Thursday, August 2, 2012

Character Discussion: IRON FIST

IRON FIST
(Name: Daniel Thomas Rand-K'ai)
Trained in martial during his stay at the city of K'Un-Lun, Rand earned the Crown of Fu-Hsi when he was sixteen. He then was sent to a mission to gain the Power of the Iron Fist by defeating the dragon Shou-Lao. Upon defeating the dragon, Rand's hands had plunged into the molten heart of Shou-Lao which gave him the quasi-mystical power and earned the title of the "Iron Fist". He now then joins Luke Cage to form the team of Heroes for Hire.

GAMEPLAY
Iron Fist is one of the fastest characters in the which excels mostly on his ground-base tactics. He is considered as a Rekka-Ken character due to how he can easily chain his special moves. He is also one of the few characters to lack projectiles attacks which means your main goal with Iron Fist is mostly for rushing down to your opponent. His hyper moves are great since you can mash them up for additional damage and can be used as finisher for his combos.

SPECIAL MOVES AND COMMAND NORMALS
  • Quick Kick - Iron Fist performs a kick to his opponent which is also jump-cancellable and is great inside of combos
  • Dual Palm - Iron Fist strikes his opponents with his palms that also nullifies incoming projectiles. Air-borne opponents hit by this attack causes a soft-knockdown state
  • Lotus Whip - he performs a quick backfist punch to his opponent which causes a small hit-stun. This move can be easily chained to Dragon's Touch
  • Dragon's Touch - performs a single punch to his opponent that leaves them in a crumple state or hard-knockdown for air-borne foes. This move can be easily chained to Surging Fist
  • Surging Fist - he thrust to his opponents and perform a palm attack where the opponent is launch forward and in a hard-knockdown 
  • Wall of K'un Lun - performs a shoulder press move that launches his opponents forward and causes a wall-bounce. This move is his ending after his second chained special attacks
  • Dragon Tail - performs a low hitting kick that causes a small hit stun to the opponent. Can easily chain to Crescent Heel inside of combos 
  • Crescent Heel - he performs an arc kick to the opponent which also hits OTG. This move can easily chain to his Twin Snakes special move
  • Twin Snakes - performs a double kick to his opponent which lifts them slightly in the air
  • Rising Fang - Iron Fist lunges into the air performing a flying kick which launches the opponent and causes a wallbounce. This move also nullifies incoming projectile attacks. This move is his ending after his second chained special attacks
  • Chi Charge - Iron Fist's special boosting move. The strength of the button used determines what type of boost he receives. Light attack causes a boost to his attack/damage potential while medium attack boost's his defense and the hard button increases his hyper meter gain
HYPER COMBOS
IRON RAGE (Level 1 Hyper Combo) - Iron Fist charges to his opponent while delivering a series of punches that appears in yellow strips of energy and causes a wallbounce at the end. This hyper can be easily the finisher in his basic ground combos or his OTG-hitting Crescent Heel special move.   
VOLCANIC ROAR (Level 1 Hyper Combo) - Iron Fist releases a massive amount of dragon-forming Chi energy that surrounds his body and the vicinity around him. This hyper nullifies projectiles and is great in combos as well.
DRAGON'S PREY (Level 3 Hyper Combo) - Iron Fist concentrates and builds up his Chi energy. As he makes a stance, the energy spins around his body before delivering a singly strong punch to his opponent. This hyper causes 400,000 points of unscaled damage and is his strongest hyper move.

PERSPECTIVE TOWARDS THE CHARACTER
HEROES FOR HIRE! Absolutely one of the newest and fresh fighters to be included in the Capcom fighting game. I really appreciate the strength and gameplay of Iron Fist. At first he was hard to learn but I was able to realize his ease and chaining his special moves together. Although I'm a keepaway type of player and uses lots of projectiles to chip away my opponent, I love to use Iron Fist, he is definitely a rushdown machine like Chun-li. I also watched several Iron Fist players only and I mean DAMN, they're so good in using him (Maybe I can get better in Storm too! :D). So guys, what do you think guys, want to take Iron Fist for a spin?

Sunday, July 29, 2012

Assist Discussion: STORM


STORM
Storm, as an assist character, often helps your point character in creating space between you and your opponent. Her assists also does not excel in combo extensions and doesn't deal much damage to the opponent since your only main purpose with Storm as assist is focus on zoning.

Alpha assist: WHIRLWIND (Medium)Cross-over Combination Hyper Move: HAIL STORM
Probably Storm's most useful zoning assist attack. This version lets Storm fire five consecutive whirlwinds to her team's opponent. The opposing character is then staggered backwards from your point character even if the whirlwinds are blocked. This assist deals 102,300 points of damage. This assist is best used if you want to escape from charging opponents and if you want to create space to reset your strategy. Lastly, this assist lets Storm use her Hail Storm hyper combo when performing a Cross-over Combination which makes it a great choice among her other assists.

Beta assist: DOUBLE TYPHOON (Medium)
Cross-over Combination Hyper Move: HAIL STORM
Storm's least chosen assist attack and the game's slowest OTG-hitting assist move. Like her regular Double Typhoon, this assist also has long start-up making it unwise to use and is a danger for Storm since she could get easily hit while performing this assist. The bright side of this assist however is that it deals the greatest amount of damage among Storm's assists dealing 140,300 points of damage, the placement of the typhoon is halfway on the screen making it great as a zoning tool, and grants her to use Hail Storm inside of Cross-over Combinations.


Gamma assist: LIGHTNING ATTACK (Up-forward)
Cross-over Combination Hyper Move: LIGHTNING STORM
Storm's last assist and is the weakest among the three dealing 60,000 points of damage, she strikes her opponent with a ball of lightning in her head in an up-forward direction. This is Storm's only assist that isn't a projectile. Unlike her other assists, this assist now grants Storm her Lightning Storm hyper move inside of Cross-over Combinations.


MY MOST PREFERRED ASSIST: Alpha (Whirlwind M)
I think this is Storm's most useful and convenient assist move for a number of reasons:
  1. Whirlwind pushes your opponent away from you creating a space to either let your point character rush to the staggered opponent or start a keep away game
  2. Like her Gamma assist, this assist also comes out pretty fast making Storm safe if called as an assist
  3. Whirlwind, like her Beta assist, grant Storm to use her Hail Storm hyper move when performing a Cross-over Combination
  4. Like its special move version, Whirlwind eats out other projectile and beam specials giving your point character with no projectile attack an advantage in a zoning game
  5. Whirlwind's main purpose is for zoning and keep away. Combo and mix-up are also possible with this assist especially for teleporting characters like Phoenix, Dormammu, and Doctor Strange

Saturday, July 14, 2012

Character Discussion: DORMAMMU

DORMAMMU
(Name: "The Dread Dormammu")
Mortal enemy of the current Sorcerer Supreme, Doctor Strange, Dormammu is the ruler of the Dark Dimension. He is a member of the Faltine, a race of beings purely enveloped with pure magical energy. Dormammu was first mentioned by the original Sorcerer Supreme's disciple Baron Mordo which was controlled by the Dread Lord. Mordo was then stopped by Strange who was trying to weaken the original Sorcerer Supreme.
Several times he wanted to conquer the Earth but he was always stopped by Doctor Strange and some other Marvel superheroes.


GAMEPLAY
Although heavy at his feet and lacks mobility, Dormammu is force with unimaginable zoning and keepaway abilities. His Empower Spells notably the Power of the Creator and the Power of the Destructor enables him to create several special moves which are good for zoning and inside of combos as well.
His command normals are also pretty useful and can also create space between him and his opponent. He can also deal a lot of damage to his opponent since he is also a damage dealer. His Chaotic Flame hyper move is also one of the fastest hyper combos on start-up and can be comboed quite easily after a Purification Tower.

SPECIAL MOVES AND COMMAND NORMALS
  • Dark Matter - Dormammu fires a projectile which causes a wall bounce to his opponent. This move is now cancellable allowing various combo opportunities
  • Flame Carpet - Dormammu creates a flaming carpet on the ground and also hits OTG. This move is one of Dormammu's basic zoning attacks. Unlike in Vanilla, Flame Carpet now disappears if Dormammu gets hit
  • Dark Hole - Dormammu creates a black hole in the screen and hits the opponent multiple times. The strength of the button used determines the placement of the black hole with heavy almost extending full screen
  • Purification - Dormammu calls upon a column of dark energy that exceeds high above the ceiling. Like Dark Hole, the strength of the button used determines the pillar's placement with heavy also extending far across the screen. Since this move hits OTG, this can lead him to cancel this move to his Chaotic Flame hyper
  • Mass Change - Dormammu's teleport move. His placement is determined by the strength of the button used. Light button puts him air in-front his opponent. Medium button puts him air behind and above the opponent when the heavy button is used
  • Flight - Dormammu enters flight with the used of his dark magic
  • Dark Spells: Creator & Destructor - also known as the Power of the Creator and the Power of the Destructor respectively. This moves give Dormammu a charge of blue (for Creator) or red (for Destructor) energy which will later then be used on his Liberation special move
  • Liberation - Dormammu's unique ability when coupled with charged Dark Spells that does a variety of special effects: Having no charge, will cause a spherical explosion around himself; With one charge of the Destructor spell, it causes him to create a small explosion in front of him; With two charges of the Destructor spells, it causes him to create a larger explosion in front of him; With three charges of the Destructor spells, it causes Dormammu to create a full screen explosion that also hits OTG. This power-up, when the opponent is cornered however, can be followed up by his Stalking Flare hyper move; With one charge of the Creator spell, the Dread Lord summons a spike coming out from the ground; With two charges of the Creator spells, he then summon three consecutive spikes coming out from the ground; With three charges of the Creator spells, Dormammu will cast a spell that disables his opponent to jump; A combination of one Creator and one Destructor spells will cause Dormammu to call a meteor shower from the sky which hits a few feet from him; A combination of one Creator and two Destructor spells will cause Dormammu to summon an explosion of lava from center screen where the lava rocks rains down the ground eventually; A combination of two Creator and one Destructor spells will cause another meteor shower and last a little longer and farther in range
HYPER COMBOS
CHAOTIC FLAME (Level 1 Hyper Combo) - Dormammu's beam like hyper move and is one of the fastest hypers on start-up. He creates a concentration of flame from his hands before he fires them out to his opponent. Chaotic Flame can be easily chained after an early-cancelled Purification tower for the hyper combo to fully deal maximum damage.

STALKING FLARE (Level 1 Hyper Combo) - Dormammu creates a floating flaming ball that tracks his opponent and will hit 20 times before it disappears. Unlike Chaotic Flame, this hyper has pretty long start-up and will disappear if Dormammu gets hit.  
DARK DIMENSION (Level 3 Hyper Combo) - Dormammu now uses his magical abilities to trap his foe to a micro-dimension he created. He then holds the micro-dimension with his thumb and forefingers before he crush them to oblivion. This move hits OTG and can be a great alternative to his Chaotic Flame inside of combos. One must also put in mind that this hyper's hit-box is small so time is key before performing this move.

PERSPECTIVE TOWARDS THE CHARACTER
The Dreaded Dormammu, Ruler of the Dark Dimension, and one of the most evil villains faced by the Marvel superheroes has now arrived in fighting games. I must say that he really is quite a fearsome character to fight against. He always love to combo my team with Purification to Chaotic Flame. His specials are also quite irritating and one must guess where would he place his attacks or projectiles. As a part of my team and using him however, he is one of my favorite villains in the roster next to Albert Wesker. He can be confusing at first but mastering the Dread Lord's attacks will be quite rewarding. Stalking Flare is one of I think best tracking hyper move especially when DHC to a tracking hyper like Trish's Round Harvest. The Dread Lord arrives and ready to bring havoc to the sky. Will you be able to control the Dark Dimension? :)

Friday, June 15, 2012

POLLS

Just created two polls for you guys. Do vote and I'll create a feedback when the poll ends. Thanks!


*POLL #1: Which character has the BEST LEVEL 1 HYPER COMBO in the game?
*POLL #2: Which character has the BEST ASSIST in the game?

Poll Result Winner: PHOENIX/DARK PHOENIX

PHOENIX/DARK PHOENIX
Runner-Ups (In winning order): Vergil, Zero, Morrigan 

Well guys, you voted her as your favorite character among the choices I'd given you. Hmmmmmppp. I never thought she would win among other choices like Morrigan, Wesker, or even Magneto but oh well, you still love this planet-eating, fiery bitch of the X-Men. HEHEHE. 
To tell you the truth, I happened to use Phoenix often, she is like one of my favorite characters in the game and I think I consider her as one of the best new fighters to arrive in the Marvel Vs. Capcom series. Her concept was also unique since she is the only character to come back from the dead and become even more powerful.
Her health is still an issue to some players who used her but what ever, she still kicks ass if you handled her correctly. The aerial TK Shot is also an issue for her since she can only perform the move once. Still, her flight gives you an option to at least perform 2 moves in the air and block safely while descending.


I can't say I want to separate the 2 Phoenix's together since they are one with one another but wouldn't it be great just to have normal Phoenix with 850,000 HP like Storm and separate Dark Phoenix with having 600,000 HP? Hehehehe. But that would be crazy, and I will just ruin a perfectly great character concept.
The thing that really bugs me with her is that she only has one hyper combo that deals damage. I mean, she can seriously have another hyper when she enters Dark Phoenix mode. She can even have a Level 3 Hyper Combo like disintegrating her opponents to ashes. And besides that, Phoenix Rage's damage varies heavily depending on which part of the projectile the opponent hits. Capcom would've least increase the size of it but still, who knows what will happened to the next sequel of UMvC3.   
Obviously, there is nothing more I can say about her. She has taken a step ahead for future fighting games to have a capability to resurrect a character when K.Oed. SHE'S JUST AMAZING that's all.

Thursday, June 14, 2012

Okay Guys! I'm so very very SORRY again if I'm still not posting another info about UMvC3. I'm having a busy schedule during the past few weeks and I'm hoping to post a discussion this weekend so stay tune. :) 


And the results of the poll I created was won by Phoenix/Dark Phoenix. I think I'm gonna post some additional info about her so watch out for that as well.


Thanks guys!! Love yah! :)

Sunday, June 3, 2012

Character Discussion: DOCTOR DOOM

DOCTOR DOOM
(Name: Victor Von Doom)
The Fantastic Four's arch enemy and several Marvel teams like the X-Men and the Avengers, Victor Von Doom excels in the use of sorcery and a technopath as well. He is also the current ruler of the European nation of Latveria. When he was young, her mother got killed by a demon named Mephisto while his father, a Latverian doctor, failed to cure the Queen of the nation and eventually got killed in their escape in the forest. 
He was then offered for a scholarship in the Empire State University where he met Reed Richards. Upon their invention to open portals to another dimension, Richards warns Victor about the miscalculation on the device which lead to failure and scarred Victor when it exploded. He then returns to Latveria and got a metal suit from a monk where he dethroned the current Latverian King.

GAMEPLAY
Doom is considered by many as one of the best characters on point and can perform long and huge-damaging combos. He does however excels as a keepaway and zoning character with different projectiles to control space between him and his opponent. His normals are also easy to use and his specials and beam attacks are also some of the best in the game. However, he lacks in the DHC department since almost all of his hyper moves are awkward to be cancelled into.

SPECIAL MOVES AND COMMAND NORMALS
  • Hard Kick - Doom performs an upward kick and is a substitute to his normal launcher 
  • Foot Dive - Similar to Doom's special button move but travels at a slightly different angle
  • Hidden Missiles - Probably one of Doom's best move when he is called as an assist. He summons several missiles which homes to his opponent. This move is also mashable to launch more missiles and can hit OTG
  • Plasma Beam - Doom fires a vertical yellow laser beam coming out of his hands that deals damage to his opponent. This move can also be done in the air and fires downward and also hits OTG
  • Molecular Shield - Doom summons a bunch of rocks which spins around him before it fires across to the opponent. The strength of the button used determines the number of times it hits the opponent
  • Photon Shot - Doom fires a thread of energy coming out of his fingers that covers most of the screen. This move is also available in the air but can only be fired once
  • Flight - Enters Doom in flight mode with the aid of his jet boosters from his metal armor
HYPER COMBOS
PHOTON ARRAY (Level 1 Hyper Combo) - Doom's hyper move version of Photon Shot. Doom shoots even larger and powerful threads of energy that comes out of his fingers. This move can also be done in the and hits OTG. The maximum damage of this hyper varies depending on how close your opponent is.
SPHERE FLAME (Level 1 Hyper Combo) - Doom creates a spherical energy with both hands and then shoots it upward. Your opponent has to be close to Doom for it to deal heavier damage. If the sphere does not hit his opponent upward, the ball splits into several energy threads that goes downward. This move is best comboed after his Molecular Shield special move.
DOOM TIME (Level 3 Hyper Combo) - Doom's most damaging hyper combo and has some start-up invincibility. He summons a cylindrical tube that encases his opponent. He then sits around his robotic chair as he watches his opponent get zap with electricity before the tube explodes. This move is also mashable to gain more hits and does 440,000-479,000 of unscaled damage.

PERSPECTIVE TOWARDS THE CHARACTER
Oh! the Fantastic Four's arch-rival and one of the strongest villains ever produced by Marvel. Well, to tell you guys the truth, I very seldom use this character because he lacks DHC options. His hyper moves are also very awkward and difficult to use in combos. But, I think for those who are familiar and have mastered Doom, my worry won't be a problem for them. I mean I've seen videos of players using Doom and I was like @___@ AWESOME!! Well, I think I won't be as great as them when it comes to Doom since my loyalty and mastery belongs to the girls of the roster. Well guys, is Doom your favorite character? Is he easy to maneuver? Let me know! :)