copied from the shoryuken forums by user deviljin01
he is testing things out for them from CEO
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Notes i have so far. Will be posting more in CEO thread
General Gameplay Notes: Chip damage seems to be usually negated by advancing guard. Without advance guard there still seems to be chip.
Fireball reflect seems interesting and pretty tight timing. The character flashes yellow and the advancing guard text changes color when you do it successfully. I think characters like Morrigan can use it to their advantage where if you get your fireball reflected, you reflect it back at them then throw another fireball.
Arthur: Still seems to have some decent zoning, but never really played him so don't know his whole moves list. Has a new charge back forward move that shoots an upward arrow that covers his anti air and then boomerangs behind him and shoots forward towards the opponent.
Captain America:
Captain Marvel:
Hawkeye: his little blue ball thing doesn't seem to OTG (reported from one of my friends). Seems a little more difficult to rush down with him. May be more zone based than before.
Hulk: Has new upwards gamma charge follow up that shoots pretty high in the air. Can't do gamma charges in the air.
His f+hp has new property where if you charge it to full the animation turns into his old s.H armor animation. Not sure if it hits overhead, but once in this state it seems to have super/hyper armor to it. He will flash red absorbing multiple hits from Zero and then still perform the attack.
Iron Man: Plink air dashing seemed really tough to do with him. Pretty much had to wait for his whole dash to finish before pereforming another dash.
Has new f+HP command normal where he shoots small downward beam. New smart bombs are pretty cool and can set 2 on the screen to detonate. Using TK smart bombs may be good to protect yourself on the ground (d,db,b,ub+P)
Rocket Raccoon
Thor:
Ultron:
Chris:
Chun Li:
MegaMan X4:
Morrigan: Doesn't seem to be able to flight cancel fireballs as before. Have to commit to fireballs for the most part unless I'm missing something. Astral vision still looks good. Want to experiment with her new shell kick. From videos I see that it doesn't hit overhead anymore, but is extremely fast now and can travel across the screen very quickly.
Ryu:
Strider Hiryu: There seemed to be a heavy delay between when you finished the time for first Ouro and activate the next one. Felt like you had to wait a good few seconds before you could activate orbs again. No MVC2 looping lock down.
Command normals call robots/formations as said before.
Zero: Seems slightly less cheap initially. Has new Hyper Max Charge buster moves. Essentially if you have full buster charge then do certain specials, you can cancel that special with full charge into another new special.
For example one of his new moves is his X5 C Sword. You do this by doing Raikousen with full buster charge, then do another quarter circle command with full buster charge. C Sword is essentially a slow start up, huuuuge hit box pizza cutter that causes hard knockdown on hit into free follow up.