Just turned on UMVC3. Ryu’s lmhs air lmhs tk shinku hadouken did 540k damage, while lmh f.h donkey kick m h f.h s air m m h h.tatsu shinku hadouken did 650k.
Even learning a basic combo will reward you more.
But I agree, it should be toogled on and off. At least on character select, so casuals can think they can compete on a tournament.

Yeah I’m hoping its on some parry type timing and it doesn’t work again all projectile types, it would be mad sill to reflect beams and things.

9. Characters have contextual lines in the character select screen depending on who they’re partnered with, as well as before and after matches.
Cool. Give me that fanservice.

10. The control scheme moves away from Marvel Vs. Capcom 3’s three-attacks-plus-launcher button layout and instead has four attack buttons (light and heavy punches and kicks), as well as one button apiece for swapping characters and Infinity Stones.
I wanted 6 normal buttons, but I’m ok with this.

11. Each character has a universal launcher move, mapped to crouching heavy punch.
Yeah, ok I guess.

15. Automatic combos deal the same damage as manual ones.
I got salty about it at first, but then my brain started to operate and I realized that optimal combos can’t be done in automatic, so ok.

16. You can swap out characters at the start of a super, allowing you to have multiple supers on the screen at once.
Sounds dirty.

20. The build we played replaced several uppercut motions for special moves with two downward taps. It’s not final yet, but the team likes the way it makes moves easier to perform.
I don’t give a flying fuck about what the team likes. They will not be playing this shit.

26. Advancing Guard returns, and can now reflect projectiles, if timed correctly. This doesn’t work on beams like Iron Man’s Unibeam.
Wat

31. Wavedashing (canceling a dash by crouching in order to move across the screen faster) is still possible, but according to Capcom, it’s more effective to let dashes play out.
Yes, we still have them. Hope the simplifyed motions don’t fuck this up.

47. Captain America also has a new counter move using his shield. It has low and high variants which counter ground and air attacks, respectively.
So, he needed to watch Taskmaster do the counter move with the shield in 3 to learn that? Wow.

50 - Iron Man has two new moves, the Repulsor Array and the Smart Mine, which help define his playstyle as a keepaway character. Before, according to Rosas, the character didn’t fit any one playstyle well.
Hope he isn’t a hot pile of garbage like in 3.

No one asked Capcom representatives about the input lag?

how do I access medium punch if lp mash is auto combo? Can I turn that off? or can i do command normal or what?

And making the motion simultaneously down down ( :angry:) and SRK makes no sense. The same execution errors apply so it should be one or the other. Or optional.

And whats with people saying the game is slow? No one is even using optimized movement how in the hell is the game slow already? It actually looks pretty fucking fast to me.

Also do any UMvC3 players know how much losing M damages some characters?

Turn it into a command normal.

What do you mean simultaneously? Is there something wrong with characters having an invincible move on different motions? Its not like one character has the same move on both, right?

Agree, Too much reward, not my thing too, they should just try “0” damage instead for timed because this maybe believe to solve Morrigan issues against others, but this may also raise new problems to other non-laser projectile user.

Very strange stuff that would be neat to be exclusive for Captain America because of Cap’s shield lore but not the rest of the cast.

http://image.noelshack.com/fichiers/2017/17/1493306406-marvel-vs-capcom-infinite-hud-7.png

Good to see Legion is still in. Some thought it was gone.

Seeing those numbers just reminds me how depressing Firebrand’s damage was.

  1. Wavedashing (canceling a dash by crouching in order to move across the screen faster) is still possible, but according to Capcom, it’s more effective to let dashes play out.
    … what does this mean?

http://i.imgur.com/teijbH4.png

Interesting…

Looks like Infinite will not be apart of the CFN. I’m happy about that.

Glad to see that there’s a burst mechanic now.

https://www.youtube.com/watch?v=k2F2HF2DOTM

Good for you, tag is even easier on Infinite. The sole reason I want Shuma in. Gotta rock those corner combos midscreen with the space gem.

Probably that the dash accelerates. Iirc someone in 3 is already like this (Spencer maybe?). Same reason plink dashing as fast as possible isn’t the most effective thing for every character.

Wavedashing won’t be viable if down, down DPs can’t be switched off.

Characters have contextual lines in the character select screen depending on who they’re partnered with, as well as before and after matches.

I love stuff like this.

cause we know that normal projectiles were always outshining beams in previous titles.