UPDATE: The official translation from Capcom Unity have been put into the story.Note 1: X-Factor can be activated in the air.
Note 2: The attack and speed increases for each character while in X-Factor have been adjusted. Additionally, the damage reduction minimum while in X-Factor has been decreased from 50% in MvC3 to 35% in UMvC3, and Hyper Combos performed during X-Factor will now be subject to damage scaling.
Note 3: An upward exchange during an Air Combo will take away 1 bar of your opponent's HC Gauge.
Note 4: When you launch the enemy in the air with a Special Attack, hold the button down and your character will automatically super jump to follow the launched opponent. (This can be turned on or off in the Options menu.)
Note 5: The window for Aerial Exchange Counters has been adjusted, making it easier to land one.
Note 6: If you land a Snap Back attack on an assist character, similar to the landing it on the point character, the assist will become unavailable for a short period of time.
Note 7: It will no longer be possible to block during an air dash.
Note 8: Overall meter building has been reduced to around 90% of what it was before.
Note 9: 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.
Note 10: For characters who have 8-way dashes, the speed on their down-back air dash has been slightly decreased.
For note 7 seriously? Considering my characters could never do that, it's pretty much great news. Good call Capcom
They brought back the ability to counter a Team Aerial Combo with another like when they first revealed the game? YES!
Since Morrigan has an 4-way air dash, would the 8-way air dash change pertain to her?
If so, that might seriously mess up my rushdown with her and her downward air dash >.<
@4
No, that sh*t would suck.
I think they just mean you can combo off of the bounce instead of your opponent being invulnerable while falling.
If it was the way that it originally was, if you countered your next character would be forced to come in which would blow.
So with number 5 is it that you can Tac them back or is it that once you counter it you have time to do a regular combo on them when you hit the ground? because before this would just fall but you couldnt hit them.
http://www.youtube.com/watch?v=R3eKWC...
The question was asked....and it now has been answered!
Yes! All air dashes make it impossible to block! No more Ammy safe air dash spam!
@12
Not true. There are a number of possibilities that note could mean. Even so, that wouldn't really suck. Either way, I'm just glad they allow it.
"Assist in the previous game time attack essentially non-passive (※ 2) that had become fixed at the time this work was a combo (※ 3) reduced by now"
What google translate said for note 9. It sounds like a big change for assist time.
Note 7 = The death of Spider-man.
You win Osborn...
After a Snapback, the amount of time that the snapped in character cannot call assists has been increased.
thank you based god
Yes @ Note 5
People online spamming TACs gave me the habit of mashing S and random directions when I'm in an air combo, even against people who I know don't do them at all.
So now people might not use it as much, or might have to, y'know, THINK before doing it.
this game is looking a lot more balanced on paper, like a lot more risky to use spammable tactics. *sigh of relief* great ideas are being revisited, and @23 TAC doesn't look like the only option to beat phoenix. guys like me who main morrigan or shuma can attempt it without meter theft TAC. pheonix is still scary, but air XF and meter theft options mean phoenix players gotta tread more carefully
Yeah Right... your getting the game. Just like all the other people that said they wasn't. Don't worry It will live up to the hype. Start saving now : D
@25 what you can't understand this info? You need Maxamillian to brief you
@V3N0MB1T3 I think #6 mean that the character that has been snapped in simply can't call assist for a greater period of time. Just making snapping back an even greater tool to use.
"Note 2: X-Factor offensive power and the amount of time it is active has been adjusted on a per-character basis." Wonder how this will play.
LMFAO I remember the Team Aerial Counterattack before, it was in the E3 build of the vanilla Marvel vs. Capcom 3.
Some of these changes are flat out stupid an unnecessary and further make this game TVC2 and not a true sequel to MVC2. You nerf tri-dash even more? Why not just remove it from the damn game? You already made it hard to do tri-dash over head mix ups but now you're going to make it EVEN HARDER by make them slower and more seeable? So basically teleport characters now own air-dash characters because they can get in much easier and have better mixups than air-dash characters AND they have to put in less work too.
Capcom is so stupid. When was anyone complaining about the speed of air-dashes? Or how characters could block when they air-dashed? I'm sorry but outside of Mags all of the top tier characters used teleports or teleport like attacks to blow people up, Wesker, Dante, Wolverine,Phoenix, so where is this nerf tri-dash BS coming from? They must really want to dumb this game down.
*sighs* When I was in the Daily Bugle, I would be depressed if Norma Beatty reached her limit. Also with the band LMFAO Party Rocking in the Daily Bugle.
You know nostalgia goggles are getting out of hand when you see people begging for Cable to come back (37)...
Most people would have felt the pain if Phoenix Wright fights. But some people don't want to get UMvC3 because of no Mega Man, that would be a major punishment.
@44 and thats why you buy games and dont make them
I rarely use TACs, but I don't hate them. Being able to COUNTER is fantastic. I got no reward for "THAT'S ENOUGH OF YOU." (She-Hulk <3)
And yay! Snapping Back with no assists time increased. More bang for my buck/meter.
Wait, wait. EVEN HSIEN-KO cannot block during her air dash? She has an air-walk. C'monnnnnnnnnnnnnnnnnnnnnnn. I'll have to see how this plays.
And YOU. The ones talking about Brawl. Shut up. No one wants to hear what you have to say. Go away. You're annoying and useless.
wow! No block during air dashes is a big change to me.
Note 10: that was the only thing that even gave you half a chance w/ Thor
I wonder when will the trailers of Frank West and Rocket Raccoon are going to be revealed. They said that the last 4 characters will be revealed.
@49 Be nice. I'm starting to think that you like being banished.
Team Aerial Combos are the stupidest addition to this game. They shouldn't have been buffed. Is Capcom deliberately trying to put an easy mode to this game so that people who don't know how to play can still have fun? Well they're taking it too far. This game is going to be played in tournaments for f**ks sake.
@35 no!!! the counter system is pretty vague an aerial exchanges theres down S for ground exchanges and theres up S for air exchange. just got to go for a gut feeling and pick either or to counter. How is that reminiscent to smash bros?
@60 Right on, I agree that if it's so "dumbed down" everybody should be a lot better than they are hehe
@60 thank you cuz alot of people just talk garbage about games then they buy them read everything on them and coment about them all day long
@60 It's not about winning tournaments. Especially the TAC part. Just a simple matter of chance shouldn't (which is 2/3 by the way):
-Build you meter or drain opponent's meter
-Give you free hit stun deterioration reset
-Extend a combo
If team aerial combos costed meter, then I'm all in favor of that. Being awarded so much for something that has 2/3 chance of happening is clearly broken.
This new translation is off, shouldn't the horizontal exchange remove a hc gauge? Upwards is the damage boost. Also is the reduction on down back air dash speed due to tri jumps being easier to perform than backwards wavedashes? It seems like only people with hitbox's can wave backwards so it's a bit fairer now that backwards tri jumps are slowed down to match pad and stick players who can't wave back.
Air dash nerfs are so meh. I agree with what some people have said above. Teleports are way more accessible and they are easier to abuse >.>.
#24 - I have a friend who plays Spiderman and he's so pissed about that. I'm not happy with it either seeing as I play Chun Li and I constantly air dash. Originally they said they were only preventing Amaterasu from guarding during an air dash. Apparently they gave that nerf to everyone.
note 4 sucks. they know its bad when they hafta put an option to turn it off.
@70 "They" never said anything about no blocking during air dashes until today. People who played the game themselves discovered that Amaterasu couldn't block on their own.
I've known Spider-Man couldn't block during air dash, as well as any other character, for a couple of weeks now. Guy on NeoGAF got his hands on one of the earlier builds of the game and confirmed those changes.
I seriously intend on keeping playing Jean despite Capcom's efforts of making everyone stopping playing her. (Meter stealing moves and TACs, nerfing of X Factor, health nerf) So technically, I always have to tech the horizontal TAC since I don't want to lose my meter. That will make my opponent easily chose between diagonal up or down since he knows I'm going to tech horizontal and I'm not going to take the risk. This makes it pretty retarded for people who want to keep playing Jean.
No block after an air dash? Is that a way for Capcom to limit players from abusing air dashes?
Can't block during air dashes means Hsien-ko and Shuma are screwed. They'll just get beam supered by characters like Ryu and Super armoured more easily by Hulk -_-
@80
I really think so. Think about it, you can't block mid-dash on the ground, so I guess it poses more of a risk when trying to close the distance now.
They've said that this game's direction is more "strategy", and this really makes it more so.
We're going to see alot more (High)Jumps to get around the screen being that air dashed can be punished now.
@note 7: This is just gonna make the game more strategic, which is what i think they wanted it to go. People need to stop complaining and STEP THEIR GAME UP when the game comes out. I think that its good for people not to spam airdash and actually think about how they are gonna approach a situation. I play Doom/Spidey/Spencer and note 7 is just gonna make me play safer and smarter. In a way i think capcom wants the community to Step UP Their game. Also these notes could be changed they havent shipped out the final product. So just dont get your panties in a bunch.
Note 5 doesn't mean you can counter attack, it means the window to hit either special and a direction and counter their exchange is longer. have you ever played and known that you hit the right button to counter but it failed? it happens to me all the time, that is what they fixed.
Time for zoning to actually work? What a noble concept!
lmao people had a problem with tri dashing... that's funny. If you want a game that requires more skill and strategy you would take out x-factors damage speed buffs and TAC.
All these nerfs and buffs doesn't mean anything to me. I still play mvc3 and I easily adapt. Got my ways of handling wolverine, phoenix, dante, magneto, deadpool ect. Got my ways of getting in on keep away aswell. Sad thing is if you buff keep away to much this game will die a lot faster than if people style in combos. Combos are a lot more entertaining than spam.
With that said looking forward to the game and getting my hands on all these characters.
@91 Well, I can only half agree on that but no matter how strong you make keep away, rush down and mix ups dominate on vs. games because it favors that system by nature. So you have to make Keep Away strong by default.
The problem is not that keep away wasn't strong enough, it's that it did'nt reward you enough or good defense. Players who master characters like MODOK or Hsien Ko, rare folks you dn't see don't get far because rush down by nature over takes them. This will reward keep away players and characters better and a highly defensive person will do better at higher levels because Rushdown won't have all these free tools to get in. As you say, players who are natural at rush down will adapt but it just won't be one sided.
Only a handful of characters succeed in keep away in vanilla MvC3. MODOK was suppose to be the master of this yet he is the lowest in tier. Thats not fair, I approve the changes.
#85 Ahhhh mannnn, I was getting hype that that stupid mechanism got considerably worse but its still gonna be complete BS and even more so encouraged now.
Man..the mashing supers..TACs, this game is getting a lot of BS annoying things. But w/e Ill deal with it I guess ;c
Yikes.... no blocking during airdashes anymore? I would hope that doesn't include spencer's and spidey's zipline maneuvers.
with note 4, I assume that Haggar's grab-toss move will work with it as well. If so, it makes the move a little more useful, since I sometimes chase too late. If it gets annoying, I'll just shut it off. I wonder if the tourney scene will turn it off though...
im not really liking the direction capcom is taking this game but f@#$ it guess ill actually have to put work to learn this game unlike mvc3 xd dont like the fact that meter gain is reduced and then theres ways of getting it stolen and take into fact you only get meter for moves that hitxd on the bright side trololol on dark phoenix fags
97 I have to agree, that was something I was secretly hoping for because it was redundant and abusive and people could just mash on the H to get a 50/50 situation. You seen the attack coming and there was nothing you could do because they could just hold back while dashing forward in the air. Combine that with a ground beam assist and it was just a nightmare. This will make Ammy and Spencer players play a bit smarter and become less reckless.
@92 yo shonuff, u seem to always have something thoughtful to say and not just something that goes along with the troll tides. taking blocking away on airdash affects my main's games since i mostly rush down with them (morrigan, v.joe, trish), but i'm willing to deal with that. but for real i used to hate dealing with the sentinel/blackheart/captain commandos/cables in mvc2 because of zoning spam tactics.
truth be told, i never met a modok i was afraid of. not bragging, it's just that even played at his best, modok is hella vulnerable. i'm mediocre at mvc3, so usually the best modoks i played on xbl ended up switching teams and just blowing me up with spencer, hulk or dormammu so i agree with u that modok needs to come up. my point is: now characters like dormammu are going to be able to keep you out all day and even rush you down when they feel like it due to new buffs.
i feel capcom's sticking it to the rushdown teams like wolvie/dante/akuma/wesker/zero by increasing character zoning repertoire. then by reducing rushdown effectiveness by increasing hitsun, taking away block during airdash, they make it harder for a go to rushdown+mixup team to get a kill. but the ones that get blown up in the struggle are characters like v.joe, shuma, morrigan and hsien-ko that aren't that strong in either category. the tier list is going to flip a bit, but i feel like the ones on the bottom are still going to stay there.
i meant "hitstun deterioration" on the third paragraph of #100
Note 3: An upward exchange during an Air Combo will take away 1 bar of your opponent's HC Gauge.
That right there, in addition to other meter stealing moves, should have been enough of a nerf to Phoenix. Can't go Dark Phoenix if you keep draining their meter. And let's face it, even a complete simpleton can do TAC's. So GG Capcom, you've completely destroyed her just to satisfy all the whiners out there.
You know, I find it funny and well, sad how different this is compared to what happened to Sentinel and the Twins in AE. People complained about Sentinel and got told "Shut up. Learn to deal with him". People complained about Yun and Yang and got told "Shut up. Learn the matchup". Then Sentinel got nerfed and all his defenders just lost it, grabbed their torches and pitchforks, and went on a verbal rampage across the internet against "scrubs" who they proclaimed were at fault. And to much lesser extent there were dirty comments also slung about when the AE 2012 dev logs on the Twins came out.
But yet, the mentality of the FGC has taken *almost* a complete 180 with Phoenix, and I just do not understand it. What happened to "Learn to deal with it"? What happened to "Learn the matchup"? Where are the torches and pitchforks? Why this acceptance of Phoenix getting nerfed into the ground when there was absolutely none for Sentinel and all he got was a health nerf? I just don't get it...
@100 I hear ya. But I think it will be ok. I feel rushdown is still gonna dominate but it's just not gonna be as easy to get those "touch of death" combos without X-factor. I think Capcom just wants people to "earn" the damage by working thier way in rather then just having a free tool to do so. Not everyone likes playing rushdown and some people love technical characters like Viper and new comer Pheonix Wright. To be honest, if they did'nt change these things, characters like Pheonix Wright or Dr.Strange would have no chance.
As for MvC2 keep away tactics, ya gotta remember the direction that game was going was completly different than where it is now. A very different mindset with those developers even if Niitsuma helped make that one. MvC3 is just a different beast. You have more answers for keep away now.
Most good keep away teams have either Tron, Haggar, Hisen Ko (gold) as their assist to keep rushdown off. But with their invincibility toned down rushdown has to work harder to keep people off,so it works both ways. Even Haggars Lariet does'nt do a hard knock down anymore.
Truth is we won't know how any of this will work till the game comes out.
Too much info my head is gonna explode!