Ultimate Marvel Vs Capcom 3

Got me a B team started: Dorm(portal)/Dante(jam)/Doom(beam). Been wanting to do this for awhile, but avoided it in vanilla since I didn't want to learn Dante and Doom, but I can finally do their BnBs so I figured I'd try. Team just feels solid, with some pretty cookie cutter set ups and synergy. Nothing to fancy, but effective. Cut the screen up with projectile assists while dorm does what ever and abuse teleport+assists set ups.

Thoughts and ideas? Right now it's pretty basic with fishing for BnBs, so I haven't gone into resets, shenanigans, fancy team combos, etc...

The way the team looks it seems like you are playing mainly keep-away what with jam session and beam assist. If you're running Dorm as point then Dante has many an option for DHC and being able to abuse those assist. I really like the team since any of those characters work well as an anchor with Xfactor and aside from Doom they can create their own mix-ups. I would work on teleport and dark spell combos with Dorm though as he can pretty much kill characters by himself if he is in the corner or even mid-screen if you have your teleport combos down.
 
Ya, I'm having issues doing his finger laser into teleport. Haven't landed it properly to really understand the timing. But yeah lots of zoning, teleport cross ups, and fuck off assists here. I particularly like how bullshitty dooms laser is since he stands so far back. People always bitch about how I whore akuma assist (and i do)...I've always argued Doom's laser is far more retarded and I aim to prove it.

Team feels like it's gonna need a lot of work as none of these characters are easy to master. Think I needto work on Dorm first.
 
I'm on there often for XBL : xxxMantaxxx

Sporting Tron on point, Dorm and Task. Until SC5, msg me if ya want a match =)

-Manta-
 
So I have a practical combo with Hulk that does 1 million dmg from almost anywhere on screen, the only thing it can't do is corner carry... well not yet at least. Seriously though being able to kill 98% of the cast from anywhere on the screen with st.H is too awesome.
 
Oh sure it requires an otg assist and an assist that can hold the opponent in the air after a gamma wave but most assist should work with that.

Mid-Screen

St.H, S, j.MMS, dash OTG assist, Cr.H, S, j.MMHS, gamma wave, Assist, Anti-Air gamma charge HM, St.H, Gamma tsunami.

Corner
St.H, S, j.MMHS, OTG assist, Cr.H, S, j.MMHS, gamma wave, Assist, Anti-Air gamma charge HM, St.H, Gamma tsunami.

The assist I use are Sent(Punch)/Dorm(Dark hole)

With out the hyper finish it does 800k, you can also end it with Gamma crush instead if you wan't, you just need to change the last AA gamma charge LH instead of HM and then gamma wave otg into gamma crush. It's isn't always consistent though so I don't feel like messing with it, and you have to start it with AA gamma charge LH. It does 10k less damage but it leaves your opponent in the corner.
 
It is practical if you're playing a point Hulk, but I normally deal with Hulk by primarily running away and mixing in Down/Side TAC's then ending on a snap to get a free shot at the assists and hopefully have him come in on my terms anyway, so I wouldn't call it a BnB but that is a very nice combo.
Though if those are your assists, how are you handling keepaway when using Hulk - that seems pretty tricky when one considers your assit - I guess you can make some unblockable setups, but even so...

Anyways - time for a status update, I've been putting a lot of work in and settled on a new team:
Point: Dormammu (Dark Hole)
Second: Taskmaster (Aim Master Straight Shot)
Anchor: Doctor Doom (Molecular Shield)

I've gone from playing a point Doom to anchor purely because he's defenitely my best character and if I need to make an X factor comeback, he's my best chance. Dormammu's on point partly because I find him to have better versatility than Doom and with the assists can ToD comfortably as DHC's aren't that great with Doom - too inefficient. As for Taskmaster, its Taskmaster man. Good DHC Synergy with this team to, especially by a corner.
If I do switch, all my team can also DHC into Stalking flare, meaning I get a garunteed triple cast as well. I'm just loving this team right now to be honest, but then space control is my thing, lol. =/
 
It is practical if you're playing a point Hulk, but I normally deal with Hulk by primarily running away and mixing in Down/Side TAC's then ending on a snap to get a free shot at the assists and hopefully have him come in on my terms anyway, so I wouldn't call it a BnB but that is a very nice combo.
Though if those are your assists, how are you handling keepaway when using Hulk - that seems pretty tricky when one considers your assit - I guess you can make some unblockable setups, but even so...

Oh keep away is such a pain to deal with but most of the time I just Gamma crush into Stalking flare and have Dorm deal with it. Though if I have Hulk then I just play patiently and go for an air throw or just let them push a button and eat a st.H into death.
 
I never really played UMVC that much like SSF4. Is it that much different from SSF4? I'm a Chun-Li player.
 
Definitely a few but a lot of similarities. In this one you can cancel most of your attacks, so it's more about timing the cancels than it is trying to perform links (in most cases). The game is MUCH quicker and more things are happening so you are forced to be more active in your play. Rarely will you see footsies dominating a match for long and wins can be explosive.

Control wise it will feel easier but faster. You can do flashy things with minimal execution, while tougher combos can get up there in dexterity. Chun-li is definitely a character that is like that. She has some insane stuff for combo fanatics, but can be played doing simple things as well. With her you'll be rushing down heavily since she has an air dash in this game. She is VERY fast.
 
I dropped Mags because he felt less helpful than the rest of my team and Vergil went when I rebuilt my team to work around my personal strength in any FG - damage through space control, Dormammu can do it better. =/

Oh so you are also a zoner! What's your team? My main team right now is Hawk(triple arrow)/ Doom (missiles)/Dorm(Hole) it works so well to play keep away. If hawk dies then I just super jump with Doom and air dash up so they can't super jump and hit then spam air photon shot till they get frustrated and try and attack me, gives me a free foot dive!
 
Dormammu on point (Hole)
Taskmaster Second (Vert shot)
Doom Anchor (Shield)

Though depending on the matchup, I occasionally play Task on point, with dorm second + liberation.
 
I dropped Mags because he felt less helpful than the rest of my team and Vergil went when I rebuilt my team to work around my personal strength in any FG - damage through space control, Dormammu can do it better. =/
Mags is arguably better than Doom, I hope you realize that.

Also why are you using Rocks when Hidden Missiles and Plasma Beam exists.
 
Dormammu on point (Hole)
Taskmaster Second (Vert shot)
Doom Anchor (Shield)

Though depending on the matchup, I occasionally play Task on point, with dorm second + liberation.

I don't like liberation assist since most of the time you're just better off using the stored dark spells with Dorm instead. The team seems to cover most spot though what with Task covering the sky and Doom and Dorm able to keep the ground safe.
 
Mags is arguably better than Doom, I hope you realize that.

Also why are you using Rocks when Hidden Missiles and Plasma Beam exists.
I'm significantly better with doom than mags and LG infinite among others would disagree with you strongly here =P.
Rocks let me ToD with Dorm or Task without having to spend too much meter. I know missiles are genreally better, but I still need more experience using them before I commit to putting them in my main team.

I don't like liberation assist since most of the time you're just better off using the stored dark spells with Dorm instead. The team seems to cover most spot though what with Task covering the sky and Doom and Dorm able to keep the ground safe.
Liberation is very situational, but with him on second I can DHC into QCB Super and get 3 free charges. This is not a team i've used much though. =/
 
Switched my team order. Cap(shield)/Akuma(tatsu)/Task(vert). Gives me a lot more options and I don't feel like Akuma is useless when he's anchor and out of beam juice. I still need a true TOD (or 1 meter 900k) with Cap, but the assists don't give me much room to extend. any ideas? Vanilla Akuma woulda been perfect, but now :/ I think i need to find ways to use less mids in the combo so i won't waste hit stun
 
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