ULTIMATE MARVEL VS CAPCOM 3 CHANGELOG PART 2





Magneto



+ New move Gravitation/Repulsion that modifies your momentum anywhere on the screen (similar to the wind effect from Storm, or like Rachel's Wind Drive in Blazblue). Can pull you forward, push you back, or force you to stay more-or-less stationary. HUGE buff, due to the free nasty mixups on people jumping in. Pull them closer so they accidentally cross you up



- Air dash reduced in range, and reduced in speed. Slightly affects some ROM midscreen combos of Magneto. Triangle jumps overall appear to be slightly slower.



- J.H pushes enemies away more and combined with the dash range reduction, combos are harder to do. He still has access to his Grav loop in the corner but you get less repetitions out of them. Other fly cancel/air dash loops like the Magnetic Blast loops aren't as reliable or just may not be possible anymore.



- Disrupter start up slowed down and is generally slower but still a dominant projectile



- Throw trap time decreased slightly



+ Magnetic Tempest can be mashed for more damage/hits





Morrigan



+ Does more damage on combos due to her base damage being increased



+ Flight cancel combos appear to be more reliable/useful



+ New meter sucking fireball QCF+S that steals about 1/3rd of the opponents meter. The fireball itself has very slow start up though so it's difficult to use it in combos



+ Astral Vision is much faster on startup. She can use her new meter sucking move during Astral Vision and the clone DOES steal meter in this mode.



+ Finishing Shower has faster startup, faster missile travel speed, and you can control their trajectory much more than before. For example, in MvC3, if you hold up after using Finishing Shower, the trajectory will "slant" up a bit, and the whole thing is pretty minor. In UMvC3, a player can curve the missiles upward to the top half of the screen and then swerve them back down to the bottom against a crouching opponent. They may even be able to reach superjump heights now. Finishing Shower is also mashable for more damage/hits



+ The minimum height/frames for her airdashes has been decreased which allows for better rushdown and mixup opportunities at close range. Boosts her overall mobility a bit as well since she has more opportunities to dash in general.





Phoenix



- Only one action per jump. No more multiple fireballs, no more fireball into teleport.

*You can do 2 actions per flight mode as it is now longer. You can do Air H Shot into Teleport if you went flight mode first but there is longer start up on H Shots.



- Air H Shot has longer start up and slower recovery. Air M Shot is pretty much the same. Air L Shot has faster recovery.



- Slight reduction in health (like 420K to 375K after testing... Magneto's LVL3 which is exactly 400K kills Phoenix at full health)



- TK Shots dissipate when Phoenix herself is hit





Ryu



+ Ryu now has a "buff" super (d, d+ two attacks) that enhances everything he does in terms of properties and gives him a bit of a speed boost. This was seen in the UMVC3 trailer, when his Hurricane Hyper looked like a level 3 - its because of this buff. This buff also enhances his hadoken, which is best noticed in his Hadoken assist. It gets ridiculous Projectile Durability, and it seems harder to knock Ryu out of it. It also allows his Shinkuu Hadouken to bounce off of walls and his Shinkuu Shoryuken LVL3 hyper does more damage in this mode. Overall, it makes him a much more threatening character. The buffs persist on tag out. Hypers can be mashed for more damage.



+ Ryu's New Hadoken and Shoryuken can be charged for additional effects (QCF+S, DP+S), such as making Hadoken so fast it's invisible and causing wall bounce. Can be used in the air. At low charges it just dissipates at a distance, at medium charge it causes a hard knock down and at full charge it causes an invisible fireball launch with explosion and wall bounce.



+ Ryu has a variation to his new fireball if you mash it (QCF+S Mash). The QCF+S is just a generic fireball that doesn't even reach full screen but when you mash it you get a bunch of those fireballs on the screen.



+ His new Shoryuken has better anti-properties and fires off a projectile vertically up after the SRK (sort of like Cyclops' anti-air move). The motion is DP+S and mash buttons. It launches them above launcher height even.



+ Ryu can cancel his overhead into specials now. He can finally combo his overhead into a launcher.



+ Ryu's movement on the ground and dashes have been improved allowing him to do a proper wave dash now. Better speed and recovery allow for easier follows up after a wall bounce.







Sentinel



+ Cr.M now has 3 hits of super armor. Launcher has hyper armor.



+ Rocket punches and overall speed of Sentinel has been increased. Sentinel's cr.M recovers faster (he pulls his boots back in faster)



+ Sentinel drones have been sped up. They are now a true block string.



+ Plasma Storm hyper can be mashed for more damage



- Air combo into L Rocket Punch into HSF is less reliable. He can still do qcf.L into HSF after throws or if the combo is short and he can still TK rocket punch into Hard Drive after a hard knockdown



- Health rounded off to 900K





She-Hulk



+ New lampost projectile move that causes wall bounce on impact. Has considerable start up and recovery but it can be canceled into Runner stance for follow up options



+ She Hulk's Taking out the Trash has quite a lot of invincibility frames now



+ Emerald Cannon now makes her jump forward a bit on the dropkick AND has a few hits of armor. Easier to connect after a DHC



- Slide now covers less distance



- She Hulk is unable to chain numerous cr.L in order to hit confirm into a full combo





Shuma-Gorath



+ Grab now absorbs/steals Meter





Spencer



+ New OTG Dive bomb move "Death from Above" that Spencer can combo after connecting







Spiderman



+ Spider-Man's webs travel faster which includes his Web Balls and his Web Zips



+ The Web Ball, Web Swing and Spider-Sting (all of his specials essentially) can be canceled into Web Zips



+ Crawler assault, button mashing during this does more damage now



+ Spider Man's Web Zip is now able to hit OTG and you can go into Maximum Spider after it. There is possibility of more follows up now for Spider Man in an OTG situation



+ Web Throw tosses opponents high enough, slow enough and short enough so that Maximum Spider is easier to follow up after it. It is possible that you can do more stuff after it



- Due to changes on Web Ball property after catching opponent (no more neutral teching only) it is very difficult or impossible to do the infamous UWT reset with Spider Man now



- Web Throw does not cause fully unscaled damage anymore





Storm



+ New Move: DP+S = Fair Wind, pushes opponent away

New Move: RDP+S = Foul Wind, pulls opponent towards her



Storm's Winds have better distance coverage than Magneto's (she pushes/pulls more than him) but overall slower. These moves also affect opponents when they are downed



+ Appears to do better damage overall



+ Hailstorm covers more space on the screen making it harder for opponents to jump over it. Hailstorm can be mashed for more damage/hits



+/- Changes to her normals/jump loop combos. Seem to have better overall normals with altered jump loop combos. (?)



- Cannot call assists while floating from super jump. She can still call assists while floating if done after a normal jump





Super Skrull



+ Meteor Smash is doable from the air now



+ LVL3 causes massive stagger, allowing you to combo after it (?)



+ Stone Smite now has at least one hit of armor when the move (non-charging version) goes off



+ Inferno can be mashed for more hits/damage



- Orbital Grudge assist does not cause soft knockdown anymore (works like how Akuma's Tatsu in Ultimate)





Taskmaster



+ New Move: Stab n Grab can be linked after Shield Charge



+ Shield Charge has its distance increased



- Taskmaster has difficulty doing long combos involving self relaunches after OTG arrows



- Generally speaking, Taskmaster does less damage overall in combos and finishers involving his Legion arrow hypers





Thor



+ Range on air Mighty Hurricane command throw increased. Range on all Mighty Hurricane (ground versions) are increased as well. Karas into the command throws are easier apparently.



+ Thor's Mighty Spark projectiles have faster start ups. Not only that but the hit box underneath Mjolnir is bigger and hits smaller characters now. Active hit box on the spark on L Mighty Spark is longer making jump ins risky for opponents



+ Grounded A Mighty Strike has less recovery/more hit stun, giving you enough time to follow up after it with a combo



+ Cr.L appears to be faster on start up



+ Thor has a new move which is a variation of Might Spark. It arcs out and upwards to hit the opponent on their head (?)



+ Mighty Tornado hyper can be mashed for more hits/damage





Trish



+ Recovery on air and ground Hopscotches reduced



+ Recovery on air and ground Peakaboo reduced



+ Peakaboo assist comes out faster



+ Low Voltage projectiles have faster start ups



+ Air Hyper Maximum Voltage now hits OTG



+ Maximum Voltage can be mashed for more hits/damage



- Dive Kick appears to be slower (?)





Tron Bonne



+/- Tron Gustaff Fire assist has been nerfed, it is now vulnerable on start up. However on point, it is now bufferable so it has been slightly buffed as a point move so you can go into a launcher after it.



- Tron's j.H knocks away making it difficult to hit confirm into a combo. You can still follow it up with a combo if you do Bonne Strike (Drill Rush) after it.



+ Trons Bonne Strike has quicker recovery



+ Servebot projectiles come out much faster now. She can chain them together so fast that the models seem to overlap



+ Tron can cancel out of Bandit Boulder on her own, means she can combo out of throws and relaunch solo



+ King Servebot hyper can be mashed for more hits/damage





Viewtiful Joe



+ New Dodge move is full invincibility, but has vulnerability on recovery, hence canceling it into Mach Speed in the trailer. This move can also be canceled into his special moves like his Groovy Uppercut.



+ Base damage of Viewtiful Joe has been increased and the increased damage is seen in his specials too



+ Mach Speed hyper can be mashed for more damage/hits



+ Move that Wall bounces opponent (?)



+ DHCing out of Godhand keeps the slow status inflict (?)



+ Possibly better range on j.S (?)





Wesker



- At least 100K health reduction



- Appears to have slower teleports when glasses are on



- Backwards air throw pushes the opponent all the way to the corner making it harder to follow up



- Gun Shot when used as an anti-air doesn't float the enemy on hit as much, is slower or just simply causes less hit stun which makes follow ups difficult. The XF Gun loop is also removed as are many combos involving Gun shots in general.



+ When Wesker takes damage his sunglasses also take damage, making Wesker angrier and more lethal. There are two phase to this:



Sun Glasses Cracked = +105% speed +110% damage



Sun Glasses Broken completely = +110% speed +115% damage



Glasses reset to normal after a hyper (Phantom Dance) or tag out



+ Phantom Dance does more damage/hits when mashed





Wolverine



- Berserker Slash is slower on start up, lost invincibility frames



- Seems slower overall perhaps to make Berserker Charge more balanced overall (?)



- The Dive Kick has a much smaller hit box, some launchers/anti-air moves beat it out cleanly now



- Contrary to popular belief, Wolverine can still relaunch after a Dive Kick in the air combo the ground bounce may just not work if a dive kick stagger was used to start the initial combo



+/- Some sort of button-mashy Swiss cheese move. He can combo after it with a launcher



+ Berserker Barrage hyper is mashable for more damage/hits





X-23



+ OTG slash seems to have a slightly larger window, making OTG + assists easier



+ X-23 Weapon X Prime hyper has faster start up enough so that X-23 can do solo OTG into Weapon X Prime. Rage Trigger hyper also appears to have better start up



+ X-23 can now cancel out of her Crescent Scythe attack into her Talon Attacks



+ Rage Trigger hyper can be mashed for more damage/hits





Zero



+ Zero can cancel ALL his special moves into LVL3 Buster now. A major overall buff to his game plan



+ Can charge his Buster before the fight even starts



+ Sentsuizan (air QCF+H the dive move) has more range/better hit box now, can be used for ambiguous crossups and easier relaunches with assists(rarely need to dash in anymore). With 2 Sentsuizan.H, it covers approximately half screen now



+ Because Zero can cancel his Sentsuizan into Buster LVL3, he can self-OTG using Sentsuizan>Buster



+ Health upped from 800K to 825K



- Zero's lv.3 Buster causes soft knockdown now (was hard knockdown before)



- LVL3 Buster drops them down much quicker (instead of the long float before) which means you need to do Raikousen.L or Hienkyaku.L INSTANTLY to follow up



- Shippuga loop, can only do one repetition before the character drops out. cr.M, cr.H, f+H, L, M, H, f+H is all that can be done. Launching after this combo mid-screen tends to be inconsistent, as soon as you press the first j.m the opponent goes behind Zero, making the combo impossible. Unless you're in the corner, you'll be dropping it all over the place.



- Sogenmu D-Loop is removed, as the moves come out quicker, doesn't OTG>Launch anymore



- Lightning Loop removed/made redundant



- Command dashes/teleports appear to be a bit slower (although not really a problem because he can cancel his command dashes into Buster)