Ultimate Marvel Vs Capcom 3

I may, I dunno though. Really lost interest in the game. Still, I was able to beat some guy who got top 16 without him beating a character and entry at Dev is free, so who knows.
 
My strongest one is Trish, Storm, Wesker. Wesker's up for replacement but he's pretty decent all-around and everyone gets hit by his low shot assist.
 
That sounds like an annoying keep away team to me, especially trish. I think most people would have trouble with that team since they expect everyone to use rushdown characters.
 
i'm still struggling finding a new team. I'm pretty convinced I want Task and Akuma and i can't seem to find that magical 3rd. I'm anticipating UMvC so I'm ignoring certain things like DHC glitch. Any thoughts?

I've been thinking Storm as she has great DHC synergy, every character can benefit with each assist. I'm really concerned about her damage out put on point though. The combo I use is c.LMH, jc.MMH, s.M c.H, jc.HxxADFxxH, s.M c.HS, sj.MHS, Hail Storm. I can't think of anything better even with assists. Her stun scale is huge and her damage is low until we get to the hypers. Often I don't get the full combos because I'm getting pokes like S and other things with limited combo potential. I'm also struggling with team order:

Task (vert)/Storm(whirl)/Akuma(tatsu)
Storm(whirl)/Auma(tatsu)/Task(vert)

Thoughts opinions? Characters I'm not willing to learn until UMvC are: Magneto, Doom, Dorm, Ryu, Ammy
 
No opinion, IFB, but you want to know my most pro tactic with Storm? Jump back S while in the corner/slow float jb S. Try it against anyone who's not Wolverine.
 
Damn GG Juece. I need to do some sessions with Hulk/Sent...mine isn't fairing too well. Probably the best connection I've played online too. Hopefully my Storm will be more polished next time. Those dropped combos cost me a few games T_T.

For my Hulk/Sent team I'm doing Hulk(charge)/Sent(charge)/Wesker(OTG). Every character can do a 2-3 meter TOD from almost anywhere on screen. Wesker sets up constant unblockables and relaunches for Hulk combos. THC does around 500k, hits everywhere and has invulnerability properties so it's actually viable with this team. It has a ton of synergy...but I'm struggling with how to use the 2 fatties on point since they're so big. I can't seem to get into pressuring with Hulk and Sentinal I'm just clueless how to use on point. Tips?
 
Damn GG Juece. I need to do some sessions with Hulk/Sent...mine isn't fairing too well. Probably the best connection I've played online too. Hopefully my Storm will be more polished next time. Those dropped combos cost me a few games T_T.

For my Hulk/Sent team I'm doing Hulk(charge)/Sent(charge)/Wesker(OTG). Every character can do a 2-3 meter TOD from almost anywhere on screen. Wesker sets up constant unblockables and relaunches for Hulk combos. THC does around 500k, hits everywhere and has invulnerability properties so it's actually viable with this team. It has a ton of synergy...but I'm struggling with how to use the 2 fatties on point since they're so big. I can't seem to get into pressuring with Hulk and Sentinal I'm just clueless how to use on point. Tips?

Hulk and Sent are buddies and have really good DHC synergy. Which charge are you using for hulk though? His Anti-air charge really helps out Sent when it comes to stopping people who jump in. It knocks people really high into the air letting you move around freely underneath them. I say you're better off starting Hulk on point seeing as he is the least mobile of the three and having Sent's drones out on the field really help him moves around. For hulks mobility you need to dash-jump cancel, you'd be surprised how my distance he covers when he does this, you're also going to want to start using j.H a lot when you dash-jump since it stuns people and you can get air throws off of it. Also hulk has the ability to set up ambiguous cross ups with his j.S since it hits behind him. Lets say you send out some drones and the opponent crouches to block it, you jump over him and use j.S and if you're close enough you can hit him. It has an amazing hit box on it. Also when you abuse his normal attacks always and I mean always cancel them into gamma charge, be it anti air or normal. Most people don't expect you to be able to cancel the recovery on his s.H into a gamma charge. Now since you have Wesker using his OTG assist you have the ability to increase your damage output from anywhere on screen. Oh yeah the thing about wesker assist is that the gun shot seems to miss on some characters after an air throw. It's usually the smaller characters that it has issues with though. Oh and all your corner combos should end with gamma wave OTG into gamma crush, that's his most damaging way to end a hyper.

There is more info that I could give you on hulk if ya want. If anything I could just show you some stuff next time we play each other. Any who, would you mind giving me a little critiquing on my whole play style?
 
With Hulk I'm using forward charge. Normally I don't condone THC's...but I like the idea of being able to use gamma crush to beat out attacks with any character and having sentinel in the mix isn't bad either. The charge also helps Wesker combos after an OTG gun shot I can score another relaunch or lvl 3.

I'll try the dash canceling. I was trying to spam sent assists and charge in...wasn't working too well. I haven't really mastered using his armor. I need to play with the charge cancels too and find intervals to reset pressure with assists. Having wesker in the mix will be really brutal in the corner once i get it down. And yeah I'm aware of the wave into tsunami. I have really solid combos with the whole team.

BnBs:
Hulk: j.S, c.HS, sj.LMMHS, dash, Wesker assist, dash, c.HS, sj.HS, gamma wave > gamma crush...DHCs

Sent: j.HS, S, sj.H>fly>LH>unfly>j.M>double jump>MHS, dash, rocket punch(L) > HyperSentForce, rocket punch(m) > plasma hyper...DHCs

Wesker: c.LM s.H>236+L, dash, OTG gun, c.MHS, sj.MMHS, dash, Hulk assist, OTG gun, S, sj.MH>maximum Wesker...DHCs

Any improvements on those?
 
With Hulk I'm using forward charge. Normally I don't condone THC's...but I like the idea of being able to use gamma crush to beat out attacks with any character and having sentinel in the mix isn't bad either. The charge also helps Wesker combos after an OTG gun shot I can score another relaunch or lvl 3.

I'll try the dash canceling. I was trying to spam sent assists and charge in...wasn't working too well. I haven't really mastered using his armor. I need to play with the charge cancels too and find intervals to reset pressure with assists. Having wesker in the mix will be really brutal in the corner once i get it down. And yeah I'm aware of the wave into tsunami. I have really solid combos with the whole team.

BnBs:
Hulk: j.S, c.HS, sj.LMMHS, dash, Wesker assist, dash, c.HS, sj.HS, gamma wave > gamma crush...DHCs

Sent: j.HS, S, sj.H>fly>LH>unfly>j.M>double jump>MHS, dash, rocket punch(L) > HyperSentForce, rocket punch(m) > plasma hyper...DHCs

Wesker: c.LM s.H>236+L, dash, OTG gun, c.MHS, sj.MMHS, dash, Hulk assist, OTG gun, S, sj.MH>maximum Wesker...DHCs

Any improvements on those?

As long as you're getting 800000 off BnB then you're good, also with the way this team is set up you don't need to use lv1 Xfactor since you can pretty much kill off any character with one hit. Thus the reason when we played I always had xfactor lv3 saved up.

Another thing with hulk is to use his command throw, mainly his M version as the L version has more recovery time on it making it harder to combo after it. Having wesker allows you to combo after it but you need to dash-jump cancel to get into range for it. Oh yeah Hulk's dash has some pretty nice properties to it, in that you can dash over some characters. You can dash over most of the smaller characters if they crouch setting up some mix-up potential with drones. Main problem with this team though is that keep away teams pretty much destroy Hulk and Sent, meaning you have to play extremely patient. Good thing though is that gamma wave has ridiculous durability and eats up almost every projectile in the game. People can't win fire fights with hulk on the ground if you get the wave started before they can launch projectiles.
 
Yeah, my main issue has been movement. I feel so awkward not having wave dash with hulk. I knew I could jump cancel, but i was only doing that as a form of block cancel or tiger knee inputting. I didn't consider it for added movement to help get in.

Probably doesn't help that all 3 characters are new to me. I'm tryin to expand my roster knowledge and prep for potentials in UMvC3
 
Does hulk still have momentum jump from his dash? He had some weird property in MvC2 where if you dash jumped he would go like full screen.
 
I can't seem to get a hold on doing sentinel unfly combos...

I get the fly, but that just extends the combo slightly, I want to learn how to get fly and unfly in one combo!

My sentinel BnB is:
j.H, j.S, land, M, S, j.M, j.M, double jump M, j.H, fly, j.L, j.M, j.H, j.S, land Rocket Punch L, Hyper Sentinel Force (now if im near the corner... then follow up with Rocket Punch M, Plasma Storm, DHC opportunity if necessary...)
 
With going into fly, there's a big delay before you can attack...but thankfully most combos have lots of room to wait so it's not strict. with unfly you want to think of it as you have immediate control so after you do it don't delay. Practice doing:

fly, j.H>unfly, j.H

Do this at the height that fly from standing takes you to. This is a good way to practice the timing of coming out of fly mode. If done right you should be able to combo the 2 boots and have enough time to combo when you land as well.

I still don't know the best combos with him. I've seen crazy ones. My favorite combo I sued to use is:

S, sj.MH>fly, j.LLMMHS, etc...

Simply because it was easy and looks cool as their body starts below you and gets carried slightly higher with each hit.
 
I can't seem to get a hold on doing sentinel unfly combos...

I get the fly, but that just extends the combo slightly, I want to learn how to get fly and unfly in one combo!

My sentinel BnB is:
j.H, j.S, land, M, S, j.M, j.M, double jump M, j.H, fly, j.L, j.M, j.H, j.S, land Rocket Punch L, Hyper Sentinel Force (now if im near the corner... then follow up with Rocket Punch M, Plasma Storm, DHC opportunity if necessary...)

Why bother going for unfly combos anyway? It doesn't really net you a really substantial difference in damage overall, and you're better off just going with the simple stuff. Unless of course, you're planning on styling on some mofos, then keep at it. lol

Also, I need to go about playing you again Juecey. Last time we had an extended set, I believe we were about even with you getting a few wins over me in the final score. I'd like to see how we compare now, although I haven't been on really thanks to the new college semester. >_>

On another note, TGS is in about a week. Chances seem very high for four reveals just like last year. A lot of people are speculating the four being revealed will be Phoenix Wright, Vergil, Rocket Raccoon, and Iron Fist. Can't wait til next week.
 
I can't seem to get a hold on doing sentinel unfly combos...

I get the fly, but that just extends the combo slightly, I want to learn how to get fly and unfly in one combo!

My sentinel BnB is:
j.H, j.S, land, M, S, j.M, j.M, double jump M, j.H, fly, j.L, j.M, j.H, j.S, land Rocket Punch L, Hyper Sentinel Force (now if im near the corner... then follow up with Rocket Punch M, Plasma Storm, DHC opportunity if necessary...)

If you can try ending your Sent combos with Hard Drive, well if you have enough meter since you can chain 5 of them together if you tiger knee it.

Shin I'll play you whenever you want, last I remember you used Dante/Task/Wesker I don't remember if that was the order. I don't have as much trouble dealing with Dante but I do have trouble with tasky and wesker but I'm getting better.
 
Thanks for the advice, I came across one stylin ass combo with sentinel involving a crap ton of rocket punches and I say that shit looks cool
 
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