Justin.tv - The Box Arena - MVC 3 Singles Tournament 3/26 @ 4 PM PST
At 55:30 I play a match vs. Black Charizard, in one of the matches I land the ACS, ACS, BCS version on his Doom. Maybe that’ll help. Other than that one loop area and the finish to game 2, the rest of that match is botch-a-palooza.
For more “what not to do” there’s another match of me playing at 19:30 of the same link. Not much interesting there but some people might like it.
ACS, BCS, BCS happened in one of the matches in the set I played at 1:45:30.
Just out of curiosity Viscant… why go for team hyper instead of Level 3? Granted it looks hella flashy, but was just wondering if there was another reason besides that.
Nice thread, I like the ideas covered here, wesker ground tech is godly especially with plink dashing!
For the air loop, I haven’t tested this but could you do jump a (or b) c, f+c then just continue a ground combo. So like for me because I have a pick up assist I’d do like
j.a,c,f+c, st.b xx cobra strike, otg shot, cr.b xx cobra strike otg shot + assist, launch… something like that.
For my 2 main Wesker teams (Wesker/Iron Man/Phoenix and Wesker/Storm/Iron Man), team super will do more damage than Lost in Nightmares, occasionally a LOT more. YMMV depending on your team setup and even occasionally on randomness. Some teams will have Wesker push them away from some more damaging hits. It’s relatively consistent on my teams since hail and/or proton cannon will hold you in place. The Phoenix team will usually do enough to kill any character off of any basic setup. In one of the videos, I catch full health Taskmaster dropping in with 2 reps of ACS loop and just finish with x-factor team super and kill him comfortably. In a situation like that, you will probably kill every commonly played character, except maybe for Tron/Haggar (and Haggar occasionally takes bonus damage for no apparent reason).
And also because it’s easy and I never drop it. As the rest of that tournament shows, if it’s possible to screw it up, I somehow will.
it does help. although the loop examples seem to be after an air to air situation but i get the timing. Gonna try it later. you are really good though and made so many smart decisions in your matches, ie phoenix air hyper into iron man to chip an airborne haggar out and etc, changing from air grab to the loop in the first game etc. Such strong cerebral play. Hope to see more matches of you!
QUESTION: in extended combos where hitstun deterioration prevents you from connecting a cr after OTG gun, is it possible to just connect the OTG with a snapback? I mean its 1 frame right? Gonna go home and test that but seems like a really easy option for getting a snapback in
After learning that BCS BCS BCS loop, I experimented a little and starting doing [j.,j.:h:,j.:s:] x2, :d:,:h:(2 hits), :qcf:, dash, :d::h:, :s:, [magic series], dash+call assist, :df::h:, :dp::atk::atk:
Using Doom’s A assist, the combo did slightly over 1 million, making it seem highly viable for snaping in and killing an opponents Doom before he ever touches the ground. I realize this is slightly off topic, but it should make quick work of anyone trying to mash air tech out of fear. The combo in general is also much easier than doing three loops into stand B, C, launch and does more damage than that as well.
Edit: actually, you’re using Doom’s A assist you can leave out the :d::h: after the ghost butterfly (the :d::h: being pretty difficult to land at midscreen and doing :d:,:d::h: causes the :d::h: to whiff due to hitstun scaling) and just go straight to :s: and still get 1,002,000 damage out of the combo.
I heartily approve of this. If the opposing character doesn’t have a solid answer to crossup S from a teleport or just from a standard jumpin, change every 3rd or 4th crossup S to empty Mustang Kick. People aren’t doing this enough, but it works.
One of my new toys is a Mustang Kick setup that takes advantage of standing hit deterioration. Since I use Iron Man-a, this situation comes up occasionally. How often this works with other teams is probably not that often but it works for me, so I do it every now and then.
My most common setup is teleport S, A,B, stand C (Iron Man comes in here since I called him late), A,B, stand C and either immediate Mustang Kick or low A. The reason this is more effective than a standard tick is due to about 15-18 hits of hitstun deterioration the timing the enemy becomes open to Mustang Kick is much faster off the stand C; it’s such tight timing it’s very close to a cancel and looks clean since you don’t have to kara or walk into the Mustang Kick since the stand C moves you into position by itself.
I’ve been experimenting with standing state mixups because this is a situation where you can consistently count on the other side to hold back or down-back instead of mashing or holding forward due to the engine. Doesn’t seem like he can get much without an assist that keeps them standing and there aren’t nearly enough of those in the game. I’d be greatly interested to see if other people have good standing state mixups or long ground combos that keep them in a standing state or reset them into a standing state (if that’s even possible). Because this simple mixup is one of those that will work 100% of the time the first time you show it to someone and then have its effectiveness go down in a pure mathematical sense beyond the point of just finishing the combo once people are actively paying attention and looking for it. But standing state has potential for nasty, MvC2 style setups.
Hey Viscant what do you recommend doing when opponents neutral air tech off an OTG Samurai Edge? I feel like neutral teching is probably the best thing to do against Wesker since they don’t go nearly as high in the air seemingly shutting down a lot of options. My buddy uses this on me now and Wesker still has good options for this but they don’t seem nearly as effective as forward tech/back tech options. Would like to know your Godlike input :rock:
Generally the lower they are to the ground, whether through deterioration, neutral teching or just because your assist bounces them low (this happens with the Wesker/Viewtiful Joe team; btw don’t play that team), I tend to look for more air throws and dash under mixups. It makes the dash under look more effective if they stay low to the ground.
Also, something I started doing vs. low techs is using stand A as anti-air. It’s not quite as good as Magneto/Dante stand A anti-air which is unnecessarily godlike, but it’s pretty solid. If it gets pushblocked, you can always go into immediate teleport mixups. If not, you can mustang kick immediately when their feet touch the ground. I’m not sure exactly how solid a setup this is because I trend overwhelmingly towards air throw vs. good players in this situation, but it’s been working out OK vs. the standard xbox live players that I use as training aids.
(Please inform me if this is old or not)
You know how when you hit the opponent with Wesker’s OTG they bounce into the air right? While I did the usual combo, I dashed under Chun when she got up into the air.
Does anyone have any thoughts/ideas if this can be effective for mixup/resets?
Is it okay if I convert all that text from your original post into a high-def short video tutorial with game play examples? If so, I can have it uploaded on YouTube in a few days. It’s not that I’m trying to expose your Wesker or anything. Truly, I’m doing this to better understand his mixup/reset game so I can learn to counter appropriately ? I don?t actually use Wesker.
God I would love to see Jay’s original post in video form. I have a feeling the movie adaptation will be true to the book. Either way it’s an amazing plot.