Ultimate Marvel Vs Capcom 3

So got more hands on time today and some of my own practice time.

Ghostrider and Virgil will be the Day 1 OMFG WTF problem characters till people learn how to fight them. Virgil has insane range on his normals and his resets are very strong. He is unsafe however, so learning to block him is a must because he can straight up zone you with physical normals from 3/4s the screen.

Ghostrider is particularly good when paired with Doom missles...like STUPID good. Just mashing s.HH and j. S will keep people pinned down. If s.HH lands you get an easy 600k combo right there for 1 meter. To keep out jump ins his j.H has a stupidly huge hitbox above him. But beyond poking for huge damage, the one move that really shines is when he gets you in the corner you can spam b.H. This move is an OTG pillar of flame that reach high enough to stop normal jump ins, frame traps into itself, absorbs all projectiles, super fast start up, combos into itself, and the chip damage is sickening. My friend played the hole match spamming doom assist and j.S'ing me to the corner where he would keep getting in the missles lockdown and begin to chip me with that move.

Rocket raccoon will take some time as he combos very awkward with his short range, but he has interesting tricks. He can actually set up his own cross up with the QCF M and then burrow.

Akuma's tatsu is definitely nerfed but not totally a loss. I could still use him, but my timing to follow up was much tighter and after long combos it would let them out very early. It still works great for pressure and anti projectile, but certain teams will not be able to use him like they did for vanilla. His air demon flip is awesome though! Lots of shenanigans can be done such as air jumping to meet an opponent and demon flipping over a projectile into demon palm for full combo! You can also score some very nice corner cross ups by air demon flipping into foot dive after. You can still OTG demon flip>kick into relaunch combo. I noticed no difference in my basic BnBs.

Taskmaster...i love that new move. It is 100% safe, you can OTG hyper arrows, assist OTG and combo, or dash then jump into OTG down arrows + assist and keep combing. I was able to do it, call akuma tatsu, then otg arrows, land and continue at the tail end of akuma tatsu...so yeah great way to safe cancel shield! And shield goes further! You will have to modify combos tho. j.H lifts them higher and OTG arrows will not allow self relaunch from what I've seen. I expect we will see new combos arise out of special canceling spider swing, for possible relaunches. Special canceling spider swing will be a great pressure tool. His hyper arrows also seem to be grouped tighter and miss less often.

I love everything so far with my only issue actually being the x-factor visual...which i thought was ok...but now I'm seeing a definite 'who the fuck is who' issue with mirror matches and etc... The GUI is fine in terms of it works...but it is absolutely retarded. The order it displays your characters is: Assist 2, Point, Assist1... ?!? The X being so obv is actually nice, but everything else about it is just terrible. I REALLY hope we get the ability to revert it to vanilla.
 
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