Ultimate Marvel Vs Capcom 3

Lol i don't understand that article, is it hating on Mr. Albert? or praising him? Also i had no idea those were his buffs and nerfs from Vanilla to Ultimate.
Basically he isn't THAT bad and there are easy ways to beat is basically what this dude is trying to say. And shockingly it MAKES SENSE!

or it could just be a guy that is defending his main from getting nerf more by Capcom.

Here are some good counterarguments to his article in my opinion.

Rafizzle OFBrizzle

"The article is all opinion based and extremely shortsighted. Let's point out some of the problems.

1) He compares wesker to vanilla sent, however, this is not appropriate since this game is very similar to the last, and we've had the entire length of mvc3 to figure out how to counter Wesker and and all we can come up with is: " Stay out of point blank range when attacking (free command grab TYVM),
and prepare to cancel into something that can beat his 3-5 frame low
short( however much its sped up by XF3). Ideas are 2 frame snapbacks,
invincible moves (Ryu’s DP, bionic arm), counters, jump cancel from
normals, and of course your own X-factor."

-- Right so all I need to do to beat his attacks in x-factor is throw out a random snapback (wasting a meter), use invincible moves (which only a few cast members have access to, the examples given are incredibly unsafe: shoryuken or bionic arm, unless u have x-factor handy but I'd rather save it than cover my random attempts at stopping wesker).

Or attempt to zone him out, not exactly easy with most of the cast...
U cannot fight wesker straitup, and that's a problem.
These are all bandaid solutions for an overpower character. At least sentinel was slow, wesker is not.

Finally: all these points, which you pointed out yourself, add to WESKER's power in comparison to the rest of the cast, and that really is what tier lists are about, comparing a character to the rest to see who the best is:

"**Wesker’s hard counters got nerfed to hell (PHX, MAG) or nerfed just
enough to have people not play them as much for some stupid reason
(Ammy, Zero)… ADV WESKER


**Meter gain was nerfed, so extending combos becomes critically
important for any team… Hardly any assists are worth wasting a character
slot on. ADV WESKER OTG ASSIST


**It’s a new game and the first major, and people are dropping the soap everywhere. ADV WESKER EASY MODE COMBOS.


**Tron/Haggar assists are gone, and there’s no Dark Phoenix so there’s
nothing to stop XF3 Wesker from going nuts… ADV DARK WESKER.


**Most of the new characters have peanuts for health… ADV WESKER."

I'd like to point out that "easy to execute combos" are ALWAYS useful, not only in the beginging of a game's life, but throughout, this is because you don't want to worry about execution errors during a high pressure tournament match, and If a character has easy combos, good ways to get in, good normals, and high damage (and speed), they will be chosen over similar characters that require high execution for obvious reasons.

SO thanks for proving Wesker to be overpowered with your own biased article, even you cannot twist the facts so much that we take your conclusion seriously."









 
I am thinking of a reliable, high-damage BnB with Taskmaster. I got one that does about 780k (unmashed, 805k-ish mashed) using the Nova assist.

The combo goes:

cr.M, st.H, f+H, j.H (both hits), f+h, Aim Master M (3 hits should connect, then you land), st.H, b+H, S, sj.M, sj.M, sj.H, f+H, sj.M, sj.H, S, land and call Nova B assist (Centurion Rush M), jump/forward jump Air Aim Master H (full charge), b+H, Sting Master (236+S), jump Air Aim Master H (full charge), Legion Arrows M+H (mash if desired)

- This does around 780k-800k, depending on mashing and if you start with a jump-in attack like j.S
- After the air series, when you land, you want to call Nova assist before jumping and doing the Aim Master, so the enemy is ground-bounced while you land, and you can just time the shield skills before Sting Master.
- This combo racks up about 1.4-1.5 meters, so it's self sufficient to super.
- This combo can be used with nearly any assist, but the combo must be modified for the assist call before or after Taskmaster jumps. (Such as using Spencer Wire Grapple, Hawkeye Poison Arrow, Nemesis Rocket Slam, etc.)
With Task I feel it best to use these 2 combos at the start.

instead of:
cr.M, st.H, f+H, j.H (both hits), f+h, Aim Master M (3 hits should connect, then you land), st.H, b+H, S,

do...

Corner:
c.M, s.H, f+H, j.M, j.M, f+H, j.H (1 hit), Arrows M (full), land, s.M, s.H, b+h, S

Mid:
c.M, s.H, f+H, j.M, j.M, j.S, land, c.M, s.H, f+H, j.M, j.M, j.S, land, c.M, s.H, b+H, S

Both can be done mid or corner, but I find easier timing in these separations and both are very similar in damage and meter gain. Negate shield bash in corner if you fear an undesired cross under. If you pop them to high, drop one of the j.Ms after the S.

As for an ender, try to always land Air Legion Arrows L+H for 2 reasons. You can self combo into an immediate tiger knee Air Legion Arrows M+H afterwards if you catch them with the first Legion arrows at their feet in the air, and so you can link non OTG DHCs. You might have to not risk a delayed full charge Air Arrows H and go for a half charge just so you can confirm the hyper.

A really interesting new piece of tech for Task is he can now OTG arrows much quicker by doing b+H into an immediate Air Arrows H (1 shot). So for a fast assist that leaves little room for follow up, you can do this: Assist, b+h, air Arrows H (or somethin close based on assist), etc. A good use of this can help you with say Hawkeye. His OTG posion arrow is good, but his triple shot is better as an assist outside of combo in most cases. If you do this OTG you can easily link OTG arrows into triple shot and recover for an easy followup, less damage, but you retain the relaunch and you get an assist that might be better in other areas.

When I used Akuma (tatsu) and Hawkeye (triple) I ended with this in corner:
...j.S, land, b+H, assist (hawk), Air Arrows H (1 shot), land, b+H, Sting Master, jump, pause. assist (akuma), Air Arrows H (1-3 shots), land, jump, Air Legion L+H, land, Tiger Knee Air Legion M+H.
 
Wesker is not overpowered. Any one of these characters beat Wesker:

-Viper
-Dante
-Zero
-Strider (This will be more obvious later)
-Vergil
-Spencer
-Strange (Again, this will be more obvious later)

I'd go into detail, but people don't listen to me on this anyway. If you're interested in my reasoning, just holler.
 
Wesker is not overpowered. Any one of these characters beat Wesker:

-Viper
-Dante
-Zero
-Strider (This will be more obvious later)
-Vergil
-Spencer
-Strange (Again, this will be more obvious later)

I'd go into detail, but people don't listen to me on this anyway. If you're interested in my reasoning, just holler.

I find it sad that the list is so short... lol.

If wesker is alone then I think a larger portion of the cast can take him on, I think Doom and Dorm can handle a wesker if he has no assist to back him. They can pretty much run away and shoot this at him if they have the health lead. I think ghost can also take down Wesker since wesker has cant do a standing gunshot because ghost can just cr.H into combo.
 
I find it sad that the list is so short... lol.

If wesker is alone then I think a larger portion of the cast can take him on, I think Doom and Dorm can handle a wesker if he has no assist to back him. They can pretty much run away and shoot this at him if they have the health lead. I think ghost can also take down Wesker since wesker has cant do a standing gunshot because ghost can just cr.H into combo.
The list isn't complete, it's just off the top of my head. There's probably plenty more people that could take him down, but make no mistake that Wesker is probably somewhere in top 10-15.
 
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