November is almost here and that means it’s time to get taken for a ride, all over again. Twelve new characters, eight new stages, and a multitude of salty mechanical changes are approaching fast in Capcom’s newest *ahem* edition into the fighting game fray. In the video above, our pal and fighting game aficionado Maximilian takes us uhh… for a ride through a visual breakdown of some of the important changes coming to Ultimate Marvel Vs. Capcom 3, this November.
Don’t have a few minutes? Luckily, Capcom has lovingly broke down a few of the announced changes for us simpler folks, which you can
go for a ride pour over after the break.
1 – X-Factor can be activated in the air.
2 – The attack and speed increases for each character while in X-Factor have been adjusted. Additionally, the damage reduction minimum while in X-Factor has been decreased from 50% in MvC3 to 35% in UMvC3, and Hyper Combos performed during X-Factor will now be subject to damage scaling.
3 – A left/ right exchange during an Air Combo will take away 1 bar of your opponent’s HC Gauge.
4 – When you launch the enemy in the air with a Special Attack, hold the button down and your character will automatically super jump to follow the launched opponent. (This can be turned on or off in the Options menu.)
5 – The window for Aerial Exchange Counters has been adjusted, making it easier to land one.
6 – If you land a Snap Back attack on an assist character, similar to the landing it on the point character, the assist will become unavailable for a short period of time.
7 – It will no longer be possible to block during an air dash.
8 – The rate of HC Meter gain has been decreased by 10%, to 90% of what it was in MvC3.
9 – In MvC3, the amount of hit stun caused by assists was fixed, but in UMvC3 hit stun caused by assists will also be subject to hit stun deterioration during combos.
10 – For characters who have 8-way dashes, the speed on their down-back air dash has been slightly decreased.