Cross posting from the FGC thread as this post is more for the UMVC3 OT:
Ok looking for a little input on my marvel team
Point mags, em disruptor
Second doom, missiles
Anchor vergil, rapid slash
Is that a decent order and assist choice? I feel like I can mix up the order a couple of different ways but I like having doom second for 50/50 reset or tac via mags, and up ball super dhc off tempest kills most characters in one touch. But I like vergil second too since after dhc to swords I get easy mode left right with mags.
Also, (looking at dahbomb) can anyone point me to a vergil primer with most of his bnbs off various situational converts, which buttons are good, and how to do sword loops? A tutorial vid or guide would be nice.
You are already playing a top tier team and the order/assist are exactly what they should be. You basically play this team like a Phoenix team... Magneto + Doom build meter and kill characters while Vergil rests in anchor slot to use up the meter from deaths and XFLVL3.
In that team you don't really need to learn advance Spiral Sword combos... any basic SS combo will do (just check youtube). What's more important in this position is the use of Devil Trigger as ANY CONFIRM is a TOD. Basically if you get a Helm Breaker knockdown you want to activate Devil Trigger + XFLVL3 and do Hightime Trick down j.L j.H Helm Breaker Hightime Trickdown j.L j.H j.S st.H Stinger st.H st.S j.H Helm Breaker. This easy mode combo will kill everyone and it's my preferred "turn off brain and go ham" combo with Dark Vergil. The only confirm you need to learn with Vergil is one off of Helm Breaker when you don't have XFLVL3. What you do in that situation is Helm Breaker -> Spiral Swords -> Hightime -> Trick down and do a quick Helm Break to stabilize the opponent for a simple SS combo. At super jump height you can just do baby mode j.H j.S ground bounce into combo and from air throws you just do st.H Stinger.
As far as which buttons are good for Vergil... it's a better question to ask which buttons are NOT good for Vergil.
st.L - An excellent anti-air move if someone is balls deep tri-dashing in your face. Just be ware that characters with long ranged low hitting moves easily go under it.
cr.L - A great close ranged poking move which comes out surprisingly fast. Moves that go over lows like Wesker's st.H and Trish's st.M go over it.
st.M - Not a bad anti-air at all but it's slower than st.L and is not my preferred choice of normal to throw out. Use it to confirm anti-airs from st.L.
st.M - More range than cr.L but slower. Use it to confirm cr.L's.
st.H (aka Godslash) - Undeniably the best standing normal in the game. At least 3/4th screen coverage of nothing but sword normals and converts into a TOD. Has a hit box even behind Vergil and also a good anti-air. Use it in the war of footsies with your phenomenal wave dash.
f+H - While it may have more horizontal range than st.H it has WAY less vertical range and is much more unsafe than st.H. Use it only when you need that slight more range to poke the enemy otherwise stick with the godlash.
cr.H - Good range and causes soft knockdown meaning it's an excellent combo tool but I don't really recommend using this other than for option select ground throw purposes.
st.S - An excellent anti-air move when you need more coverage than your st.L and more vertical range than your st.H. Follow it up with an H to convert off of it or make it safe. Remember that the H follow up to S can be special cancelled meaning any string or poke ending with S that is blocked can be chained into H and then special cancelled for safety. Judgment Cut is the preferred special move if you want to be safe with +ve advantage just make sure you use the proper one (L version if they don't push block, M version if they do).
d/f + H - While it's a godly anti-air I don't like throwing this out randomly. It's really a combo extending OTG move and not much else.
j.L - Has no real merit in playing footsies but can be used for particular conversions and as an instant overhead using Blistering Sword super jump cancel. The latter is a 2 meter intensive mix up that is one of the last things you should learn with the character so don't worry about it for now.
j.M - Great air to air move and you can follow it up with j.H j.S for an air conversion into full combo.
j.H - Another great air to air move. It can cross up but because Vergil doesn't have much air mobility there is very little chance that you will cross up with it. Using this in conjunction with the Devil Trigger air dash is very lethal and you can do like mid screen overhead with this.
j. d+H - The feared Helm Breaker of the Dark Prince. Faster, safer and derpier than Dante's Helm Breaker. On block Helm Breaker can be special cancelled to make it safe and on whiff it can be teleport cancelled. It's 0 on block meaning chicken block technically can beat it but of course cancelling it makes it safe. As long as you get them to block this move you are A-OK just be ready to cancel it or use the proper follow up. Either DT + XF to get a combo off of it or Spiral Swords. Always press d/b+H in the air to option select air throw with this move.
j.S - Don't use this raw because unlike Helm breaker this is not special cancellable and chicken blocking easily punishes Starfall. The time when you want to use Starfall is to set up ambiguous cross ups with Spiral Swords. Other than that it's just a tool from which you can convert air hits into a combo thanks to its ground bounce.