Ultimate Marvel Vs Capcom 3

guys I really need help, how the hell would you deal with Dormammu, Dante, and Morrigan(or wolverine) using Zero, Wesker, and another Dante as your team? I can't beat my friend for shit
 
Finalized team for "Please help me nyaa!": Felicia(the mascot of the team), Zero, and C.Viper. Why C.Viper replaced Chun-li? Because she also synergies well with Zero and Felicia. Not only that, I feel comfortable using her. Done rambling my updates for now.
 
With Zero keep attacking DIRECTLY above dorm's head. He has a very hard time covering that spot and watch for flame carpets! Also always jump direction+C when you see a teleport from Dorm. Against Dante always be weary of that teleport and immediately jump grab. Wesker gun is a real problem for dorm so abuse that the second you have the frame to pull it off.

BTW people wanting to understand frame data more, I did a big write up on it and im adding more and more: http://www.8wayrun.com/threads/understanding-frame-animation.7020/#post-226545
 
Just had a look your new thread IFB, much more readable then your previous number fests, just a little feedback for you.

Personally (though you'd never see me use Zero, maybe on a random...), I'd swap out Dante for either Akuma (more melee close range) or Doom (for beams and you can use his photon shots or molecular shield against teleports). Akuma can also teleport nicely, can't say if his raging demon level 3 gets past anything, but if it does that's another plus, just needs good timing. Does use up meter though so if you use that, save it for a finisher or combine it with X-factor.

Also just quickly, against Dante (or Dorm) you should be wary, perhaps eventually weary, but fairly wary of teleports. Saw some guy doing some assist cross-up using Akuma online once, teleporting after calling in an assist to end up on the other side. Could try something like that also.
 
guys I really need help, how the hell would you deal with Dormammu, Dante, and Morrigan(or wolverine) using Zero, Wesker, and another Dante as your team? I can't beat my friend for shit

It depends on what's giving you trouble. Looking at the team, I'd imagine it's flame carpet and Dante assist (both shouldn't be a problem for Zero or Wesker). If it is flame carpet, simply spam fireballs with Zero (M. ones to keep him from starting up his zoning game and F. ones to go through flame carpet and punish if he tries something from full screen). Any other time, so long as you're attacking right, he should be worrying about Zero. Also, as long as they're not anticipating it (and usually don't have meter stocked), it's never a bad idea to Air m. teleport. If you're having trouble with that, just cover it with an assist. Also, never be afraid to stock up to level three and try to out slang (fireball/zone/whatever), with Zero in order to get them to be afraid of your fireball game; as soon as they do the wrong move, hit the level three and close the distance. If you're looking for another way to out sling, just level one charge (dunno what it's called) and out-sling your opponent until they change up their patterns; Zero can outsling most-anyone in the game with that using m. fireball. As soon as they switch their patterns up, you can to. Dorm's inferno or whatever doesn't have invincibility and, most of the time, if you're slinging right, you can give him no choice but to alter his patterns. You can also punish most assists with Zero's level three (just listen for the announcer or their character to call it out)

Of course, this is provided you're also charging buster cannon while slinging. Use buster to to punish anything they throw the wrong way and close the distance/combo/keep pressure.

It's near the same with Wesker, fireball-like gunshot can beat the start up of most projectiles. Don't be afraid to sling at an opponent who's content with just staying back and trying to get their damage with you approaching them.

If those aren't where your problems lie, sorry.
 
Oh yeah, if you're close to your opponent, Jam Session assist is near useless; most of the time Dante'll go right past your character (though they can pushblock you into him) and he can also be hit when he comes out (put one and one together with all of Zero's multihitting attacks). I had problems with Jam Session when I first started also. Just be patient and try to bait assists if they're giving you problems. Most people who try to zone will wait until they see what they think is an approach to call an assist like that or Tron or Hagger. After you bait it, either punish the assist or, if you're afraid of being punished while hurting the assist, just use the cooldown to form your approach. It can get a bit tedious with how well some characters can run away, but, yeah, I play Jill offline so I'm used to EVERYBODY trying to run away and having to chase them. =P
 
Yeah i figured a visual would be much better than mathematical formulas. I've added even more and made some edits so if any of you are still lost on frame data check it out and ask questions and I'll just keep adding more.
 
I'm not sure but I think flame carpet stops Zero wave projectiles . I know it will stop one strength of them. Just always be in the air with zero, his ability to dash and start heavy combos off air pokes makes it really risky for dorm to do a lot of his moves.
 
I'm not sure but I think flame carpet stops Zero projectiles (not sure on the chargeable one though). I know it will stop one strength of them. Just always be in the air with zero, his ability to dash and start heavy combos off air pokes makes it really risky for dorm to do a lot of his moves.

I think it may stop all of them, but almost like a 'combo'; if he's near it when you do Zero's f. fireball, it will 'trade' with it once and then hit Dorm.

Other than that, yeah, Zero should be staying in the air if he's spamming carpets, but teleport behind him (from the air) and do combos that won't lead him into the carpet. The biggest things I've seen in the form of answers from Dorm for that are: a preemptive 'fountain' attack or gravity hole; an air throw; something into a canceled inferno; or simply spacing it so that, if Zero does attack, he'll either have to block an S. attack or carpet on the way down (depending on whether or not Zero has already used his air-dash. But, really, because of his normals and air normals, Zero can rape most of the cast. Still, you have to attack intelligently with him. If a Zero player is on autopilot (and not taking advantage of his buster cannon), you can very easily pushblock him and make him have to start all over. And, of course, one good attack is all it takes to kill him.
 
Oh yeah!!! Another thing I like to do with characters with fast projectiles that go over/beat out carpet vs. Dorm is stand RIGHT in front of where the carpet lands and just keep throwing projectiles; you'll stuff most of his stuff and force him to have to jump or teleport (he can use his normals to cancel your projectile and then cancel into a ball, but most people aren't at that level yet and his ground dash is too craptactular to do much of anything).
 
Don't forget Dorm's normals extinguish projectiles AND beams! He can do st.M and then rip the advantage away...once again fuck wesker cuz timing that shit is impossible in a heated match on his gun.
 
Don't forget Dorm's normals extinguish projectiles AND beams! He can do st.M and then rip the advantage away...once again fuck wesker cuz timing that shit is impossible in a heated match on his gun.

I did mention that, because Hawkeye tried it. Either way, even if he does it, he can't stop Zero's next projectile (his normal is too slow and Zero's projectile is too fast). Not only that, but if Zero has buster 3 charged, it's fast enough to punish Dorm. Dorm can't really do much to Zero (much less if Zero's playing safely), outside of space well and anticipate things. Really, Dorm's only saving grace vs. Zero is that one combo can take around 80%.
 
Again, I stated all of that. It's better to just cancel it into gravity ball (you can always get the hit confirm that into the flame). And, even then, this only works at mid-screen; at full screen, Zero's already recovered from the fireball. If Dorm goes the route you're saying, he's already trying to preemptively punish Zero throwing a fireball, which will only really work on someone who's not aware of what's going on (most of the time).

I'm not saying Dorm is hopeless towards Zero (really, he only has to touch Zero twice without meter), but, in all actuality, he has to switch up in accordance to Zero much more than Zero does him (which is to say, Zero only really has to worry about Flame Carpet). In order to be a decent Dorm player, you really have to predict your opponent's movements and react accordingly (which is easy when all you're playing is online people who continually run into your carpets, regardless of you doing them from full screen). And, with him being so open during all of his specials and his normals and movement being subpar, you had better really be on your reads and punishment.
 
I went to a ssf4 tourney because I had to accompany my sister
they had mvc3 there
and I lost terribly to a 12 year old girl

-_____-

Everybody hates Phoenix
 
Oh yeah sorry, didnt read it all.

Also anyone have any tips on Wesker? I'm seriously at a loss to what to do against him. Only my taskmaster seems to have any chance against him because of shield for catching teleports and blowing through the gun.
 
If it's online Wesker, no clue. If it's offline, just anticipate the teleports; not sure if he can block right after them but you have the frame advantage. Don't do too much jumping either, if it's the gun and the teleport giving you problems (Know I get by because Jill and Felicia can walk/dash under his ground straight shots, but still =P). You don't want to jump around too much so that, when you do catch him in a bad teleport, you can punish accordingly. Once you get him to alter his patterns, adjust accordingly. Though his jumping s. is stupid for for fuckin' reason, if he's trying to jump away and trying to confirm shots into combos, simply get close enough to punish it with a nice air-to-air (once again, I have Jill's jumping m. and Felicia's jumping H, so I guess I'm a bit spoiled) or an airthrow.

If they're spamming the ground straight shots, most characters can duck under them (and the lag time between his next action afterwards of horrible, should he chose not to teleport). Really, though, Wesker's a pretty decent all-around character (though not really excellent in anything rather than health and damage). But, if you're simply having problems because of teleport spamming, just start looking for and punishing them.

When I'm giving this advice, of course it's all complicated by assists, but yeah. And, yeah, online, 'playing' characters is damn near impossible and just hop that they aren't the online Wesker's that teleport into crouching lights. XD
 
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