enemies away more and combined with the dash range reduction, combos are harder to do. He still has access to his Grav loop in the corner but you get less repetitions out of them. Other fly cancel/air dash loops like the Magnetic Blast loops aren't as reliable or just may not be possible anymore. - St.H no longer causes untechable soft knockdown - Disrupter start up slowed down and is generally slower but still a dominant projectile. Causes less block stun now. This includes all his Disruptors including his L, M and H versions. - Throw trap time decreased slightly - Magnetic Tempest no longer has invulnerability on start up + Magnetic Tempest and Gravity Squeeze can be mashed for more damage/hits Morrigan + Does more damage on combos due to her base damage being increased (?) + Increased frame advantage after all her throws + Increased damage of Soul Fist + j.H, j.S priority has been slightly increased + New meter sucking fireball QCF+S that steals about 1/3rd of the opponents meter. The fireball itself has very slow start up though so it's difficult to use it in combos + Astral Vision is much faster on startup. She can use her new meter sucking move during Astral Vision and the clone DOES steal meter in this mode. + Finishing Shower has faster startup, faster missile travel speed, and you can control their trajectory much more than before. For example, in MvC3, if you hold up after using Finishing Shower, the trajectory will "slant" up a bit, and the whole thing is pretty minor. In UMvC3, a player can curve the missiles upward to the top half of the screen and then swerve them back down to the bottom against a crouching opponent. They may even be able to reach superjump heights now. Finishing Shower is also mashable for more damage/hits + The minimum height/frames for her airdashes has been decreased which allows for better rushdown and mixup opportunities at close range. Boosts her overall mobility a bit as well since she has more opportunities to dash in general. +/- Increased untechable time on a normal Soul Fist hit, but time decreases with combo length - Decreased overall frames during flight mode Phoenix - Only one action per jump. No more multiple fireballs, no more fireball into teleport. *You can do 2 actions per flight mode as it is now longer. You can do Air H Shot into Teleport if you went flight mode first but there is longer start up on H Shots. - Air H Shot has longer start up and slower recovery. Air M Shot is pretty much the same. Air L Shot has faster recovery. - Slight reduction in health (like 420K to 375K after testing... Magneto's LVL3 which is exactly 400K kills Phoenix at full health) - TK Shots dissipate when Phoenix herself is hit - TK Traps dissipate when Phoenix herself is hit - Cr.M Slide shortened in range - Glitch involving teleport after flight mode which kept the flight mode on the ground has been removed Ryu + Ryu now has a "buff" super (d, d+ two attacks) that enhances everything he does in terms of properties and gives him a bit of a speed boost. This was seen in the UMVC3 trailer, when his Hurricane Hyper looked like a level 3 - its because of this buff. This buff also enhances his hadoken, which is best noticed in his Hadoken assist. It gets ridiculous Projectile Durability, and it seems harder to knock Ryu out of it. It also allows his Shinkuu Hadouken to bounce off of walls and his Shinkuu Shoryuken LVL3 hyper does more damage in this mode. Overall, it makes him a much more threatening character. The buffs persist on tag out. Hypers can be mashed for more damage. + Ryu's New Hadoken and Shoryuken can be charged for additional effects (QCF+S, DP+S), such as making Hadoken so fast it's invisible and causing wall bounce. Can be used in the air. At low charges it just dissipates at a distance, at medium charge it causes a hard knock down and at full charge it causes an invisible fireball launch with explosion and wall bounce. + Ryu has a variation to his new fireball if you mash it (QCF+S Mash). The QCF+S is just a generic fireball that doesn't even reach full screen but when you mash it you get a bunch of those fireballs on the screen. + His new Shoryuken has better anti-properties and fires off a projectile vertically up after the SRK (sort of like Cyclops' anti-air move). The motion is DP+S and mash buttons. It launches them above launcher height even. + Ryu can cancel his overhead into specials now. He can finally combo his overhead into a launcher. + Ryu's movement on the ground and dashes have been improved allowing him to do a proper wave dash now. Better speed and recovery allow for easier follows up after a wall bounce. + Minimum damage scaling on normal attacks has been increased Sentinel + Flight mode appears to activate faster (?) + Rocket punches recovery and overall speed of Sentinel has been increased. Sentinel's cr.M recovers faster (he pulls his boots back in faster) + Sentinel drones have been sped up. They are now a true block string. + Cr.M has 3 points of super armor (?) + Plasma Storm hyper can be mashed for more damage +/- When Assist Alpha (Drones) hit from behind the opponent, the knockback is reversed as well so that they will be struck towards the point character - Launcher now has 1 hit of super armor instead of having hyper armor - Air combo into L Rocket Punch into HSF is less reliable because Rocket Punch causes less untechable time now - Health rounded off to 900K She-Hulk + New Lampost swing (Savage Swing) move that causes wall bounce on impact. Has considerable start up and recovery but it can be canceled into Runner stance for follow up options + Emerald Cannon now makes her jump forward a bit on the dropkick AND has a few hits of armor. Easier to connect after a DHC + Taking out the Trash hyper can be mashed with the directional inputs for more damage + If you don't input any following normal command like a launcher, Chariot will have 3 hits super armor when cancelled into run cancel moves like Clothesline and Torpedo + Clothesline causes wall bounce if hit opponent on air allowing for new combos after OTG Torpedo + Cancelling into Torpedo from Chariot is faster + Cancelling into Clothesline from Chariot is faster +/- Opponent flies farther away when hit by Torpedo +/- She Hulk drops faster/is heavier in terms of weight class - Cr.H Slide now covers less distance - She Hulk is unable to chain numerous cr.L in order to hit confirm into a full combo. Shuma-Gorath + Normal throw now absorbs/steals Meter (decreases the opponent's and adds it to the player's side) + Devitilization has faster start up +/- Knockdown properties on jumping S have been changed. J.S. is now untechable with removed OTG property + Mystic Smash hyper and Chaos Dimension can be mashed for damage/hits Spencer + New OTG Dive bomb move "Bionic Bomber" that Spencer can combo after connecting + Increased movement speed of Zip Line +/- Spencer will float higher during Zip Kick. + Slightly decreased initial startup of Armor Piercer Spiderman + Spider-Man's Web Zips travel faster than before + The Web Ball, Web Swing and Spider-Sting (all of his specials essentially) can be canceled into Web Zips + Crawler Assault can be mashed for damage/hits + Crawler Assault now leaves opponent in an untechable hard knockdown state which is enough for Spider Man to follow it up with Web Zip OTG and Maximum Spider + Reduced animation frames in Crawler Assault hits all across the hyper + Spider Man's Web Zip is now able to hit OTG and you can go into Maximum Spider after it. There is possibility of more follows up now for Spider Man in an OTG situation + You can now follow up an air Web Swing after a ground Web Swing immediately + Web Throw tosses opponents high enough, slow enough and short enough so that Maximum Spider is easier to follow up after it. It is possible that you can do more stuff after it +/- Ultimate Web Throw attack direction has been changed to the side + Ultimate Web Throw can cause more damage and hits if you mash the directional buttons - Due to changes on Web Ball property after catching opponent (no more neutral teching only) it is very difficult or impossible to do the infamous UWT reset with Spider Man now - Web Throw does not cause fully unscaled damage anymore, it's subject to proper scaling now Storm + New Move: DP+S = Fair Wind, pushes opponent away New Move: RDP+S = Foul Wind, pulls opponent towards her Storm's Winds have better distance coverage than Magneto's (she pushes/pulls more than him) but overall slower. These moves also affect opponents when they are downed + Appears to do better damage overall (?) + Appears to have faster air dashes (?) + Hailstorm covers more space on the screen making it harder for opponents to jump over it. (?) + All of Storm's hypers can be mashed for more damage/hits - Cannot call assists while floating from super jump. She can still call assists while floating if done after a normal jump Super Skrull + In the air charge S Stone Dunk move has a bigger hit box (as well as some of his other command normal moves) + Meteor Smash is doable from the air now + LVL3 Death Penalty now homes in on the target upon activation + Stone Smite now has at least one hit of armor when the move (non-charging version) goes off (?) + Inferno can be mashed for more hits/damage + Armor on Orbital Grudge activates faster/quicker than before +/- Orbital Grudge floats opponents higher - Orbital Grudge assist does not cause soft knockdown anymore (works like how Akuma's Tatsu in Ultimate) Taskmaster + New Move: Sting Master can be linked after Shield Charge + Taskmaster can now cancel out of his Web Swing move with special and hyper moves +/- Shield Charge has its distance increased on knockback and the float from the hit of the Charge has been reduced - Taskmaster has difficulty doing long combos involving self relaunches after OTG arrows because the arrow lift doesn't lift up as much anymore as well as general hit stun changes - Generally speaking, Taskmaster does less damage overall in combos due to normal damage scaling and finishers involving his Legion arrow hypers. Damage from his Legion arrow hyper when hit raw still does about the same damage but when added at the end of a lengthy combo does less damage - Jumping Hard Attack's now floats the opponent higher on hit - Damage on Aim Master shots have been lowered +/- Floatyness/Height on Aim Master H and jump Air Master Shot H has been decreased + All of Taskmaster's Legion arrow hypers can be mashed for more damage/hits Thor + Range on air Mighty Hurricane command throw increased. Range on all Mighty Hurricane (ground versions) are increased as well. Karas into the command throws are easier apparently. Active throw frames of Mighty Hurricane have been increased for all strengths. + Thor's Mighty Spark projectiles have faster start ups. Not only that but the hit box underneath Mjolnir is bigger and hits smaller characters no and have better recoveryw. Active hit box on the spark on L Mighty Spark is longer making jump ins risky for opponents. Mighty Spark's untechable state on the opponent has been increased. + Grounded A Mighty Strike has less recovery/more hit stun, giving you enough time to follow up after it with a combo. Generally speaking Thor's Might Strike attacks have better start up/recovery and it takes him less time to charge them up to max. + Cr.L, J.L and St.L have larger hit boxes + Standing M knockback has been shortened + All of Thor's Might Smash moves have improved priority/hit box and the H version of Mighty Smash takes less time to charge up to maximum + Generally speaking Thor does more damage from both his specials and normal attacks due to changes to his minimum damage scaling (has been upped from before) + Mighty Punish command hyper has been improved. It is now invincible from the first frame, the active frames of the hyper have been increased and the range has been improved as well. Now also gives Thor more time to move around after it lands. + Mighty Tornado hyper can be mashed for more hits/damage + Thor's air dashes appear to be faster (?) Trish + Recovery on air and ground Hopscotches reduced (?) + Recovery on air and ground Peakaboo reduced (?) + Peakaboo assist comes out faster (?) + Low Voltage projectiles have faster start ups + Air Hyper Maximum Voltage now hits OTG + Chain combo M -> cr.M -> cr.H or H is now possible + Maximum Voltage can be mashed for more hits/damage - Can perform Trick "Hopscotch," Trick "Peekaboo," and Round-Trip only once per jump - Decreased total frames of Air Raid Tron Bonne +/- Tron Gustaff Fire assist has been nerfed, it is now vulnerable on start up. However on point, it is now bufferable/cancelled so it has been slightly buffed as a point move so you can go into a launcher after it. Furthermore, there is increased jump cancel time of Gustaff Fire + Trons Bonne Strike has quicker recovery +/- Lowered float of ground Bonne Strike + Servbot projectiles come out much faster now. She can chain them together so fast that the models seem to overlap (rapid fired up to 3 times) + Tron can cancel out of Bandit Boulder (the 2nd part) + Increased minimum damage scaling of special attacks + Fixed Bonne Mixer and Shakedown Mixer so they can come out on an empty cancel + Increased minimum damage scaling of special attacks + King Servbot hyper can be mashed for more hits/damage + Shakedown Mixer can be mashed for more hits/damage by spinning the joystick around - Tron's j.H knocks away making it difficult to hit confirm into a combo. You can still follow it up with a combo if you do Bonne Strike (Drill Rush) after it - Untechable time from rock pickup part of Bandit Boulder decreases with combo length - Untechable time from Air Bonne Strike decreases with combo length Viewtiful Joe + New Dodge move is full invincibility, but has vulnerability on recovery, hence canceling it into Mach Speed in the trailer. This move can also be canceled into his special moves like his Groovy Uppercut. + Reduced hit box while in the air + Base damage scaling of Viewtiful Joe has been increased and the increased damage scaling is seen in his specials too (?) + Increased priority on j.S + Slightly increased range of ground normal throws + Air Desperado can now hit OTG + Reduced total frames of Shocking Pink + Shocking Pink will not explode when sliding between buttons (?) and it cannot be juggled + Mach Speed hyper can be mashed for more damage/hits + DHCing out of Godhand keeps the slow status inflict (?) Wesker + Wesker can now special teleport cancel his hard knockdown Palm Strike just like his Gun shot and Ghost Butterfly + Decreased attack startup time of Jaguar Dash and increased active frames + Increased damage of Jaguar Kick + Increased hit box of Tiger Uppercut L and M + Opponent cannot tech after wall bounce from Tiger Uppercut M and H + Decreased startup of j.M + When Wesker takes damage his sunglasses also take damage, making Wesker angrier and more lethal. There are two phase to this: Sun Glasses Cracked = +105% speed +110% damage Sun Glasses Broken completely = +110% speed +115% damage Glasses reset to normal after a hyper (Phantom Dance) or tag out + Phantom Dance does more damage/hits when mashed +/- Increased invincibility frame startup of Rhino Charge - Additional damage scaling is added after a successful Rhino Charge, so damage is decreased on extra hits. - At least 100K health reduction to 1 million health - Appears to have slower teleports when glasses are on (?) - Backwards air throw pushes the opponent all the way to the corner making it harder to follow up - Gun Shot when used as an anti-air doesn't float the enemy on hit as much, is slower or just simply causes less hit stun which makes follow ups difficult. The XF Gun loop is also removed as are many combos involving Gun shots in general. Adjusted untechable time for all versions of Samurai Edge. Wolverine - Berserker Slash is slower on start up, lost invincibility frames - The Dive Kick has a much smaller hit box, some launchers/anti-air moves beat it out cleanly now - J.L has has it's hit box reduced which means that instant overheads with j.L may be more difficult or not possible anymore +/- Berserker Charge command input priority changed to the lowest among Hyper Combos +/- Some sort of button-mashy Machine Gun Claw move. He can combo after it with a launcher + All of Wolverine's hypers are mashable for more damage/hits X-23 + OTG slash seems to have a slightly larger window, making OTG + assists easier (?) + X-23 Weapon X Prime hyper has faster start up enough so that X-23 can do solo OTG into Weapon X Prime. Rage Trigger hyper also appears to have better start up (?) + X-23 can now cancel out of her air special attacks into her Talon Attacks +/- Crescent Scythe's floating height on hit has been increased + Rage Trigger's horizontal knockback has been increased. + Rage Trigger hyper can be mashed for more damage/hits - Crescent Scythe's untechable time on hit has been decreased. Zero + Zero can cancel ALL his special moves into LVL3 Buster now. A major overall buff to his game plan + Can charge his Buster before the fight even starts + Sentsuizan (air QCF+H the dive move) has more range/better hit box now, can be used for ambiguous crossups and easier relaunches with assists (rarely need to dash in anymore). With 2 Sentsuizan.H, it covers approximately half screen now. Ground recovery time increased after Sentsuizan. + Because Zero can cancel his Sentsuizan into Buster LVL3, he can self-OTG using Sentsuizan>Buster + Health upped from 800K to 825K-830K +/- Raikousen will go behind an opponent in the corner - Decreased hit stun time on all normal attacks (L,M,H) - Zero's lv.3 Buster causes soft knockdown now (was hard knockdown before) - LVL3 Buster drops them down much quicker (instead of the long float before) which means you need to do Raikousen.L or Hienkyaku.L INSTANTLY to follow up - Applied limit on number of air Hyper Zero Blaster that can be performed in one jump - Shippuga loop, can only do one repetition before the character drops out. cr.M, cr.H, f+H, L, M, H, f+H is all that can be done. Launching after this combo mid-screen tends to be inconsistent, as soon as you press the first j.m the opponent goes behind Zero, making the combo impossible. Unless you're in the corner, you'll be dropping it all over the place. This is likely because there is slightly increased horizontal air knockback from Shippuga - Sogenmu D-Loop is removed, as the moves come out quicker, doesn't OTG>Launch anymore - Lightning Loop removed/made redundant - Command dashes/teleports appear to be a bit slower (?)

Belum puas?' Capcom sepertinya benar-benar ingin tampil maksimal dalam Ultimate Marvel vs Capcom 3 ini. Mereka telah mempersiapkan DLC pertama, berjudul Heroes and Heralds. Ini adalah sebuah mode baru, yang menampilkan gimmick baru. Kali ini kamu bisa mengkustom karaktermu, dengan menggunakan kartu-kartu bertema khusus. Dalam Heroes and Heralds, kamu akan memilih kubu pelindung Bumi yang akan menghadapi invasi Galactus, atau kubu Galactus yang akan menghancurkan Bumi. Oh ya, apakah saya sudah pernah bahas bahwa Galactus akan playable dalam seri Ultimate ini? Dalam pertarungan kolosal ini, kamu harus mengumpulkan semua kekuatan yang ada (berwujud kartu) dan menciptakan petarung tertangguh. Ada lebih dari 100 kartu untuk dikumpulkan. Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Kartu-kartu ini memiliki begitu banyak fungsi. Mulai dari memberikan ability yang unik, seperti kemampuan teleport, extra jump, dash, invincibility, dan banyak lagi. Kamu akan menyusun deck kartu, yang semua artworknya baru. Kartu Marvel didesain oleh Marvel, sedangkan Capcom oleh Capcom. Mode ini sangat mengasyikkan tentunya bagi kamu yang sangat suka dengan collectible cards. Oh ya, bagian terpenting dari Heroes and Heralds ini adalah... mode ini GRATIS!! Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3

Oh ya, tentang Galactus!! Dia benar-benar playable kali ini. Ini buktinya... Galactus akan muncul dalam mode-nya sendiri. Tentunya satu pemain akan menjadi Galactus, dan pemain lainnya bertarung menghajar Galactus. So much for fair fights!

Last but not least, kostum dan warna alternatif untuk karakter. KOSTUM DLC Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Villain Pack, Pre-Order Bonus from BestBuy. Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 New Age of Heroes Pack, Pre-Order Bonus from Amazon. Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Femme Fatale Pack, Pre-Order Bonus from GameStop. WARNA ALTERNATIF Marvel: Week 1: Phoenix Week 2: Hawkeye, Dr. Strange, Dormammu, Storm Week 3: Ghost Rider, Wolverine, Magneto Week 4: Thor, Taskmaster Week 5: Iron Fist, Iron Man Week 6: She-Hulk, Hulk Week 7: Doctor Doom, Super-Skrull Week 8: Deadpool, Spider-Man Week 9: Nova, X-23 Week 10: Captain America, Shuma-Gorath Week 11: Sentinel, MODOK Week 12: Rocket Raccoon Capcom: Week 1: Haggar Week 2: Nemesis, Firebrand, Tron, Akuma Week 3: Strider, Wesker, C. Viper Week 4: Amaterasu, Viewtiful Joe Week 5: Vergil, Dante Week 6: Trish, Spencer Week 7: Zero, Arthur Week 8: Morrigan, Felicia Week 9: Phoenix Wright, Hsien-Ko Week 10: Chris, Jill Week 11: Ryu, Chun-Li Week 12: Frank West Complete Overview Can't wait to play. Ultimate Marvel vs Capcom 3 sepertinya akan menjadi salah satu hadiah terbaik akhir tahun ini. Tentu saja hadiah itu akan lebih baik jika Capcom menambahkan Rockman / Megaman X sebagai karakter DLC. Tapi Megaman X kan sudah muncul sebagai kartu di Heroes and Heralds! Aww, crap! OK, kalau pun bukan X, masih banyak varian lainnya kan: Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Frank, Raccoon, Playable Galactus, dan Kejutan Akhir ULT MvC3 Come on Capcom!!

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