Ultiamte Marvel vs Capcom 3: Fate of Two Worlds Version 2.00
Sources for these Changes
- https://web.archive.org/web/20140716204319/http://www.capcom-unity.com/snow_infernus/blog/2011/10/13/10_changes_you_need_to_know_about_ultimate_marvel_vs_capcom_3
- https://news.capcomusa.com/2011/10/07/online-changes-for-ultimate-marvel-vs-capcom-3/
- https://news.capcomusa.com/2011/10/21/umvc3-character-change-log-marvel-characters/
- https://news.capcomusa.com/2011/10/28/umvc3-character-change-log-capcom-characters/
- Changes labelled Confirmed have either been tested in-game or have sufficient video proof.
- However the exact details of how the changes were implemented and what they effected may need further testing.
- There are likely many more undocumented changes between the Vanilla and Ultimate. The sources used are as "official" as we could find coming directly from Capcom websites, the UMvC3 Bradygames Guide, and lastly some In-Game testing.
Overall Changes
Gameplay Changes
New Characters Introduced and Others Unlocked by DefaultCONFIRMED
- Twelve new characters introduced: Doctor Strange, Firebrand, Frank West, Ghost Rider, Hawkeye, Iron Fist, Nemesis, Nova, Phoenix Wright, Rocket Raccoon, Strider Hiryu, and Vergil.
- Akuma, Hsien-Ko, Sentinel, and Taskmaster are now unlocked from the start.
Arcade Mode Endings ShortenedCONFIRMED
- Arcade mode endings were shortened and some lines cut.
X-Factor Air Activation IntroducedCONFIRMEDBUFF
- X-Factor activation made possible while airborne, including X-Factor Cancelling out of blockstun.
X-Factor Speed and Damage Boosts RevisedCONFIRMEDNERFNEEDS TESTING
- The total buff percentage every X-Factor level gives was reduced.
- In effect X-Factor 2 in Fate of Two Worlds is X-Factor 3 in Ultimate and the same for XF1 to XF2. A new lower total percentage was introduced for X-Factor 1.
- X-Factor 3 from Fate of Two Worlds was essentially removed.
X-Factor Hyper Combos Scaling IntroducedCONFIRMEDNERF
- Hypers now scale when in X-Factor.
X-Factor Minimum Damage Scaling LoweredCONFIRMEDNERFNEEDS TESTING
- Minimum scaling in X-Factor lowered from 50% to 35%.
Advancing Guard Negates ChipUNCONFIRMEDBUFFNEEDS TESTING
- Advancing Guard (Pushblock) changed to negate some chip damage from blocking.
Blocking During Airdashes RemovedCONFIRMEDNERF
- No longer possible to block during the duration of an airdash.
Down-back Airdash NerfedCONFIRMEDNERFNEEDS TESTING
- Two changes were introduced to nerf down-back airdash.
- Minimum Height off the ground to airdash down-back was increased.
- The number of frames before a down-back airdash could be cancelled into a button was increased.
- These changes were not universal, some characters got none, one, or both. Specifics will be in the character section.
Assist Hitstun Decay IntroducedCONFIRMEDNERF
- Removed universal fixed hitstun from assists.
- Some assists retained their fixed hitstun properties along with the assists that cause Forced Soft Knockdown, Hard Knockdown, etc.
- See: https://wiki.supercombo.gg/w/UMVC3/Game_Data#Assist_Hitstun_Decay_Immunity for more info.
Hyper Meter Gain ReducedCONFIRMEDNERFNEEDS TESTING
- Overall meter gain reduced by 10%.
Team Aerial Combo Color Highlight IntroducedCONFIRMED
- TACs on contact now make the opponent flash a color that is dependent on the direction of the TAC.
- Up TAC highlights the opponent in Red.
- Side TAC highlights the opponent in Green.
- Down TAC highlights the opponent in Blue.
TAC Break Window WidenedCONFIRMEDNERFNEEDS TESTING
- Window to break Team Aerial Combos widened from ??? to ???.
Side TAC Meter Drain IntroducedCONFIRMEDBUFF
- Side TACs now take away one bar of Hyper Meter from the opponent when successful.
Snapback Startup IncreasedUNCONFIRMEDNERFNEEDS TESTING
- Snapback startup was increased from 1f to 2f universally.
Snapback Disables AssistsCONFIRMEDBUFFNEEDS TESTING
- When Snapback hits an opponents assist both of there assists will be disabled for ??? frames.
Auto Superjump IntroducedCONFIRMED
- When an opponent is hit with a 5S launcher and the button is held down the character will automatically superjump to follow the opponent into the air.
- Can be toggled on and off from the Options Menu.
- NOTE: This was shortly banned from competitive play in the greater FGC.
System Changes
Spectator Mode AddedCONFIRMED
- The option to spectate a match in an online player lobby was added.
- Up to six players in addition to the two playing can be in the lobby and spectate.
Galactus Mode AddedCONFIRMED
- Added a mode to play through the arcade mode as Galactus, the final boss of the game. Players fight teams of three AI characters.
New Stages AddedCONFIRMED
- Nine new stages were added: Asgard Sea of Space, Bonne Wonderland, Chaos at Tricell, City That Never Sleeps, Danger Room, Days of Future Past, Demon Village Redux, Shadowland, and S.H.I.E.L.D Air Show.
Online Functionality ImprovementsCONFIRMED
- Opponents online profiles were made viewable before a match.
- Gold, Silver, and Skull icons were added to profiles to indicate a players disconnect rate.
- Rematching was made easier and faster.
- Failing to connect to an opponent was changed to return you to the search screen rather than main menu.
- Leaderboards were given an button to take the player to their position in the leaderboard and a cursor was created to improve visibility.
Character Changes