History VideoGame / MarvelVSCapcom3

24th Apr '17 6:32:29 AM Manny20444
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** From the ''Film/IronMan2'' tie-in game: Eric Loomis as Iron Man.

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** From the ''Film/IronMan2'' tie-in game: Eric Loomis Creator/EricLoomis as Iron Man.
27th Mar '17 7:57:37 PM NeoChaos
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* '''Capcom:''' [[VideoGame/GargoylesQuest Firebrand]], [[VideoGame/DeadRising Frank West]], [[VideoGame/ResidentEvil3Nemesis Nemesis]], [[Franchise/AceAttorney Phoenix Wright]], [[VideoGame/{{Strider}} Strider Hiryu]], [[Franchise/DevilMayCry Vergil]]special

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* '''Capcom:''' [[VideoGame/GargoylesQuest Firebrand]], [[VideoGame/DeadRising Frank West]], [[VideoGame/ResidentEvil3Nemesis Nemesis]], [[Franchise/AceAttorney Phoenix Wright]], [[VideoGame/{{Strider}} Strider Hiryu]], [[Franchise/DevilMayCry Vergil]]special
Vergil]]
25th Mar '17 2:08:29 PM Gosicrystal
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* LostForever: As of late December 2013, Jill, Shuma-Gorath, and the DLC costumes (as well as the digital release of ''Marvel Vs. Capcom 2'') have be removed from the PSN and XBLA stores. They were likely removed because Capcom's contract with Marvel pertaining to them ran out.
** And now that the game is out-of-print and has been removed from the PSN and XBLA stores, the game itself is this.
** This is now thankfully averted with the game being rereleased on PS4 with all DLC included, along with the announcement of the next game in the franchise.


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* TemporaryOnlineContent: As of late December 2013, Jill, Shuma-Gorath, and the DLC costumes (as well as the digital release of ''Marvel Vs. Capcom 2'') have be removed from the PSN and XBLA stores. They were likely removed because Capcom's contract with Marvel pertaining to them ran out. And when the game went out-of-print and was removed from the PSN and XBLA stores, the game itself became this. This is now thankfully averted with the game being rereleased on PS4 with all DLC included, along with the announcement of the next game in the franchise.
19th Mar '17 11:57:17 AM NeoChaos
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At the 2016 [=PlayStation=] Experience, it was announced that a port of ''Ultimate'' was coming to UsefulNotes/PlayStation4 the same day, with further releases for UsefulNotes/XboxOne and PC in March 2017. At the same event, a fourth ''[=MvC=]'' installment, ''VideoGame/MarvelVsCapcomInfinite'', would also be announced.

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At the 2016 [=PlayStation=] Experience, it was announced that a port of ''Ultimate'' was coming to UsefulNotes/PlayStation4 the same day, with further releases for UsefulNotes/XboxOne and PC in released on March 7, 2017. At the same event, a fourth ''[=MvC=]'' installment, ''VideoGame/MarvelVsCapcomInfinite'', would also be announced.
10th Feb '17 10:31:24 PM Getta
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* MinusWorld: In ''Ultimate'', there's a glitch involving Morrigan's Astral Vision hyper and Strider Hiryu's wall cling move that turns the map into a "reverse" of itself. Characters now move in reverse (including for their special attacks). This glitch also occurs if you cancel Nova's Human Rocket hyper (with you intentionally guiding him to fly up-backwards during so) into Amaterasu's Divine Instruments (cinematic, Level 3) hyper.
2nd Feb '17 8:04:03 PM Getta
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** In Heroes and Heralds mode, Hulkbuster card allows your assists to do more hitstun if their attack hits, but they will cost some Hyper Combo gauge to perform.

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** In Heroes and Heralds mode, Hulkbuster card allows your assists to do more hitstun if their attack hits, but they will cost some Hyper Combo gauge to perform. Servbot card shortens the cooldown in between calling assists.



* AutoRevive: In Heroes and Heralds mode, the super-rare card Astaroth can revive your last character if you have 3 bars of Hyper Combo gauge (if it's your primary card) or 5 (if it's your secondary). This effect only happens once per battle.



* ButtonMashing: As demonstrated [[http://www.youtube.com/watch?v=MOAkT2X_7II here]], this can be done in ''Ultimate'' to extend the damage on a hyper combo attack.

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* ButtonMashing: As demonstrated [[http://www.youtube.com/watch?v=MOAkT2X_7II here]], this can be done in ''Ultimate'' to extend the damage and hits on a hyper combo attack.



* ChargedAttack: Many attacks in the game can be charged to power it up like Dante's Air Play or Zero's Z-Buster. In Heroes and Heralds mode, the super rare Mega Man card (known for his Charged Attacks) can be used to shorten the charge time.



* DamageOverTime: In Heroes and Heralds Mode, The Rathalos card allows your assist attacks to poison your opponents, again the cost of some Hyper Combo gauge. Rathian card can also poison the opponent if you do a 30+ hit combo.



** Aside from the typical "hold back to defend" in 2D games, there's also the Advancing Guard (when you block, you push the opponent far back from you, also making you invulnerable for some split-seconds), and, introduced in Heroes and Heralds mode, the "Parry" mechanic from ''Videogame/StreetFighterIII'' (only with certain cards, done by pressing the "forward" direction right as the attack connects; this negates chip damage and allows you to retaliate easier). Parrying will also buff the defender's attack power for a few seconds.
** One Heroes and Heralds card (Luke Cage) enables auto-blocking when you have 2 filled Hyper Combo gauge or lower.

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** Aside from the typical "hold back to defend" in 2D games, there's also the Advancing Guard (when you block, you push the opponent far back from you, also making you invulnerable for some split-seconds), and, introduced in Heroes and Heralds mode, the "Parry" mechanic from ''Videogame/StreetFighterIII'' (only with certain cards, done by pressing the "forward" direction right as the attack connects; this negates chip damage and allows you to retaliate easier). Parrying will also buff the defender's attack power for a few seconds.
seconds, or regenerate their Hyper Combo gauge.
** One Heroes and Heralds card (Luke Cage) enables auto-blocking when you have 2 filled Hyper Combo gauge or lower. Servbot card allows auto-blocking anytime, but you'll get more ScratchDamage. Another (Claire Redfield) allows your Advancing Guard to recover your health, but it'll consume Hyper Combo gauge. The Jin Saotome card, lengthens the X-Factor duration, but makes you unable to block when it's active; another (Steven Chapman) also disables blocking but makes you ImmuneToFlinching anytime (as long as you have Hyper Combo gauge). The Kenji/Mukuro card makes you able to block during an air dash.



** Some Heroes and Heralds cards can make you immune to flinching either during specific moves (like dashing, being in midair taunting or doing Hyper Combo) or anytime, at the cost of burning your Hyper Combo gauge whenever you get hit (so if the gauge has less than needed, you're no longer armored until you fill the gauge). Another card (Juggernaut) can make your assists' attacks have super armor, again at the cost of burning Hyper Combo gauge per hit.

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** Some Heroes and Heralds cards can make you immune to flinching either during specific moves (like dashing, being in midair midair, being grounded, taunting or doing Hyper Combo) Combo), having 30 seconds left, or anytime, at the cost of burning your Hyper Combo gauge whenever you get hit (so if the gauge has less than needed, you're no longer armored until you fill the gauge). Another card (Juggernaut) (Juggernaut and Devilotte) can make your assists' attacks have super armor, again at the cost of burning Hyper Combo gauge per hit.



* {{Invisibility}}: The Nightcrawler card in Heroes and Heralds mode will make you turn invisible when you dash, only when your Hyper Combo gauge is 3 or higher. The Spider-Ham card also makes the user temporarily invisible if you manage to do a 30+ hit combo.

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* {{Invisibility}}: The Nightcrawler card in Heroes and Heralds mode will make you turn invisible when you dash, only when your Hyper Combo gauge is 3 or higher. The Spider-Ham card also makes the user temporarily invisible if you manage to do a 30+ hit combo. The Demitri card will make you temporarily invisible after doing a Snap Back.



** The standard combo cancels for this game is similar to the previous, i.e normals - unique normals (only for some of them) - special moves - Hyper Combo. For normal moves, some characters are able to cancel their standing normals into crouching normals, called the "zigzag chain"; the Serpent and Silver Samurai cards in Heroes and Heralds mode will make all characters able to do the aforementioned chain normals.

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** The standard combo cancels for this game is similar to the previous, i.e normals - unique normals (only for some of them) - special moves - Hyper Combo. For normal moves, some characters are able to cancel their standing normals into crouching normals, called the "zigzag chain"; the Serpent and Serpent, Silver Samurai and Hayato cards in Heroes and Heralds mode will make all characters able to do the aforementioned chain normals.



* LifeDrain: A few Heroes and Heralds cards can make the user take the opponent's health and add it to your HP gauge, e.g Blade (applies on all attacks, only when under 60%/40% health), Enchantress (applies on all attacks, only on non-female opponents), Fantastic Four (only during a Team Hyper Combo), Rogue (only during Hyper Combos).

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* LifeDrain: A few Heroes and Heralds cards can make the user take the opponent's health and add it to your HP gauge, e.g Blade (applies on all attacks, only when under 60%/40% health), Enchantress (applies on all attacks, only on non-female opponents), Fantastic Four (only during a Team Hyper Combo), Rogue (only during Hyper Combos).Combos), Devilotte (during Delayed Hyper Combos), Felynes (with a LauncherMove).



* ManaBurn: In Heroes and Heralds mode, the Demitri card can burn the opponent's Hyper Combo gauge if you successfully performs a Snap Back on them.
* ManaDrain:
** In Heroes and Heralds mode, the super-rare Captain Commando card will let you drain the Hyper Combo gauge of your opponent and add it to yours when you perform a Team Hyper Combo. Devilotte card does the same, but on a Delayed Hyper Combo, and Lilith card does it on any Hyper Combo. Felyne card drains opponent's HP off a LauncherMove, and Gene card does the same off a Snap Back.
** In a variant, Godot card will swap you and your opponent's Hyper Combo gauges. You might get more, or less, gauge this way.



* MetaPowerup: some Heroes and Heralds cards' effects improve either the X-Factor [[note]]either buffing the duration, the damage, making its activation blowing the opponent away like ''Videogame/BlazBlue'''s Gold Burst, extra number of activation (just once or infinitely, the latter at the cost of Hyper Combo gauge), making it activate automatically when you have enough Hyper Combo gauge without consuming it (but consuming the meter will end the X-Factor) or when you do enough hits in a combo, forcing the opponent to activate X-Factor when you do[[/note]] or any SuperMode-type Hyper Combo (usually the duration).

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* MetaPowerup: some Heroes and Heralds cards' effects improve either the X-Factor [[note]]either buffing the duration, the damage, making its activation blowing the opponent away like ''Videogame/BlazBlue'''s Gold Burst, making it active right at the start of the match, making you gain some Hyper Combo gauge upon activation, extra number of activation (just once or infinitely, the latter at the cost of Hyper Combo gauge), making it activate automatically when you have enough Hyper Combo gauge without consuming it (but consuming the meter will end the X-Factor) or when you do enough hits in a combo, forcing the opponent to activate X-Factor when you do[[/note]] or any SuperMode-type Hyper Combo (usually the duration).



* PracticalTaunt: Some Heroes and Heralds cards can turn normal taunts into practical ones, such as giving you brief Super Armor or buffing your damage output for a short time.

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* PracticalTaunt: Some Heroes and Heralds cards can turn normal taunts into practical ones, such as giving you brief Super Armor or Armor, healing yourself, buffing your damage output for a short time.time, or enabling cancelling specials into another temporarily.



* RandomDrop: In Heroes and Heralds mode, power-up cards are obtained randomly whenever you win a battle in it. The cards are graded with C (common), B (uncommon), A (rare) and S (super rare), with each rarity level means [[PowerEqualsRarity having more useful effects.]] Some cards are more likely to appear in some stages, i.e Astaroth card in the Demon Village stage. There are also a few cards that [[RandomDropBooster increases the chance of obtaining rarer cards]], such as Nick Fury, Prof. X and Serpent (for Marvel cards) or Mega Man (for Capcom cards).

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* RandomDrop: In Heroes and Heralds mode, power-up cards are obtained randomly whenever you win a battle in it. The cards are graded with C (common), B (uncommon), A (rare) and S (super rare), with each rarity level means [[PowerEqualsRarity having more useful effects.]] Some cards are more likely to appear in some stages, i.e Astaroth card in the Demon Village stage. There are also a few cards that [[RandomDropBooster increases the chance of obtaining rarer cards]], such as Nick Fury, Prof. X and Serpent (for Marvel cards) or Felyne, Mega Man and Missile (for Capcom cards).



* ReducedManaCost:
** In Heroes and Heralds mode, Batsu Ichimonji card can make you recover a bit of Hyper Combo gauge if you successfully do a Crossover Counter (which costs 1 bar). It also strengthens you temporarily. HUNK and Kyosuke Kagami cards do the same, but it stuns the opponent instead of buffing you.
** The cards that [[ManaDrain drains your opponent's Hyper Combo gauge for yourself]] will make you regain some of the gauge you used for the gauge-draining move in the first place (Snap Back, Hyper Combos etc).
** The Lin card straights up reduces the cost of anything that uses Hyper Combo gauge.



** A few Heroes and Heralds cards can speed up the rate of your health regeneration and/or make your opponent receive less red health when you attack them. Some others can regenerate your health under certain conditions i.e when taunting, dealing some amount of hits in a combo, or under low levels of health. Silver Surfer's card speeds up the assists' health regen.
* RegeneratingMana: Some Heroes and Heralds cards can make the user gain Hyper Combo gauge under certain conditions i.e everytime (but slowly), fixed amount per certain seconds, after doing some hits in a combo, doing an Advancing Guard or when you crouch or when you're in midair.

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** A few Heroes and Heralds cards can speed up the rate of your health regeneration and/or make your opponent receive less red health when you attack them. Some others can regenerate your health under certain conditions i.e when taunting, dealing some amount of hits in a combo, being on the ground and having certain amounts of Hyper Combo gauge, or under low levels of health. health or having 1 character left. Silver Surfer's card speeds Surfer and Mega Man cards speed up the assists' health regen.
* RegeneratingMana: Some Heroes and Heralds cards can make the user gain Hyper Combo gauge under certain conditions i.e everytime (but slowly), during an X-Factor, fixed amount per certain seconds, getting your characters KO'd, KO'ing an enemy character, having 1 character left, after doing some hits in a combo, doing an Advancing Guard Guard, throwing your opponent, being on the ground and having certain amounts of Hyper Combo gauge, or when you crouch or when you're in midair.



* StatusBuff: Aside from X-Factor and character-specific buffs, some Heroes and Heralds cards will buff you when something specific happens such as every certain game seconds, when you do certain amount of hits, when you attack in midair, when you do a Team Hyper Combo, or when you KO a character.

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* StatusBuff: Aside from X-Factor and character-specific buffs, some Heroes and Heralds cards will buff you when something specific happens such as every certain game seconds, when you have certain amounts of Hyper Combo gauge, when you do certain amount of hits, when you attack in midair, when you're grounded, when you do an Advancing Guard, when you do a Snap Back, when you do a Team Hyper Combo, or when you KO a character.




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* VideogameFlight: Some characters (mostly Marvel ones) can temporarily fly with a special move. Aside from moving around in the air, flying (and even un-flying) can be used to extend your air combo. A few Heroes and Heralds cards can increase the time of flight. g
2nd Feb '17 12:17:20 AM Getta
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* '''Capcom:''' [[VideoGame/GargoylesQuest Firebrand]], [[VideoGame/DeadRising Frank West]], [[VideoGame/ResidentEvil3Nemesis Nemesis]], [[Franchise/AceAttorney Phoenix Wright]], [[VideoGame/{{Strider}} Strider Hiryu]], [[Franchise/DevilMayCry Vergil]]

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* '''Capcom:''' [[VideoGame/GargoylesQuest Firebrand]], [[VideoGame/DeadRising Frank West]], [[VideoGame/ResidentEvil3Nemesis Nemesis]], [[Franchise/AceAttorney Phoenix Wright]], [[VideoGame/{{Strider}} Strider Hiryu]], [[Franchise/DevilMayCry Vergil]]
Vergil]]special

''Ultimate'' also adds 2 special game modes: Galactus Mode (where you use Galactus to fight waves of teams) and Heroes and Heralds Mode (where you collect special enhancement cards as you fight opponents, that are themed with cameos of Marvel and Capcom characters and enhance your combat abilities such as increasing your speed or making you gain more Hyper meter).



* AssistCharacter:
** As part of the team battle mechanic, in your team of 3, one of them will be in play while the other two can be called in momentarily for an assist attack. Each character has a selection of 3 kinds of assist attacks that will be selected before the match starts. There's a cooldown before you can call an assist attack again. During their assist attacks, assist characters can be hit and their defense are greatly reduced; it's possible to kill an assist character with some Hyper Combos. Assist attacks can only be called when you're not blocking or getting hit; one Heroes and Heralds card (Fantastic Four) allows you to call an assist even when being hit at the cost of a bit of Hyper Combo gauge.
** In Heroes and Heralds mode, Hulkbuster card allows your assists to do more hitstun if their attack hits, but they will cost some Hyper Combo gauge to perform.
** Aside from that, some characters are assisted by an NPC in some of their moves, like Hawkeye summoning Ant-Man in his Level 3 hyper or Maya assisting Phoenix Wright in one of his special moves.



* AttackReflector: A few characters are able to reflect projectiles with their specials such as Amaterasu or Taskmaster. In a variant, in Heroes and Heralds mode, the Ms. Marvel card can reflect a part of the damage taken by your character to your attacker.



** Notably, this factors into the DubNameChange for three Capcom characters: Akuma/Gouki, Hsien-Ko/Lei-Lei and Phoenix Wright/Ryuchi Naruhudo. The names are tied into the region of your specific copy, although the voices can still be changed.

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** Notably, this factors into the DubNameChange for three Capcom characters: Akuma/Gouki, Hsien-Ko/Lei-Lei and Phoenix Wright/Ryuchi Naruhudo.Naruhodo. The names are tied into the region of your specific copy, although the voices can still be changed.



* ComebackMechanic: X-Factor boosts the speed and attack power of the current player character. The fewer characters the player has remaining on his or her team, [[SituationalDamageAttack the stronger X-Factor becomes]]. In addition, [[RegeneratingHealth it heals HP where indicated on the bar as red]]--the closer a character is to being knocked out, the bigger the red portion and thus the more a character can feasibly heal via X-Factor.

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* ComebackMechanic: ComebackMechanic:
**
X-Factor boosts the speed and attack power of the current player character. The fewer characters the player has remaining on his or her team, [[SituationalDamageAttack the stronger X-Factor becomes]]. In addition, [[RegeneratingHealth it heals HP where indicated on the bar as red]]--the closer a character is to being knocked out, the bigger the red portion and thus the more a character can feasibly heal via X-Factor.X-Factor.
** Some Heroes and Heralds cards will activate its effect either when the user is [[CriticalStatusBuff under a certain amount of health]], or when they're losing their character, or when they're down to 1 character left.



*** A '''zoner''' is a fighter who specializes in keeping safe distance from the enemy and attacking ''from'' that distance, be it with projectiles, long-reaching physical attacks, traps, or even [[AssistCharacter Assist Characters]]. Some push their enemies; others retreat between shots. Some aim to accumulate[[ScratchDamage chip damage]]; others depend on ranged combos. But the end result is mostly the same: a fighter who keeps their enemy far enough that they're harmless. Zoning purists include [[ComicBook/GuardiansOfTheGalaxy Rocket Raccoon]], [[VideoGame/GhostsNGoblins Arthur]] and ComicBook/GhostRider.

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*** A '''zoner''' '''[[LongRangeFighter zoner]]''' is a fighter who specializes in keeping safe distance from the enemy and attacking ''from'' that distance, be it with projectiles, long-reaching physical attacks, traps, or even [[AssistCharacter Assist Characters]]. Some push their enemies; others retreat between shots. Some aim to accumulate[[ScratchDamage chip damage]]; others depend on ranged combos. But the end result is mostly the same: a fighter who keeps their enemy far enough that they're harmless. Zoning purists include [[ComicBook/GuardiansOfTheGalaxy Rocket Raccoon]], [[VideoGame/GhostsNGoblins Arthur]] and ComicBook/GhostRider.



* DefendCommand:
** Aside from the typical "hold back to defend" in 2D games, there's also the Advancing Guard (when you block, you push the opponent far back from you, also making you invulnerable for some split-seconds), and, introduced in Heroes and Heralds mode, the "Parry" mechanic from ''Videogame/StreetFighterIII'' (only with certain cards, done by pressing the "forward" direction right as the attack connects; this negates chip damage and allows you to retaliate easier). Parrying will also buff the defender's attack power for a few seconds.
** One Heroes and Heralds card (Luke Cage) enables auto-blocking when you have 2 filled Hyper Combo gauge or lower.



* DoubleJump: Some character can jump once more in the air such as Arthur, Dante and (in ''Ultimate'') Captain America. A few can Triple Jump such as Viewtiful Joe, Chun-Li and (in ''Ultimate'') Dante during Devil Trigger. Those with extra air jumps can cancel their normal air attacks into an extra jump, extending their air combos. In ''Ultimate'', some Heroes and Heralds cards can give a few extra air jumps for your character.



* FragileSpeedster: Zero, X-23, Strider Hiryu and Rocket Raccoon are very fast, having various mobility options to move around the battlefield, but their health are among the lowest in the cast. Downplayed with Spider-Man, Jill and Firebrand as they at least have 850.000 health.



* GlassCannon:
** Anyone who has less than 850.000 health (the average is 1 million) is this, as their damage and/or their combo can be powerful/long, but especially Phoenix, who has a paltry ''375K'' health (she can get another 375K - which makes it 750K, the lowest "normal" health in the game - only if she becomes Dark Phoenix) and deals ''really'' high damage in her combos, especially as Dark Phoenix.
** In Heroes and Heralds mode, the Maestro and Silver Samurai cards will lower your health but strengthens your attacks.



* ImmuneToFlinching:
** Some kinds of attacks are "armored" either for a few hits (e.g Hulk's standing H can resist 3 hits) or infinitely (e.g Nemesis' Biohazard Rush hyper is fully armored until it's done). Hsien-Ko's Rimoukon hyper is a SuperMode that makes her fully armored for the duration.
** Some Heroes and Heralds cards can make you immune to flinching either during specific moves (like dashing, being in midair taunting or doing Hyper Combo) or anytime, at the cost of burning your Hyper Combo gauge whenever you get hit (so if the gauge has less than needed, you're no longer armored until you fill the gauge). Another card (Juggernaut) can make your assists' attacks have super armor, again at the cost of burning Hyper Combo gauge per hit.



* InterfaceScrew: A few of Heroes of Heralds cards can make your opponent unable to see your health bar and Hyper Combo bar (or, as a drawback for other effects, make you unable to see your opponent's).
* {{Invisibility}}: The Nightcrawler card in Heroes and Heralds mode will make you turn invisible when you dash, only when your Hyper Combo gauge is 3 or higher. The Spider-Ham card also makes the user temporarily invisible if you manage to do a 30+ hit combo.



* JackOfAllStats: Some characters like Ryu, Captain America, Chris and Taskmaster have average health, average movement options and decent attacks. Frank West starts as average too, until he levels up, in which he deals heavy damage on his specials.



** The standard combo cancels for this game is similar to the previous, i.e normals - unique normals (only for some of them) - special moves - Hyper Combo.

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** The standard combo cancels for this game is similar to the previous, i.e normals - unique normals (only for some of them) - special moves - Hyper Combo. For normal moves, some characters are able to cancel their standing normals into crouching normals, called the "zigzag chain"; the Serpent and Silver Samurai cards in Heroes and Heralds mode will make all characters able to do the aforementioned chain normals.



** Some Heroes and Heralds cards allow you to cancel your ground moves into a jump or a dash, or to cancel your special moves into another, all at the cost of Hyper Combo gauge.



* LifeDrain: A few Heroes and Heralds cards can make the user take the opponent's health and add it to your HP gauge, e.g Blade (applies on all attacks, only when under 60%/40% health), Enchantress (applies on all attacks, only on non-female opponents), Fantastic Four (only during a Team Hyper Combo), Rogue (only during Hyper Combos).
* LightningBruiser: A few characters such as She-Hulk and Tron Bonne are surprisingly fast for their damage output, and have good amount of HP as well. Downplayed with Sentinel - he used to have ''the'' highest health in the game (at 1.3 million) on top of being big, strong and surprisingly fast, but the "high health" part is nerfed to just 900K later on, i.e below average. Same case with Wesker, having fast and confusing teleports on top of his quick movements and deals surprising amount of damage, but (after ''Ultimate'') his health is average, on top of being able to buff his damage output with his Phantom Dance hyper.



* MetaPowerup: some Heroes and Heralds cards' effects improve either the X-Factor [[note]]either buffing the duration, the damage, making its activation blowing the opponent away like ''Videogame/BlazBlue'''s Gold Burst, extra number of activation (just once or infinitely, the latter at the cost of Hyper Combo gauge), making it activate automatically when you have enough Hyper Combo gauge without consuming it (but consuming the meter will end the X-Factor) or when you do enough hits in a combo, forcing the opponent to activate X-Factor when you do[[/note]] or any SuperMode-type Hyper Combo (usually the duration).
* MightyGlacier: Some characters such as Hulk, Thor, Nemesis and Haggar are slow-moving, but they deal more damage in fewer hits and also has high amount of HP.



* PowerCopying: In Heroes and Heralds mode, the Mystique card can copy the opponent's card set if the opponent also sets a B-graded card as their main card. Meanwhile, the Serpent card can outright switch the user's card deck with the opponent's, but only if the opponent also has an S-grade card as their main card.



* PracticalTaunt: Some Heroes and Heralds cards can turn normal taunts into practical ones, such as giving you brief Super Armor or buffing your damage output for a short time.



* RandomDrop: In Heroes and Heralds mode, power-up cards are obtained randomly whenever you win a battle in it. The cards are graded with C (common), B (uncommon), A (rare) and S (super rare), with each rarity level means [[PowerEqualsRarity having more useful effects.]] Some cards are more likely to appear in some stages, i.e Astaroth card in the Demon Village stage. There are also a few cards that [[RandomDropBooster increases the chance of obtaining rarer cards]], such as Nick Fury, Prof. X and Serpent (for Marvel cards) or Mega Man (for Capcom cards).



* RegeneratingHealth:
** The health of your assist characters (i.e those not in play) will slowly regenerate when they're being inactive. The health regenerated is limited to their "red health", which appears as a red portion of their health gauge whenever the character gets hit; usually the closest they are to death, the more red health they will gain (and thus they can potentially recover more health). Snap-backing your opponent will force your opponent side to switch their point character with one of their assist characters of your choice, while also draining their red health.
** X-Factor when activated will regenerate your characters' red health (the assists will regenerate them faster).
** A few Heroes and Heralds cards can speed up the rate of your health regeneration and/or make your opponent receive less red health when you attack them. Some others can regenerate your health under certain conditions i.e when taunting, dealing some amount of hits in a combo, or under low levels of health. Silver Surfer's card speeds up the assists' health regen.
* RegeneratingMana: Some Heroes and Heralds cards can make the user gain Hyper Combo gauge under certain conditions i.e everytime (but slowly), fixed amount per certain seconds, after doing some hits in a combo, doing an Advancing Guard or when you crouch or when you're in midair.



* ScratchDamage: In general, normal and command/unique normal attacks don't deal chip damage (with certain exceptions) while specials and Hypers do. Some Heroes and Heralds cards can reduce (or increase, as a drawback to another good effect) the chip damage taken, while some others increase chip damage you deal (and make normal attacks deal chip damage).
* SelfDuplication: In Heroes and Heralds mode, the Multiple Man card can turn your team into 3 copies of your point character. In effect, you'll be fighting alone (without tag-ins or assists), and when you die, a copy of you takes your place with its own HP. When the third of your character dies, you lose.



* SpellLevels: Some of the effects of Heroes and Heralds cards are put into levels (1 to 3).
* StatusBuff: Aside from X-Factor and character-specific buffs, some Heroes and Heralds cards will buff you when something specific happens such as every certain game seconds, when you do certain amount of hits, when you attack in midair, when you do a Team Hyper Combo, or when you KO a character.



* SwitchOutMove:
** Naturally for a game with tag-in and out system, you can switch your character in play with one of his/her teammates, either in "neutral" (i.e your character is doing nothing or not getting hit), when you block (costs Hyper Combo gauge), when you do a Team Aerial Combo or Delayed Hyper Combo.
** There's also the "Snap Back" move that can be used to force your opponent to switch their character in play with one of their teammates, at the cost of Hyper Combo gauge. The switched-in character will be vulnerable right as they come falling from the opposite side.



* TagTeam: like the previous game, this one uses a 3-on-3 battle system where you can tag-in your teammates mid battle and call them as AssistCharacters.

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* TagTeam: like the previous game, this one uses a 3-on-3 battle system where you can tag-in your teammates mid battle and call them as AssistCharacters.{{Assist Character}}s.




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* VideogameDashing: All characters (except Arthur) have the "step" dash while on the ground, whether forward or backward. Some characters can dash in the air, whether at a fixed direction (e.g Chun-Li's down-forward air dash or Zero's 2-way air dash) or at any of the 8 directions (Magneto, Storm, M.O.D.O.K etc). A few characters have a dashing as their special move such as X-23 or Zero. Also, some Heroes and Heralds cards can enable air dashes to those that normally don't have it.
1st Feb '17 12:47:03 AM Getta
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** The infamous '''MAHVEL, BAYBEE!''' video is referenced in one of Magneto's and Sentinel's color schemes; i.e the same color they're wearing in that video.



** Deadpool upon defeating Magneto has him say: "I just beat Mag-friggin'-neto! WHERE YO' CURLEH MUSTACHE AT"

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** Deadpool upon defeating Magneto has him say: "I just beat Mag-friggin'-neto! WHERE YO' CURLEH MUSTACHE AT"AT?!"



** ''Ultimate'' also gives Trish a new win quote that references the "fill your dark soul with light" meme in the original ''Devil May Cry''.



* AuthorAppeal: Marvel confirmed that the reason Iron Fist is wearing his classic costume & not his post-''ComicBook/CivilWar'' attire is because Capcom specifically asked to use that costume.



* BadassNormal: Chris, Haggar, Phoenix Wright and Frank West are a cop, a wrestler-turned-mayor, a lawyer and a journalist respectively, amongst a cast of half devils, planet destroying mutants and demigods. Hilariously, Phoenix Wright in Courtroom mode has the second most powerful hyper in the game,[[note]]Only Vergil's level 3 could beat it, and even then it's only a few points difference[[/note]] while Frank at Level 5 is arguably the most capable fighter in the game. On the Marvel side we have Hawkeye whose "superpower" is being a damn good archer.

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* BadassNormal: Chris, Haggar, Phoenix Wright and Frank West are a cop, a wrestler-turned-mayor, a lawyer and a journalist respectively, amongst a cast of half devils, planet destroying mutants and demigods. Hilariously, Phoenix Wright in Courtroom mode Turnabout Mode has the second most powerful hyper in the game,[[note]]Only Vergil's level 3 could beat it, and even then it's only a few points difference[[/note]] while Frank at Level 5 (camera experience, that is) is arguably the most capable fighter in the game. On the Marvel side we have Hawkeye whose "superpower" is being a damn good archer.



* BattleAura: [[VideoGame/DeadRising Level 5 Frank]], [[Franchise/DevilMayCry Vergil and Dante's Devil Trigger Forms]], [[ComicBook/XMen Wolverine's Berserker Charge]], [[Franchise/AceAttorney Turnabout Mode Phoenix Wright]]. Also seen with X-Factor and very quickly during [[VideoGame/MegaManX Zero's]] Level 3.

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* BattleAura: [[VideoGame/DeadRising Level 5 EXP Frank]], [[Franchise/DevilMayCry Vergil and Dante's Devil Trigger Forms]], [[ComicBook/XMen Wolverine's Berserker Charge]], [[VideoGame/MegaManX Zero's Sougenmu]], [[Videogame/{{Darkstalkers}} Morrigan's Astral Vision]], [[Franchise/AceAttorney Turnabout Mode Phoenix Wright]]. Wright]] and, exclusive in ''Ultimate'', [[Videogame/StreetFighter Ryu's Hado Kakusei]]. Wesker's and Jill's bodies are also enveloped with small dark wisps. Also seen with X-Factor and very quickly during [[VideoGame/MegaManX Zero's]] Zero's and Iron Fist's Level 3.



* ComebackMechanic: X-Factor boosts the speed and attack power of the current player character. The fewer characters the player has remaining on his or her team, the stronger X-Factor becomes. In addition, it heals HP where indicated on the bar as red--the closer a character is to being knocked out, the bigger the red portion and thus the more a character can feasibly heal via X-Factor.

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* ComebackMechanic: X-Factor boosts the speed and attack power of the current player character. The fewer characters the player has remaining on his or her team, [[SituationalDamageAttack the stronger X-Factor becomes. becomes]]. In addition, [[RegeneratingHealth it heals HP where indicated on the bar as red--the red]]--the closer a character is to being knocked out, the bigger the red portion and thus the more a character can feasibly heal via X-Factor.



*** Be aware that many characters manage several builds with varying success. [[VideoGame/{{Darkstalkers}} Morrigan]], for instance, is a rushdown fighter who becomes a '''powerful''' zoner using her [[DopplegangerAttack Astral Vision]] Hyper. [[Franchise/AceAttorney Phoenix Wright]] is a turtle until he's [[GottaCatchEmAll gathered enough evidence]] to activate [[MagikarpPower Turnabout]] [[SuperMode Mode]] and become an aggressive rushdown fighter. And ComicBook/{{Taskmaster}} is a JackOfAllStats who integrates the three builds to overcome purists who he can't match in their fields.

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*** Be aware that many characters manage several builds with varying success. [[VideoGame/{{Darkstalkers}} Morrigan]], for instance, is a rushdown fighter who becomes a '''powerful''' zoner using her [[DopplegangerAttack Astral Vision]] Hyper. [[Franchise/AceAttorney Phoenix Wright]] is a turtle until he's [[GottaCatchEmAll gathered enough evidence]] to activate [[MagikarpPower Turnabout]] [[SuperMode Mode]] and become an aggressive rushdown fighter. [[Videogame/{{Okami}} Amaterasu]] can become all three, one at a time, with her weapon change mechanic (good rushing with her glaive, good turtling/punish with her reflector, good zoning with her beads/rosary). [[Franchise/DevilMayCry Dante]] can equally rush or zone. And ComicBook/{{Taskmaster}} is a JackOfAllStats who integrates the three builds to overcome purists who he can't match in their fields.



*** The '''point''' fighter is the first to see combat, meaning they have access to two assists, but very little [[LimitBreak hyper meter]], and they can't use [[ComebackMechanic X-]][[SuperMode Factor]] effectively. Point fighters are typically powerful without X-Factor and self-sufficient in terms of hyper meter, but suffer an [[AchillesHeel Achilles Heel]] or two that assists must rectify. [[ComicBook/ImmortalIronFist Iron Fist]], for example, needs assists to cut projectiles out of his path and to manage airborne enemies (as he struggles to do so himself). Many good point fighters are also "batteries", meaning they build disproportionately large amounts of meter which can be saved for the fighters who follow. [[Franchise/DevilMayCry Dante]], for example, can build twice as much meter as he spends in a full combo.
*** A '''middle''' fighter is the second fighter to see combat, after the point fighter has been KO'd. The middle fighter is characterized by their powerful assists and excellent ''synergy'', meaning that all of their assist functions connect cleanly for outstanding results. Become some assists functions can only be offered by the middle fighter, and not the anchor (such as D.H.C's[[labelnote:*]]''Delayed Hyper Combos'', in which a point fighter's Hyper Combo is cancelled into the middle fighter's Hyper Combo, effectively chaining their effects and tagging the middle fighter in as the new point fighter[[/labelnote]] and T.A.Cs[[labelnote:*]]Team Aerial Combos, in which the point fighter tags the middle fighter during their combo, leaving them to carry the combo and fight as point[[/labelnote]]), these are of utmost importance. ComicBook/{{Taskmaster}}, for instance, offers the powerful Aim Master arrow assist, and his [[RainOfArrows Legion Arrow]] Hypers have D.H.C synergy with '''everything''' because they can be aimed. Doctor Doom, on the other hand, offers any of three lethal assists and [[CycleOfHurting T.A.C Infinites]]. Note that middle fighters often benefit from specific assists ''themselves'', which the ''anchor'' may supply. IronMan, for example, has the powerful Unibeam and Repulsor Blast assists, but relies on ranged assists to make his zoning effective and his rushdown safe, and benefits greatly from OTG assists.
*** The '''anchor''' fighter is the final fighter, who must fight unassisted using X-Factor and abundant hyper meter built up by their comrades to compensate. They are in many ways the opposite of the point fighter; they lack glaring weaknesses for assists to cover, but require meter and [[ComebackMechanic X-]][[SuperMode Factor]], [[labelnote:*]]which increases a fighter's damage, speed, grants health regeneration and immunity to chip damage[[/labelnote]] to secure comebacks or even basic effectiveness. Because the anchor supplies assists for both the point and middle fighters, they typically possess powerful assists themselves. [[Franchise/DevilMayCry Vergil]], for example, has ''two'' transformation Hypers and typically uses both when he anchors, in combination with X-Factor, making him ''very'' demanding in terms resources. But to pay that back, he offers the vicious Rapid Slash and Rising Sun assists.

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*** The '''point''' fighter is the first to see combat, meaning they have access to two assists, but very little [[LimitBreak hyper meter]], and they can't use [[ComebackMechanic X-]][[SuperMode Factor]] effectively. Point fighters are typically powerful without X-Factor and self-sufficient in terms of hyper meter, but suffer an [[AchillesHeel Achilles Heel]] AchillesHeel or two that assists must rectify. rectify.[[ComicBook/ImmortalIronFist Iron Fist]], for example, needs assists to cut projectiles out of his path and to manage airborne enemies (as he struggles to do so himself). Many good point fighters are also "batteries", meaning they build disproportionately large amounts of meter which can be saved for the fighters who follow. [[Franchise/DevilMayCry Dante]], for example, can build twice as much meter as he spends in a full combo.
*** A '''middle''' fighter is the second fighter to see combat, after the point fighter has been KO'd. The middle fighter is characterized by their powerful assists and excellent ''synergy'', meaning that all of their assist functions connect cleanly for outstanding results. Become Because some assists functions can only be offered by the middle fighter, and not the anchor (such as D.H.C's[[labelnote:*]]''Delayed Hyper Combos'', in which a point fighter's Hyper Combo is cancelled into the middle fighter's Hyper Combo, effectively chaining their effects and tagging the middle fighter in as the new point fighter[[/labelnote]] and T.A.Cs[[labelnote:*]]Team Aerial Combos, in which the point fighter tags the middle fighter during their combo, leaving them to carry the combo and fight as point[[/labelnote]]), these are of utmost importance. ComicBook/{{Taskmaster}}, for instance, offers the powerful Aim Master arrow assist, and his [[RainOfArrows Legion Arrow]] Hypers have D.H.C synergy with '''everything''' because they can be aimed. Doctor Doom, on the other hand, offers any of three lethal assists and [[CycleOfHurting T.A.C Infinites]]. Note that middle fighters often benefit from specific assists ''themselves'', which the ''anchor'' may supply. IronMan, for example, has the powerful Unibeam and Repulsor Blast assists, but relies on ranged assists to make his zoning effective and his rushdown safe, and benefits greatly from OTG assists.
assists.
*** The '''anchor''' fighter is the final fighter, who must be able to fight unassisted using X-Factor and abundant hyper meter built up by their comrades to compensate. They are in many ways the opposite of the point fighter; they lack glaring weaknesses for assists to cover, but require meter and [[ComebackMechanic X-]][[SuperMode Factor]], [[labelnote:*]]which increases a fighter's damage, speed, grants health regeneration and immunity to chip damage[[/labelnote]] to secure comebacks or even basic effectiveness. Because the anchor supplies assists for both the point and middle fighters, they typically possess powerful assists themselves. [[Franchise/DevilMayCry Vergil]], for example, has ''two'' transformation Hypers and typically uses both when he anchors, in combination with X-Factor, making him ''very'' demanding in terms of resources. But to pay that back, he offers the vicious Rapid Slash and Rising Sun assists.



* CueTheFlyingPigs: A meta example. The game was delisted as part of Marvel discontinuing their work with game developers wholesale. Around five years later, while announcing MarvelVsCapcomInfinite, they discreetly announced a remastered version for PS4, XBOXOne and PC, with the PS4 version out within 24 hours of the announcement worldwide.
* CurbstompBattle: Online battles can be this. Possible Inversion in the final battle against Galactus who shouldn't have so much trouble to destroy most of the playable roster, much less by a lawyer, a pro wrestler and a guy with a golf club.

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* CueTheFlyingPigs: A meta example. The game was delisted as part of Marvel discontinuing their work with game developers wholesale. Around five years later, while announcing MarvelVsCapcomInfinite, ''MarvelVsCapcomInfinite'', they discreetly announced a remastered version for PS4, XBOXOne and PC, with the PS4 version out within 24 hours of the announcement worldwide.
* CurbstompBattle: Online battles can be this. Possible Inversion in the final battle against Galactus who shouldn't have so much trouble to destroy most of the playable roster, much less by a lawyer, a pro wrestler and a guy with a golf club. Of course, Galactus isn't exactly easy to begin with.



** Many characters also play like this, such as Phoenix Wright, Dormammu, Doctor Doom and Vergil.



* EvilTastesGood: Shuma-Gorath claims that the fear of his opponents is 'delicious', and Galactus tells Super Skrull that his homeworld was also somewhat of a delicacy.
* EvilVersusOblivion: The only reason most of the villains are in this fight at all.

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* EvilTastesGood: Shuma-Gorath claims that the fear of his opponents is 'delicious', "delicious", and Galactus tells Super Skrull that his homeworld was also somewhat of a delicacy.
* EvilVersusOblivion: The only reason most of At first the villains are in this fight at all.teaming up for a plan that requires them to take cosmic energy from Galactus. However, the purple guy caught them doing it and decides to destroy both worlds. So the villains are forced to take on him because, well, most of them (except for perhaps Shuma-Gorath and Dormammu) need the world to exist.



* ExploitingTheFourthWall: If ComicBook/{{Deadpool}} is attacked during his Level 3 Hyper combo, he will bludgeon his opponent with his Health Bar and Hyper Meter.



* FixedDamageAttack: Level 3 Hyper Combos aren't subjected to the damage scaling unlike other moves.
* FlawlessVictory: The vanilla game did not acknowledge a perfect victory, but ''Ultimate'' fixed that. Interestingly, the announcer says "PERFECT!" right as you land the knockout blow instead of after the victory poses.

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* FixedDamageAttack: Level 3 Hyper Combos aren't subjected to the damage scaling unlike other moves. \n Though they are, at least, affected by damage buffs such as X-Factor, SuperMode (hyper combo or otherwise) that increases damage, and Iron Fist's chi-based buff.
* FlawlessVictory: The vanilla game did not acknowledge a perfect victory, but ''Ultimate'' fixed that. Interestingly, the announcer says "PERFECT!" right as you land the knockout blow instead of after the victory poses.poses (like in other games).



** Super-Skrull stomps on the camera, cracking the lense.

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** Super-Skrull stomps on the camera, cracking the lense.lens.



** Shuma-Gorath crawls towards the camera and then grabs it.
** Nemesis attempts to stab the camera with his tentacle.



* FullyAbsorbedFinale: Ryu's Ultimate-gained SuperMode, the Hadou Kakusei, shows that he eventually overcomes [[SuperpoweredEvilSide the Satsui no Hadou]].

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* FullyAbsorbedFinale: Ryu's Ultimate-gained SuperMode, the Hadou Kakusei, shows that he eventually overcomes [[SuperpoweredEvilSide the Satsui no Hadou]]. Said mode is often thought by fans as his show of mastery of Power of Nothingness (from his own game, taught by his master) and/or the stronger form of his SuperMode in the fifth Street Fighter game.



* ImprobableWeaponUser: There is a ''lot'' of this going on in this game. Most notably would be [[VideoGame/DeadRising Frank West]] and [[Franchise/AceAttorney Phoenix Wright]]. Wright especially, since at least Frank's weapons could theoretically be weapons. Wright's strongest attacks are his [[GivingSomeoneThePointerFinger Objections.]]

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* ImprobableWeaponUser: There is a ''lot'' of this going on in this game. Most notably would be [[VideoGame/DeadRising Frank West]] and [[Franchise/AceAttorney Phoenix Wright]]. Wright especially, since at least Frank's weapons could theoretically be weapons. Wright's strongest attacks are Wright uses "evidences" that he can either throw (for weak damage) or present on his [[GivingSomeoneThePointerFinger Objections.]]hand which inexplicably fires different kinds of beams at his enemies. He even weaponizes his own speeches and CoutroomDrama (which, in his games, is shown to actually "hurt" people).



* LagCancel:
** The standard combo cancels for this game is similar to the previous, i.e normals - unique normals (only for some of them) - special moves - Hyper Combo.
** LauncherMove usually can only be cancelled into a jump, not any other move. Some other ground moves can also be jump-cancelled such as C. Viper's Seismic Hammer or Morrigan's Blade Kick.
** For those who have DoubleJump and/or air dash, their air normal moves can be cancelled into an air dash/air jump and then into another air normal/special move. Air-dashing characters especially will have some intricate and unique air combos for those that can master it.
** SuperMode-type hyper combo can be used to enable yourself to use your normal attack again to start a new combo, on top of empowering yourself. [[note]]I.e normals - unique normals (only for some of them) - special moves - SuperMode Hyper Combo - normals - unique normals etc.[[/note]]
** Activating X-Factor can cancel any of the character's current action, including doing a hyper combo (except for the cinematic ones), into a neutral state, allowing one to continue comboing, including throwing another hyper combo.
** The "Delayed Hyper Combo" (DHC) mechanic involves cancelling your hyper combo into your teammate's hyper combo, and then into your ''other'' teammate's. This is usually to tack on major damage on your opponent, but with the SuperMode hyper combo, you can either 1) cancel character #1's damaging HC into character #2's SuperMode HC, potentially allowing you to combo again with the character #2, or 2) cancel character #1's SuperMode HC into character #2's damaging HC if you want to finish it with another character, as well as empowering character #1's assist attacks, or 3) cancel character #1's SuperMode HC into character #2's SuperMode HC; this does no damage at all but gives the other benefits of 1) and 2).
** the "wavedashing" mechanic works by cancelling your forward dash with a crouch or normal attack (usually standing H) and then quickly cancelling that into another dash. This lets you move much faster on the ground.



* MoonwalkDance: Deadpool moonwalks whenever he walk backwards, as opposed to other characters.
* MusclesAreMeaningless: Generally averted; the characters who are physically-oriented brawlers have the build to match, while those who play keep-away or use weapons tend to be lighter and smaller.

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* MoonwalkDance: Deadpool moonwalks whenever he walk backwards, as opposed to other characters.
* MusclesAreMeaningless: Generally averted; the
MusclesAreMeaningful: The characters who are physically-oriented brawlers have the build to match, while those who play keep-away or use weapons tend to be lighter and smaller.



* OutOfFocus: A number of characters didn't make it into the official promo trailers, including Taskmaster, Hsien-Ko, Akuma, Sentinel and C. Viper. Jill and Shuma-Gorath didn't make the cut, but as DLC that's kind of excusable.
* PantyShot: Averted with Jill's alternate costume. If you attempt to use the Model Viewer to look under her skirt, all that will greet you is solid black space that ends at her thighs.

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* OutOfFocus: A number of characters in vanilla didn't make it into the official promo trailers, including Taskmaster, Hsien-Ko, Akuma, Sentinel and C. Viper. Jill and Shuma-Gorath didn't make the cut, but as DLC that's kind of excusable.
* PantyShot: Averted with Jill's alternate costume. If you attempt to use the Model Viewer to look under her skirt, all that will greet you is solid black space that ends at her thighs.
excusable.



* ProfaneLastWords: If Rocket Raccoon is defeated, he'll shout this:
-->''I'LL KILL YOU, YOU SON OF AŚ!''

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* ProfaneLastWords: If Rocket Raccoon is defeated, he'll shout this:
-->''I'LL KILL YOU, YOU SON OF AŚ!''
PunchedAcrossTheRoom: Many of the characters' moves knock their foes far from them; some select moves even knocks them towards the "wall" so hard that they bounce off of it, which can extend combos. (This effect can happen only once per combo.)



** StoryAndGameplaySegregation: Some of the ratings should be taken with a grain of salt in regards to how a character plays. For example, Thor is ranked 7 in speed, the ''highest'' number on the scale. In-game, he's a '''{{MIGHTY|Glacier}} [[ThemeNaming GLAC]][[JustForPun IER]]!'''

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** StoryAndGameplaySegregation: Some of the ratings should be taken with a grain of salt in regards to how a character plays.plays (and this is even noted in the very bio). For example, Thor is ranked 7 in speed, the ''highest'' number on the scale. In-game, he's a '''{{MIGHTY|Glacier}} [[ThemeNaming GLAC]][[JustForPun IER]]!'''



** Also, most Capcom characters' Japanese voice actors (those that had any Japanese voice prior to this game, that is) reprise their role here.



* SkillGateCharacter: More of the simpler characters, if they don't fall into [[CharacterTiers God Tier]] or TierInducedScrappy territory fall into this territory.
* StrongAsTheyNeedToBe: You've got more or less "[[BadassNormal regular]]" fighters such as ComicBook/CaptainAmerica, [[CharlesAtlasSuperpower Ryu]] and and a [[OneHitPointWonder Arthur]], mixing it up with planet-busting immortals like Hulk and Thor... or even universe-ravaging entities like [[EldritchAbomination Shuma-Gorath]] and [[DimensionLord Dormammu]], who each literally make Doctor Doom seem like less than an insect in comparison.

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* SkillGateCharacter: More Most of the simpler characters, if they don't fall into [[CharacterTiers God Tier]] or TierInducedScrappy territory fall into this territory.
* StrongAsTheyNeedToBe: You've got more or less "[[BadassNormal regular]]" fighters such as ComicBook/CaptainAmerica, [[CharlesAtlasSuperpower Ryu]] and and a [[OneHitPointWonder Arthur]], mixing it up with planet-busting immortals like Hulk and Thor... or even universe-ravaging entities like [[EldritchAbomination Shuma-Gorath]] and [[DimensionLord Dormammu]], who each literally make Doctor Doom seem like less than an insect in comparison.
territory.



* TagTeam

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* TagTeamTagTeam: like the previous game, this one uses a 3-on-3 battle system where you can tag-in your teammates mid battle and call them as AssistCharacters.



* ThirdIs3D: Or rather [=2.5D=]. Considering that there's a leap of 10 or 11 years between ''2'' and ''3'', this is to be expected.

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* ThirdIs3D: Or rather [=2.5D=]. TwoAndAHalfD. Considering that [[SequelGap there's a leap of 10 or 11 years between ''2'' and ''3'', ''3'']], this is to be expected.



* ThrowTheMookAtThem: [[VideoGame/DeadRising Frank West]] can misdirect and toss Zombies that are attacking him to instead go after his opponent. [[Franchise/ResidentEvil Jill Valentine]] in her [=MvC2=] incarnation also did this to a degree, but she primarily just dodged zombies coming her way rather than throw them.
* TimedMission: The final boss.

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* ThrowTheMookAtThem: [[VideoGame/DeadRising Frank West]] can misdirect and toss Zombies that are attacking him to instead go after his opponent. [[Franchise/ResidentEvil Jill Valentine]] in her [=MvC2=] incarnation also did this to a degree, but she primarily just dodged zombies coming her way rather than throw them.
* TimedMission: The final boss.boss, like all matches, are timed. But the difference is that you have to win by actually KO'ing him; leaving him with even a silver of health after a time out means GameOver.
23rd Jan '17 1:59:01 PM Zerukin
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Added DiffLines:

* TakeThat: When Deadpool wins a match against Wolverine, we get this.
--> '''Deadpool:''' "You see that? THAT'S how you beat Wolverine, people. [[Film/XMenOriginsWolverine AND YOU DON'T EVEN NEED OPTIC BLASTS]]! HAHAHAHAHAHAHAHAHAHAHAHA!"
8th Jan '17 2:53:33 PM nombretomado
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* AlternateUniverse: The game has a storyline handled by comic book writer Frank Tieri, which takes place in an alternate universe, [[http://marvel.wikia.com/Earth-30847 Earth-30847,]] which is somewhat similar to the mainline 616 with elements from the UltimateMarvel universe (such as ComicBook/NickFury looking like Creator/SamuelLJackson) thrown in as well.

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* AlternateUniverse: The game has a storyline handled by comic book writer Frank Tieri, which takes place in an alternate universe, [[http://marvel.wikia.com/Earth-30847 Earth-30847,]] which is somewhat similar to the mainline 616 with elements from the UltimateMarvel ComicBook/UltimateMarvel universe (such as ComicBook/NickFury looking like Creator/SamuelLJackson) thrown in as well.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.MarvelVSCapcom3