In General:
- Full version of the opening cinematic that is curiously missing currently become available along with Vanilla's animated CG movies.
- Heroes and Heralds mode "fixed" to support offline versus
- TAC mechanic revamp: Requires one meter per use of the mechanic, combos done post tag in of next character do not generate any meter for the attacker or the opponent, combos are subject to full hitstun decay after a set number of hits or frames post actual tag. TACs are still subject to a break at the cost of a meter from the defender.
- X-Factor bonuses completely normalized to a set average based on the current cast values of XF2 with duration set to XF1 length; stat bonuses do NOT add multiplicatively, stack where needed.
- Assists cannot be called while tech rolling.
- Throw break animation added, returned to neutral state between two characters a la SF4 throw tech (goodbye BREAKBREAKBRE-- derpy H normal option selects at match start)
- Throw techs can only be done with f.H or b.H
- Replay and hit box viewers added from the Vita version of the game into this update
Characters:
Hsien-Ko (aka Put_Hsien-Ko_In_UMVC3_For_Real_This_Time)
+ Anki Hou items follow a set pattern versus a randomized item toss when determining items that will stun. (Think of Vampire Saviour)
+ Pendulum/Senpu-Bu cancellable with from the first frame active
+ c.H OTG capable and jump cancellable
+ Chuukudan Bombs mapped to QCF+S, OTG capable
+ Forward walk speed moderately increased, Dash-a-port and air run start up and speed dramatically increased with persistent momentum on the latter.
+ Command grab properties changed, L & M act as ground grabs, H changed to anti-air command grab
- Gold Armor mode duration decreased by half on point (to accommodate her other buffs)
Morrigan
- Astral Vision mirrored Soul Fist(s) disappear when Morrigan is hit
- Morrigan builds 1/3 less meter during AV's duration
+ Soul Fist assist replaced with Soul Drain
Dante
+ Minimum scaling on normals and specials brought up to 5% and 10% respectively (currently 5/5 with 3% scaling on multi-hit moves)
+ Hitstun and push back on normals re-evaluated, brought back to near Vanilla levels.
+ Can now air dash and ground dash (2ATK) while holding/charging Multi-Lock
Viper
+ Optic Laser replaces Thunder Knuckle H as an assist; high hitstun but doesn't cause any special knockdown states late in combos
- Minimum scaling values on normals and specials lowered to 10%/10% respectively. (Currently 20/30)
- Decrease number of frames of invulnerability on EX Seismo
Zero
- Minimum scaling values on normals and specials lowered to 10%/10% respectively. (Currently 20/30)
- Lightning doesn't persist if Buster Cancel occurs on first frames (Zero has to travel moderately)
Vergil
+ Can rekka Judgement Cuts of any strength three times
+ Judgement Cut is now Air OK
- Helm Splitter back hitbox re-evaluated
- c.H now subject to HSD
- Blistering Swords set as default formation for the Swords hyper; Spiral Swords activated with QCF+S/Crown of Swords activated with QCB+S
- Durability decreased on Spiral Swords formation
- Minimum scaling values on normals and specials lowered to 10%/10% respectively.
Strider
+ Formation A1, A2 & C all active on first frame
+ Form B Shot now Air OK; Form B Shot can now cancel all specials.
+ Formation B when summoned persists behind Strider until he is striken or tagged out
+ Legion super given hyper durability, animal patterns set to one to minimize randomness
+ Formation C (WW2 Bomb) replaces Ame-no-murakami assist
- Vajra assist knockdown time decreased
She-Hulk
+ Vanilla Slide and c.L restored
Tron
+ Vanilla j.H restored
Doom
- Hidden Missiles number decrease by 1/2 the number summoned whenever Doom is sniped as an assist. Misiles fall with gaps instead of continuously whenever Doom is sniped.
- Foot Dive S is no longer dash cancellable on block.
Dr. Strange
+ 4 Way Air Dash OK
+ Daggers of Denak OTG (all variants)
Amaterasu
+ Hitstun returned to Vanilla values (arf arf arf paper arf arf arf works again)
+ Cold Shot M replaces Solar Flare, Power Slash M replaces Bloom assist.
+ Cold Shots are now Air OK
Chun Li
+ 2 way air dash OK
+ New Move Hazanshu, soft knockdown, hard knockdown or ground bounces (in relation to L, M, and H inputs) on hit, can OTG
+ Kikosho can now OTG
Spencer
- Unscaled 80K on up grapple removed
Phoenix (Jean)
+ Health buffed to 400K
+ TK Trap L OTGs,
+ TK Trap M replaces TK Trap H as an assist.
Frank West
- Hitbox on slide re-evaluated
Nova
- Time allowed for OTG conversion decreased/no more bounce on air throw
+ Energy Javelin replaces Gravimetric Pulse assist
Viewtiful Joe
+ Red Hot Kick OTGs
Felicia
+Toy Touch returned to Vanilla hitstun values
Iron Man
+ Vanilla mobility options restored with Ultimate dash changes
Dormammu
+ Assist selection changed to Flame Carpet, Dark Matter and Purification with minor tracking (assist call picks the Purification distance between the , & version relative to the opposing character's distance at first call)
Haggar
+ Gains a Pipe Tomahawk move, hold L, M or H down, trajectory changed with button held. L chucks one straight up that comes downward about one Haggar in front of himself, M is an arc upward to about mid screen, H chucks one fast full screen forward but with decent start-up. Staggers on counter hit, soft knockdown on anti-air.
+ One point of super armor added to Hoodlum Launcher M and H
Magneto
+ c.H OTGs
+ Force Field assist replaced with Gravitation
I know I suck at this but hey, might as well see how this is accepted.
Work still in progress.