First off, let me say I strive for uniqueness in a lot of things that I do. I pride myself on using uncommon characters, teams, and the like when it comes to fighting games. Usually though, I'll sacrifice uniqueness for personal tastes if it comes right down to it.
So, when it comes to making a three person team on Marvel vs. Capcom 3, it can be a little rough given the amount of characters. I did most of the trials for everyone, so I have a general idea how the characters are supposed to be played, according to the game.
Slot 1 will always be Wesker. Wesker is easily top tier: he's got power, speed, a good assist set, devastatingly good looks, a teleport, a counter, a counter HYPER, fluid movement, and shades. Wesker is always my Point Man simply because of how versatile he is, and that his OTG (Off The Ground) attack is cake to use. Because of that overly simple OTG, his capacity for expanding combos is crazy. Not to mention people always seems to fall for the Light, Medium, Heavy -> Jaguar Dash, Jaguar Kick reset, which is oodles of fun to land.
For a while I was running with Wesker, Jill, and Dormammu.
Jill is a complicated character to use. She requires a lot of trickiness, a lot of control, and a lot of dexterity to use well in battle. The upside to all that is that she's ok to start with, and if you can land Flip Kick or Somersault Kick, you can easily wipe away a lot of your opponent's health with her Machine Gun Hyper. Her Flip Kick assist easily sets up your opponent for a beating. Once you land that Air S, a quick OTG with her Flip Kick assist and your opponent is popped neatly into the air for an easy S with another air combo. Jill has deceptively low health though. The main reason I dropped her is because none of her normals are very safe on block....and Joe uses her, haha.
Dormammu is the concept of zoning made real. Dormammu is easily capable of standing in one spot and controlling the entire screen. Dark Hole can control overly aggressive opponents; while Purification easily trumps any kind of jump-ins, rushdown, or runaway tactics. He has some simplistic combos, but they require timing and precision due to his normals. The main reason I dropped Dormammu is because the timing on his combos is tight at times, and I keep dropping them in a pinch. Also he has deceptively low health for a God-King. Dark Hole, if it misses, leaves you WIDE open.
As such, I fumbled with some new Slot 2/3 people:
Dr. Doom is also incredibly good at offense and zoning. He has a ton of projectiles, some good BTFO moves, and is fully capable of being a rushdown juggernaut. But, his combos are really difficult to pull off, especially when they require Air Dashing in mid combo, or OTG-ing with a slow normal. Although he is incredibly fun to use fundamentally, and has a hilariously awesome personality that shows in battle.
Shuma-Gorath is a combo fiend. He's a wiggly squid monster that if allowed a single hit, can lop off half your health. Mystic Smash has 0 knockback, unless Advancing Guarded. Mystic Ray is a good OTG and zoning tactic since the Heavy version spans the whole screen vertically. It won't do a lot of damage, but it swats opponents out of the air. He's the only character I can think of with a charge move. Plus he can do obscene amounts of damage in the corner, particularly with a Hyper Mystic Ray OTG, then an X-Factor cancel into Chaos Dimension. I really have no reason to NOT play Shuma-Gorath, save for the fact he can be hard to get in with, and his advanced combos are way crazy.
Iron Man plays a little wonky in this game, since most of his combos involve Crouching Light, Cr. medium, then Standing Heavy, which always throws me off. I did figure out some easy ways to land Iron Avenger (his Lv3 Hyper), like Cr. Light, Cr. Medium, St. Heavy, Light Repulsor Blast, Repulsor Spread, Iron Avenger. Iron Man is pretty good, he has a Beam special, which is great for pressure. Repulsor Blast is difficult to get around besides blocking, and he has a lot of priority. That old Tony Stark charm shows too, haha. But, like I said, his basic combos tend to throw me for a loop in battle, plus his only OTG is Smart Bomb, which is a shoryuken motion....
For a time, I was running Wesker, Shuma-Gorath and Dormammu. That is, until I got better at doing mid combo assists, and OTG assists. Then I took a liking to a couple new characters.
My current team is:
Wesker: Color 1, Handgun Shot Low assist.
Wesker, as mention above. The perfect blend of speed, power, durability, personality, and mixup, Wesker is probably the most dominant character on my team, since I can usually wipe entire teams out with just Wesker and my assists. His Beta assist is his normal OTG that he can do himself. It's good for extending combos, so I use it as needed.
Taskmaster: Color 3, Parabolic Arrow Shot (Beta) assist.
Taskmaster is awesome, and hilarious. The guy wields a copy of Captain America's shield, and totes a freaking broadsword. He has two command normals, both integral for his combos. Back and Heavy is "Shield Skills" AKA. Cap's charging star. Forward and Heavy is "Spidey Swing", AKA Spider-Man's webswing without the command. Doing some of his trials showed that he's actually pretty cool to use. He's a tad slow movement wise, but has a wicked fast forward dash, and Shield Skills is pretty quick. Also: dat Counter Hyper
Dante: Color 3, Crystal (Beta) Assist.
Dante is the flashy guy with a move list the size of China. It's not easy to put Dante's versatility into words...he can literally do anything. He has easy OTGs, ground bounces, projectiles, air specials, a Form-Changer Hyper, crazy good assists, long (difficult) combos, great range, a teleport, the whole enchilada. The one thing he doesn't have, is Stamina. Dante can get wiped pretty easily, but given his power, it's understandable. I mean LOOK AT THIS, WHAT IS THIS EVEN!?
I know the basics and some advanced with these guys, so hopefully this'll tide me over for November when my team will be Wesker, Nemesis, Vergil.
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