Ultimate Marvel Vs Capcom 3

I didn't think Hulk was all that good until I had to start fighting against him. He's flat out one of the best and easiest in the game, but he does need a good assist. Hulk + Doom missiles is obnoxious. I have a habit of using Spencer's Bionic Lancer - DHC to Storm's Ice Storm to instantly kill assists that like to hang around, but Hulk's slow over head EATS a hit from Lancer and stops that strategy cold.

Frustrating as hell, but if you manage to kill his assists he has a hard time.
 
Yeah advancing guard is incredibly important. If you aren't using it you will take far too much chip from hypers and get stuck in pressure loops. Key things to note about it:

  • Advancing guard only reduces chip damage on multihitting attacks and does not reduce the first hit. So You can reduce a Beam hyper but not Bionic Punch. Sentinel Force, while multi hit, I dont think holds you in block stun so I think they count as 3 separate block stun instances so it wont work there either.
  • Delaying the advancing guard deep into the block stun will push the opponent back farther
  • If the first hit to initiate block stun is from an assist, you cannot push the point character with advancing guard, but it will still reduce damage.
  • Projectiles are linked to the character, so in the instance one is on screen and they tag out, the new character will not be affected by push back, EX: Trish Hyper Scythe, then tag out, new character can't be pushed back
  • Assists cannot be affected by pushback
  • Some Hypers and specials are not affected by the pushback.
  • Corners reduce push back distance, no matter if you facing in or out of it.
My dirty trick? Lay Dorm flame carpet down, back dash, when they hop it advancing guard and you'll push them into it still trapped in the attack animation. Follow up with f.H and combo.
 
I didn't think Hulk was all that good until I had to start fighting against him. He's flat out one of the best and easiest in the game, but he does need a good assist. Hulk + Doom missiles is obnoxious. I have a habit of using Spencer's Bionic Lancer - DHC to Storm's Ice Storm to instantly kill assists that like to hang around, but Hulk's slow over head EATS a hit from Lancer and stops that strategy cold.

Frustrating as hell, but if you manage to kill his assists he has a hard time.
Yeah, hulk is crazy.
 
And here it is, my Spidey Doom Combo, making it an 8wr exclusive before I post it on the mvc3 boards:

http://www.youtube.com/watch?v=MbnQumRTeoA

It's basically a combo with an unblockable reset that's guaranteed to K.O. any opponent (post Sentinel update) on the game with 1 or 2 bars (no X-Factor) with the exception of Thor (modified versions in the tutorial).

Requirements for combo:

A corner after the spike
Fast otg (Deadpool, Wesker, X-23, C. Viper)

You can use x factor for people with slower otg's (Akuma, She Hulk, etc) if you want to waist it, then it's garunteed 1 bar to take out any character in the game. However I wanted to build it around the idea that spidey can do the damage needed to hang with the big boys with little bars as possible (since Spider Man is considered none damage worthy unless with specific conditions and characters). This will open up ideas to spider mains (like myself) without having to sacrifice to much (I use Deadpool in my team so this combo fitted pretty well with my team).

Modified versions for Ama, M.O.D.O.K., and Thor will be explained in the tutorial:

Notation (I believe this is right): c.LLMH Web Ball, s.LMH Web Swing, j.MMS, s.ML Spider Sting (Spider Bite), s.LS, j.MMHS (timing varies with otg assist). OTG, Web Ball xx Web Throw, OTG D xx s.LMH Web Swing, j.MMS, s.ML Spider Sting xx Maximum Spider

Tell me what you guys think.
 
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