UMVC3: Phoenix Wright and Nova Revealed!

Dahbomb said:
Yeah... Hsien Ko with Super armor on.
I said characters. That thing is not a character.

I can't think of many other examples. Seems like new territory.
IntelliHeath said:
I noticed that most of characters changelogs are from marvel side, so I guess later on we are getting capcom side.

http://www.eventhubs.com/news/2011/...capcom-3-official-changelog-marvel-side-only/
Yeah, they did nineteen Marvel characters. We'll surely get the Capcom nineteen down the road soon enough.
 
GuardianE said:
I don't think it'll make a huge difference. The hitbox was huge already, and led to so much damage that most people didn't bother to snuff it because of the risk involved. It may has well have been armored.

I can't access the site. Are Dante, Wesker, or Morrigan changes listed?

I noticed that most of characters changelogs are from marvel side. I guess we are getting Capcom changelogs tmw.

http://www.eventhubs.com/news/2011/...capcom-3-official-changelog-marvel-side-only/
 
I have to admit the only changes so far I'm truly disappointed by are to Phoenix ironically. I like her character and her normal playstyle. I wish they would have decided to try and make normal Phoenix viable and not just a stall until you get to Dark Phoenix.

Guess the problem is that DP is such a truly weird character concept that it's just awkward no matter how you balance it to not make a character overpowered by their normal form being fully viable by itself, yet they also turn into a boss character if by chance they die.

At this point, I wonder if it would have been better to have had Dark Phoenix manifest in some other way.... like make her the game's only level five super that uses five bars, turns Jean into Dark Phoenix, but does create a countdown timer to death that cannot be stopped.

It's as if the designers were thinking narrowly about the character's biography. "Dark Phoenix has to appear when Jean Grey dies", which ignores the fact that outside the original appearance of dark Jean Grey, she had to struggle with maintaining control at other times while still alive.
 
Dahbomb said:
WTF why is the Deadpool overhead not cancellable anymore?

SMH...
Dat MVC3 Vanilla Ryu syndrome!

UMvC3 Ryu can cancel his overhead?
 
Looking at the eventhubs changelog. Am I the only one who wishes that no level 3 hypers were mashable?

They worked so hard to cut the damage down so I don't see why they need to make people mash for the level 3...
Dahbomb said:
Colossus and Juggernaut in MVC2 if my memory is correct.
Ah, okay. This is not a terrible change at all I guess. It helps fill the gap left when those two were left out of MvC3(thankfully).
GuardianE said:
Yeah, he can now.

Does Deadpool need to cancel it? Can he simply link something after? His overhead causes a groundbounce, doesn't it?
Yes, it causes a groundbounce.
 
Fersis said:
Dat MVC3 Vanilla Ryu syndrome!

UMvC3 Ryu can cancel his overhead?

Yeah, he can now.

Does Deadpool need to cancel it? Can he simply link something after? His overhead causes a groundbounce, doesn't it?
 
UMvC3 Ryu can cancel his overhead?
Yes.

Deadpool needs to cancel his overhead for safety purposes.

Please translate Iron Man and Magneto. You can confirm the Dormammu and Hulk stuff if you want they are on EventHubs.
 
Hulk:
-He has a new move, incredible punch
-He can chain from any light or medium attack into incredible punch
-Gamma charge's priority has been improved
-Gamma charge has added super armor
-Gamma charge's second charge has had it's floatiness (?) increased
-Anti-air gamma charge's second hit (with m) now does a wall bounce
-Gamma wave's charge time has been decreased
-Gamma tornado's damage has been increased
 
DEM HULK BUFFS!

Hulkdatass.jpg
 
SolarPowered said:
Have there ever even been characters with Super amor on aerial moves?
does hammer count? full invincibility is even better than just super armour.

but seriously, why does sentinel need super armour on j.s? he has double jump and fly. if anything they shoulda gave it to hulk.

edit: yay for hulk buffs. wall bounce with hulk is gonna be nasty. with an otg assist, he now should be able to kill at least a third of the cast with one bar combo.
 
ihearthawthats said:
does hammer count? full invincibility is even better than just super armour.

but seriously, why does sentinel need super armour on j.s? he has double jump and fly. if anything they shoulda gave it to hulk.
Have you seen the Hulk's buff? He is looking good now. His Gamma Charge is so much better (super armor AND priority on the first one) and Anti-Air M follow up Gamma Charge does wall bounce.

And Hammer is best move ever or used to be. Still is very good.

GOD DAMN I AM REFRESHING THE IRON MAN PAGE LIKE CRAZY!!!!!
 
Pretty sure that Sentinel change is not super armor on Jumping S -- because if it were, it would say that. Compare with Iron Man & Shuma's changelogs. Instead, it says "AERIAL initiation" -- pretty sure that's as in "AERIAL RAVE." So it's probably a change to his launcher.
 
ihearthawthats said:
does hammer count? full invincibility is even better than just super armour.
Full invincibility(suffers no damage and stuffs anything that is not invincible or has less invul frames) is way better than Hyper Armor(Hsien-Ko still suffers damage, but finishes attack no matter what) and Super Amor(Hulk can plow through moves, but not all).
ihearthawthats said:
but seriously, why does sentinel need super armour on j.s? he has double jump and fly. if anything they shoulda gave it to hulk.
I think this is another case of Iron Man/Cap double jump syndrome. Someone must've pressed the wrong button and they gave Haggar's pipe super armor to Sent's frying pan instead lol.
 
Iron Man
-His air dash has been tweaked- the start up is slower, but the acceleration is better
-His double jump has been removed, but he can cancel air attacks into air dashes
-He can cancel crouching H
-Something about increasing the ukemi (recovery?) time on crouching H
-Standing H and S have better priority (?)
-Normal moves' damage scaling has been reduced
-Special moves' damage scaling has been improved
-Repulsor blast's input has been changed to reflect iron man's current orientation
-H repulsor spread's additional input has been changed (?)
-Repulsor spread's priority has been lowered
-Smart bomb's damage has been increased
-Smart bomb's recovery time has been improved
-Air smart bomb's frames have been lowered (probably recovery frames?)
-Activating flight is faster
-Photon cannon and iron avenger are now mashable
 
Those hulk buffs. lawd. In a game where airdashes have been toned down and he's looking solid, that anti-air assist of his is going to fit nicely on certain teams.
 
Oldschoolgamer said:
Those hulk buffs. lawd. In a game where airdashes have been toned down and he's looking solid, that anti-air assist of his is going to fit nicely on certain teams.

Yeah, he look good. Might bump him into secondary team from scrub killer team.
 
Nerfing Deadpool's overhead cancellation doesn't make much sense to me, ugh. Maybe they thought the overhead into instant Quick Work high-low mixup was just too dirty. Excited about Hulk buffs (LETS SPAM MOAR GAMMA WAVE), but I don't see a listing of the extra hits of super armor on s.H. That better still be in there!

I'd also like to draw attention to the difference between hyper armor and super armor. IIRC, hyper armor grants invincibility for the duration of the move, e.g. Sentinel's standing S can go through pretty much anything (eat that, Tron!). Super armor grants armor against a limited number of hits, so if it's got one hit of super armor then your character can get hit one time with impunity during the move.
 
Magneto:
-Diagonal air dashes have been slowed down a bit
-Standing H's ukemi can now.... something (I wish I knew what ukemi meant)
-L and M estaka have had their frames increased
-Disruptah's block stun (?) has been reduced
-He has new attraction, repulsion, and gravitation moves
-Magnetic tempest's invincibility has been removed
-Air and grounded magnetic tempest and gravity squeeze are now mashable
 
LegatoB said:
Pretty sure that Sentinel change is not super armor on Jumping S -- because if it were, it would say that. Compare with Iron Man & Shuma's changelogs. Instead, it says "AERIAL initiation" -- pretty sure that's as in "AERIAL RAVE." So it's probably a change to his launcher.
I think it says the launcher has only one-hit of super armor.
 
Twisted-Gamer said:
dumb question for enzo_gt about the coming OT: will you be including PSN names & Gamer tags list in the OT? I wanna get a full lobby together on launch day on psn, & id like to add any mahvelGAF regulars to my friends list.
Most certainly, it's one of the most important parts.

HOLY SHIT CHANGELOGS WAT.

Seems like they aimed to make Iron Man easier to play, DEM BUFFS. Not liking reduced priority on Repulsar spread, but I'll take it. A lot of people will be picking him up now that his damage output is overall increased and it's easier to link normals/magic series.

Also, I'd like to give thanks to Zissou and Nyoro.
 
Skilotonn said:
Man, they didn't do too much good with Spider-Man, luckily not too much bad either - shame about the web throw scaling, but fair is fair I guess.

The only real change I actually wanted was for Web Swing to go back to just QCB like it always used to be in the previous VS games, but they seem set in thinking that it will screw up with his other motions.

This x 100!!!!
Execution hampers his fun/playability, imho.
They seem to think the zip-cancel is all he needs. Not seeing it. I still think the end result will be worse. (don't forget air dash nerf)
 
"Ukemi" is essentially Tech Roll, so that doesn't make sense. Unless st. H gives a Soft Knockdown now or something.

*edit*

Thanks Zissou!
 
JeTmAn81 said:
Nerfing Deadpool's overhead cancellation doesn't make much sense to me, ugh. Maybe they thought the overhead into instant Quick Work high-low mixup was just too dirty. Excited about Hulk buffs (LETS SPAM MOAR GAMMA WAVE), but I don't see a listing of the extra hits of super armor on s.H. That better still be in there!

I'd also like to draw attention to the difference between hyper armor and super armor. IIRC, hyper armor grants invincibility for the duration of the move, e.g. Sentinel's standing S can go through pretty much anything (eat that, Tron!). Super armor grants armor against a limited number of hits, so if it's got one hit of super armor then your character can get hit one time with impunity during the move.
I thought you could stuff Sent's launcher if you hit it early. The invul supposedly kicks in after a certain amount of frames which makes punishing it from above kind of dangerous.
 
Zissou is faster than I am.

I'm going to start from the bottom, and work my way up so that Zissou and I can meet in the middle.

Edit: That means I'll do X-23 now.
 
MODOK
-Jumping attacks can be air-dash canceled
-K.Illumination is now mashable

Skrull
-Stone Danku (japanese move name, who knows) has better priority
-Orbital grudge's floatiness has been increased
-Orbital grudge's super armor is now active sooner
-You can meteor smash from the air now
-Death penalty automatically moves above the opponent (not exactly sure what this means)
-Both air and ground inferno are now mashable
 
Dahbomb said:
Thor got buffed considerably. IMO they fixed all his problems without actually changing him drastically.

Meh, it all depends on how much mighty strike was changed and if it affects it's projectile invulnerability. Light Mighty Spark is going to be a pretty decent zoning tool now for his character class, and the reduced knockback on stand M is actually pretty significant because 2M scales the shit out of combos. Increased grab range is great for resets, but it's not going to help a ton when it comes to chasing people down, which is what mighty strike is for.

The most significant change is that Mighty Punish is invincible from the first frame, which actually is pretty drastic for his gameplan. You'll probably still be able to DHC off of it and keep a combo going even if it's not a damage reset anymore, so it's going to be pretty important.


Also, I know a new Captain America reset that only works in Ultimate.
 
SolarPowered said:
I thought you could stuff Sent's launcher if you hit it early. The invul supposedly kicks in after a certain amount of frames which makes punishing it from above kind of dangerous.

That's probably true, if hyper armor isn't actually active yet it won't protect you, but while it's in force, nothing can hurt him, at least not unless maybe you hit him from behind or something. Anyway, as far as I know the frying pan has always had hyper armor, so there isn't a big change there. And most of Sent's aerial moves have too much range to easily be stuffed regardless of armor so I'm not sure if it will make a big difference to his game.
 
Ok I am looking at both Zissou and the EventHubs page for a middle ground.

I am pretty sure the cr.H change is that it causes more hit stun which puts the opponent in an untechable state for a longer period of time.

Repulsor Spread causes a hard knockdown (we already knew this).

St.H also probably causes more hit stun and has more time to hit confirm into st.S (or flight cancel combo).

Smart Bombs have been improved all around.

The cross up problem of Repulsor Blast is apparently fixed (thank god... even the best players of Iron Man fuck up because of that)


Does Hulk not have 3 hit super armor on standing H or is it just not listed?
A lot of changes aren't listed in that changelog. Like for example, Storm not being able to call assists during super jump float is a confirmed change but it's not listed. Hulk st.H armor is current as of the NYCC build.

It's very much possible they changed some stuff between NYCC and now but doubtful... these changelogs are rarely the complete one there are always hidden changes that Capcom forgets/leaves out.
 
Zissou said:
MODOK
-Jumping attacks can be air-dash canceled
-K.Illumination is now mashable

Skrull
-Stone Danku (japanese move name, who knows) has better priority
-Orbital grudge's floatiness has been increased
-Orbital grudge's super armor is now active sooner
-You can meteor smash from the air now
-Death penalty automatically moves above the opponent (not exactly sure what this means)
-Both air and ground inferno are now mashable
Probably his stone punches. He is looking better overall though. Oh, HOLY CRAP @ the meteor smash from the air.

Gonna be sweating bullets when I fight Skrulls even more than before lol.
JeTmAn81 said:
That's probably true, if hyper armor isn't actually active yet it won't protect you, but while it's in force, nothing can hurt him, at least not unless maybe you hit him from behind or something. Anyway, as far as I know the frying pan has always had hyper armor, so there isn't a big change there. And most of Sent's aerial moves have too much range to easily be stuffed regardless of armor so I'm not sure if it will make a big difference to his game.
I don't think frying pan had Hyper armor. Super Amor and a HUGE hitbox may fool people.
 
Zissou said:
MODOK
-Jumping attacks can be air-dash canceled
-K.Illumination is now mashable

Skrull
-Stone Danku (japanese move name, who knows) has better priority
-Orbital grudge's floatiness has been increased
-Orbital grudge's super armor is now active sooner
-You can meteor smash from the air now
-Death penalty automatically moves above the opponent (not exactly sure what this means)
-Both air and ground inferno are now mashable

I believe there were multiple commands for Death Penalty which would make him attack at different points on the screen. Maybe this has been reduced to one command which just automatically hits the opponent wherever they are on the ground.
 
Zissou said:
MODOK
-Jumping attacks can be air-dash canceled
-K.Illumination is now mashable

Skrull
-Stone Danku (japanese move name, who knows) has better priority
-Orbital grudge's floatiness has been increased
-Orbital grudge's super armor is now active sooner
-You can meteor smash from the air now
-Death penalty automatically moves above the opponent (not exactly sure what this means)
-Both air and ground inferno are now mashable
in MvC3 you have to press LM or MH depending on where the person is on the screen, guess it auto tracks now.

Buff it is

and LOL i never knew Ogrudge had armor
 
X-23
-You can cancel hornet needle into other aerial specials
-Crescent scythe has had it's floatiness (wtf does this mean?!) raised
-Crescent scythe's ...something... time has been lowered
-Rage trigger's horizontal knockback (?) has been increased
-Rage trigger is now mashable
 
Zissou,

Death Penalty is level 3 hyper..

You usually do L + M = left; L + H = Med; and M + H = right.

Now it became tracking/homing hyper, so it will land on wherever your opponent is at.
 
~Devil Trigger~ said:
in MvC3 you have to press LM or MH depending on where the person is on the screen, guess it auto tracks now.

Buff it is

and LOL i never knew Ogrudge had armor
Yeah WTF Orbital Grudge had armor?

And that's a great buff, agreed.
 
Here's the new Iron Man changelog:
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. Possibly Iron Man can do a proper wave dash now.

+ 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's input has been changed to reflect Iron Man's current orientation (so he doesn't cross himself up and input incorrectly)

+ 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 into S has a longer hit confirm window making ground chains of Iron Man easier

+ 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 improved. Normal moves' damage scaling has been reduced and special moves damage scaling has been improved

- Repulsor Spread priority lowered

- 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
 
IntelliHeath said:
Zissou,

Death Penalty is level 3 hyper..

You usually do L + M = left; L + H = Med; and M + H = right.

Now it became tracking/homing hyper, so it will land on wherever your opponent is at.
Holy crap that is way better than before.
Dahbomb said:
Here's the new Iron Man changelog:
Oh my...
 
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