UMVC3/Strategy/Team Order

From SuperCombo Wiki

Team order can be a funny thing in UMVC3. It’s fairly easy for both you and your opponent to change who’s active relatively quickly, and yet most players insist on a linear strategy: the Point character is used and expended first, the Utility is expended second (and often, the most quickly) and the Anchor is supposed to use Level 3 X Factor to win the match. Such a limited frame of mind can easily be hogtied by a couple of well-timed snapbacks, an assist punish, or even a Crossover Counter with the right properties. There are certainly advantages to maintaining flow by staying with one character for extended periods of time, but committing to regular rotation will keep your team’s health higher generally, and will also permit more DHC opportunities to lockdown or punish opponents. All this said, the modus operandi of any team should be to send in the 2nd-best character first, 3rd-best second, and save the best for last (this approach is common when artists present portfolios, to leave a strong and lasting impression), and you should be comfortable playing all your characters, regardless of what roles they occupy on your team. In addition to giving yourself the best possible setup, you should also consider disrupting your opponent’s: most players don’t, to their peril when, say, the full-health anchor comes out with Lv. 3 X-Factor after the players’ teams just expended their entire gauge punishing an assist (and thus leaving themselves exposed).