Marvel vs. Capcom 3 gameplay details round up

Posted by Jonathan 'Catalyst' Grey • July 8, 2010 at 5:10 p.m. PDT
Marvel vs. Capcom 3 gameplay details round up A lot of information about Marvel vs. Capcom 3 came out last month. This write up consolidates some of the major details into one post to make it a little easier to find stuff about the game without sifting through pages and pages of articles.


Instead of focusing on things like character balance and such, which are extremely likely to change, this write up concentrates on gameplay elements and other aspects that are likely to show up in later versions.

X-Factor System


The two assist buttons trigger a damage boost and allow you to Cancel out of moves, even Hypers, once you've lost one or two of your teammates. MvC2 could get stale when you were beaten down quickly and lost part of your team, but this mode gives you a chance to make a comeback still, similar to the approach Street Fighter 4 takes with Ultra moves. This is a one time use thing.

It's not an effective strategy to intentionally lose one character to get these benefits, but it does help level the playing field.

Currently, X-Factor uses a timer and doesn't require any meter, but some people have said eats up your red life.

Safer character tag ins


The angle a fighter comes in at when you do a tag in is a little different from Marvel vs. Capcom 2. This makes character swapping a little more free flowing and safe. Also, in this early build, red life is recovered at a swift rate, which also encourages tagging in your partners.

As a whole, team combat is more integrated in MvC3 than it was in its predecessor.

Exchange / Air Combo Button


The Air Combo / Exchange button is used as a universal launcher when you're crouching to send your opponent into the air where you can land additional hits.

You can only Exchange twice per air combo and it doesn't take meter to use.

When your enemy is in the air, pressing it again, plus a direction will juggle them further, but if you press down or leave the stick in a neutral position, it slams them into the ground, ending your combo.

C-C-C-C-Combo Breaker


You can break Air Combos by inputting the same motion and pressing the Exchange button at the same time your opponent does. Doing so will begin an air combo of your own.

Messing up the timing could you open for a reset though, leading to even more damage.

MvC2 Assist System returns


The Alpha/Beta/Gamma assist system from Marvel vs. Capcom 2 will also be in this title. When you're picking the assists there's a bit of text and a graphic that kind of shows you what the various assists do.

So far, this text indicates the following: Shot is for fireballs, Direct for body attacks, and Extra makes your teammate throw something on screen.

Infinite Prevention


MvC3 shortens the-hitstun of moves, like Guilty Gear and BlazBlue, to prevent infinites. After the Infinite Prevention is triggered in a combo, moves cause nearly no hitstun, and the opponent can block out of your combo.

However, just like Guilty Gear and BlazBlue, it has the downside that your opponent tends to escape from regular non-infinite combos at strange times. If you start your combo with one extra wrong hit, the end of it will be blockable, or most supers and specials which are multiple hits won’t connect for the entire thing -- allowing them to punish you for getting hit by a Hyper at the wrong time in a combo.

Tougher to K.O.


If you are hitting someone and you bring them down to 1 pixel of life during a long combo, from that point on it will take a few extra hits to kill them, no matter what hits they are, even though they should already be dead.

If you drop the combo before you do those hits, they stay at 1 pixel, but it still takes the extra hits to kill. This was probably done to add artificial suspense, but it felt odd while playing. This sounds like one of the things developers try during a game's production cycle that might end up getting removed at some point.

Other odds and ends


• Snapbacks, triangle jumps and multiple character Hypers will be back. Snapbacks are performed by doing a fireball motion and pressing one of the assist buttons.

• Whiffing moves doesn't build Hyper meter. The only way to gain meter is to deal or take damage.

• Seth Killian stated the game will not have throw away characters, like some of the fighters in MvC2.

• Deadpool has had a lot of work put into him so far. The developers said they spent the same amount of time in creating him as they would have in creating three regular characters.

• Dormammu (Marvel side) is shown in the new trailer, confirming he's in the game, although he could end up being a boss character and not playable.

• Seth said Marvel vs. Capcom 2's re-release was definitely used as a gauge to what they wanted to do with MvC3.

• The game may have alternative costumes designed by Marvel.

• Damage numbers are like Tatsunoko vs. Capcom, in the billions.

• Mvc3 is right between Tatsunoko vs. Capcom and MvC2 in terms of speed and feel. Rolling and recovery is like TvC.

• The game has universal air dashing and advance guard, which travels far. Everyone but Hulk can air dash.

• You seem to be able to air tech like in Guilty Gear or Street Fighter Alpha 3.

• Morrigan has an assist where she gives you massive Hyper meter.

• Dante's special attacks change him to his demon form, improving his resistance to damage and greatly upping his attack power.

• The deal for Marvel vs. Capcom 3 was made independently of Disney. Seth said we'll see what the future holds, but as of now Disney isn't really involved.

• Amingo won't be returning.

• Seth Killian compared Chris Redfield to Cable in MvC2, he has a ton of projectiles, but doesn't have a Hyper Viper move.

• Deadpool is a rushdown style character, but has a good projectile.

Sources: Keits, GamePRO, IGN, G4TV, MikeZ.

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