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! :)

Character Discussion: DOCTOR STRANGE (Continuation)

... Continuation


PERSPECTIVE TOWARDS THE CHARACTER
The very famous Sorcerer Supreme of the Marvel universe. Having Doctor Strange in your team can either put you in a very good or very bad situation. Why very good? Well, Strange is very agile and great against characters who lacks projectile attacks. He goes great with characters who can cover-up his weak spots which is the spot above him. And why very bad? For players who are having a hard time with the Dragon-Punch motion, you may loss Strange's most vital move in gameplay; his teleport. Strange does not have an air-dash unlike other flying characters in the roster which means only his teleport can be your best tool in mix-ups and combos. He also has some of the best and fast hypers for punishing the opponent like his Spell of Vishanti hyper. For players who are familiar and uses Doctor Strange often, they can put him as a point character but for newbies, they can either place him on the second or third spot in the team (similar to how you may put Storm in the arrangement). Well guys, his no stranger to fighting and can really deliver a kick so what do you of Doctor Strange? What to put him on your team? :D


DOCTOR STRANGE Full Character Discussion: DOCTOR STRANGE Discussion

Saturday, May 26, 2012

Character Discussion: CRIMSON VIPER (Continuation)

... Continuation



PERSPECTIVE TOWARDS THE CHARACTER
OH VIPER you're abilities are truly astounding due to being nature-related but still doesn't match that of Storm and Thor. HAHAHAHAHA just joking! She really does kick some butt when someone uses her in battle and I'm still shock to the fact that she is Damage Dealer type of a character. I mean I know she's good at rushdown strategies but never did it poppped into my head that she's a damage dealer also. HAHAHA (Total Face Spunk! ahahhahah). She's still difficult to use and can accidentally drain one hyper combo gauge is not careful because of her EX moves. Even if I said above that her abilities does not match that of Storm, I always team her up with Viper. WELL, after Viper landing a combo then hyper cancel it with either one of her Level 1 hyper moves, I can easily DHC to Storm with Hail Storm to totally finish their opponent. Also, I can also DHC Elemental Rage to Viper Full Throttle for even more deadlier finish! Well guys, do you use Viper often? Do you love or hate her? Just let me know! :)  



CRIMSON VIPER Full Character Discussion: C.VIPER Discussion


Character Discussion: ALBERT WESKER

ALBERT WESKER
(Name: Albert Wesker)
The Resident Evil's main antagonist and one of the strongest character to arrive in the Marvel Vs. Capcom series. Wesker is truly a character to be reckoned with next to Dark Phoenix. In the Resident Evil franchise, he was an employee of the Umbrella Corporation which develops viruses through genetic engineering and are used in biological weaponry. He is also one of the scientist who helped create the T-Virus which had then turned people into zombies.
During his fight with S.T.A.R.S. Members Chris Redfield and Jill Valentine, he happened to inject himself with a special virus which gave him enhanced strength, agility, and the ability to rapidly heal his wounds. 
Now, his main goal is to launch his newly created Uroboros Virus in the atmosphere which would kill and affect people in the entire world and will only select a few survivors who will serve Wesker in the process. He was then stopped again by now B.S.A.A. Agents Chris Redfield and Sheva Alomar to halt his evil plans and killed him for good.


GAMEPLAY
Wesker is considered as one of the fastest and strongest characters in the game. He has specials and command normals which are good for combo extension and rushdown tactics. He also received a special boost in Ultimate which gives him enhanced damage output and speed when he takes off his sunglasses or if he received 400,000 or more damage equivalent to that on Level 1 X-Factor. He also has a teleport giving him more agility like those characters who can air-dash making him a good point character and mix-up gameplays. His hyper moves are also easy to combo into dealing more damage to his opponent.

SPECIAL MOVES AND COMMAND NORMALS
  • Samurai Edge - Wesker uses his gun and fires a shot to his opponent. This command move can be angled downward to hit grounded opponents and good at extending combos, fire horizontally and be fired in the air which aims downward. It can also be followed up by his teleport; the Phantom Move which is great a cross-up tactics
  • Phantom Move - Wesker's teleport move. Due to his enhanced speed, he invisibly teleports to the direction depending on the strength of the button used. This move can also be done in the air and can be chained three times in a row
  • Cobra Strike - Wesker does a simple palm strike to his opponent and causes a hard knockdown. This move can also be followed up with Phantom Move
  • Ghost Butterfly - Wesker does a single strike with both hands and causes a wall bounce to his opponent if it connects. This move can also be followed up with Phantom Move
  • Jaguar Dash - Wesker performs a knee-first dash attack to his opponent
  • Jaguar Kick - A follow-up move to Jaguar Dash, he simply performs a jumping knee strike to his opponent and can be easily follow up by Cobra Strike
  • Mustang Kick - Wesker's command throw attack where he first does a single shot with his gun before he performs a kick which either causes a hard knockdown or wall bounce to the opponent
  • Tiger Uppercut - Wesker's physical counter attack. The light version of this move counters normal and high attacks. The medium version counters a low attack and the heavy version counters projectile attack and both causes a wallbounce which is great in creating simple combos
HYPER COMBOS
PHANTOM DANCE (Level 1 Hyper Combo) - Wesker performs a series of dash attack all around the screen which hits his opponents. This move now has increased damage due to Wesker taking off his sunglasses. The move can also land several or lesser hits depending on the opponents position in the screen but is mashable for more damage output.
RHINO CHARGE (Level 1 Hyper Combo) - Wesker's physical counter hyper combo. Wesker enters Rhino Charge stance and will counter upcoming physical attacks. This move puts the opponent in a crumple state where Wesker can combo afterwards.
 
LOST IN NIGHTMARE (Level 3 Hyper Combo) - Wesker's strongest hyper move. He extends his palm forward and if it connects, he then perform a series of attacks which creates a purple slash in the air and launches his opponent in the air with a Tiger Uppercut. He finally finishes the move by dropping a missile from his hand towards the opponent. This move does a severely 450,000 of unscaled damage is still subject to change if Wesker's not wearing his sunglasses.


PERSPECTIVE TOWARDS THE CHARACTER
OH MY GOD! WESKER NOW HAS A SUN GLASS MECHANIC EQUIVALENT TO LEVEL 1 X-FACTOR. He has really been buff greatly in Ultimate. HAHAHAHA. Anyway, as a selected character, I also do like Wesker but I'm still having a hard time mastering his combos due to his swiftness. I usually don't use DHC when I have Wesker on my team since his only DHC-friendly hyper is Phantom Dance. As an opposing character however, I HATE HIM (Hahahahaha) due to the fact that I always get hit by either Rhino Charge or Lost in Nightmare hypers!! Well Wesker-loving gamers, can you share some of your thoughts about him?? Just comment anyway! :)  

Tuesday, May 22, 2012

THE MARVEL CAST AND THEIR HYPERS!


CAPTAIN AMERICA during Final Justice
DEADPOOL  during Fourth Wall Crisis
DOCTOR DOOM during Doom Time 
DOCTOR STRANGE during Seven Rings of Raggador
DORMAMMU during Stalking Flare 
GHOST RIDER during Penance Stare 
HAWKEYE during Gimlet 
HULK during Gamma Crush 
IRON FIST during Dragon's Prey 
IRON MAN during Iron Avenger 
MAGNETO during Gravity Squeeze 
M.O.D.O.K. during Killer Illumination 
NOVA during Gravimetric Blaster 
PHOENIX during Dark Phoenix Rising 
ROCKET RACCOON during Rocky Raccoon 
SENTINEL during Hyper Sentinel Force 
SHE-HULK during Taking out the Trash 
SHUMA-GORATH during Chaos Dimension 
SPIDER MAN during Ultimate Web Throw 
STORM during Lightning Storm 
SUPER SKRULL during Skrull Torch 
TASKMASTER during Aegis Counter 
THOR during Mighty Thunder 
WOLVERINE during Weapon X 
X-23 during Silent Kill

Monday, May 14, 2012

Character Discussion: CRIMSON VIPER

CRIMSON VIPER
(Name: Maya)
A S.I.N. agent and presumed as head of the "Battle Suit" Project. She is a undercover agent working for the U.S. government specifically the C.I.A.. She enters in the latest world tournament to acquire information about the Battle Suit project for S.I.N. but is really gathering data from the BLECE Project and for eliminating Number 15 (Seth).
After her mission of eliminating Number 15 was completed, she then returned to America to live a normal life with her daughter Lauren
GAMEPLAY
Crimson Viper is one of the most agile female characters in the game similar with Chun-li since they both came from the same franchise. Her suit often leads her to deploy an array of nature-based attacks like lightning and fire. She is also the only character with a focus attack that gives her an advantage among other characters in the roster. Her special moves are also one of the easiest to link making her good at long and damaging combos. She does however considered as a hyper meter beast since her EX moves uses one level of hyper meter. Her hyper combos are some of the easiest to use during combos since her Burst Time hyper can be good after an end of an air combo finisher and her Emergency Combination can be useful on ground combos.


SPECIAL MOVES AND COMMAND NORMALS

  • Viper Elbow - Viper performs a leaping elbow drop to her opponent and can be easily cancelled to her Burning Kick special move
  • Focus Attack - Viper focuses her strength to land an attack to her opponent. This move is pretty invincible when charge and can deflect attacks
  • Burning Kick - Viper uses her battle suit to draw out flames from her heels making her kick to form like a X fire during execution
  • Thunder Knuckle - Viper's anti-projectile attack where she charges her gauntlet with electricity and charges to her opponent. This move is good at basic ground combos
  • Seismic Hammer - Viper's OTG special move and is also jump-cancellable. She also uses her gauntlet to punch the ground and create sharp earth spikes to launch opponents in the air. This move is one of her most useful attacks during long combos
  • EX Burning Kick - A stronger version of Burning Kick and uses one level of hyper meter. She hits her opponent three times with a kick before the actual flames hit her foe
  • EX Thunder Knuckle - A stronger version of Thunder Knuckle and also uses one level of hyper meter. She dashes more forward to electrocute her opponent and leaves them in a crumple state to also Viper to combo afterwards
  • EX Seismic Hammer - A stronger version of Seismic Hammer and her last EX move to use one level of hyper meter. She summons even more earth spikes to her opponent and is great at countering hyper moves and attacks
  • Optic Laser - Viper's only new move in the game. She charges up her glasses to unleash an optic beam to her opponent
HYPER COMBOS
BURST TIME (Level 1 Hyper Combo) - Viper unleashes a super charged Seismic Hammer from her gauntlet to launch her opponent into the air. She then performs four consecutive flaming backflips to finish the move. This move is great after an air combo finisher since this move hits OTG and has some invincibility frames.
EMERGENCY COMBINATION (Level 1 Hyper Combo) - Viper pounds and charges her fist together to performs two consecutive electrocuting punches to her opponent and then follows up with two flaming backflips before the move ends. This move has also some invincibility frames making it great at countering attacks. 
VIPER FULL THROTTLE (Level 3 Hyper Combo) - Viper's most damaging hyper move dealing 430,000 of unscaled damage. She charges up her gauntlet  and quickly dashes forward to her opponent. If she connects, she grabs them in the neck to electrocute them and launches them in the air. She then once again grab them in the neck before she crashes her opponent to the ground in a electrifying piledriver-like fashion.

PERSPECTIVE TOWARDS THE CHARACTER
OH VIPER you're abilities are truly astounding due to being nature-related but still doesn't match that of Storm and Thor. HAHAHAHAHA just joking! She really does kick some butt when someone uses her in battle and I'm still shock to the fact that she is Damage Dealer type of a character. I mean I know she's good at rushdown strategies but never did it poppped into my head that she's a damage dealer also. HAHAHA (Total Face Spunk! ahahhahah). She's still difficult to use and can accidentally drain one hyper combo gauge is not careful because of her EX moves. Even if I said above that her abilities does not match that of Storm, I always team her up with Viper. WELL, after Viper landing a combo then hyper cancel it with either one of her Level 1 hyper moves, I can easily DHC to Storm with Hail Storm to totally finish their opponent. Also, I can also DHC Elemental Rage to Viper Full Throttle for even more deadlier finish! Well guys, do you use Viper often? Do you love or hate her? Just let me know! :)  

FAVORITE TEAM #1: FEMALE FLYERS (Morrigan, Storm, Phoenix)


FEMALE FLYERS
Ahhh, my all time favorite team in Ultimate Marvel Vs. Capcom 3 'cause of the fact that I love all these ladies due to their fighting styles and hyper moves. I frequently use this team in Arcade Mode and in beating up my cousins when we are playing together. I always go with Morrigan as my point character since she is considered as a good battery character. I will set Storm as my next character in the team since her Hail Storm hyper combo is one of the best full-screen hypers in the game. And of course, I always put Phoenix last since her Dark Phoenix transformation is very crucial in gameplay. I mean come on, you have to build five hyper meters just to fully appreciate Phoenix. Well, that strategy is essential to a Phoenix-based team but I don't go that way, I'm pretty much an all-girls team with no lady over powering the other.


When it comes to combos with this team, I'm not usually good at long combos since I get easily tired at pressing buttons especially in the Xbox360 controller. I also don't do long combos with this team since the assist attacks of all ladies are non-OTG hitting attacks. I go for Morrigan's Beta assist (Soul Fist L), and Storm and Phoenix's Alpha assist (Whirlwind and TK Shot M respectively).


The most fun part however when I use this team when I finish simple and short combos with their hyper moves. I always do Team Aerial Combos to build my hyper meter to maximum to unleash a series of devastating hyper moves. During the end of a combo with Storm finishing it, I never doubted to use Hail Storm since it just looks so deadly when using it. Then I always happened to DHC it with Phoenix Rage since I'm at full power hehehe. Then if I happened to see just a small amount of health to my opponent, I go for Finishing Shower to K.O. my opponent but if I'm not lucky, I put my luck with Morrigan's unscaled level 3 hyper: Darkness Illusion to finish the job.


Well, what do you think about my favorite team? Just comment your thoughts and tell me about your favorite team in the game. :)

Wednesday, May 9, 2012

Guys, I'm very sorry for such long intervals between my post. I just had my own XBox360 and I still have to learn some of the new techniques and characters in Ultimate Marvel Vs. Capcom 3. I will do my best to frequently post character discussions and other things related to the game. Love yah guys and thanks for viewing my blog!

Saturday, May 5, 2012

Character Discussion: CHRIS REDFIELD

CHRIS REDFIELD
One of the most famous character in the Resident Evil franchise and one of the RE characters to be included in the Marvel Vs. Capcom series alongside Albert Wesker, Chris is a very strong and defensive character. The older brother of Claire Redfield, he became a pilot at the age of 17 when he joined the United States Air Force. He excels as an effective airman, marksman, and good at hand-to-hand combat. He is also a member of the Bioterrorism Security Assessment Alliance, a group dedicated for stopping the creation and usage of bio-weapons from the Umbrella Corporation.


GAMEPLAY
Chris is a type of character that deploys his array of weaponry when played. He has long-hitting machine guns, pistols, short-ranged flamethrowers, and laser guns. He can be an offensive or defensive player depending on his position on the screen. He is also an agile character even if he is considered as a hard hitting character. His specials and command normals are also great and can be chained easily. Some of his hypers are also great inside of combos and does really good damage. 

SPECIAL MOVES AND COMMAND NORMALS
  • Low Shot - Chris uses a pistol and fires in a downward direction and hits OTG making it great in extending combos. This move can also be performed in the air
  • Stun Rod - Chris uses a stun rod that electrocutes his opponent
  • Flamethrower - Chris uses a flamethrower that burns nearby opponents and does excellent chip damage
  • Gun Fire - Chris's standard projectile. He can either use a machine gun, a shotgun, or magnum depending on the strength of the button used. This move is also available in the air and some hits OTG
  • Grenade Toss - Chris now throws a projectile on the ground and can either be a mine, incendiary, or an explosive. All of these projectiles hits OTG
  • Combination Punch - Chris unleashes several punches to his opponent and can be finished in several ways depending on the last strength of the button used
  • Prone Position - Chris enters prone stance which is good at blocking certain attacks and hyper combos
  • Prone Shot - Available only during Prone Position. Chris fires a bullet shot to his opponent and cannot be rapid fired
HYPER COMBOS
GRENADE LAUNCHER (Level 1 Hyper Combo) - Chris's best full screen hyper combo. He uses a grenade launcher and launches a nitrogen missile first which freezes his opponent. He then follows it up with a homing missile which he launches upward. Then he fires two more consecutive explosive missiles before his launched homing missile hits his opponent. This move can be useful in a Team Hyper Combo since it hits full screen and can jive with other full screen hypers. 
SWEEP COMBO (Level 1 Hyper Combo) - Chris's best hyper inside of combos. He first slashes his opponent with a knife and then follows up with his stun rod. He then fires a bullet from his shotgun and then shoots some SMG bullets before a shot from his revolver gun. He then fires a missile last to end the combo.
SATELLITE LASER (Level 3 Hyper Combo) - Chris summons a targeting device that allows the player to direct the laser to any position on the screen. This move is his most damaging hyper combo since it consumes three levels of hyper meter gauge and does 446,000 of unscaled damage. This move also hits OTG but is difficult to combo with.

PERSPECTIVE TOWARDS THE CHARACTER
Probably the most handsome guy in the Resident Evil franchise next to Leon S. Kennedy. Chris is definitely my favorite hard hitter in the game. He has weapons for any situation and has projectiles to be placed or shot anywhere in the screen. I can easily team him up with Storm since she also compliments Chris with having a "Strong moral compass". I always chained Hail Storm to either Grenade Launcher or Satellite Laser. After killing zombies and bio-weapons of the Umbrella Corporation, Chris now arrives in the Marvel Vs. Capcom series. Would you be able to unleash his full potential? :)  

Friday, April 27, 2012

Character Discussion: IRON MAN

IRON MAN
(Name: Anthony Edward "Tony" Stark)
Tony Stark is a mechanical genius, billionaire, and a certified playboy. He took over his family's company Stark Industries after his parents died. Enjoying the luxuries of life, he didn't care to much to everyone else until he was kidnapped by terrorists who used his own machines and inventions. They ordered him to create weapons for them to use against evil. He then struggled to escape from captivity, instead of building weapons, he created a suit to help him escape the island. Realizing his sins, he then swore to use his armor to save lives. He and James Rhodes (who later became War Machine) fights the forces of evil who threatened humanity.
He is also one of the Earth's Mightiest Heroes joining the Avengers together with Captain America, Thor, and Hawkeye.


GAMEPLAY
Iron Man changed drastically in Ultimate, improving his aerial maneuverability and swiftness. He can air-dash cancel his moves making his aerial combos similar to that of Magneto and Storm but loses the ability to double jump. Also one of the most defensive keep-away characters in the game, he has projectiles to match his position in the field like his Unibeam for range battles and Repulsor Blast for those foolish enough to get close to him. His hyper moves are also some of the best and strongest in the game. He has two versions of his original Proton Cannon hyper and a powerful level 3 hyper move.

SPECIAL MOVES AND COMMAND NORMALS
  • Focus Shot - Iron Man's jumping heavy move which he can aims down-forward or up-forward
  • Unibeam - Iron Man's main beam projectile. He fires a laser beam-like projectile to his opponent making it great against long-range battles  
  • Repulsor Blast - Iron Man creates a cross-shaped lasers from his hands that juggles and attracts opponent that is catch with the lasers
  • Repulsor Spread - This move is a follow-up to Repulsor Blast. Iron Man creates an explosion of energy that blasts his opponents away 
  • Smart Bomb - Iron Man fires several bombs that aims downward just in-front of him that deals damage to his opponent and hits OTG making it great in long combos and can be cancelled to any of his hyper combos
  • Flight - Iron Man enters flight mode using his boosters and rockets
HYPER COMBOS
PROTON CANNON (Level 1 Hyper Combo) - Iron Man summons a large off-shoulder cannon and fires a large proton beam horizontally to the opponent. This hyper combo is great at ending combos especially if cancelled after an OTG Smart Bomb.
ANGLED PROTON CANNON (Level 1 Hyper Combo) - An angled version of the Proton Cannon. He also summons a large off-shoulder cannon that now fires in a 45 degree angled and is a good anti-air hyper combo. 
IRON AVENGER (Level 3 Hyper Combo) - Iron Man's most devastating hyper combo, one of the fastest Level 3 Hyper Combos in the game, and another great combo ender after an OTG Smart Bomb. He unlocks his power inhibitor (according to his quote) and grabs the opponent after a dive-arching attack. He grinds them face first on the ground and then launches them in the air. He then finally fires a super charged Unibeam to blast his opponents away.


PERSPECTIVE TOWARDS THE CHARACTER
The Invincible Iron Man! One of the most famous Avengers character in the series and on films as well. I really love his special moves and hypers because it deals so much damage and is cool in using on combos. He is also my favorite male character in the roster along side Chris Redfield, Magneto, and Doctor Strange. His aerial moves are now air-dash cancelable making his aeriel mobility similar to my favorite character Storm. And yeah, I always team him up with Storm due to the DHC capability of either Hail Storm-Proton Cannon or for a more damaging combination; Elemental Rage-Iron Avenger. How about you guys? Care to unlock Iron Man's Power Inhibitor? :)