First up, check out the SRK hyper guide http://wiki.shoryuken.com/Marvel_vs_Capcom_3
There's also an 1up guide which may offer additional ideas at http://mycheats.1up.com/view/superguide/3173462/marvel_vs__capcom_3__fate_of_two_worlds/xbox_360
Here's a tutorial vid for Buktooth's Doom loop
Some various ideas:* Blocking from a dash
If you are dashing and your opponent supers, usually you cannot cancel the dash into block in time like you could in MvC2. Instead, hold UP-BACK to instantly jumpcancel the dash into block during prejump frames. This will allow you to instantly block the supers like you used to!
* Level 3 Supers
lvl3s do not scale in combos. You can do a massive long relaunch combo into air combo into exchange into more combo into exchange into more combo and then OTG lvl3 for QUITE CONSIDERABLE DAMAGE.
Also, many lvl3 supers have very good invincibility. Useful for blasting through various chipping attempts or whathaveyou
*XFactor cancel
Combined with the above, any time you have xfactor available (best with lvl3), and the opponent makes you block, you can cancel your block stun with xfactor and then bust out the lvl3 for huuuuuge damage. Used correctly this is going to put a real dampener on anyone trying to attack you when you're down to your last char (if they have an sufficiently invincible move).
*Air Exchange tagging-counter.
You can't simply spin the stick and mash S for success. However, it is a weighted decision which direction to use - if the opponent is wanting meter, he'll do D+S. For damage it'll probably be U+S. You can use this knowledge to help predict which he'll go for, and use the same to counter the exchange. Note that D+S also uses up your ground bounce.
* Calling assists while jumping
09:16 [@fluxcore] You can call assists while NOT super jumping
09:16 [@fluxcore] aka
09:16 [@fluxcore] you CAN call assists while normal jumping
09:16 [@fluxcore] this also applies to fly
09:17 [@fluxcore] if you fly when on the ground or normal jumping
09:17 [@fluxcore] you can call assists
09:17 [@fluxcore] if you superjump and THEN fly
09:17 [@fluxcore] you cannot
Lol, here's an uber strategy for you arthur players! Hard to setup and perform but MAN so beastly!
(Not)AIR HYPER VIPER BRACELET
I wonder if I can be any good at this game... maybe I should pick it up.... hmmm
Don't even know teh basics -.- :(
Most people don't know the basics bro, it's a whole new game. Even those of us that played MvC2 'til the end (which wasn't many people) are having to get used to the button layout and system changes.
Just jump in and start mashing, feels good to be a scrub again and nobody know much about the game really. No tier charts or anything yet.
Well I can guess at one tier chart.
1. Sentinel
2. Everybody else
;D
you can reset training mode and missions by pushing SELET + START at the same time. fucking awesome.
Here's some anti-sentinel strategy from Justin Wong. Long vid.
Quote
aerial diagonal projectiles to beat everything from sent.
a hitbox shorter than sent 2C to avoid laser chip.
projectiles to beat drones.
dive kicks to catch anything from sent.
teleports to punish anything sent does.
multi-hit j.normal to break armor.
double jump to throw off sent anti-air timing.
fullscreen supers to punish anything from sent besides super.
projectile invincible supers to go through lasers and drones.
invincible supers to go through anything.
block armored normals and punish, or at least move in.
super jump to avoid drone super.
instant overheads and combos in general are very easy on sent.
i'm sure everyone has at least one character with a few of the above traits, so stop being bad.
Comment from some guy on eventhubs replying to whiners about Sven saying there are perfectly valid counterpicks of Sent. Thought it might just give some people some additional ideas.
I would like to add that Sent's c.M and S are not unblockable :P
Dealing with Sentinel spam
Can someone help me?
I cant seem to do aerial combos in online play, pressing up after the first combo opener followed by S doesnt jump me up to continue comboing, ive pulled of one or two randomly, am i doing somthing wrong or is it possibly lag?
i dont have any problems in arcade mode?
:(
You're meant to push S then up to jump and follow up. How laggy are your online matches?
Hey dude, i do push up immediately after S, it just doesnt work most the time but arcade i can do it every time, some matches seem fine with no lag but it still doesnt seem to jump?
miffed really.
OK well make sure you're holding up the whole time until you see you're in the air.
Keits' new tips show 'The Danger Room'
Coupla good strats/tips for Morrigan, She Hulk, Felicia, and tips on Advancing guard.
Has anybody sussed out with Dante, cancelling bold move?
Example, f+h, bold move (s+atk), volcano (f,d,df+m).
Need to input the command within the first 3 frames of bold move to cancel the jump animation and do the move instead, do i just have to do it really really fast?
Can you cancel the jump animation into any move, like a normal? I saw a dante video that uses it, showing the button input, nothing out of the ordinary, just showed the exact inputs as a notation.
Yer it's easy.
You just push d, s+a to cancel stinger then df,m to do volcano. That's the easy part. The hard part is the rest of the combo :(
You get quite a bit of leeway bro. Don't need to take it so fast. Just relax and keep practice it and it should become muscle memory.
You can cancel it into any move except a normal. Unless you xfc.
His combo's are real fucking hard. Unless you wanna do the Marn one with no style.
ah, i must've read wrong, i think to practice the timing, i was trying to cancel the bold move into a normal cause it's a single button press instead of a command, haha
i'll try again but with a special when i get home to get the hang of it. Cheers weazzy-izzle!
Quote from: Pinolicious on February 27, 2011, 07:20:26 PM
ah, i must've read wrong, i think to practice the timing, i was trying to cancel the bold move into a normal cause it's a single button press instead of a command, haha
i'll try again but with a special when i get home to get the hang of it. Cheers weazzy-izzle!
Oh yeah the way you wrote it is the right inputs bro. But i personally like the way i do it. I just got lazy and starting getting it more that way.
So I've heard nothing but good things about the BradyGames guide - is there any NZism friendly place to buy this ? I looked on Livewire but couldn't find anything.
Looking to order from MightyApe if there isn't a better alternative :)
Yeah I wasn't going to get one but after seeing Bills the other day I'm gonna order one today.
Well I just went to order one and Mightyape is sold out.
Quote from: geneterror on February 28, 2011, 10:06:18 AM
Well I just went to order one and Mightyape is sold out.
Noticed that - want to grab a copy from Amazon or something ? We can go halvsies on shipping - not sure of the price though since our dollar is pretty weak IIRC
$11.87 USD excl shipping.
Quote from: electric on February 28, 2011, 10:13:55 AM
Noticed that - want to grab a copy from Amazon or something ? We can go halvsies on shipping - not sure of the price though since our dollar is pretty weak IIRC
Yeah bro keen. If you do the order I will just bank transfer you the money straight away same day. It should still work out a good price though.
$53.61 NZD for two copies economy shipped - about $27 each - cheaper than MightyApe :D
Keen Graeme ? Down side is we'll probably only just get them before First Blood, if not after :(
That's all good bro, I have a PDF file of it anyway I just want a hard copy. Go ahead and order it bro and just PM me the final amount with your bank details and I'll transfer it after work tonight.
bolo, have you guys ordered yet? How much for express shipping if I join the fray?
Let me know how much if you haven't ordered, and how long
Express shipping is fucking $$$$$
I'd been keen to if you haven't ordered :p
Haven't put an order in yet, will do it at the end of the day so people can get in on this if they're keen
Haven't looked into express shipping either, but I guess if there's enough interest I can do that
So, 4 copies so far ? Geneterror, Rorooze, Pino and myself. Anyone else ?
Maybe we should take this to the brady guide thread?
but yeah, if we can get the cost down with big numbers, and the express shipping is feasible, can it be done? It would be baller getting it early before firstblood, but no biggie if it can't. Just post up cost and timeframe!
Good idea: http://nzism.alphaism.com/forum/index.php/topic,1769.msg61267.html#msg61267
Ok after hard lessons from Weazzy, Nick and Redtie I think I'm starting to get this game a bit.
I think my main problems were: trying to footsie, no mixups, no assist cover, no otg/relaunch
So I've dropped Joe from my team and it's now Ammy, Doom and Arthur.
I'm trying to Air combo into air Hard Head charge then land, hit them on the ground bounce, standing Medium, standing fierce, launcher. But can't land it everytime is it better to M, M, H Head Charge or M, H, H so you are more on top of them to make the last hit in the air easier to land?
My Doom is total shit, his mission mode is fun. So far it's mixups with Ammy and Doom missiles, Arthur covering Standing Medium with daggers for combos to build meter till she dies our I can get her out, then Crappy zoney Doom, then a bit better zoning Arthur.
Starting to enjoy this game more as I shake SF4 thinking out of my head.
It's totally different, yeah. Try look for some recent Flash Metroid vids if you want to see some things to do with Joe... he basically needs some kind of projectile assist to help him get in. Flash uses tron...
Joe definitely isn't bad. Just keep practising!
hey guys ive been trying to learn the basic mag combo S, j.H, air dash, j.M, j.H, land, j.H, air dash, j.M, j.H etc. but i rarely get the j.H after i land. can someone explain the timing to me please? they always recover b4 it can hit
How do you beat projectile spam?
Godlike vid LN
Quote from: Zeyn on March 02, 2011, 11:25:11 PM
hey guys ive been trying to learn the basic mag combo S, j.H, air dash, j.M, j.H, land, j.H, air dash, j.M, j.H etc. but i rarely get the j.H after i land. can someone explain the timing to me please? they always recover b4 it can hit
You have to make sure you delay the first j.M enough so that when you land and then normal jump you can hit them at the perfect height and then j.H QUICKLY adf j.M x j.H. They need be done quick.
I find delaying the H after the M helps on the first rep too. Basically do everything pretty slow the first time, then speed up.
notation:
blah DHC HSF xx XFC, Fly, j.HS, s.MS, jc, jMMHS, OTG rocket punch
Something to try with sentinel instead of HSF xx XFC, HSF
Nice find. I normally go for HSF XFC, then wave dash up and launch (though so many pros are still doing the stupid HSF XFC HSF) but this way does heaps more damage and looks much more reliable.
Quote from: massi4h on March 03, 2011, 08:25:11 AM
Nice find. I normally go for HSF XFC, then wave dash up and launch (though so many pros are still doing the stupid HSF XFC HSF) but this way does heaps more damage and looks much more reliable.
Fuck that looks awesome - Gotta love X Factor Sentinel if only for how ludicrous some of the shit he can do is
Viscant mentioned in the comments on the SRK page that anyone who has a full screen super into big damage combo can do similar stuff. For example Spencer, apparently...
Whoa that's pretty mint.
Quote from: LN on March 03, 2011, 08:55:30 AM
Viscant mentioned in the comments on the SRK page that anyone who has a full screen super into big damage combo can do similar stuff. For example Spencer, apparently...
Bionic... ARMMMMMMMM!
QuoteHere is a small video showcasing a series of combos that utilize the "DHC Trick" (believed to be discovered by Kusoru). Basically, this trick resets both the damage and hit-stun scaling allowing for huge damage combos. The fact that the hit-stun scaling is reset along with the damage allows combos to get very creative... this video is just a mere fraction of what is possible.
Currently, in order to make the trick work, you need to DHC out of a cinematic super into a super that doesn't physically hit (power-ups work great here). This includes whiffed grabs, counters (usually need to be XFC'ed so you can keep comboing), and certain unique supers like Sentinel's (he "summons" the drones but doesn't actually hit you himself). Obviously, any team with this capability is pretty dangerous!
In this video, I started every combo off c.L and with 1.0 meter except for Spencer versus Sentinel. I wanted to show what he could do off swing (against another Sentinel). All of these combos can do a LOT more damage by omitting some of the moves (especially the c.L). In some cases, I intentionally lowered the damage so I could have the final hit cause the K.O. blow! Thanks for watching!
This is the shit to learn right now.
Quote from: LN on March 06, 2011, 09:50:17 PM
This is the shit to learn right now.
Just to confirm what I'm seeing here, combo, hyper, dhc into a hyper that's say, a grab, but miss on purpose, but they're still combo.able, and because of the missed grab hyper, you continue the combo and reset the damage/hit stun scaling?
edit: watched a bit more and read about it, even sentinel hyper sentinel force... too baller... the sent haters are gonna rage even more, sent players were already doing this without realising it? I know I didn't.
Has to be a animation super to reset the damage scaling.
Yay for more damage....
Haha I was actually wondering why I could launch and do a standard air combo off of X-23's Weapon X DHC'd to Sent after a massive combo.
Quote from: [8-----D] Toots on March 06, 2011, 10:55:42 PM
Has to be a animation super to reset the damage scaling.
The first super? Or what you DHC into?
Cinematic OTG hyper THCed into a non-'hitting' hyper. Appended the u2b text. Note: combos start with *1* meter and build the other before the THC.
As for crying - MvC2 had the same kind of shit, only in that it lead into inescapable guard breaks and more of the same. Other notes: this won't work on assists due to the cinematic.
This just made Spencer/Taskmaster even better.
I was kinda hoping some other people would post their findings and shit in here. Really lessens my enthusiasm for continuing to post mine...
definitely gonna have to reconsider using spencer.
especially after watching combofiends one today ;D
OK well I'll post some discoveries I've made.
When an opponent does a super (say they're an idiot sentinel doing full screen hsf) you can input any move during their super flash and it will come out on the first frame. This includes supers, dashes, jumps, super jumps, tags etc. This doesn't seem to work if you're in blockstun during their super flash though. So basically if a sent does full screen hsf most characters can either have a punishing super or generally can just input a forward super jump and should be able to punish him most of the time. You can't xfactor during this flash though.
Also remember that any normal can be cancelled into a special/super and any special can be cancelled into a super, so say I'm akuma vs sent and I accidentally do a sweep when sent is a third of the screen away and he does hsf to punish. If I have one bar I can cancel into his HP shoryuken which has 10 frames of invincibility then air super his ass (untested if it goes high enough to avoid the hsf), or if I have 3 bars I can just input a raging demon for a punish.
This trick is especially good when you are going to be chipped to death, for instance if you bring in a no health sentinel and they try and chip you out with anything like hail storm, or fatal claw you can super and be safe from their chip. I haven't tested if this works on meaties though (like dorm's yoga inferno) so I'm not too sure if when your character comes in you can do a move on the first frame, but I assume you can since you can block on the first frame.
A bit later, or maybe tomorrow I'll post up some very important things about supers and the frame data on them. This shit will be critical to learn for high level play and I haven't seen it posted anywhere yet.
Good stuff :)
About the 'inputs during super freeze' thing, if you put in multiple inputs, any idea which it picks? The first? Or is it an option select and it'll pick one depending on the situation?
Yeah I haven't tested that I think it is the first input you do but I'm not too sure. I'll try test it out soon. Gotta plug the xbox in lol.
OK so normal jumps and normal moves don't buffer, but S and I'm not sure about command normals will buffer.
There seems to be a priority list for how it works. If you try to dash/S/super jump it it will use the last input you did. If you also buffer a special it will prioritise and and super will prioritise even higher, then on top is a level 3.
And some of my frame data theories are being screwed up by dormammu. I'll have another think about it tomorrow, maybe they got his frame data wrong...
Sometimes sharing theories can help solidify them (or refute them) :)
Has Captain America gone straight to top tier with this?
nah, hes still captain america.
but look u-man, now you can bring back captain america to your team and drop the stink robot :D
Quote from: samurai black on March 15, 2011, 09:39:31 AMnah, hes still captain america.
Good point I guess - I mean unless you have Viper assist or something to get some unblockables going, it'll still be hard to land that initial hit considering how bad his mobility is
I would bet $10 hes probably got some kind of setup off of a random air shield slash hit.
i never dropped cap for sent , i played cap at first blood and got a bit bodyied because of it , least i can keep him on my team now .
shot cap .
be funny if i see sumone else pick him up now cause of this lol
Quote from: [NIUE] B1ackstar Ninja on March 15, 2011, 01:18:17 PM
be funny if i see sumone else pick him up now cause of this lol
Yeah... that would be hilarious..... hilarious...
hilarious....
My hate for hulk is justified.
hahaha thats awesome
That hit range is rape party
Thanks for reaffirming why Hulk is the best character in the game
Been thinking about dropping the dog for hulk. Might just do it for the lulz.
I hate hulk so much
Bill
Double gamma crush combos ANYWHERE on the screen.
Keen?
WHAT? DOUBLE?
Soooooooooo keen.
This maybe a stupid question but is there any point in pushblocking fullscreen beam-type hypers? I see players mashing push block when this occurs but I don't get why since they're already pushed back ???
Oh and why is Mag's combo called ROM? lol
Quote from: Nick4now on March 16, 2011, 01:37:09 AM
This maybe a stupid question but is there any point in pushblocking fullscreen beam-type hypers? I see players mashing push block when this occurs but I don't get why since they're already pushed back ???
Oh and why is Mag's combo called ROM? lol
Pushblocking reduces the amount of chip you receive.
In MVC2 Mags combo is called the ROM cause the guy who came up with it is called ROM. THe combo in MVC3 looks similar, so they call it the ROM as well.
Quote from: [8-----D] Toots on March 15, 2011, 11:09:15 PM
Bill
Double gamma crush combos ANYWHERE on the screen.
Keen?
Also keen
You need doom on missiles assist. I guess some other assists might work but couldnt think of any
The combo I was doing started with J.S but you might be able to do other shit
j.S > s.L > c.H > S > call Doom > sjc cancel gamma crush > L gamma charge > gamma crush
Its pretty easy the only thing you need to learn is the timing for doom. The L gamma charge doesn't connect it just puts you into range for the second gamma crush.
Does about 930k damage which I know isn't that balla for Hulk but its 2 gamma crushes which pretty much makes it the most satisfying combo in game to do imo.
Haha that's awesome. Need to see more sjc.S's into supers and shit. Did you try sent drones and storm typhoon? Maybe closer to the corner something like cold star might work. But then again doom missiles take heaps longer to hit than most assists.
Have been mucking around with Ironman today and have got his BnB down (Well I hope its his BnB)
launch, m, h, d+h, fly, m, h, d+h, unfly, h, jump, h, s ~ smartbomb xx super
Tips, delay the initial M a bit so they are falling as your d+h hits which sets up the fly into m. I had trouble getting the h out fast enough after the unfly then realised that you can input the comand for unfly, qcb+s, but also hit h at the same time for it to come out instantly. So new input looks like this, qcb + S + H. Makes it alot easier.
Other random things I found out. Flying while on the ground then unflying (qcb + s +h) is one massive overhead. Also nice for pressure too, fly, m, unfly+m. You can also wave dash with Ironman while he is in fly. It doesn't work if the screen hasn't shifted though, i.e as it does when you super jump. Guessing thats useful for something.
Not sure if this shit is relevant/old since I don't read up alot, just felt like sharing.
Quote from: [8-----D] Toots on March 16, 2011, 09:48:33 AM
You need doom on missiles assist. I guess some other assists might work but couldnt think of any
The combo I was doing started with J.S but you might be able to do other shit
j.S > s.L > c.H > S > call Doom > sjc cancel gamma crush > L gamma charge > gamma crush
Its pretty easy the only thing you need to learn is the timing for doom. The L gamma charge doesn't connect it just puts you into range for the second gamma crush.
Does about 930k damage which I know isn't that balla for Hulk but its 2 gamma crushes which pretty much makes it the most satisfying combo in game to do imo.
Fuck, looks like im using doom missiles from now on.
Quote from: [8-----D] Toots on March 16, 2011, 09:48:33 AM
You need doom on missiles assist. I guess some other assists might work but couldnt think of any
The combo I was doing started with J.S but you might be able to do other shit
j.S > s.L > c.H > S > call Doom > sjc cancel gamma crush > L gamma charge > gamma crush
Its pretty easy the only thing you need to learn is the timing for doom. The L gamma charge doesn't connect it just puts you into range for the second gamma crush.
Does about 930k damage which I know isn't that balla for Hulk but its 2 gamma crushes which pretty much makes it the most satisfying combo in game to do imo.
If you do the SJC really late, hulk crosses them up after the first gamma crush and you dont have to do the L gamma charge. Not only that, you can tag an S on befor gamma crush number 2 and get 960k damage. Just be aware that if you fuck it up, hulk will cross under during the launcher, and youll whiff tsunami.
This combo is fucking beast.
I cant seem to get it under KFC though. Looks like the doom missiles move too fast.
Yo redtie nice BnB for ironman how much dmg does it do? IE launch sj,m,m,h double jump m,s smartbomb xx proton?
Quote from: jsculls on March 16, 2011, 07:37:52 PM
Yo redtie nice BnB for ironman how much dmg does it do? IE launch sj,m,m,h double jump m,s smartbomb xx proton?
Launching it from cr.l,cr.m,s its does 640,000ish I think. Will check again and post it up.
edit: From cr.l,cr.m,s it does
623,900Its timing that first m after the sj. Took me a while to get the timing sussed from cr.l,cr.m,s. Possible from cr.l,cr.m,h,s but again the timing is slightly different.
Scrubs.
launch, j.m, j.h, j. down + h, dj j.m, j.h, s way cooler!
try to do the combo before the double jump cancel as slow as possible so they fall a nice little distance to make your double jump combo connect easily
Although this is up on SRK, I didn't always check it regularly... anyway good none the less
Quote"This video shows a few things on snapbacks i dont think the majority of the community understands. Damage resets after snapbacks on assist characters etc. I think this would literally change everyones ideas on what they're going to do if they hit a point and assist character at the same time - because burning x factor to make sure a pesky assist dies is not always a good option."
QuoteAlot of the cast can kill sentinel if they touch him as an assist character WITHOUT meter and WITHOUT xfactor. Feel free to record and post any point/assist snapout combos as video comments.
So save your xfc when you das b00t peeps with your sent waha!
Something else I found, might possibly work with other command grabs that start with forward, need to test
So start with a forward throw, if they tech, it goes into command grab, baller!
Yeah that was one of the things I was trying to work out with snapbacks and stuff. Before I was claiming that you could double snapback relaunch infinite cause I could keep juggling the assist if their point was still on screen. But what that video didn't get is that it's got nothing to do with OTGs or wallbounces, from the SRK Hyper Guide it says that as soon as the point character leaves (dies/gets snapped) then you have 4 seconds to hit the assist until they become completely invulnerable and leave, no matter what you're hitting them with.
So you really wanna prepare some double snap combos and know what your best options are to hit them with in those 4 seconds. Kinda like cc's in A2 maybe?
Also a tip for storm players, if you tag an assist with hail storm, you can land another one (and as many as you want) on them before they exit. Takes 3 to kill Sent, possibly 2 if you x factor after the first. Basically a free kill as most point characters won't have a punish or even if they do won't be expecting it.
And thanks redtie, that fly tip sounds mean. I'll try it next time I can (haven't had time to even play :( don't even have Shuma yet). Probably will make my sent unfly -> double jump combos come out often now :D.
redtie with the nice tip there......hmmmmm
also that thing mason you were saying about the hailstorm thing, isnt that similar to hulks tsunami wave thing that he has.
could you possibly be able to do that with typhoons on assists? maybe help build meter and kill a nigga assist?
Possibly, but it lets their point character come and attack you. 2/3 hail storms guarantees you're gonna kill the assist unless they have say gravity squeeze or dante's level 3 or one of the many other supers that punishes hail storm. For instance with hulk you're not gonna keep getting free gamma waves while the opponent just watches you hit their assist. If you get them in a corner you can keep spamming tatsu with akuma and then use assists when their point character is blocking so they can't pushblock you out, then bam end with air super and you should be able to kill an assist quite easily.
Anyone tested the instant unlfy with other characters yet? Might have to try it out later on.
Working on a new team. Deadpool, Doom, Robot. Play it keep away or rush down? I have a fair idea about assists. Might use missiles and rocket punch for OTG. (It does otg right?)
keepaway with pool is so fun.
Yea it OTG's. But Doom and Deadpool dont need another OTG really between katanarama and dooms s.H. Might as well keep drones, but youve got doom missiles so its probably not necessary.
go plasma beam sent drones for bullshit keepaway.
Haha. Also a good plan. All of dooms assists are awesome. Rocks is arguably his worst one, but it still kicks ass.
Rocks is ballin
Quote from: originaljulz on March 19, 2011, 05:53:48 PM
Rocks is ballin
Tru dat, which shows how strong all his assists are when Bill feels rocks is the worse.
Lol Plasma Beam is the last one eh? I never use it. Rocks, Missiles, or gtfo.
They all have different uses. And theyre all awesome at what theyre supposed to do. In redtie's new team, missiles or beam is a better choice than rocks. Play it keepaway imo. Keepaway deadpool will make everyone hate you, but you will love yourself for doing it.
People dont play him annoying enough though. Jump back M bullets in the air controls an OBSCENE amount of space, but i barely see it used. Call a ground assist like sent drones or plasma beam, and you basically own the screen. With good timing they can super jump out, but H ground bullets will catch them half the time if you telegraph their super jump well. Pineapple is good. Use pineapple lots. Don't try to land a combo. If you land one, then fuckin A. But trying to land one shouldnt be a high priority. Youre not Richard Umehala, so don't try to be.
Doom is awesome. I could write a novel about Doom. Actually fuck it, I'm gonna write a novel about Doom. I hear cunts saying hes pretty shit on point. Fuck them. Theyre retards with small cocks. Doom can do everything. EVERYTHING. He can play at all ranges, and do it well. His walk speed is fucking horrendous, and in general his movement is a tad awkward, and thats where people start to think hes crap. Once you get used to it though, its actually pretty decent. Takes longer to get used to than using say Magneto etc. though, so be prepared to put some time into just running around with him and getting a feel for it. His dash is fucking quick. Jump cancelling it gives you a surprisingly fast high/low mixup with a square jump j.M, or a triangle jump c.L. Do one or two first to see how theyre blocking. (high or low? are they pushblocking properly?) Find the hole and use it to enter them forcefully. Be wary of air throws. Characters like viper and amaterasu will get really retarded air throws on you just because people like to spam tri jumps and hold forward and C. You can't beat this air to air. Don't try. Even teching them is difficult with doom, since you dont jump in with fierce. You'll only tech them if youre TRYING to tech them and if you're putting that much effort into it, you might as well try to counter them instead of just going for a tech. Sneaky trick here, f.H on the ground works surprisingly well if you do it nice and early.
Doom's got combos too. Doom's got rad combos. Doom's got combos that carry you from one side of the screen to the corner. Did i mention Doom's pressure becomes godlike in the corner? No? Well it sure as shit does. Its really hard to get out of the corner when Doom has you there unless you random him out with a super.
Mid range is probably his least effective area, but he still has some potent tools. J.H (LASER YAAAAAAAAAAAAAAA) is really strong at this range. Unless they have a frying pan or a crack pipe, you can dominate the sky at this range. Give him the sent assist and laugh as they try to counter you. Dont laugh too hard though. Youll eat a super.
Long range Doom is realy simple, but really effective. L air photon shot is really good here. Super jump up and fire one of thse puppies off, then airdash after it for some pressure. If youre content staying at range, airdash straight down and fireoff a H plasma beam. H plasma beam is safe on block, and does 75, 000 chip damage. Thats fuckin heaps. Furthermore, if you HIT with one (135,000 damage) you can throw out another one, and they cannot do ANYTHING about it. Thats 210,000 damage just because you accidentally tagged them with a random beam at full screen. Watch the lulz as they try to punish you or escape after being hit by the first one and they end up eating another plasma beam. At this point, just keep firing them until they block. Once they block, you need to keep your eyes open. Most people will try to super jump. A good bet here is a ground photon shot. (kills scrubby teleports too) Just be wary that if theyre expecting this, youre gonna get a super in the face. Even Doom doesn't like a super in the face.
Doom is a really rewarding character to learn. He takes more effort than a lot of the cast, but hes worth the time. Really versatile character. Jack of all trades really, but that makes him sound worse than he is. Hes awesome until you make a mistake. Then he becomes a really fat punching bag. Be methodical. You need to know exactly what to do in every situation.
eg. "Did they block plasma beam?" Yes. "Have they just been downbacking the whole match?" No. "Do the have meter?" No. Ok. I should do a photon shot and see what happens. Rinse and repeat, but with different questions/answers/results obviously
As for Sent, Im not gonna say anything. Its sent. You need 3 buttons and one combo.
Oh yea, If someone is NOT pushblocking you and youre using Doom, you get like CharlieSheen% more mixup potential thanks to his dash cancellable normals.
Don't forget his godlike crouching light :P
Quote from: originaljulz on March 20, 2011, 12:38:59 AM
Don't forget his godlike crouching light :P
I live for crouching light! The best anti-air in the game, hands down, ask the pros like Birry and Toots ;D
I hope you both get run over by the same bus.
Birry Wong has convinced me to play this team as keep away, this will be awesome. Mucked around with doom in training mode before and figured out a corner only relaunch need to figure out how to make it possible midscreen. I like dooms triangle jump, looks really good for crossups. His plasma beam comes out pretty quick and has a really good hit box I noticed, looks like it protects his face from the front. Was stopping Spencer air zipline quite a bit. Back to training.
edit: Wow, doom combos in youtube. Awesome
Quote from: redtie on March 20, 2011, 01:25:30 PMMucked around with doom in training mode before and figured out a corner only relaunch need to figure out how to make it possible midscreen
S, f+H, S, ADDF, dash, s.H - repeat
I've already been playing that team for like a month now. You're best to play it keep-away and I reckon it's better to put Sent 2nd as against better people it's easier to get some robot damage/mixups with doom missiles I don't really like to rely on KFC sent. You don't really need OTGs with this team as that shit just isn't as useful as zoning tools. Drones are too gdlk for pool when you wanna cover like 3/4 of the screen.
Quote from: electric on March 20, 2011, 03:32:54 PM
S, f+H, S, ADDF, dash, s.H - repeat
Yea that works midscreen. I use the Buktooth loop though, just because its easier and looks cooler. Does less damage though, but it still does plenty.
What's the Buktooth loop? Doom looks fun to play with :D
Quote from: electric on March 20, 2011, 03:32:54 PM
S, f+H, S, ADDF, dash, s.H - repeat
lol just pick the hardest most inconsistent combo there is for doom
Quote from: Nick4now on March 20, 2011, 05:45:24 PM
What's the Buktooth loop? Doom looks fun to play with :D
Whatever starter you like -> S -> j.M (2 hits) -> f.H -> ADDF -> j.M (2 hits) -> land -> c.M -> c.H -> S -> j.M (2 hits) -> f.H -> ADDF -> j.M (2 hits) -> land -> c.M -> c.H. At this point you have some options to finish the combo. You could go straight into DP+AA, or go for j.M (2 hits) -> j.M (2 hits) -> f.H -> ADF -> j.M (2 hits) -> HCB+AA. Do the latter to get them closer to the corner.
Quote from: [8-----D] Toots on March 20, 2011, 06:05:59 PM
lol just pick the hardest most inconsistent combo there is for doom
Of course - doesn't mean it isn't gangsta
doom ain't gangsta, doom is doom.
bullets are mother fuggin gangsta.
Started playing with Chris/Dorm/Tron. Is there any fancy combos you can do with dorm or is it just very basic?
Quote from: [NIUE] BIRRY WONG on March 20, 2011, 06:23:42 PM
Whatever starter you like -> S -> j.M (2 hits) -> f.H -> ADDF -> j.M (2 hits) -> land -> c.M -> c.H -> S -> j.M (2 hits) -> f.H -> ADDF -> j.M (2 hits) -> land -> c.M -> c.H. At this point you have some options to finish the combo. You could go straight into DP+AA, or go for j.M (2 hits) -> j.M (2 hits) -> f.H -> ADF -> j.M (2 hits) -> HCB+AA. Do the latter to get them closer to the corner.
Thanks Bill, that combo is ballin! Got hit by it tonight by Smoof ;D Smoof also proved that Deadpool/Doom/Sent is an annoying keep away team.
Quote from: samurai black on March 20, 2011, 11:13:52 PM
doom ain't gangsta, doom is doom.
bullets are mother fuggin gangsta.
Umehala has spoken.
Sorry guys - I'll go sit in the corner now
So i have been messing around with shuma gorath a bit
I thought you could infinite an assist on a double snap with his laser but you cant
However you can continue it if the point is still on screen
Is anyone able to explain this to me
Doesn't this explain that? Or is what your asking going over my head?
http://nzism.alphaism.com/forum/index.php/topic,1824.msg62414.html#msg62414
Na my reply after it is correct. They stay on for 4 seconds until the become completely invulnerable and leave the stage.
Ahh.. videos are easier for me to absorb info.. i obviously skimmed over your post too quickly. Hehe.
Oh when i first read your post mason i didnt understand it
Now it makes sense
So double snaps are nearly useless if you only have 4 seconds to combo them
If you can land a double snap, why not? I'm sure most characters have a way of killing or near death in 4 seconds
Sometimes its better not too. For example, assists actually take more damage if the point character is in blockstun. So you potentially get more damage on the assist from blasting a super at both characters than going for a double snap. Obviously this choice depends on how much life the assist has, and how imperative it is that you kill it etc.
Blast them with a super. If your hitting two characters you build alot of meter so you should be able to dhc. If you cant dhc then get a better team.
Even if youre just hitting one, you will get more damage on the assist than if you had landed your double snap combo anyway.
Theres a reason one of Ben's catch phrases is just "SUPER."
Quote from: [8-----D] Toots on March 22, 2011, 09:21:03 AM
Blast them with a super. If your hitting two characters you build alot of meter so you should be able to dhc. If you cant dhc then get a better team.
Quote of the day
richard , ipw taling bout the gun show
http://iplaywinner.com/news/2011/3/25/ipw-feature-deadpoolchrisdante-team-analysis-and-breakdown-p.html
oooh time for a look see
Quote from: samurai black on March 26, 2011, 08:25:12 PM
oooh time for a look see
Was a very good read - made me think about my team, despite them being completely different characters... Lots to think about
yeah the article seemed more like a 'how to build your team' with the gunshow used as an example, since alot of it just seems like common sense, which i guess has carried over from me playing 2 for so damn long.
to me at least :)
i guess i lucked out in that the three characters i picked and played at the start manage to have this team dynamic going for them.
Is pretty cool. Giving me some ideas for my Chris/Dorm-Hulk/Spencer team that Im using atm. Would you guys say Trons b assist is better than hulks b assist just for the get the fuck off me factor and that you can combo from trons?
Overall, yes. But only really because of where the hitbox of the moves are. Tron generally hits a decent distance in front of your character, whereas hulk basically just covers above your head.
Also Trons assist seems to have a bit more utility - like you mentioned, it can be used to extend or start combos, and it's a better "wall" than Hulks.
If you're using it purely for the assist, Tron is probably the better choice, despite Hulk being a better character, IMO.
Quote from: electric on March 27, 2011, 07:18:33 AM
Also Trons assist seems to have a bit more utility - like you mentioned, it can be used to extend or start combos, and it's a better "wall" than Hulks.
If you're using it purely for the assist, Tron is probably the better choice, despite Hulk being a better character, IMO.
Lol use both.
Quote from: samurai black on March 26, 2011, 10:59:01 PM
i guess i lucked out in that the three characters i picked and played at the start manage to have this team dynamic going for them.
Same here :D DHC trick X DEFEATED
Fuck there's this character called Viewtuful Joe in this game!!!
Quote from: [NIUE] weazzyefff on March 27, 2011, 11:30:09 AM
Fuck there's this character called Viewtuful Joe in this game!!!
Bullshit. You're a fucking liar.
Ironman
726,000 Damage combo, no assist, no xfc, 1 bar, corner only (atm heh)
fly, m, h, unfly + h, dj upforward, m,m,h,(land)cr.m, st.h,s. sj, m,h,d+h,fly,m,h,d+h,unfly + h, djuf,h,s ~ smartbomb xx proton cannon
Just got to set it up is all. Working on a similar combo that works midscreen.
This is my mid-screen BnB for Ironman atm. Starting to get it down now, although I stuff it up alot:
c.L, c.M, H, Launch, j.H, fly, j.M, j,down+H, unfly, airdash down-forward, j,down+H, land, c.M, H, Launch, j.M, j.M, j.H, j.down+H, double jump cancel, j.M, j.down+H, S, land, dash, smart bombs xx Super
Does 720,000 with Proton Cannon and 975,00 with his level 3. The best thing about it is that it actually builds one and a half super meters, so its not that unfeasible to do a proton avenger at the end. Also after Proton Avenger you can do:
dash smart bombs xx proton cannon
makes the damage 1,139,000
Just while we're doing some combo annotation...
My new Tron/Hulk BnB - requires you start with half a bar and have an OTG assist (Hulks Gamma Wave will suffice, although the timing is a little strict)
j.H, s.L, c.M, s.H xx H drill, f+M, j.M, j.M, j.H xx H Drill, s.H, s.S, sj.M, M, H, S, OTG assist, H Beacon Bomb, j.S, L Beacon Bomb, King Servbot DHC Gamma Quake, (Hulk) s.M, s.S, sj.M, M, H, S.
If your opponent is somehow actually still alive at this point, you can do Gamma Wave xx Gamma Crush - this requires you start the combo with at least one bar.
There are slight changes if you start the combo off a c.L instead of a jump in, but mainly to preserve enough hit stun until the DHC trick Gamma Quake.
Does over 1.3 million with the Gamma Crush ending, or 1.1 million without :)
Man that's a mean way to use the DHC glitch.
Can someone explain to me what the DHC trick is please? And is it possible to do it with my team Mags/Haggar/Phoenix?
dhc trick is going from an animation super like deadpools cutting time and dhcing into a non hitting super, like a power up or counter super.
i have no idea if you can do it with your team.
It's been explained before I think but watch this video and read the description.
http://www.youtube.com/watch?v=rWvdm0n38Ws
Oh cool! So for example if I used a team of Deadpool/Wolvie/Phoenix I could do Cutting time, DHC Berserker Charge?
Also if the order was around the other way (Deadpool/Phoenix/Wolvie) would Cutting time, DHC Phoenix Rage (Big flaming bird shit), DHC Berserker Charge work? Or would the Phoenix Rage get in the way of the DHC trick?
EDIT: Nevermind, I went ahead and watched that video ;D
That video pretty much sums it up well
And yes Nick, pretty sure your team can do it...
Mags: big as combo, ending in hyper grav, cancel into magnetic tempest, then cancel straight away into Haggar grab super (so it whiffs) then go into launch - not sure if you'll recover in time to carry on your combo, so you might need to xfactor to do any follow ups
Basically, if you put an opponent in a "grabbed" state and do a super (or a super that puts them in a "grabbed" state - i.e. level 1 cinematics) then DHC into a non hitting super then it will work - there are exceptions, but if they go into flying spinning state I think you're gold.
Those seem to be the general rules so far - I've heard Spider-man can't initiate it at all though :(
Awww stink I can't do it due to both Hyper Grav and Hyper Haggar Slam being level 3 Hypers :( Oh well, comboing into Hyper Grav usually gets the kill anyways but I might have a play around with another team that can utilize this better :D
Quote from: Nick4now on March 28, 2011, 08:53:51 PM
Awww stink I can't do it due to both Hyper Grav and Hyper Haggar Slam being level 3 Hypers :( Oh well, comboing into Hyper Grav usually gets the kill anyways but I might have a play around with another team that can utilize this better :D
Hyper grav is the special move that mags uses to grab the opponent and bring them next to him. Mag can initiate the HDC glitch by doing this and then cancelling into his Magnetic tempest super (QCB + 1 attacks) and then DHCing into another super that does not hit the oppponent (ie: throw, Power up, or counter supers) before the magnetic tempest starts to hit the opponent.
Your team could do this from Mag to Haggar by doing Hyper Grav into Haggars super grab, but it would cost you 4 meters, and definitely isnt worth it.
If you jump on youtube and look for the match between MarlinPie and Smoothviper from the "Break #100" tournament, you see him do this with Mag and Amaterasu. I think thats the match. If I wasn't at work I would find it and link it for you. If not that match just check his matches from that tourney anyway cause they are sick. Basically he combos them into Hypergrav, then cancels that into his magnetic tempest. Before the Magnetic tempest hits he DHCs into Ammys slowdown super and basically kills him with like 5 feirces afterwards.
^ What Lenny said - and woops sorry, didn't realise Haggars throw super was a level 3 :/
I'm sure there's a way around it... Maybe try DHC into Haggars body slam then XFC straight away ?
Quote from: electric on March 28, 2011, 09:27:37 PM
^ What Lenny said - and woops sorry, didn't realise Haggars throw super was a level 3 :/
I'm sure there's a way around it... Maybe try DHC into Haggars body slam then XFC straight away ?
Body slam makes him airborne straight away so can't KFC. You might be able to do it with the other punchy super, but then it defeats the whole purpose of doing the DHC glitch in the first place since you would be blowing a whole X factor on it, and the idea behind it is that you are using two meters *ONLY* to kill a character.
While you are here Eru, I am mucking around with a muck around team at the moment. Viper, She Hulk, and Tron. (I am calling it "Team Lenny's Sluts") Got some sick DHC shit going on between Viper and She Hulk, but was wondering what the best Tron combo I could do might be with them?
I am undecided on what assists to use for She hulk and Viper atm. But will likely use Vipers Burning Kick (the overhead move) and She Hulks Torpedo (the low slide move) to setup unblockables. I know that She Hulks slide thing can OTG, and wonder if I can fit that into something rad with Tron.
hyper grav in dhc trick cause the opponent to go into float stance so you either use a fast non hitting super and hit them before they go on the ground or otg if they land or sents hyper sentinal force since the first hsf wont hit.
Quote from: Lennysaurus on March 28, 2011, 09:35:53 PM
Body slam makes him airborne straight away so can't KFC. You might be able to do it with the other punchy super, but then it defeats the whole purpose of doing the DHC glitch in the first place since you would be blowing a whole X factor on it, and the idea behind it is that you are using two meters *ONLY* to kill a character.
While you are here Eru, I am mucking around with a muck around team at the moment. Viper, She Hulk, and Tron. (I am calling it "Team Lenny's Sluts") Got some sick DHC shit going on between Viper and She Hulk, but was wondering what the best Tron combo I could do might be with them?
I am undecided on what assists to use for She hulk and Viper atm. But will likely use Vipers Burning Kick (the overhead move) and She Hulks Torpedo (the low slide move) to setup unblockables. I know that She Hulks slide thing can OTG, and wonder if I can fit that into something rad with Tron.
Prepare for some theory combo awesomeness. I'm not sure exactly how often this situation will come up, but assuming you have Tron on point... feel free to omit the parts where an assist isn't available due to either being used already or being dead. Here's what I can come up with in terms of max damage.
j.H, s.H, s.S, sj.H, S, dash, d.H, f+H + Burn Kick, s.S, sj.H, S, She Hulk OTG ~ L Beacon Bomb, j.S, L Beacon Bomb, King Servbot, s.H xx Lunch Time
Some notes:
* In order to land the first s.H after the j.H, you have to time the j.H late - it's much easier and more practical to do j.H, s.L, c.M, s.H instead
* You may need to play with the timing of the Burn Kick assist as well for it to connect
* If you find you don't have enough time for the She Hulk OTG to connect, try do sj. M, M, H, S instead of just sj.H, S - this allows you to hit the final S later than normal, so you have more time to OTG.
* Use H Beacon Bomb wherever possible, as it does more damage - usually this is possible after the final j.S because you're at point blank range.
* If you DHC directly after calling King Servbot, you get the DHC trick - not sure whether any supers from Viper or She Hulk can trigger this though
That's about it I guess - there are a few variants on the combo, so if you need any more help let me know
Rad. Will have a crack when I get home.
DHC glitch to Haggar works with Body Slam. You don't get anything off it, but you get a brand new unscaled super. Would probably do more after a long combo from mags, rather than hitting the tempest then DHCing, but not really worth it. It's better off of an actual cinematic super like Cuttin' Time where you get the damage of both supers. Some of those DHC trick videos were showing starting combos with Deadpool and Spencer off a low jab and then building a meter during the combo, finishing with their super and then DHCing into Body Slam at the end to kill.
I'm pretty sure I saw that...
Quote from: Lennysaurus on March 28, 2011, 08:59:27 PM
Hyper grav is the special move that mags uses to grab the opponent and bring them next to him. Mag can initiate the HDC glitch by doing this and then cancelling into his Magnetic tempest super (QCB + 1 attacks) and then DHCing into another super that does not hit the oppponent (ie: throw, Power up, or counter supers) before the magnetic tempest starts to hit the opponent.
Your team could do this from Mag to Haggar by doing Hyper Grav into Haggars super grab, but it would cost you 4 meters, and definitely isnt worth it.
If you jump on youtube and look for the match between MarlinPie and Smoothviper from the "Break #100" tournament, you see him do this with Mag and Amaterasu. I think thats the match. If I wasn't at work I would find it and link it for you. If not that match just check his matches from that tourney anyway cause they are sick. Basically he combos them into Hypergrav, then cancels that into his magnetic tempest. Before the Magnetic tempest hits he DHCs into Ammys slowdown super and basically kills him with like 5 feirces afterwards.
My bad, for some reason I mistook Hyper Grav for Gravity Squeeze. Also found that match and yeah you're right, MarlinPie does that DHC trick. Btw how is st.H>Hyper Grav>sjub>addf>sj.H loop an infinite and not effected by Hit-Stun deterioration? That's the first time I've seen that combo lol
EDIT: Actually after having a think is it because the amount of time that the opponent is stunned by Hyper Grav isn't effected by Hit-Stun deterioration? Correct me if I'm wrong ;D
EDIT2: After having another think I must be wrong, or else I could do st.H>Hyper Grav all day ;D
It is an infinite. There was a video about 2 weeks ago on it. You can't link 2 straight standing H xx Hyper Gravs. They have to be slightly elevated which is what this setup is helping with. I think it's because hyper grav doesn't have any hitstun deterioration so even minimum H hitstun is still enough for the cancel into hyper grav. I tried it when I first saw it and gave up after a couple minutes lol.
^If you can ghetto rom then learning this is pretty damn easy
Also, s.H X hyper grav reminds me of loltime xvsf infinte :P
I'm finally getting the hang of ghetto rom, took me ages to identify what I was doing wrong ;D I attempted to try that infinite and I can manage to hit the sj.H>st.H after Hyper Grav but can't combo into another Hyper Grav. The timing is sooo strict because when I compare what I'm doing to MarlinPie, his sj.H launches them high while I'm keeping them at the same spot so I guess I'm doing it too late hahaha
What you need to do bro is cancel the hyper grav to sj as fast as you can so his body floats up as much as it can to continue the rest of it off
EDIT: should note the "infinte" is character specific.
and that the infinite is not really an infinite , i think you can get like 20 hits after ghetto rom tho by that time they will either be dead or pretty much dead anyway .
eventually if you try it in training mode they will fall out just like rom .
dang this is pretty fucking good for chris .
storm trying to chip you out with hailstorm , nah grenade launcher bitch !!!!!!
gud to know for you chris players
LOADING GRENADE
also thort this would be helpful , i always get confused why sometimes i call assists and they dont come out , and which ones otg when trying new teams , this is straight from srk but is a usefull read .
The MVC3 Assist Guide
Read a few threads here and there on how the MVC3 guide doesn't provide an easy to view list on the assists and their properties, so I thought I'd compile a list to do just that, I plan to update this regularly with more info as it becomes available, and with extra info like directions, added effects, what states you're able to call an assist and so forth. Slightly busy with something atm so the definitions of the assist types aren't finished yet, special thanks to SRK's MVC3 guide for making this easier, hopefully this will get stickied :) any grammar errors point them out and any help in general is appreciated.
When can I use an Assist?
-----------------------------------
- During, standing, walking , dashing , jumping
- During a double/triple jump
- During normal attacks
- During Flight mode
- During Advanced guard
When can't I use an Assist?
---------------------------------
- During gethit states
- During Special Attacks
- During a super jump
- During a special Move
- If 1 assist is already on screen
- During a HC
- During a DHC
- During blocking
- Flight mode (If SuperJump preceeds it)
Assist Types:
--------------
Wall bounce, Ground bounce, OTG , Soft knockdown, Hard Knockdown, Normal , Trap , Defense , Perk , Low , Overhead
Description of Types
Wall bounce:
------------
wall bounce attacks may be used as combo extenders, though they can only be used once per combo, if used again it will send the opponent to a soft knockdown state ending the combo.
Ground bounce:
-------------------
Ground bounce attacks may be used as combo extenders, though they can only be used once per combo, if used again it will send the opponent to a 'soft knockdown' state ending the combo.
OTG:
-------
OTG short for 'Off the ground' are attacks that pick the opponent up from a floored state, primarily used as combo extenders, though it is subject to hitstun deterioration so repeated use in lenghthy combo's will eventually result your opponent air recovering.
Soft Knockdown:
--------------------
During this state your opponent is sent to a floored state, they can be combo'd before reaching the ground however they are immediately allowed to tech roll once grounded, therefore OTG type attacks will miss. It also ignores hitstun deterioration.
Hard Knockdown:
---------------------
During this state your opponent is sent to a floored state, they can only be combo'd by attacks with OTG properties, this state has a huge window of oppurtunity, as opponents can't tech roll once in this state, even slow startup Hypers can combo. This state also ignores hitstun deterioration.
List of OTG's
---------------
Wesker , B (Samurai Edge)
Sentinel , y (Rocket Punch)
Dormmamu, b (Purification)
Super Skrull, a (Stone Smite)
Taskmaster, y (Aim Master[Verticle Shot])
C.Viper , b (Seismic Gunner)
Hulk , a (Gamma Wave)
Deadpool , b (Katanarama)
Iron Man , y (Smart Bomb)
Dante , b (Crystal)
Viewtiful Joe , y (Shocking Pink)
X-23 , b (Ankle Slice)
Arthur , y (Fire Bottle Toss)
She Hulk , a (Torpedo)
Dr.Doom , b (Hidden Missiles)
List of Low Types
---------------------
Deadpool , a (Quick Work)
Felicia , a (Rolling Buckler)
X-23 , b (Ankle Slice)
She Hulk , a (Torpedo)
Wesker , B (Samurai Edge)
List of Wall bounce's
-------------------------
Wesker , a (Ghost Butterfly)
Super Skrull, a (Stone Smite)
Spencer , a (Armor Piercer)
List of Ground bounce's
----------------------------
Thor , b (Mighty Smash)
Deadpool , b (Katanarama)
Felicia , y (Cat Spike)
Hagger , y (Steel Pipe)
List of Defense type
-------------------------
Amaterasu , a (Solar Flare)
Magneto , y (Force Field)
MODOK, a (Barrier)
Hsien Ko , b (Henkyo Ki)
List of Soft knockdowns
-----------------------------
Akuma , a (Tatsumaki Zankuyaku)
Wesker, y (Jaguar kick)
Tronne Bone, a (Bonne Strike)
Super Skrull, b (Orbital Grudge)
Super Skrull, y (Tenderizer)
MODOK, b (Balloon Bomb)
MODOK, y (Psionic Blast)
Hagger , b (Violent Axe)
C.Viper , y (Burning Kick)
Ryu , y (Tatsumaki Senpuukyaku)
Spider Man , b (Web Swing)
Wolverine , b (Berserker Slash)
Magneto , a (EM Disruptor)
Sentinel , y (Rocket Punch)
List of Hard knockdowns
-----------------------------
Chris , a (Punch Combo)
Spencer , a (Wire Grip H. Shot)
She Hulk , b (Clothsline)
List of Normals
------------------------
Hagger , a (Double Lariat)
Arthur , a (Heavenly Slash)
Arthur , b (Dagger Toss)
Hulk , b (Gamma Charge Up)
Hulk , y (Gamma Charge Front)
Akuma, a (Gouhadou)
Chris, b (Gunfire)
Hsien Ko , a (Senpu Bu)
Dr.Doom , a (Plasma Beam)
Dr.Doom , b (Hidden Missiles)
Dr.Doom , y (Molecular shield)
She Hulk , (Sommersault Kick)
Dormmamu , a (Darkhole)
Captain America , a (Shield Slash)
Captain America , b (Stars & Stripes)
Captain America , y (Charging Star)
Storm , a (Whirlwind)
Storm , b (Double Typhoon)
Storm , y (Lightning Attack)
Tronne Bone, b (Gustaff Fire)
Tronne Bone, y (Bandit Boulder)
Zero , a (Ryuenjin)
Zero , b (Hadongeki)
Zero , y (Shippuga)
Taskmaster, a (Aim Master[Horizontal Shot])
Taskmaster, b (Aim Master[Parabolic Shot])
Deadpool , y (Trigger Happy)
C.Viper , a (Thunder Knuckle)
Thor , a (Mighty Spark)
Thor , y (Mighty Strike)
Dante , a (Jam Session)
Dante , y (Weasel Shot)
Chunli , a (Kikoken)
Chunli , b (Tenshokyaku)
Chunli , y (Hyakuretsu Kyaku)
Magneto , b (Hyper Gravitation)
Felicia , b (Sand Splash)
Ryu , a (Shoryuken)
Ryu , b (Hadouken)
Iron Man , a (Unibeam)
Iron Man , b (Repulsar Blast)
Morrigan , a (Shadow Blade)
Morrigan , b (Soul Fist)
Wolverine , a (Tornado Claw)
Wolverine , y (Berserker Barrage)
Trish , y (Low Voltage)
Spider Man , a (Web Ball)
Spider Man , y (Spider Sting)
Phoenix , a (TK Shot)
Phoenix , b (TK Overdrive)
Amaterasu , b (Cold star)
Spencer , b (Wire Grip Slant Shot)
Viewtiful Joe , a (Voomerang)
Viewtiful Joe , b (Groovy Upper)
Sentinel , a (Sentinel Force Charge)
Sentinel , b (Sentinel Force Bomb)
Hsien Ko , y (Anki Hon)
X-23 , a (Neck Slice)
X-23 , y (Cresent Scythe)
List of Traps
-----------------------
Trish, a (Hopscotch)
Trish, b (Peekaboo)
Phoenix , y (TK trap)
List of Perks
-----------------------
Amaterasu , y (Bloom)
Morrigan , y (Dark Harmonizer)
List of Overheads
-----------------------
Akuma, y (Hyaki Goju)
C.Viper , y (Burning Kick)
Yeah that's a bloody good assist guide. Also storms double typhoon otgs as well, but if doing it with say Mag, you gotta pull her out mid bnb lol.
And about the Chris thing, you gotta be doing it before their super freeze which means it's bloody hard to react to even if you're fishing for it.
Quote from: Lennysaurus on March 27, 2011, 10:41:31 PM
This is my mid-screen BnB for Ironman atm. Starting to get it down now, although I stuff it up alot:
c.L, c.M, H, Launch, j.H, fly, j.M, j,down+H, unfly, airdash down-forward, j,down+H, land, c.M, H, Launch, j.M, j.M, j.H, j.down+H, double jump cancel, j.M, j.down+H, S, land, dash, smart bombs xx Super
I tried this too hard bro hah fingers get all jammed up tryna hit unfly then dash df, instead i do, unfly delayed h, dj forward, h, d+h, land, c.M. Still haven't hit the rest of your combo after the relaunch, hitstun becomes really tight. If your going to do it my way though, delay the first m after the launch, j.H, fly. Works midscreen too.
Quote from: stereomonkey on March 29, 2011, 12:12:36 PM
What you need to do bro is cancel the hyper grav to sj as fast as you can so his body floats up as much as it can to continue the rest of it off
EDIT: should note the "infinte" is character specific.
I think I'm getting the timing right for sj but timing the addf>sj.H too slow... Or maybe it doesn't work on the character I was trying it on lol
Also to add on Euan's Awesome MVC3 Assist Guide, Dark Phoenix's TK Trap is a Wall Bounce too ;)
Quote from: redtie on March 29, 2011, 04:39:58 PM
I tried this too hard bro hah fingers get all jammed up tryna hit unfly then dash df, instead i do, unfly delayed h, dj forward, h, d+h, land, c.M. Still haven't hit the rest of your combo after the relaunch, hitstun becomes really tight. If your going to do it my way though, delay the first m after the launch, j.H, fly. Works midscreen too.
lol yeah, I was doing that combo too but found it harder than the air dash.
U man. Taskmaster assist should be called Vertical Shot not Verticle Shot
Quote from: [NIUE] B1ackstar Ninja on March 29, 2011, 03:35:02 PM
also thort this would be helpful , i always get confused why sometimes i call assists and they dont come out , and which ones otg when trying new teams , this is straight from srk but is a usefull read .
Good sh_t on bringing it here, I always find it so hard to find meaningful stuff at SRK.
Chur
Looking for BnB for Sentinel. Wanna pick him up cause he got nerfed hohoh
Atm im using fly h, unfly+h,land, s,m,m,h,fly,l,m,m,unfly+m,djuf,m,s,~rocketpunt xx super. Sometimes I can get, two m's after the djuf but its kinda tight
765,000ish
Anything better out there?
Whats djuf?
double jump up forward?
Quote from: samurai black on March 31, 2011, 06:42:11 PM
double jump up forward?
niga why you gota question mark after your shit. Get the fuck outta here.
http://www.g4tv.com/videos/52644/Marvel-vs-Capcom-3-Fate-of-Two-Worlds-Tips/
:D ;)
Wiow, so Trish's peek-a-boo assist can be used to give loads of the characters access to the DHC glitch now. That's interesting.
Anyway, Tatsu here is the stuff I have been using for my viper. I have loads of other setups and stuff as well, but I use dante for them so I won't bother posting those. Basically at the end of your combos, when you use the otg dp+L xx Burst time, some characters assist can help viper tag on a few extra hits. not sure what you can do with Trish and Doom, but it's worth a look. Dante's assist lets me do 900k on all my non throw combos if I start them with no meter. If I have half a bar, I can always get 1 million damage. Also pushes my throw combos over the 800k mark. I'm pretty sure you could get something similar going with one of Doom's assists.
Off a throw I do this if I am near the corner:
Throw, otg dp+L, sjc iadf, j.H j.S, land, H, launch, j.H, djc, j.h j.S, land, otg dp+L, njc, j.H j.S EX burnkick, land, launch, j.H, djc, j.H j.S, land otg dp+L xx Burst Time
Off a throw away from the corner I do:
Throw, otg dp+L, sjc iadf, j.H j.S, land, H, launch, j.H, djc, j.h j.S, land, otg dp+S(EX), neutral sjc, addf j.S, land, launch, j.H, djc, j.H j.S, land otg dp+L xx Burst Time
I can't remember the damage, think it is roughly 550k for the top one, and 500k for the bottom? Have to recheck when I get home from work. They both build a little over 1 bar each, so as long as you have close to 1 bar when you start the combo, you should have enough by the end of it to Burst time as well as the EX move in each one.
When I have an opponent cornered, and I have a little over 1 bar I use this combo as it does more than the regular double boxloop stuff should leave you with enough meter at the end to DHC as well:
L M H, dp+L, sjc iadf, j.H j.S, land, H, launch, j.H, djc, j.h j.S, land, otg dp+L, njc, j.H j.S EX burnkick, land, launch, j.H, djc, j.H j.S, land otg dp+L xx Burst Time
When an opponent is coming in after I have killed the point character, I generally do one of two things:
I jump up and meet them in the air with j.M j.H j.S. If they block I call assist to cover them on the ground so I can 50/50 them. If they are pressing a button when they come in and get hit, cancel the j.S into EX burnkick and then relaunch them. You can normally kill them outright in one combo from this unless they are fatties.
The other thing I will do is drop my assist and seismo cancel the shit out of them. If they come in pressing buttons you will get 2 seismos off on them. Super jump towards them and do j.H, djc, j.H, EX Burnkick land and relaunch them. If they come in blocking then they should hit the ground and your assist will force them to block. just jump all over them and 50/50 them while they are forced to block.
The instant overhead I was using was L Burnkick feint into j.L, j.H, then when you land you have to do c.M, s.H or it will miss on alot of characters. Just go into your regular box loop stuff after that.
Hope this helps.
Quote from: Lennysaurus on May 08, 2011, 04:09:08 PM
snip
mmm,knowledge spew,nice. thanks alot man, i'll be sure to work this into my gameplan and hopefully have a viper as sick as yours too ;D
Viper, Dante, and Sentinel are such a sick, sick team. I can't wait till I have all my stuff down for them.
Is anyone else still trying to decide on a team? Be interested in hearing other people thoughts.
if i had the game i would use dante....but im thinking ironman is the way to go for me
Quote from: Lennysaurus on May 11, 2011, 07:58:33 PM
Viper, Dante, and Sentinel are such a sick, sick team. I can't wait till I have all my stuff down for them.
Is anyone else still trying to decide on a team? Be interested in hearing other people thoughts.
Decided to start playing this game last week and i think i have got a team sussed x-23, dante, doom, thoughts, advice. Also lenny can you tell me if there are better dante combo's than these two i'm currently practicing.
TitaniumBeast MidScreen Bnb 2
Dmg: 750k-760k
Requirements: 1 Super
Meter Gain: 2 meters
Note: "Should work" on everyone
3. Richard Nguyen Corner Combo
Dmg: 770K
Requirements: 1 Super
Meter Gain: ???
http://shoryuken.com/f359/its-showtime-come-dante-combo-thread-upated-03-26-11-a-267978/
Quote from: Flash on May 11, 2011, 08:28:38 PM
Decided to start playing this game last week and i think i have got a team sussed x-23, dante, doom, thoughts, advice. Also lenny can you tell me if there are better dante combo's than these two i'm currently practicing.
TitaniumBeast MidScreen Bnb 2
Dmg: 750k-760k
Requirements: 1 Super
Meter Gain: 2 meters
Note: "Should work" on everyone
3. Richard Nguyen Corner Combo
Dmg: 770K
Requirements: 1 Super
Meter Gain: ???
http://shoryuken.com/f359/its-showtime-come-dante-combo-thread-upated-03-26-11-a-267978/
What assist are you using.
I think x23 would benefit more from plasma beam than hidden missile or rock assist
I also think you could combo x23 ankle slice into dp super with doom plasma assist setting up the DHC glitch with dante
Quote from: Barnstorm on May 11, 2011, 08:33:38 PM
What assist are you using.
I think x23 would benefit more from plasma beam than hidden missile or rock assist
I also think you could combo x23 ankle slice into dp super with doom plasma assist setting up the DHC glitch with dante
X-23 - ankle slice
dante - jam session
doom - plasma beam
yea i got a dhc glitch set up with jam session then dp super, dooms beam doesn't hit long enough for super to hit.
The midscreen one is the same one that I use. There are more damaging corner ones than that though. I get around 820k in the corner with acid rain loops atm. Still getting them down consistently.
I've been messing around with Spencer in place of Doom, so my team now looks like:
Hulk (Gamma Crush)
Tron (Gustaff Fire)
Spencer (Armor Piercer)
Spencer opens up so many damaging options for my team and he just feels right - a much better fit than Doom... I need to hit the lab to come up with replacement BNB's to match the damage output of my previous team, but at least now it feels like I'm playing 3 characters, not 2 and an assist
So I have added dog to my joe team and she seems to fit quite well. I finally got the weapon change combos working and the cold star assist is amazing. So now my current team is
Joe(Voomerang)
Dog(Cold Star)
Wesker(OTG)
I have a question about joe though. Do you think he is better using his keep away strategy with the voomerangs or rushdown?
Use both.
Have you seen Josh Wongs Viewtiful Joe ? He plays him really well... Lots of Voomerangs
http://www.youtube.com/watch?v=qXzxp5sgYnU&feature=player_profilepage
Fak all you niggas. Doom is no assist char!
Quote from: HoneyBadger on May 12, 2011, 09:12:10 AM
Fak all you niggas. Doom is no assist char!
He is when he's as gay as mine :(
that vid made joe look like a better option then arthur....lol
Go away dave. He is my character.
Doesn't mean much coming from the biggest character thief in the history of ever.
lol....fine, i'll leave him alone....but man.
those shurikens......lol
Quote from: [NIUE] BIRRY WONG on May 12, 2011, 01:00:45 PM
Doesn't mean much coming from the biggest character thief in the history of ever.
Man I don't steal them... I just borrow them and make them look better... like El Fuerte!!
I will try my best to make good use of those shurikens. Is Josh Wong just doing airdash shurikens?