How practical is it for Trish to combo into Round Harvest on her own? There’s been some talk about this team specifically in the Ultimate Haggar Thread and there are a few great ways to get Frank to level 4 off of any touch with Haggar on point or level 5 with Frank on point. Personally I feel that going Haggar/Trish/Frank would be ideal, using Trish assist to get in and Frank assist to extend Haggar’s combos after OTG.
Also I’m curious as to how you were planning to DHC from Trish into Haggar, especially for the purposes of leveling Frank. There’s a major lack of synergy in that direction.
Hey guys! I need some help here! I might as well tell you MVC3 was my first fighting game and I didn’t play it all that much. I now have UMVC3 (bought it a day or so after it came out) and have been playing it a bit. Not too much. So I obviously still have lots to learn in terms of the basics and when to call out assists and stuff like that.
Anyways! So I’m missing the second character for my team.
1.) Iron Fist (Crescent Heel) on point.
2.) ???
3.) Arthur (Dagger Toss) is the anchor.
I just love the way Iron Fist plays, even though he has no real air options. His combos and fighting style just really drew me in and I’m sure I’ll never replace him. Arthur is my absolute favorite. He’ll always be on my team. No exceptions. And of course I save XFC for him. Level 3 XFC + Golden Armor can really tear people up, especially if they’ve already blown their XFC.
So who should I use as my second character? I keep seeing people say Iron Fist needs a lock down assist. But who should I use? I’m not a fan of Dante or Doom.
And if anyone wants to play together or teach me some things, add me on XBL. My gamertag is ButtFarts McGee.
I still want to know what people think of my team (since I got no responses last time) again running Rocket (Log)/Thor (Smash)/Ammy (Cold Star) what do you guys think? Should I change the order or assists?
I have to admit to a general lack of knowledge about all of those characters. However, as far as ordering is concerned I would consider going with Nemesis/Firebrand/Arthur. Firebrand to Nemesis there are no strong DHC options and Launcher Slam assist does little to help Firebrand since he already utilizes a ground-bounce on his own. Nemesis, however, can DHC from Bioweapon Assault to Dark Fire easily and possibly even Luminous Body for a relaunch. Also Nemesis is more likely to leave you at a net meter gain setting Firebrand up for success.
In all honesty, Arthur seems like a weak link on the team. Unless there is a specific synergy that I am not seeing, I’m fairly certain that you would be better served with a character like Hawkeye. His Quick Shot (Greyhound) assist comes out faster and Gimlet lets him DHC successfully out of anything. Also since Bioweapon Assault and Dark Fire leave the enemy higher in the air, he may be able to DHC into Kiss of Fire effectively and extend the combo from there.
It appears there are a few gaps in a practical raccoon-based offense with these assists. The meat and potatoes of his game involves controlling lateral space using rocket skates and tunnel rat , and ammy’s coldstar lockdown synergizes with that approach rather nicely. However, I’ve found that team composition relies (generally) on more than point-character support.
As a rule of thumb, when comprising new teams, I ask myself:
Do my assists provide sufficient opportunities for mix-ups and unblockables?
Do my assists provide me with combo extensions where necessary?
Do my assists help me control a part of the screen that my point-character cannot? For example, Iron Fist has a rather poor aerial game, and assists like Firebrand’s Swoop, Vergil’s Rising Sun, and Doom’s Oddly-Portable Infinite Silo of Missiles help thwart airborne attackers like Magneto.
Do I have a strong DHC map? Can my characters seamlessly transition between one another in the same combo without the slightest chance of the opponent teching out?
Is my anchor strong enough to warrant saving xfactor for? Can this anchor function largely unassisted?
Now, back to your team, with these criteria in mind:
Yes. Rocket’s low hover along with the long period of forced guard may create some nasty overhead opportunities, experiment with assists like Sentinel’s charge to see what works best for you.
Well, no, but Rocket’s combos are largely unassisted, Thor doesn’t need extension with decent meter, and ammy is mostly independently capable too. If any Ameterasu or Thor - proficient players could comment on this note, maybe some of you have ideas for extensions.
This is an important one for you, especially with Thor and Rocket relying heavily on coldstar to keep the opponent cornered and on the defensive. I’ve never been a fan of Thor’s mobility (honestly, I’ve never been a fan of Thor, but I digress), so without a coldstar or beam assist to back you up, you’re largely unprotected. Don’t lose ammy!
I actually went into training mode to test this out. IIRC Thor had a reasonable safe DHC option with Hurricane, and Ammy’s shuffle caught the opponent after hurricane and rocket’s spring board hyper. It’s not a combofiend-level map, but it works nicely. My only gripe is the awkward placement of Thor’s mighty smash assist, I can’t see any practical implementation of it, and Thor himself seems a little out of place in a Battery/User/Assist oriented team. Again, I’m not the best Thor around, so someone can swoop in and defend the god of thunder if they want to.
Yes. I’ve toyed around with Ammy anchor before and have generally been successful. Even with a lowly 160% damage multiplier in XF, she seems like a solid choice.
There ya go. Hope it helped. I didn’t get any replies on mine either so I’m just gonna lurk and see if I can’t help out some other peeps.
I am currently running Deadpool (Katana)/ Hulk (AA Charge)/Task(H. Arrows), I have been thinking to change Deadpool’s assist to Quick Work to have an easy unblockable setup but it would make me lose combo extensions which will kill characters. Should I main Katana-Rama assist and counter with quick work?
Currently I’m running Vergil (Rapid Slash)/Wesker (Samurai Edge Lower Shot) and I’m not sure who to use as a third. I was thinking of using Doom (Plasma Beam). I was also thinking of switching Wesker to third, but I don’t want to rely on something so cheap. So basically, two questions.
Who should I use for my last character?
Should I swallow my pride and use Wesker as my third, or will I be fine?
GR. Heartless Spire assist for OTG
Hulk. Gamma Wave assist b/c its a good defensive and offensive pressure assist. and it can open up/extend combo’s if timed right.
Cap. Shield Slash assist basically for same reason’s i have hulks. a shot assist that opens up for combo’s and keeps pressure. difference i mainly use this in the corner b/c of chance to mixup opponent w/ the return factor on shield. most people get hit one the comeback.
Ghost on screen:
Basically my strategy in a fight is to pressure you from mid/long range of screen w/ GR j.S s.H cr.H and Hulk assist until i get you into corner. once in corner i chip away until i can hit combo where i super then DHC into Hulk Gamma Crush.
Hulk on screen:
Once i get hulk out i try to contain them in corner w/ j.H - S and Cap assist keeping you grounded and under pressure. once i catch you fishing w/ one of hulks attacks i open up for combo. OTG then finish off w/ Gamma Crush.
if somehow i lose both hulk and GR i finally bring Cap out. my thoughts are that cap shouldnt touch screen until both of my other characters are dead so if i have to use anchor he has full bar of health a ton of meter and XF.
once Cap is on screen i just pressure and mix up w/ varying shield slash’s and cartwheels. cap’s dmg w/ XF means if i catch you w/ any combo your characters dead.
thats team im running but i feel its lacking due to no air game. any tips on character changes/ assist changes etc??
Wesker Assist: Ghost Butterfly for OTG
Dante Assist: Jam Session for OTG
Dormammu Assist: Dark Hole for Pressure/Zoning
So basically this is what I’ve been doing:
I play Wesker on point basically for meter building. he’s fast and good at pressure and i can land pretty good combos with him. As for Dante, it’s pretty much the same thing. when i get 4-5 bars, i get an air combo with wesker, aerial exchange with dante, then finish with million dollars, then DHC into chaotic flame. i think i can do pretty good with that since i like a run and gun style. if wesker gets beat out fast enough, i can still play point with dante.
so I have been practicing normal bread and butter combos to help get somewhat decent…you know usual beginner stuff. Now comes the hard part which I need some help on…creating 50/50’s and unblockables or even finding a way to combo my assists into my strategy. the team I have is listed above… suggestions to this newbie?
Put Wesker out front so he can build meter for Vergil. For your third, might as well go with like…Dante or something. Doom is a great choice as well. There’s tons of options, really. Taskmaster, Hawkeye, Sentinel, Amaterasu, Cap Am…
I don’t main Spidey but I know his jumping special is a pesudo-dive kick that can be chained into crouching Light for a high low mix-up. Master web zipping and calling an assist for screen switching cross-ups. Vergil can teleport so its easier to mix up with him, I believe web ball would be an ideal projectile to cover him because its slow and stays on the screen for a long time. Ghost Rider doesn’t mix up, he man handles you into a corner with his chain until the opponent screws up