Saturday, March 5, 2011

Build-A-Team For Marvel Vs. Capcom 3: Team Mix Ups!

Wesker/Zero/Amaterasu
Building a team in Marvel Vs. Capcom 3 is extremely important. Two wrong ways to build a team if you want to seriously win is to pick characters you like based on their series and to pick characters you're good with on point or as an active character.

While being good with your point character is certainly important, the characters you choose must be able to compliment each other in terms of move sets, playstyle, and of course assist selection. Many good teams have a central idea or playstyle the team as a whole emphasizes to bring themselves victory. The following is the first team I constructed: Team Mix Ups.

I like to say this team is oriented around its anchor, that is, its last character. As the name suggests, this team is focused on creating confusing mix ups and cross ups in order to open up even the best defenders.
Also, not only does the team revolve around its anchor (Amaterasu), but the other two team mates have very important roles to play as well.

Focus and goal – The focus of this team is rushdown and cross ups. The first two characters have very good movement options but they never exercise their incredible mobility without some cover fire from the anchor. Nevertheless, it's impossible to play keepaway against this team and with their astounding mobility, they can easily create powerful and confusing pressure that makes even blocking in the correct direction an incredible task!

Point and battery – Wesker acts as the vanguard, being the first fighter on the field when you start with only 1 bar of hyper meter. He's capable of doing very serious damage without spending meter and his teleports allow him to quickly get and pick apart holes in defense very quickly. With Amaterasu giving cover at midrange, Wesker can pick a spot to teleport to and quickly get to work.
His high damage output without relying on meter allows him to pass along any meter he generates to Zero!

Reserve and punisher – While Zero can be flexible with zoning and rushdown, his Hien Kyaku (QCB + any attack button) command dash gives him unparalleled pressure and mix up options. However, he needs meter to do any reliable damage, but as long as he has Wesker to take the brunt of damage and build meter for him, he'll always have it.

The most important facet to Zero is saving meter for his level 3 hyper, Gunma Zero (QCF + any 2 attack buttons). This extremely fast, full screen projectile is invulnerable all the way through its animation and allows Zero to punish nearly any mistake from full screen with an incredibly damaging attack. If your enemy knows Zero has 3 bars of hyper meter, they'll need to think twice about throwing out random projectiles or hyper combos!

Anchor – Amaterasu as anchor is a risky proposition. With Zero already having a low stamina rating, having a second low stamina character is extremely risky since X-Factor will most likely play a role when Ammy comes onto the field. Iron Man previously played this role with great effect as his Unibeam assist was a powerful, full screen beam projectile that allows Wesker and Zero to apply their cross up, movement options from greater ranges with Unibeam covering the entire screen horizontally.

However, Iron Man has a difficult learning curve as he's relatively clunky and requires a different chain combo to go into his launcher. So if you can't get the hang of Iron Man, Ammy is your riskier anchor option.

That being said, Amaterasu make a great anchor so long as Wesker and Zero work to protect her. Her Cold Star assist does not go full screen but instead shoots from an angle from the air. But even though it doesn't go full screen, Ammy's Cold Star is capable of denying the enemy an entire area due to how long she continues shooting.

Being an anchor, fighting against another character with level 3 X-Factor is very likely. A big advantage Ammy has in this situation is using her Value of Mist hyper (QCB + any 2 attack buttons). By using this hyper, her enemy is immediately slowed down for 5 seconds. This not only gives Ammy a big advantage, but it also runs down the time to your opponent's deadly level 3 X-Factor, easing the tension of what may be a close match.

Overall – This team carries several risks in favor of a heavy emphasis on rushdown and mix up. While offense is strong, the team lacks assists that help on defense and two out of three team mates have low life, making defense even more of a problem in many cases.

Still, if keep away irritates you in this game, this team can be very rewarding as it quickly shuts down most attempts at zoning with your speed and pressure. A little risk can go a long way!

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