Adam Heart (talk | contribs) |
Adam Heart (talk | contribs) |
||
Line 14: | Line 14: | ||
However, Flying comes with the ultimate price: you are no longer allowed to Block. So once in the air in flight, you have to dodge everything. So along with the greatest mobility comes the greatest vulnerability. MODOK's low flight mode is the replacement for his jump and the exception to this rule, as he can block during it. | However, Flying comes with the ultimate price: you are no longer allowed to Block. So once in the air in flight, you have to dodge everything. So along with the greatest mobility comes the greatest vulnerability. MODOK's low flight mode is the replacement for his jump and the exception to this rule, as he can block during it. | ||
{{StrategyCorner| | |||
If you enter flight from a super jump, you will remain in super jump state and be unable to call assists. If you enter flight from the ground, a normal jump, or a double jump, you will be in normal jump state and be able to call assists. | |||
}} | |||
== Ending Your Flight == | == Ending Your Flight == |
Revision as of 22:43, 8 February 2011


Summary
For most characters who have the ability to fly, the command for Flying is QCB + Special. This can be formed from the ground or in the air. In the case of M.O.D.O.K., you can enter flight normally or enter low flight mode by just hitting Up from the ground, as M.O.D.O.K. does not possess a normal Jump.
The Good and the Bad
Flying is the ultimate form of air mobility you can have in the game. Flying allows you to move your character anywhere in the air you want, moving your character almost like the ship from a side-scrolling shoot-em-up game like Gradius.
Along with gaining mobility in the air, you can actually use Flying in Air Combos to extend Combos much like Double Jumps and Air Dashing. Sentinel, for example, can Launch the opponent into the air, hit with a few moves and cancel the last one into Flying, and continue the combo before the opponent recovers.
However, Flying comes with the ultimate price: you are no longer allowed to Block. So once in the air in flight, you have to dodge everything. So along with the greatest mobility comes the greatest vulnerability. MODOK's low flight mode is the replacement for his jump and the exception to this rule, as he can block during it.
Strategy Corner
If you enter flight from a super jump, you will remain in super jump state and be unable to call assists. If you enter flight from the ground, a normal jump, or a double jump, you will be in normal jump state and be able to call assists.
Ending Your Flight
Flying in Marvel Vs. Capcom 3 in general does not last particularly long. They last just around 2 to 3 seconds whereas in MvC2, they would last a decent amount of time. So you have to be quick to take advantage of Flying. Once Flying ends, you'll drop straight down as if coming down from a Straight Up Jump. You can also cancel Flying early by repeating the Flight Code of QCB + Exchange. Once Flying ends, you cannot reactivate Flying again until you land.
Also worth noting is that, for almost every character who can fly, pressing the Exchange Button in the air will cancel Flying. You'll perform the attack you normally would from the air, but flight will end the instant you press the button.
Strategy Corner
CATCHING CROUCH BLOCKERS WITH FLYING AND EXCHANGE IN THE AIR You can even use them low to the ground to land extra hits in the air, catching opponents who are Crouch Blocking.