Marvel vs Capcom 3 @ Portugal: Impressions *DAY 2*

Deadpool dashing under Mags and Storm is great. I’m going to enjoy doing that.

oh, Spencer’s little Bionic Arm fullscreen command grab thing whiffs on crouchers. he can do it at 90º, 45º and straight ahead.

MODOK seems annoying as damn. like… imagine MvC3’s version of arakune. his shit stays on screen for a long time.

She hulk I played her ONCE and i managed to whiff her little dropkick hyper 3 times in one match. Props to me.

Anyone play with Spencer? was he any good?

Barely played Magneto, didn’t touch She-Hulk even once, played Spencer and MODOK for a few matches. With spencer I could only do 2 moves, qcf special and qcf Hyper. Didn’t figure anything else out, believe it or not. with MODOK I just flew around dropping traps and hyper beams. None of these were really my type.

???

where are you guys getting some of these ideas from?

In MvC2 Magneto’s launch can be juggled into itself so it was a really easy infinite. Kanta was mainly trying to troll me with it by doing “infinite” launches. He failed completely, don’t worry :smiley:

Thanks for the info.

And Kanta, could you tell me the motion for Wesker’s teleport?

I feel like Dormammu’s teleport can be used for offense & defense. It just seems pointless to give him a move with only one purpose.

Were any of you able to see how Spencer’s ranged grab interacts with projectiles? Does it cancel/destroy them or do something else?

WTF with Viper’s burning kick being an overhead. WHY??? I’m assuming the assist version will be an overhead too? Ugh. I will not like fighting her.

EDIT: Huge thanks for the info!!!

I only saw spencer played once and it was majorly a test run. The grappling hook vs projectile interaction was not tested. Sorry.

DP+A I believe. Counter I think was RDP+A. (now I’m not sure if it was A or B… or C)

should have written it down facepalm

his counterattack seems to have less active frames than Gouken’s. Either that or the same. it’s an interesting tool. I like it. (you’ve probably seen it in action. He does a “Come at me” motion with his hand, which is glowing blue.

I thought both the point character and the assist got blasted off the screen from a snapback in MvC3, preventing the “launch 'til you’re dead” juggle from happening?

Or are you talking about when the point character dies and the assist is still onscreen? I could see that being plausible.

I’m willing to bet it works as a projectile so they probably cancel each other out. Didn’t test it though.

I deserved to be kicked for it but I also forgot to test if Viper still had her command overhead (the jumping knuckle). She probably still does, but I completely forgot about it. It’s kinda weird, they decided to make burning kick an overhead (which is completely ok) but Seismou can be blocked high as well as low. Why’d they feel the need to remove Seismou’s low-hitting property is beyond me to be honest.

Oh, and Seismou hits until about double jump height. It’s dumb.

Thanks, Kanta.

prob made burn kick an overhead because they couldn’t make seismo corridor a low (it going so high into the air now)

Nice write up, thanks for the info!

Can you elaborate on the Magneto stuff? From what I remember there is no 2E (???)… :confused:

Did you guys mess around with Advanced Guard much? How easy ws it to use? Was it effective at keeping people out? It’s probably my only major concern about this game right now, would be interesting to hear if it’s changed or not…

How long do utility hypers last? Like Astral Vision, Devil Trigger, etc?

Would love to hear some more detailed analysis on Thor! I know he’s supposed to be bad (:(), but any changes/additions from the TGS build would be nice to know.

Seems fairly similar to the way it worked in TvC tbh. It seemed to cancel out some of the chip but not completely as I still got chip-killed by Dormammu’s Chaotic Flame when I was AGing it (didn’t mash hard enough, maybe)? Be careful mashing it though, as if it’s a move like morrigan’s hyper missile that is kind of unpredictable in how it’ll hit you may accidentally mash it a little too much and dash (3 attack buttons = dashing) somewhere in the middle, which means you’ll eat whatever damage there is to come afterwards. As a keep-away tool it seemed pretty alright but I wouldn’t bet on it being a free card out of pressure every single time.

He really seemed kind of bad. Really slow, both at moving and attacking (his jab is unbearably slow, tick throws seem completely unpractical). You can launch an enemy after landing his command grab, and maybe we’re just being too pessimistic, but he really seemed kind of bad. And I was looking forward to him too =(

ok, might have been some confusion here. There is no infinite that I know of. What I mean is that his exchange button looks like his launcher in MvC2, which could be used to generate the infinite I linked in the video.

other notes: Viper’s Seismo’s have a hitbox till… the healthbars, something like that. It’s more like a seismo column. pretty high up. Her “crHP” is a lot slower in mvC3 than in SF4. Noticeably slower and I barely play viper. So if you were hoping for FFF, you might not be so lucky.

Advance Guard is easy to use and, at least for Dormammu, it pushes you like… 3/4 of a screen away. Again, it’s very easy to do. Just tap ABC.

Can’t elaborate on magneto, didn’t test him thoroughly, sorry again : I

Based on all I’ve heard about Thor, he’s gunna be a character that needs assists. Does Thor still have that insane damage output?