Ultimate Marvel vs Capcom 3: Strider Training Regimen
• Movement/Wave Dashes/Kara Dashes & pokes for footsies (dash up c.L/s.M/s.H/c.H)
• Double overheads and confirms (j.L – double jump – j.L/j.H/j.S; Vajra L or M – j.L – double jump – j.L/j.H/j.S; j.L – double jump – j.L – Excalibur L)
• Safe Block String (Anything – s.H/c.H – Formation B/Formation B Shot)
• Delayed Formation B Shot post block string
• s.H/c.H/f.H xx Formation B/Formation B Shot in neutral
• Wavedash behind Formation A1 - Tiger (QCB + L)
• Tiger Knee’d Excaliburs (QCF+ATK) & Grams (DP+ATK)
• BnB’s & Conversions (Air-to-air – j.H, j.S, Excalibur L – s.S, Ground to Air, Air to Ground, Ground to Ground)
• Formation B Shot – Ragnarok x n amount of times (QCB+S xx DP+2ATK)
• Wall Cling – Ladder Kick – Cypher Attack – Excalibur L (QCF+S – L – M – QCF+L);
• Gram L - Formation B – Formation B Shot Loop in Corner (DP+L – QCB+S – QCB+S, repeat)
• Oki Traps and Resets (Hard Knockdown – Formation A1 tech chase; Hard Knockdown + Formation C Bird Bomb, etc.)
• Slide – X-Factor combos; Slide + Formation A1 links
• Gram L at start of air chain (s.S – j.H – Gram L knockdown)
• Grab Resets from a Formation B OTG (follow the air tech and attempt a grab); Excalibur L to air-to-air or escape on throw tech
• X Factor combos (find out what loops, what
• Legion follow-ups and activation “escapes” (Using Strider’s initial Legion animations to jump out of range of other catch state supers)
• Oroborous “unblockables” (putting out enough orbs to prevent escape from left-right teleport setups) and potential combos
Ultimate Marvel vs Capcom 3: Crimson Viper Training Regimen
• Movement (Kara Dashing, Box Dash, Tri-Dash), Instant Overheads (SJ-ADD j.L/j.H), & pokes for footsies (Dash up cr.M xx Thunder Knuckle M [into f.M for low-high mixup?]; Focus Attack xx Thunder Knuckle M/H/S)
• Safe Blockstring (s.LMHS or c.LMHS, Thunder Knuckle L/M – Feint (Add S))
• Rapid Seismos
• Focus Attack, Dash Cancel (ATK+S - 2ATK)
• Seismo to jump canceled Focus Attack (DP+ATK – super jump input – ATK+S); Seismo to jump canceled Optic Laser; Seismo to jump canceled Thunder Knuckle H
• Focus Attack xx Thunder Knuckles
• BnBs (Optimal confirm, air-to-air, air-to-ground, ground-to-ground, ground-to-air)
• Thunder Knuckle cancels on hit or whiff; Thunder Knuckles for positioning
• Burn Kick Feints x N amount of times (QCB+ATK in air, Feint )
• Air Combo reset (j.MMH – double jump – j.L x Burn Kick L xx Feint – Grab)
• Assist Confirms
• EX Chains (EX Thunder Knuckle xx EX Seismo; EX Seismo xx EX Burn Kick)
• Post Grab combos
• Optic Laser xx EX Seismo
• Staircase Loop (Burn Kick – Feint – j.H – j.S, repeat as necessary)
• Focus Attack Unblockable setups with Assists
• Burst Time/Emergency Combination xx XFC – Burn Kick continuations