اقتباس:
Read changes as:
+ = Buff
- = Nerf
+/- = A change in mechanics that can be either a buff or a nerf and needs more experimentation to determine which it is
General Changes
X-Factor:
X-Factor is now usable in the air, which means aerial hyper combos are now X-Factor-able, you can instantly recover after breaking a Aerial Exchange, you can cancel aerial blockstun, survive chip damage on an incoming character at low health, etc.
X-Factor boosts are now standardized; all characters receive the same boost when activating X-Factor. Characters which did not receive a speed boost in MvC3, such as Hulk and Amaterasu, will now receive one. However, characters such extreme power boosts, such as Sentinel, are now toned down. X-Factor still scales based on the number of remaining characters on your team, but it appears as though X-Factor one boosts are either very minimal or non-existent now.
Team Aerial Combos (TACs):
In MvC3, an upward TAC provided a damage boost, a sideways TAC provided half a bar of meter, and a downward TAC provided a full bar of meter. In UMvC3, upward TACs appear to be unchanged, sideways TACs now drain a bar of meter from your opponent, and downward TACs provide meter.
New to TACs now is a color-identification system. When a TAC takes place, the character being hit will briefly flash one of three colors: red (up), green (side), or blue (down). The flashed color is an indication of which direction the TAC was made, making TAC counters based more on reaction time than luck. Several players have also reported that TAC counter time is longer than in MvC3 in accompaniment with this change.
Whether hitstun scaling is negated post-TAC until your incoming character touches the ground is unknown, but several post-TAC combos which work in MvC3 were seen dropping on-screen, such as Sentinel's Rocket Punch series. This may have been due to execution errors or changes in attack frames, however.
CHARACTER SPECIFIC CHANGES
Akuma
+ Akuma is able to use Demon Flip and moves in the air now.
+ Akuma has a Demon Flip Command Throw now (?)
+ Teleport seems slightly more useful, better but no real confirmation on this.
- Tatsu Assist is no longer a soft knockdown, so it's a bit more difficult to extend combos with it.
- Demon Flip dive kick OTG ground bounce relaunch is much more strict.
- Does not have a light Tatsu infinite in LVL3 XF anymore
Amaterasu
+ Cold star appear to be faster when on point
- TAC gitch gone
Arthur
+ Increased overall health
+ J.S drops him downward more quickly for easier OTG after air combo
*His j.S diving down isn't just good for relaunches, it helps him combo in general, since against some characters, he does have to rush
+ Arthur can throw 3 lances out (?)
C. Viper
+/- Unconfirmed, unseen new move hinted by Nitsumo himself
- It's possible her infinite from MVC3 is removed but it's not confirmed yet
Captain America
+ Shield Slash specials are faster
+ Has a Double jump now
+ Captain America overall is a faster character
+ M/H versions of Charging Star now cause Soft Knockdown
Chris Redfield
+ Supposedly he has faster special moves start up now
Chun-Li
+ Appears to do overall more damage in combos
+ Chun-Li appears to be no longer vulnerable after doing her up kicks in the air (?)
+ Supposedly has new move properties (like chargeable fireballs). Very much unconfirmed, need more information on this.
Dante
+/- There have been changes to jab move (either addition or substraction of frame start up). Need more information on this.
- Hit stun scaling has been changed a bit for Dante particular on combos involving his Sky Dance. There may be other changes to his other special moves.
+/- J.S start up/frames changed up (either addition or substraction)
- Possible changes on Hammer (?) but unconfirmed
Deadpool
+ Quick Work: The distance/range/speed of this attack is said to have been increased.
+ Supposedly faster specials and Ninja gifts (?)
Dormammu
+ Reports that his Zoning Specials have become better in speed and recovery.
+ Dark Dimension has a larger hitbox. No longer passes under bouncing opponents.
+ Increased distance on backdash
+ Can use Purification in the air
+ Can charge Dark Spells while airborne. Can only charge one at a time and is vulnerable until he lands. He stops in the air when performing this special, in the same manner as Dark Hole.
Liberation in the air causes him to teleport to the ground and then perform the release.
+ Can attack out of down-back airdash. Most likely up-back too.
- Reduced hitstun on cr.M
- Dorm puts Flame Carpet slighty further out & hitbox change(?). Can cause OTG to hit once and knock people away mid-screen. Causes corner Flame Carpets to hit once on some characters because of the distance it's laid out. Flame Carpet also disappears when Dorm is hit.
Dr. Doom
+ Dooms j.H laser is faster
+ Faster cr.L
+ Launcher appears to be safer on block
+ Overall, Doom's projectiles appear to be faster now
+ Doom's forward throw causes a hard knockdown now
+ Air S moves faster vertically
+ Air S causes ground bounce on juggle
Felicia
+ Rolling Buckler no longer bounces off your opponent on block, increasing her pressure game by giving her another way to close the distance
- Toy Touch now causes less hitstun decay, making the cancel into Dancing Flash more difficult.
Haggar
- Lariat assist no longer causes Hardknockdown (it causes Soft knockdown)
+ c.H now hits OTG
+/- Haggars f+H now causes bounce rather than huge hitstun (?)
- Double Lariat assist is now vulnerable during startup
Hsien-Ko
+ Appears to be slightly faster, generally much less "floaty"
+ Appears to do slightly more damage due to less hit deterioration from her previously multi-hitting normals (some of them still have multi-hitting properties)
+ Airdash is a bit faster
+ f.M has slight better recovery (?)
+Senpuu Bu seems faster (?)
+Grounded Henkyo Ki recovery is faster
+ Anki-Hou (the Gong) has faster startup
+/- Supposedly she has new projectiles like a big Log. Need more confirmation on this. Seems like she got more than a couple.
Hulk
+ St.H has 3 points of super armor now
- OTG Gamma Wave into Gamma Crush is tighter noq
Iron Man
+ Iron Mans UniBeam is faster and recovers faster, spammable
+ Ground dash moves him at least 1/2 screen across. Before it moved him about 1/3rd distance.
+ Even faster flight cancel
+/- Triangle jump/air dash mechanics changed. Seem to have different trajectories and acceleration. Possibly different types of dashes
- Possibly removal of double jump (Unconfirmed)
Jill Valentine
NOTHING TO REPORT
M.O.D.O.K.
+ MODOK has a new air Psionic blaster done with S
MODOK needs more testing and buffs. Not enough data.
Magneto
+ New move, 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. Punish.
- Air dash reduced in range, and maybe slighty 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.
- Disrupter start up slowed down and is generally slower but still a dominant projectile
- Throw trap time decreased slightly
Morrigan
+ Appears to do more damage on combos
+ Flight cancel combos appear to be more reliable/useful
+ New meter sucking fireball QCF+S that steals about 1/3rd of the opponents meter. Very buff new special for her.
+ Astral Vision is much faster on startup.
+ 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.
Phoenix
- Only one action per jump. No more multiple fireballs, no more fireball into teleport.
Ryu
+ Ryu now has a "buff" super (d, d+ two attacks) that enhances everything he does. 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 threatening character.
+ 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.
+ Ryu can cancel his overhead into specials now
+ Can now cancel his Tatsumaki's into other specials (?)
Sentinel
+/- Sentinel drones have been sped up. They are now a true block string.
- Air combo into L Rocket Punch into HSF does not work anymore or at least isn't reliable.
+ Rocket punches and overall speed of Sentinel has been increase
She-Hulk
+ New lampost projectile executed with RDP motion and causes wall bounce on impact. Has considerable start up.
- Slide now covers less distance
- TAC glitch removed
Shuma-Gorath
NOTHING TO REPORT
Spencer
+ New OTG Dive bomb move "Death from Above" that Spencer can combo after connecting
Spiderman
NOTHING TO REPORT
Storm
+ New Move: DP+S = Fair Wind, pushes opponent away
New Move: RDP+S = Foul Wind, pulls opponent towards her
+ Appears to do better damage
+/- Slight changes to her jump cancel loops
- Cannot call assists while floating
Super Skrull
+ Meteor Smash is doable from the air now
+ LVL3 causes massive stagger, allowing you to combo after it
Taskmaster
+ New Move: Stab n Grab can be linked into Shield Charge
+ Shield Charge has its distance increased
Thor
NOTHING TO REPORT
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
Tron Bonne
- Tron Gustaff Fire assist has been nerfed, it is now vulnerable on start up
- Tron's j.H knocks away making it difficult to hit confirm into a combo
+ 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
Viewtiful Joe
+ New Dodge move is full invincibility, but has vulnerability on recovery, hence canceling it into Mach Speed in the trailer.
+ Possibly faster mobility/j.S
Wesker
- Much lower health overall. Estimates put him in the 800-900K category now. We are talking at least a 200K drop in health.
- Appears to have slower teleports (?)
- Air throw pushes the opponent all the way to the corner making it harder to follow up.
Wolverine
- Seems to have less health.
- Berserker Slash is slower, lost invincibility
- Seems slower overall perhaps to make Berserker Charge more balanced overall
- 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
X-23
+ OTG slash seems to have a slightly larger window, making OTG + assists easier
+ X-23 Rage Trigger hyper is faster
Zero
+ Zero Rekoha hyper is now wider and covers more ground
- Zero's lv.3 Buster causes soft knockdown now (was hard knockdown before).