gbgoober, post: 5467180 wrote:
GcYoshi13, post: 5503372 wrote:
Keep away lockdown in this game is not as strong as it is in MvC2. It's almost inevitable that a competent player will rush you down in MvC3.
I notice your team shares a similar predicament as mine (Chris/Spencer/Sentinel) where you play keep-away but you have no notable "get-off-me" assist like Haggar Lariat or Tron Gustaff Flame. Without those kind of assists, once you get rushed down, you're on your own. Calling either Doom or Sentinel with your opponent near you is likely to set up Happy Birthday scenarios.
The first thing I would probably recommend is that you shouldn't probably play pure keep-away, which I think you know already. As Task, fire the arrows and throw out appropriate assists if they are far away, but once they close the distance, you have to fight them. Taskmaster has the right tools as his normals are pretty good. Doom is a little more difficult due to manueverability akwardness, but is still good nonetheless.
If they rush you down and you really just do not want to fight them head on, you have to block appropriately and pushblock when you think it's a good time to. After the push block, super jump over them (for task you can probably just fire the ground arrows to provide more coverage during your escape).
Don't play pure keep-away. Have an adaptive strategy to fight them head-on when they approach.
S1ammage, post: 5506176 wrote:
I got blown up by you last night!
I knew I saw you before! Haha I hope we never meet again ;-)
I was the measly 7th Lord running around with Wolv/Haggar/Arthur.
Loved the Chris/Spencer technology!
Any advice for me? That is... If you remember me at all...
shaktazuki, post: 5517023 wrote:
Ok, please forgive me; I read the first 2 posts but 17 pages is a bit much. If I may ask a very stupid question, to properly do an air combo, all you have to do is hold :uf: while your launcher is animating and you'll jump as high as you need to to do the :m::m::h::s: the missions call for?
etalage, post: 5690290 wrote:
Yeah I'm having issues with using OTG assists too. I'll hit S after M, M, H in the air. As soon as I hit S I am mashing an OTG assist but it always comes out way too late. Advice?
AsTheWorldBurns, post: 5702719 wrote:
I have been playing with a slight alteration of the default button config: L-M-A1/ S-H-A2 ( With X-Factor activation being the main problem with this layout)
I grew accustomed to it before I realized that anyone who is remotely decent at MVC3 uses the L-M-H / S-A1-A2 config.
With this in mind, I decided to switch to it.
GhostTear, post: 5746992 wrote:
Can someone explain to me fuzzy guard?
denshuu, post: 5961171 wrote:
It's when you switch from high block to low block really fast to increase your chances of blocking a mixup. In most fighting games, if you're hit during the transition from low to high or high to low, it will count as you being in whatever stance you needed to be in to block it.
metalmattchew, post: 5972890 wrote:
Quick question, when doing a DHC how do you know which partner will come in?
MrSimtang, post: 5965535 wrote:
Not sure if this is the right place to ask, but I'm new to the game and have some trouble against dr dooms hidden missile assist and corner pressure.
Basically, I play a guy who uses taskmaster, amaterasu and dr doom. The fight usually gets me in the corner with him spamming dr doom hidden missile assist and amaterasu attacks over and over. I don't have time to get out or do anything. I push block, but the missiles keep me in my place, and amaterasu is so fast that he can hit me before an attack of mine gets out, or he'll mix it up and go for the grab and grab me. Either that or he's task master spamming spidey swing, sword slash, spidey swing, sword slash. Pretty sure it's an overhead so i have to constantly stand to block, then he does 50/50 mixups with low attacks or spidey swing again and stuffs me up, add to that, if he does tag me he finishes the combo with the super arrows and they do absurd damage.
I'm pretty much dead once I get in the corner. I'm having trouble with doom assist in general. I can't get combos out, because they're always falling on me and there's too much pressure from task master and ammy to get out.
Also, is it just me or is she hulk vs ammy a really bad matchup? Ammy is insanely fast for she hulk.
I play magneto/she hulk/akuma.
Strider Chipp, post: 6135020 wrote:
Can someone explain frame traps?
Unreallystic, post: 6157137 wrote:
thanks, this game is making me wonder how the hell people can time comboes from different games...cause this is killin me trying to unprogram myself, I still hold 'down' when I hit S and then hit up to follow (which is why I had so many issues with Dorm and Storm's basic air comboes).