Ultimate Marvel Vs Capcom 3

here some iron fist combos i do...they dont do great damage but allow for reset oppurtunites n stuff...

first one is not really meant for damage but its just a quick way of gaining 2 meters plus a free reset.

preferably perform 623 H before you begin this one, ps, iron fist gains a bit of armor during the beggining of each of his chi sequences.....

L,M,H, 236 L, 234 L, 236M, 623 H, 6H, (jump should cancel recover on the 6H), j.MHS (delayed input between each one), j.MHS, j.MHS....opponent will auto tech after the last S while your on the ground and they are still in they air...so you can have some fun with them..........

what i do, is either perform a left/right mix up and dash underneath while they are falling and go behind them, you can also use an assist to keep them lockdown while falling, another option is, you can wait a bit for the tech and go for a grab, which will allow you for a clean OTG with either an assist or 234 M. getting the third jump loop sometimes may be tricky, so you can perform the same mix up sequence after the second jump, i tend to do that alot cause a drop my combos pretty often............


another one that i do is

unless im going for meter im usually in 623 M chi mode (defensive-reduces damage taken)

so

L,M,H, 236 L, 234 L, 236M, 623 L, 6H, (jump should cancel recover on the 6H), j.MHS (delayed input between each one), M, H, 236 L, 234 M, 234 S, or 236 L (depends on what special you want to do, plus assist, plus position)

234 S sacrifices a wall bounce but allows you to perform mid screen and gives an extension to combo afterwards, i usually just dash and end it with 623 H+M but im pretty certain you can extend the combo with other stuff but never really felt like trying, also with you can get in fast enough you can use an assist to lock them down while falling and get behind them for a quick mixup on wake up, also by calling an assist the opponent will tech afterwards allowing for a grab opportunity as well.....

234L can get you a few extra situations, if you are close to a corner then you can use 236 H+M, which will land a wall bounce and you can continue with whatever you like.....another thing that i do, while they are in the air for the few seconds after 234L lands i call my iron man assist and it will catch them teching and leave them blocking so that i can go in and close some distance...........
 
Ha, Skrull Inferno gets bonus damage from mashing too. I can get 1.1 mil out of the combo I posted by DHCing into Skrull Inferno. Not SUPER impressive at that point, considering that's 3 bars, but I can get up to 930k with iron fist alone using two bars, and that's using the simple combo

And snap, the damage buff from mashing for Skrull is pretty damn mean, too. I can get 340k out of raw Skrull Inferno. Seems the only point of his level 3, now, is to tack it on to the end of a long combo to avoid scaling
 
Iron Fist/Dante is hella good:

Start Iron Fist:
M, H, 6H, jump-cancel, jH, jS, st.M, st.H, 4H, 236L, 214L, 236M, raw tag Dante, H, S~HH~S (shots into prop shredder), j236L~L, land, 3HHH~6H~S+ATK, j236L~L, 623M~M, 623M~M xx 236+ATK+ATK DHC 623+ATK+ATK (Spirit of the Dragon)

Does at least 920k+, and builds a lot of meter.

Oh, and starting with Skrull DHC'ing into Iron Fist:
cr.M, cr.H, S, jM, jM, jH, jS, land, j2H, S, jM, jM, jH, jS, 623H (or 623L if you're in the left corner), xx 214+ATK+ATK DHC 623+ATK+ATK (Spirit of the Dragon)

Does 950k+, idk how much meter it builds though. At least like 1 bar, probably.
 
Finally getting good at this game, pulled off a Wesker, Mori Hyper Combo clocking in at about 790k w/o XF or third character use. pretty good actually.
 
Lol i don't understand that article, is it hating on Mr. Albert? or praising him? Also i had no idea those were his buffs and nerfs from Vanilla to Ultimate.
Basically he isn't THAT bad and there are easy ways to beat is basically what this dude is trying to say. And shockingly it MAKES SENSE!

or it could just be a guy that is defending his main from getting nerf more by Capcom.

Here are some good counterarguments to his article in my opinion.

Rafizzle OFBrizzle

"The article is all opinion based and extremely shortsighted. Let's point out some of the problems.

1) He compares wesker to vanilla sent, however, this is not appropriate since this game is very similar to the last, and we've had the entire length of mvc3 to figure out how to counter Wesker and and all we can come up with is: " Stay out of point blank range when attacking (free command grab TYVM),
and prepare to cancel into something that can beat his 3-5 frame low
short( however much its sped up by XF3). Ideas are 2 frame snapbacks,
invincible moves (Ryu’s DP, bionic arm), counters, jump cancel from
normals, and of course your own X-factor."

-- Right so all I need to do to beat his attacks in x-factor is throw out a random snapback (wasting a meter), use invincible moves (which only a few cast members have access to, the examples given are incredibly unsafe: shoryuken or bionic arm, unless u have x-factor handy but I'd rather save it than cover my random attempts at stopping wesker).

Or attempt to zone him out, not exactly easy with most of the cast...
U cannot fight wesker straitup, and that's a problem.
These are all bandaid solutions for an overpower character. At least sentinel was slow, wesker is not.

Finally: all these points, which you pointed out yourself, add to WESKER's power in comparison to the rest of the cast, and that really is what tier lists are about, comparing a character to the rest to see who the best is:

"**Wesker’s hard counters got nerfed to hell (PHX, MAG) or nerfed just
enough to have people not play them as much for some stupid reason
(Ammy, Zero)… ADV WESKER


**Meter gain was nerfed, so extending combos becomes critically
important for any team… Hardly any assists are worth wasting a character
slot on. ADV WESKER OTG ASSIST


**It’s a new game and the first major, and people are dropping the soap everywhere. ADV WESKER EASY MODE COMBOS.


**Tron/Haggar assists are gone, and there’s no Dark Phoenix so there’s
nothing to stop XF3 Wesker from going nuts… ADV DARK WESKER.


**Most of the new characters have peanuts for health… ADV WESKER."

I'd like to point out that "easy to execute combos" are ALWAYS useful, not only in the beginging of a game's life, but throughout, this is because you don't want to worry about execution errors during a high pressure tournament match, and If a character has easy combos, good ways to get in, good normals, and high damage (and speed), they will be chosen over similar characters that require high execution for obvious reasons.

SO thanks for proving Wesker to be overpowered with your own biased article, even you cannot twist the facts so much that we take your conclusion seriously."









 
I am thinking of a reliable, high-damage BnB with Taskmaster. I got one that does about 780k (unmashed, 805k-ish mashed) using the Nova assist.

The combo goes:

cr.M, st.H, f+H, j.H (both hits), f+h, Aim Master M (3 hits should connect, then you land), st.H, b+H, S, sj.M, sj.M, sj.H, f+H, sj.M, sj.H, S, land and call Nova B assist (Centurion Rush M), jump/forward jump Air Aim Master H (full charge), b+H, Sting Master (236+S), jump Air Aim Master H (full charge), Legion Arrows M+H (mash if desired)

- This does around 780k-800k, depending on mashing and if you start with a jump-in attack like j.S
- After the air series, when you land, you want to call Nova assist before jumping and doing the Aim Master, so the enemy is ground-bounced while you land, and you can just time the shield skills before Sting Master.
- This combo racks up about 1.4-1.5 meters, so it's self sufficient to super.
- This combo can be used with nearly any assist, but the combo must be modified for the assist call before or after Taskmaster jumps. (Such as using Spencer Wire Grapple, Hawkeye Poison Arrow, Nemesis Rocket Slam, etc.)
With Task I feel it best to use these 2 combos at the start.

instead of:
cr.M, st.H, f+H, j.H (both hits), f+h, Aim Master M (3 hits should connect, then you land), st.H, b+H, S,

do...

Corner:
c.M, s.H, f+H, j.M, j.M, f+H, j.H (1 hit), Arrows M (full), land, s.M, s.H, b+h, S

Mid:
c.M, s.H, f+H, j.M, j.M, j.S, land, c.M, s.H, f+H, j.M, j.M, j.S, land, c.M, s.H, b+H, S

Both can be done mid or corner, but I find easier timing in these separations and both are very similar in damage and meter gain. Negate shield bash in corner if you fear an undesired cross under. If you pop them to high, drop one of the j.Ms after the S.

As for an ender, try to always land Air Legion Arrows L+H for 2 reasons. You can self combo into an immediate tiger knee Air Legion Arrows M+H afterwards if you catch them with the first Legion arrows at their feet in the air, and so you can link non OTG DHCs. You might have to not risk a delayed full charge Air Arrows H and go for a half charge just so you can confirm the hyper.

A really interesting new piece of tech for Task is he can now OTG arrows much quicker by doing b+H into an immediate Air Arrows H (1 shot). So for a fast assist that leaves little room for follow up, you can do this: Assist, b+h, air Arrows H (or somethin close based on assist), etc. A good use of this can help you with say Hawkeye. His OTG posion arrow is good, but his triple shot is better as an assist outside of combo in most cases. If you do this OTG you can easily link OTG arrows into triple shot and recover for an easy followup, less damage, but you retain the relaunch and you get an assist that might be better in other areas.

When I used Akuma (tatsu) and Hawkeye (triple) I ended with this in corner:
...j.S, land, b+H, assist (hawk), Air Arrows H (1 shot), land, b+H, Sting Master, jump, pause. assist (akuma), Air Arrows H (1-3 shots), land, jump, Air Legion L+H, land, Tiger Knee Air Legion M+H.
 
Wesker is not overpowered. Any one of these characters beat Wesker:

-Viper
-Dante
-Zero
-Strider (This will be more obvious later)
-Vergil
-Spencer
-Strange (Again, this will be more obvious later)

I'd go into detail, but people don't listen to me on this anyway. If you're interested in my reasoning, just holler.
 
Wesker is not overpowered. Any one of these characters beat Wesker:

-Viper
-Dante
-Zero
-Strider (This will be more obvious later)
-Vergil
-Spencer
-Strange (Again, this will be more obvious later)

I'd go into detail, but people don't listen to me on this anyway. If you're interested in my reasoning, just holler.

I find it sad that the list is so short... lol.

If wesker is alone then I think a larger portion of the cast can take him on, I think Doom and Dorm can handle a wesker if he has no assist to back him. They can pretty much run away and shoot this at him if they have the health lead. I think ghost can also take down Wesker since wesker has cant do a standing gunshot because ghost can just cr.H into combo.
 
I find it sad that the list is so short... lol.

If wesker is alone then I think a larger portion of the cast can take him on, I think Doom and Dorm can handle a wesker if he has no assist to back him. They can pretty much run away and shoot this at him if they have the health lead. I think ghost can also take down Wesker since wesker has cant do a standing gunshot because ghost can just cr.H into combo.
The list isn't complete, it's just off the top of my head. There's probably plenty more people that could take him down, but make no mistake that Wesker is probably somewhere in top 10-15.
 
I'm finding Firebrand's jumping L ridiculously good.

Also need some help finding "safe" pokes for Vergil, or at least a better understanding of some cancels.

Finally really starting to use Strange a bit more often. Really like the guy and I notice he has a crumple stun on 6H. Not quite sure how to work that in my play. Not really sure how I should play Strange, either. Sit back and throw projectiles? (and how can I safely do it?) or get in and combo. I notice he has a surprisingly short ranged L that won't hit crouching.
 
well with strange, its pretty good to use in combination, his graces, flames of faltine, dagers of denak, and eye of aggamoto to lockdown you opponent and get in some mixups.....one really good thing the gets ppl alot, is to do airborn grace in one side of the screen, then get to the other side, eye of agamato, luanch it, then flames of faltine, then tele in......


dr.stange is one of those get in there an att his ass kind of character(or atleast thats what i use him for)

he has great attacks for lockdown and mix, eye of aggamata keeps ppl in place, so you can confront the opponent,

daggers of denak can zone effectivly, while also if used upclose can create a back attack while dr.strange is still in front.....his grace's are excellent for creating situations, such as otg, pressure, zone, mix ups....

also with dr.strange your gana wanna use his M as his starter for attacks, it hits even the small characters(not sure on rocky)
 
With Task I feel it best to use these 2 combos at the start.

instead of:
cr.M, st.H, f+H, j.H (both hits), f+h, Aim Master M (3 hits should connect, then you land), st.H, b+H, S,

do...

Corner:
c.M, s.H, f+H, j.M, j.M, f+H, j.H (1 hit), Arrows M (full), land, s.M, s.H, b+h, S

Mid:
c.M, s.H, f+H, j.M, j.M, j.S, land, c.M, s.H, f+H, j.M, j.M, j.S, land, c.M, s.H, b+H, S

Both can be done mid or corner, but I find easier timing in these separations and both are very similar in damage and meter gain. Negate shield bash in corner if you fear an undesired cross under. If you pop them to high, drop one of the j.Ms after the S.

As for an ender, try to always land Air Legion Arrows L+H for 2 reasons. You can self combo into an immediate tiger knee Air Legion Arrows M+H afterwards if you catch them with the first Legion arrows at their feet in the air, and so you can link non OTG DHCs. You might have to not risk a delayed full charge Air Arrows H and go for a half charge just so you can confirm the hyper.

A really interesting new piece of tech for Task is he can now OTG arrows much quicker by doing b+H into an immediate Air Arrows H (1 shot). So for a fast assist that leaves little room for follow up, you can do this: Assist, b+h, air Arrows H (or somethin close based on assist), etc. A good use of this can help you with say Hawkeye. His OTG posion arrow is good, but his triple shot is better as an assist outside of combo in most cases. If you do this OTG you can easily link OTG arrows into triple shot and recover for an easy followup, less damage, but you retain the relaunch and you get an assist that might be better in other areas.

When I used Akuma (tatsu) and Hawkeye (triple) I ended with this in corner:
...j.S, land, b+H, assist (hawk), Air Arrows H (1 shot), land, b+H, Sting Master, jump, pause. assist (akuma), Air Arrows H (1-3 shots), land, jump, Air Legion L+H, land, Tiger Knee Air Legion M+H.


Thanks, for the help. Also, I managed to alter this combo:
(props to AdelheidStark)

Although I am looking for a sort of visual cue to land Legion Arrows L+H because I'm trying it in training mode and I could only get it about 1 or 2 times out of 10, but somehow I can pull off the 801k combo from FlyingVe from SRK fairly consistently (about 60%). The Legion Arrows whiff more than half of the time I try it, which is why for consistency, I always do Legion Arrows M+H.
 
The big trick is to hit L+H as low as possible, it doesn't matter how high you both are, just how you are in comparison. You're aiming specifically for their feet. The tiger knee is still hard, but if you're used to doing tiger knee legion after a forward throw, it shouldn't be too hard, but you don't have a lot of time. The easiest set up seem to be an assist that pops them up high after you OTG arrows, and you jump up when you land and fire. So you can do otg arrows, spencer assist (the wall bounce), then jump in the air and carefully aim legion. If hitstun isn't bad from the combo try to fit an Air Arrows M (3) before. This will pop them up higher if needed and give you enough hitstun to connect Legion easily.

However if you just want to DHC, hit with L+H anywhere and skip double arrows. This isn't too hard so you can easily DHC any of Nova's hypers after Legion L+H.

Another combo ender is finding a way to land Legion Arrow M+H from the ground so it hits them and carries them back down, for a much easier tiger knee Legion afterwards.

The easiest by far tho is using OTG, hit with assist and do any standing arrow for DHC. You don't always need to do Air Legion M+H, in fact you should try to avoid it unless you can DHC off of it or you only have the 1 meter.
 
So I finally started playing against real players and I'm not doing too hot. Played about 30 games now and haven't won a single one, yet. Since none of my characters can air dash, I'm having trouble closing the gap, especially against projectile spam and keep away. Can't execute any of my combos against live players, either.

Tried the strategy with Dr. Strange of using projectiles and trying to get in their face, but its not working too well. I can do a simple magic series and follow up with a super, but not much else from there. None of my attacks with Vergil are hitting characters and I seem to lack strong overheads with at least 2 of my characters (Vergil and Strange). I'm aware they have them, but none of them are landing.

Anyway, it seems I picked really difficult characters to play since they're all heavy on DP inputs for various moves and combo filler. Since DPs are extremely difficult for me - as well as doing above mentioned bread and butter combos listed for Vergil - I seem to have picked a team that isn't really suitable to beginners. I'm not sure what else to do at this point - I can't even kill a single enemy character on the opposing team.

So any tips?
 
So I finally started playing against real players and I'm not doing too hot. Played about 30 games now and haven't won a single one, yet. Since none of my characters can air dash, I'm having trouble closing the gap, especially against projectile spam and keep away. Can't execute any of my combos against live players, either.

Tried the strategy with Dr. Strange of using projectiles and trying to get in their face, but its not working too well. I can do a simple magic series and follow up with a super, but not much else from there. None of my attacks with Vergil are hitting characters and I seem to lack strong overheads with at least 2 of my characters (Vergil and Strange). I'm aware they have them, but none of them are landing.

Anyway, it seems I picked really difficult characters to play since they're all heavy on DP inputs for various moves and combo filler. Since DPs are extremely difficult for me - as well as doing above mentioned bread and butter combos listed for Vergil - I seem to have picked a team that isn't really suitable to beginners. I'm not sure what else to do at this point - I can't even kill a single enemy character on the opposing team.

So any tips?

Which characters are you using? If you can't do any of your combos yet, you either need more time in training mode or start out simpler; if you're just starting out in Marvel, you should go for simple/basic (don't be like me who starts with Zero. >_>)

As much as I hate to say it, Wesker would be good to train you in teleports, mixups and basic combos. Hawkeye/Taskmaster for zoning, then Nova for some basic/advanced air loops. You'll find your groove soon.

Hope that helps.
 
Basically he isn't THAT bad and there are easy ways to beat is basically what this dude is trying to say. And shockingly it MAKES SENSE!

or it could just be a guy that is defending his main from getting nerf more by Capcom.

Here are some good counterarguments to his article in my opinion.

Rafizzle OFBrizzle

"The article is all opinion based and extremely shortsighted. Let's point out some of the problems.

1) He compares wesker to vanilla sent, however, this is not appropriate since this game is very similar to the last, and we've had the entire length of mvc3 to figure out how to counter Wesker and and all we can come up with is: " Stay out of point blank range when attacking (free command grab TYVM),
and prepare to cancel into something that can beat his 3-5 frame low
short( however much its sped up by XF3). Ideas are 2 frame snapbacks,
invincible moves (Ryu’s DP, bionic arm), counters, jump cancel from
normals, and of course your own X-factor."

-- Right so all I need to do to beat his attacks in x-factor is throw out a random snapback (wasting a meter), use invincible moves (which only a few cast members have access to, the examples given are incredibly unsafe: shoryuken or bionic arm, unless u have x-factor handy but I'd rather save it than cover my random attempts at stopping wesker).

Or attempt to zone him out, not exactly easy with most of the cast...
U cannot fight wesker straitup, and that's a problem.
These are all bandaid solutions for an overpower character. At least sentinel was slow, wesker is not.

Finally: all these points, which you pointed out yourself, add to WESKER's power in comparison to the rest of the cast, and that really is what tier lists are about, comparing a character to the rest to see who the best is:

"**Wesker’s hard counters got nerfed to hell (PHX, MAG) or nerfed just
enough to have people not play them as much for some stupid reason
(Ammy, Zero)… ADV WESKER


**Meter gain was nerfed, so extending combos becomes critically
important for any team… Hardly any assists are worth wasting a character
slot on. ADV WESKER OTG ASSIST


**It’s a new game and the first major, and people are dropping the soap everywhere. ADV WESKER EASY MODE COMBOS.


**Tron/Haggar assists are gone, and there’s no Dark Phoenix so there’s
nothing to stop XF3 Wesker from going nuts… ADV DARK WESKER.


**Most of the new characters have peanuts for health… ADV WESKER."

I'd like to point out that "easy to execute combos" are ALWAYS useful, not only in the beginging of a game's life, but throughout, this is because you don't want to worry about execution errors during a high pressure tournament match, and If a character has easy combos, good ways to get in, good normals, and high damage (and speed), they will be chosen over similar characters that require high execution for obvious reasons.

SO thanks for proving Wesker to be overpowered with your own biased article, even you cannot twist the facts so much that we take your conclusion seriously."

Hmm, i see. i'll still play him no matter what, i like characters who teleport and combo like madmen, besides, DAT PURPLE TRENCH COAT.
 
Which characters are you using? If you can't do any of your combos yet, you either need more time in training mode or start out simpler; if you're just starting out in Marvel, you should go for simple/basic (don't be like me who starts with Zero. >_>)

As much as I hate to say it, Wesker would be good to train you in teleports, mixups and basic combos. Hawkeye/Taskmaster for zoning, then Nova for some basic/advanced air loops. You'll find your groove soon.

Hope that helps.

I'm using Vergil, Firebrand and Strange. I thought I mentioned that earlier in this thread? Anyway, I kinda want to try Hawkeye, but I don't know who to stick in a team with Hawkeye, I also like Hsien-ko and Felicia - the latter is difficult for me to get a grip on. I've tried Nova and I know how to do his basic loop stuff, but I don't feel particularly like the character that much.
 
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