Ultimate Marvel Vs Capcom 3

I've got a question. How do you learn how to do those forced throw setups? Like where you end a combo a little early but force them to tech up into a throw attempt or something? Like how do you set the training up for that? And any idea how to actually use those setups? Magneto's throw is PRINGLES but I never get a chance to use it.
 
Been experimenting with with a few characters lately and I've become quite fond of Taskmaster I must say. He's pretty much Marvel's answer to Wesker but with less speed and more emphasis on zoning. So, I tossed him in with Wesker and Dante, and the results were very good. All three can be played on point and dish out SERIOUS damage. They can all build meter and aren't reliant on it to do damage, so no meter hogs. They can all zone when needed, although Wesker is a bit weak here, but he can zone nonetheless.

I call this team "Swiss Army Knife" because there's nothing any of these three can't do lol It's not to say I've dropped Dormammu though. I like to switch between him and Taskmaster because having a team where all three characters have invincible lvl 3 hypers is the shit, especially when your opponent tries to chip you to death when you don't have any X-Factor.

Sentinel: HYPER SENTINEL FORCE

Wesker, Dante, Dormammu:
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I've got a question. How do you learn how to do those forced throw setups? Like where you end a combo a little early but force them to tech up into a throw attempt or something? Like how do you set the training up for that? And any idea how to actually use those setups? Magneto's throw is PRINGLES but I never get a chance to use it.

There's no real way to force throws throws to connect; really, the only way to get 'force throws' is to condition your opponent to block and mix them up. If you've played any other 2d fighter, it's the same concept. Really, after you condition your opponent, the best thing to learn in order to use throws effectively is learning the blockstun for your attacks (so you can use fast pokes and throws to open your opponent up so that all types of stuff starts connecting).. As far as I understand, that's just something you 'get', but I've been playing fighting games since I was little.
 
I've got a question. How do you learn how to do those forced throw setups? Like where you end a combo a little early but force them to tech up into a throw attempt or something? Like how do you set the training up for that? And any idea how to actually use those setups? Magneto's throw is PRINGLES but I never get a chance to use it.

Those are called resets and LP pretty much covered them in his post, most people try and set up air resets but the thing with them is some people start to expect them so you might lose out on damage you could of had by doing normal combo's instead of going for resets. Its a double edged sword but the risk is usually well worth the reward.
 


Those are called resets and LP pretty much covered them in his post, most people try and set up air resets but the thing with them is some people start to expect them so you might lose out on damage you could of had by doing normal combo's instead of going for resets. Its a double edged sword but the risk is usually well worth the reward.

Compared to just straight finishing the combo, potentially how much damage do you get off of them? And are they worth it at all to use, or should I just stick to finishing Wesker's sick combos?
 
Really, they depend on the the character and team you're using. Once you understand Wesker, his throw setups are usually better in the corner (depending on the health of the character). When I have him with my opponent in the corner, depending on my opponent's reactions, I like to either (once the hitstun deterioration kicks in) OTG--> airthrow, OTG ---> combo (if they try to preemptively break the grab), OTG blocked combo (to get them into blockstun on the ground so that I can potentially combo or command grab depending on how they react), or use similar setups with my assists and his teleports.

Really, though, there's no flowchart to playing fighting games; figure out what works for you and ride with it. And you're not going to always 'guess' right or win; you have to remember that your opponent is also trying to win.
 
Compared to just straight finishing the combo, potentially how much damage do you get off of them? And are they worth it at all to use, or should I just stick to finishing Wesker's sick combos?

It sort of works like a tech trap I would think, there's a risk you might drop damage if they guess right but if they guess wrong you get some solid extra damage. I could link a video of super skrull elastic slam resets if that would help, but I suck at this game and only really know him. =\
 
Hey Megiddo, you basically play my team: Wesker, Dormammu, Taskmaster

I only switch out Wesker to either Doom when I wanna zone properly, or stay with Wesker to rush the enemy.

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Problem?
 
Anyone going to REV for marvel? Its in june and is close to me so I want to meet up with some people if possible.
 
They were all doing silly stuff, too, though. I'm pretty sure I'm the reason Frankie played Trish there (I played him about a week or two ago along with the rest of the Chicago players and they could barely touch, to the point that, if they did, they made sure they did whatever they had to in order to kill her). Not saying I would've won it for sure, but the only reason I saw Frankie lose with Trish was general ignorance on how to go about playing her (not to mention that JWong was pretty liberal with his usage of Akuma assist and the the team I use with Trish is built for punishing/kepaway/chip), as he kept doing unsafe stuff/not zoning/getting hit by berserker slash. I'm not an egotistical person at all, but I think I would've made top 2 up there no problem.

Wolvie isn't unstoppable, either - it's just that people haven't put time into figuring out ways around his BS (mostly 'Slash and dive kick madness). I'd put his as the new Sentinel; people think he's still good because they're ignorant to holes in his game. He's decent, but, I've said it before and I'll say it again, runaway and keep-away are too strong in this game and characters without airdashes and projectiles suffer the most because of it.

Typhoon told me about something called Midwest Championship or something; I'm definitely going there (well, definitely going to try =p).
 
I don't see dive kick as the problem with wolvie; at least not as much as zerk charge + x factor + zerk slash to anything. Call akuma tatsu then zerk slash crossup and you're pretty much guaranteed to die. =x
 
I don't see dive kick as the problem with wolvie; at least not as much as zerk charge + x factor + zerk slash to anything. Call akuma tatsu then zerk slash crossup and you're pretty much guaranteed to die. =x

you can pretty much anticipate if not react to when your opponent is calling an assist, if that is so and you have a character that has a fast projectile type of hyper, then you can rape both the assist and point character, notice the assist gets DOUBLE the damage so... good hypers to make your opponent be affraid of calling an assist would be Dorm. Chaotic Flame, Zero's Genmu Zero, Akuma's thing idk what it's called, it's the purple beam. And... yeah ^-^ however it is easier said than done. And players sometimes rely too much on Berserker Slash, but you can punish that one if you block it without the assist getting on your face of course
 
I'm currently borrowing this game. Anyone wanna go round one day? I suck though.
My team as of now is based around Felicia. Magneto and Chun-li are my supporters.

Go Pocky Neko! Nyaaaa!
 
Thinking of picking up Doom to replace Sent on my team, I've been watching Doom combo vids and he just seems fun, and his assist options are awesome. If he had an OTG assist besides missiles I'd be happy but whatevs
 
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