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Are you just tired of your friends destroying you in MvC 3 well follow this guide and you’ll stand a much better shot.
When you first start playing Marvel vs. Capcom 3, the temptation to try out every character in the game unavoidable. There isn’t anything wrong with experimenting, but it’s highly recommended to find one character you really gel with and try to stick with them, at least for now.
Having a character that is “all business” (a character you are very familiar with) will help early on. This will allow you to experiment with a few different characters without feeling completely lost in battle. Even if the opponent kills off two characters, they will still have to get past the “business” character before coming away victorious.
Throw in some heavy hitting combos juiced up with X-Factor and they’ll learn not to take you lightly, even when trying out a few new characters on the side.
After settling on one character, try to form a team around them that has some sense of synergy. Look at the different angles your main character can cover and think about teammates who have assists that cover those areas that the main character may be weak in.
For instance, if your main character covers horizontal space very well, but can’t defend against jump-in attacks, look for a teammate that has a strong anti-air attack. Super-Skrull’s Tenderizer and Ryu’s Shoryuken are just a few solid anti-air assists in the game.
Beyond that, take note of the different abilities each character has and see how they will compliment each other. Does one of your characters have a teleport or some way to cross-up the opponent? Look for a teammate with a slow moving projectile to keep the opponent locked down as you cross to the other side, making it difficult for them to know which way to block.
These are just a few basic examples of how to build a solid team. Play around with different team setups and attack patterns in training mode and see how well they hold up in a real battle!
This may sound really obvious but it is extremely important to have a “bread and butter” combo to dish out damage when the opportunity arises. Having one combo that never misses and has solid damage output in many cases will be the difference between winning or losing a match. Single hits, projectiles, and hail mary Hyper Combos will only go so far against even moderately skilled players who have solid combos of their own.
Generally speaking, having a combo that inflicts about 500K damage (you can find these numbers in training mode) is a good place to start. 500K damage is roughly half life on most of the cast, so after landing one of those, you’ll be well on your way to taking out their character and potentially the entire team. For the most part, each character has a simple ground combo that ends in a Hyper Combo that will take off about half of the opponent’s life, so be sure to get one of those under your belt.
If Street Fighter 4 was the first fighting game you’ve played and you haven’t spent anytime with the Versus series, using assists will most likely be a foreign concept to you. Using assists is absolutely essential when playing Marvel vs. Capcom 3, not only for combos, but simply mounting an offense as well.
One way to look at assists is having an entirely separate special move tied to one button. For instance, if you choose Akuma’s Fireball assist, that move will be available for use the majority of the time you slap that assist button. Using these projectile assists to keep the opponent locked down while going in for a cross-up attack is just one example of how they will help in battle.
Sooner or later, the opponent will overwhelm you with attacks, and early on it will feel almost impossible to get any breathing room. This is where the Advancing Guard technique comes into play. While blocking, press Light, Medium and Hard all at the same time and the opponent will be pushed away, allowing for a short period of time to make an escape or mount an offense of your own.
Be careful though! Smarter players can bait this technique by staggering their attack strings and catching you while pressing all three buttons. Pressing all three buttons while not blocking will result in an attack coming out of course, and will leave you open to counter attack.
The X-Factor ability is available to all characters in MVC3 and gives your team a lot of buffs in a number of different areas such as a major boost in speed and damage. It also negates chip damage as well, making it very useful when the opponent is trying to take off that last bit of health with a full screen multi-hit Hyper Combo.
So, as you can imagine, knowing when and where to use X-Factor is a huge aspect of being successful in this game. Use it too early and the opponent will be able to chip you to death. Use it too late and you might have already missed the opportunity to take down their entire team.
Generally speaking, it’s best to save the X-Factor for later on in the battle to prevent being chipped to death and also having a huge power boost at your disposal to seal the deal and win the match. That said, using it early can result in taking out one or two of the opponents characters, putting them in a position where it is nearly impossible to make a comeback.
This is really just scratching the surface of using the X-Factor ability and, really, there is no one single best way to use it. Keep an eye on the opponent and think about when it makes the most sense to activate X-Factor during battle and by all means, don’t forget to use it when the odds are stacked against you: it’s called X-Factor for a reason!
Flashy combos are a lot of fun, but being overly offensive can get you into more trouble than it’s worth sometimes. In some cases, especially against players who attack with reckless abandon, running away is the best way to put the opponent on ice and give yourself some time to think about a way to counter their game plan.
Storm’s Jumping S move for example is a great runaway attack because it comes out quickly, has a large hitbox, and many characters will run right into it while trying to advance. Magneto’s Electromagnetic Disruptor is another great runaway tool, in that it comes out very quickly and travels full screen.
Leveraging these types of attacks to get some space from the opponent will prove to be very useful as you look for your next opening to dish out some real damage. Be careful not to run away too much though, as being stuck in the corner with no way out is a really bad situation to be in as well.
This is a piece of advice that can be applied to virtually every fighting game that is out there. Going for that combo you only hit in training mode once out of every 10 times in a real battle is probably not the best idea when trying to win a match. If a certain combo or set-up is out of reach, stick to the basics to get the job done. Attempting a super difficult combo and dropping it each time is obviously far less effective than netting respectable damage with a combo that is far easier to perform.
That being said, don’t be afraid to test your limits from time to time. For some players, when the pressure is on, this is the time when they are most focused and able to hit these hard-to-perform combos and set-ups. You may surprise yourself.
Playing with honor and respect is a great way to make new friends and to be admired by your peers, but it isn’t always a winning strategy. When push comes to shove, sometimes you just have to pull out the cheap tactics to get that win under your belt. There is no shortage of cheap and mostly unavoidable tactics in Marvel vs. Capcom 3, so it’s best to learn about them now for when the going gets tough.
Each character in the game typically has some sort of abuseable tactic, but some are worse than others. For example, Storm with five bars of meter and full X-Factor can kill the opponent using the Ice Storm Hyper Combo over and over again — even if they are blocking! This Hyper Combo inflicts a ton of chip damage and even more so in X-Factor, so don’t be afraid to burn a few bars on a blocking opponent if it will kill them off for good.
Other characters such as Wesker have assists that hit low, which at first might not seem like a big deal until you realize this can result in an unblockable set-up. Once the opponent is getting up, call Wesker and go for a jumping attack to create an unblockable set-up that can potentially lead to big damage combos.
These are just a few examples of some cheap stuff you can pull off in this game. Be sure to check out videos on YouTube of top players and see what other abuseable tactics they exploit and see if you can implement them into your own game as well. Just don’t blame us when your best friend of ten years stops returning your calls after you whoop them using some of the stuff mentioned above!
Once a character is really low on life, there will be an insatiable craving to hold down the assist button to bring in the next character. This generally isn’t the best thing to do because once that next character flies in, they will be open to attack for a short period of time and could potentially die if the opponent is expecting it.
One of the safest ways to bring in the next character is by using a Delayed Hyper Combo, with at least two bars of meter, you can cancel the current characters Hyper Combo into the next teammates Hyper Combo; this allows them to arrive safely into battle. For example: perform Magneto’s Shockwave Hyper Combo and cancel that into Storm’s Ice Storm Hyper Combo to safely bring her into the fight. The best part is that even if your opponent is blocking, it will dish out some respectable chip damage