UMVC3 Current Game Changes. See my list of NOTICEABLE CHANGES for DAY ONE

If Wesker is around/over 900,000, looks like Dante’ BC bnb combo damage might have been cut by 50k or so. If he ended that with Devil Must Die instead of Million Dollars, he probably would have hit over 950k.

So they made Thor’s air dash even slower!?

Really!?

Why doesnt Jet Stream connect though? I know there’s HSD changes but Jet Stream always looked like the type of move that always works as long as the first few hits hit the opponent right. Sort of like a cutscene move without the cutscene as well as having to connect 2-3 hits properly instead of just one. My thing is, does this mean the groundbounce from beehive is useless in this combo? I had a feeling that Jet Stream doesnt connect anymore (stupid Capcom) after watching the vid but I dont see why he didnt atleast do another volcano xx beehive after a ground bounce from the first beehive. Unless the second beehive is affected in the same way as Jet stream which sucks if it does.

Jet stream probably still works out of Beehive, might just be a positioning specific thing. And if not, we’ll always have Volcano JC Revolver Jetstream. If JS doesn’t work off groundbounces at all anymore we’ll all be doing Reverbs I guess.

or in the corner, beehive cold shower stinger bold cancel jet stream (after using the wallbounce) will probably still work… and technically that was the better combo anyway.

Is this confirmed (the jetstream link) or it is just Max not using it? I’ve seen Max do a lot of “different” BnB for character in Vanilla.

ive heard that jetstream drops them, but it might be what deviljin was saying earlier (that they get hit a bit too high from stuff and no one has adjusted yet)

Spoiler

http://i184.photobucket.com/albums/x88/port_royal/gif/jawdrop.gif

List of Ironman changes:
[LIST]
[]Airdash has been modified (slower starting speed, increased acceleration)
[
]Because of the loss of double jump, <Iron man> can cancel jump normals into air dash.
[]It’s now possible to cancel out of cr. H
[
]cr. H’s blockstun time has been increased.
[]st. H and j.S have their hitboxes enlarged.
[
]The lowest damage scaling on normal attacks has been decreased.
[]The lowest damage scaling on special attacks has been increased.
[
]During Repulsor blast, further inputs are fixed to where Iron man was originally facing.
[]Repulsor spread command has been modified to just pressing H.
[
]Repulsor spread causes hard knockdown.
[]Smart bomb damage is increased.
[
]Smart bomb hit stun time is decreased.
[]Ground Smart bomb’s entire frame count is overall shortened.
[
]Flight has overall faster start up.
[*]Able to add hits by pressing buttons: Proton cannon/Anti-air Proton cannon/Iron Avenger
[/LIST]
List of MODOK changes:

[LIST]
[]Able to cancel jump normals into airdash
[
]Able to add hits by pressing buttons: Killer Illumination
[/LIST]
List of Taskmaster changes:
[LIST]
[]j.H causes opponent to float higher.
[
]The minimum damage output on normal attacks has been decreased.
[]Possible to cancel out of Spidey Swing (earlier, perhaps?).
[
]On a ground hit, Charging star causes more knockback (?).
[]Charging star causes less floating.
[
]Aimmaster damage has been decreased.
[]Aimmaster H causes less floating.
[
]Air Aimmaster H causes less floating.
[]Added Stingmaster
[
]The minimum damage scaling on all Hyper attacks have been decreased.
[]Currently, the first shot of legion arrrow doesn’t get reduced damage, however now it causes the correct amount of reduction in combos.
[
]Able to add hits by pressing buttons: Legion Arrow
[/LIST]
Edit: Eventhubs has all the character changes for Marvel characters translated, but some of their stuff are off. I might post the correct the translation later.

This is already on eventhubs

Not at the time I was translating the stuff, they weren’t. And a lot of their translation is off anyway. All I know is their Iron man stuff is off, as well as their Taskmaster stuff.

gotcha, my bad then. keep doing yo thang.

Maybe. The bigger issue is you’ll already have to have some meter on you before you go for the combo. In Vanilla you can build meter for Devil Must Die or a Triple DHC even if you haven’t built any meter yet. With the meter and HSD nerfs I doubt the combo in that video will build you a level 3 unless you already landed some stray hits or chipped to get some extra meter first.

The meter gain is one thing, but I’m really not buying the idea that Jetstream doesn’t link after beehive. Jetstream already dropped in vanilla if the opponent was too high or too low, so any small changes to the startup of the move (or the height of the groundbounce on beehive) would change the timing for linking it. I’m pretty sure the last hit of jetstream also causes soft knockdown too, so there’s no reason that it wouldn’t link into fireworks.

I think the area Dante is getting hit the hardest (combo wise) is in assist combos. Assists suffering from HSD means things like the sky dance ground bounce reset combo won’t work, which added a ton of damage and meter gain to his combos. Assist combos were the only way he was gaining 3 bars without gun loops or acid rain loops, and with the better ones not being possible anymore (in addition to the overall meter gain nerf), he’ll probably have trouble building 2 bars in one combo.

Still, there’s a couple of new combo opportunities to look for with Dante. TK skydance->beehive should be significantly easier to do in ultimate (trying to do beehive in such a small window is almost impossible in vanilla, but beehive is technically only a 4 frame move). People should also mess around with revolver a little more since volcano->beehive won’t be as amazing for damage and meter gain.

I remember Richard N discussing in the Dante thread that people just fall out of jet stream now if you do it after beehive. That’s from what he discovered playing at Evo. Which would pretty much relegate the move to another one of Dante’s style combo only moves.

Read the bottom of this post for more info. Dante Changes in Ultimate Marvel Vs. Capcom 3

Either way with the meter gain nerf that definitely means you won’t be building 2 meters off that specific combo anymore.

oh wow that sucks. There goes our awesome corner carry combo.

Volcanohive-Volcanohive for life I guess.

Up on Unity as well
http://www.capcom-unity.com/gregaman/blog/2011/10/21/umvc3_character_change_log_-_marvel_characters

Add mash for damage to select “exempt from scaling damage” level 3s like Gravity Squeeze and Doom Time? Genius.

/sarcasm

You’re all beneath Doom.

Is there a list of exempt to scaling mash supers? Level 3s are exempt to scaling as it is so I’m not really surprised by this. It seems like they’re trying to keep the damage on level 3’s up now that DHC glitch and self meter build TOD’s less often.

Argh, my beautiful Taskmaster =( I think what really worries me is the wording about shield skills. Hopefully it doesn’t knock them back that far… I use shield skill as a quick punisher into a combo for whiffed attacks, but if it knocks them back or up it doesn’t seem like it’s going to be as nearly as useful. I’m just hoping that some of this is the translation, but it seems like he’s getting one hell of a nerf when it comes to damage and comboability =/ I don’t mind about the self-relaunch stuff as that is pretty insane, but his basic punishes better not be too different. Sigh.

He already has some of the game’s best normals and he really didn’t need to kill people in one combo like he did in Vanilla. He has short comings for mix up that can be helped with some assists but this guy had a quick dash with a 5 frame c.L that covers half the damn screen with the dash. Plus sword normals and arrows dat chip like mad. He’ll still hurt a plenty and no DHC glitch means if he still has 1.1 million that health is going to actually matter.

Yeah. Did I see his arrow projectiles (not hyper) do less damage now? Taskmaster will still hurt and I plan on keeping him on my team, just trying to figure out how to restructure around him. Thinking Task/Hawkeye/Nova currently or Nemesis/Hawkeye/Task or something. I’m going to miss his vanilla shield skills is all if it knocks people away and messes up a launch combo, but maybe I’m reading too far into the changelog text. I just need to figure out good assists that can help with his lockdown and opening people up into combos. I’m really hoping Hawkeye with poison or his vertical assist will play well with Task, and then just need one more either point or anchor that mixes perfectly. Either a teleporter/mobile character like Vergil or Nova as anchor or a big brute like Nemesis or Ghost Rider on point I’m thinking. God I want this game to come out now.