OlafRedland’s MvCi Notes and mechanics database
There’s a lot of new things in MvCi, lots of altered mechanics from what we’re used to, as well as stuff from other games that are just new to MvCi. I'm gonna use this DOC to compile everything I’ve learned and will keep adding to it as available.
8/2/17 - doc created
8/4/17 (12:20 am) - Adding data in order of one of the jedah build character select,
but may add SDCC build characters as I consider things. Completed Capcom side basic notes, some Marvel side notes. Updated overall notes as well with basic mechanics i totally forgot should be written in here XD
8/4/17 (11:00 am)- Quick updates and edits.
8/4/17 (12:30 pm)- Caught up on Marvel side. Additional notes. More soon, but this gives a
bit of info for everyone and everything. Fixed a few typos and errors too.
8/7/17 (10:20 am)- Evaluating, updating as I see things. Relatively minor. Added links to a
few things for additional details and clarity.
8/9/17 (12:00 pm)- Updating again. A few notes I forgot, full Captain Marvel breakdown with
a sample combo, Megaman X updates. HOLY SHIT 22 pages.
8/10/17 (10:00 am)- Teensy update on Captain Marvel self-damage and Gamora details.
Reality Surge durability. Further elaborated a few other points.
8/12/17 (12:00 pm)- Updating chains / combo paths for normals, projectile durability, some
Engine-wide things I hadn’t noted before, and some small updates on
Captain America.
8/14/17 (11:00 am)- Updated Zero with some new info/data/clarity. Other minor notes.
8/21/17 (10:30 am)- Chip damage scaling via @ChromeAlchemist , Minor updates, notes.
DESPERATE FOR TOMORROW’S NEWS
OMG JEDAH OMG DORMAMMU OMG SOULSTONE
8/22/17 (12:50 pm)- OH SHIT SOUL STONE OH SHIT DORMAMMU OH SHIT JEDAH
Soul and Dormammu massively updated, the other 3 touched on a bit. Its hard to process exactly what’s going on with some of them.
8/24/17 (10:20 am)- Tweaks and updates, re-reviewing footage to find more details.
Progressively going through Maximilian’s Archive. Lots of subtle info.
Added some bonus Meta notes to the bottom of the Stone section for
extra value each storm can provide outside of obvious functionality.
Minor Gamora notes on command normals.
Moved Jedah to near bottom of list, so all 4 newly shown characters are together.
8/28/17 (11:20 am)- Updating Dormammu a bit with updates from Ruin ( @choboruin )
Adding Minor tutorial at the beginning for people who aren’t sure whats up
Adding Jedah moveset basics thanks to LI Joe
9/1/17 (8:00 pm)- Updating with the new 4, thanks to @xSHOGUNDo
Dormammu Breakdown going to be a key focus.
Taking a break before i do Firebrand and Ghost Rider.
#Swag
Basics
Overall
Mental notes for you on overarching design concepts
Pretty much in that order. If your character has a stance/install, its d,d. If not, check for teleport, then thats d,d. If not, then check anti airs. Last, weird stuff. Spencer is kinda both of the last 2 - his command grab is d,d...but there IS an AA version of it? Whatever.
Combos / Magic Series / Cancel Rules
Projectile Durability (updated)
Perfect Pushblock / Gold Advancing Guard / whatever you wanna call it
Chip Damage
Tag System
Infinity Stones
Full Clarity:
Power
Time
Space
Reality
Mind
Soul
Little Meta concept bonus notes on each storm
Character Specific
Gamora
Quick notes on her normals:
Many of her normals are multi hitting, like s.LP
But a BIG BIG BIG deal, is that her j.HK is a massive sword swing, and has multiple hits.
Its REALLY good to dud jump with, or to use in conjunction with her install super. Or with tagging. It’s real. Think Zero Pizza cutter, except the hitbox got moved entirely in front.
f+LK - Dagger throw
Hops back and chucks a dagger at the ground (like Ibuki Kunai)
Good for space, maybe some kara nonsense.
Dagger is definitely a projectile, could be used to negate something coming at you, and then kara into Arch Shot.
j.d+HP - Dagger flip
Stabs knives downward, bunny-hops off of opponent on hit/block (like CaptMarvel)
On hit hops forward and up, leading to crossup followups.
j.f+LK - Twin Shot
Shoots guns, slightly downward. Alternate use from her other guns. Good for cancels
and space control, especially since you maintain momentum during this move (jump
away and shoot keeps airborne and away, while her specials jump forward always).
Probably similar functionality to Dagger Throw as far as negate things and kara value.
GODSLAYER (that's metal AF)
qcf+P
Big-Ass Sword attack
LP version is a gut stab
HP Version is a huge overhead chop. Seems to be a legit overhead.
Slams down.
Divine Slide
Godslayer > HP
Scoops the sword upward as a follow up
Launches enemy into the air with ludicrous hitstun, resulting in them falling into hard KD
Best tag or Shadow Clone SC move.
Arch Shot
Qcb+k (air OK)
Jumps forward and shoots from mid air
LK version shoots down at about a ~30 degree angle.(east by southeast)
HK shoots down at closer to ~80 degrees ( not quite straight down)
Air version is amazing because you can use it with the 3 action rule
It's basically Akuma Demon flip, with forced follow up.
Super good. Her primary mobility tool and approach all in one.
Fatal Rise
d, d+P
Its her DP. jumps and slices at about a ~70 degree angle.
LP version just does what it says. Huge hitstun, and she can attack on the way
Down. Major combo tool.
HP version automatically follows up with a big spin out at the end. Hard KD.
Good for tag relaunches and such.
Shoot & Slash
qcf+K
Standing shots forward and slightly down. Has ALL THE FOLLOWUPS. Interesting
move, will probably be important as her gameplay evolves.
IDK if theres a big difference between LK and HK versions
But here’s the important thing: It has one-button follow ups into her other moves
> LP = Godslayer LP
> HP = Divine Slide
> HP = Divine Slide
> LK = Arch Shot LK
> HK = Arch Shot HK
It appears that if you do qcf+K xx LP (Godslayer), it counts as regular Godslayer
for cancel and chain purposes, meaning you can still Divine Slide after (so the
command would look like qcf+K xx LP xx HP). Adding notation to the above
command list for clarity. Will remove if find out that I’m wrong. But I’m pretty sure i
saw that correctly.
Supers
Slash Rush
Qcf+ LP + HP
Slashy Slashy super. It’s in all her footage. Decent damage, but kinda awkward.
Relatively long duration though, so might be good for setups, blockstrings, or even Storm
activation.
Shadow Combination
d, d + :LK + HK
Shadow Clone Jutsu install super!!! YAAASSSSSSS
Creates a shadow clone that performs all her same actions somewhere between
15~30 frames after she does them. Its pretty quick.
Really good way to manually get damage and open people up, and best used as
A cancel from Divine Slide. Her go-to tool IMO
Celestial Barrage (lvl 3)
Qcf + LK + HK
Its her level 3. Its fast and it hurts.
Startup animation is the same as Arch Shot LK. bullet hits, GG
Youve seen it. Its not that great a super, but its VERY functional.
Morrigan
Only 2 major notes:
Her basic grounded flight animation is SUPER SUPER LOW.
Like, not TK, just fly. Its barely any difference.
But i guess that makes sense given how weird her air dashes are anyway.
Harmonizing spear (qcf+K)
Is so freaking cool
Go watch the video that alchemist made
But anyway
If grounded, she hops up to full normal jump height and casts it
If airborne, she just does it. Gotta test TK / min height with it to see how dumb it can be.
So anyway
She creates a little purple spark in front of her.
Hold the button, the spark keeps existing.
Release the button, the spark becomes that nasty life-ruining spear
LK Version, the spark never moves. It stays where you cast it. But morrigan CAN move freely. Thats HUGE.
HK Version, the spark travels forward, morrigan stays exactly where she started.
This one is kinda like the zoning tool. Great for spacing out some \
Characters.
https://twitter.com/ChromeAlchemist/status/892436112668590082
Also, if you’ve seen some of the footage, she has flight airdash HP loops, which will be fantastic for meter building and maybe damage. Even better when we further explore.
Besides all that, she still has some of her old SOUSOUSOUSOU stuff in time, but thats it.
But its still good.
Also, she has a DP and a Command grab. So yeah, probably a good character.
Nemesis
Not too much to say about this ugly oaf
But
MOST of his moves. Like, normals, specials, everything (even rocket launcher!)
Has that light armor I talked about earlier. He can tank a lot.
His new rocket launcher abilities and the freedom they gave him with 3 actions per jump (like everyone else) is actually super cool.
Rocket is now qcf+K
You can Hold kick to charge the rocket (for like almost a full second)
This works airborne too, to let him float above and avoid stuff.
You can also just mash k after any rocket to just fire another one, so you don't have to
worry about startup time as much. Just SHOOTSHOOTSHOOTSHOOT
He also has faster recovery and better hitstun and angle of hit on rockets, so he actually has corner rocket loops.
Level 3 has invul on startup now, and is MUCH faster
AND IT APPLIES POISON
Poison deals really solid damage, but ends if nemesis gets hit
Punchy punchy super does NOT have ultra hyper mega armor like it used to
Also, the final hit is a wallbounce rather than a ground bounce now. (probably to rebalance it around OTG and groundbounce air combo potentials?)
Strider
Just some quick notes / things you may have noticed:
Animals are performed as command normals (like f+HK).
They are massively overhauled, like cat doesn't just RUN, it hops in and hops out. Lots of new utility.
Vajra is one of many moves to be proven as having the “slam” mechanic.
Vs airborne, he knocks you down, and if you hit the ground, you groundbounce.
However, if it's really late in a combo and / or waaayyyy high in the screen, the opponent can actually reset before hitting the ground.
Makes me think it's universal, that maybe no move is guaranteed to always slam or bounce.
Who knows.
Arthur
Not too much to say here. He is in the home story demo (more than once).
DUD jumps really help his gameplan.
Gold Armor buff - when it expires, his blowout animation is invulnerable. No free OTG death sentence this time.
Gold Armor raises durability of a lot of his projectiles. Most obvious from footage is Holy Water - regular, it nullified against another projectile, but in Gold it ate the other one and kept going.
Dash buff is pretty huge too.
Arthur Players are way better to ask about him than i am otherwise lol
Spencer
Man….this poor guy. Not only does he feel nerfed, but Bionic Arm doesn't even feel as visceral on hit as it used to.
HOWEVER!
The new grenade move is pretty good. Total setup tech.
Its also worth noting that he is only one of two characters (so far) with a surface-to-air AA throw special (Nemesis is the other). This option will likely improve his overall use.
The ability to cancel j.HK xx Bomber actually adds some bits of versatility to his combos.
Also, the inherent value of restand can never be understated.
His command grab still has the followup HK, and it still has its Just Frame input timing. Worth noting that the Just Frame input makes Solo followups MUCH easier than non-just input. However, the difference (at least in the demo) is not as dramatic as it was in MvC3. Still very useful, and Spencer players should try to get it down imo.
It seems that Spencer could still be a good character, but you simply can't PLAY him the way he was played in UMVC3.
ZERO
This motherfucker. Can’t he be bad at least once?
Nah but seriously. He lost quite a few things, but gained a lot to compensate, both as a character, and from the engine.
First off, BUSTER GOT ALL THE THINGS
As a trade off for losing soft/hard KD from MVC3, it now has “slam” property. The air version knocks down as an air combo ender (or air to air), smashing them into the ground. The grounded version slams them backwards (away), and does a wallbounce (or wallsplat?) if they're close enough to the wall.
But then all his new stuff.
In UMVC3, he could cancel ANY special into lvl3 charged Zero Buster. If he does that now, he instead gets an entirely different move. And they all seem good. I don't even remember all of them, but I’ll cover the ones i know off-hand:
Hadangeki XX Buster - X4 Rakuhoha. AOE of sorts, shoots a projectile in each of the 47896 value directions (5 separate projectiles). And yes, Sougenmu clone does replicate this action. Might be low durability to compensate for their attack area/pattern.
Zoop lightning XX Buster - That Super Duper Omega Pizza cutter from X6. It's literally a pissed off version of his j.HP. Lots of potential.
Divekick thing XX Buster - Ice Dash shoulder charge thing. From (x5? I think?) Seems to have very high potential if setups are found. Doesn’t appear to freeze, but has monstrous hitstun to wallbounce slam.
Ryuenjin XX Buster - Full on X4 scrub tactics, go from Flaming DP to falling Ice stab. Ice stab seems to have 2 hits, first hit freezes definitely, then second knocks out.
Theory: Probably Freezes on both hits, but applying freeze twice unfreezes as if it were a raw hit.
Teleport Dash (Hienkyaku?) apparently doesn’t have a special follow up. Doesn’t need it.
Oh, and he got a new move, too! A weird somersault flash kick type move. Not sure about its overall utility yet tho. Maybe used as a combo extender for modified height like a Psylocke assist does for Iron Man? Already shown some value just as a kara tool, for instant air zoops, dives, and buster.
On top of all this, Time Stone lets him do very silly stuff, like Sougenmu, Time Storm, HadangekiHadangekiRakuhohaHadangeki and make even UMvC3 Morrigan blush.
Oh, and his normals are really good. During SDCC, I struggled a bit against a zero just mashing jab autocombo. FML
Its also worth noting that the engine itself buffs him, such as how OTG isn’t a property, just limited, so stuff like f+HP OTGs for extensions off of ground buster.
Tech / Concept: Since you can release Buster on teleport dash, people have been using it as a good crossup/mixup tool. But bear in mind that Buster releases on tag, so if you teleport dash xx Tag (to release buster), it will actually tag from where zero started, making the buster an unreasonably fast 50/50 tool.
This concept will also apply to other moves, such as Zoop lightning xx tag for zoop/pizza cutter as an assist, or dive xx tag for ice dash assist.
This character is going to be a problem.
Megaman X
I’ve already covered this guy at pretty decent lengths on UltraChen, so ill give a bit more cliff note stuff on this:
f+HP has really solid hitstun / frame advantage, and is jump cancelable - as shown by @Rayzyrbyrn , you can hit with it, and then link j.cancel instant j.LK xx airdash into things.
qcf+P is buster. After buster, any button provides a follow up.
LP is a short forward dash, allowing you to spam buster very easily
HP is a jumping overhead. Hops high enough to sometimes crossup. Tag from this is
good.
LK is a backwards hop. Good evasion to create space. Need to test more IMO
HK is a sliding low kick. More mixups are good, and on hit allows OTG into relaunch.
(LP buster xx LP dash) x4 is crazy. He does not appear to have a limit on the number of buster shots on screen.
ALL of his other specials (qcb+P, d,d+P, qcf+k, qcb+k) can cancel once onto each other for a two-special chain, such as qcb+k xx qcb+k to throw two boomerangs.
You can do the same move
You can do different moves to control different spaces
You can do the same move with varying strengths to increase potential
The second thrown weapon is enhanced. For instance, Sonic Slicer (second) throws 2 at almost the same arc and speed, and Boomerang Cutter (second) is a much larger weapon / hitbox.
However, you can only have 2 of any 1 weapon on-screen at the same time. So Time Storm doesn’t allow like, 7 boomerangs. But you CAN do Ice xx Boomerang xx Ice xx Boomerang and make things silly.
Armor install buffs his specials and Buster Super. I don’t know the details or any other potential bonuses.
Chris
Okay, poor chris. For everything he got, he still feels really not so good.
But oh well. Gonna be quickish, since he's in the demo.
So Chris’ Magnum is monstrous. So it now has 3 rounds and has to be reloaded. Hilarious with Time Storm.
Time Storm Machine Gun / Shotgun are kinda useless though.
Level 3 is VERY fast now, and still aimable during the super flash. Much more utility than before, and the virtue of it being non-cinematic means you can tag at any point during it.
Prone looks like it sucks. It counts as a unique normal (or stance), so at this time you can’t cancel into it.
Max of one mine on-screen. Ouch.
Grenades are finicky. Needs more testing.
FLAMETHROWER NO LONGER DEALS CHIP DAMAGE. LOL WAT.
Dante
I was never a Dante player, and even I’m confused. So many inputs to re-learn, so many changes, I don't even know where to begin
So I won't
However, being able to do some of his old follow-up moves raw seems pretty awesome. Clay Pigeon being a command normal is kinda scary.
...I do feel he’s comparatively nerfed overall, but game wise he’s fine. Maybe it’s just his neutral is overall better and more varied, but his combo stuff is diminished (so far). probably to offset how freaking stupid Million Dollars xx TAG is.
Especially with the next character:
Frank West
Oh. oh hell. Frank is literally the character I'm most scared of.
So mechanically, just from the engine, he has a lot going for him. Free raw tags into camera, supers into camera without DHC, all of it. NONONONONO
But then! THEY BUFFED HIM ANYWAY!
So he has a new camera, the tripod (d,d+HP iirc) which takes 2(?) pictures at spaced intervals. The camera CAN, however, be attacked and knocked over by the opponent. It's not free.
For those of you wondering, d,d+LP is his old take a drink move, which doubles XP.
With the new button layout, he now has 2 versions of normal camera. I'm not sure what the actual differences are, other than startup. I can simply take an educated guess that the longer startup version has a bigger hitbox, so it can do the old OTG camera combos or something.
Then his new move(s).
dp+P
Grounded, he throws on a Servbot / Kobun mask and rushes the opponent. Approx 5 hits. On hit, it causes a horizontal slam of varying distances...until level 5 Frank, where it CRUMPLES.
In the Air, he throws on the mask and does a swan dive. Its honestly very reminiscent of Luigi Green Missile in Smash. It clobbers them, and i think it can do ground or wallbounces...probably just slam with varying uses. And the level 5 version gets pretty painful.
Might destroy projectiles.
Also, Frank still has dodge roll at level 2 (K+K), and the anti-air throw super.
But then he also has his new level 3, the throw into selfie, that instantly puts him at level 5 frank.
Kinda not okay, especially with the infinity storm invul and free level 3 storm provides.
Oh yeah, Frank’s Zombies are no longer special - they're just projectiles now. Keep that in mind, as they can be reflected, etc.
Ryu
Okay, people keep asking me why i think he's good.
Think about Ryu’s damage. Pretty good right?
Think about everything that makes Ryu suck in marvel. Tag fixes it, and some of it becomes good. Tatsu goes from a bad move, to an amazing block pressure tool.
Shoryuken becomes safe, or a combo starter.
Besides that, Mister Average only got one notable new tool that I’m aware of: Hadoken is chargeable into a beam special. Because reasons. IDK, i guess its cool that it's not reflectable? *shrug*
Oh, and as far as the Satsui no Hadou version of Shin Shoryuken?
I’m 99.9% sure it's based on him having low health.
What I don’t know is if it deals any extra damage or has any real value whatsoever.
Chun-Li
Demo character. She seems really solid - new follow ups for legs and SBK, air super, and free otg system gives her a lot to work with.
And i love that SBK is qcb+K, but EX SBK is still charge down.
She has the same thing for projectiles too. And she glows a lot.
Jump cancelable normals, and s.HK knocks the opponent up to about jump height, but isnt a true launcher.
One other notable advantage she has is that her air dash is still that Down-Forward angle, which lets her use airdash normals as OTGs easier than pretty much anyone else, giving her some fantastic combo paths.
On top of this, she’s one of the (if not the only) characters that every single stone seems to benefit her. No glaring weaknesses and all sorts of benefits, seems like she’ll start as a commonly played character early on.
Haggar
I’m not gonna sugar coat it - I'm not a haggar player. So i don't know a lot of the subtleties, but there are some things that i can point out (besides OMFG barrel)
The barrel on the ground acts as a shield. He can drop it at will, he can throw it, if hes crossed up he will turn around. But the shield seems vulnerable to lows. Long term effects TBD
Air barrel he just auto throws it. Good for covering approach.
The biggest change otherwise that ive seen is that his blockable air throw (formerly qcf+S) is now done with kick. Meaning there are now two variations….though i have no idea what the differences are yet.
Beyond that, he's still Haggar. He's got Dat Pipe, he’s got grabs, he’s still got the Invul Lariat that eats health. Which is also better now since you don't lose red health for tagging (even if normal throw is still an issue)
Hawkeye
Gimlet has slam.
Time storm lets him do HP arrow loops and they're funny.
His freeze arrow works vs standing, making him (so far) the only character with reliable freeze loops. Lots of potential.
He seems REALLY good, but its hard to really describe everything that makes him good.
Just trust.
Strange
The good doctor is back in a big way. Lots of buffs, lots of unique properties kept, and the engine changes give him a lot.
Like a light low normal.
Besides that, Grace of Hoggoth you can now mash the button to set up more of them, and if all 3 are out and you keep pressing buttons, he automatically sets up a new formation for them, so thats neat.
Upgraded flames of the faltine still has pierce properties and massive hitstun, so he gets new and old combos and setups, especially from crumple off of Impact Palm
New Eye of Agamotto, proximity bomb i guess.
Bolts of Balthakk are now performed with a qcf motion, and got pretty buffed on their hitstun.
But a big buff is being able to cancel the j.HK aircombo ender. Theres a vid out there where he does an air combo, teleports off of the j.HK, and catches the opponent before they land, extending without using OTG or groundbounce. Its NASTY.
Personal opinion here - i also think rings of raggadoor (reflect super) is going to be more useful than before. Just with how the meta may evolve, and the character choices, and the pace of the game (and strange being more useful than before), i think itll see some play.
Rocket Raccoon
Not much to say here. He’s in the demo, and he traded some traps for Groot, got a new level 3, and got a stun shot. Trap is now shock stun, rather than the spring.
As seen recently from UM Tyrant footage, Rocket can throw people into his trap.
As cool as this is, it suffers from OBSCENE HSD.
May write more later for clarification, but hes a lower priority imo.
Captain America
Steve got screwed (so far). While the new counter is awesome, the fact that as far as we know he can't throw shield slash down is kinda stupid AF
But the counter.
Mid counter causes a crumple to grounded enemies, and is decent for tag gimmicks.
High counter counters anti air and launches opponents. GREAT For tag gimmicks.
Counter also works again (some?) projectiles. Kind of a huge deal.
And Hyper Charging Star still nullifies projectiles. So that’s good.
Ultron
I don't have that much experience with him other than videos, but the drones seem strong. Also, j.HP has good crossup potential.
And his Cross laser death beam thing, they are independent hitboxes, so it does much mode damage at close range so both beams hit. It’s not just for show.
More to come.
Nova
Well, he's back, anyway.
I only had the displeasure of fighting Nova once so far, and my main takeaways are that:
He has an easier time opening people up (probably due to the system, and probably got a new low)
Air Javelin is kinda neat
Air dash sucks less than it used to
Time Stone is really good for him, it seems. Lets him unlock all sorts of silly combos and pressure strings.
Other than that nothing new to report - but again, I haven’t seen much of him.
Thanos
Okay, so Thanos.
He’s been COMPLETELY overhauled and redesigned. He’s not even close to the same character, but he DID keep some of his normals (or even better, some of his normals are closer to his boss form in MSH)
If you haven’t played him, the best way i can describe him is actually:
Take Juggernaut from MvC2
Give him SFV Laura Fireball
Give him Dante Teleport
Give him Sol Badguy Dust loops
And there you have it. That's actually pretty much how he feels.
And it feels good.
But to the nitty gritty.
He has an armored overhead (that i think is qcf+P?), and as i joked earlier, Laura's fireball.
It's not a joke.
2 variations, one point blank only that causes a crumple stun, and one that travels that is literally just Laura EX fireball.
His HK moves send out shockwaves with a LOT of range, but that makes them tricky to combo off of. Good news, is that it can setup reset situations.
Also, it APPEARS (i can't prove or swear to this) that is j.HK is multi-hitting and can negate projectiles. And it's still the old animation which is neat.
The big deal, though, is his command normal f+HP. This is a big-ass lunge punch. And it can be done in the air. It has a massive horizontal Slam property, so it wallbounces the first time, but on successive hits it just has ludicrous hitstun (giving him jump loops that look similar to Dust Loops).
His aerial super is just a big backhand crescent swipe. Not much to look at but great functionality: it messes with his momentum and has a big down Slam. Im not sure if its overhead...but if it is, oh snap.
His ground super, though, is an anti-air beam super. Travels in about the same angle as IronMan’s old AA Proton Cannon. Good for combat and combos, but if the opponent is full screen they can totally ignore it.
Definitely seems strong in a lot of regards, but i can't help but wonder if the meta is going to push him down in tiers a bit.
Iron Man
Man, i dont know. Nobody plays him. The one time i saw him, i was fighting someone who was...not very good. So all i really learned is that Proton Cannon startup is still awesome (where the gun hits you as it spawns in)
That new hand repulsor rekka thing seems really neat.
Thor
Holy crap, Capcom must have felt so bad for the thunder god. He feels really good overall.
Luckily, he’s in the demo (multiple times per playthrough), so i have a lot more to say on him than usual.
First off, his command grabs.
LP Grab is ridiculously quick
HP grab is slower, but causes a ludicrous groundbounce afterwards
HP grab is better for tagging, but even the LP one, Thor can dash in, get s.HK c.HP and aircombo.
This is also where its easiest to see the hitstun decay, though, as if you do this, the HP in the aircombo will ALWAYS whiff. But thats fine, RESET OPPORTUNITY!
OR you can just launch into LP LK HK or LP XX Power Surge
Or you can use his new mighty spark (which is really really nice) and do LP LK xx Spark
The new air spark maintains part of his momentum, and comes out super quick. So much combo potential from this.
Ground spark im not so sure. Its just, like, an awkward Shield Slash.
Flight Feels better.
And his new hammer clobber (qcf+K?) wallbounce seems to have a lot of utility. Its pretty fast and has a really good hitbox.
Captain Marvel
#Functions
Okay but seriously, if anyone replaces one or more cast members, it’s Carol.
She is the true jack of all trades (and master of some!) in the game, and my favorite character in the demo, so let’s discuss why shes so crazy, and why Justin has spent so much time on her:
Captain Marvel Breakdown:
Smash Hook
f+HP
Command normal straight punch. Specail cancelable, Lots of hitstun, and cancelable from c.HK for a low flight combo opener. Kind of a big deal, actually.
Sliding Straight
df+LP (3+LP)
Its...a low….command normal. Moves you forward a bit.
Yeah, im not really sure what this is actually for. Since its a light, you cant go from a
Heavy into it, maybe c.LK into it for double lows?
OTG opener? ...nah, c.HK should be better for that… unless this has a popup effect.
Yeah, IDK.
Turn Kick
f+HK
Big, forward-moving, swinging roundhouse. Good for stabilizing Time Storm combos.
Also, if you HOLD HK, she’ll auto fly after it.
Sweep / Slide
c.HK
Making a special note of this because, first off, this is an amazing button. But besides
that...
This move ALSO has the property like f+HK, where if you HOLD HK, you auto fly.
So thats neat.
Photon Impact
(air) d.HP
Open palm bonk on the opponent’s head. Oh hit or block, Bunny-hops off of them and
gets some lift. Good Hitstun. Great for extending combos and adjusting height. Also has
some hilarious Time Loops.
Photon Blast
qcf+P (air OK)
Beam projectile. Only like 3 hits, works as expected.
HP version is angled.
Blitz Blow
(any direction) + LK+HK (air OK)
LIGHTNING ATTACK!! HWAAA!!
Okay but seriously, this is that move, with some tweaks:
On whiff, you’re screwed. You have NO actions until you land. All the whiff punish.
But on hit or block, you bounce off the opponent and can do whatever you want,
and the hitstun is pretty monstrous.
Recommend using j.HP or j.d+HP xx qcb+P for decent guaranteed damage.
Major combo tool.
Strike Flurry
qcb+P (air ok)
This move is what i like to call an impact grab - its comboable but blockable (like Ibuki
Raida).
HP version is a horizontal throw. If you're too far from a wall (as of the demo version) it
does Flying Screen. If you’re near a wall, it’s a wallbounce.
LP version from the GROUND is a launcher
LP version from the AIR is a hard knockdown.
*** DEFINITELY worth noting that its easy to tag during the startup frames of this move
To have a tag during the cinematic throw, allowing all sorts of setups and
extensions
Photon Absorber
d, d+K
Free Armor install
Light armor
WHAT WERE THEY THINKING
Gonna give Stormneto Function more reliable/consistent armor than Nemesis, all you
gotta do is set it up
...Okay.
Takeoff
hcb+K
Command Grab
Launcher type.
Nice tool to have, with how this game works.
Flight
qcb+LK+HK
It’s flight. Its good.
Starts at about MVC3 average flight height when done from ground.
*** Watch your execution, you dont want to accidentally do Blitz Blow when you want
Flight due to overlapping commands.
Supers:
Power Blaster
qcf+LP+HP (air OK)
Its a beam super. Next.
slowly drains your HP (and its non-recoverable health)
Appears to drain ~5% from your HP
DOT, so if you’re interrupted during the super, it should interrupt the drain too.
Binary Ignition
d, d + LK+HK (air OK)
Install super, buffs damage and (allegedly) base health
slowly drains your HP (and its non-recoverable health)
But being able to do it in the air is a nice touch, will probably come into play a lot
Great for Suicide Black players (shoutouts to the MTG players who get that joke)
Stellar Stream (Lv3)
Qcb+ LP+HP
Yep, it’s a cinematic level 3.
Starting animation I think is shared by Strike Flurry?
She pretty much has it all, and she’s actually fun to play.
Even though she hurts herself with supers.
Maybe she just damages herself anytime she sets herself on fire?
She will likely see a lot of play for a long time, partly because she’s only 1 of 4 females, but because she brings so much to the table for such a low barrier. Great for beginners, great for pros.
And if you wanna try out a combo I've been doing that's good for practice, damage, and seeing game mechanics:
LP, LK, HP, c.HK xx f+HP xx fly, j.LP, j.HP xx Airdash xx HP (land), j. HP xx qcb+HP
Drones Die, you feel good.
Hulk
Sad to say i don't have that much to say about him. Just some tweaks or special cases i noticed.
Gamma Punch (chargeable armored normal) now has the animation of his old s.HP, and it wallbounces instead of ground bounce. Additionally, its one of the cases where i saw a higher tier of armor - this thing armored and tanked Maximum Spider like it was nothing.
He got a new walljump, that works like an airdash. Dramatically changes his approach game, as well as just the idea of doing it, falling with a normal, and tagging for a setup. SCARY STUFF.
Gamma Wave and tsunami now have a totally different visual effect - more like a shockwave than moving pavement, and the screen carry both feels better, feels more damaging, and its probably more beneficial in this game than before.
Im gonna add this to space stone notes, but i DID see Hulk trapped in the Box O’ Shame and attempt Gamma Crush. He hit the ceiling and fell so fast the entire super lasted maybe 10 frames. And since he couldnt escape the box, no meteor, he just dropped. Comedy.
Spider-Man
Oh, you friendly neighborhood bastard.
So, For the most part he’s fundamentally unchanged, but everything just WORKS now. People were doing combos with Spider-Man during SDCC that took years of MvC3 to try to manage.
Also, though, he got a new move: Spider Cannon, where he webs in front of himself, and slingshots himself, feet-first, at the opponent. Looks like a horizontal grounded foot dive. HK version is a bit slow on startup, but still functional.
Web Ball is slow as hell. Probably there to annoy and cover approach, rather than actually hit. On the other hand, i HAVE heard that Web Ball can be negated by Ryu Tatsu. Meaning Either Tatsu negates projectiles, or web ball gets negated by melee hits.
Web Throw HP version is aimable. There are a lot of potential ramifications for that, as you can see in some of Maximilian’s more recent Captain Marvel / Spiderman vids.
Ultimate Web Throw - not the terror it originally appeared to be. To compensate for how good some setups can get, and how resets work in MvCi, the hitbox has been reduced to essentially web zip, rather than that big-ass AOE it was in MVC3.
Maximum Spider seems REALLY touchy...tracking is not amazing.
Spidey’s level 3 seems nice, and its startup animation is actually the same as Spider Cannon, so it'll be easy to combo into.
Ghost Rider
Thanks to that Maximilian stream, we finally got a bit more footage to dissect.
Well, he exists.
Okay, look, he seems WAY better, and WAY WAY faster.
He still has his old j.S… but might be a command normal now
5 freakin hits too
Pillar flame thing command normal is now special cancelable
The system buffs him a LOT. Just the value of c.HK being an OTG does so much for his comboability. Knockdown, c.HK xx Chain-move-of-some-kind is kinda awesome. Especially from like, nearly full screen.
“Helicopter, Helicopter Over my Head” super seems relatively unchanged, but very useful now due to tag mechanics.
Motorcycle super got heavily adjusted. Much less recovery, and the wheelie at the end is a launcher. So it basically works like Chun Li’s Lightning Leg super, where you super jump at the end for air combo nonsense.
Also, Motorcycle super is ARMORED, at least during the drift turn follow-up. Crazy.
Level 3 - functionally seems the same. Animation is GARBO. I hope it was just incomplete. Because WTF it went from kinda badass to a cheesy Party City flyer.
He seems good, but i’m not invested in him at all.
But man all three of those GR players in UMvC3 must be hype AF.
Firebrand
Gonna be much harder to dissect, but here’s what we know
Still has kidnap
Same flame tackle (it seems)
Same weird ass airdashes
Has all 3 of his old supers and one new one
So Strangely, he has 2 level 3 supers… i think hes the only character in the game like that.
We have seen no proof of his unblockable still being unblockable.
Did he maybe get a command normal overhead? Or just a weird animation? *shrug*
New move!
A weird little tornado. Honestly looks like storms sweep.
Not sure how this comes into play, maybe a pressure tool?
BUT! If you shoot a fireball, it hits the tornado and makes a flaming pillar thing! So thats neat.
Jedah
Okay, so i GOT the command list.
Gonna combine what i know with what LI Joe gave me
Its worth noting that several of his moves had their names changed...even though they were already complicated AF because im american.
*cough*
OKAY gonna kinda breakdown stuff.
WHAT ARE ALL THESE COMMAND NORMALS?
Dita del Lamento
Falce Mortale
Dita Della Pieta
Colpo dell’Oscurita
Dita Della Calma
Okay, specials. Here we go.
Spirale Divina (Air OK)
Falce Inizio
Sangue Sacrificale
Falce Primordiale
Dolore Oscuro
Turbine dell’Ira
Flight
Supers:
Finale Rosso
Spirale Infernale
Sigillo del Servo
Okay, I need a command list, time now.
He has his buzz saws. There are small and large variants, so probably hold the button to charge it, and when charged its big?
HE STILL HAS HIS DIVING COMMAND GRAB
Air-to-ground kidnap style throw. YAASSS
Surface to air dash like Morrigan
Bigass scythe slash, which appears to have multiple versions, maybe chargeable?
Command appears to be qcb+K
One version seems like an overhead?
One version is a slice and hit
One version has a wallbounce / slam. Looks like charged version of above?
Maybe has followup variations?
And the Blood bubble Claw Swipe thing, which seems like an amazing tag confirm move, like Carol’s.
Buzzsaw super (air only)
Blood Dimension super
Contract is Level 3, and its is NOT a throw.
Okay, so LI Joe got to play Jedah at the Gamestop con thing, and he gave me a quick breakdown:
A lot of commands that overlap, but are air or ground dependent. Might be kinda awkward at first. Learn them combos!
Dormammu
Okay, so what im gonna do is leave the old stuff, but put all the new work right here, complete with new explanation stuff
Ill open with one fun fact:
Flame Carpet is just s.HP
Thats it.
So LAWL. Thats why it cancels into anything.
Dark Matter
f+HK
You know this one.
Chaos Ripper
(air) f+HK
Fish Hook? Should be.
Dark Hole (air OK)
Purification
Dark Spell - Destruction (Air OK)
Dark Spell - Creation (Air OK)
NOTICE THAT THEYRE BOTH LIGHTS
Liberation (air OK)
Mass Change (Air OK)
So the next few moves are Dimension Fang. I guess thats his new claw swipe move? But theres 3 versions, and i have no idea what they do. Two of them are named after dark spells, so maybe they auto charge too? IDK
Dimension Fang - Destruction
Dimension Fang - Creation
Dimension Fang - Revelation
Flight (air OK)
Chaotic flame
Stalking Flare
Dark Dimension (lv3)
So much of what he has is the same, but the new stuff seems nutty.
-------
Oh, hey buddy. How you been?
I was a Dorm player in MvC3, so I have a lot to say already on this guy.
I’m gonna assume you understand MvC3 Dormammu basics, so ill just talk about new stuff and changes.
He got a SHIT TON of new normals. Lots of new stuff to alter opponents float and timing.
However, it does NOT appear that his normals negate projectiles anymore :(
Okay, he DOES still have normals that negate projectiles. It just seems trickier, and seems to only be on HEAVY normals.
Only one I can fully confirm is j.HK (his old j.S). It negated Megaman X’s Air Slasher. GG
It LOOKS like his moves are changed like this
Teleport seems to be d,d+K
Stalking Flare has a time limit now. Lasts about 4 seconds :(
Flame Carpet is Special Cancelable?!?! Yo!!!
Flame carpet seems to be b+HP
He still has Dark Matter (f+HP). only saw it once, didn’t hit. Unknown if it got property changes.
But it still wallbounces, so that’s good.
AND IT COMBOS OUT OF FLAME CARPET OMGWTF
He also seems a bit faster overall.
New move - might be related to liberation:
Dark Hole and Purification (Pillar) appear to be cancelable / follow up into Hand charges and Liberation (hand release). LOLWAT
Liberation and its Changes:
Fun Fact! If Dormammu has hand charges, dies, and is resurrected by the Soul Stone?
He KEEPS the charges. He gets back up, hands glowing.
LIKE A BOSS
His level 3 looks less unwieldy. Slower maybe, but trades off that they may not have to be grounded for it to hit
Not that it matters, we probably won’t be using it very often.
In the words of Cable…”That’s enough...for now.”.
Will continue in coming days. There’s always more to discuss and elaborate on.
Til then, you can find me on:
Twitter @olafredland
Reddit /r/mvci at /u/olafredland