How do I get started?

I’m getting UMVC3 soon, and am hoping to get competitive viable. As a new player, what should I focus on? I know about some bnb’s, but what about the meta (team building, and other things like that).

Who do you think looks interesting to play?

Main thing you should be working on the moment you get it is execution and plink dashing

essentially, it’s
heavy~dash~heavy~dash~…

First thing is your team. You not only should know what team you want, but it’s composition, hit boxes, what’s safe and what isn’t, dhc synergy, etc. Learning your characters is important.

Once you have that, movement is the most important thing. Positioning is the defining factor when it comes to who gets the hit. It determines when and how you should call your assist, if and how you should approach, or if you should play defensively. Plinking is definitely important, and so is wave dashing and on specific characters, tri-dashing.

The last thing is damage optimization. The person with the best movement and offensive/defensive pressure will generally beat the guy who can’t keep up no matter how good or bad the combos, but eventually, once you become good enough in the other aspects, your definitely can start to play around with pushing your hitstun limits and maxing out your damage.

The question is that what type of learner are you? If you want to be competitive, then you need to start recording your matches that involves wins or losses. While you are watching your match, try to think about what you did right or wrong.

As a new player, you should mostly focus on the basics like Neutral Game, Knowing when & where to call Assist, , Know when to Pushblock to throw your opponent off, make good use of Air/Ground Mobility, Developing a Ground Game, Punishing/Countering the Assist, Protecting your assist, Noticing your opponent’s tendency to pushblock or Restrict ground/air mobility with Space Control etc. You should also focus on evasion during Neutral to avoid situation where you are forced to guess or you will eat damage. If you’re in a situation where an evasion is not longer an option, then you just need to trust your ability to block. If you have questions about Neutral Game or anything else, you can use the search on r/MvC3 & click the box “Limit Search to r/MvC3”

http://www.reddit.com/r/MvC3/search?q=Training+Room+Tuesday&restrict_sr=on&sort=relevance&t=all

There’s a section called “New to Marvel?” on the right side on r/MvC3 page. Very useful info for people who are new to the game.

Watch this video if you want to know more about blocking or movement

[details=Spoiler]https://www.youtube.com/watch?v=1dOXSp4T8iM

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Incoming Mixups is also important, as you should always be aware what option your opponent has on incoming after KO or Snap. Look up “umvc3 incoming mixup” on YouTube & it might give you some ideas.


Even though you know some BnBs, you need to be aware of hitstun deterioration during combos. Some moves cause soft knockdown or hard knockdown which actually ignores hit stun decay, no matter how many hits it has. Ground/Wall bounces also ignore hitstun decay but you can only use it once in combo. You can’t use 2 Ground/Wall bounce in one combo but Dante is an exception to this rule because he has a move that resets Ground bounce which looks like a Flame wheel.

The hit stun decay also effects the assist as well. For example, if someone hits by Log Trap assist. You can’t continue with a mid screen relaunch combo with Cap due to hit stun decay. After a second launcher, the character will usually flip out if you try to end the air combo with Air S. The only reason why the combo fails is because Cap’s shield slash causes more hit stun decay.

Examples of moves with soft knockdown

  • Vergils cr.H

  • Zero’s lighting attack

  • Captain America’s charging star

  • Zero’s LvL 3 buster

Examples of move w/ hard knock down

  • Weskers qcf + L

  • Zero’s LvL 3 Hyper

  • After launcher, the j.S will always cause hard knock down


This video is very important. This is a TEAM BASED fighting game. Good teams have chemistry while Bad teams have no chemistry. Picking a team that is more comfortable for you is 1,000x more important than anything else.

Examples of teams with no chemistry, or horrible chemistry.

  • Hsien Ko/Ryu/Nemisis --> Nemsis is horrible on 3rd slot. Plus while Hadoken is a decent assist, neither Hsien Ko or Ryu benefits from Nemsis assist besides combo extension.

  • Phoenix/Strider/Phoenix Wright --> This is also a horrible team because all 3 characters don’t work well together.

[details=Spoiler]Talks about assist

Talks about team synergy


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Wave dashing is much easier, and most of the cast can do it.

TC: there are huge blocks of text above me, and it’s all stuff you’ll need to know, but incoming mixups and TaCs should be the last thing on your mind.

I don’t know what game you came from, but it takes a wee but of time to get used to all of your normals chaining, and to realize how much more important meter is in this game.

First thing to do is learn a combo that leads to an OTG and cancels into super. It should be your goal, first out, to finish every combo with one. Nova is a good character for learning the game simply because he’s a character with a L, M, H, S, jump, L, M, H, S, DP+L, DP+AA combo, which is as basic as it gets.

As far as a team… a character with a beam or projectile assist is great for learning to open people up as well as for poke and punishing your opponents assist calls. The rest is all just time spent with the game.