Compara los precios de Ultimate Marvel vs. Capcom 3 key en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por CAPCOM CO., LTD.. Publicado por CAPCOM Co., Ltd.. Lanzado el 6/3/2017. Disponible en PC, Xbox. Géneros: Action.

Fifty fighters, three-on-three chaos, and Hyper Combos loud enough to wake the neighbors - if a tag-team brawler with genuine depth sounds like your idea of a good time, this is about as good as the genre gets on PC.

I put a few hours into UMvC3 the week it landed on Steam and still find myself coming back to it, which tells you most of what you need to know. The core loop is deceptively simple: pick three characters from a roster of fifty, fight through three-on-three tag battles using a stripped-down three-button attack layout (light, medium, heavy, plus an exchange button for aerial combos and character swaps), and unleash screen-filling Hyper Combos whenever the meter cooperates. On the surface that sounds accessible, and the simplified control scheme really does lower the barrier compared to a Tekken or a Street Fighter IV. Underneath that, though, there are layers of assist selection, point character synergy, and team-composition decisions that can swallow entire evenings once you get hooked. The roster is the obvious star here. On the Capcom side you get fan favourites like Dante, Vergil, Strider Hiryu, Phoenix Wright, Nemesis, and Frank West rubbing shoulders with Ryu, Chris Redfield, and Firebrand. Marvel brings in Doctor Strange, Ghost Rider, Rocket Raccoon, Hawkeye, Iron Fist, and Nova alongside stalwarts like Wolverine, Deadpool, and Magneto. Each character slots into a recognisable role - rush-down bruisers, keep-away ranged types, or pure combo-extenders - and part of the fun is finding team compositions that cover each other's weaknesses. Every character also has three distinct assist options, which means team-building decisions matter well beyond just picking faces you like. Two mechanics define the high-end game in ways you need to understand before going online. The X-Factor system grants a temporary boost to speed, damage output, and health regeneration, can be activated mid-air, and resets the momentum of a match in seconds. In a beginner's hands it is a fun panic button; in a veteran's hands it is a comeback tool that feels borderline unfair. The aerial exchange system adds another wrinkle: during air combos you can drain your opponent's Hyper Combo meter, build your own, or just front-load extra damage, which keeps even extended juggle sequences from feeling automatic. Neither mechanic is invisible to newcomers, but their full depth only reveals itself after dozens of matches. The PC port holds up well. It runs at 60fps, supports resolutions well beyond the 1080p cap of the console versions, and accepts a wide range of controllers including arcade sticks. The trade-off: online is where the experience gets uneven. Netcode complaints have followed this game since launch, and matchmaking can be slow depending on the time of day. Local versus and single-player modes - Arcade Mode (a chain of fights ending with Galactus as final boss), Mission Mode (character-specific trials), Training Mode, and the card-collection Heroes and Heralds mode - all run flawlessly. If you have a local couch partner or a group of friends already in the game, you will be fine. Treating it as a dedicated online-first experience is more of a gamble. The mode count is also thin compared to modern fighters, a criticism that followed it from its original 2011 release and still stands. Who is this for? Anyone drawn to frenetic, expressive fighting games who wants a roster with genuine personality and a skill ceiling high enough to stay interesting for years. Casual players can button-bash their way through the CPU and enjoy the spectacle; committed players can spend months learning Mission Mode trials and team theory. Solo grinders, local multiplayer groups, and players chasing the competitive learning curve all get something real out of this. Anyone looking for a polished, modern online experience with fast matchmaking and delay-based or rollback netcode will hit a wall. Alex, Scout Team

Ultimate Marvel vs. Capcom 3 key

Ultimate Marvel vs. Capcom 3 key

6 mar 2017CAPCOM CO., LTD.CAPCOM Co., Ltd.
GamerScout opina

Fifty fighters, three-on-three chaos, and Hyper Combos loud enough to wake the neighbors - if a tag-team brawler with genuine depth sounds like your idea of a good time, this is about as good as the genre gets on PC.

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I put a few hours into UMvC3 the week it landed on Steam and still find myself coming back to it, which tells you most of what you need to know. The core loop is deceptively simple: pick three characters from a roster of fifty, fight through three-on-three tag battles using a stripped-down three-button attack layout (light, medium, heavy, plus an exchange button for aerial combos and character swaps), and unleash screen-filling Hyper Combos whenever the meter cooperates. On the surface that sounds accessible, and the simplified control scheme really does lower the barrier compared to a Tekken or a Street Fighter IV. Underneath that, though, there are layers of assist selection, point character synergy, and team-composition decisions that can swallow entire evenings once you get hooked. The roster is the obvious star here. On the Capcom side you get fan favourites like Dante, Vergil, Strider Hiryu, Phoenix Wright, Nemesis, and Frank West rubbing shoulders with Ryu, Chris Redfield, and Firebrand. Marvel brings in Doctor Strange, Ghost Rider, Rocket Raccoon, Hawkeye, Iron Fist, and Nova alongside stalwarts like Wolverine, Deadpool, and Magneto. Each character slots into a recognisable role - rush-down bruisers, keep-away ranged types, or pure combo-extenders - and part of the fun is finding team compositions that cover each other's weaknesses. Every character also has three distinct assist options, which means team-building decisions matter well beyond just picking faces you like. Two mechanics define the high-end game in ways you need to understand before going online. The X-Factor system grants a temporary boost to speed, damage output, and health regeneration, can be activated mid-air, and resets the momentum of a match in seconds. In a beginner's hands it is a fun panic button; in a veteran's hands it is a comeback tool that feels borderline unfair. The aerial exchange system adds another wrinkle: during air combos you can drain your opponent's Hyper Combo meter, build your own, or just front-load extra damage, which keeps even extended juggle sequences from feeling automatic. Neither mechanic is invisible to newcomers, but their full depth only reveals itself after dozens of matches. The PC port holds up well. It runs at 60fps, supports resolutions well beyond the 1080p cap of the console versions, and accepts a wide range of controllers including arcade sticks. The trade-off: online is where the experience gets uneven. Netcode complaints have followed this game since launch, and matchmaking can be slow depending on the time of day. Local versus and single-player modes - Arcade Mode (a chain of fights ending with Galactus as final boss), Mission Mode (character-specific trials), Training Mode, and the card-collection Heroes and Heralds mode - all run flawlessly. If you have a local couch partner or a group of friends already in the game, you will be fine. Treating it as a dedicated online-first experience is more of a gamble. The mode count is also thin compared to modern fighters, a criticism that followed it from its original 2011 release and still stands. Who is this for? Anyone drawn to frenetic, expressive fighting games who wants a roster with genuine personality and a skill ceiling high enough to stay interesting for years. Casual players can button-bash their way through the CPU and enjoy the spectacle; committed players can spend months learning Mission Mode trials and team theory. Solo grinders, local multiplayer groups, and players chasing the competitive learning curve all get something real out of this. Anyone looking for a polished, modern online experience with fast matchmaking and delay-based or rollback netcode will hit a wall.

Alex
Alex · Scout Team

Catch-all

Etiquetas

steam3v3 Tag FighterHyper ComboAssist SynergyHeroes and Heralds ModeMission Mode TrialsX-Factor MechanicHigh Skill CeilingLocal VersusArcade ModeCrossover Roster

Requisitos del sistema

Mínimos

Processor
Intel Core 2 Duo 2.4 GHz, or better
Memory
2 GB RAM
Graphics
NVIDIA GeForce GTX260, or better
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
4…

Recomendados

Processor
Intel Core 2 Quad 2.7 GHz / AMD Ryzen 7 2700X
Memory
4 GB RAM
Graphics
NVIDIA GeForce GTX 560 / AMD Radeon RX 6800
DirectX
Version 9.0c Network…

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Información del juego

Desarrolladora
CAPCOM CO., LTD.
Distribuidora
CAPCOM Co., Ltd.
Fecha de lanzamiento
6 mar 2017

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Ultimate Marvel vs. Capcom 3 key está disponible en PC, Xbox.

¿Cuándo se lanzó Ultimate Marvel vs. Capcom 3 key?

Ultimate Marvel vs. Capcom 3 key se lanzó el 6 de marzo de 2017.

¿Quién desarrolló Ultimate Marvel vs. Capcom 3 key?

Ultimate Marvel vs. Capcom 3 key fue desarrollado por CAPCOM CO., LTD. y publicado por CAPCOM Co., Ltd..