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Mad Scientist #2: MvC3 Combo System EXPOSED!

By: AnthonyOgborn Oct 26, 2011 | 7 Comments

A guide for beginners trying to explain the combo system in place for Marvel vs. Capcom 3. This is an entry for the UMvC3 giveaway, and also a part of a running series maintained by me for the UND Games Club at the University of North Dakota.

Most people find Marvel vs. Capcom 3 to be an appealing game to watch, but deem it way too confusing to replicate the ridiculous stuff you see happening on screen.  This blog post will remedy that situation.  Even though it does have it's intricacies, the combo system is actually fairly easy to figure out once you understand the basics of it.       

The Magic Series and You: The basics of the combo system                    

Sure combos can have a lot of deviance in how they're performed, but this game actually alleviates a lot of the problems that come with conventional comboing and simplifies it in to a special series of button presses for the masses.  Each character is capable of following this combo system.  In this game there are three different attacks: Light, Medium and Heavy.  Combos in this game follow the same exact order in button presses as they're listed in the preceding sentence to link in to each other.  On the ground, you can expect to get in a Light hit, Medium hit and Heavy hit (if pressed in quick succession) before you launch your opponent in to the air.  The notation will look like this:  

L, M, H, S    (Which stands for Light, Medium, Heavy, Special)            

 

After you press the Special button, the opponent is launched in to the air.  If you hold up or towards them and up, you'll follow them up in to the air.  Air combat is a little different in the sense that it will allow you to get a maximum of 2 Light hits, 2 Medium hits, and 1 Heavy hit.  The notation will then look like this:  

j.L, j.L, j.M, j.M, j.H, j.S    (The j. before each character denotes that it is done in the air.  The aerial Special will send your opponent down to the ground for follow ups and such.)            

 

All in all, your basic combo you will be capable of doing with any character will look like this:  

L, M, H, S, j.L, j.L, j.M, j.M, j.H, j.S            

 

Now to explain a few more intricacies about the system.  Damage scaling and hitstun deterioration for each hit is much larger than it is in most fighting games.  Due to that, you'll want to cut out as many extraneous hits as possible to get the most damage out of your combos.  With this in mind, let it be known that Light attacks aren't really worth all that much damage wise.  Most efficient combo makes actually cut out the Light attacks due to that fact.  With this known, your basic combo should end up looking like this:  

M, H, S, j.M, j.M, j.H, j.S            

 

If you do this, you'll find that your damage output is quite similar, and you're cutting out 3 extra hits which allows for more deviance outside of this basic combo.  With this in mind, it is now time to start talking about crouching ground attacks mixed in with the regular standing attacks.  Some characters are capable of doing crouching versions of the attacks on the ground right after they successfully connect the first hit with their opponents.  To give you a visual idea of this, I'll notate it for you.

L, c.L, M, c.M, H, c.H (I bet you've gotten this, but the c. prefix to the attack notation means it's done while crouching.)

 

It depends on the character, but you can actually do this with a decent amount of the cast.  Sometimes you can only do it with the Light and Medium attacks a character possesses, or sometimes you can only do on Medium or Heavy hit out of the Light attack.  I'm sure you can tell which characters can do which just by playing with them for a bit, so I won't bore you with a huge list denoting who is capable of doing what.             Now to show you what you'll see out of most characters combo wise.  You'll see my Magneto doing something similar to this if you pay attention to my combos and know what his moves look like:

c.L, c.M, c.H, S, j.M, j.M, j.H, j.S, Gravity Squeeze             

 

The reason I do the crouching Light attack is to get an initial hit off.  When I recognize that the hit has registered as an unblocked attack, that's when I go in to the rest of that combo.  If I remember correctly, you're looking at about a solid 728,800 damage from this combo due to the scaling resistant damage level 3 hyper combos.  Not too bad for a simple combo eh?  You'll definitely take out Phoenix with this combo, and you can expect the likes of Zero, Magneto, Amaterasu and more to be nearly dead from something like this.       

Getting Creative: Deviating From the Normal Magic Series           

So now that you've gotten a basic understanding of combos, let's talk about spicing things up.  For these examples, I'll be using a few different characters.  I would like to state right now that if you're getting a little scared of combos right now and just want a more personal and visual walkthrough of any of this, please just ask me to show you some stuff at any of the next meetings.  I'm more than happy to share my knowledge :)  Anyway, let's carry on with this little laboratory session.

One big thing to understand about this game is that most Normal move you throw out can be cancelled by a special attack.  One fun way to illustrate this is Zero's Hyper Zero Buster.  If you get this shot charged up all the way to level 3 (The different levels are blue, green and orange) you can start doing some cool things in your combos with the hard knockdown you get from it.  This is one of my standard Zero combos employing the use of cancelling a normal with a special move:            

c.M, c.H, Shippuga (Forward H), S, j.M, j.M xx Level 3 Hyper Zero Buster, L Hienkyaku, S, j.M, j.M, j.H, j.S            

 

Due to the hard knockdown the Level 3 shot gives my opponent, I can use my Light attack version of Hienkyaku (Which brings me to the ground fairly quickly) to allow me to relaunch my opponent and do a simple magic series combo in addition to the stuff I've already done.  This alone does 367,800 damage, but also leads in to many different opportunities with things like off the ground follow ups and hyper combos that catch the opponent while they're on the ground.  Speaking of off the ground opportunities, I believe that will be my next example.            

Off the ground moves can continue combos from a finished magic series combo.  You can get an OTG from a few different things.  Assists, character specials and hyper combos are the things you can expect an OTG from.  Lets talk about the character special OTGs first.            

A lot of the MvC3 cast has a special move that can hit the opponent off the ground from a knocked down state.  This explanation will use my girl She-Hulk as the model for OTG specials used in combos.  If you use her Runner's Start then Chariot into the Torpedo, ( Down, Down, S - Forward - L for those that would like a more input related explanation) you can hit opponents off the ground from a knocked down state.  To see the effectiveness of this, use this combo:            

c.L, c.M, c.H, S, j.M, j.M, j.H, j.S, Runner's Start, Chariot, Torpedo, Emerald Cannon, Emerald Impulse, Emerald Disaster            

 

Without the Torpedo, you're getting a rather lame 337,300 damage.  With all of the above, you're looking at 587,300 damage.  an extra 250,000 for one meter and a few more inputs?  I'd take that any day personally. Many characters are capable of doing an OTG to continue a combo, it just takes a bit of knowing your character and the willing to figure stuff out to get something like that.            

Now to talk about the assist OTGs.  I will be using Magneto and She-Hulk with the Alpha Torpedo assist in this example.  Remember how she needed to use Torpedo as a move to continue her combo?  Her Torpedo assist can do the same thing for her team mates.  This combo here is only a taste of what you can do with OTG assists.            

c.L, c.M, c.H, S, j.M, j.M, j.H, j.S, She-Hulk Assist, S, j.M, j.M, j.H, j.S, Gravity Squeeze            

 

Normally doing the original magic series combo and ending it with the Gravity Squeeze gives you 728,800 damage.  Not bad, but it doesn't actually kill a lot of characters.  This combo on the other hand does 857,300 damage.  Remember the Zero, Magneto and Amaterasu you didn't kill before?  They're dead now.  That extension off the original magic series combo Magneto can pull off means the difference between needing to spend more time and resources finishing a character off and now only having to deal with your opponent's team minus one character.            

Marvel vs. Capcom 3 has a really scary combo system, but once you break it down and learn some of the basics of it, it really isn't all that bad.  If you want to learn more than what I've provided here, I'm more than happy to be a resource.  Ultimately my goal here is to get those interested in games like these to understand them better and possibly end up going to tournaments in the cities and around here with them, but either way I just love teaching people how to do things in games.  If you have any questions about what I've talked about here, please ask me in person, online, whatever.  I'm more than willing to help and any kind of interest in a fighting game is something I'm more than happy to field :)

Keep it classy Gouki.com ;)

Tony Ogborn

- Founder of UND Games Club

-Stream Manager for Team OG (http://twitch.tv/team_og)  

 

 

Community News

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Ultimate Marvel Vs Capcom 3 Announced *UPDATE preorder costumes*

By: iorilamia Jul 20, 2011 | 14 Comments

The rumors were true...

Ultimate Mvc3 (UMVC3) will have 12 new characters, new modes and 8 new stages. It will be coming this November for $39.99 ( a bit much in my opinion). So far Strider, Firebrand, Ghost Rider, and Hawkeye have been announced , check out their videos below and the UMVC3 trailer (which shows some new moves added/altered to the old cast!)

Character overview Trailer

Strider vs Ghost Rider

Hawkeye vs Strider

Ghost Rider vs Firebrand(lol)

Firebrand vs Hawkeye

Uploaded by http://www.youtube.com/user/CapcomUnityVideos

 

So what do you guys think of the UMVC3 idea? Anyone seen it coming, with the usual Capcom releasing 2-3 versions of a game? I don't like the $40 pricetag, hopefully those who purchased MVC3 will have some sort of bonus...like costumes or a character or two? Atleast we will have a spectator mode, giving people more incentive for online play. X-factor in the air is a bit...much. But they were speaking of nerfing it and making the game more skill based, so we will see in time.

Anyways, the biggest deal are the new characters. None are really appealing to me. So far looks like I'll still be sticking with x-23, Wesker, Morrigan, Ryu and Magneto. Strider looks overpowered and has 2(?) lvl 3's? Firebrand's OTG capatabilites do look fun though. Still, I wish they add Son-son and Gambit to the game. Anyone on your wishlist? Leave a comment with your thoughts.

 

 

From Capcom Unity- http://www.capcom-unity.com/snow_infernus/blog/2011/07/20/ultimate_marvel_vs_capcom_3_announced_

"In addition to characters, Ultimate Marvel vs. Capcom 3 features a host of enhancements and new features to improve the game’s balance and online functionality. One of the biggest additions to Ultimate Marvel vs. Capcom 3 is the fan-requested Spectator Mode, which allows fighters to watch live online matches together. With multiple improvements and 12 new characters, Ultimate Marvel vs. Capcom 3 brings home the ultimate fighting experience for newcomers and pros alike. "

__________________________________________________________________________________________

PRE-ORDER UPDATE!

Gamestop: Femme Fatale costume pack

Best Buy: Villaine Costume pack

Amazon: New age Heroes Costume pack (cyber akuma doom and Sentinel don't look like heroes...)

Community Video

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Iorilamia Wins MVC3 Tournament and a booming Maui Fightscene

By: iorilamia Jun 17, 2011 | 10 Comments

The fighting game Community in Maui has exploded in the last couple of months due to one random idea. (Finals match link inside!)

For a long time me, my friend Eli and Dwyane thought we were the best on Maui when it came to majority of fighting games out there (except Tekken). So a couple of months ago while at my house Eli was like " Yo, let's make an event on Facebook, a SSF4 and MVC3 tournament at the college and see who will come" I thought it was an amazing idea and we went on with it. Me and 2 other friends brought a system and our games. The Maui College has a huge student lounge that is open almost the whole day that anyone an go to, and we were surprised by all the people who showed up. Learning that there were people as good as us in some games and better in others was amazing. That day we didn't get around to a tournament, I believe there was like 8 hours of casuals, leading to us becoming good friends with a lot of the guys who stayed until closing.

Soon after one of the guys we met created a group of Facebook called Maui Street Fighter. Here we planned the next events and settled that we would meet up every Wednesday for SSF4 tournaments and mvc3 casuals (not too many people played mvc3, so a small tourney would be lame) Every Wednesday the amount of people grew and everyone's skill levels increased.

Things have gotten to a point where we had a good idea on who was bringing what set-ups and we could run our events at the school easily. The lounge is open from about 8 am to 9 pm. The security guards have gotten used to seeing around 30 dudes getting super hyped over games, so sometimes they let us stay till 11 to finish our events <3

A big surprise about a week ago was a huge influx in new people! The best part was, they were Marvel and Tekken players. This led up to us having 3 actual tournaments in a night (which is hard to fit in when you do them one by one). Tekken was singles (since it had the smallest entrants), Marvel was teams of 2 and SSF4 AE was teams of 3.

I love playing MVC3 casuals and felt pretty confident in the tournament. I didn't play Tekken and my SSF4 team got OCV'd by my close friend who plays me all the time; knew it was coming :p My teamate for Marvel was Adi, a guy who I felt pretty even with in skill leading up to more confidence (he played Wolverine, She-Hulk Storm and Wesker). He went first, beating the first few teams by himself and I didn't have to play. But when it came to the semi-finals and finals, he lost every set and I carried the way (which added more pressure than I thought it would). 

In the end, it came down to me playing Morrigan, X-23 and Wesker vs. a really strong Hulk-She-Hulk and Dormmamu. (Before that I played his teamate in a very interesting battle with me playing Mageto, x-23 and Wesker and him playing Magneto, X-23 Dommamu)  Both of us were dropping combos towards the end and I purposely didn't punish some things because I knew if I messed up one bit, I would have died ; ended up playing it safe. The photographer was nice enough to upload a video of the final match, but it is only on Facebook, I'm not sure if you will be able to view it upon signing in (I HOPE SO! IT'S GODLIKE) If anything, I'll share it on the Gouki.com wall.

http://www.facebook.com/video/video.php?v=127182237363490&oid=222031707812995&comments

So Adi and I won! Split the prize $ and took a bro-photo. It was truly a great tournament and a great experience. Glare makes me look cross-eyed but that's ok. Everyone attending the Maui College fighting events are awesome people and it is great that our community has grown so much from a friend saying " Brah let's make a event on Facebook". It's so hype having over 30 people in a room with many different play-styles and skills. Hopefully I can get more pictures from the guy or videos.

 

~Shout-outs to Gouki.com, Adi and I played on the MVC3 stick the entire time~

 

 

Community Blog

DragonKiss83

Check out the Revelation Stream 6/10 - 6/12

By: DragonKiss83 Jun 10, 2011 | 7 Comments

Want to check out some team and singles tournaments?

Source and Link to stream http://www.justin.tv/leveluplive#/w/1319204416/2


Watch live video from Level|Up Live on Justin.tv

 

Tonight 6/10

  • Team Tournaments
    • Super Street Fighter IV AE
    • Marvel vs Capcom 3
    • BlazBlue Continuum Shift 2

 

  • Single Tournaments
    • BlazBlue Continuum Shift
    • Arcana Heart 3

Tomorrow 6/11  All times PST

  • Single Tournaments
    • Super Street Fighter IV AE          10 - 4
    • Guilty Gear Accent Core              6 - end
    • Marvel vs Capcom 3                    5 - closing
    • BlazBlue Continuum Shift 2       10 - end
    • Tekken 6                                        10 - 2
    • Mortal Kombat                               3 - closing

Sunday 6/12

  • Tournament Finals
    • Arcana Heart 3                            10 am - 11
    • Tekken 6                                       11:15 am - 12:15
    • BlazBlue Continuum Shift 2      1 - 2:30
    • Mortal Kombat                              2:45 - 4:15
    • Marvel vs Capcom 3                    4:45 - 6:30
    • Super Street Fighter IV AE          6:30 - close

Prize info http://www.tournamentlegacy.com/revelations/index.php?option=com_content&view=article&id=87&Itemid=104

Community Blog

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Are epic comeback factors in fighting games a good thing?

By: iorilamia May 24, 2011 | 11 Comments

Some of the top fighting games have gone into a trend of having crazy comeback mechanics. This goes beyond your regular super move. Ultras, Red-Mode,Critical Counter and the controversial X-Factor have been relatively new. Are they good to have?

Fighting games takes lots of skill, dexterity and focus. Always generating lots of hype, fighting games are one of the most competitive genre of gaming. But what creates even more excitement are comebacks. Being almost dead and doing a epic combo or seemingly reading what your opponent will do and block/ counter attack to victory displays lots of skill or possibly luck. Comeback mechanics have been in fighting games forever but in the recent years with SF4, MvC3, Tekken 6 and KOF12 we have been exposed to some very interesting comeback factors that do require skill (some more than others) and have changed the outcome on many tournaments and casual play unexpectedly. Some of these mechanics seem reasonable, but a few may need to be altered a little. Here is what I think of them:

The Ultra in the SF4 series is first on our list. A bar builds up depending on how much damage you take. The more you get beat up, the better chance you have of making a comeback. Now people have lost to "random" ultras before but many of them have creative ways to combo-into, making it a skill to see which ways you can open up your opponent. Now I started the sf series in super, and when I was a scrub Ultras were depressing. Having half health when opponent is basically done, then getting hit by Ultra combo and dying was a bit rough at first. The beauty with SF4 is that once you learn or get a feel for other characters combos and setups, the ultra isn't that scary. You just have to know what to look for, and what you should and shouldn't not be doing to not get caught. In the end the Ultra system seems fine. every character has their own to choose from and advantages/ disadvantages. Not al Ultras are safe and using them wrong can still get you killed. I've grown to respect and like this mechanic a lot, it adds much depth into gameplay.

Tekken 6 brings in a new system called Rage Mode, a.k.a "Red -Mode" When you are near death, (about 10% life or so), a red aura surrounds you (like in Bob's shoryuken above). This aura is continuous until you die. This increases the damage of every move you do and reduces damage scaling as well. I am new to Tekken (as in button mashed when I was 10, trying to play it seriously now) and Red Mode doesn't seem too bad. Tekken has lots of 40-60% combos, and after that ground hits and so on. That being said, when someone has about 30-40% life left, they may not even get to use Rage Mode because that combo will kill them. I haven't experienced or seen many comebacks with this but it surely is possible. As I mentioned, the combos are extremely damaging, meaning the person in Red Mode can make a comeback in one or two solid combos. Red-Mode doesn't change combos or what you can do or cannot do like comeback factors in other games, but it does bring fear into the opponent if they guess wrong. I don't think this needs any changing, it seems to fit Tekken 6 well.

The Critical Counter in KOF12 is something  I had many mixed feelings about. As you fight in KOF12 a green meter near your health bear is built from attacking and receiving attacks (like the super bar, but doesn't build as easily). Once the bar is maxed you are able to perform a Critical Counter. Basically if you ever counter someone with a strong punch/ kick while the bar is full, a huge circle appears and the game crazily zooms in ; like the picture above. For those of you familiar with CVS, you basically go into A-groove until the green bar runs out. You get to string together many moves and combos that were not possible before and insane corner juggles. Now these big combos for the most part do require skill, but that isn't my problem. The problem is that this is activated merely by countering someone's punch with yours. Of course there are tactics behind it, but for the most part this Critical Counter mode happens on accident way too easily. Changing the tides of battle with insane custom- combos is cool and the system provides much flashy-ness, but the accidental part is a bit lame. Also if you do a super during Critical Counter, there are crazy flashy effects and it does bonus damage. Using them together in a combo kind of reminds me of characters who can Super into Ultra in the SF4 series. Unfortunately due to this game sucking it didn't get much attention from the professional fighting game community, but even in casual these Critical Counters brought much excitement.

The X-Factor in MvC3 has sparked lots of controversy. Many people hate it and want it removed, some just want it tuned down and others want it to stay. X-Factor boosts your damage and for most characters , your speed and allows you to not take block damage. At first it doesn't sound too bad, sounds like a basic comeback factor. Well in MvC3 without X-factor you can already easily do 50-100% combos a  long with infinites. The x-factor boost makes damage completely overkill, and fast characters insane. Because of the speed boosts, many characters who don't have an infinite, have one in X-factor (like X-23 and Deadpool). X-factor does have layers to it. The less characters you have left alive, the stronger it gets. This of has created some of the largest upsets and insane comebacks. Personally I like X-factor. It makes the already intense and fast paced game even more so. I don't think X-factor itself needs to be tuned down, but certain characters in it. Because not every ones damage and speed are effected the same and some characters damage output goes way beyond others. In the end that doesn't matter so much because regardless, you should be able to kill anyone with X-Factor. what I do wish is that they had a function to turn off X-Factor, that would be a bit fun from time to time. Also What I don't fully agree with in X-factor is the chip damage. So many occasions where even I have won, or an opponent because one had X-factor, and a beam super could take out quarter health people with a few super bars (even with Advancing Guard). At times that feels a bit cheap, certain HIGH damage supers in x-factor should be tuned down a tiny bit upon block. Especially when a a low health character comes in, and someone supers before they hit the ground, not letting them activate x-factor and forcing chip damage ;)

 

Well that is my personal opinion on some of these comeback tools in recent big fighting games. At first many of them feel a bit sketchy but overtime it is understandable why the developers made it the way it is while others...are not so good. I would love to hear what you guys think about some of these. Agree or disagree? What would you alter or completely take out? Leave a comment with your opinions.

 

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