Ultimate Marvel vs. Capcom 3 Review
The Weapon X Factor.
Version tested: Xbox 360
A couple of months before the less ultimate version of Marvel vs. Capcom launched, a few colleagues and I were given extensive access to a preview build that was lacking in the usual command lists and training modes, but as a bare-bones taster of what was to come, allowed us to experiment with the fresh combat system without any prior guidance. We were simply presented with a colourful select screen and tasked with figuring out the many technical nuances for ourselves.
This began with a self-set mission to find each character's full repertoire of special moves and hyper combos, which, after a lot of perseverance, led to us discovering Dante's sneaky teleport, Amaterasu's multiple weapon stances and X-23's level three hyper - which despite looking like it just turned her invisible, opened up a highly damaging throw. The focus then moved on to building effective team combinations with assists that covered individual weaknesses, while opening up nasty set-ups and extended combo opportunities. But as pleased as we were with our humble efforts, the real revelations came after the game's release.
There were off-the-bat X-Factor combos that could kill a character in the first few seconds, tricky shenanigans like Magneto's Hyper Gravitation loop and the infamous DHC glitch, which let you reset damage scaling and hit stun. Or at least it used to, as Capcom have removed it from Ultimate Marvel vs. Capcom 3. And yet, despite a lot of nips, revisions, tucks and additions, the one thing that hasn't changed is that unrivalled sense of experimentation that compels you to push your most impressive combo that one step further.
Wesker, Phoenix and Akuma have received slight health nerfs, while Arthur and Zero are now a tad more durable.
Those who immediately pick their old team rather than experimenting with the new characters (booo!) will find that some minor, and some more substantial changes have been made to the returning cast. Ryu, for instance, has changed dramatically with new chargeable specials and a power-up technique that makes his Hadoken hyper bounce off the wall and turns his Hurricane Kick hyper into a whirling vortex complete with lightning bolts. His overhead punch will now also cancel into his special moves, dramatically improving his ability to catch opponents off guard for solid damage.
Other character-specific changes - and there are many - include Amaterasu changing her stance midair; a new Impact Punch for Hulk that can be charged and causes a wall bounce; new distance spacing tools for Storm and Magneto that let you push the opponent back or draw them in; and a revised Raging Demon for Akuma that lets you mash the buttons for in excess of 40 hits. And in the interest of balance, Sentinel now has a harder time comboing into a Hyper Sentinel Force off a Rocket Punch, while Phoenix can no longer spam fireballs in the air.
But Ultimate's main attraction is the roster of 12 new characters that it parades during the opening sequence. Out of all of these, it's the bemusing addition of the Ace Attorney himself, Phoenix Wright, which stands out the most, and although it initially seems like he's a joke character along the lines of Dan or Norimaro, it quickly becomes apparent that he's capable of some impressive combos with his quirky stances that have him searching for clues in Investigation Mode, before administering some rough justice in Turnabout Mode.
Land the first hit with Nemesis and you can take out the opponent's lead character with a simple X-Factor combo.
Also on the Capcom guest list is the zombie-slaying Frank West from Dead Rising. This represents Frank's second time in a Vs. game, but compared to his Tatsunoko vs. Capcom appearance, he fights very differently in Ultimate. This is due to a levelling-up system that lets him improve his offensive hardware from weedy plungers and golf clubs to spiked bats, sledgehammers and even double-bladed chainsaws by taking photos. Nemesis also makes a less talkative appearance with moves that include a command grab, an effective ground bounce and a launcher with huge range - in both the vertical and rocket sense. The simplicity of his devastating combos also makes him a viable alternative for Sentinel players.
But it's not all about the lawyers, journalists and tyrants as Marvel has made an equally strong showing with the likes of Rocket Raccoon and Doctor Strange. The furrier of the two plays a complex zoning game where he deploys traps that come in bear, net, log, claymore and landmine flavours, while the stranger of the two - or perhaps that should be the more mystical - is a master of complex projectiles with everything from defensive electrical spheres to the ability to conjure orbs that can be detonated from a distance. He can even teleport on a medallion-stroking whim.
Welcome changes have also been applied to the underlying combat system. This includes a less overbearing X-Factor mechanic that can now be activated mid-air, as well as a revised Aerial Exchange that lets you drain the opponent's hyper gauge. And yet - despite a substantially bolstered roster, eight new stages and a meticulous rebalancing act that seems to make the playing field more level - one of the key issues that Ultimate had to address was its predecessor's lack of single-player distractions.
Ghost Rider makes the Ultimate cut with some chain-whipping grabs that can catch you from nearly full screen.
Unfortunately, the only content that falls into this category are the additional combo trials and a new, but ultimately short-lived Galactus mode that lets you play as the big bad boss himself. But as if to say, "Don't go sticking that cheeky 'r' in our company name just yet," Capcom has promised a new Heroes and Heralds mode that will be offered as free DLC after the game's launch. Although we haven't been given the opportunity to play it, reports suggest it will feature a card-collecting system that lets you augment your characters with supplementary skills like Projectile Invulnerability.
It's a mode that will be playable both offline and on, and although the online stability of Marvel 3 was average at best, Capcom has addressed some of the netcode issues for an online experience that's noticeably smoother - although, as always, it's advisable that you play against opponents in your region. The other major revision is a new Spectator mode that lets you watch the active battle while you wait your turn - or, if you don't want to fight, you can just kick back and look for exploitable holes in each player's strategy.
More on Ultimate Marvel vs Capcom 3
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Preview: Fights for the Future
Fatal four-way.
News: Ultimate Marvel vs. Capcom 3 and Dead Rising 2: Off the Record "faring well"
Capcom income falls nearly 50%.
News: Capcom drops Magneto from UMVC3 Ancient Warrior Pack
Delays DLC without explanation. Spain to blame?
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Screenshots: Ultimate Marvel vs Capcom 3
For many, the ultimate question is whether this update represents good value for money? If you were curious about Marvel 3 but never took the plunge, then Ultimate is the far superior version, and if you played Marvel 3 to the point where you mastered multiple team combinations, then the extensive list of changes and intriguing characters will be ample reason to spend untold hours in the training room. But if you were disappointed because Marvel 3 lacked even the most basic survival and story modes, then even the touted Heroes and Heralds will be unlikely to change your mind.
For my money, though, Ultimate is a finely tuned evolution that should be held in a similar regard to Super Street Fighter IV. It takes the flexible combat system from the previous game, irons out many of the niggling issues and expands the possibilities even further, because no matter how you look at it, that's the type of fighting game Marvel is. It's less about getting caught up in the story, less about playing footsy and more about piecing together the most absurd combo your brain can handle, and then using it to trounce an opponent as they gawp in disbelief.
If that sounds like your kind of thing, then Ultimate is one wild ride that's worth taking for a quarter-circle spin. Perhaps even a few thousand times over...
8 / 10
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Comments (50) Latest comment 6 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Fuck you, Capcom.
Your repeated failure to view events from your best (fully paying) customers' perspective, and to offer value for money; makes you the Games industry's equivalent of an annoying, seriously afflicted Asperger's case.
Carry on, and you'll have no-one left but the uber-hardcore to buy your fighting games again.
How foolish is that? All due to the Tsunami, you say?
Oh please cut the fucking bullshit.
No non-preowned Capcom purchases from me for 2 years, thanks.
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Also. Please. For the love of my sanity. Don't comment on the score.
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Between this and KoFXIII next week it looks to be a good time to be a fighting fan.
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It's a shitty reason from a consumer (my) point of view as I'm still stinging from buying MvC3 only to hear the month after release that Ultimate was coming this out in November. But I get the business reasons, though it still disgusts me!
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Because the reason I dropped the last one was that dropped combos made me want to reach into the tv and kill people.
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All games are 8/10 unless marked otherwise
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o_0
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Good review, cheers Matt.
Real shame there's not more tutorial/trials in these games. They all (especially 3rd Strike) suddenly go from piss easy to almost impossible in a blink of an eye. I'd rather they had 50 per character and showed you the full repertoire of moves and a few more basic combos as there are shed loads of options.
Even if they just showed you an example of every move for that character and examples of how to use their assists it would be something. They leave too much of that in the hands of the community.
I don't even think it'd be that much work to include it either.
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So even though you despise the timing of the release. You still want to buy it and don't have the scruples to completely boycott it.
Nerds having standards, pffft.
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That's the thing with MvC though - it's much more about strategy than execution. Of course players with better execution have a higher chance of winning but it has much less of an impact on the game like it does in SF4. The tutorials/challenges do show quite a bit of how to use a character and with 2 assists the combinations are almost endless anyway. The fun comes from finding your own team that suits your playstyle.
What I was missing in both SF4's and MvC3's tutorials/challenges were a few hints what I am doing wrong when a combo does not work. It shows you what you have to press but not when. Getting the timing down right is difficult enough as it is and it can become quite frustrating if you don't know if you don't even know the correct timing or you simply did it a frame or two too late and it didn't work because of that. Well, they probably wouldn't be called challanges then but I still think it can be very frustrating for newcomers if they nail all the motions and button presses but it still doesn't work because the timing was slightly off. A tiny hint like "too early / too late" would really help a lot.
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You heard wrong. The licence Capcom have is a special one which is done on a case by case basis. Capcom and Marvel just re-negotiate as regards new releases, DLC and new platforms. If they want to do another version, they just re-negotiate.
Marvel knows the MvC games are huge and give a lot of exposure to characters who can be obscure which is why they are extremely involved in MvC3/UMvC3's development and have such an open licence structure with Capcom.
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For anybody looking for good training modes, VF4 Evolution is pretty good, while the one in Blazblue: Continuum Shift should help you with most fighting games.
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You numpty.
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Please go work for Capcom. I was thinking a video of the trial before you do it was the obvious addition but timing hints (audible & visual) would be ace.
I think people would be much more inclinded to put in the hours if they at least knew they were on the right track.
Also, surely this counts as SP content and a bridge to bringing the less hardcore players on board (which is what Capcom want). I'd rather they provided more training than dumbed the game down.
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@jablonski Change the record man, its broken by now....</quote>
Was thinking the same.
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Mortal Kombat was fantastic in doing this, you play through the story and it's an enjoyable way to learn the moves and characters. Rather than spend hours in training.
@sweatyBallacks You haven't tried the new silver controller with newly designed D-pad then? It's great.
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@Zidargh
Er... they wont be paid, you cocks. Did you see me write 'crap game' anywhere?
Dumb Internet nerds, eh?
Where's the 'hide retards' button on the Internet?
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If you really hated Capcom's "Gouging" so much, you would simply not buy any of their products at all. Doesn't matter if you get it pre-owned, you are still playing and enjoying their product.
All you are proving is that you are a spineless nerd.
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Nice review, but I think people not so into fighting games (and maybe even MvC3 in particular) will find it a little jargon heavy. I don't care about those guys, though.
@Pulsar_t - how experimental do you want it to be? Arcana Heart 3? Aquapazza? Daemon Bride? Ougon Musoukyoku? Even SFxT looks like it is being "too" experimental with all the stupid shit they are throwing in that game.
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/yawn
Already bought it. Not interested in being forced to buy another game so soon, just to keep up with the online community as there's no update for existing users.
That's the point of the fucking message.
Go and get laid - it's Friday, you arsehole.
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All you are proving is that you are a spineless nerd."
Don't be ignorant. There's nothing spineless about buying a game pre-owned because you don't want to actively support a company's business decisions that have shit on the heads of loyal customers. If you can have your cake and eat it, why wouldn't you?
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Don't be ignorant. There's nothing spineless about buying a game pre-owned because you don't want to actively support a company's business decisions that have shit on the heads of loyal customers. If you can have your cake and eat it, why wouldn't you?
If you really don't want to support a company, you shouldn't buy it at all because you are basically encouraging Capcom to go for even more DLC. Crybaby nerds want to prove a point by buying pre-owned to protest DLC, companies make more DLC to compensate for lost pre-owned sales. Cycle continues. Crybabies continue to cry.
@Ryze
Go and get laid - it's Friday, you arsehole.
Insults, the last refuge of someone losing the argument.
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That's good to know. I don't need your validation or opinion - now FUCK OFF.
Where's the ignore button?
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Nerd rage. The most hilarious rage.
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As a proud Tri-Lamb, I am happy to flick a booger in your direction, I kid.
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And arseholes remain obvious areseholes.
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