Ultimate Marvel Vs Capcom 3

I've got a question. How do you learn how to do those forced throw setups? Like where you end a combo a little early but force them to tech up into a throw attempt or something? Like how do you set the training up for that? And any idea how to actually use those setups? Magneto's throw is PRINGLES but I never get a chance to use it.

Those are called resets and LP pretty much covered them in his post, most people try and set up air resets but the thing with them is some people start to expect them so you might lose out on damage you could of had by doing normal combo's instead of going for resets. Its a double edged sword but the risk is usually well worth the reward.
 


Those are called resets and LP pretty much covered them in his post, most people try and set up air resets but the thing with them is some people start to expect them so you might lose out on damage you could of had by doing normal combo's instead of going for resets. Its a double edged sword but the risk is usually well worth the reward.

Compared to just straight finishing the combo, potentially how much damage do you get off of them? And are they worth it at all to use, or should I just stick to finishing Wesker's sick combos?
 
Really, they depend on the the character and team you're using. Once you understand Wesker, his throw setups are usually better in the corner (depending on the health of the character). When I have him with my opponent in the corner, depending on my opponent's reactions, I like to either (once the hitstun deterioration kicks in) OTG--> airthrow, OTG ---> combo (if they try to preemptively break the grab), OTG blocked combo (to get them into blockstun on the ground so that I can potentially combo or command grab depending on how they react), or use similar setups with my assists and his teleports.

Really, though, there's no flowchart to playing fighting games; figure out what works for you and ride with it. And you're not going to always 'guess' right or win; you have to remember that your opponent is also trying to win.
 
Compared to just straight finishing the combo, potentially how much damage do you get off of them? And are they worth it at all to use, or should I just stick to finishing Wesker's sick combos?

It sort of works like a tech trap I would think, there's a risk you might drop damage if they guess right but if they guess wrong you get some solid extra damage. I could link a video of super skrull elastic slam resets if that would help, but I suck at this game and only really know him. =\
 
Hey Megiddo, you basically play my team: Wesker, Dormammu, Taskmaster

I only switch out Wesker to either Doom when I wanna zone properly, or stay with Wesker to rush the enemy.

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Problem?
 
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