Ultimate Marvel Vs Capcom 3

OS with a throw that can be teched on matter what, so it doesn't matter. That will be out soon but teching throws no matter what means that doesn't work.
STANDING gun isn't really good against small character, but his air gun sure as hell is as it's good against everything.
Rhino can absolutely punish things. It can't do it with half of the screen but the furthest 25 percent of the screen he can counter bionic arm or any other physical move that's as far and as fast or shorter and smaller.
And that's situational man, if he has you blocking right off the bat you'll be on the ground and trying to jump for chicken block, from which you'll be hit or 1-frame command grabbed which will also grab you before your jump animation.
Fantuckinfastic
-Whether or not the grab is broken negates the mixup from the teleport. It'll be option-selected with an unbreakable throw by the end of the year due to patch, so yeah.
-Jumping gun is great, I agree, but if he's just gonna jump around all day, he's severly limiting his options. His main game is on the ground.
-Ask any of the Wesker players on SRK. Rhino Charge cannot punish anything on reaction. They're all saying they want MvC3.0 Rhino Charge back. A bunch of them have said it's almost as useless as his projectile counters.
-I'm talking about hitting him on the way back down, bro. Not jumping right at the start of the match, smh.
Viscant is now my favorite player. Like thirty Wesker command grabs!? Wtfux! And people here have the nerves to shit on Wesker!
I don't shit on him, I just don't suck his dick completely dry. I used to main Wesker, so I know what he's capable of. Floe also lost his shit, if you couldn't tell, and got blown up. That money match was not Wesker vs. Nemesis or anything, it was Viscant vs. Floe. As much as I don't like Viscant, he knows how to take advantage of people's weaknesses, which is exactly what he did to Floe.
 
- But not being able to actually grab leads to more pressure from Wesker anyway because his follow ups are better than everyone elses.
- He doesn't need to change that up because he doesn't need those options unless he's already down. Not to mention it always annoys the other player and makes them come in making his work that much easier.
- I can ask all day, but he absolutely can punish moves on reaction but it all depends on what it his and where it's coming from. And he doesn't need it back at all because he can combo after it, remove his abilitey to combo after it and then i'd agree to make it a real counter. Like Taskmaster whose only combo after it is another super.
- And i getcha now on this section, but it doesn't have to be the start of the match when you're trying to jump away lol. Hell it's most of a match.
 
-His j.H and cr.M are the only viable options I can think of off breaking an air throw or throw (respectively). You can mash H or 6H to get out of either of those. I've done it multiple times before when both of the local Weskers tried to mix me up after a throw tech.
-There's very few characters where jumping gun is going to cause that significant of a problem (Looking at Sentinel here). Everyone else, like Dante, Vergil, Zero, Viper, Magneto, Hawkeye, hell even Spiderman, have enough air mobility to get around that easily and blow Wesker up for taking to the air.
-Punishing on reaction is not possible, dude. From fullscreen? Sure, I give you that, I can see that working. But the areas where it mattered most (1/2 screen to point blank) are shot to hell, and you can only counter on anticipation at that point. That was one of those things that made battling Wesker close up a little more dangerous. Take that away, there's a threat of retaliation.
-There are plenty of characters that can space Wesker out so they don't need to kangaroo everywhere the whole match. You play Dante, right? You should know this especially. Crystal, for example, is HELLA useful against Wesker, same with Hysteric, Drive, etc, not to mention the threat of Dante's normals. Same thing with moves like Vergil's Judgment Cut, Hawkeye or Task's arrows, Mag's Disruptor, etc. And hey, when they have options from the air too (Air play, for example)? Pfft, yeah okay, good luck, Wesker.

Still a hella good character, top 12-15 at least.
 
Anyone else think that Dorm beats up on Hawkeye? If Dorm has 3 destruction spells cast then Hawk can't zone him for fear of eating an explosion and a dark hole xx chaotic flame punish.
 
Dorm has teleport runaway and dat hyper...gives Hawkeye issues since Hawkeye must be around the same height to attack risking punish and he loses on jumping in. Really that battle goes only a few ways. You only attack when dorm is meterless or airborn, you have assist that can maybe help you out, or you depend on Gimlet punishes.

BTW most are aware but if you want the most damage out of 'Gimlet x-factor Gimlet again' you can x-factor just as you fire the first shot and before it hit it will get the x-factor damage...so lvl3 makes it go from 250k to 400k. 2 Arrows in a row is like 750k. So even tho he has bad matchups, he is ridiculous when you have 2 meter and ANY level of x-factor.

I feel with Hawkeye you really need to make a balanced team. While he can be ridiculous as anchor, if an opponent can run away with their x-factor on to cancel his...he can't do anything about it making him a hit and miss anchor. I feel he needs assists to force opponents to take chip or let him get in and so he can tag out for bad MU's.
 
Dorm has a huge advantage on Hawkeye anyway, because Dorm can set up his own left and right mixups, and just fill the screen with absolute nonsense. Hawkeye's solid, but he's no Dormammu.
 
So I've been playing a bit more and I'm getting a better handle on my team. Especially with Strange and Vergil. I'd like to improve with Firebrand, but mostly what I've been doing now is firing off heavy fireballs and lots of dive kicks. I'm not sure what else I can do with approach with Firebrand, though, I don't think his mobility is bad.

I want to improve some of my combos with Vergil and Strange, though often times my combos are the result of abare (random) hits that basically lead into a magic series standard combo. I was trying to think of ways where I could land Lunar Eclipse more often or just combo into it, but I'm having some basic trouble. I'm not sure I'm quite at the level now where I can really abuse Summoned Sword formations (though I really want to) and I'm having trouble with what I should use as a more basic combo starter. Obviously 2H is really good, but I was trying to think of some options that would help in a post-block setting where I'm punishing an unsafe move from block.

I can't think of any options with Strange where I can use red Flames of Faltine, but I have found some use for yellow Flames. I'm not sure what other combos exist for Strange and I want to try some other basic ones. I've pretty much solidified Bolts of Balthak as my Strange go-to assist. Its catching a lot of people moreso that I thought it would and seems to create some unblockable situations. If they're caught blocking the first bolt it appears that they have to block the second bolt and I can usually hit them with Firebrand's slide or Vergil's 2H and go from there.

Also, I need to help understanding Vergil's Trick cancels. It seems like you can trick in any direction when canceling through certain moves, but the cancel is always H. I've noticed that I can 6H a floating opponent into a wall-rebound, but I'm unsure what to follow up with there (can I Trick cancel over to the rebounded opponent?), would Lunar Eclipse work there?
 
I'm still struggling with online. I feel like I can't do anything and everytime i do something I should be doing the game derps it up and gets me punished. I've lost so many matches to bad players, I fear HaH mode will only make me saltier as I will inevitably dive into online.
 
Just stop playing online, IFb. You will enjoy the game so much more playing only offline.


you should understand that offline isn't an option for most people, in most cases people will not have access to a strong community of local players so they can enjoy playing offline, not everyone can afford to spend money to travel to any tournements due to how far they are..........

for example, where i live the closest spot where they host tournaments is about 1 hour away, the tournaments are hosted like every 3 months and around 10 ppl attend those tournaments, i only have a circle of 3 friends who enjoy playing umvc3 offline so i spend a couple hours a week playing with them offline.........
 
Oh no I totally have access to offline. Just not at 24/7. Plus I like to get the feel for new characters before letting Sora kill them in 2 cross ups. Offline is more my testing for new characters, but some characters just get shafted by it, learning Rocker Raccoon online is a bitch. You get the teleport, but everything else takes a huge nerf. I need to test my connection to someone elses. It seems my opponents have a much smoother connection than i do, as I've played with friends and they say it's fine and I can barely get day 1 BnBs to be consistent. I've seen people pull Magneto loops while I can barely get simple hit confirms going. I got owned by a Storm spamming AA+S over and over (I won in the end, but there's no excuse for that terrible strategy to work...ever).

I'm wondering about HaH mode tho...that may force online to unlock stuff
 
so can anyone help me with spencer? some good match ups against him? a highlight on his strengths and weakness....?

Spencer with assist has little to no weakness whatsoever (that's why he's top or close-to-top tier). All his zip approaches become fast AND safe so you can't really zone him out. You can attack above his head, but if you get tagged by him or an assist, it's pretty much 800k-1m damage. You have to outplay him, or get rid of his assist. He can't really overwhelm you like Wesker, but you cant overwhelm him either because of his aerial mobility.

Spencer with no assist has more obvious weaknesses. The area above him is a lot less covered and he has to take more risks to get in and/or mix you up. Zip becomes slightly unsafe (though still safer than Vanilla) so fish for that air throw. Watch for the overhead. This is a lot easier to see offline, but you have more than enough time to interrupt it or up+back on reaction. Do NOT standing block this -- the move is unsafe by itself, but he can cancel or delay cancel into lancer, which he can then cancel into hyper. That is three mixups you have to watch out, so unless you're an exceptional player, it's hard to punish this on reaction without BS flying your way.

Respect the bionic arm. It remains as one of his strongest tools in Marvel. He has to come to you to damage you, so if he's far away, make sure not to press any random buttons as he can and will use arm on reaction. Be patient.

A lot of his command moves are punishable so if you block him or see him whiff, chances are you can punish him. Learn how to punish each in training mode.

Good luck.
 
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