DETAILED INFO-
Please ignore if posted already....
-----------------
OlafRedland's MvCi Notes and mechanics database
There's a lot of new things in MvCi, lots of altered mechanics from what we're used to, as well as stuff from other games that are just new to MvCi. Im gonna use this DOC to compile everything I've learned and will keep adding to it as available.
Overall
Wall Bounce, Ground Bounce, OTG - It appears you get one of each.
New mechanic property: I'm just calling it "Slam". Most moves aren't a guaranteed wallbounce, groundbounce, hard knockdown, any of that. But if the move knocks the opponent CLOSE ENOUGH to a surface, then this occurs. HitStun Decay (HSD) can actually override the "slam". Power Storm adds "Slam" to ALL MOVES.
New result for using 2nd wallbounce effect: Undizzy. If you use a wallbounce, and then hit the enemy with Power Surge, they fly into the sky, MvC2 Undizzy style.
Additional infinite prevention system - The desk mash jab space storm undizzy.
Rules and regulations unknown, but may be 20 reps of same loop?
Command Grabs add a LOT of HSD to the follow up combo. A LOT.
Projectile Durability from MvC3 seems gone. All projectiles seem to clash and destroy / nullify each other (aside from obvious special cases)
New tier / style of armor (Ive just been calling it Light Armor)
Only affects light hits and weaker projectiles
Does not appear to have a limit on number of hits
Almost always has a duration
This armor is most easily seen in Story Demo - Captain Marvel's Absorber
Time Limit on Infinity Surges does not appear to count down during cinematics. Unless changed, you cannot burn out someone's storm by grabbing them or hitting them with a level 3.
There does not to be any more minimum height requirements for anything anymore. Not airdash, not flight, not Time Stone, NOTHING. WHEEEEEE
Perfect Pushblock / Gold Advancing Guard / whatever you wanna call it
There are now two variants of pushblock - regular and perfect/Gold
Melee makes you stand still while attacker is pushed twice as far away.
Solid Projectiles are reflected
Beams and other special cases (magnum, supers?) are NOT reflected.
APPEARS to negate chip damage entirely (regular only mitigates it?)
Pushblock in general also appears to have less blockstun than before.
**RUMOR** May have MvC2 Push Block cancel by returning stick to neutral.
PROBABLY NOT TRUE
Tag System
Tagging ALWAYS brings your partner in from behind the point character.
Tagged in character will perform a Slam attack on incoming if you don't interrupt their tag-in animation (with a move, jumping, whatever)
Infinity Stones
Twitter question, so I added it here:
Storm activation is a bit slow, but is invincible AF. Ive seen it used to dodge
Mixups, and then blow it for the level 3 punish. Crazy invul.
Power:
Surge
Melee attack, wallbounce on hit.
Relatively safe
Seems to have similar hitbox and frame data to Magneto's s.H in MVC3
Storm
Adds Damage and Hitstun to all moves
Adds "Slam" Property to all moves
Pushblock doesn't push user out.
Time:
Surge
Teleport Dash. Invul. Not cancelable.
You count as facing the same direction until you fully re-coalesce...so if you tag during the teleport, the partner comes from where you started.
Storm
Removes almost all recovery frames from all moves
Appears to allow canceling / chaining of any Normal or Special move into any move of same or higher cancel tier (Hadoken xx Hadoken, HP xx HP xx HP)
HOWEVER, these buffs are lower priority operations - if a move has a follow-up window (like X Buster Shot), time doesn't affect it, because the follow-up has higher operation priority.
Space:
Surge
Vacuum Effect. (Magneto's Attraction From MvC3)
Storm
The Box of shame
Traps Opponent in a Box / Cage effect
Space User and Projectiles can all enter and exit box at will, only the Victim's HURTBOX is affected. Normals that extend beyond the box still work.
Victim CANNOT TAG while in the box.
Box will temporarily disappear during any cinematic effect like cinematic supers and throws
If box is gone under these effects, victim CAN TAG until the box reforms. (Easy to see in story demo with Thor VS UltronSigma)
Reality
Surge
Homing Projectile, Very Slow, max duration cannot quite reach full screen
Storm
Normal button presses create an elemental projectile effect
LP creates little wind blades, Feels like Strider Oruboros.
LK creates an ice wave. Freezes opponent on hit.
Opponent CAN shake out of freeze effects
HP Creates the delayed Fire Beam Super effect.
Throwing an opponent counts as pressing HP, so it triggers
HK Creates massive vertical lightning bolt (Captain Corridor assist)
Mind
Surge
Armored Command Grab
Usable in the Air
Seems to have same range / frame data as She-Hulk's Light CMD Grab in MvC3
Causes knockdown, enemy wakes up dizzied
Massive Damage Scaling afterwards
Storm
Builds meter VERY VERY quickly over time
Approx 1 bar every real second? Maybe 2 seconds?
Follows usual meter build rules: Will not function in the middle of a super
Soul
Surge
TBD
Storm
TBD
Character Specific*
Gamora Breakdown
Quick notes on her normals:
Many of her normals are multi hitting, like s.LP
But a BIG BIG BIG deal, is that her j.HK is a massive sword swing, and has multiple hits.
Its REALLY good to dud jump with, or to use in conjunction with her install super. Or with tagging. Its real. Think Zero Pizza cutter, except the hitbox got moved entirely in front.
f+LK - Dagger throw
Hops back and chucks a dager at the ground (like Ibuki Kunai)
Good for space, maybe some kara nonsense.
j.d+HP - Dagger flip
Stabs knives downward, bunny-hops off of opponent on hit/block (like CaptMarvel)
On hit hops forward and up, leading to crossup followups.
j.f+LK - Twin Shot
Shoots guns, slightly downward. Alternate use from her other guns. Good for cancels and space control
GODSLAYER (thats metal AF)
qcf+P
Big-Ass Sword attacks
LP version is a gut stab
HP Version is a huge overhead chop. Might *hit* overhead.
Slams down vs airborne.
Divine Slide
Godslayer > HP
Scoops the sword upward as a follow up
Launches enemy into the air with ludicrous hitstun, resulting in them falling into hard KD
Best tag or Shadow Clone SC move.
Arch Shot
Qcb+k (air OK)
Jumps forward and shoots from mid air
LK version shoots down at about a ~30 degree angle.(east by southeast)
HK shoots down at closer to ~80 degrees ( not quite straight down)
Air version is amazing because you can use it with the 3 action rule
Its basically Akuma Demon flip, with forced follow up.
Super good. Her primary mobility tool and approach all in one.
Fatal Rise
d, d+P
Its her DP. jumps and slices at about a ~70 degree angle.
LP version just does what it says. Huge hitstun, and she can attack on the way
Down. Major combo tool.
HP version automatically follows up with a big spin out at the end. Hard KD.
Good for tag relaunches and such.
Shoot & Slash
qcf+K
Standing shots forward. Has ALL THE FOLLOWUPS. Interesting move, will probably be
important as her gameplay evolves.
IDK if theres a big difference between LK and HK versions
But heres the important thing: It has one-button follow ups into her other moves
> LP = Godslayer LP
> HP = Divine Slide
> LK = Arch Shot LK
> HK = Arch Shot HK
Supers
Slash Rush
Qcf+ LP + HP
Slashy Slashy super. Its in all her footage. Decent damage, but kinda awkward.
Shadow Combination
d, d + :LK + HK
Shadow Clone Jutsu install super!!! YAAASSSSSSS
Creates a shadow clone that performs all her same actions somewhere between
15~30 frames after she does them. Its pretty quick.
Really good way to manually get damage and open people up, and best used as
A cancel from Divine Slide. Her go-to tool IMO
Celestial Barrage (lvl 3)
Qcf + LK + HK
Its her level 3. Its fast and it hurts.
Startup animation is the same as Arch Shot LK. bullet hits, GG
Youve seen it. Its not that great a super, but its VERY functional.
Morrigan
Only 2 major notes:
Her basic grounded flight animation is SUPER SUPER LOW.
Like, not TK, just fly. Its barely any difference.
But i guess that makes sense given how weird her air dashes are anyway.
Harmonizing spear (qcf+K)
Is so freaking cool
Go watch the video that alchemist made
But anyway
If grounded, she hops up to full normal jump height and casts it
If airborne, she just does it. Gotta test TK / min height with it to see how dumb it can be.
So anyway
She creates a little purple spark in front of her.
Hold the button, the spark keeps existing.
Release the button, the spark becomes that nasty life-ruining spear
LK Version, the spark never moves. It stays where you cast it. But morrigan CAN move freely. Thats HUGE.
HK Version, the spark travels forward, morrigan stays exactly where she started.
This one is kinda like the zoning tool. Great for spacing out some \
characters.
Besides all that, she still has some of her old SOUSOUSOUSOU stuff in time, but thats it.
But its still good.
Also, she has a DP and a Command grab. So yeah, probably a good character.
Nemesis
Not too much to say about this ugly oaf
But
MOST of his moves. Like, normals, specials, everything (even rocket launcher!)
Has that light armor i talked about earlier. He can tank a lot.
His new rocket launcher abilties and the freedom they gave him with 3 actions per jump (like everyone else) is actually super cool.
Rocket is now qcf+K
You can Hold kick to charge the rocket (for like almost a full second)
This works airborne too, to let him float above and avoid stuff.
You can also just mash k after any rocket to just fire another one, so you dont have to
worry about startup time as much. Just SHOOTSHOOTSHOOTSHOOT
He also has faster recovery and better hitstun and angle of hit on rockets, so he actually has corner rocket loops.
Level 3 has invul on startup now, and is MUCH faster
AND IT APPLIES POISON
Poison deals really solid damage, but ends if nemesis gets hit
Punchy punchy super does NOT have ultra hyper mega armor like it used to
Also, the final hit is a wallbounce rather than a ground bounce now. (probably to rebalance it around OTG and grounbounce air combo potentials?)
Space:
Surge
Vacuum Effect. (Magneto's Attraction From MvC3)
Storm
The Box of shame
Traps Opponent in a Box / Cage effect
Space User and Projectiles can all enter and exit box at will, only the Victim's HURTBOX is affected. Normals that extend beyond the box still work.
Victim CANNOT TAG while in the box.
Box will temporarily disappear during any cinematic effect like cinematic supers and throws
If box is gone under these effects, victim CAN TAG until the box reforms. (Easy to see in story demo with Thor VS UltronSigma)
Reality
Surge
Homing Projectile, Very Slow, max duration cannot quite reach full screen
Storm
Normal button presses create an elemental projectile effect
LP creates little wind blades, Feels like Strider Oruboros.
LK creates an ice wave. Freezes opponent on hit.
Opponent CAN shake out of freeze effects
HP Creates the delayed Fire Beam Super effect.
Throwing an opponent counts as pressing HP, so it triggers
HK Creates massive vertical lightning bolt (Captain Corridor assist)
Mind
Surge
Armored Command Grab
Usable in the Air
Seems to have same range / frame data as She-Hulk's Light CMD Grab in MvC3
Causes knockdown, enemy wakes up dizzied
Massive Damage Scaling afterwards
Storm
Builds meter VERY VERY quickly over time
Approx 1 bar every real second? Maybe 2 seconds?
Follows usual meter build rules: Will not function in the middle of a super
Soul
Surge
TBD
Storm
TBD
Character Specific*
Gamora Breakdown
Quick notes on her normals:
Many of her normals are multi hitting, like s.LP
But a BIG BIG BIG deal, is that her j.HK is a massive sword swing, and has multiple hits.
Its REALLY good to dud jump with, or to use in conjunction with her install super. Or with tagging. Its real. Think Zero Pizza cutter, except the hitbox got moved entirely in front.
f+LK - Dagger throw
Hops back and chucks a dager at the ground (like Ibuki Kunai)
Good for space, maybe some kara nonsense.
j.d+HP - Dagger flip
Stabs knives downward, bunny-hops off of opponent on hit/block (like CaptMarvel)
On hit hops forward and up, leading to crossup followups.
j.f+LK - Twin Shot
Shoots guns, slightly downward. Alternate use from her other guns. Good for cancels and space control
GODSLAYER (thats metal AF)
qcf+P
Big-Ass Sword attacks
LP version is a gut stab
HP Version is a huge overhead chop. Might *hit* overhead.
Slams down vs airborne.
Divine Slide
Godslayer > HP
Scoops the sword upward as a follow up
Launches enemy into the air with ludicrous hitstun, resulting in them falling into hard KD
Best tag or Shadow Clone SC move.
Arch Shot
Qcb+k (air OK)
Jumps forward and shoots from mid air
LK version shoots down at about a ~30 degree angle.(east by southeast)
HK shoots down at closer to ~80 degrees ( not quite straight down)
Air version is amazing because you can use it with the 3 action rule
Its basically Akuma Demon flip, with forced follow up.
Super good. Her primary mobility tool and approach all in one.
Fatal Rise
d, d+P
Its her DP. jumps and slices at about a ~70 degree angle.
LP version just does what it says. Huge hitstun, and she can attack on the way
Down. Major combo tool.
HP version automatically follows up with a big spin out at the end. Hard KD.
Good for tag relaunches and such.
Shoot & Slash
qcf+K
Standing shots forward. Has ALL THE FOLLOWUPS. Interesting move, will probably be
important as her gameplay evolves.
IDK if theres a big difference between LK and HK versions
But heres the important thing: It has one-button follow ups into her other moves
> LP = Godslayer LP
> HP = Divine Slide
> LK = Arch Shot LK
> HK = Arch Shot HK
Supers
Slash Rush
Qcf+ LP + HP
Slashy Slashy super. Its in all her footage. Decent damage, but kinda awkward.
Shadow Combination
d, d + :LK + HK
Shadow Clone Jutsu install super!!! YAAASSSSSSS
Creates a shadow clone that performs all her same actions somewhere between
15~30 frames after she does them. Its pretty quick.
Really good way to manually get damage and open people up, and best used as
A cancel from Divine Slide. Her go-to tool IMO
Celestial Barrage (lvl 3)
Qcf + LK + HK
Its her level 3. Its fast and it hurts.
Startup animation is the same as Arch Shot LK. bullet hits, GG
Youve seen it. Its not that great a super, but its VERY functional.
Morrigan
Only 2 major notes:
Her basic grounded flight animation is SUPER SUPER LOW.
Like, not TK, just fly. Its barely any difference.
But i guess that makes sense given how weird her air dashes are anyway.
Harmonizing spear (qcf+K)
Is so freaking cool
Go watch the video that alchemist made
But anyway
If grounded, she hops up to full normal jump height and casts it
If airborne, she just does it. Gotta test TK / min height with it to see how dumb it can be.
So anyway
She creates a little purple spark in front of her.
Hold the button, the spark keeps existing.
Release the button, the spark becomes that nasty life-ruining spear
LK Version, the spark never moves. It stays where you cast it. But morrigan CAN move freely. Thats HUGE.
HK Version, the spark travels forward, morrigan stays exactly where she started.
This one is kinda like the zoning tool. Great for spacing out some \
characters.
Besides all that, she still has some of her old SOUSOUSOUSOU stuff in time, but thats it.
But its still good.
Also, she has a DP and a Command grab. So yeah, probably a good character.
Nemesis
Not too much to say about this ugly oaf
But
MOST of his moves. Like, normals, specials, everything (even rocket launcher!)
Has that light armor i talked about earlier. He can tank a lot.
His new rocket launcher abilties and the freedom they gave him with 3 actions per jump (like everyone else) is actually super cool.
Rocket is now qcf+K
You can Hold kick to charge the rocket (for like almost a full second)
This works airborne too, to let him float above and avoid stuff.
You can also just mash k after any rocket to just fire another one, so you dont have to
worry about startup time as much. Just SHOOTSHOOTSHOOTSHOOT
He also has faster recovery and better hitstun and angle of hit on rockets, so he actually has corner rocket loops.
Level 3 has invul on startup now, and is MUCH faster
AND IT APPLIES POISON
Poison deals really solid damage, but ends if nemesis gets hit
Punchy punchy super does NOT have ultra hyper mega armor like it used to
Also, the final hit is a wallbounce rather than a ground bounce now. (probably to rebalance it around OTG and grounbounce air combo potentials?)
source-
https://docs.google.com/document/d/16KLreX4v30LAESkprWXYy7OYMC0ZxeoDomPBvHxOfnw/edit