Ultimate Marvel Vs Capcom 3

It's just sad that they have such ridiculous knee jerk reactions like this. His health was too high but....seriously??? come on

balance patches shouldn't be released so soon after a game comes out, and certainly not if it contains only (or almost only) nerfs. it makes the game less fun
 
Completely agree with you Tiamat 100%

It just doesn't make sense (to me) anyways... I mean a health drop wasn't necessary, he was fine as is, all he needed was maybe a few frame changes, that's all...

My guess is that the Capcom devs kept losing to Sentinel all day, everyday since release and they might go like "damn, too much health, can't kill him in one move, must bring this up for a patch..."
 
Well no, they listened to the masses (which i appreciate) and Jwong's twitter (lol). Where they came up with lower his health has the nerf is a mystery to me. I dont see ANYONE complaining about his health being too high. I'm ok with the timing, just the solution is about as baffling as the BD changes.
 
I certainly saw quite a lot of people complaining that he had the highest health in the game despite his various other advantages. I heard his health is around 900k now which makes no sense for a huge character like that.
 
All I ever heard was the damage output was too high and having so many ways to to deal that damage. 1 meter + 1 x factor means means ANY hit = a dead character. without X -factor he still does 900k combos with 2 meter and has insane zoning if he would rather chip you....then you get into him on x-factor.
 
Yeah having sent take damage like a women is lame, he's a fucking robot and is bigger than any other character in the game. Nerf the damage not health that he does since now he pretty much has the biggest hit box in the game and low ass health. On a side note though I was playing vs the comp yesterday and I learned that hulks command grab along with sent's pretty much beat out most attacks.
 
Really? Who cares? Just play the damned game. Like whoever said; the nerf should only make the shittier players quit using him; he still has all the same tools.
 
NO... but meh its whatever, I need a character with a fast OTG since I like having sent's drones and don't want to lose his awesome assist just to have a rocket punch that misses unless i'm in the corner. I don't want to lose Dorm but of my three he is the character I can part with the easiest. Any suggestions?
 
OTG Assists: Sentinel, Wesker, C.Viper, X-23, Deadpool, Felicia, She-Hulk.

Your team is Hulk(?)/Sentinal(charge)/Dorm right?

Wesker
is a pretty good choice, he goes amazingly well with sentinel assist to cover teleport cross ups and he probably has the best OTG. His DHC with Hulk is poor tho and I'm not sure if maximum wesker leads to hyper sentinel force.

C.Viper
Decent OTG and can play cross up shenanigans with sentinal assist and square jumping. DHC's well with everything.

X-23
is decent and can play a lot of cross over shenanigans as well with sentinal assist and DHC's very well with them. The OTG is decent.

Deadpool
has a good OTG and can zone with either assist well.

Felicia
Slow OTG assist, but good rush down with Sentinel assist

She-Hulk
is probably the least viable due to the speed of the OTG and poor synergy
 
BTW Dorm can TRIPLE teleport!

Also another idea I've been wanting to play with is THC set ups. I was showing a friend what they are and why you want to do DHC's instead and I noticed that some characters (FUCKIN DANTE!) have extremely long hypers and will allow your point character to walk over and keep the combo going while they are still hitting them. So I want to experiment with this idea and build a team that does a combo, THC's with 2 meter, and then runs in for a continued combo.

I'm curious if this will lead to some awesome damage reset glitch potential. EX: Zero/Dante, start combo with zero, THC, after THC activate Zero's shadow hyper and start mashing C. Might not work but food for thought. Either way Zero is a meter gainer and can easily support a constant 2-3 meter and lead to some insane potential with this.
 
I thought that Dorm could only double teleport, I never tried triple but seems interesting. The thing I dislike about having to drop dorm is I figured out the synergy with my team, but having no quick OTG is really hindering my damage output. It sucks knowing that with I can pretty much connect all my hypers with my current team but I might not be able too with any other character.
 
Well you do have some other options. Hulk and Sentinel both have OTG hits after combo (Gamma Tsunami and L Rocket Punch), you can use an assist to pair with it and keep them hit stunned long enough to finish the OTG. I think Dante Jam Session would be good. Likely connects to all of them, covers a lot of forward ground, long hit stun. Not sure about mid range combos tho, sentinel probably since he can dash in then L rocket to cover some ground and Hulk can only really Gamma tsunami in the corner...but corner happens a lot in this game.

Considerations:
Captain America (shield throw), Dante (jam session), Ammy (cold star), Doom (rocks), Iron man (repulsor), Chun-li (lightning legs), Akuma (tatsu), Ryu (tatsu), Skrull (tenderizer or the flame spin), Spencer (wall bounce), Dorm(portal...at certain ranges), Magneto (grab), Haggar (spin)

I think Dante would fit the team really well. He builds meter, sentinel can cover teleport, hyper allows him to connect with any DHC, Jam session is very good defensively and will likely allow relaunch, and he can do my THC trick....so hulk can run up and recombo!
 
Holy crap I forgot that hulk can gamma wave people and make them OTG meaning I might be able to hit them into drones or dark hole with Dormammu. I must get into the lab and experiment!
 
I thought about drones, but they're a bit too slow and when they hit someone too low they tend to fall under the 2nd and 3rd. It works with some combos but not hulks OTG. And yeah a lot of people forget that OTG. In corner you'll see people do his DP hyper rather than use OTG tsunami > Gamma Crush unless you intended to DHC into something that doesnt benefit as much from it or X-factor. His tsunami works with dark hole but the consistency might be hard. Pressed up against the corner dark hole is too far behind the opponent and sometimes they fall out of it or it misses. But try it.
 
Yo IFB since your working on Dorm I suggest you check this out since I just now learned how awesome Dorm really is.

 
Yeah I saw that last night, very helpful. My dorm has easily become my best character and my first viably competitive one. I feel I'm dumping a lil too much faith into spam assists and setting myself up to be beat by hyper beams. I need to look into what other dorm teams are floating around and pull some ideas.I also need to form game plans around his liberation moves, I feel random when I make a decision which to stock up for and I dont like to use them mid combo unless it will kill, simply because the damage is minimal and having it will more than likely I've me access to netting a 2nd combo later and limit their options. Good for meter though.
 
The damage increase isn't what matters; it's the absurd meter gain. Dorm with meter is far 2LMS, 1D:2C (TK this right after the launcher or it won't combo), 2MS, j.MMHS, OTG pillar xx super builds 1.25 bars. This is huge for Dormammu because he's pretty shit at building meter on his own without some kind of assist that lets him mix you up a bit (Sent drones, plasma beam). Even then, they aren't abusable (especially if you use Sent). The spell itself builds half a bar if most of the meteors hit, but I don't advise using spells outside of combos because you're wasting the time you spent building them up. D3 is good because it limits the opponents' options; especially if they have a projectile. You can beat them with it on reaction and combo into dark hole xx super. Like 1D:2C, it can also extend combos for extra damage and meter. The rest aren't very useful in my opinion. Go for 1D:2C if you plan on rushing down, and D3 if you like limiting ranged options. Of course, you don't need them in every match-up and it's up to personal preference, but that's the general rule for me when I play him. The simple way to buy time for spell storing is to use the ball super on an incoming character. You can also get free spells after an airborne enemy blocks a pillar, instead of going for chip with another (which is a better idea if they're not about to die, in my opinion). Experiment and do what works for you.
 
Not a bad idea. Now that I think about it I could do 3D (anti-projectile), 1D:2C (rushdown support), 2D:1C (anti-rushdown), 3C (chip support).

I'm still having issue beating zero. any ideas when he dash over head? I can't seem to beat him out with anything and that pressure string goes on forever if they us an assist!
 
Back
Top Bottom