Marvel vs Capcom 3 Character Strategy Guide


Plays very similarly to his Street Fighter counterpart though his moves are easier to link together in MVC3. Akuma has been, and remains, a fast, high damage character with poor health. Akuma players will need to get in asap and rushdown lest they be zoned out and chipped to death by projectiles, though he can punish projectile happy characters with his Messatsu Gouhado Hyper (QCF+2 ATK). While Akuma needs to be played aggressively to be useful, his basic moveset is well known and makes him a comfortable pick for newer players familiar with the standard Fireball/Shoryu/Hurricane Kick options. More experienced players will utilize his teleport to get in and avoid projectile spam. His (Forward+H) is a short hop kick that moves him forward and easily combos into lots of moves.

His Tatsumaki Senpukyaku (hurricane kick) is incredibly good as both a regular move and an assist, as it moves him forward, hits mulitple times, can be comboed out of, and is extremely difficult to counter without a multi hit projectile.

Fast movement speed
High Damage
Easy to combo into/ out of most moves


Low Health
Poor range

Good for Beginners?

Maybe. Akuma may be better than Ryu in most cases, but he needs solid combos to do damage. Ryu hits harder and has a little more health so he's the better choice for greenhorns.



GamesRadar’s favorite dog shaped Deity is a diverse character whose options change depending on which of her different weapons you have equipped. Down, Down + Attack causes Amaterasu to switch weapons, which changes the properties of her H attack and changes a few of her special moves. The reflector disc can be used to counter moves and projectiles and offers an easy to perform combo in Forward + H, followed by repeated H attacks.

Her Glaive sword gives her a solid charging attack and increases the reach of her H attack, many of the sword attacks can be charged, causing extra stun or ground bounce. Her Rosary whip extends her range even further, covering most of the screen, but these attacks cannot be comboed into or out of with special attacks. She also gets the excellent Cold Star projectile (QCF + Attack) with the Rosary equipped. Mash the attack button for additional hits. Amaterasu’s tiny size also makes her a huge pain to play against, as a huge number of attacks and projectiles will completely whiff over her small, low hitbox.


Can adapt to many playstyles with the right weapon selection
Tiny hitbox makes her very difficult to hit with many moves
Excellent level 1 Hyper move, Okami Shuffle


Low health
Must get used to changing weapons on the fly

Good For Beginners?

No. Amaterasu's weapon switching mechanic means she's got nearly 3 times as many moves to memorize as the average character, which is a lot to ask from new players. Her low health also makes her hard for newbies to use effectively.



Arthur’s an interesting charater who mixes small size with a small armada of projectiles. While he’s not totally useless in close quarters, Arthur needs to exploit his numerous projectiles by playing keepaway. (QCB + H) activates his Scythe, a boomerang like projectile that hits on the way back and drags the opponent towards you. This is useful if you’re looking to do a combo as Arthur’s incredibly slow movement speed can make it very difficult for him to get in, or away. His (Forward + H) attack covers a lot of ground and can easily lead into a combo. Arthur is particularly useful as an assist character as if you activate his Armor Summon Hyper as it will power up his assist attacks, specifically his Fire Bottle and Dagger assists.

Arthur's Fire Bottle attack hits On the Ground (OTG) though its slow start up can make it difficult to use as an OTG assist. Follow up an OTG Fire Bottle with a Goddess Bracelet Super for decent damage.


Huge projectile selection and ranged game options
Goddess Bracelet is an excellent Level 1 Hyper Move
Small hitbox

Extremely slow movement speed on ground and in air
No Dash
Very few combos
Good for Beginners?

Sort of. Arthur has a billion projectile options so new players can throw out lots of stuff and play keepaway fairly easily, but his slow speed and bad close up options mean you've gotta have some moves to keep him alive.


Captain America

Much improved from his MvC2 version, Cap’s basic moves remain similar in execution but better in practice. His shield slash attack now hits on the way back and draws players in, creating easy combo situations. He has a solid selection of normal attacks that combo easily. His Charging Star (QCB + H) can be used to rush through some projectile attacks as long as they are not multi hit beams. His cartwheel/flip move (Special + Attack) can be used in conjunction with assist attacks to cross players up and put pressure on them from both sides.


Solid basic moves and specials
Easy to pick up and play with


Attacks and approach options are all fairly straightforward

Good for Beginners?

Absolutely. Cap has a very straightforward set of moves that are easy to understand and use, his normals are good and he doesn't need big combos to do solid damage.


Chris Redfield

Chris is the prototypical keepaway character, his huge arsenal of guns and projectile attacks make him incredibly difficult to get in on, but his movement speed is ho hum and his close quarters attacks are slow. All told, Chris has an absurd number of projectile attacks, many of which do significant chip damage. His grenades (Dragon Punch + Attack) do an excellent job helping him control space on the stage, and when timed correctly his Shotgun (QCF + L) and Flamethrower (Backwards + H) can be used as anit-air. With his huge projectile selection and serviceable close quarters attacks, Chris can be a huge pain to take out.


Unparalleled projectile options
Big chip damage
Not difficult to use


Slow movement speed
Close quarters moves are slow
Aerial attack options are limited

Good for Beginners

Yes. Chris has a number of excellent projectiles, like his Flamethrower (Backwards + hold H) that are easy to use, do good damage and are annoying to deal with if the opponent doesn't know how to handle them.


  • Miles_Endsly - April 5, 2011 7:30 p.m.

    It may just be me but Zero is practically useless. He's a slower X-23/Morrigan esque counterpart without all the secksyness. I like Wesker just because he's Wesker but he's too slow and short reaching even after I trained my heart out with the teleporting... Current fav team: Ironman, Trish, Phoenix. <---buttkickin'team Ironman's regular hyper is amazing, not to mention his missile and beat'um up mashings, Trish comes in with some traps and throwing around that giant hard hitting sword, then when the time's right DARK PHOENIX! MUAHAHA!!!
  • Bobo1175 - March 15, 2011 12:59 a.m.

  • Kilburn474 - February 28, 2011 5:54 a.m.

    Joe controls quite a bit better than he did in TvC. He is incredibly good at air combos and the Mach Speed hyper isn't really that hard to get to land. Also, it isn't that hard to get wolverine in close. B. Slash H and B. Barrage H can normally close to distance in a heartbeat. My current team is Wolverine, Zero, Joe.
  • Valntyne - February 28, 2011 3:45 a.m.

  • Cyberninja - February 28, 2011 12:13 a.m.

    the team i love using is slice and dice aka zero, x-23 and hsien-ko because once they get up close its over for you and my other team will be tron, ammy, and spidy because they seem like a unstopable team if you master them
  • thewulfen - February 27, 2011 10:44 p.m.

    Impressive guide, very helpful! Thanks!
  • philipshaw - February 27, 2011 9:59 p.m.

    Extensive guide, I have this page bookmarked for when I finally get this game
  • AlpineGuy - February 27, 2011 9:03 p.m.

    Awesome! Been looking for one of these on the site, thanks!
  • iJizzLots - February 27, 2011 7:45 p.m.

    Holy shit, motherfucking good guide! Now excuse me while I try out some characters I never would've used without this article
  • PlainLikeVanilla - February 27, 2011 6:54 p.m.

    This is really great thanks!
  • spoonit - February 27, 2011 6:09 p.m.

    Thanks for this.
  • shawksta - February 27, 2011 6:01 p.m.

    Dude, Tron's Hyper is a Delayed Hyper move, the Delayness can actually help sometimes, you need to use it wisely, like when someone's in the air and I did the Bonne stun gun hyper, they think its over after 1 second but it could still hit.
  • shawksta - February 27, 2011 5:55 p.m.

    I love MODOK, he's very unique and shows the creativity Capcom can do. Him,Arthur,and Viewtiful Joe are 3 of my favorite characters.They are awesome! I hate the fanboys who judge by Appearance and Personality and only want people who can fight for real.It throws off the creativity and makes it look bland. I want Frank to come back into development and Phoenix Wright as DLC! Also Dont Fuck with Phoenix, X Factor + Dark Phoenix = YOUR DEAD
  • zer0hvk - February 27, 2011 5:38 p.m.

    Oh this is fucking PERFECT! Thanks a lot for working on this, it's AWESOME, I'll definitely be using this when I get the game.
  • Ilyere - February 27, 2011 4:45 p.m.

    All the thanks in the world for taking the time out to create this guide!
  • presc1ence - February 27, 2011 4:06 p.m.

    Dragon Punch / Reverse Dragon Punch: Sometimes called a Z motion, this is performed by quickly pressing forward before executing a QCF (or back before a QCB for a Reverse Dragon Punch) in one fluid motion. Practice until you get a feel for it. I believe this to be INCORRECT! The z motion is different from the dragonpunch input (which is forward , down , down forward) the z input actually starts at the top of the pad/stick and runs from upleft , upright to down left down right. I know the pain of this as having to re-learn fookin dragon punches and working out how to do the soddin supers took me forever!!!!!!! Please don't make me find the pictures of the old cabinets with the arrows on them!lol!
  • Stahlbrand - February 27, 2011 12:44 p.m.

    Secret to Thor: Mighty Hurricane -> "S" launcher -> air combo -> "M" mighty smash = WTF happened to all of my health. Use your assists and be cagey until you can get in for a Mighty Hurricane and then make them regret being born.
  • wolfep15 - February 27, 2011 12:14 p.m.

    This is awesome! Thanks
  • IAmARobotWhoTurnsIntoATruckAndIFindNoLevityInThis - February 27, 2011 11:37 a.m.

    Factual error! Arthur's scythe is a quarter-circle back + H. Quarter circle forward + H is his crossbow.
  • humpiedumpie - February 27, 2011 10:35 a.m.

    Wow, this really helped me! :D Thanks!

Showing 1-20 of 34 comments

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