Hey guys, there hasn’t been a lot of activity here lately but with umvc3 announced we should start the hype for the next generation of trolling. This is what was listed on the front page as the official marvel side changes. It seems like all of the changes for each character was not listed, so we will have to wait until the game drops until we get more concrete info:
- Jump attacks can be cancelled by air dashes
- Killer illumination is now mashable
- u/b and d/b airdashes now cancellable
+/- TAC combos still in but easier to counter
- unblock flight glitch still in
unknown/deconfirmed: Meter stealing abilities, LOU-powered specials tweaks
Here are also the general umvc3 system changes as I see them pertaining to MODOK relative to the rest of the cast:
[details=Spoiler]1 – X-Factor can be activated in the air. Favorable. Better off than most characters since MODOK has an air super and multiple air based strategies/options
2 – The attack and speed increases for each character while in X-Factor have been adjusted. Additionally, the damage reduction minimum while in X-Factor has been decreased from 50% in MvC3 to 35% in UMvC3, and Hyper Combos performed during X-Factor will now be subject to damage scaling. Neutral. X-factor change remains to be seen. Hopefully he has reasonably increased damage, speed and length compared to the rest of the cast
3 – An upward exchange (this was sideways exchange in previous builds, and may be a translation error) during an Air Combo will take away 1 bar of your opponent’s HC Gauge. Neutral. This is an across the board change that affects almost all characters equally, except those with ‘unescapeable’ TAC combos.
4 – When you launch the enemy in the air with a Special Attack, hold the button down and your character will automatically super jump to follow the launched opponent. (This can be turned on or off in the Options menu.) Neutral.
5 – The window for Aerial Exchange Counters has been adjusted, making it easier to land one. Neutral/Slightly Unfavorable. Lessens the frequency of MODOKs TAC cube combos if able to visually confirm and counter most TAC attempts.
6 – If you land a Snap Back attack on an assist character, similar to the landing it on the point character, the assist will become unavailable for a short period of time. Neutral.
7 – It will no longer be possible to block during an air dash. Neutral/Slightly Unfavorable. Definite loss, however, Modok will be the only character that is able to bypass this with his flight mode startup frames able to block attacks. It. does not completely eliminate threats in every situation, but definitely able to block random supers on reaction when flight is available.
8 – The rate of HC Meter gain has been decreased by 10%, to 90% of what it was in MvC3. *** Neutral.***
9 – In MvC3, the amount of hit stun caused by assists was fixed, but in UMvC3 hit stun caused by assists will also be subject to hit stun deterioration during combos. *** Neutral.***
10 – For characters who have 8-way dashes, the speed on their down-back air dash has been slightly decreased. ***Neutral/Slightly Unfavorable. Combined with the loss of airblocking during airdashes, defensive airdashes for positioning could be much more difficult.***[/details]
Anything else we able to confirm?