Ultimate Marvel Vs Capcom 3

Wat up my SC family I need Help. I am good at playing SC and DOA and thats it, but now i have purchased M vs C 3 and I am not sure what to do.

The main problem I am having is blocking lows fast enough not to get hit and launched, cause when that happens it seems they just keep repeating the same few moves and i cant shake or get out of it. What do i do, is it just a matter of quickly blocking those lows and then rising fast enough to block the launchers ? Once i get launched in the air is there a way to get back down quicker or to defend myself in the air ?

Please HELP ME IF YOU HOW TO PLAY ? My PSN is XCO I would love some training !
 
Wat up my SC family I need Help. I am good at playing SC and DOA and thats it, but now i have purchased M vs C 3 and I am not sure what to do.

The main problem I am having is blocking lows fast enough not to get hit and launched, cause when that happens it seems they just keep repeating the same few moves and i cant shake or get out of it. What do i do, is it just a matter of quickly blocking those lows and then rising fast enough to block the launchers ? Once i get launched in the air is there a way to get back down quicker or to defend myself in the air ?

Please HELP ME IF YOU HOW TO PLAY ? My PSN is XCO I would love some training !

Let me help you out a bit then, you dont mention what characters you're using/fighting against though, might help.

Ok, blocking lows is quite simple, your normal down/back on the d-pad/stick. This will block most hits on the ground, including launchers. You will still need to watch out for overheads which can be very nasty from certain characters, like say Magneto.

One thing I can tell you about launchers is that they are punishable in a lot of cases (Taskmaster's is extremely punishable for instance, when blocked or whiffed), and once launched you will be in a launch state for a few seconds and you won't be able to defend yourself unless your opponent drops his combo. If you're playing against someone who isn't so punishable (like Wesker maybe) you can also use advance guard which will push them back.

One thing to remember about this though is that it won't affect an assist, so if you're hit by an assist as the point character is closing and you push block, it will push neither the assist or the point character.
 
Ya always block down/back when you're on the ground, all over heads are slow and you have enough time to react and stand. Also not all air attacks are over head, some like Wolverine's dive kick can be blocked standing or crouching. A major tactic to avoid having to guess low or high is to simply jump and hold back, In the air it doesn't matter so you can use this to avoid unblockables (low+high assist) and neutralize a mix up. Launchers are never lows, so don't worry about crouch or standing.

Also learn to push block (2 attack buttons). Depending on when you push depends how far you'll send them back (the deeper into the attack the farther). Some attacks keep pushing forward so you might need to know when you have to respect it or where u can create an opening (EX: Akuma tatsu needs to be pushed on every even number and it will give you a moment to escape or punish.)

Also learn what moves can be cancelled. Like stated, launchers are often unsafe (but not all!) and usually can only be cancelled if they hit, not if blocked or whiffed. So use that knowledge to learn when to escape and when you're opponent can't apply more pressure.
 
Thank you I think im going to have to invest more in learning from an online guide there some things you guys mentioned i was not aware of...

Let me tell you what happened to me online, This guy was playing the new dude that looks like NEO and Hulk as one of his assists.

The "neo" dude would launch me as i fell down the hulk assist would smash the ground and that would bounce me on then he would launch me again ?

I felt trapped and he kept doing the 1 combo over and over... So as fall down what should i do ?
 
One thing to get is the official guide. I normally do not recommend guides, but this one is phenomenal (like the best guide I've ever read EVER)! Even though some of the data has been updated and new things found, most of it is still relevant an provides legit strategies and things I still reference. The only reason to not get this is if you're holding out for the new UMvC3 which will have a guide as well.

Keep in mind if you block the assist first, you can not push back the point character until you exit block stun (so if there's a delay you can).

The NEO guy is Wesker and he has a very powerful launcher that is also very safe and high priority. You either have to attack with a higher priority move if your character has one, use aerial movement to get away, or simply block and wait for an out, he won't be able to repeat that over and over if you block for a bit, best he can get is Launch, assist, Launch before you have advantage again.

Are you talking about a combo tho? If so, MvC is notorious for huge combos and relaunches, so unless the combo counter reset, that's all guaranteed and is fairly common. A lot of this game is high risk high reward, so while learning you may want to avoid players that can do 80+% combos to give you some room to breath. But a big part of the combo's is sometime you get "taken for a ride" (*trollface*) and they may last a while. Advanced combos can be very long (look up Dante and chun li vids)
 
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