Marvel vs Capcom 3: Fate of Two Worlds |OT| - Ya down with OTG? Yeah, you know me!

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Jan 18, 2006


What is MVC3?

Answer: A 2D fighting game (but now with 3D models and backgrounds) made by Capcom that is in fact a cross over game featuring characters from both the MARVEL and CAPCOM universe. It is the 3rd iteration in the franchise with the last one in the franchise coming 10 years ago. It is known for its fast paced, wild action, crazy awesome characters, 3 on 3 fighting and insane DRAMA/HYPE.

If you haven't played a MVC game before... YOU ARE IN FOR A RIDE!

A Decade of Hype - The First of Many MVC3 Combo Video


Eraldo Coil made the GAF Mahvel 3 Chat on Psn. If you're interested in joining the PSN Gafcrew in MVC3 make sure you get someone to send you a link (Ploid, Eraldo_Coil, etc.). Anyone that's already has access. You must be on someone's friend list to receive a link.

For more information please check out this POST or just scroll down for it.


To play with other GAF users with 360s, this is the method we'll be using:

Add the Gamertag "GAF MvC3" to your friends list.

From here, you can select the gamertag in your friends list on your 360, cycle right into their "Personal Profile" and select "View Friends."

From there, you can see all the other Gaffers that have added this GAF MvC3 gamertag, making it function as a hub where you can send invites for MvC3 games to each other and the full shenanigans.

XBL GAF has an IRC channel for anyone looking to organize messages.


  • MVC3 retains the fast-paced, over the top 3 v 3 fighting action of the previous Versus series. The speed of the game is at least as fast as MVC2 so fans will feel right at home.
  • The game is easier to pick up and play than Street Fighter 4. The commands for specials rarely exceed the difficulty of a Dragon Punch or a Half Circle motion.
  • Each player picks 3 characters to fight with (from either Marvel or Capcom side). For each of the 3 characters the player chooses an Assist Mode out of 3 possible options (Alpha, Beta, Gamma). This will change the type of special move your character will perform when asked for an Assist or his Super in Team Supers.


  • Life Gauge - When a character takes damage in MvC, he sustains some permanent damage (yellow) and some recoverable (red) damage. If you tag out your point character, he will slowly regain his red life while on the sidelines. A character is KO'd once his life bar is emptied, whether or not he has red life remaining.

  • Hyper Combo Gauge - States how much hyper meter you have. Hyper gauge is used to perform Hypers and Supers. More on that later.

  • Timer - If time expires, the team with the most combined life remaining wins the match. One "second" on the game timer is roughly equal to 2 real seconds. Standard fighting game stuff.


  • Double Jump - Some characters can jump more than once before touching the ground. This is character dependent.

  • Super Jump - Pressing down then immediately pressing up will cause your character to super jump. After a launcher, you can hold up to jump the instant after the launch to continue the combo. The main drawback of using super jumps instead of normal or double jumps is that you cannot call an assist after super jumping, though other team-based mechanics (DHC, air exchange) are still at your disposal.

  • Dash - Used to move quickly around the screen. The basic inputs to dash are either double-tapping a direction, or two simultaneous attack buttons plus a direction. Two attacks with no direction will dash forward. Dash speed and distance varies from character to character.

  • Dash Cancel - You can cancel dashes with attacks or by ducking. Duck cancelling dashes just ends the approach early and is good for approaching the opponent safely and baiting, and attack cancelling is an important part of rushdown.

  • Wavedash - The act of using multiple dashes in order to cover ground quickly. The best way to do it is tapping two simultaneous attack buttons repeatedly.

  • Air Dash - Some characters can dash wile in the air. Like ground dashes, the exact behavior (speed, trajectory, etc.) of air dashes varies between characters who have them.

  • 8-Way Dash and Triangle Jump - Some characters with an air dash can dash in 8 directions (up, down, left, right, up-forward, down-forward, up-back, down-back). This ability is known as an 8-Way AD. This further enables the character to employ what is known as a trijump/tridash in which the character can dash down-forward, down, or down-back after jumping, most of the time with an attack after.
    Triangle jump is just super jump or air dash up/forward, followed by air dash down/forward in the opponent's face. It basically mixes them up for high/low attacks.

  • Flight - Some characters are able to go into a mode that makes them essentially "fly" on the screen. While the Flight mode does give the player some tactical advantage as far as space control is concerned, it sacrifices the ability to guard. So a character in flight mode CANNOT block but can still call in Assists. Flight mode needs to be turned on and can just as easily be turned off.


  • Chain Combos and Magic Series - The Vs series employs many kinds of chain combos, which allow you to instantly cancel the recovery on one attack and move into another with no delay and very lenient timing. The Magic Series is a specific type of chain combo that allows you to cancel any normal attack into another normal attack of greater strength for an easy combo, provided that the first normal connects with the opponent. The most straightforward example would be L>M>H>S. These are general rules, and what will actually work varies from character to character. You cannot combo into a command normal of lesser strength (meaning you can't go from H to M). You can combo any normal into a launcher, special attacks, or hypers. In an air combo, L>L>M>M>H>S seems to work fine. These rules are general and vary from character to character. What works some will not work for others.

  • Launchers and Air Combos - On the ground, neutral S is the universal launcher attack. After hitting with a launcher, hold up or up/forward to automatically super jump and try to continue the combo. While airborne, you can perform chain combos, specials/hypers (character dependent), and air tags, described below.

  • Wallbounce - Several characters have attacks that cause the opponent to bounce off of the wall, setting them up for additional combos. Examples include Wesker's B Ghost Butterfly, or his C Jaguar Kick, both of which can be followed up with or without his teleports depending on the situation. Note that you are only permitted one wallbounce per combo. Performing a wallbounce attack a second time in the same combo will not cause a second wallbounce.

  • Knockdown, Wakeup, and Off-The-Ground (OTG) Attacks - If you end an air combo with a hard knockdown, the opponent will hit the ground and lay flat on his back for a brief period of time. While he is laying on the ground, however, he is completely open to any attack that can hit OTG, so you can use OTG attacks to continue your combo. Note that only specific attacks are able to hit OTG; again, know your character. Like wallbounces, you are only permitted one OTG attack per combo. Furthermore, it should be noted that if you knock the opponent to the ground from very low altitudes, he will immediately roll backward upon touching the ground (similar in appearance to an MvC2 style tech roll), during which he is completely invulnerable and cannot be hit OTG.


  • This is the name used for super moves in the Versus series, and these require either one or three stocks of meter. Hypers are usually extremely strong attack moves, but there are also "utility" hypers with a variety of effects. In addition, attack hypers can be split into a few loose categories that have slightly different effects. "Normal" hypers do their attack no matter what. They do much more "chip" than any other type, but will not stop on a miss or juggle a dead opponent and can leave you with increased vulnerability in some situations. The classic hypers of this type are probably Iron Man's Proton Cannon or Ryu's Shinkuu Hadouken, both of which shoot giant lasers. "Catch" hypers generally have your character rush towards the enemy and on hit do a "canned" combination (i.e. you cannot control it). These have the advantage of being more cinematic in general, and less vulnerable if you totally miss or kill your opponent in the beginning of the move but can be blocked and do almost no "chip." Most level 3 hypers are of the catch variety; the classic examples are Morrigan's Darkness Illusion and Captain America's Final Justice. The third category is throw hypers. Like the description says, they have the same properties as throws, having extremely short range but generally being unblockable. Otherwise they work like the "catch" hypers. There are very few throw hypers in the game, but Thor, Tron Bonne and M.O.D.O.K. all have one. Finally there are Utility hypers. These do no damage, but have some other useful advantage. The best examples are Wolverine's Berzerker Charge/speed boost, and Dante's Devil Trigger.


  • Assist Selection - Each character has 3 assists you can choose from: α (Alpha), β (Beta), and γ (Gamma). As compared to MvC2, which had labels for the assists such as "anti-air" or "combo extender," in MvC3 the assists have a set of two descriptors: the "type," and the "direction." The type is what kind of attack it is: "direct" means a physical attack, "shot" means a projectile, and "special" means something weird. The direction is straightforward, ranging from "upward" (straight up), "tilt up," "front," to "tilt dw." This can be largely meaningless though, as an assist can be labeled "direct front" and be either a low attack (X-23's ankle cutter or Felicia's rolling buckler) or a projectile antiair attack (Dante's "Jam Session"). Know your assists and pick wisely. Some good assists to start with are the Dr. Doom Y (Molecular shield/"doom rocks") which is good to cover advancing on the enemy, Trish's B "Peekaboo" (air trap), which is a good trap/zoning assist, or Dante's A (Jam session) which is a good AA/combo extender.

  • Team Order - During the pre-fight "VS" screen, hold the A1 button to begin the match with your second character or the A2 button to begin with your third character.

  • Using Assists - Tap the A1 or A2 button to call the corresponding teammate in to perform their chosen assist attack. There are some rules for assists as well. You cannot call an assist during a special move or a super jump. In addition, during and briefly after an assist you cannot call the other one again (but the other assist is available more rapidly than the one you just used). You also cannot tag in during an assist, with identical lockout rules.

  • Normal Tag - This is the act of changing your character out for one of your assists. In the simplest terms, you tag via holding the appropriate assist button (A1 or A2) for a half-second or so. The tag can be buffered to some degree but will not negate the recovery of the move in question, so if you do a hyper combo with a slow recovery while holding the assist button, you will not be automatically protected from a punish. (check!) Tagging a teammate in via this method also eliminates any red life that he has not yet recovered. You can alternatively tag through aerial exchanges, Delayed Hyper Combos (DHC's), and Cross-Counters (all described below), although the last two options take one or more bars of meter to execute. As a general rule, "naked" or random tagging is a very bad idea, so use one of the alternative methods whenever possible.

  • Team Air Combos - Also known as Aerial Exchange. In the air, neutral S is a knockdown attack, but any directional input plus S during an air combo will tag in your next teammate and allow you to continue the combo. The opponent can break out of your team aerial combo by matching your S input. Tagging your teammate in via S preserves any of his/her red life that has not yet been recovered.

  • Delayed Hyper Combo (DHC) - This is the process in which you cancel one Hyper Combo with another. For example I am using Ryu's Shinkuu Hadouken. If I have another bar of meter I can input the command for my next teammate's hyper and that teammate will immediately switch-in and perform that hyper for extra damage. This can be done a second time to bring in the third member of your team as well. Tagging your teammate in via DHC preserves any of his/her red life that has not yet been recovered. Many use this technique as a safe way to get a character out and get another one in.

  • Team Hyper Combo (THC) - These are utilized by hitting both assist buttons at once. Essentially as many people as as you have bars or characters left will come out and do their hyper combos, to a maximum of three. The hyper used in the THC is determined by the assist chosen.

  • Cross-Over Counter - If you enter Forward + A1 or A2 while blocking you will tag out your character and permanently bring in the associated character with their chosen assist. This uses one bar of meter. Tagging your teammate in via Cross-Over Counter preserves any of his/her red life that has not yet been recovered.

  • Snap Back - Forces out the opponent's point character and brings in one of his teammates determined by the assist button used to perform the technique. This uses one bar of meter and eliminates any red life that the opposing character has not yet recovered.


Video Walkthrough

  • A mechanic new to MvC3 . X-Factor is activated by pressing all 4 attack buttons at once. When X-Factor is active, your point character regains "red life" at an extremely rapid rate, your character is substantially sped up, and both normal and "chip" damage are greatly increased. In addition, on activation, all of your cooldowns are reset (see XFC below). The potency and duration of X-Factor is dependent on the number of teammates you have remaining. If all 3 of your characters are alive, then you get a level 1 X-Factor. If you're down to your last character, you get a level 3 X-Factor which substantially increases all attributes of X Factor. YOU CAN ONLY USE IT ONCE PER ROUND!

  • X-Factor gives different boosts depending upon your character. Chun-Li for example would get an insane speed boost where as someone like Wolverine would get an insane heal boost. Others receive higher damage or defense. X-Factor characters receive NO CHIP DAMAGE.

  • X-Factor Cancel (XFC) - XFC allows X-Factor to be used to its full potential. Executing X-Factor during any point of an attack (normal, special, or hyper) cancels the remainder of that attack's animation and recovery. This leaves you with the opportunity to either get your character out of harm's way or continue with another attack that would not have been able to be comboed without XFC. The damage boost granted during X-Factor can make the damage from XFC combos very potent. Furthermore, you can also activate XFC during block, which allows for "custom alpha counters:" block > XFC > counterattack.

Disclaimer: Game play mechanics discussion borrowed/used from Shoryuken's Wiki for MVC3. I merely trimmed it down some but I felt it to be the best "word" on the mechanics of MVC3 hence I used it here.


  • The game will have all the standard features seen in a fighting game, including Training Mode, Online mode, Versus mode, Mission mode etc.

  • There will be a Simple and Normal control scheme. Simple mode maps the regular attacks/combos on the Light attack button, the Special moves onto the Medium attack button and the Hyper combos on the Heavy attack button. Your options are limited though, you will not be able to perform every move using the Simple mode.

  • You can save your signature team in a slot on the character select screen so you don't have to keep selecting your team over and over again for matches. This is called a RESERVE TEAM.


(because we know that's what 99% people care about)

The Shoryuken MVC3 Wiki has all the tips, tricks and video walkthrough for all these characters that you need.

[*]More DLC characters are planned so if your favorite character didn't make the cut DON'T POLLUTE THE THREAD with "Aww X character made it in but Y didn't? Capcom is lame! Will not be buying MVC3!"



  • STEELBOOK CASE featuring exclusive art work

  • Comic/Art book- A 12-page prologue comic, written by Marvel writer Frank Tieri, plus campaign art and a curated selection of fan art.

  • 1-month Subscription to Marvel Digital Comics, providing unlimited online access to Marvel content
  • 2 Playable DLC Characters – Shuma Gorath and Jill Valentine. Content is available 4 weeks post-launch.
  • Please note that getting the Special Edition will not give you the DLC characters on release date. The DLC characters will be available a month after release and you will get them then.


Release Date: FEBRUARY 15th 2011

Platforms: PS3 and Xbox 360


MVC3 Episode 1 Trailer

MVC3 Episode 2 Trailer

MVC3 Episode 3 Trailer

Haunt's Epic MVC3 Character Preview

Yipes MVC3 Edition


Jan 21, 2009
Queens, New York
So you wanna play the game but see people saying how playing on a regular 'ol pad is inferior to these fancy schmancy Arcade Sticks, now what?

Written by El_Sloth

Here are some different controllers that we reccomend playing the game with:

Regular Controllers

Ignoring possible hand cramps from playing too long, there isn't anything wrong with sticking to these. Since MvC3 only has 4 attack buttons, the only things you would need to map to the triggers would be the Assists. The Dualshock3 controllers are considered okay for fighting games, the stock 360 D-Pad is a probably a pretty horrible way to play a fighting game with. But if you're just fine with it's analog stick then stick with that.

A fellow NeoGAF user QisTopTier had this to say about the Pros and Cons of using a controller.

QisTopTier said:
Basically the main disadvantage is that pianoing on a controller is a pain and the overall button press speed is slower until your thumb gets faster to match.

The main pro is that it is much less stressful on your hands... and the shortcuts the game lets you program on the extra buttons like *2 kicks and so on* Also playing on the D-pad is faster than a stick, but slightly less accurate until you get used to it.

The truth is that it all depends on you and what you're comfortable with. Some people find they can pull off moves easier with regular analog stick, but other find that they make too many execution errors with them and stick with the D-Pad. For those who find both lacking, they usually upgrade to one of these:


Fightpads are controllers made specifically for playing fighting games. There are currently only the MadCatz SSIV Fightpads and the upcoming PDP Marvel Fightpad. The general consensus on the D-Pad for the MadCatz Fightpads is that it's "good". Certainly better than stock 360 D-Pad. They're generally priced the same as regular controllers, but there always seem to be deals and sales for them generally making them anywhere from $25-$40.

(PS3 ONLY - Sega Saturn USB Pad)

Addendum written by Niblet

The Sega Saturn USB controller is an HID compliant controller. It works on both windows and mac computers, but more importantly it works flawlessly with the PS3 -- just plug and play. This controller is praised among enthusiast for its excellent d-pad and responsive buttons. If you are looking to add a pad to your arsenal and you play on the PS3, this is the pad to get. If you wish to buy one, your best bet is eBay. Note that you'll find both genuine and knockoff controllers on eBay. Genuine controllers are recommended. Knockoff controllers are reportedly of lower build quality. Expect to pay between 15-24 USD for a genuine Saturn pad. Refer to the above pictures for a genuine pad and the box it comes in.
Note: The Saturn pad will not work on PS2 games played on the PS3 via backwards compatibility. The Saturn pad will not work on a Xbox 360 without modification.

Arcade Sticks

These are the most popular sticks at the moment: The MadCatz TE and SE stick, respectively, with the TE arguably being the best stick on the market at the moment. The SE is generally considered to be great for beginners, but have lower quality parts and materials which tends to make them to not last as long(unresponsive buttons, stick, etc.) as their more expensive cousin. Although they can be easily replaced with higher quality parts as many who buy the SE choose to do.

While the TE and SE generally retail for $150 and $80 respectively, there are always sales and deals to be had on both. The PS3 SE, for example, is on sale for $44.99 on Amazon at the moment. or something like this:
MThanded said:
If your looking for a stick then this might be a way to go.

Kayane & Mad Catz - 20% Off Fightsticks Round 2 TE !

Deal is from Feb 7th to March 7th

Pictured above is the Xbox 360 Hori Real Arcade Pro EX-Special Edition. This stick is similar in quality to the Madcatz TE stick but the main difference is that this stick uses all Seimitsu parts and the TE stick uses all Sanwa parts. What is the difference between the "feels" of Sanwa and Seimitsu? That would be like comparing Pepsi to Coca Cola. They're both good quality arcade parts that are both fancied throughout the world, though Sanwa is reported to be the more button sensitive out of the two. Also, from what I remember, this stick has no cord compartment like the TE. It goes for around $135 USD online, but you may find deals that suit your fancy.

Warning: There is an initial "frustration" stage one has to overcome when first playing with a stick. Give it a little time before deciding if it's not for you.

Make sure to check out the Arcade Stick Thread.

Don't forget to check out the Gameshark Store during one of MarkMan's Majour Tournament Sales. One can easily pick up a TE for $100 and free shipping during one of these deals(I did).

The Hit Box - The Stickless Arcade Sticks

Created and manufactured by two brothers on SRK. Recommend if you feel more comfortable with playing with a WASD-like layout or want more precision over your actions. Actually I'll just let the Husser brothers explain it:

Brian Husser on SRK said:
2. Why buttons?

By replacing the joystick with 4 directional buttons controlled by 4 fingers, you gain:

- Increased input speed (fastest dragon punch).
- Consistent inputs yield fewer mistakes.
- Exclusive control over your movement
- Sanwa buttons have little to no travel time.
- Instant high/low blocking.
- Button techniques apply to movement and special inputs (p-linking, piano roll,
double tap).
- Game-specific features, such as SSFIV input shortcuts (323 DPM).
- Fewer match-pressure mistakes, such as lost horizon and accidental jumps from
hard joystick motions.
- No arm/wrist motion.
- Downward pressure keeps box steady in your lap.
Tutorial video on how to use it: Hit Box-The Basics
Hit Box SSFIV Combos and Zangief 720's
Playing MvC2 Online With A Hit Box.

Brian Husser on SRK said:
What are the prices for these?

We do sell these, but there is a long waiting list and we're working hard to make boxes for everyone who is interested. Contact me for information on these at
Our basic price guide is:
PS1/PS2 + PS3 + PC Hit Box for $114.00 + shipping
Xbox 360: $129.00 + shipping

We are working on a dual mod that we will have soon to offer.
The $114.00 is while supplies last. We're running out of available PCBs quickly, and we'll have to use another method for Playstation 3 owners. More details soon, but we still are going to keep our prices low and comparable.
For more info: The Stickless Arcade Stick


Apr 26, 2010
The game is coming out in two weeks? Woah. I've never played any of the previous games, but I'm really interested in this one. The videos I've seen look great, and practically all the previews are glowing. Can't wait!


I'm like a Hadouken, down-right Fierce!
Jun 6, 2004
I will body Teknopathetic in yet another game!


And they made him a Lord of Cinder. Not for virtue, but for might. Such is a lord, I suppose. But here I ask. Do we have a sodding chance?
Sep 1, 2006

It must mean something! HYPE BABY!!!!!!!!

Ploid 3.0

Jun 6, 2004
PSN GAF Players!
Eraldo Coil made the GAF Mahvel 3 Chat on Psn. If you're interested in joining the PSN Gafcrew in MVC3 make sure you get someone to send you a link (Ploid, Eraldo_Coil, etc.). Anyone that's already has access. You must be on someone's friend list to receive a link.

SSF4 had a invite chatroom feature that made being able to invite people in the rooms easier, it also let people know that there was a new room going on, although it could get your inbox a bit flooded if you've been in the room for hours. I have no idea if MVC3 will have that feature.

Location of Text Chat:

Right there.

This is how the room links look. They never disappear unless you delete them. If everyone delete the links the room is forever gone unless you make another one and invite another person.

The Chat:
This is how the main chat area looks. There are censors and when you are censored people may make jokes about how strict the censor is. Poor Sp**vy

In Game chat bubbles:
This is how the chat looks while you're in the game. You can have this removed by disabling the notifications or leaving the room before your match. Leaving the room is popular among Gaf Chat tourney matches.

Also if you hit the Home Button (Playstation symbol) you can bring up the chat box while in a game. This is the main way to access the chat room while you have a game or something loaded already.

If you select participant list you can see the members currently in the text chat.

The point, it's so much easier to find random games with this than asking in the OT and possibly turning it into a community thread with talk of invites or whatever. Never have to ask if someone is interested in a game unless you're in this room asking.


Also I don't think you guys should worry about a scrub PSN chat yet. Most of us will be scrubs, though we may need a second room anyway. But wait on scrub until after launch to find out if you can't keep up.

If you want a invite to psn chat. You should send the friend request to the members already in it with "MVC3 PSN Chat" in the letter body.
Much easier that way.

Another reason it's better to send friend request yourself is that if the person see your invite request on this thread and sends you a friend invite he may forget when you accept later. When the person can add and send you a link in one step it's much easier.

People already in.


And they made him a Lord of Cinder. Not for virtue, but for might. Such is a lord, I suppose. But here I ask. Do we have a sodding chance?
Sep 1, 2006



As in "Heathcliff"
Mar 31, 2008
Just curious. I know that we will have "Reserved teams slot" for esay pick. How many slots will we have. up to 4 or 6 teams to be reserved?

El Sloth

Dec 13, 2009
IntelliHeath said:
Just curious. I know that we will have "Reserved teams slot" for esay pick. How many slots will we have. up to 4 or 6 teams to be reserved?
I believe it's up to 3 teams.


Jun 7, 2004
Yay can't wait to play laggy matches until I get pissed off that I live in Alaska and give up on another online fighting game.

Kai Dracon

Writing a dinosaur space opera symphony
Jun 7, 2004
Space is the Place
It may be a stupid thing to some but I'm glad the "got it early" stream happened to confirm that both player 1 and player 2 have access to saved teams in offline mode. (Reserve Unit access was available on BOTH sides of character select when those guys changed characters.)

I actually have folks to play with offline here and we're going to get a lot of millage. I'm glad everyone will be able to use the shortcut for, oh, you know, those four hour sessions.


love on your sleeve
Jan 31, 2006
GAF scrubs unite!

I'm guessing I'll put 40 hours into this before I say, "Hey, I suck just as bad as I did on day one!" before I run away with my tail between my legs.


Oh, bitch bitch bitch.
Oct 24, 2007
lol im already thinking about what the first alt costumes are gonna be.

Should compile a list with my thoughts to pass the time. Also I have no idea what they would do for Shuma.


Apr 6, 2007
in order to wavedash you need to crouch cancel the first dash before inputting the second dash

anyway. i hope XBL is ready for my modok trolling
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