Ultimate Marvel Vs Capcom 3

I don't see that team as being combo heavy at all really, not together at least. The zoning they could do would be pretty nice if one of raccoons assist is that log trap.
 
Oh i don't believe that they would be combo heavy at all in a real match. However, i wanna see some combo junkies like Desk or Marlin take that team to training mode and create all trap sections of combos
 
I have no interest in discussing road maps with the blind. So no thanks.

She is good, you'll just have to build a team around her, methnks. In MvC3, at least from what I can tell, there are three types of characters: Characters that fit into (and complement) every team, characters that that are put onto most teams specifically to complement something/fulfill a purpose, and characters that have to be carried by a team. Morrigan is most likely of the latter, but in a game as creative as MvC3, anything is possible.
They always say create and share with the world.
 
I am in need of assistance...

Online zero is cheap, I was wondering on what to do against him? I run Taskmaster, Wesker, Sentinel, with Task on point... I have no problems killing him, it's more of the initial hit.
 
I would just do whatever the Zero is doing in kind. If they're rushing down, rush them down right back. If they're zoning, zone too. Make sure you mash those drones too.
 
I have a few questions for all you fans (if it hasn't been asked already).

How many of you pre-ordered UMvC3 ?

Are you happy with the character lineup (main/DLC) ?

Are you satisfied with the modifications to the game ?
 
I'm pretty satisfied with the lineup and content. While not initially impressed with the 12 when announced, their gameplay has been far welcomed with every single one of them. As far as changes go I'm 90% happy with most of it. I have a few concerns with Doom buffs and some characters not getting a few buffs I would've liked, but overall I think it's good and having 12 new characters and some tweeks may make this tier comparisons of vanilla mute, since old tactics may have to worry about new counters.

My only real issue is oddly in the GUI and X-Factor visual. Not as a personal dislike (tho it is there and has me wondering why the fuck they didn't just enhance the 'X" a little and leave the beautiful vanilla layout alone), but I find it confusing. Sure I can adapt to the awkward Assist/Point/Assist stacking, but it was really hard to see assist life bars when I played the old build at EVO. I hope there's been some changes that don't translate well through stream, but right now it is not making me happy. X-Factor is an issue flat out. Mirror matches will be a nightmare when it comes down to both players using lvl 3. We all know how bad DP vs DP is to watch, now it will be a common issue of 'who the fuck is who?!?'. Also some characters don't outline well and can be mistake in all that's going on. If you want a real mind fuck...imagin 2 xfactor morrigans or Firebrands with clones out...?!?!?!?!?! *table flip*

an easy fix for x-factor visual...different colors O.o. Simple!
 
I am in need of assistance...

Online zero is cheap, I was wondering on what to do against him? I run Taskmaster, Wesker, Sentinel, with Task on point... I have no problems killing him, it's more of the initial hit.
I run Task on point too and what you need to do to keep him off you is a few things:

  • Be ready with advanced guard>shield bash if you predict them getting greedy on pressure AND to protect yourself from a lvl 3 charge shot frame trap by blowing through it.
  • J.S is your friend. I find it works better than j.H against Zero's j.H. You can do this parallel to his height but the higher above him the better.
  • S will tie j.C which isn't great, but at least you can get him off you for a moment.
  • Spam s.M to keep him on the ground. It won't beat out his j.C usually, but it will keep him grounded.
  • Bait lvl 3 charge shot>lightning with constant back jumping for hyper punish.
  • Zero j.C is predictable, scare him with counters.
  • Don't try to fight ground to air. You are at a severe disadvantage when he's above you. Focus on escaping more than countering unless you can get a full read. If you have to take a bunch of pressure, fine...be patient.
  • If you see lightning dash after lvl 3 charge shot, make sure you grab him before the lightning activates.
  • Sit on meter. You want to zone him for chip as much as possible and play keep away, and with his movement you can ONLY do this when you have meter to burn in case you whiff.
  • Do EVERYTHING you can to keep his ass on the ground. If you get him in the corner you threaten with repeated j.S and sentinal drones to lock him down. Play the match safe, he's too much of a threat once he's mobile so don't get fancy or give him frames to work with. With Task all you need is one combo and rather than mixing up zero with his high priority, focus on agitating them into a mistake by zoning him, he doesn't have much health and chip damage with Taskmaster will make them nervous.
  • Based on the team, sometime blowing x-factor early to kill him can be worth it. Zero is often a point character and will likely have teams based around him to help with his low damage, so consider if you can afford to beat their anchor with no x-factor if it will spare you losing a character or two to zero.
  • Learn what to advanced guard! It's a bad habit to advanced guard everything with Zero as you will hand him obscene amounts of frames to get right back in on you if you do it on the wrong moves.
 
So I'm thinking of running Dr.Doom and Dorm in ultimate, considering I play Dorm now and my Dr.Doom has been getting better I might actually be able to pull them off together. The only thing I have to worry about now is getting a third that will mesh well with them. Any thoughts? I mean Dorm and Doom help each other out pretty well what with Doom having a beam assist and Dorm having a lock-down assist. I'm thinking maybe I should use a battery character for Dorm but I have a combo with doom that builds 2 meters.
 
I'd probably just run with any good rushdown character. Nova, Vergil, Dante, Strider, Wolverine, etc. Any of those characters backed by Dorm and Doom would be crazy.

Or do you want to do a keepaway team?
 
I'm probably better running away and chipping people than I am at rushing people down, I was thinking of picking up vergil but I don't think he would work well with Dorm since Vergil is a meter hog along with Dorm. I'm tempted to try out ghost rider since he has an easier time playing the distance than Doom and Dorm. I hate coming up with teams because they all need to help each other out.
 
Ghost Rider would definitely work if you want to do keepaway. Who else? Strange (I suppose), Hawkeye, Taskmaster, Deadpool, Chris, and probably Rocket Raccoon.
 
I actually completely forgot about Hawkeye! I might give him a shot actually as my taskmaster is really lacking and right now my focus is getting my doom to be as good as my hulk.

When I look at Dr.Strange I don't really picture him as a keepaway character, he seems to be all about mix-ups and teleports. I was watching the stuff Maxamillion posted and talked about when it came to strange and it seems as if he isn't suited for long range fights.
 
Hawkeye's the new Cable, at least from what I can tell, so he should be first on your list.

And yes, I guess. But Strange reminds me a lot of Lambda-11 from Blazblue, so we'll see what happens when people go into the lab.
 
I run Task on point too and what you need to do to keep him off you is a few things:

  • Be ready with advanced guard>shield bash if you predict them getting greedy on pressure AND to protect yourself from a lvl 3 charge shot frame trap by blowing through it.
  • J.S is your friend. I find it works better than j.H against Zero's j.H. You can do this parallel to his height but the higher above him the better.
  • S will tie j.C which isn't great, but at least you can get him off you for a moment.
  • Spam s.M to keep him on the ground. It won't beat out his j.C usually, but it will keep him grounded.
  • Bait lvl 3 charge shot>lightning with constant back jumping for hyper punish.
  • Zero j.C is predictable, scare him with counters.
  • Don't try to fight ground to air. You are at a severe disadvantage when he's above you. Focus on escaping more than countering unless you can get a full read. If you have to take a bunch of pressure, fine...be patient.
  • If you see lightning dash after lvl 3 charge shot, make sure you grab him before the lightning activates.
  • Sit on meter. You want to zone him for chip as much as possible and play keep away, and with his movement you can ONLY do this when you have meter to burn in case you whiff.
  • Do EVERYTHING you can to keep his ass on the ground. If you get him in the corner you threaten with repeated j.S and sentinal drones to lock him down. Play the match safe, he's too much of a threat once he's mobile so don't get fancy or give him frames to work with. With Task all you need is one combo and rather than mixing up zero with his high priority, focus on agitating them into a mistake by zoning him, he doesn't have much health and chip damage with Taskmaster will make them nervous.
  • Based on the team, sometime blowing x-factor early to kill him can be worth it. Zero is often a point character and will likely have teams based around him to help with his low damage, so consider if you can afford to beat their anchor with no x-factor if it will spare you losing a character or two to zero.
  • Learn what to advanced guard! It's a bad habit to advanced guard everything with Zero as you will hand him obscene amounts of frames to get right back in on you if you do it on the wrong moves.

Thanks a lot for the advice. I tried doing the zoning and it made this match easy mode. The thing I need to practice is keeping him on the ground. He tends to super jump, lightning, buster shot, command dash. Though it gets annoying, I hit Zero with a b+H (shield skills) whenever he tries to lightning to the ground, then I get full combo (thanks to this: http://www.youtube.com/watch?v=7kvTW6uTCrQ (though I may drop it occasionally)).

What I normally do now is try and chip him until he gets mad, then bait a lightning and punish to death; if I can't kill him because of the weird angle of anti-air b+H, I'll snap him out for his OTG assist, without that I basically cripple his damage output even further.
 
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