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

  • 2 v 2 gameplay
  • Free Tag System, no assists
  • Select point, 2nd character, and then your Infinity Stone.
  • Stones act like Arcana from Arcana Heart, or kinda like CvS2 grooves
  • Each has a Special Move and a Super Move tied to them.
  • More below in the stones section
  • 4 Button control scheme, plus 2 specialty buttons:
  • 4 buttons: LP LK HP HK
  • 2 Specialty buttons:
  • Tag - allows free tagging between characters
  • Stone - Uses Infinity Stone abilities
  • Stone button uses Special Move (Infinity Surge)
  • Pressing Both Stone and Tag together does Super (Infinity Storm)
  • Arcade Stick Layout looks like:
  • LP   HP   Tag
  • LK   HK   Stone
  • A Bunch of Easy Mode shortcuts (that can all be turned off)
  • Auto combo - Mash LP a lot for free dial a combo stuff
  • Easy Super - Press HP + HK to do a super without the real input.
  • Auto super jump off of launchers.

Overall

  • Wall Bounce, Ground Bounce, OTG - It appears you get one of each.
  • Extremely difficult or impossible to combo off regular throw. More research needed.
  • New mechanic / property: I’m just calling it “Slam”. Most moves aren’t a guaranteed wallbounce, Ground Bounce, hard knockdown, any of that. But if the move knocks the opponent CLOSE ENOUGH to a surface, then this occurs. HitStun Decay (HSD) can actually override the “slam”. Power Storm adds “Slam” to ALL MOVES.
  • New result for using 2nd wallbounce effect: Undizzy. If you use a wallbounce, and then hit the enemy with Power Surge, they fly into the sky, MvC2 Undizzy style.
  • Additional infinite prevention system - The desk mash jab space storm undizzy.
  • Rules and regulations unknown, but may be 20 reps of same loop?
  • Command Grabs add a LOT of HSD to the follow up combo. A LOT.
  • Regular throws might even be worse, on the rare occasion you can combo from them.
  • *** Projectile Durability moved to be elaborated on more
  • New tier / style of armor (I've just been calling it Light Armor)
  • Only affects light hits and weaker projectiles
  • Does not appear to have a limit on number of hits
  • Almost always has a duration
  • This armor is most easily seen in Story Demo - Captain Marvel’s Absorber
  • https://twitter.com/ChromeAlchemist/status/893213795572756480
  • Time Limit on Infinity Surges does not appear to count down during cinematics. Unless changed, you cannot burn out someone’s storm by grabbing them or hitting them with a level 3.
  • There does not appear to be any more minimum height requirements for almost anything anymore. Not airdash, not flight, not Time Stone, NOTHING. WHEEEEEE
  • Exception(s) are that certain air mobility moves (Strider Double Jump, Rockets skates, and sometimes AirDash straight up) cannot be used at the start of a jump. There doesn’t seem to be a height requirement, but early jump frames still lock it out. Funny enough, this does NOT apply to Dante’s double-jump. Probably because he jumps so high?
  • DUD JUMP - at the start of a Super Jump, hold down and you get a short hop kinda like KOF. It can also be regarded similar to DI from smash. Allows really new interesting combo routes and approaches.
  • You have FAR more horizontal control in the air than you did in MVC3. To see this in action, Super jump away (d, ub), then hold forward. You'll land further forward than where you started.
  • If you hold down and press up, you’ll still super jump. This is a dramatic change from all older games (where it was only tap d, u). It’s okay.
  • Regular throws (NOT Command Grabs) remove all red health from victim.
  • To compensate, they do seem a whole lot less easy to do consistently.
  • Freeze effects (such as Reality Storm LK or X ice barrier, or Zero Ice Crash) are more common and come with additional properties:
  • Restand - If opponent lands on the ground with Freeze state applied, they land standing. Allows for fancy follow-up stuff.
  • It appears that (universally) victim can shake / mash out of Freeze (like MvC2 Magneto Hyper Grav or general dizzy effects in other games)
  • Not counting Reality Storm, The following characters have access to Ice Specials:
  • Megaman X
  • Zero
  • Hawkeye
  • Dante
  • Air dash normals are now affected by gravity. If you airdash xx normal, you’ll start falling from the start of the startup to the end of recovery frames.
  • If you land during this, you land. No floatiness.
  • This does also occur during flight
  • If your normal recovers quick enough that it’s done before you hit the ground, you'll automatically go back to flight rather than landing.
  • High/Low unblockables do not exist. Systems in place prevent forcing a high and low block at the same time.
  • When blocking, you seem to have a few frames where your blockstun is basically auto-guard. Obvious setups seem less powerful, so true mixups must be used.
  • Prejump frames can’t block. If you hold UPBACK! , you can get it before you leave the ground. Doesn’t appear to be low specific, seems more like SFV
  • When the your first character dies, and the second one is incoming (the only forced incoming in the game so far), incoming character is totally invulnerable and cannot act until landing. Nonsense ensues. Thanks: @ChromeAlchemist
  • Via previous reports and new updated reports:
  • Normals deal chip vs Airborne.
  • Incoming character is invincible until landing.
  • This incoming can be canceled into Infinity Storm before landing
  • Gotta test if it’s super cancelable, or if storm is unique.
  • All supers APPEAR to be knockdowns on hit. Makes follow up freedom crazy.
  • Everything, including level 3 supers, is affected by damage scaling
  • This is different from MvC3, where level 3 always did 100% damage
  • Unknown (but likely) if this also applies to Dr. Strange Rings of Raggador
  • RoR had no scaling in UMvC3
  • This note in response to a question on SRK forums.

Mental notes for you on overarching design concepts

  • For any mobility tool that isn’t a universal dash or a teleport, the command will use LK+HK. Rocket Skates, Cap’s Cartwheel, Franks Dive Roll, Carol’s Lightning Attack function, and Flight - they ALL use KK commands.
  • Not all DPs are replaced by d,d
  • Not all remaining DP commands are anti-air DP moves
  • The d,d command is also an overarching concept, used for:
  • Stance changes / installs
  • Teleports
  • Anti-Airs
  • Other weird vertical, ground based moves (thanks Dante, Chris)

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

  • Overall Priority of Combo Paths appears to be:
  • Lights (Punch, then Kick)
  • Light Command Normals
  • Heavies (Punch, then kick)
  • Heavy Command Normals
  • Launcher
  • Special Move
  • Super Move
  • BASIC magic series is LP, LK, HP, HK.
  • J. HK vs airborne causes the knockdown, both as air combo ender and in neutral
  • This j.HK is special cancelable. This is a huge change from MVC3, as MMHS air combos, the S was NOT cancelable. This capability alone buffs quite a few characters more than they would typically appear.
  • Some characters can do lp lp or lk lk or both.
  • Command normals seem to only be comboable from the tier of their button strength or lower
  • Basically, if a command normal is f+LP:
  • LP xx f+LP works
  • HP xx f+LP does not work.
  • Similarly, if the normal is f+HP:
  • You CAN combo HP xx f+HP or c.HK xx f+HP
  • Theoretically, LP xx f+HP should chain / cancel, but may not combo.
  • Appears to be a general rule, but will need to test them all when the game drops to be positive.
  • Infinity Surge counts as a Special Move
  • Infinity Storm counts as a Super Move (Hyper Combo)

Projectile Durability (updated)

  • Projectile Durability from MvC3 seems gone. All projectiles seem to clash and destroy / nullify each other (aside from obvious special cases)
  • Exception to this appears to be Reality Surge. Everything seems to destroy it.
  • More research required for beams.
  • Projectile durability has been overhauled and rebalanced.
  • It “feels” like there are now 4 tiers of durability. Otherwise, it has just been streamlined to be more obvious:
  • Low AF durability: Reserved for Reality Surge.
  • Medium Durability: Damn near everything
  • High Durability: Chris Magnum, some enhanced projectiles
  • High Durability seems to be non-reflectable
  • Definitely applies to some of Arthur’s projectiles while Gold Armor
  • Theory: Install supers that buff the user raise durability
  • Arthur, X, Captain Marvel?
  • Super Durability: supers / hyper combos.
  • Beams are still in question. They seem to typically be nullified as one item, but there appear to be edge cases where the hits count.
  • Note that the above is theory / speculation based on Story Demo testing and Match Footage from YouTube, such as from UM Tyrant
  • More thorough testing is reqiured, but a new UM Tyrant vid shows Zero’s new Rakuhoha follow-up being negated by Thanos’ Laura Fireball. Either Thanos’ fireball has high durability, or Rakuhoha has low durability. Probably both. Hopefully both.
  • Correction, Rakuhoha has low durability for sure. Morrigan Soul Fist went clean through it.

        

Perfect Pushblock / Gold Advancing Guard / whatever you wanna call it

  • There are now two variants of pushblock - regular and perfect/Gold
  • Melee makes you stand still while attacker is pushed twice as far away.
  • Solid Projectiles are reflected
  • Beams and other special cases (magnum, supers?) are NOT reflected.
  • APPEARS to negate chip damage entirely (regular only mitigates it?)
  • Pushblock in general also appears to have less blockstun than before.
  • **RUMOR** May have MvC2 Push Block cancel by returning stick to neutral.
  • PROBABLY NOT TRUE        

Chip Damage

Tag System

  • Tagging ALWAYS brings your partner in from behind the point character.
  • This is based on where the point character is FACING, so if you jump over the opponent and tag, the tag comes from where they started. If you jump over then attack and autocorrect your facing direction, then the tag comes from the new rear-direction.
  • Leads to crazy simply 50/50s from stuff like teleport dashes, jumping over people, air dashes, etc.
  • Tagged in character will perform a Slam attack on incoming if you don’t interrupt their tag-in animation (with a move, jumping, whatever)
  • Burst Tag / Saving tag
  • When in blockstun or while being comboed you can HOLD the tag button (20 frame?), and you’ll spend 2 bars to tag in your second character. There is a brief flash as the new character comes in. First character is not saved, but begin being treated as an assist.

Infinity Stones

        Full Clarity:

  • Tag + Stone button activates your Infinity Storm, based on the Stone Gauge. Must be half-full or more to activate (like Ultras in SF4)
  • Startup of Storm is very slow, but very invulnerable.
  • Invul appears to vary a bit from stone to stone. Needs further testing.
  • By pressing the activation again (tag + Stone) while in the storm, your storm will be canceled, the entire gauge is consumed, and you will perform your level 3 super. With no super meter consumption.
  • Some characters, especially characters with Throw level 3s, can activate versus opponents approach, use invul to avoid damage, then immediately pop it for level3 using that invul, and punish anything too mash happy or too slow to deal.
  • Infinity Surge is treated as a special move; normals can cancel into surge
  • Infinity Storm Is treated as a Super Move; you can cancel from a special into Storm.
  • Storm can (apparently) be done as a guard cancel.
  • When a character dies, you are given 50% Stone Gauge
  • You cannot have 2 storms active at once. If your opponent pops their storm, you have to wait until theirs is over before you can use yours.

Power

  • Surge
  • Melee attack, wallbounce on hit.
  • Relatively safe
  • Seems to have similar hitbox and frame data to Magneto’s s.H in MVC3
  • Storm
  • Adds Damage and Hitstun to all moves
  • Adds “Slam” Property to all moves
  • Appears to be relatively “forced” Slam - opponent will always wallsplat, for example. Unsure if this applies to any other sort of splats or bounces.
  • Pushblock doesn’t push user out.

Time

  • Surge
  • Teleport Dash. Invulnerable. Not cancelable as a dash.
  • You count as facing the same direction until you fully re-coalesce...so if you tag during the teleport, the partner comes from where you started. #gimmicks
  • Storm
  • Appears to allow canceling / chaining of any Normal or Special move into any move of same or higher cancel tier (Hadoken xx Hadoken, HP xx HP xx HP)
  • Appears to cancel on final active frame of moves (which is typical), and appears to have a more detailed system for projectiles active / recovery frames.
  • HOWEVER, these buffs are lower priority operations - if a move has a follow-up window (like X Buster Shot), time doesn’t affect it, because the follow-up has higher operation priority.
  • Or this may just be exception-based rules, where in the code the game just says “nope, Time is not allowed to cancel this”.
  • More research required to test limits and true nature of Storm. Just pretend it’s Custom Combo until you find stuff that doesn’t work.

Space

  • Surge
  • Vacuum Effect. (Magneto’s Attraction From MvC3)
  • Armored (light armor)
  • Noteworthy uses:
  • Good for sucking opponents into traps like Raccoon, Chris, or even stuff like Jedah Pinwheel
  • Good vs players who like to airdash in. Hit the surge and watch them go past you and whiff, allowing some punish room.
  • Storm
  • The Box of shame
  • Traps Opponent in a Box / Cage effect
  • Space User and Projectiles can all enter and exit box at will, only the VICTIM’S HURTBOX is affected. Normals that extend beyond the box still work.
  • Victim CANNOT TAG while in the box.
  • Box will temporarily disappear during any cinematic effect like cinematic supers and throws
  • If box is gone under these effects, victim CAN TAG until the box reforms. (Easy to see in story demo with Thor VS UltronSigma)
  • If Space user hits victim with a launcher (c.HP), they can aircombo the victim and the box will travel with them.
  • If the victim is hit by a rising move, like Shoryuken, they instead hit the ceiling of the box and the box does not move.
  • If the victim tries to use any move / super that has high mobility, the box does not care. Gamma Crush hits the ceiling of the box and fails, maximum spider bumps into the wall of the box, Morrigan Darkness Illusion lvl3 just runs into the wall and sits there until the dash time runs out.

Reality

  • Surge
  • Homing Projectile, Very Slow,  max duration cannot quite reach full screen
  • Appears to be very low durability, seems to be destroyed by basically anything
  • Might be able to destroy with normals. Not sure tho.
  • Storm
  • Normal button presses create an elemental projectile effect
  • LP creates little wind blades, Feels like Strider Ouroboros.
  • LK creates an ice wave. Freezes opponent on hit.
  • Opponent CAN shake out of freeze effects
  • HP Creates the delayed Fire Beam Super effect.
  • Throwing an opponent counts as pressing HP, so it triggers
  • Location based on where user is when they press HP
  • HK Creates massive vertical lightning bolt (Captain Corridor assist)
  • Location based on where opponent is when user presses HK.

Mind

  • Surge
  • Command Grab
  • Usable in the Air
  • Seems to have same range / frame data as She-Hulk’s Light CMD Grab in MvC3
  • Causes knockdown, enemy wakes up dizzied
  • Massive Damage Scaling afterwards
  • Level of HSD applied unknown. Doesn’t appear to be that bad, but maybe just Dante doesn’t care. Probably great for meter building purposes more than damage.
  • This is DIZZY state, opponent is THROWABLE (Mind Surge -> Frank lv3 works)
  • Storm
  • Builds meter VERY VERY quickly over time
  • Approx 1 bar every 1.5 to 2 real-time seconds.
  • Follows usual meter build rules: Will not function in the middle of a super
  • Does still seem to build meter during Install supers. Need to check meter conditions of all installs for verification.

Soul

  • Surge
  • Throws out a PHYSICAL whip that steals health.
  • Physical - as in it doesn’t clash with projectiles
  • Steals about 5% on hit?
  • before:
  •    after:
  • Life steal scales SEVERELY on multiple hits in combo
  • (like happy birthday, hit 2 people, second steal is about half of normal value, maybe 3% compared to 5%?)
  • Very low hitstun
  • Good for resets
  • Storm
  • OH GOOD LORD
  • Calls in partner character for team combo stuff
  • You control BOTH characters simultaneously
  • Qcf+p means both characters perform qcf+P
  • Both characters can use super
  • So team composition will definitely be a factor
  • If partner character is dead, they are resurrected
  • Health is based on amount of Stone Gauge used on Storm
  • 100% Stone Gauge, that’s the HP Dorm got.
  • There is a case where the revived character got almost no health, but the usual value was instead RED HEALTH
  • Theory: Resurrection always gives ~20% Health Gauge
  • If Stone Gauge is FULL, it’s REAL health
  • If Stone Gauge is HALF-Full (minimum required for storm), it’s almost no REAL Health, and ALL RED Health
  • So 75% Stone Gauge means :
  • ~10% Real Health, ~10% Red health
  • If the partner survives the Soul Storm, they get to stay alive.
  • Time Over might be a real threat from this.
  • If partner is NOT dead before activation, there is no free health gain
  • Potential Meta Strategy: Pop the storm, then blow it for the free level 3
  • Doing this cancels the storm, so both characters won’t be out, preventing happy birthday risks.
  • It appears that if the defending player techs a throw while you are in Soul Storm, both of your characters are pushed away in the tech.

Little Meta concept bonus notes on each storm

  • Power
  • Negates Pushblock
  • Means better pressure
  • All hits are knockdowns
  • Time
  • All moves become safe, even without tag
  • Infinite blockstrings and loops
  • Space
  • Timer scam
  • Stops the opponent from applying pressure
  • Not as good against zoners
  • Prevents opponent from tagging
  • Good to ensure killing the point character so they can’t tag to save them
  • Blockstring infinites due to box stopping knockback
  • New combo loops due to same, but Infinite Prevention Systems mitigate this
  • Reality
  • Helps in neutral
  • Freeze effect from LK means new restand combos / resets
  • Combo breaking potential due to HP Flame Beam delay
  • Good for setups
  • Mind
  • More meter = More bursts
  • Soul
  • Resurrecting a character means more health total
  • More health total means stealing time out wins
  • Crossover mechanic can lead to blockstun infinites
  • Same concept as space, knockback mitigated due to 2nd character

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.

  • I was reminded, however, that at point blank range, arch shot will often go over the opponent and whiff. Keep this in mind for your spacing, or use other moves first to create that additional space.

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

  • f + LP

Falce Mortale

  • df + LP

Dita Della Pieta

  • df + LK

Colpo dell’Oscurita

  • df + HP

Dita Della Calma

  • (air) f+LP

Okay, specials. Here we go.

Spirale Divina (Air OK)

  • qcf + P
  • Chargeable
  • Throws a buzzsaw trap thing.

Falce Inizio

  • qcf + K
  • New Scythe Slash move
  • Appears to have overhead groundbouce and wallbounce variations

Sangue Sacrificale

  • qcb + P
  • Claw Slash into bubble.

Falce Primordiale

  • (air) qcb + LP
  • Diving command grab (i guess?)

Dolore Oscuro

  • (air) qcf+K
  • Become a saw, spinny spinny

Turbine dell’Ira

  • (air) qcb + K
  • Jump into the air and dive head first at the ground. Think Dudley’s Thunderbolt move.

Flight

  • qcb+K+K
  • You know what this is.

Supers:

Finale Rosso

  • Qcf + P + P
  • Blood Dimension super
  • Tracks opponent, really fast after super flash. Blockable.

Spirale Infernale

  • (air) qcf + K + K
  • BE THE SAW.

Sigillo del Servo

  • Qcf + K + K
  • Contract. One of the coolest moves ever.
  • Blockable. Big quick splash of a blood hand in front of Jedah. Wreck faces.

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:

  • qcf+P - saw throw. Chargeable for bigger saw
  • qcb+P - claw swipe bubble
  • qcf+K - Scythe Slash
  • Qcb+KK - flight
  • Air qcf+K - turn into saw spinny spinny
  • Air qcb+K - jump into air and dive headfirst at ground
  • Air qcb+P - diving command grab
  • qcf+PP - Blood Dimension super
  • Air qcf+KK - air saw spin super
  • QCF+KK - Lv3 Contract

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)

  • Qcf + LP or HP or LK or HK
  • Automatically performs Dark Spell (hand charge)
  • Button used determines spell color AND Hole distance:
  • LP is Close, red charge
  • HP is Far, Red Charge
  • LK is Close, Blue Charge
  • HK is Far, Blue Charge

Purification

  • Dp + any button
  • Seems to work exactly the same as dark hole - distance and spell color

Dark Spell - Destruction (Air OK)

  • Qcb + LP
  • Red hand charge. Just like the old days

Dark Spell - Creation (Air OK)

  • Qcb + LK
  • Blue Hand charge. yep.

NOTICE THAT THEYRE BOTH LIGHTS

Liberation (air OK)

  • Qcb + HP or HK
  • TWO Liberations. HP OR HK. WTF?
  • Yeah i dont know. Cant wait to test.

Mass Change (Air OK)

  • D , d + and atk
  • Teleport. Button determines location.
  • IDK which is which yet.

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

  • f + LK + HK

Dimension Fang - Creation

  • b + LK + HK

Dimension Fang - Revelation

  • d + LK + HK
  • This one has a different name. So this might get fancy. IDK

Flight (air OK)

  • qcb +LK + HK
  • Yeah you know what this does.

Chaotic flame

  • QCF + LP + HP

Stalking Flare

  • qcb + LP + HP

Dark Dimension (lv3)

  • Qcf + LK + HK

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

  • Old M is now LP (applies to both standing and crouching)
  • Old L is now LK (applies to both standing and crouching)
  • Old s.H is now s.HK (probably crouching too)
  • J. H is now j.HP?
  • j.S is now j.HK (pretty usual)
  • He appears to have a new Airborne Command normal too:
  • The reason i say command normal is how it chains, and that i’ve seen 5 different air normals. So yeah, this is something else. Or this is j.HP, and his old j.H (fish hook) is a command normal now...which appears to be the case. Like maybe d+HP?

Teleport seems to be d,d+K

  • HK Teleports above behind opponent
  • Definitely has a teleport above and in front of opponent
  • Seems to have another variant teleports away, back to the wall and airborne
  • Leads to one of two results:
  • 1 - he has 4 teleports (YOOOOO)
  • 2 - dead bodies have really awkward results for teleport tracking.

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

  • DARK HOLE OMG:
  • Dark hole into Hand Charge is automatic.

Liberation and its Changes:

  • 0 charge unsure.
  • What I thought was 0 liberate...he didn’t consume the charge
  • Maybe there are 2 liberate moves, the new empty and true release?
  • RRR is pretty much the same, maybe smaller maybe slower
  • Seems to apply to R and RR as well
  • B unknown, probably unchanged
  • BB seems unchanged. Still the set of big spikes
  • RB Mostly unchanged. Meteor Shower. Quite a bit slower though.
  • BBR appears to be changed from Meteor Storm to ONE BIGASS METEOR
  • Its about the size of stalking flare. Its pretty big:
  • Also, it shatters on impact:
  • See those fireballs near Dorm? That was the meteor exploding.
  • RRB is still Volcano. Thank god. That was like my favorite one.
  • BBB HOLY SHIT
  • Obviously, they couldn’t keep the old “Stay Grounded” one
  • Now he summons a bunch of thorny vines that cover the ground
  • On hit and on block, they pull the opponent their side of the screen to Dormammu’s side of the screen. Or something to that effect. Gotta test it a lot more to be sure of exactly how the physics work on this nutty new move.
  • Seems to cap out at 10 hits.
  • Could be a major new tool, much the way Million Dollars is used now.
  • Could honestly be the only liberate worth using now cuz it’s dumb.
  • Air Liberate is the same as UMvC3 - teleport to ground and then pop.

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