Capcom appearance, he fights very differently in Ultimate. This represents Frank's second time in a Vs.
Land the first hit with Nemesis and you can take out the opponent's lead character with a simple X-Factor combo.Īlso on the Capcom guest list is the zombie-slaying Frank West from Dead Rising. 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. 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.īut Ultimate's main attraction is the roster of 12 new characters that it parades during the opening sequence. 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.
His overhead punch will now also cancel into his special moves, dramatically improving his ability to catch opponents off guard for solid damage. 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. 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. Wesker, Phoenix and Akuma have received slight health nerfs, while Arthur and Zero are now a tad more durable. 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. Or at least it used to, as Capcom have removed it from Ultimate Marvel vs. 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. But as pleased as we were with our humble efforts, the real revelations came after the game's release. 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.
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. We were simply presented with a colourful select screen and tasked with figuring out the many technical nuances for ourselves. 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. A couple of months before the less ultimate version of Marvel vs.