2015 UMVC3 SRK Tier/Theory Discussion. 7/10 First Page Tumblr: Power of snapback, Future power teams

I think its a glitch or atleast an oversight. Maybe since modok is always flying he is at his minimum airdash height when he is in a neutral position? That cant be right though because there is a height where modok cannot airdash at all. Either way it doesnt matter and I hope they dont ever try to fix it.

http://deviljin01.tumblr.com/ (no acct. needed)

Didn’t realize this until recently but this is the website to use if you want to read the blog without making an account. I’ll have it updated with more stuff over the weekend. Finally finished all of the characters for the high/mid tier. Looking to add other stuff like Morri/Doom thoughts and the reasoning/potential behind my new team etc.

Doom can cancel his normals into a diagonal or vertical dash. Since ground dashes are supposed to be two-way, I believe this counts.

in the ammy section forgot to mention zack bennet, that ammy is sooo clean. Oh and serp :smokin:

I believe his normals are cancelled with a jump which people then cancel into a dash. I don’t believe I’m wrong in this. Lots of characters can dash from a jump.

It’s the other way around. His normals are dash cancelable, and dashes are jump cancelable, hence Doom gets jump cancels since his ground dash is near useless. It’s not as threatening as Chun/Storm/Modok’s jump cancels because his tridash is fairly bad.

I don’t think you can ground dash from a jump cancel though.

I’m starting to feel Vipers worth matchups is teleports. Against characters that actually have to get through her minefield she destroys them pretty handily. All you need is one timely teleport to fuck all that tho lol.

Viper is arguably the best character in the game against teleports. Just focus, no more worrying about the mix up. Once they cross with the assist you can thunder knuckle, jump out, EX seismo accordingly depending on what assist they have and what type of meter you have. I always hold focus occasionally against command dash through/teleport characters to keep them honest about ports. Especially start of round Vergils and Wolverines and such.

That’s a big reason I put together the tech I did in my video so that every seismo I throw always has the option of immediately going into focus. Incase the opponent does suddenly try to assist teleport or raw teleport. seismo FADC, seismo FADC, (feel they’re going to teleport), seismo hold focus, wait for mix up then punish or move away.

Raw teleports are really bad in general.

Viper in general is the best ā€œanti Marvelā€ character in the game. All of the YOLO Marvel 3 stuff people complain about she has strong answers for and even stronger ones with meter.

I stand corrected then, guess MODOK is the only one that can raw ground air dash then. With his glitch he can do two ground air dashes. It’s a little tricky but greatly increases his mobility for some mad ghetto crossups or Dok pressure.

Speaking of RAW TELEPORTS. Whats the stats on Striders? I swear if he’s on point its hella hard to stop his teleport spam. (Not that he doesn’t have a 8 different options to cover his own shit)

According to the guide for L/M teleports:
12f Startup, 9f active(teleporting part), 10f recovery. Aka retarded and very hard to punish unless he’s not covering the teleport with anything, he’s not in XFactor, nor is he using assist to cover it.

Vajra H(divekick) is 33f startup, 11f recovery on landing and -7 without XFactor. So whenever Strider does Vajra make sure you punish it by XFactor Guard Cancel if he’s in XFactor or throw.

Can someone put up the stats for Dante’s teleport? I swear it’s the most broken teleport in the game. It seems to have 0 or very little recovery and is impossible to punish on reaction.

Dantes is fucking amazing, I always body attack that shit with MODOK into super if it’s raw though. If he’s trying to set that shit up with assist that’s what mah shields and bombs are for.

Can’t you airthrow Dantes out of their teleport? That’s what I aim for

Or at least, that’s what I did before they started covering it with beam assists.

***Air Trick: :d::d::s: - He teleports and re-appears in the air behind the opponent. Great for closing the gap to the opponent. ***

Start up 11 frames, recovery 11 frames, invincible/off screen from frames 11-15.

There’s a certain way you’re supposed to read teleport data. There was a thread on it before, but I can’t remember it now.

Either way even if the recovery is ā€œquickā€ Dante’s air normals are all rather slow start up and don’t angle downward. You can just press like s.M with Shuma and it’ll anti air anything he tries to do. That’s why he has special moves like hysteric, acid rain and multi lock or assists to invade that space. If you don’t invade it anyone can just press a ground normal and now you’re in a combo.

**Again…raw teleports with the intention for rushdown are bad if the opponent is in a neutral position (Wesker, Strange, Dante, Vergil typical ports). **Don’t do them unless the opponent does something bad first. They’re probably too good for punishing things when the opponent does something bad, but if they’re not pressing buttons and staying idle you will die.

Deadpool probably has the only raw teleport that’s actually viable for rushdown without hoping the opponent is sleeping.

Assist/projectile covered teleports are actually legit strong, but are relegated to having to have an assist ready to do them to begin with.

You can’t if the Dante player tries to tech the throw. More often than not Dante won’t immediately press H after a teleport because it won’t combo if the j.H hits. That’s why it seems like you can punish hi teleport with a throw if you’re expecting it.

You are throwing him out of his normal’s startup not the teleport itself. I tested it in training mode and I couldn’t really punish the teleport. More often than not you are ā€œpunishingā€ the startup of his jH. But yeah it’s pretty much very safe and if he covers it with one of his projectiles or assists it’s very safe.

Dante is very hard to read as a character and is very unpredictable if the Dante player varies his options up due to the staggering amount of options he has in the neural along with a godlike teleport or stinger(stab of the gods) at any moment, so I’ll expect to see more usage of him in the future on top of his support value. He has a large learning curve, but the more work you put into him the more stupid you realize some of his shit is, no Dante player is using even half of his tools including Yipes himself, and each abuses different facets of his play.

And then again you get Jam Session, once you go Jam Session you can never go back.

Yeah that’s why just using a ground normal is more reliable. Though getting a tech throw against a character with slower normals like Dante is technically an advantage for you any way. Which is another reason to not raw teleport so you can stay in Dante’s ideal range any way. You only want to get that close with Dante after you’ve locked them down with a teleport covering special or assist so you get free mix ups during the teleport that already set up a mix up.

That was an interesting read, but I just don’t buy thor or phoenix being better than ammy. I just cannot concede that possibility because it doesn’t seem possible. Ammy is A tier in my book. You are looking at a character with amazing support who can practically turn half the low tier characters into a threat and who has tools for practically everything. She has one of the best instant overhead games out of the entire cast. She has an extremely small body with great OSes. She has very respectable normals. She can convert from basically anywhere on the screen. She has the best counter in the game. She has tac infinites. Slow super also makes her one of the best dhc partners, and it completely changes the pace of the match. She does more damage than strider too. If you do the right combos, you can crack ~670k without any assists, and if you do the zak bnb, you can do 800k+ with the second okami shuffle.

Yeah she has better neutral and support and generally adds more to a team than either of those characters. Neither of those characters are completely better point characters than her either to offset. Phoenix allows you to make more mistakes due to the whole ā€œ5 barā€ thing, but as more people get more aggressive with their anti 5 bar tactics…it’ll get rougher for her. There’s pretty much no top level Phoenix player that actually thinks Phoenix is really good anymore and it’s probably for a good reason.

Well at least she’s really high tier support according to the chart. It’s not like I personally believe she is better or worse than Phoenix or Thor. It’s more so just an assessment of what Chrisis believes.

Who is more unsafe? Badly played Zero, or badly played Asste?

To add to Rokmode’s post, Ammy can actually get some really nice damage going on with assists if she ever gets snapped in. She can build over 2 meters in a combo with 2 assists in certain teams.