Marvel vs. Capcom 3

Discussion in 'General' started by Leonard_McCoy, Feb 15, 2011.

  1. Cuz

    Cuz Well-Known Member

    Hey happy birthday fella.
     
  2. jinxhand

    jinxhand Well-Known Member

    Thanks man...
     
  3. Slide

    Slide Well-Known Member

    My new understanding of the game, is that air recovery is where the forced choice tactics is at.

    Ground recovery isn't so good to put your opponent into, because they can roll in any direction or just stand, while being completely invulnerable and still able to call assists. Once they finish the roll they have access to every move in their moveset and all of their mobility.

    Whereas...

    Air recovery, they don't. Some characters can only recover forward, backward, or neutral, and can do absolutely nothing else useful on the way down(especially those that have no double jump or air dash). The player that puts their opponent into air recovery state, can set up the forced choice, and pretty have no risk to themselves while their opponent has to.

    Your opponent can call assists while air recovering too, but you can just have yours out there first to attack theirs.

    So do a combo, finish the combo with a move that ends the hitstun in the air so your opponent is air recovering. Call your assist before they recover, and then watch for the decision and follow it.

    Some characters have some serious choices to ruin you in air recovery too. Like... She-Hulk and Super Skrull. Spider-man has the potential, but I'm not sure yet, if it was possible for him to combo naked(no assist) from his throws then I guarantee you he'd move up.

    FINAL EDIT: I just got Jill cause I had some left over points. I think she can probably set up an air recovery reset too, using her somersault, but I haven't really hit the lab.
     
  4. Jide

    Jide Joe Musashi Silver Supporter

    PSN:
    Blatant
    Slide

    Is my team of Wolverine/Akuma/Thor any good?

    I have no idea what assists to use either.. Well apart from Akuma's tatsumaki.
     
  5. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

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    MarlyJay
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    MarlyJay
  6. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    I'm trying to nail down that one beginner combo of Ryu but can't seem to be able to pull it off. Maybe some can give me some tips on this combo here:

    c.L-c.M-c.H-f+H xx QCB+L, DP+H xx QCF+PP (hold up)

    I can't seem to be able to link QCB+L into a heavy Dragon Punch. Anyone who can help?
     
  7. Griever

    Griever Well-Known Member

    PSN:
    Griever_PL
    Here's an idea, just do QCB+H, and just after the last hit, follow with QCF+AtkAtk xD
     
  8. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
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    Leonard, you sure it's not meant to be the mule kick rather than the hurricane kick? The mule kick wall bounces.
     
  9. Leonard_McCoy

    Leonard_McCoy Well-Known Member

  10. Slide

    Slide Well-Known Member

    I'm no authority on the game, but it looks cool to me. I guess if you want to run Thor, does he have a beam assist? Or maybe an anti air assist if someone is pressuring Wolverine somehow.

    With Wolverine and Akuma, just do what Justin and Tokido do, and end all combos with the OTG sliding move to put the opponent into air recovery, and force them to tech your air throw attempt or anti air(with Thor assist possibly so Wolverine can move on his own) them for whiffing moves up there in anticipation to tech.

    I don't know about anchoring Thor though, doesn't he really need an assist in order to get in? I don't know what would happen if you just had Thor left and your opponent had an anchor that could zone on their own, or had 2 characters left to keep you out. With that being the case, I'd start Thor or put him 2nd and Akuma last.

    Wolverine/Thor/Akuma or some thing. I don't really know that much about the game, but I think I found where the strong guessing game is, to open up opponents when you manage to get in. If I was using this team, I'd run in that order. I'd move in with Wolverine with the help of Akuma, trying to get the opponent into the corner and get a touch, once I put them in air recovery, I'd step back and call Thor while leaping in the air with Wolverine trying to air throw them. If they get hip to the air throw and try to smack you before you do it, or whiff H trying to tech, Thor will probably hit them so you can start the choices all over again with a combo setting the situation up again. If you land air throw, then you can set the situation up again too, but I don't know what direction you got to air throw with Wolverine to keep them in the corner though.

    -----

    With all this said though, I think I need to start anchoring Deadpool instead of starting him or running him 2nd, cause he can be scary when he's the last dude on my team, and his assists are cool depending on what character I'm using. I still don't have a team yet, so I'm playing real silly. I got a cheesy keepaway team, but it's not all that exciting so I'm going to start over.
     
  11. Gernburgs

    Gernburgs Well-Known Member

    Use Thor's lightning as his assist. But be warned, Thor is tough to use and slow, but his damage is huge. He's really slow though, like to the point where it's just hard not to get pinned down. I gave up on him. Just a note, you can 2-in-1 from cr. L into a L lightning and then link another cr. L AFTER the lightning hits.

    This game can get pretty frustrating though, REALLY frustrating sometimes.

    What do you guys think of the balance??? I see the same few characters over and over now, Hulk (fuck you and your super-armor Hulk), Dante (EVERYONE uses this guy), Wesker, Zero (ugh, forward+H spam); and then to a lesser extent Akuma, Wolverine, Sentinel and Super Skrull.

    I use Modok-y, Spidey-a and She Hulk-a but it's so rare that I play against anyone else who uses any of them. Just Zero, Dante, Wesker, and sometimes Hulk. Dante and Wesker must be close to top tier, Zero has to be close as well because he can always have something out there and his OTG super makes me want to cry, especially if the X-factor and do it again. Painful...
     
  12. Lucky_GT

    Lucky_GT Well-Known Member

    The recovery for the hurricane kick is deceptively late. You have to just buffer in the DP a little later than you would think. Your better off going straight into launcher when not in the corner or doing his more difficult options off of RDP Kick. Ryu's pretty strong in this game when metered though. You can cancel his DP's into shinkuu hadoken and make them safe on guard since it's -8 on guard and you can push them away while your in the air. You also get a free instant air shinkuu hadoken off all of his throws but it's a bit of a difficult link.
     
  13. Crazy_Galaxy

    Crazy_Galaxy Well-Known Member

    Anti sentinel tutorial:

     
  14. GodEater

    GodEater Well-Known Member

    it's good AND funny.
     
  15. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    Thanks for these tips. I managed to pull off the QCB+L into Dragon Punch now for a few times, thanks to your advice. I think, though, you are right: I better drop this combo, as it isn't hugely damaging either, and concentrate on his other stuff (of which there is plenty).
     
  16. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
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    MarlyJay
  17. Slide

    Slide Well-Known Member

    *subtly disses the game and decides to not have fun with fun games anymore*
     
  18. GodEater

    GodEater Well-Known Member

    Sentinel Nerf is ... wow
     
  19. Gernburgs

    Gernburgs Well-Known Member

    What do you mean? I'm just confused but curious...
     
  20. GodEater

    GodEater Well-Known Member

    oh the patch Capcom released brings Sentinel's health down from 1,300,000 to 900,000ish. it doesn't seem like the proper change to me.
     

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