The first week of MVC3, I settled into a team of x-23, Magneto and Morrigan. Without knowing it, the team worked well in Unison. In the past couple of months I've switched out Morrigan for Wesker. Both characters have their own uses for the team.
First off, I'll go through how all the team members work out with each other and basic strengths, then I'll go into the Morrigan or Wesker comparison for who is overall better. I won't go into detail with combos, this is just a basic overview.
X-23 usually goes as my starting character. Fast rush down and multi-hit attacks work great in the start.
- Decent ground combo, air combo, then Wesker low assist on ground into Weapon X-Prime leaves the opponent in a spinning state. DHC-ing into Wesker's Rhino Charge resets the damage. After Rhino charge do low shot, crouching combo into launch combo. Using these 2 bars is enough to kill Sentinel (I use him a an example because of how annoying he is) and most characters in the game. Tanks like Hulk and Thor are left with a quarter health. She can use the same technique and DHC glitch into Mag's Tempest.
- During her combos, she has high mix-ups with H Mirage Feint. Calling Wesker low assist during these causes an un-block-able when timed correctly.
- Using Magneto's Disrupter assist to cover your M Mirage Feint can cross up opponents and ultimately helps you get in very fast.
- X-23's BnB combos ending with her Rage Trigger Super do great damage and are easy to score. Morrigans meter building assist a long with the amount of Meter both x-23 and Magneto build in their long combos, makes 5 meters extremely easy to get.
- She can also DHC her lvl 1's into Any of Weskers supers, Magnetos (Tempest only upon X-Prime) and all of Morrigan's.
Magneto is usually my second (sometimes first). His keep away game is good and his air-combos are amazing.
- Both Wesker and X-23 help magneto create tricky blocking situations and un-block-ables. While someone is blocking his low combo, he can call Wesker or X-23 low assist, and go into flight mode for an instant overhead.
- Another great tool for the low assist is doing ridiculous Magneto combos. Basic low combo into air combo, upon spiking them down, call one of the low assist and hyper grab, you can link this into super or relauch for another air combo, spike down, and do the same with the second assist. With enough meter, I usually end this with lvl 3. The hyper grab with these assist also allows a free snapback.
- With DHC'S, both of Mag's lvl 1's link with 23's lvl 1's, and Wesker's Phantom Dance AND his lvl 3! He can also DHC into Morrigan with full damage (if close enough). And anything can be DHC'd into gravity squeezes.
- Alone Magneto is a beast because of his flight cancel combos, L Disrupter and mobility.
Morrigan I feel has the strongest comeback factor (but lowest damage) and is usually last.
- Morrigan is last for her strong ability to put on high-low mix up pressure. Her Clone super a long with x-factor can be extremely confusing for people to deal with.
- While Morrigan does her multi hit high S attack, you can immediately start attacking low. If they are blocking low, I can call x-23 low assist and then air S while x23 hits low.
- Morrigan's fireballs are slow and her Flight Mode is as well. Mag's Disrupter assist is a great tool for helping her get in.
- Morrigan's air properties are a bit weird during her combos, but it is possible to get an extended combo with 23's low assist after air combo.
- She can flight cancel her fireballs ; 2 fireballs on screen at once. During her clone super, this makes 4 fireballs at once. Doing that a long with Magnetos beam assist causes TONS of frustration and damage, or lots of chip.
- All of Morrigan's supers DHC extremely well with her teammates. The Finishing Shower and Astral Servant both hold the enemies well enough for a full DHC to hit.
Wesker is also used as a last character because of the huge comeback factor. His damage is already amazing and in X-factor it is unbelievable. Also since Wesker has so many tools, he can handle comebacks well. But his explosive damage and command grab make him a great starter as well.
- After Wesker's Air combo, he can gunshot into Magneto assist, leading into another launch, then gun shot into 23 assist for a third launch. The scaling does get heavy, and the hit stun deterioration is noticeable, but this can be ended with another gunshot team super, x factor combo or air super.
- Firing your gun as Magneto shoots Disrupter, then immediately teleporting while the beam shoots can cause great confusion in your opponents.
- Only chip damage he has is the gun and Phantom Dance super. They both do very little chip, but the gun does a chunk in x-factor.
- Can DHC from Phantom Dance to Weapon X Prime but can be tricky but if y have a third member , this could lead into a awesome dhc reset depending on their super. Most of Wesker's DHC options miss, only do a little damage or take awkward timing.
- Low assist during block string into air teleport behind enemy for an overhead can be a bit tricky.
SOOOOOO, how do they do overall?
- Meter building assist is rape, especially since Magneto and X-23 can easily end very big combos with a super. Also having ton of meter towards the end and using Clone assist as much as possible with X-factor is a godlike way to make a comeback.
- Air S is one of the best anti- armor moves in the game.
- Flight Cancel combos create annoying fireballs, and make any unsafe move...safe :p
- Lvl 1's can be DHC'd into very well, more importantly her lvl 3 is EXTREMELY DHC friendly due to the awesome hit box and active frames.
- Has trouble getting in sometimes due to her extremely limited movement. But can keep you guessing with the options she has while flying.
- Attacks can be confusing and great block strings, but without an assist someone can get used to the mix ups.
- Command grab isn't comoable, but her back throw is...
- Air combos are a bit weak without flight cancels
- The strongest out of the team, way stronger than Morrigan. And most Health.
- Most versatility and tools. Combo-able command grabs, several wall bounce moves and amazing re-launch combos with assist.
- DHC's can be weird at times and lvl 3 dhc takes weird timing due to small hit box.
- Gun teleport combos can be tricky and create cross ups.
- Can't fly, but can teleport 3 times in the air before landing.
Overall, Wesker is a better character. But someone who has trouble with high-low mix ups, crazy fireball zoning and extremely long block strings can be destroyed easily by Morrigan. In the end, depending on the player I switch them in and out. Sometimes having both of them on the same team by taking out Magnus ;) 3 Things Morrigan definitely has over Wesker are zoning(his gun and teleports are fast but, someone who can fly and litter the screen with fireballs is more effective), ability to fly around and extremely fast moves that beat armor attacks a long with her her multi hit jumping S that rapes armor. The overkill power of Wesker in lvl 3 X-factor can kill most characters with counter super into abc launch combo easily and his speed is great.
Hope you enjoyed the read, maybe it helped you with some strategies. I wish I could show combos and strategies in a video but...I have no camera. Next time I'll go over my second team consisting of Ryu, Hulk and Shuma/Morrigan .
Capcom has recently released the reveal trailers for the earlier cast members for Marvel vs Capcom 3. These are the characters that were revealed near the beginning and didn't get the same treatment as the rest of the cast. Check them out.
To check out the rest of the cast hit this link.
What did you think of these trailers? Some of them would have been nice to see near the beginning, but better late than never. Which ones were your favorites? Tell us in the comments. Don't be a Jimmy!
This new combo video for Marvel vs Capcom 3 has just surfaced. It features a ton of characters and some crazy combos here. Over 4 minutes of footage, and I wouldn't wait any longer to check it out!
Tell us what you think in the comments. Don't be a Jimmy!
By: blazemanx Feb 2, 2011 | 11 Comments
the first images of the DLC characters jill and shuma gorath
although its not much....its great to finally see in game images of jill and shuma gorath.
im really picking up the zero suit samus vibe from jill and shuma looks good i cant wait to see thier animations.
what do you guys think?
By: Cinderkin Feb 7, 2011 | 14 Comments
Miles923 got an early copy of Marvel vs Capcom 3 and decided to make a pretty sweet combo video. It features a ton of characters and is done quite well. Check it out!
Which ones were your favorites? What do you think of these combos? Tell us what you think in the comments. Don't be a Jimmy!
It's been 11 years and Marvel vs Capcom 3 is finally here... too bad it's terrible. After all these years this is what Capcom has to offer? An unpolished game, broken game play, and and uninspired storyline. MvC3 is a complete disappointment. Find out why!
Now that I’ve got your attention, I just wanted to say that everyone on the Gouki.com crew loves Marvel vs Capcom 3.
Marvel vs Capcom 3: Fate of Two Worlds is finally upon us. After 11 years of waiting since the release of the well-known and still played Marvel vs Capcom 2, Capcom and Marvel Comics unite once again. The 3 on 3 brawler is back and better than ever with 36+ characters, 100+ hyper combos, and dream match-ups galore. After spending well over 12 hours of straight Marvel vs Capcom 3 action the Gouki.com crew is still itching for more. Capcom and Marvel favorites such as Ryu, Chun Li, Captain America and Spider-Man return as well as adding some new faces to the games franchise like Dante, Arthur, M.O.D.O.K and Deadpool. Marvel vs Capcom 3 is something to be remembered.
Marvel vs Capcom 3 has an impressive storyline this time around. A great threat is upon the two worlds of Marvel and Capcom. Dr. Doom has gathered all the most evil villains of the Marvel universe, such as Super Skrull, Magneto, and Dormammu and joined forces with Albert Wesker in a plot to join their worlds in order to conquer them. That is until Galactus from the Fantastic 4 is awakened and threatens the entire earth. It is up to all of the heroes and villains to stop Galactus before he destroys both worlds and rules the galaxy.
Here is a video of a full Arcade run through, but check out Galalctus at 12:36!
The gameplay of MvC3 is unlike the other vs series where the button configurations are of 4 buttons instead of your classic 6 button set up. What has returned from MvC2 is the 3 vs 3 2D action. Choose up to 3 characters from Marvel, Capcom, or a mix between and battle it out against a team of 3. Character assists return as well as hyper combos. What is new in MvC3 is the X-Factor, which is what you would call your desperation or clutch card. Activating X-Factor not only heals your fighter during battle, but also makes them stronger and gives them better defense. X-Factor lasts longer and is more effective when only 1 fighter of a team remains, but using it earlier has its advantages as well. Also new to the series is tagging out fighters within combos. Launch your opponent into the air to continue a combo and you can tag out to your next fighter making the combo even greater. Capcom has made MvC3 more accessible than ever with the new Simple Mode. Simple Mode allows those new to the vs series to be able to jump in with a simplified control scheme and still pull off insane combos, making Marvel vs Capcom 3 fun and accessible for beginners, advanced or any skill level.
MvC3 has a good amount of modes this time around, and will suit everyone. There is your classic Arcade mode where you pick a team of 3 and fight through 6 stages before reaching the final boss fight. Arcade mode is your story mode for MvC3. Then you have Versus mode, which if you have friends over this will take up most of your time. 2 players each choose a team of 3 and battle it out for bragging rights among friends or each other. The Gouki.com crew played this mode the most and we still can’t get enough. New to the Marvel vs Capcom series is Mission mode. Mission mode is a list of moves and combos that must be completed for each character. There are 10 missions per character and they each get increasingly more difficult. Training mode has returned from MvC2, but is better than ever. Training mode is one of the best features in the game, because it allows you to not only mess around, but learn combos, tricks, and more.
Check out this video of me going through some of the trials with a few characters
MvC3 runs on the MT Framework in full 3D and is the most impressive vs game to date. It simply looks amazing. The colors, the lighting, the character models, even the stages are impressive. Capcom has really outdone themselves with MvC3. The game just looks too good. Each character is done is full 3D, with defining characteristics that truly sets them apart from anyone else in the cast. From The Hulk’s veins, to Wesker’s Jacket, every character has something that brings out their personalities; sprites are a thing of the past. The stages are wonderful with how each has things that make them stand out from the rest. Capcom and Marvel fans will notice little cameos and easter eggs in the backgrounds of the stages. MvC3 looks stunning.
The audio in MvC3 is wonderful. The voice work for each character is done exactly how you would expect them. When you hear Captain America say “Avengers Assemble” it will put a smile on your face. The characters each have close to 60+ sounds and quotes that completely define them. Deadpool breaks the fourth wall with some of his quotes, and Ryu says things that you would expect from him. MvC3 also has quotes just based on character match-ups or team choices; it adds a nice touch to the voice work. The music is fantastic in MvC3 with character specific themes, as well as great menu themes. They even brought back the famous “Take You for a Ride” with a few remixes as well.
MvC3 has an online component that will please a lot of people, but also disappoint others. While MvC3 has Ranked, Player, and Lobby Battles which you would expect they dropped the ball on the 8-player lobby system. In games like Super Street Fighter 4 and Super Street Fighter 2 Turbo HD Remix, lobby play allows those not playing to be able to spectate the matches while they wait for their turn. MvC3 is missing this option as of right now, and hopefully will be rectified in a patch soon. Other than that the online is great. You can enjoy player matches to test your skills against others for fun, or you can jump in a ranked match and battle against the best for points. With online play MvC3 is going to give you a ton of replay value.
Marvel vs Capcom 3: Fate of Two worlds is one of the best fighting games ever made, and will give you a fun experience for years to come. With the possibility for DLC the roster could reach into the 50’s and we could see new modes, new stages, and plenty more. If you like fighting games, super heroes, or just having fun in general then Marvel vs Capcom 3 is the game for you. Don’t be a Jimmy and go out and get yourself a copy. Tell your friends to get it, you won’t be disappointed.
Bottom Line: BUY IT!
I don't know where this picture comes from exactly, but it seems that the Twitter character leak for Marvel vs Capcom 3 is true. With the inclusion of Mike Haggar and Phoenix, now we have Akuma. Check out the screen.
Are you excited about Akuma? Tell us what you think in the comments. Don't be a Jimmy!
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.
"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. "
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...)
Keits from Shoryuken.com has been filmed explaining a lot of Dante's Special moves in Marvel vs Capcom 3. Some say Dante has 40 Special Moves, but Keits could only perform what he knows. Also a few Spider-Man and Wolverine combos. Check it out!
Tell us what you think in the comments. Don't be a Jimmy!
SmexyMillz uploaded a few of the Remix versions of Take You For A Ride. Check it out!
What do you think of the Remixes? Do you prefer the original? Tell us what you think in the comments.
Source: SmexyMillz Youtube Channel
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/ counterattack 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:Read full story...
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 ;)
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