FEATURESET CHANGES:
*Improved Netcode.
*Replay Mode.
*Hitbox Viewer (Training Mode).
*PS3 system parity.
*Player Match, Lobbies, and offline play for H&H mode.
*”Kick” function added to Lobbies.
*Include the full UMvC3 trailer video.
*List ping time for online opponents.
*When a Lobby creator leaves, the Lobby retains its properties (stays private).
SYSTEM CHANGES:
TAC Changes:
*Costs 1 bar, always a guaranteed exchange in one of three directions.
*Meter gain/loss from directional choice removed.
*Hitstun deterioration returns to 0 after a TAC and builds normally from there; returns to pre-TAC hitstun levels combined with post-TAC hitstun levels when either character touches the ground.
*The TAC user cannot gain meter after a TAC until the opponent enters recovery (exception: Soul Drain, meter gain assists).
Throw Changes:
*Throw tech window increased by 3 frames (from 7 to 10).
*You cannot be grabbed during tech recovery.
*Ground throw techs put more distance between the two teching characters (slightly out of most characters’ s.L ranges).
*Throws can only be initiated with f.H and b.H.
X-Factor Changes:
*X-Factor sum values changed to: XF1 – 40%; XF2 – 60%; XF3 – 80% (from 40/70/100).
*X-Factor now prevents time outs while active.
*X-Factor buffs now stack additively with install hypers, not multiplicatively.
Damage Changes:
*All character health increased by 20% (individually changed character health does not factor this in).
*Chip damage increased by 5% (to 35%).
Combo Changes:
*Light attacks which chain into themselves may only do so on hit or block.
Assist Changes:
*Assists depart with invulnerability frames if the point character is hit before the assist appears on the screen.
*Assists cannot be called during recovery frames or rolls.
*Assists can no longer be called after recovering from a hit after having entered a superjump state.
*When an assist begins recovery from knockdown, it is invincible until it exits the stage.
*Crossover counter now always give you full control of the character after the crossover counter is initiated.
Other Changes:
*Guard Breaks removed (1 frame untechable/unblockable setups; glitch).
*Ground neutral tech recovery is now 5 frames slower and more deliberately visualized.
*Character deaths do not cause inputs to drop when there are multiple characters being hit simultaneously.
*Input reading changed: holding forward/back is no longer a forward/back input in terms of moves. Example: holding back, and then doing qcb, currently gives one a reverse dragon punch motion. In general, directional input buffering is toned down a bit.
*Raw tags no longer hit overhead.
*Attack cancelation does not change when in X-Factor (currently, you cannot cancel Morrigan’s s.H in certain X-Factor levels).
*All snapbacks universalized to be 2 frames and +1 on block; attack travel speed instantaneous for all characters; active and recovery frames universalized on snapbacks.
*Efforts have been made to provide all characters with three strong assist options.
*Efforts have been made to remove meterless unblockables from the game.
*Attacks which require a charged input can no longer be charged during cinematic cutscenes.
*Hypers that benefit from mashing for more damage now require less mashing to reach maximum damage.
CHARACTER CHANGES:
Akuma:
+Gohadoken can now be canceled into Demon Flip.
+Hyakkishu L x Hyakki Gojin (assist) now has 36 frames of startup.
+Messatsu-Gohado Ungyo (air) can now be X-Factor canceled into Messatsu-Gohado Ungyo or Agyo.
+Health increased to 850,000.
+Raging Demon hard knockdown time increased; now possible to OTG follow-up with Hyakki Gojin.
Assists: Tatsumaki Zankyaku M, Gohadoken H, Hyakkishu L x Hyakki Gojin
Amaterasu:
+Bloom’s frame data is now the same as Dark Harmonizer.
+Minimum damage scaling on normals increased to 15%.
+Minimum damage scaling on hypers increased to 40%.
+Weapon Change startup reduced to 5 frames.
+Divine Instruments untechable knockdown time increased; follow-up combo possible.
+Veil of Mist no longer prevents meter generation from meter-generation moves (Soul Drain, Pick Me Up, etc.).
+Thunder Edge L is now +1 on block.
+Devout Beads Whip and Rosary Chain Combo Ichi, Ni, San, and Shi are now special cancelable.
+Rosary Chain Combo Ichi, Ni, San, and Shi all pull the opponent in closer on block or hit.
+Amaterasu is now able to block 5 frames after the player lets go of her air dash input; air dash ceases immediately when inputs are let go of.
Assists: Cold Star H, Power Slash H, Bloom
Arthur:
+j.S horizontal hitbox increased slightly; hitstun increased.
+When Gold Armor is on, the input for Gold Armor refreshes the duration; Gold Armor is now a soft knockdown on break; Gold Armor input changed do d,d+AA.
+s.M now starts up in 6 frames and has 8 active frames.
+Cross Sword is now special-cancelable; air OK.
+Walk speed increased; general speed increased further when without armor.
+Arthur now recovers from air and ground throws faster; easier to convert into a combo.
+Startup on normals decreased by 2 frames across the board; hitstun increased slightly on all normals.
+Arthur can now walk during Goddess Bracelet.
+Fire Bottle (Gold Armor) now has a wider hitbox and more consistently OTGs characters; assist version startup changed to 34.
+Scythe Toss recovery reduced to 30.
Assists: Dagger Toss, Crossbow, Fire Bottle
Captain America:
+c.L is now +1 on block.
+j.d+H is now better for crossing up.
+j.u+H vertical hitbox increased.
+Final Justice invincible from frames 0-36; travels faster; allows for post-hyper combo follow-up through Shield Slash L OTG.
+Shield Slash blockstun increased slightly; grounded version causes more pushback on block on the first hit, and pulls the opponent in more on the second.
+Shield Slash L vertical hitbox reduced; now passes under some beams and projectiles.
+It is now easier for Captain America to combo off of his throws.
+Hyper Charging Star is now fully projectile invincible.
+Cartwheel now has invincibility from frames 1-18.
Assists: Shield Slash M, Charging Star H, Shield Slash L
Chris:
*Grenade fires now dim significantly when the active frames have finished.
+Flamethrower vertical hitbox increased; slight upper body invincibility on assist version.
+s.S now cancels Chris’ Grenade Launcher and Satellite Laser hypers.
+Grenade Toss L +1 on block.
+Combination Punch follow-up inputs made more lenient.
+Gun Fire L grounded hitbox extended downwards; no longer whiffs up close.
-Flamethrower damage reduced to 120,000 maximum.
Assists: Gun Fire M, Grenade Toss H, Flamethrower
Chun-li:
*Kikoanken input changed to hcf.S.
+Able to air dash backward.
+All THCs use Kikosho.
+Kikosho now hits OTG.
+All Kikoken projectiles now travel full screen; dash cancelable; only one may be on the screen at a time.
+Shichisei Ranka now air OK; now leaves opponents in a crumple state.
+EX Spinning Bird Kick now invincible from frames 1-20; causes a soft knockdown.
+Spinning Bird Kick (all versions) now negates pushblock; now -8/-5/-3 on block.
+c.L now hits low.
Assists: EX Spinning Bird Kick, Hyakuretsukyaku H, Kikoken L
C. Viper:
*C. Viper now flashes yellow when performing an EX attack.
-EX moves can no longer be canceled into one another.
-Minimum damage scaling on specials reduced to 20%.
-Minimum damage scaling on normals reduced to 15%.
-Optic Laser’s upper portion of its vertical hitbox decreased slightly.
-Focus Attack Level 3 now causes a significantly less hitstun on airborne opponents with a strike attribute, preventing follow-ups. Grounded hits are unchanged.
Assists: Thunder Knuckle H, Optic Laser, Burning Kick L
Dante:
+c.L startup reduced to 6 frames and can be chained into from s.L.
+Fireworks regains piercing ability.
+Hitstun values on all normals returned to Vanilla status; pushback remains the same as Ultimate.
+Drive now hyper cancelable during startup.
+The Hammer hitbox and active frames improved slightly; now always connects when used near the ground.
+c.M pushback on hit returned to Vanilla levels; active frames increased to 3.
-Can no longer block during Bold Move's initial frames.
-Helm Breaker’s hitbox near the hilt during descent reduced so that it no longer hits characters behind Dante.
-Devil Trigger invincibility frames removed.
-Jam Session pushback decreased slightly.
Assists: Weasel Shot, Jam Session, Crystal
Deadpool:
+4th Wall Crisis is now 5+0 on startup; 1 bar; damage reduced to 220,000; throw scaling on follow-up.
+Happy-Happy Trigger damage increased slightly.
+Ninja Gift (all versions) no longer leaves Deadpool prone until landing.
+Teleport Malfunction now causes a soft knockdown.
+Taunt Bubble stays out for full animation when canceled.
+Quick Work into Chimichanga is now easier to perform.
+Katana-rama! hitstun significantly increased; now -3 on block; -1 on hit.
+j.L changed to +10/9 on hit/block.
Assists: Trigger Happy L, Katana-rama! H, Ninja Gift M
Doctor Doom:
+Molecular Shield inputs can now be held to keep the shield active for more frames before releasing the rock; 30 frames max; startup decreased by 2 frames across the board; L version now -3 on block; M version now -1 on block; H version now +1 on block.
+Hidden Missiles is now dash and hyper cancelable.
+j.L hitbox improved so that it can hit small crouching characters while tri-dashing.
+Recovery after a forward air throw reduced slightly.
+j.f+H hitstun increased slightly.
-Hidden Missiles (assist): fires two fewer missiles; missiles which have not yet gained their tracking property fail to do so.
-Plasma Beam no longer appears behind the point character.
-j.S no longer causes a ground bounce.
-Damage on normals reduced by 10% across the board.
Assists: Plasma Beam M, Molecular Shield H, Hidden Missiles
Dormammu:
+j.M hit float properties returned to Vanilla status (no knockback).
+3D0C is now +1 on block.
+0D3C now OTGs; projectile invincible; guaranteed on frame 1.
+Ground and air throw range extended slightly; air throws no longer occasionally cause opponents to bounce off of a wall.
+c.M returned to Vanilla status; still chains into H inputs.
+0D1C and 0D2C now hit OTG.
+s.H frontal hitbox made slightly larger (c.L, s.H always hits).
+0D0C startup is 10 frames; hitbox increased slightly.
-Flame Carpet no longer hits low.
-Damage on normals reduced by 10% across the board.
Assists: Purification (Tracking), Dark Hole (Tracking), Dark Spell L
Dr. Strange:
+Mystic Sword L bottom hitbox increased; destroys low durability projectiles.
+Spell of Vishanti (air) now recovers in the same number of frames the grounded version does.
+c.L now hits low.
+Eye of Agamotto projectile hit points changed to 10x3; lasts 180 frames; startup reduced by 5 frames; hitstun increased slightly.
+Dagger of Denak tracking improved slightly.
+Increase dash distance and startup speed.
+Seven Rings of Raggador now triggers from Gimlet.
+Illusion now teleports Dr. Strange to the extreme opposite side of the one he is on when successful; active frames reduced to 14; recovery increased to 10.
-Flame of the Faltine now accelerates hitstun deterioration.
Assists: Bolts of Balthakk, Eye of Agamotto, Dagger of Denak L
Felicia:
+Health increased to 900,000.
+Delta Kick H assist pushes opponents back significantly on block; point Delta Kick now hits multiple characters.
+Cat & Mouse is now special cancelable, distance increased slightly.
+Kitty Helper summon now runs slightly faster and jumps slightly farther.
+Neko Punch now causes a crumple state.
+Rolling Uppercut is now jump cancelable off of the opponent on block or hit.
+Cat Spike M vertical hitbox increased downward; now hits crouching characters more consistently.
+Toy Touch hitstun returned to Vanilla status.
+Sand Splash projectile hit points increased to 5; blockstun increased; assist version startup reduced to 35 frames; input changed to qcf.S (H version).
+Wall jump and wall cling now available at superjump height; wall cling input changed to b,b.
Assists: Rolling Buckler L + Rolling Slide, Sand Splash, Delta Kick H
Firebrand:
+Wall cling fireballs no longer leave Firebrand prone until landing.
+Hell Spitfire H startup reduced to 20; aerial version no longer leaves Firebrand prone until landing; only one allowed on the screen at a time - the fire will disappear as soon as Firebrand enters startup frames for a second Hell Spitfire H.
+Luminous Body (air) no longer automatically puts Firebrand in Flight mode unless you hold S during the cinematic screen.
+Chaos Tide is now a level 2; all inputs now cause the helper to perform his H attack; the summoned helper no longer builds meter.
+Firebrand now recovers significantly faster from all throw animations.
+qcb.S (air) now causes Firebrand to rise into the air further like Hell’s Elevator L; no higher than maximum superjump height.
+j.L hitstun increased slightly; can now link into Bon Voyage without Luminous Body.
+Devil’s Claw startup reduced to 10 frames.
+/- Demon Charge (all versions) now air OK; Demon Charge H can no longer be charged; Demon Charge H hitstun increased significantly.
+Hell Spitfire (all versions) now cancelable into Hell Dive (all versions) and Hell's Elevator (all versions).
Assists: Hell Spitfire L, Hell Spitfire H, Demon Charge M
Frank West:
+Snapshot now -3 on hit, -15 on block.
+Pick Me Up’s frame data is now the same as Dark Harmonizer.
+Tools of Survival hitstun increased slightly (ensures he can link 3 after a TAC).
+Bottoms Up's vomiting effect will be negated if Frank West hits an opponent.
-Chip damage reduced to 15%.
Assists: Shopping Cart, Pick Me Up , Hammer Throw H
Ghost Rider:
+Spirit of Vengeance now has hyper armor on frame 0; H follow-up recovers faster, allowing for a full combo.
+Chain-based normals now deal 15% chip damage.
+Heartless Spire vertical hitbox increased; jump-cancelable; assist version startup is 34 frames, upper body invincible.
+Judgment Strike now reaches full-screen.
+Chain of Rebuttal vertical hitbox extended downward; now air OK.
+Forward dash distance increased by 50%; total active frames unchanged.
+Hellfire (all versions) are now +4 on block; startup reduced to 10 frames for all versions; recovery reduced to 14 for all versions.
+Chain of Punishment and Hell’s Embrace hitboxes widened.
+c.M startup reduced to 9 frames; hitbox increased slightly and travels slightly farther.
+Hellfire Maelstrom recovery reduced to 25 frames; -7 on block; causes heavy pushback on block.
Assists: Judgment Strike, Chain of Rebuttal, Heartless Spire
Haggar:
*Violent Axe cross-up is now better represented visually.
+f.H and j.d+H do 15% chip damage.
+Rapid Fire Fist now combos when fully mashed.
+c.H can now be canceled into a ground recovery roll on the first frame of recovery.
+Giant Haggar Press recovery reduced to 0; causes a hard knockdown; links into itself.
+Final Haggar Buster now crumples.
Assists: Double Lariat, Violent Axe H, c.H
Hawkeye:
+Gimlet hitstun increased; it is now always safe on hit.
+Trick Shot (Violent Fuzz) assist startup time reduced to 37 frames.
+f.M special cancelable.
+Hawkeye now has enough time to OTG opponents after Tag Team Special.
+c.M now always connects after c.L.
+Ragtime Shot (Jack Rose) can now be influenced in its trajectory by holding forward or back after firing it; c.H arrows detonate the bomb early.
+j.S is now hyper cancelable.
+Hawkeye may now block during the active frames of Trick Maneuver.
+s.H now fires at the same height every time.
+Ice Breaker M now causes a ground bounce on airborne opponents when performed after an aerial Trick Maneuver.
Assists: Quick Shot (Greyhound), Trick Shot (Violet Fuzz), Ragtime Shot (Balalaika)
Hsien-ko:
+Air dash speed increased by 200%; aerial momentum retained after attack-canceling.
+Senpu Bu now dash, Henkyo Ki, and j.S-cancelable.; startup reduced by 10 frames (all versions).
+Item throw durability increased to 3; Time Bomb remapped to qcf.S; stun items now regularly appears once every 4 tosses.
+Henkyo Ki recovery reduced to 20 for the L version, 22 for the M version, and 26 for the H version; L version now +4 on block; M version now +0 on block; H version now -4 on block; active frames increased by 50% (all levels).
+Canceled ground dash now always behaves the same as her plink dash.
+Ground attacks dash cancelable.
+Ground dash invincible on frames 10 – 25; dash takes 30 total frames to complete; distance unchanged.
+Houten Geki and her air throw now lead to full combos via c.H follow-up.
+c.H now OTGs and is jump-cancelable; travels faster and slightly farther.
+Chireitou startup reduced to 20+3, now carries two characters.
Assists: Senpu Bu L, Henkyo Ki H, Anki Hou S.
Hulk:
+Ground dash now attack and crouch cancelable.
+f.M gains hyper armor from frames 16-51 when charged.
+Gamma Tornado (all versions) hitbox significantly increased; throws the opponent less far away, allowing for a Gamma Wave L + assist extension as with air throws.
+Gamma Quake startup changed to 6+9; recovery changed to 0; Hulk is now free to move after pounding the ground.
-Minimum damage scaling on normal and special attacks reduced to 20%.
Assists: Gamma Wave H, Gamma Charge H (AA), Gamma Charge H
Iron Fist:
+Crescent Heel no longer ground bounces a standing opponent; assist startup time reduced to 37 frames.
+Volanic Roar causes a soft knockdown on all but the last hit.
+Iron Fist now has enough time to OTG opponents following Dragon’s Prey.
+Wall of K’un-Lun and Rising Fang can be performed without the Rekka series; Rising Fang air OK.
+c.L now hits low.
+s.S hitbox increased to allow conversions against aerial opponents near the ground.
+Can now double jump.
+Untechable time after an air and ground throw increased.
+Chi L, M, and H recovery reduced to 10; armor changed to frames 1-11; cancelable into Rekkas.
+Twin Snakes is now jump-cancelable.
Assists: Rising Fang, Crescent Heel, Wall of K’un-Lun
Iron Man:
+Ground dash is now attack and crouch cancelable.
+Air dash down/forward and down back startup returned to Vanilla levels; current acceleration and momentum retained.
+s.S horizontal and vertical hitbox significantly improved.
+c.H missile travels straight forward now.
+Smart Bomb now differs in trajectory by input: L version closer to Iron Man, H version furthest away; hitbox significantly increased; can now be charged: after 15 additional frames of charging, gains a larger hitbox, more hitstun, more durability, and descends slower; assist version has 35 frames of startup.
+Proton Cannon recovery reduced from 47 to 25 frames; now -5 on block.
+s.H and j.M hit boxes extended to match the hit box of c.M.
+Iron Avenger vertical hitbox increased.
-Minimum damage scaling on specials reduced to 20%.
Assists: Smart Bomb H, Repulsor Blast H, Unibeam M
Jill:
+Arrow Kick travels farther; air OK; ground version can now be canceled into Feral Crouch on hit.
+Machine Gun Spray damage increased to 20,000 per bullet (22 bullets fire).
+Mad Beast is now a level 1; Mad Beast no longer allows meter to be built; startup changed to 4+1.
+Double Knee Drop startup reduced by 10 frames across the board.
+Position Change is now +6 on hit.
+Fallen Prey now forces a neutral tech.
+Health increased to 900,000.
Assists: Arrow Kick, Somersault Kick, Sickle Kick
Magneto:
+Forcefield now reflects projectiles and negates beams.
-EM Disruptor L assist no longer appears behind the point character.
-Hyper Grav (all versions) damage reduced to 65,000; frame advantage improved by 7 for all versions on block.
-s.S now -6 on block.
-Magnetic Blast is now +15 on block and has 3 frames of landing recovery.
Assists: EM Disruptor L, Hyper Grav H, Reverse Polarity
M.O.D.O.K.:
*M.O.D.O.K. automatically powers his assists up through levels of understanding when able to.
+Big Barrier now negates high priority projectiles.
+Psionic Blaster vertical hitbox slightly extended downward.
+Hyper Psionic Blaster damage reworked; scaling with levels of understanding below:
0: 8,000 X 34 (177,100)
1: 8,000 X 40 (201,100)
2: 8,000 X 50 (241,100)
3: 8,000 X 58 (273,100)
4: 8,000 X 68 (313,100)
5: 8,000 X 76 (345,100)
6: 8,000 X 85 (381,100)
7: 8,000 X 100 (441,100)
+c.L hitbox now hits crouching characters near M.O.D.O.K.
+Using specials in the air no longer reduces the number of hits Hyper Battering Ram will be capable of.
+Hyper Psionic Blaster’s beam durability is now consistent across all levels of understanding.
+Untechable time on forward air throw increased slightly.
+Killer Illumination startup changed to 18+0.
Assists: Psionic Blast M, Balloon Bomb H, Barrier
Morrigan:
*Shadow Blade M float point reduced (removes Morrigan’s corner infinite).
+Shadow Servant THC chosen for all assist types.
+Finishing Shower hitstun increased.
+Vector Drain air OK.
+Darkness Illusion leaves opponent in a crumple state.
+Air throws and Vector Drain (all) untechable knockdown increased by 30 frames.
-Soul Fist and Soul Drain damage reduced to 70,000.
Assists: Shadow Blade H, Dark Harmonizer, Soul Drain
Nemesis:
+Fatal Mutation now has full invincibility; places opponent in a crumple state; startup time reduced to 10 frames; L+M input places the grab hitbox in front of him, M+H in the air in front of him, and L+H straight above his head.
+Biohazard Rush now has hyper armor from frame 1 until recovery; startup reduced to 8+1; vertical hitbox increased; recovers sooner to allow for post-hyper combos.
+Bioweapon Assault now better at predicting where rockets should fire; recovers sooner, allowing for post-hyper combos.
+c.H super armor changed to frames 8-27.
+s.H super armor changed to frames 7-24.
+Minimum damage scaling for hypers increased to 60%.
+qcb.S now fires a downward-angled rocket that hits the ground at half a screen away.
+Clothesline Rocket L: 26 frame start up, +2 on block(no rocket, soft knockdown); previous L and M versions moved to M and H, respectively.
+c.L now chains to s.L.
+Launcher Slam M now has armor from frames 8-29; carries over to the assist version.
Assists: Launcher Slam M, Clothesline Rocket M, qcb.S
Last edited by Karsticles; 10-12-2013 at 06:51 PM.
Reason: Enzo is the man.