UMVC3/Getting Started: Difference between revisions

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;Point
;Point
:  
:The first character on your team. This role is generally filled by characters that are at their strongest backed by two others and often these characters don't provide a lot to the team in terms of support outside their value as a point. Often they have mediocre assists, lackluster DHCs, or don't function well without other characters to cover the holes in their gameplan. Once these issues are addressed by constructing a good team they shine and often form the primary gameplan of your team.


;Mid
;Mid
:
:The second character on your team. This role is filled by a character that provides strong support to your point character, including a useful assist as well as a good DHC for combos and safety. Many point characters will struggle to kill off of scaled hits or on high health characters without a Damage Engine, this is another role the mid can fill by having some way to extend a combo after the point has done all they can. This can be via a DHC into a combo that works in high hitstun decay, a TAC combo / infinite, or by setting up a hard tag into your anchor. Additionally, a mid should be able to function well with just the anchor as support if your point character dies, forming a secondary gameplan.


;Anchor
;Anchor
:
:The final character on your team. This role is covered by characters of a few types. Generally they will have good support value, offering a strong assist. Anchors also serve as a means to mount a comeback. Most good anchors are threatening all on their own, not needing any support outside of Meter and/or X-Factor to kill off an entire team. Sometimes you may see anchors that are not meant to be played, these characters often provide a lot of value to the point and mid but are weak when actually played. Iron Fist and Haggar are the most common examples of this archetype.


== Footsies ==
== Footsies ==

Revision as of 09:56, 14 May 2024

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Welcome!

Welcome to the Ultimate version of the Shoryuken Hyper Guide! In order to push you game play to the next level it's vitaly important to understand how the game handles your character's movements, attacks, and defense options.

Movement


Combos

Check out this cool playlist for combos: http://www.youtube.com/playlist?list=PL3C70F26956D32993

Also be sure to check each characters page to learn more.


Blocking


Dashing


Team Building

The number one mistake new players make when getting into UMVC3 is trying to coonstruct a team with 2 or 3 characters they like without considering how well they work together as a team. Players that are new to team games may feel like this would limit the fun of a team, but on the contrary, constructing a fun and synergystic team is it's own reward.

There are two primary elements to consider when building a team: Character position and synergy.

Position

There are traditionally three roles in a team:

Point
The first character on your team. This role is generally filled by characters that are at their strongest backed by two others and often these characters don't provide a lot to the team in terms of support outside their value as a point. Often they have mediocre assists, lackluster DHCs, or don't function well without other characters to cover the holes in their gameplan. Once these issues are addressed by constructing a good team they shine and often form the primary gameplan of your team.
Mid
The second character on your team. This role is filled by a character that provides strong support to your point character, including a useful assist as well as a good DHC for combos and safety. Many point characters will struggle to kill off of scaled hits or on high health characters without a Damage Engine, this is another role the mid can fill by having some way to extend a combo after the point has done all they can. This can be via a DHC into a combo that works in high hitstun decay, a TAC combo / infinite, or by setting up a hard tag into your anchor. Additionally, a mid should be able to function well with just the anchor as support if your point character dies, forming a secondary gameplan.
Anchor
The final character on your team. This role is covered by characters of a few types. Generally they will have good support value, offering a strong assist. Anchors also serve as a means to mount a comeback. Most good anchors are threatening all on their own, not needing any support outside of Meter and/or X-Factor to kill off an entire team. Sometimes you may see anchors that are not meant to be played, these characters often provide a lot of value to the point and mid but are weak when actually played. Iron Fist and Haggar are the most common examples of this archetype.

Footsies

Check out this well written guide over on Reddit, also has links and discussions below, be sure to study it all!

http://www.reddit.com/r/MvC3/comments/1ri4c2/training_room_tuesday_marvel_footsies/

Sonic Hurricane Footsies Guide