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Marvel vs. Capcom 3: Fate of Two Worlds is the third main installment in the Marvel vs. Capcom series. The game features characters from Capcom video games and the American comic book company Marvel Comics. It is the fifth installment of the Marvel vs. Capcom franchise, the eighth installment in the Vs. series, the first to be exclusive to consoles, and the second in the Vs. series to use three-dimensional graphics on a two-dimensional battle area, following Tatsunoko vs. Capcom. This is also the first Marvel vs. Capcom game to be released since The Walt Disney Company acquired Marvel in 2009.

The game is produced and directed by Ryouta Niitsuma, who had previously worked on Tatsunoko vs. Capcom: Cross Generation of Heroes and Tatsunoko vs. Capcom: Ultimate All-Stars, and features the same fast-paced, over-the-top fighting mechanics as earlier games in the series, along with new methods of play designed to make the game more accessible to new players. Capcom has promised three-on-three tag team fighting gameplay and a robust plot. The game was released on February 15 in the U.S, February 17 in Japan, and February 18 in Europe.

An updated version, known simply as Ultimate Marvel vs. Capcom 3, features 12 new characters, 8 new stages, and updated gameplay. It was released in the U.S on November 15, 2011, November 17 in Japan and November 18 in Europe; less than nine months after the initial version of MvC3 was released. A proper sequel, titled Marvel vs. Capcom: Infinite, was released in 2017.

Gameplay[]

The game features the same tag-based team feature as previous installments of the series, where each player chooses three characters that can be swapped at any point during a match. It also utilizes an order selection called "Evolved Vs. Fighting System", a modified version of earlier systems seen in other Marvel/Capcom and Capcom vs. SNK crossover games. It is the first game in the franchise to feature three-dimensional character models as opposed to two-dimensional sprites, though gameplay remains restricted to two-dimensions, allowing characters to move only backward, forward, or straight up into the air; all in the same exact vein of the prior Tatsunoko vs. Capcom: Cross Generation and Heroes and Tatsunoko vs. Capcom: Ultimate All-Stars.

Unlike Marvel vs. Capcom 2, which features four attack buttons separated as two pairs of low and high-strength punches and kicks, Marvel vs. Capcom 3 uses a simplified, three-button control scheme of undefined light, medium, and heavy attacks modeled after the aforementioned TvC, which Capcom believes will "knock down the wall of complicated controls and open up the field of strategic fighting to all comers", as well as a new "Exchange" button used to launch opponents into the air, switch characters while performing a combo, and slam the opponent into the ground. Players can use each button to string together combination attacks, as well as perform special moves using a combination of button presses and joystick movement. As characters attack, their Special Gauge fills with energy which can be expended by the player to execute powerful Hyper Combos and Team Combos that involve multiple characters etc.

Changes from Tatsunoko vs. Capcom and other Marvel vs. Capcom titles:

  • The scheme is now L, M, H, S, A1 and A2:
    • L = Light Attack
    • M = Medium Attack
    • H = Heavy Attack
    • S = Special/Exchange Attack
    • A1 = Assist 1
    • A2 = Assist 2
  • The aforementioned S button now acts as a new version of the prior heavy punch/kick buttons in older games. 5S (Standing S) is the launcher AKA air combo/aerial rave starter from the older games, but it can now be chained into from a crouching heavy (2H) unlike before (thus most characters can now sweep into a launcher).
    • As a result, normals that were originally launchers that are remapped in this game to the returning characters no longer work as such, as the only universal launcher is 5S as aforementioned. It is thus no longer is tied to character specific-normals, down-forward+HP AKA 3HP in MvC2, or down-forward+Heavy/3H in TvC. Also unlike in TvC, launch height is no longer shortened when connecting with a 5S on air hit.
  • Jumping S (j.S) is now the original jumping heavy punch/kick/attack that is mapped separately from j.H from the prior game. As a result, jumping heavy attacks no longer finish air combos/aerial raves due to that function now being mapped to j.S. Unlike in older games, j.S attacks cannot inflict a finisher-type plummet on any air hit; it only works during proper hitstun during an actual 5S launcher unlike in the prior titles.
    • Both the 5S and j.S can no longer be special/Hyper Cancelled unlike in the prior titles as they are no longer coded as normal attacks. The j.S can only be special/Hyper Cancelled however, on any hit that does not inflict a finisher plummet.
  • Based on the Variable/Crossover Air Raid from TvC, is now the new Team Air/Aerial Combo, where during an air combo/aerial rave, the attacker can offensively tag in the team member of their choice to extend the air combo/aerial rave. Akin to how aerial raves/air combos work in this game, Team Air/Aerial Combos only work off of hitstun off of a launcher, and is now done with performing any direction + S in the air (j.6S, j.2S orj.8S; j.4S does not work). Also unlike the V/CAR, TACs do not cost meter.
    • Performing j.8S performs an airborne launcher to increase the overall damage of the air combo and eases the damage scaling a bit.
    • Performing j.6S inflicts a wall bounce that reduces the victim's Hyper Combo gauge by 1 level.
    • Performing j.2S inflicts a plummeting ground bounce that increases the attacker's Hyper Combo gauge by 1 level.
    • However, the victim can input the same corresponding command + direction to escape and wall bounce the attacker away with an invulnerable combo breaker burst-esque animation that inflicts no damage, forcing the attacker to mixup their options for triggering a TAC.
  • Jumping L and M attacks can be repeated twice (more times for the former) just like in Tatsunoko vs. Capcom to once more make up for the lack of extra buttons. However, unlike the prior game, the attacker's model gets flipped around/inverted somewhat when performing the repeated version.
  • All characters' mobility options are now akin to the older vs. Capcom games, where air dashes and/or extra midair jumps are tied to only specific characters (and as a result, most characters returning from TvC have overall reduced mobility options).
  • A number of characters can no longer zig-zag their magic series/chain combos with their normals like in the older games, and especially akin to Tatsunoko vs. Capcom (5L>2L>5M>2M>5H>2H at maximum). Instead, overall characters for their base normals now follow 2 of the original rules from older Marvel + Capcom titles:
    • Stronger magic series/chain combos now involve characters only able to chain only one of each tier of normal that cannot zig-zag fully (only one L, M and H in that order out of each) for only 3 total normals at base in the overall chain. Two examples are 5L>2M>5H or 2L>5M>2H; a standing same-tiered normal cannot chain into its crouching version in this case, akin to how more than 2 of one strength normal cannot be used in the prior titles.
    • Light-to-Strong magic series/chain combos involve chaining an L normal into either a M or H normal, and only 2 total normals in this instance are part of the overall chain by default.
    • Even then, some characters have exceptions to the rule and also are limited to 3 total attacks in a magic series chain of normals+command normals; others can bypass the 3-move-limit exception however in spite of pushback not being as strong for the chained attacks chosen.
  • Backdash physics are heavily altered from Tatsunoko vs. Capcom, thus backwards wavedashing is tighter than before in regards to input window. On the other hand, forward wavedashing is more lax.
  • Physics for Advancing Guard have returned to the original format, in that only one Advanding Guard input can be executed per blockstun as opposed to continuously, making it less abuse-able than in Tatsunoko vs. Capcom.
  • Tagging-in is now different from both the older games and in Tatsunoko vs. Capcom:
    • Either the A1 or A2 buttons now have to be held down to tag in the respective partner.
    • The Crossover/Variable Attack (the dive-in attack the new on-point character performs) no longer goes as full-screen and also occurs faster, making raw tag-ins somewhat harder to punish than before.
    • Tagging-in with holding down A1 or A2 no longer puts the respective assist on cooldown like in Tatsunoko vs. Capcom.
    • Each character can now once more have 3 different assists to select during character selection.
  • Not all attacks can hit downed victims anymore like in the older titles or in Tatsunoko vs. Capcom, and instead the OTG (on-the-ground/off-the-ground) property is now only tied to specific moves. Some OTG-hitting attacks now pop the victim off the ground with a small launch that can automatically be recovered from if they land from it.
  • Universal Snapbacks from Marvel vs. Capcom 2 return with the same input (236A1 or 236A2) while also costing one Hyper gauge level, unlike in Tatsunoko vs. Capcom where it was exclusive to only 3 characters.
  • Crossover/Variable Combinations also make a return from the older games in the same exact fashion mainly as the version from MvC2, in which the chosen assists dictate the preset Hyper Combos all the team members use in the combination attack (unlike in Tatsunoko vs. Capcom where the user merely taps the Partner button during the startup of their chosen Hyper Combo).
  • Level 3 Hyper Combos from older games (mainly akin to Tatsunoko vs. Capcom) are now only once more, exclusive to specific characters (no longer universal to the whole cast). Cinematic Level 3 Hyper Combos now also freeze the countdown timer if they happen to connect and the timer resumes once the cinematic ends.
  • The newest mechanic added is called the X-Factor, a power-up state done with L+M+H+S at once that lasts a set amount of time depending on the character. The more characters on the user's team are K.O.ed, the more potent its effects will be when activated. X-Factor can only be done once per match for each team.

Stages[]

There are 10 different stages appearing in Marvel vs. Capcom 3, all in which they can be played on in the Arcade, Versus and Training Mode. Here they are:

Arcade Mode[]

Ryouta Niitsuma, the series creator, stated at E3 2010 that the game will feature a single-player story mode that is more robust than its predecessors, with unique endings for each character. In between battles, characters will meet, interact, speak, and travel with other characters.

Marvel has also stated that Marvel vs. Capcom 3 is "all about fan service", and plan to work with Capcom to include dialogue quips and mid-match events between the company's characters that reference past Marvel Comics storylines. Marvel vs. Capcom 3 will include an online play mode using Microsoft's Xbox Live and Sony's PlayStation Network services.

Although subtle and not really given much attention, each Marvel and Capcom character announced implies that they would be the rivals to each other. Many of these characters even have special quotes they say to each other during match.

At New York Comic-Con, it was announced that Marvel writer Frank Tieri will be writing the game's story. The actual storyline is about Dr. Doom and Albert Wesker summoning various villains from their universes to try and take over the universes of their respective franchises, but in the process, awaken a mighty force (Galactus) that threatens to destroy both worlds. Now, it is up to the heroes of both worlds to stop this threat before it is too late.

Roster[]

The game features new and returning characters to the Marvel vs. Capcom series, with accompanying promotional artwork by Capcom artist Shinkiro. The final retail build of the roster will feature 36 characters (not including DLC). Capcom has stated that they plan to expand the roster by the time the game is released, and are "working hard to include as many characters as possible". After the most recent announcements of Sentinel and Hsien-Ko to the roster, the official website for the game has stated that there are more characters still to be revealed. Also, the roster is stated to be finalized, but possible fan demand might affect the DLC. Returning characters have distinct playstyle changes, such as Hulk being able to perform steady air combos, Captain America's shield hitting back on the return after being thrown, and Iron Man's new stance and Proton Cannon firing at a 45° angle.

Characters are listed by company and placed in order of the date they were revealed. An asterisk (*) signifies a new playable character to the Marvel vs. Capcom Series. 2 asterisks (**) also signifies a sub-boss. 3 asterisks (***) is an unplayable final boss.

If you would like to see the character rivalries click here.

The first 6 alternate costumes that will be available for DLC have been revealed. They are:

  • Captain America: New Costume (S.H.I.E.L.D. format with no mask and original shield)
  • Iron Man: Iron Patriot (Norman Osborn)
  • Thor Odinson: Classic
  • Chris Redfield: Resident Evil 1 (S.T.A.R.S. Uniform)
  • Ryu: Street Fighter 1 (red slippers, small headband, and laid down red hair)
  • Dante: Costume (along with Sparda Mode) inspired by his father.

Niitsuma has confirmed that a third of the potential roster will consist of characters who did not appear in the Marvel vs. Capcom franchise. Characters confirmed by Niitsuma to be absent from the game included Tyrant and Nemesis of the Resident Evil series, citing concerns that their inclusion would change the game's content rating. The primary members of Marvel's Fantastic Four were excluded at the company's suggestion for currently undisclosed reasons, although it could be argued that it's because Super-Skrull has all their powers, thus giving all of the Fantastic Four representation within Super-Skrull. (Niitsuma stated that the Human Torch was a completed character and originally considered to be on the roster, but his animations consumed a lot of memory. So Marvel suggested Super-Skrull to be his replacement and retained his model, animations, hyper combos slated for the Human Torch. The Thing was also considered at one point, but Capcom felt he would be too similar to the Hulk.) Seth Killian has stated that original characters Amingo, Ruby Heart and SonSon from Marvel vs. Capcom 2 were absent. The final character roster was said to be around 40. It has also been stated that:

  • Blade (Blade)
  • Cable (X-Men)
  • Daredevil (Daredevil)
  • Emma Frost (X-Men)
  • Fantastic Four (Fantastic Four)
  • Gambit (X-Men)
  • Kingpin (Daredevil/Spider-Man)
  • Loki Laufeyson (Thor)
  • Mojo (X-Men)
  • Punisher (The Punisher)
  • Silver Surfer (Silver Surfer/Fantastic Four)
  • Demitri Maximoff (Darkstalkers)
  • Donovan Baine (Night Warriors: Darkstalkers' Revenge)
  • Gill (Street Fighter III)
  • Ken Masters (Street Fighter)
  • PTX-40A (Lost Planet)
  • Nero (Devil May Cry 4)
  • Tyrant (Resident Evil)
  • Wayne (Lost Planet)
  • Zangief (Street Fighter II)

and characters from the following Capcom series:

  • Breath of Fire
  • God Hand
  • Lost Planet
  • Monster Hunter (At the request of their developers)
  • Onimusha
  • Power Stone
  • Red Earth
  • Rival Schools
  • Sengoku Basara
  • Three Wonders

would not be playable, but some have made stage and ending cameo appearances. Mega Man X was once originally confirmed to be absent at the Penny Arcade Expo, although it had been confirmed that Zero will have an alternate color/costume that closely resembles Mega Man X. (see also: Alternate costume)

Development[]

Marvel vs. Capcom 3: Fate of Two Worlds was first announced at Capcom's Captivate press show in Hawaii on April 20, 2010, with the game's public reveal following one week later after the company's imposed information embargo. The game was revealed to have been in development since the summer of 2008 when Capcom re-acquired the Marvel license after a period of legal issues that placed the series on hiatus for nearly a decade. In 2009, during the development of the game, The Walt Disney Company bought Marvel for USD $4 billion; the buyout did not directly affect the development of this game itself, but it would affect the development of any future Marvel vs. Capcom games going forward. Ryouta Niitsuma, who had previously headed production on Tatsunoko vs. Capcom: Ultimate All-Stars, signed on as director and producer of the new project, which was green-lit after "years and years of unrelenting fan demand". Niitsuma stated that they built the game from the ground up using the same MT Framework game engine seen in Resident Evil 5 and Lost Planet 2, which he describes as "the biggest engine that a fighting game has ever had under the hood". Capcom's design philosophy for Marvel vs. Capcom 3 was to make a game that would reach out to those who have been long-time fans of the series, but at the same time expand their user base to those who may be familiar with the characters represented but not with fighting games in general. In particular, company president Keiji Inafune expressed a desire to appeal to a worldwide audience so contrast to the previous titles in the series, Capcom currently has no plans for an arcade release so it initially focus only on console versions for the PlayStation 3 and Xbox 360. This game is expected to sell 2 million units across both platforms.

In addition to the complete transition to 3D models, several characters also sport updated designs. Iron Man now sports his Extremis armor as opposed to the Modular Armor he wore in the previous titles, Wolverine now wears his John Cassaday-designed costume from the more recent Astonishing X-Men rather than his '90s era costume, and Captain America now wears a belt with pouches. Employees from Marvel have been working closely with Capcom's art design team to ensure that each character from their company is properly represented. Both Marvel and Capcom have discussed the possibility of a comic book adaptation of the game by UDON, which project manager Jim Zubkavich stated would most likely be in the form of a four to twelve issue mini-series (the prequel comic to the supposed mini-series is available in the Collector's Edition). The X-Men characters use the cast of the Wolverine and the X-Men animated series in this game, while the Avengers use the voice cast of The Avengers: Earth's Mightiest Heroes animated series.

Ultimate Marvel vs. Capcom 3[]

Main article: Ultimate Marvel vs. Capcom 3

On July 20, 2011, Capcom and Marvel officially announced Ultimate Marvel vs. Capcom 3 for both PlayStation 3 and Xbox 360. Capcom claimed, "Every epic character from the original blockbuster returns to the fray alongside 12 new fighters, 8 over-the-top new stages, enhanced gameplay, and more surprises to be announced." There are 6 characters from the Marvel side and 6 from the Capcom side.

New Additions:

(The official website is here.)

Sequel[]

Following the release of Ultimate Marvel vs. Capcom 3 for the PlayStation Vita in 2012, Marvel's new parent company, The Walt Disney Company, which acquired Marvel in 2009, chose not to renew Capcom's license with the Marvel characters, instead opting to put them in its own self-published Disney Infinity series. As a result, Capcom had to pull both Ultimate Marvel vs. Capcom 3 and Marvel vs. Capcom 2: New Age of Heroes off Xbox Live Arcade and the PlayStation Network in 2013.[1][2] However, in 2016, Disney decided to cancel its Disney Infinity series, discontinue self-publishing efforts, and switch to a licensing-only model, allowing them to license their characters to third-party game developers, including Capcom.[3][4] On December 3, 2016, Marvel vs. Capcom: Infinite was officially unveiled during Sony's PlayStation Experience event.[5] The game is slated for release on September 19, 2017 for PlayStation 4, Xbox One, and Microsoft Windows.[6]

Gallery[]

Trivia[]

  • Similar to Marvel vs. Capcom 2: New Age of Heroes, instead of displaying the names of the winning fighters when the match ends, this game uses the more traditional "You Win" and "You Lose" messages that are used in the Street Fighter series, and for 2-player games, the game says "Player 1 Wins" or "Player 2 Wins," depending on which player won the match.
  • The "I'm Gonna Take You For a Ride" song from Marvel vs. Capcom 2, which was used as the background music for the character selection screen in that game, was brought back and remixed for this game, and reused as the background music for the character selection screen for the game's training mode. In addition, the game announcer references it by saying, "Marvel vs. Capcom 3 is here! I'm gonna take you on a wild ride!"
  • This is the first time for the three X-Men characters (Wolverine, Storm, and Magneto) to have remixed versions of their own current themes from their respective last appearance on certain 2D Capcom-made Marvel fighting games (sans Marvel vs. Capcom 2).
  • Originally, the development team planned to have English and Japanese voice actors for all characters. However, Niitsuma eventually decided against it, stating that having the Marvel roster speaking Japanese did not mesh well with the characters' image.

Videos[]

Trailers
Musical themes

Also See[]

References[]

External links[]

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