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Marvel vs Capcom 3 Character Strategy Guide

C.Viper

C.Viper manages to stay almost identical to her SF4 counterpart, relying on big technical combos, canceling her special moves into jumping aerial combos and lots of other newbie unfriendly tactics. That said, C. Viper is capable of huge damage from small openings, as her seismic hammer attack can be comboed into and out of almost anything which allows her to get the opponent in the air, right where she wants them. Her Seismic Hammer also hits OTG which makes it a good assist option for her.

Her EX special moves can me performed by doing a specila move command then pressing S instead of L M or H, and just like in SF4, it makes them much stronger, adding extra hits damage and invulnerability frames. As a result, C. Viper tends to eat huge amounts of Hyper meter in the process, meaning she’ll need her team to make up the difference for her. C. Viper is the only character in the game with a Street Fighter IV styled focus attack (S + Attack), it allows her to absorb a few hits without getting stunned and crumples the enemy on hit, leaving them wide open to any combo or punish. Use sparingly.

Strengths

Capable of enormous damage from her huge combos
Excellent air combo ability
Excellent pressure character

Weaknesses

Incredibly difficult to use for newbies, requires technical ability and practice
Burns through Hyper meter like no other

Good for Beginners?

Nope. C. Viper's individual special moves aren't very good on their own, but when strung together in big combos, she becomes a lethal force.

 

Chun Li

Chun retains her float like a butterfly sting like a bee demeanor in MvC3; her moves tend to be light and fast but they all combo together easily. Chun-li has amazing pressure ability and can quickly boggle opponents when she’s on top of them with her ability to air cancel her jumps and attacks, and cross them up with her flip kick (Foward+H). Chun-Li’s strengths lie in her ability to easily string her moves together; her lighting legs attack combos easily into everything, but be careful not to spam the attack buttons while performing combos as it can come out early and botch your combo. Her Kikosho Hyper (QCF + 2 Attacks) comes out almost instantly, and can be used to end almost any of her combos, no matter how meager.       

Strengths

Capable of huge combos
One of the best pressure/rushdown characters in the game

Weaknesses

No options at range, needs help getting close
Low health

Good For Beginners?

Sort of. Chun-Li's specialized rushdown nature and more advanced air cancel combos require practice, but her basic combos are dead easy to pull off and everything combos into her Kikosho Hyper.

 

 

Dante

At this point in the game, Dante is one of MvC3’s very best characters. Great movement speed, great attack reach, huge combos and a warehouse full of special moves give him a huge array of options. Despite the huge number of moves and options, Dante is very newbie friendly as his normal moves and basic specials are all dynamic and easy to hit with. Dante is the rare character that’s good in the hands of a rookie but infinitely more deadly in the hands of a pro.

Note that about half of Dante’s special moves are done by canceling one into the other, this means if you press (QCF + M) for his excellent Crystal attack, you’ll need to do it immediately after to get the other follow up move. Practice your timing as a lot of the moves that cancel into one another have completely different uses and whiffing a special move is almost always punishable.

Dante can tag in safely and aggressively by using his Devil Trigger Hyper move in a Delayed Hyper Combo (DHC). Perform the input (QCB + 2ATK) during your active character's Hyper Combo to safely switch Dante in, and even extend the previous character's combo if you're good. 

Strengths

Absurd number of special moves and an endless array of attack and defense options
Fast movement speed is increased even further with his excellent teleport (Down,Down + S)
Easy to pick up and gets even better with experience

Weaknesses

Advanced play requires some demanding inputs and technical abillity

Good for Beginners?

Absolutely. Dante has some of the best normal attacks in the game and it only takes 5 minutes in training to learn which of special moves you can use easily. His Level 1 Hyper, Jackpot, can easily punish or add damage to the end of any combo.

 

Deadpool

In addition to being a fan favorite, Deadpool is a solid all-around character with good options at long range and in close. His special moves are straight forward and easy to use, and his combos lead easily into his Happy Happy Trigger Hyper (QCF + 2 Attacks). With a combination of good keepaway projectiles and solid close quarter chops, Deadpool is an excellent beginner’s choice. His H Katana-rama (Dragon Punch + H) hits opponents on the ground and can be used as an assist to help extend combos.

Strengths

Good all around character, with good options in close and at range

Weaknesses

Somewhat predictable attack patterns
Not particularly strong in any area

Good For Beginners?

Yes. Deadpool has good normals, easy to understand special moves and above average projectile/keepaway options.

 

Doctor Doom

Very similar to his MVC2 counterpart. Doom’s normals are nearly identical to MvC2, and so are his strong projectile options. Doom’s Plasma Beam (QCF+Attack)  and Photon Shock (QCB+Attack) allow him to play very effective keepaway especially given his deceptively fast movement speed and ability to airdash. Doom is no slouch up close though, with solid normals and the ability to dash and air dash out of most of his attacks, which allows him to put excellent high and low attack pressure on opponents.

Hidden Missiles (Backwards+H) has a long start up time, but the delayed timing of the missiles and the move’s subtle animation make it a great surprise/trick attack. It's great as an assist and a point character move because it's so hard to defend against.

(Jumping H): Doom shoots a ray gun whose reach is determined by how long you hold the button down. For maximum range you should hold the button down immediately after jumping. Make sure not to use this in air combos as it cannot be linked into an aerial S. Stick with jumping M instead, Doom's best normal.

 

Strengths

Amazing projectile options
Abillity to air dash and cancel many of his normal moves
Hidden Missiles is one of the best assists in the game
 
Weaknesses

Medicore approach options
Poor aerial combos require dificult jumping M loops to do damage
Suceptable to rushdown characters once they get in

Good For Beginners?

Sort of. Doom has a plethora of awesome projectiles that are easy to both spam and use tactically, but his normal attacks can be a bit weird and require some practice to use him on point.

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34 comments

  • 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.

    NEEDS MORE SERVEBOT
  • 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.

    Thanks!
  • 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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