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"Welcome to the world of Marvel vs. Capcom 3! The world’s greatest heroes are all here! Lay claim to your glorious victory!"

After the release of Marvel vs. Capcom 2, Capcom lost the Marvel license and the two companies went their separate ways. Marvel worked with Electronic Arts to create another Marvel-themed fighting game, Marvel Nemesis: Rise of the Imperfects, in 2005. Capcom created more crossover fighting games with SNK, Namco, and even animation giant Tatsunoko Production.

In 2008, after massive fan demand (and the success of Super Street Fighter II Turbo HD Remix), Marvel vs. Capcom 2 was re-released for Xbox Live Arcade and the Play Station Network — this time with online play built-in. Little did anyone know that this (and the arrival of Tatsunoko vs. Capcom worldwide) would be a harbinger for that game's true sequel. More than a decade after the release of MvC2, Marvel vs. Capcom 3: Fate of Two Worlds was released for both the Xbox 360 and the PlayStation 3 in 2011.

MvC3 follows in the footsteps of Street Fighter IV: While characters are rendered in full 3D, gameplay stays in the traditional 2D plane. The plot of the game revolves around Doctor Doom and Albert Wesker assembling a team of villains powerful enough to destroy both the Capcom and Marvel universes, while tapping into energies that cause the worlds to blend — but a greater threat arises from their plans that threatens the fate of two worlds. The roster didn't quite reach the 56 characters of its predecessor, but several old favorites slipped in alongside numerous newcomers to keep up with the popularity of certain characters of the time. The playable characters in "vanilla" MvC3 are:

Marvel

Capcom

Capcom later released Ultimate Marvel vs. Capcom 3, which added more fighters to the stacked roster and helped rebalance the current roster (amongst other things). Ultimate also snagged a Play Station Vita release, to boot. The newcomers added to the roster by Ultimate are:

Ultimate-introduced characters

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).

At the 2016 PlayStation Experience, it was announced that a port of Ultimate was coming to PlayStation 4 the same day, with further releases for Xbox One and PC released on March 7, 2017. At the same event, a fourth MvC installment, Marvel vs. Capcom: Infinite, would also be announced.


Live and let die! FIGHHHHT!!

  • Achievement System: In addition to the system-standard Achievements/Trophies, there's also a list of icons and titles for the player's in-game profile, which are unlocked primarily by completing the game's arcade mode with various characters. The player can also view the requirements for each title and icon.
  • All There in the Manual: The main game says practically nothing about the plot, and even the intro movies aren't particularly telling in that regard. However, the tie-in comic that came with the special edition explains that Wesker had joined forces with Dr. Doom's newest incarnation of the Masters of Evil (composed of M.O.D.O.K., Super-Skrull, Taskmaster and, oddly enough, Magneto), and they plan to steal energy from Galactus himself in order to seize both worlds (hence the big purple guy's involvement with the whole mess). However, it still doesn't say how the worlds crossed over in the first place, especially since the main characters from both universes are engaged on Let's You and Him Fight next thing we know under the assumption that each side believes the other is invading their world.
  • Ambidextrous Sprite: Zigzagged. Most characters who have asymmetrical designs will have their core appearance maintained when changing from left to right, but others like Nathan Spencer will be mirrored in order to keep their hitboxes balanced for both sides of the field. It's also played straight with all characters whenever you perform their second jumping medium attack input.
  • Announcer Chatter: In addition to the normal announcer that declares simple fighting game terms like "Air Combo!", "Crossover Counter!", etc., a second, female announcer adds color commentary to the match. On the title screen, both the male and female announcer do a Title Drop on the title screen. The male announcer also says stuff like "A new character has been unlocked!" or "Thank you for playing!"
  • Anti-Rage Quitting: The game will mark someone who disconnects themselves in an online match as "having bad connection" and will get lumped with the players who actually have bad connections.
  • April Fools' Day: In the decade in between 2 and 3, there were more than a few jokes played with fake (and very convincing) MvC3 screenshots whipped up. On said day, in 2011, an event was made available where all opponents were teams of M.O.D.O.K.s.
  • Arbitrary Gun Power: All the characters who use firearms, to the point where a good series of kicks can do more harm than a bullet. Exemplified by Chris Redfield, where a full 7-hit punching combo (Light One-Two) will do as much damage as some of his hyper combos, which all use guns.
  • Arbitrary Skepticism: In Ultimate, after defeating Thor, both Iron Man and Hawkeye state in their winquotes that they never believed in his godhood. This is despite them having received proof, time and time again, of Thor being what he is and everything related to it.
  • Arrange Mode: Ultimate features the Heroes and Heralds mode, where you choose between the team of Heroes, who protect the Earth from Galactus, and the silver Heralds, who work for Galactus to destroy it. You participate in fights to gain territory for your team, collecting cards and completing "hit lists" along the way. Cards can be obtained and equipped, which give abilities ranging from invisibility to additional combo strings. Hit lists are arranges in a bingo-like board, and completing a line will unlock a harder bonus stage with rarer cards.
  • Assist Character:
    • 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, the Hulkbuster card allows your assists to do more hitstun if their attack hits, but they will cost some Hyper Combo gauge to perform. The Servbot card shortens the cooldown in-between calling assists.
    • 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 his Level 1 Hyper.
  • A-Team Firing: Subverted. In the first intro movie, Deadpool and Dante can't seem to land a single bullet on the other despite shooting at point-blank range. But damage to every other object in sight, including Dante's longcoat, reveals the truth: they are each deflecting the other's bullets with their own shots.
  • Art Evolution: With the game's jump to Ultimate came redone artwork and character portraits for the cast, which looked a lot cleaner and more polished than the art done for vanilla 3.
  • Art Shift: The move from the 2D sprites of the previous games to full 3D rendering.
  • Ascended Meme:
    • At the character select screen, the announcer will reference the infamous "Take You for a Ride" jingle from the previous game.
      "Marvel vs Capcom 3 is here. I'm gonna take you on a wild ride."
    • One of the earliest hints of MvC3's release was a tweet on Capcom's official Twitter account, noting that they would be making announcement later in the day that was "so pringles."
    • The infamous MAHVEL, BAYBEE! video is referenced in one of Magneto's and Sentinel's color schemes (Mag-friggin'-neto and Mango Sentinel); i.e the same colors they're wearing in that video. Speaking of which, Storm gets a color scheme called "Blue Like Candy", referencing to her colors in the sequel video.
    • Ultimate ascended a few memes which had become popular in the vanilla version, such as a reappearance of Arthur's "Huzzah!" and Deadpool pointing out the resemblance between "Phantom Dance" (i.e. Maximum Wesker) and "Maximum Spider."
    • Deadpool upon defeating Magneto has him say: "I just beat Mag-friggin'-neto! WHERE YO' CURLEH MUSTACHE AT?! His intro quote also references the X Men videogame:
      "Magneto, welcome to die!"
    • Ultimate gives Trish a new win quote that references the "fill your dark soul with light" meme in the original Devil May Cry.
    • The term "Stream Monster"note  is a displayable title in UMVC3.
  • Ascended Extra: Ghost Rider, Phoenix Wright, Firebrand, Nemesis, Iron Fist, and Doctor Strange, who all only had cameo appearances in the original game (mostly in endings; a Red Arremer could also be seen in the Ghosts 'n Goblins stage), make the jump to playable status in Ultimate MvC3.
  • Attack Reflector: 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.
  • Auto-Revive: 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.
  • Avengers Assemble: Put Captain America, Iron Man, and Thor together, and the one on point (only Cap and the Shellhead; Thor will only say his usual quotes) will shout this. Becomes somewhat ironic if Iron Man's on point, as this makes it so that he's calling for the Avengers to assemble, when he's the last to get there. And unfortunately, the other Avengers like Spider-Man, Wolverine, and the Hulk don't count towards this, although Ultimate adds Hawkeye in a similar manner to Thor (He won't say it, but Cap & Iron Man will).
  • Badass Normal: 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 Turnabout Mode has the second most powerful hyper in the game,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.
  • Batman Can Breathe in Space: The final boss battle takes place on a floating piece of rock in the depths of space. No-one has a problem with this.
  • Battle Aura: Level 5 EXP Frank, Vergil and Dante's Devil Trigger Forms, Wolverine's Berserker Charge, Zero's Sougenmu, Morrigan's Astral Vision, Turnabout Mode Phoenix Wright and, exclusive in Ultimate, 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 Zero's and Iron Fist's Level 3.
  • Bilingual Dialogue: As with the previous games, although it's up to player preference this time around. The Capcom characters (save for Amaterasu, Nemesis and Firebrand) have English and Japanese voice tracks, with an "Original" option available to make them speak a particular language. With this, characters from Street Fighter, Darkstalkers and Mega Man in addition to Arthur, Phoenix Wright, and Strider Hiryu speak in Japanese while characters from Resident Evil and Devil May Cry in addition to Haggar, Spencer, Viewtiful Joe and Frank West speak in English. However, the Marvel characters only speak English.
    • Notably, this factors into the Dub Name Change for three Capcom characters: Akuma/Gouki, Hsien-Ko/Lei-Lei and Phoenix Wright/Ryuchi Naruhodo. The names are tied into the region of your specific copy, although the voices can still be changed.
  • "Blind Idiot" Translation:
    • The icon for the "Galactic Smasher" achievement has "GARACTIC" on it.
    • Parodied by Deadpool, yelling at Magneto "Welcome to Die!" at the beginning of the fight, in reference to the classic X-Men Arcade game's own BIT.
  • Book Ends: In the first moments of the intro movie, Ryu and Wolverine are fighting and Ryu is knocked onto his back. After a dazed second or two, Ryu sees a hand reaching to help him up. He grasps for it to find nothing actually there, then he heaves himself up and goes on. At the end of the intro movie, Ryu is again thrown on his back, this time by the Marvel villains, and is unable to get up. Ryu sees the hand reaching for him again, this time finding that it's real, and that it's Wolverine, who pulls him to his feet.
  • Boring, but Practical: TAC infinites, though sometimes players may perform variations on some of them to make them a little more exciting.
  • Button Mashing: As demonstrated here, this can be done in Ultimate to extend the damage and hits on a hyper combo attack.
  • Calling Your Attacks: You'd expect this with the Fighting Game characters, naturally. But it even extends to the Marvel Superheroes, among others. For this game, this trope was not only kept, but applied to the new characters, both Capcom and Marvel. Deadpool will even call his taunts.note 
  • The Cameo: Many characters from both Marvel and Capcom universes make appearances in the endings and stages:
  • Charged Attack: 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.
  • Combination Attack: Double and Triple Supers, also known as "Team Hyper Combos", involve all available team members executing their Hyper attack simultaneously.
  • Combo Breaker: A combo breaker system that only works for air combos. Once you juggle your opponent into the air, you can switch out with the other characters in your team and continue the combo by either launching your opponent against the far side of the screen and back towards you, up into the air, or down into the ground to bounce back up. The only way to break free of one of these combos is to match the direction that the combo intends on going with next. If you intend on launching your opponent up into the air, your opponent has to match by pressing Up + Launch at the same time to break free. This system is actually the only way to keep most combos going anyways, since characters aren't designed to keep the enemy on the ground infinitely, or by themselves. Eventually they have to switch to another team member.
  • Comeback Mechanic:
    • 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.
    • Some Heroes and Heralds cards will activate its effect either when the user is under a certain amount of health, or when they're losing their character, or when they're down to 1 character left.
  • Competitive Balance: like most 2D fighting games, (Ultimate) Marvel vs Capcom 3 fighters mostly fit into three builds: rushdown, turtle, and zoner. What's more, all fighters are designed to best fill certain roles in a team: point, middle, and anchor.
    • Beginning with the builds:
      • A rushdown fighter is one who specializes in closing distance and smothering the enemy with physical attacks. Using mixups, throws, or raw surprise, they break their enemy's guards to initiate combos. Rushdown purists include the best there is, Iron Fist and Vergil.
      • A turtle is a fighter who specializes in defending and counter-attacking when approached. Using quick reversals, throws, armoured moves and legitimate counters, they ignore incoming offence and punish the enemy's invasion of their space. The strongest there is, Haggar and Nemesis are turtle purists.
      • 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 Assist Characters. Some push their enemies; others retreat between shots. Some aim to accumulatechip 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 Rocket Raccoon, Arthur and Ghost Rider.
      • Be aware that many characters manage several builds with varying success. Morrigan, for instance, is a rushdown fighter who becomes a powerful zoner using her Astral Vision Hyper. Phoenix Wright is a turtle until he's gathered enough evidence to activate Turnabout Mode and become an aggressive rushdown fighter. 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). Dante can equally rush or zone. And Taskmaster is a Jack of All Stats who integrates the three builds to overcome purists who he can't match in their fields.
    • Now, the three roles:
      • The point fighter is the first to see combat, meaning they have access to two assists, but very little hyper meter, and they can't use X-Factor effectively. Point fighters are typically powerful without X-Factor and self-sufficient in terms of hyper meter, but suffer an Achilles' Heel or two that assists must rectify.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. 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. Because some assists functions can only be offered by the middle fighter, and not the anchor (such as D.H.C's and T.A.Cs), these are of utmost importance. Taskmaster, for instance, offers the powerful Aim Master arrow assist, and his 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 T.A.C Infinites. Note that middle fighters often benefit from specific assists themselves, which the anchor may supply. Iron Man, 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 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 X-Factor, 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. 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.
  • The Computer Is a Cheating Bastard: It's very subtle for a fighting game, but the last few teams on Very Hard difficulty gain some bonuses not available to the player, mostly in terms of increased attack speed and priority, as well as the ability to block in the mid-attack. Ultimate ramps this up by making sure that enemy fighters will use the best combos possible to trap you in a loop, and will almost always end it with a hyper.
  • Continuity Cameo:
  • Cool Versus Awesome: The whole reason the game -and the series - exists is to allow players to fight it out with some of the most beloved comic book and videogame heroes of all time.
  • Crossover Alternate Universe: The game has a storyline handled by comic book writer Frank Tieri, which takes place in an alternate universe, Earth-30847, which is somewhat similar to the mainline 616 with elements from the Ultimate Marvel universe (such as Nick Fury looking like Samuel L. Jackson) thrown in as well.
  • Cute Indignant Girl Stance: One of Phoenix Wright's Limit Breaks has his partner Maya appear in front of him and strike this pose, before rushing at the enemy while flailing her arms.
  • Curbstomp Battle: 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.
  • Damage Over Time: 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.
  • Deadly Force Field: Dormammu's lv 3 Hyper Combo (Dark Dimension) encases his victim in a dark bubble which he then shrinks and then pops with his fingers.
  • Death as Game Mechanic: If Phoenix (as in Jean Grey, not the lawyer) is defeated with 5 hyper bars, she'll be revived to full health, transform into Dark Phoenix and become much more powerful.
  • Defend Command:
    • 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 Street Fighter III (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, 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 Scratch Damage. 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 Immune to Flinching anytime (as long as you have Hyper Combo gauge). The Kenji/Mukuro card makes you able to block during an air dash.
  • Developer's Foresight:
    • The developers put in a feature in the game that monitors the connection habits of players and isolates habitual rage quitters.
    • The training mode has an Internet Lag Simulation setting.
  • Difficult, but Awesome:
    • Plinkdashing is a bit more difficult than standard wavedashing. That said, the latter, more simple wavedash only really works with forward movement (unless you learn a slightly altered input for backwards dashing), as opposed to the advanced version, which is omnidirectional.
    • Phoenix Wright is a bottom-tier character and has a steep learning curve. His gimmick is that he must collect three pieces of good evidence before being able to go into his stronger Turnabout Mode. Once he does however, he turns into one of the most powerful fighters in the cast, gaining access to extremely oppressive moves and the second most damaging level 3 hyper, only behind Vergil's.
    • Dante has by far the largest move list in the series, and much of this is because of his cancelling mechanic where his many special moves can cancel into other special moves. This makes him dizzyingly complex for any new players to the game, let alone people new to fighting games, but the tradeoff is that Dante has incredibly high combo potential and can fill multiple roles. He can zone well, rush well, and builds a ton of meter- this makes him an ideal point character, but mastering him will take time and effort. The tradeoff is that he's probably the most versatile character in the game and is a joy to play and watch.
  • Double Jump: 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.
  • Dual Boss: The first part of the final battle is against "Cosmic" versions of a randomly-chosen Marvel and Capcom villain simultaneously, which is to say, both are on screen at the same time and perfectly capable of double-teaming you with regular and Hyper Combos. However, they share the same life bar so you can attack them simultaneously for double damage.
  • Early-Bird Cameo: Several characters who had brief cameos in MvC3 were added to the playable roster in Ultimate.
  • Evil Lawyer Joke: Phoenix Wright and She-Hulk are on the receiving end of these when they are defeated by other characters.
    Ghost Rider: "Do you have any idea how many lawyers are in Hell?"
    Magneto: "I sacrifice for mutantkind. Lawyers only sacrifice their dignity."
    Jean Grey: "We're both called Phoenix, but I'm a destroyer of worlds and you're a lawyer. I wonder which one of us is more hated."
  • Evil Tastes Good: 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.
  • Evil Versus Oblivion: At first the villains are 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.
  • Excuse Plot: The game follows a simple plot of "Galactus is threatening to destroy both the Marvel and Capcom worlds, so the heroes and villains of both universes must team up to repel him". However, supplementary material expands on the plot by explaining that, once the two worlds converged, the heroes mistook each other for foes and started fighting instead of joining forces. Meanwhile, Wesker and Doom decide to use the chaos to their advantage and recruit villains from both universes to aid in their scheme to take over the two dimensions. Noticing the portal between the worlds growing unstable, they plan on syphoning the energy from Galactus' ship into it, but this only succeeds in drawing the Physical God's attention to Earth. Enraged, Galactus proclaims his intention of destroying the planet in order to exact his vengeance, leading to any of the possible endings in Arcade Mode.
  • Fantasy Kitchen Sink: Unsurprisingly, since it accompanies both Marvel and Capcom, the roster throws together all sorts of different fighters under one roof. To wit, the roster includes (but is most certainly not limited to): supernatural martial artists, a super soldier, multiple mutants, a Japanese goddess personified as a wolf, a Chinese vampire, a succubus, a cat girl, a man in power armor, a Norse thunder god, a kid bit by a radioactive spider, multiple robots, a zombie, several badass normals, aliens, and more.
  • Fight Like a Card Player: Ultimate adds a "Heroes and Heralds" mode that takes the classic Marvel vs. Capcom fighting gameplay and applies ability cards to the mix. To be exact, the player chooses their favorite three Marvel or Capcom heroes or villains and fight against heralds of Galactus (read: a team of other characters who have the chrome color scheme of the sub-bosses) to defend and save the Earth. The cards in the game give status buffs to stuff like combo ability, X-Factor, vitality and others.
  • Fixed Damage Attack: Level 3 Hyper Combos aren't subjected to the damage scaling unlike other moves. Though they are, at least, affected by damage buffs such as X-Factor, Super Mode (hyper combo or otherwise) that increases damage, and Iron Fist's chi-based buff.
  • Flawless Victory: 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 like in other games.
  • Floating Head Syndrome: The American boxart, which has Doom and Wesker's heads looming in the background.
  • Flying Firepower: Phoenix uses nothing but fire and the ability to fly, despite ostensibly having a wide variety of Psychic Powers form the original work.
  • The Fourth Wall Will Not Protect You: Some of the characters' victory poses:
    • Deadpool, in true fashion, jostles the camera while talking directly to the player.
    • Super-Skrull stomps on the camera, cracking the lens.
    • Wesker grabs the camera and lifts it up as if grabbing someone by the throat.
    • Jill's victory pose stops just short of the camera getting jabbed with a syringe.
    • Shuma-Gorath crawls towards the camera and then grabs it.
    • Nemesis attempts to stab the camera with his tentacle, with the pose stopping just short of the impact, much like Jill.
    • Rocket Raccoon grabs the camera and holds a knife to it.
  • Fragile Speedster: 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.
  • Freeze-Frame Bonus: Every character in Ultimate is in the full intro, which focuses a close-up on almost everyone and the ones that don't can be glimpsed in certain seconds having battles with other characters like Jill (2:53, She Hulk gets the close up), Amaterasu vs. Dormammu (3:06), or Akuma vs. Storm {4:23}.
  • Fully Absorbed Finale: Ryu's Ultimate-gained Super Mode, the Hadou Kakusei, shows that he eventually overcomes 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 Super Mode in the fifth Street Fighter game.
  • Funny Background Event: Teisel Bonne can normally be seen stoic and with a Badass Armfold in the background of Kattelox Island, but as soon as his little sister Tron enters battle, he starts cheering for her widly; he cheers even harder if she knocks out someone, but falls over depressed if she gets knocked out herself.
  • Fun with Acronyms: Marvel vs. Capcom 3's subtitle, Fate of Two Worlds, can easily be abbreviated as "FTW" (For the Win).
  • Glass Cannon:
    • 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.
  • Hitler Cam: The vanilla character portraits depict the characters as if standing slightly above the viewer.
  • Idiosyncratic Combo Levels: This game provides various combo names which are listed as: "Yes", "Cool", "Good", "Great", "Dude!", "Sweet", "Awesome", "Wonderful", "Viewtiful", "Excellent", "Stylish", "Fantastic", "Amazing" "Incredible", "Mighty", "Marvelous", "Uncanny", "Crazy", "Galactic" and (whew!) "Unstoppable".
  • Impending Clash Shot:
    • One official art featuring Vergil with his Yamato about to clash with Wolverine with his claws out in a Crisis City-esque background.
    • Also has one for Spidey vs Strider Hiryu, Ryu vs Nova and (on a larger scale) Magneto vs Galactus.
  • Immune to Flinching:
    • 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 Super Mode 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, being grounded, taunting or doing Hyper 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 and Devilotte) can make your assists' attacks have super armor, again at the cost of burning Hyper Combo gauge per hit.
  • Improbable Weapon User: There is a lot of this going on in this game. Most notably would be Frank West and Phoenix Wright. Wright especially, since at least Frank's weapons could theoretically be weapons. Wright uses "evidences" that he can either throw (for weak damage) or present on his hand which inexplicably fires different kinds of beams at his enemies. He even weaponizes his own speeches and Law Procedural (which, in his games, is shown to actually "hurt" people).
  • Intelligible Unintelligible: All the non-verbal characters (Amaterasu, Nemesis, etc.) can be understood by their teammates while tagging in and out.
  • Interface Screw: 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:
    • Laura's level 3 hyper combo turns her invisible, and gives her an extremely hard to dodge unblockable attack for the duration.
    • 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.
  • Ironic Hell: The game has an innovative new precaution against people who disconnect in the middle of the match: Make all their battles against other rage quitters.
  • Jack of All Stats: 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.
  • Jiggle Physics: Most of the Marvel ladies and a sizable number of the Capcom females. Tron Bonne is a notable aversion. So is Maya.
  • Kick Them While They Are Down: The Off-The-Ground hitting attacks, which usually opens a chance to another combo.
  • Lag Cancel:
    • 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, Silver Samurai and Hayato cards in Heroes and Heralds mode will make all characters able to do the aforementioned chain normals.
    • Launcher Move 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 Double Jump 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.
    • Super Mode-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 
    • 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 Super Mode hyper combo, you can either 1) cancel character #1's damaging HC into character #2's Super Mode HC, potentially allowing you to combo again with the character #2, or 2) cancel character #1's Super Mode 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 Super Mode HC into character #2's Super Mode 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.
    • 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.
  • Leitmotif: Each character has a musical theme associated with them, and the background music during a fight switches accordingly as players swap between characters. Nothing says Big Damn Heroes quite like switching out to a character and winning a match with their music playing.
    • For the Marvel characters returning from previous games, they have a remix of the last theme they had in the series.note  Iron Man's is an interesting case: he has a remix of War Machine's theme from the original Marvel vs. Capcom, which is a re-arrangement of Iron Man's old theme from Marvel Super Heroes. All of the Marvel newcomers have original pieces made for the game.
    • The Capcom side, as with the first Marvel vs. Capcom and Tatsunoko vs. Capcom, have either their own individual character themes (ex: the Street Fighter and Darkstalkers casts, Wesker, Nemesis, Zero, Viewtiful Joe) or a specific theme from a certain game (ex: Dante has "Devils Never Cry" from Devil May Cry 3, Arthur and Strider Hiryu have the opening stage themes from their respective games, Haggar has a mash-up of classic Final Fight songs). In Ultimate, Phoenix Wright has two: one regular theme, and a remix of Pursuit (Cornered) 2001 if he successfully enters Turnabout Mode, causing a Background Music Override.
  • Let's You and Him Fight: The first intro movie plays the whole "Marvel vs. Capcom" thing straight (according to the tie-in comic, there was apparently a world-merger that neither party was aware of, so both groups believe that the other are invaders) by pitting Wolverine, Iron Man, Hulk, and Deadpool against Ryu, Morrigan, Chris, and Dante. This is interrupted by the advent of Dormammu at the end of the first intro movie. By the time the second intro movie rolls in, the heroes of both sides have banded together to deal with their mutual enemies.
  • Life Drain: 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), Devilotte (during Delayed Hyper Combos), Felynes (with a Launcher Move).
  • Lightning Bruiser: 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.
  • Mana Burn: 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.
  • Mana Drain:
    • 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 Launcher Move, 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.
  • Mechanically Unusual Fighter:
    • Frank West has a Magikarp Power system - his moves aren't so impressive at first, but he can rack up "EXP" by comboing the enemy with enough hits and then takes a snapshot with his camera, in order to "level up". He has 5 levels; higher level means improved moves as well as unlocking certain moves to use.
    • Phoenix Wright plays entirely around "evidences" and Stance System: Investigation Mode (his weakest form) is mainly to find evidences, the Trial Mode is used to use the evidences as weapons. When he has 3 evidences ready, during this mode he can pull off an OBJECTION! which, if hits, will let him go to Turnabout Mode, with improved normal and special attacks, as well as his Lv 3 hyper that is the second strongest in the game.
  • Meta Power-Up: Some Heroes and Heralds cards' effects improve either the X-Factor note  or any Super Mode-type Hyper Combo (usually the duration).
  • Meteor-Summoning Attack: Dormammu's Purification attack, if performed while he has exactly one Destruction charge and at least one Creation charge, produces a meteor shower directly in front of him.
  • Mighty Glacier: 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.
  • Minus World: 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.
  • Model Museum: The Gallery has the Model Viewer which allows you to examine fighter models from just about any angle and zoom, along with all of their palette swaps.
  • Mood Whiplash: The cinematics tend to cut from dead-serious action to mildly comic slapstick, as in the second intro movie, where Joe and Ammy charge up the Super Skrull's arm, miss, and discover that Gravity Is a Harsh Mistress, or the opening scene in which Thor's battle with Dormammu is interrupted by a comic sequence of Haggar and Felicia failing to save one of his campaign billboards.
  • Muscles Are Meaningful: 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.
  • My Friends... and Zoidberg: When you win a match, the results screen reads "Winner (name of character that got the final blow) ...and Your Two Allies".
  • Nerf: Several characters have been nerfed and/or buffed in the Ultimate version. This is the complete (not final) list.
  • Non-Lethal K.O.:
    • As standard for a fighting game, enemies are simply knocked out, not killed (you can even see the prostrate fighter still breathing). However, the dialogue options for some villains suggest that it becomes the Lethal version shortly afterward — or worse.
    • Two exceptions are Zero and Strider Hiryu, who have death animations taken from their own source games.
  • "Not So Different" Remark: If she wins against Chun-Li, She-Hulk realizes that the two have a lot in common, being strong and confident female warriors.
  • Old Save Bonus: Ultimate players have access to the DLC alternate costumes from vanilla as well as Galactus Mode right off the bat if they still have a save state.
  • One-Steve Limit: Averted with multiple characters.
    • Both Jean Grey and Phoenix Wright go by the name Phoenix. To differentiate them for tag-ins, Phoenix Wright is either referred to by his full name or as "Mr. Wright", whereas Jean is either called with her first name or as just "Phoenix".
    • Played literally with Captain America and Doctor Strange, who are both actually named Steve.
    • Both Crimson Viper and Phoenix Wright's assistant are named Maya.
    • Iron Man and Taskmaster are both named Anthony, and both prefer Tony.
  • Out of Focus: A number of characters in the vanilla version didn't make it into the official promo trailers, including Taskmaster, Hsien-Ko, Akuma and Sentinel. Jill and Shuma-Gorath didn't make the cut, but as DLC that's kind of excusable.
  • Perfect Play A.I.: This trope returns with a vengeance, particularly on the harder difficulty settings. The computer shamelessly uses input-reading to fight against the player, using the perfect counter to the player's actions within nanoseconds. For example, let's assume that you attempt to jump against Super-Skrull or She-Hulk—instant anti-air grab! Now try to attack Wesker or Taskmaster—immediate counterattack hyper combo! Granted, this is the only way an AI has a chance against someone who actually knows how to play the game, because once a veteran player lands a single hit, the typical combo will automatically KO the character(s) being attacked.
  • Popularity Power: Newcomers from both Marvel and Capcom were already well established characters in their comics (Marvel) and games (Capcom) with years to whole decades of characterization; but C. Viper is the one who takes this trope to heart, she has appeared in no more than two games with only 2 years of characterization, no cameos in other games, nothing, and yet she's iconic enough to appear in crossover games already. Mind you that she wasn't even intended to be the icon of Street Fighter IV; Abel was supposed to be the center of it, but the fans welcomed C. Viper as their main and apparently Capcom caught on to this too.
  • Power Copying: 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.
  • Power Creep, Power Seep:
    • Power scales are all over the place. How can Jill Valentine hurt the Hulk with kicks and guns? How can anybody stand a chance against galactic/universal entities like Galactus, Phoenix, Dormammu and Shuma-Gorath? Are Morrigan and Dante fighting at their full power or holding themselves back? Who the hell knows and who the hell cares?
    • Thanks to Ultimate, you pretty much have to accept it for Phoenix Wright or Frank West to be able to fight almost anyone on the roster.
    • Oddly, the cinematics avert this for the most part, with the fights being portrayed as they were if their powers weren't balanced for gameplay purposes. Examples include Chris can barely survive when Hulk has his attention turned to him, Ryu and Wolverine fight on relatively even terms with Ryu only getting a slight edge through sheer skill, Magneto effortlessly tosses around metal-based characters like Arthur and X-23, Doctor Doom nearly kills Chun-Li on a whim, and only the big hitters are capable of fighting the other big hitters evenly.
  • Power Floats: Storm, Magneto, Doctor Strange and Morrigan never actually make contact with the ground unless knocked over.
  • Power Glows: Many strong attacks are accompanied with a bright glowing effect.
    • Doctor Strange's hands glow constantly.
    • If you look closely, there's a red glow underneath Shuma-Gorath all the time when he's on the ground and Morrigan kicks up a visible trail of green flame as she 'walks'.
  • Practical Taunt: Some Heroes and Heralds cards can turn normal taunts into practical ones, such as giving you brief Super Armor, healing yourself, buffing your damage output for a short time, or enabling cancelling specials into another temporarily.
  • Pre-Asskicking One-Liner: Every hyper move is preceded by a close-up of the character and a quip or Kiai as they prepare to unleash a devestating attack.
  • Punched Across the Room: 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.)
  • Rage Quit: Played with. The developers have been savvy enough to match up ragequitters against fellow ragequitters in Online matches. This also brings the side effect of pairing ragequitters with people with poor connections, but those with good connections don't mind, anyways.
  • Random Drop: 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 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 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).
  • Random Power Ranking: The Marvel Power Grid is used to measure the powers of the characters, shown in their bio. In vanilla it had many discrepancies concerning Capcom characters but has since been fixed as of Ultimate.
  • Reduced Mana Cost:
    • 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 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.
  • Regenerating Health:
    • 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, being on the ground and having certain amounts of Hyper Combo gauge, or under low levels of health or having 1 character left. Silver Surfer and Mega Man cards speed up the assists' health regen.
  • Regenerating Mana: 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, 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.
  • Say My Name: Characters shout the names of their teammates while tagging out, although several of them vary it up depending on who they're paired with (i.e. Spidey calling Magneto "Maggy", Trish or Rocket calling for Amaterasu with "Here, pooch!" or "Get that dog in here!", Morrigan referring to Felicia as "Kitty", the several examples of First-Name Basis, etc.). When used in rapid succession (such as during Team Aerial Raves), it can border on a Rocky Roll Call.
  • Scenery Gorn: The Demon Village stage. Red Arremer and Astaroth making an appearance is bad enough, but the fighting takes place on a boat floating in a river of blood.
  • Scenery Porn: The stages look like they were lifted straight from a comic book, with the Asgard and Daily Bugle stages standing out.
  • Scratch Damage: 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).
  • Self-Duplication: 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.
  • Sequential Boss: Not only do you have to defeat two of Galactus' heralds (selected randomly from Doom, Wesker, Dormmamu and Akuma), but you have to fight Galactus immediately afterward with whatever characters and health you have left over.
  • Shout-Out: Check the page.
  • Shown Their Work: The amount of the nods to both the Marvel and Capcom mythos is staggering. Capcom promised that the game would be filled to the brim with Fanservice, including character-specific quips and in-match events. They weren't kidding. For the list of references tropers have compiled, see the game's character sheet and the series' Shout Out page.
  • Shot in the Ass: In the opening cutscene, Iron Man dodges a barrage of Morrigan's tentacles, which home in on Deadpool's backside. Even she is grossed out by this.
  • Sidelined Protagonist Crossover: Zigzagged with Mega Man. There were no playable characters bearing the name "Mega Man" but the playable representatives, Tron Bonne and Zero, were the main characters of their own Spin-Off games.
  • Soundtrack Dissonance: While all the other villains can be easily identified by their ominous or menacing Leitmotifs, the combination of trumpets and moderately fast tempo makes Taskmaster's theme sound uncharacteristically heroic.
  • Spell Levels: Some of the effects of Heroes and Heralds cards are put into levels (1 to 3).
  • Spin Attack:
  • Status Buff: 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.
  • Super Mode: X-Factor, which temporarily increases your team's speed and power, as well as slowly regain health. While you can use it right from the start of a match, X-Factor lasts longer the more team members are down when you use it.
  • Super Move Portrait Attack: Like Tatsunoko vs. Capcom, the portraits are close-ups of the character preparing to use their hyper combo.
  • Switch-Out Move:
    • 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.
    • The "Snap Back" move 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.
  • Synchronization: The end-game Dual Bosses (Galactus' heralds) share a single life-meter.
  • Tag Team: 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 Assist Characters.
  • Take That!: When Deadpool wins a match against Wolverine, he says that he doesn't need optic blasts to beat him, taking a jab at the reviled portrayal of Deadpool in X-Men Origins: Wolverine.
  • Temporary Online Content: 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/Xbox One/Steam with all DLC included, along with the announcement of the next game in the franchise.
  • That Makes Me Feel Angry: Dante, Doctor Doom, Felicia, Hsien-Ko, Magneto and Wolverine yell that their opponent has made them angry when X-Factor is activated.
  • This Is the Final Battle: Before the final battle against Galactus, the announcer lets you know what's at stake by beginning with "The battle for Earth!"
  • Timed Mission: The final 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 Game Over.
  • Title Drop: The opening narration for Ultimate drops the subtitle that accompanied vanilla MvC3.
    "I am that god. I... Galactus! And now, because of this great insolence... the FATE OF TWO WORLDS hangs in the balance!"
  • Totally Radical: The announcer dips into this with "Dude!" and "Sweet!"
  • Unusually Uninteresting Sight: Zigzagged. Put a green-haired woman, a white wolf, and a little man in red up to fight a green giant and two people with metal claws coming out of their hands and the characters in some backgrounds will ignore the scuffle — but others will avidly watch. Even the fighters themselves seldom comment on the strange assemblage that's trying to take them down.
  • Versus Title: Follows suit in the vein of past installments in the Marvel vs. Capcom series, as well as Capcom vs. games in general.
  • Video Game Dashing: 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.
  • Video Game Flight: Some characters 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.

HYPER COMBO K.O.!!

 
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Alternative Title(s): Ultimate Marvel Vs Capcom 3, Ultimate Marvel Versus Capcom 3

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Marvel vs. Capcom 3 - Strider's Ragnarok

Strider Hiryu performs Ragnarok for his level 3 Hyper Combo, slicing the opponent from all directions after knocking them into the air.

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