Ultimate Marvel Vs Capcom 3

I don't see how this doesn't appear to be rude to you.
I don't see how one line of me being blunt makes me a waste of life.
Oh what are your guy's thoughts on Skrull? I started seeing a few more skrulls on the internets now that Mr.Nasty showed his potential.
Skrull's always been great. DJ Huoshen (and the lesser known Grimy Grizzly) have both been repping him since 3.0, and he was just an underrated character all along.
 


the reader should nvr have to ask the writer what they mean, clearity is a common cause of misinterpretation, which is what i did......my point being i shouldnt have needed to ask you wat you are trying to say or what your purpose was if it was clear in the first place, which is why i said, if you had posted that you where telling me the difference between a good and bad virgil, i wouldnt have misinterpreted etc..........

basically, when i read your post, you sounded like an unnecessary ass, so responded as an unnecessary ass but i wanted to be worse........

p.s. one blunt statement is all you need to set the tone of the rest of the passage........
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well actually, jugdement cut L can whiff, for example if your going for a basic high low string, and the opponent blocks virgils string ending with cr.h, judgement cut L will whiff, and leave virgil open if no assist are called, judgement cut M will connect though but the opponent will be pushed back far enough that the situation becomes pretty much a 50/50.


also cosmic, you didnt really say how you deal with virgil, unless when you said running away was a good option as your solution, then i dont really think thats a legitmate way to deal with this character....
 
Let me ask the people here who know a lot more about this game than I do, how well do you think Iron Fist and Super Skrull would work together on a team? Skrull was my main in 3.0 but I'd already decided when/if I chose to get more into UMvC3 that I was going to start from the ground up. In 3.0, I just picked characters I liked or wanted to play without any consideration to

1. The kind of synergy they would have together

2. Whether their fighting style matched my natural playstyle

So in Ultimate, I wanted to pick a team more in line with what works rather than just what I felt like. I'm a rushdown player and I was forcing myself to play mostly non rushdown characters before. I'm really liking Iron Fist right now and I'm thinking about making him the focus of my team. However, I still really like Super Skrull. He's still who I'm best with, and I've always felt he meshed well with most other characters because of how well he could DHC from or into one of his hypers. That being said, Skrull can also rushdown to an extent, so I want to try and keep him on the team with Iron Fist and then back it up with a solid assist character to help get in.
 
well actually, jugdement cut L can whiff, for example if your going for a basic high low string, and the opponent blocks virgils string ending with cr.h, judgement cut L will whiff, and leave virgil open if no assist are called, judgement cut M will connect though but the opponent will be pushed back far enough that the situation becomes pretty much a 50/50.


also cosmic, you didnt really say how you deal with virgil, unless when you said running away was a good option as your solution, then i dont really think thats a legitmate way to deal with this character....
I'll outline the difference between good Vergils and bad Vergils for you:

Good Vergils
-BnBs that do around 700k damage solo, and with assists and/or DHCs, can ToD 850k-950k characters.
-Tight (and completely safe) blockstrings.
-Hard to block resets, utilizing Round Trip and assists + teleport
-Wise use of Devil Trigger depending on matchup (mobility, ability to special cancel normals on whiff, etc.)
-Exploitation of Round Trip as a tool for mixups.
-Teleports always covered by an assist and/or Round Trip.
-Abuse of normals' range, not always fighting at point blank. Stinger pressure into mixups is a good example of this.


Bad Vergils
-BnBs that do around 500k damage, period.
-Ending blockstrings with a normal attack, which is always unsafe. Even better if they just mash out dem lows.
-H, S, H, S, H, S into infinity because they think it's a block infinite.
-Lots of obvious Rapid Slash.
-Raw teleports, almost always behind.
-No Round Trip usage.
-Just kind of run in and jam on that cr.L (More general, but it's obvious that you shouldn't be doing this with Vergil, because why use a poke with shitty range like cr.L when you have 3/4 screen normals to work with?)

I don't end blockstrings with cr.h ever, because it's a pretty bad move in general, so I didn't bother to look if Cut L would whiff there. Thanks for the info though.

To be honest, I don't see much wrong with Vergil to the point where there's something about him that you could exploit. Unsafe? Yeah whatever, that's already been solved 10x over. Health? Magneto has just as much, and he's still godlike. Running away from him is a viable strategy, but you have to have your team built for that. I can easily see something like Honzo Gonzo's team (Taskmaster/Hawkeye/Doom) running away from a Vergil, for example. I play Vergil myself, and I'm one of only two Vergils in the whole scene. When we play each other, my strategy is to just basically out-think him. Vergil's not the best at zoning by any means, so he's going to want to get in there, but not too in there.

I mentioned before that people coming to me isn't a problem, and it really isn't, but Vergil does need space, mostly to set up 50/50s and etc. If people are trying to get in on my Vergil, then I am able to dictate how far they get in, because of his normals and Cut L. But if someone says, "Yeah, you stay over there, I'mma chill here and throw shit at you" and I don't have life lead, I'm now operating on their terms, which is really what Vergil wants. Recognize that you can limit his options (Though it certainly doesn't cripple him) by staying away, and if you have the option, stay in the air. When you're fighting him after he's come to you, that's your time to get in there. I know this gameplan can be said of any character, but it's most important with characters like Vergil, Dante, Viper, Zero, etc. who can just bully you and make you accept stuff.

Also, Vergil's at his most dangerous if he has 2+ bars to work with. If he doesn't, get in that ass and kill him.
 
Let me ask the people here who know a lot more about this game than I do, how well do you think Iron Fist and Super Skrull would work together on a team? Skrull was my main in 3.0 but I'd already decided when/if I chose to get more into UMvC3 that I was going to start from the ground up. In 3.0, I just picked characters I liked or wanted to play without any consideration to

1. The kind of synergy they would have together

2. Whether their fighting style matched my natural playstyle

So in Ultimate, I wanted to pick a team more in line with what works rather than just what I felt like. I'm a rushdown player and I was forcing myself to play mostly non rushdown characters before. I'm really liking Iron Fist right now and I'm thinking about making him the focus of my team. However, I still really like Super Skrull. He's still who I'm best with, and I've always felt he meshed well with most other characters because of how well he could DHC from or into one of his hypers. That being said, Skrull can also rushdown to an extent, so I want to try and keep him on the team with Iron Fist and then back it up with a solid assist character to help get in.

Here is a vid with Iron fist and Skrull there isn't a lot of them in the vid as it is mostly about Frank but its something to look at
 
Let me ask the people here who know a lot more about this game than I do, how well do you think Iron Fist and Super Skrull would work together on a team? Skrull was my main in 3.0 but I'd already decided when/if I chose to get more into UMvC3 that I was going to start from the ground up. In 3.0, I just picked characters I liked or wanted to play without any consideration to

1. The kind of synergy they would have together

2. Whether their fighting style matched my natural playstyle

So in Ultimate, I wanted to pick a team more in line with what works rather than just what I felt like. I'm a rushdown player and I was forcing myself to play mostly non rushdown characters before. I'm really liking Iron Fist right now and I'm thinking about making him the focus of my team. However, I still really like Super Skrull. He's still who I'm best with, and I've always felt he meshed well with most other characters because of how well he could DHC from or into one of his hypers. That being said, Skrull can also rushdown to an extent, so I want to try and keep him on the team with Iron Fist and then back it up with a solid assist character to help get in.


heres my 2 cents,

iv always love iron fist in this game, but hes got a few problems that you should take into consideration so that you can cover his ass.....iron fist is a great character with awesome damage potential, hes quick, and he has a great mix up game during block strings, he is pretty safe overall and its difficult to punish him if you know which moves to throw out...........iron fist main problem is actually getting in on the opponent, iron is pretty much limited to running up and choosing j.S, cr.L ,or just L...which in most cases is easily read by the opponent, also iron fist doesn't have any projectiles or any safe method on getting in on characters who zone, iron is limited to the range of his...well fist.... which in general is pretty short..... your best bet is to pair iron fist up with a character who support can compensate for irons fist weakness ex magneto disruptor, irons chest beam, dr dooms plasma beam........with these you could push the opponent to block then allow irons fist to get in and use his 234 L for quick almost impossible to block on reaction low, or 234 M for the same result high.....then from there up to you on what to do......iron fist is a great rushdown character if you can manage to stay close to the opponent, his options on block are very excellent for appling continuous pressure close up.........

im not very familiar with super skrull, although back in vanilla i wanted to pick him up because i thought he was cool.......from experience super skrull is a pretty solid character, hes got all parts of the screen fairly coverd so range isn't an options, he is pretty slow to move around the screen, but its really not necassary as skrull has got some good range on him. his supports are pretty decent at combo extension, be great for iron fist and give him more options on reset as well as increase damage on combos.........you probaly know more about skrull then what i can add now..

plenty of characters have good assist, but with iron fist your gana want a character that can leave ppl on lockdown long enough to get in with iron fist....so ametarstu cold star is pretty good for this, its long range and last a while, dantes weasel shot and sliding nirvana attack(whatever that move is called) are excellent for keeping lock down, nirvana attack is a little bit better though, but its limited on horizantal range and not very safe......iron man is also pretty solid with his assist, his beam cannon has great range and last a long time to keep opponent lockdowned......repulsor blast also is great at lockdown but ironman stays open a bit too long...........

my reccomendation would be pick iron man, mostly cause i like ironman, hes pretty quick, great damage, decent health, overall he makes a solid anchor...... i use ironman a lot, and im a rushdown person myself, so ironman feels pretty natural when you use him to go in on the opponent.....don't sleep on iron man people underestimate his speed

thats all i can think of for now.....
 
I'm up in the air with my team right now. I've decided I need to change up some of my assists because right now, they feel too similar. I can't decide whose to change - Firebrand from Demon Fire (ground flame) to Swoop assist or Strange's Eye of Agamotto to Daggers of Danak.

And for the most part, I'm still up in the air about what assist to use for Vergil. I usually have him as my first out so I don't really think too hard about it and just have him set to Rapid Slash, but I think there might be better options for this team.
 
I'm up in the air with my team right now. I've decided I need to change up some of my assists because right now, they feel too similar. I can't decide whose to change - Firebrand from Demon Fire (ground flame) to Swoop assist or Strange's Eye of Agamotto to Daggers of Danak.

And for the most part, I'm still up in the air about what assist to use for Vergil. I usually have him as my first out so I don't really think too hard about it and just have him set to Rapid Slash, but I think there might be better options for this team.
Firebrand assist sounds fine, but you should try out Bolts of Bolthakk for Strange. Been hearing a lot of good things about that assist. And you should probably use Judgment Cut for Vergil. Puts a projectile on the screen without putting Vergil at serious risk.
 
That's not a blockstring then. Probably anybody with a good invincible hyper could punish that.
Yeah, that's why I said Cap Am and Dorm were the only ones that could punish it without meter. It's still a great blockstring, because like really, who's going to spend 1 bar just to get 200-300k or so? Unless of course it could kill, but at that point, the Vergil should be using 623L~H after Stinger anyway.
 
Yeah, that's why I said Cap Am and Dorm were the only ones that could punish it without meter. It's still a great blockstring, because like really, who's going to spend 1 bar just to get 200-300k or so? Unless of course it could kill, but at that point, the Vergil should be using 623L~H after Stinger anyway.
Can Ghost Rider punish it with s.H?
 
Can Ghost Rider punish it with s.H?
Probably not, but you're welcome to try. Can't hurt.

This is the list that was posted in the SRK Vergil blockstring/pressure thread. Poster said it was possibly incomplete, but I doubt it.

Meterless
America - Charging Star M/H
Dorm - Liberation CDD/DCC (disadvantage for Vergil: Dorm is hit, but Vergil is forced to block)

Lvl 1 (Reliable)
America - Hyper Charging Star
Morrigan - Shadow Servant
Phoenix - Phoenix Rage
Spencer - Bionic Arm
Strange - 7 Rings
Viewtiful Joe - Mach Speed
Wright - Order in the Court! (Trial/Turnabout mode)

Lvl 1 (Unreliable)
C. Viper - EX Seismo (corner only, but trades anyway)
Chun-li - Hoyokusen (corner only, still occasionally whiffs)
X-23 - Rage Trigger (judgement cut must be directly over her)

Lvl 3 (Reliable)
Akuma
Arthur
C. Viper
Dante
Doom
Dorm
Felicia
Morrigan
Hawkeye
Skrull
Strange
Strider (Ragnarok)
Vergil
Wright

Lvl 3 (Unreliable)
Chun-li (corner only)
Trish (corner cornered
 
my reccomendation would be pick iron man, mostly cause i like ironman, hes pretty quick, great damage, decent health, overall he makes a solid anchor...... i use ironman a lot, and im a rushdown person myself, so ironman feels pretty natural when you use him to go in on the opponent.....don't sleep on iron man people underestimate his speed

thats all i can think of for now.....


I've been fooling around with Iron Fist, Super Skrull, Iron Man in training mode a bit this morning.

I'm not sold on Iron Man yet as an anchor, as uni-beam is not quite the get-in assist I want, but the DHC synergy is kinda nice. I'm using calibur directional inputs for this because I do not know the notation for a DP motion without using numbers or arrow symbols, heh.


Iron fist can M, H, ->H, 236 L, 236 M, 623 L, S, air MMHS, 214 M, 236 atk+atk (wallbounce), cr. H, 6H, 623 atk+atk, DHC into Skrull Inferno for around 960 K. I can also DHC that into air proton cannon for another 120-140K, but that makes it four bars, so that probably wouldn't happen very often.

Once I get that simple Iron Fist combo down pat I'm going to move on to some of the sillier stuff he has.

I was just reading about how he has a one bar, 850 k combo that uses no x-factor and no assists and actually builds a little over two bars of meter throughout the course of the combo
 
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.)
 
oh nevermind, that combo I posted actually does way more damage, I didn't realize Iron Fist got bonus damage from mashing on his hypers
 
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