Approximate amount of time to : 60+ Hours (Skill Dependent)
Minimum number of playthroughs needed: 49 Arcade Modes / 480 Missions / 300 Online Matches
Number of missable trophies: None
Glitched trophies: None
Do cheat codes disable trophies?: No Cheats
Welcome to Ultimate Marvel vs Capcom 3 the follow up to the previous Marvel vs Capcom 3. While the era of Marvel vs Capcom 3 was a short one it still had many memorable moments in the fighting gamer world as any competitive fighting game can still leave an audience speechless such as another of Justin Wongs Never Give Up Moment, The Tron reversal during Grand Finals of the biggest tournament of the year and much more. Finally thanks to the games balance changes we might not have to see the cheapest character in Grand Finals as often anymore as her tactic was so easy a child could master it.
Trophy-wise this game is almost exactly the same as the previous game just increasing the amount of times we have to perform a certain action, adding more missions to be completed and pushing us to reach higher ranks online making it a potentially difficult game to complete for the casual gamer now.
Details on the changes from Marvel vs Capcom 3 to Ultimate Marvel vs Capcom 3:
While Capcom is known for the amount of versions we get for one game, UMvC3 seemed like it was a bit too early however on the contrary they weren't in the wrong for doing the update. Here is a quick overview of the notable additions to UMvC3:
12 New Characters
10 New Stages
Better Online Servers
It was originally planned that each month a new DLC character would be available for $4.99 each, we are getting 12 new characters in the form of a new retail game at only 39.99 (launch price), after doing the math it means we save about $20 opposed to if they were to release the DLC separately and we get a chance at another shiny . Not only does the game feature these new characters but various chances to the original games mechanics and game features such as:
Health Bars: In the previous game the health bars were lined up on top of one another much like the HUD in Marvel vs Capcom 2 however it seems they have switched to a HUD similar to other tag fighters where the partner(s) health bar is layered in the back with a bit of fade. Through screen shots and gameplay videos the health bar does look like it is hard to see however up close it looks perfectly fine.
X-Factor: X-Factor was previously indicated through a red X pulse next to the character portrait near the health bars now it has become a large X at the end of the health bars next to the timer. It was so hard to see if someone had X-Factor or not at times so it's a good assumption that Capcom wanted players to know if they still had it or not. Another effect added is that as you lose characters from your team the X-Factor symbol will pulse harder and brighter to show the level of the X-Factor and that a player can still make a comeback.
Assists: While the way the assist displays function the same the way the appearances are different. In both versions of the game an "Assist Ok" sign would pop up when it indicates you can use a characters assist again however there were some minor changes. Previously the HUD would display the button you can press to call out the assist (for example it would be and in the last game with default settings), this time around it only displays A1 and A2 and will dim out after you have used that characters assist and will bright back up once it is available for use again.
DHC Glitch Removal: In the previous version of Marvel vs Capcom 3 there was a handy little glitch known as the Delayed Hyper Combo (DHC) Glitch and what it did was reset the damage scaling after performing a DHC out of cinematic Hyper Attack such as Storm's Elemental Rage or X-23's Weapon X Prime into a Hyper Attack that usually don't do any damage such as Zero's Sougenmu, Dante's Devil Trigger, Wesker's Rhino Charge counter and much more. How damage scaling works is that with each move within the combo it'll only do a percentage of its usual damage depending on when its used within the combo however with the DHC glitch you could reset that scale allowing players to do much more damage than they're supposed to do.
Character Re-Balances: While the outer appearance what the characters moves may look exactly the same to some they change in surprisingly large ways. How these re-balances works is that they change various elements in different characters special moves and normal moves resulting in them possibly having to switch to a whole new play style or improving the play style they already had also changing what moves can and can not link off each other due to changes in Hit Stun Deterioration which is what allows moves to combo off each other. Here are some links displaying some of the changes in each character:
X-Factor X-Factor has been changed in various ways; it can now be activated in the air as well as the additional speed and damage output minimum being decreased from 50% to 35%. Hyper combos are now also affected by damage scaling.
Other Changes Misc. Changes within the game include Aerial Exchanges, Aerial Exchange Counters, Meter gain and much more. Previously doing a left/right Aerial Exchange would give you a bit of a damage increase and give you a little meter gain, now it takes away one full bar from your opponent giving you more options especially against Phoenix players. Another change with Aerial Exchanges is that they now show off a small spark of color during the exchange giving those with a good eye a better change at performing a counter. Meter gain has also decreased by 10% since the previous game. To view more changes please refer to the view below:
Finally for those looking to get a good head start on one of the 12 new characters feel free to check out any of these Assist Me! Tutorial Videos by the Online Warrior himself Maxmillion (Miles923):
For additional information to become a better Ultimate Marvel vs Capcom 3 player please refer to Shoryuken's Hyper Guide
Just like most fighting games there is no real order in approaching the game to reach your as everything will result in the same timely matter. Unlike the previous game you don't have to unlock any characters when playing the game. A lot of trophies now are very tedious and so you want to get started on them right one, these trophies will be noted in the next steps.
Just like in the previous game you must obtain a certain amount of Player Points, 100,000 just like the last game. Player Points are distributed the same way it was last time such as:
Completing Arcade Mode
Playing Offline Versus Matches
Time Spent in Training Mode
Playing Online Matches
So needless to say you won't need worry about the Player Points in this game either, playing through all the characters Arcade mode towards Waiting for the Trade should be more than enough to obtain 100,000 Player Points. Here is a list of the Player Point trophies:
A Warrior Born Devil with a Blue Coat Divine Brawler
Delay in Trophy Unlocking
Just like in the first Marvel vs Capcom 3 game there is a bit of a delay in the trophies unlock and will usually unlock a couple seconds later. The delay isn't as bad as it was in the first game to the point where you would freak out after a certain amount of time but nonetheless the delay is still there.
This will be a very tedious step just as the first game was but now you must run through Arcade mode 49 times (51 times if you downloaded the Jill & Shuma DLC). Your main objective will be to obtain each of the character endings towards Waiting for the Trade. While you are obtaining all the character endings, you can multi-task on various other trophies at the same time and because the amount of times you must perform them is greater now you want to get started ASAP. What you want to do is have the following settings each time you play a run of Arcade Mode:
Difficulty: Very Easy
Timer: 30 Seconds
Among all other trophies to earn, you want to make sure you start on one of the more long term trophies right away. These long term trophies are as follow:
Mega Buster Defender Advancing Guardian First Strike Savage Playing Perfect X-ample Gravity? Please... Big Bang Theory Hard Corps
Keep in mind these trophies are ones that are easy to do even for casual gamer against CPU opponents, other trophies may require a human boosting partner to complete efficiently. Depending on the CPU you may not get ALL of these but so along as you try and keep them in mind you should be able to get it by the time you finish all the Arcade Endings.
As far as Arcade trophies can they are all typically the same as the last game with the addition of trophies that correlate with the amount of points we earn during our Arcade runs however this should come easy when doing for The Best There Is so you need not worry about it. If you ever stop and forget who you completed Arcade mode with you can always check your license card just like in the last game to keep track of your progress. During this step you should definitely unlock the following trophies upon finishing:
Waiting for the Trade The Best There Is Saving My Quarters The Points Do Matter High-Score Hero Passport to Beatdown Country Comic Collector
Note: If you have Jill and Shuma Gortah DLC characters downloaded they will not be required for the trophy Waiting for the Trade however they will be required for the Gallery trophy and should be completed as well in Arcade Mode.
In the first game we were tasked with completing 320 missions, this was 100% of the default cast but at that time we had 4 unlockable characters and 2 added DLC characters giving us 60 missions of breathing room, now we are tasked with completing 480 missions which is basically 100% of the missions, if you have the DLC characters Jill and Shuma you'll only have 20 missions of breathing room. The missions of Ultimate Marvel vs Capcom 3 aren't so hard to connect like Super Street Fighter IV or Blazblue Continuum Shift but they do have a bit of timing and positioning required, with the right visual tools these missions might not be SO bad but they will still be challenging nonetheless. You can earn the following trophies during this step:
Missions? Possible. Up To The Challenge Master of Tasks
Note (Fight Stick Making Challenges Easier?)
This seems to be a frequently asked question during each game release and so I will answer it here. Purchasing a Fightstick WILL NOT make the challenges any easier. To most players a Fightstick is much more comfortable and universal and built for fighting games however switching from a controller that your hands are used to to a fightstick is a big change and even after a month of practice your hands still may not execution moves as they did on the pad until you adjust a little more. To get to the point, purchasing a $150 fightstick for the purpose of a trophy will not make the challenges any easier.
In the previous game online mode was given a little amount of trophies to be completed and any trophies currently in it were simple straight forward trophies that were easy to complete. With the new ranking trophies boosting may not be a very formidable method anymore as it will be tough to constantly match up with your part in a game that is so heavily active. A trophy that will be a giveaway when you play one is:
Brave New World
Player Match Trophies:
These trophies will be easily boostable in player matches. A lot of them could have been done during the Offline Arcade portion however as mentioned during that step some of these trophies are hard trophies to obtain with CPUs who randomly through out attacks with no pattern at all. Those trophies are:
Above Average Joe Mutant Master A Friend in Need Quick Change-Up Mighty Teamwork
And then we have new online specific trophies, in the previous game you could do these in Arcade mode as well but now they are strictly online trophies. Doing these would be difficult in ranked and should be done while you are already boosting other trophies. These trophies are:
Incredible Need a Healing Factor
Online was given a Super Street Fighter IV treatment with trophies that required you to play a large amount of matches online. If you find ranked to be too difficult this would be a good alternative to getting these trophies, you can also take out the trophy for playing against every character as well with your boosting partner. These trophies are:
Hellbent Dreaded Opponent Forged From Steel Full Roster
Finally we have a misc. trophy just like the last game where you must enter an 8 person lobby. During the early release days of the game this should come easy however the longer the game is out the more the amount of players online will reduce.
Ranked Match Trophies:
These trophies will be much harder to obtain for the casual player, in the previous game we only had to rank up so little and winning 5 games in a row wasn't so bad so long as you were backing up your save however now you must reach a 6th rank status and win 100 ranked matches online which is quite the feat for casual players, regular players with experience may not find this so hard but still tedious nonetheless. Here is a list of the trophies that correlate with ranked matches:
Crazy Good Mega Good Hotshot Slam Master Fighting Machine Noble Effort
Finally this step you will be finishing out any remaining time needed for the Online and Offline Hours trophies and obtaining any titles if you are short the 100 for your trophy. An experienced player will more than likely earn every other trophy before hitting the 30-hour mark for each trophy and so for this step you will just need to put your on idle in an offline mode such as versus with infinite time or training mode. For online you may need a boosting partner to help you efficiently close the gap with the remaining time you will need in that. For the titles you can refer to Dominator in the guide for easy ways of obtaining titles. After all is said and done you should have the following trophies:
Training Montage Training in Isolation Seductive Embrace Rivals Welcome Dominator The Ultimate
Ultimate Marvel vs Capcom 3's trophy list is basically a much difficult version of the vanilla list. If you had trouble with the first one you will definitely be gorging your eyes out in this one, even some experienced players will have trouble completing almost all the missions.
Because a lot of players like to change their buttons to help fit their way of playing the guide has been formatted so that it displayed the in-game inputs you must make opposed to inputs on the controller. Displayed below will be the default settings on your controller for the inputs displayed in the guide. The guide also displays move sets assuming you are on the Player 1 side.
can mean any of the above three inputs, if you see two of these in an input within the guide this means you must hit 2 of the 3 above buttons at the same time.
:+ + (This can be used for easy hypers opposed to pressing two all the time)
[PS3T Would Like to Thank Setsuna and Technole for this Roadmap]
There are a total of 48 endings you must view for this trophy, in the previous game you also had to get the ending for losing to Galactus however this time it does now count for this trophy you will however need that lost to complete the gallery. If you downloaded the DLC characters Jill and Shuma-Gorath they will not be required for this trophy however you will have to complete the endings anyway as they are still required to complete the gallery for Comic Collector. To track your progress on which characters you have unlocked an ending to you can refer to your License Card and press to look at your titles or you can view your gallery and see which character endings you are missing.
To obtain an ending to a character you will have to deal the finishing blow on Galactus with that character, your current assist characters will not gain any credit for being a part of your team. The best settings to complete this under would be:
Difficulty: Very Easy
At the start of your arcade runs you can pick whatever team you wish and press once you reach Galactus and just select “Character Select” in the menu to switch out to the character you want the ending to or you can just select the character in your team from the very start. Strong recommended characters to have as 3 man team until the fight with Galactus or as your two extra characters are as follow:
Just like in Vanilla Sentinel is still as strong as ever as his standing and crouching are still great tools to zone out enemy characters and his crouching still holds Super Armor properties and if that wasn’t enough his launcher now hold the same properties. The only difference in this version is that there is a decrease in untechable time from Rocket Punch (+) so can’t easily follow it up into Hyper Sentinel Force (+) anymore after the universal BnB.
Just like Sentinel, Hulk has a lot of moves which hold properties of Super Armor such as his Standing or his Gamma Charge Variant moves. When using Hulk just use the universal BnB and reap the rewards of his High Damage Output.
Arcade mode on the hardest difficulty (aka Very Hard) is quick to challenge even the above average players. The enemy CPUs seem to know how to block every move, every cross up, and then punish whiffed attacks with basic BnB's. It can definitely get frustrating to those of low experience. You want to have the following settings for this trophy:
Difficulty: Very Hard (obviously)
You want the timer to be at its lowest, so you can simply run out the time while you are chipping out the enemy CPU. You also want the damage to be at its highest for when you face Galactus, as the sooner you can kill him the better.
Recommended Characters of Choice:
You could select the same two characters described under Waiting for the Trade and use any of the following characters as part of your team:
Hawkeye (Assist Type (Quick Shot (Greyhound))
Doctor Doom (Assist Type Hidden Missiles)
Using these two characters with either Sentinel or Hulk will be good for immense zoning, spamming Hawkeyes Quick Shot (Greyhound) (+) while using Dooms Hidden Missiles assist will keep enemies away while chipping them out and it you decide to you can combo Hawkeyes Gimlet (+) Hyper after a hit confirmed for additional damage almost guaranteeing your victory for the round.
Fight Against Galactus:
Just like in vanilla Galactus is more or less exactly the same as he was. After defeating the heralds you will be faced off against him, try to preserve your meter if possible and just use your basic jumping > > to deal good damage on him without the fear of being punished from one of his damaging attacks.
Once you have 5 meters or when you’re left with Doctor Doom on the field go ahead and break out your level-3 X-Factor and spam his hyper Sphere Flame (+), the move is a upward ball of energy that rains back down on the enemy, the amount of separate beams from the attack will do a lot of extra damage to Galactus killing him off much faster.
Just like in vanilla, one notable move Galactus has is a grab move that cannot be blocked if it is range (the grab will be obvious as he spreads his arms out in the background and looks as if he is about to slap his hands together). You need to super jump to avoid it otherwise it will hit, guaranteed.
After you have brought him down a bit more in health he will start to use stronger attacks, lasers than can instant kill any of your characters in one touch. If you have it use X-Factor at this point to block and avoid massive chip damage and then proceed to finishing off Galactus.
During Arcade Mode at the top right you will see your “score” this score will increase depending on certain factors during each match. At the end of each match you will be given points for the following factors:
Playing normally through Arcade Mode will not net you nearly enough points for either trophy. You can aim to earn a perfect on each match through the regular settings as you would from a speed run for a character ending however getting perfects will only get you 50,000 points plus a little extra from your in-game actions. If you’re lucky you could use that method to barely hit pass 400,000 points for The Points Do Matter however for 500,000 you will have to use a defensive method.
This method is VERY tedious so first make sure you have the game on the following settings:
Difficulty: Normal (or Easy)
For the difficulty you want it high enough so that your opponent is at least attacking you however be wary that during the last 2-3 stages the opponents start to fight game pulling off short BnB combos, so there may be times where they just overwhelm you so if you’re inexperienced you might want to go down a difficulty (difficulty will not alter the points you earn).
Now during character select you want 2 high health characters with good snap backs and then one character to spam their meter regeneration assist skill. Just to list a few, good characters to have on point to perform your snap backs with are:
Now you want to select your final character who you will spam during each match to build meter, here is a list of characters with meter regeneration assists:
Morrigan (Assist Type Dark Harmonizer)
Amaterasu (Assist Type Bloom)
Frank West (Assist Type Pick me up)
Using these assists should earn you around 30% of meter to your character. You can easily spam the assist due to its fast reload so you should easily hit 1 meter in seconds. Now that you have the character select done, let’s move on to the method behind this trophy.
For this method you want to build up your basic and advanced offense and defense and to do so you will performing basically all advanced techniques such as:
Crossover Assist ( or )
Team Aerial Combos (Refer to Gravity? Please...for more information.)
Advancing Guards (+ while blocking)
Snap Backs ( + or)
Crossover Counters (+ or while you are blocking an attack from an opposing character )
Now while doing these do increase your various offense and defense stats there are limitations to how many you can do per match before the points will cap out on you. Here is a list of the points you'll earn for each action and how many times you can do it before it caps out (if the limit is known):
Crossover Assist (250 Points / 24x per match)
Crossover Combination Attack (2000 Points)
X-Factor (2000 Points / once per match)
Snap Back (2000 Points / 2 x per match)
Crossover Counter (2500 Points / 2x per match)
Switching out your character (1500 Points / 6x times per match)
Advancing Guard (650 Points/ No Limit)
Looking at the statistics above you can earn roughly 28,000 points off what is known above. Your Stability starts at 50,000 points however if you take even a chip of damage it will reduce to 20,000 points and continue to drop as you take more damage. Finally the source of all your points will be from constant advance guarding which is what you want to keep on doing.
At the start of each match make sure you get the "First Attack" right away from added points, once you have gotten that out of the way take a look at your CPU opponents team line up and look for projectile heavy characters such as Deadpool or Storm for example, if you see a projectile heavy character use a Snap Back to bring them in and from there spam your meter building assist while advance guarding any attacks from your projectile heavy opponent.
For the rest of the match you want to stay on the defensive, using your snap backs to bring back in the projectile character if they decide to tag out and other advanced techniques as listed above to build your points. Always make sure you use X-Factor in your matches, good times to use them would be to recover a lot of red health from chip damage which will help recover your stats for stability. Finally when you do decide to go for the kill finish off the opponent with a Hyper Combo/Crossover Combination K.O for added points.
In the end this is a very tedious method and shouldn’t be rushed, each stage could possibly take 15-20 minutes if not more so keep a lot of time prepared for this
Credit goes to diabolix and GeoLotus for there helpful post in regards to this trophy.
In the previous game you had a lot of breathing room and would still be able to obtain the trophy for the missions however now they made it very close to completing all of them possible. 480 missions is basically 100% of the missions in Mission mode. If you have the two DLC characters downloaded that would only give you 20 missions of breathing room for failure. Compared to the last game, the last character missions have had an increase in difficulty for just about the whole cast. Which it is still nowhere comparable to Super Street Fighter IV and Blazblue: Continuum Shift Missions. It is still pretty overwhelming to finish practically all of them. Missions range from 1 to 5 stars, and are rated as follows:
Mission 1-2 (1 Star)
Mission 3-4 (2 Star)
Mission 5-6 (3 Star)
Mission 7-8 (4 Star)
Mission 9 -10 (5 Stars)
Don’t let the difficulty rating fool you. Some higher level missions are easier than the lower level missions before it. This missions have you perform moves that involve things such as:
Canceling into your Hyper Combo
Using X-Factor within the combo
Doing an Air Combo
Using Partner Assists
This is just a sample and there is much more. Even though it is not as hard as SSFIV or BBCS this will still take some time and dedication to complete. Some tips for taking on this trophy are:
DO NOT press in between move sets in the hopes of it working to your advantage, a majority of the time it will screw you up and do more harm than good.
Try practicing portions of the combo once step at a time and then try to do it all at once.
Moving your enemy CPU to the corner will help with some combos unless the combo is mid-screen specific.
This channel visually displays how the mission will (or can) look when successfully done. This definitely aids players in the later missions. Especially for the longer combos in terms of timing and hidden optional "movements" that could help make completing the challenge much easier.
This is a special video made by Vesperarcade. If you have annotations enabled you can simply click the character portrait and it'll lead you to the characters mission mode video.
To obtain the two combo trophies you must perform a hit combo consisting of a certain amount of untechable hits:
Above Average Joe: 31+ Hits
Mutant Master: 91+ Hits
Just like the previous game one of your easiest options is to perform a Crossover Combination Attack (+ / ) when you have 3 bars of meter and the following characters in your team:
When doing a Crossover Combination attack the characters usually use a preset Hyper move. The presets for the above characters are:
Dante: Jackpot (+)
Deadpool: Happy Happy Trigger (+)
Ironman: Proton Cannon (+)
Using these three in a Crossover Combination Attack with do 104 untechable hits which is more than enough for both of your trophies.
Just like in the last game this can easily be achieved also through various long combos or through catching your opponents assist midcombo adding to hit count. In Ultimate Marvel vs Capcom 3 they have added “Mashable Hypers” which let you mash the buttons for more hit count and damage.
Here is a video showing off Mashable Hypers in Ultimate Marvel vs Capcom 3 by Maxmillion:
As you can see mashing buttons will do a slight increase in damage and potentially double the amount of hits an attack normally has. Super Skulls Inferno Hyper ((+) originally does 50 hits however through mashing you can easily boost it up to 99 hits which is enough for your trophy with only 1 bar of meter opposed to the 3 for the method above.
To block you must hold either to block low or to block high. While some moves can easily been seen as a high or low attack watch out for some moves that can be very deceiving to the eye. Also watch out for mix ups where an opponent uses fast high and low attacks after one another which could open you up and kill off a character if the appropriate combo is used from that hit confirm. After you have blocked 100 attacks this will unlock. Multi-shot projectile attacks count as multi-blocks. So long as you block in all your matches then this should some naturally.
In the previous Marvel vs Capcom 3 installment, you only had to do 30 Advancing Guards and now you must do 100. To perform an Advancing Guard you must hit + while guarding. This is a good guard to always use on-block as it can reduce chip damage and push the opposing character back if they are in your face to give you room to retreat and compose yourself.
An easy way to get fast advancing guards is to mash it out when you are in the middle of guarding long multiple-hit hyper combos. If you were to boost these out with a friend the best multi-hit Hypers for him to use against you would be the following:
This is a new trophy added with the original line of trophy types. For this you must simply use an assist 100 times over the course of your Ultimate Marvel vs Capcom 3 career. Which is done with either or .
Utilizing Your Crossover Assist in Real Play:
Calling out Assist can have both benefits and punishment upon using them. Calling Assist can help extend combos with OTG(Off the Ground) moves and help set up mix up and cross up situations however the downside to Assist is that some assist leave the character vulnerable to attacks so if they get hit during the assist they take extra damage and if hit under the right opponent they could potentially die before they got to really fight. With that said avoid calling out your assist under reckless situations which could influence the match results
Just like in the previous game you are tasked with performing 50 first attacks. First Attacks are done at the very start of the match. You must be the first player to hit the other opponent with a clean hit. The opponent cannot be blocking during this period or it will not count as a first attack. Due to the large amount of matches you will be playing in Arcade mode for Waiting for the Trade you will be sure to get this in due time.
Good moves to use for a quick first attack are fast projectiles such as Magnetos Disruptor (+), if you are using a long range team characters such as Ghost Rider can great for guaranteeing first attacks with his long pokes and near flawless zoning.
In the previous game you had to perform 10 Snap Backs, now you must perform 50. To perform a Snap Back, you must input + or. When you use the snap back an orange flash will appear at the tip of your character's attack and if it successfully hits the words "Snap back" will appear. Using a Snap back will take up a bar of meter and will only work if your opponent has back field characters to force switch with.
Utilizing Snap Backs in Real Play:
In real play you want to make sure that when you are trying to snap in a resting team member of the opposing player's team that it's guaranteed. In the middle of just about every character BnB's there will be a time when you can use a snap back instead of continuing the combo, for example:
> > > > > Add > sj. > > > > Snap Back ( + or)
Also be wary of your opponent’s teams setup and who he may be strongest with. For example Strider Hiryu is a stronger character under the right hands so if you were to snap him in that would give mix up opportunities as he is forced into the field so you’ll have a chance to take him out and save yourself from powerful Strider technology.
Also having good knowledge of a characters potential as an anchor (last team member) is very important. Phoenix being one of the most obvious ones. If you see someone playing Phoenix you want to get rid of her ASAP.
In the previous game you were only required to perform 10 Crossover Counters and now you must perform 50. To perform a Crossover Counter you must input + or while you are blocking an attack from an opposing character. If done successfully your characters will switch out and the new character will come in with a green flash using the assist move they are currently set on. To use a Crossover Counter you must use up 1 bar of meter and you must have an assist character in your back field to switch to.
This is one of the harder moves to use by yourself within Arcade Mode. As CPUs are so unpredictable it's hard to know when to guard and buffer the input to perform the Crossover Counter. An easy way to guarantee a Crossover Counter is when you are getting hit by a long multiple hit normal attack or projectile such as:
Hawkeyes Quick Shot (Greyhound) (+)
Ghost Riders Standing
Frank West Tools of Survival (+)
Moves such as these are easy to react to and buffer the input for a Crossover Counter even after already getting hit by the attack. If you are having difficulty doing these in Arcade Mode by yourself or if you're just impatient, you would be better off boosting this with a friend.
Utilizing Crossover Counter's in Real Play:
Depending on the assist types you have set on your characters, you use Crossover Counters to take an opponent by surprise. Then safely get a character in with doing a raw tag (switch character's out normally) or even use the Crossover Counter move to combo into a follow up move to kill off players who are playing too offensively. An example of a good Crossover Counter combo is:
In the previous game you were only required to perform X-Factor one time and now you must perform it 50 times. X-Factor can be activated by pressing all four attack buttons at the same time () at any time. The character using it will dim out and glow red and will have enhanced speed and power for the duration of the X-Factor activation and immunity to chip damage. The power/speed increase as well as how long X-Factor lasts is dependent on how many characters you have left on your team.
Changes to X-Factor in Ultimate Marvel vs Capcom 3:
In this Ultimate version of the game X-Factor can now be performed in the air making combo possibilities much wider. The ability to X-Factor in the air can now save players from suffering air pressure and avoid being chipped out, in the previous game they would have to wait until they can somehow land on the ground so they can whip out X-Factor but now they can do it whenever they please.
As mentioned above the amount of characters left in your team will factor into the power/speed increase of X-Factor as well as how long it lasts. In this version of the game the duration of X-factor now differ between characters so one character would have a longer X-Factor duration time than then other.
Utilizing X-Factor in Real Play:
X-Factor is the biggest comeback tool in any fighting game to date. With characters like Wesker and Sentinel whom have a high damage output, they can kill off enemies in one combo with just Level 1 X-Factor. Other characters have to work a bit more or wait until Level 2 or Level 3 so sometimes it may be good to wait to use it at the very last or if you have confidence in yourself to burn it at the very beginning.
You can also use X-Factor as a combo extender to the end of combos with a hyper. For example say you use Delayed Hyper Combos (DHC) with all three of your characters already, after the last one you can X-Factor and continue it with the same Hyper you were already using for more damage and to possibly kill off a threatening character.
Depending on your team, you want to use X-Factor wisely and know what moves you can X-Factor cancel with and the follow ups you can use afterwards to extend the combo.
In the previous game you had to get 10 Aerial Combos but now you must get 50. Team Aerial Combos are like extensions of combos that can be performed in the air. You can perform a Team Aerial Combo so long as you have an extra teammate waiting in line. To perform a Team Aerial Combo you must first launch an opponent in the air with , once in the air you must follow up with at least one basic attack and then you can press the directional pad , or . Depending on what direction you choose, the Team Aerial Combo with have a different effect:
: Sends the opponent into the air. It will add extra damage and color red during the exchange.
: Sends the opponent against the wall for a wall bounce. In the previous game it was a neutral point between the and exchange giving half damage and half meter gain but now it takes away a bar of meter from the opponent. During the exchange the attack will color green.
: Sends the opponent downward for a ground bounce. Doing this builds 1 meter which is important now in UMvC3 because meter gain has been reduced. This exchange will color blue.
In the previous game the only real beneficial extra was the for extra meter but now the entire TAC system is full of mind games depending on the team you use and the team you are going up against.
Utilizing Team Aerial Combo's in Real Play:
You want to add a Team Aerial Combo to your regular play when your opponent least expects it. Early on they may expect one but after they believe you have a habit of not doing one they'll let down their guard.
The best times to use these are when your current character on the field is running low on health with a lot of red health that he can possibly recover. Sneaking in the Team Aerial Combo can switch him out safely. While continuing the combo however, be wary as some players expect such actions on the character with low health and they could use a Team Aerial Counter which deals damage. So depending on your character's health it could kill them if it's too low.
New to Ultimate Marvel vs Capcom 3 is the ability to take away meter from an opponent, so choosing between this and gaining a meter will hold a giant factor and can be perfect for mind games against Phoenix players.
Land 30 Team Aerial Counters. (Arcade/Online only)
In the previous game you only needed to perform 10 and now you must perform 30. A Team Aerial Counter is basically guessing your opponents Team Aerial Combo direction correctly. Please refer to Gravity? … for more information in regards to Team Aerial Combos.
Team Aerial Combos are performed by hitting and a certain direction such as , and . During that second when the team aerial combo happens, you can guess the direction of the team aerial combo that your opponent selected and if you guessed correctly you will do a Team Aerial Counter. There are no requirements or downsides to doing Team Aerial Counters, they are more of a way of saying "I saw that coming" to your opponent.
A nice change in Ultimate Marvel vs Capcom 3 is that the Team Aerial Combos will give off a certain color depending on the direction its going. The color only appears for a split second but if you can catch that color and react in time you can get more Team Aerial Counters in this game now opposed to randomly guessing.
Hyper Combo Finishes are done at the very end of the match; you must finish your opponent's last character off with any attack that uses meter. There are multiple ways to use a hyper attack, most of which include the following move sets:
When you have successfully done a Hyper Combo Finish, the background will flash variants of orange and it will be announced that it was a "Hyper Combo KO". When working on this you could also work on Hard Corps at the same time which uses meter for its finishes as well.
To perform a Crossover Combination Finish you must finish you opponent's last character with a Crossover Combination attack which is done by pressing or . Performing this requires you to have at least two characters alive in your team and at least 2 Hyper Bars.
While working on Waiting for the Trade you could end every round with a Crossover Combination Finish. So around the 6th run-through of Arcade mode you should have this trophy unlocked. Progress towards this trophy also counts towards Big Bang Theory.
Utilizing Crossover Combination's in Real Play:
There is no real way to really utilize Crossover Combinations except to add extra damage using Crossover Combinations as the substitute for regular hyper attacks that wouldn't normally connect.
For the following trophies you must put in a certain amount of game time in Offline mode:
Training Montage: 5 hours
Training in Isolation: 30 hours
By game time, this means through "Marvel time" which is based around the timer in battles. For this trophy any activity in the following modes will add to this time:
Even after spending a couple hours playing Arcade Mode or Mission mode for their respective trophies there is no way you’ll reach 30 hours unless you it takes you THAT long to complete all the missions needed for Master of Tasks. The best way to fill up that remaining time needed for the trophy or even to just obtain it early would be to leave your game on in Training Mode. The in-game timer is infinite so you could leave it on overnight and so long as you exit out to the main menu properly and save that time it will count towards your total time for this trophy.
For this trophy you must net 30 in-game hours in online mode. The fastest way to about this is to setup a player match (not a lobby) with a friend and let the time run out during each match and then rematch repeatedly, this may sound tedious and boring but its the only way aside from actually playing online matches.
Turbo Controller Boosting
This is a special method exclusive to players who own a controller with the turbo function. Just like the above method setup a Player Match with one of your friends and turn the turbo on the button, by whatever means make sure the button is being held down so that the turbo function will continuously hit that button. During each of your matches the characters will spam the attack (or whatever you have mapped to the button).
Now at the end of each match, because the is constantly going off it will hit pass the win quote and hit rematch continuously making it an infinite loop so that you and your partner can just leave the game on overnight while your rack up time for Online Mode
For this trophy you must play 300 ranked or player matches online, win or lose. So long as the match finishes all the way through it will counter towards this trophy. If you do not obtain this trophy after getting Mega Good and Fighting Machine then refer to Rivals Welcome for a good method to grind out the rest of your online matches with little to no effort.
If you are having trouble with this trophy need to look for a boosting partner please refer to the Trophy Boosting thread
Win without calling your partners or switching out in an online match.
To unlock this trophy you basically want to avoid using or to call in your assist. In the previous game you could easily achieve this in Arcade mode however it has now been made online specific. With the amount of experienced players in ranked matches it may be best to boost this with a friend.
If you are having trouble with this trophy need to look for a boosting partner please refer to the Trophy Boosting thread
In a match you hold either to block low or to block high when you are getting attacked. In the previous game you could also earn this through Arcade mode but now it has been made online specific. Blocking is almost required online with the amount of experienced players and spamming that go on in ranked matches. Boosting this would be much more recommended.
If you are having trouble with this trophy need to look for a boosting partner please refer to the Trophy Boosting thread
This trophy will unlock once you reach the 6th rank of any class in online ranked. When playing online your in-game statistics determine the rank class you are given after you have surpassed the rank of a Fighter. The statistics are divided the same way they are in Arcade Mode:
However Stability stands for overall balance between your offenses and defenses, here are the types of ranks for each statistic:
Ranger (Basic Offense)
Guard (Basic Defense)
Scout (Advanced Offense)
Judge (Advanced Defense)
Depending on what you excel in you will be given that rank type, most players usually fall under the ranking of a Lord. Players rank up depending on how well they do in their matches, different factors such as your win streak influence the amount of extra points you get which is why some players reach a high rank with a lower amount of wins then another player and you earn extra points when beating someone of a higher rank however if you lose to some of a fighter rank after you reach the 9th rank you will lose points. This trophy may take a while depending on your skill level as a player, for more information to better your game please refer to Fighting Machine.
For these trophies you must win a certain amount of online ranked matches. With the amount of experience regular players have from the previous version, this could be a very difficult task for casual gamers. Attempting to boost your wins and rank will take too long with the amount of players currently online. To have a better chance of winning you want to simply better your team for the online matches, here are your options:
This tactic isn't a very honorable method as you have a 50-50 chance of working. You can use methods from earlier trophy descriptions such as Waiting for the Trade and The Best There Is utilizing the super armor and high damage of Sentinel and Hulk or zoning opponents out with characters like Hawkeye and Doctor Doom combinations as well as various other assist that will work well. The problem with this method is that if you’re playing a knowledgeable opponent they can easily find an opening in this plan and apply pressure to the point where you can’t fight back. It’s a players call, this is recommended for those lacking in experience but it Is still encouraged that players take a different approach.
This method is for the more serious gamer and you will be learning how to use characters BnBs, Basic Fundamentals and Team Synergy.
As far as BnBs go you want to make sure you can do a good majority of that characters Mission Mode. So that you have a good understand possible moves that can combo and pick up off of other moves. Don’t rely so much on the Mission Mode combos however because most of them are very practical and there are much easier setups and combos with higher damage. Look up videos online of basic and Day/Week 1 combos for your characters and learn at least the first and/or second one and apply it into muscle memory, it is always best to prioritize the damage you get off of every hit confirm.
Playing Smart (Fundamentals):
Fundamentals you want when entering any match is understanding what your character can do and how you can punish opponents moves and understanding how your opponent can go in to attack you. When under pressure remember tools such as advancing guard, crossover counters and throw in some mind games with team aerial combos to build meter or take away meter. Use all the advice given under each individual trophy to better help your game. Don’t get too greedy during matches especially if an opponent still has X-Factor that they can break out, X-Factor can instantly turn around any game so it would be much advised that be careful about pressing too many buttons.
Team Synergy, by this we mean having a good combination of characters in your team. Don’t go into a game playing only your favorite characters if you don’t know how to make them work properly and how to place them in your team order. A bad example for team synergy would be playing Phoenix Wright, Frank West & Zero simply because you are fans of the games. Phoenix Wright needs to collect evidence and while collecting that evidence he needs protection, he has a move where he can call out Maya to protect him but she only absorbs so much damage and cannot prevent opponents from simply jumping over or teleporting behind Wright. Zero and Frank don’t have any notable assist to really back up Phoenix Wright and you want Wright to have protection while he gets evidence to utilize his full potential in Turnabout mode.
Now a good example of good team synergy is making use of your assist to do various things such as setting up cross ups and mix ups, combo extenders and protection. A good example of team synergy would be having Vergil and Hawkeye with Assist Type (Quick Shot (Greyhound) on your team. Vergil is a heavy hitting character however if he whiffs any moves he is wide open for attack as he likes to take his sweet time putting his sword back in its sheath so you want an assist to help back Vergil up to not only make this move safer but to also offer mix up opportunities. Let’s say you are trying to approach your opponent with Standing > > Trick Down (+) with Vergil alone, Vergil would be open after that Trick Down and because of Vergils low vitality he could be taking a significant amount of damage that he shouldn’t be taking however if you back it up by doing Standing > (Plus or whichever one Hawkeye is on) > Trick Down (+) Vergil will teleport behind the opponent and at the same time Hawkeyes Quick Shot (Greyhound) assist will fire from the other side, the possibilities with this are:
It will mix up the opponent meaning he could still be blocking towards the opposite direction with his eyes focused on the arrows while open by Vergil from the other side
Attacking Vergil too early and getting hit by the assist opening him up to big damage by Vergil
Nothing at all, the opponent’s right decision would be to block properly and avoid pushing an unnecessary buttons however Vergil is safe and is not at risk of damage thanks to the assist
So as you can see Team Synergy is very important in Ultimate Marvel vs Capcom 3. If you are having trouble trying to decide on partner for your team or utilizing your team properly feel free to ask in the forums.
For this trophy you must win five Ranked matches in-a-row. You can use the advice listed under Fighting Machine or you can attempt to boost this with a friend since its only a smart amount of wins. When entering a Ranked Match you have the option to back out of the match if you are unhappy with the opponent, this feature was added to give players the option to avoid bad connections or to avoid players who have a bad reputation which is indicated by the medal next to their icon. Have you and your partner search at the same time and if you guys are not paired up, you can back out with and try again until you find each other.
Keep in mind that method to back up your save will not work in Ultimate Marvel vs Capcom 3 as it did in vanilla therefore once you lose a match you have to start again from zero.
For this trophy you must simply be in a Player Match lobby that consist of 8 players total, this will unlock as soon as the 8th person enters the lobby. Alternatives to get this trophy are to create a Player Match lobby and invite your friends (if that is not enough hope that random players join to complete the eight) or to search through the player match lobbies for a lobby that is close to 8 (you can press at the Player Match lobby search to refresh the list). If you want to guarantee yourself the trophy, find seven other friends who can get on at the same time and invite them all into the lobby.
Collecting 100 titles will come naturally as you are unlocking other trophies, specifically Waiting for the Trade and Master of Tasks. There are a variety of titles and can be unlocked in various ways. Each individual character has a title for the following things:
Clear Arcade mode with ____ on any difficulty
Clear Arcade mode with ____ on Hard
Complete five missions with ____
Complete all missions with ____
Use ____ 30 times.
Use ____ 100 times.
There are 48 characters in the Ultimate Marvel vs Capcom 3 cast as well as the 2 additional DLC characters Jill and Shuma, completing all the endings with each character for Waiting for the Trade will already qualify you for 48/100 titles for this trophy. If you have extra DLC characters 50/100. While completing missions for Master of Tasks you should be able to unlock the title for completing five missions with each character giving you your 100 titles if you were to complete the 5 missions with each character, if this is too difficult for you here are your other options for titles.
Winning Matches Online
There are 21 titles for winning matches online starting at 1 online win to 1000. If you are looking to obtain the you will have to win 100 ranked Matches regardless for Fighting Machine and then you have to participate in 300 matches online anyway for Forged from Steel. Lastly, the 100 wins will not be enough to raise you to a 6th rank for any class for your Mega Good trophy so you will have to continue playing regardless. You may not get all the way to 1000 but its nice to know you’ll still be unlocking titles while grinding out your online trophies. Alternatively you could also boost these if you wished.
Acquiring Player Points
These titles should already been unlocked as you are working on your Player Points for Divine Brawler. There are 33 titles in total for this category which ends with 999,999 player points unlock so by the time you have your trophy for the play points you should also have 14 of these titles and then whatever else you unlock grinding out other trophies after it. Refer to Divine Brawler for more information in regards to Player Points.
There are various miscellaneous titles as well. You can check the unlock conditions for them under your titles by pressing .
Player Points (PP) are earned from doing practically anything from playing Arcade mode, Training mode, Mission mode and by playing matches online. If you are planning on getting the in the game this will come naturally overtime especially while working on Waiting for the Trade.
You can check the amount of PP you currently have pressing to view your license card and it will be the first thing you see to the top right.
In the gallery you must achieve 100% completion by unlocking everything for the following selections:
Just like in the previous game, everything in the gallery comes hand-in-hand with meeting the criteria from Waiting for the Trade the only difference this time around is that you do not need to complete at least one mission from every character mission mode. You has have two ways of obtaining Galactus’s ending this time:
Losing against him in Arcade Mode.
Finishing a playthrough of Galactus mode which can be unlocked by holding and when you press in the Offline Mode menu.
Between the two, losing to him in Arcade is much faster than playing as him in his own mode. Once you finish arcade mode with every character (DLC included if you have it downloaded) and have Galactus’s ending this trophy will automatically unlock.
There are a total of 18 stages you must fight through opposed to the 9 you had in the original game. After a couple of playthroughs in the Arcade mode and a couple matches online, this should unlock. The final boss fight in Arcade mode at "Fate of the Earth" does not count as a level, so is not required to unlock this trophy. The list of the original nine stages is below:
Training Room (Only selectable in Versus/Online)
The Daily Bugle
Here is a list of new stages in Ultimate Marvel vs Capcom 3: