Marvel 101: The UMVC3 Basics Thread

Have you ever impatiently waited in an office? Maybe at work and shit for quitting time? Notice how some people strum their fingers on the table with their first 3 fingers? Think about it like that. Just do it alot faster.

It took me like 2 weeks to learn how to do it and use it in actual matches.

That’s an interesting way of putting it, I never looked at it like that. I’ll keep that in mind when I practice it. I just hope it doesn’t take too long.

Now to burn other things into habit, like letting the stick fall back in neutral. Too many times I’ve gotten a different command because I refuse to let go of the stick.

Any of you have a Skype? I’m xfuumakotaro, if someone could please add me and teach me stuff ;_;

I dont mind. Just added you.

one more question. so with vergil when do you want to devil trigger? all the combos i have found up to now are just sword loops or dimension slash enders and worst case its a triple sword loop for around a mil.

Do you just devil trigger when you x factor him on anchor to make the damage boost ridiculous (which compensates for the meter burn) or is it not worth it outside of x factor? other than the red health recover that is; However, do people do it just for the airdash potential occasionally?

Also what the hell is the rapid slash assist commonly used for? having some issues figuring this out by searching im assuming i will find some video evidence eventually but any help is appreciated.

lastly why would i run mag/vergil/doom over mag/doom/vergil?
reasons i can assume: vergil + missles is baller vs doom tac infinite is also baller?

gotta re-watch alot of marvel. alot of stuff slipped through the cracks till i started trying to learn it lol. im still trying to undersand my chars at a base level.

Devil trigger is pretty much used to get that airdash. People also uses it so that Vergil won’t be super free on incoming. With DT he gets airdash and double jump. Could be really useful to get out of some incomings. Like myself, in my Wesker/Vergil/Ironman team, if I’m close to killing them, I just do super, DHC into DT, DP+M, cr. H, F+H, release roundtrip, cr. H xxx DP + M, tag Wesker in. Usually they die before this. When they do, I just release round trip and tag in Wesker for the round trip incoming.

Rapid slash is used mostly for combos, but rapid slash pushes back almost full screen, this assist is hella underrated for neutral. People don’t like how punishable rapid slash is.

IMO, Magneto/Vergil/Doom is used for people that don’t have faith in their ability to do infinites. With this setup, you can do a full combo into super, then DHC into swords and kill whoever you want. I like the other setup because you can kill with infinites or a TAC reset. It adds more to the mixup IMO. But Magneto/Vergil/Doom is fine.

So I have good execution, setups, movement, neutral and blocks, but no pressure.
I usually find myself doing well in a match but then I see someone like justin wong or fchamp get like 3 tri jump shorts.
When I try to do the same people just jump out or pushblock and I feel like a fool because all my incoming pressure is gone.
Can somone help?
I can use most of the cast but recently I’ve been messing with
Mag/Storm/Akuma
Team Nemo

My lock down assists are tatsu and bolts but I never know when to call them without the opponent up backing or escaping them with a sj.

Assists negate pushblock. They call an assist during Tri-Jumps, like tatsu.

I’ve been perusing the Magneto resets thread and there’s talk of what to do when they “forward tech” out of the air? what is this?

Forward air recovery (when they recover, they flip forward).

Thanks

So this might be a dumb question but I’ve been reading up on defensive strategies
and advancing guard. Situations to when you don’t want to advance guard?
(I know that’s pretty broad, but any situation to explain would help.)
Also, can it block out some chip damage while blocking hypers?

You don’t want to advance guard something you can punish on block that you know you can. IE Helm Breaker when you chicken guard.

And yes pushblocking negates chip while blocking hypers.

Does it matter when one does the inputs for Delayed Hyper Combo? If I do the inputs quickly it seems the new character comes in almost before the first one have executed his/her attacks. Maybe it just seems that way or maybe one has to do them meaty to get the most damage out of them?

Yeah, when you input the DHC matters because that’s when the DHC happens. It depends on what hyper you’re DHCing from and what hyper you’re DHCing into, so you’ll have to test in training mode a few times to see what works and what doesn’t.

Examples: comboing Magneto’s Magnetic Tempest -> Doom’s Sphere Flame. You want to mash out all the hits of Magnetic Tempest then DHC before the opponent falls out of the combo so you get max damage.
Different example: you throw out Dorm’s Chaotic Flame and your opponent’s Strange does 7 Rings (counter hyper). You want to DHC as fast as possible (before the flame comes out) into a non-projectile hyper (like Bionic Arm) so you don’t trigger the counter.

Great answer. Thanks! Counter-hypers huh? I knew Akuma had one against projectiles I think it was. Guess there is much more it than only his hc-counter. I’ve been playing alot since this summer, but I’m coming across new stuff all the time. I wonder if there will be anybody left online by the time I become reasonable at this game. I’ll play anyway I guess, I think umvsc3 is the coolest fighting-game ever.

He doesn’t. You might be thinking of his Lv. 3 (the Raging Demon), which is just invincible against projectiles.

akuma’s dp super nullifies projectiles

I was thinking of Messatsu-Gohado Ungyo which adds a beam against projectiles, but maybe not against other hypers I guess.

The beam comes out no matter what as long as you are holding H. It’s just a normal beam super.

Counter supers need to be triggered by something before they actually activate. Wesker’s counter super, for example, doesn’t do anything when you activate it until he gets hit by a physical attack. Strange’s counter super doesn’t do anything when you activate it until he gets hit by a fireball. Etc.