Ultimate Marvel Vs Capcom 3

Felicia is a cutey. Not only that, but the resets and cross-unders are insane. Just wish they would've given her an airdash.
 
lol she doesn't need an air dash. that psycho cat already is hell in terms of movement with that kick. I've been debating Trish/Felicia team to abuse the scythe lock down and DHC to kitty helper and just go insane. That'll be my next team probably if I ever get this damn Dorm going. Also tried modok, beam assist isn't great. Right now I'm still like storm the best, her whirlwind just gives soo much push back. I think I'll just learn to counter those jump ins with dorm.
 
Honestly what I do is I always lay down the flame carpet and they become afraid to jump in, or I stand on the flame and watch them attack and get hit with the carpet then I launch etc.
 
Carpet is good and is a huge part of my game plan, but occasionally the opponent is smart enough to cross up and launch early to avoid being hit by it. Also air tatsu pushes me back and allows them to fall past it. I try to stand in it to avoid it, but it happens.
 
Flame carpet and telports that's what ya need to do. If I feel people are about to corner me I just teleport but I'm still getting use too the controls and I have a hard time doing inputs on the 2p side
 
Thinking about it I think that dorm should be constantly moving and faking out what with his ability to fly and triple teleport. I haven't seen people playing him like that its usually just him in the corner creating holes and pillars
 
The triple teleport has limited use unless you really have a lot on screen occurring. Like Dante's you can respond to it on reaction...tho I have yet to see if teleport, j.H -> teleport again before landing is possible and/or viable. That could be an interesting pressure tactic.

I usually play him as a mix It try to stay keep away and chip them for meter, but If I feel they're starting to think their way past it or I notice I have a good opportunity with my assists and the thing going on, I'll turn to teleporting in and making aggressive use of flame carpet. Storm in particular creates a very interesting cross up situation when she does whirl wind and you teleport behind the opponent. Based on timing and the screen, the push back is so far you can create a scenario where she pushes them under you again and have you land on your original side, making it very hard for either player to know what side you'll land on. From there you can consider j.H if you think it will connect or land and attempt f.H and you'll either bitch slap them with the arrow projectile or do s.H and then hit S.
 
tho I have yet to see if teleport, j.H -> teleport again before landing is possible and/or viable. That could be an interesting pressure tactic.

I really gotta learn notation for this game :(. I got a video comin up and plan on posting it in the MvC3 threads but if I don't know the lingo it's gonna be looked as being retarted no matter how good the video is.

Edit: Also dorm reminds me of how Black Heart should've been with the pillars/black hole zoning game. At some little gremlins in the mix and it's golden.
 
c. = crouching
s. = standing
j. = jumping
sj. = super jumping
f. = forward
b. = back

L = light attack
M = mid attackk
H = hard attack
S = launcher/special attack

A = L, M, or H,
A1/A2 = assist 1 and 2

THC - Team hyper combo, done by pressing A1+A2. Makes 1-3 characters do hypers at once.
DHC - Delayed Hyper combo. Canceling a hyper into another one of the next character, causing a tag out.
KFC - slang for "X-FC: X Factor Cancel", which is using X-Factor to cancel block stun or attack
TC - No clue what it stands for (tech cancel?), but I think it's when you super jump cancel. A super jump cancel can lead to interesting tricks such as canceling a launcher with S, holding up, and before you actually jump doing a special attack or hyper and you will do it grounded.
Snap Back - 236/QCF+A1/A2, causes you to hit your opponents character out and tag in the corresponding assist if they're available. This is good to use on Phoenix teams who try to keep her safe until they have 5 meter.
Battery - A character who is good at gaining meter through attacks, chip traps, or other methods such as Morrigan's meter assist. They also must not need to depend on spending vast amounts of meter they can't replace easily.
Anchor - character who holds the team together. Generally has the most useful assist and does well as the last character. Phoenix is a good example, You want her late in the fight and she has a good assist.
Point - Generally the characters you want to be controlling through out most the fight.
Crossover - Not to be confused with crossover assist/counter. It means to attack on the other side of the opponent or create a scenario it's hard to tell what side you're attack will come from. EX: doing an assist like a beam, then jumping over the opponent just before it connects. The opponent must block away from your character the moment they're hit by the assist and it can be hard to tell what side you're on when you're passing over head. EX2: jumping over their head and doing an attack that has a hit box behind it, hitting them as you change sides. Hulk jumping S can do this.

There's a few more but that's the general stuff.
 
QCB: Quarter circle back
QCF: Quarter circle forward
OTG: Off the ground, basically when an attack lifts the opponent off the ground so you can keep the combo going.
xx: usually if you see this in a combo that means to cancel say for example. Hulk S.M xx QCF.HL xx QCB.AT+AT
 
Fine.

DP - Calling an assist to attack the opponent in the front while you hit them from behind.


... O.o

TAC - Tag assist combo? Swapping a tagging an assist character in to continue an aerial combo (so hard not to make a chain bang comment after my previous one)
 
Sweet thanks IFB and the rest of you guys that helped alot, i'll begin recording sometime today or tomorrow since I got my dvd recorder back.

I think this video will make spiderman players happy. ^.^

I did it in some actual matches besides my friends the otehr day and it worked like a charm, just as long as I can keep my nerves under wraps (I always get nervous jitters when starting a new fighting game).

I'll be posting the link here firsrt before i post it on mvc3 webisite (I think it's SRK's website?) since I made an established home here first.
 
Spider man, hmm? He does seem pretty fun to play.

Also does anyone one have hulks frame data? all I know is that his AA gamma charge LH is +5 on block. I'd like to know what else is safe with him seeing as I'm starting to get worried about throwing out S.H now.
 
Gamma Wave L is -1, M and H is -5 and -6 but keep in mind the added push back. Gamma Charge -> H is always an option, but risky. That's about it, either cover with assists, or make risky gambles such as Gamma Charge -> L and s.H into an S...And you can always hyper cancel into Gamma Tsunami or keep them scared with Gamma Crush...Another option...cancel into Gamma Tornado and catch them waiting to punish.
 
Yes. It has Start Up Frames, Active Frames, Recovery Frames, Block/Hit advantage, Notes and even displays alternates data such as special mode like Wolverine Hyper and charged vs uncharged. The guide is fantastic. Even displays invincibility frames.
 
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