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Marvel vs Capcom 3: Fate of Two Worlds |OT2| Sold exclusively at Dollar Tree

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Semblance

shhh Graham I'm still compiling this Radiant map
Oh my God at those messages they were getting. What the hell at the goth girls pic, haha.
 

Cels

Member
if mike didn't x-factor that second match we would've seen the master lord go down...

edit - wtf mike ross had a $100 bill lying around?!?!
 

LakeEarth

Member
Cels said:
if mike didn't x-factor that second match we would've seen the master lord go down...

edit - wtf mike ross had a $100 bill lying around?!?!
Seriously, why did he do that!?! The other Hulk was on the magic pixel, the gamma tsunami would've done the job.

EDIT - Also, what was with Ross complaining that Ryu can't ABCS. You've been playing Ryu since the game started, how did you not already know this!!?
 

Dahbomb

Member
Yeah seriously WTF @ the goth girl pic. So random and awesome. As well as that crispy $100 bill in his wallet, holy shit.

Man Ross was playing so much better with Thor the last few games, even with Ryu. Who was dropping basic magic series combos. :/ They are very close to hitting rock bottom in terms of mental block.

Oh and they can pick Wesker/Dante but will still lose if they play like that. Most of Ross' wins come from random LVL3 XFC Hulk Gamma Crushes after which he proclaims "I AM THE BEST". Although Wesker is fairly easy mode in this game...

Ferrio said:
So anyone got any tips on akuma? I'm pretty damn predictable with the dive kicks.
Throw in an air fireball before dive kicking in. Pressurize with air Tatsu kicks and fish for that overhead. He has an instant overhead which is basically like jump H and then Tatsu. He can hyper after his throw if you tiger knee it.

Air fireballs, dive kicks, tatsu pressure and low block strings into overhead is all standard game for him. I don't go for his fancy ground bounce combos or whatever by I will occasionally do that Dive Kick OTG combo into air combo hyper. Usually when my Akuma is out he is with LVL3 X factor and I just need to basically land one simple combo for the kill or chip them with his super.

Oh and his Shoryuken hyper is completely invincible, learn to use that on reaction.
 
There was a previous episode (I think called GOTH GIRLS) were Gootecks was about to break out a (I guess embarrasing) story about Mike Ross and some goth girl he was seeing or had a crush on.
 

Yoshichan

And they made him a Lord of Cinder. Not for virtue, but for might. Such is a lord, I suppose. But here I ask. Do we have a sodding chance?
WOW at the latest marvelous adventure.... ;_;
 

Solune

Member
Ferrio said:
So anyone got any tips on akuma? I'm pretty damn predictable with the dive kicks.
I just jump back or jump forward fireball against chars with no projectiles. Against projectile spammers I super jump, fireball into divekick. It can be pretty ambiguous as a crossup sometimes. If you're jumping in you can cancel whiffed HK into tatsu like Ryu. I haven't tested how useful teleport is other than gimmicky shit since I use him as anchor.

Edit: Beaten, meh.
 

shaowebb

Member
USD said:
Marvelous Mondays #1B: Marn Analysis

Marn and Seb going over details from the Andre-Marn match.

Man that was some great in depth stuff from Marn on his Zero breakdown of priorities and ranges. I wondered why he wasn't using his Zero on point since it's his best character. Turns out he put out Magneto just to DHC trick fish and meter build for Zero. Magneto's only purpose is to beef Zero. Not only that, but his shit tier Sentinel is only there for assist reasons for Zero buff as well.

He even admits that if Zero drops it's over. The man is great, but I think this mentality of designing your whole team around beefing one character is kind of a poor choice. He made Zero broken in TVC and it is to Marn what Akuma is to Tokido, but he should really try to balance his team more.

His Magneto is actually pretty fine, but his Sent has to go. I'm betting he would probably do good with either Ammy, Deadpool or Taskmaster for his team since it's all about popping an assist in anchor slot to setup or push out his opponent for Zero antics.
All three are damned easy to kill characters with too and have a lot of options for playing them.

He already said Akuma, Doom, and Dante didn't float for this anchor slot so their out, but I feel one of those three would be a good replacement for his ass tier Sentinel that he admits is a luck character for him if it takes a match at all after losing his other two.
 

JeTmAn81

Member
Wow, I thought my teleport-j.S "tactic" with Dante was as scrubby as you could get, but that second Master Lord they fight uses it too, over and over! Ha. I guess it's super effective when your opponent just doesn't counter it, which isn't that hard to do. Poor Gootecks.
 

Dahbomb

Member
shaowebb said:
Man that was some great in depth stuff from Marn on his Zero breakdown of priorities and ranges. I wondered why he wasn't using his Zero on point since it's his best character. Turns out he put out Magneto just to DHC trick fish and meter build for Zero. Magneto's only purpose is to beef Zero. Not only that, but his shit tier Sentinel is only there for assist reasons for Zero buff as well.

He even admits that if Zero drops it's over. The man is great, but I think this mentality of designing your whole team around beefing one character is kind of a poor choice. He made Zero broken in TVC and it is to Marn what Akuma is to Tokido, but he should really try to balance his team more.

His Magneto is actually pretty fine, but his Sent has to go. I'm betting he would probably do good with either Ammy, Deadpool or Taskmaster for his team since it's all about popping an assist in anchor slot to setup or push out his opponent for Zero antics.
All three are damned easy to kill characters with too and have a lot of options for playing them.

He already said Akuma, Doom, and Dante didn't float for this anchor slot so their out, but I feel one of those three would be a good replacement for his ass tier Sentinel that he admits is a luck character for him if it takes a match at all after losing his other two.
He's been messing around with Akuma and Wesker for 3rd. Yeah he's pretty close to finding a 3rd but whenever he uses a 3rd aside from Sentinel, he loses. It's because that Sentinel Drones is so good for zoning especially for characters like Zero and Magneto.

Yeah Marn's Zero is pretty godlike, he definitely knows exactly what his Zero's strengths and weaknesses are. His Magneto is solid too.
 

Threi

notag
ik8jAA.gif


HE'S THE BEST.



and slightly related its a personal thing, but this video did show what my absolute biggest beef with mvc3:

ik77os.gif


whiff punish my ass, dude was mashing, and his mashing won out.
 

Grecco

Member
shaowebb said:
Man that was some great in depth stuff from Marn on his Zero breakdown of priorities and ranges. I wondered why he wasn't using his Zero on point since it's his best character. Turns out he put out Magneto just to DHC trick fish and meter build for Zero. Magneto's only purpose is to beef Zero. Not only that, but his shit tier Sentinel is only there for assist reasons for Zero buff as well.

He even admits that if Zero drops it's over. The man is great, but I think this mentality of designing your whole team around beefing one character is kind of a poor choice. He made Zero broken in TVC and it is to Marn what Akuma is to Tokido, but he should really try to balance his team more.

His Magneto is actually pretty fine, but his Sent has to go. I'm betting he would probably do good with either Ammy, Deadpool or Taskmaster for his team since it's all about popping an assist in anchor slot to setup or push out his opponent for Zero antics.
All three are damned easy to kill characters with too and have a lot of options for playing them.

He already said Akuma, Doom, and Dante didn't float for this anchor slot so their out, but I feel one of those three would be a good replacement for his ass tier Sentinel that he admits is a luck character for him if it takes a match at all after losing his other two.


Sentinels drones just work too well for Zero mix ups, Wesker has great DHC synergy but his assist only works well to continue combos with the OTG, doesnt really help expert caliber Zero play (I use Wesker currently cause my Zero sure as hell aint expert).


I do think he should try amateratsu, who i have seccond behind Zero. Her cold star isnt as good as drones but still works slightly the same.
 

Dahbomb

Member
Threi said:
and slightly related its a personal thing, but this video did show what my absolute biggest beef with mvc3:

ik77os.gif


whiff punish my ass, dude was mashing, and his mashing won out.
The hit box on that Dante cr.L was longer than Thor's cr.L. DAT low gun shot!
 
shaowebb said:
Man that was some great in depth stuff from Marn on his Zero breakdown of priorities and ranges. I wondered why he wasn't using his Zero on point since it's his best character. Turns out he put out Magneto just to DHC trick fish and meter build for Zero. Magneto's only purpose is to beef Zero. Not only that, but his shit tier Sentinel is only there for assist reasons for Zero buff as well.

He even admits that if Zero drops it's over. The man is great, but I think this mentality of designing your whole team around beefing one character is kind of a poor choice. He made Zero broken in TVC and it is to Marn what Akuma is to Tokido, but he should really try to balance his team more.

His Magneto is actually pretty fine, but his Sent has to go. I'm betting he would probably do good with either Ammy, Deadpool or Taskmaster for his team since it's all about popping an assist in anchor slot to setup or push out his opponent for Zero antics.
All three are damned easy to kill characters with too and have a lot of options for playing them.

He already said Akuma, Doom, and Dante didn't float for this anchor slot so their out, but I feel one of those three would be a good replacement for his ass tier Sentinel that he admits is a luck character for him if it takes a match at all after losing his other two.

No, Marn is just a specialist with a team designed for his playstyle. Fundamentally, it's not any different than how he plays Dudley or yun in Street Fighter. He's at his best when he's going all in, and he knows it. If he made a more balanced team, he'd do worse, which is exactly what happened when he used Akuma. Having a deliberately top-heavy team is a choice you should make as an advanced player. There's a long history of guys like Clockwork doing the same thing in Marvel 2.
 

Cels

Member
Dahbomb said:

Yea I remember this, they were talking about Rose costumes cause Gootecks was playing as Rose in a match and Mike Ross lists all these Rose costumes that he likes, including Goth Rose. Gootecks replies with "oh yea you WOULD like Goth Rose." Then Mike Ross gets super salty and starts choking Gootecks. It's nothing serious, Mike Ross apologizes, and they end up laughing about it.

Mike Ross used to date Starslay3r, which is why he got salty.
 

shaowebb

Member
Grecco said:
Sentinels drones just work too well for Zero mix ups, Wesker has great DHC synergy but his assist only works well to continue combos with the OTG, doesnt really help expert caliber Zero play (I use Wesker currently cause my Zero sure as hell aint expert).


I do think he should try amateratsu, who i have seccond behind Zero. Her cold star isnt as good as drones but still works slightly the same.


My thoughts exactly. If he used either of my suggestions of Task or Deadpool it would just be to push em out and zone them in. Vertical shot with Task is good but if Doom assist aint cuttin it for Marn then this won't either.


Also, WTF Mike Ross used to be a Goth? You'd think he'd be playing X-23/Wesker/Dante or something. LOL.
JK I love you Mike. Keep rockin that Hulk/Thor and learn you some Ryu. Not nearly enough mulekick in those combos there son.

God's Beard said:
No, Marn is just a specialist with a team designed for his playstyle. Fundamentally, it's not any different than how he plays Dudley or yun in Street Fighter. He's at his best when he's going all in, and he knows it. If he made a more balanced team, he'd do worse, which is exactly what happened when he used Akuma. Having a deliberately top-heavy team is a choice you should make as an advanced player. There's a long history of guys like Clockwork doing the same thing in Marvel 2.

Hmmm...good point. I can see the logic behind this now, but I just see him losing so much out there now in finals that I can't help but think there has to be a better anchor for him than his Sentinel which he knows he can't play at high level matches.

He's all in, but Ammy would likely allow for this better than Sent while opening his style up for comeback emergencies since he blows his X-factor on his Zero instead of using it for his Sentinel like most Sentinel anchor teams do.
 

dralla

Member
Threi said:
whiff punish my ass, dude was mashing, and his mashing won out.

dante's Air S is stupid safe, easily spam-able online. it's hard to punish in general though, you really need to know when to press buttons and when not to or you could lose a character.
 

Dahbomb

Member
You know what, Gootecks would be much better if he added Dante to his team instead of Wolverine. His playstyle seems far more of the zoning type, he likes characters with high priorities and who can punish mistakes.

Dormammu (Dark Hole)/Dante (Jam Session)/Sentinel (Drones)

Dormammu covered by Jam Session and Drones is godlike, and he can do some nice set ups with Jam Session too. DHC into Gun hyper or Devil Trigger and apply the pressure. Combo off of air throw with Dark Hole, pressure/mix ups with the drones. Then when Dante gets low on health, DHC out with Devil Trigger and into HSF. Apply more pressure/zoning with Sentinel from the skies covered by a juiced up Jam Session for those Captain Commando set ups.

He just needs to learn a few tricks with Dante but he's going to fair much better than his Wolverine, who seems out of place in that generally zoning style team.

Is there a way to contact them? Like send e-mail or comments?
 

Dahbomb

Member
I don't have Twitter. I meant like on their Cross Counter page or something. I will find out myself.

Better yet use Trish for that trap assist. It definitely is able to negate some teleporting shenanigans and is a nice cover for Dormammu.
 

JeTmAn81

Member
dralla said:
dante's Air S is stupid safe, easily spam-able online. it's hard to punish in general though, you really need to know when to press buttons and when not to or you could lose a character.

The actual sequence of teleporting then immediately slamming the j.S is pretty easily punished by a smart opponent, but I've had some good success with keeping some space between me and the opponent while jumping back and trying the j.S to see if it lands. That extra space keeps me from being punished most of the time since hitting them with the very tip of Dante's long sword is the same as hitting them with the whole thing, though I cover with an assist as well. It catches them mid-attack quite frequently, but I'm still only doing it so much because I suck at beginning combos.
 
I just tested Shaowebb's Jill/Spencer idea. Unfortunately, the grapple assist isn't as good as I'd hoped. Seems like it just knocks people down at weird ranges and I can't get it to work in a combo where there's a clear advantage over what Jill can already do. Hyper Grav would be a much better assist for the same utility.

That said, I'm willing to admit to threi that Spencer is a good character now. Canceling his jump H/S into diagonal wire grapples for the crossup seems like a solid way of keeping the pressure on, like a ghetto verson of Doom's dash cancels.

Actually, that just inspired me to break down Spiderman. If I'm right, he should have a similar but more effective version of that Spencer mixup. He also has that amazing web assist.

I'm definitely liking Doom more than Sentinel at this point, but Sentinel really has the best assist for Thor and Dormammu. And Jill. And pretty much anyone.
 

Azure J

Member
Dahbomb said:
*awesome post on Dormammu/Dante/Sentinel*

This team setup actually reminds me of something I wanted to experiment with in Dante (Jam Session/Weasel Shot)/Dormammu (Dark Hole)/Morrigan (Dark Harmonizer). What's your opinion on this setup though?
 

Dahbomb

Member
Spider Man's assists suck and his normals are a bit too short which hurt his execution barrier and general priority against other top tier characters. He has weird maneuverability and other issues (for me personally) like Spidey Swing on Reverse Dragon punch motion.

That said he has mad potential rushdown. He can do some very nice damage with an OTG assist, one particular set up has him doing an easy 100% (the UWT reset) off of just 1 meter. His UWT and Web Throw does unscaled damage. He basically owns zoning teams as he can just grab them from a far with Web Throw and put them in a corner which starts his BnB into OTG UWT reset. His Web Zip has a nice hit box to it and he can definitely apply pressure with that and spidey swing.

It IS possible to combo after connecting with L Web throw from full screen, you just need mad wave dashing (Spidey has nice wave dash) but it's too situational.

Bottom line is that to live up to Spider Man's potential you need some really top notch execution (with both his maneuvers and combos) along with the proper team built around him and one of them HAS to be an OTG assist. The other preferably a beam assist as that covers Spidey as he is zipping/swinging in. He has mix up potentials for sure too.

AzureJericho said:
This team setup actually reminds me of something I wanted to experiment with in Dante (Jam Session/Weasel Shot)/Dormammu (Dark Hole)/Morrigan (Dark Harmonizer). What's your opinion on this setup though?
I am not too big on Morrigan but Dante and Dormammu are a very solid duo. Dante can combo off of his air throw using Dormammu's Dark Hole assist. Plus they both can safe DHC into each other using Stalking Flare and Devil Trigger. When Dorm uses Stalking Flare and hits with it, Dante can DT in and continue a combo from there because he can teleport to the Flare's location. Dante can also use the Dark Hole to hit confirm into his combos.

You have Morrigan on Harmonizer which means that you should be abusing Dante's Devil Trigger and abuse Air Raid. Thing does so much chip damage it's ridiculous. And you should be calling Morrigan's assist while Dante is Devil Triggered and doing a combo so you can get some free meter (because otherwise you won't).

Dante has to be on Jam Session to cover Dormammu from the skies and to set up his relaunch combo. It also gives Dormammu time to stock up Dark arts. And of course Morrigan assist.

You can probably DHC from Flare into Rockets, I am not 100% on that. You basically need to step up your game with both Dante and Dormammu to make this team work. Morrigan is basically the Anchor and you will of course want to abuse the Astral Vision. One thing you might want to try is coming up with set ups with Dante's Jam Session with Morrigan.
 
Dahbomb said:
Bottom line is that to live up to Spider Man's potential you need some really top notch execution (with both his maneuvers and combos) along with the proper team built around him and one of them HAS to be an OTG assist. The other preferably a beam assist as that covers Spidey as he is zipping/swinging in. He has mix up potentials for sure too.

It's no surprise that both Wong's Spiderman teams we've seen so far are Spiderman/Deadpool/Ironman and Spiderman/Wesker/Magneto
 
Yeah it seems like the key to using Spider-Man is abusing his 3 air dashes to change his angle mid flight and get the mix-up. It doesn't seem to be as good as Spencer or characters that can cancel into 8-way air dashes for staying in, though. He just doesn't seem to have the tools other quick mix-up characters have, like Jill or Magneto. He's kind of like Iron Man, good, but just short of the tools of the rest of the cast. He really deserves to have an instant overhead.

I'm not worried about his execution, since i already use some of the harder execution characters, but it doesn't seem to me like he has some outstanding gimmick that would make him great. If I had to use a high-octane rushdown point character with crazy execution, I'd stick with C.Viper or Jill.

Actually, now that I think about it, Magneto/Sentinel/C.Viper would be a team where I'd be able to put Viper on anchor because hyper grav tracks the opponent. Hmm... there's another distinct possibility. Probably worth testing.
 

Dahbomb

Member
Ogrekiller said:
It's no suprise that both Wong's Spiderman teams we've seen so far are Spiderman/Deadpool/Ironman and Spiderman/Wesker/Magneto
Doom works too, like Spider Man/Doom/Wesker. Doom can use his Sphere hyper after Maximum Spider.

Didn't know about that Wesker/Magneto team but yeah it should be a good one.

And Godsbeard if you want C.Viper/Magneto technology, you should definitely check out some MarlinPie vids.

Spider Man may have an instant overhead and currently he has one gimmick that allows him to be very dangerous and that's the 100% UWT reset. It's called a reset but it's inescapable for most of the cast meaning for them it's a combo. It's basically BnB, OTG assist, L Web Shot xx UWT. After the UWT the combo is reset but you can OTG with that same assist after UWT for basically a brand new combo of choice. It's only escapable when you get them in the L Shot, there is a brief time where they can get out if they have like an air teleport or invulnerable hyper (I know Sentinel can get out of it if he activates Hyper Drive on time).

Oh and Spider Man's regular air dash is pretty beastly. In fact it's the approach of choice when you wanna do mix ups/cross ups. Web zip you use if they are extremely far and you call in a beam assist to hit confirm with. Web swing is generally for applying pressure when you get in because it's + on block. He's actually a lot faster than Spencer in that regard.
 
Dahbomb said:
Doom works too, like Spider Man/Doom/Wesker. Doom can use his Sphere hyper after Maximum Spider.

Didn't know about that Wesker/Magneto team but yeah it should be a good one.

And Godsbeard if you want C.Viper/Magneto technology, you should definitely check out some MarlinPie vids.

Spider Man may have an instant overhead and currently he has one gimmick that allows him to be very dangerous and that's the 100% UWT reset. It's called a reset but it's inescapable for most of the cast meaning for them it's a combo. It's basically BnB, OTG assist, L Web Shot xx UWT. After the UWT the combo is reset but you can OTG with that same assist after UWT for basically a brand new combo of choice. It's only escapable when you get them in the L Shot, there is a brief time where they can get out if they have like an air teleport or invulnerable hyper (I know Sentinel can get out of it if he activates Hyper Drive on time).

Oh and Spider Man's regular air dash is pretty beastly. In fact it's the approach of choice when you wanna do mix ups/cross ups. Web zip you use if they are extremely far and you call in a beam assist to hit confirm with. Web swing is generally for applying pressure when you get in because it's + on block. He's actually a lot faster than Spencer in that regard.

He has used it on stream live, but it was never archived. Once during the very first WNF featuring Marvel and during the machinima live feature with floe, clockw0rk and clakey.
 

Dahbomb

Member
God's Beard said:
Upward air dashes wouldn't work?
Work for what? Spider man doesn't have a traditional up air dash, just the regular forward air dash but it gets the job done. Thing is that he has 2 other forms (Web Zip and Web Swing) of maneuvers in the air meaning he can stay in the air for a really long time.

The great thing about Web Zip is that he can hit while traveling meaning it's always going to be safe. Same sort of thing for Web swing. You really can move in very weird angles with Spider Man and they can create mix ups, but again you need to be covered with a projectile.

Oh and unblockable setups with Wesker using that Web Swing.
 
Ferrio said:
Think he means instant overhead. Zip attach someone's head while on the ground, j.B, jB, j.C type stuff. Works on sent.

Yo Ferrio, I can play tonight. I'll be on, I promise. And whoever I'll be playing with at the time, I'll kick them off for you. *kisses*

edit: best 1st post in new page ever
 

Ferrio

Banned
God's Beard said:
No I mean for escaping his grab reset.

Nope, it's guaranteed if you pull it off I believe unless they have an invincible air super (aka hard drive)


Prototype-03 said:
Yo Ferrio, I can play tonight. I'll be on, I promise. And whoever I'll be playing with at the time, I'll kick them off for you. *kisses*

edit: best 1st post in new page ever


I'll be there. Have you played SephirothRK's modok team? Fucking hell, worst beatdown i've had yet.
 

Dahbomb

Member
Oh man that set up with Storm Typhoon assist was nice.

I think Phoenix can also escape it because she has a really fast teleport. I am unable to do it with Wesker though, maybe I am not trying fast enough.

UWT Reset 100% With Spider Man for those wondering what the hell I am talking about.

Edit: Actually Phoenix can't escape it either, I tried it right now or again maybe I am not timing it right but I am pretty sure if there is one it's pretty damn strict and you won't see people escaping this if it's done right. It's pretty much inescapable.

I am using the Deadpool assist btw.
 
Ferrio said:
I'll be there. Have you played SephirothRK's modok team? Fucking hell, worst beatdown i've had yet.

I think so... Although everyone's been beating me down lately 'cause of my stubbornness to keep viper. But I'm dropping her. No more retarded half combos.
 
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