Marvel vs. Capcom 3 Series Catch-All

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ahrezmendi wrote:

I have two questions for you, 7inch, from last night:

1 - How do I approach safely?
2 - How do I approach the kind of set up you were running, specifically strong zoning characters and zoning assists?

Combos aren't my problem, though those could always use shoring up, but I just couldn't get in on you. You suggested super jumps at the time, but those didn't turn out well, so what should I do?

It's definitely easy to get pinned down against any zoning team backed by Hidden Missiles. Those things are so annoying. For now let's ignore the Hidden Missiles and just focus on how to approach someone like Taskmaster.

Basically, you want to use a mixture of wavedashing, jumping and super jumping to approach. Yes, I can stop your super jumps with his straight up arrows, but only if I anticipate the super jump beforehand. If you can get into the area directly above Taskmaster, or above & in front of Taskmaster, the arrows will pass under you and you've safely made it. Alternately, if I mistakenly anticipate a super jump, you can just wave dash over. In general, your safest way in is going to super jump, and if I fire arrows up, just block. Think of it as a mix-up, basically.

With Zero, you can also use his air shoryuken (the lightning sword slice thing) to move quickly over, though I'm not sure how safe that is. The light version of this travels downforward, so jumping and doing SRK+L might be worth doing trying. And charging that buster will threaten me, there's no need to think buster is only useful in combos. I think once you're midscreen with Zero, Taskmaster has to start worrying and can't wildly shoot arrows. Try jump->air dash forward->j.H. You can combo off of that. Also, just a general tip, don't use joystick motions to dash in this game, use the two-button shortcut (2 buttons at the same time will dash).

Hawkeye has even less of a game against superjumping characters (though he does have exploding arrow, it's just not quite as effective as Taskmaster's). Against Trish, she's going to try and be at superjump height and in the corner. Approaching her can be very tough since she can lay traps, but superjumping forward and putting pressure on her is still probably the best way if you don't have an air-to-air superjump height attack. Just remember to block right after you input the superjump so you don't get tagged by traps!

I knew about the 2-button dash, and now I can see it's utility. I'll try some of these approaches against the AI, my air-game is definitely my weakest link and it's a critical one for this game so I'll work on it.

I hope to see more people on tonight. Lothar, I got your message, but when 7inch sent you an invite you didn't respond. I, at least, should be on about the same time tonight (~7:00 PST), and we got all our networking issues sorted out, so feel free to join.

ahrezmendi wrote:

I knew about the 2-button dash, and now I can see it's utility. I'll try some of these approaches against the AI, my air-game is definitely my weakest link and it's a critical one for this game so I'll work on it.

Cool. Yeah, sorry for the rambling answer. The short version is: approach in an unpredictable, aggressive manner. And know that once you get within 3/4 screen I'll start to feel uncomfortable.

As for Hidden Missiles, the trick is to internalize the timing between launching the missiles and when they land. Once you've got that down, if you super jump forward or back right before the missiles hit, you can avoid them altogether.

I picked it up today. I've been meaning to get it anyway. Granted, I'm going to suck since I haven't played in a long time.

We'll all lose to 7inch, so we can watch him kick @ss with impartiality.

I'm running late tonight, probably won't be on until 8:00.

Thanks for the games last night, Obirano. Tonight I hope to get 3 people in the lobby.

ahrezmendi wrote:

Thanks for the games last night, Obirano. Tonight I hope to get 3 people in the lobby. :D

I can't make the next couple of nights, but I'll definitely hop on when I get the chance!

I picked up a used copy over lunch on a bit of a whim, so I'll try to be around for sufficient beatings.

ahrezmendi wrote:

Thanks for the games last night, Obirano. Tonight I hope to get 3 people in the lobby. :D

If you can call them games. if anything it is practice on a moving target.

I've decided to not participate in this company tournament, but all this has re-ignited my interest in our regular fight nights. Hit up that thread, fill it out, let's have some fun!

I got in one ranked match before a friend hopped on last night, and got zoned hard by an Arthur + Joe player. I tried super jumping to approach, which was easy since Voomerang and Arthur's assist are all horizontal, but while I was in the jump he would get under me and just start back jumping into the other corner. I'm still really unclear on how approaching works in this game, from my perspective it seems like super jumping just telegraphs where I'm going to be, and gives all the power to my opponent. At worst for them, they can just dash under me to reset the situation, and I'm no better off than I was. At best, they can AA into a combo. Ground approach seems to be completely out, I can't approach through a wall of fire + voomerangs. It's really frustrating.

One approach I want to try is making better use of Wesker's mobility. Instead of super jumping, I can teleport above them and try for an overhead or in-air combo. If Wesker can't do this, then I'll swap Ryu for someone who can. Any thoughts on this approach? Super jumping is not working for me.

ahrezmendi wrote:

One approach I want to try is making better use of Wesker's mobility. Instead of super jumping, I can teleport above them and try for an overhead or in-air combo. If Wesker can't do this, then I'll swap Ryu for someone who can. Any thoughts on this approach? Super jumping is not working for me.

Teleporters are definitely the bane of a zoner's existence. Wesker/Dante/Virgil are all a pain in the ass, particularly the DMC brothers' teleport into j.S sword slam. Super Skrull is also great since he can punish teleporters on reaction with meteor smash. Spencer can zip over quickly with his zipline, making him difficult to zone.

Still, it's worth learning how to get in without such specific tools. Super jump isn't by itself the perfect answer for getting in on zoners. Use a mix of normal jumps, wavedashing and super jumping, for sure. Also, if your character has additional movement capabilities during or after the super jump, be they double jumps, air dashes or special moves that involve moving your character around, use them, too. Of course, it's character specific. For the characters you play:

Zero - Use his air DP. Charge that buster and use it to blast a zoner. Store up 3 levels of meter and punish zoners with his lvl 3 hyper. When you do get in, keep the pressure on as long as possible before they slip away. You could also do his shadow clone hyper and use his weak fireball to cover your ground movement (though his fireball has very low durability).

Frank - Super jump, and if they try and wavedash underneath you, use your dive knee move. Also, punish zoners at midscreen with shopping cart (I think it eats projectiles).

Deadpool - Counterzone. Really, you should always zone with Deadpool, and just punish sloppy approaches. He's got decent normals but his zoning game is really strong. Use teleport if someone is outzoning you (though you can only do this twice per match, really, since the third teleport will fizzle).

Doom - Counterzone & jumping/superjumping footdive (mix in both forward H footdive and j.S footdive).

Wesker - Telepoooort. Do a jumping air-to-air teleport and come in swinging with overhead j.S. Counterzone with gun.

Yeah, I was just reading about how Phantom Move works, and it sounds like an amazing approach tool. Can be done off any Samurai Edge (even on block), doable in air, and of course Wesker is so deadly to begin with that if you're in that close people start sweating. I do need to remember Zero's DP, that would've helped a lot last night.

I agree that learning general approach techniques is good, but things like wavedashing take time to learn. I'm looking for ways to approach in a more controlled manner in the meantime. This is particularly apt since wavedashing is useless against a super-enabled Arthur assist (his fire will just push you back the full distance, so you need to approach by air).

Thanks for the character specific advice, I'll try to keep that all in mind next time. I don't play any zoning characters, but I do have some knowledge of Deadpool, so if I ever need one I'll brush him off.

EDIT:
515,000 damage from a simple, bread 'n butter 17 hit Wesker combo that only involves 2 easy teleports. Holy cow, I should have learned this guy earlier, that's insane! In fact, all of his no-assist combos are at least 500,000 damage. No wonder he showed up in every single vanilla tournament.

ahrezmendi wrote:

EDIT:
515,000 damage from a simple, bread 'n butter 17 hit Wesker combo that only involves 2 easy teleports. Holy cow, I should have learned this guy earlier, that's insane! In fact, all of his no-assist combos are at least 500,000 damage. No wonder he showed up in every single vanilla tournament.

Yeeeepppp ...

Spoiler:

... and he's been buffed in UMvC3. If you do his basic bounce-around-the-screen hyper, he takes his glasses off and gets damage boosts. If you combine this with level 3 x-factor he becomes THE comeback machine of the game. People jokingly refer to this as "level 4 x-factor." It's so bad that I will always snap-in Wesker and try to take him out first, especially since most people use his OTG assist to extend all of their point and middle characters' combos.

Wow, glad they put in those balances changes in Ultimate! :p

Mantid wrote:

Wow, glad they put in those balances changes in Ultimate! :p

If you want balance, Marvel vs. Capcom is NOT the place to look for it. None of these games have been balanced, ever.

plavonica wrote:

Ok this seems like the place. I have Marvel vs Capcom 3: fate of two worlds, I have been playing against the computer and enjoying it a good amount. I think I broke it somehow however, anytime I play arcade I now get no score/points and start off with 3/4 life and I can't figure out how I did it or how to stop it. Any pointers?

I... have no idea. I assume you checked the options to make sure you didn't accidentally toggle something?

ahrezmendi wrote:
Mantid wrote:

Wow, glad they put in those balances changes in Ultimate! :p

If you want balance, Marvel vs. Capcom is NOT the place to look for it. None of these games have been balanced, ever.

Never said they were. Just think it's funny they put all these changes in and had such crazy imbalances still in place. :p

True, but at least Wesker isn't nearly as bad as Sentinel was. Wesker actually has to do combos to KO someone, Sentinel just had to look at them funny.

Ultimate MvC3 is featured during this week's GWJ 1v1 Fight Nights.
Join us Weds @ 10ET/7PT!

http://www.gamerswithjobs.com/node/1...

So something like half the cast now (possible exaggeration) has an infinite thanks to the new TAC infinite technology. There seems to be a lot of controversy over it too, which frankly I don't understand. People getting mad over infinites in the game, people getting mad at EVO for not banning them, people getting mad at the people getting mad over them, it really makes no sense. MvC2 is held as the holy grail of fighting games in America, and a large chunk of that cast had infinites too.

I think a big part of the drama is that all this tech came out so close to Evo. No one knows if it'll actually affect things. It's also fun because it sorta feels like maybe it'll start really opening up the game, even though Wesker/Virgil/etc. already had the one-touch kills. I think it's exciting and it'll make for an exciting Evo, watching for the infinites.

Arise thread.

Anyone playing umvc3 on PS3 these days?

I don't know if anyone here cares but the UMVC3 finals at this year's Evo were amazing, and I've never even played UMVC3.

[spoiler]Justin Wong had some amazing comebacks to climb out of the loser's bracket with slivers of life on a single character. He even took one set in the grand final to force a final best of 5, but Flocker's Zero was just too strong in the end. Still it was exciting to watch.[/spoilers]

Latrine wrote:

I don't know if anyone here cares but the UMVC3 finals at this year's Evo were amazing, and I've never even played UMVC3.

[spoiler]Justin Wong had some amazing comebacks to climb out of the loser's bracket with slivers of life on a single character. He even took one set in the grand final to force a final best of 5, but Flocker's Zero was just too strong in the end. Still it was exciting to watch.[/spoilers]

Yeah I wish Jwong would have won, would have been a fairy tale ending.

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