Justin AdaptiveTrigger Gordon







It’s been nearly 15 years since Ultimate Marvel vs. Capcom 3 was released on November 15, 2011. Funnily enough, Ultimate Marvel vs. Capcom 3 was released about nine months after Marvel vs. Capcom 3 (February 15, 2011), which spawned the brief “Nine More Months!” meme.






Regardless, Ultimate Marvel vs. Capcom 3 was released during the era of delay-based netcode. Needless to say, the quality of online matches tend to suffer if the connections between the two participating players aren’t stellar.









These days, most of the modern fighting games are designed to function around rollback netcode. Rather than attempting to synchronize the game state by delaying inputs, rollback netcode tries to predict player inputs when there’s a delay in feedback. It will essentially “rollback” the game state should a prediction end up being incorrect.


Overall, rollback netcode is preferred over delay-based netcode by players as it better simulates the offline experience. Of course, rollback netcode isn’t always a perfect system, but it generally beats the “underwater feeling” and unresponsiveness of delay-based netcode.


Over the years, Ultimate Marvel vs. Capcom 3 has become a completely different game thanks to the modding scene. Characters that were never intended to be playable (and in some cases didn’t even exist back in 2011) have effectively joined the roster, resulting in otherwise impossible match ups.


Despite these advancements, Ultimate Marvel vs. Capcom 3 is still heavily limited by the delay-based netcode in which the game was built around. Fans are seemingly still eager for the day that they might be able to play Ultimate Marvel vs. Capcom 3 in a rollback netcode environment.


With the advent of Slippi Online, this has already been accomplished for Super Smash Bros. Melee. Notably, Super Smash Bros. Melee was a game that was originally released back in 2001, so it’s even older than Ultimate Marvel vs. Capcom 3.


Content creator Maximilian Dood originally made a big name for himself with his Marvel vs. Capcom 3 miniseries skits. He’s already put a lot of his own money (over $30,000) into overseeing the mod development of Marvel vs. Capcom: Infinite & Beyond.


Apparently, he’s willing to put even more of his money out there if someone is able to enable rollback netcode for Ultimate Marvel vs. Capcom 3. In a recent clip, Maximilian has placed a $10,000 bounty on the implementation of such a feature.


“I want to do something special,” began Maximilian Dood. “I want to use this as an opportunity to give a special shout out, if not request — before we’ve done a lot for the modding scene of Marvel Vs. Capcom, I’m just willing to put my money where my mouth is…”


“And maybe, just maybe, we can move beyond this Parsec era of Ultimate Marvel vs. Capcom 3 online. With that being said, I’m going to casually put out a $10,000 bounty for anybody that can solve the issue of making rollback netcode work in Ultimate Marvel vs. Capcom 3.


“The Super Smash Bros. Melee community did it, man. They did it in a freaking emulator wrapper. Somehow, they made matchmaking, they made rollback netcode…


“I’d be willing to put my money towards it to help support this community, and to help support this game for the long run.”


Needless to say, Ultimate Marvel vs. Capcom 3’s meta could evolve in very unique ways with the implementation of rollback netcode. Will Maximilian Dood’s bounty be the big difference maker needed to make it happen? We’ll just have to wait and see if anyone is able to take on this daunting challenge.


Check it all out below:


‼️A $10,000 BOUNTY WAS JUST SET BY @maximilian_ FOR THE IMPLIMENTATION OF ROLLBACK NETCODE FOR ULTIMATE MARVEL VS CAPCOM 3!!!

Max has previously contributed ALOT of his own resources to fund and assist Modding Communities (Most recent was MVCIB) and he’s now “put his money… pic.twitter.com/V5FYFAGeFG

— Xeno ⏳ (@Xeno_TG) April 11, 2026