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* StoneWall: As a nod to his profession, and his games, Nick needs to be played defensively when out of Turnabout Mode. You need to be smart, find proper evidence whenever possible, and utilize them to deliver a properly-used '''OBJECTION!''' to turn the tides.



* UnskilledButStrong: When Nick summons Maya for one of his Hypers, she's basically just flails wildly at the opponent. That said, she's one of his Hyper Combos.

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* UnskilledButStrong: When Nick summons Maya for one of his Hypers, she's basically just flails wildly at the opponent. That said, she's one of his Hyper Combos. On top of that, Nick himself is a complete noncombatant that has some extremely deadly combos (and the most powerful Level 3 in the game) when in Turnabout Mode.
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* UnskilledButStrong: When Nick summons Maya for one of his Hypers, she's basically just flails wildly at the opponent. That said, she's one of his Hyper Combos.
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* StanceSystem: He can switch between three, Investigation (where he searches for evidence), Trial (possibly a zoning style), and Turnabout (super mode, and he can only do his Level 3 in this mode).

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* StanceSystem: He can switch between three, Investigation (where he searches for evidence), Trial (possibly a (a zoning style), and Turnabout (super mode, and he can only do his Level 3 in this mode).



* MartialPacifist

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* MartialPacifistMartialPacifist[=/=]WillfullyWeak



%%* FragileSpeedster[=/=]GlassCannon

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%%* FragileSpeedster[=/=]GlassCannon * FragileSpeedster[=/=]GlassCannon: He's very small and fast, and has a tunneling move to avoid attacks, but his health is among the lowest in the game (at 750K).
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%% When inserting 'CallingYourAttacks' make sure it's actually calling some sort of attack rather than

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%% When inserting 'CallingYourAttacks' 'CallingYourAttacks', make sure it's actually calling some sort of attack rather than



* AHeroToHisHometown: Considering his neighbors are a bunch of blood thirsty demons, he's a villain to everyone else, including bloodthirsty demons not considered his neighbors.
* AscendedExtra: Only counting the ''Marvel'' series, he first appeared only as a cameo in Dormammu's story ending and a Generic Red Arremer appeared in the background of the Demon Village stage in the original ''[=MvC3=]''.

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* AHeroToHisHometown: Considering his neighbors are a bunch of blood thirsty bloodthirsty demons, he's a villain to everyone else, including bloodthirsty demons not considered his neighbors.
* AscendedExtra: Only counting the ''Marvel'' series, he first appeared only as a cameo in Dormammu's story ending and a Generic generic Red Arremer appeared in the background of the Demon Village stage in the original ''[=MvC3=]''.



* FragileSpeedster: His health is 850K, among the lowest in the game. However he's very maneuverable, and one of his hypers increases his speed further.

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* FragileSpeedster: His health is 850K, among the lowest in the game. However However, he's very maneuverable, and one of his hypers increases his speed further.



* SuperMode: His Luminous Body hyper, where he takes on a whitish-silver hue, it gives his specials new properties, as well as enhancing movement speed.

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* SuperMode: His Luminous Body hyper, where he takes on a whitish-silver hue, it hue. It gives his specials new properties, as well as enhancing movement speed.



* EvolvingAttack[=/=]MagikarpPower: Frank starts at level 1 and with a limited moveset. However, he can level up by raking up ExperiencePoints (each successful hit with his camera will give him 1 experience point, and using it on a combo will give him as much experience as times he has hit the opponent in that combo), giving him access to new moves and weapons.
** BoozeBasedBuff: Frank can also take a swig of alcohol, which lets double up the amount of experience points he gets. This speeds up the leveling process, but after a while [[CantHoldHisLiquor he'll hunch over and groan in pain, puking]] and leaving himself quite open.

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* EvolvingAttack[=/=]MagikarpPower: Frank starts at level 1 and with a limited moveset. However, he can level up by raking racking up ExperiencePoints (each successful hit with his camera will give him 1 experience point, and using it on a combo will give him as much experience as times he has hit the opponent in that combo), giving him access to new moves and weapons.
** BoozeBasedBuff: Frank can also take a swig of alcohol, which lets him double up the amount of experience points he gets. This speeds up the leveling process, but after a while [[CantHoldHisLiquor he'll hunch over and groan in pain, puking]] and leaving himself quite open.



* TheRival: Shown most obviously towards Spider-Man. However, it's not clear whether or not he's rivals with Spidey himself, or ''Peter Parker''. It's implied that he's not aware Spider-Man and Peter Parker are the same person.

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* TheRival: Shown most obviously towards Spider-Man. However, it's not clear whether or not he's rivals with Spidey himself, or ''Peter Parker''. It's implied that he's not aware Spider-Man and Peter Parker are the same person.



Nick's fighting style mirrors his home game: in Investigation Mode you gather "good" evidence while throwing away "bad" evidence, and in Trial Mode (aka Courtroom Mode) you throw documents and each "good" evidence turns into a decent projectile. If you have three pieces of good evidence and connect with an "[[CatchPhrase Objection!]]", Nick enters [[SuperMode "Turnabout Mode"]] where his moves are powered up and he can use his Level 3 Hyper Combo, accusing his opponent of being the real culprit.

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Nick's fighting style mirrors his home game: in Investigation Mode Mode, you gather "good" evidence while throwing away "bad" evidence, and in Trial Mode (aka Courtroom Mode) Mode), you throw documents and each "good" evidence turns into a decent projectile. If you have three pieces of good evidence and connect with an "[[CatchPhrase Objection!]]", Nick enters [[SuperMode "Turnabout Mode"]] Mode"]], where his moves are powered up and he can use his Level 3 Hyper Combo, accusing his opponent of being the real culprit.



* AmoralAttorney: Played with. Phoenix seems to recognize that some of the villains are indeed criminals, though he apparently offers to defend them on a couple occasions. Even in his ending, he goes as far as defending [[spoiler: ''[[PlanetEater Galactus]]'']]. Everyone is entitled to a proper defense, sure, but still.

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* AmoralAttorney: Played with. Phoenix seems to recognize that some of the villains are indeed criminals, though he apparently offers to defend them on a couple occasions. Even in his ending, he goes as far as defending [[spoiler: ''[[PlanetEater [[spoiler:''[[PlanetEater Galactus]]'']]. Everyone is entitled to a proper defense, sure, but still.



** One particular example: In one of his hypers (Based off of a nightmare he had in the second game), the Judge appears behind him while bellowing "OBJECTION OVERRULED!!", smashing both his opponent and ''Phoenix Wright himself'' with his gavel. Both Phoenix and his opponent will be knocked down, but he won't take any damage.

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** One particular example: In one of his hypers (Based (based off of a nightmare he had in the second game), the Judge appears behind him while bellowing "OBJECTION OVERRULED!!", smashing both his opponent and ''Phoenix Wright himself'' with his gavel. Both Phoenix and his opponent will be knocked down, but he won't take any damage.



* MagikarpPower: Phoenix starts in Investigation mode, which has a limited special move set, two of which take a while to recover (Maya can't be summoned if she is still on-screen already) but if he manages to play keep-away long enough to collect the right evidence, he can enter Courtroom Mode and get a variety of special projectile attacks. From which he can move to...
** SuperMode: His Turnabout Mode, where he gets a golden glow, a ThemeMusicPowerUp, his level 3 Hyper and a finger pointing attack that covers the whole screen, as well as powered-up specials.

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* MagikarpPower: Phoenix starts in Investigation mode, which has a limited special move set, two of which take a while to recover (Maya can't be summoned if she is still on-screen already) already), but if he manages to play keep-away long enough to collect the right evidence, he can enter Courtroom Mode and get a variety of special projectile attacks. From which there, he can move to...
** SuperMode: His Turnabout Mode, where he gets a golden glow, a ThemeMusicPowerUp, his level 3 Hyper Hyper, and a finger pointing attack that covers the whole screen, as well as powered-up specials.



* MugglesDoItBetter: Literally - with nought but ''the power of the law'', he has the most damaging Hyper Combo in the game.

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* MugglesDoItBetter: Literally - -- with nought naught but ''the power of the law'', he has the most damaging Hyper Combo in the game.



* FragileSpeedster: Having one of the lowest health of the characters (at 750K). However he moves really fast, has DoubleJump and teleport.

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* FragileSpeedster: Having one of His health (750K) is among the lowest health of in the characters (at 750K). However game. However, he moves really fast, has DoubleJump a DoubleJump, and can teleport.



Gameplay-wise, Vergil resembles [[MasterSwordsman Dante]], with whom he shares many moves, and [[TeleportSpam Wesker]], which whom he shares an aggressive, teleport-based style. Likewise, Vergil makes his approach with long-reaching sword attacks and teleport mixups, as well as AntiAir kicks to cover for poor air game. He can provide ranged cover for ''himself'' and dramatically increase his damage output using [[StormOfBlades the Summoned Swords]], and he can increase his reach, damage and air mobility using [[SuperMode Devil Trigger]]. But both of these techniques cost [[ManaMeter Hyper Meter]], which is only built as damage is dealt or taken. As a result, Vergil is best used as an AssistCharacter for the length of a fight, while his allies build Meter through their victories and deaths, only to return as [[ChekhovsGunman the Anchor,]] come their deaths, and reek havoc with his powerful Hyper moves. True to character, [[MemeticMutation he always needs more power]].

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Gameplay-wise, Vergil resembles [[MasterSwordsman Dante]], with whom he shares many moves, and [[TeleportSpam Wesker]], which whom he shares an aggressive, teleport-based style. Likewise, Vergil makes his approach with long-reaching sword attacks and teleport mixups, as well as AntiAir kicks to cover for poor air game. He can provide ranged cover for ''himself'' and dramatically increase his damage output using [[StormOfBlades the Summoned Swords]], and he can increase his reach, damage and air mobility using [[SuperMode Devil Trigger]]. But both of these techniques cost [[ManaMeter Hyper Meter]], which is only built as damage is dealt or taken. As a result, Vergil is best used as an AssistCharacter for the length of a fight, while his allies build Meter through their victories and deaths, only to return as [[ChekhovsGunman the Anchor,]] come their deaths, and reek wreak havoc with his powerful Hyper moves. True to character, [[MemeticMutation he always needs more power]].



* GameplayAndStorySegregation: Despite the nature of the attack [[note]]It normally only works on those who are "guilty"[[/note]], the Penance Stare will do the same amount of damage to Spider-Man or Arthur, that it will do to Wesker or Dormammu. Also, things that should cause the attack to backfire such as Deadpool's insanity or Spider-Man's alternate Symbiote costume will have no ill effect on Ghost Rider.

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* GameplayAndStorySegregation: Despite the nature of the attack [[note]]It normally only works on those who are "guilty"[[/note]], the Penance Stare will do the same amount of damage to Spider-Man or Arthur, Arthur that it will do to Wesker or Dormammu. Dormammu[[note]]though Phoenix Wright's level 3 Hyper sort of works the same way, so maybe this can be excused[[/note]]. Also, things that should cause the attack to backfire backfire, such as Deadpool's insanity or Spider-Man's alternate Symbiote costume costume, will have no ill effect on Ghost Rider.



* GoodIsNotNice: And how! As most of his quotes show, his character specific lines have him being equally harsh towards heroes and villains alike.
* HaveANiceDeath: Word-for-word

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* GoodIsNotNice: And how! As most of his quotes show, his character specific character-specific lines have him being equally harsh towards heroes and villains alike.
* HaveANiceDeath: Word-for-wordWord-for-word.



* MightyGlacier: Not unlike Dormammu, he's a ranged variation on this. Ghost Rider moves very slowly and many of his attacks aren't exactly fast, but his attacks do very high damage. Some of his moves are very fast however, such as the Penance Stare (which is the fastest Level 3 Hyper Combo in the game).

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* MightyGlacier: Not unlike Dormammu, he's a ranged variation on this. Ghost Rider moves very slowly and many of his attacks aren't exactly fast, but his attacks do very high damage. Some of his moves are very fast fast, however, such as the Penance Stare (which is the fastest Level 3 Hyper Combo in the game).



His quote above holds water, as Hawkeye can effectively work on any team in the game. He is a good all-around character who is easy to use, but due to his simplicity one must have an excellent grasp of fundamentals, similarly to Ryu.

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His quote above holds water, as Hawkeye can effectively work on any team in the game. He is a good all-around character who is easy to use, but due to his simplicity simplicity, one must have an excellent grasp of fundamentals, similarly to Ryu.



* BadassNormal: Hawkeye has no superpowers to speak of. He is just a skilled acrobatic with an amazing aim and plentiful of different types of arrows.

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* BadassNormal: Hawkeye has no superpowers to speak of. He is just a skilled acrobatic with an amazing aim and plentiful plenty of different types of arrows.



* LongRangeFighter: All of his attacks involves him shooting arrows, either straight forwards, shooting them into the air or doing a dodge maneuver and then following up with an arrow shot.

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* LongRangeFighter: All of his attacks involves him shooting arrows, either straight forwards, shooting them into the air air, or doing a dodge maneuver and then following up with an arrow shot.



* SlideAttack: One of his command normal.

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* SlideAttack: One of his command normal.normals.



True to the comics, Iron Fist uses a very up-close fighting style involving intricate Rekka combos[[labelnote:*]]combos involving special moves chained into one another[[/labelnote]]. With [[CurbStompBattle enough power to kill most characters in a single unassisted combo]], [[LightningBruiser enough speed to cross the screen and strike in a fraction of a second]], and the ability to tank [[ImmuneToBullets projectiles]] and [[NoSell melee]] alike, Iron Fist has an truly unrelenting offence. But alas, as a hand-to-hand fighter in a game full of armed, ranged and flying opponents that can avoid and outmanoeuvre him, he suffers from CripplingOverspecialization.

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True to the comics, Iron Fist uses a very up-close fighting style involving intricate Rekka combos[[labelnote:*]]combos involving special moves chained into one another[[/labelnote]]. With [[CurbStompBattle enough power to kill most characters in a single unassisted combo]], [[LightningBruiser enough speed to cross the screen and strike in a fraction of a second]], and the ability to tank [[ImmuneToBullets projectiles]] and [[NoSell melee]] alike, Iron Fist has an truly unrelenting offence. But alas, as a hand-to-hand fighter in a game full of armed, ranged ranged, and flying opponents that can avoid and outmanoeuvre him, he suffers from CripplingOverspecialization.



* CripplingOverspecialization: As mentioned above, Iron Fist is very ''polarized'' in his skills and weaknesses
** Iron Fist's offence, though incredible in terms of damage, speed and persistence, relies ''entirely'' on the enemy standing on solid ground. His [[ShockwaveStomp Launcher]] and [[MegatonPunch Dragon's Touch]] techniques—both crucial components in his combos—are completely ineffective on airborne enemies[[labelnote:*]]because they travel through the ground and cause [[PoseOfSupplication Crumple]], respectively[[/labelnote]]. This means that if the enemy so much as ''jumps'' before getting hit, or if the combo starts with a throw, Iron Fist does a fraction of his usual damage.

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* CripplingOverspecialization: As mentioned above, Iron Fist is very ''polarized'' in his skills and weaknesses
weaknesses.
** Iron Fist's offence, though incredible in terms of damage, speed speed, and persistence, relies ''entirely'' on the enemy standing on solid ground. His [[ShockwaveStomp Launcher]] and [[MegatonPunch Dragon's Touch]] techniques—both crucial components in his combos—are completely ineffective on airborne enemies[[labelnote:*]]because they travel through the ground and cause [[PoseOfSupplication Crumple]], respectively[[/labelnote]]. This means that if the enemy so much as ''jumps'' before getting hit, or if the combo starts with a throw, Iron Fist does a fraction of his usual damage.



* [[OnlySaneMan Only Sane Raccoon]]: The only one out of the fighters who actually commented how wacky the whole series is.

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* [[OnlySaneMan Only Sane Raccoon]]: The only one out of the fighters who has actually commented on how wacky the whole series is.



* PlotHole: In his ending, he goes to Raccoon City for a vacation, assuming Raccoon city is a literal "Raccoon City" not knowing it's infested with zombies. Despite his [[AndThisIsFor pre-battle quotes towards Chris and Wesker]] states that he was well aware of what transpired.

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* PlotHole: In his ending, he goes to Raccoon City for a vacation, assuming Raccoon city is a literal "Raccoon City" not knowing it's infested with zombies. Despite his [[AndThisIsFor pre-battle quotes towards Chris and Wesker]] states stating that he was well aware of what transpired.
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* MechanicallyUnusualFighter: In a game that has a big emphasis on aerial combos, he's primarily a ground fighter.

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* MechanicallyUnusualFighter: Downplayed: In a game that has a big emphasis on aerial combos, he's primarily a ground fighter.
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* NoodleIncident: You gotta wonder what kind of dirt he has on everyone, considering he can use his Penance Stare against everyone (what with the stare weaponizing a person's past sins).


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* MechanicallyUnusualFighter: In a game that has a big emphasis on aerial combos, he's primarily a ground fighter.
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* RoleReprisal: From ''WesternAnimation/AvengersEarthsMightiestHeroes''.

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* RoleReprisal: From ''WesternAnimation/AvengersEarthsMightiestHeroes''.''WesternAnimation/TheAvengersEarthsMightiestHeroes''.



* RoleReprisal: From ''WesternAnimation/AvengersEarthsMightiestHeroes''.

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* RoleReprisal: From ''WesternAnimation/AvengersEarthsMightiestHeroes''.''WesternAnimation/TheAvengersEarthsMightiestHeroes''.



* RoleReprisal: From ''WesternAnimation/AvengersEarthsMightiestHeroes''.

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* RoleReprisal: From ''WesternAnimation/AvengersEarthsMightiestHeroes''.''WesternAnimation/TheAvengersEarthsMightiestHeroes''.
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* GlassCannon: Milder example, as his health is only 850K. He doesn't have as much options as Dante, but he has a more flexible movement, his Spiral Swords hyper can be used for a lot of combo setups, and he has among the strongest Level 3 hyper in the game (but he has to burn 4 meters for this).

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* GlassCannon: Milder example, as his health is only 850K. He doesn't have as much in the way of options as Dante, but he has a does have more flexible movement, his Spiral Swords hyper can be used for a lot of combo setups, and he has his Level 3 hyper is among the strongest Level 3 hyper in the game (but he has to burn 4 meters for this).
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* EarlyBirdCameo: Intro movie #2 in the original ''[=MvC3=]'' has a shadowy silhouette with Chun-Li in a helicopter which was brought down by DoctorDoom. This shadowy person was confirmed to be him.

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* EarlyBirdCameo: Intro movie #2 in the original ''[=MvC3=]'' has a shadowy silhouette with Chun-Li in a helicopter which was brought down by DoctorDoom.Doctor Doom. This shadowy person was confirmed to be him.
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He might be a Fighting Clown and a Magikarp Power character but he definitely isn\'t a \"joke\" one


* JokeCharacter
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* JokeCharacter
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* AdaptationalBadass: A given, considering he never physically fought in his home series, and yet is a playable character in a fighting game. He ''is'' canonically considered hardier than most average men, however; he's smashed down two iron doors through sheer determination, fallen off a bridge into a rapid river and gotten off with nary but a cold, and, to top it all off, once was hit head-on with a car, sending him flying through the air into a lamppost with enough force to ''bend'' it, and walked off with just a sprained ankle.

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* AdaptationalBadass: A given, considering he never physically fought in his home series, and yet is a playable character in a fighting game. He ''is'' canonically considered hardier than most average men, however; he's smashed down two iron doors through sheer determination, fallen off a bridge into a rapid river and gotten off with nary but a cold, and, to top it all off, once was hit head-on with a car, sending him flying through the air into a lamppost lamppost, headfirst, with enough force to ''bend'' it, and walked off with just a sprained ankle.
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--> '''To Phoenix Wright''': Do you have ''any'' idea how many lawyers are in hell?

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--> '''To Phoenix Wright''': Wright or She-Hulk''': Do you have ''any'' idea how many lawyers are in hell?



* HaveANiceDeath: Word-for-Word

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* HaveANiceDeath: Word-for-WordWord-for-word
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* HaveANiceDeath: Word-for-Word
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* BadassNormal: Even more so than some of the others. Phoenix is basically just a very determined lawyer.

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* BadassNormal: Even more so than some of The most normal person in the others. cast. At least Haggar knows wrestling and Frank has a good number of improvised weapons. Phoenix has none of that, and is basically just a very determined lawyer.
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%%* AlienBlood

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%%* AlienBlood* AlienBlood: He bleeds green blood.



%%* GroundShatteringLanding: His entrance.
%%* GutturalGrowler
%%* HellBentForLeather

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%%* * GroundShatteringLanding: His entrance.
%%* * GutturalGrowler
%%* * HellBentForLeather



%%* MightyGlacier

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%%* MightyGlacier* MightyGlacier: Very slow moving (even slower than Hulk), but his attacks hit really hard. He also has among the highest health in the game.



%%* HellBentForLeather

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%%* HellBentForLeather* HellBentForLeather: Fitting for a BadassBiker.



%%* PlayingWithFire
%%* PowerEchoes

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%%* PlayingWithFire
%%*
* PlayingWithFire: {{Hellfire}}, to be exact. He can either [[BreathWeapon breathe fire]] or manipulating it with his chain.
*
PowerEchoes
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-->Voiced by: Daniel Southworth (English), HiroakiHirata (Japanese)

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-->Voiced by: Daniel Southworth Creator/DanSouthworth (English), HiroakiHirata (Japanese)

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* AlienBlood

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* %%* AlienBlood



* AwesomeButImpractical: Seeing Nemesis take all those hits without flinching does create a rather chilling effect, but considering that ''fully'' invincible hypers are not uncommon, Biohazard Rush is somewhat less impressive than it appears.



* GroundShatteringLanding: His entrance.
* GutturalGrowler
* HellBentForLeather
* ImplacableMan: Proven below.
** ImmuneToFlinching: One of his Level 1 Hypers: "Biohazard Rush", is a combo punch attack that allows him to absolutely [[http://www.youtube.com/watch?v=M6KMUs3l0N4#t=65s plow through]] almost anything! The only exceptions being command grabs and counter hypers.
*** AwesomeButImpractical: Seeing Nemesis take all those hits without flinching does create a rather chilling effect, but considering that ''fully'' invincible hypers are not uncommon, Biohazard Rush is somewhat less impressive than it appears.
** TheJuggernaut
** NoSell: His block animation - as in, he has none. He doesn't put up his arms to defend himself. He just takes the hits unfazed.
* MightyGlacier

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* %%* GroundShatteringLanding: His entrance.
* %%* GutturalGrowler
* %%* HellBentForLeather
* ImplacableMan: Proven below.
**
ImmuneToFlinching: One of his Level 1 Hypers: "Biohazard Rush", is a combo punch attack that allows him to absolutely [[http://www.youtube.com/watch?v=M6KMUs3l0N4#t=65s plow through]] almost anything! The only exceptions being command grabs and counter hypers.
*** AwesomeButImpractical: Seeing Nemesis take all those hits without flinching does create a rather chilling effect, but considering that ''fully'' invincible hypers are not uncommon, Biohazard Rush is somewhat less impressive than it appears.
** TheJuggernaut
** NoSell: His block animation - as in, he has none. He doesn't put up his arms to defend himself. He just takes the hits unfazed.
*
%%* MightyGlacier



* NoSell: His block animation - as in, he has none. He doesn't put up his arms to defend himself. He just takes the hits unfazed.



* HellBentForLeather

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* %%* HellBentForLeather



* PlayingWithFire
** BreathWeapon
** {{Hellfire}}
* PowerEchoes

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* %%* PlayingWithFire
** BreathWeapon
** {{Hellfire}}
*
%%* PowerEchoes
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-->Voiced by: Chris Cox

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-->Voiced by: Chris Cox
Creator/ChrisCox
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-->Voiced by: Greg Ellis

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-->Voiced by: Greg Ellis
Creator/GregEllis

Added: 35

Removed: 35

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* PreciousPuppies: Get'em, Missile!


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* PreciousPuppies: Get'em, Missile!
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* WrestlerInAllOfUs: Just the same as it is in ''[[VideoGame/TatsunokoVsCapcom Tatsunoko vs. Capcom]]'', one of his hypers involves sticking a [[MegaManLegends Servbot]] helmet on his opponent, sending them flying with an airplane spin, and crashing them into the ground with a running bulldog. Most of his throws involve performing a suplex and he still retains his judo throwing skills.

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* WrestlerInAllOfUs: Just the same as it is in ''[[VideoGame/TatsunokoVsCapcom Tatsunoko vs. Capcom]]'', one of his hypers involves sticking a [[MegaManLegends [[VideoGame/MegaManLegends Servbot]] helmet on his opponent, sending them flying with an airplane spin, and crashing them into the ground with a running bulldog. Most of his throws involve performing a suplex and he still retains his judo throwing skills.
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--> (''vs. Arthur'') My dragon fists will shred that armor off painfully.

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--> (''vs. Arthur'') My dragon fists will shred that armor off painfully.like paper.



* StatusBuff: He can make his chi glow different colors for different effects. The red boosts his attack power, the blue boost his defense, the the green makes him gain more meter.

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* StatusBuff: He can make his chi glow different colors for different effects. The red boosts his attack power, the blue boost his defense, the the green makes him gain more meter.
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* TheVoiceless: Maya's completely silent here.
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* FragileSpeedster: He doesn't have that big of a damage output, and his Level 3 hyper isn't a direct attack unlike most others. His health is also 850K, among the lowest in the game. However he's very maneuverable, and one of his hypers increases his speed further.

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* FragileSpeedster: He doesn't have that big of a damage output, and his Level 3 hyper isn't a direct attack unlike most others. His health is also 850K, among the lowest in the game. However he's very maneuverable, and one of his hypers increases his speed further.



* FragileSpeedster: Having one of the lowest health of the characters (at 750K) and his combos doesn't do much damage (his Level 3 is strong and easily connects with his combos, but you'd be really desperate to burn 3 meters just to kill someone). However he moves really fast, has DoubleJump and teleport.

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* FragileSpeedster: Having one of the lowest health of the characters (at 750K) and his combos doesn't do much damage (his Level 3 is strong and easily connects with his combos, but you'd be really desperate to burn 3 meters just to kill someone).750K). However he moves really fast, has DoubleJump and teleport.



* FragileSpeedster[=/=]GlassCannon

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* %%* FragileSpeedster[=/=]GlassCannon

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Trope name change and the generic badass supertrope shouldn\'t be used when specific badass tropes apply.


** BigBadassBirdOfPrey[=/=]PantheraAwesome: His "Options", robotic animals that Strider can summon to aid him in battle. One of his moves has Strider call upon the hawk to [[DeathFromAbove carpet bomb]] you, while his Legion hyper is a full-on ZergRush of them.
* {{Badass}}
** BadassArmfold: He does one in his winning pose...while riding on a ''robotic tiger''.

to:

** BigBadassBirdOfPrey[=/=]PantheraAwesome: NobleBirdOfPrey[=/=]PantheraAwesome: His "Options", robotic animals that Strider can summon to aid him in battle. One of his moves has Strider call upon the hawk to [[DeathFromAbove carpet bomb]] you, while his Legion hyper is a full-on ZergRush of them.
* {{Badass}}
**
BadassArmfold: He does one in his winning pose...while riding on a ''robotic tiger''.
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Home Series: DevilMayCry

to:

Home Series: DevilMayCry
Franchise/DevilMayCry



* NobleDemon: As per his ''DevilMayCry 3'' portrayal, Vergil's motivation is to achieve enough power to protect the people/things he cares about.

to:

* NobleDemon: As per his ''DevilMayCry ''Franchise/DevilMayCry 3'' portrayal, Vergil's motivation is to achieve enough power to protect the people/things he cares about.



--> (''vs. Trish'') I eat demons like [[DevilMayCry Mundus]] for breakfast.

to:

--> (''vs. Trish'') I eat demons like [[DevilMayCry [[Franchise/DevilMayCry Mundus]] for breakfast.
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** Iron Fist's offence, though incredible in terms of damage, speed and persistence, relies ''entirely'' on the enemy standing on solid ground. His [[ShockwaveStomp Launcher]] and [[MegatonPunch Dragon's Touch]] techniques—both crucial components in his combos—are completely ineffective on airborne enemies[[labelnote:*]]because they travel through the ground and cause PoseOfSupplication, respectively[[/labelnote]]. This means that if the enemy so much as ''jumps'' before getting hit, or if the combo starts with a throw, Iron Fist does a fraction of his usual damage.

to:

** Iron Fist's offence, though incredible in terms of damage, speed and persistence, relies ''entirely'' on the enemy standing on solid ground. His [[ShockwaveStomp Launcher]] and [[MegatonPunch Dragon's Touch]] techniques—both crucial components in his combos—are completely ineffective on airborne enemies[[labelnote:*]]because they travel through the ground and cause PoseOfSupplication, [[PoseOfSupplication Crumple]], respectively[[/labelnote]]. This means that if the enemy so much as ''jumps'' before getting hit, or if the combo starts with a throw, Iron Fist does a fraction of his usual damage.
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* CripplingOverspecialization: As mentioned above, Iron Fist very ''polarized'' in his skills and weaknesses
** Iron Fist's offence, though incredible in terms of damage, speed and persistence, relies ''entirely'' on the enemy standing on solid ground. His Launcher and Dragon's Touch techniques—both crucial components in his combos—are completely ineffective on airborne enemies, for the former a is a ShockwaveStomp and the latter is a MegatonPunch that brings the enemy to their knees ''only'' if they're standing in the first place. This means, if the enemy so much as jumps before getting hit, Iron Fist loses a lot of his damage potential.
** Iron Fist's offence is devoid of reliable AntiAir techniques, meaning he struggles to safely hit airborne enemies in the first place. And this is only considering the standard jump; all Marvel vs Capcom fighters are capable of [[InASingleBound Super Jumping]] to three times a normal jump's height: a position from which ''many'' fighters may send down projectiles or preform diving attacks, but to which Iron Fist can do ''nothing''. A desperate Iron Fist could Super Jump in pursuit, but he's unable to combo from Super Jump height, for lack of air mobility or aerial special moves, and so he's really forced to wait for his enemy to land. This, combined with the previous factor, means that staying airborne reduces your odds of getting hit and the damage you take when hit whenever fighting an Iron Fist.

to:

* CripplingOverspecialization: As mentioned above, Iron Fist is very ''polarized'' in his skills and weaknesses
** Iron Fist's offence, though incredible in terms of damage, speed and persistence, relies ''entirely'' on the enemy standing on solid ground. His Launcher [[ShockwaveStomp Launcher]] and [[MegatonPunch Dragon's Touch Touch]] techniques—both crucial components in his combos—are completely ineffective on airborne enemies, for enemies[[labelnote:*]]because they travel through the former a is a ShockwaveStomp ground and the latter is a MegatonPunch cause PoseOfSupplication, respectively[[/labelnote]]. This means that brings the enemy to their knees ''only'' if they're standing in the first place. This means, if the enemy so much as jumps ''jumps'' before getting hit, or if the combo starts with a throw, Iron Fist loses does a lot fraction of his damage potential.
usual damage.
** Iron Fist's offence is devoid of reliable AntiAir techniques, meaning he struggles to safely hit airborne enemies in the first place. And this is only considering the standard jump; all Marvel vs Capcom fighters are capable of [[InASingleBound Super Jumping]] to three times a normal jump's height: a position from which ''many'' fighters may send down projectiles or preform diving attacks, but to which Iron Fist can do ''nothing''. A desperate Iron Fist could Super Jump in pursuit, but he's unable to combo from Super Jump height, for lack of air mobility or aerial special moves, and so he's really forced to wait for his enemy to land. This, combined with the previous factor, means that staying airborne reduces your odds of getting hit and the damage you take when hit whenever fighting an Iron Fist.
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None


** Iron Fist's offence, though incredible in damage, speed and persistence, relies ''entirely'' on the enemy standing on. His Launcher and Dragon's Touch techniques—both crucial components in his combos—are completely ineffective on airborne enemies, for the former a is a ShockwaveStomp and the latter is a MegatonPunch that brings the enemy to their knees ''only'' if they're standing in the first place. This means, if the enemy so much as jumps before getting hit, Iron Fist loses a lot of his damage potential.
** Iron Fist's offence is devoid of reliable AntiAir techniques, meaning he struggles to safely hit airborne enemies in the first place. And this is only considering the standard jump; all Marvel vs Capcom fighters are capable of [[InASingleBound Super Jumpung]] to three times a normal jump's height: a position from which ''many'' fighters may send down projectiles, but to which Iron Fist can do ''nothing''. A desperate Iron Fist could Super Jump in pursuit, be he's unable to combo from Super Jump height, for lack of air mobility or aerial special moves, and so he's better off waiting for his enemy to land.

to:

** Iron Fist's offence, though incredible in terms of damage, speed and persistence, relies ''entirely'' on the enemy standing on.on solid ground. His Launcher and Dragon's Touch techniques—both crucial components in his combos—are completely ineffective on airborne enemies, for the former a is a ShockwaveStomp and the latter is a MegatonPunch that brings the enemy to their knees ''only'' if they're standing in the first place. This means, if the enemy so much as jumps before getting hit, Iron Fist loses a lot of his damage potential.
** Iron Fist's offence is devoid of reliable AntiAir techniques, meaning he struggles to safely hit airborne enemies in the first place. And this is only considering the standard jump; all Marvel vs Capcom fighters are capable of [[InASingleBound Super Jumpung]] Jumping]] to three times a normal jump's height: a position from which ''many'' fighters may send down projectiles, projectiles or preform diving attacks, but to which Iron Fist can do ''nothing''. A desperate Iron Fist could Super Jump in pursuit, be but he's unable to combo from Super Jump height, for lack of air mobility or aerial special moves, and so he's better off waiting really forced to wait for his enemy to land.land. This, combined with the previous factor, means that staying airborne reduces your odds of getting hit and the damage you take when hit whenever fighting an Iron Fist.

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