I am trying to level up my UMVC3 play and have been doing a lot of theory fighting and research and soul searching to find a team i can feel good playing without tierwhoring and feeling dirty. Now i want to take it a step further and learn deeper the inner workings of certain aspects of UMVC3 that I seem to be struggling with. Chicken Blocking, Air Throwing, Double Jumping, Advancing Guard and Throw Teching. I understand what they mean or are used for but I need some one to explain the inner workings of each if possible and why certaincscenarios take place.
ex. Chicken Blocking - The opponent is blocking on incoming from a snap back or dead character i notice sometimes you can hit them in the air and then attack them low as they land on the ground or with a low attack and even though they are blocking they still get hit. Why and how can i replicate that consistently?
Air throwing - does the timing or direction on the d-pad matter when you try to air grab some one also how much does frames of recovery play a part in the window of time you have to air grab someone that flips out of a combo due to hitstun deterioration?
Double jumping - can this be used as a viable option for an incoming character to avoid mixups also how strict is the timing on double jumps for combo usage?
Advancing guard - do you press the buttons for this while the hit lands and you are technically in block-stun or after the hit has landed and you are in full block-stun?
Throw Teching - Does range or blockstun play an important role in this?
sorry if i am not making much sense clearly or if this was covered as to how i have asked it. just trying to better understand my weak-points and up my play level. also im down for anyone wanting to run sets and provide advice or matchup experience. my PSN = ZALGO_COMETH