I’m looking for characters that have the capability to pop the opponent back up into the air after a Air.S, The only one i KNOW for a fact is Vergil.
Inserted at the end of a combo post OTG) Buster Cancelxx L.Raikousen, Assist, S, sj.S, Assist knocks them back up, Air S coming back down, Rekkouha.
Anyone besides Vergil able to do this?
I’m looking to expand my options beyond Zero/Vergil at this point, and I’ve already got Doom for the Steb Ender.
I’m not bad with Vergil, I just want to have more options than the same 4 characters (Zero, Doom, Hawkeye, Vergil)
You wouldn’t be able to pop them back up in the corner with dormammus purification, because it doesn’t track and therefore would go past them unless you do some crazy ass maneuvering if its even possible at all. Vergils only pops them back up because it slams the character down into an ability that causes a spinning (hard?) knockdown.
Edit: Forgot to answer the original question, while Sentinel drones don’t exactly pop them back in the air, if you call drones, and do S>Sj.S, Setsuiszan, it will pop them back into the drones and allow you to combo off them.
I meant more so FOR Zero, not another character that can cause a groundbounce and relaunch. Set/Bust/Raik/S is for that haha.
And I think I know this combo, it was one of the latest put out, yes?
I’ve played Sentinel a long time and Perhaps it’s time to try him again.
Any other characters that have that same property? I like being able to S, jump, S, S. It makes worrying about hit stun for another air MMHS a lot less stressful
I can understand Akuma’s Tatsu and Doom Missiles, I’ve always loved the Tatsu/M Air Hyienkyaku mix up on incoming opponents.
And who doesn’t love Doom missile Steb Ender, right?
but what about the assist Nerf to akuma? and the HSD kicking in twice as hard? wouldn’t it mess up some good set ups?
Random teleports are a bad idea, but if you make a good read, that’s one dead character. Covered teleports with Artemis(rockets are too slow startup imo) into airdash J.H for a double crossup is great for opening people up from full screen, especially since Artemis can be shot from the air.
Stinger>reverb shock is a good “get in” tool, and once he’s in, airdash J.H is pretty great for opening people up(make sure you option select forward H to to option select grabs/techs if they try to jump and grab). Devil Trigger also gets him a double airdash for really ambiguous crossups. Airplay>airdash J.H is also one of the best tools to control space and help you close the distance. He also has fly cancel stuff like morrigan in DT that’s super fast and he can whiff fly cancelled hammer into cr.l for high low mixup(though he’s more reliant on l/r)
Honestly, if Dante could reliably combo from his grabs, there would be little doubt that he’s the best anchor in the game. He has no bad matchups at all.
Yeah Dante’s air grab is pretty crappy. Aside from that he’s a solid anchor though, I’m having more success with him as anchor than I ever did with Spencer, Ammy (most likely because I sucked with her) or Sent, unsure why people say he’s terrible in that position. Some of his moves in XF become way too cheesy, multilock, Acid Rain (too good), his DT specials, Stinger>Reverb and Jam Session (lolinfinites) to name a few, I prefer a character between him and Zero also since Dante DHC isn’t all that damaging
I just started to play UMvC3 and was thinking of going with Zero as my point character. I like his play style a lot and think he’s a cool character. I also was thinking of using Arthur as my anchor as I like Arthur and he seems like a good anchor character. Is this a wise decision from a gameplay perspective? Do the two of them work decently together?
What would be a good second character? I’ve read Zero and Vergil go well together but am not 100% about who should go in the #2 slot.
Of those listed, I really like the first. I’m a huge, huge fan of Doom anchor, though.
Dante and Doom both give Zero access to utter ridiculousness. Missiles are fucking OP with Zero, both for mix-ups and combo potential. All, ALL, of my incoming character mix-ups are entirely safe because of Hidden Missiles. It’s so lame. Plus they sometimes save my ass when I miss up and get caught in a combo.
I’ve actually only used Plasma Beam. But the whole team compliments each other. Everyone can back everyone up. The only time you’re not gonna have some DHC synergy is when you’re going Zero to Akuma, but even then you can do some damage. It’s just not perfect like most of the other dhc’s on this team are, but you can still squeeze out some extra damage. Zero builds plenty of meter and has the utility assists to back him up that he needs IMO. Doom is buffed heavily having Akuma backing him up. Basic BnB’s with DHC’s all do damn near 1 mil damage. Tatsu + Doom is gnarly. It not only gives you the obvious lockdown, but it can be used for combo extension, reset set ups, and butter gun + tatsu can be a serious problem for a good amount of the cast.
Zero can have problems comboing off of random tatsus, but with buster charged and you anticipate it hitting then all you have to do is take to the skies. I use Akuma more for set ups than random calls. If it’s not a set up you’re prolly better off calling Doom, unless you’re using him as a “poke” in the corner or if you’re trying to blow up beams right nao.
And hell, lord forbid that Akuma gets snapped in or for whatever reason is on the screen with back up, all you need to do is get them to block a Doom beam. Dash up 50/50 into derp easy mode damage. Shipugga can do the same too. You also have teleport mixups with Doom beam. So even Akuma benefits.
And I don’t think anything needs to be said about Shin Akuma anchor.
I could ramble forever about this team, but I’ll cut it short here. Sorry for ranting.
TL;DR: Zero/Doom/Akuma is a solid well rounded rushdown team.
Using Dante/Doom but I’ve been somewhat convinced about anchor Dante’s legitimacy (and tbh this whole year I’ve always wanted to use Doom backed up with a lockdown assist of sorts like Dark Hole or Jam Session).
So hopefully Zero/Doom/Dante pans out well, trying still to make Strider work but I can’t really capitalise off Vajra with Zero (it’s beyond godlike for Dante though).
So yeah, messing around with Zero/Doom/Dante atm and always got Zero/Dorm/Doom to fall back on if I ever need to. Slowly shifting my focus of using Hidden Missile as an ender to something I throw in the middle of combos (around the “dropped combo” hotspots) so even if I mess something up I’ve got HM to fall back on mid-combo. Considering all of Zero’s X into Buster hit-confirms it works out well for mid-combo resets too.
Just need to put everything into practice the weekly tournament should be starting up next week, so we’ll see then.
I actually ran that (EDIT: Zero/Doom/Akuma) squad for a while in Vanilla. If I weren’t so confident in my Hawkeye cheesery, I’d probably go back to it. Absolutely amazing.
I’d argue a better Rushdown team is Zero/Akuma/Doom (Hidden Missile). Slowly more and more people are realising just how devestating Akuma is now with a lockdown assist like that, combined with the buff to his walk speed there’s really not much a lot of characters can do when you have HM out and you’re edging your way in with demon flips or Tatsu. Seriously, what can the majority of the cast do when they block the Tatsu and are then forced to block HM (and have been pushed into the corner ridiculously quickly). The mixup options into death that Akuma gets off that is ludicrous.
Besides, Doom doesn’t have an amazing time hit-confirming off Tatsu assist (unlike Jam Session or Dark Hole) hit-confirm to pistol, tri dash into BnB.
The only problem I have with Zero/Akuma/Doom is the DHC synergy. Just my 2 cents.
I like that build for Akuma, but I like Doom/Akuma over Akuma/Doom. Both are solid anchors but Akuma seems soooo much more right for the XF3. Plus I feel he can deal with more characters solo than Doom. I love Doom anchor and all, but some matchups are just rotten IMO. Trying to come back solo against Ammy/Dante/Magnus with Doom is rough. Atleast Akuma can catch a character or two with a beam and pop X-Factor.
Plus I love Doom, so having Akuma to back him up is too hard for me to pass up.
I don’t however like HM for Zero. I know you can do some dope combos and all with it, but it just doesn’t feel right for Zero IMO. But then again, that’s all just my own $0.02 anyways.
HM is a matter of matchup more often than not, against characters that fly and Hawkeye HM shits on them for days, it’s not about the combo damage as it is the flexibility of us. You can use it to insure your safety, a means to open the opponent up, lockdown, combo ender, OTG for midscreen combo relaunch, hell even alpha counter into a throw on block! (only if HM is the assist).
There’s only so much you can do with Plasma Beam until people are wise enough not to fight Zero on the ground. And having 2-3 Zero’s in my area people are adapting and learning the matchup, which I’m glad has happened. Sure Doom is insanely vulnerable to beams but those are the matchups where Plasma Beam is better suited OR you learn to protect Doom against the likes of Beam Hypers.
They both have their uses in my team, but HM is just a shitload more versatile so there are more points people need to think about before they attempt to figure out HM. In fact, just imagine how frustrated people get at the site of HM and how it forces them to change their game. That alone is a great tool to have at your disposal (other than the ability to freely change your assist to the matchup at hand).
I get your point about Akuma feeling much better as an anchor though, and it ultimately just comes down to what you feel is best and are comfortable with.
Arthur is a solid anchor, and good backup for pretty much any Zero/xxx team, not a bad decision at all. His Daggers assist is one of the best projectile assists in the game also, its useful for anything really, you can use it to support your zoning game, to cover your advancing movement, and for strong left/right mixups. One of it’s best aspects is that while it has long hitstun, it doesn’t knock down nor scale badly making high damage followups still possible
As for second slot, if you want optimized damage from combos (which should be your target since you already have a good “neutral” assist) you’d go with either Dante (Jam Session), Doom (Hidden Missiles) or Vergil (Rapid Slash). If you couldn’t already tell, a good amount of players here have already paired him up with one of these 3 characters. I’m least sure about Vergil because he likes meter more than Dante or Doom, and anchor Arthur needs that meter to be a threat also
Actually, nvm, it seems like capcom buffed the untech time on his airgrab so he can combo off it from any where. Timing is reallllllly strict out of XF but in XF2-3 it’s fairly simple