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 Ultimate Marvel VS Capcom 3

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Blackmore



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PostSubject: Ultimate Marvel VS Capcom 3   Mon Aug 15, 2011 1:36 pm



} 12 New Characters
} 8 New Stages
} Everyone pretty much gets new costumes
} Some characters get new moves/visual tweaks
} Spectator Mode
} New Lifebars

} The new characters are Ghost Rider, Hawkeye, Doctor Strange, Iron Fist, Nova and Rocket Raccoon for Marvel, and Nemesis, Strider Hiryu, Frank West, Firebrand, Vergil and Phoenix Wright for Capcom.
} No Megaman, Cable, Gambit, Venom or anyone else for now. Development team says to deal with it.
} This was supposedly DLC, but the Earthquake in Japan really screwed everything up, so they just decided it'd be better to release on disc.
} Coming out this November.


Personally, I can't wait for this. I always wanted to see Ghost Rider in a fighting game, and I'm looking forward to Rocket Raccoon.

Also, they need to fix the fucking ranking system, it's fucking ridiculous that I, as a Fighter, suddenly go against high-level Judges and Lords. You think you got a stellar team and then they spit in your cereal like that. Shit's depressing, man.

And while I'm at it, Wolverine, Wesker, Akuma, and Sentinel need nerfs badly.
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Mon Aug 15, 2011 5:18 pm

Also Phoenix. She needs a visit from the nerf bat.
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Blackmore



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PostSubject: Re: Ultimate Marvel VS Capcom 3   Mon Aug 15, 2011 5:57 pm

GF202020 wrote:
Also Phoenix. She needs a visit from the nerf bat.
Oh GOD this is true.

Dark Phoenix is bad enough, but then X-Factor and all hope is lost. ;;
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Squire Grooktook



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PostSubject: Re: Ultimate Marvel VS Capcom 3   Mon Aug 15, 2011 6:53 pm

Well that's how it goes. You spend 60 dollars on a collectors edition for a game that turns out to be incredibly simplistic compared to it's predecessors and then bang, The old fork in the eye.
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Mon Aug 15, 2011 7:05 pm

Confirmed Changes

All glitches and infinites from Vanilla are no longer in UMVC3

X-Factor: Now usable in air, has been modified so that all characters receive the same benefits (speed and damage boost, regeneration). Damage boost and time limit between versions, however, has been nerfed.

TAC: New color-coded system. Upward TAC (red) provides damage boost still, side TACs (green) now steal meter from your opponent, and downward TAC (blue) provides less meter than before. Time to counteract these has been increased.

Character Specific Changes

Akuma
+ Demon Flip usable in air
+ New move: Demon Flip Command Throw (from SSF4)
+ Teleport seems slightly 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.
- Health nerf

Amaterasu
+ Cold Star appears to be faster when not used as an assist
+ Can switch weapons in the air now

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

+ New move: Optic Blast. Has to be charged with the attack buttons like Zero's Mega Buster. Can only be released on the ground.

Captain America

+ Shield Slash specials are faster and possibly pull the character in more on hit
+ L Shield Slash in the air now hits OTG and it is possible to combo a hyper after it or relaunch.
+ Has a Double Jump now
+ Overall speed increased
+ M/H versions of Charging Star now cause Soft Knockdown

Chris Redfield

+ Chris can now cancel out of his gun attacks by doing another special move. f+M, cr. H and j.d+H are all special cancellable.
+ Chris has a proper wave dash now.
+ H Grenade fire puddle seems to last longer/pops the enemy up more.
+ Faster start up and recovery on specials

Chun-Li

+ Combo damage increased
+ Invulnerable after doing aerial Tenshokyaku
+ New move: Alternate Spinning Bird Kick

Dante
- st.L has a smaller hit box, making it weaker as an anti-air option
- st.H hit box nerfed. Less vertical range.
- Smaller hit box on Killer Bee
- Hit stun scaling has been changed a bit for Dante which has affected some of his combos. Some of his more advance combos have stricter timing to them and less time to perform OTG follow ups. Examples are given below:
*f+H BC Volcano BnB still works but the timing is tighter for the airplay, j.H, land H.
D/F H, H, H xx f+H: (Stinger) wallbounce in corner is a bit higher than it used to be. Bold Move j.S seemed to almost always cross up.
*j.S/Hammer BnB requires instant Volcano after the knockdown for the airplay, j.H, land H to combo, and even then it's very tight. If you delay the Volcano even a moment, it won't work due to the hitstun deterioration timer.
*Pop Shredder into up Charged shots drops the opponent much lower making it more difficult to follow it up with Teleport into Hammer.
+ During Devil Trigger, Dante gains Triple Jump and Double Air Dash.
+ Input on moves for Dante involving Rekka motions (like Dante's Hammer which was QCF+L~QCF+L) are just simply changed to a double tap (so new Hammer input would be QCF+L ~ L). So far this has been noticed for Acid Rain, Hammer and Beehive. It is suspected that this is an across the board change for Dante and this makes some of his specials have faster start up times like Hammer.

Deadpool
+ Quick Work: The distance/range/speed of this attack is said to have been increased.
+ Faster specials, especially Ninja Gifts
+ Guns have less recovery time
+ All specials now cancelable into Teleport
- Bolo Loop removed

Dormammu
+ Zoning specials are faster and have less recovery time
+ Dark Dimension has a larger hitbox. Now easier to combo into since it doesn't pass under bouncing opponents
+ Increased distance on backdash
+ Ground throw now causes a hard knockdown
+ Can use Purification in the air now. Flight necessary for any actions after aerial Purification/Dark Spell/Dark Hole.
+ 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
- Flame Carpet has an altered hitbox and distance from which it is thrown out. 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 Dormammu is hit.

Dr. Doom

+ j.H is faster
+ Faster cr.L
+ Launcher appears to be safer on block
+ Projectiles are faster
+ Doom's forward throw causes a hard knockdown now
+ Air S moves faster vertically
+ Air S causes ground bounce on juggle
+ Doctor Doom's Photon Array does more damage when mashing
+ Jumping Hard has a new variation.

Felicia

+ Rolling Buckler no longer bounces off your opponent on block, increasing her pressure game by giving her another way to close the distance
+ Can use Delta Kick in the air now
+ Delta Kick in the air causes Ground bounce when used as part of an air magic series.
+ Has a new move
- Toy Touch now causes less hitstun decay, making the cancel into Dancing Flash more difficult.

Haggar

- Spinning Lariat assist causes soft knockdown now
+ cr.H now hits OTG and causes knockdown
+/- Ground Pipe (f+H) now bounces like Air Pipe. This means more combo setups, but if blocked can spell BIG trouble for Haggar.
- Spinning Lariat assist is now vulnerable during startup

Hsien-Ko

+ Chiretou has faster startup
+ f+M AND f+H normals are now jump cancellable
+ 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)
+ General hit stun changes allowing her to do easier combos in the corner involving cr.H, f+H, M Henkyo Ki for 3 reps on opponents.
+ f.M has slightly better recovery
+ Senpu Bu faster
+ Grounded Henkyo Ki recovery is faster
+ Anki Hou has faster startup
+ She has new projectiles from Anki Hou:
* Oil drum from Final Fight (the wooden log everyone thought it was). Supposedly has high projectile durability points but given the randomness of items, it's hard to test this out.
* Hunk of meat from Final Fight. nothing special at least from what I saw.
* Samurai Doll/Cat doll. Causes stagger.
* Chris's stun rod. Also staggers with an electric effect.
* Snowman. Freezes opponent, rather, it just has an ice effect similar to Ammy's Cold Star. It doesn't actually freeze you ala Chris's grenade launcher hyper.

Hulk
+ st.H has 3 points of super armor now
+ Has a new move
- OTG Gamma Wave into Gamma Crush is tighter now

Iron Man

+ Unibeam is faster and recovers faster, now spammable (both assist and playable)
+ Ground dash distance increased. Now moves him 1/2 screen instead of 1/3
+ Even faster flight cancel
+ Iron Man's cr.H is now SPECIAL CANCELABLE
+ Can now do double airdash
- Triangle jump/air dash mechanics changed. Seem to have different trajectories and acceleration. 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

Jill Valentine

No reported changes

M.O.D.O.K.

+ New move: Special Psionic Blaster done with S
+ Can now cancel moves in the air with a dash

Magneto

+ New move: Gravitational Pull (Tager's magnetism from 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.
- E.M. Disruptor startup slowed down and is generally slower but still a dominant projectile
- Throw trap time decreased slightly

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 it 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.

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.
- Even more reduction in health (like 400K to 350K)

Ryu

+ New Super: Power of Nothingness (d, d+two attacks) that enhances everything he does like Wolverine's Berserker Charge. 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 Shinku Hadoken to bounce off of walls and his Shin Shoryuken LVL3 hyper does more damage in this mode. Overall, it makes him a much more 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, but some drone-reliant combos no longer work because of the speed boost.
- Air combo into L Rocket Punch into HSF has been removed (HUGE nerf)
+ Rocket Punches and overall speed of Sentinel has been increased
- Health slightly reduced from 905K to 900K

She-Hulk

+ New move: Lamppost (RDP+L/M/H), causes wall bounce on impact. Has considerable start up.
- Slide now covers less distance

Shuma-Gorath

+ Grab now absorbs/steals meter

Spencer

+ New move: Death from Above (dropkick), OTG move, can combo after connecting

Spiderman

+ Webs travel faster.
+ Web Ball, Web Swing and Spider-Sting can be cancelled.
+ Crawler Assault, button mashing during this does more damage now.


Storm

+ New moves: Fair and Foul Wind (DP/RDP+S), acts like Rachel Alucard's Drive from BlazBlue, can push her opponent away or pull them in.
+ 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
- Orbital Grudge assist does not cause soft knockdown anymore (works like Akuma's tatsu now)

Taskmaster
+ New move: Stab 'n Grab (impale), can be linked into Shield Charge
+ Shield Charge has its distance increased

Thor

+ Range on Mighty Hurricane command throw increased for both versions.

Trish

+ Recovery on air and ground Hopscotches reduced
+ Recovery on air and ground Peekaboo reduced
+ Peekaboo assist comes out faster
+ Low Voltage projectiles have faster start ups
+ Air Hyper Maximum Voltage now hits OTG

Tron Bonne

+/- 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.
- 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.
+ Tron's Bonne Strike has quicker recovery
+ Servbot 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

Viewtiful Joe

+ New move: Slow Dodge, fully invincible while dodging but has vulnerability on recovery, hence canceling it into Mach Speed in the trailer.
+ Faster mobility and j.S

Wesker

- Health has been lowered considerably (went from 1,100,000 to 900,000)
- Teleports are slower
- Air throw pushes the opponent all the way to the corner making it harder to follow up.
+ New move: Chain Drive (K' from KOF sunglasses throw), if the sunglasses hit you his speed increases

Wolverine

- 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
+/- New move: Swiss Cheese (mash any button), works like Chun-Li's Lightning Kicks

X-23

+ OTG slash seems to have a slightly larger window, making OTG + assists easier
+ Rage Trigger hyper is faster
+ Talon Attack will allow her to cancel out of her other air specials (like her DP move in the air).

Zero

+ Rekkoha hyper now wider, covers about 1/2 screen instead of 1/3
+ Can cancel special moves into Buster now (like his DP move)
- Lv.3 Zero Buster causes soft knockdown now (was hard knockdown before).
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Zero254



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PostSubject: Re: Ultimate Marvel VS Capcom 3   Mon Aug 15, 2011 11:31 pm

I already paid for this.

And this doesn't feel like a true vs game. theres never been two same vs games.

They should have just called this mvc4.
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Squire Grooktook



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PostSubject: Re: Ultimate Marvel VS Capcom 3   Tue Aug 16, 2011 1:11 am

Zero254 wrote:
I already paid for this.

And this doesn't feel like a true vs game. theres never been two same vs games.

They should have just called this mvc4.

Yeah but that would be even more unlike the vs games. All of them are radically different from their predecessors. Mvc2 is way differant from Mvc1. And Mvc3 is way differant from Mvc2.
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GF202020
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Tue Aug 16, 2011 7:43 pm

Nemesis and Doctor Strange Trailers:



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Blackmore



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PostSubject: Re: Ultimate Marvel VS Capcom 3   Tue Aug 16, 2011 8:01 pm

Nemesis: Awesome.

Dr. Strange: HHNNNNNNNNGG. Forget Cable and Psylocke we got THE SORCERER SUPREME.
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KError



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PostSubject: Re: Ultimate Marvel VS Capcom 3   Tue Aug 16, 2011 9:07 pm

Yeeeeeessssss!

I can hear the cry of Nemesis saying "STARS...."

And I can see the members of STARS' reaction... O_o
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GF202020
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Wed Aug 17, 2011 4:23 pm

Nemesis seems to be the new Juggernaunt, and he hits HARD.
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Zero254



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PostSubject: Re: Ultimate Marvel VS Capcom 3   Sun Aug 21, 2011 9:03 pm

GF202020 wrote:
Nemesis seems to be the new Juggernaunt, and he hits HARD.

If you mean XMVSSF Juggz than yeah he looks like him.

But then again Rocket.

I'm still sad he seems to play like every other character though.

I really don't like that part.

Unless he gets some type of special command throw or something.

He has armor at least.
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Sun Aug 21, 2011 10:21 pm

I for one am more excited about Nemesis than Dr. Strange. Don't get me wrong, Strange looks awesome but I like the massive zombie more because he actually reminds me a bit of Q from SF3.

Plus, I like Resident Evil, and it's freaking Nemesis. Although Dr. Strange looks like he can cause some chaos on the screen. Guess he's what Phoenix would be if she had more HP and couldn't go dark.
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Sun Aug 21, 2011 11:15 pm

What about Hisen-ko buffs? XD
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Zero254



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PostSubject: Re: Ultimate Marvel VS Capcom 3   Mon Aug 22, 2011 3:48 am

They got phoenix wrong in this game.

She is way more fun to play in the mutant academy series.
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Mon Aug 22, 2011 10:06 am

On one hand, I'm not gonna get this because it's pretty much DLC made into a game.

...on the other hand, Rocket Raccoon and Nova (and Star-Lord, but you can't have a pile of diamonds call on you after you've had a pile of gold and platinum fall on you at the same time) are my favorite Marvel Cosmic characters of all time, so I'm definetly getting this through used game sales.
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SlvrNight



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PostSubject: Re: Ultimate Marvel VS Capcom 3   Mon Aug 22, 2011 11:56 am

GF202020 wrote:
What about Hisen-ko buffs? XD

Despite my massive love for Hsien-Ko, I actually don't use her that much in MvC3 since she's...not really that good of a character compared to others. However, her buffs may actually make me add her to my main team. Although my current team is Doom, Morrigan, and Chun-Li, and those three got some darned good buffs as well, so my team may end up not changing after all lol.

Heck yeah, Doom's beams are faster and Morrigan does more damage overall. I'm sort of considering replacing Chun-Li with Nemesis since I still need a tank of some kind on my team.

Gamma wrote:
On one hand, I'm not gonna get this because it's pretty much DLC made into a game.

Well, think about it this way. There's 12 new characters and each would have been about $5 each, so that's already more than $40. On top of that, we're also getting those new stages (yeah, I know most are just alternate versions of others, but still...) and all those balance changes. Plus, spectator mode. In my opinion, it's totally worth the $40, especially since I already bought Jill and Shuma and if you buy them for normal MvC3 you already have them for Ultimate.
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Mon Aug 22, 2011 1:39 pm

I'm only hyped for buffed Felicia and Hsien-ko. That's right, I main Hsien-ko. She saved Spencer's and Trish's life sooooo many times D:

Oh yes, I really wanna play with Iron Fist, Rocket Raccoon, Vergil, and DOCTAH STRANGE :V
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Wed Sep 14, 2011 7:59 pm

Vergil and Iron Fist trailers are up everywhere.

Vergil = instant main for me
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Wed Sep 14, 2011 8:11 pm

Iron Fist his a combination of Makoto and Fei-Long, with added Bruce Lee styled kiai. I AM MAINING THIS GUY SOOOOO HARD <3

Oh yes, I'm using Vergil too lol
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Wed Sep 14, 2011 10:44 pm

THE FIRE DRAGON PROJCTILE IS IN HIS MOVELIST.

AND THAT ONE INCH PUNCH OH MY GOD.
YES.

YES.



YES!!!




OhhaiVergil.
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Wed Sep 14, 2011 10:54 pm

I jizzed at the One-Inch Punch. My favorite Bruce Lee move EVER : D
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Fri Sep 16, 2011 12:43 am

Hsien-ko is still Hsien-ko lite like all the darkstalkers characters.
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Fri Sep 16, 2011 12:44 am

SlvrNight wrote:
GF202020 wrote:
What about Hisen-ko buffs? XD

Despite my massive love for Hsien-Ko, I actually don't use her that much in MvC3 since she's...not really that good of a character compared to others. However, her buffs may actually make me add her to my main team. Although my current team is Doom, Morrigan, and Chun-Li, and those three got some darned good buffs as well, so my team may end up not changing after all lol.

Heck yeah, Doom's beams are faster and Morrigan does more damage overall. I'm sort of considering replacing Chun-Li with Nemesis since I still need a tank of some kind on my team.

Gamma wrote:
On one hand, I'm not gonna get this because it's pretty much DLC made into a game.

Well, think about it this way. There's 12 new characters and each would have been about $5 each, so that's already more than $40. On top of that, we're also getting those new stages (yeah, I know most are just alternate versions of others, but still...) and all those balance changes. Plus, spectator mode. In my opinion, it's totally worth the $40, especially since I already bought Jill and Shuma and if you buy them for normal MvC3 you already have them for Ultimate.

Implying you have to buy dlc.

no spectator. well it's super all over again.
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PostSubject: Re: Ultimate Marvel VS Capcom 3   Fri Sep 16, 2011 4:36 pm

i dont know if i can afford. plus i had to cancel gamefly due to cant afford... Crying or Very sad
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