More info from the Viper Storm build from Kanta-Kun of shoryuken.
http://shoryuken.com/content/marvel-vs-capcom-3-portugal-impressions-part-3-day-2-2989/#comments
AMATERASU
Weapon Switching with 2~2+Attack:
A = Reflector;
B = Glaive;
C = Beads.
Amaterasu's counter works the same as Wesker's (high, low, projectile) and it is a regular DP motion. Only works with the Reflector equiped. A and B show up with yellow effects, C shows up as green.
If Amaterasu activates her Mist Hyper (slow-down effect) and dies, the effect stays after she's gone, for it's normal duration
ARTHUR
As we said, GoldenArmor stays for around 15 seconds (I believe now it's somewhere around 12/13)
If you tag out while in armor, you keep it and, same as Dante, the timer meter stays exactly the same as it was when you tagged out.
Your assists are also GoldenArmor boosted.
Different level's of armor do have an impact on your keep-away
Arthur has no dashes at all. no ground dash and no air-dashes. No double jump either. At least while armored. Now that I think about it, should've tested a BoxerMode dash. [Editor's Note - Arthur has double jump at least in some of the videos, we'll see how this turns out]
CAPTAIN AMERICA
Someone asked if Charging Star is safe on block and I regret to announce it's quite the opposite. All versions were punishable by light attacks, with the C version being punishable by Hard attacks.
Cartwheel was not fully invincible, not even partially. Both hits and projectiles hit it clean.
No double Jump
His lvl3 is HCF+AB
My friend that played him on monday says he's disappointed with Cap and that he's weaker than his previous incarnations.
CHUN-LI
Kikosho has a large hitbox, some of it protecting her from the back. In other words, back hitbox
DANTE
Devil Trigger lasts 6 seconds (we counted form 86 secs till 80). Yes, it seems like a random number, I thought of that too.
Dante can tag out with Devil Trigger on, retaining it for all his assists. When he tags back in, the times (over the hyper bar) will be exactly the same as it was before he tagged out.
DORMAMMU
Someone asked if you can cancel Dark Portal into teleport, no you cannot.
Teleport (DP Motion) goes different places depending of the strength you use.
A = Goes back, I believe;
B = Goes towards, behind the opponent;
C = Towards, in front of the opp, I believe.
You can do 3 teleports in a row, without landing
You cannot combo after a Dark Portal if you teleport behind the opp
Floating Bomb xx DHC Into Trish's Round Harvest does around 25% chip, if I remember correctly
You can still do Floating Bomb xx KFC>Floating Bomb
You can generate an unblockable with Floating Bomb> B.Teleport
FELICIA
her charge-up move is still in the game. 2~2+C
One of her lvl1s is a timed Hyper where her little chibi duplicate shows up to help you on combos. At least that's what it seemd like. Think Astral Vision, except not as good. *apparently this was known, sorry*
Felicia does not seem bad at all. But I wonder how she'll fare against characters with good keepaway.
IRON-MAN
yes, UNIBEAM still beats Hadoken.
MAGNETO
Could not land Aerial Rave xx HyperGravitation xx MagneticTempest
HyperGrav seems to slow to combo out of anything.
No normals were Jump Cancellable on block. Sorry, I absolutely forgot to try it on hit.
Magneto still seems strong, but I suspect he's NOWHERE near as good as he was in MvC2
He drops good damage
MODOK
He's really fun to play as I think. I like him because everything he does is very different.
Mountain Dew (Green Glob) is 2B
HeadButt is Any+E
He has a little Bomb he releases's from below his chair that hangs about for a while before exploding. QCF+Any if I remember correctly, with each version having distance variations.
Analyzer Cube is QCB+Any, with each strength having a distance variation:
A = Close, low to the ground (not low hitting);
B = Medium Range, head-height (not MODOK's head, Magneto's head);
C = Fullscreen, medium height.
The air version of Analyzer Cube work differently with each strength too, even though all of them are right next to him, with the objective of being comboed into i believe:
A = Above MODOK;
B = Same level as MODOK;
C = Slightly below MODOK.
The Purpose of Analyzer Cube is to upgrade your Levels of Understanding. With each successful Analyzer you gain one level, and a flame ignites on MODOK's forehead. This flame grows until it's hue changes. (It's usually pinkish, when it reaches a certain size, it turns violet as a sign of Full Understanding). Having a higher LoU boosts up your attacks greatly (his Psyonic Blaster Beam Hyper grew to ridiculous size and damage after I tested it with lvl9). I believe using specials (Psyonic Beam and C.Shield, for example) take out 1 LoU.
You can stack up to 9 LoU's.
Aegis Shield (not really, it doesn't do damage, simply acts as an almost impenetrable barrier) is done with b+C and b+E. b+C remains the same size, while b+E will grow to a size so big depending on the LoU's that, as Seth Killian said, you will need to super-jump over them.
He has an aridash, 8-way, yes.
Clearing this up, he can both "fly" from his regular jump and use HCB+E to fly. HCB+E can be cancelled by repeating the command, jump-fly only cancels when he's close to the ground (he can control height, however it is not infinite)
Has a Command Grab Hyper that seems to power-up depending on his Levels of Understanding.
MORRIGAN
Same as Dante, Astral Vision lasts 6 seconds and is a 2~2+AB command.
Unlike Dante, her clone disappears if you tag out during Astral Vision.
SPENCER
Wow, had a lot of fun playing him actually. He was definitely not a character I was paying a lot of attention to.
His "Get Over Here!" chain acts as a projectile, so it cancels out one hit of any projectile
Someone asked if you can use his Grapple Hook assist as a tool to get people inside Thor's Command Grab range, unfortunately, it brings the opp to thor's feet (still out of command grab range anyways) and knocks them down.
However, Grapple Hook assist> Thor's MightySmash (DP+C) OTG xx MightyTornado works for considerable damage.
Ground series>E>Air Combo xx A.Grappling Hook causes a wallbounce that lets you follow up. I feel there was more potential with this combo, but I really didn't have time to test it out.
SHE-HULK
DP+ Any attack is her Sommersault move (FlashKick). Did not test how useful it is as an anti-air, but it seemed good.
QCF+Any is her Stun-inducing command grab. The range on this is noticeably better than Thor's. A = Close, Forward; B = Anti-air; C = Run+Grab (similar to abel's Breathless). yes, it is a command grab, and as such, it is not blockable.
j.2C Is her dropkick. Overhead, I believe.
Her FlashKick can be followed up with her run, simply by holding forwards after it. During her run, you can input different commands for different follow-ups:
A = Slide;
B = Clothesline;
C = C.FlashKick;
D = Sudden Stop (El Fuerte Style).
I couldn't figure out for the life of me how to get her in "Track Stance", Make her command dash, anything, sorry, but I tried everything, Half Circles, Quarter-Circles, DPs, double-taps, nothing... except.
She's stiff, but seems relatively solid. I'd dare say she's... Thor, but better.I'm really not feeling Thor over She-Hulk.
SPIDER-MAN
Sorry, didn't get a lot on him. Just that he's fun to play, but I kept it fairly simple and as a result there's not a lot I can say about him. He's fast, that's for sure.
The fact that Maximum Spider doesn't fail after the first hit is a huge bonus for him
Web Ball is QCF+A
Web Swing is HCF+B, if I remember correctly
Web Zip is A+E
Pretty straight-forward Character. At least in my POV.
STORM
Did not play her as much as I should have, I apologize.
Cancelling an air-dash into a move does not move her further upwards as I've been told it used to.
You can do GroundTyphoons from the top of the screen.
You can still do 3 consecutive Lightning Balls from the air. Believe the input was RDP... not sure though.
THOR
Someone asked about his "finger-point" move. Couldn't find it at all... closest to that is his super-slow jab.
The character is not as bad as some might be thinking/I may have led some to think, but he's definitely slow and he'll definitely struggle. Our friend that invited us to play the game said he's something like Hakan. I think he meant there's SOME potential but you'll have to work VERY hard to make the most out of the character.
MightyTornado has a bad hitbox, it's nowhere near SuperSkrull's Inferno.
TRON BONNE
If you KFC Lunch Time, the servbots keep running and yes, it is easy to follow it up.
She seemed good, her normals were good and her command grab had nice range
Nice damage output and intake.
WESKER
Had even more fun playing him this time. The more I play him the more I feel that he has potential.
Teleport Informations: It's a DP Motion. They are not affected by the opp's position on-screen, same as Akuma's teleport.
A = Forward;
B = Backwards;
C = Up Forward.
His counter had a few surprises for me this time. I previously reported it does not counter projectiles, Boy was I wrong. Counter is a Reverse DP motion:
A = High Counter that leads to an auto-launch;
B = Low Counter that leads to a wallbounce GhostButterfly;
C = PROJECTILE COUNTER that leads into wallbounce Ghost Butterfly. In short, Wesker's RDP+C counters projectiles, it has a distinctive green smoke around his hand instead of the regular blue on A and B.
Command Grab = HCB+Any (With C causing a low wallbounce and chance to follow up)
Normal Health, not to low.
MaximumWesker xx KFC > Maximum Wesker works perfectly, I double checked and yes, it's an air KFC
MustangKick is not overhead.
Did not find any overheads.
X-23
She could combo out of A~B~C xx C.Hop by cancelling the hop into an air series and I believe from watching this video that she can do a lot more after that.
j.2C (dive kick-like) can be done instant. No height restriction.
You can cancel instant j.2C into (air)QCF+A and follow that up with a combo starting with A.
Again, just reminding you that j.2C is not an overhead, however I believe that (air)QCF+A is.
Super Fast character a whole lot of potential.