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noi BRADYGAMES

D) SIGNATURE SERIES GUIDE TAKE YOUR GAME FURTHER

By Joe Epstein, Campbell Tran, Adi


Daniel Maniago, Ian Rogers,
Josh Richardson, and lagan Sharp
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*We conte/Jte 0/tt/ss/rategygu/rfe are fiaserfso/e/y onWe research 0/BradyGames
And so there came a day like no other.

When the very fabric of two universes began to unravel and


collide.

And yet, the cause of this disastrous occurrence was


not a natural one. Rather, it was the result of a most
unholy alliance...

...as villains from these two very


different worlds united with an eye on
conquering both.

Their vile scheme would throw their /


respective realities into chaos... /
...by meddling with forces r|
they could not even possibly ^
comprehend. By angeri
god.

"I am that god. I...


Galactus! And now,
because of this great
insolence...the FATE
OF TWO WORLDS j
hangs in the
balance!" A

K
We knewwhat our opportunities were for an even better guide to accompany an even better

Hint ills Mil game. There were things in that guide we would change even without a new game. Butthere
is indeed a new game, and with more characters and content, and changes to every existing
hero, we brought back everyone who worked on the original book, along with three more Km
WELCOME BACK! authors to help us make it to the finish line in an incredibly short time in one piece.

Ultimate Marvel vs. Capcom 3 is likea director's cutthe definitive version of the game. So, we're going a little less easy on you this time. Everyone is acclimated, yes? Our goal
UMvC3 producer Ryota Niitsuma has said as much himself, indicating that UMvC3 includes with the originalguidebook was to give a generation of new players, who were mostly NOT
ideas and characters his team didn't have time to cram into original MvC3. Ultimate Marvel weaned on MvC2 and other Capcomarcade classics, a comprehensive primer. Our goal this
vs. Capcom 3 is bigger, better, with a shinier wrapper. time is simply to be as indispensable to the UMvC3 fan as the game disc itself.

We hope you think we succeeded.

MARVEL

That's howwe feel aboutthis guide, too. We didn't knowhow MvC3 would actually shake
out in the wild. We had to sort of relyon our collective, extensive knowledge of previous
fighting games. Afterthat, we had to guess.

The experience of putting together the first MvC3 guide with the same
team has allowed us to get more familiar with the game after release,
while thinking about how to improve the guide if we got the chance. As it
turns out, here we are, and so we've put most of our ideas into practice.
Readers of the original guidemaywonderwhat's different now,whetherwe'vejust trotted Certainly, as expansive as this book is at an unprecedented 592 pages,
out the same old pony. The answer is no! No, we didn't. We've re-examined UMvC3\ii\h we've left some things out. Hitbox illustrations, for the most obvious
the same attention to detail with which we looked at MvC3... even more detail, in fact. Just example, and delving further into team setups or mix-ups against certain
like everyone else, webenefitted from exposureto the game once it was releasedofficially characters in increasingly specific situations, for another. But the perfect
into the unpredictable hands of hardcore gamers,who found many thingswe (andCapcom!) is the enemy of the good, and some things fall outside the circumstances
missed.And furthermore, UMvC3 is not just the previous version witha new paintjob. In of available time, space, and resources.
addition to newcostumes, missions,and gameplay alterationsfor everyreturning character,
there are a dozen new heroes joining the fray. That is a huge upgrade! Full coverage for all 12 new characters! Extensive data,
devastating combos, and winning tactics from a team of
MvC3 released on February 15'\ 2011. Online, thereare thousands of high-level match fighting game experts, all on day one!
videos, combo videos, tutorials, Mission mode completion guides, viral videos, funny videos,
saltyvideos, and all manner of other mediadedicated to the game. TheEvolution 2011 World Every returning character revisited: changes large and
Finals, heldannually in LasVegas and organized bythe staffof shoryuken.com, set records
small since original MvC3 detailed, with data reviewed and
fortournament attendance (in the thousands) and for online stream viewership (inthe
expanded, and revised and expanded discussion! No cut and
millions). The way is not quiteas darkas it once was for newor inexperienced players.
paste here!
Layout tweaks to ease readability; character overviews and
changelists placed right at the beginning with their art and
biography; character battle plans treated as organic articles
tailored to given characters rather than universally separated
into a grounded section, an aerial section, and an assist
section (which worked better for some characters than others);
combo transcriptions stretched farther horizontally where
possible to ease eye tracking
Revisited peripheral and system-oriented chapters that are
more focused for reader ease-of-use and quick reference
w
uick Reference
ALL COMMANDS INTHIS GUIDE ASSUMEYOUR CHARACTER IS STANDING ONTHE LEFT SIDE OFTHE SCREEN, ONTHE PLAYER 1 SIDE, FACING
RIGHT TOWARD THE PLAYER 2 SIDE. FORWARD IS THUS EXPRESSED AS *>, BACKWARD AS -. FOR A CHARACTER ON THE RIGHT, FACING
LEFT TOWARD THE PLAYER 1 SIDE, REVERSE ANY DIRECTIONAL INPUTS.
UMvC3 can be played with a variety of gamepads and joysticks (though unfortunately, or really perhaps fortunately, there's no Microsoft Kinect or PlayStation Move support,so youwon't
be tryingto super jumpin real life). Toaccommodate all sorts of potential inputdevices, youcan customize your control scheme from within the options menu.

The defaultcontrolschemes on both PlayStation 3 and Xbox 360 assign the


buttons to similarlocations.Although you can assign whichever buttons you liki
we recommenddisablingthe button assigned bydefaultto register both assist
buttons. This removesthe riskof accidentally triggering a crossover combinatio
with stray fingers in the heat of battle.
To simulate the arcade experience, many players prefer using a joystick.Having a SONY
truly great home stick used to mean going the custom route with old independent
companies like MASSystems, but now there are excellent, widely available
joysticks for each console, most notably variations of the MadCatz Tournament
Edition joystick or the Hori Real Arcade Pro VXSA and V3SA.These sticks are ma
from high-quality arcade parts, and they are extremely durable and accurate. The]
are also extremely friendly to players who wish to modify their own sticks, whetrn
for different parts or custom aesthetics. Some independent stick manufacturers,
such as Project GiantSword, build custom sticks to client specifications
looking for something personally tailored and unique.

Variationsof the excellent MadCatz sticks availablesince StreetFighter IV,


which revived the fighting game scene in recentyears,have replaced the old
sightofMAS Systems custom stick (alsopictured) as thestandard-bearer
of the modern tournamentcrowd. Notpictured:Joe Epstein'sgirlfriend, who
somehow approves of this.

Hori has been a Japanese While the old custom


standard-bearer for standard MAS Systems
durable, top-shelf joysticks is now defunct, outfits
for years. Some players likeProject GiantSword
prefer Hori's recent HRAP have sprung up, offering
VXSA/V3SA sticks to custom-made premium
variants of the MadCatz joysticks. Photo courtesy
Tournament Edition sticks Daniel Maniago.
because of the wider base.
In terms of functioning
hardware, the sticks are
virtually identical. Photo
courtesy Nathan Roach.
If.llllil
this is almostcertainly NOT the default mapping. Check in options,andcustomize
as needed. For aMadCatz, it's as easy as setting controller type to (3. For any
Hori joystick, you'll need to configurea custom controller setup. Of course, for
SEUCT START onlineplay,you can map your buttons howeveryou like, and most tournaments
alsoallowbutton mapping. Some playersfrown on multipleinputs mapped to
one button (used to make dashes and whatnot easier), but others view concern
as much ado about nothing. However, almost all playersSERIOUSLY frown on
the use of turbo or macro functions on controllers, and every tournamentworth
its salt bans them, as well, for good reason in a game that reliesso heavilyon
us execution.You can get awaywith using turbo functions online,but
loing yourselfand your opponents a disservice.
of a gamepad or joystick comes down to preference, ultimately. When
..% alltournaments were in arcades, players had no choiceif you weren't
sed to playingon a stick, you weren't playing. But now, with the preeminence
of console and online play, there is no forced specialization. PlayStation joypads
have been competent for fighting games since their inception, and Xbox 360 has a
special edition silver gamepad available with a twisting adjustable d-pad, released
specifically to better cater to finely tuned games like fighters. More and more
mrnament-winning players perform perfectly well on pads where that was never
e before (outside of scenes like Tekken,which had arcade cabinets that
1'" DlayStation pads to be plugged in), so any stigma you might hear about
etter than pads is just about obsolete (though certain techniques like
p being easier for most people to perform on a stick with

SIMPLE MODE
Simple mode allows special
moves and hyper combos to be
performed simply by pressing
single buttons, and chain
combos can be executed by
repetitiously pressing the same
button, but the full arsenal of i^-A'# '
attacks for any given character
is unavailable. The button
configuration in simple mode
can be configured to your
liking. Note that all it takes to
activate X-Factor in simple mode
is pressing the chain combo
and special attack buttons
simultaneously. This guide
assumes that the player is using
normal mode for maximum
potential. The same strategies
described for normal mode also
work for simple mode, but within
the limitations of simple mode's
diminished movelist.

m&^Mmmff$MiBM
PlayStation 3 Xbox 360 Limitations versus Normal Mode

Chain combo (press repeatedly for chain Initial press isalways (B: no access to or attacks outside of combos. No
)<)<) for chain) (GO for chain) combo emulating normal mode,,) chains other than O, , . Some command attacks missing
Special move
Cannot choose special move strength. Many special moves missing (some can be

used with any direction + the special move button)
O Hyper combo Notall hypercombosare available

:-;j;;-:^.
Special attack (press repeatedly to launch then

super jump and aircombo automatically)
in m EI Partner 1

E B ODE Partner 1 + Partner 2

m Ek 13 Partner 2

ru (3 Basic attack +special move + hyper combo


w
Many iconsare used throughout this guideto indicate buttonpresses and techniques. DIRECTIONS ASSUME A CHARACTER IS FACING RIGHT. Guarding is alwaysrelative to the other
team's point characterthe enemy's assist behind your point character doesn't alter how you guard.

o
Indicates forward. Hold > to walk forward, tap ^ ^ (or) to dash
forward
iiji_^
$ Diagonally down-forward Offensive crouch

Down. Hold'v' to crouch. You must also tap"0 before tapping any upward Crouch
0 direction for a superjump

Diagonally down-back. Hold O for crouching guard when low ormid attacks Defensive crouch
&
are incoming

Back. Hold^ to walk backward, orlor standing guard against high and mid
o

attacks. Tap<$<? (o\<? + )tobackdash.


Up-back. Startsa backward jump. Hold any backward direction to guard while
V5 Defensive jump
airborne

Up. Starts ajump. Tap^V first before any upward direction for asuper jump.
After jump-cancelable actions, like launchers, simply hold any upward Jump
0
direction to jump or super jump (the result is move-dependent)

a Up-forward. Startsa forward jump Offensive jump


1 or A, as a holdover from Tatsunoko vs. Capcom All-Stars; jabor short,as a
0 Light attack,or L
holdover from StreetFighter
2 or B, as a holdover from Tatsunoko vs. Capcom All-Stars; strongor forward,
Mediumattack, or M
as a holdoverfrom Street Fighter
3 or C,as a holdover from Tatsunoko vs. Capcom All-Stars; fierce or
Heavy attack, or H
roundhouse,as a holdover from Street Fighter

Attack icon. Indicates any of , , or may be used. Most hyper combos


^ require (any two attack buttons together) following the right motion; Basicattacks, normal moves
dashes can also be performed with . Many moves allow inputs to be
mashed for moredamage

Special attack, or S Exchange, as a holdover from MvC3's pre-final development


Partner 1. Partners can be called while standing or crouching, and during normal
m jumps, flight modes starting irom normal jumps, andduring basic attacks starting Assist 1
from any of those positions
Partner 2. Partners cannot be called while guarding, norwhile executing special
\m moves or hyper combos, norduring super jumps or flight modes originating from Assist 2 |
super jumps
Partner 1 or2 (butnotboth!). Thisis used often in our notation ofcombos, as
1 epsh the right assist fora combo or tactic may be in a different slot depending on your j
overall team makeup and the How ol the match
Partner 1 + Partner2, resulting in a crossovercombination if the hypermeterhas Team hyper combo, as aholdover from MvC2. Here, team hyper combo means 1
1 IUC3-./--I
at least 1 bar what delayed hyper combo, or DHC, used tomean in MvC2 j

L Cancel icon. Indicates the action preceding ssa>- is interrupted with the
following action, e.g., crouching 3=d>- ^)\C> +
Buffer j
Icon indicating a move thatrequires at least three rapid inputs toactivate. Some Pressing an input rapidly is often called "mashing" j
)),@), )).) of thesemoves are sustainable, given continued inputs

X-Factor. Executed by pressing + + + all together while standing.


The activation ofX-Factor cancelsalmost any action, even guarding or most
25 hyper combos, and X-Factor itself increases speed andpower for a limited time.

Can only be used once per match

H1- JH ^dB" &

V
Nissari if ttras
The character who represents your last resort. Usually, this naturally
ends up being the third character on a team (unless the third character is
forced into the mix earlier by a three-stage TAC/THC, a crossover attack,
anchor or a snap back). In UMvC3, with the potential of many characters and
the incredible boost of level 3 X-Factor, even a last-hero-standing cannot
be counted out, so building around a solid anchor can make all the
difference. Hope for the best... plan for the worst.
onii ot.
ann-air
Anv at,ack or aclion used to stop a jump-in or otherwise counter an
airborne adversary.
Types for crossover assists are organized by the first three letters of
the Greek alphabet: alphaa, beta(3, gamma7. Assist types
assist type are further described by their characteristics. Shot type means that the
character fires a projectile or beam, while direct type means they attack
.u?.'.n9.their body, forexample.
.backward Action, movement, or directional input away from theopponent.
backward dash Aquick backward movement, accomplished with'O'C3 or^ + <.
Usually justcalled backdash.
backward jump Adefensive leap away from afoe. Tap\^ to jump backward. Tap v
first for a backward super jump.
Don't worry, Nemesis. We'll help you understand. An attack performed with just , , or. Differs depending on
The lexicon of fighting game terms has roots stretching as far back as 1991. the year that whether standing, crouching, or airborne. Basic attacks can be canceled
Street Fighter II: The World Warrior took the arcade worldby storm and essentially created into one another with chain combos; they can also be canceled with just
the competitive fighting game. The popularityof this then-fledgling genre was instrumental basic attack a')oU' anything else, including command attacks, special moves, hyper
in ushering in more complexvideo games in general, and fighting games remain among combos, and crossover combinations. Some characters can even cancel
the most complicated. A lot of information must be understood in order to be successful. If basic attacks into jumps, dashes, or airdashes, opening new avenues for
you're new to fighting games, or maybe just Marvel Vs. Capcom and the larger "Vs." series, offensive pressure and combo potential. Basic attacks can also be called
this section is designedto clear up any questions on jargon,terms and concepts as quickly normal moves.
as possible. For morein-depth discussion, checkout the System and Gameplaychapter, ... A character whose primary purpose on a team is to build up the hyper
or consult the sections for individual characters. Manyterms included here match official combo gauge.
in-gameterms, but some non-standard definitions are included. These are appropriated Projectile-like blast of energy that behaves a bit differently than standard
from other games, or from the consensus of the competitive community, in the interests of projectiles. Beams usually hit many more times than projectiles, and
thoroughness and clarity. they disappear instantly if the beamer is counterhit in the act of firing
beam the beam. When beams clash with other beams or projectiles, they'll
Related to frame data. Activeframes are the period of time during which exchange durability points from the opposing beam or projectile every
active frames an attack can strikethe opponent.After this period, a moveenters its frame for a certain number of frames, until one or the other is depleted
recovery phase. of durability points andthus destroyed.
block Synonymous with guard.
advancing Perform by pressing v/hile guarding the opponent's attack. Damage taken from an attack even if guarded. Most special moves
gUard Creates separation from the opposing character, which isinvaluable for
.. . . and hyper combos, and even a few basic attacks, inflict block damaqe.
...breathing room. Can alsoi be called pushblock. block damage
Blockdamage is sometimes also called chip damage, or just chip. This
Theopportunity to act first, betweentwo combatants acting as soon as
advantage possibleafter some sort of interaction. Converse disadvantage. See
blockstun Synonymous wjth guardstun.
frame ^yBR^J}S(^MBjJs>dvantage.
bread and The main tactic or combo that drives a particularcharacter is often
aeriaI rave Synonym for air combo; a holdover from MvC1.
butter referred to as their bread and butter, or "BNB."
Oneof the three mainstates, or stances, of any character (with the other
A break away is a throw escape (sometimes called a "tech throw"). A
air two beingstanding and crouching). "Air" generically refers to actions
throw can be broken by inputtingO3 or1^ + within 7 frames
performed while your character is airborne, not grounded.
break away of being thrown. Notethat command throws cannot be escaped! After
Acombo performed in the air, after launching with special attack. a break away, both characters end up next to each other in a neutral
During an air combo following a launcher, air (with no direction situation, y;ith neither side having frame advantage.
air combo inDut) causes flying screen and a hard knockdown, while directional Multiple definitions. Can refer to using the commands or motion for one
input + startsa teamaerial combo, or TAC. Air combo canalsobe action to also count for another; used frequently in cancels and combos.
used to refer to a combo that simply occurs between two characters who . .. . Buffering can also refer to entering the command for your next action
,..,I?..lStlJJ!.5?.'fe'.0 SH'!' 's usua"y intended to refer to launcher combos. whilea current action is still underway. In both instances, you're taking
advantage of a game engine feature that allows inputs to account for
aircontrol Tne ability toalter a character's airborne jump arc by holding*^ or
multiple actions.
|>.Not every character aljows for the same degree of air control.
A dash performed in midair. Having extra mobility is never a bad , Unintended game feature. Synonymous with glitch. Sometimes enhances
thing. Some characters can airdash in any direction, but others can or detracts from gameplay.
onlyairdash backward, forward, or both. Characterslike Morrigan and Interrupting one action before its recovery period ends by starting
airdash Amaterasu have irregular airdashes, while characters like Firebrand another action. This is key to lots of advanced gameplay and combos
and Rocket Raccoon have special moves that amount to airdashes. The cancel in general. "Cancelable"is often used as a characteristic of important
ability to airdash opens the door for movement techniques like triangle attacks; for example, a move that is "jump-cancelable" can be interrupted
with a jump.
and square jumps.
Aclass of special attacks used in launcher air combos by pressing Hit state caused by certain attacks, in which the victim is snared, unable
direction + . On contact, the next available ally will be tagged in in . to act or guard for several seconds, and thus vulnerable to a combo.
air exchange midair to continue the air combo. Combos using air exchange hitsto Examples of moves that induce this state include Spider-Man's Web Ball,
swap heroes are called team aerial combos, or TACs. May also be called fylagneto's thrqyy. and Mag^
air tags. A string of basic attacks, canceled into one another. The ultimate rules
Aknockdown that ends with the victim airborne results in air recovery. are character-dependent and fall under a few archetypes, but generally,
Air recovery occursin place automatically with no input, butC> ot<^ chain comho a,tacks can always be chained upward in strength, and they can almost
air recovery can be held to choose a direction in which to recover. Characters who always chain to special attack. Chain combos are accomplished
are recovering are invincible, and crossover assists can be called. After simply by pressing the button for the next basic attack while the current
air recoyery, a character jsconsidered to be in a normal jump state. oneis in progress. Usually justcalfed chains.
chip.damage Synonymous with block damage. Usually just called chip.
Throw performed air-to-air. Accomplished with air<J3 orC5- + . Characters right nextto each other, in range of each other's launchers
air throw Some characters have midair command throws. Usually leads to a hard . and throws, are at close range. Close-range combat is usually focused
knockdown and thus an OTG opportunity. close range , , ,
on mix-ups between overheads, low attacks, and throws, each of which
must be dealt with differently.
m Asequence of attacks that is guaranteed if the first attack is not guarded.
i##> Works because ofhMun.M>>
Delaying moveexecution either to hit-confirm beforecontinuing a chain
combo, or to bait the opponent into attempting to attack. Coaxing the
opponent to stick out attacks when they don't really have time to do
A special move throw that requires a motion to accomplish. Command
throws cannot be escaped, and they sometimes have other properties so is calleda frame trap, and this is a prime wayto cause counterhits.
that distinguish them from normal throws, such as increased range, For example, if your opponent guards your opening of crouching ,
damage, or follow-up opportunities. Normal throws grab on the first crouching , yet they do not use advancing guard topush you out,
frame, while manybut not allcommand throws are slower to activate. youcan recognize this and waitlonger than usual before chaining into
Some command throws (likeThor's Mighty Hurricane H, or Wesker's very late. Challengers who seethesmall gap and attempt totake the
initiative backwith a poke of their ownend up eating the late chained
.M.H?.,an.9.KlSHl ?.'?.?..9.St .n..V??..'.'/.?!.![a.m.e.-.
The side of a stage. Cornering a rival usually grants a huge advantage; ..a.?.a..c.?.u.n.!?.r.h!!:
cornered opponents can no longer move backward, are usually Refersto a situation in which your earliest possible action occurs after
susceptible to larger combos, and have limited, predictable options your opponent's. Theopposite of advantage. See also frame advantage/
corner for escaping the corner. Advancing guard, normally a cornerstone of frame disadvantage. Usuallyexpressed as a number; for example, a
defense, is also much less effective when cornered. Being cornered is disadvantage of -4 means your rival can act four frames before you.
generally bad, unless you are intentionally going for something like a Ahit state created by certain moves, such asHaggar'sair^/ +
backward throw intocorner-only combo. that counterhits a standing opponent, orShe-Hulk's v \ C> +
Refers to a combo or tactic that only works with the foe pushed against dizzy command throw. The victim reels, stunned and unable to act until dizzy
corner-only . ,
' into a corner. ends. Victimscannot mash inputs in order to shorten the dizzy period,
Counter can refer generally to any action that is used to reverse and it is also unaffected by hitstun decay.
the opponent's intentions, or specifically to refer to special moves The result if both teams have an equal percentage of life remainingwhen
counter
that deflect incoming attacks, such as Wesker's Tiger Uppercut or the timer runs out. Neither team wins.
Amaterasu's Solar Flare.
A hidden value, different for each projectile or beam, which helps
Striking the opponent while they try to attack results in a counterhit. determine what happens when projectiles of equal projectile priority
Counterhits do not have an across-the-board damage increase in UMvC3 collide. Whentwo projectiles or beams of equal projectile priority
counterhit as they do in most fighting games; rather, counterhits create 2 additional collide, they mutually deplete eachother'sdurability points frame after
frames of hitstun and occasionally cause special hit states on a case-by- frame (bya set amount per framethe actual durability pointsvalue
.....ca.se basis,.based on ai given move. which varies per projectile) until the loser projectile is destroyedand the
Call for help from a partner by tapping (and immediately releasing!) victorprojectile continues forward as normal. The winning projectile will
Mtsaa . Every character has three assist types, which dictate the attack have a depleted reserve of remaining durability points, which becomes
crossover
they perform when called. Assist type also dictates which hyper combo relevant ifanother projectije is; encountered..
3SSISI
they perform during a crossover combination. Crossover assists are A jump performed without any attack. Usually followed bya fast
usually just called assists. lowattack upon landing. Since most jumping attacks are overheads
crossover Accomplished byholding noun . if available, the requested partner tags empty jump (meaning they must be guarded while standing), an opponent's
attack m w',n a 9U'C'< overr|ead attack before becoming the point character. defensive reaction to recognizing a jump should be to guard standing,
You'll usually hear this referred to simply as a "tag-out" or "tag." which makes them susceptible to toy; attacks.
fireball Generic termthat applies to projectilesand rjeams.
Performed by pressing vana . Requires one bar of hyper combo gauge
The powerto fly is possessed by many membersof the cast. Flight
for every partner participating. Depending on how many characters
modes are both started and stopped with v O^? * .The
crossover remain, and howmuch hypercombogauge is available, one to three
propertiesof flight are slightly different depending on whetherflight was
combination characters come onscreen simultaneously to perform hyper combos
activated duringa super jump, or from a normal jump or a standing
together. The hyper combo each character executes is dictated by their
flight position. Mobility is increased during flight, at the cost of not being able
crossover assist type. to guard. Flight ends naturally after roughly two seconds (character
crossover Accomplished by blocking, then inputting C> + ED3 . One bar of depending), after using air , after receiving a hit, after particular
counter hyper combo gauge is consumed, and thechosen ally tagsin with a moves, orafter another input of v O ^ * . The startup offlight
.....crossover assist. and its manual cancelation can both be used to cancel basic; attacks.
An attack that must be guarded in the opposite direction. Cross-ups are Cancelinga basic attack intoflight, or using the manual cancelation of
usually set up by jumping just over an opponent's head, so that you flight to cancel a basic attack. Some characters can use flight-canceling
cross-up cross over at the last second. Cross-ups are particularly effective when to prolong air combos, or to suddenlyswitchfrom ground attacks that
used against a character forced to fall in after their teammate is knocked mustbe guarded crouching to air attacks that must be guarded[standing.
out, or against an adversary recoveringfrom a knockdown.
Ability possessed only by Rocket Raccoon and Storm. Hold 4} in midair
A ducking position accomplished by holdingany downwarddirection.
... to slow their descent. As a consequence of this ability, these characters
A crouching character is a shorter target than a standing one. but he or
can execute extremely fast air overhead attacks just off the ground;see
she is susceptible to overheads and certain "pass-through" tricks that
their chapters for details.
crouching don't work on standing characters (for example, Hulk's forward dash
actually passes over many crouching characters). When crouching basic The unique event that occurs after launching the opponent with , then
attacks are required for combos, we'll notate "CROUCHING" or "CR." in ending the subsequent aircombo with air . The character struck by
our combo transcriptions. flying screen the comDO is nurled t0 tne ground in ahard knockdown, and the screen
crouching A defensive stance that guards against incoming low and mid attacks. shifts quickly as the aggressive characterfalls downward to catch up.
guard Vulnerable to throws and overheads. Sinceflying screen leaves the victim in a hard knockdown, OTGs are
Special hit effect caused by certain attacks, likeC. Viper's EX Thunder possible.
Knuckle or her Focus Attack.The target slumps slowlyto the floor and is Refers to positional game that usually takes place at the edgeof each
vulnerable to continued punishment on the way down. Victims hit during character's range, in which playerstry to poke, counter-poke, and score
a crumple are then juggled into aerial hitstun. knockdowns. The "Vs." games are unique among fighters in how much
A safety feature innate to combos wherein successive hits deal a this takes placein the air as muchas on the ground, thanks to the aerial
dwindlinq percentaqe of base damage. Prevents combos from being mobility exhibited by so much of the cast, and because of the flexibility
damage scaling , , . " ... ., . . ... offered byteam dynamics and crossover assists
totally overpowering. Damage scaling is considerably lessened with
X-Factor active, and it doesn'tapply to level3 hyper combos at all. A catch-all fiqhtinq qame term that indicates an action is guaranteed and
"lor frpp
A quick movement. Dashes are vital to covering distance quickly, risk-free, e.g., "after guardingi X.move,..you can land Ycombo forfree."....
regaining positioning after being pushed back with advancing guard, and Refers to directions toward your opponent. This guide assumes your
keepingyour competitor on their toes. Can be accomplished either by forward character is on the left side of the screen (often called the 1P side),
tapping'O'C3 or'O'C5-, or by pressing <^or^..*..-..... facing your adversary on the right, for fory/ard is.rep.resented.ass>..
Anaggressive movement towardthe opponent. Accomplished with
c>c> 0rC> + . Most characters can cancel their dash at any
orwar as ^ ^ mQs{ actjons bu, a ,ew cnaraciers can only cancel their dash
aftera certain point, and somecharacters: can't.cancel| theirdashesat all.
forward jump Sometimes called offensive jump. Tap O to jump forward. Tap fy first
for a forward super jump.
frame TJ]e.9am?.'s unit of[time.measu^reme^L.M.frarn^s.is.eq.u^J.to onesecond. glitch Synonymous v/ith bug.
Most encounters in the game result in one character ready to act slightly Hit state in which a character is ricocheted forcibly off the ground.
before the other. Being able to act before your opponent is called frame ground bounce Victim is vulnerable to further punishment. Only one ground bounce is
frame
advantage, or simply advantage. When your competitor can act first, normally allowed per combo, though exceptions to this rule exist. '
advantage
you are at a frame disadvantage, or simply disadvantage. The concept of After knockdowns at ground level, the target springs back up to their
/frame
disadvantage
frame advantage or disadvantage can be expressed with a numberfor feet instantly and automatically. By holding O3 orO", this recovery
ground recovery
example, +6 would indicate a frame advantage of +6. meaning you can can be directed. Victims are momentarily invincible while recovering
act six frames before the opposition. from the floor, and crossover assists can becalled. _
Intentionally placing very small, educated gaps in an offense so the A critical defensive action that negates some or all of the damage
opponent has time to stick out an attack, just in time to be counterhit. sustained from incoming attacks. In the air, guarding is accomplished
frame trap
You v/ant these gaps to be very small, just a few frames; long enough for simply by holding any backward direction, relative the opponent's point
your rival's attack to startup, but notlong enough foritto beactive. character12 .O3 , or^5 , itdoesn't matter. On the ground, you must
guard choose to guard either standing by holding "C3 , or crouching byholding
? . Standing guard will block incoming high and mid attacks, while
crouching guard will block incoming mid and low attacks. Guarding is
not impenetrableunguardable attacks and throws ignore guard. Also
frame PAW A BRIEF PRIMER called blocking.
Throughout this guide, we refer specifically to frame In previous Vs.series titles, speaking very generally, characters could
illustrate the actual period of time taken up by attacks and actions. This only act once per normal jump. This meant that characters who attacked
information may seem daunting at first, especially if you're unfamiliar while normal jumping were then unable to guard until landing; more
with frame data up until now, but as you play the game while referring significantly, it meant that characters who guarded something in the air
to this guide, you'll quickly grasp the ideas involved and appreciate the guard break and then stopped guarding could not guard again until landing. It turned
out to be very easy to create situations where this was exploitabletake
usefulness of the data.
every single time a partner character fell in to replace a knocked out
STARTUP frames always include the first active frame, for ease of reading point, for example. However, in UMvC3, normal jumps are not restricted
to find possible links. For example, a character with a +8 advantage will in the sarne way, and.guard breaksare no longera threat.
be able to link any move with 8 or fewer startup frames, thus creating or The period of time a character spends stuck in a defensive animation
perpetuating a combo. while successfully guarding. While engaged in guardstun, the only
guardstun actions possible are crossover counters, advancing guard, and
ACTIVE FRAMES represent the number of frames in which an attack can
X-Factor. Characters stuck in guardstun cannot be thrown until the fifth
actually contact the opponent.
frame after guardstun ends.
RECOVERY FRAMES start 1 frame after the last active frame of non- Any situation where you cannot be sure what will happen, and you are
projectile moves and end the frame before the character returns to a guessing game forced to take a guess. It is beneficial to set these situations up in your
neutral state. Once recovery is complete, the character is free to perform favor, and avoid them yourself.
another action. An unrecoverable knockdown that creates an OTG opportunity by forcing
the victim to lie still for a moment. OTG-capable attacks can strike foes
PROJECTILE RECOVERY starts one frame after the last projectile released
who are lying prone. Hard knockdowns occur after most throws, some
becomes active and ends the frame before the character can perform
hard knockdown special moves and hyper combos, and after launcher combos that
anotheraction. For example; if Ryu's Hadoken has a 10 frame startup, end with special attack. Victims ofhard knockdowns eventually
recovery starts on frame 11. recover in place like after a knockdown, or they can opt to roll to one
FRAME ADVANTAGE is always shown assuming that the first active frame is side or the other byholding"C3 or'O".
the one to make contact with the opposing character. In effect, this makes An attack that strikes crouching opponents and must be guarded
the remaining active frames a part of recovery, as well. Timing attacks to standing. Commonly called overheads. Most air attacks are overheads,
high attack
along with some command attacks, some special moves, and
strike during the end of active frames (a "meaty" attack) results in more
frame advantage, but this is not always feasible. .....A.^u.m.a~Xanc, c-.y'R?r7. assists.
Hitboxes are hidden engine mechanics that dictate how interactions
Frame advantage usually (but not always!) differs depending on whether between characters play out. They're called hitboxes because of their
the opponent eats an attack or guards it. If your adversary guards properly rectangular appearance in most fighting games, but in UMvC3, they are
and pushes your character away with advancing guard, the issue of actually "hitovals" rather than hitboxes. There are three typesattacking
frame advantage or disadvantage is usually rendered irrelevant due to hitboxes, which dictate the area of an attack that can actually impact
the separation created, though some characters have methods to keep hitbox the opponent; defending hitboxes (sometimescalled "hurtboxes"),
advantage even when pushed out with advancing guard. which dictate the areas of a character's body that can actually be struck;
and push hitboxes, which dictate how characters push against or pass
Inllilaim [uJ'uM Zw'HJO I ^mDmm^LW around one another in physical space. Hitboxes are not visible to the
player, and they are not necessarily tied directly to the animation of a
FRAME PAW. given attack or the posture of a character.
Parentheses indicate inactive frames in the active frame column. For Visually confirming that an attack is successful before initiating follow-
example, 5(3)5 would indicate that there are 5 active frames, then 3 hit confirmation up attacks. Crucialto avoid putting yourself at too much risk when
inactive frames that cannot interact with the opposing character, and then attacking and to avoid wasting opportunities. Also called verification.
5 more active frames. Certain attacks cause types of hitstun that is different than the
normal reeling animation. These states include capture, crumple,
When the tilde (~) is used, it means that the values can be either one of hit state
hard knockdown, ground bounce, spinning knockdown, stagger,
the listed values or somewhere in between, depending on the move and and wall bounce.
situation. A common example is for moves that can be charged. Other The period of time a character reels after being struck by an attack. No
examples include moves that can require repeated button presses to hitstun actions are possible during hitstun. Beingstruck again during hitstun
increase the number of hits by a limited amount, or moves that have some creates or perpetuates a combo. Also called hitreel.
other mechanic that can cause any of the data to be variable within a fixed Safetymechanism in placeto help preventthe infinites that have (to
range of values. a degree) characterized the Vs. series up to this point. As hits pile up
in a combo, eventuallya threshold is crossed where the length of time
Similarly, when / is used, it indicates values for different states of the
that hitstun lasts begins to degrade (character and situation depending,
same move. For example, charge moves that have multiple stages that
this usually begins after 6-12 hits, with less leeway for ground and
increase the power in each stage, such as Zero's Hyper Zero Blaster. When hitstun decay
normal jump combos than super jump air combos). This dwindling
a character is in a powered-up state that drastically alters a majority of a hitstun naturally makes combos harder as they go on, eventually making
character's data, such as Wolverine's Berserker Charge, italics ate used to it impossible to continue. Works hand-in-hand with damage scaling
indicate the altered data while that character is in the powered-up state. to somewhat limit the potential of combos. Some hit states, such as
capture-type moves ordizzies, areimmune to hitstun decay.
'The contents ofthis strategyguide are basedsolely onthe reseat lliTiUMnthlii'^m
Tg/'
The apex of a character's power is deployed during a hyper combo. A powerful hyper combo that requires three bars of hyper meter to use.
Hyper combos require bars from the hyper combo gaugemost hyper A big reason that these hyper combos are so strong is that they are
combos cost one level, though some characters have more powerful unaffected by damage scaling, so they make ideal combo enders. You
level 3 hyper combos. Phoenix has a unique hyper combo that activates can THC to, but not from, a lv.3 hyper combo, and lv.3 hyper combos
automatically if she is knocked out while possessing five bars. As cannot be canceled with X-Factor.
hyper combo holdovers from Street Fighter, sometimes also called supers or ultras. Perpetuating a combo using moves that have completely recovered
Most hyper combos deal direct damage to the target, though some hyper rather than canceling or chaining moves. As an example. Spencer's
combos are intended to enhance abilities for a limited period of time or link <S> * overhead can't becanceled into^ \ C> + for a
activate other effects. Team members can chain hyper combos one after combo, but the second move can be linked after the first by performing
another while also tagging out with team hyper combos, or perform it as soqn as possibIe.
.....hyper combos; simultaneously through crossover combinations. All the way across the screen, out of the immediate range of any
Meter at the bottom of the screen that displays how many levels of opposing attacks. Combat at this distance is based on either zoning
energy you have available for use on powerful techniques. Built up the opponent out or trying to find a way back in. The quickest threat
. . primarily by interacting with your rival, with hits or blocked attacks. long range from this distance is a fast beam hyper combo like Akuma's
hyper combo l; , , . , . .,,
The hyper combo gauge powers hyper combos, level 3 hyper combos, {/ \ C> + , hold . The fastest way in from here isfor
crossover counters, snap backs, team hyper combos, crossover teleport-capable characters to call an assist that gives them some cover,
combinations, C. Viper's EX special moves, and Phoenix's Dark so they canteleport behind or on top oftheopposing character.
Phoenix Rising. Anattack that must be guarded crouching. Manycrouching
hyper meter Acommon shorthand for hyper combo gauge.Also super meter. attacks hit low, along with a handful of crossover assists
A never-ending combo. Hitstun decay in UMvC3 prevents most 01 n':!C (Deadpoola, Feliciaa, Phoenix Wright7, She-Hulka,
infinites in the traditional sense, though inevitably some infinites are Wesker(3, X:23(3).
infinite still possible, whether because of experiencing increased speed during The combination of basic attacks a character can use to chain combo,
magic series ,, .,,.,
X-Factor, using special moves that ignore hitstun decay, or employing Also called chain combo archetype.
extremely exacting techniques. Several definitions; can refer to pressing basic attack button inputs
instant No attack is truly "instant," but some air basic attacks performed just rapidly (as is required to execute certain special moves, or to maximize
overhead after leaving the ground for a jump do a good impression. the damage of some hyper combos). Can also refer to unseasoned play
, . , When a match ends by time-out, with neither side having won outright, that does not involve premeditation, reads, thinking, or guarding. Also
udqment
the winner is determined by remaining vitality. Thisis called judgment... slang to refer to repetitive tactics, e.g., "mashingout fireballs." (In that
Jargon referring to a character striking an opponent who is in the air, case, synonymous with spamming.)
stuckin aerial hitstun. Used invery many, if not most, combos. Anattack performed so that it hits very late during its active period.
jump See normal jump and superjump. In effect, this shortens the move's recovery period since earlier active
, . Refers to canceling an attack with a jump of some sort. Everyone can frames have already elapsed (the frame advantage/disadvantage shown
ump cancel <-
super jump cancel t? on hit (but not on block) simply by holding in this guide assumes that a move strikes on the first possible active
any upward direction. Some characters have basic attacks that can be frame). Landingan attack "meaty" results in greater frame advantage,
cancel
canceled >yith a JHCCP simply bytapping anyupward direction. and thus, follow-ups/combos are not normally possible.
An air attack performed while jumping or flying at a grounded An attack that can be guarded both standing and crouching. This
jump-in opponent. Useful for putting on pressure, beginning combos, and is different from low and high/overhead attacks, which must be
setting up throws. guarded either crouching or standing, respectively. Most standing
The Japanese term for canceling a move very quickly after mid attack basic attacks are mids. Mid attacks go mostly unspoken when
activation, within a fraction of a second. Frequently, this is done talking about 2D fighting games, as they are a much more important
kara-cancel before a move even perceptibly animates. Properties of the move concept in 3D fighting franchises like Dead or Alive, Soul Calibur,
canceled can sometimes be transferred to the follow-up move, such ...I?AfeQi.h?$.yM3My!!!?.(
as forward movement. Refers to where characters stand on the edge of each others' poke
A knockdown is when a character is either knocked off their feet mid range range. Not as far apart as long range, but neither is it fighting in a phone
on the ground, or off-balance in the air. After being knocked down, booth at close range.
a character automatically either air recovers or ground recovers, Refers to a tactic that only works midscreen and doesn't function
depending on proximity to the earth. The stricken character recovers properly in a corner. Usually, this is because of reasons of spacing,
in place automatically; they can also be directed to recover forward midscreen only likean assist behaving differentlyin a combo in the corner rather
or backward by holding C* or^ . Not every knockdown iscreated than midscreen, or Captain America's shield having varied travel time
equal... while most moves cause knockdowns that lead to recovery depending on screen position-
after just a moment, some knockdowns last much longer before Presenting the opponent with a situation where they have to guess
knockdown .. ' . ... ,. . . ....
the character recovers. In these cases, the reeling character is still between oncoming threats. A good mix-up demands that options be
vulnerable. Once the recovery portion of a knockdown begins, reeling defended against differently, such as deciding between guarding low,
characters are then invincible until they are able to act (assists can be h.'.?h.'..9.r..^[?.a!<.i.n9..a.!^?.^:
called during recovery, though). Hard knockdowns are an effect, distinct Button presses in StreetFighter register on release as wellas the initial
from knockdowns, in which the stricken character does not recover press, for purposes of special moves. Negative edge refers to using
immediately and is instead susceptible to OTG-capableattacks while the releaseto activate special moves. Negative edge is NOTan engine
lying prone. Guessing games employed against recovering adversaries ___jealute\n UMyC3.
are called okizeme.
An attack performed by pressing , , or . The resulting normal
knockdown .,, _ normal attack attack varies depending on whether a character is crouching, standing,
, Synonymous with OTG.
follow-up
or airborne. Synonymous with basic attack.
HoldO3 orcO while being knocked down to use knockdown recovery Anupward leap into the air, accomplished bytappingany upward
knockdown to rise from thefloor inthe desired direction. Without directional input, direction. Sometimes called normal jump to distinguish from super
recovery characters recover in place. Characters are invincible during knockdown jump,the latterof which is accomplished by tapping v Just beforeany
recovery, and crossover assists can be called. upward direction. Crossoverassists can be calledduringnormaljumps,
norma |ump un|jke ^^ jurnps. Some characters cannot perform the full air chain
Aground combo thatleads to , which launches the opponent. From
combo during a normal jump. Flight activated during a normal jump
here, you can hold any upward direction to super jump cancel , adoptsthe properties of a normal jump. Characters struckin midair will
then you can continue with an air combo (with "auto super jump"set
be in a normaljump state after air recovery.
launcher combo t0 ^ under operation mode options, you can simply hold down Initials meaning one-character victory. Refers to winning without
to launch and then super jump automatically). Aircombos that start
OCV swapping out the first pointcharacter. Typically quite embarrassing for
with launcher and end with air cause flying screen and a hard the victim! The only fate worse is getting periected...
knockdown. Air combos that startwith launcher then proceed toa
directional input + lead into team aerial combos.
An advanced fighting game concept, critical to successfully employing Damage that has been sustained but is not yet permanent. Half of initial
and defending against mix-ups and guessing games. An option select damage on point characters, and all damage on partner characters, is
is a combination of inputs or actions that can defeat or defend against inflicted as red damage. Partner characters recover red damage over
multipleoptions at once, removing some of the guesswork from playing. time, and point characters recover red damage during X-Factor (and a
An example would bealways performing basicattacks as'C11 or reddamage few other methods, such as Dante's Devil Trigger hyper combo).
option select & + . Doing this means that you sometimes score throws or A partner's red damage becomes permanent if they become the new
break away just because you happened to be doing the throw input point character via: a crossover attack (hold loom ); the previous
also. Without being in position to throw, or without a throw incoming to character is knocked out; the opponent forces them in with a snap back
break, you'll simply perform a heavy attack, which is what you wanted A \C> + ona ).
to do anyway"accidentally" scoring a throw, or breaking one, is just Intentionally ending a combo in a confusing manner, such that another
icing on the cake. combo or mix-up can be started up. Often attempted in order to
reset
Initials meaning off the ground. While opponents are floored from a circumvent damage scaling, since starting a new combo resets the
hard knockdown, they can only be hit by OTG-capable attacks. It is combo meter and thus the scaling.
_T_ possible to OTG repeatedly in the same combo. Situations where OTGs After being knocked down, stricken characters rise in place
U Iu
are possible occur after any hard knockdown. While some characters automatically, but theycan also be made to roll byholding either*^3
are capable of OTG combos on their own (an extremely valuable ability), orO". Rolling toone side orthe other keeps the waiting opponent
other characters require the services of OTG-capable crossover assists. on their toes, forcing them to act differently than if they could be sure
Synonymous with high attack. Most air attacks are overheads, as well recovery rot of where you'd stand. Craftycompetitors often have mix-ups ready
overhead as some command attacks, special moves, and crossover assists to spring on rolls, however, so watch out. Also called knockdown
.(Akuma7, C.: Viper7,.and.Noya(3). recovery. Characters rolling to their feet are invulnerable, and
An ally waiting in the wings, ready to assist. Call them in for a crossover assists can be called while rolling! The aerial counterpart to
crossover assist by tapping uasa . Hold EHZJ. for a crossover recovery roll is air recovery.
attack, an overhead strike that also replaces the point character with Performing a move at the first possible frame following the end of
partner the chosenpartner. While guarding on the ground, tapC> + EUSM guardstun/hitstun/knockdown states. Moves that are invincible on the
tora crossover counter, which also swaps control to the partner. Team reversal first frame make the best reversals, as nothing beats them out. Reversal
aerial combos also employ partners, as do team hyper combos and is also used as a generic term describing any situation in which you
crossover combinations. thwart (or reverse) the opposing player's intentions.
Thevitality gauges for partners are displayed above and below safe on guard/ Refers to attacks that do not leave the user open to guaranteed
the vitality gauge for the current point character. "ASSIST OKI!"is block punishment if guarded.
..... displayed on this gauge whenever a partner is ready to be called again, A simplified control scheme that can be selected instead of normal
Vllallly QaUflc
though assists can actually be summoned again a few frames before mode. Special moves and hyper combos do not require motions and
ASSJST OKI! appears. can instead be activated with the press of a button. Not all attacks and
Awin achieved without sustaining any damage (or by sustaining red simple mode tactics are available in simple mode, however. This guide assumes the
damage, but having it regenerate before the match ends). The chaotic use of normal mode, but the tactics do translate to simple mode, as
. . team-based nature of MvC3 makes perfects exceedinglyrare compared long as the recommended options are actually available. Simple mode is
to other fighting gamesthe vast majority of players willnever score detailed more thoroughly earlier in this chapter.
a perfect in MvC titles! As with OCV, it's pretty humiliatingto be on the Refersto repeated use of a given moveor tactic, e.g., "spamming triangle
spamming
receiving end! jumps" or "spamming fireballs." Can be synonymous with mashing.
A term that refers to pushing a button exactly one frame after another
button. Originated from Street Fighter IV, where plinkingallowed for
An attack performed with . Differs depending on whether your
... much easier linking. In UMvC3, plinking has various uses, the most
character is grounded orairborne. can bechained into from almost
prominent of which is to kara-cancel dashes or airdashes into one
any basic attack. Grounded will launch the opponent. During
special attack a launcher combo, neutral air causes a hard knockdown, while
another. Plinking is indicated by button presses separated by a tilde, as
direction + causes anair exchange hit that leads toa team aerial
in- (in that example, press immediately after). combo. The special attack button is also used for some special moves,
The character currently being directly controlled on-screen. The directional
such asv 2 < + flight and the + specials possessed
... . inputs, basic attack buttons, and special attack button are used to issue
point character . , by much of the cast.
commands to the point character. Partners wait in the background, ready
Anattack or action performed with a sequence of commands, ending in
tobesummoned as crossover assists by tapping BBS .
an attack button press. Most basic attacks can be canceled into special
. Anattack that, because of speed, priority, or range, is relatively safe to special move
moves, which forms the backbone of combos. Specials themselves can
.....use forpressuring or zoning youropponent.
(mostly) be canceled into hyper combos.
,., ,. Acharacterwhose primary purpose on your team is to provide the main
primdry nssisi Knockdown effect caused by certain moves. The duration of the spinning
crossover assist.
spinning knockdown varies depending on the move used to cause it. After the
primary user ^character^.whoseprirnaiypurpose on your team is to expend hyper meter. knockdown spinning effect, the victim air recovers or ground recovers, depending
priority The likelihood that.one.attack is going to beat another,
on where they end up.
A ranged attack that is a distinct object, separate from the character who
Refers to using lateral airdashes performed very low to the ground.
produces it. Many characters have projectiles, which are valuable for
Can also be called an instant airdash, squaredash, or box jump. Square
both long range tactics and close range pressure. Beams have similar
jumps are used to strike the target with a fast overhead attack, to pass
projectile function, but they workslightlydifferently. When projectiles clash with
square jump just over their heads with a cross-up, or to pass clean over the foe,
other projectiles or beams, the projectile that wins the exchange and
hopefully after having called a crossover assist that lands on the side
continues forward is determined by hidden values called projectile
your character just vacated. Doingthe same thing but using a diagonal
priority and durability points.
airdash rather than a lateral one is called a triangle jump.
When projectiles or beams (or attacks that can destroy projectiles,
Hitstate caused bycertain attacks, like Amaterasu's ThunderEdge
such as some of Dormammu's or Sentinel's basic attacks) strike each
stagger C'O' + (hold). Victim staggers on their feet and isvulnerable to
other, hidden properties dictate which projectile wins. The first check
further punishment.
.... is projectile priority. Projectiles either have low, medium, or high
A character idling, walking, or dashing on the ground is in a standing
... priorityagainst other projectiles or projectile-likeattacks. Higher-priority
state. This is distinct from crouching or jumping. Basic attacks
projectiles destroy lower-priority projectiles outright. When equal-
performed are the standing variants, and any flight mode initiated has
priority projectiles collide, durability points come into play, and the two
the characteristics of a normal jump. Characters must guard while
projectiles chew away at each other's durability points until the lesser standing
standing to block overhead attacks; low attacks crush standing guard.
projectile is destroyed.
When standing basic attacks are required for combos, we will preface
pushblock Anotherterm f0r advancing guard.
these attacks with "STANDING," or the abbreviation "ST." in our
The period duringwhich a moveis still animating but is no longer
combo transcriptions.
recovery active. Characters are vulnerable duringthis period. Cancelinga move
avoids this period altogether. standing guard Accomplished by holding'C3. High and mid attacks can beguarded
standing. Low attacks will not be guarded, and throws cannot be guarded.
w The length of time a move takes to become active and capable of
connecting, assuming it strikes on the first possible active frame. The
Refers to using diagonal airdashes immediately after a jump to return
to the ground quickly, potentially with a high-hitting air attack. Fast
fastest attacks are active in as few as 2 to 4 frames, and throws are triangle jump mix-ups between triangle jump air hits and low attacks are very hard to
active in 1 frame. guard consistently. Using lateral airdashes to achieve the same effect is
Property innate to certain moves, in which one incoming hit will be called square jumping.
super armor
absorbed without interrupting the attack. Generically, simply refers to ceasing flight by re-inputting the command
Performed by quickly tapping down, then any upv/ard direction within {} 2"d3 + . Unfly can also refer to using the manual cancelation
9 frames. Super jumps go much higher and travel farther than normal unfly of Flightto cancel the recovery of an air basic attack. Unfly allows for
jumps. Chain combos and command attack use are unrestricted during extended air combos after flight expires. Characters can also unfly and
super lump . . , .
super jumps. Crossover assists cannot be called during a super jump, guard inmidair while Jailing..to the.groundI to block incoming attacks.
however. Flight activated during a super jump inherits the properties of An attack that cannot be guarded. Throws are unguardable, as are
... a super jump. some moves like C. Viper's fully charged Focus Attack. Also called
On the ground: see crossover attack. In the air: see air exchange and unblockable. Situations that are unblockable, or close enough to be
tag-in team aerial combos. Using hyper combos: see team hyper combos. , L, indistinguishable, can also be created by striking simultaneously with
unguardable . . . . ... .
Using guard: see crossover counter. overhead attacks along with a low-hitting crossover assist, or vice-
Activated by pressing Select or Back, this is a humorous action designed versa (Deadpoola, Feliciaa, Phoenix Wright7, She-Hulka,
taunt to rile your opponent. No other effect. Cannot be canceled with other Wesker3, and X-23(3 hit low; Akuma7, C. Viper7, and
actions, except X-Factor activation. Nova(3 are overheads).
An air combo in which the next partner is swapped in to continue the . Refers to attacks that are risky when blocked because an alert opponent
unsafe on guard . ....
aerial assault. Accomplished by chaining into-^J1 or\/ orO3 or is assured an opportunity to punish you.
<> + after launching anopponent. These special attacks are Refers to insuring that an action is successful before performed desired
often called air exchange orair tags, v + builds an entire bar of follow-ups. Success is dependent of the speed of the attacks and the
team aerial hyper meter, while ^> or'C3 + ERASES one of your opponent's verification reaction time of the player. Also called hit confirmation. Verification is
combo (TAC) hyper meter bars! \} + deals slightly more damage and puts a vital skill to avoid needlessly using resources or putting yourself at
your competitor into better juggle position (but has no unusual hyper unnecessary risk.
meter consequence). For each character who tags in during a TAC, The meter at the top of the screen that displays remaining health.
normal hitstun decay is ignored, allowing extended air combos that are vitality gauge When this is depleted,a character is knocked out. Red damage is not
otherwise impossible. permanent, and it can be recovered.
Team aerial combo (TAC) attempts can be thwarted by pressing the This refers to the frequent situation where one character is standing and
same command your opponent used to execute the combo within 15 another is floored, waiting to rise with ground recovery. The standing
frames: either^ + ,{} + .or^ or"=I> + (the game wakeup character has a large advantage here, since mix-ups can be staged
does not differentiate between "C3 or1^ + in air combos). against a floored foe as they recover from the ground. The Japanese
team aerial You are only allowedone escape "guess" per TAC break window, and term for mix-ups staged against a rising foe is okizeme.
counter inputting neutral (which itself does not count as a potential team Hit effect in which a character is ricocheted forcibly off the wall. Victim
aerial counter command) prevents a correct direction + input wall bounce is vulnerable to further punishment. Only one wall bounce is allowed
afterward! The different air exchange hits are actually color-coded per combo.
to aid the potential escapee: upward is red, sideways is green, and Canceling one dash into another to cover space more quickly. Required
downward is blue. for certain combos and more or less just required for movement in
Whilea hyper combo is in progress, input a hyper combo command for high-level play,which is characterized among other things for its speed.
the next character in the team order, and that character will tag in with wavedash Wavedashing is accomplished by interrupting a dash by tapping down to
team hyper that hyper combo. This is called a team hyper combo. You can continue crouch, then dashing again. It's faster touse command dashes ()
combo (THC) to team hyper combo until you either run out of hyper meter or until all than double taps for this (alternating , V is by nature
three characters have participated. Team hyper combos are invaluable faster than "Of^v5, .^ .O'C3"; it's basically three inputs versus five).
for extending combos and for tagging out ailing characters safely. whiff Missed attacks, whether intentional or not.
. . Generic term referring to an escape action, such as "tech throws" or System newto the MvC3 series in which, once per match, a team
tech
tech rolls. can unleash its true potential for a brief period. Activated with
A warping movement power possessed by many characters. Teleports + + + . Speed and damage output are increased, and
are vital for offense and cross-ups. X-Factor red damage recovers more quickly. The effectis more substantialwith
fewer characters still standing. Newto UMvC3, X-Factor can be activated
An unguardable attack performed with C5- orO3 + at close
at any time,whether grounded or airborne, except during hitstun,
range. Throws are possible both on the ground and airborne, and they
throws, or lv.3 hyper combos.
are active in 1 frame. Almost all throws result in a hard knockdown that
X-Factor can cancel almost any action, at almost any time. X-Factor
the opponent can't quickly recover from, which often allows an OTG
can therefore be used to create otherwise-impossible combos and
throw follow-up depending oncharacter andposition. Normal throws can be
setups. Canceling other actions with X-Factor is indicated in our combo
escaped ifthe victim inputsC5" or'C3 + v/ithin 7 frames ofthe
start of the throw. Special move throws, often called command throws,
transcriptions with 2&.:
Refers to keeping your opponent in a particular range that is beneficial
are executed with directional sequences followed by a button press, and
to your charactersand gameplan, whilebeingdetrimental to theirs.
these are not escapable.
A quick move used to incite a particular reaction. For example, most
crouching light attacks give an opponent the expectation that more
crouching attacks are coming, inducing them to hold down-back
passively. This presents an ideal opening to step forward and throw.
tick Unsurprisingly, this common tactic is called a "tick-throw." Once your
adversary is conditioned to expect a throw after the tick, you can then
chain into delayed attacks after the tick to potentially counterhit their
throw reversal attemptthis kind of layered baiting, with measured,
intentional gaps, is called a frame trap.
Originated with SFITs Sagat, whose Tiger Knee special move required a
command of v ^ C>7 + kick. In UMvC3, tiger knee motions are
tiger knee usually used to combine the commands for a jump with a special move,
so the special is performed at low altitude just after a character leaves
the ground for a jump.
The clock ticking away remaining match time at the top-center of the
screen. When this hits 0, the team with the most vitality remaining is
timer declared the winner. If both teams have the same exact amount of life left
(based on percentage of vitality gauges still full),the match is declareda
draw. (In MvC games, a draw is even more rare than a perfect!)
vs. Capcom [
2000: MARVEL VS. CAPCOM 2: NEW AGE OF HEROES
MEL SUPER HEROES ~" MARVEL VS. CAPCOM 3:
FATE OF TWO WORLDS
MEN VS. STREET FIGHTER
IMATE MARVEL VS. CAPCOM 3

1998: MARVEL VS. CAPCOM: CLASH OF SUPER HEROES


Video games haven't been around for very long. Their tenure as anaccepted and important part of modern culture is even shorter. Their utility as a forum for recognized, skilled competition
is briefer still. This is easy to take for granted now in the days of photo-realistic blockbuster games that reproduce settings real and imagined to the^finest detail, which foster and support
international competitive scenes andtournaments, while sometimes out-grossing Hollywood films. Where games started as rudimentary text interfaces, or a paddle wheel, ora directional
control and a single button,we now havecontrols sometimesapproaching the nuanceof a musical instrument.

Of course, things didn't startout that way. During itsinfancy, gaming was regarded as a single-player diversion for children. Controls were simple, by and large. Direct competition between
players was non-existent outside ofcompeting for high scores, which themselves were attained mostly through memorization, pattern recognition, and sheer endurance. Dallas-based
id had notyet essentially created both online competitive play andcatapulted thefledgling FPS genre with DOOM. Midway's NBA Jam had notyetsaturated every place itwould fit into.
Blizzard's monster franchises Diablo and Starcraft were years away, World ofWarcraftfurther still. Arcades existed toinhale quarters with punishing games like Double Dragon, Final Fight,
Shinobi, and TMNT.

But then, in1991, Capcom released Street Fighter II: The World Warrior. The"//"inthetitle may as well beapocryphal; Street Fighter thefirst bears little resemblance to itsrevolutionary
sequel. Most games used a button orthree (the original Street Fighter famously had arcade cabinets with only one large pressure-sensitive button, theprimary purpose ofwhich seemed
tobetobreak). This game used six, all ofwhich had many different contextual results (jumping, standing, crouching). Does thatseem quaint now? Itwasn't, then. In action games at the
time, player-controlled characters had an arsenal ofactions numbering inthesingle-digits. InStreet Fighter II, every single character had dozens ofmoves, andthere were a dozen distinct
characters. With a few exceptions, most characters were decidedly different, creating aninterlocking web made ofdozens ofdifferent matchups, each with their own insand outs.
S/7/was, simply put, the quickest and most complex video game yet seen for head-to-head competition, requiring for success thehighest dexterity, along with themost practice and
foreknowledge. Anew genre was born, and thepurpose ofarcades (and gasstations, and convenience stores, and pizza places, and busstops, and bowling alleys) changed entirely. If you
wanted to play Pop-A-Shot, ski-ball, a skill crane, or pinball, you'd have to shoulder pastdozens ofplayers crowded around SF//cabinets, players clutching their dot-matrix-printed move
sheetsor theirnow-ancient issuesof GamePro filled with movelists and ProTips; players unbridled in theirenthusiasm to see who was the best.

Arcade machines then still represented the cutting edge; not until the Sega Dreamcast and Sony PlayStation 2 did consoles start tocatch up totheexperience ofthebest arcade titles, and
not until the Xbox 360 did the online experience begin tocatch up tothe social feel ofthe arcade. For a time, arcades were not the fringe establishment they are now: absent in most places,
usually corporate orgimmick-driven where they remain. Instead, arcades were the definitive gaming experience. Only a few bastions remain inNorth America to remind us ofwhat once
was...Game Galaxy in Nashville, orArcade UFO in Austin, orFamily Fun Arcade in Los Angeles, toname afew that hold out against the proverbial dying ofthe light.
But, while traditional arcades arelargely a relic today, those players are still around, still huddled, still boisterous intheir passion and razor-sharp intheir skill. The difference isthatnow
you'll find them online, orat tournaments, oratyour cousin's house, oryou'll invite them over, ormeet up with them atwebsites like shoryuken.com. And SFII isnow not the only game
in town (though, amazingly, it's still aroundsee the recent success Super Street Fighter II: HD Remix!). Competitors from other developers sprang up more orless immediately, and SFII
itself directly spawned dozens more fighting games from Capcom. The core of most of these games isnot sodifferentcontrols are generally still rooted in the fundamentals laid down by
SFIIbuttheimportant aspects ofgameplay ineach title andseriesdiffer greatly.
Almost all ofthese titles, even today, feature one-on-one battles with mechanics and pacing that resemble SFII. But in 1994, Capcom went for something a little looser, less rigid and
disciplined than the SFII series. Drawing on the massive treasure trove ofbeloved Marvel Comics creations, Capcom released X-Men: Children olthe Atom (usually referred toin fighting
game circles as, simply, COTA). This was the first game ina string ofbeefed-up fighters that kept the bedrock concepts ofSFII, but, in the details, spun off in a new direction entirely. This
was the beginning ofwhat isnow known as the"Vs." series, the fighting game taxonomy that leads directly to Marvel vs. Capcom 3:Fate ofTwo Worlds. Foreshadowing the fully fledged
crossovergames that later defined the Vs. series, Capcom'sAkuma was even present as a secret character!

I3&Sffl]ta(iflilQ
Akuma (secretcharacter) Psylocke
Colossus Sentinel
Cyclops Silver Samurai
Iceman Spiral
Juggernaut (sub-boss) Storm
Magneto (boss) Wolverine
OmegaRed

The next year,in 1995, COTA would get an indirect sequel inthe form of Marvel Super
Heroes (or MSH). New heroes and villains appeared, and gameplay was spiced up further
With the introduction of Infinity Gems, Thanos-related power-ups that could be picked up to
enhance the power of your character.
m
WbbM aw \SmmCMhp Another year broughtanother update, and X-Men vs. Street Fighter released in 1996. Now,
Blackheart Magneto
Captain America Psylocke things were heating up! Fulfilling the potential hintedat with secret Akuma in COTA, X-Men
Doctor Doom (sub- Shuma-Gorath vs. Street Fighter (predictably usually just calledXvSF) was a full crossover battle between
boss) Spider-Man Capcom and Marvel characters! Not onlywas this the first crossover fighting game, but it
Hulk Thanos(boss) was also the first game to forgo one-on-onefighting for team combat. Asthe first team-
Iron Man Wolverine based fighter, it also blazed a trail inthe sense that characters fought together, rather than
Juggernaut simply oneafterthe other(as is the case in most team-based fighting games since). Battles
were fast and fluid, and deep team dynamics emergedwith two characters to your team,
youcould have somematch-ups that were badforone hero, butgood forthe other; you could have onecharacter that you preferred to
usehyper combo gauge with, while the other primarily built it up; andso on.XvSFv/as very popular, butthis popularity underscored the
disparity that thenexisted between arcades andconsolesthe eventual PlayStation 1 version was stripped down, removing the tag battle
feature that madeXvSF stand out. Home consoles at the time simplylacked the memory to handleall the action and characters! However,
the Japanese release oftheSegaSaturn version actually came with a RAM cartridge that upped the system's capabilities specifically to
run XvSF at full potential. Fighting games would not justincrease the complexity of gamingthey pushedthe envelope for hardware
requirements, as well!

msm m, mm m (mm?
Marvel Capcom XvSF earned the first direct sequel in the Vs. series with 1997's Marvel Super Heroes
Apocalypse (boss) Akuma
vs. Street Fighter. Thistitle retained the tag-team fighting of its progenitor, while adding
Cyclops Cammy the ability to directly call youroff-screen teammate to briefly assist in battleapart from
Gambit Charlie
the initial tag-team concept inthe first place, this would become r/re defining traitof
Juggernaut Chun-Li
the then-forthcoming MvC series. Like XvSF, MSHvSF would require the services of the
Magneto Dhalsim
SegaSaturn'sRAM cart fora faithful home version, andeven then only inJapan,as the
Rogue Ken
PlayStation 1 portagain excised features. Happily, with the release of the SegaDreamcast
Sabretooth M. Bison
around the corner, this kind of feature-stripping to squeeze arcade games onto home ports
Storm Ryu was close to being a thing of the past.
Wolverine Zangief

EHkbD Sdjjtip Mm taSMLllMMa?


The full promise and breadth of ideas Marvel Capcom
attempted in COTA, MSH, XvSF, and Apocalypse (sub-boss) Akuma
MSHvSF were then synthesized into the Blackheart (secret version:Mephisto) Chun-Li
first of a new series that would become a Captain America (secret version: U.S. Agent) Dan
sensation. Marvel vs. Capcom: Clash ol Cyclops Dhalsim
SuperHeroes released in early 1998, with Hulk Ken
a Dreamcast port following around a year Omega Red M. Bison
later that was, for the first time, virtually Shuma-Gorath Ryu
indistinguishable from the arcade version. Spider-Man (secret version: Armored Spider- Sakura(secret version: Evil Sakura)
MvCt retained the tag combat of XvSFand Man) Shadow (Evil Charlie)
MSHvSF, while casting the Capcom net Wolverine Zangief (secretversion: Mecha-Zangief)
wider to include characters from throughout Cyber-Akuma (boss)
Capcom's franchises rather than just Street
Fighter. Assists, first present inMSHvSF. returned, though tweakedrather than use the off-screen partner as anassist, anassist-only
helper character was selected along with the two actual point characters for a team. This helper was selected from a random reel, though
secret codes allowed precise selection of a desired assist. Assists could only beused a limited number oftimes per match; a limitation that
did not apply toMSHvSF orsubsequent titles in the MvC series. MvCI also introduced Duo Attackstremendous displays ofpower in which
both characters ona team came onscreen simultaneously, both controlled by the player at once, both capable ofinfinite hyper combos for
the duration of the Duo Attack!

EM 03. m eg ai^
Marvel Point Characters Marvel Assist Characters Capcom Point Characters Capcom Assist Characters
(not availableas point characters) (notavailable as point characters)
Captain America Captain Commando
Colossus Chun-Li Anita
Gambit
Arthur
Gold War Machine (secret character) Cyclops Jin
Iceman Lilith (secret character) Devilotte
Hulk
Jubilee Mega Man Lou & Siva
Onslaught (boss)
Juggernaut Morrigan Michelle Heart
OrangeHulk (secret character)
Magneto Roll (secret character) Pure & Fur
Red Venom (secret character)
Psylocke Saki Omokane
Spider-Man Ryu
Rogue Shadow Lady (secret character) Shadow
Venom
Sentinel Strider Hiryu Ton Pooh
War Machine
Storm Unknown Soldier
Wolverine Zangief
Thor
U.S. Agent
For most gamers, the SegaDreamcast represents a quirky footnote inconsole gaming history. In both chronology and horsepower, it wassandwiched ahead ofthe original PlayStation,
N64. andSega'sown Saturn, and behind the PlayStation 2. The PlayStation 2 did the Dreamcast no favors byreleasing not very long intothe Dreamcast's abbreviated lifecycle. By the time
the original Xbox rose to competewiththe PlayStation 2, the Dreamcast was already becoming a memoryto be sure, the home of some truly memorable titles like Seaman and Shenmue,
but ultimately proof of the growing pains of nascent high-fidelity console gaming.

For fighting game enthusiasts, though, the Dreamcast was the most important console yet produced; it might still be.Finally, compromises did not have to be made when bringing arcade
fighting games intothe living room, and a veritable delugeof Capcom titles followed, to say nothing of offerings from other developers. From Capcom alone, the Dreamcast hosted MvC1,
Street Fighter Alpha 3, everyversionof Street Fighter III [NewGeneration, 2* Impact, and 3'" Strike), Power Stoneand Power Stone2, Plasma Sword, Rival Schools: Project Justice, and
both Capcom vs. SNK: Millennium Fight 2000and Capcom vs. SNK 2: Mark of the Millennium. Tothis day, somegamers maintain working Dreamcast consoles to play the best versions of
somefighting titles. Nowhere else is this more the case than with Marvel vs. Capcom 2: NewAgeol Heroes (or, simply, MvC2). This sequel to MvCI released in 2000 withan enormous
rosterand greatlyexpanded mechanics over its predecessors. Teamswere three characters insteadof two;the hypermetertopped out at five bars; the entire team couldattack at once
with what were thencalled team hyper combos (inMvC3, this has become the crossover combination); assist callswere potentially limitless and performed directly bythe point character's
teammates. In general,the team dynamics introduced in earlier Vs. titles wereemphasized even further, while the over-the-top natureof the combat itself was highlighted, as well.

\M 03.0001012s OSffli^flflbMBS/MlHP
Somewhat simultaneously, several things Marvel Capcom
happened. The internet came truly into Blackheart Rogue Abyss(boss) Jin
form in the late 1990s and early 'aughts, Cable Sabrelooth Akuma Ken
leaving behind the detritus of bulletin Sentinel M. Bison
Captain America Amingo
board systems, usenet groups, and IRC Colossus Shuma-Gorath MegaMan
Anakaris
channels for fully formed websites and Cyclops Silver Samurai B.B. Hood Morrigan
forums. Two brothers from California, Doctor Doom Spider-Man Cammy Roll
fans of fighting games, started the seminal Gambit Spiral Captain Commando Ruby Heart
website shoryuken.com, the natural and Hulk Storm Charlie Ryu
more concrete extension of Usenet's alt. Iceman Thanos Sakura
Chun-Li
games.SFII, where serious fighters gathered Iron Man Venom Dan Servbot
for mutual discussion, debate, and derision. War Machine SonSon
Juggernaut Dhalsim
The rise of SRK (the shorthand by which Magneto Wolverine Felicia Strider Hiryu
readers refer to shoryuken.com) as a Marrow (Adamantium claws) Guile Tron Bonne
meeting place made MvC2ihe first, and Omega Red Wolverine (Bone Hayato Zangief
most important, competitive fighting game Psylocke claws) Jill Valentine
of the online era. Never before had detailed
information been available so readily,and
never before had match videos been so easily attainable. The eventual inception of YouTube only enhanced this synergy, Fighting games had flagged somewhat in the face of burgeoning
online play, drifting arcade revenue, and homeconsoles that finally matched the capabilities of dedicated arcade boards. Marvel vs. Capcom 2 re-energized the scene, while elevating the
general level of playand the numberof skilled playersto previously unseen heights.

But itwas not just this synergy thatpropelled MvC2\o a decade ofcompetitive andcommercial success. The game is astounding inits own right. Unrestrained in its action, polarizing inits
immense and heavily stratified roster, seemingly accessible on thesurface but with a gameplay rabbit hole that goes down further than theChallenger Deep, everyone knew about Marvel
vs. Capcom 2. Itbecame the reason to own a Dreamcast long after the Dreamcast presses stopped, whether you were a casual gamer who wanted to mash outfun with your friends or a
hardcore tournament "head" looking to perfect yourMagneto resetsand Sentinel fast flies at home. Upon its triumphant re-release on Xbox Live Arcade and PlayStation Network in2009,
MvC2 immediately shotupthecharts as oneofthe most-bought and most-played titles... 10years after itsinitial release, and in direct competition with ridiculously successful modern
onlinefranchises like Halo and Call of Duty.

While Street Fighter II has itsfollowing and itstournament players tothis day, and now Street Fighter IV has performed itsown trick of revitalizing the scene yet again, there is something
of a public relations problem with the keystone fighting game franchise. Itcan bedifficult or even impossible fora casual fan to tell thedifference between two pros engaging inan intense,
measured zoning war, versusjust twoplayers whohappen to know how to throw fireballs at eachother. Apart from the happy happenstance of the release of MvC2, the rise of the internet,
and the startofshoryuken.com, the mark ofthe Vs. franchise, Marvel vs. Capcom 2 in particular, andnow Marvel vs. Capcom 3, is thatthere is nothing subtle about it. Itis blatantly
obvious, and in the most excessive, wonderful, outrageous viay possible, when someone knows what they are doing. Using the most open movement andcombo systems ofanyfighting
game todate, some players truly reach for the heights ofartistry with their play, elevating as far above and beyond average players as professional musicians and athletes do beyond the
amateur hobbyist. Marvel vs. Capcom is not Kurt Rambis doing thesmall things to win basketball games...it is Michael Jordan issuing a clarion call, making thegulf obvious beyond a
shadow of a doubt, and making it seem effortless in the process.

That is the ultimate legacy of Marvel vs. Capcomcombat unmatched in excess, unquestionable in depth, unrivaled inbreadth. If Street Fighter 1was klondike, and Street Fighter II is poker
(acomparison weare hardly the firstto make; incidentally, many tournament SFplayers make greatcardslingersl), Marvel vs. Capcom is a wild variantlet's say pineapple with 4s, 8s, and
queens wild.

You didn't think itcould happen, wedidn't think itcould happen, buthere weare.Adecade later, beyond thedeath ofarcades andthe predominance ofonline play, after three console
generations andlegal wrangling unimaginable between juggernaut intellectual properties, nooneis happier than your humble authors to say:
w WELCOME TO MM HI VS. ERPCOM 3!
WSiTi spawned countless Wolverine players spamming dive kicks; the proliferation
of such a consistent and easy offensive tactic led to popularizingof dive
kick punishment through canceling block with X-Factor,allowingfor
instant retaliation. The real reason Wolverine was so good had not
been truly popularized yet! At Final Round in Atlanta, Peter
Combofiend" Rosas demonstrated the importance
A game is constituted of a set of rules
of a strong anchor that meshes well with level 3
designed to determine the outcome of a
X-Factor(in this case, Spencer, in many cases
friendly competition. In a game like chess,
coming back ail by his lonesome in some of
the rules of the game, and therefore
MvC3's most exciting matches). This caused scores of
the game itself, is constituted players to re-evaluate their own team configurations.
of things like the way the pieces Needingto have a very powerful back pocket character
are allowed to move, the ways who was ready to spend lv.3 X-Factorand a ton of meter became a
the pieces are allowed to given,and fighters like Wesker, Taskmaster, Dormammu, Spencer,
interact with each other, Akuma, and Phoenix fit the role perfectly.
and the requirements for the
game to end. That's not any Another powerful tactic to emerge was the THC glitch. When
different than in UMvC3: the ' performing a THC out of a capture/grab state (such asJill's
outcome is determined, one way or another, Raven Spike, Magneto's HyperGrav. or Storm's Elemental
by the vitality gauges and the timer, and
Rage), the following combo wouldreceive no damagescaling or
hitstun decay penalty if performed correctly. Thisenabledeasy 100%
players interact with each other through the
damagecombos for manycharacters in the game, top tier and lower-tier
capabilities of the characters.
alike.Characters such as Spencer, Magneto, Jill, Amaterasu, X-23, and Storm
So, in chess, pawns typically move in a could start the trick, while characters such as Wolverine, Wesker. Taskmaster,
straight line but capture diagonally and jr, Dante, Sentinel, and Hsien-Ko could end it with an extremely damaging
usually not more than one square at a combo. Team configurations such as Magneto/Wolverine/Akuma
time (with exceptions), while bishops can move only diagonally but with no restriction nd Magneto/Storm/Sentinel relied heavilyon the use of this
on the number of spaces at a time; in UMvC3, Frank West can send zombies after glitchand saw moderate success in tournamentplay; the THC glitch
his opponent and roll through them to generate confusion, while Doctor Strange (now removed in UMvC3) was a methodto deal big damage while
hoarding X-Factor for later in the match.
can harness magic projectile attacks, flight, and teleportation. And in chess, a
king may be checkmated, or a player may resign, or the situation may devolve Eventually, Phoenix set major tournaments
such that no side can really win, and a stalemate is achieved. In UMvC3, one ablaze, with simultaneous wins at CEO in
side can have the vitality drained from all three heroes and lose, or they can have a lov/er Orlando, Florida and ReveLAtions in Los
percentage of overall vitality remainingthan the opposing team when time expires; in rare Angeles, California. Winners Hajime "Tokido"
cases, time will expire and both sides will have the exact same percentage of remaining Taniguchiand Jay "Viscant"Snyder showed
vitality, and a draw occurs. that the quest for Dark Phoenix, either for her or
against her, is the defining conflict in MvC3. Phoenix's
The metagame is the deeper game that springs into being because players produce capabilities on both offenseand defense end up being so great that
unpredictable results inside the ecosystem of hard rules. If there's a weak point in the her unapproachably low vitalityis often a non-issue; fragile or
wall of the game's design, people willfind a way to break it down and produce unintended not, Jean Grey is essentiallyunbeatable in Dark Phoenix
consequences. Knowing the rules of the game and the capabilities of the pieces or form. Saving hyper meter and X-Factorfor Dark Phoenix
characters is no longer enough. You have to know what your opponent knows. Ideally, you became the apex version of the lv.3 comeback, with the
know more than he or she does. consensus viewin Phoenix matches being that the match
hadn't even reallystarted yet before Dark Phoenix Rising. Dark
In chess, ideas and knowledge have evolved for hundreds of years and have become Phoenix was thatpowerful, especially with X-Factor.
consensus truisms like: control the center of the board; array your pieces in complementary
arrangements (such as pawns in triangle formations); playing as the white side is better (the But, at the same time, Tokido and Justin Wong were already
only asymmetrical design feature in chess being, after all, that the white side goes first). buckingthe new conventional wisdom that X-Factor was a precious gem
that must be squirreledawayuntilabsolutelynecessary. Bystarting
Wolverine and activating X-Factor the first time they landed any
clean hit or throw, sure, they'd only have lv.1 X-Factor,but because
of Wolverine's damage output there was still enough time to K.O.
TESTING GROUNDS the first character, then put the next character in a
nauseating mix-up with X-Factorto spare. Veryquickly,
In MvC3, ideas and knowledge have evolved onlookers and fellow competitors went from asking,
throughout the game's development, during "Did he mean to spend X-Factorthat early...?" to
which it was shown to fans in advance of wonder if there are other ways I can spend
release numerous times, in varying states of X-Factoropportunistically, instead of just
completion. Consensus knowledge began saving it for a rainy day?"
to develop in earnest upon the game's ventually, while other viable
release, of course, which precipitated tactics and characters emerged
a robust competitive scene. There were throughout MvC3's span of
already tournaments pre-release at Capcom competitive play, Viscant's
Fight Club events and gaming conventions team of Wesker/Haggar/
Phoenix proved to be
like PAX, and release day
unstoppable at Evo 2011,
tournaments at some GameStop
the biggest tournament in
retail locations. This
fighting games. In a competitive
continued on with events andscape that had become overrun with Wolverines
like Final Round in Atlanta, lookingto pop X-Factorat a stiff breeze, Magnetos who
tournaments at The Box Arena could transition from being the best rushdown and
in San Diego, the NorCal and SoCal grappling character to beingan unbeatable zoner
Regionals, and ReveLAtionsin L.A.,among many n the same match, and high-execution, 40-second
others, such as the Wednesday Night Fights combo Dante specialists, adopting Haggar into the
streaming tournament series. Ideas about team was keyto keeping the rushing masses at bay
Despite being universallythought of as one of the worst
the way MvC3 plays out had fresh cement
characters in MvC3, the benefits of Haggar's invincible assist
poured on their foundation at Evo 2011, the
far outweighed the cons of his point game.
biggest tournament of the year.
What MvCJs development revealed was a lively game
These events serve as touchstones in in which almost every character can be used with some
the evolution of MvC3's metagame. Early success, even though (no differentfrom everyasymmetrical game ever) some
tournaments featured heavy use of Sentinel, characters and tactics end up being more effective most of the time.
thus prompting strong, innovative players like
Justin Wong to create a plethora of anti-
Sentinel strategies, ultimately weakening
Sentinel's viability in future competitions
Local scenes across the country
The knowledge of these characters and tactics and the dangerous On the other hand, many players, especially new ones, tend to drastically overvalue tier lists.
tricks from any character constitute the MvC3metagame. If you Characters at the top are "broken," while the bottom tier is "worthless" and "unplayable."
don't know why your opponent picked Phoenix, that's your first This remains prevalent, despite the fact that balance issues were unquestionably v/orse
strike; if you don't know why they're saving so in previous generations of fighting games than they are in the SFIVand MvC3 series. And
much meter, that's strike two; and if you don't this exists, ignoring the issue that tier lists only tend to matter at high levels of play, when
know to either force Phoenix in with a snap playing for keeps. When playing casually, playing for fun with friends, or playing online,
back to take her out before she has a full
being slave to general opinions about what's good or bad can hold back players creativity.
leter, or to use sideways air exchange
Look how fast things change, after all: at the release of MvC3, numerous well-known players
hits to drain her of meter, then that's
claimed that Sentinel ruined the game. However, after only a few weeks of hardcore play,
strike three, and you're out. Your
even disregarding the vitality nerf that Sentinel received shortly in, the feared robot was
competitor gains a huge strategic
advantage by implementing a plan already regarded as maybe having lost the hallowed "top tier" status (and indeed, ultimately
you're not even considering Sentinel is now considered about 10th best or so overall, as MvC3 shook out). And this
(countering. happens all the time: Rolento and Dhalsim were going to ruin Street FighterAlpha3. Rock
was going to ruin CvS2. Zangief was going to ruin SFIV. Dudley was going to ruin SSFIV.
The best and most experienced
players can adapt on the fly when Tier lists are a useful tool to stay aware of the most relevant matches you'll see, since if
they're confronted with something characters are really better, then you naturally see much more of them. But they're not the
haven't seen before, while be-all end-all. Ultimate Marvel vs. Capcom 3 might be said to have what a couple members
some players are slower to of our authoring team affectionately refer to as "Guilty Gearbalance". That is, sure, Haggar
ust. Recognizing when can't really compete with Phoenix. But //you can be patient and get a little lucky, you can
have a leg-up in still make lemons out of lemonade.
knowledge or execution
over your opponent is There is no character who cannot be made threatening or who cannot squeeze fatal damage
also something you out of their ideal setups in a game as open as this. It's telling that, for both of our guides,
must do, independent we've kind of set the bar for the sort of combos we'd even consider putting down by asking,
of the game itself. "Does this deal at least half damage to most characters?" Everyone in the game is powerful,
especially if you build around them, especially if you use X-Factor judiciously, and especially
if you leave behind the notion that you can only have success by playing characters that
some player or group of players claim "breaks the game." The only sure thing in life is that
things change; in the Cro-Magnon pre-YouTube era, MvC2was basically a different game
every year for almost a half-decade. Now, in the age of smartphones and streaming video,
MvC3 still managed multiple sea changes across an exciting roster free of filler.

Often times, losses are blamed heavily on character choice. The question is begged: are you
really losing to the character, or are you merely losing to the player? The overemphasis on
character selection can become a red herring, a distraction.

PARSING THE DATA TRAINING HARD VS. TRAINING SMART


Few players reallyknow everythingabout every matchup. Usually, players grow familiar with We are often taught that hard work is the cousin of success; this does not always hold true
the most relevant matchups they run into frequently, and after some time, this information to fighting games! Your time is best spent not training hard, but training smart.
is disseminated around the community and congealed into tier lists. Now, you can find
"tier lists" all over the internet for just about any game in existence; somewhere, someone Take for example the mismatch between Amaterasu vs. Sentinel, where Amaterasu has
probablyhas a tier list already up for ideal controls in Modern Warfare 3. There is a great severe advantage. No amount of brute-force matches played makes it any easier to use
deal of misunderstanding out there about what a tier list is, and how it can be applied. Sentinel in this match. Rather, it is only through recognition of why Sentinel has a hard
time in this match that insight can be gained on what can be done for you to get a fighting
The first caveatis simply that anyone's idea of a tier list is an opinion. Some opinions chance. Pinpoint exactly why your Sentinel is losing; how are you getting opened up?
are certainly grounded more firmly than others, but they're still just opinions, How is your opponent avoiding your attacks? What can be done to stop Amaterasu's
and one can never be sure when everything is unearthed in a game, or when a most powerful anti-Sentinel tools, such as Solar Flare's instant overhead air ? Keeping
particular player is the best arbiter of that knowledge. questions like these in mind while actually playing the match-up can reveal solutions that
The best use of a tier list is to show characters who generally have even matches witheach would otherwise have been overlookedit's easier to just play mindlessly and just go
other but are separate from the rest of the cast. So characters in a purported "top tier" tend through the motions, even when losing repeatedly. Perhaps you'll notice that you are usually
to be dominant over non-top tier cast members, but they also tend to have more or less falling prey toinstant overhead air , let's say, in which case you can adjust and play more
neutralizing matchups amongst each other. If discussion arises about whether a character of a long-range game with projectiles and crossover assists. Pinpoint what exactly is making
is "good enough" to be in a particular tier, yet that character doesn't do well against those you lose, and go from there. And the reason can't be "I lost because they chose X character
or I missed Y combo!"
characters, that's a clue they aren't quite there. If they belong, why do they have trouble
among their peers?

A"mid-tier" or "upper-mid tier" ifa game's cast is diversefor enough divisions is then
GASDA1 MATCHES VS. SERIODS MATCHES
characters who aren't quite dominant but are still serviceable against each other. Theyaren't The attitude you take toward casual games (both online and offline) and tournament
hopeless against the top characters, and they have winning advantages against characters matches helps greatly in improving your game overall. If your goal is to become a better
under them. player, you should view casual matches as a learning experience. Matches where nothing
is necessarily "on the line"are an opportune time to try different attacks or tactics that you
And so it goes, until we arrive at a "bottom tier," if it exists, consisting of characters who
are unsure of or don't normally use; frequently, it is helpfulsimply to see what happens
generally just don't have favorable matchups. In SuperStreetFighter IV, someone like
when X action is used in Y situation. This is also a great time to experiment with different
Hakan fits this description, whereas in MvC3, you can lookto Hsien-Ko or Captain America
combos to test their merit, such as corner-carrying combos or meter-buildingcombos.
as combatants with clear deficiencies in many, or most, matchups. It's important to note
Experimenting with alternative combos and strategies during casual matches may cause you
that "lowtier" is not synonymous with "bad" or "unplayable." In particular, the SFIVseries
to lose more than usual, but it is beneficial in the long run. Given this, it is important to not
and MvC3 have terrific parity through the cast, even though some deltas are obvious. And
be discouraged by losses in casual matches. So long as something is learned, v/hether it's
we've already seen in MvC3 how ostensibly "bad" characters can make all the difference!
"don't use cr. asanti-air" or"She-Hulk istoo heavy for this combo toland properly,"
Atier list can perhaps be most useful when it givesyou some idea of howto prepare,even then the match can be considered a success. In casual matches, learning should take
for matchups you're not familiar with.Even ifyou never get to playMorrigan players,for precedence over winning.
example, perhaps you've perused our guide, v/atched some videos online, checked out
Matches in a competitive environment, such as a tournament, are a different story. In
the forums at SRK. You have an idea of what people generally think of her: not awful, not
important matches where something is on the line (such as your tournament entry fee),
dominant. Why could that be? Where do your characters tend to fall in the court of public
you should utilizeeverything in your arsenal to win: every sneaky setup, every dirty trick,
opinion?Whatcouldthat tell you about how to prepare for matches?
every crazy gimmick, the most damaging combos, the "cheapest" chip damage sequence.
Ifyoulove Haggar, Captain America, and Ryu, you then havesome idea of what you're Experimentation should not be considered during a tournament match. (Eventhough some
gettingyourself into.Thesecharactersare far from worthless, but they veryobviously lack players willdisagree!) However, sometimes it's best to simply outplay your opponent with
the flexibility of characterslike Dante and Magneto, and they don't exploit system features solid, safe gameplay during an important match, saving your best tricks and setups for
to an outsized degree like Phoenix or Dormammu.They must simply be played patiently, circumstances and match flarepoints that require clutch play. The ace up your sleeve is for
you must pick their spots, and fight it out, accepting and even relishing the uphill battle. In a dire situation!
this way, a tier list can be useful.
In Ultimate Marvel vs. Capcom 3, every character is available right from the get-go. Shuma-Gorath and Jill
are available as DLC; if you already acquired those characters for use in vanilla MvC3, they'll be available
in UMvC3, as well. In addition to the six color schemes available for each hero to flaunt, a seventh alternate
costume will be available for each character through various pre-order and DLC channels.

Wilir hilts ill Itlll 111 IttllS

Playing any mode of UMvC3 lets you garner player points, which are tabulated on the
license card. The license card can be viewed from the main menu. The license card displays
lots of data related to battle history, and it allows for a little customization.

View accumulated playerpoints, online rankand rank points, overallwinsand losses,


and recentaccomplishments.
Setthe iconand title, which are visible to other players in online modes. Icons are available right away, but titles must be earned.
Examine frequency of characteruse. The icon and title you set appear to other players online. Initially, you won't have access to
Set up to three reserve units forquickselectionof favorite teams. anycool titles; just the UMvC3 logo. You'll unlock upto 443titlesin all. 300 of the titles are
Examine battle datafor bothoffline and online play. unlocked by accomplishing various feats with specific characters:

Clear Arcade Mode on any difficulty with a given character


Mimi&MMs Clear Arcade Mode on Very Hard difficulty with a given character
Quite a few goodies can be accessed right from the beginning in the gallery:
Complete five trials in Mission Mode with a given character
Character bios and a model viewer
Stageart Complete all the trials in Mission Mode with a given character
Specialart
Use a given character 30 times
Concept art
TheFate oi Two Worldscomic Use a given character 100 times
Thesound gallery
The rest of the titles are unlocked by accomplishments like the following:

Winning up to 1000 matches online

You can view the credits movie in the galleryany time afterdefeating Arcade Mode. Completing various things a certain amount of times: 200 hyper
Land the final blow on Arcade Mode Galactus with a character to unlock that character's ending, combo wins or first attack bonuses, 10 wins via block damage,
as well as extra artwork. acquiring up to 999,999 player points, completing Galactus Mode,
Galactus Modeis unlocked byaccumulating 30,000 playerpoints. and so on.
Defeat Galactus Mode to unlock artand an ending for Galactus. Completing various tasks in Heroes & Heralds Mode, an upcoming
(Or, losethe last Arcade Mode stage to Galactus for his ending!) addition to the game planned as free post-release DLC
Miminte lit Inptlis
There are 47 achievements and trophies. Their unlock conditions are self-explanatory.

T,. Gamerscore Trophies


T,,le (Xbox 360) (PS3) Re1uiremBnt
The Ultimate 50 points Platinum Unlock all achievements
View all endings in Arcade Mode
Waiting forthe Trade 50 points Gold
(Doesnot include Shuma-Gorath/Jill)
The Best There Is 10 points Bronze Beat Arcade Mode on the hardest difficulty
Saving My Quarters 10 points Bronze Beat Arcade Mode without usinganycontinues
The Points Do Matter 20 points Bronze Earn 400,000 points in Arcade Mode
High-ScoreHero 30 points Silver Earn 500,000points in Arcade Mode
Missions? Possible, 20 points Bronze Clear 120 missions in Mission Mode
Upto Ihe Challenge 30 points Silver Clear 240 missions in Mission Mode
Master ol Tasks 40 points Silver Clear 480 missions in Mission Mode
Land a Viewtilul Combo
Above Average Joe 10points Bronze
(Arcade/Online)
Mulant Master 10 points Bronze Land an Uncanny Combo (Arcade/Online)
MegaBuster 20 points Bronze Use 1,000 hypercombo gauge bars (Arcade/Online)
Defender 10 points Bronze Block 100times (Arcade/Online)
Advancing Guardian 10 points Bronze Perform 100 advancing guards (Arcade/Online)
A Friend in Need 20 points Bronze Perlorm 100 crossover assists (Arcade/Online)
First Strike 10 points Bronze Land 50 first attacks (Arcade/Online)
SavagePlaying 10 points Bronze Perform 50 snap backs. (Arcade/Online)
Quick Change-Up 10 points Bronze Perform 50 crossover counters(Arcade/Online)
Perfect X-ample 10 points Bronze Use X-Factor 50 times (Arcade/Online)
Gravity? Please... 10 points Bronze Land 50 teamaerial combos(Arcade/Online)
Mighty Teamwork 10 points Bronze Land 30 team aerial counters (Arcade/Online)
Big Bang Theory 15 points Bronze Perform 30 hypercombo finishes (Arcade/Online)
Perform 30 crossover combination finishes
Hard Corps 15 points Bronze
(Arcade/Online)
Training Montage 20 points Bronze Play in Offline Modefor morethan 5 hours
Training in Isolation 30 points Silver Play in Offline Modelor morethan 30 hours
Seductive Embrace 20 points Bronze Play Online for more than 5 hours
Rivals Welcome 30 points Silver PlayOnline for morethan 30 hours
Brave New World 10 points Bronze Participate in anymode overOnline Demon Village
Hellbent 20 points Bronze Participate in 100 matchesOnline
Dreaded Opponent 20 points Bronze Participate in 200 matches Online
Forged from Steel 30 points Silver Participate in 300 matchesOnline
Full Roster 30 points Silver Battle against all charactersover Online
Win without calling your partners or switching outin
Incredible 20 points Bronze
a Online match
Need a Healing Faclor 20 points Bronze Win without blocking in an Online match
Crazy Good 10 points Bronze Surpasstherank of Fighter
Mega Good 40 points Silver Surpassthesixthrank ol anyclass
Hotshot 15 points Bronze Win 10 battles in Ranked Match
Slam Master 20 points Bronze Win 50 battles in Ranked Match
Fighting Machine 40 points Silver Win 100 battles in Ranked Match
Noble Effort 15 points Bronze Geta five-game winstreak in Ranked Match Chaos at Tricell
Assemble! 15 points Bronze Participate in an eight-player Lobby over Online
Dominator 30 points Silver Collect 100 titles
A Warrior Born 10 points Bronze Earn 5,000 Player Points(PP)
Devil wilh a Blue Coal 15 points Bronze Earn 30,000 Player Points (PP)
Divine Brawler 50 points Silver Earn 100,000Player Points(PP)
Comic Collector 50 points Gold Unlock all items in thegallery
Passport to Beatdown
10 points Bronze Fightin all of the stages
Country

Tricell Laboratory

Bonne Wonderland
Metro City SHIELD. Helicarrier

City That Never Sleeps Shadowland

The Daily Bugle HandHideout

Asgard: SeaofSpace Danger Room

Asgard Training Room

"i
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,

SHIELD. AirShow
/
Fate oftheEarth (Galactus only)
Irtili Virus
InArcade Mode, you'll choose your team, difficulty, time limit, damage level, and fight With two controllers, you can play local matches against friends in this mode. You'll both
request status before embarking on a seven-stage quest with a goal of saving both Earths. select teams, and then the stage, time, damage, and individual handicaps can be altered
When you've cleared Arcade Mode, only the character who lands the final blow on Galactus before the match. Immediately after each match, you can opt to rematch instantly with the
gets credit for completing the game. same teams and settings, or
you can opt to head back to
the character select screen
to re-pick teams and op
tions. Like any other mode,
playing in versus garners
PP, so be sure to exit to
the main menu when you're
done with your session.

A lowered handicap results in more damage taken. This is on top of the damage rating, so
with damage set to highest and the handicap all the way down, characters are knocked out
by three or four-hit chain combos! This is a good way for experienced players to still have
good casual fun with players who don't take the game as seriously.

Sixpreliminary battles are waged against random CPU-controlled teams. Trillin


Ultimate Marvel vs. Capcom 3 thankfullyincludes an excellent Training Mode. Virtually
At lower difficulties, the CPU is fairly passive and hapless, and it can be cowed byrepetitive,
everyonewho picks up the game is going to spend significant time here, and with good
relatively safe tactics. At the highest difficulty, the CPU guards, reacts, and punishes with
reasonexperimenting
inhuman speed and accuracy, to an unrealistic degree.Thisis not the best practice foractually
with different teams, assist
thinking about playing human opponents, but it is good practice for learning to play for keeps.
types, combos, and overall
Ifyour teamis knocked out,youcan continue and try againwithout penalty. You can even
strategies is not only a cru
switch teams, ifdesired. With fight request on, online opponents mayinterrupt yourArcade
cial part of getting better,
Modebouts with a match challenge.
but it's at least half the fun
of playing a fighting game
in the first place.

Videogames aren't often thought of as a physical endeavor, but there is definitelya high
dexterity bar set for fighting games at large, and the Vs. series specifically.The MvC3 series
is a littler friendlier to newcomers than its predecessors, but it's still filled withexacting
techniques, precise sequences, and elaborate combos. Different aspects of execution come
more naturallyto different players, but everyone must spend at least some time honing
muscle memory and practicing important tactics.

WMMM
Training Mode features extra commandsthat can be assigned beyond the normalattack
You'll still getcredit for beating the game ifyou lose and continue, even ifyou switch teams. and assist buttons.Thesecommandsallowyou to control the training dummy directly, and
to set up recorded sequences that you can play back from either team. This is most useful
ifyou happen to playon a pad, whereextra shoulder buttons and even the leftand right
analog stick buttons can be used for these functions. If you have a joystick, the amount of
utilityyou can get out of these features is dependent on how many buttons are on the stick,
basically. Ifyou have a six-button stick, there's no room to assign extra functions; with an
eight-button stick, you can assign a recording button and a playback button. Ifyou prefer
usingthose buttons for macros, like to have a one-buttondash, then something's gotta give,
at least when you're practicing in Training Mode.

PI CONTROLLER P2 CONTROLLER

CONTROLLER TYPE '"!-->'-: ---v ) i ; mm

DUMMY CONTROL
> PLAYBACK REPEAT J

KB PARTNER 2
Defeat the opposing team, andyou'II advance lothe next stage.

<t; n.in

Dummy Control: Ifthis is assigned to a button, hold that button, and you'll have full control
of the dummy. Ifit's possibleto assign this to buttonthat's comfortable for youto just hold
(or weigh) down, then you can effectively practice with two differentteams, six differentchar
acters, and 18 different assist types at once. It's also veryuseful for repositioning the dummy,
likewhenyou want to move it slightly out of a corner so you can squeeze your point character
behind the dummy for the maximum possible distance to practice midscreen combos.

/Jfi
P1 / P2 Recording; Playback / Playback Repeat: You can record up to 10 seconds or Random Guard) and turn advancing guard on; you can v/ork on regaining lost momentum
of action for either team to repeat, and this series of actions can play back at your beck and quickly, or bypassing advancing guard in the first place by timing attacks and assists to
call, or on a repeat loop. The recording function is the best feature of Training Mode. This strikethe opponentsimultaneously. It's importantto note that with advancing guard set fo
lets you test out anything you want in a controlled environment, with no pressure. on, the training dummy uses advancing guard withthe fastest possible timing, every time.
Thisis not how humans playit's not even conceivable that a person could pushblock on
Do you wonder if your team's zoning can hold up? Match them up against teams made of the first frame of blocking as a baselineapproach, so keepthat in mindwhenpracticing with
characters like Doctor Doom, Taskmaster, Magneto, Hawkeye, and Arthur, then record that the dummy.
team chucking as much stuff as you can manage at your side of the screen. Now play it
back, and see if you can keep up. Crossover Counter: With this setting on, the dummy crossover counters to the next
characterwhenever the dummy's team has at least one bar of hyper meter available. For
Not sure if a mix-up, reset attempt, or rushdown sequence you've come up with can actu general training purposes, it is actually more annoying than helpful to turnon thissetting-
ally pass muster? Do it to yourself. Record one team going through the motions of your opponents simply won't be using crossover counters that much, and mostassists don't
discovery, then play it back while you control the other team and try to guard or otherwise make greatcrossover counters against a point-blank aggressive characteranyway (though
thwart it. certainly somedo). Instead, turn this on periodically when youwantto specifically check
howvulnerable your close rangetactics are to some of the better crossover counters,
Doyou want to practice punishing and jugglingassists? Record the dummy doing nothing
but blocking and calling assists.
especially invincible ones like Haggara orCaptain America(3. If you're practicing
zoning patterns, you can also turn this on to see what happens when your adversary uses
Do you want to practice pressuring defensive characters who come in post-K.O. or after yourfullscreen attacks as an opportunity to crossover counterand switch characters
snap backs? Record the dummy doing nothing but walking backward, play it back on repeat, safely... perhaps you have some way to punish them forthaton reaction, like with a quick
then dash in and start a low combo into a snap back. When the new character drops in, the beam hyper combo.
walking backward input simply causes air blocking; add in the random advancing guard
Knockdown Recovery / Air Recovery: The recovery settings should usually be set to
setting to better simulate player behavior.
"random" unlessyouare testing something specific. When opponents are knocked to the
Doyou want to practice midscreen combos, but get annoyed that you can't just jump into turfor flip out in midair, afterall, the direction theyrecover inleft, right, or neutralwon't
the corner over the dummy for the maximum distance to the other corner? Just set the be the same everytime. Characters in the process of recovering are invincible, but you
dummy to do nothing but walk forward; if you carry it to the corner while practicing your should practice going fora throw or reset attempt right as their invulnerability expires.
midscreen juggles, you can just jump forward over it.
Throw Escape: Throws (accomplished with C> or-C3 + , whether on the ground
While recording functions are invaluable, they do come with a caveat. Remember that the or in the air) grab on the first frame after input, and theycreate OTG openings for most
game is doing nothing other than playing back your inputs, exactly as you recorded them. characters. This means that throws are great and a required part of anyone's gameplan.
It won't make any concessions to insuring that the results are exactlywhat you intend. This However, throwscan be broken, which leads to a situationwhere both charactersare standing
may come up if you perform actions that require meter while the dummy doesn't have any, next to each other ready to act,with nothing having actually happened. It's important to be
and especially if you interrupt the dummy in progress somehow, and the duration of the ableto react to throwbreaksthey happen extremely quickly, faster than in anyotherfighting
playback is messed up as the dummy never ends up being in quite the right state for what gameso turnthis on periodically to train yourself to be ready with instant follow-ups or
ever input it's receiving. For the best controlled experiments, keep recorded clips brief and evasive actions when characters face off at close range after a throw break.
to-the-point, with a dead period afterward where the character is just standing around. This
Counterhit: Hits againstcharacterswhoare winding up an attackare counterhitsand cause
keeps the playback from becoming counterproductive or annoying if playback repeat is on.
a distinctive red hitspark. +2frames are added to the hitstuncreated, and for certain moves,
Dummy Forward / Dummy Jump: Sets a button to either make the dummy jump or an entirely different effect thannormal hitstun occurs, suchas causing the opposing character
walk forward. The Dummy Control setting is more of a comprehensive catch-all. Using to stagger.Certain combosand linksare onlypossibleafter a successfulcounterhit, so turn
Dummy Controlinstead means if you want the dummy to walkforward or jump, you can, this on whenpracticing such tactics.You can evenset this to random, which youshould
but you can also make them do anything else. That said, while holdinga button to trigger probably doeventually so you actually get a feel fortrying to react to the red spark rather than
Dummy Control, you cannotcontrol your own team, so these functions can be useful for just doinga counterhit setup on auto-pilot. Thisis difficult, but possible.
testing situations where you want the dummy to jump or move while still controlling your
character, too.
Apart from setting the
dummy's behavior, there
are general settings that can
be adjusted for both teams
to scale how closely a real
Aftersetting DummyControlof some kind, check out the Dummy Options page of the Train
match is simulated.
ing Mode pause menu:
Life Recovery:
Action: Set the dummy
Determines whether
to stand when you are
characters regenerate
practicing combos you
health. With this on,
expect to land on a standing
characters in Training Mode
opponent. These kind of cannot be knocked out. You'll usually want this on, unless you're trying to simulate real
situations include against
matches.
competitors dashing,
attempting a throw, or H.C. Gauge Recovery: Determines whether the hyper combo gauge (which we refer to
trying to anti-air from the as the hyper meter) automatically refills whenever bar is expended. When training execution,
ground. Set the dummy you'll want thison. Ifyou're trying to geta senseofhow quickly you actually build hyper
to crouch when practicing meter when attacking, turnthis off.You'll also want this offifyou'retrying to simulate
combos for other situations, likewhen pinning a foe with an assist, or after using a fast match settings.
overhead (such as a triangle jump, square jump, or instant overhead jumping attack). Set
the dummy to jump or super jump when practicing air throw combos or anti-air combos. X-Factor Settings: You canadjust bothwhether X-Factor can be used repeatedly in
Training Mode, andwhat level it will register as when it is activated. With both settingson
Difficulty: This applies to CPU control, whichallowsyou to spar against a moving target. normal, X-Factor behavesas it does in matchesonly one use per session (unless Training
Focus on combo execution and confident movement against computer opponents, but do not Mode is reset byholding Back or Select, then pressing Start),with X-Factor strength
relyon CPU sparring to makeyou a better strategist. Over-reliance on playing the CPU can be determined by howmanycharacters are lefton your team (with Life Recovery set to on,
detrimental for playing human adversaries, as you unconsciously train tactics that workon the X-Factor will always registered as level 1, since none of yourcharacters will ever be knocked
CPU rather than being deliberateabout each action whilereading your thinking challenger. out).When practicing X-Factor setups and hit-confirm combos, set X-Factor use to infinity.
When trying to simulate real matches inTraining Mode, set it to normal. Setting X-Factor
Guard: Atthe very least, set this to Auto Guardso the dummy blocks if you start hitting it but to a level higher than normal/1 can be useful for practicing combos and movement in last-
fail to keep a combo going. This is usefulfor perfecting your executionof basic ground chains. ditch, lv.3 X-Factor scenarios, which are commonplace.
Later,when you're practicing tactics instead of just execution,set this to Random Guard.
Then, ifthe dummyguards, practice stopping after your openingattacks on reaction,so you Assist Types: Beautifully, andunlike previous Vs. titles, you do nothave to back all the
can shift to plan B instead of just getting punished or pushed away with advancing guard. way out to the character selectscreento tryout different assist types! Simply change the
assist types for each characteron either team here. Hooray!
Advancing Guard: And speaking of advancing guard, it's a big deal. Proper guarding,
followed by advancing guard once a successful block is confirmed, is the main universal
defensive tactic in UMvC3. Midscreen, the defending character pushes back the aggressor
almost a full screen away! So you have to be ready to react when your offensive momentum
is stunted by advancingguard. Set the dummy to some kind of guard (usuallyAutoGuard
When training execution
(practicing inputs and
combos) or matchup
difficulties (using record There are several online modes you can enter to test your mettle against other fans of
and dummy control UMvC3.Whether engaging in player matches for fun or ranked matches that go toward your
functions to simulate overall record and ranking, this is where many players spend the vast majority of their time.
troublesome situations),
you'll probably want the By participating in ranked matches, you'll have a chance to jockey for position on the
timer set to infinite. You'll leaderboards across several metrics. There are separate leaderboards for win streaks, win/
likely also want hyper meter loss record, and overall ranking. There is also a leaderboard for Arcade Mode high score,
recovery on, along with life though of course that's not an online mode.
recovery. Attack Data is an extremely useful toolwith this window active, you'll see how
much damage your combos do in real-time. The Input Display is equally valuable for being
able to see where you went wrong with execution errors.

Matchsettings can be simulated in Training Mode;when one side or the other is totally
tiNtri
As indicated earlier in this chapter, a great many fan-friendly unlockables are available for
depleted or the timer expires, the "round" simply resets immediately. To simulate match your perusal. These include intro cinemas, art pieces, sound effects, and background music,
settings whether with a friend or against the CPU: and a model viewer to check out various characters up close.

Set Training Mode to 99 seconds when picking teams


Assign dummy control to either the CPU or player 2
Turn life and hyper meter recovery off for both sides, and set
X-Factor use to normal

Nothing in Training Mode counts toward trophies or achievements, and wins/losses aren't
tabulated as in Versus Mode, but if you exit properly (instead of simply shutting off the
console) after a session, you earn tons of player points!

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Pleaso select your desired mission. 07' Display Mission ODJectlve Conli

Mission Mode contains 10 trials for each character, for 480 trials total (500 ifyou have
access to Jill and Shuma-Gorath,as well). For every character, the first four missions are
simply performing basic motions or simple combos. The fifth mission is the universal
combo (,., e^ forward super jump, air, ,,, or close to
it), and afterthat,the last fourtrials exhibit combos and techniquesserious playersof that
character should befamiliar with. Doing the firstfive trials forevery character, which is easy
enough, nets 240 total, unlocking the second of three achievements. Thelast one requires
480 trials, or at least everytrialfor everynon-DLC character. (Jilland Shuma-Gorath can
counttoward those totals, but you don't need to havethem to get there.) Clearing just about You can tailor general settings to your preference here.
everytrial is difficult, obviously, but if you can perform the bread and butters we discuss
Controller: Command inputs can be customized here. Notethat Training Mode has more
throughout this guide,youshould be more than capableof completing Mission Mode
controlleroptions than other modes, and those controls can only be set whilein Training Mode.
(thoughsome combos are definitelytough!).
Operation Mode: Here, you can choose between Normal or Simple controls, and whether
Because the Mission Mode
this choice appears before every match. Only the most casual fans should stick to SimpleMode
combo commands are
for very long.AutoSuper Jump is a new option in Ultimate Marvel vs. Capcom 3: with this on,
listed in the game, because
you can launch someone with and then simply hold for the follow-up super jump.
inevitable YouTube videos
of Mission completion HUD Position: Here, you can adjust the position of the vitality gauges and timer, as well
tend to be more useful to as the hypermeters. You can even positionthem both entirely offscreenifyou want to enjoy
help you through trouble the visuals unfettered by Ul elements.
spots than any advice we
can impart in text and Sound: Here, you can adjust various sound options. With Classic BGM selected, theme
screenshots, and because music for various characters plays when they appear!
we've chosen to focus our
Character Voice: Here, you can choose between Japanese or English voiceovers for
limited pages and time ondiscussing strategy for using characters against yourfriends
several characters, as you like.
and playersonline, we have not included transcripts of the Mission Modecombos. Instead,
you'll find thatthe combos we list for everycharacterare actually much better. System: Turn notifications on or off. You may want to set this to off if you'd prefer no
distractions whileplaying matches online, but then you won't see match invites from
friends, either!

Reset Battle Records: This allows you to scrub your play data and start over, should
you desire.
PHASE 2

After successfully clearing six stages in Arcade Mode, you'll be face-to-


As they say, you want something done right? You have to do it yourself.
Galactus shifts his attention from his celestial meal to your team. Galactus
face (or, face-to-chest, really) against this colossal entity. Your team of
takes up the entire right half of the playing field. Like his heralds, his
three must topple almighty Galactus to save the Earth! As the only survivor
of the universe previous to ours, and wielding the Power Cosmic, Galactus
vitality gauge occupies the right edge of the screen. Any part of Galactus
is a viable target, and he cannot guard! Any attack that touches him deals
stands on even keel with the deities. The machinations of Doctor Doom
damage. Galactus attacks more frequently on higher difficulties.
and Albert Wesker to control the fates of their parallel Earths have drawn
the attention of this towering, unfathomable being, who consumes entire Most of his attacks are heavily telegraphed, either with visual or audio
worlds filled with sentient beings for his nourishment. For Galactus, there cues. This allows you to cease attacking so you can guard or dodge as
is not necessarily malice, only need...but that's little consolation to his necessary. Because of the high power of his entire arsenal and the damage
scores of victims. penalty crossoverassists sustain when hit, don't call assists unlessyou're
absolutely sure they'll
leave before Galactus
strikes. Some of his
attacks are able to
one-shot full-vitality
assists!

While heretains over 50% vitality, Galactus'barnburner is histhrow. He


telegraphs itbystepping into the background...

Galactus can manifest himselfatany sizehelikes. He's thinking biginUltimate Marvel vs.Capcom 3, clearly.

PHASE 1

During phase 1, Galactus summons his heralds to fight in his stead, as


he glowers over Earth in the background. The heralds are silver copies
of Akuma, Doctor Doom, Dormammu, Super-Skrull, and Wesker. At first,
Galactus summons one herald from this evil quintet to aid him...after nine
ticks off the timer (or about 17 seconds), he'll summon a second herald. ...so stop attacking, and super jump above it!
(Although if you manage to deplete the vitality gauge before about 17
seconds have elapsed, you won't have to deal with a second herald at all.) At first, Galactus holds back his full power, and he just attacks with brute
Once both of Galactus' minions are drawn out, they'll attack in tandem- force. He'll go for overhand smashes, backhand swats, and snap back flicks
veterans of Capcom fighting games will be reminded of the "Dramatic against you. Squeeze ina chain and special or two in between his attacks,
Battle" modes present in Street Fighter Alpha and some versions of Street except when he occasionally starts doing overhand attacks overand over.
FighterAlpha 3. (And we'll all be seeing a lot more of this kind of thing When he steps to the background to ready his throw, stop whatever you're
soon in Street Fighter X Tekken!) doing and get to the top of super jump height before he brings his hands
together. After he whiffs his grab, he's vulnerable for a long time.
The heralds share
one vitality gauge,
which is visible on <D
the right edge of the
screen. Catch both
IAttack Hit Area Safe Area Tell Quotes
heralds at once with
Backhand Super jump
a combo into hyper, Ground level to mid range
height or far away

swat
and you'll destroy Super jump
Snap back
them very quickly on Ground level at close range
heightor far away

flick
any difficulty. Save Right arm Downward arc at mid to
Try tostayout from between the two heralds, as itcan betricky trying to Hugging Galactus Insolentwhelp. Fall. Submit.
X-Factor for Galactus! block when standing between two foes who are both consideredpoint smash long range
Once the heralds characters! Left arm
Downward arc full screen Insolent whelp. Fall.Submit.
return to dirt, Galactus himself takes a moment from his coveting of Earth smash

to step to the foreground and personally dispense with your pesky team. Hyper smash Downward arc full screen
Enough!
Haymaker Super jump Insignificant.Yield, lama
Ground level
punch height force of nature.
Super jump Feel mywrath. You will
Throw Ground level
height know pain.
PHASE 3 Since only one character can earn an ending per playthrough, don't
fret if you lose a character or two, unless you're going for a high
score. Instead, decide whose ending you're after, then consider
the other two characters expendable; use them to push aside the
heralds and get a start on Galactus himself, but don't be too careful
with themlet them fall to Galactus so the character whose ending
you'd like can come in, hulk up (so to speak) with lv.3 X-Factor,
then finish Galactus off easily with a flurry of hyper combos built
up by expendable partners.

Characters capable olhovering atsuperjump height, whether with flight orspecial moves, can gettree shots in
atGalactus'face ashespams ground-level lasers.

Galactus' fullscreen lasershower can severely chip The fully charged hyper hand smash that Galactus
any character when guarded. Think Gill's "Blesserof employs when he's desperate is aguaranteed
AllSouls'super ahfrom SF3: Third Strike!Activate knockout. Strike him repeatedlyas hewinds itupto During lv.3 X-Factor. manymoves and hyper combos can inflict incredible damage onGalactus. Good
X-Factor loguard safely. interrupt it. examples include Dormammu's Creation/Destruction mixmeteors and Stalking Flare, Doctor Doom's Sphere
Flame and Photon Array, Spencer's Armor Piercer and Bionic Lancer, andanything Phoenix Wright does with
Take Galactus below half vitality, and he staggersbriefly. Apparently, he's both X-Factorand Turnabout mode active.

underestimated your team! He becomes far more aggressive afterward,and


he soon unleashes some deadly newattacks. Galactus grows more urgent
as he nears the unimaginable prospect of defeat. He starts to unleash his full
power, flooding the screen with powerful energy blasts. Continue to strike
whenever it's safe to do so, but err on the side of cautionGalactus can hurt
you a lotfaster than you can hurt him, so don't get greedy. Don't use laggy
attacks, and cut chain combos short if it seems like he's about to attack.

Fingerlaser
Die. You may die
Ground level Super jump height
now.

Hyper laser Enough! You will rue


Ground level Superjump height
this day.
You don't need the Ultimate Nullifier todefeat Galactus. You just needa good lawyer.
Away with you! You
Crouch close to
Eyelaser Fullscreen cannot hide from
Galactus
me!
There are rewards both for beating Arcade Mode with every
Guard and activate Yield to me... you
character, and for getting to Galactus but losing! After all, Galactus
Full-screen hyper laser Everywhere himself has an ending, but the residents of the respective worlds of
X-Factor are broken.
Marvel and Capcom aren't going to like it too much...
Thereis no hope for
Final smash Everywhere Interrupt Galactus! you... this charade
is over.

X-Factor boosts damage considerably against Galactus, especiallywith


only one character left. X-Factor is also vital to negate the extreme chip
damage dealt bya couple of his final attacks. When Galactus is defeated,
the current point character is declared the winner.

Ifyou manageto just never lose to Galactus, his ending can also be
unlocked by defeating Galactus Mode.
m
'o

r.

Galactus Mode is unlocked by building up at least 30,000 player points. This is quickly ac
complished simply by taking differentcharacters through Arcade or Mission Modes, playing
versus or online with friends, or messing around in Training Mode.Makesure to exit to the
main menu to save your PP progress before shutting off the console.

In Galactus Mode,you control Galactus! You'll have to fend off six teams of increasingly
skillfulheroes as they attempt to stop you from utterly destroying their worlds. The first few
trios of heroes should fall easily, but the last couple actually try their hardest to interrupt
Galactus as he's winding up his lengthy attacks.

m,.

**Him

!Vi^
The game's besttour-hit combo.

Galactus Mode is a pretty good way to blow off some steam because Galactus is,
rightfully, ridiculously strong. Ontop of having most of Arcade Mode boss Galactus'
moveset, Galactus Mode Galactus can simply lean on the<Cp + haymaker punch.
This attack causes a hard knockdown and can be canceled after hit into another
attack... most usefully, right back into itself, for another hard knockdown. And then
another. And then another. And then repeat for the next bothersome would-be hero.
And the next. You can beat Galactus Mode easily with nothing other than C3 + ,
if you want the quickest path.
HLwrnMrn
As with the transition from SFIV\o SSFIV, Ultimate MvC3has undergone a ton of changes to get here. None of the changes in particular is drastic, but the
aggregate is a new gamethat is much more than a fresh coat of paint. Considering the sheer amount ot fresh 3D animations, art, and character models involved
in getting the total character count of Ultimate Marvel vs. Capcom 3 up to 50 distinct characters, the accomplishment is kind ofspectacular... remember that
MvC2, with its unsurpassed roster of 56 characters, had the advantage ol drawing upon art and ideas from almost a dozen games (DarkstalkersUUes, earlier
Vs. games, and the Street Fighter Alpha series).
Marvel Capcom
Ghost Rider Strider

12 new challengers! Hawkeye Firebrand


Doctor Strange NemesisT-Type
Nine new stages! Iron Fist Vergil
Galactus Modedestroy pesky heroes as Galactus! Nova PhoenixWright
Rocket Raccoon Frank West
Spectator Mode and an enhanced Online experience
Numerous new moves and tweaks to existing moves for all 36 returning characters, and the
two DLC characters, Shuma-Gorath and Jill (if you acquired the DLC characters for use in
original MvC3, they will also work in UMvC3)
Display tweakedthe point character's vitality gauge shows in the center, with partner 2 (the anchor)
'above and partner 1 (the next in line) below. The X-Factor indicator is much more prominent
X-Factor tweakedX-Factor values tweaked for all characters, X-Factor damage scaling adjusted, X-Factor
is now possible in midair!
Team aerial combos tweakedsideways TAC now erases one of the opponent's
hyper meter bars! (In original MvC3, it built half a bar of meter)
THC glitch removedwhen team hyper combo canceling
from capture/cutscene hyper combos to indirect hyper
combos, damage scaling and hitstun decay will now
be properly applied
TAC glitch removedcharacters like Amaterasu
and She-Hulk can no longer use late air exchange
hits just off the ground for relaunch opportunities
Meter gain for attacks in general lowered by about 10% (with some characters affected more
severely than others)
Hitstun decay now applies to assist hits
Combos against assists now damage scale correctly if the point character is guarding, rather than the
assist taking unsealed damage from every hit
In a return to the mechanics from previous Vs. games, airdash characters can no longer block
while airdashing!
Inputting rapidly now increases the number of hits and consequently the damage of many
hyper combos
ei can be used to call the last remaining teammate's assist when one partner is knocked out
New option: auto super jump! Just hold to have your character super jump automatically after a
launcher. BY DEFAULT, THIS SETTING IS ON! So if you don't want to super jump after a launcher
with immediate timing, take care only to tap and never to hold it down for long

Rumor Control: These are the Facts! Clearing up Some Common Misconceptions
X-Factor timers are not different between characters! Each character has the same amount of X-Factor frames at each level of X-Factor, and
these values are unchanged from original MvC3. Characters may seem to look like they have different X-Factor timers, but that's both because:
a) you aren't going to be able to activate X-Factor for two characters at roughly the same moment, since the first activation causes a 30-frame
"X-Factor freeze;" the likelihood that you activate the opposite character's X-Factor on thevery next few frames for a relatively precise test is
low, and b) the actual X-Factor icon effects at the top of the screen are asymmetrical!
You cannot "mash" out of team aerial combos! You are allowed one input of(D during the 15-frame window, which starts on the very frame
where the TAC "flash" happens. If the first input registered in this window iswrongeven if you just input neutral (D, which isn't even an
escape inputyou will not break the TAC, even ifyou input the correct escape command immediately afterward.
ism^mmSMmmsm
|.m. m* Aljha-a ABe.a-3e Gamma^ Jg^ TG-Capa.,a A..a* Pawar-UpS.=.e F,,n, ANasn pS*h gj*
Captain Invulnerable Marvel
America
1050000 Projectile 0^c> * o Double jump
counter

Series
+
Low, spinning
Deadpool knockdown, OTG-capable, Hunter $><) * , Double jump,
900000 Projectile
invulnerable ground bounce Series air$ic> + o

oOtf wall jump


counter

Doctor Unique Marvel St., St.,


1000000 Beam Projectile airOs^tO + ,
Doom projectile Series
Yes 8-way
-

air{>?<> +
Doctor Homing Hovering Marvel O#o +
850000 Double beam
Strange projectile projectile Series (after Grace ol Hoggoth), -
Yes
oOtf * -

tyZiO *
Varies based on
Vertical beam, Marvel 1 + .00*1 + ffi,
Dormammu 1000000 Projectile Destruction / <)&<? * (mixed), Yes 8-way
OTG-capable Series tya<? * / <?ty& * -

Creation points
C>0j +
Ghost Rider 1000000 Wall bounce OTG-capable OTG-capable
2-Hit
O ,0\<> .
Limited c-Od +


Projectile, q&o * o,o//;


Hawkeye Projectile Projectile, 2-Hit
900000 OTG-capable, XfrZi * ,>0\ +
poisons target
OTG-capable Limited

-

Otfo
Hulk
Projectile, 2-Hit O (charge)c> + ,
1200000 Super armor Super armor
OTG-capable Limited OtiC>
-

Crumple (vs. Wall bounce,


OTG-capable,
ground), hard destroys Hunter
Iron Fist 1000000 overhead attack
knockdown medium priority Series <>ao * oo^i *
-
Wall jump
ground bounce
(vs. air) projectiles
High-durability
Iron Man double Hunter
950000 Beam Local beam Yes 8-way
projectile, Series O0<3 +

OTG-capable
Spinning Marvel
Strike with Analysis
M.O.D.O.K. 950000 Shield Beam cr. Cubesto gainLevels
knockdown Series
Yes 8-way -

of Understanding
Magneto 850000 Beam
Capture Marvel Oticc> + ,
Counter Yes 8-way
projectile Series C>{>i +

Overhead Certain attacks are


Local beam / attack,ground Marvel O + , more powerfulthe
Nova 900000 Wall bounce
shield bounces against Series Yes 8-way
more red vitality -
-

airborne target Nova has


Hunter
Phoenix 375000 Projectile Trap projectile

Series airOQO + o/@ Otf O Yes 8-way oOtf

Oil Bomb air/ground explosion,


Rocket Double Hunter
750000 Landmine Wall bounce OQSS * , Air or
Raccoon projectile Series air<>t\0 + ,

+ 00 Float
OO^l +
Sentinel
Triple Projectile rain, 2-Hit
900000 OTG-capable
projectile OTG-capable Limited O^o *
Yes Double jump
She-Hulk
Lowattack, Crumple, Invulnerable Marvel (during Chariot),
1150000
OTG-capable super armor counter Series air<> +
- Wall jump
Shuma- Knockdown
Beam, Hunter 2-way
Gorath 950000 Projectile against aerial 0 (charge)-!) + ,
OTG-capable Series -
(forward/
(DLC) 0&<$ *

target backward)
1-way
Capture Invulnerable Marvel (forward),
Spider-Man 900000 airti + + 4-way
projectile

counter Series

-
Wall jump
(diagonal+
+ )
Projectile Vertical beam, Hunter 0#O * ,
Storm 850000
sequence OTG-capable

Series 0#O , Yes 8-way


Float
<>{}& *
st./cr. (hold),0<y ,
Super- OTG-capable, Hunter air<> + , o, Up-forward
1000000 Super Armor
Skrull wall bounce <oO*i + 00*1

Series t>0^i + ,

-

only
Cty'Zi +
Taskmaster 1100000 Projectile Marvel airOtiO + /,
Projectile Projectile
Series airO\C> + 0/ffl
-

Invulnerable
Thor 1250000 Beam 2-Hit OV& * ,
counter,
Yes 8-way
Limited C>Oti +


ground bounce
Invulnerable Hunter
Wolverine 950000
counter

Series t\ + 00 + ffi
o#o + Wall jump
X-23
Low attack, Invulnerable Hunter
830000 -

OTG-capable counter Series $SM> + (hold) Otfo + -


$&<? * Wall jump


mi
" Qmm
Teleport/ Extra Air 1
Migm Passthrougtl mommy
H " AssistType AssistType AssistType Archetvoe
Goes through Overhead attack,
Marvel 00*1 or
750000 Projectile medium priority OTG-capable, oo# + -=*
<?ty& +
-

Akuma Series

-

projectiles ground bounce airOdO + (hold)


i-way (forward.
Projectile Pinning projectile 30% metergain
Marvel Thunder Edgeairta + , O#o + ffi up-forward,
800000

Amaterasu

reflector Series OClO + ffi (ice/lightning) down-forward)

air, Double
Invulnerable
Triple projectile
Staggers, Marvel
ty&<? + ffi
Arthur 850000
counter OTG-capable Series OtfO + .

jump
oOti + ffi

00*1 + . Double
Marvel 8-way
C.Viper 900000
OTG-capable Overhead attack
Series oo*i + .

jump
O#o + ffi
cr. . ct> + ,
Invulnerable Landmine,
Marvel air0*lO + Or ,
Chris 1100000 counter, hard Projectile spinning Series 0*10 + ffi (1st hit),
-


knockdown knockdown O#o ,


O0*l + ffi (Uzi)
Marvel -way (forward, riple jump,
Chun-Li 850000 Projectile nvulnerable counter Pinningkicks Series airO +

wice per jump) wall jump
Double
Devil ump (Triple
Pinning vertical 3-Hit O0*i + . 2-way (forward/ jump in
Dante 900000 OTG-capable Projectile Alternating tl + , O#o + Trigger backward) 00
beam only Devil
0*10 Trigger)

Invulnerable
Projectile, Hunter + Wall cling
Felicia 880000 counter, low t\ + oO*i + -

OTG-capable

Series
attack
OTG-capable, Hunter Ot\o + , 3-way Wall cling
Firebrand 850000 0#< + Yes
0#< + )

knocks down

Series O*io + ffi


o*io * .
Hunter 0*10 + . UseSnapshots late in + (W.2+)
Frank West 1050000 Pinning poke 30% metergain combos lo level up

Series 00*1 (lv-2).


"

jO*io + ffi
Invulnerable
assist, Spinning Ground bounce, Marvel cr. , Roll alter cr.
Haggar 1200000 invulnerable
hard knockdown Series
-
-

counter,
knockdown i>0a+
knockdown
Hunter 2-way(forward/ Teleport dash
Hsien-Ko 900000 Projectile reflector Projectile O*io + ffi. oO*i +

backward)

Series ty&<? * ffi


Any direction
Invulnerable Hunter 8-way (Mad during Feral
Jill (DLC) 850000 Ground bounce Wall bounce O0*i + . O#o +

Beastonly)
-

counter Series Otio + Crouch


4-way (forward/
Invulnerable Hunter Yes backward/up/
Morrigan 950000 Projectile 30% meter gain Series oO*i + 00 +

counter downj
Nemesis Wall bounce Marvel
1150000 Ground bounce Projectile Series O*io + -
-


-

T-Type (tirsthit)
Projectile Pinningassist,
series;during knockdown; !>iO + / (Investigation) With threepiecesof
Turnabout: evidence,
Phoenix during Turnabout: Low attack, Marvel ty&<? * ffi
1000000 invulnerable
-

Trial O + or air

Wright wall bounce, OTG-capable Series (Trial/Turnabout),


assist, 0 +
invulnerable
invulnerable assist, 00*1 * (Turnabout)
invulnerable counte
counter
Invulnerable Marvel
Ryu 1000000 Projectile air0*10 + ffi (aim down) 00



Series
-

counter
5-way(in air, In air,
non-upward upward
Hard Places target Marvel
Spencer 1050000
knockdown standing upright
Wall bounce
Series air0*10 + //

directions +

direction +
+ ) +
Double
Hard knockdown
Hunter 1 + ,0/20 + (shot), {>&<? * oO# * jump,wall
Strider 750000 Ground bounce Wall bounce

Series 0*10 ffi jump


Double
Vertical 3-Hits Yes 8-way
Trish 850000 Capture trap Projectile Alternating AirO*lO + ffi

jump
projectile trap
Nullities medium
Marvel 2-way (lorward
Tron 1200000 Knockdown priority projectiles, Projectile Series
cr. + -
-

backward)

invulnerable counte
Double
2-way jump (Devil
Spinning Marvel *1 + (backward/ Trigger
Vergil 850000 Projectile

knockdown Series
O#o + O#o +

forward) (Devi typo * only),wall


(during Devil Trigger) Trigger only) jump
2-way (forward
Viewtiful Bomb projectile Hunter 0*10 + , backward)twic Triple jump
950000 Projectile Invulnerable counte
OTG-capable Series O#o +

Joe air0*lO + per jump


Low attack, Spinning Marvel Lose sunglasses
Wesker 1000000 Wall bounce J +

oO*i *

OTG-capable knockdown Series


2-way(forwarc 1
Invulnerable Marvel air0*lO / , backward),
Zero 830000 Projectile Pinningslash 0/5O +

3-way ty&O * -

counter Series O*io +


(OtfO + )
If every member of a team is drained of
vitality, that team loses. If the timer runs all
the way down, the team with more vitality
remaining by percentage is declared the
The display has been reworked from original winner. A draw is possible if both teams
MvC3. The vitality gauge of the current point have an identical percentage of vitality
character occupies the center slot. The next remaining. For example, if Thor and Phoenix
character in line, partner 1, is shown below both have full vitality when fime expires, the
the center slot and labeled as A1. Partner match is a draw even though Thor has far
2 is shown above the point character and more actual vitality than Phoenix.
labeled as A2. Commands for the assist
We recommend playing with the timer on
characters correspond to whichever buttons
the default setting of 99, and with damage
are assigned to EH and E3. TheA1/A2 labels dim whenthose characters are unavailable.
set on medium. Not only will most, if not
"ASSIST OKI!" indicators appear over a given character's vitality gauge when they've
all, tournaments use these setting, but this
recovered and are ready to take part in team actions again.
is also the setting most experienced players
Between the vitality gauges favor online. The timer serves a useful
for both teams are the purpose within gameplaymost matches
X-Factor indicators and between competent players will not actually
the timer. The X-Factor go the distance, but the very threat of a time
indicator's pulsing effects over victory forces players to take action eventuallyand prevents eternal staring contests.
make it obvious whether or not X-Factor has been expended. The timer counts down 99 And the attacks of the game are balanced with medium damage in mindother settings can
game ticks, which translates to 180 seconds. be amusing, but they are not the product working as intended.

The UIM3 Jobs Program


The vitality gauge order isn'tjusta grinder fordifferent characters to rotate through. You should have someidea oftheroles and responsibilities ofeach
member ofyourteam, bothunder ideal conditions and when seriousproblems arise.
Your starting point character's job should typically beto build a vitality lead orto build a significant amount ofhyper meter, or both. For most teams, your
ultimate goal isto createa solid handoff to partner 1 through either a powerful THC orTAC, which probably knocks one or twooftheircharacters out while
puttingyou in solid control of the match.
Sonaturally, your A1 character should synch upwell with your point choice. Having complementary assists and hyper combos that handoff well (especially if
the THC swaps are safe even ifguarded) enables thecharacters onthe first two slots ofa team to just trade places fluidly, while keeping partner 2 in the back
slot. This partner can be used as the primary assist, since the plan isn't toswap them in, orthey can be relied upon asa level 3 X-Factor anchor, ready to
spendthe full resources ofthe team ina supercharged last gasp ifit comesto that.
You may choose to use partner 2 more directly through three-stage team hyper combos (which are now much more powerful if you use mashable hypers!)
orteam aerial combos. Especially with theincreased threat and more heavily weighted guessing game TACs represent in UMvC3, thisapproach can be
extremely valuable with some characters. Characters with long corner carry aircombos like Magneto, Storm, and Doctor Doom benefit tremendously from
being incorporated into TACs, and a few characters, such as M.O.D.O.K., Viewtiful Joe, and Chun-Li, are much lessscary withoutthem!
You may have an alternate path to success, such as if your opening plan consists ofsaving hyper meter for Phoenix, building up evidence for Phoenix Wright,
orleveling up Frank West's photography level. Regardless, you should be going into a match with some sense of the jobs of each member of your team and
with alternatives planned in case your competitor doesn't cooperate with your wishes.

LWmuMBMmuimiW m^mmmtwM msmsmmi^w^mi


IKE Vitality
Crossover attack (reddamage becomes permanent)
Thor 1250000 Haggar iMiIiliIiiij^fc--l-"]
Crossover counter Hulk 1200000 Tron 1200000

Point character knocked out(red damage becomes permanent) She-Hulk 1150000 NemesisT-Type 1150000
Struck with opponent's snap back (red damage becomes permanent) Taskmaster 1100000 Chris 1100000
Team aerial combo CaptainAmerica 1050000 Frank West 1050000
Team hyper combo Doctor Doom 1000000 Spencer 1050000
Dormammu 1000000 PhoenixWright 1000000
Ghost Rider 1000000 Ryu 1000000
Iron Fist 1000000 Wesker 1000000
Super-Skrull 1000000 Morrigan 950000
Iron Man 950000 Viewtiful Joe 950000
M.O.D.O.K. 950000 C. Viper 900000
Shuma-Gorath (DLC) 950000 Dante 900000
Wolverine 950000 Hsien-Ko 900000
Deadpool 900000 Felicia 880000
Hawkeye 900000 Arthur 850000
Nova 900000 Chun-Li 850000
Sentinel 900000 Firebrand 850000
Spider-Man 900000 Jill (DLC) 850000
DoctorStrange 850000 Trish 850000
Magneto 850000 Vergil 850000
Storm 850000 Zero 830000
X-23 830000 Amaterasu 800000
Rocket Raccoon 750000 Akuma 750000
Phoenix 375000 Strider 750000
Wr Initially, halt of the damage received against point characters, and any
damage inflicted against assists, is red damage. Red damage is not
permanent! Partners recover red damage slowly over time whenever they are
not directly engaged in a team action. Inactive assists recover 200 red vitality
per frame, or 12,000 red vitality per second. Under the influence of X-Factor,
point characters recover red damage, as well (except when being hit), and
partner characters recover red damage faster than normal, alternating
between 400 and 500 vitality recovered every other frame for 27,000 red When partner2 has sustained severe reddamage,refrain from furtherta assist calls.At
vitality recovered per second!
leastpartner2 isn't inimminent dangerof having allthat reddamagebecomepermanent
yet ifyour point characteris knocked outpartner 1 will drop in, not partner2, so as long
The rate of red vitality recovery is a straight line, rather than being different as youlayoffassist 2 fora while, you shouldbe fine. Beware of accidentally hitting
for characters with different vitality totals. This means that partners with c> + ra while blocking, as this causes aninadvertent crossover counter thatswaps in
lower maximum vitality refill max vitality more quickly. Thor with 99% red partner 2, which is the lastthingyou want. Thiswon't makethe red damagepermanent,
vitality takes about 103 seconds to heal fully, while Phoenix with 99% red butit does put the characterinfurtherjeopardy, since knockouts are dependent on
vitality is fully healed in 31 seconds. depleting regular vitality, not reddamage. You shouldn'tbe calling an assist this battered
anyway, so justconsider the "' button off-limits fora while.
Red damage becomes permanent when a partner character is tagged in via
a crossover attack (hold QQS ), or when a character is forced to come in
when their partner is knocked or snapped out. This is where snap backs come
in most handy strategicallyif you inflict heavy red damage to one of your
opponent's assists, use the next clean hit you land on their point character to
combo to a snap back, forcing that character in and making the red damage
permanent! This is often the most efficient use of hyper metersnapping in
a character who has 90% red vitality does a lot more overall than a hyper
combo to add 15-30% damage to a regular combo. Similarly, be wary when
you have partner characters who've sustained severe red damage, especially If both partner 1 and2 are inbad shape, with deepred damage, then you could bein
if it's partner 1 (shown below the point character's vitality gauge)... that red trouble. Any poorly timed partner call could justget them knocked out,yetyour point
damage is only a snap back away from becoming permanent, and if your point character can't afford to get knocked out, either. You also cannotafford to tag either
character succumbs, partner 1 will be forced in, as well. character in witha crossover attack,as this just makes a lot of red damage permanentand
compounds a difficult situation. Furthermore, playing sheepishly without assists is usually
justdelaying theinevitable, unless yourcapacity forstalling is confident and immaculate.
Although X-Factor is at its least potent with three characters still standing, consider using
it here.Getting health backforallthree ailing characters, and thus breathing room,can
help right theship ina match gone wrong early. Be aware that later oninthematch, as
characters start to fall on both sides and the stakes and risks rise, your opponent may still
have X-Factor available, while youwill not.Some matches boil downto damned-if-you-do,
damned-if-you-don't; you'll just haveto feel it out.
You can squeeze the maximum amount of vitality possible out of your team
When partner 1 has sustained severe red damage, avoid using their crossover assist (tap with proper red vitality management, forcing your opponent to work even
d ) or tagging them inwith a crossover attack (hold El). Be extra cautious toavoid harder for the win. By letting your team rest as needed with character
havingyour pointcharacter knocked out, which would force partner1 to replace them and rotations through crossover attacks, THCs, and crossover counters, 300%
makered damage permanent.Ifyour pointcharacter's vitality is lowin addition to significant vitality essentially becomes 450%vitality! Building a team that has
red damageon partner1, lookfor waysto bringin partner2 safely. Thismay buytime plenty of safe THC options or invincible crossover counters helps you get
for bothailing characters to heal redvitality, lessening yourimmediate riskofhaving two injured comradesto the sidelines without risk, aiding your red vitality
low-health charactersin jeopardy back-to-back. Thefastest methodis a crossoverattack
management overall. Vitality management is just as important as hyper meter
to partner 2 (hold E3), butyourrival mayexpect this andwait tor it,eagerto punish your
newpointcharacterwhile they pose after the tag-in.Athree-stage team hypercomboall management, so be vigilant in paying close attention to both!
the wayto partner2 or a team aerial combo involving allthree charactersare safer ways
to accomplish gettingpartner 2 in. Youcan also guardyour opponent's attackand use a
crossover counter (tap C> + ^ while guarding, requires one bar ofmeter).

VITALITY: SEALING THE DEAL


Sometimes at the end of a combo, your competitor will have only a sliver of lifeleft. You can
decide to do one of two things: either burn an extra bar of hyper meter for a THC to seal the
K.O., or save it in an attempt to K.O. the weakened character via a mix-up or chip damage.
In this scenario, it is almost always better to finish with a THC,even if your rival has close
to zero vitality left.

UMvC3 is a team game, in which team dynamics are a core element of gameplay and
strategy. Given this, losing a character is a big deal. Dealing 33% to all three characters
of an opposing team is not nearly as significant as dealing 100% damage to a single foe,
though the vitality lost is the same. If you let an opponent survive by nof burning meter
to THC for an assured knockout, you risk letting that character get away. If that character
escapes to the sidelines, said character can possibly heal back all red vitality while being
used as a crossover assist and THC/TAC partner. That character may even exact revenge
later in the match with level 3 X-Factor after they've fully healed and returned at the end!

Hyper meter is much easier to come by than knockouts, so you'll almost never regret
spending meter to THC and finish a character off, especially given that a knockout leads to
animmediate mix-up opportunity against your competitor's next character. If you have limited hyper combo tospare, be mindful of the capabilities of thecharacter you're trying toknock
out, and the tendencies of your human opponent. It's always a good idea to K.O. the character your opponent can play best, but on the other hand, saving meter might bebest if meter is
tight and one of their less dangerouscharacters is the target. Of course, throw caution to the wind and burn all hypermeter if it's your rival'slast character.
r*-*
VITALITY: POST-KNOCKOUT
When an opponent's assist
LWMslIM^lS^^IMISPflG
character is being forced
out after a K.O. or a snap
Perform ateam aerial combo by launching with , then chaining into air{) +
back, they are extremely
Call Morrigan, Frank West, or Amaterasuy
vulnerable. Crossover
Use's} 0 * (hold) with Felicia or Thor
assists cannot be called and
Hitopponent
THCs cannot be performed
Receive an attack from adversary
for roughly four seconds,
Hit rival (guarded)
and the opposing character
Guard foe's attack
is in a disadvantageous
posilion. This time is
crucial: a successful mix-up givesyou the momentum you need to control the rest of the
match or to come backafter a bad start. Enemies in this positionare highly susceptibleto
cross-undercross-ups, performed by dashing under their character as they fall in at normal Hyper Meter Bar Cost
jump height. Almost every character can perform some type of cross-under bydashing C. Viper EX moves Special properties
underneath the adversary and performing standing orcrouching O. New characters Crossover combination 1-3 Damage, combo extension
coming inaftera K.O. or snap back are often already cornered, allowing even more mix-up Safely swap partners, retaliate againsl
Crossover counter 1
and pressure opportunities. blocked attacks, avoid chipdamage K.O.
1-3, 5 lor Dark Phoenix
Inthe caseof snap backs, be wary of opponents eagerto use crossover attacks to tag back Hyper combo Damage, combo extension, enhancement
Rising
out! This is especially important when performing a snap back to bring in Phoenix or your Mess up opposing team order, force
character's primary crossover assist character, like Akuma or Haggar. Frequently, opponents Snap back 1 inan opposing characler who has low
areitching to tag back outas soon as possible, so they'll be holding ED23 from theget-go. vitality or significant red damage
Ifyour mix-up attempt fails, be ready fo guard high to block thecrossover attack, so you 2-5 (lv.3hypercombos
Team hypercombo
Damage, combo extension, safely swap
can punish them with a combo and snap them right back out.
can finish THCs) partners

man.

While team members have individual vitalitygauges, they all share the hyper meter. The
hyper meter is built upbyinteracting with opposing characters. Building and using hyper
metereffectively is a keyaspect of team management. With three characters on a team,
there's rarely enough hyper meter to goaround foreveryone. But a team isn'tjusta slapping
together of three characters who then operate in individual vacuumsconsideration should
be paid to who builds the meter well, whoneeds to expend the meter to be effective, who is
present mostly fortheirassist, who is a goodTHC (team hyper combo) partner, and so on.

Itis beneficial to decide on the general rolesof each member of yourteam ahead oftime.
Will one character primarily serve as a battery, building hyper meter early on without
needing to use much? Which character makes the bestuseof hyper meter? Are anyofyour
characters utterly dependent on using the hyper meter to be effective? Should one character
be considered a primary user? What tactics doyou have available for building barwill you
rushyour rival and rely on melee hitsto build gauge?Or will you tryto whittle away at the
foe from afar with blocked attacks, slowly but safely stockpiling? You can alsobeaggressive
and go for team aerial combos with air V * , orconstruct a team around point Felicia
orThor (who possess special moves thatbuild hyper meter at will), or usea bar-building
crossover assist(Morrigan, Frank West, orAmaterasu7).

Building hyper meter is


inevitablejust about any
interaction generates bar.
So, plan for it or not, you'l
have bar to burn. Withjust
a littleforethought as to
where that hyper meter wil
come from, and where it
ultimatelyactually goes,
you'll gain a slightly more
firm grip on the match. The
various uses of hyper meter
are covered in further depth
laferon in this chapter and
throughoutthe chapters on
character strategy, as appropriate.
+++ E PER MATCH; NOTATED Damage Speed
teammates Increase Increase
Remaining

Three characters
X-Factor level 1 10 seconds 115-140% 100-125%
standing
Two characters
X-Factor level 2 15 seconds 135-170% 105-130%
standing
One character
X-Factor level 3 20 seconds 150-200% 110-145%
standing

X-Factor available; press + % + + (5 ). .. Lv.1 Lv.2 Lv.3 Lv.1 Lv.2 Lv.3


Name Damage % Damage % Damage % Speed % Speed % Speed %
Captain America 135 160 185 105 110 115
Deadpool 125 145 165 115 125 135
Doctor Doom 130 150 175 110 120 130

Doctor Strange 120 145 170 120 125 130


Dormammu 130 155 180 110 115 120

Ghosl Rider 135 160 185 105 110 115

Hawkeye 120 140 160 120 130 140

Hulk 140 170 200 100 100 100


X-Factor activated! Iron Fist 130 150 170 110 120 130

Iron Man 125 150 175 115 120 125

M.0.D.0.K, 135 160 185 105 110 115

Magneto 125 147.5 170 115 122.5 130

Nova 130 150 170 110 120 130

Phoenix/Dark 130/145
120/135 135/170 150/200 110/115 120/130
Phoenix
Rocket Raccoon 120 140 160 120 130 140

Sentinel 130 150 170 110 120 130


X-Factor unavailable: X-Factor can only beused once per match. The potential and duration olX-Factor is
greater the fewer partners you have remaining, and the X-Factor indicator itself becomes more pronounced if She-Hulk 130 150 170 110 120 130
you haven't yet usedX-Factor with only one character left.
Shuma-Gorath
127.5 144.9 162.4 112.5 125 137.5
Between the vitality gauges of both learns is the X-Factor indicator. Aglowing cross (DLC)
Spider-Man 125 145 165 115 125 135
indicates that X-Factoris availableor in use; a sterile, gray Xindicates that X-Factor has
140 155 115 130 145
beenexpended. X-Factor cannot beactivated while knocked down, norin hitstun, norduring Storm 125
hyper combos with cutscenes, lv.3 hyper combos, or throws. Otherwise, X-Factor can be Super-Skrull 130 147.5 165 110 122.5 135

activated at anytime. New to UMvC3, it can beactivated in the airas well as on the ground! Taskmaster 130 155 180 110 115 120

Thor 140 170 200 100 100 100


165 115 125 135
IMMBimmMmMmiMMBim Wolverine
X-23
125
120
145
140 160 120 130 140
Basic Attacks ,(),
Special Attacks
Command AttacksC> + ,etc.
Special Moves{> i > + , etc.
Hyper Combos V \ C* + <, etc.; not including lv.3 hyper combos or cutscene hypers M" Lv.1 Lv.2 Lv.3 Lv.1 Lv.2 Lv.3 1
Name Damage % Damage % Damage % Speed % Speed % Speed %1
Guardstun
Akuma 132.5 155 177.5 107.5 115 122.5

Amaterasu 120 140 160 120 130 140


X-Factor can be used once per match, and it
Arthur 125 145 165 115 125 135
applies to an entire team at a time, including
C. Viper 125 147.5 170 115 122.5 130
crossover assists. During X-Factor's
Chris 140 165 190 100 105 110
duration, characters for that team will be
encased in a shadowy galactic glow. The Chun-Li 120 135 150 120 135 150

strength and speed of the point character, Dante 130 150 170 110 120 130
along with the strength of assists, are Felicia 115 135 155 125 135 145
greatly increasedduring X-Factor. The Firebrand 115 135 155 125 135 145
speed boost means that attacks used during Frank West 135 160 185 105 110 115
X-Factoroften have shorter startup and faster recoverythan outside of X-Factor, which Haggar 140 165 190 100 105 110
leads to opportunities for link combosthat are impossible otherwise, and makes hitstun Hsien-Ko 125 145 165 115 125 135
decay less ofa limiting factor. Both the strength andspeed boostsinnate to X-Factor vary 155 115 130 145
Jill (DLC) 125 140
from character to character. 132.5 145
Morrigan 120 137.5 155 120
Nemesis T-Type 140 165 190 100 105 110
Both partner characters and the point
Phoenix Wright 135 160 185 105 110 115
character recover 27,000 red vitality per
second as long as they're not actively being Ryu 135 160 185 105 110 115

hit by the adversary and no chip damage Spencer 135 160 185 105 110 115

is received during X-Factor. This last point Slrider 120 135 155 120 135 145
is extremely important, since some late- Trish 120 140 160 120 130 140
game strategies revolvearound dealing Tron 135 160 185 105 110 115
tremendous chip damage from characters Vergil 125 150 175 115 120 125
like Akuma, Dormammu, or Storm using 160 120 130 140
The remaining duration olX-Factor isindicated by Viewtiful Joe 120 140
hyper combos repeatedly. Using X-Factor aglowing, shrinking red border around the vitality 130 150 170 110 120 130
Wesker
to negate the unavoidablehits may often be gauge.
160 120 130 140
Zero 120 140
the only way to avoid being knockedout.
X-Factor's purpose and potential uses are multifaceted:
X-FACTOR COMEBACKS
Since X-Factor activation can cancel any action, you can hit-
confirm into X-Factor from any combo. The ideal application for a
hit-confirmed X-Factor combo is when you recognize that you've
nailed both the opponent's point and partner character at oncea
solid X-Factor combo, even at X-Factor level 1, can easily knock
out any full-life assist, and most full-life point characters! Two-
for-one is just about the best deal you'll find in UMvC3.
The ability to X-Factor cancel actions in otherwise-impossible
places means you can create new set-ups by canceling the
recovery of certain projectiles and hyper combos with X-Factor.
This is analogous to using FADC in Super Street Fighter IV {or
"roman canceling" in Guilty Gear XX and its sequels) to throw a
fireball, then dash immediately behind it.
Similarly, you can use X-Factor to achieve otherwise impossible,
outrageous combos by canceling a ground hyper combo partway
through into another hyper combo. This is great when you want
to ensure that a combo results in a knockout, rather than simply
Ifyou have only onecharacter left againstan entireteam of three,don't lose hope just yet!
a severely damaged foe. Interestingly, if you X-Factor cancel a
Sometimes, level 3 X-Factor is all you need to stage a comeback. Don't be hasty withyour
mashable hyper combo, your inputs after your character recovers
activation, however. Activating X-Factor withouthaving the initiative isn't alwaysthe best
from the X-Factor cancel still influence the hits of the canceled
choice. Quickly analyze the opposingteam's characters and remaining vitality. Forexample,
hyper combo!
if the remaining team is 40% Storm, 90% Wesker, and 100% Nemesis, you should aim to
You can also use X-Factor to cut guardstun short after blocking a K.O. Storm without the use of X-Factor if possible, sincethe remaining twocharacters have
recovery-heavy attackyour punishment becomes much stronger high vitality.
with X-Factor active, and you can access it sooner without waiting
Usually, playersrespondto a level 3 X-Factor activation by fleeing, making it harderto
for guardstun to decay naturally. This can be ideal for harshly
stage a comeback; it's less likely for them to run awayfrom your last remaining character
punishing some predictable tactics, like dive kicks, square
jumps, and crossover assists. that has yet to activate X-Factor because you have no remainingcharacters to call on for
help. Inthis case, especially ifthe opposingteam is healthy overall, save your X-Factor for
X-Factor can also be used during guardstun to avoid a chip a guard cancel attempt. After the first K.O., perform a mix-up on the next character coming
damage knockout, such as while blocking a beam like Iron Man's in;if successful,any charactershould score 100% off the resulting combo. Level 3 X-Factor
Proton Cannon. Depending on the situation, this can be a lot hits hard! You then getanother mix-up opportunity on thelastcharacter, which hopefully
more palatable than using a crossover counter out of desperation, seals the comeback! It's important inthis situation to perform combos that are notonly
which wastes a bar of meter and often just means you trade the specifically tailored for a K.O. in level 3 X-Factor, but that are also reliable and consistent.
knockout of one character for another. And, crossover counters Securing a comboopportunity onlyto mess it up because of X-Factor's speed increase kills
aren't available while blocking in midair, making air X-Factor your momentum while precious X-Factortime bleeds away.
activation the only recourse sometimes.
Ifyouare having troublefinding a good opportunity to activateX-Factor level3, create the
Expanding on this medical role, if your point character and opportunity yourself. Hypercombos like Dormammu's Stalking Flare,Strider's Ouroboros,
partners have banged-up vitality gauges filled with red damage, or Firebrand's ChaosTideare great to use right beforeactivating X-Factor. Specialmoves
you can activate X-Factor and run away from your attacker for a like Vergil's Rapid Slash, Super-Skrull's Meteor Smash, or Phoenix's TK Overdrive can be
bit while red damage replenishes more quickly than normal. used and canceledinto X-Factor for positioning or fishing for hits. Similarly, invincible and
Finally, you can simply keep X-Factor in reserve to deploy in long-reaching hyper combos like Spencer's Bionic Lancer and Iron Fist'sIron Rage give
last-man-standing scenarios. X-Factor is tremendously powerful youhigh-damage openings to use seemingly at random; ifyourcold hyper combo hits,
great! Either pop X-Factor and turn the hit into a knockout if it's their last character, or save
when used by a single, unassisted character, greatly increasing
comeback potential if you find yourself sliding down the slippery X-Factor and keepthe threat handy; ifyour "random"hypercombo is blocked, X-Factor
slope of dwindling numbers! cancelthe recovery to keep safe and enablean immediate follow-up attack!

It'seasy to recommend knocking outtwo characters at onceboth a point character and In short, don't justuseX-Factor randomly because you have onecharacter remaining. Being
an assistas the mostefficient and dominantproactive use of X-Factor. In effect,this strategic with yourX-Factor use ina diresituation can mean the difference between staging
resembles the "double snap back" assistinfinites thatbecame oneofthe most deadly high- an epiccomeback or losing horribly. Save yourX-Factor for a good opportunity, or ifyou're
level tactics in MvC2you receive an outsized reward for an incidental, or evenaccidental, on your last legs and need to save yourselffrom a chip damage K.O.
hit. And in some ways, this is even more powerfulhere, you don't justknock outone
character andgain tremendous momentum against the next; instead, you justoutright
demolish two characters! However, that situation may not come up ina given match, oryou
may not have time toreact toglancing blows thatstrike two opposing characters. How you
use X-Factor ineach match is ultimately a judgment call, and thefactors for that judgment
differ from bout tobout and opponent toopponent. The only sure thing regarding X-Factor
is that it'sfar too powerful tooverlook. So, at the very least, don't neglect to use itif you're
down to yourlastcharacterthere is no reason not to, at that pointbut also look for
efficient opportunities to use X-Factor that come sooner than a last-ditchcomeback effort!
pr/
LW>t3WH!BlESMLl>(IJMmMm
tNNMtN: Baardin
The most important thing you can do to improveat any fighting game is to guard properly.
Andyet the number one thing that novice and intermediate players neglect to develop is
defense. For the most part, whenever you are in doubt in UMvC3, the prime directive is to
Kre S3S& *-*'''""
\3,0,or Air control backward
rely on solid guarding, while staying calm and looking for a way to turn momentum to your Airguard
favor. Noneof that works if you didn't block correctly In the first place, however.Guarding a (il possible)
an attack negates most orall of its damage, and itallows you to input " topush the
attacker away with advancing guard. Manyattacks, including most special moves and
hyper combos, deal damage even when guardedthis is called chip damage. Chip damage
amounts to 30% of the damage an attack would have caused if it wasn't blocked.Guarding
is accomplished by holding a backwarddirection whileyour character is not otherwise Guard Type Guards Against Vulnerable To 'KXj,,aWe-urtaB
occupied performing an action. Standing Overhead attacks, Advancing guard, crossover
Low attacks, throws
Guard mids counter, X-Factor
Crouching Overhead attacks, Advancing guard,crossover
Low attacks, mids
Guard throws counter, X-Factor
Air throws, anti-air
Kr" sssts* "-! .-*.- Air Guard

special throws
Advancing guard, X-Factor
Standingguard during 3 pre-|ump frames / air guard
15 Backward jump
after 4"1 frame* The speed ofthe action in the MvC series is unsurpassed among fighting games,and many
Backward walk Standing guard offensive tactics are based on creatingsituations where it's difficult, or close to impossible,
<?
to guard properly. This makes guarding under pressure an absolutely crucial skill. Because
& Crouch Crouching guard
ofthe nature of MvC, yoursuccess is occasionally basedon sheer reactions and skill, but
*M.O.D.O.K. leaves the ground onthe first frame atteran upward input, sohecannot block during pie-jump much of the time, it is based on solid guessworkand knowledge of your opponent. Sure,
Irames: hedoesn 'thave any! understanding how to block is key inanyfighting game, butfew games have youpayso
heavy a price for getting it wrong.

Right! Lowattacks must beguarded crouching. Many crouching basic Many attacks can beguarded standing orcrouching. These are Right! Overhead attacks must beguarded standing. Also called high
attacks are low attacks, along with certain crossover assists andother sometimes called midattacks. Most (but not all!) standing basic attacks, attacks. Mostairbasicattacks areoverheads, as aresomecommand
moves. assists, special moves, and hyper combos are midattacks. attacks and special moves. Crossover attacks, accomplished by holding
EUa to switch characters, areoverheads.

Guarding correctly placesyour characterin guardstun. Theduration of guardstunis You don't have to worry
dependent upon the attack that caused it; heavier attacks tendto inflict lengthier guardstun. about high or low attacks
While on the ground, manyattacks can be guardedeither standingor crouching, but low when guarding in midair.
attacks can onlybe guardedwhile crouching, and overhead attacks can onlybe guarded You can use this to your
while standing. Some assists strike either high or low andare very useful as a result, since advantage, jumping
they allow virtually unguardable setups whenused in tandem withpointcharacterattacks defensively to reduce
that must be blocked the other way. the number of blocking
variables from four to two.
MARVEL LOW HITTING ASSISTS CAPCOM LOW HITTING ASSISTS Jump defensively with
(MUST BE GUARDED CROUCHING!) (MUST BE GUARDED CROUCHING!) caution, though. Before
jumping,you risk being
ila Feliciaa Guarding in the air isdone by holding any backward direction.
hit by a low attack during
She-Hulka Phoenix Wright7
the three pre-jump frames,
X-23-(3 Wesker(3 and once off the ground, you risk eating anairthrow. As with guarding on the ground,
guarding in midair puts you into guardstun, your character's blocking animation. During
MARVEL OVERHEAD ASSISTS CAPCOM OVERHEAD ASSISTS aerial guardstun, the only things you can do are press to push your rival away with
(MUST BE GUARDED STANDING!) (MUST BE GUARDED STANDING!) advancing guard and useall four attack buttons to cancel guard with X-Factor.
Iron FistP Akuma7 Flying characters cannot guard. Guarding is possible the rest of the time while airborne,
Nova(3 C.Viper7 but using some moves means you can't guard (oract ingeneral) until thatcharacter lands
on the ground again. Examples include Storm's + Lightning Attack (used outside
of flight) and Wolverine's + Drill Claw. Do not use these moves carelessly, since
watchful opponents will recognize thatyour character is vulnerable all the way down; all
they have todo is launch your character orstarta hyper combo before your hero lands.
:

No Proximity Blocking!
MvC3 and UMvC3 do not have "proxi.,..iy uiuuimikj HulliTtTiTiIrilTiTliv^
into guardstun. Here, characters only enter guardstun when they are actually guarding an attack.

Active Blocking / Absolute Guard


Attacks that strike quickly enough to leave no gaps for the defender to move or act are all guarded automatically if the first attack is blocked
correctly, since the defending character is stuck in guardstun. These gapless sequences, which prevent the defender from surprising the
aggressor with a reversal or similar escape tactic, are often called true blockstrings. As an example, block the beginning of Iron Man's
Proton Cannon hyper combo, then stop holding back. Your character still guards the entire hyper combo. This is called active blocking, or
absolute guard. Don't rely on active blocking, thoughthis can get you into trouble if competitors switch from low to high (orvice-versa) in
a series of attacks, or if attacks are delayed.

Don't be overzealous trying to use advancing guard right away, thoughif you start
pressing in anticipation of advancing guard rather than actually reacting to
your successful blocking,you'll inevitably produce errant attacks or dashes when the
opponent actually doesn't do anything. When your challenger realizes you're using
advancing guard early,they can simplyact aggressively and baityou into whiffing
unintentionalattacks, which they then punish. Slow yourself down slightly, and force
yourself to react withadvancing guard, rather than just hopingfor it. Likewise, whenyou
realize someone is usingadvancing guard a littletoo quickly after blocking, start delaying
your follow-up hits to counterhit them.

Advancing guard can be activated at any time during guardstun,


even down to the last frame

- Once the "push" actually happens, advancing guard recovers


from guardstun after 21 frames, regardless of the attack that
Advancing guardpushes both the aggressive and defensive characters apart. When cornered, advancing caused guardstun
guard islesseffective because only the aggressor character ispushed backthe defensive character has
nowhere togo!
The earliest time a "push" happens is after one-third of an
Advancing guard (also called pushblock) canbe performed at any time during guardstun by attack's guardstun has passed. You can input advancing
pressing .Against multi-hit attacks, advancing guard can be performed many times guard earlier and the game will register it, but the push won't
successively. Advancing guardpushesthe defender and the attacker away from eachother, actually happen until this timeframe has passed
and itmay reduce some ofthechip damage received from blocked attacks, depending on
Advancing guard almost always results in more guardstun than
positioning. UMvC3 is full offastcharacters equipped with devious options to compromise
simply blocking, unless the guarded move causes abnormally
yourblocking andscorea hit,so when youdo block correctly, it's almost always crucial
lengthy guardstun, like more than 35 frames
to buyyourself somespacewith advancing guard. The only reason youwouldn't want to
employ advancing guard is ifyouropponent has let youguardsomething that has enough Both characters are pushed away from a central point during
recovery so you can punish for freein these instances, advancing guard is actually advancing guard, though the attacker is pushed back farther.
detrimental, as youwaste a punish opportunity! Savvy competitorswon't hand it over for This is why advancing guard means less in the corner
free very frequently, though, so err on thesideofusing advancing guard to repel anyenemy
offensive, andalways perform advancing guard repeatedly when guarding a continual attack
likea beam hyper combo.

C00NTE0S TO ADVANCING GOAND


Advancing guard does not representan unassailable wall.Advancing guard is far less
1A. ? potentwhencornered.Some moves, like Storm's Lightning Sphere or Dante's Devil Trigger
I, _,.- Mum specials, are actually immune to advancing guard. And ifyouare made to guard against
attacks from both a point character and assist at the same time, advancing guardgets
diminished in effect. This is especially troublesome iftheopposing point character manages
to dropan assist on oneside,thenattack from the othera situation someteleportand
square jump-capable characters can create at will.

Advancing guard doesn't work against certain moves, and itisless effective against some tactics that forceyou
toblock separate attacks simultaneously.

Characters who have thrown a projectile andfully recovered cannegate


advancing guard with precise timing. Wait until justas your rival guards
andbeginsto use advancing guard with a projectile, then dash forward. If
you dasha little early, you'll justget pushedbackas normal. With perfect
timing, your character simply appears todash forward, as ifadvancing
guard had noeffect at all! With slightly latetiming, you'll have your
character getpushed backward fora split-second before initiating the
forward dash, which means thatyour character will probably maintain
roughlythe same overall position. Input adash JUSTasyour opponent's advancing guard animation begins. Projectile characters canignore advancing
The samekind ofthing canbedone with flight activation. From a move guardentirely bydashing justas the
competitor initiates advancing guard
that your opponent hasblocked and pushblocked, cancel into flight; the against aprojectile.
state change halts the backward momentum of advancing guard. Similarly, certain special moves and actions can circumvent advancing guard. With Trish, you can chain cancel from ablocked air
attack to her Stiletto Kick to negate advancing guard, whereas with Doctor Doom, you can cancel blocked basic attacks into forward dashes, achieving the same effect.
Take careinotto simply mash on when you expect to block an attack. In other words, try very hard to react to attacks before using advancing guard, rather than anticipating attacks and
pressing on autopilot. If your rival doesn't actually produce an attack for you to guard, you either accidentally trigger either adash or an unintentional attack. Either result can be disastrous
against an attentive foe.
w mmmsEiMsmmBmimMsmii

Nomatter where your opponent's assistis, block away from their point IIyour competitor manages toplace their crossover assist far behind With allthe mayhem possible ina match, with up tosixcharacters on
character.Assist charactershave PLA YER1or PLAYER 2 above their you, you must block both the assist's attack and anything from the point thescreen amidst effects andexplosions innumerable, it'simportant to
heads, depending ontheteam towhich they belong. character by holding awayfrom thepoint. Do not beconfused bythe keep yourseli oriented. No matter where characters are positioned, no
crossover assist! matter where crossoverassistsatebeing called, nomatter what's going
on, guarding isalways relative the opposing team's point character.
Soifthe opposing point character isto the right, block with<P or
Q .11 they're to the left, block wilh^> orx\ .

Many tactics are devised to be confusing specifically to put the onus on the defensive player to block properly. For example, say a teleport-capable character calls a pinning crossover assist
on one side ofthe opponent, then teleports tothe other side. The defensive opponent not only has toprocess that the teleporting point character swapped sides, and that the crossover
assist now stuck totheir backs is irrelevant (though itstill must beguarded!), but they also have to be watchful for that point character to mix up between overheads and low attacks, or
maybe even another side switch. Often in these kinds ofsituations, the presence of a pinning assist disables advancing guard, so it's important to have good guarding fundamentals for
when the issue isforced upon you. Don't panic orworry about chip damagejust try toreact towhat the offense executes, and guard accordingly until you have anopportunity to use
advancing guard to begin an escape. Keep in mind that if you are set up for solid crossover counters, an adversary trying to pin you with an assist from the front while also attacking
represents the best timeto countercatching two characters is betterthan one,andit canturn the tideofa match instantly!

Crossover counters can be used like variable counters from MvC2, to block and hitbackopponents, or to escape chipdamage knockouts. MARVEL INVULNERABLE
Counters are a team-oriented defensive measure from blocking. When guarding on the ground, you can perform a CROSSOVER COUNTERS
crossover counter by pressing C> * EDS . If a partner is presentand hyper meter is available, the chosen character Captain America (3
tagsin and performs their crossover assist.The incoming character becomes the point character immediately, and the Deadpoola
move performed adopts the characteristics of a special move rather than a crossover assistmeaning it can be hyper She-Hulk7
combo canceledor interrupted with X-Factor. C. Viper's crossover counters can be canceled with a feint by pressing Spider-Man7
Thor(3
, just like her special moves.
Wolverinea
The most obvious use of crossover counters is in desperationyou can crossover counter to avoid a chip damage X-237
knockout. You have to weigh whether it's worth eating some guaranteed damage on the character coming in against
letting the low-health character expire. This is always a case-by-case decision, as countering in a character to eat the CAPCOM INVULNERABLE
end of a hypercombo for someone else may just lead to them getting knocked out instead. CROSSOVER COUNTERS
You canalso employ crossover counters more proactively on defense, timing the tag in to hit your opponent while Arthura
they're still recovering from their blocked attack. If you used a good crossover assist for this, you'll have the chance to Chrisa
hit-confirm and cancel into the new character's hyper combol Feliciaa
Interestingly, after initiating a crossover counter, you can actually perform anyair hyper combo the incoming character Haggara
has before they actually touch down and perform their assist attack as a counter! This costs yet another bar of meter, Morrigana
so it's an expensive trick, but it's worth keeping in mind; for example, Trish and Sentinel don't have great crossover Phoenix Wrighta/ (B (Turnabout)
Ryua
counters for taking back momentum or punishing enemy attacks safely, butthey can perform relatively safe hyper
Tron(3
combos in midair. Counter to Trish or Sentinel, then perform air Maximum Voltage or Hard Drive before landing to fry Viewtiful JoeP
your aggressor. Zeroa
Some assisttypes are invulnerable, butonly when theyare used as a crossover counter! Most "uppercut" type assists
fit this bill... they aren't actually invincible when used as crossover assists, butcounter into them, and all these
attacks are invincible and guaranteed to make it to at least the first hitting frame. The only assists in the game with
invulnerability asassists are Haggara and (Turnabout) Phoenix Wrightaor Phoenix Wright(3.

Crossover counters canbeperformed during guardstun, whether Character-depending, you have follow-up options ilthis crossover assist
Input^> * BEES , and the new character tags in with their hits...for example, canceling into a hyper combo!
standing orcrouching. crossover assist! They become your newpoint character immediately.
You can even cancel their tag-in into anair hyper combo before they
even touch down!
Imitit
The most basic way to move. Holding O3 also doubles
as standing guard if your rival decides to attack. Apart
from fine positioning, or using Arthur on point, you
HOLDO 0Rc> probably won't be doing a lot of sustained walking.
The pace of the game is simply too fast for this to be a
viable primary method of locomotion.

OO 0R<O (WITH NO MORE THAN 9 FRAMES SEPARATING THE INPUTS); ORO + (WITH NO MORE THAN
1 FRAME SEPARATING THE BUTTON PRESSES; REFERRED TO AS "COMMAND DASH")
Adash on the ground is a fast movement eitherbackward or forward. This is likely how you'll travel most ofthe time on the ground,
unless you plan to focus on Arthur, Hsien-Ko, or Morrigan (Arthur cannotdash, Hsien-Ko warps forward rather thandashes,and Morrigan
airdashes upfrom the ground). Dashes allow youto eitherclosedistance with a foe or to retreat very quickly. Most characters can cancel a
dash with other actions (such as an attack or blocking) after only 4 frames, andyou should get in the habit ofbeing ready to guard, jump, or
attack immediately afterstarting a dash. Dashing forward and thenguarding immediately is oneofthe best ways to cautiously gain ground
and test your opponent's defensive reactions without running intoenemy assists or attacks carelessly.

While most characters cancancel a dash with anyother action after frame 4, some characters can't cancel a dash for a longer period at
the beginning, and a handful of characters can't cancela dash at all! Players using these characters must be morecareful withtheir use
of dashes than with the rest of the cast, who have the luxury of being able to cancel their dashes with attacks or (more importantly) by Ground dashes can be canceled into attacks or
..__ ......_ . ... . . . , ' , . ,, , . * H '' * guarding alterframe 4, unless otherwise noted. All
guarding. Characters who cannot cancel their dashes early or atall also occasionally run into problems with |ump-m combo positioning. dashes (except irregular ones) can be canceled into
Other characters may land a jump-in hit from faraway, land, then dash andimmediately cancel thedash with anattack to hitthetarget jumps instantly.
point-blank and continue intoa full combo. Characters who can't interrupt dashescan't do that, however: bythe time theirdash is cancelable or ended, the defensive character is able to
guard. Thus, inaddition to taking extra care with movement, players ofthese characters must bemore precise with their air-to-ground offense.

i IF, QmMmmMlMM^Mft
^^^B IMIJ Backdash Notes Niinl:
Dash Backdash Notes
Captain Akuma 28 28

40 33
America -

Amaterasu 73 32

Deadpool 31 35

Arthur -
Nodash ability
Doctor Doom 35 33 Cannot cancel dash Chris Redfield 39 40

Doctor Chun-Li 22 29
35 35

Strange

C. Viper 15 23

Dormammu 19 33 Cannot cancel dash Dante 19 31

Ghost Rider 20 25
Felicia

25 24

Hawkeye 30 30
Firebrand 22

22

Hulk 40 40 Cannot cancel dash Frank West 30 30

Iron Fisl 30 33

Haggar 30 31

Iron Man 35 35 Ground dashes can be canceled alter frame 11


Forward dash: frames 16-30invincible, can pass
Magneto 45 45 Hsien-Ko 50 33

through foe
M.O.D.O.K. 19 33

Jill 19 23

Nova 35 25
Morrigan airdashes instead ofground dashing. Hold

Phoenix 38 39

Morrigan 46 23 input to dash lorlonger. Cancancel forward dash into


Rocket
15 15 air altack after frame 15. Backdash cannot be canceled
Raccoon

Nemesis
Sentinel 30 27 45 37 Can cancel ground dashesafterframe 10

T-Type
She-Hulk 19 33

Phoenix Wright 35 35

Shuma-
45 54 Backdash: frames 12-31 invulnerable Ryu 20 25

Gorath
Spencer 30 35

Spider-Man 41 40

Slrider 54 38

Storm 19 33

Trish 25 25

Super-Skrull 32 32

Tron 34 42 Can cancel ground dashes after frame 11


Taskmaster 35 35 Movement starts on frame 6
Vergil 21 39

Thor 19 39

Viewtiful Joe 26 26

Wolverine 20 34

Wesker 18 24

X-23 16 21

Zero 41 35

When dashing using tapcommands, you must leavea gap of no more than9 frames However, ifyou tapO , then wait atleast 1 frame but up to8 frames before inputting
between C> ox<? inputs. With a gap of10 frames, no dash is produced. This istrue , something strange happens: your character backdashes for 4 frames, then
of airdashes, as well. automatically cancels into a forward dash! This can be useful as a visual feint when
When dashing using attack button presses (O , , and <D although any of these you wantto dash forward anywayifyourcharacter has a particularly distinctive
work, we notate throughout this guide), things work differently. To simply dash backward dash animation (such as Haggar's, orM.O.D.O.K.'s, orSentinel's) this trick
forward, press any two basic attack buttons together (this does notinclude ). may incite reactions from an opponent who expects a backdash. However, this is not
There is veryslight leniency herethe inputsareintended to be simultaneous, but useful for characters withoutdistinctiveanimationsat the beginning of a backdash.
they do not haveto be, exactly. Pressone attack button,then anotherattack button on Note that this backdash feint trick does not work for the characters who cannot cancel
the very next frame, and a dash is still produced. Asa side effect, thisenables plink dashes immediately (Chris, Doctor Doom, Dormammu, Hulk, Iron Man, Ryu,and Tron).
wavedashing. (See the following note.) For them, tapping^ then within 8frames simply results in abackdash. With a
To backdash with attack buttons, pressO3 + . You MUST hitO atthesame gap of 9 frames or larger, a forward dash is produced.
time as at leastoneattack button, and the same tinyleniency applies for the other
attack button pressa gap ofone frame is allowed, and thedash stillregisters.
In a departurefrom previous Vs. titles, characters do notturn around on their ov/nwhen
Wavedashing jumping! Thatis to say, ifyou jump overan opposing point character, you will not
Wavedashing refers to canceling a dash into another dash. There automatically turn back to face them until landing again. While you can still air guard,or
are two ways to do this. air throw an opponent with ^> or'C? + if close enough, this does mean aerial basic
attacks will whiff in the wrong direction! Theonlywayaround this is to use a special
Crouch-cancel dashes into one another. Input move afteryou've crossed over yourfoethis will re-orient yourcharacter properly. Like
for the first dash, then quickly repeat , ( guarding, the commandsfor special moves are always relative the opponent's character,no
You're tapping down ever so briefly to interrupt one dash matter which direction your character is actually facing.
before returning the pad or stick to neutral and inputting the
dash command again for a new one. Flight characters have it best here,as activating flight will re-orient themwith more freedom
to maneuver. Additionally, passing overan opponent during flight will automatically auto-
Plinking dash inputs. This causes a dash to cancel to a basic correct a character's orientation.
attack, which is then instantly kara-canceled into another
dash. To perform this, first dash with or, then While airborne, you won't need to worry aboutwhether to guard high or low, only holding
input-, with only one frame separating the attack inputs. backward, away from theopposing point character, matters. You are still susceptible to
If performed correctly, you'll seem to seamlessly cancel one air throws, however, most of whichlead to OTG opportunities. Also, flying/airdashing
dash into another, without a crouch cancel. Bonus points if you characters cannot block, and certain characters cannot block until landingafter using
perform this with * ~, * o ~@ to install option certain attacks.
select throw break attempts into each dash!

Mastery of wavedashing allows you to have your characters cross


the ground much more quicklyuseful if your competitor is trying
to run away or zone from the air, or if they leave themselves
vulnerable from far away. It can also open up extra combo and OTG
possibilities from farther out than is possible with a single dash.

Characters who cannot cancel a dash also cannot wavedash;


characters who can only cancel a dash midway through cannot
wavedash as quickly as the rest of the cast. Every character's dash
duration and acceleration is a little different, so the ideal time
to actually cancel dashes to wavedash for maximum speed and
distance varies from character to character.

Limitation on Special Moves


mmw During Airborne Periods
In a given airborne period, which is defined as the time between
In most fighting series, it's imprudent to spend too much time in the air. That's definitely
not the case here; UMvC3 battles can take place as much in the air as on the ground. when your character leaves the ground and when they land again,
Characters vary wildly in their aerial capabilities; some should be played so they are in the no more than three special moves can be used. There is one way
air a majority of the time, whileothers are best used whilethey are grounded.
around this: flight-capable characters can use as many special
The screen will
moves as they wantwhile flying, provided that you actually activate
shift to super
jump height to flight before already using three special movesflight activation
track an ascending itself counts as a special move, so your character can't start flying
character, and
if you've already used three specials! Once activated, flight is its
the ground is
not visible. Point own distinct state, which allows the use of as many special moves
characters who are as you can perform. Once flight expires, you'll only be able to use
stillgrounded will
a special move again if you haven't used more than two special
be represented by"1P"and "2P"indicators, and can still move around and act as normal.
Assistcharacters are not indicatedvisually from super jump height!Theonlywayto know moves already, including flight activation itself, and any specials
ifan assist was called is byaudiocues and the disappearance of assist button iconsover used during flight.
vitalitygauges.

Except for M.O.D.O.K. jumps have 3 grounded startupframes before becoming airborne on
the 4thframe afterinput. They have 1 frame of recovery upon landing. Values for double/
triple jumps indicate added frames of vertical movement. By holding*^ orC> during a
super jump you can alter your character's trajectory slightly with aircontrol, though some
characters are betterat this thanothers. For flight frames, the first number is the startupof
flight mode,and the second numberis the duration.
NORMAL JUMPS
s Double/ Flight NORMAL JUMP: TAP ANY UPWARD DIRECTION
N Jump T*?' Triple Frames Mntp<.
Name Frames W. Jump (startup/ No,es
hrames Frames duration) Some attacks can also be canceled into a normal or super
Captain America 44 81 +17

jump simply by holding any upward direction; for example


Deadpool 37 81 +19
Wall jumpcapable every character's special attack launcher on hit. With
Doctor Doom 44 81 15/106

AUTO SUPER JUMP set to ON in options, you can also


Doctor Strange 43 81 22/99

simply hold down to super jump cancel after a successful


Dormammu 42 81

21/100

Ghost Rider 40 81
launcher
Hawkeye 49 81 -

The most direct wayto get a characterairborne is through jumping. Thereare two kinds
Hulk 40 81

of jumps: jumps,and super jumps. Both types of jumps have 3 pre-jump frames after
Iron Fist 40 81
Wall jumpcapable input, before they actually leave'the ground on the 4'" frame. Input the command for a basic
Iron Man 16 79
12/108

attack during pre-jump frames, and the commandwill be buffered and executed as earlyas
Magneto 48 81
15/106
possible during the jump. However, if the command for a ground-based special move or
Normal jumpflight mode hypercombois finished during pre-jumpframes, the jumpwill be canceled into the ground-
M.O.D.O.K. 5 81
5-7 / 300 starts 5 frames after based action, and never even animate!
pressing 4/
Nova 40 81
10/110

Phoenix 42 81
19/102

Rockel Raccoon 40 81

Hold^} during jump to float


Sentinel 47 81 +24 17/104

She-Hulk 40 81
Wall jumpcapable
Shuma-Gorath 46 81

Spider-Man 52 81

Wall jumpcapable
Storm 43 81 22/99

Hold{f during jump to float


Super-Skrull 40 81

Taskmaster 46 81

Thor 43 81
30/90

Wolverine 39 80
Wall jumpcapable
X-23 45 80
Wall jump capable

Q^MBim^iMiflilM Normaljumps keep the battle atnormaljump height, and they do not shift the playing Held locus upward.
Assists can be called.
s Double/ Flight
"3me iS-iSa, 538 <5K?/""
"ames Frames duration)
A normal jump keeps the screen focused on ground level,and doesn't travel as fast or as far
as a super jump(though both leave the ground at the same speed, on the 4'"frameafter the
Akuma 42 81
upwardinput). The following rules apply to normal jumps:
Amaterasu 46 81

Air chain combos are restricted to three hits for certain characters
Arthur 58 81 +25

Chris Redfield 40 81 Crossover assists can be called


+22 DJ /
Chun-Li 46 82
Wall jump Some ground attacks can be canceled into a normal jump by
+22 TJ
simply holding any upward direction as the attack connects.
C.Viper 49 81 +22

Examples include Iron Fist'sO + , Chun-Li's standing or


Dante 44
+20 DJ / Triple jump onlyavailable crouching (D, Storm's standing and crouching , Dante's
81 170
+20 TJ in Devil Trigger mode Ofy t\ + , Morrigan'sO + , and Phoenix Wright's (Trial)
Felicia 44 85
Wall clingcapable standing <D, (D
Firebrand 40 81 .
30/90 Wall cling capable
Frank West 44 81
Hitstun produced by a successful air attack is less during a
Haggar 36 81
normal jump than the hitstun produced by that exact same attack
Hsien-Ko 46 81
during a super jump. In effect, this makes some air combos
Jill
harder, if not impossible, during a normal jump state
40 81

Morrigan 43 80
111
Flight modes started while either standing or normal jumping
Nemesis T-Type 44 81 will follow the rules of a normal jump: assists can be called,
Phoenix Wright 40 81 but certain characters have limited chain combos, and hitstun
Ryu 40 81
produced by attacks is shorter

Air upward + +
Spencer 40 81

functions somewhat like a


double jump Air Recovery
Strider 43 81 +13 Wall jump
Some hits or knockdowns will make the victim recover by

Trish 45 81 +20 21/100

Tron 43 81
flipping out in midair, rather than by being floored, then rolling
Vergil 41 81
Double jump onlyavailable up off the ground. Air recovery occurs automatically when
+16
in Devil Trigger mode

applicable, but characters can also be directed to recover in


+21 DJ /
Viewtiful Joe 50 81 a desired direction by holding forward or backward. After air
+22 TJ

Wesker 41 81 recovery, a character is considered to be normal jumping


Zero 46 81

even if air recovery leaves them at the top of the playing


field! Being in a normal jump state after air recovery means
crossover assists can be called to help regain momentum.


W\ BWMoRo lw mum rn^mw DOUBLE 6 TRIPLE JUMPS
DOUBLE AND TRIPLE JUMPS: TAP ANY UPWARD DIRECTION
WHILE AIRBORNE

Some characters, having leftthe ground witha jumpalready, can then jump one or twice
morefrom midair. Double and triple jumps follow the rules of the jump they started from,
just as flight does. Most significantly, this means you can normal jump, then double or triple
jump to achieve great height, while still being capable of calling assists!
For each double or triple jump capable character, some air basic attacks are cancelable by
double or triple jumps. Simply tapan upward direction during thesemoves andthe character
will immediately cancel theattack with the double or triple jump. This grantsgreatpotential
during aircombos (particularly teamair combos, where they shine especially), butalsoallows
for unorthodox mix-ups. For example, against a standing opponent, youcan jump-in with an
attack, then double jump cancel it on impact. Normally, opponentsexpecta characterfalling
inwith an attackto land, so this maythrowthemoff.Depending on whetheryou double jump
straight upor forward over the opponent (and whether they advancing guard your initial
The diabolical M.O.D.O.K. doesn't have a normal jump. Instead, assault), youcaneither goforanother overhead attack, or call an assistto land on the sideyou
tapping any upward direction while grounded causes M.O.D.O.K. to started from, whileyou land behindthe enemy!
fly. M.O.D.O.K.'s exclusive normal jump flight is the fastest way to get Be careful with upward inputs on thesecharacters: double jumping can beaccomplished
from the ground to the air in the gameM.O.D.O.K. is airborne the next onframe 1 when a jump is airborne, so ifyou get an extraneous double jump input inearly,
frame after input! He's ready to act after 5 frames of floating up from the you may use up a double jump immediately and not even realize ituntil you need itlater! Be
ground. Standard jumps are not airborne until the 4'" frame after input, particularly careful about this after landing alauncher and super jumping by holding :if you
and activating flight from the ground for any other flight-capable character tap up tosuper jump out ofhabit from older games, you'll getan immediate double jump.
requires at least 11 frames. Double jump canceling airattacks also allows for hitconfirms at low altitude. You can jump
M.O.D.O.K.'s normal jump Flight shares the rules of any normal jump state, forward, perform air pokes in anticipation ofenemy movement, then hit confirm and jump
cancel the attacks and transition to a combo when they're successful.
with three exceptions: M.O.D.O.K.'s flight ends if an airdash is used, it
lasts much longer than for other flight characters (five seconds, compared
to around two for most others, and three for Devil Trigger Dante), and
M.O.D.O.K. is the only character who can fly twice in one airborne period
(start with normal jump flight by tapping up trom the ground, then activate
{}/50+ 0 flight after the first flight period ends).

HRBHHHM

SUPER JUMPS
SUPER JUMP: TAP DOWN, THEN ANY UPWARD DIRECTION
WITHIN 9 FRAMES

Can also super jump cancel launchers by holding any upward


direction or after scoring a hit

During a super jump a character soars to


the top of the playing field, and the screen
shifts to follow. Super jumping characters
can alter their airborne trajectory in a way
that normal jumping characters cannot via
air controlsimply hold left or right to
influence the jump arc (different characters
can exert different degrees of air control).
Super jumps lake thelight totheskies. The screen Grounded point characters aren't shown
drags upward tosuper jump height, andassists while the screen is following super jumping
cannot be called.
characters, and will instead have their
positions marked with "1P" or "2P" indicators. Super jump rules:

The full air chain combo is possible for every character during a
super jump
Crossover assists cannot be called during super jumps
Super jumps for most characters can be "steered" with air control
by holdingO orC>
Hitstun produced by a successful attack during a super jump is
5 frames longer than the same attack during a normal jump. This
means many air combos are easier, or only possible, during a
super jump. This includes super jump flight mode!
Flight modes started during a super jump will follow super jump
rules. That is, assists cannot be called, but full chain combos
are allowed for every character, and hitstun produced by attacks
is longer

Double and triple jumps add air mobility, and increase the potential olboth combos and mix-ups. Many air
basic attacks can becanceled by adouble jump, leading todevious tactics like late, second-chance overheads,
or overheads canceled into adouble jump over the opponent while your assist arrives on the originalside.
WALL JUMPS
WALL JUMPS: NORMAL JUMP BACKWARDS ALONG THE SCREEN EDGE AND PRESS DIAGONALLY UP-FORWARD

Some characters can jump forward off of the edge of the screen during a normal jump. To accomplish this, simply normal jump backward along a screen edge, then press up-forward.
Jumping straight up won't work, even in acorner; you must jump diagonally backward. The wall jumps for Felicia and Firebrand work slightly differently; first, normal jump diagonally
backward against ascreen edge, then tap<=> to initiate wall cling. From here, simply released to wall jump. Wall jumps aren't possible during super jumps, but characters with double
jumps can normal jump (in any direction), then double jump backward against ascreen edge in order towall jump at higher altitude. In general, wall jumps are useful for these characters
for surprise maneuvering, and for escaping corners. Since wall jumps occur during normal jumps only, it'salso always possible tocall crossover assists!

FLIGHT
$&<? + (IN AIR OK)
One-third of the cast iscapable of flight. Flight isactivated by inputting fy 2<=" + ,
and can bestarted onthe ground or in theair. The activation (ormanual cancelation) offlight
can be usedto cancel basic attacks.There is a brief dead period of 5-30 frames (character
dependent) during which noinputs areaccepted while the flight animation begins, butafterward
characters can act as they normally can in midair.

All flight modes are both activated and canceled with fy ?<? + . (M.O.D.O.K. can
alsoactivate flight with4/ from the ground)

Movement during flight is enhancedcharacters can be made to simply flit aboutas you
please, in any direction. You can useas many special movesas you canmanage while flight
isactivethe normal limit ofthree special moves perairborne period doesn't apply during
flight. Thisappliesto airdashes tooflight-capable characters can airdash over and over
during flight! (M.O.D.O.K. again excepted.) Flight ends after any ofa handful ofthings happens:
Receiving the enemy's attack (characters cannot block while flying)
{} 0 + is input again (flight deactivation can be used to cancel basic attack recovery, and Morrigan special move recovery)
Attacking with air during flight, or certain other attacks (like M.O.D.O.K. air O or + Body Attack)
Flight expires naturally (occurs after about two seconds for most characters, three seconds for Devil Trigger Dante, five seconds for M.O.D.O.K.)
Flight can only beactivated once perairborne period. The exception here, once again, is
M.O.D.O.K., whose normal jump flight (activated simply bytapping anyupward direction
while grounded; M.O.D.O.K. does not have a normal jump!) does not preclude him from
using special moveflight later in the same airborne period.

Flight andairdash characters are ableto airdash afterflight expires only if theydidn't
airdash at all before orduring flight mode. Likewise, flight and double jump characters
retain their double jump afterflight only iftheydidn'tdouble jump before. Characters that
can both airdash and double jump candooneortheother afterflight expires only ifthey
It's notasbigadeal asitsounds that youcannot Normal jump flight can beused toplace crossover
used neither during the airborne period prior to flight ending. These detailsof what's left guard during High!alter all, the point oiHigh! is to assistsbehind foes while flying orairdashing over
afterflight ends are most important whenusing flight in air combos, but are also useful to beunpredictable and evade attacks inthe first place. them. Flying characters correct their orientation after
know for positioning and zoning sequences. switching sides, allowingyoutosandwich them
between youandyour assist.
The properties of flight are different depending on when flight was activated. Flight that begins during a normal jump, while acharacter is grounded, or after air recovery, can be thought of
asnormal jump flight. Flight that begins during a super jump can be thought of assuper jump flight. The differences between normal jump flight and super jump flight are similar to the
differences between normal and super jumps themselves. During normal jump flight crossover assists can be called, and certain characters are restricted tothree-hit air chain combos. The
hitstun produced by successful attacks isalso shorter than during super jump flight. During super jump flight, crossover assists cannot be called, but the full air chain combo isavailable
for all flight characters, and the hitstun produced by attacks is longer than during normal jump flight.
m
DIRECTION + OR DIRECTIONAL DOUBLE-TAP, DIRECTIONS AVAILABLE AND AIRDASH BEHAVIOR VARIES PER CHARACTER
Theability to airdash is a great boonto manycharacters. Airdashes are whatthey sound
likedashes in midair! Airdashes are accomplished likeground dashes. To airdash in a
particular direction, hold that direction while pressing . Alternatively, double-tap
the desired direction. Use whichever is easier and more consistent for you, but note that
double-tapping a diagonal inputis much less consistent than simply pressing that diagonal
plus.
Airdashes have a height restrictionbelowa certain altitude, airdashes aren't possible.
Froma standing start, it's faster to get over this floor with a super jump than a normal
jump, as a super jump moves upward more quickly. In this table, the earliest frame before
airdashing during a normal or super jump is counting airborne frames only. The three pre-
jumpframes beforeleaving the groundare separate. Numbers in parenthesesindicate how
many frames of airdash must elapse before attack is possible

., /'r5*.FrmB...i First Frame


AirrtaQh Airdash is Possible Airdash is A * . * it **..
Name fl;rflasn After Leaving Possible After f Up. " Down- Down- 7_k Up- Notes
Type Ground For a Leaving Ground Up Forward Forward Forward Down Back Back Back
Normal Jump Fora Super Jump
Doctor Doom 8-Way 6 3 30(5) 30(5) 38(7) 30(5) 30(5) 30(5) 37(7) 30(5)

Down-back airdash movement starts on


Dormammu 8-Way 10 5 30(5) 30(5) 38(4) 20(5) 30(5) 20(7) 37(4) 30(5)
frame 6

Diagonal and lateral airdashmovement starts


Iron Man 8-Way 3 3 40(5) 25(11) 38(11) 35(11) 34(5) 25(11) 38(7) 25(11) on frame 10; up and down airdashes move
instantly but hover at finish
Down-back airdash movement starts on
Magneto 8-Way 7 4 24(3) 24(3) 40(7) 24(4) 24(3) 24(7) 42(7) 24(3)
frame 6

M.O.D.O.K. 8-Way 1 1 30(5) 30(5) 38(5) 30(4) 30(5) 30(5) 37(4) 30(5) Airdashing ends flight
Forward and backward airdash movement
Nova 8-Way 8 4 24(3) 24(9) 30(7) 29(10) 24(3) 24(10) 37(7) 24(10) starts on frame 6; diagonal airdash movement
starts on frame 9

Phoenix 8-Way 9 4 20(7) 20(7) 38(7) 37(7) 20(7) 20(7) 37(7) 20(7)

Shuma- 38(7)
2-Way 7 3
-
38(7)

Gorath

Spider-Man 1-Way 6 3 38(7) Forwardairdash movement starts on frame 6

Storm 8-Way 7 3 40(5) 22(7) 26(4) 23(7) 23(7) 23(7) 25(4) 23(7)

Super-Skrul l-Way 4 1 38(7)


Airdash travels up-forward
Thor 8-Way 10 4 40(7) 38(7) 38(7) 30(7) 40(7) 38(11) 37(7) 38(7)

First Frame First Frame


AirHach Airdash is Possible Airdash is . $t . * jf *'* ., ,
Name ?Jasn After Leaving Possible After t Up. * Down. DoWn- Trk Up- Notes
'We Ground For a Leaving Ground Up Forward Forward Forward Down Back Back Back
Normal Jump Fora Super Jump
Forwardairdash movement starts on frame
Amaterasu 1-Way 7 3 -
40(7)
-

13th
Forward airdashtravelsat slightdownward
Chun-Li 1-Way 6 3 -
20(7) - -

angle.
Until Until Diagonal airdash movement starts on
C.Viper 8-Way 8 4 38(5) 30(9) 38(7) 38(5) 37(7) 30(9)
grounded(9) grounded(9) frame 9

Dante 2-Way 6 3 38(4)


37(4)
Gains double airdash in Devil Trigger mode

Hsien-Ko 2-Way 4 2 60(7)


60(7) -

Upward airdash; Morrigan swoops ina


vertical arc forward; downwardairdash:
Morrigan 4-Way 7 4 34(9) -
23(9)
34(9)
23(7)

Morrigan swoops in a downward-dipping


parabola
Trish 8-Way 8 4 30(7) 25(7) 38(4) 20(7) 30(7) 20(7) 37(4) 20(7) -

Tron 2-Way 8 4
30(7)
30(7)

None/2- Gains 2-Way airdash in Devil Trigger mode


Vergil 3 2 -
33(5)
29(7)

Way
Viewtiful Joe 2-Way 7 3
38(7)
37(7)

Zero 2-Way 8 4
29(7)
-
29(7)
Airdash movement starts on frame 9
Airdashing has myriad applications: Ina big change from original MvC3, characters cannot airguardwhile airdashing, unlike
almost all grounddashes. Airdashes can be canceledwithair attacks, though. This includes
Some air basic attacks can be canceled with an airdash. This
throws, basicattacks, specialmoves,and hypercombos. Moves executed duringan airdash
allows for combo extension, and for enhanced air zoning tactics will oftencontinue the inertia of the airdash, which maymakecertainattacks more or less
Airdashes allow quick retreat from the enemy by jumping and useful in certain positions.
airdashing back or down-back. Like double jumps and flight,
airdashes keep the properties of the jump they originated from,
so if you retreat with an airdash from a normal jump, you can
also call a crossover assist to cover your tracks. Similarly, if you
normal jump, then airdash upward, you'll achieve super jump
height while remaining in a normal jump state.
Airdashes allow you to advance laterally from long or mid range
at a trajectory different than a ground dash (but without the
ability to guard).
Air attacks from low altitude lateral airdashes make great overheads. Some airdash attacks can cross up, ifyou
Flight characters can airdash repeatedly while flight is active dash over the opposing character's head. Low lateral airdashes are often called square jumps, as opposed to
triangle jumps forlowdiagonal airdashes.
(except M.O.D.O.K.), allowing for even faster retreats or
advances
Anairdash-capable character that can also fly, falling after flight expires naturally, can only
Airdashes can be used diagonally or straight down to return to airdash if they didn't airdash previously in the airborne period; if they airdashed at all either
the ground as quickly as possible after jumping at close range, before or during flight, attempting to airdash after flight expires won't work.
usually with a quick overhead attackthis is usually called a
triangle jump. Strong mix-ups between low-hitting combos, Additionally, characters whocan both double jumpand airdash can onlydo one or the other
per airborne period. The exceptions are Chun-Li, Devil Trigger Dante, and Viewtiful Joe, the
triangle/square jump overheads, and cross-ups can be essentially
impossible to block consistently. Opponents will often have to triple jumpcharactersthey can both airdash and double jump in the same airborne period
(or do a doublejumpand triple jump,or two airdashes).
rely at least in part on luck and guesswork to resist a truly furious
and varied offensive attack.

Lateral airdashes just after jumping near the opponent, going over
their heads, can be used to square jump over them, while placing Option Select Air Throw / Airdash
an assist on the side you just vacated. Do this a little bit lower with
an air attack, so you don't actually pass over their head, and the You can actually build-in an option select air throw to any airdash
effect is a very fast overhead just like a triangle jump. that isn't straight up or down, by performing airdashes with
direction o ~@. Press the desired direction for the airdash
atthe same time as, then drum another input one frame
later. This plink input causes the game to register an air throw/
air attempt for 1 frame, before "correcting" itself by kara-
canceling into an airdash when the other input is received.
wimwvwwewi

Airdashes are perhaps most useful, and most infamous, in theircapacity for enabling fast overhead attacks. By jumping near the opposing character, then
immediately airdashing straight down or down-forward, you can leave the ground and return almost immediately. Remember that most attacks used while
airborne are overheadsif you can get an attack out before landing, it's impossible for most playersto guard standing on reaction.
You're justas liable to have this problem as anyone, so here's a tip: when faced with tricky air overheads, watch for the dust that explodes up when a character
jumps. With a little practice looking for it, that dust can be an extra visual cue that alerts you a triangle jump overhead is coming. This isn't foolproof, since
some other moves make dust puffs too, some characters (like Magneto, and Storm) do not produce dust effects when they leave the ground, and opponents may
mixit up by landing without attacking then striking low, butit's better than nothing. As another cue, you can realize that the screen is shitting upward if the
opponent is super jumping before their triangle jumps... butagain, this might just be bait, and they might empty triangle jump, land, and go low. You'll have to
either make a good read to escape unscathed, or avoid the situation in the first place.

Diagonal triangle jumps have the most notoriety, but lateral airdashes
have similar uses. Super jumping into a quick lateral airdash is one of the
safest ways to gain a little ground on an adversary, as long as they don't
have a hyper combo ready they can use on reaction to cover that space (you
cannot block while airdashing, after all). But apart from some dangerous
beam hyper combos, you only have to watch out for a few assists, like
Dantea, Dormammu3, and Rocket Raccoon7; you'll be done
with the airdash and able to air block long before most characters can do
anything about it on reaction.
The biggest worry is whenyour opponent uses an anti-air command throw, orsimply jumps and air throws you.The problem of being air thrown can be
somewhat obviated by making airC> + your airborne attack of choice, if that's at all workable for your characters. Using this command will produce a heavy
air attack undermost circumstances, but if the foe happens to be in throw range it will instead produce an airthrow. As a bonus, you may happen to break away
from foes who air throw you first, essentially onaccident. Using one input to cover several options, as is the case here, is called an option select.

Used from a slightly higher altitude, a square jump can make you pass just
over the opponent's head. This forces them to switch the direction they're
blocking in. You can take advantage of this by creating confusing situations-
get near the opposing character, jump straight up or up-forward near their
heads, then call an assist before airdashing to the other side. Depending
which assist you call, when you airdash, and what you do during the airdash,
this can force the opponent to have to block more or less at random, if you
vary how you approach the setup.
Utilizing airdashes effectively is incredibly powerful. Offensive tactics
this good essentially mean the trick is to be never put into bad defensive
situations in the first place, rather than getting out of them consistently once
you're trapped.

Lateral airdashes can also beused just offthe ground right inanopponent's face, asoverheads with the
same purpose as triangle jumps. Use air^> + when possible: this can result in either an attack,
or an air throw.

During flight, restrictions on the number ofspecial moves or airdashes which can be used per airborne period vanish, and you can perform as many actions as
you can manage to squeeze into the flight window. For characters with fast airdashes, this can provide an invaluable tool for running away or approaching very
quickly. Activate flight, then cancel airdashes into one another very quickly with one of two methods:
Never repeat the same airdash direction. During flight, airdashes can be canceled into other airdashes naturally, by simply inputting
direction + repeatedly, as long as you don't repeat the same direction. So, for example, 7 * EE3> \ + 2CS>'
7 + :=* \ + would work.
Use plink inputs for airdashes. Any combination of attack buttons works, but the ideal command is direction + ~ , so an option
select air throw is built-in. The second attack input must follow the first on the very next frame. This method allows you to cancel
the same-direction airdash into itself rapidly, but it also requires a fair bit more precision than simply performing different-direction
airdashes.

After you've flitted about and arrived wherever you'd like to be, either manually unfly by inputting fy [3 <P + , or use air to automatically fall from
flight with an overhead attack if the enemy is nearby. Note that M.O.D.O.K. leaves flight by airdashing at all, so you cannot apply this trick with him.
tttickiil m MM
So,we now cometo the proverbial meat-and-potatoes ofcombat, the actual fighting. There are numerous ways to attack in UMvC3, andthis
section aims to help you understand how it all works.

<? 0RC> + (ON GROUND OR IN AIR

**"/:-.*;

Active in 1frame, throws are extremely quick. The throw victim has 7frames to input<> orO + in order to break
awayfrom the throw. Most throws lead toanopportunity toOTG thethrow victim,
leading toeven more damage.
Asan unblockable closerange attack, throws are ideal forassaulting a guarding opponent. Throws cannotsnag an adversary who is stuck
in guardstun, actively guarding something, buttheycangrabpassive enemies who expect to guard (throws are also not possible for4
frames afterguardstun or hitstun ends). Ifyou throw as youropponent's assist comes on screen, yourpoint character will be invulnerable
to whatever that assist doesas long as thethrow is actually being performed. Normal throws from anyposition can be broken bythe target,
no matterwhat they were doingwhenthe throwstarted. When a throwis broken, both characters end up right next to each other 12 frames
later, with neither side having an advantage.

Throws are very important for breaking down the defense of passive, defensive opponents (who are sometimes called turtles; depending
on whom it's coming from, this titlecan be bestowed with eitheradmiration or scorn!).Thethreat of throws (along with the threatof chip
damage, and the threatof a time-out loss) prevent guarding from being an impenetrable bulwark againstdamage.

immm fHH
o@

Basic attacks are the building blocks ofchain combos and the foundation olany poking gameplan. Specialattack was referred toas "exchange" lormuch oloriginal MvC3's development.

Basicattacks, sometimes called normal moves, are the basis of offense. Basic attacks are
performed by pressing , , or . The outcome differs depending on whether your On the ground, isa launcher attack that can be chained into from almost any basic
character is airborne, standing, or crouching. Basic attacks can be canceled into one another
attack, and which launches the opponent on hit. On a successful hit, you can simply
with chaincombos, which are detailed later in this chapter. hold anyupv/ard direction to automatically cancel intoa super jump, which takesyour
character into position to air combo the target. With AUTO SUPER JUMP set lo ON in
Basic attackscan allchainto command attacks and special attacks, and are all cancelable Options, you can also just opt tokeep holding .
to special movesand hyper combos. Specific basicattacks can also becanceled with jumps
or dashes.
In the air, isan aerial attack that has a unique property if used within an air combo that
started from a grounded launcher. Used at theendofa launcher combo, air causes
flying screen, an effect in which the air combo victim is tossed into a hard knockdown while
the attacking characterfallsto pursue. This is an opportunity to pop the floored character up
offthe groundwithan OTG-capable attack. Mostcharacters have something that can OTG,
Basic Attack Notation and many crossover assists do, as wellmost (but not all) assists labeled as TILT DW type
Throughout this guide, basic attacks are discussed as being are intended as OTG tools.

performed crouching, standing, or airborne. Crouching and is also used as an input for several special moves, such as{J' ?< + flight for
standing are sometimes abbreviated as cr. and st. for space. If a many characters, She-Hulk's VV + charging stance, orvariations ofa direct body
state is not provided for a move, assume it follows the same state attack move with + . With many more special moves added to UMvC3, the
button gets a lot more special move use.
as the previous one; for example, air, ,, (D refers to a
chain of basic attacks in the air.
A command
attack is a sort
of specialized basic
attack that often has
special properties, but
special restrictions, as
well. Some command
attacks are overheads.
Some command attacks
cannot be canceled, or
can only be chained into
Command attacks extend chains, orpossessspecial properties. a particular way. Other
command attacks basically
function asanother hit inground chains before launching with . Some characters don't
have command attacks at all. For specifics on command attacks for a particular character,
visit that character's chapter.

Special moves are powerful attacks and abilities that are performed by
inputting a directional sequence before pressing the appropriate button.
There are motion special moves, charge special moves, and tap special
moves.

After inputting the motion for a special move, you must press the
button within 9 frames. This might not sound like a long timeit's less
than 1/6lh of a secondbut this allows for some interesting execution
tricks. As just one example, let's say you want to perform an air special
move thai has acommand of v ^ c*-> + , but you want to do itassoon as
possible after leaving the ground. To accomplish this, you can "tiger knee" a motion
whilestanding on the ground, combiningthe move's directional sequence with an
upward direction: v <^\c^'d . Now, jumps aren't airborne until the 4"1 frame
after the upward input, so you must wait atleast 4frames before pressing in
this instance, but no longer than 9 frames total.

As another example, this 9


frame grace period can also
be used for option selects,
covering more than one option
intentionally. Let's say Felicia
is pressuring Ryu with ground Hypercombos are powered-up versions
attacks, with the intent of of special moves, which require hyper
landing her special move throw meter to use. Hyper combos have many
<F>^<)[30* ).A uses. Most damaging combos feature
common method of attempting hypercombos in some way. Many deal
a throw is what is known as a direct damage, whether through physical
tick throw. First, you "tick" the Special moves have allsorts ofuses. hits or an inescapable command throw.
opposing with a single light Some create high priority projectile threats
attack, whichcreates the expectation in the opposing playerthat a chain combo is coming. or high priority fullscreen beams. A few Like special moves, the usesand types olhyper
Then, while theycontinue to hold backinanticipation of further attacks, youthrow them.This hyper combos serve to enhance your combos are varied.
trick has been around since time immemorial (or, ok, since 1991, in Street Fighter II: The World team with bonuses: Amaterasu and Viewtiful Joe have hyper combos that slow down
Warrior), and here, as in other Capcom fighting games, you can add a twist. Felicia's standing theopposing characters, while Strider, Firebrand, Arthur, Felicia, Hsien-Ko, and several
, when blocked, leaves herata -2frame disadvantagein this case, Ryu can act2 frames others have hyper combos thattemporarily enhance their own abilities insome way. These
sooner than Felicia after guarding her attack. Furthermore, a character in guardstun cannot enhancements are as varied as speed and ability boosts, shadow or kitty helpers, a healing
be thrown for 4 frames after guardstun ends. Furtherstill, Ryuhas perhapsthe best attack aura, or hyper armor.
in the game for negatingthis situation:his Shoryuken is invincible starting withthe veryfirst
frame. If Felicia is madeto go for her throwas soon as possible, Ryu will stillbe unthrowable
because of guardstun. Ifthe Felicia playerperformsit as soon as possiblewitha normal input
method, Ryu might just Shoryuken Felicia inthe face. So, whatdoes that player do? If, instead
of going for a throw right away, the Felicia player ticks with standing , then immediately
Hyper Combo Gotscenes
inputs cC>'Si v & <J3 , but then waits aslong aspossible before pressing to activate Each hyper combo progresses in a particular manner: the very
the throw,one of two things will happen. IfRyu comes out of guardstun withShoryuken as fast first few frames of the hyper combo play out, accompanied by
ashe can, Felicia will guard! After all, the motionC>^ V Z2<CD ends in aO3 input, which the distinctive hyper combo "flash." Then, the action briefly
counts as blocking. Butifthe Ryu playerdoesn'tShoryuken,and insteadjust waits, the Felicia
player's late press will engage her throw and snag Ryu. freezes, while a cutscene of the character gathering energy
for the attack plays. Then, action starts back up again as the
characteractually winds up to release their hyper combo.
Nothing is actually transpiring
in the background during thes
hyper combo cutscenesthe
action picks back up afte~*
close-up shot.
0^c> + QEEa (REQUIRES ONE BAR OF HYPER METER)
Snap backs are 2 frame attacks that require one bar of hyper meter to perform. Faster than any other physical attack, the
purpose of snap backs is to rearrange the opponent's team order. Partner characters who are snapped in with red damage
have the damage become permanent. Partner actions are not possible for a few seconds between teammates who've been
swapped with a snap back.

V \ ^ + El snaps in their first partner, while V \ C* + E3 snaps in their second partner. If you read that a
desperate challenger willcrossover attack to tag out a character near defeat, you can block their incoming tag standing, then
punish the new character with a full combo that ends in a snap back right back to the character they tried to save! This leads
to a natural chance to finish off their ailing, would-be escapee v/hen they're forced to returneither chip them out before
they can even touch the ground, or stage a devious mix-up reserved for new characters falling in after K.O.s and snaps.

You have a good shot at knocking out the originalailing character AND getting another mix-upon the character after that!
IIyour challenger hasa lotolred damage, ora deadly THC order, ora
Or, at leastyou'll force the enemyto burn their X-Factor earlier than they would on their terms. Coaxing foes to pop X-Factor weak character they're usingjustfortheassist, snapbacks canbeyour
beforethey reallywant to is a victory in and of itself. This is doubly true if they use X-Factor to save a low-health character best friend.
from chip, but then takea hit and get knocked out anyway. Notonly havethey lost a character,but their quickly-dwindling
X-Factor is a level lower in power than it would have been if they'd just v/aited!

Gofor snap backs aggressively against:

Extra dangerous X-Factor lv.3 anchors


Characters who provide an assist or crossover combination hyper that the rest of the team depends on
A character like Phoenix or Phoenix Wright, who requires preparation to be dominant, but doesn't quite have the right resources yet
Teams with deadly THCs/TACs that require a particular order

tttttkiii wRI i tin


Partner characters, usually justcalled partners or assists,area huge partofwhat makes UMvC3 the unique beast it is. In thisgame, teammates are active participants ina battle, and
theycan contribute their efforts or tag in and become the point character in a varietyof ways.

Each teammate hashisor her(orits)own vitality gauge, visible at thetopofthescreen. Partners notactively performing an action slowly regenerate redvitality. Red vitality regeneration
speeds up during X-Factor.

The basis of partner gameplay is the crossover assist, usually just called assist. For each ofthe three heroes you select, you'll also have to pick one of three assist typeseither a,
|3, or y. The type you select determines which attack that character is going to use when called upon to perform acrossover assist (tap HSa ), or crossover counter (during ground
guardstun, tap C> + HD3 with at least one bar of hyper meter available). Assist type also determines which hyper combo gets used within acrossover combination (Ena ).
fJJ
CROSSOVER ASSIST
TAP eeeh (en FOR PARTNER 1; EB FOR PARTNER 2)

Tapping EEE3 calls an assist. Thechosen partner characterleaps onto the playing field and performs the crossover assist
selected before the match. Most assists have no invulnerability whatsoever, and they are vulnerable the entire time they're
attacking. Only Haggar(X and (Turnabout) Phoenix Wrighta orPhoenix Wright(3 have invulnerability asassists.
Foralmost all assists, being hit stops whatever action the assist character had in progress. Ifa point character gets hit after
calling an assist, but before the assist performs their attack, the assist attacks anywaystriking the point doesn't stop an
assist from acting the way it did in MvC2\

Assist characters take 50% more damage than point characters. The damage scaling quirkfrom original /WvC3that caused
assists to take unsealed damage if their point character was blocking is now corrected, so your assists won't be punished
quite so hard just for eating hyper combos or whatever else while you block.

When standing,crouching,or normal jumping


During flight, dashes,or airdashes that began while standing or performing a normal jump
With basic attacks performed during any of the preceding states
During ground or air recovery

UIIL
When stuckin hitslun or guardstun
When performing aspecial move, hyper combo, or throw (though there are exceptions, such as during Wolverine'sO3 + throw)
During a super jump, nor duringany airdash or flight modethat starts Irom a super jump
When assist characters are noi ready, due toother assists or partner actions. "ASSIST READY!!" displays momentarily across each team member's vitality gauge to indicate when Ihey are ready lor action

The safeguard preventing assists from being called during special moves or hyper combos is very thoroughif you hitan assist button while performing a move motion, thenhitthe button to
finish the move, but theassistis not yet onscreen, then theassistnever comes out! Thus, ifyou plan tocall assistsbefore using special moves or hyper combos, make sureyour inputs are
very clean, andensurethatyou've pushed BBS a little early to guarantee thatyourspecial move motion doesn'teat upthe input.

Assist Labels Description


Direct Character attemptsa directattack.
Shot Characler producesa projectile or beamof some sort.
Extra Irregular effects.
Instant Action occurs immediately.
Front Attackis directed laterally.
Tilt Dw Attack is aimedat the ground.
TiltUp Attack is aimedup in the air.
Upward Attack is aimedstraight up; likely comes right backdown.

Assists, Hitston, and Screen Position


Assists follow mostly the same rules as point characters when it comes to getting hit, butthey can't block, and any knockdown move causes
a hard knockdown on them, allowing for OTG hits. Hitstun decay doesn't apply, nor do the normal rules about having only one ground
bounce and wall bounce per combo. Basically, if you can keep the assist from having a chance to get up and leave the playing field, you
can keep hitting them. Unlike in original MvC3, damage scaling functions properly against assists now, though they still take 150% normal
damage as a straight penalty.
Ifthe opposing point character leaves the playing field while you're juggling theirassist, whether through a snap back hit or knockout or
whatever, you'll still beable to hitthe assist fora couple seconds, butthen they'll become invulnerable and fall to safety. This prevents
"helper infinites" from being possible by batting aside opposing point characters and going after assists, MvC2-s\y\e.
Interestingly, one of the best ways to juggle opposing assists is to use air exchange hits. Launch an assist, then combo into an upward
exchange hitwith air direction o . The TAC flash happens, butthe opponent can't counter ityou're not hitting their point character! The
assist gets lofted high in the airor spiked hard with a ground bounce, and not only will you be able to keep hitting them, but your competitor
can't use assists again until you stop juggling the one that's already out!
Assists are not restricted to remain within the lateral bounds of the screen and on the playing field, as point characters are. Call an assist
that normally comes outfar behind your point character (most prominently Phoenixa) while backed against a screen edge, and the assist
still tosses their attack onscreen, but never goes onscreen or becomes vulnerable themselves!
Similarly, if a crossover assist is hit hard by an attack thattosses them off the screen, follow-up attacks won't continue punishing the assist
(even fullscreen attacks like Storm's Hail Storm or Amaterasu's Okami Shuffle).
w
a dangerous proposition. But by calling an assist just as you go for a
Assists are best used to close the gaps in an offense, as well as for combo
throw, you can provide cover for yourself in case there's no air throw.
extension. Some characters who can't stage offense safely on their own are
dependent upon assists to create frame advantage to work behind. Assists are In original MvC3, the best assists, speaking very generally, ended up
also useful for space control, as in ranged warfare. What assists are not so being:
great for, generally, is defense. Using assists while at a disadvantage means Akuma(3 Magnetoa
you run the risk of getting two characters hit at once. This is the absolute Amaterasu(3 Morrigan7
worst thing that can happen, since both characters could be nuked rather Arthur13 Ryu7
Dante(takeyour pick, really) Sentinela
easily, depending on your opponent's reactions and resources. Calling assists
in a panic is a bad reaction. Good players try to bait assists specifically to fry
Doctor Doom (again, they're all good) Tron(3
Haggara Wesker(3
them or to go for two-for-one by mixing up your point character while hitting Iron Mana
your assist, too.
It's not that other assists weren't good, or that they couldn't be used for
Assists can facilitate mix-ups. Low-hitting assists can be timed to hit just as the same things. These are just great examples of tools that fill very
you also attack high, and overhead assists can be timed to hit just as you go valuable niches. Nearly any character can benefit with the staggered
low. With a teleport character, you'll frequently call an assist on one side of hits and horizontal screen control offered by Sentinela or Doctor
your foe, then teleport to the other. Doom7. Any character had much added to their defense by packing
Assists are also great for covering slower attacks. Vergil's Rapid Slash is a Tron(3 or Haggara, not to mention the drastically increased ability
cross-up attack that you can follow with a big combo. Unfortunately, Vergil to safely go for air throws offensively. (Tron(3 has now lost the
is extremely punishable if this special move is guarded. To alleviate this invulnerability that made it so useful for this in original MvC3). And just
problem, a crossover assist called immediately before performing Rapid about anyone can benefit from the fullscreen control and chip offered by
Slash serves as protection from punishment; a beam assist like Doctor great beams and long range assists like Iron Mantt, Doctor Dooma,
Doomtt works well in this situation. Another example is Strider's Gram H. and Dante7. Some assists are multi-function, like Amaterasu(3 and
This attack covers almost the entire distance of the screen and causes a wall Dantett; one of them looks like it's a projectile, and it kind of is, and
bounce, which you can follow with a combo. However, Gram H suffers from a the other looks like it's a defensive pillar, and that's also sort of true, but
long period of startup time, making it easy for your challengers to interrupt what these assists are both really for is to pin your adversary in a huge
with an opposing attack. A solution to this is to call an assist a moment amount of blockstun so that your point character is free to mix them up
before performing Gram H, thwarting attempts to interrupt the attack; Ghost without worrying about advancing guard.
Rider(3 works well in this scenario. Assists can be used to protect air
throw attempts, as well. Going for air throws is very valuable, but if you
anticipate a chance for an air throw and jump forward with airC> + ,
yet no air throw opportunity actually materializes, you'll just whiff air ,

CROSSOVER ATTACK
HOLD B=a FOR 14 FRAMES (ei FOR PARTNER 1; m FOR PARTNER 2]

@HIEEBlM)/1M/M&=

CEllJL^I >:\'HW: :i:i 111 ^li'/KrirMWvn


mgfjifai^BianihHirjTil
t^Q| Active Recovery fgjJBJ
Captain America 22 36 -17 Akuma 20 34 -16
Deadpool 22 32 -14 Amalerasu 20 32 -13
Doctor Doom 24 34 -15 Arthur 20 35 -15
Doctor Strange 20 35 -15 Chris 20 34 -16
Dormammu 20 33 -15 Chun-Li 24 34 -17
Crossoverattacks are overheads that swoop inandsendvictims
into asmall, spinning knockdown. Incoming characters pose Ghost Rider 19 33 -13 C. Viper 20 33 -15
briefly altera crossover attack making them briefly vulnerable il Hawkeye 20 33 -9 Dante 21 34 -17
the attackwhiffs.
Hulk 21 35 -11 Felicia 20 34 -17
Acrossoverattackis the most direct wayto swap a Iron Fist 19 35 -14 Firebrand 20 33 -13
partner character in for the current point character. Iron Man 20 33 -17 Frank West 21 33 -12
In order to accomplish a crossover attack, you must Magneto 20 34 -14 Haggar 20 31 -11
hold down uoia for 14 frames. On the 15th frame M.O.D.O.K. 20 35 -11 Hsien-Ko 20 34 -16
after continuous input, your point character becomes Nova 20 35 -16 Jill (DLC) 21 33 -17
invincible and leaps away and is then replaced by the Phoenix 20 34 -17 Morrigan 21 34 -18
chosen incomingcharacter. Holding \3EE3 can be Rocket Raccoon 18 33 -14 NemesisT-Type 19 32 -12
bufferedbehind other actions to mask your intention, Sentinel 20 39 -17 PhoenixWright 20 33 -15
but it does require that the decision to swap be at
She-Hulk 20 34 -16 Ryu 20 34 -13
least somewhat premeditated. If incoming characters
Shuma-Gorath (DLC) 22 34 -17 Spencer 20 33 -15
have any red damage, it becomes permanent after a
Spider-Man 20 34 -16 Strider 18 31 -12
crossover attack.
Storm 20 32 -19 Trish 20 34 -9
During a crossover attack, the incoming partner Super-Skrull 20 34 -16 Tron 23 34 -16
strikes with an overhead attack that soars out to mid- Taskmaster 20 34 -16 Vergil 19 33 -14
screen, deals 27,000 damage, and causes a spinning Thor 20 34 -15 Viewtiful Joe 20 33 -15
knockdown on hit. Victims are vulnerable until they hit Wolverine 20 34 -15 Wesker 20 34 -13
the ground during a spinning knockdown, but because X-23 17 34 -13 Zero 20 33 -15
characters pose brieflyat the end of a crossover at
tack, this knockdown is usuallydifficult or impossible
to take advantage of.
Noviceplayers almost alv/ays make the mistake of using crossover attacks too often. Switching characters repeatedly
takes awaycohesion and momentum from your team. Not to mention that you are taking a risk every time you perform a
crossover attackyes, it's an overhead, but it's a remarkablyweak one, and you are alwaysvulnerablefor at least a little bit
at the end. If your opponent anticipates a crossover attack, they may wait and simply look to punish one. Find another way
* 3^- ;..,
to swap a character in if you really must, or surprise your foe by dashing in with a low attack.

But when used sparingly or from far away, it's pretty safe to tag a character in with a crossover attack. Some characters
have moves that can cover the vanity of a posing character. Phoenix's homing TK Shot H is an example. You also wait until Vh y :*^BeU& .'*"* '

your opponent super jumps, and tag in as soon as possibletheir upward trajectory not only visually masks your tag, but '/$* ..--

it also more or less guarantees that they don't have an angle to punish. Finally,if your rival is all over you, it can sometimes 3J/F^&*^~~
pay off to use crossover attacks as a kind of high-risk reversal, though this should be done very sparingly.

CROSSOVER COMBINATION
i-Jtjyj

With atleast three hyper meters andthree characters, your whole team Asis true elsewhere incombos, keeping thenumber olhitslow Trishtt and Trishft on pointstartingacrossover combination
joins in. With only two bars ortwo characters, only hvo join in. With helps boost combo damage byvirtue ofsmaller combos having less canstillmove as normal andmix itupduring Round Harvest, while her
onlyonebar orcharacter, your character stillperforms their crossover damage scaling. partners help holdthe adversary inplace anddeal chip damage with their
combination hyper combo, but nooneelsejoinsin. hyper combos.

During a crossover combination, as many characters as The startup, damage, and other characteristics of your You can cancel into a crossover combination from grounded
possible join their efforts to generate a tremendous attack. crossover combination are dictated by the hyper combos of basic attacks, but not from special moves or hyper combos.
Eachcharacter performs the hyper combo dictated by the the characters on your team. So, for example, if you have (Unless you use X-Factor cancelingas a bridge!)You can
assist type you chose for them. One bar of hyper meter is a character like Iron Man or Spencer, whose hyper combos cancel out of a crossover combination with X-Factor, and
expended for each character participating. hit faster than most, or a hyper combo that returns control your pointcharacter will be free to act whileyour partners
of the pointcharacterearly,your crossover combination continue to finish their hyper combos!
shares that advantage. If one of the hyper combos is OTG-
capable, the entire crossover combination can be considered
an OTG-capable attack. Afterall, you can just cause a hard
knockdown bya throw or aircombo, thenEUZJ for easy,
big damage, if your team is set up correctly for it.

CROSSOVER COONTER
DURING GUARDSTUN, O + nnsa WITH AT LEAST ONE BAR OF HYPER METER AVAILABLE
Crossover counters allow you totake advantage ofguardstun by tagging in a partner, who then immediately performs their crossover assistwhile becoming the point character. Crossover
counters can begood to avoid chip damage knockouts or to surprise aggressive foes with invulnerable reversal crossover assistslike Haggara. Crossover counters can becanceled into
hyper combos or character-specific actions; for example, C. Viper crossover counters can be made into feints by pressing , same asher special move versions of those attacks, while
Morrigan can fly-cancel her crossover counters. More on crossover counters can be found earlier in this chapter, in the section on guarding.

Crossover counters allow youtoturn thetables onaggressors.


TEAM AERIAL COMBOS

After theactual team aerialcombotagflash, the


Air\} * during launcher combo: upwardair Air^> or<^ + during launcher combo: Airiy * during launcher combo: generates victim has 15frames toinput thesamecommand
tag: glows red. erases oneoftheopponent's hyper meter bars, a hyper meter bar for yourteam, ground bounce air as theairtagusedinorder tobreak outwith a learn
sideways airtag: glowsgreen. tag: glows blue. aerial counter.

New to the MvC3series are team aerial combos, or TACs. A team aerial combo starts
by landing launcher, then super jumping with the victim and performing at least one
air basic attack before chaining into direction + . (Diagonal directional inputs are Team Aerial Combo Order Quirk
interpreted as upward or downward) The direction you input dictates which kind of team Normally, team aerial combos simply tag to the next character
aerialcombo you'll initiate. Upward offers the best juggle position and a slight damage in line. On a team of three heroes, the first tag swaps
boost on the tag hit, downward causes a ground bounce while building a full bar of meter teammate A for teammate B, and the second tag then swaps
for your team, and sidev/ays juggles the enemy with a wall bounce, while erasing one of the teammate B for teammate C.
opponent's bars of meter!
If teammate B is not available for some reason when a team
After the first tag hand-off in midair, the nextcharacter can performan air chainas they aerial combo is attempted (most likely because their assist
normally can during a launcher combo. The new incoming character can also hand off to the was called too recently), something interesting happens.
second partner by using direction + again. No need todoat least one basic attack after
Teammate A air tags to teammate C instead. If teammate C
the first tag, either; for the second tag, you can potentially just do air^} orC* or'v' *
right away. is then made to air tag again, the air switch goes back to
teammate A! Teammate B never comes into play, the team's
When direction + is input tospark a team aerial combo during anaircombo, the victim order ultimately stays the same, and teammate A gets to do
has 15 frames following the brief freeze to input the break command. The correct break
two air combos in the same combo!
command is exactly the command used to start the air tag: 4^ + if that's the air tag
incoming, v + for the down air tag, and C* or'O + for the sidev/ays air tag The easiest way to set this up is to use teammate B as an
(either direction works). Only one input isaccepted during this 15-frame windowa assist in teammate A's combo that leads up to () launcher.
victim whocan potentially perfectly inputeverypossible escape duringthe 15-frame window Then, quickly chain to an air tag before teammate B's
is notguaranteed to breakeveryteam aerial combo; he'll only breakthem at random,if crossover assist is ready again.
the first input he uses during the window happens toberight. Interestingly, a neutral
input during the windowpreventsa correct input right afterward from being used, even if
accomplished during the break window.
Asuccessful teamaerial counter tosses the characterwho attemptedto air tag offof the
victim, while dealing 50,000 damage. Theoffenderis invincible offthe wall bouncecaused by
a team aerialcounter,so neitherside is guaranteedanythingit's essentially a match reset.
The primarypurpose of team aerial combos is to stave off hitstun decay and buildtons of Projectilesand beams have their own hidden durability priorities and values that dictate
hyper meter.(Orto erase your enemy's meter!)Teamaerialcombos are weighted heavily in what happens when different projectiles collide.
favor of the aggressoryou get far more out of successful team aerialcombos than youdo
out of successful team aerial counters. Solid team aerial combos build/erase multiple meters
while easilydealing morethan 500,000 damage, before any potential hyper comboor THC
enders. Just like anyother air combos, team aerialcombos can leadto OTG opportunities
rightafterward, since flying screen is still possible.

TEAM HYPER COMBO

PROJECTILE PRIORITY
The first check is priority. There are
three projectile priorities: low, medium,
and high. Most standard projectiles and
THCs greatly expand damage and combo potential, and Ihey are also key toswapping incharacters beams are low priority, while certain
withless risk. attacks, like Arthur's Golden Armor
Lance, are medium priority. Projectile or
During level 1 hypercombos, you can team hypercombo cancel to the next character's beam hyper combos are high priority.
hyper combo simply byinputting the command forthe desired hyper while the current hyper
combo is in progress. You can THC at a single stretch up to twice, ultimately using one When projectiles of higher priority run
hyper combofrom each partner. Level 3 hyper combos can finish, but not start, team hyper info projectiles of lower priority, the higher priority projectile wins outright. It doesn't
combos. When calledintoa THC, characters leap on screen and perform their hypercombo matter how many low priority projectiles a medium priority projectile plows through, for
cutscene as usual, but all their lead-in frames before the cutscene are truncated, resulting in example:as long as it only encounters lower priority projectiles, it always wins.
a hyper combo that's much faster than usual.

Team hyper combos areobviously useful for their damage andchip potential; forexample, DURABI1ITY PBINTS
any combo ending ina beam hyper combo caneasily be made much more powerful simply Durability points come into play when
byteam hypercombo canceling to another beam hypercombo. Butteam hyper combosare projectiles of the same priority collide.
also important because ofthesafety you're potentially afforded. In mostsituations, tagging Projectiles pack their durability points
ina new point character with a crossover attack or crossover counteris risky. By burning into a single punch, while beams
a few barsof hyper meter, you can perform yourcurrentpoint character's safest hyper distribute their durability points across
combo, then THC to the safest hyper combo for your next teammate. a certain number of frames. When
And, incombos, THC handoffs are betterthaneverthanks to the return of mashable damage projectiles collide,they mutually deplete
on many hyper combos. Team hyper combo cancel a mashable hyper into another mashable durability according to their durability
hyper, and get as many inputs aspossible in for both, and you'll definitely be doing point ratings; projectiles as one blast of DP, beams as DP distributed evenly across their
much better damage than equivalentcombos did in original MvC3\ number of frames.
P7
HITSTON
trait Ma Hitstun is the counterpoint to guardstun. As guardstun is the state in which defending
characters are actually blocking, hitstun is the state in which the victim on the receiving
Going from a complete novice to an intermediate player requires grasping the fundamental
end of an attack is actually reeling. At least during guardstun, the defensive character still
concepts of the gamemoving, guarding, attacking, things like that. Taking the extra
has some ability; during hitstun,victimized characters cannot do anything. Thelength and
step to becoming an expert player, to some degree, requires digging a little deeper and
natureof hitstun depends on the attack that caused it. Generally, heavier attacks cause more
internalizing some rather more esoteric concepts. The most prominent, measureable, and
hitstunthan lighterones. Strikea characteragain while they're still in hitstun, and you'll
ultimately meaningful of these is the idea of frame advantage. Getting into this can be a little
create a combo.
intimidating for a new player, so rest assured that Rome wasn't built in a day, and neither
do you have to incorporate all this information and somehow translate it into improved

gameplay all at once. As in any hobby or skill with depth, serious players measure the time
they've put into fighting games in years, not days, weeks, or months. So don't fret if this Hitstop
seems overwhelming at first. A salad bar approach can work wonders here: take a little of
Hitstop is the brief effect that happens almost imperceptibly
what seems to help you at a time.
whenever two characters contact each other. In order to subtly
highlight the force of their blows, any hit exchange is depicted
through the game freezing for a small number of frames.
Aframe is the game's unit of time measurement. Like most modern games, UMvC3 runs
at 60 frames per second. Regarding the game using the actual frame data, when available, This occurs whenever attacks are exchanged, whether on hit
takes the discussion to a deeper, more useful place. The actual utility of a given move, or block, and it can account for some minor difficulties with
for example, becomes much more apparent when looking at the frame data for that move.
Visually, there is very little difference between a move that hits in 4 frames versus a move
that hits in 8 frames. To most human observers, there is not a difference at allfor this
example, we're talking about the difference between "just under a tenth of a second" and
"just over a tenth of a second." But in terms of the game, this miniscule, barely perceptible
difference can amount to a vast gulf. NORMAL HITS AND COUNTERHITS
Normal hits occur when a character is
struck while standing, crouching, moving,
but not performing an attack. Throughout
This is the number of frames it takes for an attack to become "active," or capable of hitting this book, you'll find references to the frame
an opponent, after the command for the move is correctly input. The fastest moves in the advantage created "on hit"in all cases,
game have 1 to 4 frames of startup, and these are mostly throw attacks. For the purposes unless otherwise noted, the frame advantage
of this guide, startup frames naturally include the first frame of the active period. This is for referenced describes a normal hit.
ease of looking for links under frame advantage: if something lists an advantage of +6, then
A counterhit occurs when a character is
any attack with a startup of 6 frames or lower works. This does mean, however, that if you
add up the startup, active, and recovery frames, the sum is actually 1 frame longer than the struck during their own attack, whether
real duration of the move.
during startup, active, or recovery frames.
A counterhit is visuallyindicated by a red
hit effect. Counterhits sometimes create
hit states that normal hits don't, such as
crumples or knockdowns where a normal
This is the number of frames in which a move is actually capable of striking. For basic
hit would just cause standard hitstun.
attacks, this number tends to be very smallusually no more than 3-5 frames. Exceptions
Counterhitsall counterhitsalso add +2
apply, of course, and it's always worth noting when a move has an unusually high number
to the frame advantage conferred on hit.
of active frames. Counterhits are indicated bya special redspark and
This means that landing a counterhit can grant +2frame advantage. Some counterhits result in
lead to link combo opportunities that are special hitstates.
not available with normal hits.

This is the number of frames in which an attack is recovering and is no longer active.
SPECIAL HIT STATES
Characters can't guard or perform other actions while recovering, so they are vulnerable
to retaliationif the recovery period is lengthy. The recovery period is the portion that is Most attacks just cause characters to reel, whetheron normalor counterhit. Some attacks
circumvented when using any kind of cancel into other moves. For projectile attacks, cause special hit states that do different things.
recoverybegins the moment the projectile is actually released.
Soft Knockdown (ground or air)
immMmmffLWEm^mmm Ground Recovery Frames:
When an attack strikes an opponent, two things happen: the attacking character's move Neutral 19

goes through its recovery period, and the defending character either goes through their Forward 33
animation of guardstun or hitstun (depending, of course, on whether the attack was 33
Backward
blocked). Different attacks have different recovery periods and inflictdifferentamounts of
guardstun or hitstun. The attacking character eventuallyfully recovers from their attack
and is ready to act again, just as the defending character eventuallyleaves the animation of Air Recovery Frames
guardstun or hitstun, ready to act again, as well.The discrepancy between when the attacker Neutral / Forward
Nothing is guaranteed after a knockdown, but if 10
and the defender can act is expressed exactly with the concept of frame advantage. Aframe youguessright onwhich way your ioeisgoing to /Back
advantage of +10 means that the attacker can act a full 10 frames before the defenderno recover, youcan keep offensive momentum going.
small advantage at all. Manyattacks are active in less than 10 frames, so in this hypothetical
scenario, the attacker can actually linkany move faster than 10 frames, and there's nothing The idea of a "knockdown"is a little different in UMvC3 than in other fighting games. Most
the defender can do about it. On the other hand, a frame advantage of +1 is not particularly knockdown-capable moves resultin the victim recovering more or less immediately and
noteworthy;yes, the attacker can act a whole single frame before the competitor, and the automatically. With nocontroller input, characters who are knocked down simply rise in
opportunity to act first is never a bad thing, but nothing is guaranteed. (Except a throw place right away. Characters can be made to recover in adesired direction by holding<P
attempt, if close enough!) or^O as they recover. This is called ground recovery or air recovery, depending on where
it takesplacenot all knockdowns in UMvC3 knock the opponent to the turf!Very many
So, how is this useful? In this guide, we'vecompiled almost complete frame data for every attacks cause victims to be "knocked down" into aerial hitstun, after which they perform
single character. The only data we did not manage to complete, due to time restrictions an air recovery. After an air recovery, the airborne characteris considered to be normal
and logistical difficulties, was frame advantage on hit/guard for air-to-air attacks (these are jumping, with all theattendant benefits (crossover assist calls allowed) and limitations
variable both from normal to super jump, but they are also harder to determine because of (chain combos may be limited; hitstun from attacksis shorter) that entails.
the less exact nature of air-to-air combat and the exigencies of air recovery).
During ground or air recovery, yourpoint character is invulnerable, and assists can becalled.
What is here, however, should be a treasure trove to the novice gamer and the hardened Beware of mix-ups designed intentionally to beconfusing or difficult to defend against justas
tournament veteran alike.
youbecome vulnerable afterrecovery ends. Getting an assist out can help runinterference,
but ifyou'recareless, it can just result in twocharacters gettinghit instead of one.
.

Hard Knockdown

The universal way tocause a hard knockdownis


Hying screenstart alauncher combo with ,
then chain toair. Most throws also cause hard
knockdowns, asdosome other attacks. OTG-capable
attacks can hitopponents stuck ina hard knockdown.

Deadpool(3
Dormammu(3
Ghost Rider[3/7
Hawkeye(3/7
Hulka
Iron Fist(3
Iron Man7

CAPCOM OTG-CAPABLE CROSSOVER ASSISTS


Akuma7
Arlhur7
C. Viper(3
Dante3
FeliciaL3

Ground Bounce
Some attacks cause the victim to bounce
off the floor forcibly. Before the target Some attacks, like Thunder Edge
lands on the ground a second time, they
Amaterasu'sC* + (hold), cause a
lengthystagger rather than regular hitstun.
are vulnerable to continued attacks. For
the most part, only one ground bounce is This stagger lasts a set length of time,
possible per combo. Usinganother ground allowing further ground hits. Multiple
staggers can be used in the same combo Astagger isjusta rare, move-specific, lengthy
bounce attack will only cause a hard or soft
One ground bounce can beused percombo without diminishing the effect. hitstun. Technically, staggers can be linked in
knockdown, depending on the attack.
perpetuity: thevictim stays grounded.
Wall Bounce Crumple
Some attacks cause the victim to bounce When a character eats an attack like C.
forcibly off the side of the screen, rather Viper's + Focus Attack or Iron
than the floor. This is a wall bounce. Fist's^\c> + Dragon's Touch,
Characters subjected to a wall bounce are they crumple slowly to the ground,
vulnerable until they hit the ground. Only vulnerable on the way down. Hitting the
one wall bounce is possible per combo. opponent during this time juggles them into
the air. Only one crumple is possible per
One wall bounce can beusedper combo. combo, because only standing targets can Certain attacks cause a crumple. Characters hit
Subsequent wall bounce moves simply cause a during crumples are juggled into the air.
knockdown.
be crumpled. Anaerial or juggled target will
react differently.
Spinning Knockdown Capture and Dizzy
Some attackscause a violent spinning Capture, or incapacitation, states are created bycertain moves, like Spider-Man's Web Ball.
knockdown, which hurls the victim across During capture, the victim is tied up one wayor another and cannot act for a set period
the screen. Whether characters can recover of time.After this time has elapsed, the opposingcharacter recovers normally, but in the
out of the spinning knockdown before meantime, they are completely vulnerable. Dizzy is different from capture states because it
hitting the ground is dependent on the move can end withcharacters in a hard knockdown, duringwhich any attack will pop the enemy
that started the spinning knockdown; some up, whether OTG-capableor not.
movesalwayscause spinning foes to be
vulnerable until they hitthe ground, paving The spinning knockdown effect looks more violent
than asoftknockdown, but the behavior is mostly
the way for juggle opportunities, while other the same.
moves that cause a spinning knockdown are
only different from a regular knockdown interms ofaesthetics. Spinning characters cannot
doanything or recover until they hitthe ground, so, as with bothtypesof bounces, victims
are open to more punishment. The difference is that there's no innate limit on the number of
spinning knockdownsallowedduring a combo.

Asmany capture and dizzy moves can beused inthe same combo asyou can manage.
K
CMMS
Backin 1991, intended input leniencyfor special moves in StreetFighter II: The World
Warrior accidentally allowed basic attacks to strike before canceling into an unavoidable
special. This afterthought became an officialfeature with the introduction of the combo
meter in SuperStreetFighter II. In the mid-'90s, series like Darkstalkers and StreetFighter
Alpha, along with the games X-Men: Children of theAtom, Marvel SuperHeroes, X-Men
vs. StreetFighter, and Marvel SuperHeroes vs. StreetFighter (these the seeds of the
MvC series) began to take combos to a whole different level. Outrageous, over-the-top,
outstanding combos represent the number one source of serious damage in the MvC
franchise and the Vs. games in general, as well as a good portion of their heart and soul. Theclassics never die.

So, in fighting game terms, what isacombo? Acombo isa sequence of hits that isguaranteed if the first attack isnot blocked. Combos work because ofhitstun, which isthe period of time
a character reels when struck by anattack. During hitstun, no actions are possible, blocking included. Hit your opponent, then during their hitstun, cancel your current move into another
orlink into another move after the initial one isfully recovered, and you'll create a combo. Combos are vital for the obvious purpose of dealing lots ofdamage, but they are more important
in that good combos allow you, after two orthree initial attacks, toverify whether your attacks are being guarded. Many combos and tactics are vulnerable to guaranteed retaliation if
blockedthe launcher possessed by every character isthebest exampleso confirming your hits before you reach the unsafe parts ofa combo isa vital skill. Instead offinishing the
combo, youcanstop andswitch to a back-up plan, or rethink yourpositioning ifthe blocking adversary pushesyouaway with advancing guard.

Number of Hits Comb i Number of Hits Combo Number of Hits Combo Number of Hits Combo
3-4 YES! 17-20 SWEET! 43-49 STYLISH! 82-90 MARVELOUS!

5-6 COOL! 21-25 AWESOME! 50-55 FANTASTIC! 91-100 UNCANNY!

7-9 GOOD! 26-30 WONDERFUL! 56-64 AMAZING! 101-110 CRAZY!

10-12 GREAT! 31-35 VIEWTIFUL! 65-74 INCREDIBLE! 111-199 GALACTIC!

13-16 DUDE! 36-42 EXCELLENT! 75-81 MIGHTY! 200+ UNSTOPPABLE!

DAMAGE SCALING
Asthe first hitina combo, all attacks deal theirfull damage. With each hitadded to the combo, however, attacks deal a
Plenty of combos are capable of knocking out any character
diminishing percentage of their full damage.
outright. Certain safeguards are in place, however, to
prevent certain repetitious infinite combos from occurring, Damage scaling somewhat devalues certain attacks that do lots ofhits quickly, such as Sentinel's standing and crouching
as well as to prevent combos with high numbers of hits mouth lasers and Morrigan's standing . These moves can still be excellent for other reasons, like the extra time they
from doing disproportionate damage compared to less grantyou to hit-confirm a combo, butthe damage of yourfollow-up suffers.
sizable combos.

DAMAGE = (BASE_DAIV1AGE * MODIFIER ACOMBO_COUNTER) / 100


BASE_DAMAGE is the listed base damage of an attack. Because scaling is weighted by button and based on the
COMBO_COUNTER is the current hit number in the combo. current number of hits, light attacks don't adversely affect
The "MODIFIER" value is as follows: scaling for the entire combo; scaling for only the current
move is affected. This is unlike many modern fighting
basic attacks = 0.75 games,where opening with a light attackis detrimental to
basic attacks = 0.8 scaling on down the line.

basic attacks = 0.85 Throws (and capture moves) scale damage heavily, which is
noticeable ifyouthrow youropponent, then start a combo
attacks, special moves, and hyper offthe throw. This is possible with most throws bylanding
Great lorstyle andbuilding hyper meter? Yes. Good fordamage or combos = 0.9 an OTG-capable attack.
hitstundeterioration?No.
Damage cannot be less than 10% ofbase damage. During X-Factor, the effects of damage scaling are reduced,
attacks, special moves, and hyper combos reach the scaling but not negated.
cap on hit 23. Theotherattackstrengths reach the scaling
cap progressively earlier.

HITSTBN BECAY
As discussed before, hitstun is the period of time during which a struck character reels,
K-Factor Infinites
unable to block. Hitstun lasts for a certain period of time depending on the move used to Some special knockdown states ignore hitstun decay. These
inflictthe blow. As a general rule, the heavier the attack, the longer the hitstun. However, effects are going to be the same no matter how many times
as hits pile up within a combo, this hitstun period begins to shrink. Hitstundecay is rapidly
accelerated in combos that start after a throw.
they're applied in the same combo. During certain levels of
X-Factor, due to speed boosts, some characters are able to
Attacks against grounded characters will eventually cause ground hitstun
to drop by 5 frames, air hitstun to drop by 1 frame link special moves together in such a way as to skirt around
Attacks against airborne characters will cause both ground and air hitstun the issue of hitstun decay altogether.
to drop by 5 frames
Arthur, Captain America, Dante, Deadpool, Felicia, Wolverine,
The amount of attacks needed before hitstun decay occurs is variable
per move and X-23 have infinites that work only by linking certain
Hitstun decay can occur multiple times within a combo! special moves together indefinitely during particular levels
Some attacks are not affected by hitstun decay; Doctor Strflnge's Impact of X-Factor. (Captain America and Wolverine have extra
Palm will alwaysinflict 35 frames of hitstun, hard knockdown attackswill safeguards in place that prevent truly infinite X-Factor
always cause hard knockdown, hyper combos are unaffected by damage
scaling, etc. combos, but by the time those safeguards have kicked in, their
TACs cause hitstun decay to revert back to normal and not advance at all opponent is probably knocked out regardless '
until the attacker touches the ground. After touching the ground all decay
is applied
Chain combos are sequences of basic attacks chained together by pressing attack buttons one after another. Most basic attacks chain upward in strength, from light to medium
to heavy, and most basic attacks can be chained into special attack. special attacks cannot be chained into anything else. Chains are possible when crouching, standing, or
airborne. Not every character canperform thesame chain combosthere area handful ofchain combo archetypes under which various characters fall.

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Cham Combo Full Normal Jump ,-. rmu Chain Combo Full Normal Jump , /->v
Archetype Chains Rapid Fire (L) Attacks (Name Archetype Chains Rapid Fire (L) Attacks
Captain America Marvel Series Yes Standing Akuma Marvel Series No Standinq/crouching
Deadpool Hunter Series Yes Standing/crouchinq Amaterasu Marvel Series No Standing/crouching
Doctor Doom Marvel Series No Arthur
Crouching Marvel Series No Slandinq/crouching
Doctor Strange Marvel Series No Crouching C.Viper Marvel Series Yes Crouching
Dormammu Marvel Series No

Chris Marvel Series No

Ghost Rider 2-Hit Limited No

Chun-Li Marvel Series Yes


Hawkeye 2-Hit Limited No
Standing/crouching
Hulk 2-Hit Limited No
Dante 3-Hit Alternating Yes Crouching
Iron Fist Hunter Series Felicia Hunter Series Yes
No Standinq/crouching Standing/crouching
Iron Man Hunter Series Firebrand Hunter Series Yes
Yes Standing/crouchinq Standing/crouching
M.O.D.O.K. Frank West Hunler Series Yes
Marvel Series No Standinq/crouching

Haggar Marvel Series No -

Magneto Marvel Series No Standinq/crouching Hsien-Ko Hunter Series Yes Standing/crouching


Nova Marvel Series No Standing Jill (DLC) Hunter Series Yes Standing/crouchinq
Phoenix Hunter Series Yes Standing/crouching Morrigan Hunter Series Yes Crouching
Rocket Raccoon Hunter Series Yes Standing/crouching NemesisT-Type Marvel Series No

Sentinel 2-Hit Limited No Crouching Phoenix Wright Marvel Series No

She-Hulk Marvel Series No Ryu Marvel Series No Standing/crouchinq


Shuma-Gorath
Hunter Series Yes Spencer Marvel Series No Standing
(DLC) Standing/crouching
Strider Hunter Series Yes
Spider-Man Marvel Series Yes Standing/crouchinq
Standing/crouching
Storm Hunter Series
Trish 3-HitAlternating Yes Standing/crouchinq
Yes Crouching
Tron Marvel Series No

Super-Skrull Hunter Series Yes Standing/crouchinq Vergil Marvel Series No

Taskmaster Marvel Series No

Viewtilul Joe Hunter Series Yes


Thor 2-Hit Limited No
Standing/crouchinq
Wesker Marvel Series No

Wolverine Hunter Series Yes Crouching Zero Marvel Series Yes -

X-23 Hunter Series Yes |Standing/crouching

GROUND CHAIN COMBO ARCHETYPES


HUNTER SERIES (FULL ALTERNATING)
Astyle of chaining that originated from the Darkstalkerseries, it isno surprise that Hsien-Ko, Felicia, and Morrigan all use this archetype. Characters with this type may chain one of each
ground attack together from weakest to strongest. Attacks of the same strength can also be chained together only when alternating from the standing to crouching position (for example,
Super Skrull may chain standing , crouching , standing , crouching . standing , crouching ).
MARVEL SERIES (STRAIGHT AHEAD)
This chain archetype only allows three attacks chained together from weakest to strongest. This chain set may NOT alternate from astanding to crouching attack of the same strength,
unlike the Hunter series (with some exceptions like Chun-Li, who can chain standing into crouching , and Trish, who can chain standing to crouching ).
2-HITS LIMITED
This chain set allows the player to only chain two attacks together. The sequence must start with alight attack (crouching or standing) before chaining into any medium or heavy attack. Afterward,
you must chain toa launcher orcancel into a special move to keep thecombo going.

3-HIT ALTERNATING
This chain type has the chaining properties of the Hunter series; you can string together attacks from weakest to strongest while also alternating from standing to crouching attacks of the same
strength. The difference here is that you can only chain up to three attacks together within these limitations. Dante can normally chain crouching ,standing ,then crouching .However,
if the combo is started with an additional attack, like standing ,crouching ,and then standing ,you cannot follow up with the final crouching .
m
AEBIAL CHAIN AHGHETYPES
Thereexist onlytwotypes of air chains: a "Hunter Series" style of chaining where the player
can chain two attacks each of light and medium before chaining tostronger attacks (air ,
,,, , ). and a limited air chain where the player follows the same rules as Apart from their utilityfor zoning,
the Hunter Series alternating chain method but can only chain up to three attacks together. protection, and distraction, crossover
Thefull Hunter Series style of chaining is available to all charactersduring a super jump, assists are invaluable combo tools. Each
butonly to somecharacters during a normal jump. The 3-Hit Limited style ofairchaining is partnercan be called once per combo.
seen only on some characters during their normal jump. Partners cannot be called during hitstun,
guardstun, special moves, super jumps, or
OTHER CHAIN TYPES super jump flight. Theycan be called during
normal jumps, normal jump flight, during or
The openings lor using assists incombos are too
numerous tobother listing many examples. The
RAPID FIRE LIGHT ATTACKS after ground and air recovery, and while on possibilities offered by Vs. games have driven
the ground performing basic attacks or hardcore experimenters andcombo video producers
Some characters can chain light attacks into each other repeatedly. Wheneverdesired, you lormorethan a decadeanda half.
can transition from rapid fire light attacks to their regular chain combo. special attacks. And basic attacks on the
ground or off of jump-ins (oradvanced jump-ins like triangle jumps or square jumps) are
TARGET COMBOS (CHARACTER-SPECIFIC CHAIN COMBOS) where most combos begin.

Some characters have unique chain combos. Though all characters initially fall into a chain You can't use the same crossover assist twicein one combo, but you canuse each assist
archetype of some sort, these specialcombos,also known as target combos, bypassthe once. Assists can be used incombos to help with verification, to extend combos on the
normal rules of their chain structure. For example, Amaterasu may chain into crouching ground, and toOTG after a launcher combo that leads toflying screen. Combos can start
, but only within a three-attack chain limit, however you may chain air three times off oferrant or grazing hit from a crossover assistan opponent may getclipped by, for
consecutively (this ability bypasses the three-attack normal jumpchainlimit). Similarly, example, the edge of Doctor Doom's Molecular Shield or Iron Man's Unibeam, allowing you
Dante can chain crouching into standing , and this chain does not interfere with the to start a combo ifyoujuggle them intime. Sometimes, this can be as simple as starting up
three-hit alternating rule. along range hyper combo orlinking launcher, oritcan be more complex.
COMMAND ATTACK CHAINS Only one general possibility of many forthe useof both assistsinonecombo: catching a
Command attacks are much like basic attacks in a lot of ways but do not fit into chain stray hit with aclose range assist, then following up with achain combo ending in to
combos in the same way. Command attacks play by their own rules, on a case by case launch your foe into an air combo, ending in to create flying screen, where then an OTG-
basis: some command attacks can be chained into or out of, while some can't be used in capable partnercan be called to continuefurther.
chain combos at all.

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Using special states is a great way to perpetuate combos. This also enables you tothink of
Alink occurs whenyouwait until an attack has fully recovered beforestriking again.This combos as somewhat modular pieces, although hitstun decay prevents this from working
is distinct from chain combos, in which buttons aresimply pressed in sequence, or perfectlybefore floor bounce, after floor bounce, after flying screen, and so on. Certain
cancel combos, in which recovery periods are interrupted with new actions. UMvC3 is not hit states can only show uponce percombothese areground bounce, wall bounce, and
as link-intensive as some fighters,like SuperStreet Fighter IV, but linksare still present. In crumple (although multiple ground bounces are possible ifyou follow a ground bounce
absolute terms, links are present all over the place, just in a different form. Whenchaining with a downward team aerial combo). There are technically no restrictions on the number
into to launch then performing an air combo, you are technically canceling with a of staggers, spinning knockdowns, hard knockdowns, capture type moves, and OTG hits,
super jump, then linking into an aerial chain. however. Those are limited in combos onlyby team makeup and hitstun decay.

The most universal special state is flying


screen, caused by landing air in a
launcher combo. Afterflying screen, the
combo victim is left in a hard knockdown
state, during which OTG-capable attacks
hit. OTGs are possible after flying screen,
after most throws, and after certain special
moves and hyper combos. Whilemany
characters can OTG without any help, some
Spencer^> + , linked into Armor Piercer, isasimple example ofalink combo.
characters require an assist to OTG.

Alarge part of being successful infighting games is making the most ofthe opportunities
you have. Good opponents give uplittle forfree, so when a solid chance comes your way,
To cancel means to interrupt the recovery make itcount. The ways inwhich attacks chain, cancel, and link into oneanother, along
of one action with another action. Most with the limitations imposed bydamage scaling and hitstun deterioration, suggesta
basicattacks are chain-cancelable into certain approach to eking out the most damage when you score a hard-earned first hit.
other basic attacks or command attacks,
or command movements such as flight Combos need to start
or teleportation. Some basic attacks are somewhere. Call a
jump, double/triple jump, or super jump- crossover assist and
cancelablethat is, the attack can be wait to see if the attack is
interrupted simply by holding an upward successful. If yes, start a
direction. special attacks are cancelable combo. Bonus points here
only on hit, and then only into super jump, if you can put the assist
while air is notcancelable when used in a place that makes it
after a launch into an air combo (though air difficult to deal withthe
is cancelable if usedinan air combo best example is dropping an
that begins without a launch). Most assist on one side of your
basic attacks and command attacks are competitor before jumping, airdashing, flying, or teleporting to theother.
cancelable into special moves and hyper
combos, and most level 1 hyper combos
Alternatively, attack your opponent directly. Vary your opening attacks between low attacks
can themselves be canceled into a team
that must beguarded crouching, overheads and quick airborne attacks (of which there are
hyper combo (THC), in which the next many, most ofwhich must beblocked standing), and throws. Each can lead tocombos, and
partner tags in to continue the hyper combo each must be defended against differently.
punishment. Finally,X-Factor activation can Smart Bomb LOTG^y Proton CannonI
Proton Cannon EES> Okami Shuttle
be used to cancel nearly any action, whether
on the ground or in the air.
P
When you start your chain
combo, get to a point
where you can cause a wall A combo is a series of attacks that cannot be guarded once the initial
bounce or ground bounce attack connects, and it is the fastest way to deal large amounts of
with the fewest, hardest hits damage in UMvC3. However, the most damaging combo is not always
possible. Off the bounce, the best; different combos serve different purposes in ways that are
chain into launcher, beneficial beyond just doing the most damage possible.
then perform a brief air
Some combos are designed to gain maximum horizontal distance,
combo into to cause
flying screen. Manyattacks
with the goal of carrying the opposing character to the corner. In
cause bounces, whereas most cases, corner combos deal much more damage than their
flying screen iscaused by air in a launcher combo. If you don't have attacks orassists midscreen counterparts, so adjusting the beginning of a combo in
available to create a wall or floor bounce, proceed directly to flying screen. hopes that the combo eventually gets to the corner can possibly yield
more damage than if the combo is performed normally.
When performing air chain combos into air for flying screen, it's usually best to cause
flying screen as low to the ground as possible. This is because the fasteryouland, the more Other combos are designed with THCs in mind, as is demonstrated by
likely itis you'll beable to OTG your rival, which is what you want to doafter flying screen. Ghost Rider. Combos ending in Ghost Rider's Hellfire Maelstrom are
The best way tocause flying screen low enough to OTG afterward, before theopponent can slightly more powerful than combos ending in Spirit of Vengeance.
getup, varies from character to character. For some, it's as simple as chaining very slowly However, Hellfire Maelstrom causes a hard knockdown, and it is not
or using one air instead of two during air chains. For others, using flight in an air combo as THC-friendly as Spirit of Vengeance. Therefore, sometimes it is
helps. And sometimes, because ofthe largerdistance involved, following upwith an OTG better to go with the lower damage of combos ending with Spirit of
after flying screen is more difficult, requiring longer-range OTG-capable assists anddeft
Vengeance because their THC potential is much higher.
wavedashing for fine repositioning. Securingan OTG is much easier in a corner.
Characters like Zero or Dante have access to long, drawn-out
After the OTG, you're probably approaching 15or20 hits, the point at which hitstun decay combos that take particularly long to finish. Combos such as these
starts to mean that comboextensionis impossible soon. Get as close as you can to this are great for stalling the timer on your rival's X-Factor or power-up
limit as possible, then finish with something thateither causes lotsofdamage or sets you
hyper, such as Strider's Ouroboros. Extended combos like these also
up to keep momentum. Ending with flying screen again is fineat this point, you might not
beable toscore another OTG into anything, butyou'll beable to drop an assistright on top double-up as a means of building hyper meter for characters who are
ofyour foe as they recover, perhaps starting another combo. Otherwise, ifyou can, finish meter-hungry, such as Phoenix or Dormammu.
with a powerful hyper combo. From here, if necessary for the knockout, an X-Factor cancel Special combos must be used against smaller characters such as
into another hyper combo and/or a teamhyper combo arestrong options. Although damage Rocket Raccoon, or characters with an abnormal hitbox such as
scaling is at its heaviest bythis point, many hyper combos add on enough total hits to add Shuma-Gorath or Tron. It's best to have these combos in mind before
updamage quickly regardless, especially nowthat many can be mashed for more damage. the match even starts. There's nothing worse than getting a combo
And while THCs from level 3 hyper combos aren't allowed, these costly maneuvers make
opportunity only to have it fail because it wasn't suited for your
greatcombo or THC enders, as level 3 hyper combos are unaffected bydamage scaling!
opponent's character!
The positioning in which a combo leaves the competitor is also an
important factor to consider. Though it's obvious that the corner is
the ideal position for a combo to end in, midscreen combos that end
in a position that allows for a throw reset or mix-up can possibly
lead to significantly more damage than a combo designed solely to
maximize damage.
Being able to make a quick decision about what combo to use in
any given situation on the fly is a skill that must be mastered when
learning the ins -arid-outs of your team. Take a quick glance at
your opponent's vitality gauge when starting a combo. If your most
damaging bread and butter combo guarantees a K.O. given their
current vitality, then go for it. Otherwise, using a combo with a
purpose not necessarily bound to damage maximization might prove
to yield more damage overall as a result.

The combo engine in UMvC3 manages to keep theoutrageousness ofthe Vs. series combos
alive, while mostly eliminating oneof the lingering problems with the opennessofthe Vs.
series comborules:the previous preponderance of infinite combos. The use of infinites
in high-level play for previous installments is the rule, rather than theexception. One of
the best characters in MvCI, Red Venom, was essentially a hideously fast, walking infinite
combo whose only deficiency was low stamina, and in MvC2, Magneto continued that Combos obviously dealdamage, but
tradition. But that's only twoexamples. MvC2 alone had Iron Man as a slower, more air- they'll also frequentlyleave you in an ideal
based version of Magneto. Between hisflight modes, normal jump infinite, andguard break position to mount a continued assault. If
potential, he could turn oneglancing aerial counterhit into three dusted characters. Here, successful, following a solid combo with
there are still high-risk, high-reward offensive characters, and there are certainly incredible, a mix-up or trickthat allows you to start a
high damage combos thatannihilate anycharacter's health bar(usually from X-Factor or combo up again usually spells defeat for
using heavy resources). But between hitstun decay, the removal ofguard breaks against most characters. There is nothing better
normal jumps, and theability to roll forward or backward with invulnerability from any than having an opponent fall victim to a
wakeup, the frustration of eating a single randomaccident intoa lost round is removed. carefullycrafted set-up. Ideally, it only Call Iron Man<x, Ihenperform Vergil's Rapid Slash.
takes one or two successful set-ups to
This is not tosay UMvC3 won't befull ofhuge swings and ridiculous damage; itwouldn't secure victory in a match! Great set-ups
be MvC without it, would it? Getting your point and assist character both caught in a strong can take some planning and creativity to
team hyper combo, crossover combination, or X-Factor combo is perhaps even worse then come up with, given the freedom of the
eating a double snap back into anti-assist infinite in MvC2...instead of losing one character battle engine and variety of characters and
toanaccident, then perhaps being guard broken when your next character falls in, you just attacks. The set-up potential of certain
lose two characters simultaneously! At least your own X-Factor gets beefed up with only one attacks is sometimes very apparent (such
character left, ifyou still have it,..nevergive up! as Wolverine's Berserker Slash or X-23's
Mirage Feint), while other moves' set-up
potential might not be so obvious (such
as Doctor Strange's Daggers of Denakor Vergil crossesupwith Rapid Slash while Iron Man
Amaterasu's Power Slash), Take this Vergil Unibeam covers from theoriginal direction.
set-up as an example:
p/ Thisset-up fulfills severalcriteriathat a good set-up consists of. Agoodset-up dealsa Practice and Execution
worthwhile amountof damage.In this case, any of Vergil's follow-ups to Rapid Slash can
Not every tactic is created equal, and neither is every technique
lead to good damage.
equally easy to perform.
Flexibility is also key: upon connecting, a set-upthat allows for multiple follow-up options As in chess, the best defense is a good offense. An adversary who
is idealso that you can decidewhat to do depending on characters, vitality, time remaining,
and so on. In this situation, Vergil can cancel RapidSlash into Dimension Slash or into
is pinned or being hitis an adversary who cannot retaliate.
Devil Trigger for a combothat can end in either Dimension Slash or evena TAC ifdesired. Don't come in withthe goal of winning every game. To begin,you
Flexibility also refers to positional, character, and meter requirements. Thisparticular set-up won't. And that's not the point, anyway. The pointis to improve.
works midscreen and in the corner, requires no hyper meter (though having at least one Winning is a consequence. Lossesare a chanceto learn.
increases its effectiveness considerably), and works on most characters.
Consider the levels of expertise:
Safety is as important. Good set-upsshould beas risk-free as possible. If yourset-up is
guarded, ideally, you shouldbe at least safe from retaliation or havea backup planto avoid Unconscious incompetence: The player isn't experienced
punishment. In the example given, the recovery on Vergil's Rapid Slash is protected by Iron enough to make an honest self-appraisal (and almost
Man's Unibeam, making it safe if guarded.In addition, Rapid Slash can be canceled into certainly overratestheir abilities as a result)
Devil Trigger, which puts Vergil in a position to mounta follow-up offense.
Conscious incompetence: The playerhas now gained the
Deception: no competent opponentfallsfor an obvious set-up! Be sure your set-up is tricky experience to see their initial shortcomings
enoughto fool a competitor, giving them as fewvisual/audio cues as possible. Thespeed Conscious competence: With practice andpreparation, the player
in which the set-up is performed adds to its deceptivenessthe faster, the better. Inthis is much more comfortable and develops a sense of their own
example, Rapid Slash is a fairly quick moveand doesn't necessarily need preparation or effectiveness, butdiligence is required to stay focused
pinning downto use effectively. Adding severallayersof depth to yourset-up is ideal, so be
sure that doing so does not make your set-up moreobviousthan it has to be! Unconscious competence: Concepts are fully ingrained,
muscle memory is established, and the process of
You likely won't have one end-all set-up that works in every situation, againstevery thinking aboutwhat to do during a match is largely
character, and deals 100%damage everytime; given the variety of systems and charactersin unconscious
the game,this is nearly an impossible task (though Wolverine's Berserker Slashcanceled into
Berserker Charge in originalMarvel Vs. Capcom 3 came close!). Foreverygreat set-up you Thekey is to realize that every match is a chance to try new
create, makesure to have an alternativethat covers up any shortcomings of other set-ups in things and experience new situations, rather than to win at all
yourarsenal. Explore the different options yourteam has to offer, andkeep an open mind! costs every time.

inn MMlii ill Sim Ciatnl


Ultimate Marvel vs. Capcom 3requires you to think of your team as awhole entity, rather than simply atrio of different characters. The nature and character of ateam stems not just from
what each character iscapable of, but also what each enables for the others. When building a team, always consider the following:

Any character can and absolutely should team up with partners whose crossover assists (tap hde ) help close
gaps inoffense ordefense, orwhich emphasize strengths. For example, characters without options to OTG by
themselves canteam up with characters who have OTG-capable crossover assists. Characters who are good at
zoning with long-range projectiles can choose assists partners who further press that advantage. Rushdown-
oriented characters can pick assists that make blocking problematicflying and airdashing characters can couple
with low-hitting assists, while teleport-capable characters can drop pinning assists on one side, then easily cross
to the other, which makes blocking tricky and safe retaliation almost impossible.

Some crossover assists also make great crossover counters (during guardstun, tapC> + ona ). One could build
an entire strategy around gaining meter and biding time toturn a match onits head with one solid crossover
counter that hits both thefoe'spoint and theirassist. Guard their pinning pressure tactics, then crossover
counter, catch both characters, and cancel to hyper combo; now, with either anX-Factor cancel to another hyper
combo ora THC toyour next partner, you've taken out two characters justfrom being patient and letting your
opponent think they were getting what they wanted!

Asolid team order should take into account team hyper combos. Itis much more valuable to knock an opposing
character out completely rather than just deal heavy damage. If you don't maximize the opportunities that come
your way and try to put characters down whenever possible, you're leaving the door open for them to heal up in
reserve and waste your efforts. Solid team hyper combos are often the only way to continue a combo, the only
way left to get that last little bit of damage to knock out a point or assist. It is extremely valuable to take your
rivals out completelywhen given the chance, no matter the cost.

Of course, in addition tocombo extension, team hyper combos also serve to rotate ina new point character. While
there areseveral ways toswitch characters, you will inevitably find yourself ina situation where most options
are unavailable orunsafe. Crossover attacks can be read and punished; crossover counters aren't possible ifyour
competitor doesn't give you anything to guard, which they won't if they're on the lookout for some sort of switch in
the first place. Team aerial combos require a clean hit, and what's more, they require that the opponent doesn't
properly team aerial counter. Often, the only remotely safe option to tag in a new character isto activate the current
character's fastest-activating hyper combo, then starting the next character's safest hyper combo. There are many
hyper combos that are completely safe when guarded, which isthe best quality for this purpose. The archetypal
example here, of course, is Storm's Hail Storm.
rr-
Characterswho lack great air combos
on their owncan score a launcher,
then hand off the air combo to more
combo-capable teammates with team Controlling the Ground
aerial combos. Team aerial combos not Although super jump height greatly exp_
onlyallow more flexibility in teammate play, UMvC3 isn't as air-centric as MvC2. Characters no
switching and team construction, but longer turn around automatically after they pass over
theyalso provide terrific damage and their opponents in midair. Basicattacks performed then
potentially insane hyper meter rewards, inaddition to the new ability to erase the often whiff (making special moves such as Akuma's
opponent's meter! Hyakkishu or Jill's Teleport * valuable because they
Of course, a lot ofthese techniques cost hyper meter. So here, too, there are always face you in the correct direction). Additionally,
decisions. How areyou going to build hyper meter? Of the characters you favor, whiffed air attacks are not cancelable into airdashes.
who isbest suited to a "battery" role? Will you stockpile hyper meter primarily This means characters cannot play "air footsies"
for one purpose, such as a particular THC, a hyper combo that is safe to guess/ by quickly doing whiffed super jump attacks dash-
chip with, or a crossover counter to hyper combo? Or, you might save hyper meter canceled into more air attacks.
for a particular character. For example, so Phoenix can be ready to riseas Dark
Phoenix, so Dormammu can unleash repeated Stalking Flares, orso characters Additionally, flight-capable characters don't stay
like Ryu and Akuma can land their level 3 hyper combos. Perhaps you've picked airborne nearly as long as in previous titles, and
a trio with a solidcrossover combination; some pairings ofcharacters and assist characters who fly while super jumping can't call
types create crossover combinations thatknock many character out outright, or assists.
which deal incredible chip damage.
All this means is that UMvC3 is played more at normal
Regardless ofyour ultimate plans with team chemistry and construction orwith jump height and ground level, rather than up at
hyper meter consumption, the point is mainly that you should have plans in the super jump height. For most characters, controlling
first place. Of course, things won't always go according to planinevitably, the ground is much more likely and valuable than
you will lose a partner to assist damage prematurely, or a character ortwo will
disappear inseconds to a nasty X-Factor combo orTHC, but you cancontrol a lot controlling the air.
more ofyourfate if you'veat least thoughtabout whatyou'll do ahead oftime.

It is inevitable in a game withso muchvariancethat some characters have the tools to Frequently, a player's strength is owed to not only their fighting game fundamentals,
utterly shut down others. But thisdoesnotmake those matches, or other impossible- but also their set-ups and mix-ups. Awell-crafted set-up sends your opponent a strong
looking situations, hopeless. Bad matchups are disadvantageous on paperwe still play the message: either guard orescape thisset-up, orface a possible K.O. However, not all set-ups
matches after theselect screen fora reason. But overcoming bad matchups and situations and mix-ups are created equal.
requiresa certain mentality.
For example, ifyou are playing as Dark Phoenix, a typical set-up you can utilize isto perform
You must accept that a lotofthetime, maybe even most ofthetime, you will not be TK Trap Mas a new character is coming inafter a K.O., then useTeleport Mjustas thetrap
allowed todo what you want to do.This often translates into being forced to guard, as the is triggered for a cross-up. Thisset-up can be modified as follows: beforea newcharacter
opposition pins your character with something like a beam character firing while calling comes in, set TK TrapM, set TK Trap H (timed so that the character comes in a moment
Doctor Doomp. For acharacter like Haggar, Tron, or Nemesis, this can be demoralizing. after itlaunches), andthen perform Teleport Mas TK Trap Mis triggered. The coreof both
If you respond by flailing orpanicking, throwing stuff at the wall to seeifanything sticks, set-upsis basically the same:cross-upTK Trap M. Both set-upsalso have the sameend
thenyouhave no chancewhatever beyond dumb luck. result: usethe hitstun from the projectile to start a combo. However, the latterscenario has
Accepting that you have no obvious way toattack and no direct path tovictory isv/hat additional "smoke andmirrors" to confuse your foe. TK Trap Hlaunches byitself without
makes the match playable inthe first place. In this case, simply super jumping forward while being triggered, and it is notactually meant to connect on the opponent. Instead, it is used
blocking isoften the best, oreven the only action possible. Now, that isn't why you picked to initiate a preemptive reaction out ofthem; inthis case, holding<? toget their aerial
thosecharacters.Further, super jumping itselfisn't the best idea for most charactersnot guard ready. While theyare preoccupied with worrying aboutTK Trap H, their reaction time
everyone is mobile orpossesses decent options at superjump height, andcrossover assist to the real cross-up attack, TK Trap M, is decreased dueto the ruse. Asuperjump can be
calls andtag-outs become unavailable. But, wearen'ttalking about ideal circumstances to added after setting TK Trap Hto further confuse your competitor, since they cannolonger
begin with.We are talking about finding the branch on the failure tree that doesn't break. see TK Trap Mor their characteras they enter the screen.
Super jumping makes you vulnerable toairthrows and cross-under cross-up antics, but it Another example involves a Doctor Doom mix-up inthe corner. Using a guardstun-heavy
helps you interrupt your competitor's pinning attempts by repositioning all thecharacters. crossover assist such as Amaterasu3 Cold Star holds the opponent in place while you
Perhaps your rival just reorients to asimilar position and resumes attack, forcing you to are free to perform square jump air asan overhead. The set-up can be modified into:
block ortry super jumping again. But, maybe you end up gaining ground and getting in call Amaterasup, then perform two empty triangle jumps before performing square jump
range of your own character's options. air(M). Normally, adversaries try to react to either square jump air or empty triangle
If the opponent reads your attempts tosuper jump over their offense, they may preemptively jump crouching . However, by performing two empty triangle jumps first, the opponent is
super jump themselvesa character like Iron Man can transition pretty easily between tricked into attempting to guard low, making them more susceptible to an overhead attack.
horizontal space control at ground height to horizontal space control atsuper jump height, Both examples detail two set-ups foreach character thatarefundamentally thesame. The
after all. If you read their adjustment, you can dash forward instead ofsuper jumping, and difference isthat the second variation of the set-ups have added layers ofcomplexitymore
gofor cross-under tricks or airthrows ofyourown. than a mere high/low or left/right mix-up. With theseset-ups, theopponent's eyes are
The key is to be patient and careful when going foryour shot.After all, it's MvC, so with the diverted elsewhere, similar to when magicians use sleight of hand to distractthe audience
right resources and team structure, one shot isoften all ittakes. Along those lines, if you do while the real trick goesunnoticed. The more layers ofcomplexity added to a set-up, the
more deceptive it can be.
manage to earn your shot, don't letitgoto waste! You must make your opportunities count,
especially whenthey're so hard to come by. However, complex set-upsare often slightly more difficult to perform. Inthe case of the
In addition, MvC is a team game; a well-balanced teamconsistsof characters that cover Dark Phoenix set-up. you must either memorize the timing inwhich TK Trap Mis going to
each other's weaknesses. For example, Chris hastrouble againstopponents who rain down trigger or usean audio cue to know when to perform Teleport M, sinceyouare subjectto
projectiles from the air ata distance since he has no attack that aims upwards atan angle. the sameground-level blindness as youropponent during a super jump! With the Doctor
However, pairing Chris with Strider effectively covers up this problem, as Strider(3 Doom set-up, extra inputs are required for the two empty triangle jumps before square jump
Vajra homes inoneven aerial adversaries. Any bad matchups thatChris hasdueto aerial (M), and these must be performed asquickly as possible; these also introduce more chances
to screw up with an execution error.
challengers are suddenly not so bad anymore with the proper tools. Be sure tokeep bad
matchups in mind when deciding what team to use, which crossover assiststo choose, and When crafting mix-ups, taking the easyroadisn't necessarily the bestchoice. Take into
what order to place them in. account all thetools your character possesses so thatyou can make your set-up as tricky
as possible, even if it requires moreworkand a higherlevelof execution than normal.
Basic attacks and special moves thatyou might think have little use (such as Phoenix's
TK Trap H) might proveto be useful in a specificset-up. In addition,the human element
must betaken into consideration when creating a mix-up or set-up. Punish your opponent
for being human; that is,take advantage ofthefact thata well-crafted set-up orwell timed
cross-up cannot be reacted to with human reflexes. Although anticipation often heightens
a competitor's reaction time, adding extra "fluff" to a set-up canthrow your opponent off,
hampering theirability to react intimeand causing them to question theirinstincts. In
essence, the strongestset-upsare designed to punish yourrival for being human!
'OHE DOES HOT REQUIRE THE EYE OF
MMOTTO TO SEE THIS OUTCOME."

BEEBPHWH
Stephen Vincent Strange Sorcerer Supreme, farmer
physician

mints
One at the mast powerful sorcerers in Existence.
Powers include astral manipulation, astral prnjectiw
telepartatian, illusions, anil mare.

mmHS
Utilizes a variety at magical items, such as the .
[ye ef Agamotto ana the Bleak at levitatian.

PBBfllt
Having studied under the tutelage at
the Ancient Que, Strange became the A
tarth's greatest sorcerer and hern.
Having gained superior insight and
knowledge thraugh his studies,
as well as obtaining valuable
knowledge and cansullatia
tram ether heroes, Strang
acts as a consultant far
all things related to the
paranormal.
mitBtmn cosims
m
Vitality 850,000
Chain Combo Archetype Marvel Series

X-Factor Boost Damage Speed


Level 1 (3teammates remaining) 120% 120%
Level 2 (2 teammates remaining) 145% 125%
Level 3 (1 teammate remaining) 170% 130% |
Unlike a purely offensive ordefensive character, your goal with Doctor Strange istocreate
situations where you can perform his special moves unimpeded. In other words, you need
to buy time.

When given time, you can perform several attacks with Doctor Strange thatcan lead into a
Teleportation mix-up:
j^nom
Eye of Agamotto is great defensive tool and a key component of
his mix-ups. It places Strange's opponent in guardstun for a huge
amount of time and inflicts sizeable chip damage
Daggers of Denak Mhas slow startup speed but allows for tricky
Teleportation mix-ups when safely pulled off
Finding time to create Grace of Hoggoth L orbs allows for an
unavoidable mix-up using Flames of the Faltine
Cross-ups using crossover assists and Teleportation Mare nearly
impossible for adversaries to see coming, as long as you have
time for Strange to safely teleport
How doyou buy time to set upDoctor Strange's Teleportation mix-ups?
Impact Palm and Mystic Sword L lead to big damage when they
connect, making competitors think twice about approaching on
the ground
Mystic Sword M projectiles are quick and difficult to stop,
allowing Doctor Strange to fight from long range, control the
ground, and force his rival to jump
Once opponentshave taken to the skies, air + o (h) option-
selects to either air throw the foe or release an air attack that
can be converted into a big combo
Teleportation M and H can be used to evade attacks and create
space away from the attacker
Crossover assists are great for tying up the opponent long enough
to let Doctor Strange safely set up a mix-up
Crouching Basic macks
rrniTirp VxmXR
Screen Command Hits Damage Meter Gain Startup Active Recovery ""Jj, Hj, Guarded
,

Air is; causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage "JJ" Startup Active Recovery Adnvfjf,ge


on Hit
f/SS Notes
if Guarded
Causes hard knockdown : used in launcher
Air 73,000 +18 +17
combo, overhead attack
Tags in next available ally while lofting
Air 4/ + (during launcher combo) 105,00 39
opponent upward
AirC> or-C3 + (during launcher combo) 95,000 33
Tags in next available ally while causing wall
bounce, erases 1 hypermeter bar from foe
Air'v' + (during launcher combo) 95,000 Tags in next available ally while causing ground |
bounce, generates 1 hypermeter bar

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselvef

Screen Name Command Hits Damage 'gjj1' Startup Active Recovery Ad0vJnH,f,ge ffSded No,es
Teleports if contact ismade with non-low physical attacks, not applicable
tohyper combo attacks, notspecial- or hyper combo-cancelable

Ihrows
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense. Combos
are usually possible afterthrows, oneway or another.

Screen Command Hits Damage


C> + (ground) 1 80,) Hard knockdown

O + (ground) 80,000 Hard knockdown

C>+ Hard knockdown

<? + (air) 3,000 Hard knockdown

- r W* -

V| . wmw

v*v
H
iPiTpgl crossover MPtPr Recovery (this Recovery
Screen Type Combination Description Hits Damage V$fJ Startup Active crossover (other Notes
Hyper Combo assis,) par,ner'
3 projectiles become active after45 frames,
Daggers of 106 76 each projectiles have 3 low priority durability
1 Doctor Strangea Spell of Vishanti 3 50,000 x 3 400x3 55 -

Denak M points each, aim toward foe's current location


Eye of Projectile lasts 120 frames, beam durability.
112 82
2 Doctor Strange (3 SpellofVishanti Agamotto
10 97,300 1200 49

10 frames x 1 low priority durability points


Bolts oi First hitstaggers,2 projectiles with 8 low
3 Doctor Strange 7 Spell of Vishanti 2 60,000 x 2 480x2 43 15(29)15 139 109
priority durability points each
Balthakk

Doctor Strangep Eye of Agamotto assist is great for any team: the projectile keeps the opposing character in an enormous amount of hitstun and guardstun, allowing offensive
characters to easily keep momentum and establish mix-ups. Defensive characters can use this assist to escape danger while the huge orb takes up space on the screen for almost two
seconds!

Doctor Strangea Daggers of Denak is agreat all-purpose assist, as well: it's able to attack characters anywhere on the screen, making it useful for long range fights. It hits only three
times thus causing less damage scaling in combos, making ita natural fit for characters who can cross up the competitor with teleports orrapid movement.
Doctor Strange7 Bolts of Balthakk isn't recommended. While it is an unusual beam assist that fires twice, most characters can crouch directly under the beams, making it impractical to
use effectively against the majorityof the cast.

Screen Name Command Hits Damage "Jeter S|arlup Aclive Recoverv Advantage Advantage No,es 1
Projectile active after 15frames, aims toward foe's
Daggers of Denak L 34 (air: until current location , projectile has 3 low priority
1 <}Z\0+<B 1 50,000 400 11

grounded)

(inairOK) durability points


3 projectiles active alter 45 frames, each projectile
Daggers ol Denak M 29 (air: until has5 low priority durability points, aim toward
2 O^o + 3 50,000 X3 400x3 31

grounded)

-

(inair OK) opponent's current location


Can besenttoward adversary using Impact Palm,
hashoming capabilities once sent, Eye ofAgamotto
Eye ofAgamotto 14 (air: until disappears ifDoctor Strange gets hitorcreates
+53 +52
3
(inair OK) 0^0+ 10 97,300 1200 31 -

grounded) another one, beam durability: 10 frames x 1 low


priority durability points, active for 120 Irames
3(1)4 0 Knocks down
50,000 x 3 400x3 8 18
4 Mystic Sword L 0<7^ + 3
(8)4
-

11
50,000 + 400 +
-16 Projectile has8 low priority durability points
5 Mystic Sword M oO ta + 2 (projectile: 4 36 -15
80,000 640
13)
11
50,000 + 400 +
-16 Projectile has 8 low priority durability points
(projectile 36 -15
6 Mystic Sword H oO^ + 2
80,000 640
4
13)
Grace of Hoggoth L 26 14 Increases strength ofFlames oftheFaltine oncontact
7
(inair OK) <>#<> + - -
-


Grace ofHoggoth M 26 14 Explodes oncontact with Flames olFaltine


8
(inair OK) O#o + -

-

Flames of the
Faltine (in air OK) 50,000 400 12 18 +4 +3 Projectile has3 low priority durability points
9 0$<? + 1 -

(empty)
Flames of the
Faltine(Graceof 80,000 640 Projectile has5 low priority durability points
1
10
Hoggoth L1) typo* -

(inair OK)
m

Screen Name Command Hits Damage IJjjJ1 Startup Active Recovery Ad0vJnH,at9e ft^Sarded No,es
Flames of the
Faltine (Grace of
11
Hoggoth L2) O#o + 1 100,000 800
-
Projectile has 8 low priority durability points
(in air OK)
Flames of the
Faltine(Grace of Projectile has 10low priority durability points,
12
Hoggolh L3) 0&O + 1 130,000 1040

crumples
(in air OK)
Flames of the
Faltine(Grace OTG-capable, explosion has 3 low priority durability
13
of Hoggoth M) 1 90,000 720 -
-

points, lasts 20 frames


(Explosion)

Flight (in air OK) Lasts99 frames, input command again to cancel
14 Ot3<?+

22

flight
Teleportation L
15
(inair OK) <?o& +

11 -
19 -

Teleportation M
16
(in air OK) <?o$ +
11
19 -

Teleportation H
17 oO# + 11 14
(inair OK)

-

15(29) First hit staggers, 2 projectiles with 8 low priority


18 Bolts of Balthakk + 2 60,000 X2 480x2 19 14 -6 -7
15 durabilitypoints each

Daggersot Denak. The Daggersof Denak are projectiles that hover in the air before
homing in on the target. The version fires a single projectile that pauses in the air
momentarily before flyingtoward an opponent's current location.
The version fires three projectiles that pause in the air for much longer before flying
out.The gap before the daggersfly toward yourcompetitor is longenoughto use
Teleportation Mto position Doctor Strange behind hisfoe before thedaggers hit, creating
across-up situation. The version takes substantially more time for Doctor Strange to
recover, so generally, you'll have to call a crossover assist first to cover him.
The Daggers of Denak usually missifyour adversary is in theairandfaraway, so make
sure your opponent is on the ground before you fire them off. Also, the version
disappears if Doctor Strange ishit before the daggers make contact with his rival, so make sure Doctor Strange isrelatively safe before performing the attack.
Be careful when using the Daggers of Denak in the air, since Doctor Strange isvulnerable after performing the attack until he touches the ground! Use aerial Daggers of Denak Lfrom
fullscreen toprotect Doctor Strange, oruse them topunish projectiles from fullscreen jump over your opponent's projectile, then send Daggers of Denak Lback their way!
Eye otAgamotto: Doctor Strangecreatesa largeprojectile Mystic Sword L:
thatsits in place for120frames(twoseconds), hitting the This attack creates
opposition 10 times. TheEye of Agamotto is one of the focal a quickflurry of
points of Doctor Strange'sgameplanhaving one inplay three attacks in front
almost guarantees control of the match for the next few of DoctorStrange
moments, andthe move allows youto set up offense with the and is most useful
good Doctor while dealing heavy chipdamage to the opposing in combos against
character. The existence ofan Eye of Agamotto on the screen airborne opponents;
canhinder the advance of offense basedcompetitors, giving if it hits, the opposing
youtimeto createspace and remove Strangefrom a dangerous character is left in
attacker or prepare your own offense. hitstun long enough
When the Eye ofAgamotto projectile ishit with Doctor Strange's Impact Palm, the projectile slowly homes in on foryou to dashinand continue your combo! You canalsouse Mystic
the target, making itgreat for mix-ups using Teleportation. This actually creates a brand new Eye ofAgamotto Sword Lto make Doctor Strange's basic attacks safeagainst larger
projectile with 10more hits; with proper timing, you can hit your opponent with 20hits of Eye ofAgamotto for characters. Canceling into Mystic SwordL is completely safe against
90,000 points of chip damage! The projectile loses hits the farther ittravels, reducing guardstun and hitstun. large characters and inflicts 45,000 points ofchip damage. However,
smaller characters cancrouch under thesecond andthird hits, making
it incredibly unsafe when used against them.

W afVi

?'??$ "
1
Mystic Sword Mand H. These quick projectiles areDoctor Strange's only traditional Grace ofHoggoth: Doctor Strange sets downorbs that interact with the Flames ofthe Faltine
projectile attacks. Mystic Sword Mis a solid long range attack tool andalsohas 8 low projectile. Up to three canbe in play at anygiven time, andcreating a new onewhile three are
priority durability points for useinfirefights against other long range characters who alreadyout destroys the oldest one.
have trouble outputting as many durability points. It's also typically the safest way to
cancel guarded basic attacks, since nocharacters can crouch under itand arepushed The yellow orbscreated byGrace ofHoggoth Lpower upthe projectile, giving itincreased
toofar away tocounter-attack during theattack's recovery. Mystic Sword His an speed, hitstun, anddamage. Two yellow orbsaresufficient to make the projectile fastenough
upward-angled projectile primarily usedagainst other long range characters who can to be unavoidable inmostcases,and they causeenough hitstun to convert anystrayhit into a
attack from super jump height, such as Trish, Firebrand, and Morrigan. combo. Three orbs changesFlames of the Faltine intoa beamthat causes crumple stun on hit.
Having yellow orbs available greatly enhances Doctor Strange's mix-up potential, and the orbs
comprise a significant part of his offense.
Grace of Hoggoth Mcreatesred orbs that do not directly powerup Flames ofthe Faltine.
Instead, the red orbscreate a high-damage explosion when hitbythe projectile, making them
primarilya combo tool.
Both orbsallow forOTG combos: yellow orbscausethe projectile itself to become OTG-capable,
while redorbscreatean OTG-capable explosion, so youcan useeach indifferent situations.
Flames ofthe Faltine: This move fires a projectile with extremely fast recovery that most characters canduck under, and only one canbeinplay at a time. However, if any Grace of
Hoggoth orbs are in play, Flames ofthe Faltine instead seeks out the nearest one. Once the projectile hits anorb, the projectile looks for another orb, and if no other orbs are available, it
directs itself toward your adversary's current location! Flames ofthe Faltine becomes a very powerful attack when powered upby Grace ofHoggoth Lorbs, and you canuse ittocreate
unavoidable mix-ups!

Flight. Activating flight mode with Doctor Teleportation: The source ofDoctor Strange's offense, Teleportation Mmakes the Doctor appear behind his opponent in aninstant. When
Strange doesn't come with the usual used with slow, homing projectiles like Daggers ofDenak M, Eye ofAgamotto, orFlames ofthe Faltine (boosted by yellow orbs), Strange
benefits: having no airdash, you cannot use can put his competitor ina cross-up mix-up at almost any time without theuse ofanassist!
airdash cancels to make him flyacross the Teleportation Lputs Doctor Strange onthe ground directly in front ofthe opposing character, Teleportation Mplaces him behind his rival,
screen quickly,and he is still completely and Teleportation Hpositions Strange in the air directly above his adversary. You can also perform Doctor Strange's Teleport in the air,
vulnerable after using Daggers of Denak giving him great aerial mobility without needing airdashes ordouble jumps. Teleport isalso useful defensivelyyou can use Teleportation
or Eye of Agamotto in the air. You should MorHto evade incoming opponents and get Strange away from thecorner. One drawback to Teleportation Misthatwhen your attacker
mainly use flightalongside Impact Palm to isinthecorner, themaneuver instead places Doctor Strange directly infront of his foe, preventing you from crossing uptheopposing
squeeze a bit more damage out of corner
character with Eye of Agamotto or Daggersof Denak.
combos.

$mjz
Boltsof Balthakk. This move fires twoconsecutive beamsthe firstcauses a stagger, and the secondcombosoffthe firstand leaves
your rival standing. Its relatively fast startup for a beam makes ituseful for long range firefights, but it's only useful in certain situations
because most characters can crouch under both beams.

OTG-capable, appears directly under foe's


Spellof Vishanti 264,200- 45 (air: until current location, can be mashed for additiona
Ot\c> + grounded) hits/damage, beam durability: 5 frames x 3
(in air OK) 317,400
highpriority durability points
Seven Ringsof Frames 1-15 invincible, activate beam attack
15+1 25
{)&<? + when struck byprojectile or beam
Knocks down, frames 1-114 invincible,
SevenRingsof can be mashed for additional hits/damage,
Raqqador (Beam)
ty<? + 65 39 -24
beam durability: 15 frames x 1 high priority
durability point
Astral Magic (Level Frames 1-33 invincible,hard knockdown,
d>{}^ * -57
projectile has3 high priority durability points

Spell of Seven Rings


Vishanti: ofRaggador.
This move This is a unique
quickly hyper combo
appears that functions
directly [ asa counter for
under an projectiles or'
opponent's If successf"" fires a slow

current triggered, I projectile


Strange fin that causes
location
and creates a pillarof lightthat starts hittingwithin 11 retaliatory bca... , uu u.iscaled damageif it hitsthe target.Doctor Strange
frames. Youcan also performSpell of Vishanti in the air, while being is fully invincible for33frames after casting Astral Magic,
whichlets you use it to reactively hityour competitorout of completely making itan excellent toolforcountering aggressive
almost anything! However, Spellof Vishanti is very unsafe invulnerable, and opponents orforcountering heavily telegraphed attacks.
ifguarded, and the air version is reallyunsafe because the beam can After Astral Magic has finished, the opposingcharacteris
DoctorStrange does not recoveruntilhe touches the be mashed for placed inhard knockdown state, allowing youto tackon
ground, so make sure the hyper will hit before firing it off. additional damage. Strange's Spell ofVishanti foradditional damage. Astral
Unfortunately, SevenRings of Raggador is generally only Magic is incredibly unsafe ifblocked, so only use it in
You can also mash Spell of Vishantifor additional damage, situations where it's guaranteed to hit.
effective againsthyper combo projectiles becausethe
making it an excellent movefor punishingwhifted attacks.
earliest the beamcan hitan opponentis 27 frames, so
It is also OTG-capable, so most combos with Doctor
normal projectiles typically haverecovered bythe timethe
Strange concludewith this hyper.
beam is fired.
The most consistent way to gain control of a match at medium range is to use crossover
assists: simply making contact with an assist gives Doctor Strange enough time to use
Daggers of DenakM or Eyeof Agamotto. Recognizewhen the opponent willbe forced to
guard an assist's attack and react by immediatelycasting one of these two spells! Afterward,
your rival will be in the perfect range for an immediate mix-up!

Withoutthe immediateaid of a crossover assist you often won't have enough time to use ' ^
Eyeof Agamottoor Daggers of DenakM;competitors can react to the start-up of these
Doctor Strange hasseveral ways tocrossan moves and punish Doctor Strange with a combo. Instead, pressure your opponent into
Alter using Grace ofHoggoth L, youcan setupa
opponent upwith projectiles using Teleportation M. Teleportation mix-up even during a super jump! taking to the air by using MysticSword M. Once your adversary is in the air, meet them
in the air with"d3 + ; you'll either get an air throw or air . If air hits your foe,
From fullscreen, Doctor Strangeis at his strongest, and you generally have time for at least cancel into air Impact Palmfor a combo; see the Combo Usage section for details. If the
one action before your opponent can close the distance. From full screen, using Eye of attacks are guarded, come down on the target with air while simultaneously calling a
Agamotto is recommended; oncethe projectile is in play, the opponent eithermustplay crossover assist. Once on the ground, the opposing character is forced to block, givingyou
passively until it's gone or find a wayto get behindDoctorStrange. Whatyou do here the chance to call a crossover assist and perform a Teleportation mix-up.
depends on the range;
Ifyou don't haveenough time to use Mystic Sword M, things get a littledicey. Against
If your competitor is already guarding Eye of Agamotto, call a opponents approaching on the ground, sticking out Impact Palm is great for interrupting
crossover assist simultaneously with Impact Palm, then cancel to their attack and starting acombo. Press C> + and see what happens:
Daggers of Denak M
If Impact Palm is guarded, call a crossover assist before using
If your rival is barely out of range of the Eye of Agamotto, simply Mystic Sword M; almost everything else is unsafe. Alternatively,
hit with Impact Palm and immediately cancel into Teleportation perform a late chain cancel to the launcher to catch
MorH adversaries trying to retaliate. The launcher is incredibly
unsafe, so this tactic is best used sparingly
From medium range, simply cancel Impact Palm into Daggers of
Denak M If Impact Palm hits, cancel to Mystic Sword L, then dash forward
to get a full combo
From long range, call a long range crossover assist before using
Grace of Hoggoth L, then perform Eye of Agamotto again. Repeat If the Impact Palm whiffs completely, cancel to Mystic Sword M
until your opponent gets closer to prevent your competitor from dashing in and hitting Doctor
Strange with a combo
Whenever the ground version of Daggers of Denak M can safely
be summoned into play at medium range, you can easily set up Against opponentsapproaching from the air, DoctorStrange has a fewstrong options
a mix-upsimply summon the projectiles, then immediately use besides the aforementioned air'C3 + . Standing only has 4frames of startup and
Teleportation M to cross-up your opponent, or Teleportation H has a displaced attacking hitboxfar in front of DoctorStrange, making it a strong anti-air
to stay in front. If your adversary guards in the wrong direction against rivalsapproaching at a slightlylowangle. ImpactPalmworksgreat against aerial
they'll get hit by the daggers, allowing you to easily transition attacks coming at extremely low angles that would make contact at chest-level or lower.
into a combo! Strange can stop attackers coming in from directly above with crouching , but in this
case, sticking to air throws is preferable.
With at least one Grace of Hoggoth L orb out, Flames of
the Faltine also sets up its own mix-up. To make up for the One of the best waysto preventyour opponent from coming in is with Spellof Vishanti;
requirement of having orbs in play, Flames of the Faltine can evade incoming attacks byjumping or Teleportation, then punish theirrecovery with the
be used to set up a mix-up at super jump height, and it reliably powerful hyper combo.
hits adversaries jumping around. Simply fire the projectile, then
use Teleportation M or H right before the redirected projectile is
going to hit the opposing character. Having two or three yellow
orbs out is preferred; when the Flames of the Faltine projectile
is powered up twice, it becomes nearly impossible for your
competitor to avoid. It also causes much more hitstun, since an
opponent getting hit out of the air remains stuck in hitstun all
the way until hitting the ground, giving plenty of time for you to
convert the hit into a juggle combo.
You can't useStrange's Teleportation Mtoget Ifyouhave more time towork with, try keeping your
Long range crossover assists area simple, fast, andunpredictable way to set upa mix-up: behind cornered opponents, severely limiting his rivalpinned inthe corner with Eye ofAgamotto and
simply call the assist and immediately teleport! This is reason enough to team Doctor Strange ollensive capabilities. Youhave toresod toagood crossover assists.
up with strong projectile assists likeDoctor Dooma or Rocket Raccoona because old-tasliioned crouching or throw mix-up to
force damage quickly.
these assists allow you to createa Teleportation Mmix-up without creating a set upfora
mix-up with Daggers of DenakM or Eyeof Agamotto.
While Doctor Strange's midscreen offense is strong, his offense comesto a screeching
haltwhen his foe has been pushed into the corner. Doctor Strange cannotteleport behind
cornered opponents using Teleportation M, and crouching ishis only low-hitting attack.
Furthermore, hecannot setup particularly effective or fast overheads, allowing cornered
competitors to easily guard and prepare theircounterattack. So, youmust rely on different
methods of attack in order to breakthe defenses of a cornered adversary.

If you must force damage quickly, perform a simple crouching orthrow mix-up
stagger the timing on crouching attacks toprevent your opponent from using advancing
guard orpressing buttons, ormix ina throw after one ortwo crouching attacks, then
Jumping into the air andpressing^ + is Impact Palm is last andhasagreat hitbox inIron! ot
astronnoption-seject: youileither get an air throw it; useittostop attackers from dashing in.
tack on a Spellof Vishanti after the throw for some quickdamage.
orairQr.IIairG) hits, you can easily react and
cancel into Impact Palmtostarta combo! If you think the opposing player may try tobreak thethrow, cancel crouching into
Teleportation H: your rival will whiff astanding attack instead ofbreaking the throw,
allowingDoctor Strange to drop down so you can land a big combo!
Doctor Strange's offense hinges onyour ability to mix-up your opponent by using Teleport
Mwhile a crossoverassist's attackor his own magical tools strike from where he used to Ifthere's plenty of time left on the clock to work with, try concentrating on chipping yourfoe
be. Unfortunately, performing Daggers of Denak Mand Eye of Agamotto taketime, and if withEye of Agamotto instead. Keeping a steady offense going using Eye of Agamotto and
Doctor Strange is hit while performing these attacks, notonly do they not appear, buthe crossover assists stacks up chip damage quickly, forcing your opponentto makea move
stands to sustain significant damage. As such, when using Doctor Strange, creating the that you can counter for big damage.
chance to safely summon theseattacks is as important as hitting yourtargetwith them.
TfJ
CR., ST., * oe*> * * o , 0(H), LAND, O +'.
aa^> SUPER JUMP FORWARD, AIR , , , 3, MASH

644,300 damage, 4% meter gain


This combo relies on the crumple stun of Impact Palm, but it only works against opponents who aren't already in the air and a: ers in the air cannot be crumpled.

After laying down thetwo Grace ofHoggoth Morbs, perform a low-altitude air Flames ofthe Faltine by inputting f It +% )n an additional air Impact Palm
on the way down for some extra damage!

This combo uses fourImpact Palms, which are fast and unaffected byhitstun scaling; Impact Palm always causes 35 frames of hitstun againstan airborne character,no matterhow many
hits are in the combo, letting you do some long, damaging combos with the Sorcerer Supreme!

All ofDoctor Strange's basic attacks are unsafe ifguarded; perform the first two attacks, and verify the hits. If hit, a late chain cancel to Impact Palm still connects, so you can cancel into
Grace ofHoggoth Mon reaction. If guarded, delay the chain toImpact Palm while simultaneously using a crossover assist tokeep safe and maintain pressure. Alternatively, after calling a
crossoverassist, cancelto Teleportation Mto cross up your adversaryand create an opportunity for additional offense!

ST.,, * o ,DAS SUPER JUMP FORWARD, AIR , o @=>

*.* o@e,MASH

631,300 damage, 12% meter gain


This combo is usedgenerally when using Teleportation cross-upsor inothersituations when you cannotcrumple your rival, such as when they'rein the air.
Doctor Strange's standing has only 4frames of startup and also has alarge displaced hitbox in front of him, making itgood anti-air against low-angled aerial attacks. If your standing
hits, you can go straight into this combo to punish your opponent for jumping with big damage!
When cancelling Impact Palm into Mystic Sword L, wait a moment toallow your foe toget lower tothe ground toconnect with all hits and ensure maximum damage in this combo.

(AGAINST AIRBORNE OPPONENT) JUMP FORWARD, , o , DELAYED (), LAND, C> + ' H
SUPER JUMP FORWARD, AIR , , (h <?a + : . t> +.- . g >-->

SUPER JUMP FORWARD, AIR , , , W. o , , LAND, (ffi

632,600 damage, 11% meter gain


This is an air to air combostarting fromoption-select air throwattempt. When jumping, optionselect with * flV; vnHit^ronMiiiWil^^
Vishanti, or air comes out. If air comes out, continue chaining to Impact Palm and the delayed : if the hits, you can continue on to the full combo for huge damage, and if it's
blocked, you can keep your adversary blocking onto the ground, where you can setthem up for a mlx-up with Daggers ofDenak Hand Teleportation Mor

While Doctor Strange has access to many projectiles, many ofthem disappear before they have the
chance to attack an opponent when he is hit. This makes them difficult to use in a long range firefight.
In situations where you need to attack an adversary at a distance, Mystic Sword Mis a valuable tool that
can shut down many characters' long range attacks. Mystic Sword Mhas 8 low priority durability points,
which is enough to overpowerseveral characters' projectiles.
Projectiles that can overpower Mystic Sword Mare typically slow and have a lot ofrecovery, like Iron
Man's Unibeam, Doctor Doom's Plasma Beam, or any projectile hyper combo. Counter these by hyper
combo canceling Mystic Sword Minto Seven Rings ofRaggador, which counters projectiles by destroying
them and firing a high-powered beam at the target!

Mystic Sword Misfast and has 8 lowpriority durability points, which is


Ifyou absolutely can'twin the long range game with Mystic Sword M, use Teleportation Hto drop Doctor
great lorlong range firelights! Strange on the opposing character's head with a big combo during the recovery of their projectile.
However, this tactic is risky, and opposing players can counter it with an air throw.
For quick damage against a projectile-thrower, jump over their projectile and send back your own Daggers of Denak L, which homes in on the foe and flies over
most projectiles.
You can also use projectile wars to your advantage by using Strange's Grace of Hoggoth during a super jump. If your opponent doesn't move in to come after
Doctor Strange, create one yellow orb, fire Flames of the Faltine, then use Teleportation Mor Hto start a quick mix-up using the powered-up projectile.
/E (OPPONENT IN CORNER) CR. $&<? * o#<s i> >, FLY DOWN-FORWARD SLIGHTL :V;
AIR, o , (g), LAND, JUMP FORWARD, , DELAYED (), LAND, ST. , , i f
SUPER JUMP, AIR , , , o , , LAND, $ i, * o , e~> SUPER JUMP, AIR
* *-+. 9, MASH

684,100 damage, 43% meter gain


Doctor Strange can score bigdamagewiththis corner combo that uses the OTG-capable propertiesof Graceof Hoggoth M.After Flames of the Faltine hits a red orb, the explosion caused
can OTG opponents, allowing this combo to work. Noticethat this combo has seven Impact Palms! Doctor Strange is gunning for Magneto in the "I use one move a dozen times in the same
combo" department.

,$'&'<? + 0#<\5 '+ ; ^> + C> +


V 6, * * * o , MASH (
1,026,600 damage, 333% meter loss
TheAstral Magic level 3 hypercombo is unaffected by damagescaling and leavesthe target in a hard knockdown state. Use this combowhen youabsolutely
adversary, no matterthe cost in meter. You can get even moredamage to finishoff high-health rivals bytacking on an extra Spellof Vishanti at the end of the comb

:. CR., ST.. oi^> f o + -> M 0/2O + 0/5O + $&<? + ;


+ ,<Des> SUPER JUMP FORWARD, AIR,, o
SUPER JUMP FORWARD, AIR, - o e~^> *+-*<> |X3, i SUPER JUMP, AIR- o(R
- it o }X2, o ,(s)r~*s> SUPER JUMP, AIR o ,(s

1,371,800 damage, 267% meter gain


When Impact Palm is combined with the extraspeed from X-Factor, youcan loop Doctor Strange's Impact Palms indefinitely until X-Factor runs out, inflicting well over100% damage
againstany characterin the game withoutusing any meter!

ommi mcmou tif$


Impact Palms on the ground create a ridiculous amount of hitstun; delay canceling into Mystic Sword L or launcher to allow your
opponent to drop a little lower
Successfully juggling a standing after hitting air Impact Palm into Teleportation M has a two-frame window; there's nothing that can
help here besides practice!
A timing aid to get ail 10 hits out of Eye of Agamotto before using Impact Palm: time theO + right when Doctor Strange says the
"mo" in "Agamotto". Mo' Agamotto, less problems.

THROW OR AIR THROW, <>-^O , MASH

, DASH FORWARD, ST.,;,> +., DELAYED .='> SUPER JUMP FORWARD, AIR,, ,
+ - > > ?+, ST. @,,,C>^!|), DELAYED s -> SUPER JUMP, AIR,, ,C> + ,, LAND, <)Z\0+ ,
MASH

| Alternate combo that works against both airborne and grounded adversaries

'?<&, ,O +& ^> C>0 \ + 0, DASH, O +, ^> SUPER JUMP FORWARD, AIR , O +
,;,,>;* , : :-v> SUPER JUMP FORWARD, AIR,, ,0 *.,, LAND,{>\C> * 4p, MASH $

(OPPONENT IN AIR) CR., ===* SUPER JUMP^>0{>#


A
I WOW PW NOW. A LOT.

BIM Hint
Jonathan "Many" Blaze

farmer Stuntman

Ban summan Hellfire, and is a world-class


motorcyclist. Anyone who falls victim to his
Penance Stare will experience first-hand all the pain
and suffering they have inflicted an others.
#
Enchanted Chain, Hell Bike

Bonded te the demen larathas thraugh Mephista's


manipulations, Ehost Bider can prelect
and control Hellfire. He manipulates
mystical chains that can transtarm
into ether weapans.

Marvel Spotlight #5 [1372]

PBMB EBIB
INTELLIGENCE V ,\ sv

or

FIGHTING-ABILITY'

"Thisis biographical, and does not re[


in-game combatpotential of this hero,
\ -.-; , ;.:: ,

HUIBMU CBSJBMtS Overview


UVitality 1,000,000
jChain Combo Archetype 2-Hit limited

X-Factor Boost Damage Speed


| Level 1(3 teammates remaining) 135% 105%

1 Level 2(2 teammates remaining) 160% 110%

| Level 3(1 teammate remaining) 185% 115%

Ghost Rider specializes in long range fighting. Many of his basic attacks and special attacks
reach just short of fullscreen, and his most damaging combos are performed from a
distance. When playing as Ghost Rider, your main objective is to keep your opponent at a
distance, with the secondary goal of cornering your adversary. With a good understanding
""* Rider's ranged attacks and enough patience, you can defeat enemies without them
;hing melee range. Why these two goals?
HI
Ghost Rider's most damaging combos start from the long-reaching
standing , attack sequence. You can perform entire combos
off standing @ from across the screen
Ghost Rider's chains are not an extension of his body and
therefore cannot be traded with

Most of Ghost Rider's tools are designed for long-distance fighting


Combos started from close range are often weaker than their long
range counterparts
Ghost Rider has no attacks that reach fullscreen besides his hyper
combos. A cornered opponent cannot retreat, ensuring that Ghost
Rider is always within attack range while maintaining a safe distance
4 How can you achieve these goals?

Using the massive range and hitstun/guardstun of sta.


to threaten adversaries at mid to long range
Utilizing air both offensively as an instant overhead and
defensively as a means to cover a retreat
r.mntinn breathing room from overly aggressive competitors with
O +

J \
Air SpecialAttacksFlying Screen ant Air Exchange
Air causes a hard knockdown when used in a launcher combo (this issometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting a direction plus, are only possible during a launcher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command I'MiiH'H ' Startup Active Recovery ^"jj- Advantage ,


Causes hard knockdown if used in launcher
Air 128,600 1200 36 +21 +18
combo, overhead attack
Tagsin nextavailable allywhile lofting
Air"x} + (during launcher combo) 105,00 17
opponent upward
Tagsin nextavailable allywhile causing wall
AirC> or^ + (during launcher combo) 95,000 23
bounce, steals 1 hyper meterbar from foe
Tags innext available ally while causing ground |
bounce, generates 1 hyper meterbar

Command Attacks
Command attacks resemble basic attacks but havedifferent chainingand canceling properties. It's usually possibleto chain intoa commandattack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage "jlj," Startup Active Recovery Ad"nJf,9e ^Iffi" No,es
Rage Whip (during standing 95,000 760 +3
on contact)
OTG-capable, beam durability: 3 frames x 5 low
HeartlessSpire <? + 94,800 15 25 +6 +4 priority durability points, projectile activefor32
frames, not special- or hypercombo-cancelable

throws
Throws arefor snagging passive or blocking opponents. Since throws are active so quickly, you canalsousethem to preemptively toss opposing characters outoftheir offense. Combos
are usually possible after throws, one way or another.

Screen Command Hits Damage Meter Gain Startup Active Notes


C> + (ground) 2 80,000 800 1 1 Hard knockdown

<? + (ground) 2 80,000 800 1 1 Hard knockdown

C> + (air) 2 80,000 800 1 I Hard knockdown

<? + (air) 2 80,000 800 1 1 Hard knockdown


!^QM!im==iMmEHPiM^
IPI+P2I Crossover M, Recovery (this Recovery
Screen Type Combination fmfflWW ge p*y' Startup Active crossover (other Notes
Hyper Combo uain assist) partner)
Chain of
1 Ghost Ridera Helllire Maelstrom 3 135,400 1200 39 7 120 90 Wall bounces foe
Rebuttal
OTG-capable, beam durability: 3 frames x 5 low
2 Ghost Rider(3 Helllire Maelstrom Heartless Spire 3 94,800 840 39
117 87 priority durability points, projectile active for
32 frames
OTG-capable, beam durability: 10frames x 5 low
3 Ghost Rider7 Hellfire Maelstrom Hellfire L 10 129,900 1600 44 28 109 79
priority durability points

Ghost Rider has three useful crossover assists to choose from, depending on yourteam's needs. Ghost Ridera Chain of Rebuttal is a quick, far-reaching attack that causes a wall
bounce. Its speed and range are great for catching opponents off-guard, and itcan be followed with a combo after the wall bounce. Ghost Rider(3 Heartless Spire isa projectile attack
that emerges from the ground andis useful as a defensive crossover assist. Ghost Rider7 Hellfire Lis OTG-capable and is useful forextending standard air combos.

Screen Command Hits Damage Meter Gain Startup Active Recovery Ad1i?,Bfl ftif Guarded
RurfSS
500- (-1 hyper
<>\C> + QEJ3 50,000
meterbar)
2 4 27 -7

On hit, snapback forces theopposing point character to be replaced by an assist. Opposing assistcalls ortagoutsarealsolocked
out for 4 seconds

0Ml1MM
Screen Name Command Hits Damage "Jjf Startup Active Recovery "J1""8 {fggSJJ Notes 1
OTG-capable, beam durability: 10 frames x 5 low
1 Helllire L Ot\o + 10 129,900 1600 20 28 18 -2 -4
priority durability points
Beam durability: 10Irames x 5 low priority durability
2 Hellfire M 0^c> + 10 129,900 1600 21 27 18 -1 -3
points
Beam durability: 10 frames x 5 low priority durability
3 Helllire H OtiC> + 10 129,900 1600 21 27 18 -1 -3
points

135,400 -8 Wall bounces foe


4 Chain of Rebuttal oty^ + 0 3 1200 15 7 29

Chain of
5 c>Ota + 3 135,400 1200 15 7 29
-8 Wall bounces opponent
Punishment

6 JudgmentStrike c>Ot\ + 10 25,000x10 200x10 25


30 -5 -7 Each projectile has5 low priority durability points

Chaos Bringer 110,400 1104 15 3 43 -22 Hard knockdown


7 <)$<?* 2

143,000 1430 15 3 43 -22 Hard knockdown


8 Hell's Embrace ty$<? + 7

-22 Hard knockdown


9 Conviction Slam 0?O+ 2 154,500 1545 15 3 43

Hellfire: Ghost Rider belches flames at his rivals. Hellfire isconsidered a projectile and has 5 low-durability points tostop opposing projectiles. Ithas three different versions. Hellfire L
fires down atanangle and isOTG-capable, making itideal for ending combos when canceled into Hellfire Maelstrom. Hellfire Mfires straight ahead and can beused tostop incoming
projectiles andapply pressure against a cornered opponent. Hellfire Hfires updiagonally, butitmustbe performed early to be usedas an anti-air because of itsslow startup.
'-/
Chain of Rebuttal: Ghost
Rider quickly attacks from
Chain of Punishment:
Chain of Punishment
I
a distance with his chain. If is identical to Chain of
connected, Chain of Rebuttal Rebuttal in its frame
causes a wall bounce, which data and wall-bouncing
you can followwith a combo. effect. The main
This attack is most frequently difference is that Chain
used after connecting standing of Punishment attacks
, , and itisintegral to at an upwards angle,
Ghost Rider's bread and butter
combos. Though it has fairly
quick startup considering the
9 tagging opponents
approaching at
normal jump height. If
range it boasts, the angle of the performed early, it can
chain is very straightforward and can be jumped over or even ducked under by characters who serve as a decent anti-air that leads to a combo opportunity. Ifyou react quicklyenough
crouch low, such as Vergil or Spider-Man. Giventhis, you should only use Chain of Rebuttal toan adversary jumping over standing , swiftly cancel into Chain ofPunishment to
during combos or with the cover of a crossover assist. stop your foe's attempt at a punish.

Judgment Strike: Ghost Rider Chaos Bringer: Ghost


fires a spread of projectiles Rider latches onto
from his chain that reaches his target with his
nearly the entire horizontal chain and brings
length of the screen. This them to his feet with
fan-shaped attack controls a hard knockdown. If
a massive amount of space, successfully connected,
stopping all frontal advances you can follow with
from the ground and normal Hellfire L OTG into
jump height.Judgment Strike Hellfire Maelstrom or
pushes the opposing character Spiritof Vengeance
back a fair amount ifguarded, for additional damage.
socancel itfrom standing , Like Chain of Rebuttal,
topush your rival away. Judgment Strike is-7ifguarded, meaning itispunished only Chaos Bringer is easily used in combos and starts up fairly quickly givenits massive
byfast attacks if guardedat close range and safe ifguarded at a distance. Judgment Strike's range. Its hitbox goes lower than Chain of Rebuttal's, however, so it cannot be avoided
main v/eaknessis its slow startup, makingit easily interrupted by attacks ifperformedat close by crouching. If you connect standing , on acrouching foe, canceling into Chaos
range. To mitigate this, use it at mid to long range, or create breathing room first with standing Bringeralways connects, unlike Chain of Rebuttal. As a consequence, Chaos Bringer
, before canceling into it. Make liberal use ofthis attack from a distance to frustrate has a long period of recovery time, making it risky to use outside of combos.
opponents while chipping away at their vitality.

Hell's Embrace: Hell's Conviction Slam:


Embrace snatches competitors Ghost Rider slams his
out of the sky for a hard opponent down with
knockdown. The range in which his chain for a hard
it usually connects causes knockdown. Byitself,
an opponent to be grounded Conviction Slam does
far away, so use Spiritof the most damage of
Vengeance OTG to follow up. all of Ghost Rider's
If connected at point-blank chain-based special
range in the corner, you can moves,and you can
use Hellfire L OTG before follow it with Spirit of
canceling into a hyper combo Vengeance OTG for
for more damage, although this even more damage.
situation is rare. Hell's Embrace attacks at an upwardangle slightly higherthan that of Chain of Like Hell's Embrace and Chaos Bringer, Conviction Slam has a staggering 43 frames
Punishment, covering another angle from whichyour challengers might attempt to approach. of recovery, so use it only as a combo-ender or as a mid to long-range poke with the
Itsuffersfrom a longperiodof recovery time, so use it onlywhen you are sure it is goingto cover of a crossover assist.
connect, or with the cover of a crossover assist.

Hyper Combos
Screen Name Command Hits Damage Startup Active Recovery Ad0vanH,a,8e f/KJB Notes
1 Hellfire Maelstrom 0^cC>+ $ 20-42
290,200-
13+1 85(12)32 50 -42
Can be mashed for extra damage, knocks down, I
355,100

projectile has 5 high priority durability points j


OTG-capable, knocks down. Hyper Armor
Spirit ofVengeance (no
j 2
inputs) c>0\ + 12 189,000 20+1 56 53
-42 frames21-79, press,,, or for \
extra attacks
3 Spiritof Vengeance (L) (during Spirit of Vengeance) 1 150,000 1 30 50 -56 Hard knockdown, Hyper Armor frames1-30
4 Spirit ofVengeance (M) (during Spirit ol Vengeance) 1 160,000 15 26 65 -62 Hardknockdown, Hyper Armor frames1-40

Spirit ofVengeance (H) Wall bounces foe, hardknockdown, Hyper


5 (during Spirit of Vengeance) 1 200,000 8 12 81
-57
Armor frames 1-50
6 Spiritof Vengeance (S) (during Spirit of Vengeance) 9 258,500 15 25 46
-73 Hard knockdown, Hyper Armor frames1-85
Penance Stare Throw, frames1-10 invincible, crumples
7
(Level 3 Hyper Combo) t>^ty&<? + 1 450,000 3+0 2 28 -

adversary

Hellfire Maelstrom:Ghost Riderswings his chain in fieryfashion beforecausing a huge explosionat a distance. Hellfire Maelstrom is
often canceled from Hellfire LOTG and can be mashed for increased damage. Thisattackhas an interesting hitbox: the first swing reaches
a little fartherthan two characters'length infrontof Ghost Rider and cannotbe crouched under,the nextfourswingshavefarther reach
but can be crouched under, and the last swing reaches the entire horizontal distance of the screen. The flames around Ghost Riderare
active the entire time, as well. Though Hellfire Maelstrom controls theground quite effectively, foescanavoid itcompletely with a super
jumpfor an easy punish.Given this,you shouldonlyuse it in combosor with a safe THC readyto avoidpunishment.
Hyper Combos continued

Spirit ofVengeance: Spirit ofVengeance summons Ghost Rider's bike to damage opponents andis OTG-capable. This hyper combo sportsa long window of hyper armor, so Ghost
Rider will notsuccumb to hitstun ifheis attacked (though damage will still beincurred). While the hyper armor allows Spirt ofVengeance to be usedto plow through enemy attacks,
it has no invincitjlity on startup,limiting its ability to counteropposing hyper combos. Inputting an attack during Spirit of Vengeance cancelsinto different attacks depending on the
strength used: causes Ghost Rider to simply run over his rival, performs awheelie that knocks the opposing character upward, performs a turn for a wall bounce and
performs a wheelie with multiple hits. Before canceling with one of theseattacks, Spirit ofVengeance shouldbeallowed to hitas manytimes as it can (10 hits from a distance, 12 hits
at close range). Canceling towards theendofthehyper combo (as opposed tothe very end) is your best bet; getting thedamage from theextensions is much moreimportant than the
minimal damage gainedfrom getting every hitpossible ofthe initial bike ride. Bemindful ofyournextcharacter'sTHC when deciding which attackto end the hypercombowith. Some
THCs require the wheelie, while others are better suited with the turn. If you opt to not use aTHC, performing the wheelie with yields the most damage.
It isimportant to perform ^ O @@ with no additional inputs afterward. Any attack inputs during the hyper combo flash perform the Spirit of Vengeance follow-ups
preemptively. None of the follow-ups are OTG-capable, so accidentally performing one causesthe hypercomboto whiff entirely if performed on an opponent in a hardknockdown state.

Penance Stare: Hissignatureattack, Ghost Rider stares his foes down for unguardabledamage. Penance Stare requires three levels
of hyper meter, and it leaves the opponent ina crumple state. Because it is onlyone hit,combosfollowing PenanceStareare notyet
hoat/ihi effected byhitdecay andfrequently lead toa K.O. ifyouropponent's vitality isn'talready completely depleted from thethrow. This
mbohas a short window ot invulnerability during its startup,so you can cancel yourguardwithX-Factor and blow throughyour
..Hoi>tor's attackat close range. BecausePenanceStare is considered a throw, it will not connect on opponents who are in hitstun or
,uardstun,norwill it work againstairborne adversaries. Awhiffed Penance Stare is easilypunished, especially bychallengers jumping
straight up to avoidit. Youcan drastically increasethe range of Penance Stare withthe use of kara-cancelingsee the Advanced Tactics
section for more details.

urn* mi

Standing isyour main weapon at mid to long Judgment Strike covers a great amount ol vertical Input + EDE the moment Ghost Rider Once your competitors become accustomed to
range, anditleads topowerful combos ifconnected. andhorizontal space. Useilliberally (but safely) with leaves theground with a normal jump tor aninstant guarding high to defendagainstm, mix up
IIyouropponent jumpsoverthechain, cancelinto a longrange crossover assisttochip awayatyour overheadattack. Continue thecombo with a long with the low-hilling crouching to sweep them
Chainof Punishment to counter. rival's vitality. range crossover assist. oil theirfeet!

Your main objective when using Ghost Rideris to keep your opponents at bay with his long Your secondary go-to attack isair . This air-to-ground attack reaches half a screen's
range basic attacks and special moves. Unlike most characters, Ghost Rider does not need length and must be guarded high. This allows you another angle of attack to be used in
to be within close range to deal large amounts of damage. Combos starting with standing conjunction with standing and Judgment Strike. If performed slightly after the apex
easily break the 600,000 damage mark! Learning toeffectively use Ghost Rider's various of a normal jump, you can follow into a combo with standing after Ghost Rider lands.
defensivetools and long range offensiveattacks is the key to success. Learning the range and angle of air isextremely important! With proper positioning,
air acts asaninstant overhead if performed immediately after Ghost Rider leaves the
Despite being a long range monster, Ghost Rider has no attacks that reach the entire length ground, and it can be extremely difficultfor opponents to guard on reaction. If you have a
of the screen besides hyper combos. An adversary with attacks that reach the entire length long range crossover assist like Doctor Dooma or Stridera,you can input BH23 at
of the screen can attack at maximum range, where Ghost Ridercannot reach. Given this, try the same time as air for a combo. Acompatible crossover assist will combo off air
tokeep Ghost Rider ata distance where you can threaten with standing and Judgment , allowing you tohave Ghost Rider land and continue with standing into a bread
Strike, eventually pushing your opponent into the corner so that they cannot back up out of and butter combo. Once your rival is conditioned to guard this attack high, you can utilize
range of Ghost Rider's attacks. To mitigate this weakness, try choosing a teammate with a crouching tocheck the opponent's low guard. Crouching connects atthe same
crossover assist that reaches fullscreen in order to make Ghost Rider a threat at any distance. horizontal range in which air connects and can be canceled into Chain ofRebuttal for
From a distance, your main attack should bestanding . Ghost Rider's chain reaches just
adamaging combo. Like standing , cancel into Judgment Strike if crouching is
short of fullscreen and has a startup of 15 frames, which is quite fast given its far reach.
guarded tokeep the enemy out. Though standing and crouching have extremely long
reach, competitors can easily jump over them if you become too predictable. If an opponent
If standing makes contact with a foe , itcanbecanceled into another Rage Whip, managesto avoidthese chainattacks witha normaljumpforward, quickly cancelinto Chain
which canthen becanceled into a special move. Standing produces a great deal of of Rebuttal or Hell's Embrace to cut off their approach and avoid punishment.
hitstun, giving you plenty of time to hit-confirm into Rage Whip. A guarded Rage Whin gives
you +3 frames ofadvantage andpulls the opponent toward Ghost Rider. If standing , Sincefighting at a distance is idealfor Ghost Rider, learning to retreat safelyis great for
connects, cancel into Chain of Rebuttal or Chaos Bringer for a combo. If guarded, cancel resetting positioning and maintaining the pace of the battle. While air isgood for
into Judgment Strike tokeep your challengers at bay. Canceling standing into Rage long rangeoffenseand pressure, youcan also use it as a wayto cover a retreat. You can
Whip can be delayed extremely late to create a basic frame trap; if your opponent attempts normal jump backward with air while calling a crossover assist, then land and attack
todo anything but guard between a guarded standing and a delayed Rage Whip, they'll with standing , into Judgment Strike topush your foe away. Air effectively cuts
be caught with the second attack. Note that you can also use this tactic when canceling off frontal assaults and can even lead to a combo depending on your crossover assist.
Rage Whip into any of Ghost Rider's special moves. Mix up your cancel timing to throw your For opponents attempting to approach athigher altitudes, jump back with air toknock
competitors off. If you have a long range crossover assist at your disposal, use standing adversaries out of the sky. Thechaincovers the area directly above Ghost Rider's head as
+ EEE3 to give your foe even more todeal v/ith from a distance. The following wellas slightly above diagonally, making it great as a defensive attack to cover the avenues
characters can crouch under Ghost Rider's standing from adistance: of attack that air does not reach. While on the ground, you can use tocover thearea
Strider Hawkeye Felicia Viewtiful Joe directly above Ghost Rider's head.
Firebrand Frank West X-23 Spider-Man
Arthur Deadpool Hsien-Ko Phoenix
Wolverine Jill

Morrigan and Amaterasu can avoid standing completely at any range by crouching, so
make use of air instead to dealwiththese characters.
tattle Plaa cutiiitl
forward, the shoulder connects and can then becanceled into a launcher. Alternatively,
can be substituted for-C3 + .though itis more defense-oriented than . Note that a
whiffed crouching can be punished, so don't abuse this tactic.
As a last resort against an overly aggressive attacker, cancel your guard with X-Factor
and immediately perform Penance Stare. The window of invulnerability on startup allows
Penance Stare to interrupt your opponent's offense with the throw and likely leads to a
K.O. Make sure to use this tactic only when your target is right next to you on the ground.
Heartless Spire doesnotdisappear ifGhost Rider is UseHeartless Spire tonullify incoming projectiles. There's nothing worse than activating X-Factorand burning three bars of hyper meter only
attacked, which makes itgreat lorinterrupting your to have the throw not be In range or avoided with a jump!
adversary's oltense.
Special mention must be made of Ghost Rider's snap back. Even though it isn't slower
If foes do manage to get close, Ghost Rider has several close range options to utilize, the or faster than any other character's snap back, it shares the same animation as standing
most effective being Heartless Spire (performed with O3 + ). Heartless Spire is a , making itthe longest reaching snap back in thegame! Itcan even beconnected after
stationary projectile attack that has 5 low durability points and is OTG-capable. Though Heartless Spire, which is not normally cancelable. If you have hyper meter to spare, you can
it takes 15 frames to startup and recovers in 25 frames, it stays active for 35 frames and use Ghost Rider's snap back as a long range punish against slower attacks.
does not disappear if Ghost Rider is attacked while it is active. At a distance, you can
employ it to nullify projectile attacks, giving Ghost Rider a way to deal with projectiles
at maximum range. At close range, use this attack as a sort of "get off me" maneuver. If
guarded, Heartless Spire creates enough distance between Ghost Rider and his opponent
to perform standing inan attempt to push them back out.The drawback to Heartless
Spire is that it is not special move or hyper combo-cancelable, so a connected Heartless
Spire must be followed with a pre-summoned crossover assist or X-Factor activation to
get a substantial amount of damage from it. Heartless Spire gives you frame advantage if
guarded on the ground, so you can cancel into it from any guarded ground basic attack
strings for safe pressure.

Crouching is another option to consider if your competitor manages toget past Ghost
Rider's chains. Though it doesn't have the quickest startup, it has decent priority and range
With this attack, you can perform a basic option select with . Input crouching ,
just outside of your rival's range, guaranteeing the shoulder attack will not be guarded. If
crouching whiffs, the input is ignored. If your adversary tries toattack oradvance
Ghost Rider's snap back starts upin2 frames, making ita lightning-last attack that reaches nearly fullscreen!

I. (WHEN 3/4 OF THE SCREEN AWAY FROM THE ENEMY) ST. , ^> - * , FORWARD DASH, ST. , ^>
*+<>, * - o (2 HITS) ^> * - o @@ (MASH )
623,900 damage, 48% meter loss
Here's a basic long range combo that's relatively easy todo. Verify if standing , connects ornot before canceling into Chain of Rebuttal, which has a heavy recovery period. After the
Chain of Rebuttal makes contact, dash forward and juggle with,. At close ranges, the forward dash may be substituted with asmall step forv/ard, oromitted entirely. You can replace
the standing , chain starter with crouching to start the combo off of afullscreen low attack (536,900 damage).

//. (WHEN 3/4 OF THE SCREEN AWAY FROM THE ENEMY) ST. , ^> - * * o , FORWARD DASH, ST. , ,
DELAYED <&> FORWARD SUPER JUMP, AIR , , , LAND, FORWARD DASH, * * o (2 HITS) &$>
H * o (MASH)
633,900 damage, 17% meter loss
This isaslightly harder variation of Combo Ithat builds more meter and inflicts additional damage. When juggling with standing , , make sure to hit your opponent aslow tothe
ground aspossible to ensure that you can have Ghost Rider follow his rival into the sky after connects. After hitting with air, dash forward when Ghost Rider lands by hitting
instead of * . This prevents you from accidentally getting *** over Hellfire L. You can replace the standing,chain starter with crouching tostart the combo
offof a fullscreen low attack (loweringthe damage to 584,600).

CR., ,e~> FORWARD SUPER JUMP, AIR,,, LAND, FORWARD DASH, \+0 (2HITS)e~>
\ *+- o (WIASH)
524,500 damage, 48% meter loss
Surprisingly, Ghost Rider's long range combos are more damaging than his close range ones. Nevertheless, use this lower-damage combo if you manage to connect with crouching . If
crouching, is guarded, chain into * * to leave Ghost Rider at asizeable frame advantage.
Wfu
IV. CR., ^> -. Ho, ST.,, DELAYED e~> FORWARD SUPER JUMP, AIR ,, , LAND,
FORWARD DASH, UfO(2 HITS) ^ > U * o (MASH )
563,800 damage, 22% meter loss
This inflicts slightly more damage than Combo III, but 4" * Q whiffs against small crouching characters like Amaterasu, Morrigan, Rocket Raccoon, Arthur, and Viewtiful Joe.
Use itonly against those characters if they are standing. If these smaller characters are attacked while crouching, substitute ^ ** * with / * , which connects on
all characters.

V. BACK THROW, * * o , ON THE 10TH HIT, INPUT


332,900 damage, 92% meter loss
Ghost Rider can consistently OTG an opposing character off of his back throw. If you are performing this combo without aTHC, use the extension atthe end of * * * for
maximum damage.

VI. (REQUIRES CORNER) FRONT THROW OR FRONT AIR THROW, ^-o^>f^^o@ (MASH )
309,300 damage, 92% meter loss
This is an OTG combooff of GhostRider'sair throwthat can onlybe performed near corners.

VII. (A LITTLE CLOSER THAN 3/4 OF THE SCREEN AWAY FROM THE ENEMY) FORWARD JUMP, INSTANT AIR * HEH ,
LAND, ST. , e^> + x * , FORWARD DASH, ST. , , DELAYED <&$> FORWARD SUPER JUMP, AIR ,
, , LAND, *-!>es>f*"*o (MASH )
629,800 damage, 5% meter gain (or self-sufficient for Hellfire Maelstrom ender)
This isan assist-oriented combo starting off ofan instant overhead air. Many different crossover assists can be used with instant overhead air including Doctor Doom(X,
Stridera, Iron Mana. and Hawkeyea. If guarded, use the cover from the crossover assist to mount a secondary offensive.

VIII. (AGAINST AN AIRBORNE ENEMY) FORWARD JUMP, AIR , , ST. ^> - * c , FORWARD DASH, ST. , ,
DELAYED &4> FORWARD SUPER JUMP, AIR ,,, LAND, FORWARD DASH, V + o (2 HITS) >^>
** o(MASH)
599,500 damage, 7% meter loss
Here's abasic air-to-air combo. Air , issafe when blocked in the air, so have no fear when landing. It's only dangerous if the first attack misses altogether, in which case, Ghost
Rider is left open to punishment.

o @, ST. , <^> * * * o , FORWARD DASH, ST. , , DELAYED ^> FORWARD SUPER


JUMP, AIR , , , LAND, FORWARD DASH, * + o (2 HITS) eb> f * - o
982,400 damage, 325% meter loss
Ghost Rider'slevel3 hypercombois a fully invincible throw. Because the throwis onlyone hit.youcan perform a full comboafterward withoutbeingheavily affectedby hit decay. Usethis
defensivelyto deal a death blow to an adversary attacking Ghost Riderat close range.

X. (WHEN 3/4 OF THE SCREEN AWAY FROM THE ENEMY) ST. , <^> Ii , ST. , ^> * * o , FORWARD
DASH, ST. , , DELAYED > FORWARD SUPER JUMP, AIR , , , LAND, FORWARD DASH, X * o
(2 HITS) ^> * * * @ (MASH )
986,100-1,223,500 damage, 27-75% meter gain (or self-sufficient for the Hellfire Maelstrom ender)
This is a basic long-range X-Factor combo. Use this combo when in need of a K.O. with X-Factorstill available.
r*
V

B
mmmmm
Combos ending in Penance
Hellfire Maelstrom Stare is
often deal slightly Ghost
more damage than Rider's most
combos ending in powerful
Spirit of Vengeance. attack, and
However, Spirit it often
of Vengeance is leads to ...you cangrab opponents from much ladder than
The last hit ol Hellfire Maelstrom causes a hard Atthis distance, foes are usually out otrange ol
knockdown, making itdillicult toconnect a THC much more THC- a K.O. if Penance Stare. However, with a kara-cancel... usual!
afterward. friendly than Hellfire successfully
Maelstrom because of the hard knockdown that Hellfire landed. You can extend the range on this hyper combo throw drastically with kara-canceling.
Maelstrom produces. If you cancel Hellfire Maelstrom early A kara-cancel is a technique that increases the range on an attack by canceling it from a basic
for THC purposes, you miss the damaging last hit of the hyper attack that has forward movement. In this case, the range on Ghost Rider's standing can
combo. However, it's the last hit of the maelstrom that causes be added onto Penance Stare with a quick kara-cancel.
the hard knockdown, which makes Hellfire Maelstrom less To perform this, cancel Penance Stare from standing as Ghost Rider begins to stake a
than stellar for THCs. Keep your hyper meter and Ghost Rider's step forward but before the active frames of the knee occur, ^ti ty & <? * must
partners in mind when choosing what combo to perform in be performed immediately after standing ; cancel it faster than you would normally cancel
any given situation. If you have meter to spare, performing an attack into a hyper combo. If you are having trouble executing this, input Penance Stare
the initially weaker Spirit of Vengeance at the end of combos normally with C^p ? <=> + , but add standing at the beginning ofthe input so
might be better if your next character can THC well from it, that the entire sequence looks like this: C> + , i ^ ? O + , all in one smooth
while combos ending with Hellfire Maelstrom are best used if motion. The maximum range of a kara-canceled Penance Stare is roughly two characters'
hyper meter is scarce. length away from the opponent, a distance in which adversaries would normally feel safe
from a throw.

GENERAL EXECUTION 1\H


During$>{) \ + , allow at least nine hits of the hyper combo before canceling into one of the three extensions
When performing standing , , delayed , make sure to attack your rival as low to the ground as possible to allow the rest of the
combo to connect properly.

(GHOST RIDER COMES IN) AIR , , LAND, <$>0 ^ +

|0 + orC> * orp * TAC to Ghost Rider


FRONT THROW, <? +, ST. ,=> Ofy^ + ,ST.,, == FORWARD SUPER JUMP, AIR,, , LAND, O^C> +
<=% 0\C> + (MASH)
Damage
Requires corner. The final hit oKj3 + hits late against middle to lightweight characters if the first hit connects from asfar
away aspossible. This means that against some characters, you must back up astep before initiating< + . If done correctly, 438,400 damage, 11% meterloss
the flames keep Ihe opponent airborne long enough for standing lo juggle
CR.,CR.e=> 2 ,ST.,^> ^>{>Z\ * .FORWARD DASH, ST.,, DELAYED = FORWARD SUPER JUMP, AIR,,
, LAND, FORWARD DASH,0^\^>+ (2 HITS)^> <}iC> + (MASH

'MMB
'WORM'S GREATEST MRMMH,
AT YOUR SERVICE."
yynmm m mmmi3MHm*itmMmii\jmiMlw

Clintnn Francis Adventurer


"Clint" Barton

UBiums
Possesses the ability to fire arrows with
precision and at incredible speeds, even in the
wnrst conditions.

Costom-madebow llliMtiiMt

Trained IlMd#Mliu*\iiil4k
by a traveliag circus at an
early age, Hawkeye joioed the
Aveogers io order to protec'
the world from evil. Wile a bit
overcoofideot and rash ta act, an
the battlefield, be is aften the catalys.
that raises everyooe's spirits.
WBBA

PBMBEBIB
INTELLIGENCE

STRENGTH-

SPEED

STAMINA

ENERGY'PROJECTION

This is
in-gamecomi I'l'llHlltpltO
MUnlimU GOSIMIS
Vitality 300,000
Chain Combo Archetype 2-Hit limited

X-Factor Boost Damage Speed


Level 1 (3teammates remaining) 120% 120%
Level 2 (2 teammates remaining) 140% 130%
Level 3 (1 teammate remaining) 160% 140%

Hawkeye isa pure zoning character. While you are playing him you should want nothing
more than to keep him across the screen at all times, bombarding theopposing character
with his many differentarrow attacks.

What good is it being so far away?

Hawkeye can pile up chip damage with a variety of ranged arrow


attacks, including standing, Quick Shot (Greyhound), and
Ragtime Shot (Balalaika)
Any hits from afar can be easily verified and hyper combo
canceled into Gimlet
#-fc The angles of Hawkeye's attacks make him much better suited
to prevent forward movement at fullscreen when compared to
medium range
How does one keep theopposing character away when using Hawkeye?
Using standing in tandem with long range crossover assists,
then canceling into Trick Shot or Ragtime Shot to push your
competitor backward while dealing chip damage
< Using Ragtime Shot preemptively from afar to prevent your
adversary from jumping
Using airQuick Shot (Greyhound) and air throws to prevent your
rival's advances at closer ranges
Using Slide (\ o ) simultaneously with a crossover assist,
then canceling intoTrick Maneuver Hto get overthe foe and away
#..v* from the corner

BI
m ij\i* ft
,* s 4 v
u t

mMwiME
Screen Command Hits Damage Meter Gain Startup Active Recovery AdJJnuftBe -fiSiSS' Notes

Crouching Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery ^h?,06 AGuarded' No,es

Screen Command Damage Meter Gain Startup Active Recovery M"'jjj'"B AdGvuaanffiif Notes
Launcher, notspecial- or hyper combo-
cancelable
Mr Special Attacksflying Screen and Sir Exchange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage Meter Gain Startup Active Recovery AdvanH,a,9e Afe!!i2S" No,es
Causes hard knockdown if used in launcher
combo

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible tochain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage Meter Star(up flc,jve Recowery Advantage Advantage il No,es
1 Shock Value O + i 64,200 600 13 -
27 0 -1 Inflicts chip damage |
Double 35,000 +
2 <=>+ 2 280+320 9 3(13)4 27 -9 Second hit knocks down I
Roundhouse 40,000

j 3 Slide ^^^^ 1 70,000 560 11 11 24 - I -13 Low attack, knocks down |

<%**
*>%m10r: :^=V I

throws
[trows are for snaggin Dponents. Since throws are active so quickly, youcan also use them to preemptively toss opposing characters out of their offense.Combos
other.

C> + (ground) 2 80,000 800 1 1 Hard knockdown


1
<? + (ground) 1 80,000 800 1 1 Hard knockdown

O + (air) 2 80,000 800 1 1 Hard knockdown '


2
O + O (air) 1 80,000 800 1 1 Hard knockdown
m 0 LW$m=(Mfflm[MB
rpiTpai rrn<5!nupr Motor Recovery(this Recovery
Screen Type Combination Description Hits Damage Jr Startup Active crossover (other Notes
Hyper Combo asslst> pannerj
Each projectile has 3 low priority i
Hawkeyea Gimlet
points .^___
Trick Shot OTG-capable, projectile has3 low priority
HawkeyeB Gimlet 50,000 durability points
(VioletFizz)
Ragtime Shot OTG-capable, each projectile has5 low priority
Hawkeye7 Gimlet 25,000x10 200x10 39 126
durabilitypoints
(Kamikaze)

jick Shot (Greyhound) is agreat all-around crossover assist that can be used effectively for almost any purpose! Long range characters can bolster their firepower with
projectiles, offensive characters can get the covering fire they need to begin an attack, and since Quick Shot (Greyhound) only hits three times, teleporting characters can call
then teleport to create cross-up mix-ups that don't cause a lot of damage scaling. Unfortunately, some characters can crouch under Quick Shot (Greyhound), hampering its
ess against some of the cast.

awkeyeB Trick Shot (Violet Fizz) is an OTG-capable assist and the only assist in the game that can poison the opponent, which can cause up to 90,000 points of unsealed damage!
Mile the poison damage isgood, it'sgenerally tooslow tobeof use outside of combos, so players need todevelop specific combos tobest make use ofit.
Hawkeye7 Ragtime Shot (Kamikaze) is abarrage of arrows that can cut off parts of the screen, keeping the adversary away from your character. However, the assist only cuts off a
very specific portion of the screen, making itonly useful in afew particular situations. Ragtime Shot (Kamikaze) isalso OTG-capable, but itisgenerally much too slow tobe used in most
OTG situations. While this assist isn't asversatile as OTG-capable assists like Wesker's Samurai Edge (Lower Shot), itcan create new combos for many characters: call Hawkeye7
simultaneously with an launcher, then perform an air,', chain. The Ragtime Shot (Kamikaze) then begins to hit the target and drag them down to the floor, allowin
additional juggles!

On hit, snap back forces the opposing point character tobereplaced by anassist. Opposing assist calls ortag outs arealso locked
out lor 4 seconds

smMtWrn
Screen Name Command Hits Damage "Jjjf Startup Active Recovery ^JJIJJ08 ffirded No,es
Quick Shot
35 (air: until
(Greyhound) 50,000 x 3 400x3 9 -13 -14 3 projectiles each have 3 low priority durability points
1 ty^o + o 3 10
grounded)
(in air OK)
Quick Shot Captures adversary, projectile has3 low priority
30 (air: until
(Hunter) (in +12 -9
2 0^O + 1 50,000 500 20

grounded) durability points


air OK)
Quick Shot Piercing, cannot bedestroyed bylow priority
40 (air: until projectiles, projectile has3 low priority durability
(Spritzer) (in 149,000 20 -11 -13
3 O^O + Q 3 1320 -

grounded)
air OK) points
Violet
Fizz:8, Ice
Trick Breaker: Hawkeye is airborne trom the6thframe, on the
4 27 14
Maneuver L O#o + -

14, Ice

ground from frames 40-45 ifuncanceled


Breaker:
16

Trick
19 6
5
Maneuver M 0/5O + - -

11

Trick Hawkeye is airborne Irom the6th frame


16 19 12
6
Maneuver H $$<?* -

Causes poison statusetfect if hit.poison inflicts 300


damage per frame for 300frames, hitting Hawkeye
Trick Shot (during Trick Maneuver) 30 or until
+5/-6/-3 removes the poisonslatus, is OTG-capable il used
7 1 50,000 400 5 +5/-8/-3
grounded
-

(Violet Fizz) from Trick Maneuver Lor H, projectile has 3 low


priority durability points
S[0MIMM^fMifSLWil
Screen Name Command Hits Damage "Jjy Startup Active Recovery Ad0VJnHlftse ifSllll Noles 1
Trick Shot (during Trick Maneuver) Is OTG-capable ifused from Trick Maneuver Lor
30 or until
8 1 80,000 640 5 +11/+6/+11 -3/-9Z-4 Hand ground bounces airborne or grounded foes,
(IceBreaker)

grounded
projectile has3 low priority durability points
Trick Shot (during Trick Maneuver) Is OTG-capable if used fromTrick Maneuver Lor
30 or until
9 3 108,300 960 5 0/0/0 +1/+3/+1 H,projectile has beam durability: 3 frames x 3 low
(Rusty Nail)

grounded
prioritydurability points
Projectile has 3 low priority durability points, arrow
Raglime grounded and inactive at 37 frames, arrow explodes
10 Shot(Jack oOt\ + 2 102,000 880 13
37 -
on contact, explosion has 99 low priority durability
Rose) Irames and lasts 8 frames when destroyed or 121
framesalter grounded

Ragtime OTG-capable, first projectile has5 low priority


11 Shot durabilitypoints, spreads into 10 arrows lhal descend
<oO\ + 10 25,000x10 200x10 15
45

after35 frames, eachof these projectiles has 5 low


(Kamikaze)
priority durability points
Raglime
12 Shot c>0^ + 9 81,200x3 720x3 21 10 35
3 projectiles with 5 low priority durability points each
(Balalaika)

Quick Shot (Greyhound): This attack isa quick horizontal volley of three projectiles that cause a total of45,000 chip
damage! Quick Shot (Greyhound) isone ofthestaples of Hawekeye's keepaway game, since itcauses great chip damage
and starts up quickly, allowing Hawkeye to pile onpressure from across thescreen. The attack also has 9 total low priority
projectile durability points, allowing Hawkeye towin firefights against most characters with ease. On hit, you canhyper
combo cancel into Gimlet on reaction for quick, fullscreen damage. Unfortunately, several characters cancrouch under
Quick Shot (Greyhound), limiting its usefulness againstthem.Thosecharactersinclude:
Amaterasu Firebrand Phoenix Spider-Man Wolverine
Arthur Frank West Rocket Strider Hiryu X-23
Raccoon
Felicia Morrigan Viewtiful Joe

There areseveral other characters who duck under oneor two ofthe arrows intheattack, so against them, Quick Shot
(Spritzer) may be a better choiceto keep pressure because those characters are forced to blockall three hits of that arrow
attack.

The air version ofQuick Shot (Greyhound) follows Hawkeye's jump trajectory, making itthe most reliable way of stopping
adversaries from normal jumping toward him. With Hawkeye normal jumping backwards and firing Quick Shot (Greyhound) after the peak of the jump, three projectiles cover normal
jumping space, keeping opponents away from him.
If you have Hawkeye jump backwards and notice that your rival isnot in the air with him, then perform Quick Shot (Greyhound) slightly later; performed late enough, the arrows make
contact with standing competitors and can hit characters trying to dash in during Hawkeye's jump. Hawkeye instantly recovers upon landing, allowing you tofurther push the opposing
character away with standing , crossover assists, and more Quick Shots.

Quick Shot (Hunter): Quick Shot (Spritzer):


This projectile attack is This attack is unique in
unique in that, on hit, it that it destroys all other
places the opponent in a low priority projectiles, yet
state similar to a dizzy, loses to all medium priority
completelyincapacitating projectiles. Even if Quick
grounded foes and allowing Shot (Spritzer) hits another
for ground combos from projectile, it still makes
fullscreen! If Quick Shot contact for all three hits and
(Hunter)hits an aerial snags both the opponent's
adversary, they are placed point character and assist,
in a hard knockdown state making it incredibly
during which all attacks powerful while Hawkeye is
are OTG-capable, allowing attacking from long range.
you to convert Hawkeye's
Even though QuickShot
standing into big
damage.
(Spritzer) starts up slower
than Quick Shot(Greyhound), Quick Shot(Spritzer) is generally the more useful attack
Unlike Quick Shot (Greyhound) and Quick Shot (Spritzer), Quick Shot (Hunter) has low because itcandestroy mostcharacters' projectiles andcauses49,500 chip damage when
projectile durability, making itfairly useless in a long range firefight, so you should only blocked. This is slightly morethan Quick Shot (Greyhound). Unfortunately, the same
use it in guaranteedpunish situations or in combos. However, no characters can crouch characters whocancrouch underQuick Shot (Greyhound) can also crouch under Quick
under Quick Shot (Hunter), so itcanalways lead to a combo if a small crouching character Shot (Spritzer), hindering its effectiveness againstthose characters. However, characters
is hit by a standing . whocan only duck under one or two of Quick Shot (Greyhound)'s projectiles must block all
The aerial version can be useful as a high-risk air-to-air counter; meet your rival intheair three hits of Quick Shot (Spritzer)!
with air,, then cancel into Quick Shot (Hunter) for abig combo. However, if the When Hawkeye is forced to meet hischallenger intheair, Quick Shot(Spritzer) isn't
opposing player blocks theQuick Shot(Hunter), Hawkeye is completely vulnerable. To recommended when compared to Quick Shot(Greyhound), sinceQuick Shot(Greyhound)
keep Hawkeye safe, perform the first two attacks while buffering the^t\ <$> motion; releases faster and coversa largerarea than Quick Shot (Spritzer).
if ithits, verify andcancel into Quick Shot(Hunter). Ifnot,simply press to continue
attacking yourtarget.
Trick Maneuver. These attacks, which give Hawkeye special movement options, are the only way toaccess his sneaky Trick Shot attacks.
Trick Maneuver Lmakes Hawkeye perform aquick backwards jump that travels faster and farther than his standard jump. You can use this maneuver tocancel the recovery of standing
and jump backwards away from opponents who jump over the initial projectile, or jumps that are getting too close for comfort. Trick Shots performed during Trick Maneuver Lcover
a lotof horizontal rangeand are OTG-capable, making themintegral during mostof Hawkeye's combos.
Unlike the other Trick Maneuvers, which send Hawkeye into the air, Trick Maneuver Mcauses Hawkeye toroll forward across the ground. Hawkeye always fires a Trick Shot toward his
adversary during the move, sorolling under an opponent jumping toward Hawkeye and shooting them in the back can sometimes be agood option. Trick Maneuver Mis mainly used
when you needfullscreen versions of the Trick Shots in combos, particularly Violet Fizz.
Trick Maneuver Hmakes Hawkeye jump forward and should be mainly used to jump over the opposing character when they have Hawkeye in the corner. During Trick Maneuver H,
Hawkeye shoots ata much steeper angle than Trick Maneuver Lduring the forward jump, and the move can only hit competitors who are close toHawkeye. Like Trick Maneuver M,
Hawkeye always aims in the proper direction during the jump; if he jumps over an adversary during Trick Maneuver H, he'll turn around and aim toward his foe, allowing Hawkeye to
quickly strike behind his opponent. Trick Maneuver Hcomprises alarge part of Hawkeye's offense because you can call acrossover assist before performing Trick Maneuver Hto confuse
and mixup your opponent.

Trick Shot (Violet Fizz): This attack can only be performed during aTrick Maneuver, and itpacks a nasty punch because itkeeps dealing
damage after the attack isover! When Violet Fizz hits an opponent, they become poisoned and lose health over time. Poison deals 300
damage per frame for 300 frames, which adds up to 18,000 damage per second and up to90,000 damage over five seconds! If Hawkeye
orany other point character onhis team ishit, then poison status disappears, but assists can behit, and the target will remain poisoned.
Even if the opposing character has no life, they cannot be finished off from poison, soHawkeye oranother member of his team must finish
off the rival. If a poisoned character tags out, they are still poisoned when they return tothe battlefield asa point character, but the poison
does not deal damage while the character is offthe playing field or used as an assist.
During Trick Maneuver LorH, you can use Violet Fizz toOTG your opponent and add unsealed poison damage toacombo before hyper
combo canceling toGimlet, increasing Hawkeye's damage during acombo! You can also tack ona Violet Fizz during fullscreen standing
combos topoison and pressure your foe into advancing before they lose too much life tothe poison. This gives you a chance toland
additional damage against recklessadvances.
Trick Shot (Violet Fizz) can also be performed from Trick Maneuver Lmuch faster than the other two Trick Shots, only 8frames after initiating the attack. This lets you throw surprise
Violet Fizz attacks during standing and also makes iteasy for you touse Violet Fizz asanOTG during combos.
Trick Shot (IceBreaker): Whenthis shot Trick Shot (RustyNail): Unlike the other
hits an opponent, it encases them in ice TrickShots, Rusty Nail is a straightforward
for a brief period of time, allowingyou to attack that doesn't cause any unique status
occasionally land a ground combo after a ailments to the opposing character. It is,
successful hit. Unfortunately, the time the however, the fastest traveling of all the
adversary is stuck in ice is very short, so TrickShots, and it causes the most chip
linking attacks after this shot connects can 36,000 pointsof damage.This attack also
be difficult. has the longestrangeof all the Trick Shots
when used from Trick Maneuver L, making
Whenthis attack is performed from Trick it a valuableweapon when your rival is just
Maneuver L or H, and hits an airborne out of range of Violet Fizz.
target or one stuck in hard knockdown
state, Ice Breakercauses ground bounce, Rusty Nail also causes the most guardstun
which allows you to extend Hawkeye's combos. This makes it an essential combat tool. ofany oftheTrick Shots, making itthebest Trick Shot to use when jumping over
Outsideof combos, you should stick to using Violet Fizz in most situations. competitors withTrick Maneuver H.

Ragtime Shot (Jack Rose): Unlike Hawkeye's other arrows, the Ragtime Shot attacks fly straight into the air before
coming down on opponents from the top ofthe screen. During Jack Rose, Hawkeye fires anexplosive arrow straight up
into theair,which arcsaround andthen falls straight down a shortdistance in front of Hawkeye. Ifthearrow hits the
target while it's in the air, it explodes on contact, damaging your foe. This attack is best used to control aerial space if your
adversaryis attempting to super jump at close range.
After the arrow hits the ground, itbecomes almost a different move entirely, as itbecomes a bomb that explodes after
tooseconds, damaging any competitors in the blast range. The bomb cannot harm the opponent until itexplodes.
Unfortunately, it's tough to rely on the bomb explosion tohappen when necessary during a match because the timing isso
awkward; it's too long toeasily combo into, and its duration istoo short touse asaground deterrent like Chris' landmines
orViewtiful Joe's Shocking Pink bombs. Instead, it'sbest regarded as a "nice if it happens" sortofthing. If your opponent
is in the vicinity of the explosive when it's about togo off, be ready tocapitalize with Quick Shot (Hunter) for a big combo!
Ragtime Shot (Kamikaze): Afterthis attack Ragtime Shot (Balalaika): Thisattack fires
is fired intothe air, it releases a volley of three arrows straight into the air, which arc
arrows that raindown on your opponent at around the peak of super jump height
at a steep angle, coveringthe far third of before droppingdown, coveringthe far
the screen with projectiles. This attack third of the screen in arrows. This attack
is mainly used to prevent attacks from is best used as a guess to keep opponents
charactersjumping forward, while Hawkeye from super jumping toward Hawkeye, since
fires standing projectiles athis target it stops any super jumping character from
from across the screen. being able to advance, keeping them in
: Ragtime Shot(Kamikaze) makes contact with your competitor intheair,they are placed Hawkeye's optimum range. Balalaika only
back into Hawkeye's optimal range and forced toguard a standing arrow, which you deals 27,000 pointsof chip damage, however, and it should only be used as a predictive
canalsocancel into Quick Shot (Spritzer) for big chipdamage! move againstcompetitors looking to super jumpaway from Hawkeye's barrage of arrows.

Kamikaze is oneofthe most important tools inHawkeye's arsenal because combining


standing arrows into Ragtime Shot (Kamikaze) with crossover assists mixed in keeps
the opposing character away from Hawkeye while causing tons of chipdamage! The
amount ofchip damage caused by Kamikaze depends on where the opponent is and how
thearrows randomly fall, butifa foe is forced to block all hits of Kamikaze, it can deal up
to 67,500 pointsof chip damage!

fi^W09
Screen Name Command Hits Damage Startup Active Recovery AdoJ"H,at9e fnjJJlJB Notes
1 Gimlet (in air OK) 01C> + 1 250,000 8+1
Projectile has 3 highpriority durability

50 -8 -29
points, piercing
50,000 per OTG-capable, 7 projectiles with 3 high
2 Kiss of Fire
>0$i + 7
arrow
9+1
58

priority durability pointseach


TagTeam Special
3 (Level 3 Hyper 0/5 o + 4 430,000 10+1 37 37
-45 OTG-capable, frames 1-19 invincible
Combo)

Gimlet. During this hyper combo, Hawkeye quickly fires Kissof Fire: When this hyper combo is performed, Tag Team Special: Inthis level 3 hypercombo, Hawkeye
an incredibly fastarrow at his opponent'sposition, no Hawkeye firesnumerous, OTG-capable explosive arrows jumpsintothe air and shoots an arrowontothe ground,
matterwherethey are on screen, makingit an excellent into the air that then fall on to the ground, one after creating a cloud of smoke that can hit his foe. Ifan
toolthatyoucan use on reaction to punish nearly anything another,covering the playing field in projectiles. Kiss of opponent is hit, Hawkeye enliststhe helpof fellow Avenger
yourrival does because it instantly homesto wherever the Fire is best usedto pushopponents away from Hawkeye AntMan to pummel the attacker and inflict hugeamounts
opposing character is! Hav/keye canevade hisadversary's while also dealing chipdamage, sincewhile the arrows of unsealed damage! During TagTeam Special, Hawkeye is
attacks, then quicklystrike back with Gimletfrom wherever arefalling, you can tack on additional standing arrows completely invincible and fairly fast, so you can use it as a
heis, even at super jumpheight againsta grounded canceled intoa Quick Shotattackto pushan adversary last-ditch, defensive counter-measure. TagTeam Special is
attacker. Gimlet itself doesn't inflict muchdamageand its farther away while inflicting chip damage. IfKiss ofFire also OTG-capable, allowing Hawkeye to end combos with
damage is concentrated ina single hit, causing its damage hitsan opponent, you can easily tackon Gimlet for an extra it, which is also his only wayto inflict really big damage.
toscale fairly heavily and making ita relatively mediocre chunk of damage. However, beware ifyourcompetitor blocks Tag Team
combo ender. The optimal way to use Gimlet is to punish Special,as Hawkeye is incredibly unsafe ifblocked.
While it lookssimilar to Magneto's Magnetic Shockwave,
youropponent's whiffed attacks,following it up with a
suitable THC hypercombo. this hyper combo cannot be used in certainsituations
where thathyper combo excels. Iftheopposing character
Be careful when using Gimlet inthecorner: ending combos is tooclose to Hawkeye, they canthrow him, negating
against a cornered competitor with Gimlet can often put the hyper combo as they become invincible to the arrows
Hawkeye in a positionto be punished,as it has a frame as they rain onto the ground. Also, once the arrows hit a
disadvantage of -8 evenon hit! When ending combosin the competitor or an assist, theyimmediately explode; ifthe
corner, make sure Hawkeye has enoughmeterto follow up arrows hit an assist, the assist shields the pointcharacter
Gimlet with a THC to ensure thatHawkeye stayssafeafter bytaking all hits of the super, allowing the point character
landing this hypercombo. to move in and punish Hawkeye.
wjj
Your goal with Hawkeye is to keep adversaries awayfrom
him at all times. His strengths lie in being able to deal large
amounts of chip damage from fullscreen distances with a
variety of arrow attacks; once opponents get in, those arrow
attacks become ineffective. As such, you must prevent your
rival from moving forward at all costs.
Whenchoosing an assist for Hawkeye, note that he is best
when teamed up with an assist who can supplementhis
onslaught of projectiles like Doctor Dooma or Arthur B.
These assists not onlyadd chip damage on to Hawkeye's
projectile assault, butthey also fill in holesin Hawkeye's
Hawkeye's ranged game revolves almost entirelyaround standing Alter making contact with astanding arrow, canceling into Raglime offense, allowing youto keepopponents locked down without
usedwith longrange crossover assists. Shot (Kamikaze) almost guarantees that your opponent will notbeable
lo advance lor a briefmoment. a chance to escape.

All of Hawkeye's offense revolves around the usage ofhis standing arrow attack, which isa fast, cancelable projectile that inflicts chip damage and allows you totack on additional
arrow attacks from across the screen. To keep offense working effectively, press while simultaneously calling a long range crossover assist, then cancel to Quick Shot (Greyhound) or
(Spritzer) to deal big chip damage while keeping your adversary away and keeping Hawkeye safe. Note that some characters can avoid Greyhound and Spritzer by crouching; if they can, use
Quick Shot (Hunter) instead. It doesn't do as muchchip damage, but it keeps rivals from advancing to Hawkeye's position.
After the Quick Shot makes contact with the target, your crossover assist's attack should begin making contact, further pinning the opponent in place. From here, you can add on another
standing attack canceled into Ragtime Shot (Kamikaze) to prevent the your foe from moving forward.
From here, Hawkeye's offense can stall, and your opponent has achance toattack, so you have to make achoice while the crossover assist isrechargingif you think your competitor is
going toapproach by the air, jump backwards and use airQuick Shot (Greyhound) topush your challenger back. While this still doesn't give you enough time to fully recharge the most
recently used assist, your other assist may be ready for action; if that assist is also along range assist, simply press and the assist button again, and resume your fullscreen space
control. If you think your opponent may approach on the ground, fire off standing canceled into Quick Shot. This won't push the opposing character back very far, soyou'll generally
have to shift into the medium range mindset afterwards.
Unfortunately for Hawkeye, the height that the standing arrow flies issomewhat random: if the arrow isangled too high, many characters can crouch directly under the projectile.
You'll have to put in abit more effort by manually aiming the arrow downward, right before releasing it. To guarantee aproperly aimed standing , press and hold it very briefly while
inputting the V ^ ^ motion for Quick Shot, then immediately release . If performed correctly, Hawkeye aims the arrow downward very slightly, preventing any characters from
crouching under it.
If any of the above tactics hit the opposing character, you can react and hyper combo cancel to Gimlet (and THC if applicable), getting big damage and forcing your foe back into a position
where they must defend against Hawkeye'sprojectiles.
Like many zoning characters, Hawkeye's long range offense struggles against teleport-enabled characters. To keep Hawkeye safe against teleporters, you'll want to stick with only using
standing and crossover assists; don't cancel into Quick Shots orRagtime Shots, since teleporting characters can bypass Hawkeye's projectiles and punish him while he's defenseless.
Since standing is cancelable, Hawkeye can remain safe while firing arrows by canceling the standing into Trick Maneuver if you see the opposing character teleport. If your
adversary only has teleports that appear in the air like Dante and Dormammu, it's a little safer tofire Quick Shot and Ragtime Shot arrows; if you see the teleport, instantly react by hyper
combo canceling Quick Shot into Gimlet. You can do this against grounded opponents, aswell. However, while Gimlet issafe against airborne competitors, it's generally unsafe against
grounded characters even on hit, unless Hawkeye hasthe meter andteammates remaining to follow Gimlet with a THC.

Once your challenger has broken through Hawkeye's long


range offense, everything starts to become much more
risky. A single wrong guess puts Hawkeye in a position for
punishment. You have to be a bit more slippery at this range
and attempt to increase the distance between Hawkeyeand
his adversary.
At medium ranges, standing while calling crossover
assist is still strong, but if you see your rival jump over it,
you'll need to be ready to cancel into TrickManeuverLat a
moment's notice to get away from your foe. In cases when
you don't have an assist ready, cancel to TrickManeuver Trick Maneuver His vital togetbehind opponents anddraw Idem away
Jumping back and using Quick Shot (Greyhound) isthe most reliable
L anyway to increase the distance so you can get back to anti-air Hawkeye hasoutside olairthrow range. horn the corner; calla crossover assist lirst both tomake itsafeanda
shooting projectiles at your target. sneaky cross-up!
Up close, Hawkeye is very weak to jumping opponents. While standing occasionally works as an anti-air, itisn't consistent, and Hawkeye stands to take incredible damage if it fails.
Outside of air throw range, jumping backwards and using air Quick Shot (Greyhound) is Hawkeye's most reliable anti-air. If an attacker jumps while you're firing Greyhound, they'll be stuck
in blockstun long enough for you to tack on an additional standing canceled into another Quick Shot oraTrick Maneuver to create more distance from your opponent.
If you have Hawkeye jump backwards and his competitor isn't in the air with him, you can still convert the situation into an opportunity by firing off alate Greyhound or air , depending
on distance. If it hits, you can convert into acombo by using standing canceled into Quick Shot (Hunter) from far or\ + (Slide) into launcher when close!
However, when atmedium range, your main focus should be using Trick Maneuver tocreate across-up situation and to escape from the corner. This isbest accomplished by using Slide
while simultaneously calling an assist, then canceling the Slide into Trick Maneuver Hwithout releasing a Trick Shot. Your assist then crosses up your rival, and if ithits, you can convert
into acombo! If the assist doesn't hit, you'll have frame advantage, allowing you to perform a guarded chain combo into Trick Maneuvers Ltoincrease distance from your foe.
If you don't have acrossover assist available, use Slide into Trick Maneuver H, then attack from the other side with Trick Shot (Rusty Nail); this leaves Hawkeye at nearly even frame
advantage, although this isn't necessarily recommended since Hawkeye excels when atlong ranges, not so much close range. As such, it's generally better not to use Trick Maneuver Hto
jump over your opponent unless you have an assistready, with an exception being ifHawkeye is indanger ofbeing trapped inthecorner.
Kiss of Fire is a reliable way to force your adversary backwards because Kiss of Fire projectiles move down the screen in sequential fashion, one after the other, and they can carry guarding
or hit opponents all the way across the playing field! However, Kiss of Fire cannot be used when the target is too close, as they can throw Hawkeye out of the attack's startup before the
arrows come in to play. After the arrows are guarded, use standing combined with acrossover assist and resume fullscreen offense. This attack costs abar, so try to get by without it.
However, it's Hawkeye's most reliable option in many situations.
Hawkeye's defensive options aren't great, soyou could be in trouble when opponents do manage to get near Hawkeye and force you to guard. When on defense, you should look for
guaranteed chances to use advancing guard to push the opposing character away and look for opportunities to air throw or use Slide with an assist call, canceled into Trick Maneuvers H.
Super jumping forward can beok in a bind, but you'll almost definitely land into another mix-up when coming down, so only use itwhen ina severe emergency.
Using Hawkeye's launcher isn't terrible asa panic button to catch both aerial and grounded adversaries, but it is crazy unsafe if guarded and should only be used asalast ditch attack.
Using acrossover assist simultaneously helps mitigate risk, but throwing out a random should only be used in the most dire of situations.
Against most characters, Hawkeye can easily dominate a long range firefight due to the
sheer volume of projectiles you can throw out at a time with him.While you are in a
projectile war, you cangenerally treat the battle like any other match by liberally firing
standing arrows canceled into Quick Shot (Spritzer), since this move overpowers any
low priority projectiles and continues on to hit Hav/keye's opponent. Ifyou see a Quick Shot
projectile hit, hypercombo cancel into Gimlet for good, fullscreen damage. Also, whenin
a firefight, make sure to call projectile assists often, as theiradded firepower can help wear
down your adversary more quickly.

Hawkeye's arrows generally only cover the horizontal space infront ofhim, so you should
take extra precaution when opposing characterstaketo the air.The best way to keep rivals
on the ground is by mixing in Ragtime Shot (Balalaika), which hits most characters from a
fullscreen distance away. If a competitor does manage to get into theair, Hawkeye is not
helpless, however. Against opponents who fireangled projectiles from normal jump height,
like Morrigan and Taskmaster, preemptivelyjump and meet them in the air with Quick Shot
(Hunter), which can lead to a bigdamage combo onceHawkeye reaches the ground! When
fighting characters like Trish, who fire angled projectiles from super jump height, Quick
Quick Shot (Spritzer) absolutely dominates most long-range firelights!
Shot (Hunter) cannot be used becausethe opponent will breakfree of Hunter's net before
Hawkeye reaches the ground. Instead, use Quick Shot (Greyhound) in those situationsto
score some quick damage while knockingyour foe back to the ground.

Hawkeye can also instantly punish all normal projectiles by firing off Gimlet, if you have the bar to burn. This projectile is fast enough to hit any character out of the startup of their
projectiles, making ita useful tool towin firefights against characters with medium durability projectiles that can overpower Quick Shot (Spritzer).
While Hawkeye can generally come out ahead of most other characters in along range firefight, most long range characters also have access to aprojectile hyper combo that can swiftly put
an end to Hawkeye's projectile assault. Unfortunately, Hawkeye doesn't have many ways to defeat projectile hyper combos other than baiting his opponent into using them. If you think a
random hyper combo might be coming, super jump to avoid itentirely, and then punish with a quick Gimlet, Most supers can even be punished when they are guarded because Gimlet isso
fast, butit would be wiser toavoid the chip damage altogether.

1. CR., ,* ,i3~> FORWARD SUPER JUMP, AIR,, (2 HITS),, LAND, * + (DURING TRICK
MANEUVER), LAND, CR. , * * ,e~> FORWARD SUPER JUMP, AIR ,, (2 HITS), , LAND,
{ it - (DURING TRICK MANEUVER) ^> * - @| OR {+ * * o @\
491,600-819,800 damage (first variation is 581,600 after poison runs its course), 10% meter loss
As apure zoning character, Hawkeye's combos deal less than average damage, since he is expected to get most of his damage by chipping away at his opponent with projectiles. When you
do get achance to land aclean crouching , you can at least convert itinto decent damage.
When Hawkeye is near the corner, you must dash backwards before doing Trick Shot (Ice Breaker) to ensure ithits. To help with timing, input , If + when performing Trick
Maneuver Lto easily createthe properspacing needed to OTG with Ice Breaker.

Ending the combo in the corner with Gimlet should only be performed if it will K.O., since some characters can punish Gimlet even on hit. In most situations, it's better to simply end the
combo with Violet Fizz, back up,and reestablish Hawkeye's projectile pressure.

If the initial hits are guarded, cancel into Trick Maneuver Land use Trick Shot (Rusty Nail) to stay safe and create some distance from your adversary. Alternatively, call acrossover assist
simultaneously with Slide and cancel into Trick Maneuver Hfor across up attempt (and to get away from the corner). If your rival isin the corner, this tactic won't work because Trick
Maneuver Hcannotcross up an opponentin the corner.

//. ST. es> X * e~> + * + o <


375,400 damage, 84% meter loss
This is an easy, verifiable fullscreen combo from standing . Since Gimlet is so fast, you can delay hyper combo canceling until you're absolutely sure the Quick Shot hits.
If you have apartner with along range hyper that can hit the target from the distance you're at when performing this combo, cancel Gimlet into aTHC to add additional damage. Not bad for
a fullscreen projectile!

///. ST.<^> *- ,ST. <^> * ** o ,ST.gs> \ * + * (DURING TRICK MANEUVER)^>

417,800 damage (507,800 after poison distributes), 74% meter loss


This is amuch bigger combo from fullscreen, useful in situations when you think the opposing character might dash into standing or if you have aguaranteed fullscreen punish.

linked standing must be canceled into Hunter assoon aspossible toensure that this full combo connects.
It's best not to guess with this combo, as Quick Shot (Hunter) does far less chip damage than Quick Shot (Greyhound) and (Spritzer), so only try for this combo in guar*
p/
IV. THROW OR AIR THROW, * - o (DURING TRICK MANEUVER) , LAND, {ST. ^> * X } X3, {> o,
^> FORWARD SUPER JUMP, AIR , , (2 HITS), , LAND, *-* (DURING TRICK MANEUVER) <^>
f * +. o @@} OR {es> f * - o @, * @@|
357,900-484,800 damage (first variation is 447,900 after poison distributes), 22-159% meter loss
After doing 4- * * +^> .you must time Ice Breaker very low to the ground to give yourself enough time to link standing afterwards.

V. (REQUIRES CORNER) FRONT THROW, {ST. ^> * * * I X6, CR. , * , es> FORWARD SUPER JUMP,
AIR , , (2 HITS), , LAND, */* (DURING TRICK MANEUVER) ^> * * * 9
358,700 damage (448,700 after poison distributes), 4% meter gain
When you're very close toyour adversary, Quick Shot (Hunter) loops are much easier and can lead tobigger much bigger damage.

VI. (AGAINST AIRBORNE ENEMY) FORWARD JUMP, AIR, (2 HITS) ^> * * - ,{ST.^> *- IX 3,
* * , g~> FORWARD SUPER JUMP, AIR , , (2 HITS), , LAND, {IF ENEMY IS CORNERED, BACKWARDS
DASH,* *- (DURING TRICK MANEUVER) ^> * * -* 8) OR (IF MIDSCREEN, + * *@8,
* - }

484,000-536,500 damage (first variation is 574,000 after poison distributes), 15-118% meter loss
This combo is best used when your opponent is normal jumping toward Hawkeye, and he can meet them in the air with jumping air .
Verify to see if the first two attacks of this combo are guarded. If so, chain into air instead of performing Quick Shot (Hunter) to remain safe. If the first two attacks hit. cancel into Quick
Shot (Hunter) and punishyour competitorwitha decentair-to-air combo!

W//CR. , , * * , .-> FORWARD SUPER JUMP, AIR , , (2 HITS), , LAND, FORWARD DASH,
*. (DURING TRICK MANEUVER) ^>*\^*@8^^^, LAND, * * , =^>
FORWARD SUPER JUMP, AIR , , (2 HITS), , LAND, BACKWARDS DASH, * - (DURING TRICK
MANEUVER) , LAND, ^> VERTICAL SUPER JUMP, AIR (2 HITS) &$> * * * @
825,500-949,600 damage, 93-72% meter loss
This is afairly standard X-Factor combo, but it should only be used when it will K.O. the opposing character. At maximum damage, this combo isn't enough to kill several characters, so be
sure that youropponent has been weakened enough forthiscombo to putthem outof commission.
Before activating, perform Trick Shot (Violet Fizz) as quickly as possible so Gimlet hits close enough to the ground for the X-Factor cancel into Slide to work. If executed too slowly, your
rival recovers, and you'll have v/asted your X-Factoractivation.

VIII. ST.^f*++,ST.^4*-*+,ST.<^**++i^>**->-+<!
tss> f * - +e~> | v + +@@

690,500-770,500 damage, 147-141% meter loss


You can perform this X-Factor combo from fullscreen, giving Hawkeye achance to put apesky character away off of astanding . This combo doesn't do huge damage, however, so make
sure your target willbe knocked out before activating X-Factor.
MEW
msm^uwmm
When you hold while performing standing , you can aim the direction of the arrows by inputting up
or down during the charging period.
; Jt3^%~ Unfortunately, aiming these arrows is fairly difficult because aiming is very sensitive; releasing the
arrows at the wrong time can cause all three arrows to shoot harmlessly into the ground!

1|P^| However, pressing up at the last second allows you to aim arrows in a wide spread that not only sends an
arrow toward grounded opponents, but also sends arrows both at normal jump and super jump height!
The best way to guarantee this powerful spread is to find a timing aid: tap the controller, hit extra
vl buttons, or just count in your head! The best way to remember the timing is to find something that works
for you, so experiment!
WW; theproper timing, you can use Hawkeye's charged standing Charging standing does take time, however, so call a crossover assist during the long startup of
shottocover several angles!
standing to protect Hawkeye, or cancel the shots into a Quick Shot attack orTrick Maneuver Lto
maintain safety.

When a crossover counter is performed, the character who has been tagged in first appears in the air
before performing their crossover attack. While in the air, you can hyper combo cancel into an aerial
hyper combo to attack your foe while their attack is still recovering!
Since Gimlet is super fast, hyper combo canceling into Gimlet when performing a crossover counter to
Hawkeye often results in guaranteed damage because your adversary must be attacking in order for you
to perform the crossover counter.
If you have the meter to spare, you can THC to another hyper combo to do big damage off of a blocked
attack, or activate X-Factor after releasing Gimlet to get a sudden surprise K.O.!

Gimlet isincredibly last and can beperformed inthe air. Using it


immediately alter lagging inHawkeye with a crossover counter is otten
tree damage!

GEHEML EXECUTION TIPS


During corner combos, you'll need to have Hawkeye dash backwards before using Trick Shot (Ice Breaker); otherwise, the move goes
completely behind the opponent
When performing Quick Shot (Hunter) loops, pressstanding a little earlier than you think you are ableto
After ground bouncing adversaries with Trick Shot (Ice Breaker), omit the crouching and justuse Slide to make the combo a little easier

ASHAWKEYEC0MESIN:AIR,@,,LAND,0^O + (DURING TRICK MANEUVER), LAND, = FORWARD SUPER JUMP, AIR,


, (2 HITS), ,LAND,0z2O + ^> <>t\C> +

ST. ^=> Ot\C> +,ST. <==> <>\C> +,ST. => 0<)Z\ +=> <>tiC>+ ,{>t\C> +
Damage
Requires corner, must be at adistance from the loe. After canceling intoC^ t\ + , super cancel into{} lC> + 595,200 damage, 62% meter loss
as soonas Hawkeye releases the upward arrows

(CORNER REQUIRED, OPPONENT MUST BE CROUCHING) CR., ST. ,C>+ == {>?< + <= , LAND, CR. ,,ti + ,
^> SUPER JUMP, AIR,,,, LAND, BACKDASH, 0 (3<? + = , LAND,^ + ,*** SUPER JUMP, AIR,, , ,
LAND, 0/2 <C> + H=2> ^ O^O +
Damage
Acorner poison combo, works against smaller crouching characters 538,900 damage, with an additional 90,000 points ofpoison
damage

ST.^ 0?aC> +,ST.^> Ot\C> +, ST. (CALL M.O.D.O.K. )^> Ot\C> +,{ST. ^> <>tiC> +} X3,
WAVEDASH FORWARD TWICE, ^ + ,-=> FORWARD SUPER JUMP, AIR,, (2 HITS), , LAND, tyttO * (DURING TRICK
MANEUVER) ^> 0\O +

[A long range combo that uses an assist to keep Quick Shot (Hunter) loops going lor several repetitions 1499,500 damage, 0% meter loss
THE SCRIBES IHK'IW-LIW
WILL WRITE OF THIS BATTLE FOR
YEARS TO COm."

/MfiM iWMMM
Oaniel "Canny" Adventorer,
Thomas Hand-H'ai formerly co-owner of Hand-Meachum, Inc.

Master at hand-to-hand cambat, specializing in clase combat. Having


mastered the secret arts ot the H'on-lon, he cao harness his
spiritual energy, ar "chi". He can alsa use his pawers ta heal peapie.

Hane

Having studied martial arts in the mystic city at


K'un-lun far 10 years, Oaniel was their
strangest student. Defeating the dragon known
as Shau-laa the Ondying, he gained the title ef
Iroo fist. He is good friends with fellow martial
artist here Me Cage.

Marvel Premiere #15 (W4J


Iron Fist appears in Ultimate Marvel vs. Capcom 3 as an out-and-out brawler, armed with a
class of moves that seem instantly familiar tofans of Fei-Long. Karin, Rolento, and Yang.
The Rekka Ken finally comes to MvC\ Well, sortof:naturally, since thisis MvC, Iron Fist's
"Rekkas" are intended forcombos and mix-ups, ratherthanto be used in the same kind of
measured, counter-poking way Yang and Fei-Long apply their V - x3 attacks.
In this way, he'sa bitmore like Street Fighter Alpha 3's Karin than theothers. Also, Iron Fist
has eight of these moves!

Your goal when playing with Iron Fist should betoachieve point-blank range with frame
advantage. Why?

More than any otheraggressive character, Iron Fist is lacking in


the non-universal options department for movement. No airdash,
no teleport, no flight, no roll; the only special Iron Fist has to
move him an appreciable distance is Rising Fang, which can
only be accessed in a sequence of moves, and while his Iron
Rage hyper combo travels forward quickly, it costs meter and it's
unsafe guarded. Otherwise, Iron Fist can dash, wavedash, jump,
and wall jump, and that's it
Iron Fist lacks a quick opening high/low mix-up (or a comparable
left/right side switch trick). Only crouching , launcher, and
*- Dragon Tail are low-hitting attacks, and none of
these attacks makes a good opening gambit on its own; in order
to mix up an opponent, Iron Fist must have already attacked,
essentially
At close range, you can work on coaxing out and taking advantage ofyour adversary's bad
defensive reactions. How do you get there?

By having Iron Fist carefully dash, wavedash, and jump toward


the opposing character, when backed by crossover assists
By aggressively going for air throws and cross-up air
By staying twitchy, always ready to unleash the invincible Iron
Rage hyper combo right through your opponent's attacks on
reaction (see also: Spencer's Bionic Lancer)
By either patiently avoiding your rival's efforts to keep Iron Fist at
bay with projectiles, or nullifying them with - Dual Palm
or Chi

Finally, you've closed the distance and achieved close range against your foe. How doyou
crack their shell?

By delaying chain combos and tricky Rekka special moves in


close, exploiting your opponent's natural desire to press buttons
either for advancing guard, or to take back initiative by attacking
in perceived gaps in your offense /s^
By forcing your competitor to respect the low attacks Iron Fist
does possess by occasionally opening up with a naked sweep
rather than a chain combo into sweep, and by varying between
* (which hits low) and * (which is an
overhead) when the chance presents itself
By filling gaps in your offense with Chi activations; these quick
power-up actions each make Iron Fist much more powerful in
different ways, and they actually have a substantial super armor
period, meaning they can function like parries up close
Attack Set
Slanting Basic Attacks
-i

1 1 Standinq 1 45,000 360 5 2 11 +3 +1 Chainable into attacks


! 2 Standing i 73,000 584 7 4 16 +1 -1 I
83,000 664 11 5 19 +2 0
3 Standing 1

irlP
V .

J' ft
IVH
'V

El IT fc2? j-';> ^~ j \&+ ~f^i >- o


' :; . . .'..

Air Special Attacksflying Screen and Air [xchange


Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher cor, ..
basic attack. Air exchange attacks, performed by inputting adirection plus . are only possible during alauncher combo. Exchange hits initiate team aerial combos by taggingTnThe next
available character to continue the air combo.

Air 83,000 27 +18


Causeshard knockdown if used in launcher
+16
combo, overhead attack

Air{) + (during launcher combo) 105.C 29


Tags innext available ally while lofting
opponent upward
AirC* or-03 + (during launcher combo) 95,000 20
Tags in next available ally while causing wall
bounce, erases 1 hyper meter barfrom foe
Airy + (during launcher combo) 95,000 27
Tags in next available ally while causing ground |
bounce, generates 1 hyper meter bar

Command Attacks
attacks cannot be chained from or canceled themselves.

throws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense Combos
are usually possible afterthrows, oneway or another.
m As a PartnerCrossover Assists
Uiiiij

Crumples grounded foe, hard knockdown


Dragon's Touch 100,000 34 125 95
Iron Fista against airborne rival
OTG-capable, ground bounces adversary,
45 119
Iron Fist(3 IronRage Crescent Heel overhead attack ___
Wall bounces competitor, destroys low priority
34 122 92 projectiles, mutually nullifies medium priority
projectiles

Fist-ct causes acrumple stun against grounded enemies and ahard knockdown against airborne ones; either way, you can capitalize with acombo. The range is pitiful, but it is at
t faster than Iron Fist{3.
Iron FistB has afew appealing properties. It's both OTG-capable and aclose range overhead-in some ways, this seems like ahigh-hitting counterpart to Wesker-p. However,
Crescent Heel has much less range than other OTG-capable and/or overhead assists. It's also noticeably slower than the fastest OTG assists. Coupled with the small range, this means some
characters have trouble applying Iron Fist(3 to extend combos even after throws and simple flying screen enders.
Iron Fist-V sends Iron Fist soaring forward with awall-bouncing kick. During active frames, this kick can plow through any low priority projectiles; it mutually nullifies with any medium
priority projectile. Unless you are desperate for aclose range crumple, overhead, or OTG assist, this is his best overall assist. He hits very quickly out to about half of the screen distance,
and after that, he continues to travel the full length of his kick arc, like he does during the special move version. He's completely vulnerable at this time, although (amusingly) if you re
aiming Iron Fist-7 at the right distance from an opponent (from close range to midscreen distance), then he will almost always rocket completely over their heads and land offscreen
behind them, making him functionally unpunishable! His rising trajectory at the beginning of the move means he'll whiff over many crouching characters from only afew steps away, but it
your challenger is crouching in anticipation of this Iron Fist assist, then they are susceptible to overheads.
Although none of Iron Fist's assists is invincible when used as crossover counters, with two bars of meter, you can achieve the same effect by countering in Iron Fist, then immediately
canceling to Iron Rage the instant he touches the ground. You can even do this with Iron Fist-7. Since he's invincible while countering in and invincible during Iron Rage, the only vulnerable
period is any gap you leave between landing and starting the hyper combo. If your opponent is still recovering from whatever they did that you countered, Iron Rage is assured of hitting.

Snap Back I "Zl ""'


500 (-1 hyper +1
1 50,000 2 7 16
1 vt\C> + ana meter bar)

On hit, s ap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds ^^^^

^^
Lotus 640 15 3 21 +2 0
1 vt\0 + 1 80,000 -

Whip
Crumples grounded foe, hard knockdown on airborne
Dragon's 100,000 800 10 2 39 -17
2
Touch v^c> + 1 -

opponent

Surging 115,000 920 20 3 28 -7 Hard knockdown


3
Fist VtiC>+ 1

Wall bounces rival, hard knockdown, frames5-17


Wall of (after 2nd special move) 1 130,000 1040 15 5 41 -22
4
super armor
K'un-Lun V^O +
Frames 5-20super armor, Iron Fist gains 20%
Chi L 1 29 increasing damage, lasts 300frames
5 c>o^ + o


-
-

Frames 5-20 super armor, Iron Fist takes 20% less


29
6 Chi M c>0^ +
-
1 -

damage, lasts 300 frames


Frames 5-20 super armor, Iron Fist gains 20% more
7 Chi H >#\ +
1 29

hyper gauge from attacks, lasts 300 frames


Dragon 1 70,000 560 13 3 25 -2 -4 Low attack
8
Tail O&O + O
OTG-capable, overhead attack, ground bounces
Crescent 5 33 -14
9 O#o + 1 85,000 680 21

competitor
Heel

Twin 15 3(3)4 36 -16 Knocks down


10 O#o + 2 101,000 880

Snakes
Wall bounces target, destroys low priority projectiles,
Rising (after 2nd special move) 33 -19
11
&<? + 1 130,000 1040 20 10

mutually nullifies medium priority projectiles


Fang
Iron Fist's"Rekka" specials (so calledbecause of the similarity to Fei-Long's classic three-stage rushing punch Rekka Ken) are allexecuted with quarter-circle motions.You can makeIron
Fist seamlessly cancel between up to three Rekka specials, as though he weresimply chaincanceling basicattacks. Thiseliminates the long recovery periodsof most of the Rekkas, and it
allows all ofthem to combo together. It also enables mix-ups, sinceyoucan cancel intohigh or low-hitting attacks, or oneswith brief superarmor. There are eightin all; a different onefor
each combination ofy & <? or's) i C> with each attack button, and two more that are executed with {J7 i C> or^ /j2 <? + and are only possible as the third Rekka special
ina sequence. After threeRekka specials, the thirdcannot be canceled into another Rekka (though it's still hyper combo-cancelable). Inaddition to canceling Rekka-type specials intomore
Rekkas, you can also cancel them into Chi activations.

Lotus Whip: Lotus Whip is Iron Fist's safest special Dragon's Touch: Iron Fist
move. If blocked, it leaves him frame neutralneither unleashes his version of a one-
he nor his opponent has frame advantage. In contrast, inch gut punch. The range is
every other special move that Iron Fist has leaves him miniscule, but Dragon's Touch
at a mild to gross frame disadvantage. When Rekka crumples grounded enemies on
chains are blocked,Lotus Whipis the only safe third- contact! (Against airborne or
Rekka-move finisher. It providesno mix-up potential, juggled foes, it causes a hard
but it at least keeps Iron Fistin close proximity ifthe knockdown.) Dragon's Touch is
challengerguards and doesn't happen to pushblock. best used in combos, where it
Using Dragon Tail or Crescent Heel (or Wall of K'un- opens up many possibilities. You
Lun) as thethird blocked Rekka is trickier, butit is riskier, as well (theformer twomight fool the can make Iron Fistactivate Chi Lor H(fora damage or meter building boost)
opponent's guard, while thelatter might absorb and plow through theircounter poke ifthey tryone). and still have plenty of time to continue the combo. You don't even have to
Like therestof Iron Fist's specials, Lotus Whip isalso a stapleof hiscombos. It's the mostconsistent cancel from Dragon's Touch to Chi; Dragon's Touch can fully recover, then you
oftheRekka moves to useas a first orsecond stage, so when indoubt early inthematch, you should can performChi,and you'llSTILL have time to strike the crumplingadversary.
choose Lotus Whip. Other specials make much better third stageswhen you're actually hitting your rival. Youcan even hold downviaia immediately after landing Dragon'sTouch,
and Iron Fistwill tag out to the chosenteammate while the opposing character
From just outside the range of Lotus Whip, you canuse the move as a sortoffeint: whiff Lotus Whip is stillslumpingto the ground! In this way, similarto some characters like
in your foe's face, then immediately cancel into^ 2 O + Dragon Tail, which hits low. This She-Hulk, you can start combos with Iron Fistand hand them offto teammates
trick is most viable when youropponent is busyblocking yourassist from a few stepsaway. withoutspending hyper meter on THCs, and withouttakinga chance on your
competitorsuccessfullybreaking your TAC.
Surging Wall ofK'un-Lun: After Iron Fistperforms the first and secondstage of
Fist. a Rekka sequence (which can be made up of any two of his six Rekka
Surging attacks that are performed with a basicattack button), he's charged to
Fist is a perform a special Rekka ender, of which he has two: Wallof K'un-Lunwith
two-sided {I^O + , and Rising Fang withfy &<? * . Wall of K'un-Lun
palm strike is a tremendous shoulder check that causes a wall bounce on contact.
that sends Naturally, thisallows youto perpetuate the combowith morejuggles, or
adversaries use the Volcanic Roar hyper combo.
into a hard
knockdown
If you initiate a Rekka sequence that is guarded, Wall of K'un-Lun can
on contact. After landing Surging Fist, there's time to dash make a slightly effective delayed Rekka ender, because it has super armor that begins on frame 5 and extends all the way
forward and OTG withy #<=> + Crescent Heel to into K'un-Lun's active frames. If theslight delay before K'un-Lun baits your competitor into pressing a button, their attack
popyour rival right backup into a hyper combo or another is eaten up, and Iron Fist slams them into the wall. This is naturally very unsafe ifguarded, so use thistactic sparingly
Rekka sequence. SurgingFistis relatively slow to start for justto remind your opponent that you have it(unless they have bad habits and trytoattack right away whenever they
whatit lookslike and is horribly unsafe when guarded, so can;inwhich case, knock yourself outshooting Wall ofK'un-Lun into their face). Ifit's guarded, be prepared to cancel
saveit forthe thirdstageof Rekka comboswhenyou're to Iron Rage, then to THC away to a teammate's saferhyper combo. Just as you canceled into Wall of K'un-Lun late,
goingafter a hard knockdown.
hyper cancel into Iron Rage late, as well; as thesuper armor onK'un-Lun may eat up theopponent's overeager pokes,
the invincibility at the beginning ofIron Rage cando thesamething. When you perform a guarded Rekka sequence into
delayed Wall ofK'un-Lun, then delayed Iron Rage, you're essentially giving theopposing player multiple chances to make
a fool outofthemselves. Getting them toeatthis even just once ortwice can cause them tohesitate up close against your
unpredictable Iron Fist from thenon, basically.

Chi: Many characters have power-up hypers that grantthemspecial abilities and stat Fistis within close range. Ifyou DO happen to
bonuses for five or tenseconds, like Morrigan's Astral Vision or Ryu's Hado Kakusei. In "parry"an incoming strike with Chi, you can
theChi series ofspecial moves, Iron Fist hasthreedifferent five-second power-up states, visuallyconfirm the hit and cancel into Iron
and they don't cost him any meter! Chi is activated withc>,0' i ,followed by an attack Rage to start a combo!
button. The attack button used determines which power-up state Iron Fistenters:
Although Chi L in this situation leads to more
Chi Lcauses Iron Fist's fists to glow red, andit confers a 20% damage boost to damage, it's best to use Chi Mwhen fishing
him; an ideal time to activate this is just afterhitting the target with Dragon's for Chi parries for the obvious reason that if
Touch for a crumple, but before continuing the combo you fail and start getting hit, the penaltyis less
severe than ifyou'd used Chi L or H.
Chi Mcauses Iron Fist's fists to glow blue, andit reduces the damage he takes
by 20%.Whenever Iron Fist is far from his opponent, waiting for a chanceto WhileChiactivations aren't Rekkas, and the
get inside, this is the Chi to rely upon if you find a free moment to buff up. This onlythingyou can cancelChiwith is a hyper
combo or X-Factor, you can actually cancel
doesn't go quite so far as making Iron Fist's sturdiness equal to Hulk, She-
from the first or second Rekka in a sequence
Hulk, Thor, and so on, since most goodcombos last longerthan five seconds,
directly into Chi.This can be useful for all of
so Iron Fist will be taking lull damage sooner rather than lateranyway. But to IronFist's Rekka moves besides LotusWhip
helpsoak up incidental hits while jockeying for position, you'll never regret and Dragon Tail, which recover relatively
taking four-fifths normal damage just for keeping a free buff active. quickly; the rest are all pretty laggyand leave
Chi Hmakes his fists glow yellow-green, and it increases Iron Fist's meter Iron Fistvulnerable on block. Canceling into
gain by 50%. Note that this only applies to the attacks ot Iron Fist himself, Chi (almost certainly Chi M) inthose situations
basically tradesyourregular recovery period
and it won't extend to the meter-building assists (Amaterasu, Frank West, or
with a period of super armor. Sure, there are
Morrigan7). Chi His most useful in combos; while you can't go wrong with
still10 frames after super armor wears off
Chi L's 20% damage boost, sometimes Chi H becomes more valuable because
where Iron Fist is vulnerable, but that's STILL
it can more or less guarantee that Iron Fist builds enough meterby himselfto safer than simplyletting any Rekka exceptthe
end a combo with a THC every time. (See Combo III.) two fastest ones recover naturally... and even
Every version of Chi canabsorbone incoming attackfrom frames5 to 20. Chi activations ifyour adversarywaits out the super armor
can thus be used like parries, essentially: you cansimply absorb fireballs from far away, frames, you can still make them nervous if
oryou canendblocked chain combos or Rekka strings upclose bycanceling into Chi you'rewilling to blow through whatever they
activations. This technically doesn't doanything and leaves Iron Fist at a disadvantage, but do with point-blank Iron Rage.
in between the super armor of Wall of K'un-Lun and Chiactivations,and Iron Fist's other Like most power-up moves, the effects of Chi
tricks and tactics designed tocombat counter pokes and advancing guard, your opponent still linger evenaftertagging Iron Fistout. While all threeeffectsstillwork inthis instance,
should bevery hesitant to tryto takebackmomentum with physical strikeswhile Iron the 20%damage boostof Chi L is the obvious choicefor boosting Iron Fist'sassist attack.
Dragon Tail: Thislow-hitting kick is one of Iron Crescent Heel: This overhead axe kick is Iron
Fist's most important attacks. It's one of his Fist's only OTG-capable move, and it is also his
onlythree low moves (alongwithhis launcher only overhead attackbesidesair basicattacks.
and his sweep), and since it's one of his It's a little slower to strike than Dragon Tail
Rekka moves, it can naturallycancel into other and is much less safe if guarded, so take the
Rekkas, so it's vital to work it into your game same contingencymeasures when it's blocked:
somehow. It's also his "safest" Rekka after cancel to Lotus Fist for safety, Dragon Tail
Lotus Whip, but that's only in relativeterms; to follow the high hit with a lowstrike,Wall
Lotus Whip leaves him neutral if guarded, of K'un-Lun as the third and final Rekka to
while Dragon Tailends up at -4, punishable by fish for a super armor hit and wall bounce, or
4 frame attacks and throws. As long as Dragon Tailwasn't the third Rekka in a sequence, Chi activation to changegears. Using Chi activations point-blank when your Rekkas are
you can avoidthis bycanceling to another oneLotusWhipto be safe, CrescentHeel for guarded becomes more appealing for moves other than Lotus Whip or Dragon Tail, which
a low-high switch, or (if DragonTailwas the second Rekka) Wall of K'un-Lun (which plows recover quickly; every otherRekka movehas notable, verypunishable recovery.
through attacks from foes who think they can mash out their attacks to take back initiative Aswith Dragon Tail, the speed meansthat it's mostappropriate to usewhen youropponent
after blocking IronFist's first two Rekkas). You can also just cancel Dragon Tail withChi is pinned byoneofyour assists. This allows you to getclose andopen with either Dragon
activation as long as Dragon Tailwasn't the third Rekka. Tail or Crescent Heel, without worrying about advancing guard pushing Iron Fist away if you
13 frames of startup for a lowattack isn't quick(by contrast, some characters have lows open upwith oneofIron Fist's basic attacks or other Rekka moves. Cancel into Lotus Whip
that are active in 4 frames), so you won't usually be using Dragon Tail as an openeron regardless; if Crescent Heel succeeded incracking your competitor's guard, the Lotus Whip
its own. You'll need to either mixit into blockstringsas a counterpointto CrescentHeel, hit gives you time toconfirm andcancel to Dragon's Touch. (SeeCombo V.)
or mixup betweenDragon Tail and Crescent Heel when you'vefirst forcedyour opponent Dragon Tail is alsoused to OTG enemies; although it's very hard, you have time to dash
to blockan assist. When openingwith Dragon Tail, alwayscancel to LotusFist;this is forward and perform{7 O <? * for an OTG after any Iron Fist throw. You can
tantamount toopening a basic attack blockstring with standing orcrouching x2, which also gofor OTG Crescent Heel after any flying screen aircombo, after causing a hard
gives you time to confirm the hits. Ifyour rival blocked DragonTail, Lotus Whip gives you knockdown with Dragon's Touch (against an airborne target) or Surging Fist (always
time to verify their guard and haltyour offensewhilekeeping IronFist up close and safe. If applicable). For consistency after you OTG with Crescent Heel midscreen, you'll usually
DragonTailto Lotus Whip is successful, you have time to confirm and then cancel Lotus want to cancel to LotusWhip and then Surging Fist, which puts the foe right backdown.
Whip to Dragon'sTouchfor a crumple.(See ComboIV.) In corners, you'll want to OTG with Crescent Heel to Surging Fist to Dragon's Touch, which
also ends in another hard knockdown.

Twin Snakes: Rising Fang: Iron Fist rockets with a kick at head level across mostof
During this rising the playing field. Theactualkick is active for only about the lengthof
double-kick, a dash and a half; youcan't use this to hit someonewho's far away,
Iron Fist is never even though Iron Fist might make it to them. On hit, this causes a
actually considered wall bounce and allowsfor further juggling. Ifyour adversary blocks
airborne, although and Iron Fist doesn't manage to pass throughor overthem, he's
low attacks can highly punishable; ifhe somehow manages to soar pastthem,he's
whiff under him probably safe.
as he appears to
Like Wall of K'un-Lun, this attack is only possible as the thirdstage in
hop slightly (this is a Rekka sequence. This isvirtually Iron Fist's only mobile move atall, but using itrequires canceling from other Rekka
similar toa move like Phoenix Wright's C> + overhead; moves first, meaning thatitsuse must bemore premeditated rather than ona whim. The fastest way toexecute itfor
lots of low moves whiffunder these attacks, but if your rival itsown sakeis to perform Dragon's Touch to Dragon Tail to Rising Fang. The combined startupofeach Rekka means
cleanly counterhits you,your character gets placed in standing that Rising Fang's true startup isabout 43frames. Justbefore performing Rising Fang to move in, call anassist that
hitstun rather than juggled off the ground). TwinSnakes is occupies lateral space for a while, like Captain Americaa, Rocket Raccoona, or Sentinela. This prevents your
primarily a combo tool;whileit might seem like it v/ould be challenger from simply hitting Iron Fist, allowing Iron Fist to close the distance from fullscreen.
good for causing lowcounter pokes to whiff up close, ifyou're
goingfor that kindof result,you mightas welluse Chior Wall During active frames, Rising Fang obliterates any low priority projectiles and keeps going. IfRising Fang encounters a
of K'un-Lun, which each can achieve the same effect (punishing medium priority projectile, like Arthur's Golden Armor Lance orM.O.D.O.K.'s Balloon Bomb, both Rising Fang and the
the target for hitting a buttonwhileIronFistis in their face), projectile nullify each other, though Iron Fist continues toward his destination as normal.
with better follow-ups and less risk.

. Iron Rage:On its face,this Volcanic Roar. Volcanic Roar is Iron Fist's main combo
I ic iron Fist'sscariestattack. finisher. The intense column created around Iron Fist by
Spencer's Bionic a dragon made ofchienergy is actually a big hyper beam,
. with more hits and a j. with high priority projectile durability. This ends up eating
all bounce. Iron Rage has *U g^ up any of the opposing projectiles that happen to be
11 frames of invulnerability " around, butbythe very nature ofthis hyper combo (close
and strikes on frame 6; range, intended to endcombos andjuggles), thisdoesn't
it doesn't quite travel as provide extra utility.
fast laterallyas Spencer's
hyper punch, but it travels
plenty fast for use at the range you'll want Iron Fistto be: breathing down Dragon's Prey. Iron Fist's level 3 hyper combo is a single
his foe's neck. Thepurposeof IronRage is to pass throughprojectiles | brutal close range hit that strikes in acircle all around him
and punish the thrower at midrange, andto overpower the opponent's i (it can even hit targets who are behind him or airborne).
attacks at close range: Iron Rage will onlylose out to attacks that have Like otherlevel 3 hypers,it's immune to damagescaling.
longer invulnerability periods, which is a listalmostentirely comprised ot Theactivation of Dragon's Preyerases any currently
otherhyper combos.Thespeed and invulnerability meanthatyou can use activeChibuff;this unfortunately prevents ChiLfrom
Iron Rage on reaction to yourcompetitor's hyper combo freeze, justlike automatically dragging thedamage upfrom 400,000 to
Spencer doeswith Bionic Lancer; the opposing character may have started 500,000! Ah, well...
their hyper combofirst, butit doesn't matter. Iron Rage is mashable for Dragon's Prey functions well inthesame role as most lv.3
more hits and damage. 0 with 400,000 points ofunsealed damage, assuring a knockout. Ifyou're not
After the wall bounceof Iron Rage, youcan juggle youropponent. Whether . dirt with Dragon's Prey, useone (orperhaps both!) of Iron Fist's other hypers
you'll need to dashor wavedash to reposition Iron Fist andjuggle after Iron 10 ena me comoo insteao, for far better efficiency.
Ragedependson where the corneris relative to Iron Fist. Since Iron Fist's For many characters, their lv.3 hyper combo serves astheir best reversal because of large invulnerability
launcher cannot juggle, you can't just go for easy-mode relaunches like periods; this isn't asimportant toIron Fist because he already has Iron Rage for this purpose, v/hich is
anyothercharacter inthissituation, butthatdoesn'tmean you can'tmake faster, has much more range, costs less hyper meter, and leads tomore damage overall anyway. (Combo
Iron Fisttakeadvantage. Thesimplestjuggle is to catchyouradversaries as VIII, which involves iron Rage as a reversal into Volcanic Roar as a juggle, does thesame thing faster,
they fall with Dual Palm, then cancel toVolcanic Roar. For alittle from farther away, while dealing more damage, and costing less hyper meter! Sorry, Dragon's Prey.)
more flavor, see Combo VIII.
MtttNn

... callanassist andjump cancel overyour target lor


a cross-up opportunity.

discouraged from both using advancing guard and trying tocounter poke Iron Fist. They should
<$* + and the super armor on Chi can be i the right cover, youcanuseRising Fang to basically betaught notto pressbuttons when youarepressuring them with Iron Fist. The solution to
used tonegate the opposing character's projectiles, easilyachieve closerange. Iron Fist isto keep him av/ay; notto trybeating him at hisown game!
preventing them from building meter orchipping
Iron Fist while buying you lime tolindan angle to In the case of having dash-in standing , guarded, chain to crouching ,C>+ ,
move in. then jump cancel. You want towork insweeps toyour blockstrings to dissuade opponents from
justholding up-back once they block Iron Fist's opening strike; ifthey do this, hoping to jump
The Iron Fist player hastwo simple but unavoidable challenges to overcome inmost matchups. away assoon aspossible, the sweep catches them, and C* + Quick Kick successfully
From far away, you must find a way tothread the needle around the opposing team's zoning combos. Onhitor block, the jumpcancelafter Quick Kick allowsfor follow-ups; on hit, strikewith
strategy. Once that's accomplished, you must then find a way around advancing guard upclose. air at the peak of Iron Fist's jump, then wait aslong aspossible before juggling with air
And that's it, in a nutshellthat's what Iron Fist is meant todo. His simplicity approaches zen for on the way down. Upon landing, if you spaced this correctly, standing catches the target for
a characterin an MvCtitle, no? continued juggling. If Quick Kick isguarded, theforward jump cancel putsIron Fist right over their
heads. Call your pinning assist during Quick Kick, then either cross up with air orempty jump
First things first: moving in. The only concession to non-universal movement possessed by Iron totheother sidewith noattack and land, then goforsweep or Dragon Tail. These low attacks are
Fist apart from Rising Fang and Iron Rage is hiswall jump, which can only bedone by normal normally way, way tooslow to work after an empty jump, which is why you must call anassist
jumping backward against the screen edge. Useful if you happen tobenear a corner already with thatoccupies theadversary from behind. Ifyouropponent uses advancing guardagainst Quick
your rival nearby, but not as much when they're atfullscreen distance, hurling every projectile and Kick, thisprevents thecross-up attempt, butthejump cancel at least allows Iron Fist to regain
assist they have between them and Iron Fist.
some of the lost space.
Iron Fist hasa fast wavedash, buthisdashing posture is a little unfortunatehe's oneofthe Without a decent pinning assisttofacilitate jumping over hischallenger after guarded Quick Kick
"widest" characters while dashing, so dashing can sometimes getyouinto trouble because (orafter fullscreen Risinq Fang), Iron Fist is really susceptible to being pushblocked, so you'll
Iron Fist becomes more vulnerable to cross-upsand projectiles thancharacters with smaller
have to use staggered attacks, ticks into throw attempts, and occasional point-blank
wavedashing profiles. And, with the exceptions of standing / and crouching , his Chi activations (fishing for a move you can absorb before canceling toIron Rage) todiscourage
attacks from a dash have meager range, forcing you tohave him dash in completely flush with advancing guard. Delayed chains andsuperarmor moves canwork against advancing guard
his foe if you want to use astandard hit confirm opener like crouching x2. This may only take simply because advancing guard userequires theopponent to push two attack buttons; ifyou
two orthree frames longer than attacking earlier in the dash, but that's still plenty oftime for an bait them into trying this when you aren't actually attacking, they'll produce apoint-blank
opponent's attack/throw to beatIron Fist to the proverbial punch.
or attack instead (or adash; whoops!), which almost certainly loses out to adelayed chain
Jumping orsuper jumping forward is anoption, but as with most characters, this has a high combo starting with . Strongly resist the temptation to use Rekka sequences as blockstrings
element ofrisk. Opponents may simply move out from under a super jump and just reset their on purpose, unless you've already conditioned your competitor to beterrified oftrying to
positioning, or they mayactively go foran air throw,whichtends to be difficult to avoid because useadvancing guard. Inthiscase,mixing in Dragon Tail or Crescent Heel intoblocked Rekka
Iron Fist has no air mobility optionsbasic attacks only. When you do have him take tothe air, be sequences becomes valuable. Butifyoujust dash in,perform a chain combo, then perform a
ready to fall on adversaries with airC> + ,so you have the opportunity for ajump-in attack, Rekka sequence hoping for the best, you're just going togive up the ground you gained by being
pushblocked nine times out of ten.
a cross-up, oranair throw. Note that by dashing forward just before jumping forward, you can
transfer some ofthe momentum from Iron Fist's ground dash to his forward jump, which causes Once your opponent isconditioned against spamming advancing guard every time they block,
a noticeable and useful improvement on his jumping distance.
<P + Dual Palm starts to really shine. This attack, normally used to punch projectiles into
You simply have tobe patient and move around your competitor's ranged threats and assists by dust from long range, leaves Iron Fist at +2 even if guarded, and itdoesn't push him away from
using basic movement. You can bat aside incoming projectiles with< + Dual Palm orby theopposing character whatsoever. This gives youan alternative to ending chains with Quick Kick
timing the super armor ofChi activations toabsorb projectiles. If you have anassist toback the into a jump cancel; you can end chains with delayed Dual Palm and stay onthe same side, ready
attempt up, you can also use Rising Fang to move inmuch more easily from fullscreen! Call your to immediately go for attacks or athrow. If the delayed Dual Palm manages to coax your
assist, whiff Dragon's Touch into Dragon Tail, then cancel toRising Fang toaccomplish this in adversary into getting hit, you have ages toverify the hit and chain to for a launcher, orto
the quickest way possible. If there happen tobe projectiles in the way, the Rising Fang kick can cancel into Rekkasfor a ground combo.
take care of them. Make sure Chi Mis active first if you'd like a little extra security blanket (the
Security Blanket of K'un-Lun?), and remember that trying this without an assist backing up Iron
Fist is suicide.

Fighting aggressive opponents won't bea problem; they'll come toyou. Against zoning
characters, you'll just have tododge their projectiles while forging a way in. Adversaries may also
engage in outright runaway, however. The alpha example isTrish, who can airdash, fly, and set
traps and fire projectiles all from super jump height, where Iron Fist isleast threatening. Against
characters who tryto spend time upthere, looking to stall against Iron Fist, remember thathis
Volcanic Roar hyper combo extends all the way tothe ceilinghave him wavedash under the
flying orrunning foe and activate Volcanic Roar to punish their cowardice. Against rivals trying Iron Fist doesn't have andefault opening low attack allowing a staggered attack tocounterhit!
to jump away atnormal jump height, keep Iron Fist's air throw firmly in mind. He's no Magneto like most characters, so opening enemies uprequires
for landing ithe has to play more like She-Hulkbut Iron Fist has one of the most damaging delayed chain cancels, which may coerce opponents
combos off an air throw (or a ground throw, for that matter) in the game. After any throw, OTG tohitbuttons prematurely...
with Crescent Heel assoon aspossible to start acombo that deals over 600,000 damage' (See
Combo VII.) IronFistis particularly intriguing as an X-Factor anchor. As bothteams dwindle downto their last
one ortwo members, theopponent naturally loses some oftheir ranged capability andstability;
Once you're in close, your approach should be dictated by Iron Fist's position. In the case ofusing if ithappens toend up in a one-on-one fight, their ability to keep Iron Fist out iseffectively
Rising Fang while covered by anassist tobully your way in, you'll usually end up with Iron Fist eliminated. Meanwhile, Iron Fist isactually anabove-average character in terms of vitality, and
ontheother sideofhisrival while they're forced to guard theendoftheassistfrom behind. This Chi Monly enhances that. He isperfectly suited toa last-man-standing, down-and-dirty brawl,
presentsan ideal opportunity to strike witheitherDragon Tail or CrescentHeel, for eithera low especially considering thebrinksmanship you canlevy inactivating X-Factor inthefirst place.
or high hit.
For example, although Rising Fang executed from fullscreen without an assist covering itisfolly,
If you pushed your way into close range by patiently moving Iron Fist forward, your opponent if you have X-Factor left, you can actually turn this into a brutal, virtually unguardable cross-up.
won't necessarily already bepinned with anassist. In this case, Crescent Heel and Dragon Tail Whiff Dragon's Touch to Dragon Tail fullscreen, cancel to Rising Fang, then activate X-Factor
both make poor openers. Instead, make Iron Fist dash toward the adversary while poking with in the airjust as Iron Fist ispassing right over the opposing character's head. Iron Fist ends up
basic attacks chains. If you are close enough to have him dash all the way into point-blank range, falling straight down right over the foe, and airtC> + performed here can both function as
open up with standing or crouching x2. Iron Fist's light attacks have poor range by design, so anair throw ifthey jump ora cross-up ifthey don't. Rising Fang travels so fast laterally that it's
if you're too far for that, dash in withstanding, instead. difficult to even pick which sideIron Fist endsuponconsistently, andifyoudon't know which
side you'll be on, your competitor sure doesn't. Of course, asuccessful cross-up air hit just
After either basic attack double-tap, you'll have time toverify the result. Ahit in either case can lead after activating higher levels of X-Factor should lead toa dusted opposing character, guaranteed.
directly into Combo I, II, or III. If light attacks are guarded, Iron Fist remains positioned right next to (See Combo IX.)
the opposing character, but you shouldn't just keep right onchaining blocked basic attacks because
that only insures that Iron Fist isgoing toget pushed away with advancing guard. Go for a throw, In Iron Rage, Iron Fist has another perfect means of activating X-Factor. Simply put, just get
or pause and go for crouching x2 again, which can counterhit your opponent's attempts to close tothe target and "randomly" perform Iron Rage when you have a feeling they'll try todo
take back momentum with their own close-range pokes. You need to frequently stagger light basic something. If ithits, fantastic: keep the combo going after the wall bounce (Combo Vlll) and save
attacks when rushing up close for this exact purpose; between delayed chain attacks and Rekka your X-Factor; ifyour foe blocks, X-Factor cancel during the last hit to keep Iron Fist from getting
specials, Chi activations, and the threat of random/reactionary Iron Rage, you want your competitor punishedseverely.
fcjglj^/

ST. ,, * ^> * e=> * - e~> -*-f * (V),^>> FORI i JUMP, AIR,,


, , LAND, FORWARD DASH, *- OTG &->+* ^> * * (MASH)
743,200 damage, 4% meter loss
Iron Fist combos are easier than they might look atfirst, but you have tobe careful. It's easy toaccidentally get Chi activations instead of Rekka specials if you're not controlled with your
motions; it's also easy to cause Chi activation instead of aRekka after . Insert abrief pause after + and be sure to let the controller register aneutral input before you
perform * to avoid the game reading the whole thing as " V ;the same advice holds true when performing Rekkas back-to-back. Don't mash out T * inputs the way
one might with Rolento, Fei-Long, or Yang (which just guarantees an accidental Chi activation); instead, perform Rekkas deliberately with an intentional, subtle gap between the motion of
each. Master staying calm with these combos so you won't spazz out and mess up when you actually start one up in the heat of battle. Once you're solid on actually executing Rekkas in the
properplaces without causing errantChi activations, it's justa matter ofgoing through the motions confidently and nimbly.
You may add crouching or standing x2to the beginning of this combo to increase its offensive flexibility. This lowers the max damage to661.200, but if your opponent is guarding, the
""binder of the combo can behalted after these light attacks have been blocked, which keeps Iron Fist directly next tohis opponent and ready tofish for a hitsome other way.

I. ST. ,, * ^> * *"* * ^> *" * >^> *+ * o , ST. , CR.,+ <^S>


FORWARD JUMP, LATE AIR , DELAYED , LAND, ST. ,, -^>*-<^>**-*<^>
* * , FORWARD DASH, * * - OTG ^> +* * * ^> +*- ^> > * * (MASH }
OR { * (MASH ),-^+** (MASH )}
765,400-908,400 damage, 47% meter gain or 43% meter loss (both variations are self-sufficient for the first hyper combo
used)
This devastating combo in all its glory carries your adversary from one end of the screen to another, cornering them instantly from any position. It also builds roughly one and ahalf bars
of meter on its own, meaning that you only need to start with about half a meter in order to land the second max-damage variation, following up Iron Rage with Volcanic Roar. Though this
combo does cause a wide variety ofhit andjuggle states, you canlead inwith a jump attack instead without hitstun decay affecting it.
Opening with crouching x2increases flexibility, but itlowers max damage to 835,200.

///, ST. , , + e*> * * + E^> * v + ssS> - V , ST. , CR. , ^>


FORWARD JUMP, LATE AIR, DELAYED, LAND, ST. ,, - @^t*-^* *-*>
* - , FORWARD DASH, * - OTG ^> * * ? * ^> * * * . BACK OUT OF THE CORNER,
o e^> * o e~> f**^**-*^-*-** 8 (MASH )
745,700 damage, 103% meter gain (self sufficient for Volcanic Roar ender)
This slight deviation from Combo II is designed to build as much meter as possible. Even after canceling into Volcanic Roar, you'll still haw one entire bar of hyper meter left over! This is
the perfect combo to goforwhen youwant to THC intoanother teammate forhuge damage.

', \ * - e~> v* e~> \ v* ,** V, ST., CR., * e~> FORWARD JUMP,


LATE AIR, DELAYED, LAND, ST.,,* ^**-s^>f*-*^***<>.
FORWARD DASH, \ * - OTG f^> + * * * ^> +*- ^> O * * (MASH I OR
{+ * +. o @ (MASH ), + o &*> ++ \ 6 (MASH )}
763,700-907,400 damage, 34% meter gain or 60% meter loss
Thic ic imn Ret* mnst damaging low combo option, but the opening attack is fairly slow and unwieldy. Pin your opponent with an assist first for max effectiveness. You can't cancel
j * in this situation, but you don't need to. There's enough time to buff up with Chi after Dragon's Touch recovers and still hit the target.

GEUEML EXECUTION W$
Be precise when performing repeated O VO motions to avoid accidental Chi activations in place of Rekka specials
Also take care when canceling from <> + into Rekka specials for the same reason; insert aslight pause between O + and
<> t\'c> to avoid registering 0<> ^
Against smaller characters, replace standing , crouching ,O + after asuccessful Dragon's Touch with crouching ,<> +
AS IRON FIST COMES IN: AIR,, S , LAND, FORWARD DASH.O^O + ^ O0<? + ><}^C> + >
O^O* t& (MASH ),<> + ==* OOSl + (MASH)

Variesbased on damagescaling
|4 + or C> + or Q + TAC to Iron Fist
- s=i> * jr - , WAVEDASH FORWARD TWICE, CR. , [MH;lO
jr-e~>.*f* o ea> - * @ (MASH )
701,700 da % meter loss
This isthe high-hitting counterpart tothe previous combo, and it's one of the few combos that uses Rising Fang effectively. After JT + , you must cancel into 'OtV*:: I3
just asthe second hit connects, then kara-cancel the power-up immediately into * f X . This isthere only togain the attack buff before the juggle.

VI. (MUST BE WITHIN %OF PLAYING FIELD DISTANCE TO CORNER OR CLOSER) CR. , + ^> FORWARD JUMP,
LATE AIR, DELAYED, LAND, ST., ST.,*- ^> \ * + e~> \ %- q m~> f *-,
FORWARD DASH, + * * OTG e^> n*o e~> + * - es> {-+* @@ (MASH } OR
t* * - @ (MASH ), - &$> -* * @@ (MASH )}
667,400-811,200 damage, 22-106% meter loss
The positioning requirement isminimal; for this combo tofail, Iron Fist hastobe cornered, ornearly cornered atthe beginning, to be too far for the OTG follow-up. If you think he istoo far
from his competitor, cancel the first * * into t * * @@, then proceed with the remainder ofthe combo from there.

//. FRONT OR BACK THROW OR FRONT AIR THROW, + * + Qbb$> + \* o ($m$> * %+ q es>
+ * +. o @ (MASH ), FORWARD DASH, CR. , <^> > * + es$> f jr % b
^>*H (MASH )
643,900 damage, 142% meter loss
From the air throw, simply land and perform i * + to start the combo. From the ground throw, you must input adash with as soon as you're able, and then
* "* * immediately after. This must all be done in one smooth motion asfast as possible, or else you'll miss.

Vlll. X* (MASH ), WAVEDASH FORWARD TWICE, ST. >1-*o^tj#*o^+*+oes>


X- o , FORWARD DASH, jr - OTG &$> X+ e~> *- e^> +** (MASH )
574,200 damage, 137% meter loss
Here's acombo starting off of the invincible Iron Rage hyper combo. You should primarily use this one to punish projectiles or to intimidate opponents up close. THC to asafe hyper combo
if Iron Rageis guarded.

,. ST. ,, + >^**+^f*+^+t*G(pE~c>gp)ST., CR., - l*=>


FORWARD JUMP, LATE AIR , DELAYED , LAND, ST., + ^fjr+t^**+Ge~>
* * , FORWARD DASH, * * - OTG e~> .*- es$> f jr . o (), BACK OUT OF THE CORNER,
sat> \ jr *- e~> H'4 4(g) t^> **-()
1,116,900-1,204,500 damage, 215-310% meter gain
This is ano-meter X-Factor combo where Chi Lis stacked with the X-Factor damage boost for devastating results, if you're in X-Factor level 1and vpu're certain the last hit will not K0
your rival, hyper cancel the very last command into'*' X @@. At X-Factor level 2and 3,replace * f *" ' ' ' " "'
levels is usually unnecessary, and you should focus on netting additional hyper combo meter instead.

i
In addition torestraining yourself from using Rekkas until the deck isalready stacked in your
favor, don't make a habit out of dashing in with a naked launcher, even though itisa low attack Air can be performed extremely late and
and consequently v/orks atleast occasionally. That's because Iron Fist isleft ata punishable stillhitoverhead as a cross-upbeforeIron
Fist lands.
disadvantage when his foes guard , and guarded launchers can't be canceled into anything else
asacontingency plan. If your challenger has anattack that's active in 5frames orless, orif they just In situationswhere your opponent is still Similar toDoctor Strange, Iron Fist's lack olquick
feel like throwing you, you're going toeatit. Instead, when you want tothreaten low right off the managingto guard properlyeven after the lowattacks forces aplayer togetcreative inorder to
bat, dash in with the tip of crouching ,chain toC> + Quick Kick, then jump cancel Quick cross-up,youroptions get betterdepending giveanopponent a reason toblock low.
Kick. There's no hit confirmation involved; just do it. Crouching and Quick Kick are both just as on whetheryou did indeed pin them withan
vulnerable when guarded as ,but you're skipping over that by jump canceling. assistfrom the back before jumping overthem. Assists called from thefirst sidelike Dantea,
If your competitor happens toblock and use advancing guard against crouching , Iron Fist Chun-Li7, Phoenix Wright(3, Sentinela, and Rocket Raccoona can turn your prey into
gets pushed back out, but advancing guard against all but theslowest single attacks isa fluke and a brief captive audience, with Iron Fist on one sideofthe opposing character, andhisassistonthe
should not discourage youan adversary pushblocking against single attacks isatarget who isripe other. This is the ideal time to mix your opponent up between cross-up air oran empty jump
for walking right into your delayed chain frame traps. The more they're doing this, the more often overthem,followed byeithera nakedDragon Tail or CrescentHeel. Theseare IronFist'stwomost
they'll mash inputs for advancing guard when you're either not doing anything or intentionally important "Rekka" attacks. V/50 + Tail hits low, while\/ &<? + Heel hits high,
delaying attacks fishing for a counterhit. When you dogetpushed out, accept thatthesituation is andthere isnotenough time forhumans to consistently tellthedifference between themonshort
reset and cancel your whiffed C> + into aChi power-up, then go about patiently looking for a notice, especially while their character is pinned from behind by one ofIron Fist's partners.
wayinsideagain. While challengers won'tbeableto react consistently byblocking either Dragon Tail or Crescent Heel
If they happen to block crouching and then use advancing guard on reaction to Quick Kick, at correctly, these attacks aren't as fast as they look, andIron Fist caneasily behitorthrown outof
least you remain safe and can have Iron Fist gain back a little bit of ground with the forward jump the startup periods atclose range. That's why pinning with anassist first issoimportant tomaking
cancel. If they don't use advancing guard atall, your forward jump creates the perfecf cross-up this mix-up truly work. Just trying to dash in with{} [2<!p + (or alauncher) won't get you
shotcall anassist during thejump cancel, then fall ontheother sideofthem with air ! anywhere... but then, that's what dashing in with crouching ,*> + is for!
^WffiH

Richard Rider Soldier, Adventorer

In addition to soperhomao strength and durability, be


can alsa fly through space at supersonic speeds. He
cao alsa absorb and reflect energy attacks.

Ehasen by the dying alien Rhamann Hey ta receive


his Hon Carps pawers, Richard began his new lite
as a super hero. His battles take him throughout the
universe, fighting evil wherever heis needed.

Have #/ IWBJ

';: ..

PBMB ESIB
INTELLIGENCE

SPEED

STAMINA

ENERGY PROJECTION

FIGHTING ABILITY

*This is biographical, and does not


in-game combat potential ol this hero.
Vitality 300,000
Samba Archetype Marvel Series

Level 1 (3 teammates remaining) 130% 110%

Level 2 (2 teammates remaining) 150% 120%


Level 3 (1 teammate remaining) 170% 130%

goal withNova is to simplyland a hit, witha secondarygoal of corneringyour


In certain match-ups (against melee-heavy characters), you don't need to
withNova; you simply need to lure the opposingcharacter in by raining Energy
hile hiding behind Gravimetric Pulse H.

Why the dual goal?

Nova deals a massive amount of damage. His combos easily


inflict over 600,000 damage, both midscreen and in the corner
Super Nova, the hyper combo typically used to end combos,
causes a hard knockdown and is easy to THC from. Adding a
THC to Nova's already damaging combos is likely to K.O. his
competitor
How is this goal achieved?

By luring opponents near with Energy Javelins with the cover of


Gravimetric Pulse H

By utilizing Nova's strong midscreen game to take advantage of


combo opportunities
By forcing rivals into the corner with Nova's forward-moving
attacks such as crouching, Centurion Rush, and Nova Strike
.

Air Special Attacksflying Screen and Air Ixchange


Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.
E@ri}liMiH?=(Bmm3?!MM
\-Mi-yj .

Hyper Combo
Gravimetric Beam durability: 3 frames x 3 low priority
1 Novaa Gravimetric Blaster 3 94,800 840 52 118 88
Pulse H

durability points, lasts tor 180frames


Centurion
2 Nova(3 Gravimetric Blaster 1 100,000 800 52 13 106 76 Overhead attack
RushM
Centurion
3 Nova7 Gravimetric Blaster 3 97,400 880 47 13 116 86 Wall bounces foe
Rush L

Nova has three useful crossover assists that can suit any team configuration. Novaa Gravimetric Pulse creates anenergy shield that stays on screen for 180 frames. The drawback to
this crossover assist is that it automatically depletes any red vitality Nova might have while on the sidelines. Nova(3 Centurion Rush is one of the few overhead crossover assists in the
game and is useful for any character's offense. Nova7 Nova Strike is aquick attack that wall bounces and is useful for combos. However, Nova Strike has no projectile immunity. Nova
can be interrupted by any projectiles during the attack.

500 (-1 hyper


1 O$ao + HOE 1 50,000 2 3 19 +1
meterbar)

',;!,,.:,-
On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked ]
out for 4 seconds

0ffl(iMm
Gravimetric Pulse L Projectile has5 low priority durability points
21 -5 -7
(inair OK) <}^o + 1 90,000 720 16 15

Gravimetric Pulse L Depletes Nova's red life, beam durability: 3


(in air OK) (with less 3 135,400 1200 16 15 21 +7 +5
1 O*i<o + frames x 5 low priority durability points
than 200,000 red life)
Gravimetric Pulse L Depletes Nova's red life, beam durability: 5
(inair OK) (with at 204,600 26 29 +26 +7
0^c> + 5 2000 -

frames x 5 low priority durability points


least 200,000 red life)
Gravimetric Pulse M Projectile has5 low priority durability points
-3 -5
(in air OK) Ot\o + 1 90,000 720 16 15 21

Gravimetric Pulse M Depletes Nova's red life, beam durability: 3


(inair OK) (with less 135,400 21 +5 -2
2
Ot\c> + 3 1200 16 15
frames x 5 low priority durability points
than 200,000 red life)
Gravimetric Pulse M Depletes Nova's red life, beam durability: 5
(inair OK) (with at 29 +26 +1
0^c> + 5 204,600 2000 26

frames x 5 low priority durability points


least 200,000 red life)
Gravimetric Pulse H Beam durability: 3 frames x 3 low priority
94,800 29 +1 -1
3
(in air OK) Ot\c> + 3 840 26 -

durability points, lasts 180 frames


Depletes Nova's red life, beam durability: 4
Gravimetric Pulse H frames x 3 low priority durability points, lasts
(inair OK) (with less 120,300 29 +1 -1
4 ty^o* 4 1120 26

180 frames, allows placement ofa second


than 200,000 red life) weaker Gravimetric Pulse H
Depletes Nova's red life, beam durability: 5
Gravimetric Pulse H frames x 3 low priority durability points,lasts
(in air OK) (with at 143,200 29 +25 +1
5 O^o* 5 1400 26 -

300 frames, allows placement of secondweaker


least 200,000 red life) Gravimetric Pulse H

Centurion Rush L 90,000 720 18 15 20 -12 OTG-capable, low attack, knocks down
6 ^>0^ + 1 -

Overhead attack,ground bounces airborne


15 -3 -5
7 Centurion Rush M o<}^ + 1 100,000 800 28 13
adversaries

35,000 x 2 280x2 Launcher, frames 22-46 super armor


8 Centurion Rush H s>$\ + 3 23 10(15)6 30
-13
+ 80,000 + 640
Nova Strike L
o#<^ + 1 75,000 600 18 8 25 -10 Knocks down
(in air OK)

Nova Strike M
9
o#<^ + 3 97,400 880 23 16 25 -9 Wall bounces loe
(inair OK)

Nova Strike H Crumples opponent, wall bounces airborne


(inair OK) {}&<$ * 1 110,000 880 30 20 16 (air: 15) -13 (air:-12)
competilors

10 Flight(in air OK) <>$<p*


10 - - -
Lasts 110 frames

Energy Javelin OTG-capable, projectile has 5 low priority


11 + 1 70,000 560 26 24
durability points
-
-

Gravimetric Pulse L&M:Withthis move, Nova fires a close range blast of energy.
Gravimetric Pulse L fires forward and can be used in combos. Gravimetric Pulse M fires
upwards at an angle, but the timing to use it as an anti-air is strict. Both versions cause
a soft knockdown when connecting with an aerial opponent. The blast is equipped with 5
lowdurability points and can stop incoming projectiles. Youcan use these attacks in the
air, as well.

Gravimetric Pulse Land Mareaugmented depending onthe amount ofredvitality Nova has.
Any amount ofredhealth between none and200,000 powers Gravimetric Pulse up byonelevel,
increasing its hitstun and damage.Any amount200,000and overpowerthisattackup bytwo
levels, resulting ina dramatic changein hitstunand damage,as well as a soft knockdown on
aerial opponents. Remember thattheseattacks wall bounce ifconnected onan aerial adversary nearthe corner. Powered upGravimetric Pulses have a larger hitbox, as well.

Gravimetric Pulse H: Gravimetric Pulse


H is different than the weaker versions in
that it deploys a shield of energy on the
screen that stays stationaryfor 180 frames
before disappearing. This shield damages
opponents who come into contact with it,
causing it to disappear after three hits. The
shield isequipped with 3 low durability
points to absorb opposing projectiles with.
Havinga Gravimetric Pulse shield on the
screen limits your adversary's advances on theground. This can beespecially difficult for melee-oriented characters who do nothave a projectile to dissipate the energy shield. Once it's
on the screen,opponents musteitherdealwith it or avoid it completely, and eitheroption leaves themat a disadvantage.
Using Gravimetric Pulse Hdepletes any red vitality Nova has. Having any amount ofred vitality below 200,000 increases the size and durability oftheenergy shield. If Nova has
over 200,000 points of red vitality, theenergy shield becomes larger, its durability is strengthened, andits duration is increased to 300frames. Inaddition, it is possible to have two
Gravimetric Pulse shields on thescreen at once, as long as they areofdiffering levels. After depleting Nova's red vitality with Gravimetric Pulse H, you canperform another one right after
it for even more space control.

Centurion Rush: Centurion Rush L is a


slide attack that is OTG-capable and must
be guarded low. Ifconnectedat any range
besides point-blank, Centurion Rush
can be followed with basic attacks for a
combo. In combos where a ground bounce
has already been used, you can perform
Centurion Rush L canceled into Super Nova
on a grounded foe for extra damage.
CenturionRush Msends Novaflying down
atanangle for anoverhead attack. Nova is unable tocombo basic attacks ifconnected, but itleaves him ina position tostartanoffense orattempt tothrow. This attack is relatively safe if
guarded on the ground, but itis easily punishable if your competitor jumps at thelast moment to guard the dive intheair. You can use thisattack safely with a crossover assist covering.
If connected on anaerial opponent, Centurion Rush Mcauses a ground bounce that you can follow with acombo. Italso has the unique property ofinfinite ground bounces, which you
can utilize as a 100%damage comboinX-Factor. Consult the Combo Appendix for moredetails.
Centurion Rush Hcauses Nova to perform a shoulder charge into a launcher attack, which can besuper jump canceled into anaircombo. Centurion Rush Hhassuper armor for 24
frames during thecharge and absorbs any attacks that manage to getpast itshigh priority. Even though nohitstun will beincurred, Nova still takes damage from absorbed attacks. You
can use Centurion Rush Htoblow through enemy attacks and projectiles tostart a damaging combo. This attack isextremely unsafe if guarded, so using a crossover assist tocover isideal.
Nova Flight Energy
Strike: Nova's Javelin:
Nova flight lasts Nova
charges for 110 launches a
toward the frames. javelininto
opposing While Nova the sky,
character is in flight, far above
with a you can super jump
punch. perform an height.
Nova Strike unlimited It then
covers a amount homes in
wide horizontal area, and you can use the move in the air, ofairdashesduring the duration of flight. Ifperformed on on the opponent's positionand causes a ground bounce if
as well. Nova StrikeLtravels halfa screen's lengthand the ground with a tiger knee motion, Novafloats much connected onanaerial adversary. The javelin disappears if
causes a soft knockdown. Nova Strike Ivl reaches near lower than ifyouhad performed the move regularly offthe Novais attacked during its flight.
the end of the screen, causing a wallbounce. Nova Strike ground. If used near your adversary,you can set up a quick
EnergyJavelin's trackingis fairly accurate and is especially
H travels the entire distance of the screen and causes a overhead attack with\7$<?tj + ,air,, useful for dealing with competitors who liketo rain
crumple if connected. NovaStrike H also can wall bounce SZ!3> V O <? + . After Nova lands, you may projectiles from the sky. If you are sure the projectile can
an aerialopponent, making it possible to connect two continue thecombo with crouching .
consecutively to start a combo. Allversions of Nova Strike tag an aerial opponent, followthe ground bounce with
are extremely unsafe, so only use Nova Strike ifyou are Gravimetric Blasteror Nova Strike H.The javelin is able to
certain it is going to connect, or ifyouhavea long range reach targets at fullscreen,as well, making up for Nova's
crossover assist covering you. lack of a "real" projectile. Several Energy Javelins thrown
behind a Gravimetric Pulse H shield can be extremely
annoying for opposing players to deal with!
Hyper Combos
Can be mashed for extra damage, knocks
Gravimetric Blaster 217,800-
Ot\ct>+ 25-50 20+1 30 down, beamdurability: 25 framesx 1 high
(in air OK) 261,700
priority durability points
Gravimetric Blaster Depletes Nova's red life, can be mashed for
261,700-
(in air OK) (with less 0\<>+ 25-50 20+1 30 extra damage, knocks down, beam durability:
313,900
than 200,000 red life) 25 frames x 2 high priority durability points
Gravimetric Blaster(in Depletes Nova's red life, can be mashed for
319,800-
air OK) (with at least {}<&<>* 25-50 20+1 30 extra damage, knocks down, beam durability:
384,200
200,000 red life) 25frames x3 high priority durability points
Can be mashed for extra damage, knocks
237,000- 29 or until
Super Nova (in air OK) C>Ot\ + 40-79 10+1 45 -32 down, beam durability: 40 frames x 3 high
283,000 grounded
priority durabilitypoints
100,000 53 or until Can directadditionalattacks by pressing
Human Rocket (in air OK) {7/50 + 1-3
er hit
13+1
grounded
-44
direction +

II^ . _
H
^
Gravimetric Blaster. Nova fires a beam ofenergy athisopponent. Like Gravimetric Pulse, Gravimetric Blaster can bestrengthened atthecostof Nova's red vitality. Performing this hyper
combo with any amount ofred life between none and 200,000 increases theblaster's size and strength. Sacrificing 200,000 red vitality ormore yields an even stronger beam that fills up
a large portion of the screen. This hyper combo is mashable for more damage.
Gravimetric Blaster isdifficult to punish ifguarded because itpushes your competitor toa safe distance. However, a blaster notaugmented byred vitality can becrouched under bythe
majority ofthe characters inthe game, leaving Nova susceptible toheavy punishment. Your best bet istouse Gravimetric Blaster for combos orasfullscreen punishment for situations
where NovaStrike His too slow. You can use this hypercombo in the air,as well.

Super Nova: With this Human Rocket. With


attack, Nova creates a ...-J Human Rocket, Nova
sphere of energy,damaging "'"/ rockets into opponents
all adversaries within its "l' for big damage. You can
radius. This hypercombo control Human Rocket
is typically used to end slightly by pressing any
combos, and it can be with whatever directionyou
mashed for extra damage. r wish Novato rocketto next,
Since the damage from this r, for atotal ofthree hits. It
hypercombo comes mostly also is projectile-immune
from the number of hits it and can be used to blow
produces, it is greatwhen through projectile-based
used to end longcombos hypercombos,but its
or to THC into. Super startup time must be taken
Nova has a long periodof into consideration. Human
recovery time, makingit Rocket takes a long time to
highly punishable; use it only in situationswhere it is guaranteed to hit! recover, so use itonlyincombos orit youare certain thatitis going to connect.
lattlt Mi

Protectyourselffrom frontal assaults with Gravimetric Pulse Hwhile firing multiple Energy Javelins. Use along range crossover assist tocoverslower attacks like Nova Strike H.

Nova's mainstrength lies in his ability to dish out damage. Simple bread and butter combos can deal upwards of 600,000 damage with minimaleffort, and these combos can be started in
several differentways. Learningto use long range crossover assists to cover the recovery of Nova's more powerfulattacks is paramount to his offense. Given this, Novais best placed first
or second on a team so you can make use of crossover assists to shield these attacks.

Atlong range, you can take advantage of the tracking abilityof EnergyJavelin to harass your competitor. Coveryourself from ground advances with GravimetricPulse H,then throw Energy
Javelins from fullscreen. This tactic is effectivein that it forces the opposing player to make a move; if they are content in sitting back during the javelin rain, add in a long range crossover
assist to add damage to your assault. If your adversary tries aforward advance, energy shield and all, you can interrupt their attack with a well-timed crouching orCenturion Rush L.
You can also use Centurion Rush H if your foe attempts to negate the shield with a projectile of their own. If your rival starts approaching from the air, this is a good chance to utilizeNova's
air throw. All of Nova's throws can be followed withfull combos from any location on the screen. Once an opponent's movement is made predictable with Nova's ground control,air throws
become a viable tool in starting combos. See the Combo Appendix section for more details on how to combo off an air throw.

While this technique is useful against melee-oriented characters, characters with the abilityto destroy the energy shield easily are more of a problem. In this case, try throwing only one
*.V
or two javelinsand reacting to whatever the opposing player does in retaliation. You can always cancel EnergyJavelin into GravimetricBlaster, so this can be an effectiveway to create an
opportunity to connect it from a distance. Ifyou see your foe readying a long range attack as a counter to the EnergyJavelins, immediatelycancel into GravimetricBlaster to keep them
under control. A long range crossover assist can help a lot against long range fighters to help set up the shield and javelins.

When you are ready to go in for a K.O., Nova has several


options in terms of approach. Even though Nova's mobility
is highly versatile, it is somewhat slow compared to other
flying characters such as Magneto or Storm. Many of
his forward-moving airdashes and special attacks have
startup frames, making it difficult to use them as a means
of approach. As such, your best bet in approaching is to
use a crossover assist to cover advancing attacks such as
crouching, Centurion Rush, and Nova Strike. An airdash
forward canceled late air isalso a great way inclosing
the gap between Nova and the opposing character. You can
The angle in which air attacks makes it useful tor square jumps. Use the priority ofcrouching to counteryour adversary's ollense. employ these attacks at mid to long range, so Nova doesn't
necessarily need to be close to be a threat.

Learning touse Nova's crouching is key to doing damage. This attack launches Nova low tothe ground asa torpedo and must be guarded low. Nova extends his fist far outward,
giving this attackgreat priority. Its speed and priority makeit ideal for use at midrange. If it connects, youcan continueintoa fullcombo for huge damage. Ifguarded, you can cancel
into Gravimetric Pulse L, which isn't particularly easy topunish at-7frames of advantage. Against more defensive competitors, crouching can be canceled into Nova Slam, performed
with C* + . Nova Slam must be guarded high and isa good way of keeping foes on their toes with guarding. Mix this up with a delayed crouching for a basic high-low mix-up
game (delay the crouching to mimic the slight startup of Nova Slam), For rivals who are advancing guard-happy, cancel crouching into Gravimetric Pulse Hand either continue with
offense orthrow afew Energy Javelins. For the best results, use crouching with a crossover assist that can help pin the opponent down for tighter mix-up opportunities.
Ifyou manageto get close to the opposing character,
standing isyour fastest basic attack to use, starting up
in 5 frames. However, this attack is easily ducked by most
characters, decreasing its usefulness. Another option is
crouching , which takes one frame longer tostart. Unlike
most characters, Nova's crouching can be guarded high,
so your go-to low attack atclose range iscrouching .
Up-close is a good position to sneak in a Nova Slam. Nova # L 4
Slam must be guarded high and can be used to start one
of Nova's powerful combos. Keep in mind that Nova steps
forward when performing this attack, so he does not have to
be at point-blank range to use it effectively. Once your target
Nova canconvert throws into huge damage. Mix between crouching and^> + to cover both high and
lowguarding from youropponent.
is conditioned to blocking crouching, throw in a Nova
Slam for an unexpected overhead.
J '
You can use Nova's airdashes as a means toset up anoffensive, as well. You can perform a square jump by quickly canceling Nova's forward airdash from a normal jump with air. The
angle of air is great for square jumping, and you can even use it asadeep cross-up if properly positioned. Nova's triangle jump is best performed with an airdash straight down, since
his down-forward airdash has too much startup tobe good for a triangle jump. Atriangle jump is aquick overhead and also has a great angle for an air-to-ground attack. Nova does not
havea quicklowattack to mix up with, so go for an empty triangle jump into a throw instead.

Against acornered competitor, mix up between crouching , triangle jumps, square jumps, Nova Slam, and throws to lead into your high-damage combos. Deploying aGravimetric Pulse H
energy shield against acornered opponent limits their options further. Any attempts atadvance guarding your offense can be countered with crouching , Nova Strike, or Centurion Rush
to move back in, ideally with the cover of acrossover assist. If you get a forward throw orair throw on acornered attacker, the regular Centurion Rush OTG can only be followed with a
hyper combo. Formaximum damage, use Nova Slam to OTG instead, since it can be followed by basicattacks into a launcher.
g^T"

/. CR., CR.,^> FORWARD SUPER JUMP, AIR <&> * - , , ,,, LAND,-^ ,^>
FORWARD SUPER JUMP, AIR , , e4> * * es> * @ (MASH )
696,800 damage, 2% meter loss
After canceling into aforward super jump, let your character glide closely tothe opposing character before doing air . Doing so makes certain that you'll be in range for the link
afterward.

You may add crouching to the beginning of this combo for flexibility atthat loss of damage (which drops to 670,300) and low attack opening. If crouching , crouching is
blocked, you can chain into * orcrouching tostage a basic high or low guessing game.

//. CR. ,ST.,^> FORWARD SUPER JUMP, AIR b$> jr^,^>*jr^) DELAYED, LAND,
FORWARD DASH, ST. , ^> FORWARD SUPER JUMP, AIR e~> * ,,, LAND, , ^>
FORWARD SUPER JUMP, AIR &*> - \ * (MASH )
760,500 damage, 4% meter gain (or self sufficient for Super Nova ender)
Due tohitstun decay, this combo does not work if it's started from a jump attack orcrouching . To ensure that you can still do most of the combo if you start itwith an air attack,
remove the standing done just after Nova lands from air. After air&4> * * ,ESt> * "* , fall abit before doing air. The later it hits, the
easier itistodo the dashing standing .

///. , ^> FORWARD SUPER JUMP, AIR ^> * - , AIR ^> * * - , DELAYED , LAND,
FORWARD DASH, ST., ^> FORWARD SUPER JUMP, AIR ^> * - ,,, LAND, + \ * i^>
- * (MASH)

754,000 damage, 26% meter loss


This combo is similar to Combo II but begins with the Nova Slam overhead.

Iff. FRONT OR BACK THROW OR FRONT OR BACK AIR THROW, {FORWARD DASH} OR {FORWARD AIRDASH, LAND},
+ , ST. , K> FORWARD SUPER JUMP, 4> + * , , , LAND, * * * ^>
- + * o (MASH)
488,100 damage, 42% meter loss
Off of aground throw midscreen, you must dash and do " asquickly aspossible. This is difficult; if you can't do this consistently, you may opt to do + T ^ instead,
which can be juggled after midscreen. After an air throw, you must airdash all the way to your adversary and land before doing * .

U. (AGAINST AN AIRBORNE OPPONENT) FORWARD JUMP, AIR , , DELAYED , LAND, FORWARD JUMP,
AIR , , , LAND, - , &$> FORWARD SUPER JUMP, AIR , , >^> * + * (MASH )
667,900 damage, 0% meter loss (or self sufficient for Super Nova ender)
Air should be delayed slightly to make this combo easier. To make the combo easier, omit the first part and go straight into air , , .

VI. CR., ,ST.^> ,CR. ,ST.,^> FORWARD SUPER JUMP, AIR <^> if - ,^n>
jr - , DELAYED , LAND, FORWARD DASH, es$> FORWARD SUPER JUMP, AIR , , LAND,
+ a , (D e~> FORWARD SUPER JUMP, AIR => * * o (MASH )
1,021,000-1,261,000 damage, 34-65% meter gain (or self sufficient for Super Nova ender)
Here's a standard X-Factor combo thatyoucanuse as a guaranteed K.O. against youropponent. While somecharacters' combos become difficult or different in X-Factor, Nova's combos
actually become easier due to his increased speed.
msMMmm

Cancelaforwardairdash with air to perform a


square jump.

Nova's different airdashes all accelerate at different speeds. Airdashing


diagonally in any direction has a noticeable pause before accelerating,
while airdashing straight up or down is instant. Airdashing backward is quick
enough to be useful as a method of escape. Perlorm Gravimetric Pulse H, then slideunderneath your opponent tocomplete the cross-up.
Most unique is Nova's forward airdash. After a bit of startup, Nova charges
forward, steadily accelerating before coming to a complete halt. You can After a knock out, you can mix up the incoming character with an ambiguous
cancel this airdash with any basic attack, adding with it the momentum of the Gravimetric Pulse H energy shield cross-up. Place the shield in or near the
airdash. Canceling early results in less forward momentum, while canceling corner so that the next character will land directly on top of it. As they come
late yields a greater speed. in, use crouching to slide underneath your rival, causing the shield to
attack from the other side! You can also fake the cross-up by delaying the
The very last part of Nova's airdash is when he is moving the fastest. Waiting
as long as possible before canceling the airdash results in Nova moving fast
crouching so thatyour adversary lands onthe shield right before Nova
crosses up with the slide.
enough to reach the other side of the screen in one airdash! With the cover of
a crossover assist, a well-timed forward airdash canceled into air can be Characters who can airdash are going to be inclined to airdash away to
an effective way to get close to your target. avoid the shield altogether. In this case, an air throw is the perfect way to >.#;
counter their escape. Note that the air throw must be input after the opponent
airdashes because an incoming character cannot be thrown until they have
performed an action of their own. This setup works midscreen, as well, but it
is more difficult for foes to escape when executed in the corner.

;<
GENERAL EXECUTION TIPS
When performing aircombos, make sure to delay air, , , so that all the hits of air connect.
Try double tapping after the O + OTG to ensure that the launcher connects.

(AFTER ATAC) AIR ***> 0#<^ + ,,,,, LAND,0{>\ + Ers> 0<}^ * (MASH)
1*
0 + orC> + or<> + TAC lo Nova Varies based on damage scaling

d>+ e*3>- 2 ,0{>\ +,0#O + ,=> FORWARD SUPER JUMP, AIR ^> <)&<? + <***> , , , LAND,
O0\ + ^^ <X}\ + (MASH)


925,400-1,179,300 damage, 20-3% meterloss
FRONT/BACK THROW OR FRONT/BACK AIR THROW, {FORWARD DASH} OR {FORWARD AIRDASH), C> + ^ $,&{)<&+ ,
ty&<? + ,^- FORWARD SUPER JUMP, AIR <= fy&<? +H22>,,, LAND, 0<)^ + <>$<& + (MASH)


692,800-851,400 damage, 21-7% meter loss
CR., ST. ,<==> FORWARD SUPER JUMP, AIR <=*> 0/J2O + ,<==> {}&<? * ,, LAND, FORWARD DASH, ST.,
<==> FORWARD SUPER JUMP, AIR <**> 0#O + ."^ fy&<? + , DOWNWARD AIRDASH, AIR <=*> ^0+0=^
c>$^ + (MASH)

Requirescorner 770,300 damage, 8% meterloss


ty&O* ,+ ,ST.^> 0/2O + .^O^ + , ST. ,<=> FORWARD SUPER JUMP, AIR,, ^>
$JC>+ <=* 0<}^ + (MASH)

Nova's back must be tacinq corner 770,000 damage


c> + srs^ LEVEL 3 2 , [<><} ^ + , C>0 ^ + } Xco

This combo lakes advantage of Centurion Rush M'sindelinite ground bounce property, which is only possible during X-Factor level 3
'W"vff$&F--';'-<

'THE RACCOON'S THE KING Of THE


BEASTS. SCREW THE LION."

MAI MM BEGBPA1IBH
Racket Raccoon Interplanetary expL

ABiums
Rocket Raccaan passesses the same heighte
sense and speed as a raccaan an our world,
but can alsa handle various weapuns freely
and possesses high intelligence that helps
nn the battlefield.

MAPBUS
Rocket skates that allow far
flights at short distaoce, as well
as a laser pistol. He can alsa ilnvAX

MmVm m vyfirearms.

Racket Rac wiiab'w-air.itiwiii


from theplacet Halfwarld
that has received several
enhancements, oppiog
hisintelligence and battle
awareness. He protects the colony
as a ranger, and correctly explores
the realm ootside ot Halfworld as ao
interplanetary explorer.

fiBsi hmmm
Marvel?, mjTMiiiiy-m

INTELLIGENCE

STRENGTH

ENERGY PROJECTION

FIGHTING ABILITY

'This is biographical, anddoes not represent an evaluation ofthe


in-game combatpotential of this hero.
hllimil EBSIBMIS WlAWiliVM
Vitality 750,000
Chain Combo Archetype Hunter Series
Damage Speed
Level 1 (3teammales remaining)
Level 2 (2 teammates remaining) 140% 130%
Level 3 (1 teammate remaining) 160% 140%
Attack S
Standing Basic Attacks
Screen Command Hits Damage Meter Gain Startup Active Recovery A%a,Jj?9' "SSil" No,es
Standing
ISmmmti
taste a^r eth^ratrr7 mUSe?ha'aU?er C7b (,hiS IS S^et,meS Ca"ed f'yin9 SCreen)-Whe" US6d 0UtSide 0f alauncher comb0'air behaves most|V '* another
s^iisss: ritby inpu,, n9 ad,rection piusare oniy possib,e during aiauncher comb-Exchange m** ^ * -^ ** - -
Screen Command Hits Damage "Jf Startup Active Recovery " {*nJjBJ| Noles
Inflicts chipdamage, causes hardknockdown ifused in
Air 70,000 560 23 +14 +13 launcher combo, projectile has 5 low priority durability
points
Air^j * (during launcher combo) 105.C 29 Tags in next available ally while lofting opponent upward
AirC> or<3 + Tags in next available ally while causing wall bounce,
5.000 23
(during launcher combo) steals 1 hyper meter from foe
Air<> (during launcher combo) 95.C 29 Tags innext available ally while causing ground bounce,
generates 1 hypermeter

Commam! Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Ripper Command Hi,s DanBe US? s,artuP Ac,ive RecoverV ^nnllit96 MrSa "
Wild
<>+ 1 65,000 520 9 6 26 -11 -11
Ripper

throws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opponents out of their offense. Combos are usually
possibleafter throws, one way or another.

Screen Command Hits Damage Meter Gain Startup Active Notes


C> * (ground) Hard knockdown

O + (ground) 80,000 Hard knockdown

g> * (air) Hard knockdown

-O * (air) Hard knockdown

[S*

'"""6555 t.
Wk As a PartnerCrnssnver Assists
Recovery (this Recovery
mbinalioT" Description Hits Damage ft*"' Startup Active crossover (other Notes
per Combo _ ' :
Each projectile has 4 low priority durability points
1 Rocket Raccoona
Claymore lasts lor 180 frames, projectile has 5
low priority durability points, creates explosion
oncontact with beam durability: 10frames x1
Rocket Raccoon(3 low priority durability points, can be destroyed
by attacks, absorbs attack oncontact
bounces foe, projectile active tor 31 framesj
Rocket Raccoon7 and has 10low priority durability points

All three ofRocket Raccoon's assists are exceptional and allow him tofill different roles on different teams from the bench.
Rocket Raccoon-a functions similarly to the popular Sentinela crossover assist, with the added bonus that the projectiles won't disappear if Rocket Raccoon is hit, making it an
excellent assist for offensive teams and agreat fit for any other team! The assist variation of Spitfire Twice slightly varies from the special move, since it has more projectile durability points
and fires shots farther apart than Rocket Raccoon can on his own. This gap benefits offensive characters because opponents who guard one projectile emerge from guardstun before the
second hits, making them susceptible targets for cross-up mix-ups. Thanks to Rocket Raccoon's small stature, the projectiles fire low enough to pass under many opposing projectiles, which
can penetrate zoning walls andgive offensive characters an opening to blitz theirrival!
Rocket Raccoon13 is Rocket Raccoon's Claymore mine attack and is an excellent tool on offense and defense. When an adversary makes contact with the mine, they are sprayed with a
10-hit blast of shrapnel, locking them in guardstun long enough for an offensive character to set up amix-up or hit them, opening them up for acombo! Amine placed over aknocked down
foe explodes when they stand up. mitigating their options and allowing offensive characters to continue applying pressure. Defensively, this assist can intimidate acompetitor and make them
hesitant to rush in, even if they hit your point character, the mine stays in play, forcing the opposing player to deal with the assist. Claymore can absorb asingle attack, so opponents cannot
easilydestroya mine without puttingthemselves at riskfor a big punish.
Rocket Raccoon-7 gives acharacter instant access to the powerful Pendulum log trap attack, making it great for long range teams since it covers ahuge portion of the screen. The log trap
causes wall bounce on hit and can easily be converted into acombo, discouraging offensive characters from rushing in while giving zoning characters more time to chip away at their target.

Snap Back
Advantanp Advantaue
Screen Command Hits Damage Meter Gain Startup Active Recovery on Hita jf Guarded

{>t\C> + tana

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out lor 4 seconds

Meter Advantage Advantage


Screen Name Command Hits Damage Startup Active Recovc ry on Hit if Guarded
Gain

Spitfire 35 (air: until Lversion is OTG-capable, projectile has


O^o + 1 40,000 320 15 -10 (air:+10) -10 (air:+10)
(inair OK)

grounded) 3 low priority durability points


1,2,3,4,
5,6 Spitfire Twice 35 (air:until Lversion is OTG-capable, projectile has
(during Spitfire) 1 40,000 320 10-14+3 -10 (air:+3) -10 (air:+3) 3 low priority durability points
(inair OK)

grounded)
Bomb hits groundafter 39 frames,
creates a patchof oil upon contact with
15 13 ground thatlasts300 frames, can be
7 Oil Bomb oyss + -
- -
-

detonated in air or on theground by


Spitfire, standing , or crouching
Oil Bomb Air
OTG-capable, knocks down, projectile
8 1 70,000 560 1 8 -

has 5 medium priority durability points


Explosion

OH Bomb OTG-capable, disappears if Rocket


10,000
9 Ground 10 80x10 1 100
Raccoon is hit


-

x 10
Explosion
OTG-capable, active for 10 frames,
ground bounces airborne and knocked
8 +22 +22
10 Mr. Flapper c>0^ + 1 70,000 560 27
down foes, disappearsifRocket Raccoon
is hit
Wall bounces adversaries, projectile
active for 28 Irames and has 5 low
90,000 20 30 +3
11 Pendulum oOt\ + 1 720 -

priority durability points, no longer hits


opponent ifRocket Raccoon is hit
VMUMm mfSman
| Screen Name Command Hits Damage "J^ter SJartup Ac||ve Rec()very Advantage Advantage Notes
Trap has5 low priority durability points
and lasts 180 frames, rock falls toward
12,13 Angel Gift
0#<^ + 1 80,000 640 3 -
17 +36 +36 rival on contact with them, rockhas
5 low priority durability points, trap
disappears if Rocket Raccoon is hit
Claymore has5 low priority durability
points and lasts 180 frames, creates
explosion upon contact with competitor
14,15 Claymore ty&O + 10 97,300 1200 15 25 +16
with beam durability 10 frames x 1
- +16
low priority durability points, can be
destroyed by attacks, absorbs attack
on contact,trap disappears if Rocket
Raccoon is hit

Hard knockdown, trap has5 low priority


16,17 Grab Bag O#o + 1 56,000 800 25 15
durability pointsand lasts 180frames,
-
-
+5
captures rival upon contact, trap
disappears if Rocket Raccoon is hit
Rocket Skate
18
(canbedirected) pt> and<)+ + -

30 - Special-cancelable
Rocket Skate
19
r>5,0 ,and7)+ + 22 Special-cancelable, airborne from
(canbe directed)

frame 11
(inair)
Air Rocket Skate Special-cancelable, has an additional
20
(canbedirected)
IP .Ote.b ,^,and^>)
-
22 -
-
11 frames of recovery ifdirected into
+ +
-

the ground
Air Rocket Skate (in air) Special-cancelable, has an additional
21 14
(can bedirected) (ti andO) + +

-
- 11 frames of recovery ifdirected into
the ground
22 Tunnel Rat
<><> +
-
-
13 -
27
Invincible from frames 13-21
23 Tunnel Rat 00 + 13 27


-
-
Invinciblefrom frames 13-21
Invincible fromframes 13-17-138,
24 Tunnel Rat
00 + -
13 5-126 9-8
hold to stay underground longer,

can move while underground usingthe


controller

Spttlire andSpitiire Twice: Rocket Raccoon can fire his unique projectile in three different directions, then instantly fire another projectile in adifferent direction at the press of abutton
The button used when performing this attack determines where Rocket Raccoon fires his gun: fires an angled shot downwards, fires in astraight horizontal line, and fires an
angled shot toward the air. You can fire Spitfire asecond time by pressing abutton after the first shot is fired, and you can aim it in adifferent direction than the original shot. This lets
you use Spitfire Hto fire into the air, then Spitfire Twice to shoot across the ground, allowing Rocket Raccoon to cover alarge portion of the screen.
Spitfire projectiles are fired incredibly low to the ground, allowing them to pass under other projectiles that would normally nullify them. If forced to trade, Rocket Raccoon isn't likely to
overpower an opponent even with Spitfire Twice because each projectile only has 3low priority durability points. Rocket Raccoon's aerial Spitfire aborts his jump trajectory and causes
him to stop in the air, so jumping over your foe's projectiles and firing back with aerial Spitfire Lis amuch safer way to deal with other long range characters.
The aerial version of Spitfire recovers as soon as Rocket Raccoon lands on the ground. This results in veiy quick recovery when fired at low altitudes, giving you more time to establish
your defense or set up acrossover assist. Avoid trying to use Spitfire from super jump height, since Rocket Raccoon can only use Spitfire once in the air and is completely vulnerable
until he lands. Spitfire Ldoesn't fire low enough to keep your foe from dashing in, so your adversary can easily punish you before Rocket Raccoon hits the ground.
The Lversion of Spitfire is OTG-capable, but it lets your rival recover in the air before Rocket Raccoon can attack again, limiting its usefulness asacombo extender.
Oil Bomb: Inthis unique attack, Rocket
Raccoonthrows a bomb in the air that lands
andthen causesa puddle of oilto appearon
the ground. Byitself, Oil Bomb cannot hit
an opponent at all,and it completely passes
throughthemon contact. IfOil Bomblands
on the groundwhen a puddleof oilis on the
ground, the earliest puddle of oil is removed
from the screen.

When Oil Bomb is detonated in the air, it cases asmall OTG-capable explosion that knocks your attacker down. If you cause Oil Bomb to detonate with crouching and the explosion
hits the enemy, you can then chain into Wild Ripper (C> + ) and start a combo!
When the puddle of oil is ignited, it causes an OTG-capable inferno on the ground for 100 frames. This fire creates ahuge amount of hitstun and guardstun, giving you plenty of time to
set up amix-up. If Rocket Raccoon is hit while an ignited puddle of oil is out, the inferno disappears, so make sure Rocket Raccoon is safe from danger before setting it up.
No one but the Rocket Raccoon that threw the Oil Bomb can explode or ignite it, not even an opposing Rocket Raccoon.
Pendulum: Alog trapflies from behind
Mr. Flapper. Amassive, OTG-capable
Rocket Raccoon and swingsforward in
beartrap emergesfrom the ground and
an arc,covering mostofthe screen, and
swipes a large areainfront ofRocket
causes wall bounce on hit, which you can
Raccoon, causing a massive amount of
convert into a combo from anywhereon
hitstun against your foe. If Mr. Flapper hits
the screen! The arc of Pendulum covers
an airborne opponent it causes a ground
almost the entiretyof normaljump space
bounce, making it an essential component
and mostof the groundinfrontof Rocket
of Rocket Raccoon's combos.
Raccoon, making it a good deterrent
Ifthe bear trap successfullyhits the enemy, against opponents trying torush in.
you have plenty of time todash in and start a combo. During X-Factor, Rocket Raccoon
isfast enough tolink several bear traps together! Even when guarded, Mr. Flapper leaves Pendulum has long startup, soit's best used when Rocket Raccoon is covered by a
Rocket Raccoon ata +22 frame advantage, giving you ample time toperform a mix-up or crossover assist orhis own Spitfire. There are dead spots in the log trap's arc that can be
Rocket Skate to safety. The bear trap extends high enough tohit characters who often take avoided if arival jumps toward it, crouches under it from across the screen, or in front of
to theair,andit can hitadversaries even at the peak of normal jump height. Itis a good Rocket Raccoon. Keep in mind that if Rocket Raccoon ishit before Pendulum connects
tool to punish aerial enemies because itcovers anangle that Pendulum misses. with the opposing character, the log trap no longer hits its target; make sure Rocket
Raccoon has ample distance from his foe before throwing itout.
Mr. Flapper has 27 frames of startup and disappears if Rocket Raccoon ishit before the
beartrapcomes out, so avoid using itwhen under heavy duress.

Angel Gift. This attack makes Rocket Raccoon place a landmine that sticks tothe ground for Claymore: This landmine attack places a mine that (when activated) sends ablast of
180frames. When triggered, Angel Trap causes a boulder to fly from thetopofthescreen shrapnel atthe target, locking them in place! Claymore is avery useful tool on offense and
defense, asitcan function asboth an anti-air aswell asa lockdown tool, much like Oil
onto the opponent. The boulder isanOTG-capable overhead attack and causes ground Bomb. This landmine isslower than Angel Gift, making itless useful asa safety tool, but it
bounce when hitting a knocked down or aerial competitor. isfaster than Grab Bag, soyou can use itin more offensive and defensive situations.
Unlike Trish's ground traps, a rival who jumps over Angel Gift can avoid themine, as Rocket The shrapnel released by Claymore keeps the opponent in guardstun or hitstun for avery
Raccoon's landmines areonly triggered when an opponent makes contact with them onthe long time, leaving Rocket Raccoon at+16 frame advantage and gives you plenty of time to
ground. Angel Gift recovers very quickly and causes Rocket Raccoon to hop backward after mix up your competitor. Place one over a knocked down opponent, forcing them to stand
placing it,making ita very safe move to throw outandtake upspace ontheground. upinto it,which keeps them locked down!
Ittakes30frames forthe boulder to reach a grounded opponent afterthe mine is triggered, Claymore's unique properties make it very effective on defense, both asan anti-air and a
sochallengers can quickly dash through the mine and avoid the boulder completely. This shield. If anopponent jumps atRocket Raccoon while a Claymore isout and they do not
mine is best usedwhen an adversary is guarding Rocket Raccoon's basic attack chains, so
hit him, they must block the Claymore explosion. Claymore can be destroyed if itishit by
a basic attack, but Claymore completely absorbs the hit, making itwhiff through Rocket
youcanquickly maneuver Rocket Raccoon to safety. Raccoon and giving you time topunish the opposing player for whiffing a move!
Angel Gift disappears if Rocket Raccoon ishit orif he attempts toplace more than one on Like Rocket Raccoon's otherlandmine attacks,Claymore is only triggered when an
the ground, although you can place his other landmines while Angel Gift isalready out. opponent touches iton the ground, and you can only place one of each type of mine on
thescreen at thetime. If Rocket Raccoon is hitbefore thelandmine explodes, itdisappears
from the screen.

Grab Bag: Rocket Raccoon's final landmine isthe slowest of them all, but has the highest
reward: if Grab Bag successfully hits the opposing character itwill trap them in a net in the
airfor45 frames, allowing you to easily react and land a full combo.
This landmine is best used completely as a defensive tool, since it hasthe longest
startup of any of the three landmine attacks. Lay one on the ground while firing Spitfire
and Pendulums to further deter opponents from rushing in.
If the Grab Bag net hits anopponent, you can land a fairly sizable combo, but this trap
has significant damage scaling, soitdeals as much damage asa combo starting from
a throw. If your target isreleased before they are hit out ofthe trap they get dumped onto
the ground in ahard knockdown state. This still allows you plenty of time to capitalize with Mr. Flapper for aground bounce combo! Like the other mines, Grab Bag only connects if an
opponent touches it on the ground, disappears if Rocket Raccoon places another one, and is destroyed if Rocket Raccoon is hit.

Rocket Skate: Using his rocket-powered boots, this move allows Rocket Raccoon to quickly dash around the screen in five directions on the ground and eight directmns in the air. Rocket
Skates are cancelable from basic attacks and greatly increase Rocket Raccoon's mobility; making for an especially powerful tool when canceled into from crouching or jumping .
Even better, Rocket Skate can be canceled at any point into aspecial move! This has several applications: safely place alandmine far in front of Rocket Raccoon by using Rocket Skate
forward, then cancel into Claymore to hop back safely; quickly retreat while littering the ground with traps by using backwards Rocket Skate and canceling into landmines; gain space to
establish momentum by using backwards Rocket Skate, cancel into up-back Rocket Skate, then cancel tfwf into alow-altitude Spitfire. The possibilities are endless!
In the air, you can use Rocket Skate to quickly move Rocket Raccoon across the screen. The down-forward version, however, recovers substantially faster than the rest, allowing Rocket
Raccoon to dash in and attack his opponent with an overhead air, or quickly land and attack with alow-hitting crouching ! Rocket Skate has an additional 11 frames of recovery if
Rocket Skate isstill active when Rocket Raccoon touches the ground, so ensure you're atthe proper height before attacking with the down-forward version.
Rocket Skates forward and backward have more recovery than the others, and moving forward in particular is unsafe if canceled into from basic attacks, so you should generally cancel
into backward Rocket Skate to create distance from an attacker.
Tunnel Rat. Thisattack causes Rocket
Raccoon to dig under theground, then
reemerge ina location depending on the
button pressed. The Lversioncauses
Rocket Raccoon to emerge directly infront
ofhis opponent, while theMversion pops
him up behind his foe.
The H version causes Rocket Raccoon to

as is held, allowing forward and backward movement using the controller^ Raccoon .^wheneverthe bu^7releas7d or if two fec^'d^hrpaTsedWh^Ro" S"9
.tnrow
harow:zszq>zsxss?het iakes9
or crouching %3, or hyper combo cancel into Mad Hopper to stop yourframes to emerge'
adversary which isyouimpossi
from attacking bieemerge!
as you to react to-This *-^tocatch5RSX-S.a
The Mversion is one of Rocket Raccoon's most useful mix-up tools because it always goes behind the opposing character, even in the corner. When used in combination with crossover
taSSSnSS RHaCCn PerfT
to the target even if they use advancing r63^ you
guard, allowing inViSib'e ,U"SCreen
to further mix upCrSS-Up! "the aSSist hits'you can caPitalize for acombo'and if "locked. Rocket Raccoon Im^ZZ
your rival!

LW3P'BmUrn
Screen Name Command Hits Damage Startup Active Recovery Ad0vanH,atge fSJjJS Notes
Can be mashed for extra damage, 34th hit places opponent
246,1 in spinning knockdown, final hit has homing capability and
Rock'n'Roll 0\r> + 35-69 8+2 67(82)1 36 -15
knocks down, each projectile has 1high priority durability
point, final projectile has 5 high priority durability points
Mad Hopper {)&<3 + 220,000 10+1 +8
Knocks down, projectile has 5high priority durability
frames and lasts600frames, activates oncontact with foe
Rocky Raccoon
(Level 3 Hyper 370,000- OTG-capable, can be mashed for extra damage, hard
^>o^ + 15-50
412,000
8+1
Combo) knockdown, projectile has 5 high priority durability points

Rock 'n'Roll: During this hyper combo, Rocket Raccoon Mad Hopper. Thishyper combo causes Rocket Raccoon Rocky Raccoon: When this hyper combo is performed,
unloads a barrage ofchain gun bullets into hisopponent, to placean enormouslandmine on the ground that sends a hole opens up directly underyour opponent, no matter
which canbe mashed forupto 42,000 points ofadditional theopposing character hurtling through theairafter it hits where theyare inthescreen. Ifthishyper combo hits, it
damage. This move sendsfoes spinning into the air,then them! Depending onthebuttons pressed toperform this can be mashed for42,000 additional points ofdamage
finishes them off with anenormous homing energy ball. hyper combo, the landmine sendsyour foe indifferent andcanOTG from anywhere on thescreen, dealing huge
This hyper combo reaches toa fullscreen distance, making directions: + sends them to the left, + unsealed damage.
ituseful asa THC into oroutofother long range projectile bounces them tothe right, and + ejects them
hyper combos. It's also greatas a crossovercombination, straight into theair. It's best to mostly use the + The hole may beintheground, butthis hyper combo can
sincethe lasthitleaves youropponent ina slow, version, as you can alwayscombo off it if RocketRaccoon hitfoes in the air,as well, and youcan use it as anti-air
completely vulnerable spinning state that a pointcharacter isclose tohis rival. The others should beused if you're from afar. Rocket Raccoon has noinvulnerability during
can convert into a full combo! trying to create a very specific situation; ifyou switch this hypercombo,making otheroptionsbetterchoices
sides with your foe, anopponent hit by Mad Hopper gets from close range. Ingeneral, Rocky Raccoon should
It'sbestto only use Rock 'n' Roll during combos because sentfarther from Rocket Raccoon, preventing you from mostly be used at the end of long combos.
itisincredibly unsafe if guarded; thedelay between the converting the hit into a combo.
chain gun and homing shot is long enough fornearly Unlike with Rocket Raccoon's other mines, you canplace
every characterto dash in and punish, even from ail the
multiple Mad Hoppers at thesame time, allowing Rocket
way across screen. When using it in a combo, make sure Raccoonto literally create a minefield out of the screen! If
your adversary isn't bouncing toohigh, because this hyper Rocket Raccoon has plenty ofmeter, consider spending
combo fires so low totheground thatitcan completely some meter to placea landmineon the ground; landmines
whiff if used after certain anti-air attacks. stay on screen for 10 seconds, creatinga hazardthat
competitors must carefully avoid. Mad Hopper stays
onscreenifRocket Raccoon tagsout, allowing Rocket
Raccoon to safely tagoutandallow your teammates to
pressure while under the cover of the mine.

smmmrnn
While Rocket Raccoon has many zoning tools, he's notan exceptional fullscreen character;
he generally loses long range battles toother zoning characters due tohis low projectile
durability output, and his keepaway tools against aggressive characters generally don't add
up toenough damage to base a consistent gameplan around.
Rocket Raccoon's primary goal isto simply make contact with an assist. You should
use his projectiles and traps to corral your opponent where you want them tobe, call a
crossover assist, anduse Tunnel Rat Mto cross upyour adversary before theassist hits.
Begin by preventing your foe's forward movement by using an upward-angled Spitfire H
followed by Spitfire Twice Mtocover both the ground and the air. This tactic works even
better when performed right off the ground by inputting 0 ^\^>^ + , to
reduce Spitfire's recovery time! After Spitfire, immediately fire off a Pendulum to further
cover the screen and push your competitor back. If Pendulum hits, you can follow up with
acombo by using Rocket Skate todash toward your rival, then pick them up out of the sky
withan launcher!
Spitfire tired immediatelyalterjumping recovers faster than ifperformedon the ground. Use the Hversion
followed by the Mversion to cut oilahuge chunk olthe screen!

Rocket Raccoon becomes tinywhen using Spitfire, so he can sometimes go toe-to-toe against characters that TunnelRat Mis very difficult toseeand can be usedalongside crossoverassists to create apowedulmix-up.
can dwarf hisprojectile durability output.

Rocket Raccoon becomes much stronger when using along range crossover assist that travels across the screen quickly, such as Doctor Dooma or Hawkeye-a. These allow you
to set up cross-ups using Tunnel Rat Mfrom anywhere on the screen! After firing alow-altitude Spitfire wall, substitute Pendulum with crouching to prevent your opponent from
jumping while simultaneously calling acrossover assist, then cancel the crouching into Tunnel Rat Mto cross up your foe before the assist makes contact. If the assist hits the target,
immediately go into acombo. If your adversary is catching on to your tactics making Rocket Raccoon tunnel behind them, mix it up with Tunnel Rat Land stay in front of your opponent to
keep them guessing. If the mix-up fails and your challenger blocks the assist, Rocket Raccoon will generally be directly next to your opponent at frame advantage, where you can go directly
into his close range mix-ups! Consult the gameplay sections further for more details on how toconfound an attacker atclose ranges.
If your foe is trying to super jump over your Spitfire, place aClaymore for him or her to land into instead of throwing out Pendulum. If your opponent attacks on their way down, they'll get
hit by the Claymore, which you can convert into acombo. If they manage to block the Claymore, dash in and attack while calling acrossover assist, then go into amix-up. If your competitor
is getting used to your use of Claymore and constantly blocking, jump up and surprise them with an air throw, which can be converted into acombo.
While Rocket Raccoon is fullscreen, you generally have time to send out an Oil Bomb and create another defensive obstacle. You can set one up while keeping up your Spitfire wall by
throwing out an Oil Bomb, then igniting it with standing canceled into Spitfire! This is especially effective against aggressive foes who have to close the distance on Rocket Raccoon in
order to attack, since they eventually must deal with the wall of flames. If they jump and guard the flames, call an assist, and use this guardstun as an opportunity for amix-up! If the other
player is deterred by the flames and camps in front of them, punish this passive gameplay by calling along range crossover assist and perform aTunnel Rat mix-up. While Oil Bomb creates
asmall hole in your Spitfire zoning, it can create asolid defensive wall that is particularly effective against characters who have to super jump to close the distance on Rocket Raccoon.
Against characters with more mobility, avoid using this tactic too often, as it gives them an opportunity to break through your Spitfire defense.
Against other long range characters, Rocket Raccoon will likely get beat in afirefight because Spitfire can't keep up with the durability point output of other long range characters. Against
some, Rocket Raccoon can go under their attacks using Spitfire Mshots. Alternatively, Rocket Raccoon can avoid projectiles and respond with air Spitfire Lrelatively safely, but his low
health and damage output generally cause you to lose out in the end in awar of attrition. Instead of engaging in firefights at atactical disadvantage, look for opportunities to call along
range crossover assist and get behind your opponent using Tunnel Rat M, Beam assists make great partners for Rocket Raccoon because they help you use Tunnel Rat to cross up your
adversary and also provide additional firepower in a long rangefirefight.
Without along range crossover assist, Rocket Raccoon tends to have trouble storming in against other long range characters and using Tunnel Rat Min general. While Tunnel Rat Mcan
be difficult to see, the recovery is long enough to get him punished without cover, and his low health ensures that most characters can put him out of commission in asingle combo. In
situations where you can't win afirefight, work your way to get Rocket Raccoon to mid range by methodically super jumping and using hover or Rocket Skates, or use Tunnel Rat Hto
slowly close the distanceagainst your competitor.
When at arange where challengers can normal jump at Rocket Raccoon, he's at his weakest-Spitfire becomes very risky if it misses and opposing characters can avoid Pendulum
completely. Calling out crossover assists at this range also becomes incredibly risky because both Rocket Raccoon and his assist can get knocked out if called at an improper time. If you
can't safely get out an assist, concentrate on closing the distance from your rival or getting back into long range to continue chipping away with projectiles.
Against characters trying to keep Rocket Raccoon away, you should generally look for away to close the distance and have him get in close. Using Rocket Skate, Rocket Raccoon can
quickly close the distance and initiate offense by super jumping, then canceling into aerial down-forward Rocket Skate when halfway to the apex of the jump. If performed properl^Rocket
Raccoon can attack with an air just barely before hitting the ground, creating aparticularly strong mix-up. Dash down with air , thenimmediately follow up with crouching <3
to force your opponent to guard from high to low extremely quickly, if they can even block the air at all! Mix this up by performing air (JYJ) out of the airdash followed by an air
changing the second hit to an overhead attack. These attacks are too fast to guard on reaction, so the opposing player is forced to guess which attack is coming second, which makes for a
strong mix-up.
Rocket Skates can't becanceled into basic attacks...
..but when pedormedat the right height, Rocket Raccoon can throw outacrouching just before landing!

Opponents who are trying toattack Rocket Raccoon from mid range have much less
predictable movement patterns, making itmuch more difficult for you to land this mix-up.
Adversaries who approach from the ground can be cut off by using Rocket Skates downward
instead of down-forwards into the same mix-up toevade their attack and drop down with an
attack of your own.

Dealing with acompetitor approaching from the air ismuch trickier, since your foe can
easily hit Rocket Raccoon out of Rocket Skates. Rocket Raccoon's crouching , crouching
and launcher are all excellent anti-air attacks that lead directly into combos but
are difficult to use consistently inthis manner against characters with additional aerial
movement options. While it's relatively easy to properly time these anti-air attacks against
a standard jump, trajectory-altering abilities greatly complicate things. Instead, it'sbest
toavoid your rival completely by using Rocket Skate backward to increase thedistance
between Rocket Raccoon and his foe. Create some cover with crouching while calling
a crossoverassist, then cancelinto backward Rocket Skates, and then cancel the Rocket
Skates with Claymore orAngel Gift. By placing a mine atthe end, Rocket Raccoon hops even
farther backward while placing additional cover on the screen! Your crossover assist may be Force an airborne opponent to land into aClaymore, which keeps them in guardstun long enough to mix them up!
placed in danger if your opponent evades the crouching projectile, but a Claymore can
protect your assist from massive damage by absorbing a hit, allowing them toescape a full
combo. Use the time earned from escaping toplace another Claymore or lay down a quick,
low-altitude spitfire wall.

Air throws are always asolid way to deal with opponents approaching from the air, and you can easily convert aconnected throw into asolid combo with Rocket Raccoon Unfortunately
Rocket Raccoon can't easily convert into acombo if an accidental air hits an adversary during an air throw attempt. Instead, option-select an air down-backwards Rocket Skates during
every air throw attempt to cruise back to the ground in an attempt to make it safer. Calling acrossover assist that can function decently as an anti-air when attempting an air throw also
works well because if the opposing player breaks the air throw or guards the air , they'll be forced to land on the assist, allowing you to immediately go into amix-up.
If it's too difficult to start an offense or easily escape your opponent from medium range, safely laying aClaymore should be the next focus. Once Claymore is out, Rocket Raccoon's safety
is almost ensured, buying you timeto planyour next move.

Once at close range, you can have Rocket Raccoon


overwhelm his opponent using an incredibly fast mix-up
featuring his hover ability! By pressing^ \} , Rocket
Raccoon alters his jump trajectoryand uses his tail to
slowly float towardthe ground. Thiscan be performed
almost immediately offthe ground and then canceledinto
a jumping attack by inputting & (} + , giving Rocket
Raccoon a ridiculously fast overhead that you can chain into
air, for acombo! Challengers must guess in order
to block this overhead properly, so mix this up bysimply
attacking with crouching . If either ofthe mix-up's option
When Rocket Raccoon's hover isperformed very low tothe ground... .hecan perform anearly instant overhead! are guarded,you can simplydo it again ifyour competitor
doesn't use advancing guard.

Rocket Raccoon's crouching has very short range, and arival can counter ahovering by sticking out attacks, so it's best to set this mix-up by forcing your opponent to block a
crossover assist. If you have acrossover assist that can put your foe in guardstun for an extended period, like Chun-Li7 or DanteB> pepper in crouching attacks to keep your
opponentguessing when you're going to pull out the overhead.

If your adversary is successfully blocking your mix-up and pushing you out using advancing guard, try to maintain your momentum using air.Rocket Raccoon's airpropels him
forward in the air, allowing him to attack while advancing, occasionally avoiding advancing guard altogether. It also comes out quickly and can chain into air or , allowing you to
maintain the attack on your target. Even though it's an aerial attack, your competitor can guard it standing or crouching, but no characters can avoid it by ducking under it. The aerial chain
gives Rocket Raccoon huge frame advantage, making it agreat tool to maintain proximity to his rival. If you're too far to use air, you can use that as an opportunity to set up amix-up
with down-forward Rocket Skates. Be sure to call acrossover assist immediately after landing to give Rocket Raccoon cover on his way toward his foe.
While in close range, have Rocket Raccoon make liberal use of his crossover assists and summon them whenever possible. From anywhere outside of point-blank range, your goal should
still be to force your opponent to guard a crossover assist soyou can perform a hover mix-up.
Whenever an adversary is successfully mixed up, you can convert into acombo that can carry your opponent very far across the screen toward the corner. If your challenger ends up in the
corner and finishing acombo with Rock 'n' Roll won't vanquish them, save the meter and prepare amix-up using your crossover assist instead. Maintaining your corner pressure is often
more valuable than the damage caused by the hyper combo, as it is not uncommon for Rocket Raccoon to keep momentum for two to three combos and defeat acharacter without using a
hyper combo at all!
tj]
o,>^S>
FORWARD SUPER JUMP, AIR,, LAND, { * o es$> *- 8 (MASH)}
OR {- \ * o , *<> bsb> * * - (MASH )}
618,100-1,012,600 damage, 41-341% meter loss
This combo may be started off of Rocket Raccoon's commonly used instant air , attack opening, which can be linked into twice in arow before proceeding into Combo II (for
631,500 total damage).
Rocket Skates is used after Pendulum to move Rocket Raccoon into position to launch after the wall bounce. This puts him exactly where you need him to be and is easier than trying to
time a forward dash, which might noteven get him close enough to hitsmaller opponents.
The final OTG Mr Flapper to Rock WRoll must be super canceled well before the bear trap hits; the trap comes out even if super canceled early. If the bullets hit at the exact moment the trap hits.
the combo works despite the ground bounce being previously used. This isn't as hard as it sounds, but it can be tricky if you're trying to cancel the hyper combo after seeing the bear trap hit.
Cancel into Spitfire M, Claymore, or backward Rocket Skate when the opening string is guarded. Claymore deals heavy chip damage when blocked and sticks your adversary in guardstun.
allowing you to call a crossover assistandtryanother mix-up.

. ,. , AIR , LAND, CR. , ST. , CR. , ^> FORWARD SUPER JUMP, AIR , , LA i!,q>v^ +
"***,*,<^> FORWARD SUPER JUMP, AIR,, LAND,!** * o M
\ %+ o (MASH )} OR {- * o , *+** &$> f * + o 9 (MASH )}
633,400-1,032,800 damage, 35-335% meter loss
This combo starts off of ahovering instant overhead, which isnearly impossible to guard unless your competitor guesses that it's coming.
Otherwise, this combo has the same trouble spots as Combo I: cancel into Pendulum as soon as possible off of the Mr. Flapper ground bounce, and perform Rock VRoll before the second
Mr. Flapper hits.

/. FRONT OR BACK THROW, -\o"^>*V*o (MASH )


51,800 damage, 87% meter loss
This combo can be hit whenever Rocket Raccoon lands aground throw. There isn't enough time for athrow for Mr. Flapper to cause aground bounce before the opposing character gets
up, forcing a ground recover instead.

I, FRONT OR BACK AIR THROW, o , * , <^S> FORWARD SUPER JUMP, AIR , , LAND,
> + *. (MASH
402,300 damage, 60% meter loss
An air throw leaves your opponent in ahard knockdown state long enough for Mr. Flapper to cause ground bounce, so you can go into half of Rocket Raccoon's basic combo.
Perform the first bear trap immediately after hitting the ground to ensure that it ground bounces. If performed too late, your opponent recovers instead, making you lose out on tons of damage.

* - o , FORWARD JUMP, AIR , , LAND, CR. , <^> FORWARD SUPER JUMP,


f * o ,*,^> FORWARD SUPER JUMP, AIR,, LAND,
MASH )
535,500 damage, 31% meter loss
Thiscomboshould be used whenever an adversary gets caught in Grab Bag's net.
Try to hit the first air on the downward arc of your jump to make sure your rival doesn't pop too high into the air after getting hit by the first.

<->

FORWARD SUPER JUMP, AIR , , LAND, - * @(MASH)

608,100 damage, 54% meter loss


Use this combo whenever Pendulumtags an opponent out of the air.
Since your wall bounce has already been used, you can't use Pendulum after the first Mr. Flapper, so use Rocket Skates to close the distance and immediately launch your foe after it i
immmwMM
mmm\wmmm\mm
With some setup time,
Oil Bomb can be a During Tunnel Rat H,
Rocket Raccoon is
useful tool for keeping
completely invincible,
the opposing character
giving you the chance
out and setting up your
to have him perform
offense, as it can both
some particularly sneaky
keep adversaries out tricks.
from long ranges and
keep your foe blocking When emerging from
up close! Tunnel Rat H, Rocket
Raccoon only has 9
Before using Oil Bomb,
frames of vulnerability,
your rival can easily hit
When usedasan anti-air, Oil Bomb forces your opponent loland in the which is impossible to
inlerno, giving time tosetup amix-up! Rocket Raccoon while Tunnel Rat Hiscompletely invincible lor up to two seconds, allowing react to. The easiest
he's throwing it, so make Rocket Raccoon toavoidanything thrown athim!
way to punish Rocket
sure Rocket Raccoon
hasenough time to get it outsafely. The besttimes to throw an Oil Bomb are . ., A Raccoon is bymashing
chainable crouching attacks, which many characters don't haveaccess
when Rocket Raccoon is safely across the screen or if your competitor is guarding to, which forces your opponent to guess when Rocket Raccoon might emerge.
a crossover assist from a distance too faraway to start a mix-up. The latter You can perform a quick mix up when Rocket Raccoon emerges: throwing your
scenario often happens against players who are quick to use advancing guard. opponent is the recommended option, but you can gamble and go for much more
Once oil is on the ground, Rocket Raccoon's ground game becomes much more damage by emerging and using crouching or a float overhead. In either case,
threatening. There are four ways to ignite oil: Spitfire L, exploding anOil Bomb be sure tocall a crossover assist while performing your basic attacks; it the
in mid-airwith Spitfire H, or crouching and standing . Ot these options, opposing character guards, the assist pins them in place long enough for you to
standing is the most useful because it allows you to ignite the oil during a perform another mix-up!
chain combolThrow an Oil Bomb over an opponent and ignite with a crouching Against characters with chainable crouching attacks, you can counter this
tostand chain combo, orsimply standing ! with big damage by hyper combo canceling Tunnel Rat into Mad Hopper. Mad
From fullscreen, ignited oil serves best asa deterrent, as itcuts off the ground Hopper has no invincibility, somove Rocket Raccoon just out of the range ot his
from your opponent, forcing them to approach Rocket Raccoon from the air and challenger's attacks at the lastsecond before performing thehyper combo. Since
then making them more likely to run intoan anti-air Pendulum! Rocket Raccoon you're holding down , you can only perform the variation of Mad Hopper using
can also anti-air his adversaries with his launcher, orsimply allow them to + W ; performing a different variation requires Rocket Raccoon to emerge
jump in, forcing them to block the fire. first, slightly lengthening the time forthe hyper combo to come out. Ifthe foe is
It the oil is over the target, quickly perform a hover overhead before they can use still mashing before the hyper combo freeze, the hyper combo hits before the
advancing guard; while ignited oil can keep your rival stuck blocking, they can opponent can block, giving Rocket Raccoon a free combo!
also advancing guard the attack until it is over, forcing Rocket Raccoon to the Opposing players typically try to get away from Tunnel Rat Hby having their
tarside of the screen. To counter, wait until the fire is almost finished, then use character jump away. In this case, you can have Rocket Raccoon chase after them
Tunnel Rat Mwhile calling a crossover assist to mix up your competitor! while underground until they reach mid range, then quickly emerge, super jump
straight up, and attack with a down-forward Rocket Skate mix-up.

GENERAL EXECUTION TIPS


After hitting the launcher attack, hit with the air, chain as early as possible to keep the opposing character in range for the
UiG-capable Mr. Flapper

If you're having trouble juggling the Pendulum attack after the Mr. Flapper ground bounce, input the command much earlier than you
think you can

Practice the timing to properly hyper combo cancel the OTG-capable Mr. Flapper to Rock y Roll; the special move must be hyper combo
canceled before the bear trap hits the target, but not before the bear trap appears on the screen
AS ROCKET RACCOON COMES IN: AIR ,

|0 +orC> * orp +TAC to Rocket Raccoon [Varies based on damage scaling


CR.@, ST. ,CR. ,--> FORWARD SUPER JUMP, AIR,, LAND, <^0^ +,<^0^ +, CR. == C>{>^ +,
CR- G ^ ^01\ * , FORWARD DASH, = FORWARD SUPER JUMP, AIR ,, LAND, 00 ^ +, C>0 ^ +
iRequi,esc"ier ^^^^^^^^^^^^^^^^^^^^^^^^^uSSSS^^^^^^^^
CR. , ST. ,,.CR. .==>- 0#<* +.FORWARD DASH, -= FORWARD SUPER JUMP, AIR, , LAND, 0<}^ +,
PQ t\ + , * , ^*> FORWARD SUPER JUMP, AIR , , LAND, >Q t\ +,C>0^ +=* 0^<^> + (MASH)
jAlter air , , you must perform Rocky Raccoon as soon as Rocket Raccoon lands from the jump 1,105,300damage, 453% meterloss
Oti'Of (MASH), BEFORE FINAL HIT3 00 +,C>0^ +,C>0^ +,<->
FORWARD SUPER JUMP, AIR,, LAND, ><)Z\ +^=>0^O+ (MASH

, |uW|^u-ouu,^u\; uguiatjG, u u - l i t /O III

CR.,ST.,CR.2X @ FORWARD SUPER JUMP, AIR,, LAND, C>0^ +,<O0^ +, +, <*->


FORWARD SUPER JUMP, AIR,, LAND, ^0^+^ 0^O+ (MASH)
'THIS Tim, ITS YOU THAT'LL TURN
INTO A FILE OF BONES!"

BlAl MM BEEBPA1IBH
firebrand Beman World Knight

mints i
Ran spit fireballs from his mouth, fly k
fhover] aod cling tn walls [Hell ElimbJ. I
MAPBNS '
PBBfllt
Firebrand is a type at gargoyle
knnwn as a Red Rrremer. He will
stand op to aoy threat posed to his
home, the Remoo Village, withoot
aoy tear. Firebrand is considered t
be an elite warriar amang the
Arremers, gaining him hern status
amang his peers.

IIBSJ APPlABAHEt
Ghosts 'o Goblins 11085}

PSWB BBIB
INTELLIGENCE N X X

rr
STRENGTH

3 SPEED1 i i i i i

/STAMINA ^ i i i i

V I V
5 ENER'GY'PR'ttlECTION
SZZ
"This is biographical,
in-game combat potenti;
AlUBMlt CBSMtS
Overview
Vitality 850,000
Chain Combo Archetype Hunter Series
X-Factor Boost Damarje SnBfiri
Level 1(3 teammates remaining) 115% 125%
Level 2 (2teammates remaining) 135% 135% !
Level 3 (1 teammate remaining) 155% 145% I
While you have many ways to take to the air and swoop around the screen when using -
Firebrand, he isprimarily an offensive character whose ultimate goal is to get close to his
adversary.

Once Firebrand gets close, you can use his many aerial movement options to attack the
opposing character by:

Switching sides using Hell's Elevator Mand Hell Dive Mand a


crossover assist

Using Hell Dive Lto perform high-low mix-ups


Performing instant overheads using the Luminous Body hyper
^ combo, jumping , and air Bon Voyage
Activating Chaos Tide to continuously assault your rival
i*,
Howdo you get close with Firebrand?

Using air Bon Voyage, which has advantage on guard


Dashing through the air using Hell Dive Munder the cover of a
crossover assist

Advance while attacking using Demon Missile Hand a crossover


F assist

^ vtar.
Z,
12 Low attack, chains into attacks

Crouching!
Crouching
Air Special Attacksflying Screen ant Air Exchang
3ES~
available character to continue the aircombo.

Screen Command
Hits Damage ^.Jr startup Active Recovery Adwa"|?9e ^"'^S
Air* 70,000 560 Causes hard knockdown ifused inlauncher
32 +15 +1'
combo, overhead attack
AirO + (during launcher combo) 105.C 30 Tags in next available ally while lofting
opponent upward
AirO orO + (during launcher combo) 95,000 22 Tags in next available ally while causing wall
bounce, erases 1 hyper meter bar from foe
AirO + (during launcher combo) 95,000 32 Tags in next available ally while causing ground |
bounce, generates 1 hyper meter bar

Commanit Attacks
s^sr^srjsrrcteinino aoa canceii"9 p,ope,,te ,,s us*possiBie < ***a- ^ ---
Screen Name Command Hits Damage "Jf Startup Active Recovery Advantage Advantage if No,es
Devil's Until
Claw 70,000 560 +11
grounded Ground bounces foe, enters Hover on contact

i-1 i

O*
Throws i^mi^^n ihi
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense Combos
are usually possible afterthrows, oneway or another. '

Screen Command HB^H Hits Damage Meter Gain Startup Active Notes
mslMlM^MmimlM^
_, Recovery (t Recovery
Screen Type sar"
HyperCombo
K--INI- - w st",u' ** wssr ss* Moies
Knocks down, first projectile active for 4 frames
and has 3 low priority durability points, followin;
100,000 +
Firebranda Dark Fire Hell Spitfire H
15,000x5 120x5
50 111 projectiles become active 2frames later for 62
frames and have 2 low priority durability points
Demon Missile 39 20 112
Firebrand3 Dark Fire
M
Demon Missile 112
Firebrand7 Dark Fire
H

mi

OTG, so it
their own 0
When Firebranda is called, he performs his Hell Spitfire Hattack. This is us ombo. you
won't influence hitstun and damage-scaling that much. It'salso very easily conv slowly, howev
llowing characters to keep up age liting your competitor's options.
can keep an opponent stuck in guardstun without the threat of getting pushed out by <
He screenveryquickly, which allows it
Firebrand-B makes Firebrand perform his Demon Missile Mattack, which causes him to cruise across the screen horizontal!y This assist covers1^^^K^^i
to extend combos when used in combination with an OTG attack, or lack on some extra damage to aflying adversary. Outside of combos, its usefulness is fairly limited, since F.rebrand is
completely vulnerable as he charges across the screen, making him an easy target for arival who sees him coming.
During Firebrand-7. Firebrand bursts onto the screen and performs his Devil Missile Hattack, which causes him to swoop across the screen like he does in ^^?^^
games This assist is useful for characters who like to keep the opponent in guardstun, since it covers most of the screen while it attacks. Firebrand is completely vulnerable from the time
he jumps out to the lime he jumps back and performs the attack, so make sure you have plenty of safety before you call him out.

am(Mi
. ., n Advantage Advantage
Screen Command Hits Damage Meter Gain Startup Active Recovery onHj, jf Guarded

amMi
Screen Name Command Hits Damage g Startup Active Recovery "J""8 jJKHJjJj Notes j
Hell
1 100,000 800 16 29 0 -1 Projectile has 5 low priority durability points
1,2 SpitfireL ty^O + Q -

(inair OK)
Hell
0 -1 Projectile has 5 low priority durability points
3,4 SpitfireM 0^^ + 1 100,000 800 16 -
29

(in air OK)


First projectile has 3 (air: 5)low priority durability points,
Hell
100,000 + 800 + 20 (air: until upon contact with ground, the first projectile produces 5
26 +54 (air:+41) more projectiles with 3 low priority durability points that
5,6 Spitfire H 0^0 + 6
15,000x5 120x5
-

grounded)

(in air OK) travel along theground for 62frames

Bon Wall bouncesloe, hardknockdown ifwall bounce


Voyage 9 144,000 1440 13 15 28 -30(air:+10)
7 O^o* -

occurs
(inairOK)
Demon
100,000 800 15 20 21 +2 +1 EntersHover upon contact
8 1
Missile L c>0^ +
Demon
100,000 800 15 20 21 -17 -18 Can passthrough adversaries
9
Missile M oty^* 1

Demon
1 80,000 640 23 30 0 -4 -4 Enters Hoverafter recovery
10 c>0^ +
Missile H

11,12, Hell's 26 1 Enters Hoverafter recovery


13 Elevator
0#O + -
-


14,15, 15
Hell Dive (inair)0#O +


-

-
-
-

16

30 Lasts 90 frames
17 Hover 0/5 <? + ~
-
-
-

Hell Spitfire L: During this attack, Firebrand spits aball of fire straight forward, whether
he's on the ground or in the air. This attack deals pretty big damage for aprojectile,
inflicting 100,000 on hit and 30,000 points of chip damage when guarded. This move is
best used against characters who must come to Firebrand; spit some fire atthem, and
force them to get closer to him.
Unfortunately, Hell Spitfire isn't great in aprojectile war, as each projectile only has 5low
priority projectile durability points, meaning it'll get crushed by more dedicated zoning
characters and those with beam attacks. The recovery isalso fairly long. In a projectile war,
think about using Hell Spitfire Mfrom theair instead!
Hell Spitfire M: This version ofHell Spitfire causes Firebrand tosummon a ball offire from
his mouth and shoot it atan angle, either atthe air while he's on the ground ortoward the
ground while he's in the air. This attack inflicts the same damage as Hell Spitfire L, dealing
100,000 damage on hit and 30,000 points of chip damage when guarded. On the ground,
its uses are fairly limited because Firebrand shoots the fireball very high; atfullscreen, he
shoots it at the timer! This can hit characters from close range, but you'll have to be fairly
omniscient touse itwell: if you do ittoo late ortoo early, you'll pay with acombo, and if
your opponent doesn't jump atall, they can dash in and destroy you.
..,..,- , ., In the air, however, it's agreat tool for taking potshots at long range characters since the
angle it fires at is great for hitting targets on the ground from normal jump and super jump height. If you need to get Firebrand alittle closer to his opponent to hit them, use Hell Dive M
to have him dash toward aprojectile-flinging competitor and blast them in the face with Hell Spitfire M. Air Hell Spitfire Mis also good against aggressive adversaries trying to rush in
because itsangled to cut off agood portion of the screen from the opposing character.

Hell Spitfire H: Unlike theother versions ofHell Spitfire,


theHversion shoots a projectile straight into theground on
land orin the air. After hitting the ground, the fireball erupts
into an inferno offlames thattravels a very shortdistance
andis capable of hitting your rival. Ifan opponent is forced
to guard all hits oftheattack, it'll deal 43,500 points ofchip
damage and 146,300pointsof damageon hit.While it's not
quite as good as Dormammu's Flame Carpet, you canuse
this similarly to keep your challengers stuck inguardstun
or to prevent enemiesfrom rushing inat you. However, its
effectiveness is mitigated ifyourfoe hitsFirebrand while
the projectiles are out,because theflames disappear if
Firebrand is hit.

Furthermore, unlike theother version ofHell Spitfire,


Firebrand can only spit one Hell Spitfire Hin the air; after you perform the attack, you cannot have him act again until he hits the ground. Hell Spitfire is best used as an OTG since it
allows you to easily OTG after most of Firebrand's throws and if a random hit forces your opponent on the ground.
Bon Voyage: When this attack is performed, Firebrand rushes toward his rival at a45-degree angle. If he connects, he drags them across the
ground, setting them on fire with the friction created and then wall bouncing them, leaving them open for acombo! No matter where he is
on the screen, Firebrand will try lo take his opponent to the corner, and he can succeed from eveiywhere but the far side of the screen. The
farther he drags his adversary, the more the move hits and the more damage is dealt, which is actually disadvantageous because it makes the
following combo more difficult and more affected by damage-scaling.
On the ground, this move is best used as awhiff punisher against big misses because it travels across the ground incredibly quickly. It's
unsafe if the opposing player guards it, however, so try not to throw it out that often. The air version is one of his greatest assets and an
excellent tool to both attack and approach your target, as it's +10 frame advantage on guard and hits the competitor the same as it does on
the ground! Use it to avoid projectiles or rivals rushing in at Firebrand; even if it's guarded, it's fine because you're at an advantage and get
to make the next move first!

Demon Missile L:This Demon Missile M:


attack causes Firebrand Similarly to DemonMissile
to propel himself at his L, in this move, Firebrand
opponent by charging launches himself toward his
toward them. If this attack opponent witha charging
connects with the opposing attack. Unlike the L version,
character, Firebrand jumps Firebrand does not launch
backward and starts himself into the air after this
Hovering automatically, attack connects.
making it a goodwayto
bothattackthe targetand Demon Missile Mquickly
start going into flight. coversthe ground, giving
you an easy way to close
While this attack canquickly distances on the ground
close distance against a and get Firebrand next
grounded opponent, if to his rival. Even if an
your challenger guards it adversary uses advancing
and uses advancing guard, Firebrand is pushed completely across the screen. This is very guard, Firebrand continues advancing toward his foe, allowing him to getclose to them
disadvantageous for Firebrand, so you should use this attack sparingly. while attacking. Demon Missile Misvery unsafe if guarded at most distances; call a
crossover assist thatwill cover Firebrand's recovery before performing this attack.

Demon Missile H: During this attack, Firebrand jumps backward into the air, then swoops in an arc while slashing at his target. After
attacking his rival, Firebrand stays in the air in Hover state, allowing you to move Firebrand closer to his opponent with Hell Dive Morair
Bon Voyage. Demon Missile His agreat tool for quickly moving Firebrand close to his opponent while attacking, since this attack moves
very quickly and mitigates the effectiveness of advancing guard when guarded.
When used under the cover of acrossover assist, you can combo if Demon Missile Hhits, and you can even cross your adversary up if
Firebrand passes over them! Unlike Demon Missile L, Firebrand ends up close tohis competitor even when the move is used from close
range, meaning that you can convert Hover into additional pressure on Firebrand's enemy by using an additional attack.
Hall's Elevator. When performed, this
special move causes Firebrand to jump
intothe air and immediately activateHover,
essentially functioning as a jump that
can be canceled into from basic attacks.
Firebrand moves in a different direction
depending on the button pressed: Firebrand
jumps straight intheairduring the L
version, he jumpstoward his opponent with
the Mversion, and he jumpsaway from his
adversarywith the Hversion.
The Mversion in particular is an excellent offensive tool. When jumping forward, Firebrand negates the effects of advancing guard, f^^^Jg^Jli SSTjSm
into position to attack from the air! If used next to his foe at midscreen, Firebrand jumps behind his target, which you can then use in combination with acrossover assist to cross your
competitor up.
HellDive: This aerial special move
causes Firebrand to quickly movetoward
his opponent. Like Hell's Elevator, the
button pressed determines the direction
Firebrand travels: the Lversion moves him
downwards,the Mversion moves him
toward hisopponent, andthe Hversion
moves himaway from his attacker.
Hell Dive Mgives Firebrand additional
mobility in the air, allowing him to get close to his adversary. While each individual Hell Dive Mdoesn't travel particularly far, you can use Hell Dive Mup to three times when Firebrand is
intheair, which isenough to have him travel theentire screen during a super jump!
Hell Dive Lcauses Firebrand to quickly reach the ground from the air, which you can use to quickly mix up your chaHenger. Attack with ajumping attack, then immediately cancel into Hell
Dive Lto put Firebrand back on the ground, then mix up your opponent with another jumping attack or acrouching !
Since Hell Dive Hmoves backward, it's not as useful for Firebrand as the others, as he is best when close to his opponent. While Hell Divei His useful when you need to create distance
from your foe, you can also use it in conjunction with Hell Dive Mto mix up your approach against an enemy with adefensive assist, like Haggar. In this situation, dash toward your
opponent with Hell Dive Mto bait out the assist, then avoid itwith Hell Dive H, giving you an opportunity to attack.

Hover. This special move causes Firebrand to instantly enter Hover state without using Hell's Elevator or Demon Missile Lor H. Since
Firebrand does not have astandard airdash, he can't use Hover to quickly traverse the screen like Magneto or Storm, limiting Hover s
usefulness as an approach tool. When used from the ground, Firebrand flies low enough to hit his opponent with an overhead air &
against acrouching foe, or he can mix up an adversary expecting the overhead by immediately performing Hell Dive Land attacking the
opposing character with crouching !

Screen Name Command Hits Damage Startup Active Recovery Mn$f* ffSdilrJ No,es
33 (air: Can be mashed for extra damage, beam durability: 20
294,200- -14 -25
Dark Fire (inair OK) 12+1 50 33 + until
1 Ot\c> + 20-40
353,100 frames x3 high priority durability points, OTG-capable
grounded)
Luminous Body
Firebrand gains a 25% speed increase, lasts for 593
9+11
2
(inairOK) 0#< +
-

Irames
Summons a hovering Red Arremer thatperform 3 attacks
ChaosTide (Level 3 based on button pressed, =Hell Spitfire M, =
20
3
Hyper Combo) OOti + -
9+0 -
-

Demon Missile M, =Demon Missile H, lasts for 598


frames. Red Arremer accepts inputs tor 579 frames

Dark Fire- During this hyper combo, astream of fire emerges from Firebrand's mouth, which he uses to sweep the screen in an inferno
of hellfire! This attack is OTG-capable, and itcan be mashed for up to 58,900 additional points of damage. Dark Fire isbest used to end
combos, since Firebrand spends most of this hyper combo spitting fire below him instead of toward his opponent.
If you use this move when Firebrand is too far away from his adversary, Firebrand misses out on aton of extra damage since alarge
portion of this hyper combo's attack is aimed toward the ground. It's best to perform this hyper combo directly next to your rival when
used as an OTG.

Chaos Tide:When this level 3 hyper


Luminous Body. This hypercombo causes
combois performed, Firebrand summons
Firebrandto turn a solid white, and it gives
an additional RedArremer that can attack
him a massive 25% speed boost for about
10 seconds! When in Luminous Body,
his opponent fornine and a half seconds!
The way yourRed Arremer buddy attacks
you canhaveFirebrand perform an instant depends on the button pressed: causes
overheadcombo not normally possible
by performing jumping immediately itto spit an air Hell Spitfire M, causes
afterjumping, thencanceling intoair Bon
it to perform Demon Missile M, and
causes it to swoopthrough the air using
Voyage! Unlike many power-uphyper
Demon Missile H.
combos, Firebrand continues to gain meter
while in Luminous Body, allowing you to Of the three Red Arremer attacks, is the most useful, as flies too high to hit
continue to gainmeterwhile quickly attacking youropponent crouching characters and many standing characters, and can only hit characters
While inLuminous Body, you need toalter the timing when performing Firebrand's close tothe Red Arremer. To most effectively use Chaos Tide, try topress as much as
combos because hisincreased speed causes him totravel through theairfaster when possible to keep Red Arremer constantly swooping on your rival. For additional strategies
jumping. If you land acombo in Luminous Body and still have time remaining, consider involving Chaos Tide, check theAdvanced Tactics section.
ending a combo with Hell Spitfire Hinstead ofDark Fire to give yourself a chance to
perform an additional mix-up on youradversary.
Missile Hwhen Firebrand isin Hover, you can call a crossover assist before attacking to
milla Win] keep Firebrand covered duringyour mix-up.

If you have to strike back atan aggressive opponent, Firebrand's standing and
are both excellent defensive attacks. Firebrand shrinks slightly during standing, which
makes him harder to hit, while the hitboxes on theattack are higher than the move's
animation makes itseem. This allows the move to connect with enemies at normal jump
height while Firebrand is generally safe. Standing has long startup, but ithits way above
Firebrand in anarea he can't behit at all, making ita great anti-air if you have time to use it.
Using either attack asanti-air requires very strict timing because both attacks only have one
totwo active frames where they hit above Firebrand's head, so make sure you can get the
hit instead of taking a risk.

Callinganassist and using Demon Missile Mlets Hell Spillire Mshoots downward atan angle that can
Firebrand cross the screen quickly and safely. go overprojectiles from fullscreen.

Although Firebrand has quite an array of projectile attacks, you should avoid having him fight at
long range as much as possible. On the ground, Firebrand's Hell Spitfire attacks have relatively
low projectile durability, making it difficult to win afirefight. They also have fairly long recovery
and travel slowly, making them incredibly risky against characters with ateleport.
If stuck behind aprojectile wall, Hell Spitfire Misagood way tostrike at projectile characters
from the air. From super jump height, Hell Spitfire Mcan travel across the screen on aprojectile-
thrower while blocking off attackers trying to advance by dashing on the ground or through the You can perform Hell Dive Mincredibly lowto ... thatcanIvtoverhead with Devil's Claw or lowwith
air. Hell Spitfire deals 100,000 points ofdamage for every hit, which is pretty big damage for the ground, giving Firebrandamakeshift triangle crouching .'
a projectile, especially against characters with low life. While itmay bedifficult toknock out jump...
anopponent with just Hell Spitfire, you can deal enough damage to force your competitor off
their zoning game in an effort to make up the damage. Dark Fire isgood for blowing through an Your ultimate goal with Firebrand should be to get him close to his opponent and stay there as
enemy's projectile assault, but itwon't do much damage because Firebrand spends most of the long aspossible. Up close, his special moves become much more effective, allowing him touse
hyper combo shooting fire ontheground instead oftoward hisrival. eachone ofthem ina different wacky mix-up!

If your opponent doesn't have projectiles but isstill acting defensively, Firebrand can ignore any Once Firebrand isnext to his competitor, Hell's Elevator Mcan quickly jump over the target, which
posturing andeasily zip toward hisopponent with Demon Missile M, which covers fullscreen can create a cross-up using a crossover assist. This can beset up fairly easily, as well: call an
distance while attacking and is mostly unaffected by advancing guard, leaving Firebrand right next assistduring a basicattack chain combo, thencancel intoHell's Elevator Mto make Firebrand
to his adversary. If Demon Missile Mwhiffs, Firebrand is left near his target completely vulnerable, jump over hisrival! Depending onwhen you cancel into Hell's Elevator andhow close Firebrand
so call acrossover assist before firing it off. Demon Missile Hcan leave Firebrand right next to his' is, Firebrand might still jump over his opponent. If not, have Firebrand remain above the opposing
challenger, aswell, but itmisses the opponent and leaves Firebrand stuck in Hover above his foe, character atadistance close enough tomix them up. Once Firebrand isin the air, you can perform
another mix-up on your challenger using Hell Dive.
unable to guard. When combined with acrossover assist to cover Firebrand's advance, Firebrand'
isabove his opponent atanadvantage, allowing him todrop down on his competitor and start his You can use Demon Missile Hsimilarly toHell's Elevator M, aswhen used up close, Firebrand
offense with or Hell Dive L. ends uponthe other side ofhis opponent! It'ssetupsimilarly, too: during a chain combo or
Firebrand can also easily cross the screen with Hell Dive M. From super jump height, you can just acrouching ,call acrossover assist and cancel into Demon Missile H. Even if your
perform Hell Dive Mthree times, and this leaves Firebrand next to his opponent with enough time adversary guards the cross-up, Firebrand isleft atadvantage, souse that opportunity tokeep on
tocome down with anattack. This approach isvery obvious, asyour opponent has plenty of time the pressure by canceling the Hover atthe end of Demon Missile Hwith , Bon Voyage, orHell
Dive L or M.
to react to Firebrand diving downward with an attack of their own. While Firebrand can guard
after Hell Dive, having toguard in that situation places Firebrand on the defensive, which isnot At close range, you can use Hell Dive Land Mto mix up the opposing character if you find
recommended! Instead ofusing Hell Dive Mthree times, mix up your approach with Hell Dive Hor Firebrand intheairor stuck inHover next to hisrival intheairafter Hell's Elevator or Demon
L. If an adversary has adefensive assist, Hell Dive Hcan dash back far enough to avoid it, giving Missile H. Hell Dive Lsends Firebrand directly tothe ground, where he can quickly attack with a
you achance to potentially hit both your target and their assist, while Hell Dive Ldrops Firebrand low-hitting crouching . Most players instinctively guard high when they see their opponent
straight down, putting him in range towhiff punish with crouching ! intheair, allowing you tocatch them off guard with thespeed ofHell Dive L. The effectiveness
of Hell Dive Mup close depends on whether ornot you can call acrossover assist; if you can't,
getting behind your competitor won't accomplish much since Firebrand can only turn around
to perform a special attack. Ifyoudo have a crossover assist available, Hell Dive Mbecomes
a decent, if not fairly gimmicky, cross-up tool. Simply call a crossover assist, then jump and
perform Hell Dive M, and the assist hits on the opposite side ofFirebrand. If you want tobe extra
sneaky, jump over your foe and then perform Hell Dive M; you'll dash back toyour original side,
hitting opponents who think you're oping tocross-up. Your opposition can shut down this tactic
by mashing, so stick out ajumping before calling an assist to cover yourself.
You can also use Hell Dive Masa makeshifttriangle jump by performing itdirectly off the ground
The air version olBon Voyage gives Firebrand frame Firebrand's standing has ahuge hitbox above by inputting the motion0 M^>d * . This isn't as effective as many other triangle
advantage, making itan excellentpressure and itwhile hegelssmaller, making itanexcellent jumps in the game since Firebrand can't perform very many attacks out ofit, but he can mix up
advancing tool. anti-air attack! overhead by either using0 + while still in the air or using crouching after landing!
Either hit can beeasily converted into combo, giving Firebrand a quick surprise overhead he can
pullout at any time.
As Firebrand gets closer tohis foe, you can start making liberal use ofaerial Bon Voyage.
If Bon Voyage hits theopposing character, you can convert it into a combo, and when it's Jumping and instantly pressing can create an overhead that your opponent can only guard if
guarded, it leaves Firebrand at +10 frame advantage, safely getting him close to his rival and they expect itcoming, forcing them torandomly stand up! In Luminous Body and X-Factor,
giving him plenty oftime tostart an offense! From fullscreen, it's best not totry using Bon into air Bon Voyage isa combo that can lead tobig damage off anoverhead your competitor can't
Voyage toadvance, since at peak super jump height, which is required to reach a fullscreen see! Outside ofX-Factor and Luminous Body, mix up your adversary by calling anassist while
opponent, it stopsattacking shortly before hitting, leaving Firebrand strandedin midair and performing jumping ,then cancel into Hell Dive Lor M; Mgoes over your foe, allowing the
vulnerable to attack. Once in range, pressure your competitor by super jumping and quickly assist tohit asFirebrand dives past them, while Ldrops Firebrand tothe ground quick enough to
performing Bon Voyage; itis incredibly difficult to beat Bon Voyage with basic attacks, and slip in a crouching .
trying todoso generally gives Firebrand thechance fora big combo!
IfFirebrand isgetting pushed out ofclose range by advancing guard, useDemon Missile Mor
Once atmid range, Spitfire becomes a much more risky attack. An opponent who jumps H. Demon Missile Mand Hignore advancing guard as they move forward, leaving Firebrand
over Spitfire can put Firebrand in big trouble, anda character with a fast horizontal airdash close totheopposing player atthe end of the move! Firebrand can also delay the timing on his
can destroy him. When you think your adversary might jump, you cankeep them back with crouching attacks to bait his rival into using advancing guard; simply press asingle ,
Spitfire M, but if it whiffs, or you guess wrong and your attacker stays on the ground, you'll wait a moment, then go into a chain combo. If your competitor tries touseadvancing guard while
be in big trouble. they're not in guardstun, they'll throw out a crouching attack that your crouching attacks can beat!
It's better torely on Firebrand's other special moves, since they become much more
versatile at mid range, allowing him toadvance on his opponent while attacking. From mid
range, Demon Missile Mnot only moves tohis foe, but depending on the range, itcan leave
Firebrand behind his challenger! The difference isonly afew steps and impossible to tell
before the attack has finished. While this won't make Demon Missile Mitself cross up, it
can catch your opponent off guard ifthey aren'texpecting it. Ifused alongside a crossover
assist, Firebrand is left at huge advantage, andyou canconvert a hit into a combo.
Demon Missile Hwon't whiff at mid range, making ita good tool toclose the remaining
distance between Firebrand and his opponent. Even if your adversary uses advancing guard,
Firebrand isleft hovering right above his competitor, where he can mix them up by falling to Hell Elevator Malwaysjumps toward the opponent which you can use with acrossover assist that
the ground with orquickly moving to the ground with Hell Dive L. At the end of Demon cancrossupyour target!
m/
I CR. ,CR.,<^> FORWARD SUPER JUMP, AIR,, f * , FLIGHT, f * - * , LAND, CR. ,^
FORWARD SUPER JUMP, AIR , , (2 HITS) e~*> * * - o , LAND, ^> FORWARD SUPER JUMP, AIR , ,
(2 HITS), , LAND, FORWARD DASH, X - o (MASH )
584,400 damage, 24% meter loss
You can start this combo with crouching once or twice for amore flexible opening, but you'll lose out on some damage. When you start with crouching , don't go into the rest of the
combo, and instead wait amoment, then go for another crouching to beat advancing guard or try to throw. If your throw connects, go into Combo II!
In Luminous Body, you have an additional option, as you can perform an instant overhead with jumping canceled into Bon Voyage!
Firebrand automatically enters flight after Devil's Claw connects, causing ashort delay before you can activate Hell Dive L.
If Bon Voyage drags the opposing character completely into the corner, Firebrand ends up in the corner himself, so backdash immediately to keep your rival in the corner. Dark Fire damage
midscreen can be incredibly finicky, so it's best tomake sure that Firebrand isasclose aspossible before firing itoff.
If you do end up with your adversary at midscreen, quickly wavedash forward twice to move Firebrand closer to his opponent after the knockdown in order to get as much damage from
Dark Fire as you can.

II FORWARD THROW OR AIR THROW, *"*, DASH FORWARD, ^4> FORWARD SUPER JUMP, AIR , ,
' (2 HITS), * * , FLIGHT, * o , LAND, CR. , fc> FORWARD SUPER JUMP, AIR , , (2 HITS)
*$>*.*, LAND, <^> FORWARD SUPER JUMP, AIR , LAND, * * * @ (MASH )
406,900 damage, 25% meter loss
Firebrand can only OTG his opponent without an assist after either of his air throws or his forward throw; his back throw has too much delay. If you land aback throw, he can still combo
with Dark Fire assoon ashe lands. This actually does about the same damage ashis full throw combo, but he doesn't gain any meter.
After the backward version of his air throw, you must perform air Hell Dive Mto move close enough to your competitor lo OTG with Hell Spitfire H.
After ihe OTG, perform this combo as you would Combo I, just much faster; opponents will flip out much easier if you take too long to perform any individual step.
Since you're ending the combo with an air by itself, you're not going to have much time to get Firebrand close to the opposing character by dashing on the ground, so you might lose
outonsome damage depending onwhere onthescreen you performed thiscombo.

/// AIR * o , WAVEDASH FORWARD TWICE, CR. , <^S> FORWARD SUPER JUMP, AIR , , (2 HITS),
o , FLIGHT, * * + o , LAND, CR. , <^S> FORWARD SUPER JUMP, AIR , , (2 HITS), , LAND,
WAVEDASH FORWARD TWICE, * * * o (MASH )
446,200-561,000 damage, 24% meter loss
Air Bon Voyage is one of Firebrand's best offensive tools, as it allows him to counter projectiles and low-oriented attacks from the air, and it is totally safe when guarded!
If one randomly hits while you're trying to approach or if you have achance to punish awhiff with it, go straight into this combo to maximize damage.
The farther Firebrand isfrom the corner, the farther he drags the opposing character against the ground, dealing more damage! Unfortunately, this tends to only decrease the entire
combo's damage because of stun and damage reduction caused bythe extrahits.

CBMBBUPPtHBIH
GENERAL EXECUTION TIP* , iM n> _, .
Get familiar with the * * - X motion required to perform Firebrand's instant Hell Dive M; ifperformed too quickly, you II get Hell s Elevator
Before using Dark Fire, make sure you can get right next to your opponent, or it'll do little damage. If you can't, end acombo by activating Luminous Body
or Chaos Tide
Many special moves and Devil's Claw leave Firebrand in Hover, so remember to cancel flight with, Hell Dive, Bon Voyage, or Hover before trying to guard
WHEN USING AN ALTERNATE TEAMMATE, ACTIVATE ATAC WITH * , THEN AS FIREBRAND COMES IN, PERFORM AIR ,,* ,
FLIGHT, *-, LAND, CR.,^> FORWARD SUPER JUMP, AIR, , (2 HITS)^> ** (D, LAND,^>
FORWARD SUPER JUMP, AIR (2 HITS), , LAND, FORWARD DASH, * * Q (MASH)

WHEN USING AN ALTERNATE TEAMMATE, ACTIVATE ATAC WITH o OR o , THEN AS FIREBRAND COMES IN, PERFORM AIR
i3~> * - o , FORWARD DASH, ^> FORWARD SUPER JUMP, AIR, , , (2 HITS), , LAND, * * - o (MASH)
Damage

AGAINST ACORNERED ENEMY WHILE IN LUMINOUS BODY AND X-FACTOR, CR. , CR. <^> * * * o , ICR. es IX5,
CR.,^> FORWARD SUPER JUMP, AIR,, (2 HITS) <^> * * o , LAND,^> FORWA i;tHi!uTi
* * - o (MASH)
V. FORWARD JUMP, INSTANT AIR e~$> gg ,, LAND, ST. , CR. , CR. , ^> FORWARD SUPER JUMP
AIR,,* o , FLIGHT, * * 0 , LAND, CR. , s> FORWARD SUPER JUMP, AIR , ^^>
W 0 , LAND, <^> FORWARD SUPER JUMP, AIR , , , LAND, FORWARD DASH, f * 0 0 (MASH )
763,900-1,016,500 damage, 9% meter loss-22% meter gain
S.^?whl?vra!Svlanyy?aVlf
is hitting when you activate X-Factor, soX"^t0r Wf 3nis really
this combo inSamanVf,rhead 'Ump WhiCh
all-or-nothing proposition:isifnearly impossible
you miss, you're for an opPnent
afool, but if you,0hit,react
you'to!re agenius!
You n'* have &verify that your jump
Tl^^^^Z ofS aS hea,,hy-ThlS' 3VerS3,i,e ^t0 9e'Rrebrand int X-FaCtr Wh6n h6'S " hiS ** h~' S0 * ^ ^in "**

V. CR. ,CR.,^> FORWARDSUPERJUMP, AIR,,* 0 , FLIGHT, * - 0 , LAND m CR <)&$>


FORWARD SUPER JUMP, AIR,, (2 HITS) ^> * * * 0 , LAND,^> FORWARDSUPERJUMP
AIR , (2 HITS), , LAND, FORWARD DASH, f V * 0 (MASH )
722,000-866,100 damage, 12% meter loss~8% meter gain
If you absolutely must knock out acharacter or catch two characters in acombo, you can activate X-Factor in the middle of this combo for some extra damage.
This combo doesn't deal alarge amount of damage, even when X-Factor is activated, and at level 1, it isn't enough to knock out acharacter on its own. As with any X-Factor combo it's best
toonly activate ifyou're absolutely sureyou're going to K.O. your rival.
This move can probably knock out your opponent's assist if you catch them, depending on their maximum health and how much damage they've taken, so it's probably worth it in ascenario
when youcanleave youradversary without an assist. v '

VI. WHILE IN LUMINOUS BODY O -FACTOR, FORWARD JUMP, INSTANT AIR ^> * V* i WAVEDA HFOR fAI
TWICE, CR. , es$> FORWARD SUPER JUMP, AIR , , 0 , FLIGHT, * 0 LAND CR (
FORWARD SUPER JUMP, AIR , , (2 HITS), , LAND, FORWARD DASH, f X* 0 (MASH )
459,800-927,900 damage, 35% meter loss~0% meter gain
Firebrand's jumping is aimed low enough to the ground to work as an overhead against many characters in the game, and when Luminous Body or X-Factor is activated, it combos
directlyinto an air Bon Voyage!

Instant overhead jumping is incredibly fast, and your opponent must guess in order to guard it. If your competitor is stuck looking for it. they'll need to randomly stand, opening them
up lor 3 low cittnck!

Firebrand's level 3 causes him to summon an Firebrand'sLuminous Body power-


additional Red Arremer buddy to attack alongside up is one ofhis best assets, giving
him, giving himthe chanceto reallyputon the him a massive 25% increase
pressure! The Red Arremerperforms one of in speed at the cost of a single
Firebrand's specialmoves whenever you press meter. Ifthat weren't enough,
a basic attack button: fires a Hell Spitfire the power-up lasts slightlyless
M, performs Demon Missile M, and than 10 seconds and lets him
performs Demon Missile H. Of these, Demon build meter whilethe power-up is
Missile H is the most useful, as it attacks while activated, which makes the hyper
Chaos Tide causes Firebrand tosummon a Red moving Firebrand forward.The RedArremerfriend combo completely free if you land
Arremer buddy that lets Firebrand continuouslyput performs the attack from wherever he is on the When Luminous Body isactive, jumping can
a combo while it's active!
onpressure! combo into Bon Voyage for abig damage instant
screen; generally, he floats around Firebrand, Since Firebrand builds meter overhead!
moving forward when he does.
during Luminous Body, there's
This hyper combo can be very hard tocontrol; if you are attacking a guarding opponent, it's very little reason not tohave itactive ifyou can safely get it out. It'snot terribly
best to start combos with instead of . Advancing guard pushes both Firebrand and the difficult, either: any guarded crouching canbecanceled into Luminous
Red Arremer away, and the little guy's Hell Spitfire Mhas very limited range and generally Body, leaving you safe. You can also perform Luminous Body inthe air, soyou
misses if an opponent uses advancing guard against a crouching . To put your tiny tot in can just have Firebrand jump awayfrom his opponent andfire it oft.You can
position topressure your competitor, send him toward the foe using; his Demon Missile M also trade some damage attheend ofa combo by activating Luminous Body
flies loo high to hit many crouching characters, but itcan stop characters from jumping away instead of Dark Fire.
and canputhim inposition to assault youropponent from behind!
Once in Luminous Body, Firebrand is much faster, making mostofhis normal
When behind the target, advancing guard won't push the flying friend away from the opponent, mix-ups harder toguard, and he gains new mix-ups using his jumping .
so you can pelt them with fireballs from behind, even in the corner! When your best buddy is During Luminous Body, Bon Voyage combos into a jumping performed just
behind your adversary, he's unaffected by advancing guard, soyou can pelt your rival with Hell off theground, creating an instant overhead tofree damage! ifan opponent is
Spitfiresor Demon Missile Hfrom offthe screen! expecting you to overhead, mix them upby canceling the into Hell Dive L,
Once the friend is close, you can use Firebrand's Demon Dive Mto create cross-ups without then do the mix-up again, orjust go low with crouching since your adversary
requiring the use of a crossover assist! Perform a jumping tosummon Demon Missile H, has to guess if the overhead is coming.
then immediately cancel into Demon Dive M; Firebrand quickly dashes behind the opposing All of Firebrand'sspecial movesactivate quickerand recovertaster when
characler right asthe Demon Missile is hitting! Whenever your Red Arremer isclose, make Luminous Body is active, letting Firebrand excel at some areas where he
liberal use of Demon Missile H, asitmoves forward while attacking and can keep Firebrand's couldn't before. Ifyour opponent is keeping you out while Luminous Body is
friend in range to keep aggressing. active, it's nota badidea to resign yourself to throwing fireballs at them until
Even without astrategy, simply mashing on Demon Missile Hcan be an effective gameplan! thehyper combo ends, as they fire off incredibly quickly and recover early
When used against a cornered foe, using advancing guard on Firebrand's friend isuseless; enough forFirebrand to get two outat a time, enough to at least irritate a
aslong asFirebrand doesn't hit the opponent, he'll be completely unaffected by the opposing character who can'tobliterate hisfireballs immediately! If you need toclose
character's advancing guard! Demon Missile Hfrom Firebrand's buddy does 24,000 points of distance, spit a Hell Spitfire L, then immediately use Bon Voyage onthe ground:
chip damage whenever it'sguarded and can be performed 17times during a single activation, thefireball recovers quickly enough to let Firebrand glidein underthe coverof
which can deal 408,000 in guarded damage alone! Throw out your own Hell Spittire Hand his own fireball, sailinginsafelyright infront ofhis opponent.
Demon Missile Hto deal additional chip.
totomm/jroti

m
dm m i wmm
Fraak West Freelance Photographer

Has a comber of professional wrestling maves at


bis dispasal. He's alsa cavered wars, y'knuw. His
taugb spirit lets him survive under even the mast
extreme conditions.

While he doesn't have a specific weapan, he can


utilize ubjects in his surroundings, such as gait
clubs, benches, bicyclesbasically, whatever he
can get his hands an.

Ihuugb ha's armed only with his strength, it


there's a scoop ta be had, he's gat IhB courage ta
takB anyane an. His willingness In dive head-first
into any dangerous situatian has saved his life as
many times as it has put him in murtal peril.

Oead Rising 12008]

PBWB BBIB
2 INTEL'uUENCh^!^ \ \

2 STRENGTH"^
HlfcmjW v:rv s 3

3 STAMINA^!?1!!
1 ENERGY'PROJECTION
L FIGHTING ABILITY^

*This is biographical, anddoes nol represent an evaluation ofthe


in-gamecombatpotential ol this hero.
^\wmu
Vitality 1,050,000
Chain Eamba Archetype Hunter Series
J
Damage Speed
Level 1 (3teammates remaining)
Level 2 (2teammates remaining) 160% 110%
ffi?" 1
f '^t Level 3 (1 teammate remaining) 185% 115%
-:

/ jf 1
1: From the beginning of the match, your number one priority when using Frank is to level up
j through use ofhis Snapshot attack, which earns him XP based on the number ofhits ina
'

combo. Gaining experience points andlevels is important because:

He unlocks key functionality, including the special moves Barrel Roil,


Roundhouse Kick, and the anti-air hyper combo Funny Face Crasher
Starting from level 3, he gains additional functionality during his
basic attacks, including chip damage at level 4
His Tools of Survival special moves and assist become greatly
enhanced, as well as his Survival Techniques hyper combo
With maxed-out XP, not only does he have terrific attacks, but
they deal 10% additional damage
How does Frank goabout scoring Snapshot combos to increase his level? Inorder
of effectiveness:

By using air exchange to tag Frank in during a team aerial


combo, which allows his teammates to build up the combo meter
while he's on the bench; his own portion of the TAC combo gets
naturally capped off with Snapshot to convert the hits into big XP
Mix-ups at level 2+ with crossover assists and Barrel Roll
Mix-ups at level 2+ between Tools of Survival H and Roundhouse
Kick H, or crouching when his opponent is guarding a
crossover assist

Going for cross-up air or, orstarting combos with the


invincible portion of attacks or the tip of crouching slide
Off any clean hit, performing combos that emphasize numberof
hits instead of damage; more hits equals more XP
Using assists with large numbers of hits to find easy places to tack
on Snapshot (something as simple as watching for the enemy to run
into Doctor Strange(3, then using Snapshot as it ends is worth up
to 11 XP, oras much as double that with Bottoms Up active!)

FRANK WEST STARTS EACH MTCH AT LEVEL 1. JUST LIKE IN PEAP


RISING, HIS LEVEL CAN BE INCREASEP THROUGH PHOTOGRAPHY:
Level Level Perks J0,al.xpJ
Required
Lv.1
Snap Shot, Object Throw, Tools ofSurvival, Giant Swing, Hammer Throw,
Bottom's Up 0 XP(match start)

Lv.2 Barrel Roll, Roundhouse Kick 5XP !


Lv.3 Funny Face Crusher, improves all and attacks and st. , improves 20 XP
Object Toss / Tools ofSurvival / Survival Techniques

Lv.4 Improves all and attacks and st. , improves Object Toss / Tools of 50 XP |
Survival / Survival Techniques
Lv.5 10% Damage Boost 100 XP |
Attack Set
Standing Basic Attacks
. .. Advantage Advantage if uniD~
Screen Command Hits Damage Meter Gain Startup Active Recovery onH Guarded WD,ES

Crnncninn Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery ShS" Guarded No,es
H^HH^MMI

Kim n H . . ; . l MIX I VI -
Air Special AttacksFlying Screen anil Air Ixchange
Air causes ahart knockdown when used in alauncher combo (this is somelimes called flyinj screen). When osed outside ol alauncher combo, airl
aSSSJSSKa,! cltb''"P""ln9'*"" PI"S' " "* PSSible *" *la""*'C0"b- "* * '"* - *< * **** -
Screen Command Hits Damage Meter startup Active Recovery **"" J"||*jO|| Notes
Air (Level 1-2) 70,000 560 23 +16 +13
Causeshard knockdown ifused in launcher
combo

Air (Level3) 720 13 22 Causes hard knockdown ifused inlauncher


combo, ground bounces foe
Causeshardknockdown ifused in launcher
Air (Level 4-5) 110,000 22 +17 combo, ground bounces opponent, deals chip
Until Tags innext available ally while lofting
Air{) + (during launcher combo) 105,1
grounded adversary upward
Until Tags in next available ally while causing wall
AirO or<P + (during launcher combo) 95,000
grounded bounce, erases 1 hypermeter bar from rival
Airy + (during launcher combo) 95,000 13
Until Tags in next available ally while causing ground |
grounded bounce, generates 1 hyper meter bar

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain Mo acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage "Jf Startup Active Recovery Advai|I?t08 MXmtW*u Notes
Object Throw -
O* 50,000 12 35
Projectile has3 low priority durability points,
Pie (Level 1-2) -13
deals chip damage
Object Throw -
O* 3,000 12 35
Projectile has4 low priority durability points,
Juice(Level 3)
deals chip damage
Object Throw -
100,000 Projectile has5 low priority durability points,
Bottle (Level 4-5) 0+ 35
deals chip damage

throws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense Combos
areusually possible afterthrows, oneway or another.

Screen Command Hits Damage Meter Gain Startup Active Notes


O + (ground)
<? + (ground)
O + (air)
O + (air)

:-::

-'-f*'
As a PartnerCrossover Assists
Recovery (this Recovery
|p'+p=i Crossover _ . ,. .. _._,. Meter crossover (other
Screen Type Combination Description Hits Damage Gajn assist) partner)
Hyper Combo

Increases in strength with level ups, seespecial


move list

You might find use for any of Frank's assists, but Frank West-a is the best all-around, with Frank West-B drawing honorable mention, especially if you level Frank up. On the other
hand, aleveled-up Frank should really be out taking advantage of his powered-up attacks on point, making the usefulness of Frank West-|3 abit of acatch-22.
Frank West-a is aunique attack that he himself does not have access to on point. In it, Frank runs out to midscreen with ashopping cart, dragging any targets he hits along the way. The
shopping cart itself is covered in alarge unbeatable hitbox, so even though Frank has no invulnerability, this attack usually beats other melee attacks your opponent throws out! Frank s
shopping cart is weak to projectiles, as they simply pass through the shopping cart unfazed and hit Frank out of his attack.
Frank West-B functions alot like other pinning melee assists, such as Chun-Li-7 and Dante-a, in that it allows your point character to approach and stage amix-up white the
opposing character is being held in place by Frank's survival tools, without you needing to worry about being pushed away by advancing guard. This assist gets better as Frank levels up
since he uses whatever version of Tools of Survival he has equipped: a plunger at level 1, a push broom atlevel 3.and achainsaw staff atlevel 4!
Frank West-7 causes Frank to jump out and down some juice, building 30% of asingle meter very quickly. While it's comparable in speed to Amaterasu-7, it is much slower than
Morrigan-7, which is really the assist you should go for if you really want to conjure hyper meter from thin air. Frank is just too slow and vulnerable during this ass.st and has more
useful assists in general. Only consider this assist if your team isincredibly dependent on meter, and you absolutely must play Frank.

Snap Back
Screen Command Hits Damage Meter Gain Startup Active Recovery *Smf? if Guarded ffll
500- (-1 hyper
^t\c> + Hna 50,000
meter bar)

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds

"

Screen Name Command Hits Damage Meter Gain Startup Active Recovery AaJJn|jjlBB if Guarded Notes i
Tools of Survival L 2(5)3(4) +1 -2 Pulls foe toward Frank on contact
(Level 1-2)
Ot\c> + 4 103,000 960 15
3(4)3
22

1 2(6)3(3) Pullsopponent toward Frank on


Air Tools of Survival L 15 7 +16 +13
(inair)0^^> + 4 103,000 960 contact
(Level 1-2) 3(4)3
Tools of Survival L 4(3)5(2) -4 Knocks down
130,700 1472 15 20
(Level 3) 0^O+ 8
5(2)5

2 4(3)5(2)
Air Tools of Survival L 130,700 1472 15 7 +12 Knocks down
(Level 3) (inair)O^C>+ 8
5(2)5

Tools of Survival L 11 +8 +5
(Level 4-5)
0^O+ 10 162,400 2000 15 25

3
Air Tools of Survival L 162,400 2000 15 25 8 +11 +8
(inair)0^O+ 10

(Level 4-5)
Tools of Survival M 90,000 720 20 3 33 -13 Wall bounces adversary
(Level 1-2) 0^<> + 1

4
Air Tools of Survival M 90.000 720 20 3 33 -8 Wall bounces rival
1
(Level 1-2) (inair)0\C> +

Tools of Survival M 120,000 960 20 3 33 -13 Wall bounces competitor


(Level 3) Ot\o + 1

5
Air Tools of Survival M 120,000 960 20 3 33 -4 Wall bounces target
(Level 3) (inair)0t\O + 1

Tools of Survival M 20 11(1)2 22 -7 Wall bounces challenger


(Level 4-5) 0^O + 8 170,500 1920

6
Air Tools of Survival M -3 Wall bounces foe
(inair)0^c> + 8 170,500 1920 20 11(1)2 22

(Level 4-5)
Tools of Survival H -11 OTG-capable, knocks down
(Level 1-2)
0^r4>+ 1 80,000 640 27 3 31

7 Until
Air Tools of Survival H
80,000 640 27 3 +21 OTG-capable, knocks down
(Level 1-2) (inair)O^C>+ 1 qrounded

OTG-capable, ground bounces


Tools of Survival H 27 4 30 -11
0^0 + 1 110,000 880

opponent
(Level 3)
8 OTG-capable, ground bounces
Air Tools of Survival H 27 4 30 +21
1 110,000 880 adversary
(Level 3) (inair)0\<$>+
1Screen Name Command Hits Damage Meter Gain Startup Active Recovery Advan,a9e f^3"'3^ Notes ,
Tools of Survival H
(Level 4-5) <}^o + 1 150,000 1200 27 5 29
-11 OTG-capable, ground bounces rival
9
Air Tools ol Survival H
(Level 4-5) (inair)0^O+ 1 150,000 1200 27 5 29 +21
OTG-capable, ground bounces
Snapshoi 80 (+500on
10
(inair OK) Ot\c> + 1 10,000 15 10 31 -25 -27
OTG-capable, gains XP based on
level up) number of hits in combo
11 Roundhouse Kick L (atlevel 2 or hiaher)
- -
Fake kick, takes 25 frames
12
(at level 2 or hiaher)
Roundhouse Kick M 1 70,000 560 16 5 24 -6 Hard knockdown

13
(atlevel 2 or higher)
Roundhouse Kick H 1 70,000 560 OTG-capable, knocks down, low
C>{}^ + 18 5 32 -14
attack
Giant Swing L 50,000 + Thrown zombie is active for 31
O#o + 2
80,000
400 + 640 28 21 8 +17
frames, knocks down
14 Giant Swing M 30,000 x2 + 400 x2 +
ty&<? + 3
80,000 640
38 21 8 +17
Thrownzombie is active for 34

Giant Swing H 50,000 x3 + 400 x3 + Thrownzombie is active for 30


$&<? + 4
80,000 640
48 31 8 +17

Hammer Throw L <P (charge) C> + 1 80,000 640 30 10 +15 +15


Zombie stops1 low priority
15 projectile
Hammer Throw M O (charge) O + 1 80,000 640 30 10 +15 +15
Zombie stops 1 low priority
projectile
Zombie stops 1 low priority
16 Hammer Throw H <? (charge) O +. 1 80,000 800 40
10 +101 +15 projectile, captures foelor 111
frames
145 (after
17 Bottoms Up 00 +
60 -
duration of Gains double XP from Snapshot

combos, lasts for 600 frames


-

power-up)
18 Barrel Roll
(allevel 2 or higher) Forward roll that travels for 30
+

-

frames, can pass through opponent


Tools of Survival L: During this attack,


Frank quickly stabs at his opponent several
times with oneofhiszombie-busting
tools.Thishas wildly different functions,
depending on Frank's level. At level 1, Frank
plunges a plunger toward hisfoes, pulling
themcloser to him when it connects, while
at level 3, hesweeps them away with a long
push broom,and at level 4 and above, he
slashes at histargetoncewith a long chainsaw on a stick
The level 1version of this attack is best used in combos, where it piles on the hits and gives Frank more XP per combo. Outside of combos, it has little range, and the pulling functionality
of the attack doesn twork if the opponent uses advancing guard, leaving Frank blindly stabbing at the air. Once at level 3, you can poke at your opponent more effectively because the
move has much more range and knocks down your competitor if it hits, making it adecent poke from the ground and the air. It's not technically safe if guarded but it basically is from
the edge of its range. At level 4, this attack becomes agreat tool for constantly attacking your opponent, as it deals 75,000 points of chip damage on block and amassive 164 000 points
ofdamage on hitwhile creating frame advantage for Frank in eithercase!

Toolsof Survival M: This weapon-based


attack causes Frankto pullout a large bat
on the groundor inthe airand swing for
the fences, bouncinghis opponent offthe
wall when it hits. At level 1, Frank doesn't
recover in time for you to combo off the
wall bounce outside of corners without an
assist or a hyper combo. But once at level
3 and above, you can have Frankcombo
off the wall bounce when it hits without a
crossover assist, and it easily combos from other attacks, making it agreat tool to add on hits for your level-building combos. Frank's mobility isn't the best, however making it difficult
for Frank playersto convert this wallbounce into a combo outside of the corner.
This attack is unsafe when guarded, so try to avoid throwing it out blindly and keep it for use strictly in combos. Level 4Tools of Survival Mfunctions similarly to the level 3version
except Frank throws away his bat and swings at his opponent using achainsaw! The level 4version deals chip damage when guarded, but it is still unsafe from punishment if an attentive
adversary guards it.

Toolsof SurvivalH: Frankswings


downward at his opponent with an
overhead attack, striking them with
enough force to bounce them off the
ground! This attack is unsafe on block,
m &* *y-" making it a fairly riskyoverhead that
should only be thrown out in a combo or
v* I (o) with acrossover assist to back it up; when
-^^^HBHH I & the lv.1 overhead hits on the ground, it's
.._.,.,.. ., ., -. verydifficult to combooffthe bounce.
After air Tools of Survival H, you can easily pick your rival up with launcher, making it one of Frank's best tools toextend combos atlower levels. This attack is also OTG-capable
making ita great combo-extending tool toadd additional hits after flying screen!
At levels 3and 4, your competitor bounces much higher when the attack hits, making follow-ups easy even on the ground. But remember that the attack is still unsafe when quarded so
you should only throw it out under the cover of a crossover assist.
Snapshot During this attack, Frank pulls out his trusty camera to cover the war, quickly taking an OTG-capable photograph of the
battlefield that reaches in ahuge area in front of Frank. By itself, this attack is almost completely useless; it does very little damage and is
unsafe even if it hits. But in combos, Snapshot becomes Frank's most important attack and the entire foundation of his character, since
Frank only gains levels by hitting with it: Frank gains one point of experience for every hit in acombo, so the more hits in acombo, the
more experience Frank gains! For example, afour-hit chain combo ending with Snapshot earns Frank 5XPfour XP for the chain combo
and an additional XPpointfor the Snapshot.
Essentially, Snapshot is how you should end every combo until Frank reaches level 4, as gaining levels is Frank's number one priority.
After an OTG Snapshot hit, it can be hyper combo canceled into Blue Light Special or Survival Techniques for big additional damage! Be
^'--~:a UW carefU| wnen ending acombo without ahyper combo cancel, as Frank is left at big disadvantage after it hits, so even if you can guard your
opponent's counter-attack, Frank remains on the defensive, which isdefinitely not recommended.
Levels are gained at 520,50, and 100 XP. Frank really isn't acomplete character until lv.3 (Barrel Roll and Funny Face Crusher being really important), and he isn't agreat one until lv.4
(huge improvements to many moves), so you must make XP part of your gameplan. Until Frank is at lv.4, it's the only gameplan, really; damage along the way is incidental to the goal ot
getting Frank's hands all over Chuck Greene's chittering chainsaws.
Luckily it's not that hard. Off asingle clean hit, even by himself without the aid of assists, Frank should get at least lv.3. But there's an even better way. If you put Frank in the second slot,
you can revolve your gameplan around having aprevious character hand off the longest possible combo to Frank via ateam aerial combo. Score at least asolid 20-30 hit combo with a
character or two performing air exchanges before Frank, and then Frank himself can easily cap it off and finish with aSnapshot to START at lv.4! Obviously, this is ideal: lv.4 brings the
chainsaw pain, and the lv.5 damage buff is just anice luxury to attain (if you get there, you are probably not having many problems in agiven match, anyway).
You can also speed level-ups by working multiple Snapshots into the same combo, which can give you essentially double credit for along sequence; for example, by calling an assist
(many will do) just before performing aSnapshot OTG after alengthy air combo, you can usually recover and Snapshot again! (Of course, Snapshot is hyper-cancelable, and so you can
also tack on solid damage with Blue Light Special or Survival Techniques in any case.) If the chips are down or you just smell blood, you can also use X-Factor to cancel one Snapshot
into another and then immediately into ahyper combo; when this technique K.O.s one character while building instant lv.4/5 and an angry red Frank to mix up the next character with, it
can be very much worththe effort.

RoundhouseKIckL: The Roundhouse Kick attacks are Roundhouse Kick M:The

only available when Frank isat level 2 and above, and their M version of Roundhouse
function differs depending on the button pressed.During Kickcauses Frank to rush
the Lversion, Frankhops toward his opponentwitha toward his rival and kick
feint, hopefully coaxing thefoeto hesitate. Cancel into this straight at the target,
from a blocked attack, performed at the same timeas an causing a hard knockdown
opponent's advancing guard, andFrank bypasses the push on hit. Since it places
back, leaving himinfront of the opposing character. the opponent in hard
knockdown, it leaves you
Thistactic mightbe punishedif not covered by a crossover in position to OTG the foe
assist, however. Roundhouse Kick Lbecomes most useful once your adversary isaware of your Barrel Roll with Tools ofSurvival HorSnapshot! This attack is unsafe when guarded,
mix-ups; mix in a Roundhouse Kick Linstead ofa Barrel Roll tokeep your competitor guessing! so you should only use it inside ofcombos.

RoundhouseKickH:Duringthe Hversion Giant Swing-. This attack causes Frank to


of Roundhouse Kick, Frank hops and then pick upa wayward zombie, then swing them
performs an OTG-capable low-hitting kick, ina classic pro-wrestling fashion toward
knocking his opponent backintoa soft hisopponent. Each button pressed causes
knockdown. Frank to spinthe zombie more: onespin
during theLversion, two spins during the
You can onlycombo after this attack M version, and three swings duringthe H
when combined with a crossover assist version. Whilethis attack has significant
or bycanceling intoa hyper combo, startup time, Frank is notonly safewhen
but this is Frank's only low attack aside hisadversary guards this attack, but he's
from crouching , soyou'll need to left at huge frame advantage, allowing him topile on the pressure while attacking his rival;
occasionally use it to keep your opponents on hit, you can convert this into acombo by simply using his launcher! Frank gets more
from constantlyguarding whilestanding.
frame advantage and more chip damage depending on the button used, but atthe risk of the
Use it as a mix-up along with Tools ofSurvival H; call an assist to maskyourattack opposing character's advancing guard: the more hits, the farther they can push Frank away
andplace thefoe into guardstun, then make your adversary guesswhether to block the with advancing guard, limiting his ability toexploit themassive frame advantage.
overhead or the Roundhouse Kick H low attack!
This attack isvital against characters who can keep Frank outwith projectiles, since the
Roundhouse Kick His also a good OTG to use incombosafteryou've already caused a thrown zombie completely ignores enemy projectiles, passing through all ofthem on
ground bounce with Tools ofSurvival H; using Tools ofSurvival Ha second time prevents the way toward the opponent! If the thrown zombie hits the target, itonly places them in
you from hyper canceling andactually having itcombo, butRoundhouse Kick Hworks. Of soft knockdown, limiting your chance toconvert into a combo, butitcompletely stops an
course, either caseassumes thatyou don't need to endcombos with Snapshot canceled onslaught of projectiles for enough time toallow you toget Frank in and start his offense.
into a hyper combo for photography XP anymore, which should only happen at level 4 at IfFrank is hitbefore he throwsthe zombie, the attackends, so make sure you have an
the earliest.
opportunity tolet one fly before attempting toshut down a zoning onslaught.

Hammer ThrowL & M:When this attack Hammer ThrowH: This attack has more
is performed, Frankpullsout a zombie and startup time than its lightercounterparts,
tosses them ambling toward his opponent. hut the quick zombie released grabs
The L version of this attack throws a and briefly captures the opposing point
zombie that walksslowly, whilethe M character ifthey get hit by it, giving you
version throws a faster-moving zombie. time to have Frank wavedash across the
While this attack has onlyone pointof screen and start a full combo. Unlike
low projectile durability, the zombie can a throw, when the zombie grabs your
completely stop any single projectile, and it opponent, it applies normal damage
recoversextremely quickly, fast enough to scaling, making the combo after a
have multiple undead clambering toward your competitor! While strong against characters successful grab deal the same damage as a
who fire single projectiles, characters with beam attacks areable to destroy thezombie and normal combo!

continue hitting Frank, limiting its usefulness against them. It's most useful toget Hammer Throw Hzombies out there against foes lacking projectiles,
When advancing guard is used, Frank isn'tpushed back at all because these zombies count when you've generated heavy frame advantage in a zoning war (such asthrough the use of
as different characters, much like an assist! From midscreen,Frankcan Hammer Throw L anassist), oragainst new characters falling in toreplace defeated allies.
zombies quicker than many opponents (even those with projectiles) can react! Characters
without projectiles cando little to keep Frank from slinging thefiends, so usethem to force
an adversary to jump, then grab them outoftheairwith Funny Face Crusher. You canalso
employ slow-moving Hammer Throw Lzombies sortoflike how Guile usesslow Sonic
Booms... toss one, then follow closelybehindit for cover!
Bottoms Up: When this special move Barrel Roll. During this special move, Frank uses
is performed, Frank pullsout a bottle his war-covering experience and rollstoward his
ofadult refreshment andchugs it opponent.While this attack doesn't hit, it can be
down, and, as long as the power-up used in mix-upsalong witha crossover assist
isactive, Frank gainsexperience since it onlylasts 30 frames and can have Frank
twice as fast, gaining two points of change sides with his rival, quickly crossing
experience forevery hitina combo. them up, even in the corner! Barrel Roll can be
This boostcomeswith a price, canceled at any time with a special move, allowing
however, because after 10 seconds you tofake a cross-up by canceling into Tools of
have passed, Frank purges theliquid Survival L! Unlike many command-based special
outofhis body, leaving himvulnerable to attack.
maneuvers, you can call acrossover assist during Barrel Roll, giving you more flexibility when
Frank still must connect with Snapshot for this boost to be effective, sotry to timing an assistto crossup!
activate Bottoms Up under the cover ofanassist that hits for a while; activate the You can also utilize this attack to cancel the landing recovery of Knee Drop, giving Frank more
power-up, then rush inon your opponent while they're still under attack from the time to mix up his adversary after aguarded overhead hit. While Frank has no invulnerability
assist! Frank can keep from barfing by tagging to adifferent character through a during the attack, he has a much smaller profile while rolling, making him harder for foes tohit.
THC, TAC, crossover counter, ora crossover attack; as long as Frank leaves the Even with a smaller profile, however, he issusceptible toa competitor pressing buttons, sobe
playfield, he won't barf!
sure to call acrossover assist before using ittoensure Frank's safety.

Blue Light FunnyFace Survival


s I Speciah Crusher: Techniques:
* This hyper Frank rushes
combo toward his
causes ,r opponent, and
Frank to if he connects,
jump in the he unleashes a
air with a of attacks
Servbot- rget
shaped a variety
and other assorted Tools ofSurvival and charges toward IjTBg^iljif.Tj i-ljfy'nTii iwany opponents out of the
his opponent! Thisattack is best used as a combo ender ,'is a partially invincible air-throw
when usedafterSnapshotat lowlevels, sinceit can be thatcan grab an adversary even ifthey're trying to block! perform anyadditional attacks, leaving him completely
mashed for49,600 additional points ofdamage, which is This attack is oneofFrank's only defensive attacks, buthe unsafe. This attack canalsoonly hityouropponent's point
more thanis dished outbylow-level Survival Techniques. can only use it at level3 and above. character; even ifFrank runsinto an assist,they won't be
While thishyper combo is OTG-capable, it's best to end This attack is fully invulnerable forthefirst 12frames, caught by the rest of the attack.
yourcombos with Snapshot first anyway; when usedas making it an excellent anti-air againstpredictable air At level 1, it's bestto avoid using this hyper combo and
an OTG, Snapshot can bequickly hyper combo canceled movement.Frankcan makeuse of this on the bench, too: use Blue Light Special instead, as itdeals more damage
into Blue Light Special, and it will still connect! If your ifanopposing character isclearly jumping straight toward andcanhitboth point character andassist.Once you reach
competitor guards thisattack, it's unsafe, so tryto only Frank, quickly perform your point character's fastest hyper level 3, however, this hypercombobecomesFrank's most
use it in combos or to THC into a different character combo and immediately THC into Funny Face Crusher, useful byfar, as itgains 17frames ofinvincibility, allowing
toputFrank back onthebench. This attack is great to letting Frank jump inandgrabhisfoefrom theair! you to use itas a reversal! The damage dealt bythe level
useto THC Frank backonto the bench,as it hits several 3 and onwards versions alsogreatly eclipses thatof Blue
times against a guarding targetand,on hit,wall bounces Light Special, making itthego-to hyper combo once you've
your foe, allowing mostcharacters to fully connect their had Frank get sufficiently leveled up.
follow-up hyper combo.
Mild Wjii

Regardless olwhatever else you're worrying about


Giant Swing tosseszombies clear throughyour Againstsome teamsandcharacter'isendintla'horde
Frank's ottense is a Utile underwhelming before at
least level 3,but hisW attsclis have great range when using Frank, your main goal isto level him up. opponent'sprojectiles, which is veryusetulto oi'zombiesh'you, adversary'W'gwJJ
andpriorityatany level; a/r at any level ishis overcome narocorezonmg.
hardcore zonino fl// ^be^^^
m ^^ loes
^ e,lectP"k coam9 &/jb/tf"M^
pDSI,l0n^
,0 be
best attack. andFunny Face Crusher.

To be perfectly honest, Frank West isn't a complete character atthe start of any match, but that's If you can get Frank to level 3, he becomes avery solid character whose goal should still be
by design. He has very limited reach, struggles toget in due tohis poor mobility, gets destroyed to gain more XP; while Frank is serviceable at level 3and capable of handling most of the
by zoning characters, and can't mix up the opponent much atallhe has one low attack (his characters in the game off by himself, he becomes atrue force to be reckoned with once he
crouching slide) and one slow overhead (which you can't convert into a combo without a gets some wicked chainsaws at level 4. However, especially at levels 1to 3,there are certain
hyper cancel oranassist). If Frank isat level 1, his best place isonthe bench, helping the team times when you are forced todeal with your opponent's long range game. From long range,
with hisassists, which canall begreat onthe right team. Your number onegoal with Frank isto Frank isn't great: his only projectile counters are Hammer Throw, Giant Swing, and Object
get him toatleast level 2sothat he gains access toBarrel Roll and you can actually start mixing Toss, and each has their own disadvantages. If Frank isbeing kept out by zoning tactics and
up your opponent.
your crossover assists can't win the fight for you, you need to remain calm and look for an
opportunity to interrupt the opposition.
But thisdoesnot make Frank a useless character; farfrom it,as he becomes a very strongfighter
atlevel 3 and above. The easiest way to getthere isthrough a TAC combo: Frank gains levels Unfortunately, there is no easy answer; Frank's projectiles all work best in extreme situations,
depending onthe number ofhits in the combo, but hedoesn't actually have toperform those and they need to be planned for accordingly. If your opponent isfiring single projectiles without
hits himself! If you build your team around landing a TAC combo into Frank, you can skip over a beam, look for achance to hold acharge and start trading with Hammer Throw; the zombies
hislesser levels entirely. For theteam aerial combo lead-in to Frank, while more hitsarebetter, thrown by Hammer Throw eat up regular projectiles, giving you the chance to eventually win out
ifa character canperform a combo with 15hits(and most can), Frank canpick uptheslack by because Hammer Throw recovers incredibly quickly! Ifyou can getHammer Throw Lout and
himself to gettoat least level 3,andwith an assist, straight to level 4 thefirst time Frank comes force your adversary to guard, you can use that time to close the distance and prepare amix-up
into the game! As long asyou can build a combo with 19hits before you use Snapshot, Frank will against your rival. You can also use Object Toss, depending on Frank's level, to force projectile
be ableto enter the game as a veryformidable combatant. trades long enough to get your opponent to react, letting you end the fireball war and prepare a
chance tohit your target. Your foes can knock zombies over simply by hitting them, but if that's
If you areever forced tofight with low-level Frank, things aren't asbleak as they might seem. how they choose to react, have Frank wavedash in behind azombie, and be ready to tag them with
While Frank hasa difficult time opening upanopponent byhimself, hischances increase a lot the tip of Frank's slide asthey waste their time punching Frank's undead buddy.
with anassist; heonly needs a five-hit combo tolevel uptolevel 2,which iseasily achievable with
assists.Since Frank needsas many hitsina combo as hecan, multi-hitting and beam assists If your opponent isoverwhelming you with beams and assists, there's very little Frank can do
really help him out; Doctor Dooma, DanteB, and Chun-Li7 are all great, since they apply other than try to get Giant Swing out. Giant Swing's zombie completely ignores all low and
at least sixhitsontheir own before you startyour combo. This means you can simply visually medium priority projectiles; Frank may take a little damage, but the zombie can stop the opposing
confirm whenever these assistshityour adversary (ortheir assist!) and tack onSnapshot for character from throwing projectiles long enough for Frank toget in! If you can get a Giant
enough XP toding toat least level 2, if not more! And, all ofthese characters have long combos Swing zombie out, prepare to have Frank immediately wavedash toward his rival while calling a
they can hand off with anair exchange hit toTAC toFrank, making them perfect for bringing Frank crossover assist, asthis isthe best opportunity you'll have tomix up your competitor.
in at level 3 or 4.
While being patient and waiting for achance to interrupt azoning character, keep in mind that
Keep in mind that Snapshot can hit assists and that combos against assists do count toward Frank isone of the smallest characters in the game when he'scrouching! Although Frank can't
Frank's photography XP; ifyou happen to starthitting theopponent's assistbut nottheir keep up with beam-oriented zoning characters in terms of projectile output ordurability in any
point character, perform as long a combo against theassistas you can without completely circumstance, he can very comfortably just crouch underneath many primary beams, like Iron
compromising Frank byovercommitting (forexample, ifthe opposing player using Dormammu Man's Unibeam, Doctor Doom's Plasma Beam, or Sentinel's lasers! And, of course, you can
is waiting to Chaotic Flame you to death ifyoutouch an assist, don'ttake the bait!), then call call assists while crouching, or even use Frank's crouching slide to gain alittle ground.
an assist to give Frank a little bitofcover and finish with Snapshot. Even something as simple as
reacting with Snapshot whenever your beam assistcatches their assistcangoa long way toward Once Frank gets to level 3,he can start turning the tide on his opponent. Having access to Funny
getting Frank tomore pov/erful levels! Note that Snapshot can't hit both their assist and point Face Crusher isenough; each of Frank's offensive tools becomes better when he can destroy an
together, though, so putXP-gathering on hold ifyou catch two enemy characters ina combo at adversary when they jump! From mid range, get Frank into a position to keep throwing Hammer
once, and replace Snapshot OTG with Toolsof Survival H. Throw Latyour rival; you don't have toworry about enemies guarding Hammer Throw zombies
and pushing Frank away with advancing guard because the game considers Frank's zombies
Even at low levels, Frank's attacks are all worth mentioning. Think of aslightly slower, but separate from Frank, meaning that your opponent's advancing guard isonly affecting them
much longer, version of Wesker's crouching . Whether on the ground standing or crouching, instead ofFrank! This won't work against characters with a beam, as thebeam can penetrate
or jumping in the air, Frank's pokes allow him to go toe-to-toe with the basic attacks and through the zombie and hit Frank, but enemies who lack beams must jump at some point in order
close-range tactics of just about anyone. And at higher levels, his attacks number among the to get away from the zombies. Once your opponent jumps, v/ait and see what they do: if they
best basic attacks in the game, period. normal jump, immediately hyper combo cancel into Funny Face Crasher for some free damage! If
Once Frank reaches level 2, hegains access to Barrel Roll, which gives you a chance to have him they super jump, v/ait and see where they are going to land and prepare across-up mix-up with
stage real mix-ups against his opponents. While Barrel Roll isn't great defensively (it has no actual your crossover assists and Barrel Roll; call the crossover assist asthe foe lands, and Barrel Roll
invulnerability), itallows you toconvert a blocked chain combo into a left/right mix-up when used tomake them guess where they need toblock! Barrel Roll can becanceled atany time with any
with anassist, greatly improving your odds ofhaving Frank actually land a hit. To use Barrel Roll special move, and you can call assists during Barrel Roll, giving you plenty of flexibility when
effectively, simply getFrank next to hisadversary and perform itwhile calling a crossover assist; mixing your challenger up. If they're getting used to your normal Barrel Roll with crossover assist
thisisa simple, generic mix-up, butall you're looking for isa single clean hit, which should easily timing, mix itup by canceling Barrel Roll into Tools of Survival L, orby calling your assist later or
translate into at leastlevel 3 viasimple combos. This is bestdonewith frame advantage, suchas earlier during the Barrel Roll!
by canceling a guarded basic attack into Barrel Roll. Itcan also bevery useful for performing just Foes who normal jump orattack atlow altitude with triangle jumps and square jumps and similar
undera rival as they'reabout to landfroma jump. attacks can also be met in midair with the tip of air . Press the button right afterward
Ifthe crossover assist hitsas Frank Barrel Rolls through them, gostraight into a combo when to buffer air ;if air contacts the target, Frank chains to air automatically, and you'll
Frank recoversit doesn't need to beoptimized fordamage, justtailored to getenough hits have time to confirm and score a delayed air , then have him land and proceed tojuggle his
before Snapshot to assure a level-up. With the right assist, asimple launcher into air opponent severely. Your follow-up options differ greatly depending on Frank's level; see Combo
, land OTG Snapshot combo should be enough to get Frank to level 3! Usage section and the Combo Appendix for many reliable possibilities.
Combining Frank's Knee Drop airattack with Barrel Roll (and the Roundhouse Kick moves thatare
alsolearned at level 2) gives Frank hismost potent mix-ups. SeetheAdvanced Tactics section for
more details. Barrel Roll mix-ups arealsoquite applicable to new characters falling inafter a K.O.
orsnap back; have Frank dash into the corner briefly, call anassist that isgoing toface out ofthe
corner justas thenew challenger falls in,then have Frank Barrel Roll back out ofthecorner!
Once you can get Frank tolevel 4, your gameplan should change significantly. No longer
should you be concerned with trying to score clean hits and setup ideal Snapshot combos,
but instead, you should be focused on simply pressuring your opponent! With significant
upgrades conferred to all and attacks, standing , and Tools of Survival and
Survival Techniques, Frank's damage output increases considerably. attacks and
standing even deal chip damage to adversaries once Frank is at lv.4! While the chip
damage isn't significant, it's plenty topressure your competitor into striking back by
pressing buttons, which is always advantageous.
Frank's makeshift survivalist weapons become Lv.4+ Object Toss actually makes Frank into oneol
downrightpreposterous atlv.4+, with drastically the game's stronger regular projectile characters. Barrel Roll becomes more useful than ever; even ifyour foe guards everything, you're
increased range, damage, andhits. Use Hammer Throw and Object Toss tocomplement guaranteed at least some damage through chip from constant attacks, making Frank all
each other and control ground level against non- the more threatening. At level 4,you should make extremely liberal useofTools ofSurvival L
beam characters.
r~. while attacking; Frank isleft
is left ataframe
at a frame advantage even ifguarded,
if guarded, making his offense low
risk and high reward! Even Frank's jumping (M) deals chip damage when guarded, making him threatening whenever he blindly jumps! The arc of the chainsaws also makes air into an
instant overhead if you perform it just after jumping forward; chain into another air after three hits, let the second one go for three more hits, then chain into air before landinq and
starting a ground combo!

At level 3and 4, Survival Techniques changes from amere hyper combo to acompletely invincible reversal technique; if your rival tries to use araw hyper combo on Frank at all, simply
cancel whatever you're doing into Survival Techniques for areversal into big damage! (This is similar to Wesker using Rhino Charge, Spencer using Bionic Lancer, or Iron Fist using Iron
Rage in retaliation to an opponent's close-range hyper combo.) At level 4, you don't need to be as fixated on landing acombo with Snapshot as you are with Frank at lower levels, but
it's still worth using Snapshot as your OTG of choice until level 5. The only reason not to OTG with Snapshot in combos before level 5(where you can replace it with the more damaging
Tools of Survival Hor Roundhouse Kick HOTG attacks) is if you've caught two characters at the same time. Snapshot won't hit both the opposing point and their assist at once, so you'll
drop their assist out of the combo and forego tons of potential damage if you use Snapshot in that situation. For consistency, finish combos against two characters atonce with a hard
knockdown, then Roundhouse Kick Hinto Blue Light Special (Survival Techniques is a"cutscene" hyper combo that cannot hit multiple characters together).
While Frank is very strong at level 4and above, he is not invincible, so you may still need to fall back on Hammer Throw and Giant Swing to get past zoning characters. Note that past level
3, Object Toss is upgraded quite abit, becoming avery strong projectile with 5points of low priority projectile durability, allowing Frank to overpower single projectile zoning characters
with ease!

/. (REQUIRES LEVEL 1-2 FRANK) CR. , ST., CR.^> FORWARD SUPER JUMP, AIR ,,es> * - o ,
LAND, CR. , s*> FORWARD SUPER JUMP, AIR , , &4> * * + o (D, , , LAND, WAVEDASH FORWARD
TWICE, * * o OTG es> * * @
592,200 damage, 1% meter gain, takes Frank from lv.1 to lv.3
The , link after Tools of Survival Lin midair does not work if this combo is started with ajump attack. Instead, just perform air ,,.(D when an additional hit precedes
Combo I. This also means that Frank only reaches level 2instead of 3, meaning * - G @ is not more damaging than f \ * Q. Cancel into **<&
instead when the combo doesn't ding Frankto lv.3.

Like with most of Frank's combos, the Snapshot OTG can be replaced by either Roundhouse Kick Hor Tools of Survival Hfor more damage, though it's not worth passing up XP unless
Frank is maxed out at level 5.

//. (REQUIRES LEVEL 1-2 FRANK) CR.,e~> FORWARD SUPER JUMP, AIR , , &4> * + * , LAND, ST. ,
CR., ST. ,e*> FORWARDSUPERJUMP, AIR,, es> f * * o >, , , LAND, WAVEDASH FORWARD
TWICE, * * * OTG es$> * * - @S
578,200 damage, 1% meter gain, takes Frank from lv.1 to lv.3
This is amodification of Combo Idesigned to take Frank to level 3off ahit from his crouching slide, which is his only low attack at level 1(and the only low attack he can combo off ot
on his own at any level). The slide travels afair distance, and if you hit with the last few active frames of it, Frank is actually left either neutral or ata tiny frame advantage. Couple this with
Frank's tiny profile while crouching, and you may have ample opportunity to have him slide in under enemy attacks. Try to aim with just the tip of the slide, like how Rose players use her
slide in the Alpha or SFIVseries. Poke with it liberally from the lip of its range, ready to chain into launcher and then this combo on asuccessful hit. At level 2or higher, you can cancel
slide into Barrel Roll for more trickery, like tocall an assist, fake a slide, then cancel into a roll that passes through the foe; your assist now comes out against their back!

///. (REQUIRES LEVEL 1-2 FRANK) CR. , ST. , CR. , , e~> FORWARD SUPER JUMP, AIR , , , * * (j
EEH (MAGNETOB), * * * OTG (GRAV HITS), es> FORWARD SUPER JUMP, AIR , , , , LAND, E=E
(GHOST RIDERa), * * * OTG (GHOST RIDER HITS), CR. , &> FORWARD SUPER JUMP, AIR , , LAND,
* - o OTG &4> * * +> o @8
682,300 damage, 30% meter gain, takes Frank from lv.1 to lv.4
This combo, which requires Magneto and Ghost Rider, shows how you can use assists to prolong combos and get multiple Snapshots in one sequence. This combo takes Frank to lv.4
all the way from 0XP... and it takes him clear to lv.5 if Bottoms Up is active! After air O hits, call Magneto immediately, but wait amoment before doing * * O, This
ensures that the orbs hit directly after the camera flash.
IV. (REQUIRES LEVEL 1-2 FRANK) AIR * * , * * * OTG 4> +* * <8 (MASH )
347,400 damage, 94% meter loss
Here's abasic combo off of Frank's air * O Knee Drop overhead. You may replace * * with * * " * for additional damage (410.400 for the combo overall),
and you're only giving up 2XP because the combo before the hyper combo is so short. Verify whether knee drop has hit or not before continuing with an OTG in either case, and see the
Advanced Tactics section for follow-ups if guarded. Once Frank is at level 3or higher, it's better to end with Survival Techniques rather than Blue Light Special.

V. (REQUIRES LEVEL 3FRANK) CR. , ST. , CR. ^> FORWARD SUPER JUMP, AIR , , ^> * " * ,
, , LAND, WAVEDASH FORWARD, * * t> , CR. , ^t> FORWARD SUPER JUMP, AIR , , , , LAND,
+ * +- o es> \ * - o 9

648,600 damage, 14% meter gain


This is Frank's bread and butter combo while he's at level 3.

VI. (REQUIRES LEVEL 4-5 FRANK) CR. (3 HITS), ST. (3 HITS), CR. , ^> FORWARD SUPER JUMP, AIR
(3 HITS), (3 HITS) ^> * * , (3 HITS) &4> * * * * , <D, LAND, WAVEDASH FORWARD TWICE,
f * + * , ST. (3 HITS), &> FORWARD SUPER JUMP, AIR , , LAND, * - o ^> * * * 8
774,400-834,100 damage, 80-92% meter gain, gains enough EXP to bring Frank from level 4 to level 5
Alevel 4combo designed to max out Frank's XP at level 5, without the use of Bottoms Up. At level 5,you can replace the final Snapshot OTG with Roundhouse Kick Hfor slightly more
damage if XPis no longer a goal.

(REQUIRES LEVEL 1-2 FRANK) CR. , ST. , CR. & ST. , CR. , FORWARD SUPER JUMP, AIR , ,
j)es> * *- o, LAND, ST., CR.,^> FORWARD SUPER JUMP, AIR ,, , , LAND, WAVEDASH
FORWARD TWICE, * * ^>* * * o (MASH )
854,300-1,110,400 damage, 24-63% meter gain
This isa basic, hit-confirmable X-Factor combo. If you've caught two characters atonce, use Roundhouse Kick Hrather than Snapshot to OTG atthe end; otherwise, the assist drops out
before the hyper combo finishes.

&
Knee Drop sends Frank falling straight down with
an overhead smash; on hit, this puts your rival into
a hard knockdown. Mixing Knee Drop in various
ways with the moves Frank acquires as he levels
up leads to Frank's most effective mix-ups. Since
Knee Drop travels straight down, it's easy to start
the first layer to the mix-up by either whiffing Knee
Drop in front of your adversary, or hitting them
square. Knee Drop has a semi-long recovery period
after Frank lands, but you can cancel this period
with special moves! Depending on what kind of
look you'd like to give your foe, there are many
ways to apply this: ... cancel Knee Drop recovery into various tricks right next toyour
Between Frank's superior s/r attacks and Funny Face Crusher, opponent toscore hits, keep them guessing, andkeep momentum.
If the opponent is knocked down by competitors should bewary olgoing toe-to-toe with Frank atlow
Knee Drop, you can easily OTG them altitude, which paves the way lor him tothreaten with Knee Drop...
with Snapshot, Tools of Survival H, or
Roundhouse Kick H, any of which can
then be canceled into a hyper combo. If you would rather go for XP, knock them down with Knee Drop, then call an assist that can hold
your challenger for a bit after the subsequent OTG. With the right assist, you'll be able to launch and keep a combo going for a bit before
capping it off with OTG Snapshot into a hyper combo
If your foe guards: you can cancel the recovery of Knee Drop into Roundhouse Kick Lfor a feint that leaves Frank right next to his target
and in a good position to throw them
If you have either an assist that hits high or low, call that assist while canceling landing recovery into Tools of Survival Hor Roundhouse
Kick H. Depending on your timing and the assist you're packing, this can be virtually unguardable
Alternately, you can call an assist from the first side, then Barrel Roll to pass through to the other. If the assist hits your rival, start
a combo as soon as Frank recovers from the roll; if guarded, you're point-blank on the other side of your foe, ready to keep up the
pressure. Remember that in order to be unpredictable to an opposing player who is trying to guard properly, you can vary the timing ot
your assist calls during Barrel Roll, and you can also cancel Barrel Roll at any point into a special move
cbmbb apptmiiK
GENERAL EXECUTION TIPS
'i-iii-ir.iwirMiM^i|Hli||.>^Mim|l|MI'lll|llllllllllMVlIlililKlllilriiUjnTlg-li TTTtTTT^FTrrTa'nTT!TW!CTJ!fWI!R

At any level, link after * * o in midair as soon as possible. Frank recovers quickly; simply hit the next button in rhythm with his Tools of Survival Lhits
When Wtstu^tlecay is adding up quickly, such as when starting combos with multiple jump-in attacks, omit air before repetitions ofair s>
Link air , after air Tools of Survival Las quickly as possible
AS FRANKCOMES
t It * Q@g)

K> * orC> * orQ + TAC to Frank, Frank must be level 1-3 Varies based ondamage: level 3
AS FRANK COMES IN: AIR (3 HITS), &$> * * o , AIR ( f V+ 0,AIR (3 ~$*5P <>tiC> +
LAND, * %* o OTG<^> * o
Damage
' * orCj> + or^ +TAC to Frank, requires corner, Frank must be level 4-5; replace Snapshot OTG with Varies based ondamage scaling
Mh>* O for much more damage at lv.5
FRONT AND BACK THROW OR FRONT AND BACK AIR THROW, f\i>-o^fH^O (MASH )
Damage
Requires level 1-2 Frank
1352,900 damage, 92% meter loss
FRONT AIRTHROW, LAN |J,',)'!' ;:1i:-.(M) (M) Q) <}}C>
e a ^ ^ J i iiiiipiLg,'

JRequires level 3Frank __ [449,700 damage 39% meter loss L6a


FORWARD SUPER JUMP, AIR,,,, LAND, * - cOTG<^> * *- (MASH)
Damage
Preemptive anti-air at low altitude, requires level 1-2 Frank
FRONT AIR THROW, LAN JIDB i<^> FORWARD SUPER JUMP.
(MASH
Damage
Requireslevel 3 Frank 1449,700 damage, 39% meter loss
AIR* 0,LAND- orrot\c>*
* (M.
Damage
Requires level 3 Frank 1576,500 damage, 48% meter loss
FORWARD JUMP, AIR , e^> f * - o , f * * * - ,, LAND, FORWARD DASH, ST., '~> ; ;|;iV/:i;iiniUd:
JUMP, AIR , ,,, LAND, f * o a (MASH)

IPreemptive anti-air at low altitude, requires level 3Frank 1589,800 damage, 0% meter loss, gains enough XP to bring Frank from level 3lo level 4
AIR , LAND, * , * * , ST. (
(3 HITS),, .LAND,* *- *OTG^> * * -
Damage
ires level 4-5 Frank, replace Snapshoi OTG wjthjO; t\ O * for more damage at lv.5 11-21% metergain
FORWA
(3 HI
Damage
IPreeniptiveanh^^ level 4-5 Frank, replace Snapshoi OTG withty t\ $> +for more damage at lv.5 596,500-653,900 damage, 12-14% meter gain
-Vc^.*..---^^.*.^. C^frlCh^iM^,
mmSGm
(3 HITS), , , LAND, * s^> f *

|Requires level 4-5 Frank, replace Snapshot OTG with{> t\ C> * lor more damage at lv.5 574,500-614,400 damage, 18-24% meter gain
+ +\o @@) f * + 0 OTG, * * , ST. , &$> FORWARD SUPER JUMP, AIR (3 HITS), (3 HITS), , , LAND,
WAVEDASH FORWARD TWICE, f * OTG &-$> + * -
Damage
Combo ofl ol anti-air hyper combo, requires level 4-5 Frank, replace Snapshoi OTG withO \ C> + for more damage at Iv 5 688,200-756,900 damage, 113-105% meter loss

Damage
IRequires cor [788,400-852,800 damage, 87-100% meter gain
STAAAARS!"

e has manster-like super strength and


enhanced stamina due to the Nemesis parasite. He
Iffwrih a spam tentacles from his body, which
\abie at stabbing nr strangling.

tyrant-type B.O.W.
tasked with eliminating S.I.A
and anyane cnnnected tn them.
Hetaining a fair amaoot at
intelligence due to the Hemesh
parasite, he is able ta
effectively carry arauo
rocket launcher.

PBMB EBIB
(1 }mwtiS^m us
STRENGTH iVi us
1 /SPEeS \ \ u
STAMINA SZZ3Z3Z3
1 ENERGY'PROJECTION
O FIGHTING ABILITY

"This is biographical, and does


in-game combatpotential of this
\-u

Vitality 1,150,000
Chain Combo Archetype Marvel Series

I X-Factor Boost Damage Speed


Level 1 (3teammates remaining) 140% 100%
Level 2 (2teammates remaining) 165% 105%
Level 3 (1 teammate remaining) 190% 110%

The primary objective with Nemesis istodominate the opposing character from long range.
Why do you want to do this?

Nemesis has a numberof great long range tools, such as his Air
Rocket Launcher and Deadly Range attacks
Nemesis often has a tough time getting near competitors because
of his large size and limited mobility
The large size and slow speed of Nemesis give him a number of
liabilities on defense, instant overheads in particular
How do youdominate from long range?

Using low-altitude Air Rocket Launcher to attack and inflict chip


damage on an adversary from across the screen
Using the three Deadly Range attacks to limit your foe's
movements while interrupting attacks
Supplementing Deadly Range and Air Rocket Launcher with long
range crossover assists
The secondary objective with Nemesis is to getwithin range ofTentacle Slam L.
Why should Nemesis be at this range?

Tentacle Slam L is a fast command throw with large range, and


it leads into one of the most damaging post-throw combos in the
game

Opposing characters who attempt to counter Tentacle Slam L with


attacks open themselves up to getting hit by Nemesis' assortment
of armor-enabled attacks, some of which lead into huge damage
Rivals who attempt to avoid Tentacle Slam L by jumping open
themselves up to Nemesis' great anti-air attacks, which also lead
into tons of damage!
How do youeffectively get within rangeof TentacleSlam L?

Beating his opponent at long range with Air Rocket Launcher and
Angled Deadly Reach, forcing them to come to him
Jumping forward over ground-level threats while attacking with
Air Deadly Reach, all while utilizing crossover assists
Wavedashing forward while guarding incoming attacks
Using the Bioweapon Assault hyper combo to cleanly beat out
projectiles ^k
Using the armor-enabled properties of crouching to go through
or under incoming attacks
;

Screen Command Hits Damage Meter Gain Startup Active Recovery AJfjj}1" il Guarded No,es

Screen Command Hits Damage "J" Startup Active Recovery **gg JSJjj Notes
mtinue the air combo. dfi

Screen Command Hits Damage g{f Startup Active Recovery Adnv*nJftge Advantage N(J|es
Air 110,000 25 +18
Causes hard knockdown if used in launcher combo, ground
bounces foe
AirO + 105J 10 29 Tags in next available ally while lofting opponent upward
(during launcher combo)
AirO orO +
95,1 23 Tags innext available ally while causing wall bounce, steals 1
(during launcher comb' hyper meter from opposing characler
Aitfy + (during 95,C 17 Tags in next available ally while causing ground bounce,
20
launcher combo) generates 1 hyper meter

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
i chained from or canceled themselves.

Screen Name Rprnupru Aflvanta,


Command Hits Recovery Qn Hj, jf Guardid

Throws
Throwsare for snagging onents. Sincethrows are activeso quickly, you can also use them
ther.

Screen Command Hits Damage IVIeterGain Startup Active Notes


. ^^BW^^^^^^^^^^^^^S
.

MQ\miMMmm ^T>wMI^M
, , .. . Recovery(t Recovery
Scenic SfiST" *"- ff. *' H? Slartu" " *flH? M ",eS
Firsthitwall bouncestoe, secondhitknocks ;
Clothesline 80,000 + 640 +
down, projectile has 1low priority durability i
2 46 5(28)1 111 81
point, creates explosion with 10 low priority !
1 Nemesisa Bioweapon Assault Rocket M 150,000 1200
durability points on contact |
Launcher 124 94 Ground bouncesopponent I
130,000 1040 42 5
2 NemesisP Bioweapon Assault
SlamM
1

Knocks down, projectile has 1low priority I


Rocket
150,000 1200 44 136 106 durability point, creates explosion with 10 low 1
3 Nemesis7 Bioweapon Assault Launcher
1 -

priority durability points on contact |

When deciding which crossover assist type to assign to Nemesis, it really just comes down to whether your team benefits more from an assist that can either wall bounce or ground bounce.
Nemesis-a is likely the most well-rounded of the three assist types, since it has adegree of utility outside of combos. The big punch of Clothesline Rocket Mcovers afairly large chunk of
the screen and causes wall bounce. However, the rocket blast afterward makes it difficult to convert amidscreen hit into acombo, and italso makes itmuch more difficult to protect Nemesis
from his opponent. In this situation, the rocket likely sails right over the head of acrouching adversary, who can easily start hitting Nemesis with acombo unless you actively prevent this.
Nemesis-p performs Launcher Slam M. which causes aground bounce state. Unfortunately, the attack does not retain any armor properties in its assist form. Select this crossover assist
typeifyourteammate characters don't have a ground bounce intheircombos.
Nemesis-7 performs his Rocket Launcher attack. While having an extra projectile assist is never abad thing, the fact that about half of the characters in the game don't even need to
crouchto be ableto duck under the rocketmakethis a difficult assist typeto use effectively.

in

Screen Name Command Hits Damage Jjf Startup Active Recovery M*?e ^S Notes
Clothesline 23 -2 Wall bounces foe
120,000 960 18 5
1
Rocket L
Ot\o + 1

Firsthitwall bounces opponent, second


hit knocksdownadversaries, projectile
Clothesline 80,000 + 640 + +6 has 1 low priority durability points, creates
2 22 5(28)1 20
2
Rocket M 0\o + > 150,000 1200
-

explosion with 10low priority durability


points on contact
First hit wall bounces foe, second hit knock
Clothesline 80,000 + 640 + down foe, projectile has 1 low priority
22 5(28)1 20 +6
3
Rocket H
O\o + 2
150.000 1200

durability points, creates explosion with 10


low priority durability points oncontact
0MhlMMMiM!]
| Screen Name Command Hits Damage "{Jeter star,up Ac|jve Recomy Advantage Advantage m |
4
Rocket Knocks down, projectile has 1low priority
Launcher O^o* 1 150,000 1200 20 - 45
-19 durability points, creates explosion with 10
low priority durability points oncontact

Air Rocket
OTG-capable, knocks down, projectile has
5
launcher (inair)0^c>+ 1 150,000 1200 20 - 45 - 0
1 low priority durability points, creates
explosion with 10low priority durability
points on contact
Anti-Air
6 Rocket
Knocks down, projectile has 1low priority
OOti + 1 150,000 1200 20 45 -
-19 durability points, creates explosion with 10
Launcher
low priority durability points oncontact
Launcher
7
SlamL o<}^ + 1 130,000 1040 15 5 29 +2 -8 Knocks down, superarmor frames 10-24
Launcher
8 OtyZ\ + 1 130,000 1040 18 5 33
Ground bounces rival, super armor frames
SlamM -12
15-29
Launcher
9 c>Oti + 1 130,000 1040 22 5 39 -18
Wall bounces target, hard knockdown,
SlamH

super armor frames 11-30


Tentacle
10 oti0/5o + 1 150,000 1500 7
SlamL 1 48 Hard knockdown
Tentacle
11
SlamM C>ti0?O + (@ 1 150,000 1500 20 1 45 - Hard knockdown
Tentacle
12
SlamH 0i{>?0 + 1 150,000 1500 20 1 45 Hard knockdown
~

Clothesline Rocket L Clothesline Rocket ftT.


Nemesis'primary attack Nemesis performs
for combos, Clothesline a haymaker that is
Rocket unleashes a large immediately followed by
haymakerthat wallbounces a Rocket Launcher shot.
the opposing character. While the animation for
Nemesis has enoughrange the rocket-firing portion
on his attacks to be able of this attack recovers
to capitalize from this substantiallyfaster than the
anywhere on the screen! stand-alone version, it's
You can use Clothesline difficult to fit Clothesline
Rocket Lto end guarded RocketM anywhereinto
attackstrings whenfishing your gameplan: unless used
for counterhits; at -2 frame at an extremely specific
advantage, it's Nemesis' distance from the corner,
safest option after his Clothesline Rocket Lalways
andOvj) attacks. However, Nemesis is always within range for his rival to score a results inbetter combos and is much saferifguarded. The frame datastatesthatthis
guaranteed throw afterward, even if you make contact with the very tip ofthe punch. Try to attack is+6 if guarded, but that's ifyour competitor actually guards itthe rocket flies
mitigate this by calling a crossover assist before using this attack. clear over the head ofany crouching character besides Sentinel, leaving Nemesis wide
open for punishment.
It should be noted that Clothesline Rocket Lcan hit later against small crouching
characters, resulting in even frame advantage. Hyper combo canceling Clothesline Rocket Minto Fatal Mutation might seem like a fun
trick totry now and then, but you can actually dothe exact same thing with Clothesline
Rocket L!

Rocket Launcher. Nemesis fires a rocket that has only a


single low priority durability point butcreates a lingering
explosion with 10 low priority points upon impact. The
rocket essentially trades with almost all low priority
projectiles in the game.
Rocket Launcher inflicts 150,000 points ofdamage,
which is an impressive amount fora single-hit projectile.
Unfortunately, utility ofthisattack is very limited forone
simple reason: every single character inthegame besides
Sentinel can crouch under the rocket.

Clothesline Rocket H: This version of the attack ends The following characters don't even need tocrouch; they can simply stand right under therocket:
withthe upward-angled Anti-Air Rocket Launcher. Like
Clothesline Rocket M, it is very difficult to utilize this Firebrand Frank West Chun-Li Viewtiful Joe Iron Fist X-23
attack effectively. Strider Hiryu Zero Felicia Hsien-Ko Rocket Raccoon Spider-Man
Arthur Morrigan Spencer Amaterasu Wolverine Taskmaster
AirRocket Launcher. The aerialversion of
Anti-AirRocket Launcher.
Nemesis fires a rocket
Roctet Launcher is one of Nemesis' most
30 degrees upward.
important tools: a fullscreen projectile that
Unfortunately, this angle
theopposing character cannot crouch
under.
places the rocketat an
awkward location, too You can launch AirRocket Launcher
high to catch opponents extremely low to theground by
firing projectiles from executing itwith a tiger knee motion:
normal jump heightacross {> \ <>$ + . While firing from
the screen and still too this low altitude still allows the rocket to
low to catch adversaries travel the length ofthescreen, italsolets
firing projectilesat super Nemesis land on the groundmuch more
jumpheight. While it's quickly. Nemesis recovers as soon as he touches the ground, allowing him to immediately
technically possible to jump back up and tiger knee another Air Rocket Launcher!
intercept an opposing
character normaljumping
Against aprojectile-based character, you'll want to use Air Rocket Launcher at the apex
from across thescreenwith an Anti-Air Rocket Launcher, theexacting timing required
of Nemesis' jump: this lets the rocket directly hit your target without being intercepted by
another projectile!
makes it extremely unlikely.

Launcher Slam L: Nemesis Launcher Slam M.This attack becomes


swings his rocketlauncher armor-enabled on frame15, making it
upward in a wide arc, Nemesis' slowest armor attack. However,
covering a large portion of thisis alsothe only Launcher Slam that
the screen. Launcher Slam naturally leads to a combo, so use it to try
L has armor properties to catch rivals who are trying to punish
beginning on frame 10, the Nemesis' unsafe normal attacksperform
fastest of all armor-enabled a slightly delayed cancel to Launcher Slam
special attacks. Mso that the armor kicks in just intime
to absorb their retaliatory attacks.Hitting
If Launcher Slam L hits Launcher SlamMground bounces the
yourtarget, theyareforced opponent, which usually results ina combo!
to air recover directlyin
front of Nemesis. Ifthey air
...usually? Launcher Slam Mtypically only gives Nemesis enough time to juggle additional
recover backwards,catching hits if ithits either an airborne oracrouching adversary. If you hit your opponent out of
them out of the air with the
the air with Launcher Slam M(usually during ajuggle combo), great: follow it up with a^
Tentacle Slam throw attack
crouching and continue into whatever combo you like. Against acrouching foe, you'll
isalmost impossible toavoid. Air recovering forward gets them grabbed by Tentacle Slam H! typically only barely have enough time to start acombo from crouching . Against most
standing opponents, you won't have time to juggle anything atall. Fortunately, you'll
Launcher Slam Lis very unsafe ifguarded, though at its maximum range, itleaves generally be using the armor properties to absorb crouching attacks!
Nemesis toofar away formost characters to beable tocapitalize. However, in terms of
general usage, it's difficult to recommend Launcher Slam Lover Nemesis' amazing Launcher Slam Misvery unsafe if guarded. If you make an incorrect guess and find
launcher attack, and interms ofarmor-enabled special attacks, Launcher Slam Mresults in yourself open to punishment, consider hyper combo canceling this into yet another armor-
a much higher reward. enabled attack: Biohazard Rush!

LauncherSlam H.The last version of Tentacle Slam L: This throw attack is the
Launcher Slam has armor frames kicking in centerpiece of Nemesis' offensive threat.
on frame 11. This attack both wall bounces Ithas long range andgreatspeed, and it
and causes a hard knockdown state, leadsintoa verydamaging combo.
making it useful at the endof long combos It's important to notethat Tentacle Slam
aided bya crossover assistsimply tack Lis actually Nemesis' fastestattack that
on the Launcher Slam H to cause a hard isn'ta snapback or a normal throw, and
knockdown, then hyper combo cancel it it should be used as such. In close range
into the OTG-capable Bioweapon Assault! situations where frame advantage is near
While Launcher Slam H isn't used often neutral, leading inwith Tentacle Slam L
outside of combos, be aware that many is much more effectivethan a standing or
characters are able cleanly crouch under it. crouching attack.
Similarly, Tentacle Slam Lis generally the most reliable way for Nemesis to punish guarded
attacks; it also has significantly more range than crouching !

Tentacle Slam M: A long Tentacle Slam H:The last

range throw attackthat version of Tentacle Slam


grabs airborneopponents, goes straightup,and it
Tentacle Slam is a very is just asslow asthe
version. But this throw is
powerful yet risky tool.
At 20 frames of startup, much more useful than
Tentacle Slam M is
it may seem, as it's great
significantly slowerthan for countering opponents
the version, anditcan super jumpingtoward
Nemesis. It's also great for
essentially onlybe used
as a pure guess that your adversaries who tend to air
target will be in the air and recover forward, trying get
in front of Nemesis. On
over the top of Nemesis
a wrong guess, Nemesis and awayfrom his offense.
is leftwide open for
punishment, so it's best to
always call a crossover assist beforehand tocover the ground when performing Tentacle
SlamM or H.
Hyper Combos
Screen Name Hits Damage Startup Active Recovery Advantage Advantage No|es
Rockets are OTG-capable, cause hard
^> + 3,000 1(23) knockdown, last hitground bounces foe
18+3
Assault x4 1(24)1(93)7 rockets have 1 high priority durability point,
explodes on contact, explosions have 5 high
priority durability pointsand last 3 frames
10(23)11(26) First three hits cause stagger state, fourth
Biohazard Rush C-<}^ + 312,400 15+3 11(33)11 69 -54
hit knocks down, last hit ground bounces
(50)20 opponent, has armor from frames 11-260,
armor can absorbup to 10 hits
Fatal Mutation
(Level 3 Hyper
Oi0#o * 450,000 15+0 58 Throw attack, hard knockdown
combo)

j Bioweapon Assault. Nemesis fires three rockets that are all OTG-capable and cause hard knockdown. Afterward. Nemesis
j y^ | leaps into the air and performs afinal OTG-capable stomp with his rocket launcher on his target's current location.
Bioweapon Assault serves two vital purposes in Nemesis' gameplan: first and foremost, it's his primary combo ender.
It's great for this purpose, easily converting ahard knockdown from anywhere on the screen into good damage. The final
stomp propels the opposing character into the air slowly while Nemesis is standing in close proximity, making it extremely
easy toteam hyper combo toalmost any other hyper combo in the game.
The three missiles are aimed toward your competitor's location at the time that Nemesis fires, adjusting up to amaximum
of 45 degrees up or down. This can often cause issues with rockets missing against aquickly bouncing and juggled
opponent, which in turn can lead to Nemesis performing the final unsafe stomp onto aguarding adversary. To prevent
missing arocket during amidscreen OTG combo, simply backdash immediately before using Bioweapon Assault.
You can also use Bioweapon Assault in long range fights against projectile-using characters. The rockets are high priority
projectiles that can cleanly cut through everything besides other projectile hyper combos. With the startup frames of
Bioweapon Assault included, it takes 36 frames for the first rocket to explode; this makes the move adifficult projectile
i counter to use on reaction. Instead, you'll usually have to make aread that the opposing player will use aprojectile attack
before using Bioweapon Assault.
Even though Nemesis is able to automatically aim his rocket launcher, it's generally best not to use Bioweapon Assault against aerial projectiles: the rocket typically flies past the projectile
and causes both characters to get hit. Getting hit interrupts the rest of the hyper combo.

Biohazard Rush: Ihi ' Fatal Mutatloir. With three


combo has 10 hits wi hyper combogauge bars
ofarmorto blow through to spend, Nemesis can
, attacks at close range. performa throw attack
Unfortunately, it also has ghtlymore range
\ 10 framesof completely ntacle Slam L. It
^ vulnerablestartup before issfully grabs the
the armor kicks in! /ou're rewarded
Biohazard Rush is used /ith a cutscene in which...
most effectively when something gross happens?
ivalguards an. \ " What's going on?
e Launcher Slam or Fatal Mutation inflicts
avoids a Tentacle Slam; 450,000pointsof damage
hyper combo cancel into and leavesyour adversary
Biohazard Rush with 1 WSM in a hard knockdown state.
delayed timing to try to You can then follow upwith the OTG-capable Bioweapon Assault.
catch the opposing character's attempt at punishing your attacks. However, anincorrect
guess leaves Nemesis extremely open for punishment, so beready toTHC toa teammate Contrary towhat you may expect out ofa level 3throw hyper combo, Fatal Mutation has a
with a saferhyper comboif possible. very slow startup period and isnot invincible atall; this relegates ittooccasional usage as
a hyper combo cancel after a guarded special attack. If your foe isguarding on the ground
This is also Nemesis' most damaging combo ender, but itgenerally requires the help of a expecting a hyper combo cancel toBiohazard Rush, try surprising them with a Fatal
crossover assist to get the most out of it. Be aware that ifyour opponent isn't high enough Mutation instead!
when the first hit connects, the rest of the combo harmlessly whiffs and leaves Nemesis
wide opentor punishment. Generally, it's better tolimit your throw attempts tojust Tentacle Slam L; it's much faster,
has only slightly less range, and itusually even results in more damage dealt tothe
opposing character.
MJ
iMUrJ Willi
Arare sight infighting games, Nemesis is a grappler-
projectile hybrid characterhe is perfectly at home fighting
from long range with hisAir Rocket Launcher andDeadly
Reach attacks. Instead of incurring lots of damage trying
to slog through projectiles inorder to get near, a Nemesis
player should tryto dominate the ranged game and force
competitors to come to close range!

AirRocketLauncher is the focal point of Nemesis' long-


range game plan, as it is his only attack thatcandeal
chip damage from afar. Make contact with thisattack as
often as possible byusing it at an extremely low height. Air Rocket Launcher Irom atar isagreat forcing function tomake your Angled Deadly Reach isone olthe best air attacks in the game, and it
opponents feel like they have to come to you. Use it as low to the ground goes along way toward frustrating projectile-based characters.
The tigerknee technique (named after one ofthe special
aspossible!
attacks of a certain iconic Capcom character) helps out ......
with thisinput the command as<> t^0$ * .This cuts the total duration of the attack down to aminimum of 48 frames, allowing Nemesis to repeatedly let loose abarrage
of rockets at the enemy!
Opponents without projectiles of their own generally are forced to jump in order to avoid the rockets. If they jump forward, stop them in their tracks with Deadly Range F> +) orAir
Deadly Range (<>+) while simultaneously calling along-range crossover assist. While your rival is dealing with the crossover assist, force them to guard some more rockets! At-
lackers who are more passive about avoiding the rockets may opt to jump straight up over them. In this case, you'll want to advance forward just enough to threaten your foe with Angled
Deadly Reach (air<7 +)and Air Deadly Reach, all while calling more crossover assists. This lets you push your adversary back to the corner while still remaining at asafe range. Note
that both of the aerial versions of Deadly Reach can also be canceled into Air Rocket Launcher for additional chip damage.
Against other long range characters, you'll have to take into account their angle of attack. If your foe's projectiles are mostly horizontal in nature, Nemesis can counter this by simply waiting
until the apex of his jump before firing Air Rocket Launcher. This allows the rocket to proceed uninterrupted to the target, hopefully dealing awhopping 150,000 points of damage! Given
Nemesis' large amount of health, especially when compared to most other long range characters, going even in projectile-trading eventually works in his favor. Against characters who can
also attack from all the across the screen at normal jump height, you'll want to simply wait until they fire their own projectile before jumping over it and using Rocket Launcher, forcing
them to guard it. Alternatively, you can preemptively super jump and use Air Rocket Launcher in an attempt to land aclean hit.
In either case, taking the fight just alittle bit closer within the range of Deadly Reach is another strong option-jump over horizontal projectiles and try to score free hits with Angled
Deadly Reach, or snag aerial projectile-firing competitors with Air Deadly Reach. Calling long range crossover assists simultaneously with Deadly Reach usage makes for amuch more
smothering threat.
Some characters are able to output spreads of projectiles that are difficult for Nemesis to deal with. In this case, you'll want to focus on interrupting your rival with the ground version of
Deadly Reach before your opponent can release the projectiles: dash forward and guard asalvo of projectiles, then interrupt your attacker's next action by putting abunch of tentacles in
their face!

Deadly Reach becomes an extremely powerful tool if the opposing character cannot crouch under it. The following characters have this liability:
Nemesis Tron M.O.D.O.K. Sentinel Hulk
Competitors who can fire projectiles downward from super jump height are also tricky to deal with. Against these characters, you'll want to meet them in the air by super jumping and snag
ging them with Air Deadly Reach. If range permits, hitting air is even better-it causes aground bounce and allows for afull combo. One combo from Nemesis and ateam hyper combo
is enoughto finish offmost characters!

Nemesis' launcherattack isamong the best in the game: huge range, height, no vulnerable hitboxes Thearmorproperties oistanding make itagreat, saferalternative to the launcher. Cancello
around thetentacles, andsurprisingly quick speed! Clothesline Slam Ltohelp mitigate risk andallow lorcombos.

Opponents who are frustrated by Nemesis' long range game will inevitably try to close the distance. When this happens, you'll want to score as much free damage as you can by capitalizing
on any openingsthat the opposing charactergivesyou.
Most of the time, you'll perform said capitalizing with Nemesis' launcher. This attack has long horizontal range, enormous vertical range, and incredible speed, great for reacting when
your competitor enters within its range. Nemesis does not have any vulnerable hitboxes where the tentacles are; to interrupt him out of the launcher, his adversary must have an attack
that can actually reach Nemesis' body. If it hits, proceed into asimple launcher combo, then tack on aBioweapon Assault for aquick 577,900 points of damage!
The attack is punishable if guarded, however, particularly if guarded in the air. At far ranges against opponents on the ground, it's difficult for most characters to punish unless they
have fast dashes or long range. Rivals who try to lure you in using the launcher open themselves up in another way-dash in and grab them with aTentacle Slam!
Standing is amoderately safer alternative to the launcher that has less range: the attack gains armor properties on the 10th frame, effectively making it the exact same speed as
the 10-frame . When using defensively against airborne targets, also buffer aO^ 0 # <? motion during the attack: if your competitor gets hit by the attack, simply react and
press to convert the hit into acombo. If the opponent guards, press with delayed timing to grab them right when they touch the ground!
If your rival manages to get within point-blank range and starts to attack, Nemesis' options are extremely limited. Most characters are able to rely on acombination of advancing guard and
air throws for defense, but Nemesis has one huge threat to worry about-instant overheads! Due to his large size, many air attacks can be performed on the way up and still hit Nemesis in
his attempts to guard crouching. Many characters are able to convert these hits into afull combo, making defenseespecially scary. The best policy is to simply not let the opposing player
establish this momentum by putting up astrong mid-range defense based around the launcher and standing .
Some characters simply outmatch Nemesis atlong range,
forcing you to go inandestablish an offensive threat.
Approaching anadversary who already isable todominate
Nemesis at long range is a formidable task, since this
already assumes that liberal use ofAngled Deadly Reach
combined with crossover assistswasn't doing thejob.
Nemesis is a very large target, making itsignificantly more
difficult for him to get around projectiles thanwith other
characters. While Nemesis has a much better dash than
you would expect for a grappler, Nemesis still has a major
limitation: his forward dash cannot be canceledintoattacks
or guarded for the first 10 frames. This makes it much Standing isunsafe itguarded. ...butyou can cancel into the armor-enabled Launcher Slam Mlocatch
opponents trying lo punish it!
more difficult to reliably minimize damage by wavedashing
forward and guarding attacks on reaction. However, you can
cancel those first10 frames with a jump, so it is possible
to guard bypressing up and backon the controller. This
results ina lot ofunnecessary backward jumps when you
inevitably reactto false positivesin this manner.

Outside ofthe standard dashing andjumping, there is


one tool at your disposal to help close the distancethe
crouching attack. This attack performs two important
functions: itgets Nemesis to crouch low while moving for
ward, and it has armor througha large portion of the attack.
The armor comes in fairly late, though, starting at frame 16.
This makes itdifficult to useas a reactionary tool, but it is Verifythatyourattacks are being guardedandchain into crouching ...then cancel into Tentacle Slam Lbefore the attack hits loraperfectly
timed set-up!
stilloccasionally useful as you can call a crossover assist
simultaneously, which thenallows youto safely perform
Clothesline Launcher Lto cover more distance.

Nemesis mostly relies on crossover assists to get near his rival. Sentinel-a is agreat all-around partner for Nemesis to have, as are Doctor Doom-a and Iron Man-a Advancing
behind the cover of the assists also often traps the opposing character in guardstun as Nemesis gets near, allowing you to immediately place them in amix-up.
When Nemesis finally does manage to get near his opponent, his offense revolves around Tentacle Slam L, Tentacle Slam M, and his armor-enabled attacks. To be able to establish the
threat of the Tentacle Slam attacks you first must get your adversary to stop attacking. The easiest way to accomplish this is to establish frame advantage with acrossover assist then
dash and attack with acrouching to crouching OVj) chain. From there, you can verify if the attacks hit, and perform one of the following options:
Chain to standing and Chain to crouching and Chain to crouching and Perlorm a delayed chain to
Launcher Slam M if the kara-cancel to Tentacle Slam kara-cancel to Tentacle Slam
attacks hit
the armor-enabled standing
L if your opponent remains M to beat jumping to beat further attempts
guarding from the opposing player to
press buttons
Kara-cancel is an old Japanese Street FighterXermirom the '90s, essentially meaning to cancel anormal attack into aspecial attack before it even hits an opponent As it applies to the
above scenario, you would chain to the crouching attack on reaction to your rival guarding your initial two attacks. Before the attack actually hits your competitor cancel it into Tentacle
Slam L; this gives you aset-up with nice, intuitive timing that grabs your opponent at the earliest possible moment! Even better, this set-up cannot be interrupted by attacks slower than 5
frames; the opposing character must commit to jumping toavoid theTentacle Slam L!

When fighting characters who have 5frame startup attacks, you can counter their attempts to interrupt the Tentacle Slam Lwith the armor-enabled standing ; delay the chain into
standing <*> just enough to give them time to stick out their attack, then blast through the attack with your armor! Reacting to whether the standing hit or not isn't reliable so simply
cancel to Clothesline Launcher whenever you attempt to use standing in this way. If it hits, you can easily convert the wall bounce into acombo. If guarded, Nemesis is left'at a-2 frame
disadvantage and isvulnerable tothrows, which generally result in much less damage than a normal combo.
Your rival can bypass the entire mix-up outlined above simply by using advancing guard early on. But Nemesis can counter this: see the Advanced Tactics section for details.
On offense. Nemesis is extremely likely to hit both the point and assist character with his huge Deadly Range attacks, armor-enabled Launcher Slams, and enormous launcher. Don't be
afraid touse X-Factor early in the combo toensure that both characters get taken out!

/. CR., CR. ,ST.f^> +f * o ,CR. ,CR.es> * +> o , CR.,^>


FORWARD SUPER JUMP, AIR , , , LAND, * - o @B OTG
735,100 damage, 96% meter gain
if the first two opening attacks of this combo is blocked, stage asecondary offense that consists of adelayed Tentacle Slam L(into Combo III), delayed crouching to Clothesline
Launcher Lor Tentacle Slam Mif your target attempts to jump away. Note that both crouching and Clothesline Launcher Lare -2 if guarded, but your foe is only in range for athrow
Crouching (y, crouching is a actually a safe opening.

After the Clothesline LauncherL hits, your positioning may affect whether or not you can easily juggle acrouching afterwards. If the opposing character bounces off of the wall and flies
close by. omit the crouching (HJ and just use ().if Clothesline Launcher Lconnects when you're near acorner, you don't need to dash forward.
After Bioweapon Assault hits, your opponent flies into along juggle state that's perfect for aTHC. You can also pop X-Factor in this situation to score afinishing blow: juggle with Launcher
Slam H, then hyper combo cancel into Bioweapon Assault again.
py
IL AIR,, LAND, CR.,^> * * *<>, CR. , 0M> SUPER JUMP, AIR ,, ,
LAND,* * -068 OTG
734,300 damage, 19% meter loss
Acombo forair-to-air situations, suchas against new characters entering the playing field.

///.** o OR OR, CR.,ST.^> *+ * , FORWARD DASH, CR.,


SUPER JUMP FORWARD, AIR , , , LAND, * * * o @
638,900 damage, 80% meter gain
Ahigh-damage combo off of the Tentacle Slam Lcommand throw. In the event that you miss with the initial grab, you can counter incoming counterattacks by canceling its recovery into
Biohazard Rush. You can alter this combo to ensure italways gains one meter by performing the following after the Clothesline Launcher L:
Forward dash, forward jump, air,,, land, <^> super jump forward, air,., land, * + O@ (101% meter gain, 626,800 damage).

IV. (CORNERED OPPONENT) AIR THROW, AIR , LAND, ST., ST. &4> * * , ST. , ST. ^>
f %- o, CR.,e4> SUPER JUMP FORWARD, AIR,,, LAND,* * o SS
500,200 damage, 107% meter gain
Nemesis recovers in the air after his air throw, allowing you to tack on an air as he's falling. Once you've landed, you can shift into any standard Nemesis combo.

IL AGAINST AIRBORNE ENEMY, ST. ^> * * , CR. , CR. ^> * * * * ,


FORWARD DASH, CR. , <^S> FORWARD SUPER JUMP, AIR , , , , LAND, * * - o @
766,100 damage, 84% meter gain
Standing can plow through numerous jumping attacks due to its armor property. It's highly unsafe on guard, though, so be ready to cancel into either Tentacle Slam or Launcher Slam
if guarded.

VI. CROUCHING* X* *, FORWARD DASH, CR. ,CR.^t> *#"*. o , ST. , <^> ~

FORWARD SUPER JUMP, AIR , , , , LAND, * * * Q 8


738,700 damage, 82% meter gain
You can use the armor properties of crouching to plow through mid-range attacks and single-hit projectiles. Unfortunately, Clothesline Launcher Lis punishable by throws if guarded
so you may opt to cancel crouching into adelayed, verifiable launcher instead. Crouching and are both unsafe if guarded, but the delayed chain into the<> may catch
competitors attempting to punish the crouching.

i
Nemesis has astrong mix-up from his crouching and chain, which
can unfortunately be easily nullified simply by opponents using advancing
guard. You can counter your rival's attempts to use advancing guard based
on a simple ideait's really tough to use advancing guard against a single
crouching attack on reaction.
The first step is to condition your competitor into trying to use advancing guard
against one crouching . To do this, simply use Tentacle Slam Land throw
It's incredibly dilficulito reliably useadvancing guard . vou canjnsert asmall delay between crouching
and.II the opposing playerpresses buttons,
your target immediately after forcing them to guard acrouching attack. This
against acrouching attack on reaction. IIyour
adversary isattempting todothis. they'll getcounterhit instead olguarding! allows you to perform a Tentacle Slam Lor Mmix-up right off the bat.
To reliably escape this mix-up, the opposing player must either use advancing guard or try to interrupt you with fast attacks. Either way, the counter is the
same: insert asmall delay between crouching and that gives your opponent enough time to leave guardstun. When this is done, an attacker trying to use
advancing guard will simply press O * while not actually in guardstun: this results in a crouching < or attack, which then proceeds to get counterhit
by your own crouching and leads into a combo.
GENERAL EXECUTION TIPS
~M b3CkWard UP" 'andinB ,rm lhe ,aUnCher COmbo before "* Bioweapon Assault to
Jro"eh% L3UnCher LmldScreen'lnput the ,orward dash earlier than Vu *hink you have to in order to be able to juggl
Omitting the crouching and simply dashing torward and pressing is much easier, and it doesn't sacrifice much damage!
WHEN USING AN ALTERNATE TEAMMATE, ACTIVATE, I.l'E III \j- + I q> >.+ 'U*'v +' : :"-1!.'':!.""!iM'..*'" '">
,,LAND,**-iv 0g)
Damage

X* PgMffitf .^C-Ar^

Damage
731,800

FORWARD JUMP, INSTANT AIR , , LAND, ST. , ST. <fi ^ O^o ARDDASH,CR.,<s>
FORWARD SUPER JUMP, MlilMMSMiSmtti-.ft ^ c> ,+

[Thisjsjntended to act as avery fast overhead against the following large characterTseniuTeTHuTT^
CR., CR. , ST. <&> * V o , CR. , CR. -> * \ * o , FORWARD DASH, FORWARD JUMP,
-ARD SUPER JUMP, AIR , , , LAND, *"& @9 v
ifiinM
This is an alternate version of Combo Ithat inflicts 14,900 less points of overall damage but always builds enough gauge to use
| Bioweapon Assault 720,200 damage, 112% meter gain

THROW OR AIR THROW, * -* o @' ,ST.


aRMMH

FORWARD SUPER JU"'

Damage
| Averifiable combo into X-Factor off of aground or air throw [943,800-1,151,700 damage, 90%-118% meter gain
***-'C"OROR,CR.,ST.i^S> H-f Q&$>^ .FORWARD
AIR , , , LAND, &$> FORWARD SUPER JUMP, Al
Damage
| Averifiable combo into X-Factor off of Nemesis' Tentacle Slam 1883,800-1,087,000 damage, 116-143% meter gain
CR. , CR. , ST. ^ * * o. es$> || ,CR. , CR. N> +* + Q, FORWARD JUMP, AIR , , , LAND, s>
FORWARD SUPER JUMP, AIR , , , LAND, H-^o 9)
Damage
Averifiable combo into X-Factor off of alow attack. Note that the additional re-jump combo hits actually inflict more damage in
X-Factor, instead of reducing it

When going for a Tentacle Slam


...itssometimes worth it to buffer an X-Factor activation at the moment the attack wouldgrab youradversary.
It doesn 't activate ilNemesis actually grabs lhe foe, but itdoes ifthe opponent avoids the Tentacle Slam.
mj
Hi
HEROES, VILLAINS, ANP THIS
HUGE GMCTUS GUY TRYING TO
TAKE OVER... IT'S UKE SOMETHING
OUT Of MAYA'S FAVORITE SHOW!"

Phaenix Wright lawyer

Skilled legal defense and a keen sense at


observation.

Hone

Phoenix Wright is a defease attaraey who


specializes in criminal law at the Wright S Da.
law Offices. Although he has eocoootered several
extremely difficult and mysterious cases, he
has overcome overwhelming odds aod toroed the
cases around fur every one at his clients.

Phaenix Wright: Ace Attaraey [20011

PBMS EMU
5 intelligence^'

1 ' SPEEDf

I ENERGY PROJECTION^"

1 FIGHTING'ABILITY"^-
'This is biographical, and does not re
in-gamecombatpotential ol this hero
Phoenix Wright has stumbled into quite the legal conundrum here inUltimate Marvel vs.
Capcom 3. As you'll note from his canon stats, he's not the heartiest combatantactually,
he's the least hearty. He's atalker, not a fighter, and he's used tomounting a defense, not
hurling chi energy from his fists and flying about like everyone else in the cast. So, instead
:ii li tinn a square peg into a round hole, Phoenix Wright goes with what he knows best
at awkwardly building overwhelming evidence torefute the opposition's case.
Phoenix Wright has three stances, ormodes: Investigation, Trial, and Turnabout, Turnabout,
which can be entered during Trial mode by landing Wright's * O or air f *
while carrying three pieces of admissible evidence, boosts Phoenix Wright tothe apex of his
powers ofcounsel for anastonishing 20seconds. For any ofWright's deficiencies outside of
Turnabout, he iseasily one ofthe most important characters in the game within Turnabout.
What's the big deal with Turnabout?

Phoenix Wright gains a 20% boost to damage and speed


Evidence on hand is increased in speed and power
All Paperwork specials become Paperwork Storm; Press the
itness becomes Break the Witness; the same upgrades take
ace with Phoenix Wrighta and Phoenix Wright(3; these are
e best special moves and assists in the game
Ace Attorney, the single best attack in the game, becomes available
how do we get there?

using Investigations mode to compile evidence, while


listing the help ot Wright's legal assistant Maya, who basically
unctions like an extra assist
using Trial mode to leverage that evidence, keeping
irsaries at bay with bolts of incrimination while waiting for
ree pieces of
ce are held

about activated, Phoenix Wright notonly becomes a tremendously powerful point


(who usually has a chance to K.O. whichever character he hit to enter Turnabout
', leading toa mix-up against a fresh character too), butthegame's bestassist
vith a bullet. There is not really a wrong way togoabout exploiting Turnabout.
^^^^^^H

Standing Basin Attacks


Screen Command Hits Damage ' Startup Active Recovery **ff> ffigSS No,es
33,000 264 Chains into crouching
Standing (Investigation and Trial)
39,600 316 +3 +2 Chains into crouching
Standing (Turnabout)
Standing (Investigation and Trial) 50,000
60,000 11 +1
Standing (Turnabout)
Standing (Investigation) 60,000 12

60,( 19 Press again tochain toIlluminating Point


Standing (Trial)
132.C 1056 +4 Knocks down, jump-cancellable, deals chip damage]
Standing (Turnabout)
->
fc'r!.

fl

Crnncnina Basic Attacks


Screen Command Damag. * S.artp ACi.e Recant -*? jJSKS """
33,000 264 -3 Low attack
Crouching (Investigation and Trial)
39,600 316 +2 Low attack
Crouching (Turnabout)
45,000 360 15
Crouching (Investigation)
55,000 440 13
Crouching (Trial)
66,000 528
Crouching (Turnabout)
3,700 520 12 Low attack,second hit knocksdown
Crouching (Investigali
Crouching (Trial) 65,000 520 Press again lo chain to Note Scribbling
132,000 1056 10 12 +3 Knocks down, jump-cancellable, deals chip damage
Crouching (Turnabout)
Ml -l;;
I "

:^^

EFBund Spscial Attacklannchar


Screen Command Hits Damage
>">. ." i "J"
,.., Startup Active Recovery A**"8 ffflid No,es
(while standing orcrouching) 100,000 22 Launcher, not special- orhyper combo-cancelable
(Investigation and Trial)
120,000 960 +3 Launcher, notspecial- or hyper combo-cancelable
(while standing or crouching) (Turnabout)
F^W*

Air Basic Attacks


Screen Command Hits Damage ' Startup Active Recovery M$* ffiS Notes
35,000 +11 Overhead attack
(Investigation and Trial)
42,000 336 +13 Overhead attack
Air (Turnabout)
50,000 1-17 Overhead attack
Air (Investigation and Trial)
60,000 +19 Overhead attack
Air (Turnabout)
10 +19 Overhead attack
Air (Investigation)
Air (Trial) 60,000 Overhead attack, press again tochain to 'Justa Liltle More.
132,000 1056 +23 Overhead attack, ground bounces foe, deals chip damage
Air (Turnabout)

M
;

4
ZfHaTla ^^ kn0CkdT Whe" USed in a'aUnCher Cmb (lhiS iS J5Ttlmes called "yin9 scree"J-When used ou,side of a'*">chercombo, air behaves mostly like another

Screen Command Hits Damage ^ Startup Active Recovery Adnvnan*f9e fXS!SSi Notes
Air (Investigation and Trial) 70,000 560 26 +20 +18 Causes hard knockdown ifused in launcher combo.
Air (Turnaboul) 64,000 672 +21 +20 Causes hard knockdown ifused inlauncher combo.
Air{} + (during launcher combo) 105,00 10 27
(Investigation and Trial) Tags innext available hero while lofting opponent upward.
Air 4/ + (during launcher combo) 117,000 976
(Turnabout) 22 Tags in next available hero while lofting opponent upward.
AirC> orO + (during launcher 95,C Tags in next available hero while causing wall bounce,
27
combo) (Investigation and Trial) erases 1 hyper meter barfrom foe
AirC> orC1 + (during launcher 105,000 Tags in next available hero while causing wall bounce,
22
combo)(Turnabout) steals 1 hyper meterbarfrom foe
Air\7 + (during launcher combo) 95,000 27 Tags in next available hero while causing ground bounce, j
(Investigation and Trial) generates 1 hypermeter bar
Airy + (during launcher combo) 105,000 22 Tags in next available hero while causing ground bounce, |
(Turnabout) generates 1 hypermeter bar

Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage "gj1" Startup Active Recovery Adn.jf,8e ffSSSS, Notes
Slip-Up
(Investigation and O + 60,000 25 32 -13 Overhead attack, hard knockdown
Trial)
Slip-Up (Turnabout) o + 72,000 576 27 Overhead attack, hard knockdown
Questioning
(Investigation) c> + 70,000 560 20 -17 Alter 4 Questionings foe is slunned for 120frames
Air Questioning
(Investigation) (in air) 0 + 70,000 560 20 13 28 +9 +8 After 4 Questionings foe is stunned for 120frames
Illuminating Poinl (during standing
(Trial) 10 Knocks down, jump-cancelable
on contact)
(during crouching
Note Scribbling
(Trial) on contact) 60,000 12 20 Low attack, knocks down

"Just a Little (during air


More...!" (Trial) 70,000 560 +19 +18 Overhead attack
on conlact)
Cross-Examination
(Trial) O* 70.C 560 20 13 28 -17 After 3 Cross- Examinations foe isstunned for 120 frames!
Air Cross-
Examination (Trial) (in air)0 + 70,000 560 20 Alter 3 Cross- Examinations loeis slunned for120frames
Bridge to the (with 3 piecesof On hit Phoenix Wright enters Turnabout, Wright's
Evidence) 100,000 27 20 24 +25 -11 speed and damage increase by20%, Turnabout lasts
Turnabout (Trial)
d>+ 1200 frames
(with 3 piecesof On hitPhoenix Wright enters Turnabout, Wright's
Evidence)
speed and damage increase by20%,Turnabout lasts
0 + 1200 frames
Throws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense. Combos
are usually possible afterthrows, oneway or another.

Screen Command Hits Damage IVIeterGain Startup Active Notes

As a PartnerCrassam Assists
Recovery (this Recovery
lpl+P2l Crossover
Screen Type Combination
p - Startup Active crossover (other Notes
uam assist) partner)
Hyper Combo
Steel SamuraiMaya Paperwork 3 projectiles with 3 low priority durability
94i 44 116
Phoenix Wrighta Smelting! (High) M points, each projectile lasts lor30 Irames
3 projectiles with beam durability: 3 frames
PhoenixWrighta Steel Samurai Maya Paperwork 102 72 x3 low priority durability points each, each
183,400 38
(Turnabout) Smelting! Storm (High) M projectile lastslor25trames
Steel Samurai Maya Press lhe
25(11)4 97 67 Knocks down
Phoenix WrightP Smelting! 114,
Witness M

Phoenix WrightP Steel Samurai Maya Break the


12 240,600 2592 37 21(11)4 54 Knocks down
(Turnabout) Smelting! Witness M
Steel Samurai Maya "Get'em, Low attack, OTG-capable, projectile has5 low
50,000 400 44 132 102
Phoenix Wright7 Smelting! Missile!"
priority durability points
Low attack, OTG-capable, projectile has5 low
Phoenix Wright7 SteelSamurai Maya 115 85
Smelting! priority durability points
(Turnabout)

There are two ways of looking at Phoenix Wright's roster of assists. One is to believe that Phoenix Wright has the best two crossover assists in the game, and the other is to be wrong.
Phoenix Wrighta, which emulates Paperwork (High) M, and Phoenix Wright(3, which emulates Press the Witness M, are fine assists on their own. But the important part is that both
are drastically improved when Turnabout is active. Paperwork becomes Paperwork Storm, covering most of the screen and becoming much more damaging and useful, while Press lhe
Witness becomes Break the Witness, atonce the best pinning assist or defensive assist in the game, aswell asthe most damaging assist on hit orblock, period! Phoenix Wrightp during
Turnabout even causes a wall bounce with the last hit.

But that's not all. Normally, none of Wright's assists have any kind of invulnerable period. But during Turnabout, both Phoenix Wright-a and Phoenix Wright(3 are 100% invincible
from start to finish. That's right: Start. To. Finish. These incredible assists literally cannot be stopped or punished while Phoenix Wright has Turnabout active!! The other team can be
Iron Man, Dormammu, and Akuma (and Ryu, and Nova, and Galactus, and the ghosts of Cable and Gold War Machine, itdoesn't matter) all engaged in their beam hyper combos during
acrossover combination, flooding the entire screen with an unbelievable torrent of destructive energy, but get Phoenix Wright riled up and the lawyer is unfazed by anything... he 11 walK
through itall to serve his papers during Turnabout. Then he'll leave, having never been vulnerable.
In MvC2 one way to make almost any character competent was to develop ways they could combo into Tron-7 (a different assist in that game than this one), which made any character
capable ot heavy damage. And in original MvC3, the most important assists ended up being Tron-p (what is it with Tron?) and Haggar-a, mostly because they were two of the only
assists with any noteworthy period of invulnerability. Make no mistake, every other assist in UMvC3 is fighting for third place at best against Phoenix Wright s uber-assists. In.fact.despite
how powerful Turnabout is while Phoenix Wright is defending his case on point, it's arguable that supercharging Phoenix Wright-a or Phoenix Wrightp is the best overall application
of the mode and character. There's nothing like having an ace attorney in your back pocket. Also note that these assists are also invulnerable when they are used as crossover counters, so
countering to Turnabout Wright isan almost assured way to get him back on screen safely, and probably with acombo opportunity right off the bat!
Bringing up the rear with aregular-old assist is Phoenix Wright-7, which somewhat emulates Wright's throw, in which Missile the trusty lawdog rushes out to surprise the enemy. The
dog is OTG-capable and hits low, but the speed of this assist is lacking compared to others with similar useful traits. And, apart from the 20% damage and speed boost Phoenix wngnt
gains for all his attacks, the "Get 'em, Missile!" assist gains no benefit from Turnabout. The total invincibility granted to Phoenix Wright-a or Phoenix Wrightp during Turnabout is a
reason all by itself to put the attorney on your team, and yet another reason not to pick Phoenix Wright7.

Snap Back
Hits Damage IVIeterGain Startup Active Recovery AdJ2nuftoe fiGuarded ^::_4'*;
Screen Command

^t\c> + EDS

On hit snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds
^sMlMm
Screen Name Command Hits Damage g[ Startup Active Recovery *} {j*JJJjjj[B Notes
"M-Maya!?" L Absorbs up to250,000 damage,
(Investigation) Ot\c> + o 27 Phoenix Wright takes no damage if
attack is absorbed byMaya, active for
152 Irames
"M-Maya!?" M/ H
(Investigation) 68,000 544 +15
Low attack, OTG-capable, hard
or knockdown, active for 20 frames
Investigate (Investigation) Meat restores upto 150,000 red health,
+ 30 5 evidenceusable for Trial and Turnabout
are indicated bya highlighted folder
(Dossessing Evidence) 12 (False 23 (False
Discard (Investigation) + 70,000 560 evidence: evidence:
0 (False -1 (False
.. 14) 21)
evidence: +2) evidence:+1) Tosses evidencein an arc
Mode Change (Investigation
and Trial) 00 + Switches between Investigation and
Trial, stancechangetakes20 frames
Paperwork (High) L(Trial) 3 projectiles with 3 low priority
0^c> + 35.000 x3 280x3 25 +8 +7 durability points each, each projectile
lasts for 30 frames

Paperwork (High) M(Trial) 3 projectiles with 3 low priority


o^^> + 35,000 x3 IX3 20 25 +7 durability points each, each projectile
lasts for 30 frames

Paperwork (High) H(Trial) projectiles with 3 low priority


o^^> + 35,000 x 4 Ix4 30 20 +7 durability points each, each projectile
lasts for 30 frames
Paperwork Slorm (High) L 3 projectiles with beam durability: 3
(Turnabout) o^^ + 2160 20 +17 +16 Irames x 3 low priority durability points
each,eachprojectile lasts for 25 frames
Paperwork Storm (High) M 3 projectiles with beam durability: 3
(Turnabout) 0^c> + 183,400 2160 +16 +15 Irames x3 low priority durability points
each,eachprojectile lasts for25 frames
Paperwork Slorm (High) H projectiles with beam durability: 3
(Turnabout) 0^^ + 12 26 +25 +24 frames x 3 low priority durability points
each, each projectile lasls lor 25 frames
3 projectiles with 3 low priority
Paperwork (Low) L(Trial) 0#o + 35,000 x3 Ix 3 15 25 +7 durability points each, each projectile
lasts for 30 frames
3 projectiles with 3 low priority
Paperwork (Low) M(Trial) O#o + 35,000 x3 280x3 20 25 +7 durability points each, each projectile
lasls for 30 frames
4 projectiles with 3 low priority
Paperwork (Low) H(Trial)
0#<^ + 35,000 x 4 280 x 30 20 +7 durability points each, each projectile
lasts for 30 frames
Paperwork Storm (Low) L 3 projectiles with beam durability: 3
(Turnabout) o#<^ + 20 +17 +16 Irames x 3 low priority durability points
each, each projectile lasls for 25 frames
Paperwork Storm (Low) M 3 projectiles with beam durability: 3
(Turnabout) 0#< + 183,400 2160 20 +17 +16 frames x3 low priority durability points
each,eachprojectile lasts lor 25 frames
Paperwork Storm (Low) H 4 projectiles with beam durability: 3
(Turnabout) <}&<? + 12 26 +26 +25 frames x3 low priority durability points
each, each projectile lasls for 25 frames
Present Evidence
+ 102,300 1000 25 20 Beam durability: 5 frames x 2 low
Photograph (Trial)
priority durability poinls
Present Evidence
+ 122, 1200 Beam durability: 5 frames x 2 low
Photograph (Turnabout) +7
priority durability points
Present EvidenceFlower
+ 100,000 20
Projectile has5 low priority durability
Vase (Trial) +3 +2
ints
Presenl EvidenceFlower
+ 120,000 Projectile has5 low priority durability
Vase (Turnabout) +7
points
Knocks down, projectile has5 low
priority durability points, after90
Present Evidence
+ 100,000 29 frames/contact with enemy/durability
(Documents) (Trial) +20 +7
depletion the projectile explodes,
explosion lasts for 8 frames and
20 nullifies low priority projectiles
Knocks down, projectile has 5 low
priority durability points, alter 75
Present Evidence
+ 120,000 960 25 +23
frames/contact with enemy/durability
(Documents) (Turnabout) 13 +12
depletion the projectile explodes,
explosion lasts for 7 framesand
nullifies lowpriorityprojectiles
Present EvidenceWatch
(Trial) + 100,000 20 25 Projectile has5 low priority durability
points
Present EvidenceWatch
(Turnabout) + 120,000 +3
Projectile has5 low priority durability
points
Present EvidenceKnife
(Trial) + 40,000 x 3 320x3 20 30
Each projectile has3 low priority
22 durability points
Present EvidenceKnife
(Turnaboul) + 48,000 x 3 384x3 25
Each projectile has3 low priority
durability points
Present EvidenceCell Each projectile has5 low priority
Phone (Trial) + 40,000x3 320x3 25 25 durability points, projectiles inactive
23 lor 60 Irames then seek foe
Present EvidenceCell Each projectile has5 low priority
Phone (Turnabout) + 48,000 x 3 384x3 21 durability points, projectiles inactive
for 50 frames then seek foe
WJ
mm
Screen Name Command Hits Damage ^g Startup Active Recovery Mn$f* JSded Notes

20,000x2 160x2 + 20(12)4 5 +14 Knocks down


Press the WitnessL (Trial) 3 15
<O0\ +

+ 50,000 400
20,000 x 4 160x4 + 25(12)4 5 +14 Knocks down
Press the WitnessM (Trial) 5 20
OO^ +>
-

31 + 50,000 400
20,000 x 6 160x6 4 25(12)4 5 +14 Knocks down
PresstheWitness H(Trial) 7 30
c>0\ +

+ 50,000 400
Break the Witness L 17(11)4 7 +14 Wall bounces foe
oO^ + 7 171,000 1632 13

Break the Witness M 2592 17 21(11)4 3 +18 Wall bounces loe


12 240,600
OO^ +

32

Break lhe Witness H 25 21(11)4 3 +18 Wall bounces loe


c>0^ + 20 320,700 4128

(Turnabout)

"M-Mayai?" L: Maya issummoned toaid Wright inhis "M-Maya!?" M&H: As with


search for the truth. She rushes out to stand about a third "M-Maya!?" L, theseversions are
more likeassists than special moves;
oftheway infrom Wright's side ofthescreen, where she
then generates a barrier that lasts for either 152 frames inparticular, these Maya attacks
or until 250,000 damage absorbed, whichever comes resemble She-Hulka, X-23p,
first.While the barrieris active,anything that touches and Feliciaa. Maya rushes out,
it is absorbed and cannot hitWright, so standingjust tlummoxing a bewildered Wright as
behind the barrier of "M-Maya!?" Lis a pretty safe place she runs by,before flopping on her
to be; Wright won't be safe from characters who can teleport behind him or triangle jump down from belly and sliding in low atthe enemy. This hits low and is OTG-capable. Wright
sharp angles above, but all direct frontal assaults and shallow air assaults are more or less thwarted. isalsofreeto move before it's over, so he'll have eithera free chance to move
Compliment calls of "M-Maya!?" Lwith assists that further protect Phoenix Wright's area of the forward, ortoInvestigate a new piece of evidence. Near corners and in some other
screen, and usethesafetime you're buying to Investigate foradmissible evidence. situations, Wright can combo after "M-Maya!?" MorH!

Investigate: Phoenix Wright hasthree slotsavailable for Discard. During Investigation mode,
evidence. Each slot corresponds to a button combination: press + that matches a slot
+ for the first slot, + for the middle slot, which already contains evidence,
and + for the right slot. While in Investigation and PhoenixWright will toss it in
mode, pressing a pairof buttons that matches an empty an arc across the screen. This is
slot will cause Phoenix Wright to searchforevidence one of two ways to get rid of false
to store in that slot. Admissible evidence which can evidence, which has no use other
contribute to accessing Turnabout will cause theslotit's than to be thrown at the enemywith
in tobecome highlighted; false evidence, which cannot contribute toswitching toTurnabout, will have Discard. Take care not toaccidentally Discard admissible, highlighted evidence,
the same drab folder background. like knives, cell phones, and documents... you want tohold on tothat stuff!
Admissible pieces of evidence become powerful zoning tools in Trial mode, and
Investigating evidence isa quick process, but still certainly not a safe one; nearby foes can easily
are required in order toaccess Turnabout. False pieces of evidence actually make
move inand hit Phoenix Wright as he digs for the truth. Save Investigate attempts for when the for slightly better Discard projectiles than real pieces ofevidence, anyway.
opposing character iseither far away orpreoccupied super jumping, orwhen Phoenix Wright issafely
covered with Maya and/or crossover assists. If you score a hard knockdown, such asafter an air In addition tobeing discarded with Discard, false evidence can also be destroyed
combo ora throw, you might also intentionally forego the OTG opportunity and instead use the time simply by using the "Order in the Court!" hyper combo during Trial mode.
tofreely look for a couple pieces ofevidence. For more onevidence gathering, see Advanced Tactics.

Mode Change: By tappingO ,0 + you can swap Phoenix Wright between Investigation and Trial mode at will. As aspecial move,
Mode Change can be used to cancel basic and command attacks on the ground. Phoenix Wright recovers in 20 frames, having swapped
modes. Investigation mode is intended primarily for the gathering of evidence, while Trial mode is more suited to general combat, and for
activating Turnabout when three pieces of real evidence are on hand. Note that the recovery of Mode Change is hyper-cancelable; this is most
useful after scoring alauncher in Investigation mode, as you :an combo to ahard knockdown, swap to Trail mode, then immediately cancel to
"Order in the Court!" for a strong OTG capper.

Paperwork &Paperwork Storm (High &Low): Acareer in law is about, among other things, being inundated with files, papers, records, documents and briefs-boxes upon boxes of
them During any version of Paperwork, Phoenix hurls some of the fruits of his meticulousness at the defendant. High (tf \c>)or Low fl? &<?) indicates the arc the papers take;
for Paperwork (High) the papers rise in altitude, with the final paper being the highest, while Paperwork (Low) is the reverse, with the first paper starting near Wright shead, and the last
one just off the ground. Hversions create four distinct paper projectiles, while Land Mversions create three.
The heavier the version, the further the papers are tossed; Paperwork Htravels out to roughly mid screen. The papers persist for half asecond, so while they're not quite Amaterasu's
Power Slash papers for creating persistent on screen threats, they're slightly less transient than most projectiles. And each paper is itself adistinct projectile; in some ways, Paperwork
functions like closer-range, more limited Sentinel drones, especially Paperwork (Low) H, the first paper of which starts out alittle higher than Wright's head, providing some anti-air
coverage. Note that small and mid-sized characters crouching near Phoenix Wright during Paperwork (Low) Mor Hcan avoid his papers entirely.
During Turnabout, all versions of Paperwork become Paperwork Storm. Paperwork Storm reaches farther, faster, while dealing more damage. Each distinct paper projectile becomes a
distinct beam with three frames of durability exchange possible, making Storm variants of Paperwork three times more durable against opposing projectiles! Coupled with the enhanced
capabilities of Present Evidence and attacks during Turnabout and it's easy to see how Phoenix Wright becomes asuffocating, full screen-dominant character under Turnabout.
SSS??S T,Ctgfere" W.ilh J, I9 ln"sliOati<"< mo" is presentable in Trial mode with the same command. Trying to present FALSE evidence will leave Wrioht
SSi^S^ 9,e,p,oiec,i,ea,^wiL,,igbeha,,o,s.DCS,:S::M
KSVCSS^'SS; HHH i,-S 7e',bad' haW abT'',"is one can be crt",cl,el1 under ^ man *aracte'M irs a"**compared lo many beams In
^'3;^^J1TSS TSmSRpossessert bv""Ma"*"' D0C">'Doom' cmta wi,h ,heabili",0 immedla,e"cancel -***
iSRSSStU SirsSLSSete7^ M",his ***a-rta- "al ^ *
Docwne/ife-launches afloating orb that goes to arandom location in a90 degree arc in front of Phoenix Wright. If nothing touches it, it will explode after asecond and ahalf If it
wfiSss*pSS^ztsis^
,1m?i! . / PP? iu asomewhat ?:erureiy>
random aerialem ani charact^
Chris landmine, or like iafaster
( hi,s intM.O.D.O.K.
o abri"f spinning
Balloonknockdown-
Bomb), as itpresentin5sssi!Si zx*L*
causes astationary threat in front of Phoenix
TS^SSSSS^ r With''" TUmabUt mde' DCUmen,S Ca" e Presented Sfas',hat they'"combo in, one ano,her up close forawh'lXnding
Mte/c/r-enables Phoenix Wright's most conventional projectile. It shares similar behavior with other standard 5point projectiles, and can be fired much more quickly in Turnabout.
iJSfcSS
front of him, r<Td
with oneSme
goingldK"SCh00(l ?ayer,S
horizontally 'MJChelle
and another two Heart'S MvC1
spreading outassist'
aroundwhich
it. Thiswasis his
oneslowest-moving
of ,he best in ,hatPresenting
9ame- Phoenix
attack,Wright
and thusshoots threeways
in some knives
the inmost
a60useful.
degree spread right in
fn^ThtTrir^K5
enemy. The orbs can be fiE^aS?"!?
destroyed before theybVM
fire orDo2?r !WS
while they' Daggersbutofit'Denak:
re in transit, s very *** ^n'ithedoenemy
unlikely anything
will fordestroy
amoment, but then
all of them. they all when
Especially fire simultaneously, homing
coupled with other in on the
Presenting
moves, and with Paperwork (Low), this isone of the best tools for zoning an enemy and keeping them out.

Press/Break the Witness (Trial/Turnabout): Phoenix Wright marches forward to serve papers to his target This move
recovers more quickly than itlooks; like most ofPhoenix Wright's attacks, hehas much more animation ontheend ofthe
action than you actually have to sit through. It grants big frame advantage even on block. This means you can link attacks
just after scoring a Press the Witness hit, especially near corners. During Turnabout, Press the Witness becomes the
utterly devastating Break the Witness, which causes awall bounce with the last hit if successful. Fitting Break the Witness
into Turnabout combos, like just after the ground bounce created by air , assures your damage will be outrageous. Add
in X-Factor and it's downright preposterous... in Turnabout, with X-Factor lv.1, something as simple as crouching,
c> + Q e=> c>^ t\ + is already over 800,000 damage before the wall bounce!!

Screen Name Command Hits Damage Startup Active Recovery Ad^nJf,9e


on Hit
SpSS1^
if Guarded
Notes
Steel Samurai Maya
Ot\C>+ 270,400 10+4 35 +57
Lastattackhits low,knocks down, activefor
Smelling! 56(11)15 frames
"Order in the Frames 1-54invincible, OTG-capable, hard
Court!" (Trial and 0?O + 250,000 15+4 +18 -73
knockdown on Wright andfoe, projectile
Turnabout) destroys mostprojectiles and beams, use ol
hyperdestroys all (alse evidence
Ace Attorney (Level
3 hypercombo) 600,000 Invincible frames 1-18,OTG-capable, hard
oo^ + 10+0 32 -10
knockdown
(Turnabout)

"Order in the Courtl": Ace Attorney. Simply


per combo, put, this is the best
ilable during
"Ns igationmnAa
hyper combo in the
game. It's only available
f. l delivers onesin during Turnabout, and
damaging hit t afterAce Attorney all
of the playing I evidenceis expended
fromanenorm.. and Turnabout ends.
SteelSamurai Maya Smelting!: The only . Allcharacters will be struck and tossed After 10pre-freeze frames, Ace Attorney strikes theenemy instantly
hyper combo available to Phoenix Wright ., even Phoenix Wright (though friendly post-freeze, no matter where theyare. Iftheopponent was not
inevery mode sendshisassistant Maya characters don'tactually take damage; thisjudge isjust). The ALREADY holding back to block before the hyper freeze, they
forward ina swirling-armed frenzy. Like gavel smash is OTG-capable, which is a big reason why combo cannot escape Ace Attorney. It'salsoOTG-capable... it's basically
the Maya specials duringInvestigation, potential for Phoenix Wright is higherinTrial or Turnabout modes a faster, better version ofMagneto's Gravity Squeeze. Ace Attorney
Steel Samurai Maya Smelting! is more like than inInvestigation. "Order intheCourt!" isalso a great team isone ofthe two most damaging moves inthegame, upthere with
an assist attack than something Wright hyper combo starter; most hyper combos cansimply continue Vergil's Spiral Swords level 3 hyper combo extension.
performs himself; he can move before it's hitting theopposing character while they're spinning totheturf,
over, andyouropponent's useofadvancing and OTG-capable hyper combos canpick them upright after Ace Attorney is so fastthatyou cansimply use iton reaction to
guard against Maya will onlypushtheir they're laid out. the enemydoing all sorts of things from full screen; did a fireball
character backa little, while having no character think they could getaway with even starting to throw
Onevery useful, subtle feature of "Orderin the Court!" is that it a projectile? Whoops, nope.And virtually any combo becomes
direct effect on Wright himself. Especially
near corners this makes SSMS! a fantastic
destroys all false evidence! Obviously you won't always have the a K.O. against anycharacter ifyou unleash Ace Attorney at the
pressure hyper combo; if it hits,Wright luxury ofhanging back to hide behind Maya and gather evidence; end, causing 600,000unsealed damage on top ofthe combothe
can continuea combo afterward,and if youropponent is going lo tryto stopyou. You canalways chuck preceded it. And ifyou get Phoenix Wright intoTurnabout and then
it'sguarded, you canattempt to mix your falseevidence at them in Investigation mode, butthereare still swap him forthenext character before Turnabout ends, then you
opponent up with a * O Slip-Up or good reasons toswap toTrial mode sometimes even when you now have accessto a 0-frame THC into Ace Attorney!
a jumping basic attack overhead,or fake don't have a full roster ofadmissible evidence, since Wright can
gotoe-to-toe a little bit better inhis "presentation" mode. But, you And, ofcourse, Ace Attorney's advantages only become stronger
andgofora lowattack. Theopposing with X-Factor. IfTurnabout Phoenix Wright is the lastcounselor
character isforced totrytoguard correctly can'tdiscard undesirable evidence at will anymore. This problem
goes away if you end combos with OTG "Order in the Court!" standing,AceAttorney by itselfduring lv.3X-Factor deals over i. t
while Maya is holding them inplace. If million damagel Soif you'd tagged out Tumabout Phoenix Wright to
it's go-for-broke time,youcanX-Factor for solid damage and a one-smash-solution todestroying false
evidence while leaving anyadmissible evidence inplace. As both harass your opponent with his unsurpassed assists, then they finally
cancel the startup to recovereven earlier K.O. histeammates andforce the lawyer back into thefray, they
thanusual, giving you moretimeto mix you and theopponent recover from thegavel, you're already back
inInvestigation mode automatically, so summon "M-Maya!?" L, won't beableto afford a singleslip-up forthe duration of Turnabout,
youropposition up whileMavaholds them lestthe matchend ina resounding turnaround! Take that!
then check for some real evidence.
helplesslyin place.
B|7
There is nodoubtthatyourgoal with Phoenix
Wright is to achieve Turnabout mode. You
have a few ways youcanactually utilize
Turnabout, butanyofthemis so much better
than Phoenix Wright in Investigation or Trial
mode thatyourmodusoperandi hereis self-
evident. Thefirst step to activating Turnabout
is collecting a full rosterof highlighted
evidence.
Documents and Flower Vase are great pieces ol Cell Phone coupled with Watch orPhotograph allows
Use "M-Maya?!' Landassists toprovide cover lor It'sverylikely thatyouropponent v/ill beaware you tolight atlull screen.
evidence-gathering inInvestigation mode. defensiveevidence.
of howdeadly Turnabout can be,so theywon't
be too eager to sit backand watchPhoenix
When fighting in Trial mode without enough evidence for Turnabout, you should look at attack
Wright dig around for clues. If they do happen tositback, well, okay. If they aren't pressuring opportunities as chances to buy time to look for evidence, rather than strictly for damage dealing
from afar, call a long range assist ifyou have one (good examples for Phoenix Wright include and meter building. Managing to score a hard knockdown from an air combo can lead to an
staples like any Doctor Doom assist. Iron Mana orSentinela. and new assists like Rocket "Order in the Court!" OTG hyper combo, sure, but you could also use the opportunity to swap
Raccoona), then dig for apiece of evidence ortwo. All the evidence items look distinct as back to Investigation mode, scoop up a piece of evidence, then call Maya out before scooping up
Wright plucks them up, but UMvC3 has a tendency to get chaotic, soif you aren't sure what's on another piece of evidence, all while they're still getting up. It can also be worth foregoing hyper
hand then just check out Wright's inventory; highlighted folders are the important thing. combo use simply to conserve meter, since Phoenix Wright isn't the best battery in the world.
Against more aggressive opponents, you'll want toget "M-Maya!?" Lout there, soWright has In fact, since the majority of Phoenix Wright's useful damage potential comes from Turnabout
a sturdy shield tostand behind. It'sfrom the cover ofthis shield that you may find chances to anyway, you should consider saving most of your hyper meter for Wright's teammates, rather
attack your foe with Wright's short limbs safely, perhaps while they try foolishly toattack through than spending too much of it for Phoenix Wright's below-average, non-Turnabout combos.
Maya's shield. If it'sPhoenix Wright's birthday and you happen tocatch two characters atonce, You can also buy chances to search for evidence by using some combinations of evidence and
proceed toCombo Xtodo knockout-worthy damage tomost point characters and all assists, even Maya calls. In order to use "M-Maya?!" during Trial mode, swap back to Investigations, summon
from Wright's least powerful mode. Maya, then swap right back. Make sure you've actually swapped back before using evidence
Against foes who jump in over Maya's shield, note that Wright's standing basic attacks all make again; if you remain in Investigation thinking you're ready to use evidence, you'll just end up
great anti-airs. There's a hitbox around any document Wright isreading, which extends above and throwing it away. The pieces of evidence that provide the most long-term cover are Documents
infront ofhishead. So,although it may notlook like it,thatmeans Phoenix Wright's standing and Cell Phone. Fire either ofthem twice (orfire them each once, ifyou happen tohave both),
basic attacks can be used asanti-air like the standing attacks of Magneto orDante. And then swap back to Investigation and see about fixing up the remaining empty evidence slots.
both standing and air in Investigation have very large hitboxes that extend in acircle all the Using methods like these, you can also replace real pieces of evidence that you don't prefer.
way around and above Wright. Enemies knocked out ofthe air at low altitudes by attacks like Beggars usually can't be choosers when itcomes to which pieces of evidence to use due to the
Investigation standing or can be chained into alauncher for afollow-up combo. frantic pace of UMvC3, but if you get certain pieces of evidence right away (Cell Phone) then
Wright's zoning and flexibility goes up in general, which grants you extra chances to be picky
Wright is verylimited in Investigation mode, about remainingevidence.
especially in the movesthat can be used to
open up an enemy,and in the potential for
combo embellishment. Still,the attorney isn't
helplessevenwhenhe's stillresearching
1&* a
HH
his case. If an opponent is made hesitant
bythe Maya barrier, or ifthey'reforced to

M
blockyourassist, youcan stage a simple
but effectivemix-up.The baseline layer (or
opening argument, if you will)is that you can IIyour challenger gets around "M-Maya?!" L, like
dash in and attack with a chain of crouching with a triangle jump orteleport...
, standing . This isyour preferred
opener when fishing for a hit. Ifthe opponent OTG-capable assists make itpossible tostart Thtee$> * orairfy * attacks puts the
Turnabout alter throws,^> + (M), orHying loeinto a blue-tinted stupor (lour hits are required in
is gettinghityou can proceed to Combo I or Investigation); the hit used tostart Turnabout counts
Combo II. Ifthey guard, halt the blockedchain towardthis total.
and go for an alternative. Since crouching
hits low,we need some counterpoints that hit When you do have enough evidence to enter Turnabout, then it's time to find away loscore ahit
high.1^ + is acommand attack called with Trial modeC> + orairV + . Either "OBJECTION!" attack will initiate Turnabout,
Slip-Up in whichWright haplessly slips on which isfar and av/ay the longest timed power-up state inthe game, lasting 20seconds. These
a banana,thudding upon his enemywith an attacks (technically called Bridge to the Turnabout) can be easily worked into acombo; simply
overhead attack that causes a knockdown.
chain toC> + after astanding , chain, or launch and super jump with airV +
This can be canceled on hit or block to a
immediately. You can also cause ahard knockdown, like after an air combo, throw, or<5> + (M)
"M-Maya?!" Mattack,which hits lowand v/ill ...standing makes asurprisingly goodanti-air! overhead, then call an OTG assist and juggle withC* + off the OTG pop-up hit.
OTG fromO + if it hit. (See Combo III.) Thatpaper must beheavy stock. (See Combo IX.)
Ifthe overhead is guardedyou can stillcancel
to Maya,or cancel to ModeChange to try It's very important tonote that hitting anassist with these attacks still counts; you can enter
slightly betterup-closeattackswithTrial mode. Turnabout by using "OBJECTION!" against an assist. This can be hugely helpful if their point
character is a stubborn nut to crack.
Jumping toward theopposing character when there's a chance toattack canalso lead tothesame
opportunities. Attack with Investigation air on the way in, which has asurprising cross-up Turnabout starting with <=> + orairO + means that your foe will have astun counter
hitbox; itdoesn't matter which sideyoujump to, so justjump on top ofthem as ambiguously of atleast one onthem right asTurnabout begins. As with Trial mode, getting the stun counter up
as possible! Mixing in anempty jump here and there soyou can land and immediately go for to three during Turnabout causes aspecial dizzy state in the enemy during which anything juggles,
crouching orathrow isalso astrong option. even launchers against prone foes. Try to keep in mind how many C> + andv +
attacks you've landed, tomake the most of this if you can combo into the third attack, and thus the
And although they don't help toomuch with thesynergy ofhisteam, since he'smostly kind ofa stun, under control. Note that ittakes 4 of these attacks tostun during Investigation mode, but if
zoning character, low-hitting OTG-capable assists gothe longest way toward covering up Wright's you hit with one of them during Investigation, then swap toTrial and land two more, the third one
offensive deficiencies, allowing for relaunches orC> + hits in combos where they're will stun in this case, even though Investigation "HOLD IT!" attacks are worth less in terms of stun.
otherwise impossible. The prototypical example is Weskerp, still the all-around best OTG-
capable assist in UMvC3. If you enter Turnabout off aclean hit, you should almost always be in position to perform a
Trial and Investigation modes can be toggled between withO 0 * Once all three slots of knockout combo, or very close to it. If you landC' + against an opponent on the ground,
evidence arefilled, it's timeto switch to Trial mode; notonly is Phoenix Wright a better all-around dash forward immediately after the Turnabout freeze ends, and link crouchingOvl) ,<=> +
accidental fighter in Trial mode, but landing any^O + orairO + "OBJECTION!" 3^>- cj>v \ + for heavy damage and awall bounce from which vou can easily juggle
attack will enter Turnabout.
more attacks (see the last combo in the Combo Appendix). Crouching wall bounces,
while air ground bounces, and standing causes enough lofting hitstun to allow you
Seeking Turnabout isn't theonly reason to switch toTrial mode. Ifyour challenger plays a style to dash forward and juggle standing again (or, near corners, to just stand still and juggle
ofconstant offense trying to rushdown Phoenix Wright, andespecially ifthey have a teleport or standing three orfour times in a row). Meanwhile, both Paperwork and Press the Witness
similar pass-through tactic they're coupling with assistuse, you won't have as much ofa luxury become much more powerful than normal, along with each piece ofevidence.
ofbeing able to search for evidence safely inInvestigation mode. Trial hasa few fightino upgrades
over Investigation: standing, crouching, and air attacks can all be chained into an Wright gains access to the most powerful attack in the game, Ace Attorney, but its use ends
command extension, making for better chain combos, Wright'sC> + and airy + Turnabout. Super Samurai Maya Smelting! and "Order in the Court!" are also both still available,
"HOLD IT!" questioning attacks cause a stunafter three usesrather than four inInvestigation, and and don't do anything toshorten Turnabout's duration. "Order in the Court!" can add oomph to
thePaperwork andPress theWitness attacks become available. Also, any admissible evidence any combo that happens to end with a hard knockdown, while Super Samurai Maya Smelting! is
becomes a projectile weapon; these attacks arethesaving grace ofthemode when you have one
or two pieces, but not enough to enter Turnabout.
UuilJij 'Mil aijuliuuail
extremely powerful near corners, especially during Turnaboutget Maya out there and your opposition will be pinned, forced to
block her flailing arms in the corner, while you prepare whatever hellacious mix-up you like against them.
Once you activate Turnabout, you should think ofthe time itlasts asacommodity you can spend. Ideally, you enter Turnabout
off aclean hit, and soyou already have a chance todo serious damage, oroutright eliminate, one character. Even if the chance
presents itself to use Ace Attorney early on in Turnabout, even if it's for a knockout, you should consider passing it up. Instead, end
Turnabout combos with "Order in the Court!" before using ateam hyper combo cancel to hand off to Wright's next partner. This is
virtually assured of doing atleast 900,000 damage to the target, but more important it puts Wright on the sidelines with Turnabout
assists active, and not very much Turnabout time expended off theclock!
Wright's partners can make serious use (and abuse) of Phoenix Wrighta and Phoenix Wright(3 while he's in Turnabout; since the
assists are never actually vulnerable, you can feel confident calling Wright even if he has only asliver of life left on the sidelines. You
can essentially get away with just attacking using your Phoenix Wright assist, and trying not totake risks otherwise!
If the chance presents itself here to turn the tide with aquick K.O., your point character backed by Phoenix Wright will have the option
of landing ahyper combo, then using aTHC to tack on Ace Attorney. Since Ace Attorney isinstant after the hyper freeze and hits
anywhere, there isn't ahyper combo this won't work with. You can even whiff punish your opposition from impossible positions by
performing aquick hyper combo with your point character, then immediately THC canceling to Ace Attorney, for an anywhere-punish
on short notice! This is costly, requiring four bars of meter, but it can be worthwhile if it will take the target out (and certainly is
worthwhile ifitwill endthe match).

If the character in front of Phoenix Wright isknocked orsnapped out, he'll return with Turnabout still active. If you haven't used
Ace Attorney you still have meter lying around, probably, so be patient and develop asense of how long is left in Turnabout; if your
opponent so much asflinches and time's running out, snag them from anywhere with the long arm of the law. Otherwise, if you
have the chance, you can get Phoenix Wright out again, swapping tothe other partner with acrossover attack oranother "Order
in the Court!" THC. Turnabout might be seconds oreven frames from being over atthis point, but the timer doesn't matter while
Wright is off screen; with 1frame or1199 frames of Turnabout left, Phoenix Wright's powered-up assists are still unbelievable.

L IN INVESTIGATION, CR. , ST. , ,, e~> FORWARD SUPER JUMP POTG,


FORWARD DASH, e=> FORWARD SUPER JUMP, AIR ,, , , f RIAL)s> j, ^ ^ q ^ 0TG

526,900 damage, 27% meter loss


Phoenix WrjhHias alot of trouble performing long combos in Investigation, so equipping adecent OTG assist helps. After the final air knockdown, land and quickly perform
t * O() E2*> f * -4- O(^atk) t0 enter Tria| and cance| its stance change recovery jnt0 ,he ,.0rder jn the Court,,. hyper combo Agajn d(jn,t bother lQ waj{ {Qr the s(ance tQ
recover, youcan just hypercancel immediately.

If you choose to bypass swapping to Trial mode for the OTG hyper combo at the end, you can simply use the hard knockdown as an opportunity to summon "M-Maya'?" Lthen Investigate
for acouple pieces of evidence while your opponent is busy recovering from the hard knockdown. This nets 349,700 damage and ameter gain of 73%.

5), WAVEDASH TWICE, ST. , , es>


FORWARDSUPERJUMP, AIR,,,, LAND, * o (TRIAL) ^> if - o @@ OTG
552,500 damage, 45% meter loss
This short combo burns two bars of meter for arelatively small amount of damage, so it's only worth going for if you're sure it will K.O. the target. Otherwise, you're better off saving meter
and using hard knockdowns as free chances to look for evidence. After Phoenix Wright recovers from * * fl> @@, immediately wavedash forward twice to move into attack range-
time your attack so that it hits theopposing character right as Maya finishes herassault.

If you happen to have any false evidence on hand, "Order in the Court!" destroys it, while switching Phoenix Wright back to Investigation from Trial mode.

///. IN INVESTIGATION, + es> * * + c OTG, * * o (TRIAL) ^> * - o OTG


352,000 damage, 89% meter loss
* * Slip-Up is Phoenix Wright's overhead while standing, and it causes ahard knockdown on hit. It can be canceled into "M-Maya!?" Mfor an OTG; switch to Trial mode and
perform "Order in the Court!" as fast as possible to add athird heavy hit after Maya OTGs your foe. You can call an assist to re-launch the opponent after Maya hits instead of doinq the
hypercombo, but the timing is pretty rough.

IV. IN INVESTIGATION, BACK THROW OR BACK AIR THROW, *-<& OTG,* f * (TRIAL) ^> <S8)OTG
372,000 damage, 87% meter loss
It's easierto OTG after Phoenix'sback throws, so use fi rd throw unless your opponent iscornered. Since the target iscloser, you can opt tosub out the hyper combo
with an OTG assist for a re-launch instead.
my
V. IN TRIAL, CR., ST.,,^> FORWARD JUMP, AIR * , DELAYED, LAND, ST. ,,- @,>^>
FORWARD SUPER JUMP, AIR , , , * * (STUNNED), LAND, I M> FORWARD SUPER JUMP, AIR , ,
, , LAND, FORWARD DASH, * * 8! OR { * * 8, WAIT FOR FINAL HYPER COMBO HIT, ^>
FORWARD SUPER JUMP, AIR , , , LAND, * + 81
577,500-667,600 damage, 2-104% meter loss
This combo hits the enemy with + /air three times, resulting in astun that allows for arelaunch after the super jumping portion. The opponent must not have been hit
with + before this, or else the stun timing will be off. Keep track of how many times you've landed * or air * to better suit your combo needs. Note that the
standing , chain whiffs against most crouching characters; it's only reliable against opponents who are standing (which they should be anyway, if crouching (L) at the beginning hit
them). Go for this after an empty jump in, or when the opponent is watching out for + .

VI. IN TRIAL, o ear> o (INVESTIGATION), * * *-o , f (TRIAL) ^> * - 8


352,000 damage, 90% meter loss
Even though it isn't necessary, you can cancel Trial's " * into achange to Investigation to summon "M-Maya!?" M, then change back to Trial for the "Order in the Court!" hyper
combo OTG. You may also opt to simply cancel * into f * -* 8. however, skipping the stance-switching steps. As always, you can trade out the hyper combo for an
OTG assist and a re-launch if your heart desires.

VII. IN TRIAL WITH THREE PIECES OF EVIDENCE, CR. , , ST. , ^> FORWARD SUPER JUMP, AIR ,, , ,
LAND, E=2l WESKERB OTG, (TURNABOUT), CR. , FORWARD DASH INTO FORWARD JUMP, AIR , LAND,
FORWARD DASH, ^> FORWARD SUPER JUMP, AIR ,, , LAND, * - OTG OR f * 8 OTG
730,000-1,130,000 damage, 2% meter gain or 198% meter loss
Abasic example of shifting into Turnabout mid-combo. After the Turnabout change, you can opt to enter X-Factor to ensure the remainder of the combo knocks out the opposing character
(without having to use the level 3). This leaves you in both X-Factor and Turnabout for the incoming opponent. Alternatively, you can perform the first combo, ending with the gavel OTG,
then THC lo your next ally. The next character's hyper combo pours more damage onto the 730,000 Wright already did, and meanwhile he's now on the sideline, where you can abuse his
astonishing Turnabout assists! If your point character ever has four bars of meter in reserve, almost any hyper combo can then easily lead back to Ace Attorney for huge, 0-frame damage,
or you can simply wait for Wright to return, with the majority of his Turnabout still left, since he handed off the fight to ateammate almost immediately!

Vlll. IN TRIAL WITH THREE PIECES OF EVIDENCE, CR. , ST. , , * (TURNABOUT), FORWARD JUMP,
AIR* ,, LAND,^> FORWARDSUPERJUMP, AIR,,, LAND, * * , WAVEDASH FORWARD
FOUR TIMES, ^> FORWARD SUPER JUMP, AIR , , , LAND, +*-<>) OR-* * <88
882,300-1,355,500 damage, 35% meter gain or 164% meter loss
Adevastating Turnabout combo. Performing the level 3version instantly knocks out any character even from full vitality, but you'll have to weigh whether you actually want lo end
Turnabout this quick by using the level 3. Save this for when an opponent's final character enters the screen, so the strategic benefit of prolonging Turnabout is no longer relevant.

l# IN TRIAL WITH THREE PIECES OF EVIDENCE, , WAIT AMOMENT, PJEU WESKERB OTG, + (TURNABOUT),
FORWARD DASH <^> FORWARD SUPER JUMP, AIR , , , LAND, - f * , WAVEDASH FORWARD FOUR
TIMES, >^S> FORWARDSUPERJUMP, AIR,,, LAND, * * - 8 OTG OR- * 8 OTG
846,100-1,309,300 damage, 16% meter gain or 184% meter loss
This is amethod of entering Turnabout off of an overhead attack. After-* hits, call Wesker-p alittle later than you think you should to give yourselt enough time to rise and
connect + . In the very likely event that using Ace Attorney here represents overkill, instead perform ateam hyper combo from "Order in the Court!" to your next teammate s best
hyper combo.

M. IN INVESTIGATION, CR. , ST. , ,, <^> FORWARD SUPER JUMP, AIR , ,, , LAND, (TRIAL)
^> * * . o 8 OTG @ ,WAVEDASH FORWARD TWICE, ST. , ^> FORWARD SUPER JUMP, AIR , , ,
, LAND, f (TRIAL) ^> ft - 8 OTG
867,700-1,019,300 damage depending on X-Factor level, 2-117% meter loss
Abasic X-Factor combo that deals hellish damage. Go for this combo when you realize you've caught two characters at once; you may have this opportunity frequently if you call
"M-Maya!?" Land the enemy attacks while calling their assist right into the barrier. In this way, Phoenix Wright is capable of dealing heavy damage to the other team even without his
exclusive Turnabout mode. If you land the first crouching in Trial mode, change the air chain sequence to air ,, for additional damage. Swapping to Trial mode manually
after the first hard knockdown is also not required ifyou beginin Trial mode.
.

m mi
Playing Phoenix Wright comes with a mild inventory management aspect. Six
of his best special moves are all types ofprojectile attacks only available
during Trial and Turnabout modes with the proper evidence in hand; there are
also a half-dozen pieces of fake evidence lying about, which will trip Phoenix Investigation mode Trial mode Turnabout mode
Wright up if you try to apply them during Trial mode. You can separate the
wheat from the chaff with the Discard command, but be careful not to discard
any real evidence unless you have a particular attack you absolutely want
available in Trial and eventually Turnabout. Image Item Image Item
Since the results of Investigating are random, and since sometimes luck Photograph
won't be onyour side (and some opponents will be more aggressive and Sfi Bottle
pesky than others), it may take a while to gather the right evidence to go for
Turnabout. Patience and flexibility are invaluable here. Instead of just trying n its'
Flower Vase m Statue
to force the issue digging for clues overzealously, eventually getting Wright Documents
overwhelmed, have a willingness to use him as an actual combatant, and play &2 m Plant
smart with the tools that he has. His range is pitiful, sure, but he still has Watch
Plunger
solid anti-air attacks, high/low mix-ups, and totally competent solo combos,
especially in Trial mode; you'll just have to rely on assists, evidence,
m
and Maya to create openings, more than Wright's own "attacks". As a big X Knile
& Servbot
advantage, combos landed in Trial mode can almost always end in "Order in Cell Phone
the Court!" to destroy fake evidence less laboriously than actually discarding
it. Additionally, the game will never allow you to have all three slots filled with fake evidence, so if you draw blanks
a Shades

on your first two searches, make sure to use the third slot for the third search (rather than discarding one of the two
pieces of false evidence) and you'll guarantee that you get either real evidence, or at least healing meat.
Play within Phoenix Wright's means and you'll find more places to look for evidence naturally anyway, since you can
use the huge frame advantage created by hard knockdowns to look for evidence for several seconds, uninterrupted.

mmi execution tips


After scoring an launcher hit, pause for a split second before super jumping fo follow up with an air combo
Practice dashing or jumping as soon as possible after activating Turnabout, in order to link afterward

AS PHOENIX WRIGHT COMES IN: AIR ,,, LAND, {TRIAL0#<> +} OR {INVESTIGATION 00 +z->0#O +

AS PHOENIX WRIGHT COMES IN: AIR,, LAND, {TRIAL 0 &0 + JOR (INVESTIGATION 00 +.<=*> 0#<> +
Damage
Activate a TAC withO + orQ + Varies dueto damage scaling, destroys fake evidence
cj> +(M)r^> 0^O +,ST., => FORWARD SUPER JUMP, AIR,,,, LAND, 00 *<**> <)&<? +<
|Investigation near cornered enemy 1516,300, 59% meter loss, destroys lake evidence
FORWARD THROW, ST. , <==> FORWARD JUMP, AIRO + , DELAYED , LAND, ST. , ,C> + , <=* FORWARD SUPER JUMP,
AIR ,,Q * (STUNNED), LAND,ftg\0 +,0NTHE23RDHIT *= FORWARDSUPERJUMP, AIR ,,, LAND,0#<^ +

Trial near acorner, works only il no<> + or airQ * stun counters are registered on lhe enemy 584,400,106% meter loss, destroys fake evidence
FORWARD THROW, ST. ,== FORWARD SUPER JUMP, AIR,,,, LAND,00 + (TRIAL) == ty&<? +
IInvestigation near acorner 1404,700, 61%n5rTsTdestroysfS
O * (TURNABOUT), FORWARD DASH, CR. , C> * => <>01\ +, ST. , , , VERTICAL JUMP, AIR , LAND, FORWARD
DASH.CR., <==>; SUPER JUMP, AIR,,,, LAND,^>0^

^, Irill a
JimmRnrpm^mn
immm it
"UNLESS YOU'RE A TARGET OF ffllNE, YOU
WILL NEVER SEE h\E. If YOU PO SEE HIE,
THEN IT'S ALREAPY TOO LATE."

Unknown

BEEBPAIIOH
A-Elass Strider

He has trained his bndy to its utmost phy


limits. He alsa wields the Cypher, a plasma-
generating braadsward capable at cuttiag thraug
anything.

mitPBHS
Plasma sward "Cypher", sickle and chain, robotic animal helpers
that he can summon at will.

PEBfllt
He is a member at the Striders, a secret arganizatian specializing
in kidnapping, assassinatian, demalitian, etc., that has warked
behind the scenes throughout history. Having abtained R-Elass
status at a yauag age, he is the arganizatian's best assassin.

PBMB EBIB
INTELLIGENCE

, / STRENGTH

4/SPEED1
STAMINA

ENERGY PROJECTION

FIGHTINGABILITY

in-game combatpotential ot this hero.


Overview
Vitality 750,000
wChain Combo Archetype Hunter Series
X-Factor Boost Damage
54, # Level 1(3teammates remaining) 120% 120%
Level 2 (2teammates remaining) 135% 135%
Level 3 (1 teammate remaining) 155% 145%

Strider is aversatile character that can be effective up close or from adistance. Your goal
with Strider istoforce your opponent into the corner. Why isthis beneficial?
Strider's offense is comprised of quick, high-priority attacks that
can be seamlessly interwoven. It is not easily dealt with while
cornered

Vajra M can cross up even cornered adversaries


Strider has various tools for moving in after being pushed away
including Vajra, Ame-no-Murakumo Mor H, and his quick ground
dash
jfc~^i: You canaccomplish this goal by:

Using Strider's high-priority melee attacks atclose to mid range


Overpowering your competitor's long range game with Formation
A1, Formation A2, Formation C, Gram H, and Vajra.
Using forward-moving attacks such as Ame-no-Murakumo M/H or
* to close the distance between Strider and his rival
J * _
Attack Set
Standing Basic Attacks
. ,. Advantage Advantage if Mnlp-
Screen Command Hits Damage Meter Gain Startup Active Recovery on m, Guarded N0,es

Air Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery WJjjjjp1 AdGvuaa"ffi" Notes
Air Special AttacksFlying Screen anil Air tuhange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchanne attacks nerformfifi huinnuttinn a riirortinn niurfp^ ,rnnnin^iui-j...i i .. l. -.._. . '
available character to continue the air combo.

Screen Command Hits Damage Ijjjj' Startup Active Recovery M^f9 MESS Notes
1 1 Air 1 63,000 504 10 3 26 +14 +12
Causes hard knockdown ifused inlauncher combo,
overhead attack
2
Air^ + (during launcher combo) 2 105,00 880 9 4 23
Tags innext available ally while lofting opponent

-

upward
3 AirO orO + Tags in next available ally while causing wall bounce, 1
2 95,000 800 9 3 24
(during launcher combo) -

erases 1 hypermeter bar fromloe


4
AirO + (during launcher combo) 2 95,000 800 9 10 22

Tags in next available ally while causing ground j
bounce, generates 1 hyper meter bar

~4
Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage "ggj1" Startup Active Recovery Mjftj}B8 A,jj2ntJBJif Notes

Throws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense Combos
are usually possible afterthrows, oneway or another.

Screen Command Hits Damage Meter Gain Startup Active Notes


W\
, Recovery (this Recovery
Screen Type HlSffir Pescripttan H.ts Dama,. * Slar.p Active crass..*, (..her Na.es
Hyper Combo
Ame-no- Ground bounces foe
Legion 640 47 11(
Stridera
Murakumo M
720 49 118 Wall bounces adversary
Strider3 Legion GramM
Hard knockdown against airborne opponents
Strider7 Legion Vajra H 640 Strider invincible Irom Irames37-53

l}%Wp
'

JpsW
11
Strider has three useful crossover assists to choose from. Strider-tt Ame-no-Murakumo can be used to extend combos, but it can be dangerous to use otherw.se because of Strider s
forward movement. Stricterp Gram has decent speed and range, and it causes awall bounce. Strider's best crossover assist is Strider-y. When called, Strider performs vajra H. which
tracks down opponents regardless of their height, resulting in ahard knockdown on aerial targets. Adversaries can no longer attack from high in the sky with confidence when Strider has
this crossover assist at the ready.

Even though Strider is useful as acrossover assist, extreme caution must be taken when calling him. Strider's vitality is tied for second-lowest in the game (Rocket Raccoon and Akuma are
equally fragile; only Phoenix isflimsier), so awell-placed hyper combo can K.O. Strider instantly if he is called at an inopportune time.

0mwm
Screen Name Command Hits Damage "JJf Startup Active Recovery *" f^ffi Notes |
Ame-no- 27 -10 Knocks down
1 70,000 560 15 4
O^o +

Ame-no- 4 25 -8 Ground bounces loe


1 0\O + (M) 1 80,000 640 23

Ame-no-
1 90,000 720 31 4 22 -5 Ground bounces opponent
O^o+

11 or until
Excalibur L 4 30,000 x 4 240x4 10 15 +10 +8
2 (inair)0^O+

grounded
4 30,000 x 4 240x4 10 15 26 -9 -11
Excalibur M
3 (inair)0^^> + %
-

4 30,000x4 240x4 10 15 26 -9 -11


4 Excalibur H (in air) 0^^+
-

Until wall 1 Lasts 295 frames


5 Wall Cling 0\o +

55,000 440 8 11 16 -4 -6 ResumesWall Cling upon recovery


6 Ladder Kick (during Wall Cling) 1

-3 -5 Resumes Wall Clinguponrecovery


7 Cypher Attack (during Wall Cling) 1 60,000 480 6 3 23

Until Overhead attack


70,000 560 10 10 +12 +10
8 Jump Kick (during Wall Cling) 1
grounded
27 1 ResumesWall Cling uponrecovery
9 Wall Exchange (during Wall Cling) -

Until
Dismount (during Wall Cling)C> grounded


1
Climb (during Wall Clinq)0


1
Descend (durinq Wall Cling) 0

26 (air:
Gram L(in 5 until -10 (air: 0) Hard knockdown
10 00^*0 1 90,000 720 18 -

air OK) grounded)


26 (air:
Gram M(in 90,000 720 25 5 until -10 (air:+8) Wall bounces adversary
1
11
air OK) 00^ + qrounded)

26 (air:
Gram H (in 33 5 until -10 (air:+16) Wall bounces rival
12 1 90,000 720
air OK) c>0^ + grounded)

80,000 640 21 14 ! +13 +11 Projectile has3 low priority durability points
13 Formation A1 0&O + I -
|Screen Name Command Hits Damage Meter staftup flcfive Rfjcomy Advantage Advantage Notes
14 Formation A2 0#<o + 1 40,000 320 21 14 +14 +12 Projectile has3 low priority durability points
Knocks down, lirst projectile has 3 low priorily
durability points, bomb projectile has5 low
15 Formation C &<?* 1 90,000 720 36 -
4
priority durability points and(alls toward ground

afler 21 frames, bomb explodes upon contact


with rival orground, explosion has 5low priority
durability pointsand is active for 30 frames
16 Formation B O#o +
-
-
11 9
Lasts 600 framesor until Strider is hit
Formation B (during Formation B)
17 1 80,000 640 2 18 +12 OTG-capable, knocks down
(Shot) O#o +
+8

18 Vajra L <?<)& + 12 9 10
-


Frames 12-20 invincible
19 Vajra M O0# + 12 9 10




Frames 12-20 invincible
20 Vajra H Until Frames 13-29 invincible, hard knockdown against
Otytt * 1 80,000 640 33 11 +2 -7
grounded airborne opponents

Ame-no-Murakumo: Strider performs aspinning slash that causes aground bounce. Ame-no-Murakumo Hand Msend Strider running
before slashing; the Hversion reaches almost the entirety of the screen. Because of their slow startup, these two versions of Ame-no-
Murakumo cannot be used in typical combos. Despite this, you can link both versions after a Formation Bshot. Ame-no-Murakumo L
features no initial run, allowing it to combo off basic attacks such as standing or crouching Mand H. All three versions have avarying
degree of ground bounce; Ame-no-Murakumo H's ground bounce is the largest and allows for attacks to combo afterward, while the L
version only allows for faster attacks asa follow up.
All three versions of Ame-no-Murakumo can be canceled into Formation Bshot even during recovery! If Formation Bis active, you can -p^
make Ame-no-Murakumo unpunishable by canceling its recovery into the projectile. If the slash is successfully connected, the shot can be
used to combo afterward, making this technique useful both on hit and guard. Note that Ame-no-Murakumo can only be canceled into Formation Bshot, not activation.
Excalibur. Strider goes flying through the mm
air in one of three directions: goes up
atan angle, travels straight, and
shoots down at an angle. Upon recovering,
Strider is ina jumping stateinwhich special
attacks (suchas aerial Gram), double
jumps, attacks, and guarding can still be
performed. Excalibur is useful for changing w, I
Strider's aerial trajectory and causes decent
damage if all four hits connect. Remember that you canonly perform Excalibur once inthe air.
Excalibur Lis mostly used for combos and offensivepressure. Strider recovers almost immediately upon landing, making this attack only punishable via X-Factor if guarded. You
can follow aconnected Excalibur Lwith astanding if connected on both grounded and aerial opponents. Because of its sharp angle, Excalibur Lcan also be used to counter an
adversary's offense. If you see your foe rushing in for an attack, aquick jump or super jump into Excalibur Lcan counter their blitz, depending on the attack used.
Excalibur Mcovers along distance horizontally and is most useful when you need to reset your positioning. Use Excalibur Mto escape from the corner, or to close the distance between
Strider and his challenger. Be careful in becoming too predictable with this attack, however, as Strider is vulnerable for 26 frames of recovery until guarding or attacking is possible
Opposing players who anticipate this attack or whose characters are in close proximity to Strider upon recovery can fully punish him.
Excalibur Hsends Strider flying skyward, and he recovers near the top of the screen. Although it has the same recovery time as the punishable Excalibur M, its recovery frames begin as
Strider is still ascending, reducing the chances of the attack being punished. If performed during anormal jump, acrossover assist can be called on the way down for atricky surprise attack.

Wall Exchange
Wall Cling: Strider quickly jumps to the opposing wall. Strider is unable to guard not only during the initial jump but also during his time on the wall, making him extremely vulnerable.
While he's on the wall, you can climb up and down withO andO ,respectively. You can also dismount from the wall by pressing the direction away from the wall. Several moves
unique to Wall Cling become available: performs Ladder Kick, adownwards stomp; performs Cypher Attack, aquick slash; performs Jump Kick, adiving kick off the wall that
causes aground bounce on aerial opponents; and performs Wall Exchange, which causes Strider to leap to the opposite wall. All three Wall Cling attacks can be chained together just
like basic attacks, and Jump Kick can be canceled into special moves while Strider is still in the air. Jump Kick must be guarded standing and is punishable only by guarding it in midair.
Wall Exchange can be performed an unlimited amount of times throughout the entire duration of Wall Cling (just short of five seconds).

fGram: Striderperforms a long, sweeping


slash. The lengthof the slice is determined
jri^f by the strength of the button used. Gram
Hcoversalmostthe entirety ofthe screen,
causing a wallbounce. Its startup is too
^&/fe> r ~u"" JSL ' slow ,or il t0 De usecf in most combos,
^+t -flfD Ifc <fl<fl ' cflff) but you can utilize its range to start hit-
uS confirmable combos from long range.
Gram M is similar to Gram H but with less
range, hitstun, and startup. Gram Ldoesn't have the range of the Mor Hversions, but it has the quickest startup of the three, making it usable in most ground and air combos. Gram Lis
alsodifferent in that it causes a hard knockdown instead of a wall bounce.
You can cancel all three versions of Gram into Formation Bshot at any time, whether in startup or recovery. The long startup of Gram Hcan be used as bait to surprise foes with
Formation Bshot into acombo. The recovery on Gram Lcan be covered up with Formation Bshot during grounded offensive pressure. Note that Gram can only be canceled into
Formation B shot, not activation.
Formation
Formation Formation
0. Strider
At. Strider A2. Strider
sends sends
summons a
an eagle an eagle
mechanical
to attack armed with
tiger to
a bomb
attack his foes.
Formation toward his
his rival.
A2is
opponent.
Formation
similar to Midway
A1 behaves
differently than other projectiles inthatthe tiger always Formation A1 inthat the eagle always emergesfrom the through its flight, theeagle drops the bomb toward the
emerges from thecorner behind Strider andtravels the corner behind Strider, regardless ofhispositioning. The ground, and itthen descends slowly until exploding. The
entiredistanceof the screen, regardless ofStrider's eagle also has the low durability ofthe tiger, and itiseasily bomb explodes ifever itcomes into contact with any
position. The tigerfeatures 3 low durability points, leaving destroyed with an attack oropposing projectile. However, adversaries, whether itis during delivery ordescent. You
FormationA2 is useful as a defensive tool when timed can use Formation C defensively in the same manner as
something to be desired in long rangefirefights. It can even
benegated by almost any basic attack onreaction! Given correctly, and this move possesses thesame shielding Formation A2, though thetiming isdifferent because of
property as Formation A1. Perform Formation A2 against the increased startup. You can also employ Formation Cto
this setback, Formation Ashould not be passed on as
flimsy; thetiger absorbs whatever attack negated it,acting opponents coming from the air toknock your foe out of complement Strider's long range attacks.
as a one-hit shieldso long as the opposing attackconnects their attack. Ifyour adversary destroys theeagle instead,
either beforeor simultaneous to hittingStrider. Even their aerial attack getsnullified. Though not useful against
though it is difficult to utilize this properly when defending multiple strikes, standard one-hit air attacks using air
yourself, it is an added bonusnonetheless. or are rendered uselesswith a well-timed eagle.

Formation B: Stridersummonsa satellite that floats nearby for600 frames or until Strider
is hit. With the satellite active, performing theO& < * motion a9ain causes il,0
fire as a projectile. Both phases ofFormation Bhave extremely faststartup andrecovery-
Formation Bshot fires aftera mere2 frames of startup! Formation Bshot can be used
to start, end, and extend combos, while the satellite activation can be usedto slightly
decrease the recovery on slower attacks such asstanding . Formation Bshot always
fires directly from Strider, as opposed toFormation A1 and A2. Because the projectile fires
so quickly, Formation Bshot isa vital tool inStrider's arsenal, both at long range and up
close. It'sso fast that in OTG situations, you often have enough timeto notonly summon
the satellite, but fire it, as well!
Formation Bshot has the special property of being usable during the startup and recovery of Gram and Ame-no-Murakumo. You can make these attacks safe on guard by canceling into
the Formation Bprojectile, and you can extend combos through the use of the shot after either of these attacks successfully connects.
Vajra L&M: Vajra Land Mare teleports that cause Strider to appear above his opponent,
regardless of the opposing character's altitude. Vajra Lalways causes Strider toreappear
infront ofhis rival, while Vajra Mcauseshim to reappear behind hisfoe.
Vajra leaves Strider vulnerable for ashort period of time immediately before teleporting and
right after he reappears. Once fully recovered, Strider is in ajumping state in which basic
attacks, special moves, double jumping, guarding, and crossover assists are available.
You can use Vajra Land Mtostart anoffense, avoid slower attacks, orpunish slower
recovering attacks from any distance. Try teleporting during projectile firefights orunder
the cover of a far-reaching crossover assist. However, don't overuse this move, since becoming too predictable with Vajra LorMleaves Strider open to punishment from air throws.
Vajra It. Vajra His different than its Land Mcounterparts in that Strider comes out of the teleport already attacking with aflying kick. A
successful Vajra Hcan lead into awell-timed standing into acombo. If Vajra Hconnects on an airborne opponent, it causes a hard
knockdown, which you can then follow with Formation BOTG. Like Vajra Land M, the teleport always tracks opponents regardless of their
altitude, making Vajra Hideal for knocking aerial competitors outofthesky.
Vajra His unpunishable if guarded standing or crouching. However, clever adversaries can punish Vajra Hby jumping to guard the kick in
the air, leaving Strider open to punishment asboth characters land. This attack can also be punished after being guarded with X-Factor.
To avoid these situations, try using Vajra Has acounter to ranged attacks rather than throwing it out randomly. Vajra Hcan also be made
safe with many different crossover assists if called immediately before theteleport.

Bmr Cnmnns
Screen Name Command Hits Damage Startup Active Recovery Ad0vJnH,f,ge A^Sardid Notes
Legion 15 25,000x15 9+1 76 +12 +6 OTG-capable
1 0 ^ 0 +

Projectiles: Press , @ or to fire 2 projectiles,


Ouroboros 15,000 projectiles have 3 low priority durability
13+2 7
2
(Level 3 Hyper Combo) O#o +

Ouroboros:
-

points, lasts 420 frames, Strider does not


40,000 gain meter while Ouroboros is active
Ragnarok 8+0 33 -33 Frames 1-20 invincible, hard knockdown
3 C>Ot\ + 18 430,000 21

(Level 3 Hyper Combo)


BI^I^^^BIHHi

H | vl *: Legion: Strider summons aherd of mechanical tigers and eagles to fil the screen. Legion is OTG-capable and is
' i - '- commonly used as acombo ender. Once this hyper combo is activated, the animals are released regardless if Strider is hit
while pointing. This means that aTHC from Legion can be performed extremely early if need be. Legion is somewhat slow
to start, and opponents can avoid itcompletely on reaction if they jump over the animals, so this hyper combo should only
be used in combos and THCs.
You can employ Strider's far-reaching basic attacks and special moves with the help of
a crossover assist to push your way forward. You can use a forward dash to effectively
increasethe range of Strider's melee attacks (see the Advanced Tactics section), orcover
Strider's strength lies in his effectiveness
M + or Ame-no-Murakumo M/H with a crossover assist to close the distance. A
at both short and long range. Hehas some
successful^ + can always be canceled with an X-Factor activation for apossible K.O.
combo, though simply performing the slide unpunished gives you the momentum needed to
of the fastestattacksinthe game, three start an offense. Using a suitable crossover assist as cover, Excalibur Mcan also be used to
different projectiles and teleports to choose get close. If the crossover assist can cover the 26 frames of recovery that plague Excalibur
from at a distance, andhigh-priority cypher M, Strider will recover intheairsafely, ready to come down with an attack.
swings at mid to closerange. Striderhas
thetools to getclose to hisopponent easily, While some characters must be at close range to bring their offense, Strider needs only to
so waiting for the right moment is key. be in midirange for his offense to shine. The range and priority of standing and
s> + can be taken advantage of to start Strider's bread and butter combos. Formation
Combos can be started from fullscreen by Strider's main weakness is his low Bshot isalso agreat attack atmid range because of its extremely fast startup.
occasionally using Gram Hduring long range battles. vitality. Coming in at 750,000,Strider's
vitality ranks among the lowestin the Once Strideris close, stay in the opposing character's face as best you can! Standing ,
game. Becauseof this, it is important to crouching , and Formation Bshot are the fastest attacks in your arsenal to use atclose
play Strider as safe as possible, covering any recovery time with crossover assists ora range. Any holes in your rival's offense should be taken advantage of with the speed of
Formation Bshot when possible. It is also prudent to not become too reliant on Vajra, as a Strider's attacks. Strider's air acts as an instant overhead against mid to large-sized
poorlytimed Vajra can lead to a K.O. on Strider. characters. Against a crouching opponent, perform aninstant overhead air canceled
into Excalibur Lfor a full combo! Mix this up with crouching to create a deadly 50/50
As such, your best bet isto keep ata distance with Strider, attacking safely with Formation guessing game whenever Strider is close.
attacks combined with an occasional Gram Hand crossover assist. Gram Hcan lead lo huge Striderhas aerial optionsat close range,as we Excalibur L is great for attacking at an
damage, as long as Strider has the breathing room to perform it without being interrupted. The unexpected angle, stopping any ground
long slice gives enough time to dash in for afull combo, and it also goes unpunished if guarded counter offenses with a diving attack.
anywhere besides point-blank range (and even then, it is difficult to punish), if you find your This attack is safe on guard and can be
opponent trying towade through the various projectiles Strider can throw, anunexpected Gram followed by continued pressure from the
Honthe ground orduring a normal jump usually stopstheir advances cold. ground. Air is an invaluable attack
Once your competitor starts firing back with ranged attacks oftheir own, you can then with many applications. The massive
utilize Vajra to pass through their ranged game for positioning and combo opportunities. hitboxproduced by Strider's slice puts
Vajra Misgreat for getting Strider behind his adversary during a firefight. Upon recovering, opponents in a situation where they must
Strider can come down from the teleport with a falling air or into Combo I. If the either take a risk in attempting to counter
situation changes and you find Strider teleporting into danger, you can guard on the way it v/ithan anti-air attempt or guard it, Be sure locover Excalibur Mwith along-range
down and opt toattack with a crossover assist instead. For added safety, cover Vajra LorM giving Strider positionaladvantage. Air crossover assist.
with Formation A1, Formation Bshot, ora crossover assist beforehand. If Vajra LorMgo also serves as a cross-up when
unpunished, usethis positional advantage to start Strider'soffense. jumping over adversaries, and itcanbedelayed fora deep cross-up attack.
You can take advantage of Strider's long reach and safe attack patterns tocreate strings of
While Vajra Land Mare used more for positioning and safe approach, Vajra Hisbest used uninterrupted offenseagainst opponents. For example, an attack string of cr. ,, st.
to interrupt or punish slower ranged attacks, as well as vulnerable aerial attacks. This , cr. , C> + EE2> 0 & O * can then be followed by adash forward
is especially useful against characters like Trish or Doctor Doom who love to rain down intost.,cr.,C>+ <*=*> OO^ + Q^> $&<? + into
projectiles from the sky. Using Vajra Hwhile your foe is attacking from a distance makes even more offense. To combat advancing guard, Ame-no-Murakumo M canceled into
scoring a counterhit more likely, aswell, easing up the leniency in connecting a standing Formation Bshotcanbe used at anytime during attack strings.
afterward. Vajra His more of acommitment, however. Vajra Land Mallow for several
options upon Strider reappearing, while Vajra Hleaves no option for anything except an When canceling a guarded Ame-no-Murakumo or Gram into Formation Bshot, you can delay
X-Factor activation. Learning when to use each version ofVajra is important toStrider's the Formation Bshot cancel to interrupt
overall success. your opponent's punishment attempt for a
combo.Constantly varythe timing in which
Wall Cling can be usednotonly as a way Formation Bshot is canceled to throw your
to get close to your target, but also for adversary off.
cross-ups with a timed Formation B shot.
Time theWall Cling so that Striderleaps The strengthof Strider's offenseis only
past his opponentright before the orojectili increased against a corneredtarget. Strider's
hits, and follow with aWall Cling , , dashing speed, long range, and substantial
for a ground bounce combo. You can frame advantage can be used to corner his
competitors and keep them cornered. Vajra Start with aground attack string ending with the
performthis with a long-range crossover
Mstill crosses up corneredopponentsand Formation Bsatellite call. Follow thiswith another
assist, as well.
can be canceled from attackstrings at any attack siring ending inAme-no-Murakumo L/M or
Fire the Formation Bshot, then pedorm a Wall Gram L, followed bytheFormation Bshot. Follow the
Ifyou feel the time is right to switch to timeto trickan adversary intoguarding
Cling... then proceed locombo oilola successful Formation Bshot with yet another groundstring to
offense,start by using a Formation B shot hit with Ladder Kick, CypherAttack, andJump Kick! incorrectly. Thiscan be mixed up withVajra apply pressure and build hyper meter!
to cover a forward advance. L,which looks similar to Vajra M when
performed in the corner. Ifyou find advancing guard to be a problem whentrying to keep
foes cornered, utilize VajraL/M or the built-in dash feature of Ame-no-Murakumo M/H for
constant pressure.

Ouroboros In Strider'ssignature attack, two satellites are


summoned to orbitStriderduring battle at the cost of three
levelsof hyper meter. Eachsatellitehas active hitframes
: and can damage nearby toes. Pressing any shoots one *HIW
ring projectile from both satellites,and these can be fired
rapidly as a combo. Strider is free to move, attack, andcall
crossover assists while Ouroboros is active.
r
You can useOuroboros as a means togain complete
control ofthe match, leaving youropponent very few
options.Theringshave3 lowdurability pointsand
should be enough to clear out any opposing projectiles if fired rapidly. Vajra and Wall Cling are especially deadly during !Ii2suI(ilV7t|(i

Ouroboros, since opponents are easily crossed up by the rings during these moves. Adversaries are forced toeither run opponent for a devastatingattack wh
away orriskbeing crossed up during the storm of projectiles. Ouroboros is also an ideal way toemploy instant overheads three levels of hypermeter,this hyper combohas 20
with air(yi^C> V - (l) and double jump air (see the Advanced Tactics section for more details). framesof invincibility on startup, is easilyused incombos,
Combined with X-Factor, Ouroboros is likely to K.O. a character or two. and causes an unsealed 430,000damageintoa hard
knockdown. Ragnarok is instantafterthe hyper combo
Strider is not invulnerable to attacks during Ouroboros, however. Attacks that reach farther than the orbiting satellites are flash, and it is immediately invincible. Ifperformed at close
still able to hit Strider. During hitstun, the satellites have no active hit frames, making them useless while Strider is caught range, the opposing character mustbeguarding before
in acombo. Strider isalso unable to fire rings while guarding or being hit. Even though Ouroboros isbest used offensively, the hyper combo flashes, or elsetheywill get hit. This
make sure toguard any incoming hyper combos thatmight beused inretaliation. invincibility is alsogreatfor plowing through an opposing
hyper combo that is otherwise unavoidable.
p/
I CR ST CR.,- ,<^ FORWARDSUPERJUMP, AIR,,
FORWARD JUMP, AIR , U> * - (3 HITS), LAND, -$> FORWARD SUPER JUMP, AIR , ^>
FORWARD DOUBLE JUMP, , , LAND, * * + 8
469,700 damage, 18% meter loss
Air * * must hit three times for the juggle after iltowork.

//. (MIDSCREEN REQUIRED) CR.,, ST. , CR. , - , **> FORWARD SUPER JUMP AIR ^>
FORWARD DOUBLE JUMP,,, LAND, * * ,*<-,*** , WALL, , <^S> - t * ,
+.+ *{> m$> * - @
543,500 damage, 27% meter loss
The opposing character cannot be much closer than midscreen from the corner for this combo to work. Double jumping after air and performing air- cause!.Strider J fall to the
ground faster, giving you more time to summon Formation Band fire it. Firing it, performing the wall cling, and then attacking all must be done as fast as humanly possible for it to work.

III. (CORNER REQUIRED) CR. , ST. , CR. , , > FORWARD SUPER JUMP, AIR ^>
FORWARD DOUBLE JUMP, , , LAND, * , BACKWARDS DASH, * - , FORWARD DASH, <^>
FORWARD SUPER JUMP, AIR , =4> DOUBLE JUMP, , , LAND, \ * * 68
489,400 damage, 33% meter loss
Backdashing before firing Formation Bensures that the projectile hits late, giving you time to juggle after it. This will not work otherwise because of hitstun decay.

IV. (MIDSCREEN REQUIRED, FORMATION BSUMMONED) CR. , ST. , CR. , *


*-*, ** , WALL, ,^> -** , M"* ^4> A
588,400 damage, 49% meter loss
You must start with Formation Bsummoned for this to work. The positioning for this combo is less strict than Combo II, as your opponent can be slightly closer to the corner than
midscreen for it to work.

V. (REQUIRES MIDSCREEN) FORWARD JUMP, FORWARD DOUBLE JUMP, AIR , , LAND, CR. , * , M
FORWARD SUPER JUMP, AIR &> DOUBLE JUMP, , , LAND, * if - , * V - , * V * , \
, eS> - * , LAND *** e~$> +*-
541,000 damage, 26% meter loss
Double tapping * ,* guickly causes Strider to perform ashallow double jump very close to the ground. Th]s mimics avery low jump that allows for near instant overhead j
at close distances. This example shows amidscreen combo. Near corners, continue the combo after air, hits with something similar to Combo III.

I
m-mm wm@ (m^mmm
Strider's double jump stops any aerial momentum, performing instead a Strider is unique in that the
small jump either forward, backward, or straight up. Because the double jump momentum he gains from his dashes
covers less distance both vertically and horizontally, you can use it for tricky is much greater than any other
-'
character. If you perform a forward
cross-up setups!
ground dash and immediately cancel
After pertorming Vajra Lor M, fall with air . Right as your adversary guards it into a crouch, you can see that
it, immediately cancel the air into a double jump forward delayed air momentum in motion. You can utilize
for a cross-up. The speed in which the air is canceled into the double jump this momentum to dramatically
paired with the tremendous hitbox of air make this cross-up extremely increase the range on some of
difficult for competitors to react to. If your opponent becomes accustomed to Strider's attacks. Adding in aC> Strider's standing has great range. However.
this setup, try changing it up by double jumping straight up instead, or falling O input right before performing
from Vajra into a crouching to counter advancing guard. \ + increases the slide's
Another way to utilize Strider's double jump is by performing a normal jump range to nearly fullscreen! The same
treatment can be given to attacks
forward and immediately performing a double jump forward with air, . II
performed successfully, the huge hitbox ofair acts as an instant overhead such as standing orO + to
increase their range. You can use the
against all characters, large or small. Thetiming used in this technique is same principle when normal jumping
similar to that ot a forward dash: press 7 7 in the same way you would iorward, as well; adding a dash right
press C> <> for a ground dash. Thetighter the timing on your double jump before a forward jump causes Strider
is, the faster your air attacks overhead. to cover a greater distance than
... itsrange can befudher increased with the help oi
without the dash. a forwarddash!
VI. (AGAINST AIRBORNE ENEMY) FORWARD JUMP, AIR,, e*> fw* LAND ST &4>
FORWARD SUPER JUMP, AIR ^> FORWARD DOUBLE JUMP, AIR ,, , LAND, **- * - o
*- , WALL, ,e~> ++ \ ,-* es> * o 0
488,500 damage, 24% meter loss
This is amidscreen combo starting off the low jump instant overhead trick. The jump attacks cannot be done as quickly as possible against very small crouching characters, like Rocket
Raccoon. Amaterasu. and Morrigan.

ess> f * - o
411,500 damage, 57% meter loss
After Strider lands from the throw, you must summon and fire Formation Bas quickly aspossible. M

Vlll. FRONT OR BACK AIR THROW, +*-, +* - o , FORWARD DASH, ^> FORWARD SUPER JUMP, All
e4> FORWARD DOUBLE JUMP, , , LAND, * * -
372,200 damage, 67% meter loss
Again, you must summon and fire Formation Bas rapidly aspossible for ittoOTG properly.

IL (REQUIRES MIDSCREEN) CR.,, ST., CR.,* ,<-> FORWARD SUPER JUMP, AIR
FORWARD DOUBLE JUMP, , , LAND, if*, *-,**-, WALL , , >
-HO m> n @S e^> Ig " * o, LAND, V 9
716,900 damage, 120% meter loss
Here's an X-Factor combo that tacks on additional damage to Combo Iwhen you need itand leaves alot of X-Factor time left over for the next challenger if the previous is KO'd. Be sure to
activate X-Factor just as you perform the first hyper comboto ensure its damage isbuffed. Wait until about half of the robo animals hit, then perform * It O . when Strider lands
from Vajra, cancel itslanding period into T * ^3 to ensure that the animals OTG intime.

CR.,ST.,+ ^> ,ST., * ^> -*,**- o,e~> FORWARD SUPER JUM


AIR , e*> FORWARD DOUBLE JUMP, , , LAND, **-,**<-, FORWARD DASH, FORWARD
SUPER JUMP, AIR , is~> FORWARD DOUBLE JUMP, , , LAND, * o @
771,500-941,600 damage, 5-32% meter gain
Omit t V when near corners.

sum nmmiiH
otntui mcitriOH im
Being able to perform two consecutive * + motions isimportant to playing as Strider. Learn to time the second * - so that the
satellite is launched as fast as possible
If you are having problems with Wall Cling , ,, try chaining the three attacks slower. Inputting this combo too quickly prevents it from working properly
AS STRIDER COMES IN: AIR , es> FORWARD DOUBLE JUMP, , es> - f \ o
Damage

+ orC> + orO + TAC to Slrider. Near corners, omit all attacks and just do B^> C>0 ^ + Varies based on damage scalin9
CR. , , ST. , CR. , -
if*"*, *"*(), WALLi
- \ oe~> f ** o ,-+ >0\o + ;
Damage

CR.,ST.,CR., D,, (LET DIVE KICK F 111! 4:k'JtlliU:


THEGROUND)^*** , LAND, +* -o,-** * o ^> f tt -*<),-* o , LAND f * +- "@
iidscreen required, Formation Bmust already besummoned 1615,800 damage, 26% meter loss

P&$%j.m&o.# o* .00^*,0.^^o#c> *>..<><}& +


Damage
After clinging to the wall, perform then , , chain, then as falls, cancel it just before the kick touches the ground. This 430,400 damage, 44% meter loss
Ireduces the recovery of C>0^ + , allowing you to lit inQ 2 O before the next juggle
POWER... I NEEPfflORE POWER inn *V

am mm

ABiums
In additian ta his super-human pawers, he.
a skilled swurdsman. Similar ta Oante, his Bevil
Trigger allows him ta transtarm far a limited
time and gain access ta demonic pnwers.

fe\ muPBUS
Oevil Arm "Yamata," which is a katana he
inherited frnm his father, Sparda. w

PBBflll
egendary Bark Knight Sparda and
Oante's twin brnther. Vergil blames himself far
nuthaving been able ta prefect his mother at a
young age, and believes that pawer is everything.
Unlike Bante, he has embraced his demonic
heritage and is willing ta da whatever it takei
gain obsolete power.

msnmmwi
Bevil Hay Cry 3 [2BB5]

PBMB EBIB
3 INtEl!SGENE,*!!^ szsrx

STAMINA

ENERGYPROUECTION

\m /FIGHTING ABILITY

'This is biographical, and does not represent an evaluation of tn


in-game combatpotential ol this hero.
AutMMi eoswmis

Chain Cumbu Archetype


X-Factor Boost Damage
Level 1(3 teammates remaining)
Level 2 (2 teammates remaining)
I3 (1 teammate remaining)

rourgoal witn vergil istoset up a cross-up attempt. Why isthis so import


Rapid Slash hits the opposing character's backside fr ,
any position and leads to massive combos when canceled into
Devil Trigger
Trick Down teleports directly behind your adversary from any
distance, while Trick teleports to their front; both can be used in
combination with assists to sandwich your foe into an ambiguous
side switch guessing game
When meter is abundant, you can always force a guaranteed K.O.
after a successful cross-up via Vergil's Dark Angel hyper combo
How canyouachieve this goal?

Use safe pressure stemming from standing, air, Stinger,


and Judgment Cut to limit your adversary's mobilitythis hinders
their ability to jump and dash toward you, ultimately making it
easier to keep them grounded for a cross-uo attemot
Force youropponentto block long rai :O + le you call
an assist to lock your rival down, and *mffiflfiT o Trick, Trick
Down, or Rapid Slash
Throw Round-Trip to lock your competitor in guardstun, then
teleport next to them with Trick or Trick Down
Activate Spiral Swords and teleport in with Trick or Trick Down
- ,..- -. - .,. ...- ., . / . .z

Wk Attack Set
Standing Basic Attaeks
Air Special AttacksFlying Screen and Air [Kchange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage^ Startup Active Recovery ***** jj*g*Jj Notes
90,000/ Until Causes hard knockdown ifused in launcher combo,
Air 720 18/16 20/18 0
108,000 grounded ground bounces foe
105,00/
Air^r" + (during launcher combo) 117,000
10/9 4/4 32/28 Tags in next available ally while lofting opponent upward
AirO or<P + 95,000/ Tags innexl available ally while causing wall bounce,
11/10 3/3 22/20
(during launcher combo) 105,000 erases 1 hyper meter bar from adversary
95,000/ Until Tags innext available ally while causing ground bounce,
AirO + (during launcher combo) 105,000
13/12
grounded
10/9
generates 1 hypermeterbar

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage Jjjjf Startup Active Recovery AdJ!nH,j,tBB {ffilSlS No,es
Stinger 0+ 13/12 3/3 50/43 -29/-22 -30/-23 Wall bounces airborne foes
High
Time ^ + 100,000/120,000 10/9 31/27 0/+5 -17/-12 OTG-capable
Trick (during High Time) 11/10 5/5 Frames 11-15 (Devil Trigger: 10-14)invincible
Helmet Until
Breaker (in air )0 + 90,000/108,000 720 13/12 18/16 0/+2 Hard knockdown
grounded+ 2
Trick L
(during Helmet Breaker)
14/13 11/9 11/10 Frames 14-24(Oevil Trigger: 13-21) invincible

Trick M
luring Helmet Breaker)
16/15 7/6 13/11 Frames 15-22 (Devil Trigger: 15-20) invincible
Trick H
(during Helmet Breaker)
16/15 5/4 10/9 Frames 16-20(Devil Trigger: 15-18) invincible
Upper (during on contact) 75,000/90,000 600 5/5
Slash Ground bounces opponent, chains into

Jtiraws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them lo preemptively toss opposing characters out of their offense. Combos
are usually possible after throws, one wayor another.

Screen Command Hits Damage IVIeterGain Startup Active Notes


ML mmmmmmmwmmWmWBWBmw

As a PartnerEmssnver Assists
_ Hecovery necovery
Screen Type HiSS"" Ascription Hits Damage g Startup Active (this crossover partner)
(other Notes
HyperCombo
Knocks down, projectile has5 low priority
91/81
durability points, projectile active lor 30 Irames

92/80 Brief spinning knockdown, air recovery


First 3 projectiles have 99low priority durability
93/81 points, last projectile has 5 low priority
durability points

Will

Vergil is great as acrossover assist. Vergil^ is decent for combos but lacks invincibility to be safely used as anti-air. Vergil-a is decent for helping offensive pressure and has good durability.
Vergil"7 passes through opponents and can set up long-range hyper combos. If guarded, your rival is pushed to the far end of the screen, making it great for creating breathing space.

Snap Back
Screen Command
HB^m

Hits Damage Meter Gain Startup Active Recovery AdJJIJ}ftBe ft Guarded


IIIIiIiiEiili||iiiIIl!
0\r^> +ona

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds

wsmsmwium mmsmimwm mm,


miammwM ammMMmmm t^rnmwmBmwWmW mm

Q^MUMm
Screen Name Command Hits Damage *Jf Startup Active Recovery M^e Jgjgj Notes |
Judgment 122,600/ Knocks down, projectile has5 low priority durability
25/22 30/26 +8/+12
1,2,3
Cut 0^^ + 5
147,300
1200 -

points, active tor 30Irames (Devil Trigger: 27)
50,000+ 80,000/ 400 + 5(12)4/ Brief spinning knockdown, air recovery
Rising Sun oOt\ 9/8 30/26 +11/+15 -11/-7
4 + 2
60,000 + 96,000 640 5(10)4

11/10 5/5 10/8 Frames 11-15 (Devil Trigger: 10-14) invincible


5 Trick (during Rising Sun)
-
-

25,000 x 8 + ]
Lunar 50,000/ 200x 36(9)6/ -7/-2 Ground bounces foe, hard knockdown
6 9 15/14 24/20
Phase oO^ * 28,600 x 8 + 8 + 400 31(10)5

60,000
Knocks down, 4 projectiles with 5 low priority
Rapid 143,200/
28/26 16/14 32/27 -8/-3 durability points each, each projectile active for 7
7 5 1400
OO^ +

Slash 171,900 frames

14/13 11/9 11/10 Frames 14-24 (Devil Trigger: 13-21) invincible


8 Trick
O#o +

-

Trick
16/15 7/6 13/11 Frames 16-22 (Devil Trigger: 15-20) invincible
9
Down
O#o + -
-
-
-

16/15 5/4 10/9 Frames 16-20 (Devil Trigger: 15-18) invincible


10 Trick Up O#o+

Round-
20,000/ 160 per Projectile has 5 low priority durability points, active
11 Trip (hold down for 90 17 30/27 15/13 +90/80 +89/+79
24,000 perhit hit

for 80/68 frames


(in air OK) frames)
Judgment Cut. Vergil takes a step back
andperforms a ranged slice attack. The
Wk\
iSSSSSiiiiSS
strength ofthe button pressed determines
the distance from which the flurry of
slices appears: attacks directly in
front ofVergil, appears about 4/5
of afull screen away, and is right in
between. Judgment Cut behaves more like
a projectile than a melee attack, similar to
Dormammu's Dark Hole. It has 5points of low priority durability, making it possible to stop standard opposing projectiles

During Devil Trigger, the size of the Judgment Cut sphere is increased dramatically.
Rising Sun and Trick. Vergil performs apair of aerial kicks. Inputting right after the
second kick hits causes Vergil to perform Trick back down to the ground. Rising Sun is an
integral part of Vergil's combos, so getting used to canceling it from Stinger is important
for Vergil players. You can use the Trick cancel as ameans to cut Rising Sun's recovery
time^allowing for acombo. Upon Trick's recovery, immediately super jump forward with
air(M), , into aground bounce for acontinued combo opportunity (so long as you
haven't used aground bounce previously in the combo). If Rising Sun is blocked, perform
TYick for aquick getaway. Only extremely quick attacks like throws or three-frame startup
attacks can punish the teleport.
During Devil Trigger, the hitbox on Rising Sun is increased dramatically, making it more viable to be used on its own.
Lunar Phase: Vergil flips forward with
a slash, reminiscent of Dante. When Rapid Slash: Vergil dashes through his
successful, the opposing characteris rival and is followed bya flurry ofsword
ground bounced and can be attacked slices fora cross-upand soft knockdown.
further fora combo. Itis possible to use Rapid Slash is difficult to guard on reaction
this attack asa combo variation in Vergil's (especially ifperformed unexpectedly) and
bread and butter combos. Unfortunately, can be usedfrom close to mid range to
Vergil floats high intothe air for Lunar cross foes up. You can cancel it into Devil
Phase, causing ittowhiff easily against Trigger fora powered upcombo on hit
most crouching adversaries, even on hit. It or as a safety measure when the slash is
isalso easily punished when guarded. guarded. If theopponent guards correctly,
they are sucked in toward Vergil and can then punish him extremely easily. Remedy
During Devil Trigger, Lunar Phase's hitbox is increased, making it more likely to hit this situation by calling acrossover assist right before performing Rapid Slash to cover
properly. Vergil while he is recovering. You can also cancel asuccessfully landed Rapid Slash into
Dimension Slash for easy damage. Note that only the last hit of Rapid Slash knocks your
rivals off their feet; if Rapid Slash is canceled early into X-Factor, the foe gets sucked in
toward Vergil in a standing state, ready fora possible K.O. combo!
Performing Rapid Slash during Devil Trigger increases its hitbox, giving it more vertical range.
Trick, Trick Down, and Trick Up:
Performing Trick Lcauses Vergil to
teleport and reappear directly infront of
his opponent. Trick isa great way tocancel
the recovery of special moves to allow
for extended combos, as in the instance 1
ofStinger or Rising Sun. Without Trick,
you cannot follow the wall bounce from
Stinger with any basic attacks. You canalso
employ Trick as a fake outforcompetitors
expecting the cross-up of Trick Down. Train the opposing player to watch for Trick Down, and catch them off guard with Trick.
nSrHpnlTIf? ^^ behin,d ,hf 3dVerSary horizontal|y-Trick Down is 9real fr "oss-ups when used in tandem with crossover assists, or for escaping abig punish after a
atious. wme rStlShS T n^TlT*range at,acks or ** *** Vergil's combos deal aheavy amount of damage, so opponent mus ways^y
with haste ^ Ctable' hWeVer'SinCe a" VerSinS 'TriCk Can be Punished upon recove,yif PPsin9 P|aVers acl to the move
^m^X^SSS7
crossover ass, ts may be called. YouhlScanriVa'
use'racrossover
e9ardleSS fassist
th6ir CUrrent hei9ht AfterWard'
in this situation Vergil iS in aiunmpin9
to make asimultaneousO + stateHelmet
in which attackssafecanif guarded.
Breaker be Permed, guarding
Trick Up is also isavailable
available,afterandcertain
S cK^-TaK^dSZ%r!^ ^ therSt0 9et the drP n PPOnen,S UneXP6Ctedly- Be Care,Ul 0fabusi"9 this move against EES 5
comoos ottair throws, as therecovery on this teleport is very susceptible to a well-timed airthrow.

: Round-Trip: Round-Trip is aboomerang-like projectile that fires across the screen and back for atwo-phase attack. Perform this move
by holding any input until Vergil's hand begins to glow. This attack can be charged even before the round begins" When launched
the projectile is constantly active, and can reach upwards of 15 hits. After the launch recovery, Vergil is able to move and attack freely
and you can follow the hits of Round-Trip for acombo or add to it with Judgment Cut. For the most damage, your opponent must get'
hit at mid range or so, ensuring hits from both the launch and the return. In the second phase of the attack, the sword tracks to Vergil's
position, disappearing once it comes into contact with him. Given this, the projectile can be stalled ashort time by performing Trick Down
right before it comes back to Vergil, prolonging its screen time. Executing Trick while Round-Trip is out has the added benefit of making
your teleport safe; varying between Trick Land Mmounts aconfusing side switch offense that's safe to enemy retaliation because of
Round-Trip's presence. You can also use it as acombo variation, but its damage output is very low.
During Devil Trigger, the Round-Trip projectile is given an increase in size, making it more difficult to avoid.
m Hyper Enmnns
,.
Hits Damage Startup Active Recovery
n , Advantage Advantage Nn(es
on HilH if Guarded N0,es
Screen Name Command
Hard knockdown, each projectile has 5high priority
Dimension Slash durability points
(inairOK)
Ot\o +
Each sword has beam durability: 3Irames x5high
priority durability Irames, lasts180 Irames
c>0^ + urns 1 bar of meter, swords hover above foe lor 190
frames before striking, each projectile has 5 high
(during Spiral Swords) priority durability points, 1projectile becomes active
O^o + alter 146 frames followed by 5 more every 20 frames
afterwards
Burns 1 bar of meter, each projectile has5 high
Blistering Swords (during Spiral Swords) priority durability point,
(inairOK) + Projectile active after on frame 9, projectile has 5high
Summoned Swords (during Blistering Swords] priority durability points
(inairOK) + Frames 3-6invincible, Vergil gains a 15% speed
increase and 20% damage increase, Vergil gains
O#o + double jump and airdash,lasts 600 frames
Frames 1-19 invincible, crumples opponent, hard
Dark Angel (Level 3 (during Devil Trigger) knockdown, OTG-capable
Hyper Combo) 0#O +

Dimension Slash: Vergil flies across thescreen spiral bwora*. vergu j


repeatedly, filling the screen with countless Judgment summons six floating sword:;
Cuts for a hard knockdown. Dimension Slash isVergil's torotate around him, r
"V main combo ender, and itcan inflict anywhere from a toStrider's Ouroboros
moderate to heavy amount of damage depending on the within range suffer from a
opposing character's position and size. It is typically multi-hitting stream of swtiL
canceled from High Time (which is performed with attacks,
attacks, while Vergil can
whileVergil can i
* O), Judgement Cut, or Rapid Slash. You can continue
continue attacking freely,
attackingfreely.
perform two of these in the air consecutively with the Spiral Swordsis
Spiral Swords is great
great to
to ,
help of an aerial X-Factor activation, which is great for use with Trick and Trick
**.r,e,a you have *,e pointoharace,* acrossover assis,coaracrsr a* In - ^ ^sKSSSET
combo! heavy damage scaling, this hyper combo is still overwhelming for your
Due to the random nature of Dimension Slash, enemies will sometimes get caught by an extra hit towards opponent t0 dea) witn When Spira| swords is activated, your rival can only
the end of the hyper combo, delaying their fall to the ground. If you see this occur, you can perform hope tQ attac|< safe|y from far away_ s0 you can use tnis opportunity to look
High Time OTG into another Dimension Slash as soon as you recover from the first Dimension Slash. fo(. chances {Q punjsh ,ong range attacks witn Trick Down.
With some luck and several bars of hyper meter, you can link together multiple Dimension Slashes for a ^^ ^^ ^ ^ ^ ^ ^
substantial amount of damage. ^ - _ .g ^.^ he js ^ .^.^ Agny tjme durjng bactivation or duration.
For asneaky trick, Dimension Slash can be performed with atiger knee motion (*** Q<&&) Furthermore, the swords disappear as soon as Vergil is hit by any attack,
right next to your opponent for across-up. You must be literally right next to your adversary for this to Dq^ waste yQur hyper meter wjth apredictab!e Spiral Swords activation
work properly; otherwise it can be guarded normally. Only attempt this against foes who you know for Qn|y tQ have jt stuffed by an jncoming attack!
sure are unaware of this cross-up gimmick!
Sword Storm: Performed during Spiral Swords, the swords reappear above the opposing character, creating acrown of
i swords ready to strike. After ashort period of time, the swords begin to rain down automatically, interrupting whatever
your adversary may be doing. Performing Sword Storm requires another bar of hyper meter, essentially making Spiral
-ikvMB/jri Swords to Sword Storm alevel 2hyper combo. The swords do not attack in astream like Spiral Swords, so they do not
""" combo on their own. However, each sword can easily be used as ameans to start adamaging combo. Perform Trick Down
iMHiifflv&Si right before the swords launch for across-up that is unguardable on reaction!
Unlike Spiral Swords, Sword Storm will not disappear if Vergil is hit by an attack. The only way the swords will disappear
is if Vergil leaves the playing field (via crossover attack, THC, etc.) or if Vergil is knocked out. You can use this to your
advantage by playing riskier while Sword Storm is active, since any retaliation will be met with ashower of swords.
Note that the timing in which Sword Storm is activated has no bearing on its duration. The swords always launch at the
same time, regardless if you activated Sword Storm during the beginning or end of Spiral Swords. Maximize your meter
iHilliMiMiMJiilBgEiElgJBSni

istering Swords and Summoned Swords: Like Sword


" Storm, Blistering Swords can only be performed during Spiral
Swords, and itrequires one barofhyper meter. Blistering
Swords isalso similar toSword Storm inthat itautomatically
"""""SWBSi ^ launches projectiles after acertain amount of time directly
* in front of Vergil. Unlike Sword Storm, the swords during
I Blistering Swords combo naturally on their own, though the
' top swords sail over smaller characters at ground level. A
well-timed Trick Down during Blistering Swords causes a
tricky cross-up; swords released before Trick are coming from
behind the target, after Vergil has swapped sides!
Forplayers who are too impatient for the swords tolaunch
d.m,q Blistering ,- = can be inputto perform Summoning bwords.wn.cn snooiseacn sworu ,n_y.0 Aresasword ^MtJ,,^^^a^r^c!ftS
So^^^^^
defensively can be worthwhile since the floating swords have no active hitbox, unlike Spiral Swords.
The duration of Blistering Swords is not affected by the timing in which you perform it during Spiral Swords. Get the most out of your meter by performing it as late as possible during
Spiral Swords.
vii trigger, a signature
DarkAngel:Dark
moveof Vergil's, Devil
can onlybe perfor
Trigger grants Vergil
while Devil Trigge
several improvements:a
' (essentially making i
damage increase of15%,
health regeneration, a
level 4 hyper combo), and
I it is performedwiththe
double jumpand airdash,
and increased speed.
' same tt - Q@@
input as Devil Trigger.
Having Devil Trigger
Dark Angel not onlycauses
activated also increases the
tremendous damage (up
hitboxes ofJudgmentCut,
Rapid Slash, Round-Trip,
V there with Phoenix Wright's
Lunar Phase, and Risin- *\ "' T"~ I lv.3 hyper combo asthe
Sun. Devil Trigger c \ most damaging attacks in
the game), butopponents
used both to start o
are open to further attacks
a team hypercombi
after being hitby it,
1:", ,- ,, , '"ickssafe that are otherwise punishaDie, guaranteeing aK.O. on most characters. You can use itto blow through an opposing hyper
-v.ed into during most combo situations, combo, since it has alengthy window of invincibility on startup. This hyper combo is easily
tbo's overall damage. Gaining access toadouble jump and airdash utilized in combos and is OTG- capable, as well. If hyper meter is not an issue, you should
-I- - -lobility, and the airdashes travel fairly fast and far. Vergil retains these take advantage of any opportunity to land Dark Angel on a healthy adversary.
augmentations even as a crossover assist.

In addition to these benefits, Vergil also gains the ability to cancel whiffed basic attacks into
special moves with Devil Trigger activated, something ail other characters can normally do.
This helps greatly, as whiffing an attack like Stinger results in huge recovery time.

Vergil's main strength lies cross-up setup depending on your crossover assists. Input <> + + BD23 canceled
in his cross-up game, his

Pni^=
into Trick Down. This not only is great for cross-ups, but it can possibly make Stinger safe,
safe attacks,and his ability as well. Another cross-up is Stinger canceled into Rapid Slash, which can be extremely
to be a relevant threat at difficult to block. Canceling into Judgment Cut, Rising Sun, or Devil Trigger are also great
any position on the screen. ways to mitigate Stinger's recovery. If Stinger connects, you can cancel into Rising Sun and
I Opponents have to worry
aboutVergil's long range
attacks, sneaky teleports,
continue to Combo Iorinto Devil Trigger togive your combo awelcome damage boost.
Vergil isfortunate to have two aerial attacks that are virtually safe if guarded. Helmet
and high-priority basic Breaker, performed withO + in the air, stops Vergil's air trajectory and sends him
attacks at all times. Vergil straight down with adevastating sword attack. An input of , <%, or right as Vergil
can transition from defense touches the ground results in Trick, Trick Down, orTrick Up, respectively. Helmet Breaker
Use TrickDown logelpast long-rangeattacks. ,0 offense easj|Vi and any is punishable by ground throv/s if guarded ataclose distance, but the throw attempt can be
opening leads to any of avoided with a Trick cancel, causing your competitor topossibly whiff standing instead.
Vergil's deadly combos. Mastering his offensive and defensive options and the range on his Cancel Helmet Breaker into Trick Up, and then follow itwith yet another Helmet Splitter for
attacks are both key factors inplaying Vergil effectively. a loop of aerial attacks! Combining this with acrossover assist call after Trick Up causes
headaches for foes. Ifsuccessfully connected, Helmet Breaker canthen befollowed with
Vergil's main weakness lies in the slow recovery on several of his essential attacks, such High Time into Dimension Slash, orDevil Trigger into Dark Angel if you have at least four
as standing and Stinger. Vergil takes his sweet time to sheath his sword after whiffing bars of hyper meter.
these attacks, leaving him vulnerable to severe punishment. Futhermore, Vergil is the only
character in the game that isunable to cancel basic attacks and command attacks into Air is another safe attack at your disposal. Coming down from the sky at an angle, air
special moves, making itimperative that your attacks at least come into contact with an causes aground bounce on hit that can lead into acombo. It is often used in combos
enemy so that you can cancel into something safer such asJudgment Cut L. However, after air and travels quickly after the initial startup. The higher altitude this attack is
Vergil is still able to cancel whiffed attacks into hyper combos. If you react fast enough to performed, the more horizontal range itcovers. When in doubt, throw this move outforan
awhiffed Stinger, for example, guickly cancel into Devil Trigger to regain control of Vergil. easy combo attempt.
In addition, Devil Trigger grants the ability to cancel whiffed basic attacks and command
Keep in mind that both
attacks, sobesure totake advantage ofthis while Devil Trigger is active.

iiriiipsi
these air-to-ground
You have several options to choose from when attacking from adistance. If you've pre- attacks are susceptible
charged Round-Trip, you can unleash itassoon asthe round starts for a decent amount of to severe punishment
chip damage or possible combo opportunity. You can harass your opponent with Judgment via X-Factor activation
Cut H, and any successfully landed cut can be canceled into Dimension Slash for added upon an opponent's
damage. The hitstun onJudgment Cut isenough tocomfortably hit-confirm into Dimension guard. Always take your '^SIIIiM i"B~ \>*,
Slash. If competitors try to retaliate with ranged attacks oftheir own, use Trick Down to challenger's remaining
HP
punish projectiles orslower recovering attacks. If you have a long range crossover assist at vitality, characters, and :<
your disposal, you can use it with Trick Down for ambiguous cross-ups. Even if guarded, it's X-Factoravailability in mind /
possible that the crossover assist can cover the teleport's recovery. in calculating how likely it is
for them blow their X-Factor Rapid Slash and Trick Down still cross up on cornered opponents.
At mid to close range, Vergil's basic attacks come into play. Standing has enormous to punish these attacks.
range, and the sword hitbox does not trade hits with other character attacks. If used right
after aforward dash, Vergil's swipe is able to reach more than halfway across the screen! At close range, basic attack strings can be started with standing or crouching . Standing
You can then cancel this into Stinger into a massive combo. If you need something faster, has great range and priority, and can be complemented with aforward dash at mid
standing # also has great range, albeit shorter than standing . range to begin an offense. Crouching doesn't quite have the range of standing but
must be guarded low. It isimportant to hit confirm using standing orcrouching ,
This distance isalso the perfect time for Stinger. Stinger isperformed with O + and rather than standing or crouching , @>, because advancing guard will cause standing
can reach almost fullscreen with the help of aforward dash. Although it has guick startup to whiff, leaving you open to punishment because whiffed attacks cannot be canceled
considering its range, Vergil takes an awfully long time tosheath his sword thereafter, into aspecial move. Advancing guard will cause to whiff after standing or crouching
leaving him wide open for whatever punishment your rival plans to dish out! For this reason, only if the opponent uses advancing guard the first few frames of guarding .which is
Stinger must never be whiffed, since its recovery cannot be canceled into aspecial move if nearly impossible to do on reaction. If your opponent tries to use advancing guard against
no contact with the opponent ismade. If guarded, you can cancel into Trick Down for agreat your assault, cancel standing (M) into Stinger to get back close, then cancel Stinger into
Judgment Cut Lfor safe pressure, Rapid Slash for a cross-up attempt, or Trick Up/Down
with the help of a crossover assist tokeep your offense flowing.
p/
/ CR ,-**^**<-,.^ SUPER JUMP, AIR ,,,* ,LAND,{*
4> * * 68 (MASH )} OR If * <- 89 (DEVIL TRIGGER), ** * 6. FORWARD DA.
* X * ,* ois$>e4>**-* o 8 (MASH 6)}
524,700-1,157,000 damage, 32%~268% meter loss
w. . hir UPrnt. rnmhn for heainners After the OTG with \ O^> ,cancel to Dimension Slash afterward by hyper canceling Trick teleport while Vergil is still airborne. You
cT/o" sH^mo^nX^ <> ^ *^668. which quickly activates the Trickteleportwhile also canceling it immediate.,
Don't be wide-eyed about the second damage number; Vergil has to blow five meters to inflict that damage! It's usually worth knocking out opposing characters at any cost, but be mindful
of how much hyper meter you're spending, depending on the circumstances and how many teammates Vergil has remaining.

CR ST-*^-**^. AFTER LANDING FROM TRICK, IMMEDIATELY SUPER JUMP FORWARD,


' AIR',',,!lAND,ST.,+ ^**+,>^SUPERJUMP,AIR,,,* ,
LAND, {*oe5>e4>**--68 (MASH 0)l OR { * + 68 (DEVIL TRIGGER), * ? 68,
FORWARD DASH, CR.^ -X,*^^**"*68 (MASH 6))
562,500-1,238,300 damage, 16% meter gain (or 459% meter loss!)
This is Vergil's standard combo. After landing + \ * O> . Vergil recovers on the ground from Trick while the screen is still focused on super jump height, making it
difficult to see when Vergil can act. There's no visual indicator for when you can have Vergil super jump, so you'll just have to practice the timing.

III. (AGAINST AIRBORNE OPPONENT) ST. , , ^> * * *> , AFTER LANDING FROM TRICK,
IMMEDIATELY SUPER JUMP FORWARD, AIR,,,, LAND,- o<^S>**-,,^S> SUPER JUMP,
AIR,,* , LAND,{* o<->>^>**-* 8(MASH)|OR{**- 6 (DEVIL TRIGGER),
* + o@t FORWARD DASH, CR.^> -*,* o ^> ^> **> 68 (MASH)}
518,000-1,169,200 damage, 89% meter gain (or 478% meter loss)
The crouching opening attacks in Combo II hit low, which is necessary when varying between high and low attacks. However, Vergil's standing, standing opening is sometimes
belter because of its anti-air properties. This combo takes advantage of that, though at the expense of asmall amount of damage.

IV. ** * (3 HITS) ^> * 8 (DEVIL TRIGGER), CR. , ST. , * <^> -


AFTER LANDING FROM TRICK, IMMEDIATELY SUPER JUMP FORWARD, AIR , , , LAND, ST. , * <^S>
ir^o,,^> SUPER JUMP, AIR,,,* , LAND, {V o ^> ^> * * * (MASH)}
OR {* * <- o 88 (DEVIL TRIGGER), * * + 88, FORWARD DASH, CR. > "M * * , * 0 =>
571,300-1,108,600 damage, 192-460% meter loss

THROW, {WAVEDASH FORWARD TWICE, * ^> ^t> * * * 88) OR {WHEN THE ENEMY IS CORNERED,
+* * o @ (DEVIL TRIGGER), * - o @, ST. -G> f * o =$> . AFTER LANDING FROM TRICK,
IMMEDIATELY SUPER JUMP FORWARD, AIR,, .LAND, ST., &*>+*+ ,,<^$>
SUPER JUMP, AIR, * , * ^> ^> * * * 88
257,100-872,500 damage, 84-414% meter loss
The second combo is devastating, but it costs five meters to perform, exhausting your resources immediately. After the corner throw you must time the shift into Devil ^">
the level 3hyper combo as quickly as possible, or it will whiff entirely. This is exceedingly difficult to do unless you land the throw while in Devil Tr.gger mode already, in which case ,. s
Ill AIR THROW, LAND, ^.^^oCD.ST.-^-****-^. AFTER LANDING FROM TRICK
68 (MASH 6)1 OR{*jr**@@ (DEVIL TRIGGER), 68,
FORWARD DASH, CR. <&> , x ^> |
318,200-982,700 damage, 2% meter gain or 373% meter loss
Vergil's air throw allows for adirect juggle after it. The variation required is only aslight alteration of his existing combo

VII. CR.,,ST.,.* oE->gg iCR. ,ST.,+ os> ++% o^ AFTER L


TRICK, IMMEDIATELY SUPER JUMP FORWARD, AIR,,, LAND, ST. * o ag> + * * <
SUPER JUMP, AIR,,,* 0,LAND,l> o ^> ^> f
r *Mii i i . _ _
C@

(MASH 6)}
938,200-1,263,600 damage, 156-210% meter gain or 422-344% meter loss
This is averifiable combo off of alow attack, (mash 6)(mash 6)

WM m
wmum&imm
II you happen upon excess meter with Vergil on point, agood way to maximize meter usage is to activate Devil Trigger early on, and switch Vergil out If later
down the road, you gain acombo opportunity with adifferent character and have hyper meter in stock, perform ateam aerial combo to get Vergil back'in-
preferably V + & to build meter if you don't suspect your opponent is going to counter it. Upon entry, perform air ,O +0>^0 +
Because Devil Trigger was already active from before, you can use this combo to land huge damage with Dark Angel as an OTG. Save this tactic for healthy '
adversaries, as the high damage may be overkill on acompetitor (and thus awaste of meter) with low vitality.

EBMBB APPWM
GENERAL EXECUTION TIF$
le^portiSg1113*the Tr'Ck CanCe' frm 3SPeC'al mVe 'S successful' ,fy double taPPing the desired button to double your chances of
continue tKmlr SU" in, ^' S"Per iUmP frWard a"d 'npUt air as qulck,y as possible so that VerBil doesn,t get t0 high t0
When using Stinger, always cancel it to avoid its awful recovery period.

lTmT'ZmJ&ESU* * *m-use or 0,he,wise'Hi8hTimeneeSsaT"ck < -


AS VERGIL COMES IN: AIR , , o , LAND, \ o^> ^O^o#CS

1-0 * orC> * orO + TAC lo Vergil Varies based ondamage scaling

THROW, WAVEDASH FORWARD TWICE, * o^> (WHILE VERGIL IS STILL GROUNDED), FORWARD SUPER JUMP,
AIR,,,, LAND, ST., * e*> * * . o Q, ST.,^> SU"
1mJ1J|VIjJFjI >I(M) .(M) ' ..K^^MnjBfjKTi'i *>~"\ + .--'.::>
^> ^ X- c 68 (MASH6)
I'HmM.M
Cancel into X-Factor just as t\ + OTGs the opponent; you must cancel before the uppercut rises into the air in onto m
Istay grounded 723,200-872,500 damage, 121-163% meter gain

AIR THROW, LAND, - oe~> * * - *^>| ,ST.^>*Uo^>, AFTER LANDING FROM


IMMEDIATELY SUPER JUMP FORWARD, AIR , , , LiJiKM^ 3]JftililSJiTl:" -\|:i(M),(M).. o X ot^>
^>^,*5g@ (MASH)

IX-Factor is activated during lhe Trick teleport


1722,800-901,400 damage, 118-160% meter gairT
"I CONSIDER IT M DUTY MP AH
HONOR TO flOHT FOR JUSTICE!"

Steven "Steve" Bngers Saldier, Adventurer m Vu


> * >

% <S.A + + *

Wt 11'
f/fiv l
> J
MiiJilihtent in hexing, judo, aikida, and variaus 7>
Tr'w
f )
ether fighting disciplines. He alsa utilizes weapons-
based fighting styles using his shield. llu-1"*-
**5

,d made tram vibraniom-allay, it is the nnly ane in WJ<


world. j

The sole recipient ot the Super Soldier Serum, Cap's


deep lave far his caootry aod his anparalleled sense
otlostice make him ane nt the most respected heroes
today. He has alsa been the long-time leader at the
Aveogers, a group dedicated ta keeping the werld sa
tram harm.
AlUBMn EBSIUMfS
|y////fj 1,050,000
~*
Bite: A. ;
1
j B
.-.?*
V'i fc
|gfta/fl gg/7?/?g Archetype
X-Factor Boost
Marvel Ser

Damage
es

Speed
^ I Level 1(3 teammates remaining) 135% 105%
I Level 2(2 teammates remaining) 160% 110% i
f \ | Level 3(1 teammate remaining) 185% 115% i

| ^v '*""" Your goal with Captain America isto close on an adversary and use his Backflip with a
projectile orbeam assist tocross up the opposing player.
n1 1 Whydo you want to do this?

Backflip can pass through adversaries and is now immune to


all attacks except throws for 13 frames. This creates a situation
where it is difficult for an opposing player to block when you use
the Backflip in tandem with an assist
Backflip can be used to "push" your competitor out ofthe corner,
enabling Cap's more damaging Shield Slash combos
Opponents attempting to guard Backflip cross-ups will get hit by
simple crouching attacks and throws
How do you get Captain America close to the opposing character in order to apply his
Backflip mix-ups?
1 if j *- - h ^ h h b
Using Charging Star and Hyper Charging Star to blow through
#f' \\"
^' II'
beams and projectiles
Using Shield Slash attacks atmid range and use the returning hit
of Shield Slash to cover an approach
Using slow projectile assists and wavedashing behind the cover
ofthe assist, then using Backflip once close enough to cross up
your opponent

t^mmtamammmmmmBm

MING SINCE ORIGINAL MCS


in America gained quite a few boosts in Ultimate Marvel vs. Capcom 3. His overall
o damage hasincreased due to the increase in damage of Shield Slash, the new OTG-
bility of Shield Slash L, and Hyper Charging Star gaining extra damage when mashed,
-..ield Slash L's ability to OTG also greatly improves his previously mediocre corner combo
damage. Double jump gives Captain America some more combo options and some added
air mobility. Backflip gained immunity to nearly all attacks except throws, making his
cross-up offense much safer. Charging Star Mand Hboth received very minor damage
reductions, but this has little effect on his combo damage or gameplay.
Captain America can now double jump
Shield Slash damage boost
Shield Slash L is OTG-capable, both the ground and air version
Charging Star M & H damage lowered
Frames 1-13 of Backflip are immune to all attacks except throws
Hyper Charging Star is now mashable for additional damage
Charging Star causes more horizontal and less vertical knockback.
Charging Star now causes soft knockdown.
Shield Slash hit stun against airborne opponents has been decreased.
Captain America3 and 7 damage increased.
Screen Command Hits Damage IVIeterGain Startup Active Recovery AdJJnHlft9e Kded No,es

Sffitf Special Attacklauncher


Screen Command Hits Damage IVIeterGain Startup Active Recovery J!nHJfle Guarded' NoleS
ivper combo-

Mr Basic Attacks
Screen Command Hits Damage IVIeterGain Startup Active Recovery AJJnHft9e Guarded' Noles
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage Meter s,ar,up Actjve RecQvery Advantage Advantage if No,es
Overhead attack,causes hard knockdown
used in launcher combo

Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most -on,,, r i
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage Meter S|artup Ac|jve Rw0WBry Advantage Advantage if me$

Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense. Combos
are usually possible afterthrows, one way or another.

Screen Command Hits Damage IVIeterGain Startup Active Notes


As a PartnerCrossover Assists
Screen Type SinSTyper Description Hits Damage gjf Startup Active (Ar jjjg Notes
Shield is in play for 51 frames, each hitof
Captain Shield
95,000 800 41 131 101
1 Hyper Charging Star 2
Shield Slash has5 low priority durability points
Americaa Slash M

Captain Stars &


135,400 1200 29 12 145 115 Knocks down
2 Hyper Stars&Stripes 3
America(3 Stripes H
Charging
Nullifies low andmedium priority projectiles
Captain 143,600 11 138 108
3 Hyper Charging Star 3 1272 29 during Irames 28-36, knocks down
America 7 Star M

, ii;, , ,_ , assisl that stays on screen for quite abit 0 nabling it to virtually lock down an opponent for almost afull second in most cases. The
second hit can actually work to push your adversary toward Cap, allowing for some interesting combo possibilities. It might appear to be adrawback that both hits only combo at certain
distances, but this can actually help aggressive characters greatly, since the gap gives them an extra place to mess up their guarding, if you cross them up or switch from low to high
attacks (orvice versa) in between hitsof the shield.
Captain America-B does not have the invincibility of anormal Stars &Stripes attack, making it apoor defensive assist. It has very fast startup, but Captain America-7 has the same
startup and more utility. It is not very useful as acombo tool, either, since the opposing character is carried upwards, making it difficult to convert this assisl into ameaningful combo.
However, it's important to note that when you use Captain America-B as acrossover counter, Captain America is invincible all the way up! This invulnerability period means you can
crossover counter to Captain America and then cancel to Hyper Stars and Stripes against foes at close range, and into Hyper Charging Star to hit enem.es throwing projectiles at long range.
Performed correctly, Captain America comes in and performs his hyper combo seamlessly, and is invincible until the invulnerability period of his hyper combo wears ott.
Captain America-7 * the ability to nullify low and medium priority projectiles, making it avery useful assist against zoning characters. It also provides aguaranteed knockdown, making
it auseful assist to extend combos after an OTG in the corner. From amidscreen position, ittends to push the target too far away lo combo afterwards.

. . . n Advantage Advantage
Screen Command Hits Damage Meter Gain Startup Active Recovery onHj,s jfGuarded
500 - (-1 hyper
^>^<>+ ED23 50,000
meterbar)

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or lag outs are also locked m*>'
out for 4seconds \mY.*^ -M ^--

8fflffl](M
Screen Name Command Hits Damage ^Jj star,up Active Recover" "onTift0" HGnardS No,es I
Each hit ot bhieio biasn nas 0 iow priority uuwwiiiy
points, shield isin play for 52 irames if Caplain
Shield 114,000 30
1 OtiO+ O 2 960 21 -
-

America doesnotmove, disappears ifCaptain


Slash L
America gets hit, OTG-capable
Each hitofShield Slashhas 5 low priority durability
points, shield isin play for 51 frames if Captain
Shield
2
Slash M
Ot\^ + 2 114,000 960 17
34

America does not move, disappears ifCaptain


America gels hit
Each hitoi Shield Slash has5 low priority durability
points, shield isin play for 50 frames if Captain
Shield 38
3 ty?\o* 2 114,000 960 13

America doesnot move, disappears ifCaptain


Slash H
America gets hit
Each hit of Shield Slash has 5 low priority durability
(in air) Until points, shield isin play lor 51 Irames if Captain
Air Shield
4,5,6 2 114,000 960 15 -

grounded

America doesnotmove, disappears ifCaptain


Slash
America gets hit, version isOTG-capable
Q^/ta/MffiGB?
Screen Name Command Hits Damage Meter star,up Ac,|ve Recovery Advantage Advantage Notes
Stars &
Stripes L c>Ot\ + 1 80,000 640 5 5 44 -12 -27 Invincible from frames 1-4, knocks down
Stars &
7
StripesM C>0^ +<) 2 104,500 880 5 11 50 -21 -39 Invincible fromframes 1-6, knocksdown
Stars &
Stripes H 0<}^ + 3 135,400 1200 5 12 57 -26 -47 Invincible fromframes1-9, knocks down
Charging
$$<?*& 1 100,000 800 5 9 30 +13 -17
Nullifies low and medium priority projectiles during
Star L
frames4-18, knocksdown
Charging
8 2 123,500 Nullifies low and medium priority projectiles during
StarM 0#<^ + (M) 1040 5 11 35 +4 -22
Irames 4-18, knocks down
Charging
0#O + 3 143,600 1272 5 13 43 -3 -17
Nullifies low and medium priority projectiles during
StarH
Irames 4-18, knocks down
9 Backflip + 34



-
-
- Invincible Irames 1-13, can pass through opponents

Shield Slash L: This attack ShieldSlash M: Captain America'smain


nowhas the ability to OTG, ground-based zoningtool. HisShield
making it invaluable as a Slashattackshavemoderate strengthat
combotoolforCaptain 5 low priority durability points. IfCaptain
America. Thisallows you America's shieldcollides with a projectile,
to dish out high damage itstartsreturning to him immediately,
anywhere on the screen regardless. However,it remains active
regardless of Cap's until it is destroyed, caught, or ifCaptain
positioning, whereas before, Americagets hit. You can use this to start
dealing significant damage an offense against a grounded opponent at
in the corner or after air mid range, allowing a combo if the shield hits onthe return trip.
throws was difficult without
the use ol an assist. You can It would seem like canceling basic attacks into Shield Slash would be an easy way tokeep
use thisattackto start your perpetual frame advantage against an opponent, but unfortunately this isn't the case: if any
offense at midrangeagainst ofthe Shield Slash attacks are performed from up close, your opponent's character can
a grounded foe, allowing you actually land a guaranteed hit against you before the shield's return trip, causing the shield
tocombo if theshield hits onthe return trip to disappear and giving yourfoe a free combo.

Air Shield Slash L: While the air version


ShieldSlashH. Employ this of ShieldSlash Lcan OTG, it is far less
move as a ranged anti-air practicalfor this purpose because it takes
to deter the opposition additional time for Captain America to start
from jumping in at Captain the attack due to jumping, and because it
America. This is especially cannot be canceled intoany hyper combos.
potent because if it hits However, it is excellent for startinghis
an airborneadversary, offense. Thedownward angleat which
it juggles with both hits the shield is thrown makes it difficult for
(unless yourtargetis opponents to approach Captain America
cornered). This allows with a normal jump, and the returning shield locks the competitor down, allowing you to
you to jump forward with dashinwith Cap and begin hisoffense, and then convert to a combo iftheshield connects.
Captain America and convert
This isalso a useful combo tool v/hile both Captain America and his adversary are in the air
the attack into a full combo!
at normal jump height. This tactic enables you to bring theopposing character lower tothe
ground, so you can combo into a launcher.
Itis interesting tonote that a height restriction exists forusing airShield Slash L, and it
ismuch lower than the other two versions ofthe attack. Arelatively low-altitude air Shield
Slash Lcan be performed by inputting {> \ <>! + , but that same input trick will
not work for the other two versions.

Air Shield Slash H: Similar


to the ground version
Air Shield Slash MThis of Shield Slash H, this
move is mainly used as move can be used against
a combo tool to keep airborne opponents who are
the opposing character at an upward angle in front
airborne at approximately of Captain America. With
the same height, allowing the exception of extreme
Captain America to land and heights, ifit connects, you
jump forward with another can convert it into a full
attack. You can also use combo by having Captain
it against rivals who have America jump (or super
airborne zoningtools. jump ifnecessary) and
continuing into further
Shield Slash combos to
bringyour adversary closer
tothe ground. You can also use this tactic against airborne zoning competitors who are
slightlyabove Cap.
Stars &Stripes. Stars &Stripesis oneof the rarespecial Charging Star. Charging Star isthecornerstone ofCaptain Backflip: Although itinflicts noactual damage. Backflip is
moves with invincibility frames, making it a useful America's strategy to combat zoning characters. This attack theprimary means for Captain America tostart his offense.
defensive option if opposing players become predictable completely nullifies low and medium priority projectiles Backflip is now immune toall attacks except throws during
withtheir attacks. Stars &Stripes Mand Hare the more during frames 4-18. Higher strengths travel progressively the first13 framesand can pass through opponents for the
useful versions because theyhaveinvincibility frames that fartherdistances and deal higherdamage. However, entirety ofthemove. When used with anassist, you can
Charging Star M&Hknock theopposing character farther time Backflip so thatitcan passthrough your adversary
last well intothe activeframes, whileStars & Stripes L
invincibility fades 1 frame shortofits first active frame. away, making the moves lessuseful for certain situations immediately before theassist's attack hits, forcing your
suchas X-Factor usage (unless inthecorner). The active opponent to change thedirection they are blocking. If
Use this attack cautiously, sinceyouropponent can easily frames areonly active for a portion ofthedistance traveled, they fail toblock this attack, you can begin attacking and
punish a missed or guarded Stars &Stripes. Ifyouare with Charging StarHonly being active forabout half the convert into a combo!
unsure that the attack will hit, make sure to use an assist
screen length. Backflip is very unsafe unless covered by an assist,
to cover your recovery. Without an assist to coveryou,
Any lime you hit with Charging Star, you canhyper combo canceled with X-Factor, or hyper combo canceled. No basic
attempting to make thisattack safecanbecostly, either
requiring X-Factor or canceling into a hyper combo before cancel into Hyper Charging Starforan easy400,000 or so attacks areable to provide enough blockstun toprevent the
Captain America leaves theground, before a THC into a damage. Keep in mind that Charging Star iseasily punished opposing player from easily punishing Backflip.
safe hypercombo. when guarded, so use anassist tocover Captain America's
recovery if possible.

b^m&MEm
Screen Name Command Hits Damage Startup Active Recovery qShjI96 Sded Notes
11(7)12 Invinciblefrom frames 1-24, first two hits
Hyper Stars & 38 +11 -26
1 o<}^ + 5 290,800 12+0 stagger the opponent
Stripes (7)13
Destroys projectiles/ignores beams from
274,100- -23 frames 1-23, hard knockdown, can be
Hyper Charging Star 10-20 5+2 11 45
2 fy<? * 328,800

mashed for additional damage


InvincibleIrom frames 16-36, hard
Final Justice (Level -12
3
3 Hyper Combo)
0^c>+ 8 440,000 22+2 16 18

knockdown

Hyper Stars &Stripes. This hyper combo's main use is to Hyper Charging Star. This is Captain America's go-to FinalJustice:This is Captain America's level 3 hyper
combo ender.inflicting high damage fora level 1 hyper combo. Like other level 3 hyper combos, thisis notsubject
blow through an opponent's hyper comboat closerange.
With 24 invincibility frames, it will defeatmostcompetitors' combo dueto the factthatyoucan mashforextradamage. todamage scaling, making itideal to end long combos.
hyper combos on reaction. Ifitis somehow avoided or Itdoes knock your opponent back quite far, so landing a Keep the long startup ofthis hyper combo in mind when
guarded, THC intoa safe hyper combo. combowitha THC can be trickywith some characters. using itin a juggle combo. While this hyper combo does
have invincibility frames, itdoes not startuntil frame 16,
Hyper Stars&Stripes hits instantly upclose after the You canalsoemploy this move to blow through any meaning that Final Justice should belimited tocombos.
hyper screen freeze; ifa foeis close enough andnot projectiles orbeams atmedium range, but you must be
already blocking before the freeze, so the firstactive frame careful with this, since your adversary will likely cancel
ofthe hypercombo touchesthem,it's impossible for their attack into a hyper combo oftheir own inreaction
themto block iftheyweren't already guarding before the toyour hyper combo. It's best used inthis manner to
hyper freeze! This always works point blank against big go straight through projectile hyper combos when the
characters, and works some ofthe timeagainstsmaller opponent does not have any additional meter toTHC.
ones;even if it's not technically unblockable afterthe freeze
when the first activeframe doesn't touch the enemy right
away, the invulnerability period will stillbeenoughfor
Captain America to blow away most point-blank attacks.
::&i

Mm Mm

Backllip isan extremely impodanlpart ofCaplain America's oilense. Use itwith well- timed assists to make it Use Charging Star to plow through enemyprojectiles. If opponents attempt to punish Charging Star, cancel the
difficult loryour opponent toblock. recovery into ahyper combo!

Captain America's offense ishighly reliant on crossover assists used with his Backflip, Zoning characters inevitably attempt tokeep Captain America away from them. However,
making him a less than ideal choice to be the anchor ofyour team. Captain America is best Captain America iswell-equipped to deal with such characters. When atfullscreen, you
as a point character, allowing access toboth assists and the ability tomaintain cross-up can use Cap's Charging Star Lto push through projectiles with relative safely due tothe
Backflip pressure. Captain America isself-sufficient when itcomes tohyper meter use in short distance traveled. At mid range orcloser, you can use Charging Star Htogo through
combos, and by refraining from spending meter on hypers he becomes a strong battery. any low or medium priority projectiles and hit your adversary. IfanyCharging Starhits,
You want to get close enough to threaten with Backflip cross-ups, covered by an assist you can hypercombocancelinto Hyper Charging Star or even X-Factor canceland score a
that will both enable the cross-up, and keep Captain America safe if the challenger guards very damaging combo, particularly ifyou catch too characters! It's a good idea to practice
properly. There are several ways to do this: learning exactly how much range each version ofhis Charging Star has so you know the
distancewhereyoucan punish projectiles and beams.
One method istouse low-altitude air Shield Slash L. You can perform this version ofair
Shield Slash much closer totheground than Shield Slash Mor H. The motion forthis Even if your opponent attempts topunish this, you do have some options. If they attempt
isVMcC>57 + . Doing this immediately stops Captain America's ascent once topunish your Charging Star Lby canceling into a beam orprojectile hyper, you can cancel
the attack begins, and he slowly floats tov/ard the ground. Upon landing, he immediately the recovery of your Charging Star Linto Hyper Charging Star to blow through their hyper
recovers, significantly reducing the recovery time ofthis attack. This allows you to easily combo. Some characters may have a slowprojectile that theycanfollow inor cancel into
follow up while the returning shield pulls the opposing character toward Captain America. If a physical long range hyper combo, such as Wesker's Phantom Dance, and will attempt to
the shield connects,youcan easilyconvert the attack intoa full combo. punish you during the recovery of your Charging Star L. If they attempt this, you can use
Hyper Stars &Stripes to cancel the recovery ofCharging Star L, employing the invincibility
Another method ofclosing inagainst your adversary is by using a projectile assist who of HyperStars &Stripes to win most situations!
occupies the screen for a significant amount oftime, such as Sentinela. The goal
here isto wavedash in just behind the projectile assist and then attempt to Backflip past Once up close you'll want tostay there and use assists tosafely cross up your rival with
yourcompetitor just as the projectiles are about to hit. You can also use this to follow Backflip. You canend blockstrings bycalling an assist and using Shield Slash Lor Mto
up blockstrings, calling the assist asyou get pushed out ofrange and then wavedashing protect your assist and keep your opponent inblockstun, allowing you to follow your assist
behind the projectiles and attempting the Backflip cross-up. Captain America can rely on this inan attempt to cross upthe opposing character again.
strategy a little more heavily than most characters, however, because nearly any attempt to When Captain America has todefend the onslaught ofanother offensive character, he has
punish Captain America's assists can be potentially countered by Captain America's hyper better options than most. His Stars &Stripes is one ofthe few special moves that provide
combos. If your foe attempts to punish with a beam orprojectile hyper combo, you can invincibility. However, all versions are easily punished if guarded. Stars &Stripes Lis
blow through itwith Captain America's Hyper Charging Star. If the opposing player attempts vulnerable 1 frame before thefirst active frame, making it the riskiest option because you
a physical attack hyper combo, you can use the invincibility of Hyper Stars &Stripes to blow may get hitout ofthe attack. However, it is the easiestversion to hyper combo cancel. Stars
through this as well.
&Stripes has invincibility frames that last into active frames, but it'smore difficult to hyper
combo cancel into anything but Hyper Stars &Stripes, which does not actually combo.
It can be useful to THC intoa safe hyper combo, butyou'll have to commit to this course
ofaction without knowing whether the attack will hit, since the hyper combo cancel has
to occur before the second hitofStars&Stripes. An alternative to making theattack safe
without using hyper meter or X-Factor is to use a projectile or beam assist that cancover
Captain America during his recovery.

Hyper Stars &Stripes isone ofthe better defensive hyper combos; ifyour rival isclose to
Cap upon activation, and they arenot already guarding orperforming an invincible action
before the screen freeze occurs,there'sa good chance theywill be unable to block on
reaction! Ifthey do manage to guard, THC into a safe hyper combo ifpossible.
I CR., ST. ,CR.^> f ** , JUMP FORWARD, AIR t o ^> f * * * , LAND, JUMP FORWARD,
AIR t * ^> ^ **> o , ST.,^> SUPER JUMP FORWARD, AIR,,* o ,, LAND,
DASH FORWARD, *X* s^> "* *68 (MASH )
Midscreen only, 728,300 damage, 1% meter gain
This is amodified version of Captain America's old midscreen combo using air Shield Slash juggling. The cr. is important because it puts your opponent in an airborne slate, allowing
Shield Slash Hto juggle the foe upwards. From there, you'll jump forward and hit the + * attacks as soon as your target is knocked back toward Captain America with the shield,
approximately at the apex of his jump. After air Shield Slash L, the opponent should be bouncing back toward Cap at ground level. You'll want to start st.(H) slightly early due to its lengthy
startup. Once launched, you'll want to hit the air attacks as quickly as possible to avoid your opponent flipping out. Once landing, you may have to dash forward lo get Hyper Charging Start
to hitafterthe OTG Shield Slash L. After the OTG Shield SlashL, immediately cancel to Hyper Charging Star.

LAND, *+<> E*> if - o 9 (MASH )


630,100 damage, 40% meter loss
This is acombo you would use when your opponent is cornered, and you cannot juggle with Shield Slash. You'll want to cancel the first air with adouble jump and continue to hold up
to get the O. It's important to release up before you press, however, or you'll end up with aTAC instead. You can use an assist to combo after the OTG Shield Slash Land allow

HL AIR THROW OR GROUND THROW, (LAND IF AIR THROW), * * * o <^> *


436,200 damage, 82% meter loss
Without an assist or X-Factor, this is the most damage Captain America can get from abasic throw. This is still ahuge improvement, as previously, he could not land any attacks following
athrow without an OTG assist. On aground throw, you'll want to use Shield Slash Limmediately after recovering from the throw and immediately cancel into Hyper Charging Star. For air
throws, you'll want to use Shield Slash Limmediately afterlanding.

: FORWARD GROUND THROW, (LAND IF AIR THROW OR DASH IF BACK GROUND THROW),
CR. e^> * + o , JUMP FORWARD, AIR o es> *** , LAND, ST. , &>
SUPER JUMP FORWARD, AIR , , 4 * , , LAND, +*->>o^***o (MASH )
Midscreen only, X-Factor level 1, 944,800 damage, 33% meter gain
With X-Factor, you can convert athrow into ahuge combo. Because of the automatic hitstun scaling after throws, you cannot do afull Shield Slash juggle combo, requiring you to launch
earlier than normal. X-Factor as soon as the shield hits your adversary, which gives you time to confirm the hit but also makes sure you don't X-Factor before the projectile has come out.
Immediately press after the X-Factor animation so that the opposing character does not hit the ground. This allows the returning Shield Slash Lto juggle your competitor toward you
and continue the combo.

AIR THROW OR GROUND THROW, (LAND IF AIR THROW, DASH FORWARD IF BACK GROUND THROW), *
ST., CR.([
LAND, DASH FORWARD, WS^>H**68 (MASH)
X-Factor level 1, 823,800 damage, 3% meter loss
Hitstun decay is worse on all other throws, making them the inferior option most of the time. Avoid using back throws unless they are needed for specific positioning. This sequence also
doubles as a corner throw combo when Shield Slash juggles are not possible.

*?.- o ,WALK FORWARD SLIGHTLY, ST.^> V* o , JUMP FORWARD, AIR, * o ^>


* o, LAND, ST.,^> SUPER JUMP FORWARD, AIR ,,^ DOUBLE JUMP FORWARD,
* , <D, LAND, DASH FORWARD, * o e^> * * (MASH )
X-Factor level 1,1,104,800 damage, 27% meter gain
Unlike the Mand Hversions, Charging Star Ldoesn't knock adversaries very far away. This allows you to X-Factor cancel on ahit confirm and continue into acombo that is able to K.O. all
but full health, high-vitality characters. This combo is somewhat of ahybrid between Combo Iand Combo II, with only two reps of Shield Slash juggles and adouble jump launcher combo.
There is no rush to land the st. after the X-Factor cancel; in fact, you should take ashort moment to walk or dash forward so your combo is easier to perform.
Since Shield Slash L can now OTG it creates a strong potential for resets.
After a hard knockdown, Shield Slash OTG does not combo into the second
hit without the use of an assist or a hyper combo cancel. However, the shield
still remains active on the return trip. Depending on the hitstun decay,
your adversary either falls to the ground, or if the hitstun decay is high, air
recovers just above the ground.
When you have a competitor cornered after a hard knockdown, OTG with
Shield Slash L. An option that can work regardless of hitstun decay is to
Backflip after Shield Slash L. You then pass through the target, putting Cap in
the corner. However, the shield still hits your foe upon its return to Captain
America, forcing the altacker to block from the other side. With this tactic,
you'll have to watch for a couple things, however.
If Shield Slash Lknocks your opponentto the ground, they can roll forward
on their recovery to avoid the cross-up. If you suspect that they might do this,
You can use Shield Slash Ltocreate deadly mix-ups inlhe corner when usedasan OTG. you can counter by delaying your Backflip slightly until they roll underneath
you. Your Backflip follows them and ends up on the other side, causing
Captain America's shield to hit them! If your rival rolls backwards, they avoid the shield hit but still get crossed up. The best option if you are unsure what the
opposing player might do isto simply delay your Backflip slightly and call a beam or projectile assist. This way, your Backflip comes out regardless, and your
assist comes out behind your opponent, making it very difficult foryour competitor to do anything!
If your opponent air recovers, you can still attempt the Backflip cross-up, but itismuch riskier. Adversaries who air recover forward completely bypass the
cross-up, and rivals who air recover backward do not gethit by the shield and may not even be crossed up. Even it you do cross up, opponents can air recover
before Captain America is finished with Backflip, and they can punish you ifthey have a cross-up air attack. So instead, you have two viable options. One is to
jump and attempt to air throw your challenger while calling projectile or beam assist. This allows you to continue pressure even if the throw is escaped. The
other option is to use the delayed Backflip with a projectile or beam assist.
With these mix-ups, you can make Captain America's corner game much deadlier, making it difficult for the opposing player to be able to takethe initiative!

HHHH

GENERAL EXECUTION TIPS


When juggling with Charging Star and canceling into Hyper Charging Star, wait a moment so your adversary is closer to the ground and
you get full damage
Use st. over cr. . Cr. is not a low attack, and st. causes substantially more damage
* * , JUMP FORWARD, AIR ^> +r\c> + (M) LAND, JUMP FORWARD 0 +::<==> <>\c>*
ST. , >^$> SUPER JUMP FORWARD, AIR
V* => + * - @ (MAS
Damage
IAgainst airborne opponents only 1728,600 damage, 8% meter loss
II. CR. , ST. , , es> SUPER JUMP FORWARD, AIR , , es> DOUBLE JUMP FORWARD, i 'D, CALL IRON
IJiUdllMMf.l'Ii
'UMP FOR o + ..#

Damage
ICornercombo with assi: 1742,200 damage, 24% meter gain
FORWARD, AIR *> + *-, LAND, JUMP FORWARD, AIR i
* * , ST. , ^> SUPER JUMP FORWARD, AIR ,, i , , LAND, CALL IRON MANa, DASH FORWARD,
*+0es$>* wo
Damage
ICombo with assisl and level 3hyper combo. Can use Charging Star Hbelore Final Justice in corner Midscreen only. 990.100 damage, 186''.. meter loss
FORWARD THROW, CALL IRON MAN a, -
ST. , <&$> SUPER JUMP FORWARD, AIR ,, -f , , LAND, DASH FORWARD, tV-*e~>fjf..o (MASH )
Damage
| Forward ground throw OTG combo with assist IMidscreen only, 612,100 damage, 8% meter gain
GROUND THROW OR AIR THROW, (LAND IF AIR T l".tUVf 1/iKI.B ORWARD IF BACK GROUND THROW), CALL IRON MANa, f * + 0
PER JUMP FORWARD, AIR , UBLE JUMP FORWARD, ,, LAND, DASH FORWAR

| Throw OTG combo with assisl, corner friendly


"POI KILL YOU WITH THE SLEEK
BUT MPERSOHAL FIREARM, OR
GO WITH THE COOL FACTOR OF A
HICEKATAHA?"

BEEBPAIIBH
wade Wilson Mercenary

A healing factor coapled with enhanced physical conditioning. He is alsa a


specialist in clase-gaarters cambat, and his assassinatian skills are aoparalleled.

MAPBUS r
Uses various weapons, including handguns, machine guns, grenades,
swards, nunchaku, etc. He alsa has a teleporting device en his
belt, bat it teads to malfunction easily.

PRBflli w
To core his terminal loog cancer, Wade attempted tn
nbtain mutant powers artificially. However, the side
effects of the procedure disfigured him aod also caused
psychological damage. Although be loves haviog cheertol
conversations, because of his madness, oo one really koows
what he's saying.

flBSJ UPPMAEl
m Hew Mutants '"""'

PBMB EBIB
.'-INTELLIGENCE

STRENGTH

*This is biographical, a
in-game combat potential
Overview
|r//i//(r 300,000 \
C/73//? Combo Archetype Hunter Series \
X-Factor Boost Damage
*.w Level 1 (3 teammates remaining) 125% 115%
Level 2 (2 teammates remaining) 145% 125%
Level 3 (1 teammate remaining) 165% 135%

Your goal when using Deadpool istokeep his distance from the opponent by using his
various zoning tools. You want toforce your adversary to make mistakes toapproach
Deadpool, which putsyour opposition ina disadvantageous position.
Keeping opponents at a distance is ideal when playing as Deadpool because:
He has a large array of zoning toolsthat allow him to stay mobile
while still controlling space
Deadpool's Ninja Gift attacks move him backward quickly while
still allowing him to control space on the screen
Trigger Happy can easily be linked into Happy-Happy Trigger via
hit confirmation

Deadpool's close range offense isn't as strong as dedicated


offensive characters

How doyou keep your rivals ata distance when using Deadpool?
Jumping backward and using Air Trigger Happy Mat the peak of
the jump, followed by another Trigger Happy once Deadpool hits
the ground to maximize damage
Jumping over your foe's projectiles and punishing with Trigger
Happy or Happy-Happy Trigger
Using Ninja Gift when competitors start getting too close

Ul MVC3
an no longer by canceled exceptby X-Factor, forcing him to
use an OTG to combo afterwards and limiting his solocombo potential offthis command
move. He gained extra damage on most ofhis combos because Happy-Happy Trigger can
be mashed for extra damage. He can now cancel all basic attacks and special moves with
, \.i. Teleport, allowing him stronger zoning and mix-up options. His Teleport Malfunction now
causes more damage, making it even riskier to use. Finally, the Ninja Gift Hrelaunch loop
no longer works, and opponents recover immediately upon landing if hit with Ninja Gift
Hafter approximately 8-10 hits. Being able to follow up Quick Work with' Chimichangasl!
allows forsome interesting combo opportunities.
Mad Wheel ( ) no longer chains into and is no longer special or
hyper combo-cancelable
Happy-Happy Trigger can be mashed for extra damage
Basic attacks and special moves can be canceled into Teleport
Teleport Malfunction now causes 30,000 damage to Deadpool, up from 5,800
Incapacitation caused by Ninja Gift Hdecreases with combo length.
Chimichangasl! can be used during Quick Work.
Ground basic attacks can be canceled with Taunt.
LiiMfliiaaia^iiiiiiii^ slightly longer.
Attack Set
Standing Basic Attacks
Screen Command Hits Damage IVIeterGain Startup Active Recovery AdJJnH,atBe ^Guarded' No,es

/p
t^'_ /-

ErBucking Basic Attacks


Arl.nnHno (IrllldntanO if

Screen Command Hits Damage IVIeterGain Startup Active Recovery Ad^ Hft Sdld Notes

frnnf Special Attacklauncher


Screen Comman Hits Damage Meter Gain Startup Active Recovery AdJJnuftB8 Guarded' Notes
Launcher, not special- or hyper combo-
1
(while standing or 1 80,000 640 5 6 34
cancelable
crouching)
BflH Dfl
g
,,,

...--tuajT'
>

r-' TLi

Air Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery AdJ2niiftBe Guarded No,es
Air Special AttacksFlying Screen and Air [Hchange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage S ' Startup Active Recovery M jffifi8"!! Notes
Air
Overhead altack, causes hard knockdown if usedl
20 +18 +16
in launcher combo
Tagsin nextavailable allywhile lofting
Air 4} + (during launcher combo) 60,000
opponent upward
Tagsin nextavailable allywhile causing wall
AirO or^ + (during launcher combo) 50,000 22
bounce, erases 1 hypermeter bar fromfoe
Tags in next available ally while causing ground |
Air^ + (during launcher combo) 50,000 400 13
bounce, generates 1 hypermeter bar

11 \ZL ^

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage Startup Active Recovery "J IWtWttH
_,, .
Mad Wheel O* (M) 63,000 560 25
Overhead, hardknockdown, notspecial-or
+3
hyper-combo cancelable
May becanceled into from any basic attack,
Taunt Select button 10,000 92 -74 -75 cancelable intospecial moves, hyper combos,
and
Jump backwards
Wall Jump against wall,then Performs a wall jump, mayinitiate aerial attacks
press 7 or movements after 8th frame

Thrnm
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense. Combos
are usually possibleafter throws, one wayor another.

Screen Command Hits Damage MeterGain Startup Active Notes


^mmZ/~
/^tiiMMMSm
FTT?5i crossover Mptpl. Recovery Recovery
Screen Type Combination Description Hits Damage "Jl"," Startup Active (this crossover (other Notes
Hyper Cnmhn assist) partner)
1 Deadpoola Happy-Happy Trigger Quick Work L 1 90,000 720 37 4 126 96 Low attack, ignores hitstun decay, knocks down
2 Happy-Happy Trigger Katana-Rama! H 1 70,000 560 37 3 122 92 OTG-capable, ground bounce
3 Deadpool7 Happy-Happy Trigger Trigger Happy H 10 97,300 1200 39 21 112 82 Each projectile has 1 low priority durability point

Deadpoola isone of the few assists in the game that must be guarded low. This alone makes itvery valuable, allowing you toset up simultaneous attacks with the assisl that require
low/high blocking at nearly the same time. The attack also ignores hitstun decay and knocks down, making itavery useful combo tool, especially during long combos toallow you those few
extra hits. Thisis probably his best assist overall if youdon't require an OTG-capable assist.
DeadpoolP is OTG-capable, making it useful primarily for partners who have poor or no OTG capability by themselves. This causes your opponent to ground bounce, allowing for an easy
follow-up. However, this ground bounce can be detrimental to afew characters who rely on ground bounces in their combos, so keep that in mind when choosing this assist.
Deadpool7 is abit awkward because Deadpool uses Trigger Happy H, causing him to fire his guns toward at an upward angle. You can utilize it to assist azoning character by covering
jumping angles or to prevent an adversary from super jumping away from yourprojectiles.

Screen Command Hits Damage Meter Gain Startup Active Recovery ^h?,98 fSSad

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls ortag outs are also locked
out for 4 seconds __

<mmi mmS3
Screen Name Command Hits Damage gj Startup Active Recovery A**"8 {j^SS Notes |
Each projectile has0.8 low priority
Trigger Happy 97,300 21 30 -8 -14
1,2,3 O^o* 10 1200 15 durability points
20 (or until OTG-capable, each projectile has1 low
AirTrigger grounded, then +12 +6
4
HappyL (inair)OtiO + Q 10 97,300 1200 15 21 priority durability point
8 frames recovery)
20 (or until Each projectile has0.8 low priority
Air Trigger grounded, then +12 +6
5 (inair)O^iO + 10 97,300 1200 15 21 durabilitypoints
Happy M 8 frames recovery)
20 (or until Each projectile has0.8 low priority
AirTrigger 21 grounded,then +12 +6
6
Happy H (inair)0t\O+ 10 97,300 1200 15 durability points
8 Iramesrecovery)
Can cancel Trigger Happy from frames
Ninja Gilt L 108,300 10 35 -13 -14 3-15,each projectile has 2 low priority
7
(inair OK) (During Trigger Happy) 3 860

durability points
CancancelTrigger Happy from frames
Ninja GiftM 3-15, grenadedetonates on contact
80,000 640 10 35 +25 +3
8
(in air OK) (During Trigger Happy) 1 -
or after 100 frames, projectile has 1
medium priority durability point
Can cancelTrigger Happy from frames
3-15,projectile has 1 low priority
durability point, captures grounded
Ninja GiltH I 10,000 100 10 35 -23 opponent for 72frames, causesspecial
9
(inair OK) (During Trigger Happy)

hard knockdown state against airborne


foes during which any attack is OTG-
capable
Low attack, knocksdown, ignores
Quick Work L 1 90,000 720 13 4 34 -16 hitstun decay, can cancel to
0/2O +

Chimichangasl! from frames 24-25


Lowattack, knocks down, ignores
Quick Work M 110,000 880 18 4 34 -16 hitstun decay, can cancel to
10 ty$<? + 1

Chimichangasl! from frames 45-46


Low attack, knocksdown, ignores
Quick Work H 1 130,000 1040 23 4 34 -16 hitstun decay, can cancel to
O&o*

Chimichangasl! from frames 55-56


rMsMllMmmiSiM
Screen Meter lil^iiljirTy Advantage
E
Gain if Guarded
Katana-Rama! L Oty^ + 1
1 70,000 13 3 30 Knocks down

1 12
Katana-Rama! M

Katana-Rama! H

Chimichangasl!
OO^ +
OtyS$ +
(During Katana-Rama! or
1

1
70,000

70,000

63,000
560

560

560
13

13

13
3

3
30

30

30


-11

-11
Knocks down

OTG-capable, ground bounce


Cancancel Katana-Rama! on hit/block
Quick Work)
-11 during frames 15-20, can cancel Quick
Workon hit/block, wall bounce
13 Teleport 0<)(3 *

25
-

Deadpool's teleporter will malfunction
every third Teleport (seebelow)

Teleport 100,000
14 1 (30,000 to 800 18 2 98 -79
Hard knockdown on bothcharacters,
Malfunction

OTG -capable

Deadpool)

Trigger Happy. This is Deadpool's primary zoning tool. Trigger Happy Lfires horizontally and low to the ground while grounded. This is primarily used against small to medium-sized
characters when the opponent is unlikely to attempt to jump over your ranged attacks or when they are locked in blockstun, since most characters can duck under Trigger Happy M
When used in the air, Trigger Happy Lfires at adownward angle with OTG-capable shots. Despite its use in combos, this is primarily used to safely counter an adversary's qrounded anti-
airattempts. From close distances, thisleads into Combo I afterDeadpool lands.
Trigger Happy Mfires horizontally while Deadpool is grounded, but at agreater height than Trigger Happy L. This is always asuperior option when fighting against opponents who cannot
duck under Trigger Happy M. This is also useful when it's possible that your rival may attempt to normal jump over your Trigger Happy at long range. When used in the air Trigger Happy
Malso fires horizontally but causes Deadpool to float, maintaining some of his airborne momentum when used. This is best used at the peak of his normal jump causing him to float
slightly slower to the ground than normal and put most, if not all, of his bullets onto the screen while descending, creating awall of projectiles that is difficult for foes to bypass.
Trigger Happy Hfires at an upward angle both while grounded and jumping. It can be useful to employ against competitors attempting to super jump toward Deadpool or to take down
challengers who areattempting to play a zoning game from theair.

NinjaGift. Ninja Gift Lis usefulas a means


of creating distancefrom opponents
who are advancing from mid range. Itis
relatively safe, forcingthe target to block
whileallowing Deadpool to create distance
by jumping backward.
Ninja Gift Mtosses a grenade thatstays
active for 100 frames or until it makes
, contactwith an opponent or opponent's
projectile. This makes it extremely useful for controlling the ground space, denying most adversaries the ability to dash toward Deadpool on the ground and allowinq you to focus on
denying your rival anavenue ofapproach through the air.
Ninja Gift Hhas a72-frame capture against grounded foes, but it is nearly impossible to combo into anything other than an air Happy-Happy Trigger afterwards. This can be useful for
tacking on extra damage with aTHC. The real strength of this special move, however, is against airborne competitors. When the bolos hit an airborne foe, the foe falls to the ground in a
special hard knockdown state. During this time, any attack is OTG-capable. However, this attack can be somewhat difficult to land because the projectile is rather small.
QuickWork. You should use this move
primarily as a combo tool because italways
knocks theopponent down regardless of
hitstun decay. This attack also hits lowand
canbe used to go under someprojectiles,
as well. Depending on the opposing
character, Deadpool can use Quick WorkM
or Hrepeatedly during X-Factor 2 and 3 as
an infinite. This attack can also be canceled
. , TU. . int0 Chimichangasl! by pressing during Katana-Rama!: The primary use of this move is Katana-Rama! Hdue to the ability of the
aprecise 2frame window This window is different depending on which version of Quick attack to OTG and extend combos. This attack can be canceled into Chimichangasl! which
Work you re canceling. Chimichangasl is triggered by pressing during frames 25-25 wall bounces your rival and is ideal for setting up arelaunch or hyper combo ender.
ofQuick Work L, frames 45-46 ofQuick Work M, andframes 55-56 ofQuick Work H.

Teleport. This teleport transports Deadpool toa certain position onscreen based onthe
button pressed. Pressing<>fy 2 + causes Deadpool to teleport to the left side of the
screen, pressingOV & * causes Deadpool to teleport lo the middle of the screen,
and pressing<{) 2 + causes Deadpool to teleport to the right side of the screen.
You can use this either tokeep distance from adversaries you want tozone ortocross up a
competitor by teleporting behind thefoe right before a projectile orbeam assist connects.
Deadpool's Teleport is unique inthatevery third teleport malfunctions and causes an
explosion, damaging and causing hard knockdown to Deadpool and any nearby opponents
who are hit. However, if itmisses the target orisblocked, itleaves Deadpool in avery
vulnerable position where hecanbeeasily behit by any OTG his rival can muster. This can
make Deadpool's Teleport unreliable, which isproblematic because it's a core part ofboth
his offense and zoning game.
Epy
(W3F@MSim
Screen Name Command Hits Damage Startup Active Recovery >*"$ Mg a|S Notes
Happy-Happy 238.400- Each projectile has 1 high priority durability
13+1 114 -11 -20
Trigger (inair OK) 0iC> + 286,200 point, can bemashed loradditional damage
Each projectile has1 high priority durability
Air Happy-Happy 238,400- 24 (oruntil point, OTG-capable, canbemashed for
40-8 13+1 97
Trigger r)O^C> + 286,200 grounded) additional damage
322,800 10 35 -21 Frames 11-19 invincible
Cuttin' Time 0/$o + 15+0

4th-Wall Crisis 5 frames invincibility, counters allattacks


(Level 3 Hyper 400,000 5+1 24
n>0^ except beams/projectiles, hard knockdown
Combo)

Happy-Happy Trigger. This is Deadpool's primary hyper Cuttin' Time: Somewhatless usefulnow withthe removal 4th-WallCrisis: Acounterattackhyper combo where
combo. It is the ideal hyper to use at the end of combos, ofthe THC glitch, this attack will primarily beused if Deadpool walks forward for 80frames. If any attacks
with fast startupand improved damage bymashing. You there is a need fora hyper combo early orto go through originating from the point character (aside from beams
can also use it to cancela hit-confirmed Trigger Happy L projectiles and beams at midscreen. You can also useit orprojectiles) strike him, itactivates the counterattack.
or Mforextra damage. The airversion ofHappy-Happy defensively toa limited extent, but theinvincibility frames Unfortunately, it has 1 frame ofstartup after thehyper
Trigger is OTG-capable, so itcan be useful to endcombos of that attack do not start untilframe 11. It has no startup freeze, so a quick opponent caneasily cancel any attacks
ifground bounce is unavailable for Katana-Rama! frames after the hyper freeze, so characters at close range they were performing into a beam orprojectile hyper
may not always beable toblock the attack if they were not combo during the hyper freeze animation.
This hyper combo is alsovery useful forpunishing poorly already doing so before the hyper freeze.
called assists. Even thoughthis attackis a projectile, it hits
all enemy characters inits path, allowing you to hitboth an
assist and the pointcharacter at the same time.

Since Deadpool's preferred game plan isto stay ata distance and zone his adversary, his
bestrole on theteam is a meter builder as thefirst character on the team. This gives him
access to his assists, which can greatly enhance his zoning game, either through increased
zoning ability from projectile or beam assists or through protection from rushdown in the
form ofdefensive assists. While Deadpool is decent as a meter user, he lacks the heavy
damage and offensive ability needed to generate devastating combos, and his level 3combo
is unreliable. His X-Factor statsare average, and combined with his relatively weak offense,
this makes him a weak anchor, though he does have aneasy infinite in X-Factor levels 2 and
3 ifyou can manage to connect an attack.
As stated previously, your preferred game plan with Deadpool should be tokeep your
opponent atadistance and whittle them down with ranged attacks, or force them to take
risks that put you in an advantageous situation. How you accomplish this with Deadpool
varies depending on what type of competitor he is facing.

Using assists toaugment Deadpool's zoning ability can bevery helpful in locking down your rival.
utm Phi
While long or mid range,
Deadpool can call long
range assists and use his
Teleport to appear behind
an opponent right as

. $P.mW I JlcMii\ the assist's projectile or

/Wt~'^1 Kjffl KP\;


v^>A. Wf Bm^^ beam is about to hit. If it
connects, you can follow
up with a full combo. Since
Deadpool's Teleports are
not relative to his rival's
/^^'-.iSB position, you'll need to learn Using Telepod tocross up your adversary justasaprojectile orbeam

j^mm the positions and distances


he Teleports well in order
assist hits lheloeisoneolDeadpool's lew eliective mix-ups.

for this to work. Once you have mastered his Teleport, you can performthese Teleports
Use Happy-Happy Triggers topunish opponents who recklessly call their assists. from distances that make it very difficultfor your competitor to know which side Deadpool
is going to appear on.
Against offensive characters, Deadpool's primary means of zoningfrom midto long range
will be to normal jump, usually backward, and useTrigger Happy Mat the peakof hisjump.
Ideally, you'llwant the last shot to be low enough so your adversary cannot crouch under
it. Thisallows Deadpool to controla wall of space from max jump heightall the wayto the
ground, limiting the opposing character's options to super jump or use some other method
to bypass the projectiles, such as invincibility or a stronger projectile or beam of their own.
Always keep an eye on yourrival's assist usage, as youcantag anycareless assist usage
with Happy-Happy Trigger to put massive damage on the assist.

Once Deadpool lands from airTrigger Happy M, youhave options based on what theopposing
player doesor what you predict they might do. You can follow up with a Trigger Happy Lor
Mfor potentially added chip damage. However, opponents canescapethis.Against large and
somemedium-sized characters, Trigger Happy Mhits the target eveniftheyare crouching.
Inthesecases,this is yourbest option. However, against most medium-sized and smaller
characters, Trigger Happy Msimply goesover crouching competitors. Some caneven simply
walk under it,such as Amaterasu. Inthese cases, youneed to decide whetheryouropponent
will attempt to jump or not. If they aren't, Trigger Happy Lis the betteroption, andTrigger
Happy Mor another jumping Trigger Happy Mwill bea less viable option. You can make
Use Quick Work orCuttin' Time tobypass enemyprojectiles.
this a completely inescapable blockstring ifaugmented bythe useofa projectile or beam
assist. You'll want to time theassistso that it hitsbetween yourairTrigger Happy Mand your
You can use QuickWorkto slide underneath some projectiles and beam attacks, either
grounded Trigger Happy Lor M. If your grounded Trigger Happy Lor Mconnects inanyof
these situations, you cancancel into Happy-Happy Trigger foreven more damage.
linking with crouching (Combo VI) if done from far away or canceling to Chimichangasl!
(Combo Appendix II) ifdone close to convert intoa full combo.This generally onlyworks
Ninja Gift Land Mcan be beneficial for deterring opponents from approaching Deadpool on rangedattacks that are above Deadpool's waist. Otherwise, you can have Deadpool
on theground, as well. Ninja Gift Mis especially useful at this because the grenades stays perform his Cuttin' Time hyper combo before the projectile or beam reaches him and then
active for 100frames, effectively preventing adversaries from dashing forward toward use his invincibility to pass through the projectile.
Deadpool, leaving youto protect otheravenues of approach. Ifthis grenade hitsyour
attacker, you can usually follow upwith a Trigger Happy Lor Mor even a Happy-Happy Once Deadpool is close to
Trigger. You should use Ninja Gift Lifyour competitor is getting tooclose to Deadpool but his opponent, you can use
is notyetattacking. Ninja Gift Hcan lead to big damage (see Combo V) if it hitsan airborne Deadpool's Mad Wheel
rival, but it should not be relied upon heavilyuse it sparingly. fC> + ) overhead
attack. Like most
If your opponent can correctly predict one ofyour zoning options and itseems as though overheads, this attack has
they can punish before you have time to recover, you cannow cancel any ofDeadpool's slow startup. If it lands, you
special moves with Teleport. Use this to teleport him farther away or to the otherside of the can follow up with an OTG
screen, andresume zoning. Just make sure to keep countof how many Teleports you have attack (see Combo IV). You
used, or youmayfind himon the ground setting up a free combo for your opposition. can use an assist to avoid
using his OTG early in the
If you have been doing a good jobkeeping your opponent away, they may attempt to super Using assists with Mad Wheel can free upDeadpool's OTG Katana- combo in order to optimize
jump toward Deadpool in hopes ofbypassing your zoning game. Luckily, Deadpool is well- Rama! loruse laterina combo!
damage. This overhead
equipped to handle this. Ifhe is closeto being cornered, the best option is to simply have mixed with his chained crouching attacks can make itdifficult for your competitor to
him dash under the opposing character when theysuper jump. This puts him in the corner knowv/hether to block high or low.
instead, giving you a ton ofroom to back up as needed and continue zoning your adversary.
If dashing under your rival v/ould bedisadvantageous, you canuseTrigger Happy Hifthe Another option while close isto use staggered crouching attacks. These attacks can
opponent is attempting tosuper jump toward Deadpool from fullscreen. Iftheopposing chain, but thetiming can bechanged up. Opponents frequently attempt to useadvancing
character istoo close for Trigger Happy H, jumping back and using Ninja Gift Lcan help you guard to push Deadpool away during blockstrings. Because light attacks causevery little
gain some space, though this is risky because ifyour target dodges thisattack, they can blockstun, staggering the crouching attacks can cause your adversary toattempt to
advance toward Deadpool and punish Deadpool's recovery. advancing guard whenthey are not in blockstun, causing them to attempt an attack. Your
staggered crouching hits first and makes contact with the target, leading toa free
When fighting other zoning characters, Deadpool needs to staygrounded more often in combo (see Combo I).
hopes ofwinning thedistance fight. Trigger Happy L&Mare typically thezoning tools of
choice in this situation. While Deadpool has strong projectile strength, 8 durability points Deadpool lacks anystrongdefensive toolsand relies on zoning to stay out of harm'sway.
if he can get all 10 shots out, it takes a long time for him to fire all his shots. Characters Ifa rival does manage to get closeto Deadpool, Deadpool's main defense is going to
with fast projectiles andbeams with high durability are then able to overpov/er Deadpool in be advancing guard.Asidefrom that, onlyhis level 3 hypercombo, 4th-Wall Crisis,has
a zoning fight. Using projectile or beam assists may work in somesituations, butagainst complete startup invincibility, but it relieson the foe hitting Deadpool in order for it to
characters with quick beam attacks, this may end up just causing yourassist to take work. This is mainly only useful ifyourchallenger has no meter or lacks non-physical hyper
unnecessarydamage. In these cases, Deadpool needs to take the offensive. combos. Mostcharacterscan completely negatethe usefulness of this counter hypercombo
by using the super freeze time to cancelany physical attacks in progress. Any projectiles,
When zoning is nolonger a viable option because you are either facing a superior zoning beams, or throws can beat this hypercombo handily.
character or timeis running low and Deadpool has to make upa largehealth deficit, you
must goon the offensive. While this is not the ideal situation for Deadpool, he does have a
fewways to break his opponent's guard.
:, W//j

CR. , , ST. >^> * * - * (DURING QUICK WORK) , FORWARD DASH, CR.


FORWARD SUPER JUMP, AIR ,,, , LAND, FORWARD DASH, * * o (DUR. A-RAWIA!)^>
f * .* a (MASH )
672,400 damage, 25% meter loss
Here's a basic combo for Deadpool from his cr. attack. You'll need to cancel his st. to Quick Work Hvery quickly, or the opponent air recovers. The hardest part of the combo is
successfully canceling Quick Work Hinto the Chimichangasl! There is only atwo- frame window for this input, so you'll want to press just after your adversary begins to descend.
When canceling the final Chimichangasl! intoHappy-Happy Trigger, you'll want to do it quickly sincethe wall bounce has already been usedearlier inthis combo.

You may tack on an additional crouching to the beginning of this combo for added flexibility but less overall damage. If crouching x2is blocked, stage asecondary attack by
throwing your foe, canceling into O , orattacking with Combo Iagain.

. *- oORe*S> -t * o, CR., ,ST.<^$> * * + o (DURING KATANA-RAWIA!) ,


FORWARD DASH, CR. , , &4> FORWARD SUPER JUMP, AIR , , , , LAND, FORWARD DASH, *>.* o
(DURING KATANA-RAMA!) s> * * - o @ (MASH )
439,600 damage, 3% meter loss
This converts Trigger Happy LorMinto Combo Ifrom great distances. Though itspower isrelatively low because ofthe damage reduction induced by the opening gun shots, this isstill
occasionally worth going for to maximize damage when aK.O. is needed. Note that the link into crouching after Teleport is very difficult; cancel into Teleport just as Deadpool's guns
flare for the fifth time to ensure that you're following the very last shot fired as closely as possible.

FORWARD THROW, DASH FORWARD, * * * (DURING KATANA-RAMA!), FORWARD DASH, ST. ^>
'VMp fr#,@4> FORWARD SUPER JUMP, AIR,,, LAND, \ * * * O (MASH)
463,400 damage, 42% meter loss
Following the forward throw, you'll want todash forward and then immediately cancel the dash into Katana-Rama! H. Deadpool only moves forward a short distance, but that's all he needs
to get in range for the OTG. Following the wall bounce, dash forward and hit with st. as late as possible so that your adversary doesn't air recover before Quick Work hits. Quick Work M
should place the target close enough that you don't need to dash to follow up with . If performing this combo in the corner, dash back after the Chimichangasl! so that you can combo
properly after Quick Work. When attempting toOTG with Happy-Happy Trigger, make sure you get enough height so that both sets of bullets are hitting and you get full damage. You can
also use Happy-Happy Trigger before Deadpool lands to OTG, if doing the \ + f motion istroublesome.

IV. FORWARD AIR THROW, LAND, * * * (DURING KATANA-RAMA!), WALK FORWARD SLIGHTLY, ST.^>
* + o , es> FORWARD SUPER JUMP, AIR , , LAND, * + * (MASH )
489,300 damage, 47% meter loss
This is similar to the previous combo, but the hit decay is worse after his air throw, allowing only an air, combo after the launcher.

ym +. o ,* * o (DURING KATANA-RAMA!), FORWARD DASH, CR. , ST,^> f * + o ,


FORWARD DASH, #> FORWARD SUPER JUMP, AIR , , LAND, f * * * o (MASH )
595,600 damage, 45% meter loss
After landing a hard knockdown from his overhead, Deadpool can OTG to lead into afull combo. Having to use his OTG early in the combo limits his overall damage, using both his ground
bounce and wall bounce very early in the combo.

VI. (AGAINST AIRBORNE OPPONENT) * * (DURING TRIGGER HAPPY) , FORWARD DASH, CR. , ST. <^S>
* - * (DURING QUICK WORK) , FORWARD DASH, CR. , es> FORWARD SUPER JUMP, AIR , , LAND,
+ 4 * o (DURING KATANA-RAMA!) <&> * * * (MASH )
652,700 damage, 34% meter loss
If Deadpool can manage to land Ninja Gift Hagainst an airborne opponent, you can convert this into afull combo. Dash forward immediately upon landing and press cr.
Deadpool gets in range. Deadpool then slides forward slightly, allowing his cr. to connect. The rest isidentical to Combo I.

VIL * * , FORWARD DASH, CR. , ST. ^> * * * * (DURING QUICK WORK) , FORWARD DASH,
CR. , <^> FORWARD SUPER JUMP, AIR , , LAND, \ * o (DURING KATANA-RAMA!) &>
f *- o 9 (MASH)
772,700 damage, 27% meter loss
When Deadpool lands Quick Work H, he can easily convert into big damage. You'll want to hit the first cr, as low as possible so your challenger doesn't air recover, but otherwise, the
combo is similar to Combo I.
22

Deadpool's Teleport can be an unreliable part of his game plan because


every third Teleport malfunctions. Learning how to manage this aspect of
his Teleport is keyto mastering Deadpool. There are a few ways to deal
with Teleport Malfunction. The optimal way is to end a combo with a hard
knockdown followed by OTG Teleport Malfunction (possibly canceled into
Air Happy-Happy Trigger, though not all hitswill connect). This resets the
Teleport count and also only causes marginally less damage than a similar
Katana-Rama! OTG. Failing that, you can attempt toTeleport Malfunction
behind the cover of a projectile orbeam assist from fullscreen. Using assists
that can keep your opponent locked down for a long period of time like
Doctor Doom(3 or Sentinela is your best option for this method. Another
alternative is to simply use it at close range and cancel into Happy-Happy
Trigger and THC to a safe hyper combo if it is blocked.

Learning to manage Deadpool's Telepod Malfunction isimportant lor mastering Deadpooland unlocking his
lullollensive potential.

G0MB0 HPPM0IH
GENERAL EXECUTION TIFS
When using Happy-Happy Trigger after wall bounces and Quick Work, delay the hyper combo slightly so you get full damage
Deadpool's basic attacks cause very little hitstun, so they must be chained quickly
When canceling to Quick Work with Chimichangasl!, wait until just after your rival begins falling to press
AS DEADPOOL COMES IN: AIR ,^> FORWARD DOUBLE JUMP, AIR, , LAND, t * + * (MASH
No,es Damage
Ifl * orC> + orO * TAC to Deadpool Varies based ondamage scaling

CR. , , ST. ^> f * - o, FORWARD DASH, CR. , ST. ^> t * + (DURING QUICK WORK) , FORWARD DASH,
CR.,,^ FORWARD SUPER JUMP, AIR,, LAND, FORWARD DASH, * (DURING ^>
** (MASH)
Damage
Harderversion of Combo I
1719,700 damage, 14% meter loss
* (DURING QUICK WORK) , FORWARD DASH, CR. , e~> FORWARD SUPER JUMP, Al ;,(M) OO^
(DURING KATANA-RAMA!) es> U*o@8 (MASH)
\\y\uY\
| Alternative, slightly easier combo lor Quick Work combo starter 1686,500 damage, 39% meter loss
++ * , COUNTERS ENEMY ATTACK, FORWARD DASH, - * * * (DURING KATANA-RAMA!) , *>-<)PO + .S>
FORWARD SUPER JUMP, AIR , , LAND, * * * (MASH )
Damage
'level 3hyper combo follow-up 897,400 damage, 365% meter loss
**- OR gat*- (hi,ST.(h)es~> * *, ST. es> t .,-*> FO
AIR, ,,, LAND, - X (DURING KATANA-RAMA!), *( (MASH

[Delay_^_^_g> + to get full damage; works from up to three-fourths ol the screen away Level 1 X-Factor, 871,000 damage, 33% meter gain
CR., , ST. e~> f 0 <. gg ,ST. e~> t * , ( * - REPEAT AS NEEDED)
Damage
1Infinite with Level 3X-Factor. Works with Level 2X-Factor, as well, but useQ ? <? + (jyj) instead lor the repeating patlern Level 3X-Factor, 100% of enemy life, meter gain varies
CR. , , ST. es> f it + (DURING QUICK WORK) , FORWARD DASH, CR. , , ^> FORWARD SUPER JUMP,
AIR, ,,, LAND, FORWARD DASH, + \ * >^> * (MASH)
Damage
ICombo ending with Teleport Malfunction OTG 1617,600 damage, 28% meter loss
'HO ONE PEFEATS POOffl!

BUI BAM BEEUPMIBH


Victor vnn Boom Monarch of Latveria, multi-Be Cooguerur

minis
Boom is a genius in physics, robotics, cybernetics,
genetics, weapons technnlngy, bin-chemistry, anti time i
travel. He is alsn self-taught in the mystic arts. Bnnm is a
oataral leatier, a brilliant strategist, a/irf a sly tieceiver. \

MHPOliS
His armor is loatioti with gimmicks, inclotiing a high-
'lereti blaster on his waist holster. He also
ally invented snme nasty surprises.

PBBtlll
lhe masked genius scientist whn pints
wnrlti domination. While his physi
strength is ooly average at best,.
technologically advanced weapons he
develops, as well as bis sinister
plans have given his super hern
fnes plenty tn worry about.

flBSIAPPlMNEl
Faotastic Four #5 (19B2J

PBMBEBIB

YfiMTft&mhm**^^

FIGHTING ABILITY

this is biographical, and does

in-game combat potential of this hero


.

Vitality 1,000,000 \
Chain Cnmbu Archetype Marvel Series j
X-Factor Boost Damage Speed
Level 1 (3 teammates remaining) 130% 110%
Level 2 (2teammates remaining) 150% 120% |
Level 3 (1 teammate remaining) 170% 130% I
Doctor Doom isa well-rounded character who can be effective at both short and long range.
Your goal when using him istocorner your opponent. Cornering foes with Doctor Doom is
important because:

His mix-ups are much more difficult to defend against in the


corner

His corner combos are significantly more damaging than their


midscreen counterparts
Doctor Doom has numerous tools toachieve this goal, including:
Using air and air + as a means to approach.
Utilizing dash canceling to combat advancing guard. Jumping forward
and airdashing down-toward to cover horizontal distance quickly
Super jumping and airdashing down-toward behind the cover of
Air Photon Shot L

Slowly pushing his opponent back toward the corner using his
dominating array of projectile attacks

wcm ? sssm
Already one of the most desired crossover assists to have on ateam, as well as a perfectly
capable point character, Doctor Doom still received several significant improvements to
his game!
The most noteworthy change to Doctor Doom's arsenal is the improvements to his air
attack: it now travels much more quickly and causes a hard knockdown state on opponents,
allowing for easyconversions into combos using his OTG-capable standing attack.
Doom's air laser beam now travels across the screen much more quickly, changing it
from a liability into an important tool to close the distance and push Doom's rival back into
the corner.

On the downside, Doctor Doom's Hidden Missiles crossover assist now fires two less
missiles, making it slightly less infuriating for opponentsto deal with.
Hidden Missiles crossover assist now fires six missiles instead of eight
Forward throw now causes hard knockdown but does not lift the opponent as high
Forward air throw now causes hard knockdown but does not lift the target as high
Air beam now travels across the screen much more quickly
Air nowtravels much more quickly and causes hard knockdown
Photon Array and Air Photon Array can now be mashed for additional hits
and damage

Doom's Time can now be mashed for additional hits and damage
Glitch removed that allowed Doctor Doom to stack several silos of Hidden
Missiles on top of each other
Up-back and down-back airdashes can now be canceled with basic attacks or
special moves
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage gr Startup Active Recovery **"jjjf jfjgm Notes
Until
1 or until
Ait 720 14 grounded or| Causes hard knockdown
grounded
contact

Air{} + (during launcher combo) 105,00 Tags innext available ally while lofting
27
opponentupward
AirC* orO + (during launcher combo) 95,000 Tags in next available ally while causing wall
bounce,erases 1 hyper meter bar fromloe
Air,\/' + (during launcher combo) 95,000 Tags innext available ally while causing
ground bounce, generates 1 hyper meter bar

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage Jjjj1" Startup A*,e * *trsr "teas"*-"
Hard Kick <^>+ 90,000 720 Launcher attack,dash-cancelable
Hidden 20.000- 160 per Can press rapidly for up to 7extra |
Missiles O* 1-8 25 30
missiles, OTG-capable, each missile
113,600 missile
has 1 low priority durability point
Until grounded,contact
Foot Dive (in air)cO + 720 with loe, or contact with +21 +19 Can only beperformed once perjump
screen edge

Thram
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense Combos
are usually possible afterthrows, oneway or another.

Screen Command Hits Damage Meter Gain Startup Active Notes


EB 0 lIMM^=(MmmH? M&B
Recovery (this Recovery
I"1*"2! Crossover
Screen Type crossover (other Notes
Combination
assist) partner)
Hyper Combo
Plasma Beam
Beam durability: 8 frames x 1 low priority
Doctor Dooma PhotonArray 113,600 46 20
durability points
M
Hidden 160 per OTG-capable, each missile has 1 durability
37 147 117
Doctor Doom(3 PhotonArray
Missiles
93,500
missile
50
point
Initial barrier lasts for 25 frames, inflicts 1
Molecular low priority durability point ofdamage per
111,6 34 26 124 94
Doctor Doom 7 Sphere Flame Shield M frame, four rocksfired alterward, each rock
has 1 lowprioritydutability point

Doctor Doom isone of the best teammates tohave in the game, since all three of his crossover assist types are top class. No matter which assist type you Dk c:;ii
backup asoften asyou can makes life significantly more difficult for the opposing playerjust be sure toprotect Doom!
Doctor Dooma Plasma Beam is one of the best all-around assists in the game: it reaches fullscreen in an instant, dominates most other projectiles, places the opposing character in a
long period of guardstun, and is perfect for cross-up mix-ups using teleports and other side-switching maneuvers!
Doctor DoomP Hidden Missiles is aone-of-a-kind crossover assist, sending six missiles into the air to home in on the opponent at alater time. While this is auseful asset for any
character to have, this crossover assist really shines when paired with along range zoning character. Hidden Missiles is not only is effective at preventing adversaries from super jumping
into the air, but it also makes the point character practically unassailable for abrief period of time; if the opponent tries to attack before the missiles come down, they get ahost of
explosives dumped ontheir head, allowing you to capitalize v/ith a free combo!
Doctor Doom7 Molecular Shield is slow, but in agood way: it remains an active threat on the screen for an extremely long period of time, making it awesome for use as covering fire for
slower characters who struggle to get near their adversary.

SbWUM
Screen Command Hits Damage Meter Gain Startup Active Recovery JW; if Guarded
500 (-1 hyper -4
4 24
1 0^c> + tana 1 50,000
meter bar)
2

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds

smMim^m
Screen Name Command Hits Damage "Jeter starlup Active Recovery Advantage Aovaniage Notes j
Knocks down, beam durability: 5 frames x 1 low
Plasma 14 +3
0^0*0 5 81,700 800 22 15

priority durability points


Beam L
Knocks down, beam durability: 8 frames x 1 low
Plasma 20 17 +1
8 113,600 1280 22 priority durability points
1
BeamM 0\<> + >

Knocks down, beam durability: 12frames x 1 low


Plasma 25 19 +2
0^c> + 12 143,000 1920 22

priority durability points


Beam H

Air Knocks down, OTG-capable, beam dutability: 5


20 7 +4
Plasma (inair)0\C> + 5 81,700 800 25

frames x1 low priority durability points


BeamL
Air Knocks down, OTG-capable, beam durability: 8
113,600 1280 25 20 16 0
2 Plasma (inair)<>t\c> + 8 -

frames x 1 low priority durability points


BeamM

Air Knocks down, OTG-capable, beam durability: 12


143,000 1920 25 25 21 -2
Plasma (inair)$'\<>+ 12
frames x 1 low priority durability points
Beam H

Photon
5x2
30,000 per 240 per 27 33 -8 -10 Each projectile has 2 low priority durability points
3
Shot $$<? + projectile projectile

Air
Photon 5
30,000 per 240 per 27 23 +19 +15 Each projectile has 2 low priority durability points
(inair)0#O + projectile projectile

Shot L

Air
30,000 per 240 per 26 +14 +12 Each projectile has 2 low priority durability points
4 Photon (inair)0#< + 5
projectile projectile
24 -

ShotM

Air
30,000 per 240 per
21 29 +11 +9 Each projectile has 2 low priority durability points
Photon (inair)0#O + 5
projectile projectile

Shot H
^sMlMmmmimil
1Screen Name Command Hits Damage Meter star,up Ac{jve Recomy Advantage Advantage .
Molecular Initial barrier lastsfor 15 Irames, inflicts 1 low
Shield L OO^ * 7 103,100 1160 7 15(1)1 37 -13 -11 priority durability point ofdamage per frame, four
rocks fired afterward, each rock has 1low priority
durability point
Molecular Initial barrier lasts for 25 frames, inflicts 1 low
5 priority durability point ofdamage per Irame, four
Shield M OO^ + 9 111,800 1400 10 26 33 -8 -8
rocks fired afterward, each rock has 1 low priority
durability point
Molecular Initial barrier lasts lor35 frames, inflicts 1 low
Shield H c>Ot\ + 11 118,900 1640 13 36 27 -1 -1 priority durability point of damage per frame, four
rocks fired afterward, each rock has 1 low priority
durability point
6
Flighl
(inair OK) O$o*

15 -
-
-
Activates flight mode, lastsfor 106frames

Plasma Beam. At a devastating 12 Air Plasma Beam: The aerial version of


durability points, Doctor Doom's Plasma
Plasma Beam fires at a little more than a
Beam cutsthrough mostthings in its path,
45-degree angle. It has thesame properties
including foes, opposing projectiles, and as its ground counterpart, and it can be
your enemy's crossover assists. For a
performed a total of three times when
projectile, Plasma Beam deals a substantial
Doom is in the air. You can also utilizeit to
amount of regular damage andchip blastopponents approaching from below,
damage. Even though Plasma Beam Hhas as it createsa temporary wall that blocks
the longest recovery ofthethree versions, ground-level advances.
it definitely packs themostpunch and
should be the primary version that Doom players use. Plasma Beam isone ofthe most You can use air Plasma Beam offensively, aswell. Doctor Doom can quickly get into
damaging special attacks in the game in terms of chip damage, dealing awhopping 72,000 optimal firing range by normal jumping forward, then airdashing up-forward and
points of chip damage with each beam fired! Because of its high damage, Plasma Beam performing air Plasma Beam. This can make for asurprising attack when used with a long
Hisgreat for inflicting big damage tocrossover assists. Tagging an assist with the beam range crossover assist: call your crossover assist during the normal jump sothat once
definitely makes opposing players think twice about calling teammates for help! Plasma Doctor Doom is performing the air Plasma Beam, the crossover assist starts aiding in the
Beam can also be used in conjunction with Photon Array tofinish off foes with low health. firefight without being seen on screen.
Cancel Plasma Beam into Photon Array into another Plasma Beam toK.O. a weakened Air Plasma Beam is an OTG-capable attack that can be used to lend huge damage atthe
opponent with massive chip damage. end of long combos: after causing a hard knockdown state, hit your opponent with a low-
If your adversary jumps over Plasma Beam Hand isin range to hit Doctor Doom, react altitude air Plasma Beam Hand hyper combo cancel toair Photon Array. This leaves the
with ahyper combo cancel into Sphere Flame to quickly anti-air the foe for big damage. opposing character atthe perfect height tobe further juggled with a THC combo.

Photon Shot Doctor Doom fires five small lasers in both directions, controlling afan-shaped space on the screen. While Photon Shot
doesn't deal much damage, its utility is where it shines. Photon Shot can be used to bring down airborne opponents, shutting off the skies
asameans to approach. Photon Shot also covers the space directly in front of Doctor Doom, impeding advances from the front. Given
these angles, this projectile can be extremely difficult to avoidthis is particularly bad news for opposing characters who are low on life
and trying to avoid a K.O. Photon Shot is also anightmare for teleporting characters because it covers Doctor Doom's back from rear
teleports, making competitors think twice about sneaking in from behind.
The speed of the photons changes based on the attack button used. Photon Shot Ltravels the slowest, the Hversion travels the fastest,
and Photon Shot Mis in-between. Players can use Photon Shot Lboth defensively and as ameans of trapping rivals from across the
screen. Photon Shot Histhefastest way totag airborne opponents.
Adrawback of Photon Shot is the "dead space" directly above Doctor Doom's head. Apoorly timed Photon Shot against aquick foe can be acostly vulnerability. If you see the opposinq
character dropping in directly from above during Photon Shot, quickly hyper combo cancel it into Sphere Flame as ahigh-damage countermeasure.
Air Photon Shot Doctor Doom creates Molecular Shield: MolecularShield is a
the same fan-shape attackwhile inthe air, two-phase move. It initially behaves as a
exceptthis version is aimed at the ground. shield, stopping incoming projectiles and
Just like its groundversion counterpart, air damaging foes at point-blank range. The
Photon Shotcan beextremely difficult for rocks are then launched as an offensive
opposing players to avoid,and it can be attack. This move should be primarily used
used forfree chipdamage. It also serves as as a combo ender in the corner. Molecular
a breather from theaction below, resetting Shield boasts the fastest startup timeof
thepace ofthebattle. If anadversary all Doctor Doom's special attacks. You
jumps up to attack Doctor Doom and can also use the initial shield of rocks to
subsequently gets hit on the way up by air Photon Array, you can combo off the photons counter an incoming projectile in a pinch, nullifying the projectile before sending awave of
with afalling air if the opposing character is close enough. Keep in mind that you can debris back atyour rival. If you manage topin your target down atmid tolong range with a
only perform one air Photon Shot in the airbefore Doom lands, as opposed toair Plasma launched Molecular Shield, execute Plasma Beam Horeven aquick advance tofollow up.
Beam and most other specials, which can be usedthree timesinmidair.

Flight Doctor Doom becomes airborne for 106 frames and has all of his air attacks atthe ready, aswell asunlimited airdashes
throughout the duration of the flight. If flight mode is activated off the ground or during anormal jump, crossover assists may be used
during the duration of the flight, which can make for an unorthodox style of attack. In addition, any airused during flight can be
instantly unfly-canceled by inputting 0 ? < + again, which can lead to another air while falling. Flight is also an opportune
time toabuse air for foes waiting for Doctor Doom below.
Doctor Doom gains access to an unlimited amount of airdashes during the duration of flight mode, as well as the ability to cancel
airdashes into each other (however, two consecutive dashes cannot be in the same direction, unless you use "plink" airdashing by
pressing ~ on consecutive frames). So during flight mode, you can perform airdash down-forward, forward, then up-forward as a
means to approach, then cancel flight mode into falling airor air to start Doctor Doom's strong up-close game.
If Flight is activated while grounded with atiger knee motion of<> ? OC$ +, Doctor Doom will fly extremely low to the ground. This can be used to open your enemy up with an
overheadair^y. Pin the opponent down with acrossover assist, dash in close and perform atiger knee Flight, then perform air (2 hits) (2 hits) =>> 0 ?<? + land
cr. 19. (M), into a combo. v ' '
Hyper Sambas
Screen Name Command
Hits Damage Startup Active Recovery Advantage Advantage Noles
Can be mashed for extrahitsand damage
287,900-345,8
(20,000-24,000 10+1 34 +2 each projectile has 1high priority durabili
PhotonArray 25-50x2
O#o + oint
per projeclil
OTG-capable, can bemashed for extra hits
287,900-345,8
(in air) 59 -34 -35 and damage, each projectile has 1 high
Air Photon Array 25-50 (20,000-24,000 10+1
<}?<> + per projectile)
priority durability point
First projectile rises for 40frames, then
disappears and produces 20 projectiles thai
spread and (all for 26Irames, first projectile
+35
Sphere Flame d>fy$$ + 57 340.C 8+1 47 +17 has 1high priority durability point, follow up|
projectiles have beam durability: 2 x 1high
priority durability points
Invincible from frames 1-9, unailected by
Doom's Time (Level
damage scaling^

olonArray. (\s\6
Photon Array.Photon,
ng it as a combo
coversthe majority of
, youcanalsoemploy
screen, makingit almo
ir PhotonArraythe same
impossible foropposir
~s air Photon Shot.
I players to avoid. Becau
is regular Photon
of its poor damage outf
'henyouend
Photon Arrayis best
with air Photon
used as a screen-clearin
ouropponent is left
breather if youhavean
me position fora
abundance of hyper meter
imilar to the ground
to spare. Ifusedat midto
i of Photon Array,you

* long range, Doomreco\


from the Photon Array
earlier thana guarding
ii mash the air version for
additional damage.
opponent, giving you
the initiativeto begin an
offensive or follow up with Plasma Beam H. You can also use Photon Array to punish foes
who are predictable in their teleports, since Doom's photons end up covering the spots
where most teleports typically wind up. New toUMvC3, Photon Array can now be mashed
for extra damage!
s Time: This level 3
Sphere Flame: Doctor
Doom fires a single
hyper combo is the fastest
attack in Doctor Doom's
projectile upward that
arsenal. It is an ideal combo
explodes at the very to
of the battlefield befon
ender because it is not
sending a rain of proje subject to damage scaling
and it dealsa significant
down across the screei..
The primary use of this amount of damage.
hypercombooutside of Doom Time's blinding
combos is to protectthe speed and invulnerability
area directly above Doctor makeit greatas a defensive
A* Doom's head. If Sphere tool againstaggressive
Flame hits on the way up, opponents.Furthermore,
the opposingcharacter you can interruptany
is sent to the top of the offensive attempts by
screenalongwith the activating X-Factor and
projectile, causing them toeat every single additional projectile created by the explosion immediately performing Doom's Time. If your adversary isdoing anything besides
for massive damage! If itmisses, the projectile rain generally ensures Doctor Doom's guarding upon the X-Factor activation, they will get caught by the hyper combo.
safety afterwards, allowing you set up more projectiles, advance toward your target, or
even tag in ateammate. However, opponents who are close to Doctor Doom when Sphere
Flame isactivated can throw him before theprojectile rain descends, making theprojectiles
harmlesslypass throughthem.
tattlt Hii
Learning to properly Once Doctor Doom is at
maneuver with Doctor
close range, several offensive
Doom is crucial. The main
options become available. His
difference between his
close range game consists of
mobility and that of the interchanging between:
rest of the cast is that he is
unable to cancel his ground Empty triangle jump
dash into basic attacks; crouching
it is only cancelable with
normal jumps. Instead,
Square jump air
Doctor Doom's primary Triangle jump air
methodof getting around Learning totriangle dash quickly iskey with Doctor Doom.
Triangle jump air Use squarejump air^ loran overheadattack.
is through airdashes. By
normal jumping forward Empty triangle jump cross-up crouching
and immediately airdashing
down-forward, yougain Empty triangle jump into backwards throw
the speed and momentum
that normal dash attacks
Empty triangle jump into crouching is the primary method of starting combos. Typically
benefit from. Alternatively,
when Doctor Doom leaves the ground, opponents start guarding high against overhead
attacks. However, Doctor Doom can quickly dash back tothe ground for a low-hitting
retreating is as easy as
normal jumping back and
crouching , making for adifficult attack to guard. To be even more deceptive, you can
give your opponent more time to react tothe stimulus by normal jumping forward and
immediately airdashing
down-back. Because
waiting until the apex of the jump before quickly airdashing downwards and using crouching
Doctor Doom requires a
to hit low. Keep in mind when using this technique that depending on your positioning,
lower minimum altitude Use1^ + Foot Dive to close in on opponents. acombo ofcrouching , , might not work because of the short distance of
to perform airdashes
crouching. Therefore, crouching , is more reliable. Lastly, the crouching can
besubstituted for a back throw once foes become wary ofthe low attack.
during normal jumps than other airdashing characters, this technique makes for asuitable
alternative to ground dashing. Mix it up by normal jumping up-forward and airdashing Doctor Doom's airis agreat offensive tool, and its priority and hitstun shine when used
down-back andvice versa,adding in lateral airdashes, as well. in a square jump. For aquick overhead attack, perform a normal jump and quickly airdash
forward and use air, all in one swift motion. One air for two hits is enough hitstun to
Learning to manipulate Doctor Doom in the air is another important skill. The trajectory of land and continue the combo. Depending on positioning, you can even use asquare jump air
Doctor Doom's air movement can be changed atany time by performing air Photon Shots, asa cross-up!
air Plasma Beams, airdashes, flight mode, and both Foot Dive and air . You can employ
both versions of Foot Dive as a means to approach, and you can cancel into flight mode to Triangle jump is aquick way to score an overhead attack on an opponent. This can be
avoid diving intoa dangeroussituation. done by airdashing down-forward during a normal orsuper jump and performing an air
attack. Because it looks similar to the low-hitting empty jump triangle crouching , it
Once you learn toproperly manuever, the real fight begins! Doctor Doom is a force tobe makes for a great mix-up when used in tandem with empty triangle jumps. Follow up with a
reckoned with from full screen. If you have the life lead, you can maintain it by keeping crouching to be able to capitalize with acombo.
your opponent at bay with Plasma Beam Hand Photon Shot L. Even without a lead inlife,
Doctor Doom can deal a significant amount of damage from full screen toturn the tides Triangle jump airis used mostly as apressure and positioning technique. Execute this
in battle. Plasma Beam Hdeals big damage on both hit and guard, and will cut through move by super jumping and quickly dashing down-forward with air. Use this longer
most opposing projectiles easily in afirefight. If your adversary manages to jump over range technique to keep the momentum going against competitors insisting on escaping
your Plasma Beam Hat close range, quickly cancel into Sphere Flame tocounter their Doctor Doom's rushdown.
punishmentattempt.
Against smaller characters, you can perform empty jump cross-up crouching when your
For defense, your main tools are Plasma Beam H, ground Photon Shots, and aerial Photon rival is atpoint-blank range. When afoe is right next to Doctor Doom, normal jump forward
Shots. You can stay out of harm's way by super jumping, airdashing up-back, and canceling and airdash down-forward tothe other side of the opponent with a crouching from
the airdash with Photon Shot Lor H. The fan shape created by the Photon Shot cuts off your behind. Even the most seasoned opposing players tend to have adifficult time guarding this
opposition's frontal advances. As afoe inches closer, surprise them by airdashing up-back cross-up!
and performing air instead of Photon Shot into acombo. Or, you can airdash straight
down instead of up-back after superjumping, and fall with air to start a combo.
Once opponents are tired of dealing with Plasma Beam H, they are likely tolook tothe
skies for another avenue of approach. To counter this, use Photon Shots to stop their
advance. Even though Photon Shot doesn't do nearly asmuch damage asPlasma Beam,
it covers a much larger amount of space and isdifficult to avoid both on the ground and
in the air. Aerial opponents can also be dealt with using Doctor Doom's back air throw.
Combos performed off throws suffer from increased damage scaling, but Doctor Doom isso
powerful that even combos from throws do massive amounts of damage! If opponents are IIyour crouching isguarded, you can dash
approaching from super jump height, surprise them with a super jump of your own and back cancel tokeep your ollense going. Dash cancelyour basic attacks to negate advancing
guard!
air throw them to the ground fora damaging combo.
Unique toDoctor Doom is his ability tocancel his grounded basic attacks into a ground
Aerial assaults can also be defended against with air. Air causes alarge amount of dash. Perform this technique simply by inputting a dash during any ground basic attack.
hitstun and has a hitbox useful for both air-to-air and air-to-ground situations. Opponents
coming in from the sky can be countered by super jumping and performing air (2 hits), Dash canceling can be used tocombat advancing guard. If an opponent pushes away a
c> + ezzfr. ^ + ,air@ (2 hits), then land and continue the combo as you guarded attack, quickly cancel the attack into a ground dash to stay close.
see fit. If your enemy is approaching with anormal jump, counter with normal jump air
(2hits),(2hits),C> + => t\ + , land, standing .crouching, Foes can be caught off guard when dash canceling is used offensively. For example, if a
, into acombo. Learning to use the hitbox of air to your advantage in situations rival guards acrouching , chain, you can cancel the crouching into aforward
such as theseis imperative to playing Doctor Doom. dash, cancel theforv/ard dash into a normal jump forward, and then airdash down-
forward into a low-hitting crouching , interrupting the opponent's next action with a
surprise attack.

In some instances, acrossover assist can interrupt an attack already in progress. If you see
an impending attack from a crossover assist during your own attack (such ascrouching
, chain), dash canceling backwards or even dash canceling to jumping guard can be
a lifesaver!
\jSPfy

/. CR., ,,e^> FORWARD SUPER JUMP, AIR (2 HITS), o Oj)^> DUWN-HJRWARD AIRDASH,
AIR (2 HITS), LAND, CR. , ,^> FORWARD SUPER JUMP, AIR (2 HITS), * ^>
DOWN-FORWARD AIRDASH, AIR (2 HITS), LAND, CR. , , ^> FORWARD SUPER JUMP, AIR (2 HITS),
(2 HITS), * o <^S> FORWARD AIRDASH, AIR (2 HITS), (2 HITS) es$> f * - o @8 (MASH 8)
712,300 damage, 36% meter gain
You can use this bread and butler combo midscreen for considerable damage. The key point to remember when learning this combo is to keep your opponent as low Jo the ground as ^
possible: use air immediately after launching the target to prevent your foe from rising higher. The most difficult part is learning the timing on connecting the air Wafter th
you'll want tohit ilaslate aspossible tokeep the opposing character low tothe ground.

//. (CORNER REQUIRED) CR. , , , { ^> FORWARD SUPER JUMP, AIR (1 HIT), * , <^S> DOWNWARD
AIRDASH, LAND, ST. (2 HITS) OTG }REPEAT BRACKETS X3, ^> UPWARD SUPER JUMP, AIR (2 HITS),
(2 HITS), * o, -&> DOWNWARD AIRDASH, LAND, ST. (2 HITS) OTG ^> * * * * 89 (MASH 8)
1,129,500,134% meter loss
This combo inflicts enough damage to knock out almost any character in the game! Be careful not to accidentally perform an aerial exchange when during air* . . During the
downward airdashes, you can whiff an air to make Doom land faster, but it is not necessary. If you do not have three levels of hyper meter by lhe end of the combo, you can also end ft
with the OTG-capable air Plasma Beam Hhyper combo canceled into air Photon Array for 837,500 points of damage.

///. AIR , LAND, ST. (2 HITS) OTG, ^> FORWARD SUPER JUMP, AIR (2 HITS), ^>
DOWN-FORWARD AIRDASH, AIR (2 HITS), LAND, CR. , ,**> FORWARD SUPER JUMP, AIR (2 HITS),
(2 HITS), o <^> FORWARD AIRDASH, AIR (2 HITS) &$> * 88 (MASH 8)
620,100 damage, 6% meter loss
This combo can be used after asuccessful air. If you find it difficult to follow air with standing OTG, try triangle dashing forward before performing s
better position.

IV. (CORNER REQUIRED) AIR , (1 HIT), (1 HIT), -> FORWARD AIRDASH, AIR (2 HITS), LAND, ST. ,
CR.,,<^> FORWARD SUPER JUMP, AIR (2 HITS), * *,^> DOWNWARD AIRDASH, LAND,
ST. (2 HITS) OTG, ^> SUPER JUMP, AIR (2 HITS), - o , e~> DOWNWARD AIRDASH, LAND,
ST. (2 HITS) OTG, ^> FORWARD SUPER JUMP, AIR (2 HITS), (2 HITS), o , ^>
DOWNWARD AIRDASH, LAND, ST. (2 HITS) OTG &$> * * 8 (MASH 8)
1,044,100 damage, 143% meter loss
Use this combo on incoming enemies after aK.O. If you think the opposing player may come in attacking, interrupt their attack with anormal jump air into this damaging combo.

^fmter'S air on the way down from an airdash to reach the ground faster. This is helpful when coming down
from a high altitude.
AirO + causes plenty of hitstun. Try delaying attacks after airO + to keep your opponent closer to the ground.
Return the controller to the neutral position between airC> * and air so that you can eliminate any accidental aerial exchanges.
(AFTERTAC) AIR (2 HITS), AIR (2HITS),0#<^ +, AIR (2 HITS), (2 HITS)-> FORWARD AIRDASH, AIR (2 HITS),
(2HITS)-> FORWARD AIRDASH, AIR (2 HITS), (2 HITS)-> FORWARD AIRDASH, AIR (2 HITS), (2 HITS), (5 HITS)
': ml ; _ _ _
IUse this combo alter an aerial exchange into D~orto7Doom. Great for building meter [Damage varies based on damage scaling
CR. ;,@, , ,AIR (2 HITS),C> **** DOWN-FORWARD AIRDASH, AIR (2 HITS), LAND, CR., , , AIR (2 HITS),
\d> 4 ! -/> DOWN-FORWARD AIRDASH, AIR (2 HITS), LAND, Ofyi +0
Damage
r^inTphfie^re^ X-Factor level 3can be difficult to control, use this easy combo during X-Factor for 641,900 damage, -13% meter gain
Ibig damage
Doctor Doom'sO + Foot Dive isnot only a great way to approach, but also can
start combos at high altitudes. Attacks following C> + to continue thecombo
can vary dependingon Doom'sheight.
At super jump height, cancel Foot Dive into $^ + , air (2 hits), land,
forward normal jump, air (2 hits), air (2 hits), , land, triangle dash
forward, st. , and proceed with the combo.
At normal jump height, cancel Foot Dive into\ + , air , land, forward
normal jump, air , air (2 hits), (2 hits), <> + <=s> \ + ,
land, cr. , , , , and proceed with the combo.
If Foot Dive lands on anopponent who is in the airbut below normal jump height,
cancel Foot Dive into \ + , land, cr. ,,, ori + , air
, land, cr. , , , depending on your opponent's height.
IfO + isever guarded, cancel into \ + < anyway to mount an offensive.
Combos starting with C> + against an aerial opponent ditler depending on the altitude.

Possibly Doctor Doom's bestattack in Ultimate Marvel vs. Capcom 3, the air
version of the Foot Dive now causes hard knockdown on both grounded
and aerial opponents, leaving them susceptible to OTG-capable standing
into a full combo afterwards. Very rarely does the air hitat an angle in
which Doctor Doom is unable to follow up with an OTG after it connects. In
caseswhere your target is too far for you to perform an immediate standing
OTG, it ispossible to adjust your positioning by quickly jumping forward
and airdashing down-forward before attempting a standing or. Keep in
mind that combos starting with air are more susceptible to hit decay; use
combos similar to those starting from a throw.
While air cleanly stomps nearly anything in its path to allow for free
combos, it leaves Doctor Doom in a precarious position if guarded. If you
make contact with air above Doctor Doom's minimum height required for
an airdash, great: just cancel the air into a downward airdash to quickly
Air isone olDoctor Doom's best attacks. Abuse it!
land on the ground with a substantial amount offrame advantage. If you make
contact lower to the ground, Doom slowly bounces backwards in a completely
vulnerable state. You can mitigate this by calling a crossover assist
simultaneously with the air , or hyper combo canceling into air Photon Array. The hyper combo isn't safe either, so be ready to THC to ateammate afterward.
You can also use air as amobility tool, since it descends from high altitudes faster than airdashing down. If used immediately after ahigh altitude Air
Photon Shot L, you can touch the ground before the photons do! Follow this up with Plasma Beam H, another Air Photon Shot, or a dash to approach.

Doom has several options against new characters coming in after their
comrade is knocked out:

Against opponents who are coming in attacking, you can utilize a well-timed
air or on the way up to combo into air, leading to a damaging
corner combo. Alternatively, a safer method to counter opposing attacks is
to use air . The range of the beam keeps you relatively safe, forcing your
competitor to block. If they are hit, you can follow up with air, after
landing to continue the combo.
For foes sho are guarding on the way in, performing a quick airdash down-
forward to get underneath them for a cross-up that can be difficult to
guard. Alternatively, performing a superjump into the corner and airdashing
straight down into air also causes a cross-up due toair@'s hitbox. As
with any cross-up, you can adjust thetiming on these setups tofake a cross-up,
as well.
One wrong move, and the opposing player will loseanother character! You can utilize Doctor Doom's airdash as a cross-up tool when paired with
a crossoverassist, depending on the timing of the airdash and the type of
crossover assist available. In addition, calling a crossover assist during a
guarded combo attempt can pinyour opponent down for corner mix-ups.
Against other airdashing characters, a well-timed air or air throw can stop
any attempts to escape.
'WHO t>AR$ PEFY WE PREAPMW

BEEBPHIIBB
Despot, Eenguerar

Amoag bis many abilities are matter traosmotatioo,


interdimensiaoal teleportation, size aod shape
alteration, elemeot cootrol, telepathy, creatioo of
artificial beings, aod empowermeot of others.

mnPBHS

PBBflll
formerly a being made ot energy residiog in the Ehaos
Bimeosioo, he gaiaeti a botiy made of metal aod crossed
over to the real world in the hopes of conquering it.
Eurrently, he serves as the ruler nf the mysterious
Oark Dimension.

IIBSI UPPlMHEt
Strange Tales #\1B I1BB4]

PBMB EBIB
xunia

i INTELLIGENCE" szz
\/'STRENGTH

SPEED

ENERGY PROJECTION

: FIGHTING ABILITY

'This is biographical, anddoes not represent an evaluation ol the


in-game combat potential of this hero.
hlimm EBSJBMtS Overview
Vitality 1,000,000
Chain Gombu Archetype Marvel Series

X-Factor Boost Damage Speed


Level 1 (3 teammates remaining) 130% 110%

Level 2 (2 teammates remaining) 155% 115%

Level 3 (1 teammate remaining) 180% 120%

Thegoal whenusing Dormammu is a littlemoreabstract than usual. Yourgoal is to create


opportunities to perform actions unimpeded. In other words, you want to buytime.

When giventime, you can safely pull off tactics with Dormammuthat make him much more
difficult to fight against:

DarkSpell points can be stored, giving access to game-altering


special attacks
The Flame Carpet can be created, making it a huge risk for
opponents to attack Dormammu anywhere from the front
The Stalking Flare hyper combo can be used to completely control
the match for the next several moments

Long range cross-ups can be set up using crossover assists and


Mass Change M
Howdo you go about buying time with Dormammu?

Discouraging the opposing character from advancing with well-


placed Dark Matter and Liberation attacks, and capitalizing on
m c=^r - your opponent's moment of hesitation
Using Flame Carpet, Stalking Flare, or Liberation (Creation Mix)
Using flight from super jump height to be able to use Dark Spell
several times safely

TUNING SINCE ORIGINAL MC3


Already one of the more powerful characters, Dormammu surprisingly received a host of
improvements in Ultimate Marvel vs. Capcom 3\ These changes make Dormammu inflict
much more damage with his combos, you can safely hit-confirm his combos instead of
making a huge commitment, you can store Dark Spells much more easily and often, and
use Dark Matter more freely to establish a stronger fullscreen presence!
On the flip side, Flame Carpet and crouching have been weakened significantly,
lowering Dormammu's effectiveness in up-close defensive situations. Flame Carpet in
particularwas one of Dormammu's most dominating tools, so long-time Dormammu
players have some adjustments to make.
Dormammu can now perform three-hit chain combos
General reduction of hitstun scaling across the board
Dormammu can now cancel * and X airdashes into attacks
basic attacks push the enemy backwards a shorter distance
Crouching now causes much less hitstun
Dark Matter is special and hyper-cancelable
Flame Carpet now disappears when Dormammu gets hit, and it knocks
competitors farther away when used
Forward and backward throws now cause hard knockdown state
Dormammuot Dark Hole assist now executes 2 frames faster
Dormammu(3 Purification assist now executes 2 frames faster
Flight mode duration shortened to 100 frames from 120
Dark Spell can now be performed in the air
Liberation can now be performed in air
Liberation (Destruction Mix) now creates the volcano even when Dormammu
is interrupted, volcano hit now causes hard knockdown, individual rocks
inflict more damage, rocks emit later
Liberation (Creation Mix) now creates meteors even if Dormammu is
interruoteri

iHTHn!laHiiTTTil7n!1 be mashed for additional damage


iiiiiiii MiMliMMMIllllMPMir "~~ r

Standing Basle Attacks


Screen Command Damage Meter Gain Startup Active Recovery **Jfll*? SSdS! Notes
Mr Special Attacksflying Screen and Air Exchange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus , are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage "Jjj!' Startup Active Recovery AdvnanJ?.9e SSK Notes
Nullifies low and medium priority projectiles, causes
Ait 90,000 720 14 27 +15
hard knockdown if used in launcher combo
Until
Air^} + (during launcher combo) 13
grounded
Tags in next available ally while lofting opponent upward

AirC> orO + 50,000


Until Tagsin next available allywhile causing wall bounce,
(during launcher combo) grounded erases 1 hypermeterbar from opposing character
Until Tagsin nextavailable allywhile causing ground bounce,
Air^ + (during launcher combo) 50,000 400 13
grounded generates 1 hypermeterbar

Command Attacks
Command attacks resemble basic attacks buthave different chaining andcanceling properties. It's usually possible to chain into a command attack from basic attacks, butmostcommand
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage ;{;r Startup Active Recovery AdlJlt?,fle J%"!^h Notes
Wall bounces adversary, inflicts chipdamage, projectile has 1 low
priority durability point
Creates pool oflire on theground thatlasts180frames, only one
poolof fire per player can be in playat a time, OTG-capable, inflicts
chip damage, notspecial- or hyper combo-cancelable, Flame Carpet
disappears il Dormammu getshit, beam durability: 5 frames x 1 low
priority durability point

IB

-'isrf;'

Throws
Throws are for snagging passive orblocking opponents. Since throws are active soquickly, you can also use them to preemptively toss opposing characters out of their offense. Combos
are usually possible after throws, one wayor another.

Screen Command Hits Damage Meter Gain Startup Active Notes


$Q(Mil3M3mffl3?LWd
Recovery (this Recovery
Screen Type Crossover Description Hits Damage lJ",,"r Startup Active crossover (other Notes
Combination oain assist) partner)
Hyper Combo
Knocks down adversary, beamdurability: 10
Dormammua Chaotic Flame Dark Hole M 122,200 50 33 frames x 3 low priority durability points
Spinning knockdown, OTG-capable, beam
Dormammu (B Chaotic Flame Purification L 120,300 1120 56 23 103 73 durability: 5 frames x 3 low priority durability
points
Attack performed dependson how many
3 Dormammu 7 Stalking Flare Liberation Variable Variable Variable Variable Variable Variable
Destruction or Creation pointsstored

Of all of Dormammu's crossover assist types, Dormammua's Dark Hole assist isthe most recommended: itholds the opposing characler in place for a long period oftime, making it
great for offensive characters to maintain their momentum. It can also be veryuseful in certaincombos.

DormammuP's Purification is too slow to be used defensively for the most part. Being OTG-capable is anice bonus, but it's usually difficult to capitalize on this due to the height that it
launches the opponent to.

Dormammu7 is potentially very useful as acrossover assist, giving Dormammu's powerful Liberation attacks to any character in the game for asingle shot. In practice, it's simply too
impractical to use often.

.,,-,-.. .-,- I .'I,.,,' ,-,


Screen Command Hits Damage ^ Startup Active Recovery ""Jj'jjji"" if^duarded
500-
0^<> + HUE 50,000 (-1 hyper
meter bar)

On hit, snap back forces the opposing point character tobereplaced by anassist. Opposing assist calls ortag outs arealso
locked out tor 4 seconds

Screen Name Command Hits Damage "Jjj Startup Active Recovery Ad0vanH,atge ftSded No,es |
Dark Spell: Stores 1 Destruction point. If 3 Dark Spell points
Destruction (in 20 already stored, then performs Liberation instead. Air
1 $&<? + -
- -
15 -

air ok) version does not recover until grounded

Dark Spell: Stores 1 Creation point. If 3 Dark Spell points already


20 stored, then performs Liberation instead. Air version
2 Creation ty$o + - - -
15

(in aii ok) does not recover until grounded


Performed with 0 stored points, knocksdown
Liberation 15 (38 in opponent, air version teleports Dormammu, is
80,000 640 5 21 +5 -3
3
(empty) $$<? + 1
air) invincible Irom frames 11-24, projectile has 5 low
priority durability points
Requires 1 Destruction point, usesallstored Dark
Liberation 15 (38 in Spell points, knocks down rival, airversion teleports
94,800 840 10 16 +1
4
(Destruction 1) $$<?* 3
air)

Dormammu, is invincibleIrom frames 11-24,


projectile has5 low priority durability points
Requires 2 Destruction points, uses all stored Dark
Liberation 15 (38 in Spell points, knocks down foe, airversion teleports
16 +1
5
(Destruction 2) $$<? + 6 163,800 1680
air)
10

Dormammu, is invincible from frames 11-24, beam


durability: 6 Irames x 1 low priority durability point
Requires 3 Destruction points, usesallstored Dark
Spell points, OTG-capable, knocks down competitor
Liberation 15 (38 in , air version teleports Dormammu, is invincible from
21 -5
6
(Destruction 3) 0/2O + 10 195,000 2400
air)
15 -

frames 11-24, beamdurability: 10 frames x 1 low


priority durability point
Screen Name Command Hits Damage "Jj;1" Startup Active Recovery Ad0vJnH,atge ft'SuarSoS No,es
Requires1 Creationpoint, uses all stored Dark
Liberation 12 (35 in Spell points, knocks down opponent, air version
7 3 108,300 960
(Creation 1) o#<^ + air)
10 24
-10
teleports Dormammu, is invincible from frames 11-24,
projectile has5 low priority durability points
Requires2 Creation points, uses all stored Dark
Liberation 12 (35 in Spell points, knocks down adversary, airversion
8 183,400
(Creation 2) O#o + 9 2160
air)
10 24 -10
teleports Dormammu, is invincible from frames11-24,
projectile has 5 low priority durability points
Requires 3 Creation points, uses all stored Dark Spell
Liberation 15 (38 in points. On hit, opponentcannot jump for 300 frames.
9 {}$<? * 1 0 36 -21 -23
(Creation 3)

air)

Airversion teleports Dormammu, is invincible from


frames 11-24

Requires 1 Destruction and 1 Creation point, meteors


Liberation 10 (33 in indict hard knockdown on airborneadversaries, OTG-
10
(Mixed) O#o + -24 -194,200 3840
air)
-
40
-
capable, air version teleports Dormammu, is invincible
from Irames 11-24, beam durability: eachmeteor has
3 frames x 3 low priority durability points
Requires 2 Destruction pointsand 1 Creation point,
80,000 meteors inflicthard knockdown on airborne rivals,
Liberation (flame all attacks are OTG-capable, flame pillar attack causes
(Destruction
20 (43 in
11
$&<?* variable pillar) variable 20 21 hardknockdown, air version teleports Dormammu, is
air)

Mix) 15,000 (per invincible Irom Irames 11-24,groundspike has 100


meteor) durability points, beam durability: each meteor has 1
frame x 1 low durability point
Requires 2 Creation pointsand 1 Destruction
Liberation point, meteors inflicthard knockdown on airborne
12
26 (29 in
0&<? +
(Creation Mix)
-40 -258,200 -6400
air)

14 - competitors,OTG-capable, air version teleports
Dormammu, is invincible fromframes11-24, each
T
0'
meteor has3 Irames x 3 low priority durability points
Knocks down target,Dark Hole disappears if
13 Dark Hole 9 122,200 1440 34
Dormammu receives damage, air version does not
26 6
+7
(inair OK) recover until landing (unless in flight mode), beam
durability: 10 frames x 3 low priority durability points
OTG-capable, spinning knockdown, beam durability: 5
14 Purification <X>i + 4 120,300 1120 32 23 11 +11 +2
frames x 3 low priority durability points

15 Mass Change - -

13
17 -

(in air OK)


-

Activates flight mode, flight modelasts for100


16 Flighl 0#<^ + - -

21 frames, activating flight while already in(light mode
(in air OK)

cancels flight mode, has0 recovery

Dark Spell:Destruction: Using Dark Spell: Destruction stores one Dark Spell:
destruction point, upto a total ofthree Dark Spell points. Attempting Creation:
to store another Dark Spellwhile already having three pointsmakes The
Dormammu automatically use Liberation instead, using upall ofthe points. alternate

Visually, storingDestruction pointscauses Dormammu's handto radiate with version of

red flames. Having more Destruction points increases the size andintensity of DarkSpell
theflames, so you canusethatas a visual indicator ofhow many Dark Spells stores one

points you have stored. Additionally, thetotal number ofDark Spells stored Creation
affects Dormammu's head flames, causing them togrow larger! point to
access the
New to Ultimate Marvel vs. Capcom 3,Dark Spells can now be used in the air! Performing Dark Spell in the air isactually Creation lineof attacks, along with causinc blue flames to
slower, since itleaves Dormammu vulnerable all the way until he reaches the ground. However, when combined with flight show up on Dormammu's other hand.
mode, this isa major addition toDormammu's toolset; during flight mode Dormammu can use Dark Spell up tothree
times andstill dropdown safely!

Liberation (empty): Liberation attacks Liberation (Destruction 1):Using


cause Dormammu to release all Dark Liberation with one Destruction point
Spell points currentlystored. New to stored changes the attack to create a small
Ultimate Marvel vs. Capcom 3, Liberation explosion in front of Dormammu. While
can be performed in the air! This makes it's generallybetter to just save up for
Dormammu teleport back down to the betterattacks, Liberation (Destruction 1)
ground before releasingall the Dark Spell is best used in the air as a quickwayto
pointsaccrued. teleport back to the ground and counter
JL *" ' ';^~m When no Dark Spell points are stored, forward movement from youradversary.
mw~ l <} using Liberation causes Dormammu to Hitting withthis explosionallowsyou to
attack with a spherical blast around his easily verifythe hit and cancel into Chaotic
body. Surprisingly safe ifguarded, this is Flame for a quick combo.
the preferred way touse air Liberation as a teleport tothe ground. Air Liberation (empty)
from directly above your competitor isa surprisingly good way to begin anattack.
Liberation (Destruction 3): Loading up
three Destruction points gives Dormammu
access to a fullscreen explosion, hitting
Liberation (Destruction nearly everything below superjump height!
2): With two Destruction While noticeably slowerthanthe one or
points, Liberation creates two-point versions of this attack, Liberation
a larger explosion that (Destruction 3) covers a much larger area
knocks the target farther .-. and allows an easy juggle intoDark Hole H
across the screen. It has ISJ beforetacking on the Chaotic Flame.
mostly the same usage
When Destruction 3 is primed, you can counter mostattempts from opposing players to
scenarios as Liberation
close thedistance against you, as well as mostprojectiles, completely on reaction. Having
(Destruction 1).
this tool can completely change the tempo ofa match because your opponent usually
shifts gearsto tryto bait you into using theexplosion at the wrong time.

Liberation (Creation 1): Storing a single


Creationpoint causes Liberation to create
a spikeon the groundwithessentially Liberation (Creation 2): Having two
the same usage scenariosas Liberation Creation pointscreatesa rowof three
(Destruction 1).Typically, yourfirstDark spikeson the ground, butit still has
Spell point should always be a Destruction the same usage scenarios as Liberation
point because this move and the rest of the (Destruction 1) and (Destruction 2).
Creationattacks are rarely used.

Liberation (Creation 3):Requiring three


Creation points,Liberation (Creation 3) Liberation (Mixed): Having an even split
covers the entire ground area with an attack of one Creation point and one Destruction
that causes zero damage but places a unique point allows Dormammu to createa small
temporary status effecton your target meteor shower to fall in the entire area
manually jumping cannot be performed at all directly infront of him, creating a solid
for 300 frames. Whilethis seems powerful defensive wall. Of all of the Liberation
in theory, the actualapplication of this is attacks that require two Dark Spellpoints,
limiteddue to the short length of time of the Liberation (Mixed) is generally the most
status effect. It's generally best to save up useful to have.
your Dark Spellpointsforthe otherthree-
point options instead.

Liberation (Destruction Liberation (Creation Mix):


Mix): A mixof two Requiring a cocktail of
Destruction points and two Creation points and
one Creation pointallows one Destruction point,
Dormammu to create an
Liberation (Creation Mix)
OTG-capable eruption from creates a much larger
meteor shov/er that
the ground that spews
OTG-capable meteors in potentially covers the whole
random directions from
screen, buying a lot of
the tip. Primarilyused to time while simultaneously
add a ton of damage to attacking your adversary
Dormammu's combos
with chip damage.
when super jump-canceled The meteors strike areas
from the launcher, completely at random.
the eruption and almost so whilethey typically
all of the meteors hit your interruptan opponenthitting
competitor simultaneously and dragthe opponent down, allowing youto continue the Dormammu and allow fora retaliatory combo, this justisn'talways the case.
combo afterwards!

Dark Hole: This move creates a vortex in an


Purification: The OTG-capable Purification
area of the screen corresponding to the button is the foundation of Dormammu's
pressed: creates a Dark Hole directly in fullscreen control. It creates a pillarthat
front of Dormammu, places one atmedium extends across the entire vertical length
range, and creates a vortex almost all the of the screen, placed in an area dependent
way across the screen. It should be noted that on the button pressed ina manner similar
Dark Hole H does not actually make contact to Dark Hole. The version actually
against most characters who are all the way can make contact with an adversary from
across the screen; for that, you have to use fullscreen.

Purification H. As opposed to relying onitfor thepurpose ofinflicting chip damage against your rival, you
Dark Hole is faster and can be hit-confirmed into Chaotic Flame, but other than that, it is should instead use Purification with the mindset of restricting forward movement. Awell-
almost always betterto use Purification attacksforthe same purpose. Purification covers placed pillar cuts off an entire section of the battlefield whether your foe ison the ground,
the entirevertical length ofthe screenand leaves yourrival floundering inthe air,while at normal jumpheight, or at super jumpheight.
Dark Hole can be jumped overandallows youropponent to safely ground recover toward The OTG-capable Purification isalso a major component of Dormammu's combosnearly
Dormammu if hit. every combo ends with an OTG pillar hyper canceled into Chaotic Flame.
Dark Hole has a smallamount of frame advantageif guarded, but if Dormammu gets hit
whilea Dark Hole is in play, it immediatelydisappears.
You can perform Dark Hole inthe air, but its usefulness is questionable; Dormammu is
completely vulnerable until he reaches the ground after using the attack,and cases where
you would use an air Dark Hole overa Purification are rare.
Mass Change: Dormammu teleports to Flight. Dueto the newly air-enabled
an area relative to the opposing character versions of Dark Spell and Liberation, flight
based on the button pressed: puts mode has a much more prominentrole in
Dormammu in the air above and in front of Dormammu's gameplan in Ultimate Marvel
the target, warps him above and behind vs. Capcom 3: all of these factors combined
his foe, while places him directly above allow Dormammu to super jumphigh into
his attacker. the air, activateflight mode, store three
Mass Change M is one of Dormammu's DarkSpell points, then still remain safe on
most important assets because it allows the way down!
him to quickly get behind his adversaryat As a result of this, the duration of flight
relativelylow risk. This is great both for mode has been reduced by20 frames in the
fullscreen cross-up offense usingcrossover current game. This prevents Dormammu
assists or Dark Matter, butyou canalsoemploy itdefensively to evade an incoming from activating flight mode at the peak ofsuperjump height, flying higher outofenemy
attacker while simultaneously gettingawayfrom the corner. reach, then storing Dark Spellswith relative impunity.
The version is primarily used a mix-up to the version, keeping Dormammu in front
ofhiscompetitor. It'salsotheonly version of Mass Change thatkeeps Dormammu within
range to easily attack his rival, making it ideal for countering projectile-based characters.
You canperform Mass Change intheair,as well, further increasing Dormammu's general
evasiveness and unpredictability.

Bsper Combos
'men Name Command Hits Damage Startup Active Recovery Adn H9e finSpri Notes
Chaotic 281,400-
Knocks down opponent, beam durability: 30 frames
Flame
0^c>+ 30-60
338,300
59 -21 x 1 high priority durability point, can be mashed for
additional hits

Stalking Projectile homes inon adversary, disappears il


Flare
fy<? + 20 256,300 31+4 62 +19 +18 Dormammu gets hit, does not expireover time, beam
durability: 20Irames x 5 high priority durability points
Dark
Invincible during frames 1-36, OTG-capable, hard
400,000 20 72 knockdown, beam durability: 5 frames x 5 high priority
Dimension (level 3 hyper combo)
durability points

Chaotic Flame: One ofthe bestall-purpose "beam" hyper Stalking Flare: This hyper combo creates a slow-moving, Dark Dimension: Dormammu's level 3 hypercombo
combos inthe game,Chaotic Flame is incredibly fast and homing projectile thatrelentlessly follows itstarget until is not onlyinvincible, but it's also OTG-capable! This
can be used on reactionto counter most threats; it's almost it makescontact; it doesnotexpire overtime. For most makesit greatfor general use, as well as for tacking
an "anti-everything" attack!Tryusing it to nuke both the characters, trying to avoid theStalking Flare is a pointless a huge amount of unsealed damage at the end of a k
opposingplayer'spointand crossover assist characters endeavor; it'stypically only possible with teleports or with combo.After Dormammu welcomes his competitor I
simultaneously! projectile hyper combosthat have moredurability points. realm, he unceremoniously dumps the foe on the flo
In Ultimate Marvel vs.Capcom 3, the Chaotic Flame is even However, successfully hitting Dormammu while Stalking ina hard knockdown state.This allows youto tackonan
betternow itcan be mashed foradditional 57,000 points Flare is inplay completely negates the projectile. OTG-capable Liberation and combo into a Chaotic Flame
of damage! There is a tremendous amount ofstartup andrecovery afterward!
frames on theStalking Flare hyper combo, so you should
generally limit its use to situations where youradversary
cannot movefora whileafter getting hit bya Purification
pillar, duringa THC combo,or afterknocking out one ofthe
opponent's characters.
Once Stalking Flare is safely inplay, itbuys youa huge
amountoftimeto do whatever you like: store some Dark
Spells, safelytag in a teammate, calla crossover assist
and MassChange Mbehind the opposing character, or
even revupanother Stalking Flare! Adversaries fruitlessly
tryingto avoidthe Stalking Flare just give you moretime;
it's generally more prudent forthem to justsuckit upand
quickly takethe chipdamage.
I j^^S^fl

llWl Ml
Most character match-ups with Dormammu Dark Spells are an easy,low-commitment thing to spend yourfreetimeon.When faced
involve the opposing character being the withthe decisionof storing Creation or Destruction points, it all depends on what you're
aggressor trying to close the distance, while trying to accomplish. You can'tgowrong with storing Destruction points exclusively; all
Dormammu is used to keep them away to of the Destruction attacks are useful, and Liberation (Destruction 3) gives you access to a
buy time. fullscreen attack that can be easilyverified into a combo. Having Liberation (Destruction
3) locked and loaded allows youto counternearly everything youradversary can do on
What should you be buying time for? The reaction. Thisforces your opponentto completely shift their focus to baiting you to use
major examples are: the explosion as they advance toward you while guarding. This sort ofpassive play results
Flame Carpet now disappears ilDormammu getshit, in (you guessed it!) more timeyou've just earned foryourself! Most commonly, your
To lay down a Flame Carpet,
so be careful notto leavehimopentoan obvious competitors simply tryto jump toward youwhile guarding to try to coaxout the explosion;
completely closing off aerialattack. treat this situation the exact same way as you would if you had a Flame Carpet out.
the ground route for your
adversary Liberation (Destruction Mix) has a much more specialized role. Saveup forthe volcano
To store Dark Spells, when youraim is simply to inflict massive damage the next timeyouland a clean hiton your
increasing your options and foe. Having a volcano inyourback pocket makes it very possible to take out most characters
damage output in a single combo; check the Combo Usage section for details.

To set up a cross-up mix-up Liberation (Creation Mix) is great for more defensive-minded play, as it's essentially a
using Mass Change M or H Flame Carpet thatcovers the whole playing field! Once the meteors have been summoned,
in tandem with either Dark your adversary typically has nochoice butto guard until the meteors have finished raining
Matter or a crossover assist The new cancelable properties ol Dark Matter greatly down. This lasts fora quite a while, and it usually allows youto store another two Dark
increase ils role inDormammu's gameplan. Spell points! Ifyour opponent hits Dormammu after you've summoned the meteors, they
To allow crossover assists to generally getsnagged bya few rocks, which allows you to convert that into a combo.
recharge This isn't 100% consistent, however; the meteors land in completely random areas on the
To pressure your rival with screen, so it's possible foryourcompetitor to connect a full combo on youwhile escaping
Purification attacks to inflict unscathed, especially ifthe combo involves a lot of forward movement.
chip damage An addition to Ultimate Marvel vs. Capcom 3 makesit much easierforyouto find timefor
To get Stalking Flare into Dormammu's Dark Spell. He cannow storethem inthe air! But keep inmind thatsimply
play, attacking your opponent jumping into the air and storing a Dark Spell generally isn't a good ideaDormammu is
while buying more time completely vulnerable all theway until touching the ground, making this method much more
Super jumping into the air, activating flight mode,
time-consuming than normal. However, super jumping into theairandactivating flight mode
The priority order of the above items then storing multiple Dark Spell points isa realpain at the peak ofthe super jump allows youto quickly storethreeDark Spells andstill drop down
fluctuates depending on several factors lor any competitor todeal with. safely! Since Dormammu isa huge threat with three Dark Spell points, the opposing player
in a given match: the distance between must make an attempt to stopyou. Ifyour opponent is trying to wavedash forward first, you
Dormammu and the opposing character, the distance from the corner, the crossover assists can surprise them storing a Dark Spell, then teleporting Dormammu back down to the ground
available, and the amount of Dark Spell points stored are several factors you should be with Liberation. Ifyour adversary runs into any ofthe Liberation attacks, you can easily verify
accounting for when making a decision. the hit andhyper combo cancel to Chaotic Flame! The other main counter to encroaching rivals
is to simply use MassChange Mto evadethem, then reestablish your defense.
Dark Matter fO + ) and Purification comprise the backbone of Dormammu's ranged
keepav/ay options. Tossing out Dark Matter ensures that your opponent must take to the
air to advance forward, limiting their movement options. Immediately after the DarkMatter
projectile is created, cancel into a Purification pillarplaced directly in Iront of your rival.
This is importantinflicting an insignificantamount of chip damage is much less valuable
in the long run when compared to the time you earn by restricting forward movement.Once
your adversary becomeshesitantto moveforward for fear of running intoa pillar, learn to
recognize this and capitalize on it, and instead store Dark Spellsand create Flame Carpets
with the time that you have earned!

Ifthe opposingcharacteris hit bya Purification pillar, you shouldtry to predict which Crouching Mhasamassive hitbox, making itperfect Chaotic Flame is incredibly last: using itimmediately
lor anti-airs ilgiven enough time. alter advancing guard can net you some tree damage
direction your adversarywill try to air recoverin. Ifthey air recover forward, cut them off ityour opponent likes toperform lull chain combos
with a Purification placed in front of them, or simply lay down a FlameCarpet if their aerial against guarding opponents!
movementoptions aren't strong enough to get behind Dormammu.If your foe air recovers
backwards, you'veearnedyourselfa hugechunkof time to playaroundwith; store a Dark When an aggressor manages to getclose, you have stronger options than Dormammu's
Spell, plopdowna Flame Carpet alongwitha crossoverassist, then planyour nextmove! slow speed would imply. Crouching has a huge displaced attacking hitbox above
Dormammu, making itoneofthevery few basic attacks inthegame thatis a truly reliable
Dark Matter becomes much more potent when used in tandem with a long range crossover anti-air if performed slightly early. The hitstun on crouching has been drastically
assist: simply press C> + + EDS to send out multiple threats on the screen at reduced in Ultimate Marvel vs. Capcom 3; it usedto be possible to easilyverify that it hitan
once! Depending on the assist used, this givesyou much moreflexibility on viable options opponent before canceling into an launcher for acombo. While that anti-air combo is
for canceling the Dark Matter projectile into:Dark Spell,Mass Change Mto cross upyour still possible, you must immediately commit to itfor ittowork now. If your rival jumps into
opponent, Stalking Flarethe possibilities reallystart to open up! the crouching and guards, they'll be able toeasily punish the launcher with afull combo;
FlameCarpet has been significantlyweakened in Ultimate Marvel vs. Capcom 3: it now only execute the launcher ifyouare absolutely sure that this won't happen!
disappears if Dormammu gets hit. This means that you can no longer act as if Dormammu As an alternative, you can chain the crouching to standing and cancel to Purification
is nearly invincible standing behind it, landing a huge combo from any attempt your L. The pillar does not actually combo the target, but itdoes prevent them from doing
competitor made to attack you. FlameCarpet is still an essential part of the Dormammu anything but guarding after the standing hit. This leaves your foe in the air above you
gameplanitforces your adversary to take to the air to approach Dormammu, slowing stuck guarding, perfectly setting up anairthrow! If your opponent expects the air throw and
them down and forcing them into a more predictable movement pattern. As long as you tries to break it, simply perform anti-air with crouching again!
don't commit to anything that puts Dormammu in a situationto be hit byaerial attacks,this
successfully buys youtime! Opponents who can't get behind the Flame Carpet typically Aswith mostcharacters, relying on airthrows is another solidway to counterair-based
have to use projectiles to attack, jump into it while guarding, or simply wait it out. When approaches with Dormammu. Jump forward and press<? + ; if you get the air throw,
your foe resorts to projectiles, counter by dropping on top of their head with Mass Change great! If an aerial attack comes out instead and makes contact with your opponent,
H, If successful, this leads into Dormammu's massive new combos! See the Combo Usage perform adelayed chain into air : if the air hit your adversary, you'll be able to follow
section for details.Jumping into Flame Carpet while guarding is a bad idea,since it lets the up with a full combo for huge damage; see the Combo Usage section for details. If the air
Dormammu player get away with anything: air throv/s, setting up a triangle jump air is guarded, the opposing character must also guard the air on your way down. This
overhead, setting up a cross-up using both a crossover assist and MassChange M all of gives youa lot of frame advantage to work with; call a crossover assist and cross your
these options are difficult to defendagainst and leadinto big damage if successful! Trying opponent up with Mass Change M!
to wait out the FlameCarpet is great for Dormammu users also: it gives you all the time in
the world to do whatever you want!
When you are unsure if your rival is going to
approach by the ground or air, simply sticking out
the launcher isastrong option. Like crouching
, the launcher has a huge displaced hitbox
covering the area directly in front of Dormammu,
makingit very likely that it can beat whatever your
adversary is trying to do. Follow up with a combo
for a huge chunk of free damage!

Previously, Dormammu only needed enough time


to just get the Flame Carpet in play; if the opponent
hit him afterward they'd still get fried by the Flame
Carpet and allow you to land a combo. This doesn't All olDormammu's basic attacks besides(& can nullityprojectiles. Mass Change His a high-risk but high-reward counter loprojectile attacks.
quite work anymore, making the Flame Carpet a Use this lobuysome lime when being overwhelmed Irom alar!
much less attractive option when your competitor is
within striking range. Dormammu's long range attacks are slow and poorly suited to a firefightagainst other projectile-based characters. These character
match-ups can create a situation where you can be overwhelmedfrom across the screen with the rapid output of projectiles that
Instead, try using advancing guard to push the
some characters can manage. Using Chaotic Flame is a simplewayto gain the upper hand in these matches, since most likely, you
opponent away, then immediately using Chaotic won't have an infinite amount of hypercombogauge bars to workwith. Ifyou do, stop cheating! Dormammu would nevercheat!
Flame. Ifyour rivalcommitted to performing a full
guarded chain combo against you, the Chaotic Thesimplest counter to projectile usage is to just drop on your opponent's head using Mass Change H. Ifsuccessful, you'll be able
Flame catches them while they are whiffing the next to land a wholecombo and possiblytake out the opposing character in one shot. Usethis judiciously, though: this is the expected
attack in their chain. Learn which attack patterns behavior for a Dormammu user, and experienced players can typicallycounter with an air throw that leads into a combo.
your opponent is using that can be punished this
way, and take your free damage! Another more stable answer is to simply super jumpinto the air, activate flight mode,then store three Destruction points. Having
access to Liberation (Destruction 3) at the readyalmost forces your rival to stop tossing projectiles; ifthey don't, just nuke them!
Another option is to use Mass Change M to get Storing Dark Spell pointsfrom up in the air is something that most rangedcharacters have a lot of trouble dealing with, outside of
behind your adversary whenever the opportunity simply coming after you. This willusually be much more in Dormammu's favor!
presents itself. Evade an incoming attack with Mass
Change M, airdash down-back to get Dormammu Some characters do have a strong answer to Dark Spellhoarding from above: Ryu, for example, can simply super jumpalong
back onto the ground quickly, then reestablish your withyou and use air Shinku Hadoken. In these cases, you'll have to do something that requires considerably morefinesse: use
defense! Dormammu's basic attacks to buy yourself some time from across thescreen! All ofDormammu's basic attacks besides have
the special property of being able to nullify projectiles. Standing is best for this purpose due to its quick speed and generous
Super jumping into the air is a relatively safe option, amount of active frames. Call along range crossover assist simultaneously with the standing attack to protect their entry,
and from there, you can activate flight mode at aswell. Upon successfully nullifying a projectile, cancel the standing into a special attack to capitalize on the time earned:
the peak of the jump. Once activated, increase the counterattacking with Dark Hole Hor Purification Hgenerally interruptsanything an opposingplayertries, whilecanceling into Dark
distance from the opposing character by repeatedly Spell: Destruction gets you one step closer to having access to a match-altering Liberation (Destruction 3).
canceling up-forward and down-forward airdashes
into each other to travel across the screen, then use
air toquickly drop down.

/. (OPPONENT CLOSER THAN HALFWAY TO CORNER) CR. , , ST. , + o es$> - * * o , AIR , LAND,
FORWARD JUMP, AIR,,, LAND, CR. ,,^> SUPER JUMP, AIR, , ,,, LAND, "** bs>
*- o 0, MASH

738,100 damage, 6% meter gain


Dormammu's new abilities ofthree-hit chains, cancelable Dark Matter, and mashable Chaotic Flame allow him to inflict truckloads ofdamage inUMvC3, albeit with a higher level of
execution required. Dark Matter combos require constant awareness ofthe opposing character's distance tothe corner, requiring one ofthree follow-ups to Dark Matter depending onthat
distance. Ifyou're ever unsure, just omit the Dark Matter and use the reliable ComboVII instead.

Cancel Dark Matter into Mass Change Mas soon asthe projectile hits your rival to create the proper timing. After the Mass Change M, hit your competitor with air aslate aspossible to
give yourself enough time for the subsequent normal jump and air . You can also just omit the normal jump air , , if that makes the combo too difficult.
Crouching goes right over many crouching characters; you can omit it from the initial hits entirely if you're not positive that the crouching will successfully hit. If guarded, you can
still salvage the situation with astrong set-upsimply call along range crossover assist simultaneously with * O , then cancel into Mass Change MorHfor across-up mix-up. If
no assist isavailable, you can still cancel toMass Change Htocontinue theoffense, but analert adversary can easily counter with anairthrow. Canceling Dark Matter into Dark Spell or
Purification is usually the moreprudentoption.

/ (AGAINST CORNERED OPPONENT) CR., , ST., - o t^> f:* - o , AIR,,, LAND,


JUMP FORWARD, AIR,,, LAND, CR. , , <**> SUPER JUMP, AIR, ,, , , LAND, V oe^>
+ %+ o @B, MASH

755,400 damage, 19% meter gain


The corner variant of Dormammu's new combo inflicts even more damage, using flight mode toget an additional aerial chain. The distance requirement tothe corner for this combo isfairly
generouseven if your attacker isa fair distance away from thecorner, you can still perform the combo by simply flying forward after theflight cancel.
///. (OPPONENT FARTHER THAN HALFWAY TO CORNER) CR.,, ST.,- o &~> - * o , AIRDASH DOWN,
AIR, LAND, CR. ,,^> SUPER JUMP, AIR, ,, , , LAND, no.@^*ti* o, MASH
700,500 damage, 14% meter loss
Considerably more difficult thanthe othertwovariations of the combo, this combo requires youto cancel Dark Matter intoMass Change Lwith an unintuitive timing: immediately before the
opposing character isabout to hit the wall. After Mass Change L, immediately airdash down and press tolift your challenger before they hit the ground.

rwffl ONENT IN AIR, CLOSER THAN HALFWAY TO CORNER) AIR, , LAND, C


AIR, LAND, CR. ,,^> SUPER JUMP, AIR, ,, , , LAND, + \ j> v - o 8, MASH

766,700 damage, 35% meter loss


An air-to-air combo thatalsodoubles as an airthrow attempt andpays huge dividends ifit hits! Like theabove combos, the most optimized combos inthissituation involve Dark Matter,
which require an awareness of your opponent's distance to the corner.

V. (OPPONENT IN AIR, CLOSER THAN HALFWAY TO CORNER) FORWARD OR BACKWARD AIR THROW,
AIRDASH DOWN-FORWARD, LAND, ST. , o s> - \ * o , AIRDASH DOWN, AIR, LAND,
CR. ,,<^> SUPER JUMP, AIR, ,,,, LAND,* f * o s=~> f * *> o , MASH
565,800 damage, 15% meter loss
Thisairthrow combo only works when youairthrow the opponent from over Dormammu's airdash height restriction, which is almost at the peakof his jump.

If the air throw was performed too lowto the ground, lhe simply use Purification Mto Chaotic Flame:it still results in a solid 420,500 damage!

VI. CR.,,,^> SUPER JUMP, AIR,,,, LAND,** * o ^> * * * o, MASH


632,100 damage, 40% meter loss
Amuch easiercombo thanCombo I, II, andIII, it doesn't require anyfancy re-jumping or spatial awareness. It's also greatfor online play in sub-optimal cor.um

H0M
One of the greatest assets Dormammu can have is a crossover assist who fires
a beam projectile, like DoctorDoomtt or Iron Mana. This gives you an
incredible tool: the ability to put your opponent in a cross-up mix-up whenever
they're on the ground! Simply call the assist immediately before performing
MassChange Mor H: if the beam hits your rival, you'll be able to capitalize
with a full combo! See the Combo Appendix section for details!
There are a number of common situations in which you can easily set up this
mix-up:
Perform a guarded chain combo to standing , use Dark Matter
and crossover assist simultaneously, cancel to Mass Change M
While your adversary is worrying about Flame Carpet or
Liberation (Destruction 3)
After forcing your competitor to guard Stalking Flare
As your opponent is coming down from a jump
Theonlyreally reliable way for the opposing character to avoid this mix-up
Beam-based crossover assists allowDormammu to threaten with suddencross-upsatalmostanytime! is to stay in the air, above the beam. Be ready to anti-air with crouching
or air (which is also an air throw attempt). If your adversary is landing
farther away, simply time your beam cross-up mix-up to hit as they land!
IV Al I
I Mil
BmiMm'wiMm^t?mmsm^)
If your adversary uses their X-Factor before you do, a huge window of
opportunity comes upif Dormammu defeats the second character on
their team, he can set up a multitude of Stalking Flare projectiles thai the
opponent cannot avoid. With the additional damage of level 3 X-Factor, each
Stalking Flare guarded results in 216,000 points of chip damage. If you have
enough hyper combo gauge bars to burn, you can stack a bunch of Stalking
Flares on top of each other for an unavoidable K.O. before your rival even
touches the ground!
When finishing off the opposing player's second character in a combo, end
the combo by hyper combo canceling Purification into Stalking Flare instead
of Chaotic Flame, then immediately activate X-Factor and perform another
Stalking Flare. Try to get as many Stalking Flares as you can into play
before your competitor's final character comes in. The first projectile roams
over and hangs out directly in front of where the final character will spawn,
IIyour opponent has used their X-Factor already, Dormammu with level 3X-Factor can get anearly guaranteed forcing them to guard it. From there, the rest of the Stalking Flares home in
K. 0. using multiple Stalking Flares! on the opponent's character while they are guarding the first, resulting in a
ridiculous amount of unavoidable chip damage!

mn mam
GENERAL EXECUTION TIPS
Hyper combo cancel the final OTG Purification in a combo within its first one to two hits to reliably get the Chaotic Flame to hit
Slightly delay the air in any normal jump chain to give Dormammu more time to reach the ground before his adversary
(AGAINST CLOSER THAN HALF-SCREEN TO THE CORNER) CR. , , ST. , * o es> * f * , AIR , LAND,
SUPER JUMP<^> f * ,i~> SUPER JUMP, AIR, ,,,, LAND, + x *

quires 2destruction poinls, 1creation point. Jump-cancel the launcher into Liberation by perlorminaO ? OtJ +ffi J.300 damage, 59% meter gain

(AGAINSTCORNERED OPPONENT) CR., , ST., * o e~> f * * , AIR,,, LAND, JUMP FORWARD, Al


LAND,CR.,^> SUPER JUMP^> f * * ,<-*=> SUPER JUMP, AIR, , ,,, LAND, * ^
f *-, MASH

Requires 2destruction points, 1creation point. Super jump cancel the launcher toLiberation before Dormammu leaves the
ground. Slightly delay canceling the crouching to to ensure that your target is low enough for Liberation (Destruction Mix) 940,900 damage, 91% meter gain
' i hit
hulk mm! hulk mm
HULK TUB $nOHGB$T!"

BEEBPA1IBH
Bruce Baoaer farmer nuclear
Physicist

mints/t0m^mmW
As Baoaer, hofhas agenius-level intellect
Hulk, he is enf nfthe must powerful being^bn
the planet. His body i&able to withstaofeven the
most extreme conditions. ;

mrm

PBBim
Ageoius scientist, Bruce accidentally absorbe
hoge amooots ot gamma ratiiatioo during a bomb
test. As a result, when his aoger or negative
emotions reach a boiling poiot, he transfnrms
intn the green-skinned Hoik, complete with
incredible power that sets the staotiarti tor
streogth.

fllSIAPPtMM
The Incredible Hoik #/ I1BB2J

X-X

SEE kDJu i \ N S
^ I I I

w A n ^ ^ ^ -V"" ^
m 'km^MtfWm-^ ^ ^ ^
BEG rrjvArri^m! AuJWu. N~lA
"This is biographical, and does not represent ,:!:!>'

in-game combat potential of this hero.


ktmUtt CBSIBMIS
Vitality 1,200,000
|Ehain Combo Archetype 2-Hit limited
X-Factor Boost Damage Sneed
1 Level 1(3 teammates remaining) 140% 100% j
11 Level 2(2 teammates remaining) 170% 100%
[ Level 3(1 teammale remaining) 200% 100% !

: . Hulk's main strength lies in his ability to plow through his opponent's attacks with his numerous
super armor-enabled attacks. As such, your goal when using Hulk is simple: get within striking
range of his fearsome standing attack!
What's so great about being in range of standing ?
Standing covers alarge portion of the screen and has super armor
properties to muscle through the opponent's attacks, often hitting both
point and assist characters and leading into a damaging combo
If the other player is wary of standing they will behave much more
passively, opening up opportunities to catch them with Hulk's long
range Gamma Tornado throw attacks
Opponents that run away from Hulk's mix-up ofstanding and Gamma
Tornado will often voluntarily run straight into the corner
If Hulk is so big and slow, how does one maneuver him into position to threaten with standing?
Pestering them from afar with Gamma Wave H, coaxing the opponent to
voluntarily move into Hulk's desired range
Calling long range crossover assists while dashing forward or using
Gamma Charge
Patiently dashing and jumping forward while guarding attacks,
attempting to push the enemy back into the corner

f wsjlw mm mm issm
nd Mnowwall bounces the enemy, adding a
ge to his combos while pushing his foe much farther into the
corner. If the opponent ends up in the corner after acombo, Hulk can easily inflict more
than900,000 points of damage with a single hyper combo bar!
Along with his increased damage potential, Gamma Charge now has super armor properties
that greatly improve Hulk's chances at getting near an opponent with projectiles. Gamma
Charge is still just as unsafe if guarded, so Hulk's reliance on long range crossover assists
is still present, unfortunately.
Hulk also received anew command attack, the Impact Punch. This attack essentially gives
Hulk a3-hit chain combo, resulting inextra damage incombos in addition to making it
easier to verify hits before committing to Gamma Charge (Anti-Air).
Recovery frames of standing decreased from 27 to 14
Gamma Charge now has super armor properties, starting from frame 9, also
bounces opponents slightly higher into the air
R^mma Charge 2nd M(Anti-Air) now wall bounces opponent
w command move, Impact Punch -* o : an attack that has armor
iperties and can be charged to cause a wall bounce
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage "J" Startup Active Recovery Mm?k ft'SIZ Notes
Causes hard knockdown if used in launcher
Air 130,000 1040 17 36 +16
combo, otherwise ground bounces adversary
Until Tags in next available allywhile lofting
Air 4} + (during launcher combo) 65,000 520
grounded opponent upward
Until Tags innext available ally while causing wall
AirC> or< + (during launcher combo) 65.I 520
grounded bounce,erases 1 hyper meterfrom foe

Air\7 + (during launcher combo) 35,000 280


Until Tags in next available ally while causing ground |
grounded bounce, generates 1 hypermeter

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible tochain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage "glST s,artuP Ac,ive Recovery Ad^nHlf,Be A?Xjj!jj" Notes
Knocks down, fully charged hitcauseswall
bounce, 1 hitofsuper armor during frames 10-15
uncharged)or 10-48 (charged)

hrows are for snagging passive ponents. Since throws are active soquickly, you can also use them topreemptively toss opposing characters out oftheir offense. Combos
re usually possible after throw Atknr

Screen Command Hits Damage MeterGain Startup Active Notes


lp'+pal Crossover Recovery (this Recovery
Screen Type Combination Description Hits Damage JJg1 Startup Active crossover (other Notes
Hyper Combo
assist) partner)
OTG-capable, knocks down, projectiles arein
play a total ol28 frames, each projectile has5
ow priority durability points
1 hitofsuper armor during frames 23-32

1 hitofsuper armor during frames 27-36

isout tnree uili-capaoie grounoea projecmes, eacn wim oiuw piiomy uutauiiuy fjuuna. ....=>assist isuseful for chewing through enemy projectiles, pushing your opponent
IHIilSlRHRSiRSH
back, or forcing your foe into the air to avoid the attack. The main drawback of Hulka is its slow startup time, which tends to make itimpractical for extended projectile battles or
continuing combos off of enemies in ahard knockdown state. Overall, the long range capabilities of this assist make Hulka agood all-around fit for alot of teams.
Hulk3 serves as an anti-air assist, launching Hulk upwards wherever he was called. It has the fastest startup of all of Hulk's assists, and also has super armor properties that activate
assoon asHulk comes into play. This makes the Gamma Charge (Anti-Air) assist an excellent defensive crossover assist that can be used in asimilar manner to the dreaded Haggara
Double Lariat! On the downside. Hulk[3 only has asingle hit of armor, which can sometimes result in situations where he will get stopped by multi-hit attacks. It is also much more
difficult to convert an errant Hulk(3 hit into acombo when compared to Haggara or apowered-up Hsien-Koy. Regardless, having adependable defensive crossover assist is an
enormous asset!

Hulk7's Gamma Charge also has super armor properties to plow through attacks, but unfortunately Hulk is vulnerable for 2frames before the effect kicks in. While this is still astrong
asset, it isn't nearly as dependable as Hulk3's assist. Having much more horizontal range and being easier to combo from is ahuge asset however, and these factors should definitely
tnkpn into ar.nnunt whrni rieniriinn which crossover assist tVDeto choose for Hulk.

Screen Name Command Hits Damage *? s,arluP Ac,ive RecoverV **SmfB ffttded Notes I
OTG-capable, knocks down, projectiles arein
Gamma
play lor a total of 23 frames, charge time required
76,000 19 34 -1
Wave L <? (charge), <> * 2 640

is 45frames, each projectile has5 low priority


durability points
OTG-capable, knocks down, projectiles are in
Gamma
play for atotal of 28 frames, charge time required
36 -5
1
Wave M O (charge), C> + 3 108,300 960 23

is 45frames, each projectile has5 low priority
durability poinls
OTG-capable, knocks down, projectiles arein
Gamma play for a total of 32frames, charge time required
4 137,400 1280 27 36 -6
WaveH <? (charge), C> + -

is 45frames, each projectile has 5 low priority


durability points

Gamma
Knocks down,1 hit of super armor fromframes
-12 -12
ChargeL Ot\o + 3 135,400 1200 9 6 36
9-15

Gamma
Knocks down, 1 hit of superarmor from frames
4 171,800 1600 9 8 39 -15 -15
2
ChargeM 0^<o + 9-17

Gamma
Knocks down, 1 hitof superarmor from frames
204,600 2000 9 10 42 -18 -18
Charge H Ot\e> + 5 9-19
1 hitofsuper armor during frames 3-15,must
Gamma (During Gamma Charge) 27 -11 input command during Irames 9-25 oiGamma
3 1 70,000 560 9 10

Charge2nd L Charge,knocksdown

Gamma
1 hitof superarmorduringframes 3-15, must
(During Gamma Charge) 70,000 7 19 35 -28 input command during frames 9-25 ofGamma
4 Charge 1 560

2ndM
w Charge,knocks down
1 hitofsuper armor during frames 3-15,must
Gamma (During Gamma Charge) 10 32 -16 input command during frames 9-25 olGamma
5 1 70,000 560 9 -

Charge2nd H Charge,knocks down


Screen Name Command Hits Damage jjjr Startup Active Recovery AdJJn,jftflB AfeJJj3S5 Notes
Gamma
ChargeL 1 hitofsuper armor during Irames 6-11,knocks
OOt\ + 3 135,400 1200 5 6 44 -20 -22
(Anti-Air) down

Gamma
6 Charge M 1 hitof superarmorduring frames 6-11, knocks
o<}^ + 4 171,800 1600 5 19 38 -25 -29
(Anti-Air) down

Gamma
Charge H OO^ + 5 204,600 2000 5 25
1 hit of superarmor during frames 6-11, knocks
48 -39 -43
(Anti-Air) down **!
Gamma Until grounded,
(During Gamma Charge Must input command during frames 5-25 of
7 Charge2nd L 1 70,000 560 10 6 10 Irames of +6 -28
(Anti-Air)) Gamma Charge (Anti-Air), knocks down
(Anti-Air) recovery
Gamma Until grounded,
(During Gamma Charge Wall bounces foe, must input command during
8 Charge 2nd 1 70,000 560 10
(Anti-Air)) 6 10 frames of
+2 frames 5-25ofGamma Charge (Anti-Air), knocks
M(Anti-Air) recovery down
Gamma Until grounded,
(During Gamma Charge Ground bounces opponent, causeshard
9 Charge 2nd H
(Anti-Air)) 1 70,000 560 10 6 10 frames of
+8 knockdown, must input command during frames *1#*
(Anti-Air) recovery 5-25ofGamma Charge (Anti-Air)
Gamma 92,000- 920- Throw attack, hardknockdown, can be mashed for
Tornado L ot\0/5c. + 2-11
200,000 2000
11 2 28
additional damage

10
Gamma 92,000- 920- Throw attack, hard knockdown, can be mashed for
Tornado M o^ty&<? + 2-11
200,000 2000
16 2 23

additional damage
Gamma 92,000- 920-
11 Throw attack, hard knockdown, can be mashedfor
Tornado H O^ty&O* 2-11
200,000 2000
18 2 21 -

addilional damage

Gamma Wave: Asone of hisfew long Gamma Charge: Hulk rushes forward
range options, Gamma Wave is one of toward his target, with the distance traveled
the greatest tools in Hulk's arsenal. Each dependent on the attack button used. You
projectile in Gamma Wave has 5 low can use GammaChargeto shore up Hulk's
priority durability pointsenough to chew defensivepositioning on a blocked normal
up a majority of standard projectiles in the hit: mostof hisnormal attacks are very
game. Gamma Wave serves many different unsafe on block, so canceling intoGamma
purposes: hitting foes from almost a full Charge and retreating with Gamma Charge
screen away, pushing characters back into 2nd Hcan give Hulk some much-needed
the corner,or usingits OTG properties to breathing room.Attacking with Gamma
extend combos.Surprisingly, long range
characters that are primarily based onthe ground have a lot oftrouble beating a Hulk
player that issimply using Gamma Wave Hrepeatedly. If these characters don't have
Charge is a littletrickier, but on hit, it can
becanceled into Gamma Crush forsomeserious damage. ..v.
strong aerial projectile optionstheywill haveto takethe initiative and movetowards the Arguably Hulk's biggest improvement in Ultimate Marvel vs. Capcoin 3,the Gamma Charge
Hulk, getting the dirty work done for you! As acombo ender, Gamma Wave isgreat for attacks nowhavea singlehit ofarmorstartingfrom frame 9. This makesHulk much
getting a few lasthits in when eitherGamma Tsunami or Gamma Quake is not viable. Inthe more able toapproach opponents that are trying to keep him outwith long range single-
corner, Gamma Wave canbecanceled into Gamma Crush for mega damage! hit projectiles: call a crossover assist for backup, then plow through the projectile with
Gamma ChargeH!

Gamma Charge 2nd L: After visually Gamma Charge 2nd M: This variation Gamma Charge 2nd H: Gamma Charge Gamma Charge (Anti-Air): Hulk
confirming the hit ofGamma Charge, you of GammaCharge2nd causes Hulk to 2nd H causes Hulk to dash back in the launches straightup with a powerful attack,
can use Gamma Charge2nd Lfor an extra attackstraightup. You can employ this direction he came from. This move is the distanceand damagedetermined by
hitof damageand a knockdown. It can also moveto hitadversaries attempting to jump most useful for retreatingwhen Gamma the attack buttonpressed.Gamma Charge
becanceled into Gamma Crush to apply overGamma Charge, but it is easily blocked Charge is blocked, butfast, long range has superarmor properties, butthey do not
extradamageto your foe. While Gamma and punished. apply until the active frames have started.
hyper comboscan easily punish it. Ifthis
Charge 2ndLhassuperarmorproperties, While this attack is serviceable as an anti-
happens, react to thesituation and hyper air,you'll aenerally want to usethetrusty
it's impractical to tryto leverage that inan combo cancel into the invincible Gamma
actualmatch: having to first performthe
standing attack instead forthesame
Crush to inflict huge damage on them purpose; standing covers a much larger
preceding Gamma Charge makes it nearly instead! area, activates super armormorequickly,
impossible to properly time. and more consistently leads intoa combo.
As such,Gamma Charge (Anti-Air) is mainly
used for its and follow-up attacks.
Gamma Charge 2nd L (Anti-Air): If
Gamma Charge (Anti-Air) hitsandyour foe
is too high to hitwith Gamma Charge 2nd Gamma Charge 2nd M(Anti-Air): The
M(Anti-Air) or Gamma Charge 2ndH(Anti- Mversion ofGamma Charge 2nd(Anti-Air)
Air), use the L version to score a free extra has gained an enormous boost in Ultimate
hit. With some practice, you can generally Marvel vs. Capcom 3: rivalsare wall
use Gamma Charge 2ndM(Anti-Air) as bounced on hit,opening up a whole new
late as possible fora much high payoff, world of combo opportunities for Hulk!
making itdifficult to utilize to justify using
this attack.
Gamma Gamma Tornado L& tvt.
Charge Gamma Tornado L and M
2ndH are throw attacks with great
(Anti-Air): rangeand can be mashed
Gamma for additional damage. All
Charge 2nd versions of Gamma Tornado
H(Anti-Air) leave the opponentin a hard
is another knockdownstate, allowing
very youto addoneof Hulk's
important OTG-capable hypercombos
tool for or an OTG-capable assist
Gamma Tornado H: Utilize Gamma
Hulk, servinga fewdifferent purposes in his gameplan. From to lead into a big combo. The main differences between these two versions
Tornado H as a mix-up to the Land M
an offensive standpoint, itground bounces a competitor, of Gamma Tornado comedown to range andspeed.Gamma Tornado Lis
versions when you thinkyour opponent
leaving them openfor hugecombos. Perhaps more faster, but Gamma Tornado Mhas muchlonger reach. Both versionsare
will try to jump to avoid being grabbed. It
importantly, it iscompletely safeifguarded. When Hulk's horrendously slow however, so you must sufficiently scareyour opponent
hasa very slowstartup time, but opposing
basicattacksare guarded, ifgoingfor a Gamma Tornado intonot pressing buttons to establish thisthreat.
characters cannot throw escape out of it.
throw seemstoo risky, cancel Gamma Charge 2nd H(Anti- If your adversary isguarding nearyou and expecting one ofHulk's super Grab guarding targets whoare jumping
Air) to leave Hulk right next to the opponent's character with armor attacks, such asstanding , , orImpact Punch, itcan bea away from you,or use itinsituations
frameadvantage. While this will typically resultinthe Hulk great opportunity to surprise them with Gamma Tornado. Whenever your whereyour foe has used airrecovery. It can
getting pushed acrossthe screenbyadvancing guard, it's challenger relies on advancing guard topush Hulk away, don't give them also work as an effective anti-air against
stilleasilythe safest optionat yourdisposal. anything toguard in the first place: grab 'em with Gamma Tornado M! adversaries super jumpingtowardyou.

ffyper Cambas
Screen Name Command Hits Damage Startup Active Recovery ** {figgS Notes
OTG-capable, knocks down, each project!1
327,400 6+15 24 39 -11
Gamma Tsunami <>^+ has 3 highpriority durability points
-25 Invinciblefrom Irames 1-73, hard knockdowr
Gamma Crush $<?* 403,700 5+10 56
OTG-capable, knocks down, rocks begin
hitting a standing foe 34frames alter quake
Gamma Quake r^><>ti + 301,400 6+9 1-13 is initiated, each projectile has 3 high priority |
points

Gamma Tsunami. Gamma Tsunami is a projectile hyper Gamma Crush: WithGamma Crush, Hulkflies high Gamma Quake: ThisOTG-capable hyperis oftenused
intothe airandcomescrashing down with giantred-hot as a comboender inthe corner,whereGamma Tsunami
combo that quickly coversthe bottom ofthe screen and
misses most of its hits. Outside of combos, you can use
canbe usedto easily hityouropponent inmany situations. boulder. It has a ton of invincibility, making it a great high-
Gamma Quake to hyper combo cancel outofa blocked
It dealsmoredamage the closerHulk is to hisfoe, butit reward attack against other hyper combos andcrossover Gamma Charge attack, giving youa positive frame
missesseveral hitsif used while your rival is inthe corner. combinations, dealing a whopping 400,000 damage on advantage to continue yourassault.
This hyper combo is OTG-capable, making itthe perfect a successful hit. Ifa combo ends in the corner, pickup
There are drawbacks to look for when using Gamma
ender for midscreencombos. Inthe corner, however, you'll your adversary with an OTG assist orGamma Wave L, and Quakenamely thelarge gapbetween thepoint when Hulk
wantto go with Gamma Quake or land an OTG-capable immediately cancel into Gamma Crush fora big damage hitsthe ground andthe rocks start hitting theopponent.
Gamma Wave and hyper combocancel intothe massively boost.It's alsoa goodoption during team hypercombos, If your foe isquick enough, they can counterattack Hulk
damaging GammaCrush. since any hyper combo that leaves the opponent high in the before the rocks dropdown: throws andlevel 3 hyper
airisripe pickings for this high-flying attack. Gamma Crush comboshaveseveral invincible framesthat ignorethe
isvery unsafe ifguarded, so besureyou have enough rocks completely, and teleporters can get right behind Hulk
meter to team hyper combo to something saferifyouplan and make your life miserable with a combo. Conversely,
on usingthis movedefensively. you can use the gap ittake for the rocks toappear toTHC
into another hyper combo, as therocks still come out
regardless ofwhether Hulk is inplay ornot.
GammaQuakecan be used effectively in team hyper
combos: THC to Gamma Quake to safelytag in Hulk, or
THC to anotherteammateimmediately after Hulk pounds
the ground to helpcovertheir entrance.
Always buffer aC*^ v ? <?? motion when using armor attacks asanti-air: if the attack
hits the opponent, verifying the hit and pressing tocontinue with a combo isa simple
matter. If the attack isguarded, use the^^i V ? O3 input and press to perform
a delayedcancel into GammaTornado M, grabbing the enemy right as they land. If your
opponent wises up to this and starts immediatelyjumping after guarding, simply cancel into "\
Gamma Tornado H to grab them out of the air instead!

Impact Punch has a completely different role in Hulk's toolset: aside from adding a bit of
damage to Hulk's combos, it allows you three hits to visually confirm that Hulk's attacks
are hitting the opponent before canceling into the proper attack. If your crouching ,
combo starter is guarded, chain into Impact Punch and hold the button down. Anyattempts
to attack willget eaten up by the armor-enabled Impact Punch, which you can capitalize on
Gamma Wave Hcan beat out most rangedattacks, Hulk's standing^ and(I) attacks have super
and itis great lorpushing grounded loesback into armor that can absorb attacks. Take advantage olthis by letting of the buttonto get a free retaliatory combo. Letting go of the button earlyalso
the corner. property tocounterattack competitors andtransition catches opponents trying to jump away; even if they guard Impact Punch in the air, you
into deadly combos. can cancel into GammaTornado for an immediate mix-up! Ifthe opponent is respecting
the charging Impact Punch and is sitting nearby, you can perform a goofy mix-up: cancel
As the old saying goes, "Hulk'sthe strongest one there is!" With his high damage output
Impact Punch immediately after release into GammaTornado M or H. If performed properly,
and super armor attributes on a large number of his moves, Hulk is one of the heaviest
Hulk will grab your rival before the punch full extends!
hitters on the Ultimate Marvel vs. Capcom 3 roster. However, adding Hulk to your team
isn't withoutsome drawbacks: Hulk is slow when it comes to mobility,attack speed and The downside to Hulk's super armor attacks is they are all unsafe if guarded, and for
recovery, and his ability to gain meter. But with a bit of knowledgeand proper assists (and a good reason! To mitigate this, verify that your opponent is guarding, then cancel into
whole lot of standing !), Hulk can strike fear into the hearts of many opposing players. GammaCharge H (Anti-Air) H to Gamma Charge 2nd H (Anti-Air), leaving Hulk right next
to the enemy with frame advantage. Opponents that use advancing guard against your
Thefirst priority is to learn how to maneuver Hulk around the screen to cover large
armor attacks will leave Hulkall the v/ay across the screen however. To mitigate this,
distances. His dash is great for covering ground, but you cannot cancel Hulk's dash into
simultaneously call a slow, long range crossover assist when armor attacks, then cancel into
basic attacks or guard, leaving jump cancel as the only option. Simply dash forv/ard, jump
GammaCharge H and GammaCharge 2nd L; the assist v/illmake contact immediately after
forward when you seean incoming threat, then immediately tap-C3 on thecontroller to
Gamma Charge 2nd L, allowing you to resume pressure on your opponent.
guard in the air. Not only does this let you guard while dashing, guarding attacks in the
air willalmost always substantially reduce the amount of guardstun placed on a character; The following characters can crouch under Impact Punch, rendering this tactic almost
as soon as Hulk touches the ground he'll have recovered and be able to move again! This useless:
is Hulk's most stable way of advancing against opponents that are trying to keep him out;
otherwise you'll have to resort to super jumping forward and hoping for the best. Amaterasu Hawkeye Rocket Trish
Raccoon
Analternative method to cover ground involves canceling Hulk's pre-jump frames into Arthur Magneto Viewtiful
Gamma Charge, inputy \ *5>l + during adash tocancel the dash straight into Spider-Man Joe
Deadpool Morrigan
Gamma Charge H,allowing you to makecontact withan opponentfrom full-screen quickly.
Storm Wolverine
Aslow, long range projectile assist Rocket Raccoona works great here: call the assist Felicia Phoenix
whiledashing, then perform the jump-canceled Gamma Charge H to make contact with the Strider X-23
Firebrand Phoenix
enemy.The projectileswillconnect v/ith your foe soon after, effectively givingyou frame
Wright Super-Skrull
advantage after the Gamma Charge. Frank West

Inthe air, Hulk doesn't have any specialattacks or movement options to relyon. In fact, the Your challengers may simply try to guard Hulk's super armored attacks when he's within
only way you can change his trajectory at all is by using air, which stops all of Hulk's range. Now is your chance to psych them out and grab them with Gamma Tornado instead!
forward momentum. You can use this technique to more precisely control Hulk's jumping Opponents jumping backwards are a little trickier to deal with: dash forward, then jump
height. Be sure to follow up an air attack with , which covers a huge area below Hulk cancel and catch them with a surprise air throw. If this proves difficultto pull off, continue
and results in a ground bounce on hitand lets you combo your opponent into the corner. pushing towards the opponent while decreasing their distance to the corner.
Against some characters you won't even need to approach them; Gamma Wavecan be an
excellent tool to coax opponents into moving forward. Each rock on screen also has 5 low
priority durabilitypoints, allowing Hulk to beat out most projectiles, even from a fullscreen
distance. The startup is very slow, sometimes forcing Hulkto jump backwards to avoid a
projectile before responding with GammaWave. However, once you get the rhythm dov/n,
you can output a successive string of Gamma Charge H projectiles that can triumph in
firefights. Your challenger eventually gets forcedto jump to avoidthe rocks, to which they
can respond by either throwing an air projectile (if they can) or jumping in for an attack. If
they jump toward Hulk, respond with your armor-enabled standing attack for a clean
anti-air counter!

Many of Hulk's moveshave super armor attributesallowing himto soak up a hit of


damage withoutgoing into hitstun, which completely changes the dynamics of a match
when Hulk getswithin striking distance. Standing is much reliable overall dueto its
enormous area of effect. Opponents that refuse to respect these armor attacks willfind
themselves repeatedly getting bopped in the head, leadinginto Hulk's high-damage combos.
See the Combo Usage section for details.
Gamma Charge 2nd(Anti-Air) His oneolHulk's best tools tokeep the pressure oninlhecorner.
Standing is Hulk's fastest super armor normal attack, having only three vulnerable
frames before the armor kicks in. Compared tothe mighty standing attack standing Onceyou get your opponent in the corner, if can land a hit with Hulk, the opposing character
isbest used in a pinch, where speed isofthe essence; disregarding link combos is as good as knocked out. The best way to have Hulkapply corner pressure and keep his
and punishment situations, this attack can essentially be considered a 3-frame move! options open lies in GammaCharge 2nd H (Anti-Air). Gamma Charge 2nd H (Anti-Air) is safe
Unfortunately, standing can be crouched under by the large number of the cast, making against a blocking opponent, allowing you toconstantly loopc>'v' \ + , tokeep
it best reserved forlast-minute anti-air situations against them. The following characters your competitor pinned down. Anyattempt to let go of a block or attack will result in a hit
cannot crouch under Hulk's standing : and a ground bounce, allowingyou to unleash one of Hulk's powerful combos. Should your
adversary attempt to use advancing guard to escape, the trajectory of Gamma Charge 2nd
Akuma Strange M.O.D.O.K. She-Hulk
H (Anti-Air) keeps Hulk within striking distance of the target. Should they continue to block,
Captain Ghost Rider Nemesis Spencer mix it up with GammaTornado M, followed by a hyper combo, and pile on the damage!
America
Haggar Nova Taskmaster Gamma Charge 2nd Hpressure is countered byguardingit in the air, allowing the opponent
Chris to immediately move upon landing. Depending on the timing, this will allow them a free
Hulk Ryu Thor
combo, or at the very least the initiativeto interrupt your next attack. When your opponent
Doctor Doom
Iron Man Sentinel Wesker begins trying to do this the answer is simple: jump up and grab them an air throw for a
Doctor quick combo while keeping them stuck in the corner!
I. (MIDSCREEN REQUIRED) CR. ,,- o g^> +** (DURING ANTI-AIR GAMMA CHARGE) , FORWARD
DASH, FORWARD JUMP, AIR,,, LAND, ST. ,- o ,<^> FORWARD SUPER JUMP, AIR , , , ,
LAND, {IF ENEMY IS MIDSCREEN, CHARGE + ,+ Q &z> + % + Q @| OR {IF THE ENEMY IS LEAD TO A CORNER
FROM MIDSCREEN, CHARGE + ,+ q bb$> + * + Q 681
793,000-913,000 damage, 28% meter gain
Hulk's new bread and butter combo takes full advantage of the buffs he's received in Ultimate Marvel vs. Capcom 3, including his new three-hit chain with * O and wall bounce
abilities ofGamma Charge 2nd M(Anti-Air). This combo requires a slight modification when fighting smaller characters suchas Rocket Raccoon or Amaterasu (Seethe Battle Plan section
for afull list of characters who can crouch under Impact Punch). Both of these characters can simply duck under * , so replace this command attack with crouching , before
canceling into GammaCharge L (Anti-Air).

When Hulk is three-fourths oftheway from thecorner orcloser, Gamma Charge 2nd M(Anti-Air) can bounce his rival overhis head, making it very difficult to juggle with thefollowing
air,.. From this position, use Combo II instead.

II. (CORNER REQUIRED) CR. ,,-* >s4> -M * * (DURING ANTI-AIR GAMMA CHARGE) , ST. , ,
- * , s^ FORWARD SUPER JUMP, AIR , , , , LAND, CHARGE ,- ^> <r* o68
854,600 damage, 11% meter gain
This combo should be yourgo-towhen you've got youradversary pinned inthe corner. The ground bounce ability of Gamma Charge 2nd H(Anti-Air) ensures that yourenemy stays in the
corner and allows you to easily follow up with the highly damaging Gamma Crush hyper combo.

- . - . o 0, FORWARD DASH, FORWARD JUMP (CALL SHE-HULKa), LAND, FORWARD JUMP, AIR , ,
LAND, ST. , + , ^t> FORWARD SUPER JUMP, AIR , , , , LAND, {IF ENEMY IS MIDSCREEN,
CHARGE -,+* es> * + } OR {IF THE ENEMY IS CORNERED, CHARGE - , * * es> * tt @Bl
609,000-729,000 damage, 2% meter loss
Hulk's command throw can lead tosome decent damage by simply performing \ * + @@), but with the right assist and mastery of his limited ability tomove around quickly, you
canincrease Hulk's damage outputdramatically. Forthis combo, you'll need to utilize She-Hulka for herlong rangeOTG capability. Spend sometimeinthe training room to get down
the timing, and make your opponent fear the damage potential of GammaTornado.

Hulk's dash has many drawbacks, but it does offer one distinct benefit Hulk
can dash straight over a large chunk of the cast while they're crouching. This
gives you the opportunity to perform tricky cross-ups using assists, which can
then lead into combos.
Aslightly more realistic way to set this up is to force your opponent to guard
an assist first, then dash over them at the last second. Since Hulk cannot
attack normally out of his dash, perform a jump-canceled Gamma Charge
(Anti-Air) by immediately inputting aO^ & motion and pressing while
hopping over the opponent. If it connects, follow up with Gamma Charge 2nd
M(Anti-Air) or Gamma Charge 2nd H(Anti-Air) to begin a damaging combo!
Hulk cannot dash over lhe following characters while they are crouching:
Akuma Doctor Doom M.O.D.O.K. She-Hulk

Captain Haggar Nemesis Spencer


America
Hulk Ryu Thor
Hulk's unique dash allows him lo hopover many characters when they are crouching. Usethis ability with a
crossoverassist to crossupyouropponent. Chris
Iron Man Sentinel Wesker

Some characters are easier to cross over than others: Rocket Raccoon can be
crossed up from almost any point in Hulk's dash, while Taskmaster can only
be cleared if the dash is started at a very close distance.
IV. FRONT OR BACK AIR THROW, LAND, CHARGE -,-(->**.
444,300 damage, 86% meter loss
This basic combo from Hulk's air throw is nothing to sneeze at. Begin holding 4- to charge for Gamma Wave as soon as the throw animation begins to ensure that the move comes out in
time. With an OTG-capable assist, you can transition into a variation similar to Combo III for even more damage.

V. ST.,@es> FORWARD SUPER JUMP, AIR , , , , LAND, {IF ENEMY IS MIDSCREEN, CHARGE , es>
+. * - } OR {IF THE ENEMY IS CORNERED, CHARGE -,-!*-$>**. }
569,400-706,700 damage, 47-40% meter loss
The super armor and ground bounce properties of standing makes it one of Hulk's most important normal attacks. Should your opponent fall victim to its impressive hitbox, this simple
combo leads to amassive amount of damage. To ensure that you land the final portion of the combo, begin charging *- as air connects with the target.

VI. (AGAINST AIRBORNE ENEMY) FORWARD JUMP, AIR , , , LAND, ST. ,-*, <<-> FORWARD SUPER JUMP,
AIR , , , , LAND, {IF ENEMY IS MIDSCREEN, CHARGE ,"*>**- } OR {IF THE ENEMY IS
CORNERED, CHARGE ,- s> * 81
749,600-810,800 damage, 17-13% meter loss
Airborne opponents are not safe from the mighty Hulk! If you suspect that the opposing player is anticipating the attack, you can forgo the first air in the combo and hold or to
option select air(H) with an air throw. If air (H) connects, continue with the combo; if you connect the air throw instead, proceed to Combo IV.

VII. (MIDSCREEN REQUIRED) CR. , ,- e*> * o (DURING ANTI-AIR GAMMA CHARG


LAND FORWARD DASH, FORWARD JUMP, AIR , , , LAND, ST. ,*, e~S> FORWARD SUPER JUMP,
AIR,,,, LAND, {IF ENEMY IS MIDSCREEN, CHARGE -,- ^> * * * o } OR {IF THE ENEMY IS
CORNERED, CHARGE <-,* e~> f * - @}
1,018,300-1,391,000 or 1,222,700-1,603,000 damage, 68-124% or 64-118% meter gain
This me^y combo takes advantage of Hulk's new tools and air X-Factor cancel to ensure aK.O. against pretty much every character in the game. The trickiest part of this combo is landing
the a.r (u. ty,l) chain after the forward dash following Gamma Charge 2nd M(Anti-Air). To ensure you have the maximum amount of time to get in, delay pressing until the last
possible moment of * t * (L). This way, your competitor reaches their maximum height from the wall bounce, which allows Hulk to connect all three hits of the air chain.

immmmm
general EXECUTION TIP*
When performing Impact Punch (+ ) in the middle of acombo, don't hold down at all. Otherwise, the delay caused by charginq
the attack drops the combn

AS HULK COMES IN: AIR , Qj), (), LAND, FORWARD DAS


Damage

AS HULK COMES IN LAND, CHARGE $ &<?w%&


Damage
qjjjrescorneUM orC> + or<> + TAC to Hulk Varies based ondamage scaling
IS TO ACORNER, * \ * , ST. , * * * (DURING ANTI-AIR GAMMA CHARGE)(h
O + :-v,> ARD SUPER JUMP, AIR , , , , LAND, CHARGE c>+- > 0#Cj +
Damage
749,500
O^vLK? ), MASH f IFF, BEGIN CHARGING - FOR GAMMA WA\ !)<>+> <)&<? +
Damage
i Gamma Tornado
'I VOH'T THINK I'M HLMY6 RIGHT: * T'
IKHOUI IT."

Anthony "tony" Itiwarti Stark Adventurer, President


Emeritus ut Stark Industries

Tooy's sharp mind and technological know-how allow him to


develop anti maintain his owo battle suit. As Iruo Man, his armor
is eguipped with various weapons, as well as the ability ta fly.

He has various weapoos, including the repulsnr rays he can


tire tram both hands, anti-tank missiles, anti the Bnibeam he
fires from his chest. He has several armors with different
functionality.

Captured by a terrorist gruup in a war-tarn reginn, Tony createti


a battle suit to help him escape. Afterwartis, heimproveti the
battle suit to become Iron Man, anti has dedicated himself to
protecting peace since.

Jales of Suspense #3B IIBBZ]

PBMBBBIB

STRENGTH

in-game combat potential ofthis hero.


;^:^a:;;,;;,:;/::,:-;; : :'^^>-

MMM EBSIBMtS verview

Your purpose when using Iron Man is to attack your opponent from mid range, and (in keeping with his attire)
preferably from up above.
Why should an Iron Man player strive tocontrol mid range?
Iron Man's attack set istailor-made tototally control thearea that isabout half thescreen
y, particularly below and in frontof him

MftVllMtnilwi! 111
either); Iron Man doesn't have the best maneuverability for up-close fine positioning or
sparring
On the other hand, the hitting area of all of his attacks isfantastic, and although his airdash
needs some space to get going, Iron Man travels ahuge distance once it's underway
Why should Iron Man beused above anadversary?
His air basic attacks have more range than those of almost anyone else (Sentinel and Ghost
*m Rider can compete, and that's about the end ofthe list), especially his air which can be
directed

Using flight and airdashes to cancel air basic attacks allows Iron Man to out-poke almost
anything in the air and convert stray hits tocombos depending on positioning
Smart Bomb allows Iron Man to hover in midair and attack in safety from aunique position,
above and in front of his rival
How do you get Iron Man up there and use the space toan advantage?
By using crouching, assists, Unibeam, and Repulsor Blast to control ground level
By jumping or super jumping todump Smart Bombs down on thetarget from above
By using flight and airdashes toimprove air mobility an

TUNING SINCE ORIGINAL MC3


Tony Stark has been tinkering with hisarmor quite a bit!
Airdashes in directions other than straight up or straight down now have a period of 10 frames at the
beginning during which Iron Man's suit jets are firing up. You cannot attack during this time, and
Iron Man doesn't actually start moving until the 10,h frame. This ends up looking like a"hitch" at the
beginning of his airdashes. You can still perform triangle jumps and square jumps with Iron Man, but
you'll have to delay your button presses to be outside that window, or nothing happens. This also means
his airdashing overhead attacks are slower by default. However, his airdash travels fartherIron Man
can airdash all theway back tothe ground from super jump height! So, while Iron Man sort oflost alow
altitude triangle jump in the Magneto/Storm tradition, he gained something no one else has: atriangle
jump from super jump height.
The increase in size of the hitbox on standing makes chain combos after crouching sweep
much more consistent. The drastically reduced recovery ofgrounded Smart Bombs makes them amore
appealing close range zoning weapon, resulting in new combos entirely. Repulsor Spread now causes
abrief hard knockdown, which.also opens up new combo opportunities. Shorter startup on flight makes
linking after flight in combos easier; italso makes Iron Man's aggressive use of flight more effective.
Iron Man, like Dante, has experienced enough small changes to make him almost like anew character,
even if everything looks and acts about the same. The changes to his air mobility mechanics encourage Iron
Man players to take full advantage of the reach and screen control his attacks produce air-to-air and air-to-
ground, rather than trying to shoehorn him into being an inferior version of Doctor Doom or Magneto.
Double jump removed (so that's where Captain America got itfrom...)
Air basic attacks are airdash-cancelable
Airdashes travels farther; diagonal and lateral airdashes have a10-frame dead period
before momentum begins. Up/down airdashes start up much faster and have abrief
hovering period at the end
Crouching isnow cancelable and can also chain into
Air active frames increases to 10 (from 6); air recovery shortened to 27 frames
(from29)
Standing startup increased to 14 (from 13); recovery shortened to 30 (from 31)
Hitboxes on standing, air,and Repulsor Spread increased slightly in size
Repulsor Blast can be canceled into Repulsor Spread 3 frames sooner; Repulsor Spread
causes brief hard knockdown; command simplified (just , rather than f * )
Smart Bomb damage increased; recovery on all versions of air Smart Bomb reduced by 1
frame; recovery ofall versions ofground Smart Bomb reduced by roughly half
Flight startup reduced to 12 frames (from 14); flight duration increased to 108 frames (from 106)
Proton Cannon (both versions) and Iron Avenger are now mashable for more hits and damage
^Pr Attack Set
Stantinn Basic Attacks
Air Special Attacksflying Screen ant Air Exchange
ta^H.^1 IT^ *;
bas cattack. Air exchange attacks, USedJnK3by inputting
performed launchercombo <,hisplusis s^etimes
adirection ,are onlycallpossible
ed W"9during
screen).alauncher
When usedcombo.
outsideExchange
of alauncher combo,tearair behaves mostly lik
hits initiate ike another

available character to continuethe aircombo.

Air 90,000 720 27 +15


Causeshardknockdown il used in launcher
combo
Until
Air4) + (during launche r combo) 60,000 Tags innext available ally while lofting foe
grounded upward
Until Tags innext available ally while causing
AirO ot<P + (during launcher combo) 50,000 400
wall bounce, erases1 hyper meter bar from
grounded
opponent
Tags in next available ally while causing ground |
bounce, generates 1 hyper meter bar

Commanii Attacks

Jhraws
Throw are lor snagging passive or blocking oppooenls. Since throws are active so quickly, you can also use Ihem lo preemptively toss opposing characters out ol their offense Combos
areusually possibleafter throws,one way or another.

C> + (ground) 4 80,000 800 1 1 Hard knockdown


1
O + (qround) 4 80,000 800 1 1 Hard knockdown
O + (air) 1 80,000 800 1 1 Hard knockdown
2
<P + (air) 1 80,000 800 1 1 Hard knockdown

Rufr
As a PartnerCrossover Assists
|;IH:H

Beam is fullscreen in 56 frames, beam


113,600 47 25
durability: 8 Irames x1 low priority durability
Iron Mana Proton Cannon Unibeam M
points
Knocks down foe, beam durability: 5 frames x3
Angled Proton Repulsor 40 55 103 73
122,6 1200 low priority durability points
Man(3 Cannon Blast M
OTG-capable, two beam-like projectiles with 5
129,900 132 102
Proton Cannon Smart Bomb H frames:

Each Iron Man assist has potential depending on the needs of your team, but Iron Man-a is easily the best all around. The Unibeam assist is one of the best in the game. Period-4t's
ela i I qu ck and not very telegraphed before it's active, it doesn't drastically increase hitstun scaling in combos, and it gives you plenty of time to combo Z^ZZZZLn
teleport or roll-capable character can easily use Iron Man-a to create cross-ups with their pass-through tricks, and any ranged character will love havm W^S^JStaM lo
firepower. The only mean thing to say about it is that eight hits from an assist naturally ramps up the damage scaling in acombo quite abit, so if you employ Iron Man-a in combos, try to
use itafter you've already scored the brunt of your hits so that damage scaling iscapped already anyway.
iron Man-B returns from MvC2, where it was easily Iron Man's best assist then, but that's mostly because beam and projectile type assists weren't quite as useful in MvC2 as .hey are, ini this
game. It also happened to do outrageous damage-.he most of any assist in the game, if all possible hits were scored. Here, it's more sedate. It can ^^***5 frQm
screen, especially nice as apreemptive defensive measure against aggressive teleporters, but beware if they anticipate this and jus. bait out your Iron Man calls so they en punish M Tom
fullscreen instead of teleporting in the first place. Repulsor Blast's built-in juggling of the opposing character for several moments can also enable easy combo extension for any character.
Iron Man-7 is OTG-capable. which can be nice if Iron Man's teammates utterly lack any other means to pop competitors up from hard knockdowns. This assist version ^^a^mbalsir
packs an absurdamount of projectile durability points-mree times more than Smart Bomb Hon point! While ground Smart Bomb's limited trajectory makes it tough to utilize th practically
to outmuscle opposing projectiles, it's at least worth pointing out. Like Tron-3, it sometimes happens to obliterate incoming projectiles withoul being called for that express purpose.
Tj/ft/l iutdthM

500-(-1 hyper 12 +5 |
1 {}^^> + Etna 1 50,000 2 4

meterbar)

On hit, s iap back torces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked 1
out for 4

ff^B PI
Beam is fullscreen in 26 Irames, beam durability: 5
Unibeam L 20 15 0 -15
Ot\C>+ 5 81,700 800 18 frames x 1 low priority durability points
(in air OK)
Beam is fullscreen in 31 frames, beam durability: 8
Unibeam M 15 +4 -11
1 0\^ + 8 113,600 1280 23 25 frames x 1 low priority durability points
(in air OK)
Beam is fullscreen in 36 frames, beam durability: 11
Unibeam H 129,900 1600 28 30 15 +5 -10
0^0-+ 10 Iramesx 1 lowpriority durabilitypoints
(inair OK)
Knocks down foe, beam durability: 5 frames x 3 low
81,700 800 11 50 10 -8
2 Repulsor Blast L 0/2O + 5

priority durability points


Knocks down opponent, beam durability: 5 Irames x3
55 10 -13
3 Repulsor Blast M o#<^ + @ 5 102,300 1000 16
low priority durability points
Knocks down adversary, beam durability: 5 frames x3
122,600 1200 21 60 10 -18 low priority durability points
4 Repulsor BlastH $&<?+ 5

(20-30+) Hard knockdown, explosion has8 low priority durability


5 Repulsor Spread during 1 80,000 640 6 24
-9
points
Repulsor Blast 1
OTG-capable. two projectiles wilh 1 low priority
66,500 560 20 12 +10 +8
Smart Bomb L oO^ + 2
durability pointeach
OTG-capable, two beam-like projectiles with 3 Irames x
16 +10 +8
Smart Bomb M c>$J + 6 102,900 1056 20 -
1 low priority durability points each
OTG-capable, two beam-like projectiles with 5frames x
24 +6 +4
Smart Bomb H OtyiS * 10 116,900 1440 20
1 low priority durability points each
6 OTG-capable. two projectiles with 1 low priority
66,500 560 20 17 +4 +2
Air Smart Bomb L
O0*\ + 2 -

durability pointeach
OTG-capable, two beam-like projectiles with 3 frames x
102,900 1056 20 22 +3 +1
Air Smart Bomb M ofy^ + > 6
1 lowprioritydurability points each
OTG-capable, two beam-like projectiles with 5 Irames x
28 +7 +5
Air Smart Bomb H <>0\ + 10 116,900 1440 20
1 low priority durability pointseach
12 Flight lasts108frames
7 Flight o&<? + -
-
-



Unibeam: You can fire Iron Man's main projectile on the ground orin the air. Heavier versions have longer startup, but
they also have more hits and damage. At 18frames ofstartup, the Lversion isslightly faster than Doctor Doom's Plasma
Beam but significantly slower than Magneto's Electromagnetic Disruptor, asexamples ofwhere Unibeam stands in
comparison toother beams. It's a terrific beam, but you aren't going towin firefights onthe strength ofitalone unless the
other team simply has no answer. Unibeam Hisobviously much more durable and damaging, but italso occupies a lot
more ofIron Man's time, making itless appealing unless your opponent is pinned by anassist.
If your competitors are capable of putting several slow-moving projectiles onscreen atonce, like Ryu's Hadokens or
Morrigan's Soul Fists, use Unibeam Hto plow through these threats and hit the opposing fireball slinger; Unibeam Lis
fragile enough tojust trade with most standard projectiles. With something like Rocket Raccoon's Double Spitfire, multiple
Zero Hadangekis, orSentinel Force drones, Unibeam Ldestroys one minor projectile before losing out tothe rest. If your
rivals have projectiles sofast that they can just shoot Iron Man before any ofhis Unibeams actually fire, such asWesker
with gunshots orMagneto with Disruptors, stick tousing Unibeam Lwhen you have a slight fullscreen advantage, such as
after your competitor has guarded your Smart Bombs orcrossover assist, orafter the opposing player has performed a
fullscreen action with minor recovery.

Repulsor Blast L Repulsor BlastM

Repulsor Blast. Iron Man gathers energy in awarping cross around his raised hands. This energy is abeam rather than adirect physical attack, and itclashes with incoming projectiles
and beams. As with beams, Repulsor Blast disappears instantly if Iron Man gets hit while performing it. By pressing after acertain period of time during any version of Repulsor Blast, T/A*fl
you can execute Repulsor Spread.

Successfully perform Repulsor Blast without being interrupted, and Iron Man is more or less immune to physical attacks until recovery. Along range beam or beam hyper combo may cut
through, as do invincible attacks, but traditional aggressive actions like triangle jumps and dash in crouching are cut off briefly. This means you can use Repulsor Blast asa poke from
mid range with few repercussions. This can preempt and punish enemy movement or shield your own assist calls; call the desired assist, then perform Repulsor Blast. The closer the foe,
the lighter the version you should use. Note that if your rival isatmid range, the forward-arcing tip of Repulsor Blast Hactually hits them before heavier versions of Unibeam would!
Apart from its use as amid range zoning tool and ashield for assists and Iron Man himself, Repulsor Blast can also be inserted into Iron Man combos; after just about any chain into the
crouching rocket, cancel to Repulsor Blast Hto drag the opposing character on top of Iron Man after the rocket hits. If you're too far away for the crouching rocket, cancel standing
to Repulsor Blast M. From here, you can cancel directly into Proton Cannon for an easy finisher, or cancel to Repulsor Spread.
RepulsorSpread: RepulsorSpread is Smart Bomb: Iron Man releases two sets of
the built-in, instantfollow-up to Repulsor bombs in a downward sloped path. These
Blast. Repulsor Spreadis executed by bombs are OTG-capable, and combos
.
pressing after a certain amount oftime after OTGSmart Bomb are more flexible
has passed during RepulsorBlast; this is now that the recovery on grounded Smart
20 frames for the L version, 25 frames Bombs has been reduced bya noticeable
for the M version, and 30 frames for the amount. Smart Bomb L shoots two distinct
Hversion (this is 3 frames faster than projectiles, while Smart Bomb M and H
Repulsor Spreadcouldbe executed forany behave more like beams: two distinct
versionof Repulsor Blastin original MvC3; bomb clusters are launched, each of which
Repulsor Spread also used to require a repetition of tile's} 2<? motion before the depletes opposing projectiles of theirdurability overtime. Unlike beams,Smart Bombs do
press. Like Dante's alternate specials, this was simplified inthetransition to UMvC3). notdisappear if Iron Man takesa hitwhile they'reactive.
If Repulsor Blast hits thetarget, wait until just before thefoe would fall out ofRepulsor Every version ofSmart Bomb has identical startup; heavier versions have longer recovery
Blast tocancel to Repulsor Spread toattain themaximum number ofhits. If Repulsor periods, but theydeal moredamage with multi-hitting bombs.There is seldoma reason
Blast doesn'thityour rival, use Repulsor Spreadto make Iron Man muchsafer thanaftera notto useSmart Bomb H, which builds roughly three times more hyper meter than Smart
whiffed Repulsor Blast; you're justtrading Repulsor Blast's recovery for Repulsor Spread's, Bomb Lwhile dealing more damage. You might use Smart Bomb Learly incombos if
but it's still a decrease in vulnerability. By delaying the cancel toRepulsor Spread, you you'retrying to keep damage scaling down, butevery Iron Man comboends in Proton
might even bait your opponent into rushing in, as they expect to punish Iron Man during Cannon or Iron Avenger fora gajillion hits anyway, so it's notthe biggest issue. And
the end of Repulsor Blast. although Smart Bomb Lhasless recovery, Smart Bomb Hholds andhitsyour opponent
Like Repulsor Blast, Repulsor Spread istechnically a localized beam attack, so ithas projectile for longer,so speed comes out a wash.
durability and can nullify incoming projectiles. If Repulsor Spread hits the adversary, they're Smart Bombis a foundational tool for Iron Man. Othercharacters have better beams or
sent spinning tothe turf. New to UMvC3, this causes a brief hard knockdown! If you end up faster airdashes, or both. But noothercharacter hasa ranged tool thatcontrols quite
in position togetIron Man close totheopposing character right away, you can startan OTG thesame bombing corridor as Smart Bomb, and Iron Man's tweaked airdash istotally
combo with Smart Bomb. You can also just cancel Repulsor Spread late into Iron Avenger to complementary to converting Smart Bomb rain intoaggressive air-to-ground offense.
drag your competitor across the playing field for huge damage.

Flight. Flight is used for mobility, for escapes, for secondary offense, and for combos. During flight, there isno restriction onthe amount
of times you can use special moves or airdashes.
Flight iscrucial toIron Man's combos, whether tofly cancel standing orcrouching into a low altitude airchain, ortoextend air
combos after a launcher. You can also utilize ittohave Iron Man hang in the air tossing Smart Bombs for longer than otherwise possible,
ortohave him retreat from oradvance upon his rival unexpectedly. And you'll end up using poke sequences like fly, air canceled with
unfly, falling air , and crouching canceled into flight, quite often.
hW3?&Mim
276,800- Knocks down foe, beam durability: 35frames x1 high priority
Proton Cannon 0^<>+ 36-71
326,500
3*30+1 6*111 -47
durability points, can be mashed loradditional damage
Angled Proton 276,800- Knocks down adversary, beam durability: 35frames x1 high
47 -47
Cannon
C>Ot\ + 36-71
326,500
3*30+1 6*111
priority durability points, can bemashed (or additional damage
Level 3 hyper combo, hard knockdown, unaffected by damage
430,000- scaling, frames 1-22 invulnerable, can bemashed lor
IronAvenger 10+3 -31
0/r?<^> + 460,000 ional damage

Proton Cannon and Angled Proton Cannon. Iron Man's main hyper combo beam can bedirected either straight ahead Iron Avenger. Iron Man's level 3 hyper combo travels
with a fireball motion orup-forward ata30-degree slope with aO"\71\ motion. If the hyper beam strikes successfully almost the fullscreen distance with 22 frames of
during either version ofProton Cannon, mash toincrease the hits and damage. The startup ofeither version is invulnerability. Its primary purpose is to pushlong combos
identical: theProton Cannon itself hits upclose during frames 3 to 9 ofstartup ina circle all around Iron Man, butthe overthetopfora knockoutIron Avenger is immune to
hyper beam isnotproduced until the30in frame after input. So,it'sthereverse ofwhat you might assumeProton damage scaling, and it caneven be mashed fora bitmore
Cannon iswicked fast upclose, and it'srather slow from far away. (It's notquite Hail Storm, but italso can't beused damage. Iron Avenger's long reach andinvulnerable period
anything like the beamhypers of Ryu, Akuma, Dormammu, Nova, etc.) alsomean thatyou can use itas a reversal to snagyourfoe
out of almost anythingthey do.
After the Proton Cannon's up-close hit (which, if successful, guarantees thehyper beam will also hit, as long as nothing
else interferes), there's adead period between frames 10and 30during which Iron Man isjust readying the beam. Even After Iron Avenger, wavedash forward afterward andOTG
though Proton Cannon has noinvincibility, the3 frame startup upclose makes foran appealing hyper combo to useas theopposing character with Smart Bomb H... meter
anoccasional guess, but beware if your competitor blocks: they can easily start a chain combo inbetween guarding the permitting, cancel to Proton Cannon! It's notthe most
initial hit and waiting for the hyper beam toactually fire. Be ready toTHC toa teammate's safe hyper combo ifthis gamble efficient use of four meters, but 700,300 offa reversalis
doesn't pay off. Not that it'sreally recommended that you frequently guess onhyper combos upclose; it'sjust something plenty good inmany situations, andthatalready increases
to keep inmind. Remember, ifyou can get your opponent toworry about a dangerous but risky trick, then you nolonger to 873,400 inonly lv.1 X-Factor... in lv.3 X-Factor, it's
have to actually do it;the effecthas alreadybeen achieved. 1,177,900! (And, ofcourse, that's justassuming a naked
Iron Avenger, withno combo leading up to it.) Of course,
Proton Cannon's primary purpose istofinish combos for heavy damage. You can accomplish this most easily by using adding Iron Avenger into Proton Cannon ontheend ofany
close range Smart Bomb toOTG before canceling toProton Cannon. Any combo that leads into Repulsor Blast can end combo guarantees a K.O. against anyone.
inProton Cannon, too.Virtually anybasic attack chain into Proton Cannon works, provided your adversary is close
enough. It'salso anexcellent THC and crossover combination tool. The long range and different angles ofProton Cannon Iron Avenger travels laterally so quickly thatyouhave to
and Angled Proton Cannon let itplay well with just about any hyper combo. And the hit onframe 3for Proton Cannon becareful when trying to combo it.Ifyou cancel into Iron
translatesoverto crossovercombinations whetherIron Man is on point or on the sidelines, resulting ina crossover Avenger immediately after attacks like crouching or
combination that hits up close MUCH sooner than usual! Repulsor Spread, Iron Man passes under his rival harmlessly
at the cost of three bars of meter. Instead,takeyour time
If you have the meter tospend and you really want toK.O. a target (especially if you catch two opposing characters at before canceling into Iron Avenger after thoseattacks. On the
once), combo into Proton Cannon, then X-Factor cancel just before the end, and either immediately perform Iron Avenger other hand, ifyou want to combo OTG Smart Bomb Hinto
or dash forward and juggle with the earlyhitofanotherProton Cannon! Iron Avenger, cancel as swiftly as possible.

IronMan is a characterwho isn't suited to total rushdown or keepaway; your goal with Iron
Man should be to toe a line in the middle. The idealplaceto begin operatinqfrom is a little
closer to the opposing character than the edge of the range of crouching . This is close
enough to threaten with crouching , the tips of air attacks, the edges of Repulsor
Blast, aerial Smart Bombs, and Unibeams.

You want to keep adversaries at around half-screen so you have enough separation to super
jump and throw Smart Bombs toeither build meter, stall, ortransition tooffense. If your
rival is too close, you'll likely justget hitwhile jumping, or airthrown before Smart Bombs
fire; even ifyou're able to release Smart Bombs, they'll probably land behind thetarget.
So, you'll have towork at controlling ground level before you can control the sky. From far
away, Unibeam alone can stalemate many characters who don't have their own dominant
ranged tactics, forcing them toeither try to jump over Unibeams, orto use their assists to
trvto close the gap. From mid range, these same characters canfall victim to crouching
.which you can fire much more liberally inUMvC3Vc\ar\ before, secure inknowing that
you can cancel the rocket into a number of other things depending on the situation (in
original, crouching was not cancelable and was generally only seen asanexecution
accident from Iron Man players who wanted standing , which was easy totell from their
unprintable exclamations; now, a tiny bit of the glory ofWar Machine's "crouching fierce"
Newly cancelable, crouching isnow much more useful lor both zoning andcombos. (rom MvC1 has been restored).
Crouching is just slightly slower than Unibeam Lwhile dealing comparable damage even if guarded and giving Iron Man more versatile follow-up options (whereas if your foe evades
Unibeam, you might be in serious trouble, especially atmid range or closer). If competitors immediately get up over the path of the rocket, cancel it into Repulsor Blast to cover the area
above and in front of Iron Man, preventing them from airdashing orteleporting in aggressively for a moment. If your adversary runs into any segment of Repulsor Blast, they'll be dragged
on top of Iron Man, in position for you to cancel to Repulsor Spread (and then either acorner OTG combo if close enough, or a hyper combo anywhere else). If the attacker isn't baited by
Repulsor Blast, hang onto Repulsor Spread and perform it with awkward timings to deter opponents who want to run in late to punish Repulsor Blast. Repulsor Spread isn't technically safe
if whiffed orif your rival guards it, but by varying the timing, you can usually assure that the opposing character won't be ready tohit Iron Man properly right after.
Air Is one olthe longest-reaching basicattacks in the game, andit is consequentlyexcellent lorkeeping opponentsawayat lowaltitudes.
When you feel more in control of the situation (such as when adversaries are not immediately leaping over the rockets), cancel crouching to flight. From here, depending on what your
foe is doing, you have afew options. If they went over the rocket, you can easily strike at them with enormous pokes to keep them at bay: perform flying air (direct it up or down as
necessary, if the enemy isn't level with Iron Man), cancel it with flight deactivation, then perform falling air before Iron Man lands. Opponents jumping or airdashing forward frequently
run into this, which causes atwo-hit combo and gives Iron Man plenty of time to land, confirm, and jump forward to continue juggling them (see Combo IV).
If your competitor doesn't react to crouching canceled into flight by jumping forward, then immediately fly forward behind the rocket. If vour challenger is in the habit of allowing r *
rockets to actually hit them (lucky you), you can link after they're bounced upward by the explosion with forward-flying air, ,{!" + , from ahuge distance away, causing Iron
Man to auto-land and again leading toa situation where you can immediately keep juggling them (see Combo V).
Remember that crouching is abasic attack, so assists can be called concurrently; Iron Man's zoning is vastly strengthened if you give him assists that can complement crouching
and his other zoning tools, such as Doctor Dooma or Doctor DoomB. Depending on the assist, this can also help protect Iron Man against teleporting characters who can somewhat
negate the threat of rockets and Unibeams bysimply warping past them.

Repulsor Blast isauseful tool lor controlling space around Iron Man, aswell aslorproviding cover lorassists.

If your adversary is eager to stay in the air and continually attack with air attacks, triangle jumps, or flight, using rockets and other projectiles to control ground level is obviously aless
useful strategy. They're handing you an opportunity in another way, however: even though Repulsor Blasts take along time, being able to discharge the energy with Repulsor Spread makes
it a relatively low-commitment attack for Iron Man. If the screen shifts upward slightly asyour rival takes to the sky, you can use this asyour cue to activate Repulsor Blast and see what
happens. The closer the foe is, the lighter the version you should use. If your competitor opts not to try to close in, cancel Blast with Spread as fast as you can to regain control of Iron
Man. If they DO close in, wait for Repulsor Blast to either put them in hit or guardstun before canceling to Spread. At the very least, "poking" like this with Repulsor Blast to Spread reminds
your opponent that Iron Man can control much of the screen around him, and although his up-close mobility is poor, he is not asoft target for rushdown-oriented blokes Repulsor Blast's
control area also means you can safely call an assist right before performing it; Iron Man himself provides 360-degree cover for assists that land near him (this is obviously not applicable if
itsan assist that travels a long way from the point character, like Iron Fist7 orPhoenix7).
IIyou can keep opponents out from under Iron Man, Smart Bomb is very ditlicult lor them todeal with.

You're also able to transition from this range to offense when the opportunity presents itself, such as right after you've dropped Smart Bomb Hon your target from super jump height, or as
they are forced to guard one of your crossover assists.
The point of all this, assuming you can't just outright bully your opponent to death with your ground-level zoning, is to gain clearance to have Iron Man take to the skies with your rival
stuck behind the trajectory of Smart Bombs. Remember that teleport-capable characters can make instant short work of Smart Bomb use, and force Iron Man to go another direction.
Against anyoneelse, though,just getting past a Smart Bomb wall can be difficult.
If you just want to harangue your opponent with Smart Bombs, the ideal way to take to super jump height to dump Smart Bombs on your challenger is to normal jump, airdash straight
upward (this can be easily performed by double-tapping 4J ), then call an assist that can cover ground level and prevent foes from dashing, such as aprojectile or pinning assist. Iron Man's
vertical airdash doesn't have the 10-second momentum-building period at the very beginning, and he also lofts briefly asthe top of it, so it's perfect for ascending and hovering quickly. Once
Iron Man is atsuper jumo height and you have called an assist, you can fire Smart Bomb Hat your foe once or twice depending on their position. Smart Bombs deal great damage (improved
since original!) and the version especially builds huge amounts of hyper meter, whether they hit or are guarded. You don't want to use all three air special actions on Smart Bombssave
one for activating flight. Now Iron Man is atsuper jump height having just bombarded his opponent, and you're ready to bomb two or three more times. Since you had Iron Man normal jump
to take to the air, assist calls are still available.

Having aground-level assist with lots of lateral range is immensely helpful for trapping and chipping the opposition even when they evade Smart Bombs (virtually any beam or projectile
assist works for this purpose; even better are assists that force your adversary to guard in separate places, like Captain Americaa, Rocket Raccoona, and Sentinela). If you're
worried about competitors going over or under Smart Bombs, you might also consider an assist like Dante-a or Dormammu-B, which cover infinite vertical space and help prevent Iron
Man's position from being compromised.
Calling an assist during flight also buys you amoment to decide where to have Iron Man touch down. If you're still in control of your side of the screen, you can simply have him descend.
Like Iron Man's vertical airdash, his airdash straight down has no lag atthe beginning. Airdash straight down near the ground, and Iron Man lands right away; airdash straight down from
high altitude, and Iron Man hovers briefly at the end of the dash, as with the vertical airdash. Use any basic attack to skip over this hovering period and make him land more quickly.
If you aren't in control of your side of the screen, you'll want another landing zone. Iron Man's lateral airdashes travel quite far. Because of the 10-frame hitch at the beginning of any of
Iron Man's airdashes that aren't straight up orstraight down, you don't want to cancel airdashes into other airdashes right away while flying, like with other fliers; this makes him slower,
not faster since you're just forcing more 10-frame dead periods into his transit time (this is also true of Nova, who has asimilar airdash). Instead, wait until Iron Man's airdashes during
flight are almost totally over before starting up another one. With two or three airdashes across the top of the playing field, you'll have achance to get Iron Man out from over an aggressive
enemy so he can fall more safely, making him less susceptible toair throws orlast-moment cross-under tactics.

Alter triangle jumping Irom superjump height, eitherstrike with air or%\ + before landing, then go toracombo, or...
Peppering enemies from mid rangewithrockets, Smart
Bombs, and assists create opportunities to getinclose and go
forIron Man's devastating combos. Once your rival expects
youto bomb from above, change things upandsuperjump
(instead ofnormal jumping thenairdashing upward) to throw
one instance ofSmart Bomb Haimed squarely at the target,
then airdash down-forward. Iron Man's airdash is so long now
in UMvC3\X\a\ hecaneffectively triangle jump from super
jump height! What is a liability at normal jump height (his
airdash hitches and distance) is a boon from farther up. The
mix-up here is that you can either perform air\ + for
an overhead (which also doubles as an option selectair throw,
in addition tocontinuing, a combo off theSmart Bombs ifthey
hit), perform late air as an overhead, or do nothing, land,
and immediately go for crouching into Combo I. That's
right, being able to triangle jump from thetopofthescreen
alsomeans youcanhave Iron Man empty triangle jump from
the topofthe screen, andit's not possible foryour competitor
to react reliably to this! Ifthey block correctly between airdash
attacks and empty airdash into crouching in this situation,
itwasbasically luck or anticipation. It's Marvel, baby.
You can addanother layer to the point-blank mix-up by
sometimes having Iron Man land without attacking, then
jump forward andairdash straight down with air
.do nothing, land without using an overhead attack, then strike with crouching immediately! immediately. This is one of the fastest overheads in the
gametheonlycaveat is that Iron Man must be right next
..,,,. . _ , to the opposing character, since this isn't a triangle jumping
overhead that gains any ground. To attack with this, you must have essentially already earned close range position, either through an empty triangle jump, or by making your opponent
guard an assist so that Iron Man can move in. Of course, you can perform this straight-down airdash without an attack so you can have Iron Man land and go low immediately for the same
kind of trick as empty triangle jumping in.

Remember that you can't block while using airdashes. so make sure to precede airdash attempts with either assist calls or Smart Bombs in order to score Iron Man some frame advantage
to airdash in behind. Airdashing in with K\ + is at least alittle safer because of how far Iron Man's air basic attacks reach, but you won't get away with many empty triangle jumps (at
least without eating a hyper combo orgetting launched orair thrown) unless there's nothing your opponent can do about them.
Off asuccessful close range hit. Iron Man gets to deal tremendous damage while building lots of meter. If your rival guards correctly, they'll almost certainly use advancing guard to push Iron
Man back out. Iron Man's fast flight startup is very useful here; if an attack like standing is pushed out, Iron Man remains vulnerable for along time, but by flight canceling you can avoid
this period. Simply unfly or perform air to return Iron Man back to earth quickly. If you happen to fly cancel in the right place, Iron Man won't lose any ground at all! (See Advanced Tactics
for more information.) If your competitor doesn't use advancing guard for some reason, you can ground chain to your heart's content (all the way up to crouching rocket if you like) before
activating flight to go for an overhead. Air simply makes Iron Man fall back to earth, but air t\ + , can also be used for adouble overhead that catches foes if they try to block just
one air attack, then return to crouching guard. Be careful about spacing: depending on where you fly canceled and fell on the target with air ,combo follow-ups will be limited When in doubt
the most consistent solution is to chain crouching (M), standing => Repulsor Blast M. Flight combos like Combo II also work and are much better, but they are more difficult to perform'
especially on short notice.

Iron Man has such good assists (Unibeam especially; Repulsor Blast on certain teams) that you might end up with him as your anchor, using X-Factor in alast-ditch effort If you realize Iron
Man is going to be the beneficiary of X-Factor, try not to just use it cold; try to confirm into it. If you have bars stocked for Iron Avenger, you can wait for the opposition to do something
foolish that Iron Avenger can successfully plow through; activate X-Factor first and buffer Iron Avenger during the X-Factor screen freeze. During lv.3 X-Factor, dashing forward to tack on
Smart Bomb Hinto Proton Cannon after Iron Avenger leads to 1,234,600 damage off what is basically areversal! If it's ever down to one-on-one and you have at least four bars of meter left
you canjust v/ait for the right momentto end it, basically.

If you happen to combo into Proton Cannon and it's not going to K.O. acharacter, mash Proton Cannon for awhile, then X-Factor cancel it and dash (or wavedash, distance depending)
forward to juggle your adversary with an X-Factor-boosted Proton Cannon! For this to work, you must get close enough for the frame 3hit of Proton Cannon to juggle them after the first
one. For asimpler but much more costly X-Factor cancel, pop X-Factor toward the end of Proton Cannon and perform Iron Avenger.
The speed boost of X-Factor also makes Unibeams much more appealing, especially if your rival has already used up their X-Factor, which means they won't be able to negate the huge chip
damage X-Factor Unibeam spam can inflict. Smart Bombs also travel faster and in alonger arc, making them more useful from farther distances. Bombs away!

.-.,, ST., CR.^E> * + o , AIR,,, \ o,, LAND, IMMEDIATE FORWARD JUMP, AIR ,
. o , , LAND, CR.,es> FORWARDSUPERJUMP, AIR,,, * , , LAND, FORWARD DASH,
* Q01G*$> * \+ &@ (MASH )
720,900 damage, 35% meter gain
Here's an ideal combo from point-blank crouching or .Although you can open with ajump-in attack or two and still score the full combo, the positioning requirement means you're
most likely to start this combo after an empty triangle jump directly into an opponent. Since crouching is now cancelable, many new combo avenues are open for Tony Stark, but
chaining from standing (H) to crouching is only consistent up close. At least standing itself is no longer so finicky; it now works from pretty much anywhere after crouching .
Speed through the low-altitude flying chain and most of the jumping chain as quickly as possible, but pause briefly between air O and air during the jump. This is so your rival
descends far enough to be juggled by crouching , .
This combo is possible on everyone, but keeping your competitor low enough for crouching before the launcher is difficult on smaller characters. To make things easier, you can land
Irom the jumping chain and perform Proton Cannon immediately. The third-frame hit of Proton Cannon (which basically hits in the same circle all around Iron Man as Repulsor Spread)
juggles your target andensures thatthe beam capsthecombo off.

(f you have at least 2.6 bars of meter at the beginning of the combo, you can replace the Proton Cannon at the end with Iron Avenger (cancel OTG Smart Bomb Hto Iron Avenger
immediately), then wavedash forward and OTG with Smart Bomb Hinto Proton Cannon for 1,221,100 damage! Ouch! If you have enough meter, you can convert one touch into aknockout
against almost every single character with Iron Man. If you don't feel like adding aProton Cannon, just OTG with Smart Bomb H, then wait for your foe's air recovery and go for an air
throw! Even before this throw reset attempt, this deals over 960,000 damage (and only requires that you start the whole combo with 1.6 meters; the rest of the bar for Iron Avenger gets
built during the combo).
Jt^J
mmmmm

IL CR.,,ST.e*S> **- *, AIR ,,, c^> + *+ o, FALLING AIR, LAND, IMMEDIATE


FORWARD JUMP, AIR , , * * , , LAND, CR. , *=> FORWARD SUPER JUMP, AIR , ,, + , ,
LAND, FORWARD DASH, + +\ oOTG>^>**->-o00 (MASH )
687,900 damage, 21% meter gain
This is astandard combo from crouching or . Unlike Combo I, this isn't dependent on Iron Man being close, which makes this much more reliable after jump-in attacks. This combo
is required if the opener doesn't strike an adversary who is right next to Iron Man; farther away, trying to chain into crouching will miss and cause the combo to fail. Linking air (u> aftei
fly canceling standing is light, but necessary; air is amuch, much easier link (Iron Man has one of the only four-frame air attacks, after all), but it's only possible up close (in
which case you might as well do Combo I, which is both easier and more damaging), and the whole point of this combo is to work from far away and more universally. The hardest part of
this combo is probably working in every possible air; if you're having trouble, the easiest thing to do is to drop any instance of air T * .
After unfly canceling air * (or plain old air, for ease of use), IMMEDIATELY perform falling air again. The key is to not really treat unfly and air as distinct commands.
Instead, think of it as one unbroken sequence, like plinking: If + * ~. When air actions are canceled with unfly, thereis only one frame of recovery, so you can input (iJ)
immediately. It may not seem like this is even possible at first, but it's definitely doable with consistency; just work on getting air out instantly after Iron Man drops down from Might.
You'll want to practice this anyway for one of Iron Man's best poking sequences. You have to use unfly air in order to make the combo consistent (rather than just chaining to air()
for the easy-mode method of dropping out of flight; air allows Iron Man to land slightly faster and pops the opposing character up just atiny bit higher than air, which allows the
follow-up jumping attacks to work). As for the rest of the combo, simply perform it as quickly as possible, except for a(very) subtle delay between air * 0(H) and air during the
jump as during Combo I.

CR. , CR. , ST. , CR. ^> f * * , (REPULSOR SPREAD) &> * * - * 68 (MASH 0) OR


t * o @@ (MASH 0), WAVEDASH FORWARD, ** o OTG K> *** @ (MASH )
582,300 damage, 59% meter loss (or 1,004,300 damage, 349% meter loss)
Here's an easy combo into Proton Cannon from close range. Wait for all five hits of Repulsor Blast Hbefore canceling to Repulsor Spread. Cancel Spread to Proton Cannon immediately; the
beam must catch your competitors before they hit the ground. If you're near the corner, don't cancel Repulsor Spread to Proton Cannon; instead, dash forward and OTG the foe with Smart
Bomb H, then cancel that into Proton Cannon.

If you have enough meter to go for Iron Avenger instead, then cancel from Repulsor Spread to Iron Avenger very late. If executed too early, your opponent may not have descended enough.
After Iron Avenger, wavedash andOTG with Smart Bomb H; ifyou have meter, cancel into Proton Cannon!

IU. ANTI-AIR FLYING AIR &4> * * * o , FALLING AIR, LAND, IMMEDIATE FORWARD JUMP, AIR , , * ,
, LAND, IMMEDIATE FORWARD JUMP, AIR , , * * , , LAND, CR. , es> FORWARD SUPER JUMP,
AIR,,,* * ,, LAND, DASH,-** He OTG &$> + %+ o 00 (MASH )
725,400 damage, 20% meter gain
Between the speed of Iron Man's flight activation, his newfound power to cancel crouching, and the indomitable nature of his air and attacks, it's common for opponents to be
shot out of the sky at low altitude. How much you can actually embellish after landing from the flying air, unfly air poking sequence depends on your competitor's actual position;
the lower they are to the ground at first, the less you'll probably get. Cut off the last jumping loop, or go for alauncher or acombo into Repulsor Blast immediately upon landing if you're
uncertain about the appropriateness of rejump juggles. As long asyou gel aloop of something or other into an air combo that leads to Proton Cannon, any anti-air sequence nets over
600,000 damage easily, and that's before considering theX-Factor, Iron Avenger, orfollow-up THC possibilities.

U. CR., ,ST.@ ST.>^> * *- o,AIR,,, \ o , , LAND, FORWARD JUMP, AIR ,,


* * , , LAND, FORWARD JUMP, AIR , , * o , , LAND, ST. ^> * - o 0 (MASH 0)
1,009,000 damage to point with lv.1 X-Factor, K.O. vs. any assist, meter neutral
Although crouching rocket is improved, it can't hit both apoint character and an assist simultaneously, so you'll have to omit it from combos if you realize you've caught two characters
at once. That said, Iron Man doesn't need crouching to severely damage or destroy two targets simultaneously. Even during lv.1 X-Factor, this isable to destroy any assist and deal over
one million damage to point characters; atlv.2 X-Factor, the only point characters who'll survive are Hulk, Thor, and She-Hulk. During lv.3 X-Factor, no one survives!
01
m^fMm(g^mLm$
After your rival guards an attack and uses advancing guard, Iron Man normally
gets pushed far away and must work to get in ail over again. You can avoid
this, though, ifyou activate flight justafteryour adversary uses advancing
guard! This is because causing certain state changes just as advancing guard
is taking effect negates the backward momentum it causes. In this case,
advancing guard does actually push Iron Man backward for a frame or two,
but then flight takes effect and stops the backward movement. Activate flight
quickly enough after advancing guard, and Iron Man just stays right next to
the opposing character. From here, going for an overhead ofair or airv
+ , will be very surprising for a foe who expected some relief from Iron
Man's assault.

By canceling an attack into flight just after your opponent uses advancing guard.

!* m

GENERAL EXECUTION TIFS


Take care not to accidentally get an air exchange hit when chaining to air just after using 0 + or'v + in air combos
When canceling OTG Smart Bomb Hinto Proton Cannon, you want the opening physical hit of Proton Cannon to strike just after every
bomb has hit your opponent; cancel too soon, and the last bombs hit after the third-frame Proton Cannon hit, and your adversary
inevitably flips out and gets ready to block the beam
On the other hand, you must cancel OTG Smart Bomb Hto Iron Avenger immediately
And on yet another hand (you sure do have a strange body configuration), you must cancel Repulsor Spread to Iron Avenger late in order
lor it to work

THROW INTO CORNER, FORWARD DASH,C>V^ + OTG, CR. ,, ST. , CR. -* v#< +, (REPULSOR SPREAD)
FORWARD DASH, C>v \ + OTGfr-v^^*1 (MASH )

Combo alterthrowor lowaltitude air throwinto a corner 481,900 damage,31% meter loss
CR.,ST., == FORWARD SUPER JUMP, AIR ,,,v +,, LAND, DASH, 0<}^ * OTG> v^O + (MASH
Simple launcher combo 661,100 damage, 37% meterloss
AS IRON MAN COMES IN: AIR = 0 &<? + , , , -> FORWARD AIRDASH, , {IF ENEMY IS NEAR CORNER, LAND
C>v^ + -> <>tiC> + (MASH)}

Varies due to damage scaling


AS IRON MAN COMES IN: AIR ,,0 + - + (UPWARD AIRDASH), , , <>?<= + , DELAYED,
-=* FORWARD AIRDASH, , -> FORWARD AIRDASH, , -> FORWARD AIR DASH, , LAND 0<} ^ + =
yiC> + (MASH)

{} + ory + TAC to Iron Man, requires corner Varies due to damage scaling
TtwJkfjiitiJilmlTlMiii
Mutant lerroris*
Erik Magnus lehnsherr
Ipublic)

mmm
Has the power to maoipolate magnetism and metal
at will. He cao create magnetic barriers that
are able ta withstanti nuclear explosions, anti by
altering geomagnetism, he cao cause changesi
iHflMllmmii t, and even ignite volcannes.

mnpBBs
Anything that can be controlleti throogh

PBBtllt
A survivor of the Auschwitz cooceotratioo camp
during World War II, ho developed the idea that
genetically superior mutants should be the nnes
to rule over mankind, fighting for the sake of
motantkioti, he is a calcolatiog character who
stops at nothing to achieve his goals.

tiBsi immm
m Men #/ tmz]

PBMBEBIB
INTELLIGENCE

tt
,d 'FIGHTING'ABILITY L.,,,1 ,.\ \
"This is biographical, and :m|;S;:iilh<:rti:;;:;:iM::i> :v.i|iii:|iiii!-:il -til:
in-gamecombatpotential ol this hero
AlllBMIl EBSIBMfS overview
.-.- 't Vitality 850,000
\
Chain Oomho Archetype Marvel Series
jp -1 i3 X-Factor Boost Damage Speed
JW
'' | Level 1(3 teammates remaining) 125% 115%
Level 2 (2 teammates remaining) 147.5% 122.5%

y? i Level 3 (1 teammate remaining) 170% 130%

Your goal with Magneto istopush your challenger's character into the corner, and look for chances
toconnect with athrow. But ifMagneto has beams, Shockwaves, gravity things, and all this other
stuff, why would you want to play him like areally mobile wrestler?
Clean hits with Magneto lead tocombos that carry adversaries tothe corner
while building overa barof hyper meter
Scoring athrow deals half as much damage, butstill results ina cornered
foe andMagneto gainsat least one barvia the comboafterthe throw
Magneto's offensive momentum midscreen iskilled by advancing guard
without assists to help him, but throws can't be guarded and pushblocked,
and advancing guard is lesshelpful to a cornered competitor
Magneto's corner combos inflict terrific damage: atleast 700,000 ifyou
spend one bar ofhyper meter, and possibly well over 900,000 ifyou usea
lv.3 hyper combo or THC to a teammate

How doyou push adversaries into the corner with Magneto?
Using Electromagnetic Disruptor L, Magnetic Blast, Magnetic Shockwave,
zoning assists,and the newRepulsion special moveto create a wall that
repels his opponentsbackward
Attacking aggressively with throws and the tip ofair, backed by
4) I 'ering assists, when hisfoes are deterred from advancing
l'filll'frlH'llll:lfl>frliriTTMmifill llljjj

Wning since original mcs


r air and airdashing both behave differently in UMvC3, the "ROM" combo (super jump rising
$> down-forward airdash x8; it was more complicated in terms of timing/positioning, but
the red meat) ismostly no longer possible midscreen. It's also harder (depending on the size of
allenger) for Magneto to perform repeated flying airdash air combos midscreen. (Both the
ind flying airdash loops still work in the corner and sometimes midscreen, mostly on big
.aries; giant robots just aren't catching breaks lately, are they?)
eto isstill a high-damage character, and hestill rushes with the best ofthem. Triangle jump air
y still hits in about 19frames, performed asquickly aspossible; thechange inairdash acceleration
night make it easierior you to use triangle jump and now, especially from anormal jump (in
larticular, itis now much easier to triangle jump backwardwith air, which isagood close range
eint). What helost was the ability tocarry any competitor into the corner from anywhere with the
IOM loop, then hit them for another 10 seconds with the Hyper Gravitation corner loop, and finally cap
Ioff with Gravity Squeeze for the assured knockout off aself-sufficient combo. Although that was only
een at high levels ofplay, itwas still abit much, and so it's gone. Magneto isstill Pringles, though.
The and versions of Electromagnetic Disruptor have 5and 4more frames of recovery,
respectively. EM Disruptor Lisslightly lessabusable from fullscreen, but many characters still
have no answer for itsimply by design. (Magneto is,after all, asort of mutant demigod who can
manipulate elements and fly, while Haggar is... uh, a determined politician with apipe. It's not David
and Goliath exactly, but...)
Magneto alsogained three variations ofa newclass of special move that allows themomentum of
adversaries tobe altered (Storm, one of Magneto's best friends, atleast as far as fighting games
are concerned, got theother two moves like this). Competitors can be pushed out, pulled in,or
slammed to earth. Between Magneto's considerable capabilities atboth close and long range and
le possibilities with assists, theexistence ofthese moves serves only tostrengthen theleader ofthe
rotherhood rather thanto change his purpose.
ir knocks Magneto's opponent back farther
irdash speed and distance reduced
ecovery time on Disruptor L & M increased
lagnetic Tempest and Gravity Squeeze are mashable
light duration decreased to 106 frames from 120 frames
ew move: Fatal Attraction + if o pulls opponent toward Magneto
ew move: Repulsion + if o pushes challenger away from Magneto
from the air
11'' II111:1 : 1111 Hi'/ f)tjlT) ifi\\\jjjjjjiV^IJJjI-ilBTl'rIII|!|:M'
StanHinn Basic Attacks
Screen Command Hits Damage Meter Gain Startup Active Recovery *" M^S" Notes

Grouching Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery AdJJnH,fl9e ASded NleS
Air Special AttacksFlying Screen and Air txchange
Zf*Z7,^T,ZT<"Th" """l?"T"i1*' *m?"""SCa"ed "V""X'm'1When"Sed "ISlde<*a *"""'c"">' * '*'<* *l>>r
5g*3CtZ!*'"PU"m0 ' d,reC"n P,US@-are "* BSSible d",in9 a*""*' Mmb' E"aw "i,s**te ** <te ** -
Screen Command Hits Damage "Jeter Sfartup Ac(jve RecQvery Advantage Advantage No,es
Air 90,000 720 Overhead attack,causes hard knockdown usedl
+1J +16
in launcher combo

Air-Q + (during launcher combo) 60,000 17


Tags in next available ally while lofting
opponent upward
Until Tags innext available ally while causing wall
AirC> or-C3 + (during launcher combo) 50,000 400
irounded bounce, erases1 hyper meter barIrom foe
400 +
Airy + (during launcher combo) 50,000 Tags in next available ally while causing ground|
10,000 bounce, generates 1 hypermeter bar

Jhraws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense. Combos
are usually possibleafter throws, one wayor another.

Screen Command Hits Damage Meter Gain Startup Active Notes


C> * (ground) Captures foe for 134 frames, Magneto may move after 90frames
<? + (ground) 80,000 Captures rival for 144 frames, Magneto may move after 91 Irames
<> + (air) Captures adversary for 152 Irames, Magneto may move after 90frames
O + (air) 80,000 Captures opponent for 163frames, Magneto may move after 91 frames
Recovery (this Recovery
crossover (other
Screen Type Combination assist) partner)
Hyper Combo
Knocks down, beam durability: 1 frame x 5 low
Electromagnetic 120
Magnetoex Magnetic Shockwave 720 35 priority durability points
Disruptor L
Captures foe, 2nd hit is inflicted ilopponent is
Hyper 950 50 127 97 not struck while captured, 2nd hit knocks down,
MagnetoB Magnetic Tempest Gravitation M
95,1
projectile has3 low priority durability points
Counter, assist vulnerable for 3 Irames before
counter activates, spinning knockdown il
Magneto'y Magnetic Shockwave Force Field L 1 20 physical attack touches active frames, active
frames nullify medium priority projectiles

-i | : '* \ *n HEHrr

mm

Electromagnetic Disruptor is one of the best beams in the game, and beam assists are generally wonderful; Magneto-a is no exception (and, although Magneto had some recovery added
to the and versions of EM Disruptor on point, his assist took no such hit). Pair this with any character who relies on zoning to bolster their long range assaults; pair this with any
teleport-capable character to create instant, easy mix-ups when you call Magneto-a on one side, then immediately teleport to the other. With characters who can self-OTG. you can also
frequently perpetuate acombo by scoring ahard knockdown (like after flying screen), then calling Magneto-a, then using an OTG move. Magneto's Electromagnetic Disruptor only hits
once, keeping both hitstun decay and damage scaling down and probably putting your opponent in position for lhe combo to be continued.
Not only is it asking alot for Magneto-^ to actually hit atarget outside of combos tailored just for the Hyper Grav assist, but you!ll get Magnetic Tempest instead of Magnetic Shockwave
incrossover combinations. This loses the OTG capability Magnetoa/7 brings tothe table for a team.
Magneto-7 grants Shockwave in crossover combinations, but it's not as useful as it would seem for being acounter assist. Magneto is alow-vitality character to begin with, and he's
vulnerable when he lands, before he actually performs Force Field. If the challenger has anything active when Magneto touches down, Magneto just takes damage for no reason.
It.'
Snap Back rV
w
^i r.)
Screen Command Hits Damage Meter Gain Startup Active Recovery 2WtB" if Guarded
500 - (-1 hyper 0
<>\c> + BH23 50,000
meter bar)
20
w
-"^A;
m\
On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
Sri ^
out lor 4 seconds

^fflffllMm
Screen Name Command Hits Damage MG|fnr Startup Active Recovery M%** Jgg Notes
Knocks down, beam durability: 1 frame x 5 low
Electromagnetic 90,000
Disruptor L Ot\c> + priority durability points

Electromagnetic Knocks down, beam durability: 2 frames x 4 low


29 -21
Disruptor M <)^o + 104,500 12 13 priority durability points ^^^_^_
Electromagnetic
Knocks down, beam durability: 3 frames x 4 low
24
Disruptor H <}^o* 121,900 priority durability points
AirElectromagnetic (inair) Until Knocks down, beam durability: 1 frame x 5 low
90,000 14 -26
Disruptor L $\C>+ 720
landing priority durability points ^^^
finair) Until Knocks down, beam durability: 2 frames x 4 low
AirElectromagnetic +3 -20
Disruptor M
104,500 landing priority durability points ^_
AirElectromagnetic Onair) Until Knocks down, beam durability: 3 frames x 4 low
+10 -14
Disruptor H <>^C> +
121,900 landing priority durability points
Captures foe, 2nd hit is inflicted ifopponent is
not struckwhile captured, 2nd hitknocks down,
Hyper Gravitation L 35 +25 -22
0#<^ + 95,000 950 26 projectile active lor15frames, projectile has 3 low
priority durability points ^__
Captures adversary, 2nd hit is inflicted if competitor
is not struckwhile captured, 2nd hitknocks down,
30 +31 -17
Hyper Gravitation M 0#<^ + (M) 95,000 950 projectile active for 15 frames, projectile has 3 low
priority durability points
Captures opposing character, 2nd hit is inflicted if
rival is notstruckwhile captured, 2nd hit knocks
Hyper Gravitation H 25 +31 -12
ty$o* 95.C 950 36 down, projectile active for 15frames, projectile has
3 low priority durability points
| Screen Name Command Hits Damage jj' Startup Active Recovery Ad0v^nHff 9e fiffffi Notes ^^^
Air Hyper (j,n air) Captures foe, 2nd hit is inflicted if opponent is
2
Gravitation L $&<?* 2 95,000 950 30 36 +25 -24 not struck while captured, 2nd hit knocks down,
projectile active for 15frames, projectile has 3 low
priority durability points
Air Hyper (in air) Captures adversary, 2nd hit isinflicted if competitor
3
Gravitation M 2 95,000 950 35
31 +31 -19 is not struck while captured, 2nd hit knocks down,
projectile active for 15 frames, projectile has 3 low
priority durability points
AirHyper tip air) Captures opposing character, 2nd hit is inflicted if
4
Gravilation H &<? + 2 95,000 950 40 -
26 +31 -14
rival is not struck while captured, 2nd hit knocks
down, projectile active for 15frames, projectile has
3 low priority durability points
Knocks down airborne foe, recovers immediately
Magnetic Blast L
inB>c> + 1 70,000 560 14 - 35
when grounded, projectile has 5 low priority
durability points
5 Magnetic Blast M
(inair) Knocks down airborne opponent, recovers
1 70,000 560 18 31



immediately when grounded, projectile has 5 low
priority durability points
Magnetic BlastH (inair) Knocks down airborne adversary, recovers
1 70,000 560 22 27


immediately when grounded, projectile has5 low
priority durability points
Force Field L c>0i + 3 19 50 total Irames, counter attack, active counter



28
frames also nullify medium priority projectiles

6 Force Field M 55 totalframes, counter attack, active counter


ooti + -


8 19 29 -

frames alsonullify medium priority projectiles


Force Field H o<}^ *
12 19 30
60 totalframes, counterattack, active counter
frames also nullify medium priority projectiles

Force Field Triggered ifactive Irames of Force Field are struck


7 1 100,000 800
Counterattack 15 20 41 -37 with a physical attack, invincible from frames 1-75,
-

spinning knockdown
8 Flighl (inairOK) O#o +

15 Activates flight mode, flight mode lasts for 106
-

frames
9 Fatal Attraction <?<}& * -

-
7 23 (pulled) 11 Unblockable, pulls competitor toward Magneto, loe
is free toactwhile being pulled
-

10 Repulsion o<>$ *

12 20 (pushed) 14 Unblockable, pushes opponent away from Magneto,

adversary is free toactwhile being pushed


10 Unblockable, pullsairborne rival down to the


11 Reverse Polarity o<}# + 16 pulleddown 19



ground, opposing character is free to act while
from air) being pulled down

Electromagnetic Disruptor. Magneto's beam has slightly more recovery at the end than it did in MvC3, but it's still one of the best ranqed
attacks. His EM Disruptor Lstarts traveling on frame 7after input, and it crosses the entire field by frame 16. For comparison most
overheads aren t even that fast. When trying to control your challenger from fullscreen, or to preempt or stay even with zoninq-oriented
adversaries, EM Disruptor Lshould be the foundation of your efforts.
Because of its speed, grounded EM Disruptor is particularly good for hit checking opposing assists. If any EM Disruptor happens to knock
down your competitor s assist, you have plenty of time to decide whether you'd like to cancel to Magnetic Shockwave to beef up the red
damage inflicted (this doesn't work on point characters, since EM Disruptor doesn't cause ahard knockdown on them but any hit is a
brief hard knockdown on assists). This assist-punishing trick is more valuable if the assist is in the middle of the field, so Shockwave can
carry them farther and hit more often. If the opposing assist is knocked down to the back of the screen, Shockwave only hits them once or
twice; ifEM Disruptor knocks them OFF screen, Shockwave might not hit atall

SelK^ cancel int0*- *- < - *"* * *


KSSezeCiKTybuttJoTpSJfe flft* ^^ finiSh''n9 **"* ^^ MEM DiSrupt0r HiSalWaysadecent option <and can be canceled
SIS rSSIfr'K Disruptr,can nly be used once per airborne period, after which Magneto will fall to earth unable to act or guard. Activate flight first if you want to shoot EM
Disruptor repeatedly, or if you want to prevent Magneto from being helpless on the way down afterward.

Hyper Gravilation: Magnetosends a


magnetic snare out toward his rival;
the heavier the version, the farther the
magnetic snare travels, but the slower
Magneto releases it.
Hyper Grav is a mainstay in corner
combos,whereit's possibleto reliably
juggle airborne foes with standing
into HyperGrav Lleadinginto more
Magneto perform aso-called "Hyper Grav loop" on cornered competitors; see Advanced Tactics for more details. This can work midscreen, as weKiKuThartef' ^ ^ "^
The natural follow-up to Hyper Grav is either Magnetic Tempest (and then maybe aTHC), or ashort combo that leads into Gravity Squeeze (like the one mentioned in the EM Disruptor entry).
m\Z!to&nXZt 2HbSSn?idtSCreen *?' thLUThLthe fef aSSiS,S in C0mb0s (cause ahard knockdown, call an OTG assist and perform Hyper Grav), or by using air
Th areIS y So \t StSiLSIT
,,n ,~fMZ Z.
rSSS ett?9 h'kPerfT,he aU,"hit n the way in'then IMMED|ATELY airdashing down-forward and performing Hyper Grav
,? Appendix.) Otherwise, it can be useful to occasionally "poke" with Hyper Grav Hfrom mid to long range just to remind your oooonent that
KitSSS!1 SmCe HyP6r Gr3VS ,hemSelVeS" 6aSily d6S,r0yed ^"^PmieC,ileS' 3nd b6CaUSe Ma9net ' ^^ 0P6n lf ^tffSSlmmVSm
Magnetic Blast. This move isa diagonally-
aimed magnetic projectile that canonly
be thrown while Magneto is airborne. The
motion isunusual: while's) \ $> fireball
motionsare second-natureto any fighting
game player by now.'fr d *$> can be
deceptively awkward, especially ifyou're
trying todosomething like use Mag Blast
as soon as possible aftera forward jump.
Spend some time inTraining Mode doing
nothing buttossing Magnetic Blasts to get
used to it. For another tip,whenever you're
Force Field: For Magneto's counter move, he counters any physical hit that strikes him
planning to throw aMag Blast, try doing $ + in midair first. One reason for this is lo during active frames with his Force Field counterattack. The counterattack isn't assured;
simply to sort of both "center" yourself and Magneto; since you're intentionally canceling if your opponent triggered Force Field with an attack that recovers quickly, they may have
air into Magnetic Blast, the results are more predictable than if you tried to do Mag
time to guard thecounterattack.
Blast by itself, failed, and somehow got another move on accident. The execution failures
are then on your terms if they occur. Done correctly, and the air barely even animates On hit, the Force Field counterattack causes aspinning knockdown; you can hyper combo
before Mag Blast, and starting at^S means that not only does the air double as an cancel the recovery of the Force Field counterattack to capitalize. (You can also activate
option select air throw if your target happens lo be in range, but it also makes it anatural X-Factor.) During both the Force Field and the counterattack, Magneto is invincible to
motion toroll ^S^ 7C>. physical attacks, and incoming projectiles of medium priority or less become nullified. He
can still be thrown, however.
The angle of Magnetic Blast makes it very useful, since most characters can't deal particularly
well with ranged threats that descend on them ata 45-degree angle. This isthe same reason In terms of application, you can use Force Field effectively against obvious assaults,
Akuma's air Go Hadou projectiles end up being so strong in any traditional StreetFightertitle, such as repeated dive kick-type attacks (like the ones Wolverine, Trish, and others love
where almost no one but him has that kind ofability. Get above your challenger and toss Mag to use) or square jump spam. When your ground chains are guarded, you can also
Blast diagonally down at them, and Magneto is free to airdash in behind the projectile. Unlike cancel crouching into Force Field occasionally... most opposing players are aware
beams, Mag Blasts do not dissipate if Magneto receives a hit after tossing them. You can also that Magneto is punishable after ablocked slide, but you can deter this by occasionally
use Magnetic Blasts invariations of Magneto's air combos. mixing in Force Field. Overall, it's abetter approach to just not have your slide blocked and
to not play "chasing the queen" adding high-risk escapes to high-risk maneuvers, but it's
Magneto releases lighter versions of Magnetic Blast more quickly, but the projectiles travel worthwhile todo this kind of thing occasionally just toremind your competitors that you
more slowly. Heavier Magnetic Blasts take longer totoss, but they traverse the screen faster.
might do it.

Flight. Magneto's flight mode is invaluable for his mobility and air combos. Flight mode has been reduced slightly in
duration since MvC3\o cut down on Magneto's ability to stay airborne, flitting around with repeated flying airdashes. The
duration reduction also slightly shortens Magneto's flight mode aircombos.
Only with flight can Magneto airdash more than once per jump. This is done in one of two ways. You can cancel different
directions of airdash into one another using normal inputs (57 + ,& + ,<> * , and so on). Or,
you can airdash in the same direction over and over using plink inputs (-,-, drumming two attack buttons
on consecutive frames repeatedly while holding the direction you want to airdashuse as the first button so your
airdashes double asair throws! See Advanced Tactics for more details). You can use this in all sorts of ways, especially
combined with using air to drop from the flight whenever you want. From aflying position at normal jump height
in near your rival, for example, you can airdash up-back then immediately back down-forward with air to feint the
backdash into aforward triangle jump. Air makes Magneto land automatically, so if ithits, you'll be able to confirm and
continue the combo from the ground. This is also extremely useful after taking ahit that causes Magneto to recover in the
air; activate flight, then airdash away rapidly (while calling an assist that provides cover from the ground, if you have one),
orfeint airdashes away, then airdash aggressively at your foe with attacks.

FatalAttraction, Repulsion, andReverse


Polarity: Along with Storm's newFair and
Foul Wind specials, theseactionsallow
Magneto to pushand pull adversaries
around on a whim. Between Fatal Attraction
and Repulsion, as with Storm'sFoul/Fair
Wind, the version that pulls opponents
toward Magneto has both a slightly
larger effect andoccupies slightly less
of Magneto's timethanthe version that
pushesaway. For Reverse Polarity, the
moveforces any competitorairborne
between frames 16 and 26 to the ground.
These actions have no effect on assists, and they don't put your challenger into any actual kind of "stun" state, so they're still free to act. This means you won't want to use them for just
any old reason, since that only gets Magneto into trouble. Depending on your team, you can couple the use of these actions with particular assists to make Magneto relatively safe and
open up new avenues ofopportunity.
For example, if acompetitor such as Chris takes to the air to fire his Uzi, you can call some sort of assist that hits along way laterally (like beams or Sentinel-a). then perform Reverse
Polarity to haul him right back down and into the path of your assist. You'll be able to tack on an EM Disruptor to pile on, hit or guarded, and you re both back at fullscreen square one.
Or, from long range, you can call an assist like Chun-Li-7, Chris-7, or Dante-a, then perform Fatal Attraction. If your competitor is careless with '^^J^'^^
Attraction sucks them in, they just may get clipped by the assist, giving you plenty of time to verify, dash forward, and launch them. As with Storm sFoul Wnd, Fatal Attraction is also
very useful to mess with adversaries who think they're going to fall or airdash onto Magneto. Perform an early preemptive Fatal Attraction after the opponent super lumps, and they I be
pulled clear over Magneto, and their air basic attacks whiff (unless it's something omnidirectional like Zero's air ).
These moves work at ANY time-while Reverse Polarity won't do anything to challengers who aren't airborne, Repulsion and Fatal Attraction can even push and pull competitors lying
prone or recovering from aknockdown! In this manner, these moves can be very useful for devious resets. Fatal Attraction also allows you to squeeze alittle more damage out of OTG
Magnetic Shockwave by repositioning the opposing character closer to Magneto right before the hyper combo hits them off the ground.
uTmsMim
Screen Name Command Hits Damage Startup Active Recovery Ad0vJnH,ftge forded No,es
Magnetic Frames 1-10 invincible, OTG-capable, hard
1
Shockwave
0^r> + 6 327,800 14+1 44 56 -
-68
knockdown

Magnetic Tempest 275,400-


Knocks down, each rock has 1 high priority
2 40-80
(in air OK) O#o + 330,700
4+23 77 29
-4 durability point, can be mashed for additional
hits
Gravity Squeeze Frames1-10 invincible, OTG-capable, hard
400,000-
3 (level3 hyper ><>* + 2-50 20+1 2 43 -30 knockdown, unaffected bydamage scaling,
448,000 -

combo) can be mashed for additional hits

Magnetic Shockwave: Thiscreates MagneticTempest. Magnetic Tempest is used in


a seriesof infinite-height energy combos, usually after HyperGrav. Juggling into
columnsthat travelawayfrom either Magnetic Tempest or Gravity Squeeze is the
Magneto. Ifthese pillarscontact ultimate goal of most corner combos. Mash an
adversaries along the way,they'll attack inputfor increased damage.
be carried along with the wave.
Thus, Magnetic Shockwave ends IfX-Factor is activated duringMagnetic Tempest,
updealing a lotmore damage the rocks dissipate right away.Since Magnetic
midscreen than near corners, where Tempest combosinvolve the challenger being right
the columnsquickly traveloffthe next to Magneto, he'll be in positionto dash and
side of the playing field. launch immediately. Hitstun decaybecomes pretty
severe ina combo bynow, butyou canuse Magneto to immediately hand off to another character
Magnetic Shockwave is most important for its defensive and anti-assistuses. When viaa TAC, and then hitstun decay won't matter. Your nextcharactercan finish offboththe team
using Electromagnetic Disruptors to prod your challenger from far away and keep aerial combo andthecurrent challenger character inX-Factor, andthen be ready to mix the next
them out, they will probably eventually jump over your beam barrage. Here, they competitorup.
might airdash or fly forward andthreaten Magneto, butyoucan justcancel the
recovery ofEM Disruptor to Magnetic Shockwave inorderto insulate Magneto GravitySqueeze: Magneto's lv.3 hyper combo
from most harm (yourfoe might stillblow throughwith a teleportor a move that's
strikes whereverthe opponent is on the 21st frame
invincible for a good period oftime, like lv.3 hyper combos; inthis case, you'll have after input. An attack input can be mashed on hit
to blow X-Factor to besafethis canactually be bait against a teleporteror just for a little extradamage. Afterward, your foe is
eatthepunishment with a smile. You can'twin 'em all). Your EM Disruptors also
lobbed backward ina hardknockdown. Magneto
inevitably sometimes snipe opposing assistsas they tryto come on screen. On can follow-up afterthis at the veryleast byjuggling
reaction to this, ifthe opposing assist is closeto Magneto's side of the screen or in
the opposing character with EM Disruptor; near
themiddle ofthe playing field, cancel to Shockwave to punish theassist further and corners, Magnetocan actuallydash in and use
perhaps coax a badmistake outoftheopposing player's point character.
standing , tolaunch the challenger before
Shockwave can also end midscreen combos, and itis indirectly better at this than they hittheground. Hitstun decay is high bythe
inoriginal MvC3 thanks to Fatal Attraction. After all, thecloseryouropponent time you get to an air combo afterward,so the
is to Magneto when Shockwave hits, the better. Air combo yourrival and cause best you canusually doistocause a hard knockdown inthecorner. (With some assists, you can
tlying screen, then perform Fatal Attraction to pull their body toward Magneto. do betterfor example, dash forward after Gravity Squeeze and juggle standing ^^ EM
Cancel toMagnetic Shockwave before they get upfor theOTG. Ifyou cause a Disruptor Hwhile calling Dormammua, then cancel to Magnetic Tempest!)
hard knockdown inthecorner, andyou don't have an OTG assist handy to enable Gravity Squeeze is OTG-capable, which makes itan excruciatingly easyway to add400,000+
you topop your competitor up into Hyper Grav :c:H>' Magnetic Tempest, then damage toany hard knockdown. Italso combos after any standing , EM Disruptor, Hyper Grav,
backdash away from the corner and perform Fatal Attraction canceled into Magnetic orForce Field counterattack. You might even choose to cause a long-lasting hard knockdown with
Shockwave. This ekesabout -55,000more damage outofcorner Shockwave than
was possiblein original MvC3.
one ofMagneto's teammates, then tag him intofinish their combo with animmediate OTG Gravity
Squeeze. Magneto's flexibility with adding Gravity Squeeze toany othis combos means he's
always extra dangerous when he's packing surplus hyper meter.

MHtHN
Magneto has aterrific air and air for rushing down challengers, but his ground
attacks areactually not quick compared to thefastest pixies. So,you'll generally only want
to attack on the ground behind the frame advantage that is provided byeithera jump-in
attack oran assist. Magneto works bestwith pinning assists,or assiststhattake up a lot
oflateral space (and thelonger they stay active, the better). Beam assists help Magneto's
ranged game, as they do with anyone, but they don't tend to last long enough to give Bygetting your challenger loguardanassistthat Magneto's rangedpowers are supplemented bynew
Magneto several free shotswhile hisopponent guards, andthey tend to keep your rival holds them iorawhile, you'll buyyourselfa chance moves that lethim reposition hisadversary.
stuck inguardstun, which reduces theamount ofways they could screw upagainst an to cracktheirshell.
aggressive Magneto.
Americaa and Rocket Raccoona can be used for more or less the same purpose,
Ultimately Magneto works best with assists like Akuma(3 and Sentinela. Backed by although they occupymuch less of the playing field.
anassist like Akuma's projectile-invincible Tatsumaki, Magneto canbe played in a proactive
manner on offense; withSentinel's drones, the playshould be more laid-back and measured. With an assist like AkumaB, you can play more aggressively because Akuma cuts
(This isjustas true ifyou select assistsother than these, though your actual tactics may through so much stuffwith his body (whereas Sentinel assist cuts through nothing, the
have to bealtered slightly.) Both assists mentioned hereare fragile and have to becovered robot juststands there beckoning for the dronesdo robotsneedthe pointing?waiting
in different ways, andMagneto is noSentinel Thor, either, so thelow vitality oftheteam foryourchallenger to nuke a giant, fragile target ifyoudon't stop them). Instead of coverinc
also dictates howyou shouldoperatecarefully. the assist call itself, yourgoal is to call the assist when you'realready relatively close
to yourtarget, thenreactaccordingly. Don't commit to an attack while you'redashing in
Magneto hasan ideal means to cover Sentinel callsstanding with his back to the screen andcalling Akuma; wait to see the results of Akuma first. Otherwise, youmight get both
edge and performing EM Disruptor after calling Sentinel. Ifyour foe does anything that Magneto andAkuma caughtat once.On the otherhand, if Magneto isn't committed, you'll
makes you nervous, youcancancel to Magnetic Shockwave to protect bothcharacters. be able to block and pushblock ifyouradversary starts hitting Akuma; from here, you'll
After the drones are on screen and traveling, Magneto can catch up tothem easily if you possibly be free to employ EM Disruptor, Hyper Grav H, or Magnetic Shockwave in orderto
wavedash while they travel to your opponent's character. (Once Sentinel leaves, you are stop them.
alsosafe to use Fatal Attraction to pull your adversaries forward into the drones, or execute
Reverse Polarity to suck them down outofthesky into thedrones.) As theopposing IfAkuma starts hitting the opposing character, youcan react intimeto continue with a combo;
character is forced to block the drones oneway or another, Magneto canthen be made to ifAkuma is guarded, your jobis to force yourchallenger to keep guarding with either EM
alternate between dash-in crouching , triangle jump air , orempty triangle jump into Disruptor, dash-in crouching , oratriangle jump mix-up so Akuma can leave safely.
crouching . Because Sentinel's drones force your competitor to sit still for so long, you
have time to take two orthree cracks at breaking down your rival's defense here. Ifyour Magneto alsoworks well when paired with OTG-capable assists; the master ofmagnetism isfast
opponent weathers the stormand pushblocks Magneto back successfully, then it's time to enough and hiscombos areflexible enough to make justabout any assistwork. Off anyOTG hit,
create another space to call Sentinel and repeat the process. Other assistssuch as Captain youcancontinue the combo or easily link Hyper Grav to Magnetic Tempest to cap offa combo.
Magneto canbeplayed tostalemate somecharacters One bigplustolanding a throw is that your You can lorce incoming characters into situations With careful timing, you can use the new Repulsion
with Electromagnetic Disruptors alone. challenger's incoming assist ends up whilling where they're susceptible toan air throw orcombo special against aioeyou've knocked down into the
harmlessly. regardless ol what they do. corner toprevent them Irom rolling out.

Without being backed by an assist who takes up a lot of space and gives Magneto chances Once the opposing character rises, they'll beableto roll forv/ard during ground recovery,
to stage mix-upswithout much risk, you'll have to take more advantage of Magneto's ranged but Magneto canbe made to correct forthatin multiple ways. Ifyou have an assist like
tools, since rushing in mindlessly without cover is a good way to lose. Sentinela handy, call it so thedrones are occupying the spaceyour challenger will roll
forward into, then backdash as they roll forv/ard. This gives them just enough room to
When in doubt, there is nothing wrong with attempting to zone your challenger with put themselves intoa confusing situation, while you stillkeeptheir backs to the corner.
Electromagnetic Disruptor L and Magnetic Blast L. Shoot EM Disruptorat opponents who Alternatively, youcan simply call an assist who can coverMagneto and pin the adversary,
are directly across from Magneto; toss Mag Blastsdown uponthemfrom up aboveand far and then you canperform Repulsion as thetarget startsto roll forward. Magneto simply
away. Ifyou super jump backwardand throw Mag Blast L as soon as possible, you'll have holds them in place, andthenthey'll be forced to guardthe assist covering Magneto... and
plenty of time afterward to either: they'll still beinthecorner, with Magneto right next to them with frame advantage!
Airdash up-back and throw another Mag Blast L, then possibly Catching one or two sequences correctly with Magneto against a cornered competitor
activate flight to stay in the air longer, or fall to earth to get should result in a knockout. The next character falling in fresh also gets cornered. To cover
another bead on EM Disruptors and rushing in a number of bases, the mostconsistent thing to do is to jump to meet them justas they
come in with air canceled into Magnetic Blast L. Ifthey fall in mashing an attack trying
Airdash down-forward, and attack behind the cover of Mag Blast L to beatyouout, this combos andallows you plenty oftimeto land and juggle with standing
Activate flight and airdash forward and down-forward repeatedly , into an aircombo. If they block, you'll still be right on top of them. If theyuse
to either fall directly on a competitor with air or pass over advancing guard, unless they do itimmediately asair hits (which isaslikely an accident
them to the other side as anything else;using advancing guardagainstsingleattackson reaction isn't reliable),
Magneto lands before them! They're still stuck intheadvancing guard animation in midair
Mag Blasts are also very useful at normal jump height, if your challenger's team isn't briefly, so Magneto is free to dash forward, then jump to airthrow them before they land.
constituted to completely dominate ground level (you're not going to get away with throwing Naturally, an airthrow into thecorner should mean a minimum of450,000 damage, not
many jump height Mag Blasts if Rocket Raccoon or Arthur are spamming projectileswhile counting THC or X-Factorpossibilities.
calling a Doctor Strange assist, for example).When he is this low to the ground, you
have time to dash in with Magnetoand combo after a Magnetic Blast hits from mid range Any of Magneto's combos can end with either standing or aHyper Grav; that means
(or, if Mag Blast isguarded, to triangle jump air , orempty triangle jump into throw you can manufacture this scenario (new character falling in) with asnap ba^a''t's end of
orcrouching , and so on). Throwing Magnetic Blast inthis manner v/orks as a sort of any combo (cancel st. into snap back, or follow up Hyper Grav with st. "^ snap
pseudo-assist, giving youa briefchanceto attackv/ithout the riskof just running forward. back). If you are really inyour challenger's head, and if they have assists with lots of red
At the very least, getting a MagneticBlast out there assures you of adding an EM Disruptor damage, then going for snap backs aggressively has more potential than taking guaranteed
Hfor your opponentto blockrightafterward, for a little chip damage and hypermetergain. damage, provided you makeyour mix-upspayoff.
Withoutan assist to help pin or Magnetic Blasts to attack behind, throv/s become especially All this assumesall things go according to yourMagneto gameplan, which won't be all
important while playing Magneto. He's a fast character,extremely air-mobile, whocan thetime. Your challenger may turnthe tables andgoafter Magneto aggressively, banking
cornera competitor offany throw; v/hether you groundthrowyour challenger or air throw ontaking him outwith justone solid combo into hyper combo, followed byTHC. So you
them, Magneto can manage to catch up and hit them while they're encased in magnetic can't afford to becavalier with Magneto's below-average vitality. The best anti-air against
rocks,and then it's cornercarry combotime.Throws are important becausewithout an airdashing, jumping, andflying characters going foroverheads andcross-ups is often to
assist to help him out, Magneto is fairly susceptibleto being pushblocked. Hisoverheads just try to air throw them. Failing that, Magneto's standing actually makes aterrific
are good, butthey're not really as fast as they lookcharacters who can jump andperform hit-confirmable anti-air/anti-jump attack. The little energy flash Magneto creates with
risingattacks as overheads are actually impossible to react to, while Magneto is merely very his hand is actually invincible (hishand andarm arevulnerable), like thesimilar effects
difficult. Magneto has aversion of this, with instant overhead jumping air, canceled created by Storm or Iron Man during basic attacks. On offense, useit instead ofcrouching
into triangle jump air , but it's difficult and misses many characters, especially if they're v/henever you anticipate an adversary trying to jump away, or when you're attacking
crouching (which they probably were, if jumping air managed to hit them in the face). airborne challengers at low altitude. On defense, you canuse itto tryand tick incoming
Your mix-ups between dash-in crouching and triangle jump air / take on a totally competitors out of their airborne attacks. As with crouching Just press the button two
different complexiononce you can mix in surprise throw attempts reliably. Opponents or threetimeswhenever you use it to give yourself a chance to confirm whether the light
v/aiting to use advancing guard to buyspace end up gettingsnagged. Dashes can be crouch attacks have caught your rival. If you do shoot an adversary down with standing x2-3,
canceled into a throwattempt (be precisewithyour inputto avoid accidentally getting an launch immediately and go for a normal air combo or TAC. Be advised that standing
up-closety "\ tv* + ), while empty triangle jumps can naturally lead toa throw upon whiffs overthe heads of smallcrouchingcharacters. (And over Amaterasu, Arthur, Rocket
landing. (See the Advanced Tacticssection for a meansto install morethan one air throw Raccoon, and Viewtiful Joe while they're standing!) Finally, ifyou can manageto jump
attempt into what looks likean empty triangle jump!) backward, airtj + E3H>- Magnetic Blast Lbuys solid separation and achance for
Magneto to regain control, and backward triangle jump actually comes out faster than
Soyou've chased yourchallenger into thecorner, either by pushing them back with Magneto's forward triangle jump air because of the new "hitch" in Magneto's down-back airdash.
projectile prowessor with a cornercarry combo. Ifthe combo is stillin progress when you Even from a backward trianglejump,the attack still has good range.
getto thecorner, tryto find a way to finish with Hyper Grav Lso thatyou can transition to the
Hyper Grav loop (seeAdvanced Tactics) before tacking ona hyper combo orgoing fora reset.
Depending on howthe cornercarryendedand whether Magneto has an OTG-capable assist
handy,the best you can do may be to score a hard knockdown in the corner.
I. MIDSCREEN: CR. , , , , "s> FORWARD SUPER JUMP, IMMEDIATE AIR , PAUSE, &$> DOWN-FORWARD AIRDASH,
PAUSE, AIR, LAND, FORWARD DASH, ST. , <^> FORWARD SUPER JUMP, AIR s ^ FORWARD AIRDASH,
AIR e~> * * - o , AIR , <^S> FORWARD AIRDASH, {AIR es> FORWARD AIRDASH) REPEAT BRACKETS X5,
AIR , LAND, HEH OTG-CAPABLE ASSIST, + *-Q@i^S>**-e. (MASH ) OR ST. ^> * * * o
e~> *. + * eg (MASH ), DASH IN ST. , <^> + * * o
Requires OTG-capable assist (damage varies slightly based on assist), -720,300 damage, -124% meter gain (or -945,000
damage, -140% meter loss with Gravity Squeeze)
This combo carriesyourchallenger corner-to-corner, and it requires an OTG-capable assist (ifyou simply endthe combo at the hardknockdown, it stillcornersthem while dealing a
respectable 462,000 damage andbuilding 117%hyper meter). From the middle of the playing field, thiscombo will already haveyouradversary in the cornerbythe timeyouget to the
flight portion, and so itcan work on every character; from closer toyour own corner, they won't be in the other corner quite yet. This makes the air link after activating flight late in the
combo unreliable or impossible on some mid-sized and almost all small characters:
Midscreen air to flight air combo unreliable on:
Arthur Chun-Li Deadpool Doctor Strange Felicia
Firebrand Frank West Phoenix* Phoenix Wright
Rocket Raccoon Spider-Man Strider Trish
Viewtiful Joe Wolverine X-23 Zero
* Notthat it matters; this combo K.O.sPhoenix before the portion that doesn't work on her!
After the launch, you want to hit with air on the way up assoon asyou can, but you want to pause before airdashing down-forward. This allows Magneto to rise ashis victim drifts
down slightly. After your late diagonal airdash, you then want to pause again, and link air on the way down as late aspossible. After landing, you want to be able to have Magneto dash
right into an opponent who'sjiot very high off the ground, sostanding to combos properly. This part can take some practice; it's easier (and trivially less damage) to simply land
and perform crouching. instead. If this misses, you didn't position the rising and falling air heavy attacks properly. Take your time! (On big characters, you can squeeze in asecond
rep of super jumping air into airdash down-forward air, before dashing forward to relaunch.)
If the opening light attacks are guarded, then halt the combo and go for athrowJriangle jump air for an overhead, or Combo Iagain. If you think your challenger might try to jump away
on the ground, or if they're airborne at low altitude already, open with standing x2 instead. If standing x2 strikes against an airborne competitor, just launch with immediately
and proceed to the air combo portion withoutmore ground attacks for the sake of consistency.
On small characters, you can perform everything up lo where flight is, then do air for a hard knockdown instead. From here, dash forward and call the OTG assist, then perform Hyper
Grav HintoMagnetic Tempest. This is less damage, hyper meter, and pushback, butit's still totally worth doing, at around 696,100! Alternatively, see the Combo Appendix for a midscreen
cornercarryflight combothat does less damage, but is much easier and workson everycharacterconsistently.
Ending itwith a hard knockdown short of the corner also opens up the chance tocommand dash upon landing with, then perform Fatal Attraction canceled toMagnetic Shockwave.
The dash, followed byFatal Attraction, putsMagneto andhis challenger right next to oneanother, making the most ofShockwave. This combo doesn't require the help ofan OTG assist, and
it allows Magneto to deal a relatively easy548,900-576,900 damage on anyone inthe cast.

//. CORNER ONLY: CR. ,,, , ^> FORWARD SUPER JUMP, AIR , PAUSE, ^> DOWN-FORWARD AIRDASH,
AIR , LAND, (UPWARD SUPER JUMP, AIR ^> DOWN-FORWARD AIRDASH, AIR , LAND} REPEAT BRACKETS X7,
STANDING ^**-c.<*=>t*..c> (MASH )
703,100 damage, 32% meter gain
The so-called "ROM" combo (a name appropriated from a similar up-and-down MvC2 combo) is still around, butnow it's only reliable incorners, where itstill works onevery character.
After the launch, the first super jump repetition isnot about speed, it's about position; aswith Combo I, you want to hit with air AAP on the way up, then let Magneto drift upward
for amoment before airdashing down-forward. The difference here is that after airdashing down-forward, you want to strike with air immediately, so Magneto kind of wedges himself
between them andtheground andpopshisfoeback up.From here, perform theseven follow-up repsas fastas you can; ifthey're inthe right position, it's justabout speed. (This combo
is, strictly speaking, more work than absolutely necessary for this amount of damage, but hey, itlooks radstart off with triangle jump air to cr. before the launch, and you end up
with a combo that is literally 22 heavy attacksin a row. In MvC2, he got bywith a 5-fierce combo!)
After the final standing to Hyper Grav L, you can also opt to perform standing to EM Disruptor Hto Gravity Squeeze. Or, you can just jab your opponent out of the Hyper Grav with
standing (L), then go for an air throw back into the corner against their air recovery.
Whenever super jumping upward during thjs combo, it'smost lenient tosuper jump up-back... but, this may increase your likelihood ofaccidentally performing a worthless Hyper Grav H
instead of just getting upward-moving air. Super jumping straight up works fine, but it makes the timing slightly more exacting. You can use air in place of air during upward-
moving portions of the combo, but this diminishes the usefulness to be less than much easier alternatives.

THROW / AIR THROW, WAVEDASH, CR. , <^> FORWARD SUPER JUMP, AIR &> FORWARD AIRDASH, PAUSE,
AIR , , LAND, {FORWARD JUMP, AIR es$> FORWARD AIRDASH, AIR , , LAND) REPEAT BRACKETS X2, ST.
es> t * * (OR IN CORNER * if * &> * - o AND MASH )
229,900 damage, 95% meter gain (or 468,100 damage and 9% meter loss with Magnetic Tempest ender in the corner)
Magneto can always follow upaftera throwyou justmight have to doita bitdifferently depending onthe position. After a forward ground throw, wavedash forward andslide into
launcher with crouching (jj), . After abackward ground throw, you can do the same thing, or simply use Hyper Grav Hto pull your competitor over (backward throws, ground or air,
keep them trapped longer than forward throws; on theground, thisgives Hyper Grav Htime to retrieve them).
After low altitude airthrows, you have time to land, dashforward, andslide into launch. Ifyou didn't use upyour airdash before theairthrow, you canspeed this upbyairdashing down-
forward and whiffing an attack to land faster.
Score anair throw above normal jump height, and you'll need to bequick tocatch up tothem. Again, ifyou didn't airdash before theairthrow, airdash down-forward immediately while
whiffing anattack. On landing, dash forward immediately to slide into launcher. If you already used up the airdash before the airthrow, you'll have to use flight (airdashing closer for anair
throw isvery useful, sothis isnot unusual). After Magneto recovers from actually throwing them, activate flight. From here, you'll need toairdash two orthree times in a row before using
air hD^onJ^challengejand start acombo before they escape their magneticshackles. To justairdash normally, you'll have to alternate directions (for the most consistency, use
+ o^tk^^> * * <, air on nearby challengers, and* 0r4> * q fg@rj~> * Q , air on faraway adversaries). If you can plink airdash
consistently, hitting attack buttons on consecutive frames, you can just plink airdash down-forward back to the ground very quickly, and be ready tofall with air, then land and slide,
and so on.

After launching a thrown challenger at midscreen, you can also proceed to the aircombo portion of Combo I.Against a cornered opponent, you can proceed to either the ROM loop, the
Hyper Grav loop (see Advanced Tactics),or a hybrid of the twn
pr/
". ,.- ; j.";{:'':'.' ':V: '' tS''

.J. CR. ,,, , es> FORWARD SUPER JUMP, AIR , , <^> FORWARD AIRDASH, AIR , , LAND,
WAVEDASH FORWARDo EED WESKER(3 OTG, * * o ,e~> FORWARD SUPER JUMP, AIR ,, ^>
FORWARD AIRDASH, AIR , , LAND, +* * o^**+oB(0R-*-+* o , MASH ,
FORWARD DASH ST. , esS> UPWARD SUPER JUMP, AIR, )
555,000 damage, 7% meter gain (self-sufficient for Shockwave ender) OR 898,600 damage, 165% meter loss with Gravity
Squeeze ender
Without doingsome fancy airdash and flightacrobatics, Magneto doesn't really havea reliable, universal, easy bread and butter combofor beginners or online play. Sure, you can just chain
to launcher andthensuperjump cancel to Magnetic Shockwave, butthat's notvery meter-efficient. By using an OTG assist, hecomesthe closestto a worthwhile combo that's alsoeasy
(and viable for online play; things like the ROM or Hyper Grav loop simply aren't feasible on the intertubes). This allows him to relaunch for more meter, making the combo self-sufficient
like his strongestsolo combos. The Fatal Attraction at the endis intended to dragthe floored foeforward, so more of Magnetic Shockwave hits.Thedamage for the combo varies depending
on the OTG assist you select; Wesker(3 issimply presented asasolid go-to tomake any OTG combo work. (Wesker and Magneto also used tobe best friends because ot the THC glitch;
withthat gone, they remain close friendsbecausethey are really fond of each other's assists, but they do not makethe best THC partners anymore. Make them the buns of the proverbial
team sandwich with someone else as the meat, and don't think too much about how hard we forced that analogy.)
You can also simply perform Hyper Grav H^^> Magnetic Tempest directly off the OTG assist hit, which nets around 590,000 damage and results in a 31% meter loss, depending on the
assist used. Ifyouhappen to have twoOTG-capable assists along forthe ride, youcanaddanother superjump rep to this combo, or replace Shockwave with an OTG assist and Grav to
Tempest. Packingtwo OTG-capable assists isn't the most reasonable strategy for team buildingor zoning, though.

! CR.,,,,^> FORWARDSUPERJUMP, AIR, PAUSE, ^> DOWN-FORWARD AIRDASH, AIR, LAND,


DASH,>^> f *** ogI + **- o@@
Requires X-Factor and midscreen, 663,800+ damage to point, 1,000,000+ to assist, 148% meter loss
Ifyourealize you've caughtboththe opposing point character andtheirassist at midscreen, youcan hurtthembothquite a bit ifyou'rewilling to spenda couple barswhile popping
X-Factor. During lv.1 X-Factor, this combo dealsaround a million damage to anyassist, so it knocks out mostofthe cast. The damage on a point characterisn't amazing (at around
660,000), so save this for when it can either knock out two characters or a very important assist.
Ifyou catch two characters near a corner, you canpop X-Factor, launch both characters, then justproceed to the repeated superjumping portion ofCombo II. The so-called ROM is actually
much easierto do in X-Factor because of Magneto's increased speed. Even during lv.1 X-Factor. the ROM can reach a million damage on point characters while knocking out anyassist: at
higher X-Factor levels, nocharacter is going to survive. And rejoice, fans oforiginal Magneto: during lv.2 &3 X-Factor, Magneto is actually fastenough to do the midscreen ROM again! It's

If you catch single opponents near the corner during X-Factor, sometimes you can just repeat (standing e*^> Hyper Grav L, step forward). It's an infinite, but you need to be in at
least lv.2 X-Factor foritto work onanyone except Sentinel andinlv.3 X-Factor forsmall characters. After a few repetitions ofthisloop to build meter anddeal easydamage, cancel a Hyper
Grav to Magnetic Tempest to scorea knockout. In particular, keep this loop in mind ifyouend upwith Magneto in a last-mutant-leader-standing situation, as lv.3 X-Factor makes this easy
against anyone.

mmmviMM
9W
Air throws are possible even 1 frame When you combo into a Hyper
after leaving the ground, 1 frame Gravitation in the corner, you'll have
before landing, and just as airdashes a chance to go for a demanding, but
begin. By using a couple of tricks, rewarding, modular combo. Between
you can install two air throw attempts the built-in capture period of Hyper
into your empty Magneto triangle Grav and the hardly-dwindling hitstun
jumps, which helps tremendously of air and standing , this loop
when advancing on your adversary usually works for at least three
Bymaking a habit outol executing your airdashes, and trying to crack their shell. Jump reps even after lots of hits. Juggle
triangle jumps, andempty triangle jumps a cedain forward, then airdash down-forward into Hyper Grav somehow, then
way, you'll getway more airthrows justas a matter immediately super jump up-back as
ol course.
as soon as possible by inputting
$J, + -. As Magneto descends, soon as Magneto can act after the
continue holding^ and tap again before Magneto lands. Do this as Grav. Allow Magneto to drift just to
quickly as possible. the beginning of super jump height,
then airdash down-forward with air
This works because by delaying the non- button press in the airdash
, land and juggle with standing
command by only 1 frame, the game briefly thinks you are going for an air
canceled to Hyper Grav L, super jump
throw by holding a sideways direction plus in midair. The other input
up-back immediately, and lather,
one frame later then reinterprets that command as an airdash, as a form of
rinse, repeat.
leniency. Go into Training Mode and turn on the input display and airdash over
and over again, and you'll be surprised how often you're plink dashing already The relatively simple three-hit combo
on accident! It's really difficult to hit two buttons on identical frames all the portion into super jump must be
time, which is why this leniency is there to begin with. performed very rapidly, but you must
pause unusually long after super
Perform the command quickly, and input^ + for crouching when you jumping. This causes the opposing
land. (Or, land and doC> + for a third throw attempt!) Magneto should
look like he's just empty triangle jumping forward spastically with no attack,
You can mix the Hyper Grav loop into your corner characterensnared with Magneto
aircombos, oryou can just golor the loop asyour to actually drift up with him, just
before landing and going for a low combo (or throw). It's only natural that a general corner breadand butter. as he begjns t0 drag lhe screen lo
competitor's reaction to overhead/empty jump mix-ups will be to try to get
super jump height. If you don't let them drift upward slightly, the combo fails
the heck outta dodge, but with this trick, you'll snag them automatically if
because the foe is too low in altitude for Hyper Grav L to snare him or her.
they try to jump away. II you score an air throw, of course your crouching
will never happen, and you'll have time to prepare to follow up post-throw
with a combo. If you happen to get your rival into the corner properly, you can
proceed to the...
This loop can be repeated four times at most before
it ceases to work (the more hits in the combo, the
harder it becomes to loop, and in original MvC3, it While Magneto's
could be looped twice as much), but in the meantime, combos can be
it provides lots of extra damage and hyper meter for
Magneto. Cap off the last Hyper Grav by canceling into
ended with hyper
combos, you may
KG
Magnetic Tempest or Gravity Squeeze. also opt to cut
If all else fails for you in performing this combo, combos short on
you're probably not hitting air fast enough after purpose in order to
down-forward airdashes. This combo is hard, but it's set up situations
worthwhile. where you can put
Putting your competitor into a Hyper Grav in the your adversary right back into a combo with a throw or reset.
corner can be accomplished by: After snaring your challenger with Hyper Grav in a corner combo, for example, you can simply finish
Air combo near the corner into down-forward the combo with standing . Your rival gets forced to air recover right in front of Magneto; if they
airdash , land, standing ES2>- Hyper air recover neutral or backwards, jumping forward to air throw them on reaction is easy. Against big
Grav L characters, you can air throw them no matter which way they air recover; against smallerfoes, you
won't be able to cover all your bases without also calling an assist to cover the space behind you in
Air combo to flying air , cancel with case they air recover forward over Magneto's head.
"unflight," juggle with falling air, land, You can also combo into Hyper Grav, perform standing while calling an assist who can cover a
standing <*=*> Hyper Grav L lot ofspace in front ofyou, like Dantea or Rocket Raccoon7, then cancel to Repulsion. Your
Throw the target into the corner, Hyper Grav adversary won't go anywhere if they try to air recover forward, though they might expect to... and so
(better: throw the foe, then perform an air they might try something that gets them hit by your assist.
combo into standing into Hyper Grav L!) While performing a combo for 400,000 damage isn't as beefy as going for 700,000+, ifyou can end the
smaller combo such that you geta shot at another combo immediately, you can end up dealing much
Ending an air combo with a hard knockdown, more damage overall. Meanwhile, you're not spending hyper meter on these "unfinished" combos, so
calling an OTG assist, then using Hyper Grav there's more for Magneto and yourwhole team to play with.

ElimilliMMIK
GENERAL EXECUTION TIFS
Getting better with Magneto combos is, in away, about getting better at airdashing and moving around in UMvC3 in general. He is
prototypical "Vs." character.
Practice attacking immediately after airdashing; fast enough to normal jump and triangle jump with air and have it hit is a solid
indicator. If you can't do that, you won't land the ROM or Hyper Grav loop consistently.
CR.,,, **> FORWARD SUPER JUMP, AIR, PAUSE, ^> DOWN-FORWARD AIRDAS' ORWARD JU
&$> FORWARD AIRDASH, AIR , , LAND} REPEAT BRACKETS X3, K/3X5> 0^0+:
Damage
ISimpler corner carry/general purpose combo than Combo I. Also areliable X-Factor combo. Can replace EM Disruptor Hender
[withv^^^^^nirJscreen, orQ 2 <? + ^- fy g <^ +@ in cornefS
438,800,113% meter gain (674,100 with Magnetic Tempest
in corner) *W
ilii.1 ('. (m) if- <---->
FORWARD AIRDASH, {AIR &$> FORWARD AIRDASH} REPEAT BRACKETS X5, AIR
Damage
384,800 damage, 105% meter gain (before possible follow-
|Corner carry fly combo that works on everyone. Same enders are possible as Combo I. upswith OTG assists orMagnetic Shockwave/Gravity
Squeeze
I:i'|:;r ::.'! ' (Ml >"-:> Ttf-fTUlll.U:' .'.il:(ifii--E^ :-.11\. k" ';.- T*
if + o ,e~> FORWARD SUPER JUMP, AIR >^> FORWARD AIRDASH, AIR ^> 1
FORWARD AIRDASH, AIR ^> ^ o#o + ;: @:s^>. {>#0*4l>
:^> v ?<?:+ If, u'l'yfVfeii

692,100 damage, 15% meter aain


GROUND THROW, DASH, JUMP, AND AIRDASH FORWARD, AIR , , LAND > :0> FORWARD SUPER JUMP, AIR <*=
DOWN-FORWARD AIRDASH, AIR, REPEAT BRACKETS X3,
ST.es> + * -0r~~$> \ *
Damage
/
"THEY ONCE CALLED HIE HH.O.P.OX. BUT I'P
MUCH BATHER BE 'KILLING' THAN 'COMPUTINGS

George Tarleten

BEEBPHMU p
leader of A.IM.,
Would-Be Boogooror,
Terrorist

mutts
He is capable ut minus x\
types ot attacks using psiunic
abilities, and he alsu has

superhuman calculating ability.

MAPBHS
Various weapons designee tor killing outfitted into
his hover-chair.

PBBHlt
Formerly jost a regular human, Eeorge was torceo"
to become a living human experiment and was
subsequently turned intoM.B.B.B.H. {Mental
Organism Designed Only for Hilling]. Calling himself
the Scientist Sopreme and using his vast intellect aod psiunic po
he annihilated all those who ware involved in his experiment.

ftBSi mmmi
TalBs of Suspense #33 [1SB7J

PBMB EBIB
i INTELLIGENCE S3

>x.w ^ N ^ > 1

STAMINA^- ^ ^

ENERGY PROJECTION

V._ k V

"This is biographical, and do liffllfllffiHIfnTuT?


in-game combatpotential ol this hero
Vitality 950,000 |
Chain Bumbu Archetype Marvel Series j
X-Factor Boost Damage Speed
Level 1 (3 teammates remaining) 135% 105%
i

Level 2 (2 teammates remaining) 160% 110%


Level 3 (1 teammate remaining) 185% 115%

Your main goal when using M.O.D.O.K. is to push your opponents into the corner.

Why do you want to push the opposingcharacter into the corner while playing as
M.O.D.O.K.?

Placing M.O.D.O.K.'s Barrier (* o ) in front of a cornered


opponent allows for mix-ups that are almost completely safe from
retaliation

M.O.D.O.K.'s attacks give him great combo opportunities in the


corner, including the chance to land a large number of Analysis
Cubes to power him up
How does one push a competitor into the corner as M.O.D.O.K.?
Reft
Utilize moves to knock your rival off their feet, such as crouching
or+ *
Rely on low altitude fast airdashes, which give M.O.D.O.K. great
opportunities to apply pressure
Use assists and M.O.D.O.K.'s space-controlling projectiles to
push opponents back
Your secondarygoal withM.O.D.O.K. is to control screen space and preventyour target
from pressuring him into a corner.

Why do you wantto prevent M.O.D.O.K. from being put in the corner?

M.O.D.O.K.'s slow movement speed and startup on most of his


moves make it very difficult to maneuver when he's on the defensive
Howdo you prevent M.O.D.O.K. from getting in the corner?

M.O.D.O.K.'s various projectiles can make any advancement


Uf-
1 unsafe for an adversary
Use assists, such as Dantea, to make competitors second-
guess their approach toward M.O.D.O.K.

mm mm wmm mm
M.O.D.O.K. has received a few minor upgrades in Ultimate Marvel vs. Capcom 3, the most
significant of which is the reduced recovery time on Analysis Cube. This projectile is the
key to unlocking M.O.D.O.K.'s damage potential/and the reduced recovery time makes it
easier to link after a successful Analysis Cube. Other changes include minor frame tweaks
to his standing and air attacks, and the ability to mash his Killer Illumination hyper
for added damage.
Air basic attacks can now be canceled into airdashes
Active frames on standing reduced by half
Air gains one frame of startup, but loses one frame of recovery
Flight startup reduced by two frames
Analysis Cube has five fewer recovery frames
Killer Illumination can be mashed for extra damage
IttMkM
mflmMiB
Screen Command Hits Damage Meter Gain Startup Active Recovery Ad0'JnH,flge AtGuarded '* No,es
1 Standing 1 45,000 360 7 6 11 -1 -1

Inflicts chipdamage, fires 5 projectiles with 3


2 Standing 5 67,100 800 10 9 17 +3 +3
low priority durability pointseach
3 Standing 1 80,000 640 16 10 20 +1 -4 Knocks down

i:::::::?=3S |pir S5S^SSSIP

mmmtMBimm
Screen Command Hits Damage jffir s,ar,uP Ac,ive RecoverV MJ!SSB' ffSfded No,es
1 Crouching 1 45,000 360 5 6 10 0 0

OTG-capable, projectile has3 low priority durability points, thepuddle


2 Crouching 1 60,000 480 10
25 0 0
created upon landing hitslow, projectile is active for 60frames
Crouching 80,000 640 15 10 21 +3 -5 Low attack, jump cancelable
3 uiuuomiiu
yy ^_1 ____ 1

SSfP'IiliimiiS !IlPieHlilIII ISiPiiliiiiiiiiilli


EBBBSBBiilS!

Screen Command Hits Damage Meter Gain Startup Active Recovery M"?S* oSed No,es
(while standing or Launcher, not special-or hyper combo-
cancelable
crouching)

is? am mm
Screen Command Hits Damage Meter Gain Startup Active Recovery AdJJnH!f,B8 offiS Note
Overhead attack
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus , are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage Meter startup Active Recovery JjgM &$$& Notes
Air 720 13 20
Causes hard knockdown ifused in launcher combo,
+1(
causes ground bounce when performed ata low height
Until Tags in next available ally while lofting opponent
Air 4) + (during launcher combo) 60,000
grounded upward
AirO orO + Until Tags in next available ally while causing wall bounce,
50,000
(during launcher combo) grounded erases 1 hyper meterbar from foe
Air^ + (during launcher combo)
'EBfifMB
Recovery (this Recovery
crossover (other Notes
assist) partner)
Creates a shield that negates most attacks that
arenot hyper combos, shield lasts 122 liames
Projectile lasts 182 frames, does not interact
wilh other projectiles
Beam durability: 4 frames x3 low priority
durabilitypoints

All of M.O.D.O.K.'s assists are decidedly average, with no glaring benefits or detriments in comparison to the rest of the cast.
M0D0K-a deploys ashield in front of your point character that can absorb amajority of attacks. If you're facing azoning character throwing astream of projectiles or if you're stuck
in the corner, this assist can give you some much-needed breathing room as you plan your next attack. You can also use it offensively, allowing your own projectile characters to safely
attack from adistance or lock down an opponent in the corner. The Barrier disappears if M.O.D.O.K. is hit during the startup frames of the assist, so try to cover h.s entry onto the field
when calling him in.
M0DO.K.-B releases aBalloon Bomb that floats to the center of the screen and remains active for 182 frames or until it hits an adversary. The assist version of Balloon Bomb is special:
it ignores projectiles and even hyper combo beams! While not particularly useful for extending combos, the Balloon Bomb makes the center of the screen unsafe for your competitor and
givesyou morecontrolover the arena.
M0D0K-7 unleashes aPsionic Blast Mat your foe. The most universally useful of M.O.D.O.K.'s assists, this beam travels the length of the screen, has arelatively quick startup time,
and eats through most normal projectiles with its durability. Use the assist to cover the bottom area of the screen while your point character safely moves in from the air, or utilize it to pick
up rivals after an OTG hit.

Snap Back liSSlSiliisiSsIIi


, Advantage Advantage
Screen Command Hits Damage Meter Gain Startup Active Recovery H|t Guarded
500 - (-1 hyperl 4 27 -5
1 <>\C> + tana 1 50,000
meter bar) |
-

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds
H^H^^H

<mfflWMm
Screen Name Command Hits Damage g Startup Active Recovery "J""8 jfjggB Notes j"
Airborne Irom frame 1, can be pertormed in any
90,000 720 13 10 23 -7 -7
1 Battering Ram + 1 direction
Knocks down, beam durability: 3 frames x 3 of
Psionic Blast L 14 -4
3 81,200 720 12 20 low priority durability points
O^o +

(in air OK)


Knocks down, beam durability: 4 frames x 3 low
Psionic Blast M 20 16 -4
O^o + 4 103,000 960 20

priority durability points


2 (inair OK)
Knocks down, fires diagonally downward in
Psionic Blast H
5 122,600 1200 28 20 18 -4 air,beam durability: 5 Irames x 3 low priority
O\o +

(inair OK) durability points

PsionicHigh (With Level ol Understanding) Beam durability: 5 Irames x5 low priority


5 163,600 2000 28 20 18 +17 -9
3 durability points, staggers
Blast <>^C>+
Charges Level of Understanding on hit, projectile
Analysis Cube L 1 50,000 400 10 25 0 0 has1 low priority durability point, projectile stays
(in air OK) O#o +

active lor 60 frames


Charges Level of Understanding on hit, projectile
Analysis Cube M 50,000 400 10 25 0 0 has1 low priority durability point, projectile stays
4
(inair OK) fy&<? + 1

active for 60 Irames


Charges Level of Understanding on hit, projectile
Analysis Cube H
1 50,000 400 15 20 0 0 has1 low priority durability point, projectile stays
(inair OK) O#o +

active lor 60 frames


Knocks down, projectile has1 medium priority
80,000 30 25 +1 durability point, projectile stays active for 180
Balloon Bomb L oO^ + 1 640 -

frames
5 Knocks down, projectile has 1 medium priority
80,000 40 25 +1 durability point, projectile stays active for 180
Balloon Bomb M tooti + 1 640
-

frames
|screen Name Command Hits Damage Meter star,up Ac,jve Recomy Advantage Advantage NolM
Knocks down, projectile has1 medium priority
Balloon Bomb H ^>Oti + 80,000 640 50 25
+1 durability point, projectile staysactive for 180
frames

Air Balloon (in air) Knocks down, projectile has1 medium priority
80,000 640 30 25 durability point, projectile staysactive for 180
BombL e>0$i +
-

5
Air Balloon (in air)
80,000 640 40 25
frames

Knocks down, projectile has1 medium priority


durability point, projectile staysactive for 180
m>
BombM o<)^ +

frames

Air Balloon (inair) Knocks down, projectile has1 medium priority


80,000 640 50 25 durability point, projectile staysactive for 180
BombH Oty^ +

frames

(With Level olUnderstanding) Reversesopponent's controls, homes in on


6 Jamming Bomb 80,000 800 50
25 -
+1 target, projectile has1 medium priority durability
point, projectile stays active for 300 frames
7 Flight 0&<?* 8



Lasts 300 frames
1

Battering Psionic Blast and


Ram:
Psionic HighBlast. This
M.O.D.O.K,
beam attack is great
charges for controlling ground
forward
movement and countering
with a head
an opponent's low priority
attack. You
projectiles. The version
can also
has the fastest startup and
determine
chews through many low
the
priorityshots like Ryu's
direction bypressing the corresponding direction with Hadoken or Taskmaster's arrows. For shots with higher durability, such as Arthur's Ax Toss, Psionic Blast Mis your go-to
theinput. Outside ofcombos, you canemploy itto move attack. In the air, Psionic Blast Hfires ata downward angle, enabling M.O.D.O.K. to hit grounded competitors from the
M.O.D.O.K. around the screen quickly. You may perform safety of the skies.
up tothree Battering Rams during a jump orflight tokeep
M.O.D.O.K. in the air. It removes one attack repetition from You can perform Psionic High Blast after hitting afoe with an Analysis Cube. It isvery similar to Psionic Blast H, except it
Hyper Battering Ram ifcombined together into a combo. cannot be performed in the air, itdeals more damage, and itstaggers the target. This stagger allows M.O.D.O.K. tofollow
up with a hyper combo attack orairdash in tobegin a more damaging combo. All versions ofPsionic Blast can be canceled
into Hyper Psionic Blaster, but keep in mind that you cannot verify if the beam hits or not before doing so.
AnalysisCube: M.O.D.O.K. summons a
IiIsBsissil! small projectile that hovers in place for 60
frames. The button pressed determines the MIIiF^iiUsS Slii
area where the cube appears: deploys
a cube atM.O.D.O.K.'s feet, places a
cube in the center of the screen at around
jump height, and places a cube at
M.O.D.O.K.'s eyelevel on the opposite end
ofthe screen. In theair, places a cube
immediately in front of M.O.D.O.K. below
his feet, places acube at his eye level Balloon Bomb and Jamming Bomb: This attack fires a slow-moving bomb that stays
directly in front ofhim, and places a activefor 180 frames. Jamming Bomb Lfires a bomb at M.O.D.O.K.'s feet that floats to
cube above hishead. The recovery time on this move has been reduced in Ultimate Marvel stop right above his head. Jamming Bomb Mlaunches a bombabove his headthat floats
vs. Capcom 3, giving M.O.D.O.K. theability to keep two cubesactive on screen at once for down diagonally toalmost the opposite corner ofthescreen. Jamming Bomb Hhomes
a brief period of time. in onthe target for itsentire duration. In air, Balloon Bomb Ltravels straight forward
instead of floating upward, while the Mand Hversions behave the same. All bombshave1
The most basic use for Analysis Cube istocontrol screen space, while its secondary medium priority durability point, meaning itcanstand upto most basic projectiles without
function is to power up M.O.D.O.K. Scoring a hit drains information from the opponent and exploding. Its long startup times mean that you can't haphazardly release bombs, so be
gives M.O.D.O.K. one Level of Understanding (LOU). Up to nine LOUs can be stored, giving sure tocover their deployment with an Analysis Cube orcrouching .
M.O.D.O.K. access to the Psionic High Blast, Jamming Bomb, and Big Barrier moves (each
uses up one charge when performed), along with powering up his Hyper Psionic Blaster. Jamming Bomb requires oneLevel ofUnderstanding todeploy, andonce fired, ithomes in
With a full nine charges, Hyper Psionic Blaster can hit for 441,100 damage and leave afoe onyour rival and stays active for a whopping 300frames. Asuccessful hit places thefoe in
in a hard knockdown state! These benefits make landing Analysis Cube the foundation for aspecial state that reverses their control scheme for nearly four seconds. This can bevery
most of M.O.D.O.K.'s gameplan. difficult for anopponent to compensate for, making ita valuable method tocripple their
defenses for a brief period oftime. Jamming Bomb isa risky move: itcannot beperformed in
the air, and its large startup time means you need a great assist, such asDantea, tosafely
coverits deployment.

iSSilli
Flight. M.O.D.O.K. is unique among the flying characters of the cast. You can initiate flight with him by inputting {}t2<? + or by
pressing^ ,Q ,or7 .The major difference is that with the standard flight input, you can cancel basic attacks into flight or initiate flight
mode after asuper jump. Performing an airdash or Battering Ram cancels flight mode, but M.O.D.O.K. can reenter flight mode one time
before touching the ground if you input the flight command again. At 300 frames, M.O.D.O.K. has the longest flight duration in the game,
enabling you toperform an unlimited number ofaerial special moves during its duration.
m/-
/ llllll

Screen Name Command Hits Damage Startup Active Recovery ^Jlm?" if Guarded No,es
Each charge of Level of Understanding up to9 increases the
Hyper Psionic 129,10 number ofhits and amount ofdamage Hyper Psionic Blaster
0\<^>+ 22-100
441.1t
10+1 120 36 -30
deals, uses all existing charges olPsionic power, beam durability:
Blast(inair OK)
22irames x5 high priority durability points, hard knockdown

Hyper Battering 72,700- Pressing repeatedly with adirection allows more hits
fy&<? + 3-15 4+4 24
Ram (inairOK) 305,000 and control of flight path ^
300,000 Frames 1-24 invincible, throw, hard knockdown, can be
Killer
OO^ + S 30-6 18+1 mashed lor additional damage
Illumination 374

Hyper Psionic Blast: HSB is a fairly standard beam super Hyper Battering Ram: M.O.D.O.K.'s second hyper combo Killer Illumination: Athrow hyper combo with a very slow
unlessit is powered up with Levels of Understanding is primarily hisgo-to combo ender. After activation, press startup period, this isdifficult to useforaggressive throw
obtained from Analysis Cubes. It'svery useful inranged and any directional button tomove M.O.D.O.K. in set-ups since anopposing character can simply jump away
combos orto punish opponents firing projectiles oftheir that direction andcontinue the attackupto five times. In afteractivation. Instead, use its largeinvulnerability window
own.When powered up, Hyper Psionic Blast gainsa nearly any situation where you canOTG anopponent with tocounter close range ground attacks, orTHC into Killer
considerable damage boost, but unlessyou've acquired crouching , following up with Hyper Battering Ram is Illumination from a hyper combo thatleaves theopposing
sevento nine LOUs, Hyper Battering Ram is probably a an excellent damage option. However, remember thatyou characterina hard knockdown state and use crouching
lose one repetition ofHyper Battering Ram if the standard to continue to thecombo. Ifit lands, you canOTG your
betteroption forending combos.
Battering Ram is used inthe samecombo. foeafter he or she recoversto add additional damage and
possibly link into Hyper Battering Ram orHyper Psionic
Blast. InUltimate Marvel vs. Capcom 3, Killer Illumination
can be mashed to add additional damage.

JMlsi
M.O.D.O.K.'s^ * attack isgreat for pushing opponents toward the corner. The right assist, such asHulk-CL, can help speed up the push to the corner.

With his wide body, unique flight mode, and awide range of projectiles focused on space control, M.O.D.O.K. definitely ranks as one of the most unorthodox characters on the Ultimate
Marvel vs. Capcom 3roster. M.O.D.O.K.'s moves can be very slow, giving him adifficult time against faster characters. However, M.O.D.O.K. excels when he's in control of the momentum
of amatch, and he can decimate challengers in the corner. To fully realize M.O.D.O.K.'s potential, you need agood understanding of his projectiles and utilizing assists to make up for his
weaknesses.

As discussed earlier, your goal with M.O.D.O.K. is to get his adversary into the corner. Accomplishing this goal can seem rather daunting the first time you take control of the floating chair
becauseof M.O.D.O.K.'s slow rate of movement, so the first keyis knowing howto get M.O.D.O.K. aroundthe arena.
Unlike the rest of the cast, M.O.D.O.K. does not have aregular jump. Pushing O puts M.O.D.O.K. into avery low flight state. The short startup time of this method of flying allows
MODOKto airdash almost instantaneously at low altitudes. Press0 and immediately press any two buttons to shoot M.O.D.O.K. across the screen. As he approaches his rival,
press or . If the hit connects, you can follow up crouching orC> * and guarantee that the opposing character ends up in the corner. If the hit is blocked, you should have
plenty of frame advantage to begin another attack or call an assist to continue pushing your target back. Either way, you're closer to your goal.
MM Mm tntlMiri

Max (9) Levels ol Understanding. Pay attention to M.O.D.O.K. 's headband lo help keep track olyour current LOU is the key tounlocking M.O.D.O.K. 'smore useful moves.
LOU charges.

Assists that knock an opponent back or push them on block are also very helpful to getting your foe where you want them. Any beam assist or Hulk-a is great at this Place an Analysis
Cube Mor Balloon Bomb M/H as you call the assist to prevent your competitor from jumping, and then have M.O.D.O.K. dash in as the hit connects to follow up with another attack.
Now that you have your opponent in the corner, your first focus should be to keep them there. With the cover of an assist or Balloon Bomb in the air, throw up aBarrier (O + ) or
preferably aBig Barrier if you have LOU charges, to prevent your adversary from attacking M.O.D.O.K. This forces your challenger to jump if they want to escape: in this case just have
M.O.D.O.K. jump alongside them and hit them with aforward throw or Killer Illumination. From there, use crouching and follow up with 0 $ <? + = {7 &O +
to deal a good chunk of damage and gain anextra Level ofUnderstanding.
Once you've conditioned the other player to stop jumping, the real fun begins. Any attacks your foe does (besides hyper combos) will get eaten up by the Barrier, giving you free reign to do
whatever mix-up you want: casually stroll forward and throw them (into acombo), use# + or# + for instant overheads (into acombo), or mix it up with alow-hitting crouch
ing W(into aBIG combo). You may want to consider omitting Hyper Battering Ram from your corner combos: other enders, like asimple crouching canceled into Barrier allow vou to
place the enemy right in another mix-up!

When it comes to comboing opponents in the corner, the Analysis Cube plays avital role. Off asingle crouching , M.O.D.O.K. can easily gain 4-5 Levels of Understanding in asingle
combo. In the air, getting multiple cubes off in asingle combo can be atrickier task. Since you can only have M.O.D.O.K. perform three aerial special moves in the air off asuper jump you
need to have him enterflight mode to keep acombo going. There's agreat trick to keep this going. Input the flight command, then{> &<? * , and plink afterward. The game
accepts the single V &<? motion, putting M.O.D.O.K. into flight mode and releasing an Analysis Cube immediately after! Aside from extending air combos, you can also utilize this
maneuver to safelycovera quickflight getaway.

M.O.D.O.K, gets into a lotoftrouble whenever an adversary


can mount a serious offensive push. His slow movement
andstartup ona majority of his moves make it very difficult
to reactto faster characters breathing down his throat.
Things canget hairy when M.O.D.O.K. is on the defensive,
but that doesn't mean he doesn't have a few tricks uphis
sleeve to make it out alive.

Having an assistthatcan keep the opposing character tied


upfora longperiod of time is always useful. Dantea
is one of the best assists to pair withM.O.D.O.K. It cre
ates a pillar that extends to the top of the screen,giving
M. O.D.O.K often needs alittle help from assists to get out olasticky M.O.D.O.K. 's variety olprojectiles can keep him sale Irom approaching
M.O.D.O.K. protection from rivals trying to get inanywhere situation. Dante<x isagreat toollorhim. opponents.
from super jump height totheground. If it connects, you
can prepare an Analysis Cube to catch the flying target, tag them with aJamming Bomb to alter the opponent's controls, or dash in to follow up with another attack. When quarded you can
easily reposition M.O.D.O.K. '

Don't be afraid to have him take to the skies, either. M.O.D.O.K. has the longest flight time in the game, and this should be used to your advantage. Toward the top of the screen competi
tors are forced to super jump to reach M.O.D.O.K., or burn through meter in the hopes of hitting him with ahyper combo. While your opponent is deciding what to do, you can call assists
fire Balloon Bomb Hto home in on the target, orfire Psionic Blast Htorain beams down on grounded foes.
On the ground, advancing guard is M.O.D.O.K.'s best friend. He needs plenty of space lo pull out his attacks, so use advancing guard to push arelentless enemy away from him. Once some
space has been established, drop an acid puddle on the ground with crouching and immediately fire an Analysis Cube Mto make the entire space between M.O.D 0Kand his opponent
ano-man's land. With this combination, your challenger can't dash or regular jump toward M.O.D.O.K., forcing them to think of another way in. Meanwhile, you have every option available
to start M.O.D.O.K.'s assault anew.

If M.O.D.O.K. is stuck in the corner, you can have him deploy aBarrier to give him some added breathing room. With the Barrier up, M.O.D.O.K. can safely fire Psionic Blasts or deploy a
Balloon Bomb to keep his opponent away as he waits for an assist to become available or waits for an opening to appear. He won't be safe forever, though. An adversary with fast projectiles
or maneuverability can quickly close the gap and force M.O.D.O.K. back into aturtle situation. If M.O.D.O.K.'s rival butts up next to the Barrier, though, you can have M.O.D 0Ksnag the
foe with a backward throw and turn the tides of battle!
^J
.WARD JUMP, FORWARD AIRDASH, AIR'', LAN ARD SUPER JUMP, AIR , Oj), (),
I
WARD
, vD, LAND, if - o , (D <^S> FORWARD
(l)e^> y<* o (88, AFTER THE FIRST 3 HITS, * * ,

687,300 damage, 4% meter loss


This bread and butter combo for M.O.D.O.K. takes advantage of his ability to airdash almost instantly in order to keep acombo going from midscreen. You'll need to practice airdashing
quickly if you hope to keep the pressure on your opponent! However, you can forgo the airdashes entirely when performing this combo against acornered competitor.
Your finger dexterity will be put to the test whenever you attempt to OTG arival with crouching ., You must cancel the attack after the slime shot is released, not when it connects. The
following air attack or special move hits because you're able to begin moving before the slime puddle makes contact.

FORWARD JUMP, AIR , LAND if o (t


.'.".
a * a + 0 * &.+
639,000 damage, 38% met.
Air is akey component of M.O.D.O.K.'s pressure game. When performed at the moment M.O.D.O.K. leaves the ground for ajump, air(Sj acts as avery fast overhead attau.
connects, you must input f if- * O the second he lands to release the Analysis Cube in time to catch your opponent.
The trickiest timing comes when wavedashing toward the target after the Analysis Cube Hattack. You must be very deliberate with your inputs in order to have M.O.D.O.K. reach his rival
and connect with , orelse itisfairly easy to drop the combo

FRONT OR BACK THROW OR FRONT OR BACK AIR THROW, CR.


ND, Fl
AND, FORWARD DA!

488,400 damage, 18% meter loss


M.O.D.O.K.'s ground and air throws give him plenty of time to OTG an opponent with crouching . You can input crouching"
some quick damage, butifyou're feeling bold, you should give thiscombo a tryinstead.

^> ORWARD JUMP, FORWARD AIRDASH, AIR, LAND, + WARD DASH,

ORWARD SUPER JUMP, AIR . , , , LAND, FORWARD DASH, CR. FTER THE

FIRST 3 HITS. *

870,100-1,111,100 damage, 14% meter loss or 11% meter gain


This combo utilizes Balloon Bombs and X-Factor to really amp up M.O.D.O.K.'s damage output. Just as with Combo I, you can forgo the airdashes when performing this combo against a

T
M
a
UL
LULIU 'D
With M.O.D.O.K. in the secondary position, you can set up a very nasty
combo in the corner, allowing him to acquire a full nine LOUs at once. Get
the opponent into the corner, launch them into the air, and perform a^ +
TAC. This puts M.O.D.O.K. at maximum height with afreshly reset hitstun
counter, allowing you to then perform the following combo:
AjresH> 0#O + ,air^> {} &<? + , air <=>
0#O + ,air,, => 02O + , air<==
fy &<? * ,air^>- 0#O + 0,air=> fy &<? * ,
air^ <(}2o + ,air^> 0 # <? + , air , land, cr.
OTG = 0 \ O + =fr. 0 \ <> +
The timing is very strict on each repetition of this particular cube loop,
although the trickiest part comes when you must activate flight. You must
"plink" the input following the of the flight command, causing
M.O.D.O.K. to deploy a cube immediately after flight is activated.
the ground, allowingyoutolink uplonine cubes If you find yourself struggling with too many repetitions, cut straight to the air
into crouching and follow up with fy [3<=> + EE3>- ty O <? +
, and save your acquired Levels ofUnderstanding for later in the battle.

combo nmtiM
GENERAL EXECUTION TIPS
Outside ofcombos, you can cover M.O.D.O.K.'s command flight with an Analysis Cube by plinking the appropriate button immediately
alter inputting f if *
In any case where you're OTG-ing an opponent with crouching , cancel into the next attack the moment the slime ball is released
Practice airdashing immediately after jumping. This technique is crucial to M.O.D.O.K.'s combos and overall gameplan
+ )\ 0(MASH),CR.e$> * it - o, FORWARD AIRDASH, AIR, LAND, - * * o,^ FORWARD SUP
AIR,,,LAND, FORWARD DASH, CR.^>C^>*jr^o , AFTER THE FIRST 3HITS, * , * o , X
Damage
IThis acts asa reversal against ground attacks 1598,500 damage, 144% meter loss

AS MODOK COMES IN: AIR,, LAND, CR. <.es> f * - f * (MASH)


Damage
* orC> + ofO + TAC to Modok
AS MOD

- - "''' "' ' _: ";


quires corner.-^ * TAC to Modok, instantly leads to alevel 9Hyper Psionic Blast Varies basedon damage scaling

AS MODOK COMES IN: AIR,* * - , AIR, * , Al O#o* ,,AIR,AIR0J 1$&<?*<$ -It.


* if f <>^o *
*-

Damage
quires corner, fy + TAC to Modok, instantly leads to alevel 9Hyper Psionic Blast Varies based ondamage scaling

CR. is*S> f * - , CR. &$> if + , CR. es$>>


f *f <# ^> f X + <S (MASH), CR. es$ ER THE FIRST 3 HITS, * @,f
Damage

AIR, LAND, FORWARD DASH, * if - , CR. &> if - , CR. e~> *.%* , CR., * o ^> **Jg (h
^^* o(MASH), CR."^> * *f , AFTER THE FIRST 3HITS, * , C,*
Damage
Requires corner 1823,300 damage, 130% meter loss
J
S#S
fa

-w

wimmLmmmaaaF

JBao Grey-Summers Adventurer

TelBkinetic powers, as well as


telepathy so strong she cao contrul
others' thoughts or force tham into
uncanscioosness. Alsu serves as an avatar
for the cosmic Phoenix fnrce.

Hoob

vz
While rBtorning from space,
s
Jean was exposed to lethal levels.
ot solar radiation. Her life
was saved by the cosmic
Entity known as the
Phoenix force, though
its power has at times consumed her to the point of evil as Bark Phoenix.
Jean is marriad tu Cyclops, leader of the X-Men.

The X-Men #1113B3]

PBMB EBIB
Intelligence

i ^ B A -\ A-A
m
1EE5L_ lb ^ ^ ^\
ENERGY PROJECTION

"This i m$i
in-game combatpotential
MMMEWMME tnrviivi
Vitality 375,BBB
Chain Cumbu Archetype Hunter Series
X-Factor Boost
Level 1(3 teammates remaining) 120%/135% 110%/115%
Level 2 (2 teammates remaining) 135%/170% 120%/130%
Level 3 (1 teammate remaining) 150%/200% 130%/145'i

Your goal with Phoenix is to survive until your hyper meter reaches five bars. Why is this
important?
Phoenix has the lowest vitality in the game by far, coming in at
375,000. She can be K.O.'d by every character in the game with a
single combo
However, once Dark Phoenix Rising is activated. Phoenix becomes arguably the most
powerful character in the game, able to take out entire teams by herself. How is this goal
achieved?

Staying out ofthe fight completely by never tagging in Phoenix or


calling her as a crossover assist
Letting her teammates build hyper meter through long combos,
meter conservation, and team aerial combos
Playing risk-free when Phoenix is in and getting her back to the
sidelines as soon as possible
Once you have Dark Phoenix Rising atthe ready, your goal with Phoenix istoinflict as much
damage as possible before getting K.O.'d.
Once Dark Phoenix Rising has been activated, your goal is to deal as much damage as
possible while avoiding taking any yourself. Why isthis the goal?
Dark Phoenix's destructive combos are enough to defeat most
characters in one shot
Dark Phoenix's health is gradually converted to red health,
forcing you to take the initiative in ending the fight as soon as
possible

wmi&ms&miBm
er from being able to throw air TK Shot Hafter air
TK Shot Has adominant, nigh-uncounterable strategy against many characters. As aresult,
Phoenix isonly allowed one TK Shot per jump or super jump, and TK Shot Hdisappears if
Phoenix ishit. Additionally, Phoenix's vitality has been lowered from 420,000 to 375,000.
The best way to deal with an opposing team featuring Phoenix is to force her in with asnap
back, then mix her up as she falls in. If a Phoenix player blocks incorrectly, almost any
combo will take her out. In original MvC3, Phoenix could negate the entry mix-ups of many
characters by blocking the first thing they do against her entry, then airdashing upward and
throwing TK Shot Hone or twice before teleporting to safety. Phoenix players can no longer
be so frivolous with relying on TK Shot Hto keep them out of danger, and super jump height
TK Shot Hfollowed by a teleport is no longer possible.
So, itisbasically just a little less built-in that Phoenix and Dark Phoenix will destroy so
many characters bydesign, and the abuse of one move. Dark Phoenix also doesn't have
it quite so easy, since she can no longer bemade to get tosuper jump height to terrorize
the other team with her beefed-up TK Shots with almost no danger to herself, unless the
opponent happens to benamed Magneto (who could Shockwave or Gravity Squeeze on
reaction against that tactic).
Also, now that sideways TACs STEAL your meter, Phoenix is indirectly more susceptible to
an opponent even when she's both offscreen and notin danger of being snapped in. Phoenix
is a great character even without Dark Phoenix Rising, but never making a single mistake is
asking a lot in a Vs. game. Phoenix was great, but Dark Phoenix was the goal of every single
serious Phoenix player except oneortwo, and getting there is harder now.
Still, if either Phoenix or Dark Phoenix gets rolling on offense and takes out acharacter, she
isas unassailable as ever dropping Traps and mixing up the new adversary falling in, and
ifyou do make itto lv.3 X-Factor Dark Phoenix, you're still piloting the scariest, most high-
risk, high-reward fighting game character ever conceived.She still can't control it!
Vitality reduced to 375k from 420k
Air TK Shot can only be used once per airborne period, unless flight isemployed
Air TK Shot does not recover until grounded, except ifPhoenix isin flight mode
Traps and Shots disappear if Phoenix is hit
Air Special AttacksFlying Screen ant Air Fxchange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage "'Jf Startup Active Recovery ^jnjf.0- fgntaw Notes
70,000/ 560/ Causeshardknockdown ifused in launcher combo/
1.2 Air 1/6 24 +16 +15 Dark Phoenix lires5 feathers ina 90- degree arc, ati
+24,000 x 5 1956
-45-degree angle
Tags innext available ally while lofting opponent
Air{j> + (during launcher combo) 60,000
upward
AirC> orO^ + 50,000 Tags in next available ally while causing wall bounce,
20
(during launcher combo) erases 1 hyper meterfrom opposing character
7,8 400 + Until Tags innext available ally while causing ground
Mr{) + (during launcher combo) 50,000
10,000
12
grounded bounce, generates 1 hyper meter

Command. Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible tochain into a command attack from basic attacks, but most command
' l- :"~-rn: ""'>;,m or canceled themselves.

.,.,-'.' -'. Met er Startun


Mariup Ar!iuP
Active Rprnupru
Recovery Advantage
onH,t3 Advantage Mn,oc
ifGuardgd Notes
"- """"** Ga n
Prominence 50,000/ 400/ Overhead attack/Dark Phoenix lires 3 feathers in a 1
1,2
Heel O + 1/4
+24,000 x 3
22 3 21 0/-6 -1/-8
1266 60-degree arc, at a -30- degree angle
3,4
73,000/ 584/
Flare Sword d>+ 1/6 15/14 5 24 -5/-1 -6/-4 Dark Phoenix fires 5feathers in a180-degree arc j
+24,000 x 5 1990
Air Flare 73,000/ 584/
3,4 (lnair)C> + 1/6 15/14 5 9 +10 +9 Dark Phoenix fires 5feathers in a180-degree arc (
Sword +24,000 x 5 1990

Burn Out 70,000/ 560/ Until


Ground bounces airborne target, cannot be i
5,6
Beak (Inair)O + 1/6
+24,000 x 5 1956
15
grounded
7 +10 +9 performed at very low altitudes/Dark Phoenix fires 1
5feathers in a90-degree arc, at a-90-degree angle |
Phoenix 24,000 Dark Phoenix fires feathers with any basicattack
andair as 230
7
Feathers Dark Phoenix
1 each
each each

- and air , each projectile has 5durability points 1
and is active 45 frames 1

III I I '!

Throws
Throws are for snagging passive orblocking opponents. Since throws are active soquickly, you can also use them to preemptively toss opposing characters out oftheir offense. Combos
are usually possible after throws, one way or another.

Screen Command Hits Damage Meter Gain Startup Active Notes

- .


As a PartnerCrossover Assists
IPI+P2I Crossover _ . .... _ Meter Startup Active crossover (other Notes
Screen Type Combination Description Hits Damage Gain
Hyper Combo
assist) partner)
Projectile has 5 durability points, creates
explosion hitbox upon destruction, explosion
108,300/ 1024/
127 97 has 3durability points and lasts tot 15. (tames 1
1.2 Phoenixa Phoenix Rage TKShot M 4/8 44

140,900 1932 or until singlehit is usedup/Dark Phoenix


fires two TK Shots

103,000/ 960/1
81 Nullifies projectiles during active frames
32 111
; 3 Phoenix(3 Phoenix Rage TK Overdrive L 4
123,700 380
14

Trap has 5 durability points, projectile has5 1


90,000/ 720/
durability points/Dark Phoenix projectile is
112 82
'. 4,5 Phoenix7 Phoenix Rage TK Trap H 1/3 44 30
162,500 1728 much larger, wall bounces competitor 1

wnen playing aspnoenix, tne saiest oet istonever can ner asacrossover assist ouisiue ofcombos. Because characters take extra damage when called asa crossover assist, itisvery
possible for Phoenixlo be K.O.'d from one hyper combo or a few strong attacks.

TK Shot isastandard projectile crossover assist that you can use to extend combos or give long range support. TK Overdrive is also great for extending combos, but this can be extremely
dangerous to call otherwise as she darts forward toward opposing characters. TK Trap hasfew uses, as it *'" i i

Snap Back
Screen Command Active if Guarded
on Hit

500/ Onhit, snap backforces the opposing


50,000/ 720- point character to be replaced byan assist.
1,2 {>\c> + ___ 60,000 (-1 hyper
2 8 12 -
+6
Opposing assist calls ortagoutsarealso
meter bar) locked out for 4 seconds

SmMuMm
Screen Name Command Hits Damage ** Sfar,up flctive Recovery Advantage ^wantage Notes
35 (until Projectile has 5 low priority durability points, air version is
grounded OTG-capable, creates explosion hitbox upon destruction,
TKShot L 80,300/ 696/ explosion has3 low priority durability points and lasts
1,2 <7t\0 + 2/4 10 -
in air, then -11/-7 -13/-9
(in air OK) 128,800 1472
lor 15frames or until single hitis used up, projectile
1 frame
recovery) disappears if Phoenix is hit/Dark Phoenix fires ? TK Shots
35 (until Projectile has5 low priority durability points, airversion is
grounded OTG-capable, creates explosion hitbox upon destruction,
TK Shot M 108,300/ 1024/
1,2 4/8 20 in air, then -7/-3 -8/-5 explosion has3 low priority durability points andlasts
(in air OK) 0\C> + 141,300 1932

for 15 frames or until single hit is usedup,projectile


1 frame
recovery) disappears ifPhoenix is hit /Dark Phoenix fires 2 TK Shots
35 (until Projectile has 5 low priority durability points, homes in
grounded onopponent, explodes automatically alter 120frames,
TK Shot H 123,000/ 1280/ explosion has3 durability points and lasts for 15frames or
1,2 <)^o* 6/12 30
in air, then -3/+1 -4/0
(in air OK) 173,400 2824 until single hit is used up, projectile disappears iiPhoenix
1 frame
recovery) is hit /Dark Phoenix fires 2 TK Shots
^Mimmmmsim
[screen Name
1
Command
___________
Hits Damage ***
"am
Startupr Active Recovery* Advantage
on Hit
Advantage N.
if Guarded wuie5
Trap extends a hitbox vertically to ceiling, trap lires
projectile upward at foe that crosses hitbox, trap
disappears automatically after 300 Irames orilanother
3,4 90,000/ 720/
TK Trap L <}C20 + 1/3 20 20 +4 +3/+7 TK Trap Lis created, each projectile has 5low priority
162,500 1728

durability points, trap disappears ifPhoenix is hit/Dark


Phoenix trap hitbox and projectile are larger, projectile
has 3frames x5 low priority durability points, knocks
down rival

Trap extends a hitbox horizontally to screen edges, trap


fires projectile forward at attacker that crosses hitbox, trap
disappears automatically after 300frames or ifanother
TK Trap M 90,000/ 720/
5,6
o&<? + 1/3 20 20 TK Trap Mis created, each projectile has 5low priority
162,500 1728

-

durability points, trap disappears ifPhoenix is hit /Dark


Phoenix trap hitbox and projectile are larger, projectile
has 3 Irames x5 low priority durability points, wall
bounces adversary
Creates trap with no offensive hitbox, trap automatically
fires projectile diagonally up-forward after 30frames,
TK Trap H 90,000/ 720/
7,8 0/5O + 1/3 20 20 projectile has 5 low priority durability points, trap
162,500 1728


disappears if Phoenix ishit /Dark Phoenix projectile is


larger, has 3 frames x5 low priority durability points, wall
TK 103,000/ 960/
9
Overdrive L 0{}l + 4
123,700 1380
8 14 19 -1/+2 Nullifies projectiles during active frames, knocks down
10
TK
Overdrive M ^>Oti + 4
103,000/
123,700
960/
1380
8 14 14 +17 +4/+7 Nullifies projectile during active frames, knocks down
1
TK 154,400/ 1584/
9
Overdrive H Oty^ + 6
185,200 2280
12 20 34 - -21/-18 Nullifies projectile during active frames, knocks down
11 Teleportation
oO# +
-

10 20

Flight
12
(in air OK) o#<^ +

19 0
Puis Phoenix in flight mode, flight lasts lor 102 frames,

-
causes TK Shot to recover as ifgrounded

TKShot. Phoenix throws astandard low-priority fireball that explodes on impact or when
nullified. This explosion behaves asanother projectile, lasting for another 15 frames, and
has3 points oflow-priority durability.
TK Shot Lreleases the fastest, but has a velocity slower than that ofTK Shot M. It isalso the
weakest of the three versions in terms of damage. However, TK Shot Listhe projectile of
choice when engaged in along range firefight because of its quick startup time. The speed
in which it travels makes it perfect for cross-ups, aswell; aTK Shot Lfired atlong range
travels slowly enough soPhoenix recovers before the projectile makes it to the opponent,
creating a Teleport Mcross-up opportunity.
.
When it comes lo combos, the aerial version of TK Shot Lshould be your main projectile.
ItisOTG-capable and can beused toextend combos after a hard knockdown. Itisalso the
most reliableversion of TK Shot to use in air combos.
2__1?tM hfJSCfl WliStaftUi) I ?? LbUt tfaVelS considerab|y,aster and deals m damage, as well. If opposing players become used to the speed of TK Shot L, you can use TK
Shot Mto catch them off-guard. Though TK Shot Mis OTG-capable, it can only be followed by Phoenix Rage because of its increased startup and speed, whereas there's time for arelaunch
ir i k t>not l is used to UId instead.

TK Shot Hhas the slowest startup of the three, but it slowly homes in on opponents until 120 frames have passed (after which it explodes automatically) or Phoenix is hit. Because of its
homing feature and increased damage, TK Shot Hcan be aheadache for your competitors to deal with. You can also use it from afar to set up cross-ups with Teleport Mor as cover fire for
3n 3ppro3Ch.

As Dark Phoenix, all versions of TK Shot fire two projectiles simultaneously. Each shot is weaker individually, but they ultimately inflict more damage when both connect. As aresult TK
Shot becomes much more difficult toavoid and does increased hitstun and blockstun.

TK Trap L: Phoenix sets asmall trap on the floor, creating an invisible vertical tripwire.
When an adversary crosses over the trap, afiery projectile fires from the ground up to the
top ofthe screen, hitting anything in itspath. TK Trap Lserves as a great defensive tool to
stop any forward advances, since your opponent's only ways of dealing with the trap are to
set it off or avoid it completely. Set down TK Trap Levery chance you get to keep Phoenix
assafe from aggressors aspossible. Keep in mind that you can only setone TK Trap Lat
atime. If a second TK Trap Lisset, the first trap disappears. Traps will also disappear if
Phoenix is hit.

TK Trap Lfeatures adecent amount of hitstun; if you anticipate your rival getting hit by the
trap, you canfollow with another attack. You can use itincombos, as well.
As Dark Phoenix, TK Trap Ldeals considerably more damage and hitstun. O +
canceled into TK Trap Lcan be looped several times, and TK Trap Lcan even be performed
over andoverinlv.3 X-Factor as a 100% damage combo!
TK Trap M: Ahorizontal version of TK Trap; Phoenix sets
anaerial trap slightly above her head. Even though the
invisible tripwire for the trap spans the screen's entire
horizontal length, the trap can only fire forward from where
itwas originally placed. This makes itpossible for the trap
tobe triggered from behind, causing ittowhiff. Also note
that the trap will disappear if Phoenix ishit.
In situations where you areina position to set down a
TK Trap defensively, setting down TK Trap Lshould have
priority over TK Trap M. TK Trap Mis generally easier to
avoid than TKTrap L.
AsDark Phoenix, TK Trap Mgainsincreased speedand
range along with a wall bounce effect, making it one of her
bestattacks. After a connected TK Trap M, Dark Phoenix
can teleport tothe victim's position for a destructive
combo. TK Trap Misanintegral part of Dark Phoenix's
arsenal,as is illustrated furtherahead.

TK Trap HTK Trap Hbehaves differently than the Land Mversions because it is not triggered by the opposing character. Instead, TK Trap His released automatically after 30 frames,
firing up-forward at an angle. This attack has limited uses compared to TK Trap Land M, and it should be considered your last priority when setting traps in adefensive manner.
As Dark Phoenix, TK Trap His given increased speed and damage like the other versions, as well as awall bounce effect like TK Trap M. While it gains some use when used offensively or
insetups, the other two versions of TK Trap have more utility overall.
TK Overdrive L/H: Phoenix TK Overdrive M:TK
launches herself at her Overdrive M is distinct from
target as a fiery torpedo, other versions of Overdrive
nullifying opposing in that it sends Phoenix
projectiles. TK Overdrive is upward at an angle, leaving
best used in long combos herin a jumping state. Upon
as a tactic to build meter recovery, Phoenix is freeto
for Dark Phoenix Rising. attack or perform special
Even though it devours moves. You can also use it
projectiles, it is extremely to extend combos.
unsafe if blocked, leaving
Phoenix open for an easy
K.O. As Dark Phoenix,
TKOverdrive gains no
additional propertiesaside
from extra damage. Use a
crossover assist right beforethis attack to make it safe.

Teleport Phoenix can teleport near her adversaries in one of three positions: in front with Teleport L, behind with
Teleport Mand directly above with Teleport H. Phoenix's Teleportation is extremely fast and can even be performed in
the air Both Teleport Land Mare great ways to punish attacks or hyper combos that recover slowly. Ranged attackers
such as Arthur or Hawkeye can no longer throw projectiles from fullscreen with confidence, since you can use Phoenix
to punish them with Teleport M. Certain hyper combos can be avoided and punished with Teleport M, as well, such
as Amaterasu's Okami Shuffle. Teleport Mis also great for cross-ups when used in tandem with TK Traps, TK Shots,
and crossover assists. Performing Teleport Mright before aTK Shot Lconnects becomes unguardable on reaction;
competitors must anticipate the cross-up and guard the other direction before the teleport. Mixing this up with Teleport
Lmakes for a 50/50 guessing game!
Teleport His different from Land Msince it always causes Phoenix to reappear directly above her rival, regardless of their
altitude This makes it great for punishing foes who are raining projectiles from the sky. In some situations, Teleport His
better for punishing your foe than Teleport M. When an opponent is cornered Teleport Mdoes not cross up anymore, so
Teleport Hinto air V + becomes amore viable option for overcoming ranged attacks.
Flight. Phoenix's flight had undergone aslight change since original MvC3: she can no longer super jump, fly, then
teleport, and have achance of remaining in aflying state afterward. Flight is even more important to her now though,
because Phoenix can no longer use air TK Shot multiple times in midair without flight. Use air TK Shot once and she drops
like astone, unable to guard. This also means she can no longer be made to jump, TK Shot, then teleport for aready-made
mix-up. You can produce more or less the same effect, however, by activating flight, firing aTK Shot, and then teleporting.
Flight isalso useful toactivate after air recovery, since you can airdash repeatedly while flying. This isuseful for other
characters toescape after they've been hit out of the air, though it's a little less important for Phoenix since if she was hit
out of the air, it's unlikely she survived! 9 %

Super Combos
Screen Name Command Hits Damage Startup Active Recovery ^JJlJj98 Advantage .,,.
if Guarded No,es
Frames1-14 invincible, wall bounces
1
(inair OK)
Ot\_> + 10 320,700/384,800 8+1 81
-38/-35 opponent, beam durability: 10 frames x 5
high priority durability points
Creates Healing Field around Phoenix,
Healing Field lasls for 600 frames, if foe is )
2 Healing Field {}&<?* 4+3
within Healing Field Phoenix regenerates
18
red vitality, activating Healing Field while
one is already active destroysthe old Field
and replaces it with newField
Activates automatically upon Phoenix's K.O. 1
if5 hyper meter barsstocked, frames 1-34
invincible, knocks down, restores Phoenix's 1
3 Rising (Level 5 1 0 30+0 4 0 +21 health to 100%,permanently changes
reduced to zero
hypercombo) Phoenixinto Dark Phoenix, Dark Phoenix
on pointgradually has vitality become red
vitality

Phoenix Rage: Phoenix fires a screen-clearing projectile Healing Field: Phoenix envelops herself ina bright aura Dark Phoenix Rising: Upon K.O., Phoenix automatically
thatcauses hugedamageand a wall bounce. It also and heals red vitality rapidly so longas hercompetitor is performs Dark Phoenix Rising ifthe hyper meter is totally
sportsa fairly longwindow of invulnerability duringits within theaura. Because thelife regeneration is so quick, full. This hyper combo covers a large portion ofthespace
startup, making it usefulas a last-ditch effort to save close range damage is effectively halved fora much-needed around Phoenix and knocks foesaway without dealing any
Phoenix from an unavoidable hyper combo. Despite these boost in survivability. Healing Field is best used as Dark damage. Phoenix is invincible during the transformation.
perks, yourhyper meter is best saved for Dark Phoenix Phoenix, as meter needn't be saved after Dark Phoenix
Rising. Generally, only use Phoenix Rage ifit will deal Uponcompletion, Phoenixis resurrected as DarkPhoenix,
Rising occurs. Ifyou need to regenerate red vitality before
enough damage to score you a K.O. onyour adversary. with all life replenished. Dark Phoenix is considerably
Dark PhoenixRising,X-Factor is an alternative method
strongerthan regularPhoenix (or, urn,anyone); allattacks
Phoenix Rage is extremely unsafe ifguarded. Be ready to consider. You can use Healing Field forTHCs, as well.
deal 20% more damage, all TKShots are doubled, all TK
to THC or activate X-Factor ifthe opponentguards this Several hyper combos allow a continued combo if a THC
Traps become much stronger, and all basic attacks are
hyper combo! into Healing Field is used.
augmented withfiery featherprojectiles, resulting in more
hyper meter builtper normal attack.
Asa trade-off, allof Dark Phoenix's vitality is slowly turne.
into red vitality. Tocounterthis, make use of Healing Field
and X-Factor.
wp/
MMtNft

' tocross competitors up. Teleport right before TK Shot makes contact.

The main goal as Phoenix is to build five barsofhyper meter to grant access to Dark
Phoenix. Because ofthe hefty meter requirement, the battle begins at the character select
screen! Choosing teammates for Phoenix is justas important as learning how toplay the
character. Characters whodon't need hyper combos to be effective are ideal partners for
Phoenix, as are characters with long, drawn-out combosthat can build meter toward Dark
Phoenix Rising. Amaterasu, Frank West, and Morrigan should also beconsidered when
choosing characters to complement Phoenix because they possessmeter-building crossover
assists.

One of the fastest ways to build hyper meter is through team aerial combos. V +
aerial exchange proves to bean invaluable resource, since it builds one whole bar ofhyper
meter ifsuccessfully performed. However, youcan be sure that opposing players will be
ready to counter aV + aerial exchange. As an alternative, you can use{f1 +
aerial exchange into a long, meter-building combo; characters with theability to fly are
especially good at this since their combos after anaerial exchange tend to be longer than
those who cannot fly. On theother hand, ifyou find yourself caught inan aircombo, be
ready to counter witlrC1 orC> + to avoid having your own meter taken away.
TK Trap Lcuts oilfrontal advances. Setitdown whenever yougetthe chance!
Conserving X-Factor is also important when playing a Phoenix-based team. Phoenix is
extremely fragile and isvery susceptible tochip damage, especially when she isforced in via
snap back or teammate K.O. X-Factor serves asPhoenix's main defense against chip damage and should be used only in emergencies. If you find Phoenix in adangerous position without
five bars of hyper meter, you might want to consider activating X-Factor to keep her from being preemptively K.O.'d. X-Factor isalso extremely important for Dark Phoenix, since itnegates
the red vitality conversion that Dark Phoenix suffers from. If you manage to save X-Factor for Dark Phoenix, you won't be disappointed; Dark Phoenix with X-Factor activated is anightmare
forcompetitors to deal with. She is almost certainly still the strongest character inthe game, even with heradjustments.
Because of her low vitality and hyper meter dependency, Phoenix isbest put in the third slot of the team. If Phoenix isforced into the match early without sufficient hyper meter built, your
first priority should be to have her escape to safety. This is where Phoenix's mobility and defensive options come into play. Immediately employ advancing guard on any attacks that come
your way, and retreat with backdashes, airdashes, and teleports if necessary. Once you've regained control of the match, tagging out right away isn't always the best option. Clever foes
often wait for the tag, leaving Phoenix's teammate wide open for ahuge combo or even asnap back to get Phoenix back in! Instead, try using TK Shot Hor TK Trap Lto cover your tag.
There is nothing worse thansaving Phoenix from danger only to have her putinto another bad position!
Even though Phoenix is extremely vulnerable when forced in early, fighting back is an alternative to retreating, albeit a risky one. Combo opportunities should be taken if they present
themselves! Take advantage of an opposing player's frenzy to K.O. Phoenix by using attacks like crouching and airV + If used as an anti-air, crouching (_) can often go right
under enemy attacks, putting you in prime position to start acombo. If you are airborne, surprise foes below with air^7 + . This is also agood time to surprise your opponents with
Teleport M. If they try to attack with aslower special move or hyper combo, use Teleport Mto get to safety and punish your foe's laggy attack. If you manage to successfully land a hit,
don't getgreedy! Get Phoenix outas soon as possible via tag (which is usually safe after anaircombo) oraerial exchange.
Once full hyper meter is achieved, you have afew choices. You can opt to switch in Phoenix early, fight until she is knocked out to activate Dark Phoenix Rising, then switch back out, finally
giving her remaining teammates free reign over the hyper meter while saving Dark Phoenix herself as ameasure of last resort. If your other two characters are defeated, Dark Phoenix likely
enters the fight with some pre-built hyper meter for you to work with, and hopefully X-Factor, as well. This tactic gives you the most bang for your buck, hyper meter-wise, but isn't always
possible, since it requires other teammates to not be K.O.'d.
Another option is to switch Phoenix in early and battle through the rest of the fight with Phoenix and Dark Phoenix. Phoenix on point is one of the strongest characters in the game with
various offensive and defensive tools, and she is especially dangerous with crossover assists ather disposal. Her defensive game is made even stronger with crossover assists, and her
offense can be fully unleashed since aK.O. activates Dark Phoenix Rising anyway! This means that you can take more risks when approaching and attacking. Dark Phoenix is even more of
athreat with crossover assists, aswell, and she isvery capable of destroying the opposition without being switched back tothe sidelines. This tactic works especially well with teammates
who can fit the role ofanchor on the team; if Dark Phoenix islost, you can still rely on astrong anchor with X-Factor to clean up whatever Dark Phoenix didn't finish.
Yet another tactic to consider is saving Phoenix for last no matter what. An all or nothing tactic, this plan relies heavily on Dark Phoenix's destructive power with lv.3 X-Factor activated. You
can take huge risks and play wildly with Phoenix's teammates in an attempt to win the fight without the use of Dark Phoenix. It doesn't matter so much if her teammates are K.O.'d or not,
so you can take this opportunity to play astrong offensive game, pulling out all the stops! This isn't to say that an opportunity to win the fight should not be taken if it is presented early. If
you are put in aposition as normal Phoenix to K.O. your opponent's final remaining character at the expense of hyper meter and/or X-Factor, go for itif you are confident that you can end
the match right then and there. Otherwise, you can still play itsafe by waiting for Dark Phoenix Rising tooccur before you activate X-Factor orspend further hyper meter.
In all three situations, you can shift from defense tooffense with Phoenix, as long as Dark
Phoenix Rising is ready tobeactivated. On offense, Phoenix has several weapons at her
disposal. One of her main tools istriangle jump air . Phoenix's air attacks at a
downward angle, making it ideal asan overhead attack. This becomes especially difficult to
guard against when mixed with empty triangle jump crouching . Both attacks are quick,
making them hard for competitors toreact to. You can also perform a square jump attack
with air . Phoenix's air has alarge, crescent-like hitbox, attacking both in front of and
behind her. This makes itperfect for square jumps! If you manage toland asquare jump air
,you can always follow with air's)' + .The target is sucked in toward you from the
hitstun of the air .allowing air^ + to combo cleanly.
Phoenix's crouching is invaluable at mid range. The distance it travels combined with
the fact that Phoenix goes low enough toavoid many attacks make itan asset when trying
tomount an offense. You can slide right under most projectiles and normal attacks with it,
and it can be followed with crouching , TK Shot L, or Teleport Hto keep the momentum
going.

The angle in which a/7 hits makes ilperfect lorsquarejumps! Teleport Mcross-ups are also a viable means ofattack, and they can beutilized from a safe
distance. Fire the slow-moving TK Shot LorTK Shot Hbefore teleporting to setup cross-up
opportunities. Even ifthefireball is guarded after theTeleport M, you canusestill usethis
position to rush down with low attacks, triangle jumps, and square jumps. For aparticularly tricky attack, use theO + Prominence Heel overhead immediately after teleporting to add
another layer to the cross-up! Be careful, though, as apoorly timed Teleport Mcross-up leaves Phoenix vulnerable because of its recovery time. If you feel the opposing player is anticipating
your Teleport Mand getting ready to counter with crouching ,try performing Teleport Hinto air<> + instead to catch them by surprise.
Phoenix is agreat rushdown character, but having Dark Phoenix Rising ready doesn't necessarily mean you must play offensively. Sometimes, frustrating your adversaries with defensive
measures is abetter option. TK Trap Lis integral to this, and it should be performed whenever you get the chance. Once TK Trap Lis set down, you can either set down TK Trap Mfor further
coverage, or start firing TK Shots to force your opponent to make amove. Once they do, get ready to counter their change in gameplan with asurprise crouching attack or Teleport M.
Once Dark Phoenix Rising isfinally activated, the remaining characters and vitality of
the opposing team must beevaluated. If there are still three characters todeal with, the
initiative to attack must be taken because Dark Phoenix's vitality isslowly being converted
tored. If there are only one ortwo low-vitality characters remaining, they are better dealt
withfrom a distanceto avoidthe riskof a K.O. to Phoenix herself.

Playing a defensive game with Dark Phoenix isn't a bad idea. Since all TK Traps and TK
Shots inflict significantly more damage, trying toget in close on a defensively played Dark
Phoenix can take a huge toll on afoe's vitality. Dark Phoenix can still perform the same
Teleport Mcross-ups with TK Shots, but now they are even more difficult to avoid because
there are two fireballs instead ofone. TK Trap Mbecomes a real threat now, as well; if the
target is hitbya TK Trap M, perform Teleport Lon reaction to the wall bounce to combo for
a K.O.

Adefensive measure not possessed by normal Phoenix is Dark Phoenix's standing .


After Dark Phoenix Rising, this attack isaugmented with a fan-shaped blast offeathers
firing in five directions, protecting Dark Phoenix from any frontal assaults. This attack _-r-
alone shuts down many characters' offensive tools; a character like Tron has very few
answers to Dark Phoenix standing still performing standing over and over! To help Dark Perform standing (& before special moves to use the feathersas cover.
Phoenix's survivability, try toget accustomed to whiffing this attack before every special
move performed if you can. The feathers are released immediately as the standing is performed, so you can essentially add afan of feathers to allspecial moves bycanceling them from
standing .

Offense is where Dark Phoenix shines, since many of Dark Phoenix's combos lead to aK.O. The feathers produced by Dark Phoenix's basic attacks drastically increase the number of hits
in combos, which assures that any combo win build an incredible amount of hyper meter. Dark Phoenix still has access to all the same offensive weapons as normal Phoenix including
triangle jumps and square jumps. Standing and crouching are greatly enhanced as Dark Phoenix. If pressed rapidly, they create astream of projectiles which will push away
guarding adversaries, while easily allowing you to hit confirm. If you see these feathers hitting your competitor, dash in and continue with acombo.
Some challengers decide to run away from Dark Phoenix, usually towait out her X-Factor timer or to let the red vitality conversion consume her. In this situation, use TK Shot Hto give
chase TK Traps are all much faster as Dark Phoenix and should be used to make the entire screen unsafe for opponents. TK Trap Hcan be useful against afleeing foe, as well It travels
quickly at an angle that Phoenix cannot quickly get to without teleporting. The wall bounce effect added to TK Trap Hafter Dark Phoenix Rising helps immensely, as you can follow up any
v/all bounce with Teleport Lor Mfora combo opportunity.

Crouching is also improved as Dark Phoenix. When performed, three feathers fire up,
diagonally, and straight ahead for added coverage. Many opponents expect Dark Phoenix to
approach via teleports or airdashing, but the horizontal distance crouching covers makes
it aviable tool for approaching, aswell. If positioned properly, acrouching canceled
to Teleport Mmakes for aseemingly unguardable cross-up; asyou teleport behind your
competitor, the feathers strike their back asacross-up! For proper positioning, try sliding
back in after an advancing guard, then canceling itinto Teleport Mfor the cross-up.
If your opponent has decided to corner themselves toavoid Teleport M, you can simply sit
right outside their attack range, seta TK Trap Land TK Trap Mtocover their escape, then fire
TK Shot Lrepeatedly tosafely chip away attheir attempt to turtle. You can also use crouching
feather spam to get close for athrow attempt, which can be turned into afull combo via
OTG air TK Shot L. If you think your adversary might try toavoid the throw by performing a
throw escape orajumping retreat, fake the throw attempt and instead go for crouching
tocounter, which will catch them before they get off the ground if they hold up-back tojump.
This can be further mixed with aforward dash intoO + . Acornered opponent is also
Crouching isagreat way to approach your rivals. more susceptible totriangle jump and empty triangle jump mix ups. If foes manage to escape
your corner pressure, that's fine: you can useTeleport Mfor cross-ups again!
pr/
/. CR.,,,e_> FORWARDSUPERJUMP, AIR,,, * o , LAND, * if o , FORWARD JUMP, AIR ,
, , LAND, * * * * OTG, LAND, * * * _
19 hits, 386,300 damage, 79% meter gain
The main purpose of this combo is to build alarge amount of hyper meter while inflicting adecent amount of damage. When super jumping, perform air , , ,\ quickly for
the best results. You can also end this combo with Phoenix Rage, though this isnot recommended if you are saving hyper meter for Dark Phoenix Rising.

IL (CORNER REQUIRED) CR. , , , (D^> FORWARD SUPER JUMP, AIR ,, , * o , LAND, * *<>,
FORWARD JUMP, AIR , , , LAND, *-**<>, LAND, FORWARD SUPER JUMP, AIR , , , , LAND,
t * + * o , LAND, <^> FORWARD SUPER JUMP, AIR
418,800 damage, 106% meter gain
On cornered competitors, Phoenix is able to perform even longer combos for building hyper meter. Make sure to perform the aerial attacks as quickly as possible to ensure the combo's
success. Like many of Phoenix's combos, you can end this with Phoenix Rage, though this is only recommended if aK.O. is guaranteed. If not, your hyper meter is best saved for Dark
Phoenix Rising.

///, (AS DARK PHOENIX) CR. ,,,+ o ^> -**, CR. , ST. , - * ^C> if * , " ^>
+ t _ +,- q,b3& FORWARDSUPERJUMP, AIR,, ^> * *- o <8
1,043,900 damage, 127% meter gain
Dark Phoenix can easily perform 100% damage combos on most characters, as exemplified by this combo. More hyper meter is built than usual because of the feather projectiles, guaran
teeing that Phoenix Rage becomes available to use at the end of this combo. For the best positioning, try delaying the " * * after C(HI so that your opponent stays close
to the ground.

IV. (AS DARK PHOENIX) (CORNER REQUIRED) CR. ,,,- o ^t> * * * , CR. , ST. , o <^>
**<>, ST. e-*>**-o ,**<>. ST., + q^ +%+<>()&$>**+ <><&S
1,125,000 damage, 139% meter gain
While Dark Phoenix combos are destructive regardless, they pack an extra punch in the corner. Linking the cr. after * * O can take some getting used to. but it becomes
second nature with some practice!

V. (CORNER REQUIRED) FORWARD THROW, * * * * o OTG, ST. , o , ^> FORWARD SUPER JUMP
AIR,,* o, LAND,* * o,^> FORWARD SUPER JUMP, AIR ,, ,, LAND,
OTG,*;* * o
292,100 damage, 97% meter gain
,_>.*.
Forward throw is agreat way to mix up your corner pressure with Phoenix. Wait until your adversary is as low to the ground as possible before launching with; the hitstun
gives you plenty oftime to seeifthepositioning is justright.
Though Dark Phoenix Rising causes no damage, you can follow it with a
combo if it is activated against a cornered or near-cornered competitor! If
Dark Phoenix Rising is activated against a cornered opponent, immediately
attack with a stream of crouching feathers to catch them for a combo. If
you are near the corner upon activation, you can cancel Dark Phoenix Rising
with X-Factor and perform aquick dash into crouching to catch the target
before they hit the ground. At midscreen, the same technique can be used
except with TK Overdrive Lor H, which can be followed with crouching into
a combo. Timing is key here!

Acombo oil Dark Phoenix Rising gives you the upper hand right away.

mwrnm imm imBmsiMMB &0


The keyto Dark Phoenix's ability to destroy entire teams by herself lies in her
deadly mix-up game on characters forced to join the fight aftertheir partner is
knocked out. With the use ofTK Trap M, opposing players are forced to play a
50/50 guessing game in which one wrong guess can lead to another K.O. until
the whole team is wiped out. To perform this, set down TK Trap M, wait for the
fresh opposing character to set off the trap by falling in, then teleport just after
the trap fires. The Trap's projectile is what you're actually using for the cross-
up, so if you teleport to one side or the other just beforethe projectile hits their
character, the opposing player doesn't have enough time to react. Basically,
if your opposition blocksthis tactic, it's luck, or you're being predictable with
your timing, oryour teleport choice. Use Teleport Mand Hfor a cross-up, and
employ Teleport L for a fake cross-up. Ifthe trap hits, quickly dash orteleport
into position to follow with a huge combo. If your adversary successfully guards
the trap, you can seize control of the match by firing a stream of crouching
projectiles, or performing Teleport IVI for another cross-up attempt.
Coming in altera K.O. isthe most dangerous position lor your opponent tobein.
Certain characters like Magneto and Storm canairdash upward to avoid falling
into the invisible TK Trap Mtripwire, while others can double jump to mess up your cross-up timing. This is one of the few scenarios where TK Trap His extremely
useful. Position and place TK Trap Hso that it fires as soon as your foe appears, then place TK Trap Mas normal and perform the teleport mix-up. Enemies trying
to avoid TK Trap Minstead get blasted byTK Shot HI
Because Teleport Mcannot cross-up cornered opponents, an incoming character appearing in the corner does not fall victim as easily to TK Trap Msetups. To
counter this, immediately backdash after knocking out an adversary. If you move backward far enough, you can pull the screen backward to bring the playing field
out of the corner. After doing so, you still have amoment to set TK Trap Mdown. Since the playing field has been moved, Teleport Mcan cross up as usual!

GBMtm EXECUTION TIP$


When performing air combos, attack immediately after super jumping lo ensure that the positioning is correct for<> + to connect.
It is best to super jump straight up rather than forward during Phoenix air combos. Jumping straight up with Phoenix gives you the
altitude you need for all hits to connect.
If you're having trouble with the tiger knee motion when performing air TK Shot to OTG, try performing the motion slowly. Only press
when the entire motion is completed, all the way to 57 .

(AS DARK PHOENIX) CR. ,,,<> + ^> <}#<- +,<X}? +,ST.,0+ _>- {)<? +,___>.
FORWARD SUPER JUMP, AIR =< 0 \ <> +

CR.O,,,<> + <==> <)<? * ,<>Z5<^ + ,0/2O + REPEAT

|X-Factor level 2or 3required, works as Phoenix or Dark Phoenix


'nan

e Sentinel's strong, giant metal bady boasts iocredib


power. It alsa has the abilities of tlyiog and of trackim
-gtants.

Its primary weapons are the I


blasts fa special gene scramb
can fire from both its palms,
well as its fingertips. It
ackoutga

iTiiMkt'.MiIiliTiiBiililf'.lilMililiirr
developed by Bolivar Jrask, a scie
who felt that mutants were becoming a
threat ta mankind. Without developing their awn artificial
intelligence, Sentinels dutifully obey their orders, oo
matter who gives them. W

M (Sentinels, 13B5],
Mdrenot the Atom ICB7AB4 model, 13B

v> -fc \ s t>


Vitality 900,000
Chain Cumbu Archetypa 2-Hits limited
X-Factor Boost Damage
Level 1 (3 teammates remaining) 130% 110%
Level 2 (2teammates remaining) 120%
Level 3 (1 teammate remaining)

sentinel is an interesting hybrid:an offensive character that shouldn't be too close, and a
beam-capable character that can't press that advantage against some characters. Your goal
with Sentinel isto push your opponent tothe corner while keeping them atproverbial arm's
length, no closer than the reach of Sentinel's standing . As asecondary goal, keep an eye
"nces topunish your foe's unprotected assist calls with Hyper Sentinel Force.
s a gigantic and imposing killing machine. Why would you want tokeep your
ersary away?

Like Nemesis T-Type, Sentinel is too big for its own good. Characters with
faster attacks (almost everyone) can beat Sentinel tothe punch atclose range,
and it'seasy for opponents to land instant overheads on crouching Sentinel by
simply jumping and attacking
Likewise, Sentinel hasbelow-average vitality, and is easyto juggle. This
model of Sentinel can't take chances. Master Mold doesn't make 'em like it
used to

Sentinel's own attacks are betterat the edge of their ranges, where Sentinel's
limbs are invulnerable and destroy projectiles. Staying atthe edge of poke
rangealso allows you to press a scary throw reach advantagesee Advanced
Tactics for more information

)u want the opposing character pushed into a corner?

net's combo damage potential is much stronger because combos can


asically goonas long as you have hyper meter to spare and the willingness
i snend it.

nel's Human Catapult command throw leads to bigger damage and meter
am opportunities
our foe has less spaceto backpedal away from Sentinel's long-reaching
(s andHuman Catapult command throw, and advancing guard is less
live in pushing Sentinel away

ponent away and to push them to the corner, how

cing your adversary to guard either a long range _,


then activating flight and flying forward
Cautiously wavedashing, jumping, and double jumping forw-m n .; n
ipating where youropponentwill be and taking over that space with the
invincibletip of one of Sentinel's "
I when your opponent is t rushing in to grab them
man Catapult
for opportunities to com

mmmmmm&Mim
Sentinel saw more changes in MvC3's early life than in the transition to UMvC3... The
robot's vitality was lowered from 1.3 million to 905,000 in a patch shortly after the original
was released. Sentinel has it comparatively easy here. Sentinel canno longer combo
locket Punch L to Hyper Sentinel Force after an air combo, but being able to mash
la Storm for increased damage makes up for this.
lei is one ofthe hardest-hit characters in terms ofthe damage of X-Factor being
down, so it's no longer a guaranteed knockout every time a glowing, angry Sentinel
sneezes on an adversary with impossible-to-miss combos. Sentinel canstill definitely
lplish ample mutant-killing in X-Factor, and X-Factor's speed boost is arguably more
mportant to the robot than the damage (since it fixes the biggest disadvantage Sentinel
as). It just takes more effort and better combos to do it this time around. No more easy
ode launch, air, , <^> death for Sentinel!
Vitality changed from 905,000 to 900,000
Foes recover faster when hit by a Rocket Punch
launcher now has super armor (reduced from hyper armor'
ma Storm can be mashed for more damage

, ._. _____
mm^mmm
Screen Command Hits Damage Meter Gain Startup Active Recovery AJJnHftgB j| Guarded No,es
Nullities low priority projectiles during active frames
Standing
Super armor from frames 6-15, r lies mediumpriori!
Standing projectiles during active frames

Hits fullscreen in 26 Irames, chains to crouching ,


102,300 20 deals chip damage, beam durability: 5 frames x2 low
Standing
priority durability points

Screen Command Hits Damage Meter Gain Startup Active Recovery ^JJIjfi08 jj !!! No,es
Nullifies low priority projectiles during active frames
Low attack, super armor Irom frames 6-15,hitsclose
range at13Irames, mid range at17frames, nulliiies
medium priority projectiles during active frames
Hitsfullscreen in 26 frames, dealschip damage, beam
durability; 5 frames x2 low priority durability points

mMVMESMH^SMm
Screen Command Hits Damage Meter Gain Startup Active Recovery ^JJuf.98 8Guarded No,es
Launcher, not super- or hyper combo- cancelable
super armor from frames 12-21, nullifies medium
priority projectiles during active Irames
ns?iMBamm
Screen Command Hits Damage Meter Gain Startup Active Recovery Advan,a9e Advantage NnfB_ SI.
' on Hit if Guarded wulBb
_____________

Air 75,C 22 +17 +14


Overhead attack, double jump- cancelable, nullifies low
priority projectiles during active frames _*-""

100,000 12 32 +22 Overhead attack, double jump- cancelable, nullifies


medium priority projectiles during active frames
Mr 110,000 +25 +21
Overhead attack, nullifies medium priority projectiles
during active frames

*: k&tig?
j-iiii __

Air Special AttacksFlying Screen anil Air Fxchange


used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, airbehaves mostly like another
"^[:|IK.i| . r;l|!,:!,(i)i|:l|Iil: :Ms:,;l,'l; iT:|;(
rmed by inputting adirection plus (), are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
H'^HMlIM'-jiiiliiiiitOiiri^.ilililifMlfiliriHIi

Screen Command Hits Damage "Jeter star,up Aclive ReCovery AdnvanH,


on Hit
a.9e SttJSgS
if Guarded
Notes
Air 120,000 960 23 +18
Overhead, causes ground bounce, nullifies medium priority projectiles
during active frames, causes hardknockdown ifused in launcher combo
AirO + 105,00
(during launcher combo) Tags innext available ally while lofting opponent upward

AirC> ot<? * 95,000 Tags innext available ally while causing wall bounce, erases 1 hyper
27
(during launcher combo) meter bar from opposing character
AirO + 95.C Tags innext available ally while causing ground bounce, generates 1
27
(during launcher combo) hyper meter bar

?r*
4
Throws
Since throws are active soquickly, you can also use them to preemptively toss opposing characters out oftheir offense, Combos
iWTalEtlP-TltTHJf^^ i|,|: >ii :iii<ijjro>

Screen Command Hits Damage Meter Gain Startup Active Notes


O + (ground) 1 Hard knockdown

O + (ground) 1,000 Hard knockdown

O + (air) 1,000 Hard knockdown

Hard knockdown

WS*

BrV' R

itS '
^"'Ji*P^r_

rzn BT;a
maLW$LW=JM>miLWB
, , .. . Recovery (t Recovery
S 1*. gaSST Description H Damage - S,anp AM... a., Na.es
Launches3 projectile drones with4 lowpriority
Hyper Sentinel Sentinel
3 135,000 1200 45 146 116 durability points each, drones disappear \\
1 Sentinela
-

Force Force L Sentinel is hit

25,000 200 per OTG- capable, 3 drones drop 5 bombs each, each
Hyper Sentinel Sentinel 111 81
2 Sentinel(_ Force H
1-15
perbomb bomb
80
projectile has 1 low priority durability point
Knocks down, OTG-capable, nullifies medium
Rocket 130 100
1 130,000 1040 42 8 priority projectiles during active Irames
3 Sentinel7 Plasma Storm Punch L

Onpaper,all three of Sentinel's assists


have potential uses. Sentinel(_ takes
up morespace than just aboutany other
assist, and it is the least interruptible of the
three. Sentinel7 is a fast, hard-hitting
OTG-capable assist with long reach, and
the fist plows throughmost projectiles just
likeSentinel's limbs on point. In practice,
however, Sentinela has too many
advantages to pick one of the others unless
you are REALLY building a team to a specific purpose. (There are lots ofcharacters with OTG-cap iy waste Sentinel's assistto gain thatability?)

The drone assist occupies so much screen real estate for so long that it's hard to pass up. This assist is one of the best in the game for enabling both offensive and defensive strategies
(drones are almost required in order to play rushdown characters like Magneto, Wolverine, and Zero to full potential, and they help characters like Rocket Raccoon and Taskmaster control
the center of the screen even more strongly). Indeed, this assist is so useful that it's areason to put Sentinel on your team all by itself (and it certainly doesn't hurt that Sentinel is astrong
character anyway and abeefy lv.3 X-Factor anchor, if it comes to that). Just keep an eye on Sentinel's vitality and cover the assist whenever possible, since assists are knocked out more
easily than point characters. Losing Sentinel early on ateam where the robot provides the primary assist means you've basically lost half or more of your offensive AND defensive abilities
for the match. (Call the drones just before you force your target to guard along range attack or beam such as Magneto's Electromagnetic Disrupter or Taskmaster's^ + 1_ Web Swing,
andyou've more or less assureda safeexitforassist Sentinel.)
Finally, no matter which assist you pick, Sentinel has aterrific crossover counter... it just doesn't involve waiting around for the actual assist attack! Guard an attack, crossover counter to
Sentinel with O * ~~a. then perform Hard Drive before Sentinel lands and does the counter. This is expensive, costing two bars of meter, but it can be worth it. For example, if your
opponent is trying to K.O. one of your characters with abeam hyper combo, they'll be very surprised when the tables are turned as Sentinel is countered into play with an invincible hyper
combo that travels across the full screen! This trick can also be used to K.O. low-vitality characters who let you block something with enough recovery to guarantee that Hard Drive makes
contact with them. Opponents are typically very surprised when you finish them off this way, and the mere threat that you might counter to an invincible hyper combo sometime later can
influence decisionsthat they makeagainst you for essentially the rest of time.

Screen Command Hits Damage IVIeterGain Startup Active Recovery AdJJni!ftBe fSrded

/_ft0_M_M
Screen Name Command Hits Damage Meter starlup Aclive Recovery Advantage Advantage Notes J|
Rocket
Knocks down, OTG-capable, nullifies medium priority
38 -10 -20
1
Punch L
Otao> + 150,000 1200 18 8 projectiles during active frames

Rocket
Knocks down, nullifies medium priority projectiles
150,000 18 8 38 -10 -20
2
Punch M
O^o + 1200 during active frames
Rocket
Knocks down, nullities medium priority projectiles
150,000 18 8 38 -10 -20
3
Punch H
0^c> + 1200 during active frames
Air Rocket
Knocks down, OTG-capable, nullifies medium priority
150,000 1200 16 8 32 -4 -14
1
Punch L O^co + projectiles during active frames
Air Rocket
Knocks down, nullifies medium priority projectiles
2
Punch M
0^r_> + 150,000 1200 16 8 32 -4 -14
during activeframes

Air Rocket
Knocks down, nullifies medium priority projectiles
150,000 1200 18 8 32 -4 -14
3
Punch H <>^o*o during activeframes
Sentinel
Launches 3 projectile drones with 4 low priority durability
135,400 1200 21 54 +29 +26
4
Force L
{}&o + 0 3 -
points each, drones disappear ilSentinel ishit
Sentinel
Launches 3 projectile drones with 4 low priority durability
135,400 1200 21 54 +24 +23
5
Force M 0#c> + 3
points each, drones disappear if Sentinel ishit
Sentinel 1-15 25,000 200 per OTG-capable, 3 drones drop 5 bombs each, each
56 29 +19 +15
6
Force H O#o + per bomb bomb
-
projectile has1 low priority durability point
$MHMm
Screen Name Command Hits Damage "Jj;1" Startup Active Recovery Advantage Advantage Nofes
Throwattack,causes hard knockdown

Throw attack, causes hard knockdown

Throw attack, causes hardknockdown

Enters orexits flight mode, flight lasts 104 frames

SentinelForceL&M:Each version of
Sentinel Force summons three drones,
which act as projectiles (although they'll
disappear like a beam ifan opponent
hitsSentinel). Thedronescan be useful to
putonscreen against opposing characters
thatdon't have durable projectile threats,
even though it's notthe bestidea against
someone like Doctor Doom who can
justcutthrough all the droneswith his
Plasma Beam, nor against teleport-capable characters that can simply teleport above or behind Sentinel. An ideal time to summon drones is
immediately after knocking out (or snapping out) the current opposing point character... there will briefly be no one on screen to interrupt
Sentinel and, by the time their new character falls into play, Sentinel is free to move alongside the drones (though like the Sentinela
drones assist, Sentinel Force drones all vanish if Sentinel takes damage).
Using Sentinel Force Lto summon downward-angled drones may encourage your competitor to try jumping, super jumping, or flying
above the fray, which puts them in position for you to use jumping or flying air. Using Sentinel Force Mto summon upward-angled
drones may encourage your adversaries to just crouch under Sentinel's little helpers at fullscreen. Wavedash forward and grab such
passive opponents with Human Catapult.
Grabbing your foe with Human Catapult atmidscreen, far from corners, presents a prime chance to summon TWO sets of Sentinel
Force drones, if you want to force the rising opponent to guard for awhile (and assuming you are not consistent enough with repeated
wavedashes to make OTG Rocket Punch Lfeasible after Human Catapult midscreen, which is not an unreasonable assumption). If Sentinel
has ateammate with agood long range assist, call that character into the fray, aswell.

Sentinel Force H: Instead offiring three drones as battering rams, Sentinel Force Hsends
outthreedrones as carpet bombers. Each drone releases five small bombs, fora total of15
bombs blanketing the area. Unlike Sentinel Force L&M, this version cannot be interrupted
Rocket Punch H after Sentinel summons the drones, and the drones themselves cannot be destroyed. This
Rocket Punch: Sentinel players can direct version ismuch slower tofire than the others, though, and it's unlikely that enough ofthe
its signature attack upward (), straight bombs end up hitting tomake the damage comparable toother attacks. On theother hand,
across (),or downward ().The it'spossible tostart a combo off ofthebomb hits if Sentinel isclose enough.
fistthat rockets away from Sentinel has
novulnerable hitbox, and it can plow Human Catapult. Human Catapult Lisactive in 2frames, while a regular throw
intact through anylow priority projectile accomplished withcC>/<j3 + isactive in 1frame. However, Human Catapult has a
ittouches,withthe exceptionof Chris's LOT more range than a normal throw (especially ifyou kara-cancel into it;see Advanced
grenades.(Ifthe fist strikes a medium
Tactics). Screwing up a throw attempt is bad for Sentinel either way, whether you whiff a
priority projectile, both the RocketPunch
Human Catapult grab orget a close-range standing instead of a regular throw. At least
Human Catapult is unbreakable when it connects.
and the medium priority projectile become
mutually nullified). Thedownward-aimed Sentinel's command grab increases invalue near corners, where painful follow-up combos
Lversion, whether airborne or grounded, are possible. The Mor Hversions ofHuman Catapult areslower than the Lversion, but
is OTG-capable, which gives Rocket Punch they deal more damage and allow for more follow-ups since your target ishurled higher
its primary purpose: extending combos into the air. Normally, you'll want to use Human Catapult Lbecause of its fast startup. Human Catapult Hcan be useful after ticking with
after a hard knockdown. To OTG foes after attacks up close; cancel late during the tick to Human Catapult H, so Human Catapult Hreaches its active throwing frames just as
your competitor recovers from guardingand becomes throwable.
a hardknockdown withair RocketPunch L,
execute the movewitha tiger knee motion: It's possible to land huge combos off of midscreen Human Catapult Lby calling the right assist just before performing the grab. Iron
0 -_\ <>$ + . After the OTG hit, Manp, Rocket Raccoon7, and Trish(3 are perfect examples. The opponent gets ejected into the assist instead of being volleyed
Rocket Punch can be canceled into Hard across thewhole playing field, and this pins them point-blank long enough for Sentinel to recover and starta launcher combo. This
Drive or Plasma Storm. approach is risky, however; if you whiff the grab or if your opponent simply interrupts itwith their own attack before they are snagged,
there's agood chance they'll catch both characters, Bob's your uncle, and you've just lost two-thirds of your team trying to get fancy with
Whenfinishing midscreen combos with acommand grab combo. The risk/reward is up to you, but generally it's best to not get too greedy; simply accept the positional advantage
OTG Rocket Punch L, keep in mind you'll and the chance tobriefly move in and call drones/assists for free that a successful Human Catapult represents.
often have to wavedash forward to get
closeenough.Wavedash usingcommand However, there are equally team-oriented ways to capitalize on midscreen Human Catapults without taking unnecessary risks. If the next
dashes (#&, fy , ), soyou don't teammate has an OTG-capable hyper combo, you can perform Hyper Sentinel Force just asthe opposing character hits the ground, then
accidentally whiff Human Catapult instead
team hyper combo cancel to something like Storm's Hailstorm or Magneto's Magnetic Shockwave. The follow-up hyper combo pops your
rival up and into the Hyper Sentinel Force drones, while also tagging in the new character. Similarly, if one of Sentinel's teammates has a
ofgetting the Rocket Punch youwantat the hyper combo that OTGs during crossover combinations, you can simply dash forward and press -_-G_l for the whole team to take part.
end of the second dash.

Don'tbe too tempted to use Rocket Flight. During flight, Sentinel's stabilizing jets emit blue flames rather than yellow, and the
Punches as pokes. If Rocket Punches robot can maneuver freely. Flight mode ends if{} & <? + is input again, if Sentinel
are guarded, or ifthey miss altogether, ishit, if air isused, orif 104 frames elapse. Both the activation and manual cancelation
Sentinel is leftwideopen for retaliation. offlight interrupts basic attacks, which enables quick aerial poking along with many
Cancel guarded Rocket Punches to Hyper damaging combos. Interrupting the recovery ofblocked orwhiffed basic attacks with flight
Sentinel Force to make Sentinel safe. also helps makeSentinel's laggyactions somewhat safer.
Instead of poking with RocketPunches,
Sentinel issurprisingly maneuverable while flying, and itmakes a smaller target with legs
use Sentinel's attacks. This achieves retracted and flight jets powered onthan when standing ontheground. But since guarding
the sameeffect, using safer attacks that
isn't possiblewhileflying, be careful regardless.
can be hit-confirmed into combos.
Byper Combos
. .. Advantaqe Advantage M.|M
Screen Name Command Hits Damage Startup Active Recovery on Hi, if Guarded Notes
Knocks down opponent, can oe masneu iur
282,200-
81-92 25 -8 extra damage, beam durability: 20 Irames x3 1
1 Plasma Storm Ot_c>+ 20-39
337,400
10+1

high priority durability points


In recovery Frames 1-70 invincible, last hitcauses
Hard Drive
I 2 {} t, <$> * (in air) 12 275,400 10+1 42(1)13 until
-5
spinning knockdown that ignores hitstun decay 1
(aironly) landing
Frame 8-14 invincible, knocks down, 9
Hyper 306,000 10+1 84 +15 projectiles with 3high priority durability
3 Sentinel Force
0#<- + 9 -
-

poinls each I

_<*.<_l
Plasma Storm. Plasma Storm isSentinel's primary combo ender. Any grounded Sentinel combo that ends with Rocket
Punch (basically, every Sentinel combo) allows you to tack on Plasma Storm. Mash buttons during this hyper combo
to increase the damage and number of hits. You can also link Plasma Storm after landing aHard Drive or Hyper Sentinel
Force hyper combo near the corner; either perform Plasma Storm right away after the previous hyper combo recovers, or
(for slightly more damage, meter, and challenge) link a Rocket Punch first, then cancel into Plasma Storm.

Hard Drive On air): During Hard Drive, Sentinel propels itself across the entire playing field in astraight line. Hard Drive
is the only move Sentinel has with total invulnerability (Sentinel's limbs are never vulnerable during attacks like standing
orRocket Punch, but the robot's body can be struck). Hard Drive isable toeven travel cleanly through hyper combo
beams! In the air, Sentinel players can use Hard Drive on reaction topunish anything that happens directly across from
.enunei. rrorn uie yruunu, peiiumiiny n_iu uiive wim _ uyei ihiog ui-uun uit - - ~_v -~*--
Sentinel has toa reversal. Even if your foe guards it, orif Hard Drive sails clear over them, this technique usually travels
sofar and sofast that Sentinel isn't vulnerable. (Although some characters may catch Sentinel with fast, far-reaching lv.3
hyper combos.)
Aside from Hard Drive's use asa kind ofreversal, you can insert this move into just about any combo that involves anair
Rocket Punchjust cancel the Rocket Punch into Hard Drive. Instead of ending combos with OTG Rocket Punch Linto
Plasma Storm, you can use OTG tiger knee air Rocket Punch Linto Hard Drive. This inflicts slightly less damage, but it
almost alwaysputs the enemyinto the corner. BH __"', ''
The last hit of Hard Drive causes a lengthy spinning knockdown. This allows Sentinel tocontinue a combo after knocking
its rival into the corner with Hard Drive. The simplest thing to do is to launch with, but hitstun decay usually means
that whatever aircombo you attempt gets cut short. With spare meter, you can simply juggle after Hard Drive with Plasma
Storm, or Rocket Punch to Plasma Storm.
You can also link Hard Drive into another Hard Drive, oreven into tiger knee Rocket Punch canceled into Hard Drive! As long asHard Drive strikes properly sothat t
spinning knockdown again, you cancontinue juggling Rocket Punches and hyper combos.

Hyper Sentinel Force: This isSentinel's safest hyper combo, since the drones come out after the hyper combo cutscene
even ifSentinel is struck. There are threewavesof drones,with threedronesineachwave. ThismakesHyper Sentinel
Force one ofthe best anti-assist hyper combos. If the opposing player calls anassist atmid tolong range without covering
itdirectly (e.g., forcing you toguard something, like a long range beam), simply activate Hyper Sentinel Force. That assist
eats the damage of up tonine drones, with a1.5x damage boost against the assist. When jockeying with your competitor
for position atmid tofullscreen, stay twitchy and be ready toactivate Hyper Sentinel Force on reaction toalmost any assist
coming out.
Hyper Sentinel Force can no longer follow up OTG Rocket Punch Lafter anair combo, but itstill works in several other
ways. For example, canceled into Rocket Punch Lcanceled into HSF works. HSF also still works when canceling into it
from Rocket Punch L OTG after Human Catapult.
Sentinel's basic attacks are frightening, but slow. Every
attack has aninvulnerable hitbox that extends well away
from Sentinel's body. Standing and crouching have
super armorduring a certain period, they can absorb a
single hitwithout being interrupted. Sentinel's launcher
hassuperarmor now too(this is actually down from
original MvC3, where it had hyper armor). However, super
armor on attacks doesn't kick in until the 6th frame of
startup, and super armor on isn't active until frame 12.
The super armor properties of attacks and launcher
Sentinel's size makes itdillicult lor the robot to avoidattacks on lhe Not agreat situation.
ground, and Sentinel cedainly can 1crouch under anything. are more effective from mid range, where the armor may
catchan opponent who is dashing inwith an attack. From
close range, where your adversary hasalready established
striking distance, whatever the opposing player does offensively will probably interrupt these attacks before they even arrive at their armor frames. These laggy moves are also much less
safe when guarded upclose than when guarded from the edge of their ranges. The same thing holds true of using Plasma Storm or Hyper Sentinel Force on the ground against close-range,
aggressive enemies. Ifyour rival is attacking anyway, they're probably going to interrupt the hyper combos in the first few frames, so insult is just added to injury as you lose abar of hyper
meter while Sentinel is getting hitanyway.

Therefore, point-blank, reliable options against an aggressive opponent are absent. Sentinel is reliant mostly on universal defensive options. Sparring with Sentinel's attacks is asking
for trouble; they are Sentinel's only attacks with underwhelming hit areas, and they are still slower than the fast attacks of almost anyone else. Rather than trying for attacks that are
inevitably; out-prioritized, or armor attacks that are interrupted before they reach armor frames anyway, rely on successful guarding and advancing guard to reclaim breathing room To try
taking alittle more initiative, you can sneak athrow or Human Catapult Linto gaps in your opponent's close-range offense. If you're desperate to escape, tiger knee Hard Drive is the closest
thing Sentinel has to aget-out-of-trouble-free card, and it's not even free: it costs abar of hyper meter, the opponent may throw or low attack you out of pre-jump frames or before Hard
Drive actually comes out, and Hard Drive isn't actually totally safe (but it does agood impression of it most of the time).
Additionally, while Sentinel has strong long-range tools like lasers, Sentinel Force drones, and Hyper Sentinel Force, if it comes down to abeam battle against certain characters the
robot is going to lose. Doctor Doom is the prototypical example of acharacter that usually gets ahead of Sentinel in the beam war. Against projectile-centric characters like Ryu and Akuma
Sentinel can win the fireball war when they don't have meter, but when they're loaded, the advantage tilts back in the favor of their fullscreen hyper combo beams. Additionally some small'
characters, like Rocket Raccoon and Amaterasu, are abig problem for Sentinel because they can simply avoid anything the robot does while maintaining their own fullscreen offense Some
matches need to be covered by assists or other members of the team.

These characters can't crouch to avoid standing . Fire away!


Captain America Iron Man Nemesis T-Type Tron
Hulk M.O.D.O.K. Sentinel
These characters can duck under BOTH lasers, even crouching. Hold your fire!
Amaterasu Firebrand Phoenix Viewtiful Joe
Ar,nur Frank West Rocket Raccoon Wolverine
Felicia Morrigan Strider
This is not to mention the fact that teleport and flight-capable characters completely skirt attempts at aranged game and turn it into aliability. If you abuse lasers against the wrong
enemies, it won't be uncommon to see Dante, Dormammu, Strider, Vergil, et al falling out of ateleport onto asoon-to-be-decommissioned Sentinel, which is now uselessly whiffing
laser in the wrong direction. Flight characters can just stay above the fray; characters who can both fly and airdash can super jump above Sentinel's beams and drones and activate flight,
then airdash repeatedly and unpredictably to get at Sentinel as desired.

So, while spamming lasers canceled into drones while calling Doctor Doom-p (or other strategies to that effect) annihilates poor characters like Haggar who don't have an answer
at all, or poor players who gladly cooperate with running into your mindless barrage over and over before calling you acheap player, that strategy won't cut the mustard against attentive,
reactive opponents. It also won't work against characters that have easy answers, like an overpowering beam or fast teleport. (Sentinel Force drones are definitely an asset to almost any'
team, just not as much when Sentinel is on point; Sentinela isone of the game's strongest assists.)

Acouple dashes away isfar enough to threaten with lasers while still being close enough
to dash forward to poke with the tip of standing or crouching . Any version of Sentinel's
grounded and attacks can be hit-confirmed into Rocket Punch (and then Hyper
Sentinel Force) from this distance orcloser, and crouching can be chained into
launcher even from just inside max range. On guard orwhiff, you can cancel any ofthese
attacks intoflight, allowing Sentinel to either reposition or to transition to direct offense.

Two dashes away also putsSentinel at the right range to threaten with dash forward kara-
cancel Human Catapult. This servesas a counterpoint when opponents are scaredof dash-in
crouching. See Advanced Tactics for more on the kara-canceled grab.
Your challenger may opt totake tothe skies, rather than worrying about whether Sentinel
might spit lasers, dash forward with invincible fists, ordash forward into a grab with
outrageous reach. That's fine, thoughif you think that your competitor might try tojump
orsuper jump from a couple dashes away (orif you react just as they leave theground),
jump forward and double-tap air right away. Since you're pressing twice, Sentinel
naturally chains into another air if the first one connects. If successful, you have plenty
oftime to verify it's v/orking anddouble jump intoa stylish ground bounce combo: see What all this means isthat while Sentinel isan ollensive character, you'II want to stay about adash or two away
combo VII.
Irom your rival atmid range, rather than trying togetintheir lace.

If you poke with something like the tip of standing and cancel into flight, you're in
roughly the same situation. Air here causes Sentinel to fall right back to earth, while
ground bouncing overeager foes who tried todash in after flying Sentinel. Or, flying air
atthis low altitude snags jumping enemies, and itcan also be hit-confirmed into a ground
bounce combo. See Advanced Tactics for more on using Sentinel's flight mode.
From one dash away, you're in range to use the tips of attacks, to kara-cancel standing
into along range Human Catapult, or to jump forward with an overhead air stomp.
None of these attacks is particularly fast ortricky when you look at them in a vacuum. It's
the mixing up between them that causes one or the other to work. Opponents who are
scared of crouching , which is Sentinel's only low attack and most important attack in
general, are opening themselves up to eating air attacks orHuman Catapult.
As amix-up to zoning from one dash away, occasionally dash and attack with standing
chained to crouching. Crouching strikes three times, with brief dead periods
in between hits. Opposing players MUST keep holding down-back to continue blocking all
of crouching . If they rise too early ortry to jump out, the later hits still catch them,
and you can still chain to launcher. This opens the door to use dash-in as atick before
chaining to standing and kara-canceling into Human Catapult H(the standing is
there only to add range to the throw, and the laser should not actually firesee Advanced
Tactics). No one is going to consistently use advancing guard after blocking just one initial
attack; where they will start advancing guard is while guarding follow-up attacks. So
In addition topoking with\ Iattacks on the ground, you can jump forward Irom adash away and stomp with by dashing forward, ticking with , then timing Human Catapult Hto snare your targets
air. just asthey become throwable after blocking, you can score unbreakable throws against
adversaries
adversaries who
wno are
are too
too focused
rocuseu on
on not
uui eating
e-imy crouching
wum, y . Naturally, once
-_/. i_i_i_njr, they're
-> -

also worried about Human Catapult H, crouching itself tends to have ahigher rate of success when you go for it (opponents who anticipate acommand grab and attempt to jump
immediately after blocking eat crouching if you go for the chain instead).
Crouching can chain successfully into from slightly farther than standing ,and it leads into air combos that deal over 600,000 damage and are meter self-sufficient. With surplus
meter handy for THC handoffs, or by using X-Factor, it's easy to see how clean Sentinel hitsshould lead to knockouts against all but the heartiest opposing characters. Chances may be
hard to come by, so you must make them count. If you strike with the very tip of standing and chain to ,it usually whiffs, so when you poke with standing (M), stick to canceling into
flight orinto a Rocket Punch canceled to Hyper Sentinel Force for chip damage orassist punishment.

Sentinel's armored moves help expose overly aggressive opponents. Human Catapult used elfectiveiy isthe scariest weapon Sentinel has.

With Sentinel's damage output and propensity for cornering enemies, you frequently attain aposition to mix up anew character that is forced to fall in after their teammate was knocked or
snapped out. Sentinel players have an interesting conundrum here: they can go for alot of chip damage by filling the screen with garbage, or they can go for a"naked" mix-up against the
new character, buttheycan't really do both. Both approaches are good indifferent situations.
For pinning, summon Sentinel Force Mearly while Sentinel has the screen to itself, then call the assist you brought along that deals the most chip damage. This should be timed and
positioned so that the assist and the drones meet the new character just as they fall onto the screen at normal jump height. Summon another set of drones for free while your rival is
trapped blocking (Sentinel Force Lif you want to rush in and go for jumping air or flying air overheads; Sentinel Force Mif you want to rush in and go for Human Catapult), then
proceed back to your normal plan, having chipped the new character alittle, gained alittle meter, and still kept your opponent in the corner. The upside is small, but the downside is non
existent.

For chip damage, do the same thing, then cancel the second set of Sentinel Force drones into Hyper Sentinel Force. This is already going to deal decent chip damage; if you'd like to go all-in
(such as near the end of aclose round), cancel Hyper Sentinel Force with X-Factor, call your best chip assist again, then immediately cancel another set of Sentinel Force Mdrones into
another HSF. With their character pinned, the opposing player is forced to think about popping X-Factor to avoid excessive chip damage. If they don't have X-Factor, they'll just have to eat it.
For much more potential, but also more risk, Sentinel can mix its adversary up directly. An opponent falling in fresh is acaptive audience, and Sentinel's scary but slow armored moves are
much more effective as aresult. They HAVE to fall to the ground, and the only thing opposing players can do to change this is to use some sort of air mobility option or air special move
if they have it. If you anticipate them airdashing upward to avoid the issue altogether, super jump and air throw them right back into the cornenpverzealous competitors who fall in using
attacks can be severely punished by having them fall onto the armor frames of either launcher (which beats nearly anything), or crouching. Forcing enemies to land on crouching
sometimes is crucial to making Human Catapult work when you try to grab them instead. Opponents who want to jump again as soon as they touch the ground and are worried about
athrow soon get caught by crouching. Eventually, the opponent starts feeling afraid to do anything when their new characters fall in versus Sentinel, and that's when you should start
timing Human Catapultto snare them just as they land.
Attacking afresh character while in flight mode doesn't present much of amix-up opportunity. Sure, if the opposing character eats flying air , while falling in can take them for a
ride, but if they're going to let that hit them, then they're also going to fall for launcher and crouching sweep. Those attacks have armor as insurance, as well as^an unbreakable
counterpoint in Human Catapult. If you attack while flying, on the other hand, your opponent just has to worry about guarding left or right and breaking air throws. That's actually less
threatening than if Sentinel had just stood there waiting for them to fall in... But, this changes with the right assist. Backed by something like Dante-a or Storm-7, flying Sentinel can
cross your opponent up by calling the assist on one side, then flying over or under the opposing character to the other side (say, under them into the corner, just as they fall away from it).
You can mix this up by sometimes staying on the same side, rather than crossing over. If the assist hits from either side, react by ground bouncing your competitor with air _, which also
automatically makes Sentinel land. From here, you can launch them into the combo of your choice. If they guard the assist properly, they're still stuck in mid-air next to aflying Sentinel that
has frame advantage.
____________

/. ^> FORWARD SUPER JUMP, AIR __-$> * * , PAUSE, AIR , __> ** * o, PAUSE,
FALLING AIR, LAND, PAUSE, ___> FORWARD SUPER JUMP, AIR ___> if - o , AIR, , , , LAND,
WAVEDASH, V * @ OTG (MASH)
835,200 damage, 5% meter gain
Aclean Sentinel launcher leads to incredible damage with aself-sufficient combo. If you have meter left over to THC to another mashable hyper combo, your opponent is probably done
After launcher into super jump, strike with air canceled into flight as soon as possible. After flight, wait as long as possible before linking flying air,, then wait again after
unflymg a.rUj) into falling airOj), and again between landing and launching again with. The purpose of inserting the pauses is to allow your adversary's body to drift down slightly
making the rest of the combo possible. Otherwise, they'll end up too high for either falling air or for the relaunch afterward to strike properly.
This combo works on every member of the cast, but landing the flight chain during the second superiump rep requires perfect positioning on tiny characters like Rocket Raccoon (or even
Deadpool or Spider-Man). For an easier time, forego using flight and simply perform an air chain to for the hard knockdown. (If you're not sure of positioning just use or
eyeniust <_).<) for consistency. The relaunch combo should also be simplified if you used several hits to chain into the first launcher, or if the combo started with the ground bounce of
air VS/.)

To trade damage for acornered opponent, wavedash and OTG with tiger knee air Rocket Punch _(*-*+) canceled into Hard Drive. If they're already near the corner, catch
them after Hard Drive w.th Rocket Punch Linto mashed Plasma Storm for 971,600 damage. (Or, meter permitting, execute another tiger knee Hard Drive, then aRocket Punch into Plasma
Storm toinflict around 1.15 million damage!)

//. * *, DASH-IN ST., ,is-> SUPER JUMP FORWARD, AIR ,,


AIR , , es> * it + o , FALLING AIR ___ DOUBLE JUMP, AIR , , LAND, * \ - o OTG *>
f _t- o (MASH)
Requires corner, 654,700 damage, 21% meter gain
v.*
<_t A

This unbreakable grab combo works when Sentinel is close enough to the corner to dash in and juggle standing after Human Catapult L. This is no farther than one dash away from the
corner. The tricky part is just catching your competitor before they hit the ground after the throw. Perform every step as quickly as possible. If asurplus meter is almost ready when you
get to the OTG, finish with tiger knee Rocket Punch LOTG canceled into Hard Drive, then juggle Rocket Punch into Plasma Storm for 790,200 damage. By inserting extra Rocket Punches ft
between hyper combos in the corner, you can sometimes build enough meter to keep the combo going, whereas simply continuing from one hyper combo to the next would run out of bar.
If you land Human Catapult Ltoo far from the corner to juggle afterward, just OTG with Rocket Punch L. With an assist like Trishp, you can call the assist and then OTG the opposing
character with Rocket Punch, so they pop up into the assist and the combo can continue without using hyper meter. If you don't have an assist to pop them up, you'll have to cancel Rocket
Punch Lto Hyper Sentinel Force or Plasma Storm (or X-Factor) to get more damage. At least landing Hyper Sentinel Force in this situation allows Sentinel to launch its target into the corner
immediately afterward. If you then air combo to air, tiger knee air Rocket Punch LOTG to Hard Drive, then link Rocket Punch to Plasma Storm, you'll have all three Sentinel hyper
combos inone sequence! (Along with at least 850,000 damage.)

III. "M * o , IMMEDIATE JUMP FORWARD, AIR ,__-> DOUBLE JUMP, AIR , , , LAND,^>
SUPER JUMP, AIR, ,___> it + o , AIR,, , ,,, LAND, -_ o OTG es>
* *-* o (MASH)
Requires corner, 752,100 dmg, 59% meter gain
After performing Human Catapult Hnear acorner, it's possible to build asizable amount of meter while also dumping some of it into your victim. Normal jump forward immediately after the
throw recovers, but pause briefly before chaining air ,. After ground bouncing and then launching your rival, perform the air and flight combo portion as quickly as possible.
Like most_Sentinel combos, if you have surplus meter, you can score more damage after the hard knockdown. Finishing with a tiger knee Rocket Punch LOTG to Hard Drive, then Rocket
Punch^> Plasma Storm results in 875,100 damage!
Human Catapult Hinto the corner also lets you involve teammates without using meter. Tag acharacter who can OTG into agiant combo by themselves, like Dante or Doctor Doom, and let
it rip...

IV. FORWARD OR BACKWARD THROW, DASH, - + * OTG e_> f *: * o @ p[ * * - o , FLY FORWARD,


AIR,,, LAND, ^> SUPER JUMP FORWARD, AIR,,,, LAND,* * OTG e~>
fX40@@ (MASH )
1,130,500 damage with lv.1 X-Factor, 73% meter loss
Even with X-Factor toned down, angry red Sentinel is no joke. If you combo into Hyper Sentinel Force, you can still opt to make any combo ferocious by canceling the beginning of Hyper
Sentinel Force into X-Factor, then flying forward to cause aground bounce with air , , just as the last wave of HSF drones juggles the enemy.
That's just an example of confirming X-Factor within acombo, though. Normally, you'll just dash, OTG with Rocket Punch L, then cancel to Plasma Storm for 453,700 damage.
1"%ffivL/

AIR,,<^> * * + .AIR,,,,, LAND, DASH, \\+ OTG e_> * * * @(MASH)


X-Factor hit-confirm tor two characters, 2,841,200 damage with lv.1 X-Factor, 295% meter gain
It's not as easy as it used to be. but Sentinel can still definitely toast entire teams at once with the right chance. This hit-confirm off of crouching gives you plenty of time to see that
you've caught their point and assist together, so you can combo to Rocket Punch L, then cancel to X-Factor and erase two-thirds of the other team. No assist character survives this combo;
the only point character who cansurvive is Thor.
..''-'

UL CR. ,<^> FORWARDSUPERJUMP, AIR,, ^> if * , AIR , ffi AIR,'^>


\ it + , FALLING AIR <^> FORWARD DOUBLE JUMP, AIR , , , LAND, DASH,* *- OTG<^>
-+ * * o (MASH )
X-Factor hit-confirm for two characters, 2,320,900 damage with Iv1 X-Factor, 226% meter gain
If you're too hard-wired into launching after crouching connects, you can still fit in an air X-Factor combo that can take out any assist and almost any point character.

VII. FLYING AIR e$> if + , FALLING AIR bb> DOUBLE JUMP FORWARD, AIR , , LAND, DASH,
ST.,B5$> SUPER JUMP FORWARD, AIR,, &$> * - , AIR , , , , LAND, DASH,
* - OTG &> ,* @ (MASH )
Airborne target, 811,100 damage, 30% meter gain
Whenever Sentinel catches an airborne target with air as apoke, it's party time. This is just one example, taken from anatural flying poke sequence: flying air canceled with unfly
into falling air is asafe poke with enormous reach. Sentinel players should often cancel blocked attacks into flight in order to be safer and reposition Sentinel on the ground; this is
also anatural time to poke with flying air . then unfly falling air just over the opposing character's head. If they happen to jump and get snagged by the two-hit combo, you can easily
hit-confirmand double jump forward to continue.

No matter how you hit your opponents with attacks in midair, whether it's flying air or just asuper jumping air, or whatever, the important thing is to make it to air for the
ground bounce. Get thatfar,andvirtually anything youdo afterlaunching deals scores ofdamage.

mm
a
m?
You can extend the reach on Sentinel's Human
Catapult throw by canceling into Human Catapult
from standing . Cancel standing before
Sentinel actually fires the mouthlaser. Sentinel
takes a step forward during the startup of standing
, so this translates into the command grab
having horrifying range. How horrifying? The
places where characters stand at the start of a
match if they don't move is about right. If Sentinel
is made to backdash from point-blank range, then
perform the kara grab, it will work. In fact, from all Make sure the opposing player is worriedabout cr. and air attacks, and they're sure to fall for dash-in kara-cancel Human Catapult.
the way across the playing field, wavedash once
(with both dashes being full-length), and Sentinel is at the edge of kara grab range!
Human Catapult Hhas the most range and offers the most follow-up potential, but Human Catapult Lisactive much faster and only loses a pixel or two in range
anyway. Near a corner, every strength of Human Catapult leads to big damage. When using the kara grab on its own, the Lversion is best because of its speed.
However, when chaining into the kara grab from a tick (standing , standing ^>- <><} -_\ + ), the extra startup on the Hversion is actually what
makes the trick work.
It's possible to follow up after Human Catapult midscreen with perfect wavedashing, but it's tough and inconsistent. With certain assists in Sentinel's back
pocket, you can simply call the assist just as you go for the grab to score a big combo anywhere. Given that Human Catapult is inescapable, this is especially
useful near corners, against characters falling in after their teammate is knocked/snapped out, and against opponents who just finished guarding the assist of
Sentinel's partner.
xMrnm^mmmmimsw
Using flight effectively is different than playing astrict ground game. In terms of movement, Sentinel has
one of the most agile flight modes, and the robot keeps momentum briefly when changing directions in
midair. It's important to take advantage of this freedom by avoiding attacks and not staying in obvious
places (like directly across from acharacter packing abeam hyper combo, or directly over someone who
can call Dormammu(3, and so on).
For adversaries underneath Sentinel, flying air is the fastest and best attack. Air works, as well,
and it certainly hits hard (and chains to air easily for alauncher opportunity), but it's considerably '
slowe^. At low altitudes, the closest thing Sentinel has to afast overhead is swooping in with flying air
, . On hit, you can unfly and link falling before landing and continuing on the ground (if guarded
Sentinel's air moves are about controlling space andanticipating where go for crouching or Human Catapult). Flying isn't fast or tricky at all if you simply activate normal' _

your adversary wants togo. flight from the ground; Sentinel has aforced "rising" period before it can move or act. However if you
vn,,M!nfitnpri..mf.ih.i . . Hger knee flight activation (0 2 <^\^ +0) so that you press just as Sentinel leaves the ground,
ou I get super jump flight instead and at avery low altitude! Although Sentinel's jets are still blue, this removes the totally obvious visual cue that Sentinel
InitttelitaflM hi timer ParUCUlarly Qd a"er drPPing dr0nes and an assist on a,oe who is in ,he "' maV be d for them to see flying air
With Sentinel's enormous air , you can poke in the air ahead of where you think your opponent may go next, farther than any other character in the game
Fying ty) canceled to unfly falling is perfect to place in front of or above afoe at long range. If they run into it, you can confirm into ahuge combo from
all but the most awkward of positions by double jump canceling the falling air and chaining into aground bounce. If you're relatively close, you can double
lump and chain air(M), , . From farther away, you'll need to eliminate air . Depending on positioning, some improvisation may be required but
remember that you have longer than you probably think when chaining or linking Sentinel air attacks. Slow down and take your time until the flight combos
come naturally.

Whenever you want to leave flight in ahurry, air , the "frying pan," acts as ashield that also happens to create aground bounce. Use it whenever you'd
like to return to terra firma in relative safety (for example, poking with standing , canceling to flight, then immediately returning to earth with ). If your
opponent does something foolish like dash into the frying pan, good for youfree launcher!
It's extremely important to note that characters who recover in midair after being hit are in anormal jump state, even if they were thrown to the top of the
playing field. Activating flight from this position allows Sentinel to reestablish mid to long range, while calling assists from avery unusual position. This is the
main way Sentinel can take back momentum if the opposing player lands a hit.

UMBO AmWK
mmi EXECUTION TIP*
Don't rush into super jumping after launching with . Pause before super jumping, and then pause again briefly before attacking in
midair, so your target levels off somewhat with their upward trajectory. Super jump too early or attack in midair too early, and Sentinel
gets stationed in the wrong position for certain combos to work consistently.
Air causes tons of hitstun, especially during super jumps. Don't rush linking after air es> flight. Pause and let your opponent
drift down slightly. The timing is lenient until hitstun decay starts kicking in hard.
Air can be chained very slowly air-to-air and still combo. Give yourself time to verify the hits so you can score aground bounce
with air (s).

ST. , CR. , ___$> FORWARD SUPER JUMP, AIR LAND, DAS 0^->+ : . a_* 0$i_>.+

|Simplest combo from fastest ground move 641,100, 29% meier loss

LUNG AIR, LA I - ^> RD SUPER JUMP, AIR, , i


EaE l_____3_M_vl.(M)i: > *-, FALLING A _=_> ARD DOUBLE JUMP, AIR , , LAND, DASH,
TG-__> j. h^.<>@@
Damage
. :iead_(on block, double jump cancel falling air and go for air , ) ,300, 43% meter gain

PER JUMP FOR ____> 0#<>

Midscreen kara thr


671,800,11%meter gain

FLYING AIR ___> f it * , FALLING AIR, LAND, DASH EEE) WESKER-p, ST. ____>^/2<<*, AIR, DASH, ST.
"'ARD SUPER JUMP, AIR ,, ___>* if - , AIR ,, ,, LAND, DMm-MBIT e_>.^_> +
Damage
|If opponent guards and does not use advancing guard, this works as apseudo unblockable j840,500, 28% meter gain
moTi v: 4

7)03
mmmmiB&mo

TMMW
Jennifer "Jen" Walters lawyer, Advantorar

like her cousin Hoik, Jennifer possesses great


strength, durability, endurance, and a healing factor.
Bnlike her cousin, she almost always retains her toll
intelligence and personality as She-Hulk.

Janniiar is tha cousin at Bubert Bruce Banner, the


Hulk. Attar being gravely injured, she received a blood
traostusian from Banner that allawed her to transform
into She-Hulk. Her transformation extends as far as
her personality, going tram maak and mousy ta Strang-
willed and confidant.

The Savage She-Hoik #/ 11BBBJ

PBMB EBIB

STAMINA

'This is biographical, an
in-gamecombalpotential
iMMEMMMm Ivmievr
mality 1,15B,BBB
Chain Cumbu ArchetypE Marvel Series
X-Factor Boost Damage
Level 1 (3teammates remaining) 1301 1101
Level 2 (2teammates remaining) 150% 120,
Level 3 (1 teammate remaining) 170% 1301

True toher character, She-Hulk isn't much interested in fighting from long range; she takes
a very direct approach, getting up close and personal and brawling with the best of them.
Naturally, your goal when using She-Hulk istoget within point blank range.
Whydo you want to do this?

When up close She-Hulk can threaten with her Heavy Strike Land
Heavy Strike H; throw attacks that lead into massive damage if hit
Enemies that try to evade Heavy Strike throw attacks open
themselves up to getting hit low-hitting crouching attacks, air
throws and the anti-air Heavy Strike M
She has a fast overhead with frame advantage that can lead to
combos, which is especially threatening when your foe is already
in guardstun from a crossover assist
She-Hulk has no zoning tools whatsoever. She isn't a threat
unless she's close

How doesShe-Hulk achieve closerangewith hercompetitors?

Forcing the enemy to guard a crossover assist


Using She-Hulk's excellent wavedash to quickly close the distance
Normal jumping forward while guarding, then using She-Hulk's
excellent air to act as an air throw attempt, an air-to-air attack
that leads into a combo, and an air-to-ground attack that leads
into a combo

Using a charged Chariot's hyper armor to muscle her way in


Using Runners' Start to combat advancing guard

TUNING SINCE ORIGINAL MVC5


A successful tournament character early in original MvC3's lifespan, She-Hulk was
weakened in three significant ways: crouching no longer chains into itself, limiting
her ability to punish opponents for attempting to use advancing guard. Her fearsome
crouching attack travels amuch shorter distance, removing her ability to react to nearly
anything and convert into majordamage. Finally, her Senton aerial attack can no longer be
canceled into a TAC attack, which was used to extend hercombos for more damage in hard
knockdown situations.

On the positive side, staying in the Runners' Start stance for 60 frames now enables a
hyperarmor version of her Chariot dash, giving She-Hulk an almost surefire way to close
the distance againstthe opponent given enoughtime. She-Hulk also gains a brand new
command normal that fills in some of the void left behind from herold crouching attack:
the long range Lights Out!
Crouching no longer chains into other attacks
Crouching travels a much shorter distance
Senton can no longer be canceled into TAC
New Command Move: Lights Out! (* )
Chariot gains hyper armor if Runner's Start is charged for 60 frames
Runner's Start can now transition into Torpedo more quickly
Runner's Start can now transition into Clothesline more quickly
Clothesline now wall bounces an airborne opponent
Emerald Cannon now travels forward
The damage of Taking out the Trash can now be increased by adding
directional inputs on the controller


:- . .:s ~~~r '
_-_________

Air Speeiai AttacksFlying Screen and Air Exchange


Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen) When used outs
basic attack. Air exchange attacks, performed by inputting adirection plus , are only possible during alauncher combo ging in the next
available character to continue the air combo.

Screen Command Hits Damage Meter Startup Active Recovery M$* fJjngOJ Noles
1 Air 1 90,000 720 10 4 27 +18 +14 Causes hard knockdown if used in launcher combo |
2 Until
Air{r" + (during launcher combo) 1 60,000 480 9 4

Tags in next available ally while lofting opponent upward I


grounded
AirO orO +
3 1 50,000 400 10
Until
1 Tags in next available ally while causing wall bounce, \
(during launcher combo) grounded

erases 1 hyper meter barfrom foe i


4
Air^ + (during launcher combo) 1 50,000 400 10 4
Until

Tags in next available ally while causing ground bounce, 1
grounded
________

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command


on Hit if Guarded
Greeting
Punch C>+ 90,000 720 25 +8 +4 Overhead attack, press C> between frames 21-32 tocancel into
Chariot, press-C3 between frames 21-32 to cancel into Catapult
Until Overhead altack, OTG-capable, 1hit of super armor during
Senton iair)0 + 100.C 20
grounded frames14-26, knocks down
Jumpbackwards against Performs a wall jump, may initiate aerial attacks or
Wall Jump
wall, then press7 movements after 8th frame

Throws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense. Combos
are usually possibleafter throws, one wayor another.

Screen Command Hits Damage IVIeterGain Startup Active Notes


mQu^MHMmmLW3&
Recovery (this Recovery
tive crossover (other
Screen Type Combination assist) partner)
Hyper Combo
Low attack, OTG-capable, causes spinning knockdown
1hit of super armor during frames 45-56, crumples for 124
frames on hit, causes spinning knockdown versus airborne foe

She-Hulk-a is her most versatile assist, providing both alow attack and an OTG. This makes it an obvious choice for amajority of teams. You can use the low attack provided by
this assist simultaneously with an overhead attack to create an unblockable attack. The OTG aspect works well with any character that requires an assist to cont.nue combos after hard
knockdowns, although itdoes have quite a bit of startup, which you must take into account when performing combos.
She-HulkS can be useful for the crumple it provides and can absorb one hit with super armor for several frames. However, it is slow to come out, making it asubpar defensive assist
despite the super armor. It's also difficult to use outside of very basic combos, making it an awkward assist to use. It's important to note that the assist version of Clothesline is different
from the normal version: the assist version does not wall bounce an airborne enemy.
Sne-Hulk-7 is very fast and covers awide frontal area. The opposing character is knocked airborne, but the height where the foe recovers is low enough that most characters can convert
into acombo if they can react to the hit. This assist may be useful in some teams but is still less useful than She-Hulk-a overall due to Torpedo's applications outside of combos.

Screen Command Hits Damage IVIeterGain Startup Active Recovery \\* il Guarded

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds

Screen Name Command Hits Damage JJBnr Startup Active Recovery Afl0vnanH,ft9e f^SZ Notes
Heavy 25 Throw, stuns foe for 120 frames
1 Ot\o + 1 56,000 560 10 ,
-

Strike L

Heavy Throw, only hits airborne opponents, stuns rival


2
Strike M
0\n> + (M) 1 56,000 560 9 4 23

for 120 frames

Heavy 20 Throw, stuns competitor lor 120frames


106,400 1064 6
3
Strike H
<7t\C>+ 2 20

PressC> between Irames 34-38 lo cancel into


Somersault -9(-4)
"><>_ + 1 100,000 800 8 10 21 -6(-3) Chariot, press< between frames 34-38 to
KickL
cancel into Catapult

Press> between frames 51-55 to cancel into


Somersault
4 2 133,000 1120 6 11 39 -12(-7) -26(-21) Chariot, press <? between frames 51-55 to
KickM =>Ot_ +
cancel into Catapult

PressC> between frames 66-75 to cancel into


Somersault
oO^ + 3 162,500 1440 4 13 59 -29(-8) -49(-38) Chariot, pressO3 between frames 66-75 to
Kick H
cancel intoCatapult
Can becharged for 60frames toautomatically
transition into a hyper armor version ofChariot,
Runner's
9-60 pressing any time from frame 10 and onward
5
Start 00 + -
-
-

causes She-Hulk to go intoa 5-frame recovery


period
Until touching Charging Runner's Start for 60frames gives
(During Runner's Start) opponent or
6 Chariot -
-
1

Chariot hyperarmor
wall
Low attack, OTG-capable, spinning knockdown,
80,000 9 8 24 +4 -10
7 Torpedo (During Chariot) 1 640 cancels into Runner's Start
1 hit olsuper armor during Irames 7-18, crumples
110,000 4 37 -19 for 124 frames on hit, causes wall bounceagainst
8 Clothesline (During Chariot) 1 880 15 -

airborne opponents, cancels into Runner's Start


4 <
Screen Name Command Hits Damage "Jjjj1" Startup Active Recovery Advantage Advantage Notes I
Somersault Press O between frames 46-50 to cancel into
9
Kick+ (During Chariot) 2 133,000 1120 6 10 35 -7(-2) -21(-16) Chariot, pressO between frames 46-50 to
cancel intoCatapult
Emergency
10
Stop (During Chariot) -
5 -

ReturnsShe-Hulkto neutralstate

She-Hulk jumps back and then leaps forward off


(During Runner's Start)
11 Catapult 26 the wall, stays airborne for frames 27-65, may
<?


-
-

initiate any Catapult maneuver during that time,


cannot air guardduring jump'sentireduration
Shooting
12
Star (During Catapult) 1 90,000 720 6 Until grounded 8 +11 Ground bounce
Flying Drop
13
Kick (During Catapult) 1 110,000 880 10 Until grounded 15 +6 Wall bounce
Diving
14
(During Catapult) 1 110,000 880 12 Until grounded 19
1 hit ofsuper armor during Irames 14-26, ground
Senton +1
bounce, OTG-capable
Emergency Until grounded,
15
(During Catapult) 5 frames of
She-Hulk's forward momentum stops, and shefalls
Landing -

ground recovery "


straight down

HeavyStrike: Heavy Strike is a crucial


part of She-Hulk's mix-up game.All three
versions of Heavy Strike put the opponent
in a dizzystate when the move connects,
allowing She-Hulk to follow up with a full
combo.However, She-Hulk's damage
gets scaled byapproximately 25% more
immediately following the throw.
Heavy StrikeLgrabs grounded
adversaries, making it excellent for tick throw setups. It has fairly good range and can be canceled from basic attacks. This means that if the opposing player ever fails to advancing guard
abasic attack, She-Hulk can threaten to cancel her recovery with adelayed Heavy Strike L. Competitors must use a5frame or faster attack or jump into the air to beat this. This technique
is particularly useful with crouching , as this attack is normally punishable by most characters when executed at close range.
Heavy Strike Mgrabs airborne rivals while She-Hulk herself remains grounded. This is mainly used as areset tool after your foe air recovers from acombo. It is very useful to use after an
OTG with Torpedo, especially in the corner. Heavy Strike Mis extremely powerful against characters with low air mobility. Although opposing players can attack She-Hulk out of this with
fast attacks, this tactic can be risky for them because of She-Hulk's other threats like air throws or her Taking out the Trash hyper combo.
Heavy Strike Hcauses She-Hulk to dash forward and attempt athrow against agrounded opponent. You can employ this move to combat advancing guard against acornered rival.
Somersault Kick. This is Runner's Start. She-Hulk
a fast attackwitha high remains in Runner's Start
amount of active frames. until you pressO3 for
All versions of this attack Catapult orC> forChariot,
can be punishedifguarded, or until 60 frames elapse.
but Somersault Kick L is After 60 frames, She-Hulk
difficult or impossible for automatically begins
most characters to punish Chariot, but with hyper
ifcanceled intoCatapult by armor. She can also press
holding back. Youcan use after eight frames in
this to baityour competitor's Runner's Start to cancel
attempts to punish She- it. You can use this to
Hulk, and then you can cancel all basic attacks,
counter with a Catapult Light's Out! Torpedo, and
follow-up of your own. Clothesline to reduce the
recovery of these moves.
Doing so gives She-Hulk heavy frame advantage onseveral oftheseattacks.

Chariot She-Hulk begins running quickly forward, and if she charged Runner's Start for 60 frames, she gains hyper armor for the duration of Chariot. Press at any point to cancel Chariot.
Pressing during Chariot causes She-Hulk to attack with Torpedo. This attack hits low and is OTG-capable. This attack is primarily used to OTG after alauncher combo. It can be
canceled into Runner's Start upon hitting OTG, immediately followed by Chariot into Emergency Stop, and finally to relaunch. This is She-Hulk's primary way to relaunch, but it can
only be done early in combos. Hitstun decay causes opponents to air recover too soon for this technique to work effectively (or at all) after 10 hits.
Because of its armor property, Clothesline can be useful to catch adversaries and their assist at the same time if you can predict them, causing acrumple stun against both characters.
Doing so enables She-Hulk to deal massive damage and likely KO the assist (and possibly the point character, as well). This is also useful after Heavy Strike to enable jump air, ,
combo loops.
You can utilize Somersault Kick+ in asimilar fashion to Somersault Kick. If you see your foe jumping at you during Chariot, this can be auseful option asan anti-air attack. If it's blocked,
you can attempt tobait and punish a counterattack by canceling to Catapult when landing.
Catapult She-Hulk jumps to the wall behind her and then launches herself forward toward the opposing character. She can alter her trajectory by using the different follow-up attacks or
Emergency Landing. Catapult's main use is to avoid ground attacks on startup and bait anti-air attacks after the wall jump.
Shooting Star causes ground bounce and alters She-Hulk's trajectory to amuch steeper decline. It also recovers much more quickly than the other Catapult attacks.
Flying Drop Kick causes wall bounce and makes She-Hulk lose almost all forward velocity and rapidly drop to the ground. This can be useful for punishing rivals who attempt to wavedash
underneathyour Catapults.
Diving Senton is similar to Senton. It also ground bounces, but once used, it continues forward with the same momentum. This move also has one hit of super armor from frames 14-26,
making it useful against adversaries who attempt to anti-air you. The downside is that it has substantial startup compared to the other two attacks.
Emergency Landing makes She-Hulk immediately halt her trajectory and begin falling straight to the ground, though she is vulnerable until she lands. This is mainly used when you
believe itwould be risky tocontinue with any of the follow-up attacks to Catapult and want to land safely across the screen.

\Ms?&MSim
Screen Name Command Hits Damage Startup Active Recovery A*7 gggj Notes
Wall bounce, hard knockdown
Emerald Cannon 0<^->+ 120,000 10+4

During Emerald Cannon) Hard knockdown


EmeraldImpulse 120,0 26
" __\c>+
During Emerald Impulse) Hard knockdown
Emerald Disaster 120,0 22
" _C> +
Taking out the 88-92 93-154 Frames1-8 invincible, air throw,wall bounce
-><>t\ + 260,000 4+3
Trash
Frames 1-19 invincible, throw, projectile has
Road Rage (Level 3 180,000- 4 high priority durability points, projectile
0#O + 18+0
Hyper Combo) 400,000 cannot be destroyed

EmeraldCannon: This is primarily used as


a combo ender, providing highdamage for
a level1 hyper combo ifall three attacks
hit. You must input{^ -_\ C> +
duringthe first and second attacks to get
subsequent attacks. This hypercombo
is also excellent for beginning a THC
because the last attack places the opposing
character in a prime positionfor most
hyper combosinthe game. Ifa wall bounce
wasalready used, thefirst hitdoesnotwall bounce, making thesecond

Taking outthe Trash: This is a greatanti- Road Rage: As She-Hulk's level 3,thisis a
air throwhyper combo with invincibility unique ground throw hyper combo. Ithas
frames that enable it to defeat nearly any a fairly long startupat 18 frames, making
airborne attack. This is also an excellent it somewhat difficult to land. However,
reset tool that you can use similarly to ifyour opponent is ina grounded state
Heavy Strike M, but it is less vulnerable to within rangethatallows themto be thrown
counterattack. Theonly drawback is that it oncethe superfreeze happens, there is no
uses up your wallbounce: Emerald Cannon escaping. Ifthe throw connects, She-Hulk
cannot be used in the follow-up combo to canactually follow upwith OTG Torpedo and
its fulleffect, making it an optimal time to use Runners'Start canceling to launch her
utilize TAC or a reset combo. adversary, and since this hyper combo isonly three hits, damage scaling remains very light!
What makes this hyper combo throw unique isthat if your foe manages toavoid being
thrown, acar that counts asa projectile with 4 high priority durability points will travel across
the screen, making itvery difficult for the competitor topunish She-Hulk even if shemisses
the throw.
She-Hulk has difficulty against zoning characters and relies on assists to combat them, She-Hulk's Heavy Strike grabs cause adizzy state on the opponent, allowing for big damage.
making her less than optimal as an anchor. She-Hulk is best as a point character for many While not particularly fast command throws, you can use this slower startup tocancel the
reasons. She makes an excellent meter builder, asshe has fairly damaging meter-less recovery of basic attacks very late with Heavy Strike L, possibly baiting out punish attempts.
combos that shecan connect from a variety ofattacks. Furthermore, all these combos can You can utilize Heavy Strike Htocombat advancing guard, especially in the corner. In
easily lead into favorable reset situations, allowing her to take out many characters fairly midscreen, it can be risky to attempt this because She-Hulk can be pushed too far for Heavy
quickly if she manages to successfully land a reset combo. Finally, her THC potential with Strike Hto connect with her target. The move is most consistent when your crouching
Emerald Cannon isamazing, asitcan be followed by a majority of hyper combos in the is pushblocked, allowing the forward momentum to negate some of the distance caused by
game, allowing for highly damaging combos when meter is used. When She-Hulk isn'ton advancing guard. Furthermore, itmust be done later than if done in the corner, giving your
point, she makes for an amazing assist with her She-Hulka. This attack can provide an opponent more time toreact and move. In the corner, advancing guard distance pushed is
OTG to characters who need help with relaunch combos, but italso provides a low attack lessened, making Heavy Strike Hlikely toland if your foe does not specifically counter it,
that can be used simultaneously with a high attack from the point character, creating an such asby jumping. You can also cancel basic attacks earlier with Heavy Strike H, allowing
unblockable setup.
for only very small gaps for your adversary toreact. Just keep in mind that timing the
She-Hulk needs to be at close range tothreaten her opponent. Consequently, this means throw isdifferent depending on whether your opponent utilizes advancing guard ornot. If
that characters with strong zoning tools give her the hardest time. Her safest way to close opposing players often attempt tohave their characters jump away from your throws, you
the distance isto simply wavedash forward when there isany opportunity to do so. While can use Heavy Strike Mor Taking out the Trashto grabthemout ofthe air.
advancing forward from afar, concentrate on trying to reactively jump forward over long She-Hulk's GreetingPunch
range threats like projectiles and beams. Whenever you direct She-Hulk to jump forward,
always immediately hold back on the controller after the 7 input: this allows you to move (O + ) overhead
attack, adding another
forward and guard atthe same time. While it's obviously best to jump over threats entirely, element to her mix-up
guarding them low tothe ground isthe next best thing; She-Hulk will recover immediately game. Like nearly all
after touching the ground, which usually results in a very significant reduction to guardstun. overheads, this attack has
Immediately begin advancing forward to furtherclose the distance!
slow startup, so it's best
used in situations where
Another method to close you have a lot of frame
the distance is to charge advantage: force your
Runner's Start for 60 foe to guard a crossover
frames, then use Chariot's assist, then immediately
hyper armor to blow drop a Greeting Punch on A
through any threats in their head! When guarded, Use crouching 9 frequently to train your opponent to block low, then
your way, often allowing Greeting Punch provides a dit them with aGreeting Punch overhead to score acombo!
for a free combo using
+4 frame advantage, giving She-Hulk free reign to apply any mix-up following this attack as
Torpedo or Clothesline. If long asthe other player doesn't use advancing guard. In thelikely event that they do, simply
guarded, canceling these holdforward on the controller to cancelGreeting Punch into Chariot and run back into
attacks into Runners' Start
fighting range. This overhead leaves She-Hulk with 8 frames ofadvantage if it hits, allowing
will cause She-Hulk to
Charge Runner's Stad lor 60Irames togain hyper armor on Chariot,
then charge through enemyprojectiles and beams toclose inonthe
end up with as much as
a five-frame advantage. If
you to link acrouching afterwards and go into a combo.
Crossover assists aren't only a great way to set up Greeting Punch, forcing the enemy to
m*
opposing character! your competitor becomes guard them putsyou in a position of power where your options suddenly become much
accustomed to blocking more powerful:
this, you can simply cancel Chariot with Emergency Stop and immediately go for Heavy
Strike Lfora throwintofull combo! You can use Somersault+ to combat adversarieswho Greeting Punch overhead timed to hit immediately after the
attempt to attackyou from the air. Finding time to charge Runner's Start for a full second assist, forcing the opponent to guard high
can be difficult against any characterwith projectiles, it's sometimes worth it to throwa
teammate under the bus: call an assistthatwill jump in front ofShe-Hulk to soak up some Low-hitting basic attacks will hit the other player if they are
damage immediately going into Runners' Start, buying you some precious time. Ifthe other guarding high or trying to jump away
player doesn't have access toprojectiles, but isstill playing itsafe by hanging back, simply Heavy Strike grabs your rival if they are concentrating on
charging Runners' Startacross the screen is a greatway to break the stalemate. guarding the high/low mix-up
Once you manage tomaneuver She-Hulk into range toattack with air things get a bit Jumping forward and using option select d\r<? + will air
easier. Jumping forward while guarding, then pressing^ + + _____ isa powerful throw your foe if they try to jump, and can also cross-up if they
option-select that covers a ton of bases: stay on the ground
Enemies in the air within range will get grabbed by an air throw, Onceyou manage to score
allowing for a follow-up combo a combo, She-Hulk has
If your foe breaks the airthrow, they will drop directly into your excellent reset options that
crossover assist, allowing an immediate mix-up can be difficult for most
characters to deal with.
Air will come out if the opponent is out of range, allowing you These setups typically
to chain to air and transition into a combo begin with the OTG-capable
Torpedo after a hard
If the enemy guards the air your assist will pin them in place, knockdown. This makes
allowing you to dash forward and establish point blank range your rival air recover. Let
II the other player elects to stay on the ground they'll have a ton Torpedo naturallyrecover.
of difficulty anti-airing air due to its enormous hitbox; your She-Hulkwillbe positioned
assist will pin them in place shortly after belowand slightly in front OTG with Torpedo alter a hard knockdown tosetupanair reset, then
of her foe as they recover. react toyour opponent's airrecovery andgrab him outoltheair!
The most consistent way for your opponent tostop the air option select isto have an Fromhere, you can go for a
attack that beatsit,ofwhich therearen't many. Tocounter this, simply jump forward and Heavy Strike Mifyou don't expect that your opponent is going toattack after airrecovering.
guard, calling yourcrossover assist just beforeimpact. Yourassist will still be invincible However, this tacticcannotwinagainst fast attacks that your competitoruses after air
coming while She-Hulk is guarding theattack, andv/ill usually punish theenemy's recovering. To counter this, you can useTaking out the Trash, which has the invincibility to
vulnerable recovery. If youradversary instead tries to back out of range of She-Hulk's air blow through anyattacks that lack invincibility. But, this limits yourfollow-up combo due
, simply continue to press forward and push them farther back towards the corner. to using a wall bounce; iftheensuing combo does not finish off theenemy, simply set up
Once She-Hulk is able to close on heropponent, she has a plethora ofoptions to begin
another reset!. The last option istogo for an option select air throw with-^ + +
_____ . Even ifthe otherplayer breaks the airthrow, they will be forced to guard the assist
her offense and crack her rival's defense. While you can no longer chain crouching and allowfor an even better mix-up!
for hit confirms, crouching still has moderate speed, possesses amazing range for a
light attack, andgives She-Hulk a +2frame advantage. This tacticremains excellent for Defensively, She-Hulk has limited options. She mainly relies on advancing guard tostop
advancing guard baits and tick throw setups: ifthe opponent tries to use advancing guard heropponent's offense. Option selectairthrows are also greatagainstjumping adversaries
on the single crouching attack, perform alate chain into crouching , . This will sincethe throv/s caninstantly give youthe offensive initiative. Taking out the Trash is also
leave a shortgapin guardstun, which will often cause the enemy to get a crouchina attack great against any airborne foes if they lack any air hyper combos. You can also use Road
instead of advancing guard, which then gets counterhit by She-Hulk's crouchingattack. Rage if your rival is leaving gaps in their blockstrings.
Verify the hits and chain into the launcher for acombo. If the other player isn't trying to
use advancing guard against your single attacks, use the opportunity to set up athrow
mix-up.
gy /
ih ii ihii

/. CR., ,,<^S> SUPER JUMP FORWARD, AIR,,,, LAND,*f Q^S> * mfc f-'^>-
* *- (___> f *,-Q'i
609,800 damage, 40% meter loss
This is abasic She-Hulk combo that provides good damage that is relatively easy in comparison to some of her more i,,icuVm^ "'^V^J",X^f^StnXi^
attacks out since they allow her to land sooner after the ak. giving her more time to OTG with Torpedo. Buffer * * as She-Hulk is about to land and presst) right after she lands,
then immediately press * to begin Chariot, then press to Torpedo as soon as she is within range of the opposing character.

CR., ,,<^> SUPER JUMP FORWARD, AIR,, LAND, * * z__> _> 00 + M>

_ ___> , _=_> SUPER JUMP FORWARD, AIR , , LAND, * -=> O^o *


* - o , * * * o , * * safe '
n9,300 damage, 28% meter loss
This is similar to the first combo, but with a relaunch. Delaythe air attacks as long as wShe-Hulk to land with enough time toTorpedo. After the first knockdown, you'll need
to use Runner's Startto cancel Torpedo to allow youto beableto relaunch. Remembe rner, you do not need tohold after canceling Torpedo with Runner's Start.

JUMP FORWARD, AIR , , , LAND, e_$> SUPER JUMP FORWARD, Al


+ ___> __4> * v+ e @_^ * - O --** o (I), * * '
577,500-588,700 damage, 8-13% meter gain
Heavy Strike is astrong part of She-Hulk's offense. Asuccessful grab gives you ahuge window to land nearly any attack. So to follow up, you have acrumple with Clothesline, which is
then canceled into aCatapult followed by aground bounce with Diving Senton. Immediately jump and attack with air , and then delay the following air attacks as much as possible so the
opponent stays low enough and She-Hulk has enough time to land for thelaunch.

>*+ or__$>*-_4>,t--_> SUPER JUMP FORWARD,


* * o-_-> + --->(De_>** o_-_S> + -2>,^ SUPER JUMP FORWARD, .
*+ o_s_> - ___>_-> >- o@9, * *-_, * ** o, * o-_-S> *<>(!
736,600 damage, 25% meter loss
This is an alternative combo that begins with Greeting Punch that trades meter gain for higher damage. By holding * during Greeting Punch, She-Hulk automatically cancels into Chariot,
allowing her tocombo into Torpedo, then utilizes the Torpedo cancel relaunch twice. This combo isidentical toCombo II once the first launch happens.

THROW, LAND, o-^ __>(D^> 0(|-^> ^>,(D^ SUPER JUMP FORWARD,


<** <% , , LAND, * o__^ + -_^i-$>f*-#>'C. 9, H>o(|,lwo,H o e__>

478,900 damage, 40% meter loss


She-Hulk can get amazing damage off air throws if she chooses to expend meter. Even if you choose to forgo the Torpedo cancel relaunch and immediately cancel Torpedo to Emerald
Cannon, this combo deals 448,400 damage, though with a significantly higher meter costat 80% meter loss.

_ + v o @@ DASH FORWARD, CR. , esS> SUPER JUMP FORWARD, AIR , , LAND, *


ihii ______ + ___> O ip% :,.:.> 00 + ' ^^ ^> ^"
393,000 damage, 38% meter loss
While Taking out the Trash is avery powerful anti-air, its follow-up damage is somewhat limited unless you utilize aTHC after the first hit of an Emerald Cannon ender. Dash immediately
after recovering so that She-Hulk is close enough for crouching to hit.

. @9, f *___> ___>_4> * __-_> e~S> ,_*-> SUPER JUMP FORWARD,


, LAND,* fo(s)_>*_^_^>'H *-__>.- _-_e>,^> SUPER JUMP FORWARD, AIR ,(s
LAND, o__^ + -^--^+*+o@--^f*->>c. ___> * - , * o <s> e_$
931,000 damage, 332% meter loss H
If She-Hulk manages to land her Road Rage throw, itcan lead to huge damage, though it requires very heavy meter usage. After Road Rage finishes, you have a lot of time to land the
fOllOW-UP TOrpedO, SO don't feel tnn r.iehoH "ri l"<* ""' euro unnni-til nut
mmmm mmm mmm SW13M
Since Senton can no longer beTAC canceled,
She-Hulk lost one of her methods of relaunching
opponents. However, she still has a method of
relaunching her rivals without the use of an assist.
When hitting an adversary, OTG with Torpedo,
immediately cancel to Runner's Start with
V V + on hit. An efficient way to cancel
Torpedo to Runner's Start quickly is to execute
Torpedo with0 + , then simply input another
0 + to complete the Runner's Start command.
Next, immediately holdO and quickly press
twice once She-Hulk begins running, which
will cause her to use Emergency Stop followed Cancel an 0TG Torpedo with Runner's Start and then Ememency Stop to
immediately bythe launcher. The whole input reduce the recovery otTorpedo andallow arelaunch with .'
Tag in your partner to get more damage alter aHeavy Strike! sequence looks like this:

Heavy Strike causes any follow-up attacks from 00 + to go into Runner's Start stance
She-Hulk to begin scaling by an additional 20%, O immediately to go into Chariot
somewhat limiting the amount of damage she can
inflict. However, you can avoid this additional
0 + to hit with the OTG-capable Torpedo
damage scaling by tagging in a different character, 0 + to cancel into the second Runner's Start stance
allowing the follow-up combo to do full damage, C> immediately to use Chariot again
scaled by only the amount of hits from Heavy
, quickly to cancel Chariot and launch!
Strike!
All of this happens extremely fast and only works early in combos, usually with fewer than approximately
10 hits before the relaunch. Keep in mind that Runner's Start has a9 frame startup period before you can
do anything, including canceling with Emergency Stop.

COMBO HPPWIH
GENERAL EXECUTION 1IK
She-Hulk's combos require precise timing. Learn the rhythm of the combos to master them
ci.n Ui,n.'_ __.:- _.__ _ _ _____._ ... .... . ...

She-Hulks Torpedo cancel relaunches require very quick inputs (three presses of within atotal of 15 frames). Make sure you have
your hand in a comfortable position to press this button quickly

CR. ,, ,e_> SUPER JUMP FORWARD, AIR ,,,, LAND, DASH FORWARD, JUMP FORWARD, CALL TASKMASTERa,
* o , ___> SUPER JUMP FORWARD, AIR , , , , LAND, * * <_> i 0 _> > i# <>t\0 + ; _=# $$&$
-_-$> + *+._. ,+ + *---5>-^-_$>
_{_M____
Relaunch combo with Senton and Taskmastera assist 675,700 damage, 13% meter gain
AIR THROW, LAND, * * QM> ^> DASH FORWARD, JUMP FORWARD, AIR,, LAND, JUMP FORWARD, AIR,,
LAND,^> SUPER JUMP FORWARD, AIR,,,, LAND,* * *__> - i__^gs> * *+. o9-__> f ^-
* * -* o , * * * __> - __> (E)

Delay first air long enough to keep the opposing character low to the ground. Slight delay between air, , X-Factor level 1,800,900 damage, 17% meter gain
* * C.e___^-^_^>i jumpSTRAIGHT UP, AIR , LAND, JUMP FORWARD '(g). LAND, JUMP FORWARD, AIR,,,
LAND,e=$> SUPER JUMP FORWARD, AIR,,,.LAND,* * o-_ C> -> i: > * * * _. @___e> f * _ 0(),__>
***,** 0e_>.. -~>
Damage
Alternative to Senton Dive after Clothesline 710.200 damaae. 0% meter nain
-oe_>** *-^^-_^,__> SUPER JUMP FORWARD, AIR,, LAND,* * oe_> ^>Q^>
** 0-_-^ + _-^,i-~S> SUPER JUMP FORWARD, AIR, .LAND, r$>: >_ > _>--?^ O'i-j^- 0-t> + ' -"M>
* * * * @@ (DANTETHC, MASH)
M_n________i
| THC is useful lo get higher damage ilwall bounce isalready used in a combo 518.500 damage, 134% meter loss
** o -_J> * esfc> (2 HITS) _g , LAND, JUMP FORWARD, AIR , , lf:t^ilittliBv_ro_WM&?i^TiV/i"ll;i(M).'(II= ,:-- ii/.wi: ^>
SUPER JUMP FORWARD, AIR, , LAND, * * *-_g> _4>i_^> * *+ @i~__$> * %* *b_> * V+ _>,
**o__
Damage
| Starting acombo with Somersault-f using air X-Factor cancel 1953,400 damage, 25% meter gain
,vv
"SOMETIME WITH GREAT FOUR
COMES THE GREAT RESPONSIBILITY
./-%-
TO BEAT THE BEEJEZUS OUT
OF SOfflEBOPY."
;.-: :fi"._

mi mm
OEEUPAWH
Pater Benjamin Parka, Freelance Phatagrapher

ABiums
la addition ta sticking ta mils and ceilings, he can alsa sheet webs
tram the web-shooters an his wrists, useful far catching bad guys
,</.
ar traveling by web-swinging. Bis "spider-sense" allaws him ta ssase
when danger is present.

While attending a public science exhibit, yaung Pate


bitten by a radioactive spider; this granted him spei
:"}, abilities, and ha became the hero Spider-Man. Im
lives his lite by his late Bncle Ben's creed at
"With great pawer, there must alsa came bfbi
responsibility/'

flBSIAPPlMAHEt
Amazing Fantasy #15113F

PBMS SBIB

FIGHTING ABILITY

"This is biographical,a
in-game combat polenti
AlUBMU COSWMfS
Overview
mality 3BB,BBB |
Chain Bumbu Archetype Marvel Series '
X-Factor Boost Damaae Snpnri
Level 1(3 teammates remaining) 125% 115% !
Level 2 (2 teammates remaining) 145% 125%
Level 3 (1 teammate remaining) 165% 135% 1
Spider-Man is amelee character armed with several tools for fighting and approaching from
long range. Even though he can be annoying from adistance, your goal is to get him close
tohis opponent for an opportunity toland big combos. Why this goal?
Snider-Man's quick attacks, Web Swing pressure, square jumps,
i triangle jumps are best utilized at close range
Spider-Man's combos deal a decent amount ofdamage on their
own without the help of a THC
How is this goal achieved?

Using Web Ball Land Web Glide to set your adversary up for
an approach

Performing Web Swing Hsothat it is guarded at maximum range,


granting frame advantage for continued pressure
Luring the opponent close by frustrating them with ground and
air Web Ball Lcombined with Web Throw L/M and a long range
crossover assist

TUNING SINCE ORIGINAL MVCS


Spider-Man now has the ability to cancel all special moves (except Web Throw) into Web
Ri'de, expanding his attack options. In addition, Web Glide is now OTG-capable, allowing
combos not previously possible. The damage on Web Throw has been increased, but it
Ibs much differently than before.
Normal and special moves can be canceled into Web Glide
Web Glide is OTG-capable
Crawler Assault recovery reduced, and the move is now mashable
.la_Ml_--^'.rlllfM'- llUlirMiT'-B

l-jlllW'l"lit|l|i|'|iHllhli|^i[tlHjJiHJi_| ..-' - '..' - > '., ,' ;' ,';i

-i^_.a___A.A;,-fe_*.J.'>:-' :.-...''---:'"-:-?: .-.'?,


Crouching Basic Attacks
1 1

Screen Command
Hits Damage Meter Gain Startup Active Recovery Adnj.y. Advantage if Noles

Screen Command Hits Damage Meter Gain Startup Active Recovery ^ThS08 "SSrtB HotM

Screen Command Damage Meter Gain Startup Active Recovery ^ff6 AS!ded" Notes
^"S2^ - - o'a-Chercombo, air behaves most, likeanother
available character to continue the air combo P ' "PSS'ble dU"nfl ' 'aUnCher Cmb- ExChanf}e hits ini,ia,e team aerial com^ ^tagging in the next
Screen Command
Hits Damage j!]" Startup Active Recovery Advan,a9e Advantage
Air 78,000 624 Overhead attack, causes hard knockdown itused in
+14
launcher combo
Air-O1 + (during launcher combo) 35,000 280 10
Until
Tags in next available ally while lofting foe upward
grounded
AirO orO + Until
(during launcher combo)
35,1 Tags in next available ally while causing wall bounce,
grounded erases 1 hyper meter barfrom opponent
Until Tags in next available ally while causing ground
Airy + (during launcher combo) 50.C 10
grounded bounce, generates 1 hyper meter bar

Command Attacks
__^_!szr^25r__r"cha,nl"9" "p,oper,ies-,,,s "s"a", possibie ,o*"-*"<*** - -
Screen Name Command

Jump backward against wall


Jump then press J
Performs a wall jump, may initiate aerial attacks
or movements after 8th frame

Throws
Throws are for snagging passive or blocking foes. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense Combos are
usually possible afterthrows, oneway or another.

Screen Command Hits Damage Meter Gain Startup Active Notes


Us a PartnerCrossover Assists
Recovery Recovery
ctive (this crossover (other Notes
Screen Type assist) partner)
Stuns tor 34 Irames on hit, projectile has 5 low
priority durability points

Spider-Man has few uses asacrossover assist. You can use Spider-Mana Web Bj
r, and it can be used in combos.
connects. Spider-ManB Web Swing launches forward with a kick attack that cause
this crossover assist iseasily punished and should beused with caution. Spider-Man
anti-air is limited. However, using Spider-Man-
against an overly offensive opponent.

Snap Back
. - Advantage Advantage
Screen Command Hits Damage Meter Gain Startup Active Recovery on Hit if Guarded
500 - (-1 hyper
vt\c> + H~_ 50,000
meterbar)

On hit, snap back forces lhe opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds

&H_M
Screen Name Command Hits Damage ^ Startup Active Recovery Mv0^B FfXded No,es 1
Captures foe for 34frames onhit, projectile has
Web Ball L 29 +5 -13
v^^ + O 10,000 100 16 -
5 low priority durability points
(in air OK)
Captures rival for 43 frames on hit, projectile
10,000 33 +10 -17
Web Ball M O^o + 100 22
has5 low priority durability points
Captures competitor for 53 frames on hit,
38 +15 -22
Web Ball H v^c> + 10,000 100 28 -
projectile has5 low priority durability points
1 Captures target for 34 Irames on hit, projectile
Air Web 29
(in air) v *-=>+ 10,000 100 18
-

has 5 low priority durability points


Ball L
Captures adversary for 43frames onhit,
Air Web 35
(inair)v^c> + 10,000 100 22

projectile has 5 low priority durability points


Ball M
Captures opponent for 53frames onhit,
Air Web 41
(inair)v^O+ 10,000 100 26 -

projectile has 5 low priority durability points


Ball H
Spider 70,000 560 7 21 20 -1 -19 Knocks down
Sting L v\o +
26 -5 -25 Knocks down
2 Spider StingM 0^r_> + (M) 80,000 640 9 21

Spider 90,000 720 11 21 44 -23 -43 Knocks down


Sting H V^O+
Until grounded Input between frames 17-23 ofSpider Sting
SpiderBite (During Spider Sting) 45,000 400 3 3-8 11rame ground
, ground bounce

recovery

WebSwingL 70,000 560 12 10 6 +15 +6 Airversionis overhead attack,knocksdown


(in air OK) Ov# +
Web SwingM 16 6 +9 0 Airversion is overheadattack, knocksdown
4 <Ov/2 + <8> 80,000 640 16

WebSwingH 90,000 720 20 20 2 0 Air version is overheadattack, knocks down


(in air OK) <?$& *

Hard knockdown, projectile has3 low priority


176,000 1760 20 27 -15
Web Throw L
ot\v^o + 3
-

durabilitypoints
Hard knockdown, projectile has3 low priority
123,200 1232 16 26 -10
5 Web Throw M ot\v#o + > 3 -
-

durability points
Hard knockdown, projectile has3 low priority
123,200 1232 14 25 -4
Web Throw H
c^v/20 + 3

durability points
Holding 7 \ ? ,or\^ fires the shot at an
WebGlide (can 16 (upward), Until
+19 +17
angle in the corresponding direction, Spider-Man
6 be directed, in + 1 20,000 160 instantly recovers in air upon contact, OTG-capable
18(downward

contact
airOK) projectile has 1 low priority durability point
Web Ball: Spider-Man fires
a projectile thattemporarily Spider Sting:
SpiderSting
incapacitates his opponent. The
launches
speedofthe projectile and length in
Spider-Man
which the adversary is incapacitated
up for an
is determined bythe strength of
uppercut
the attack: travels the slowest, attack. If
releases thefastest, andcaptures
connected
for34frames, while travels the
or guarded,
fastest, releasesthe slov/est, and
SpiderSting
captures for 53 frames. Web Ball
can be
is Spider-Man's main way of threatening a rival from adistance, and you can followed with Spider Bite for a ground bounce and hard knockdown. The strength of the attack used
use itas a way tocontrol space ontheground. Fire a Web Ball toclear the determines the altitude, speed, and damage of this special move; reaches the highest and does the
way, then have Spider-Man dash after ittoclose in on the opposing character. most damage but is the slowest to recover, while is the weakest and doesn't reach as high. Spider
If the Web Ball connects, dash forward with a combo. If performed in the air, Sting isan integral part ofSpider-Man combos, and you can follow all three versions with a combo
Spider-Man fires the projectile down at45-degree angle, making itgreat for an duringthe ground bounce.
annoying air-to-ground attack. You can have Spider-Man fire a maximum of
two Web Balls in the air (three if X-Factor isactivated in the air), and you can Spider Sting has no window of invulnerability, limiting its use asan anti-air attack. It also has an awful
use them in tandem with his airdash, Web Glide, and Spider Swing tokeep him amount of recovery time, making it highly punishable if whiffed or guarded. Perform Spider Sting
airbornefor a long periodof time. early to use it asan anti-air effectively, and cancel into Web Glide if guarded (see the Advanced Tactics
section formoredetails).

Web Swing: Spider-Man swmgs forward with akick and recovers in the air. The strength of the attack used determines the damage and
distance of the swing, with (D having the largest swing. After recovering, all normal jump actions are available, including attacking
guarding, or calling acrossover assist Upon connecting, Web Swing causes massive hitstun, allowing for you to perform extended
combos with air(M), , (or air , delayed slightly). If the kick is guarded during the later active frames, Web Swing qrants
frame advantage, and you can follow itwith air attacks for overhead offensive pressure.
Although Web Swing can be guarded high or low normally, the aerial version is considered overhead and must be guarded high To exploit
this, you can modify Web Swing with atiger knee motion ofO V &^ to perform an aerial Web Swing low to the ground that must be
guarded high. If you are having trouble performing this, try doing the motion slowly and pressing very slightly after'CS so that is
pressed during the three pre-jump frames of the super jump. Note that this technique is harder to connect on smaller opponents
Web Throw. Spider-Man fires Web Glide: Web Glide is Spider-Man's primary means
a longweb projectile that grabs ofaerial mobility and istheequivalent tothe8-way
and tosses adversaries from airdash that characters like Nova or Doctor Doom
a distance, causing a hard possess. You can shoot Web Glidein one of three
knockdown. Web Throw deals directions on the ground:^ ,{/> , or7 ; inputting
a hefty amountot damagefora + on the ground without any direction defaults
projectile attack and can be fired to theforward-moving Web Glide. When Spider-Man is
in different directions depending in the air, you can shoot Web Glidein four directions:
on the strength of the attack u ,V5 ,VJ ,j . Upon attaching toa wall ortoa foe, Spider-Man then zips forward toward his mark
used. Web Throw L fires the and is free to attack or guard during the duration of the dash. Attacking an opponent with the glide
webstraightacross, traveling causes a small amount ofhitstun/guardstun anddamage, allowing forcombos after the web hits. Web
the entire distance ofthe screen horizontally. Web Throw Mshoots upward ata Glide isalso OTG-capable, giving Spider-Man increased combo potential. You can follow a Web Glide
45-degree angle, cutting off a competitor's approach from the sky. Web Throw OTG with Maximum Spider, provided that hit decay has not heavily affected the previous combo.
Hfires straight upandis often used incombos from a launcher. Asuccessful
Web Throw canbefollowed with down-forward Web Glide OTG fora combo or Web Glide is not only good for moving around the screen but is also beneficial for setting up
Maximum Spider, solong asit isnot performed in acombo heavily affected by triangle jumps with a grounded up-forward Web Glide. You can also utilize itasa projectile tolimit a
hitdecay. competitor's movement due to the hitstun and guardstun itproduces. Opponents closing in atnormal
jump height will have their approach cut off and even their attacks interrupted if shot with agrounded
up-forward Web Glide. If you are having Spider-Man approach from the sky, aim adown-forward Web
Glide at the target tosetthem up for theincoming aerial assault.

Frames 1-26 invincible, lasthitwall bounces,


can be mashed for additional hits
Frames 1-20 invincible, air throw, hard
knockdown

Maximum Crawler Ultimate

ML Spider.
Spider-Man
jumps to
the back
Assault.
Spider-Man
performs a
Web
Throw.
Ultimate
barrage of Web Throw
wall, then attacks that is an air
homes causes a throw
in on the wall bounce that only
5?5__ opposing and hard connects
character knockdown. on aerial
for a series ofaerial attacks into a hard knockdown. Spider- Spider-Man is invulnerable for the first 26 frames of this opponents andcausesa hard knockdown. This hyper
Man always travels to the wall behind him,so Maximum hyper combo, butitsslow startup makes itdifficult to combo comes with certain restrictions inconnecting
Spider's startup varies depending onSpider-Man's distance reliably blow through attacks. Its invulnerability frames it. Ultimate Web Throw completely ignoresgrounded
relative tothe back wall, thefastest startup being with his arebest utilized as a THC ender when another ofyour adversaries, leaving themfree to punish afterSpider-Man's
back right next tothewall. Though theautomatic tracking characters' hyper combos isabout tobeout-prioritized by invincibility frames have worn off. In addition,since this
on Maximum Spider isfairly accurate, thishyper combo an opposing hyper combo. After connecting with Crawler hyper combo is considered a throw, it cannot be connected
hasa whopping 68frames of recovery if unsuccessful, Assault, you can follow with acombo midscreen by simply on opponents whoare in hitstun or guardstun. Despite
leaving Spider-Man open tothemost damaging punish dashing after the wallbounce, or follow in the corner with theserestrictions, Ultimate Web Throw hasa large areaof
that his adversary can muster. Maximum Spider is mainly an aerial down-forward Web GlideOTG into a combo. effect, catching anycompetitors who are inits range. Use
usedincombos offWeb Swing or WebThrow and can also Crawler Assault can be mashed for additional damage. itatthe end ofcombos that have been heavily affected by
be used midair. Use itonly when you know itis going to hit decay, oras a counter toa rival approaching at normal
connect, or when you have a safe THC to followwith.
jump height. After connecting, you may follow with an
aerial down-forward Web Glide OTG togive thehyper
comboan addedkick in damage.
_

iT...r:-i-v-'V
1P7
ntmnM Web Swing His susceptible to air throws if incorrectly spaced, so use acrossover assist to
_p-ft-i cover your Web Swing Hif you are unsure of its spacing. Even at mid range, aconnected
Web Swing leads to abig combo, so be sure to practice the optimal spacing of Web Swing H.
j_5r-'--*W JolvBI
Once you get into range, you can use Spider-Man's quick basic attacks and Web Swing
pressure to fish for an opening. Standing has aspeedy 4frames of startup and is great
mtf' '''"11- for interrupting the opposing character's own basic attacks atclose range. To counter
|_.. advancing guard, use Web Swing Mto maintain positioning. As with most characters, keep
**-!"
the enemy's low guard in check with crouching . Conditioning your opponent to guard
^_Z___- crouching is important because much of Spider-Man's offense iscomprised of square
UseWeb Ball andcrossover assiststocontrol the MixWeb BallL with Web Throw Mto coverall jumps, triangle jumps, and Web Swing overheads.
pace olthe match Irom a distance. angles otattack.

Spider-Man is most effective atclose range, where players can use his quick attacks and
Web Swing pressure tooverwhelm opponents. Given this, it'sin your best interest toget
Spider-Man close tothe opposing character, whether itmeans having him approach or
luring the adversary in. While Spider-Man isn't necessarily a threat from fullscreen, he does
have various tools and options tocontrol the match from a distance. Becoming both familiar
and comfortable with Spider-Man's mobility and learning the optimal range touse Web
Swing are key for Spider-Man players.
From a distance, your goal istoharass competitors by using Web Ball and Web Throw with Web Glide isn't just for mobility! Use itoffensively at
crossover assists. Though Web Ball Lis usually the best version tousebecause ofitsquick Square-jumping with Is better at mid range
because olits horizontal, outward angle. close range in combos ortosetup an overheadattack.
startup and slow velocity, mixing itwith the other two versions of Web Ball along with Web Throw
Lcan be good tothrow your rival off. Web Ball isn't the most durable projectile, however, soit's
good to mix in aerial Web Ball for another angle of attack. If your challenger is firing more durable Once your opponent is conditioned toguard low, you can mix in Web Glide triangle jumps,
projectiles, jump and retaliate with aerial Web Ball L. If the projectile ever connects, your rival is square jumps, aerial Web Swing (performed with atiger knee motion), and Web Swing
incapacitated long enough for you to dashforward and perform a combo. overheads toscore anoverhead attack. You can cancel basic attack chains into Web Swing
LorM, then follow with air, , for an overhead attack that works even if the
Once your opponent starts jumping more often toavoid the projectiles, you can use Web Web Swing connects. During this sequence, use a crossover assist to protect Spider-Man
Throw M, Spider Sting, andairthrows to counter their movement. Web Throw Mfires ata from air throws after a guarded Web Swing, if possible. Web Swing isalso a good way of
45-degree angle upwards tocut off anaerial approach. Air attacks can also bestopped with combating advancing guard because of its forward momentum.
Spider Sting, but itisimportant to perform itearly since it has no frames of invulnerability.
You get a combo opportunity if Spider Sting connects, and itcan bemade safe with a Web During offensive pressure, you can cancel basic attacks into Web Glide forward for atriangle
Glide cancel. Learning to combo off airthrows is important because Spider-Man can do jump. Even though it's not asfast asother characters' triangle jumps, the momentum from
decentdamage off airthrows with Web Glide OTG intoa combo or Maximum Spider. the glide allows for multiple air attacks before landing, making ittricky toguard properly.
After conditioning your adversary to guard low, cancel a basic attack string into Web Glide.
Ifassaulting from long range with Spider-Man's Then cancel the glide into air,, . which must be guarded high.
webs isn't enough to lure your target close,
youcanchooseto use Web Ball as a shield You can use Spider-Man's airdash to perform squarejumps with air or After normal
to approach instead. You can fire Web Ball L jumping, perform an airdash canceled into air or . Air is better to use if square-
at a distance, then either wavedash behind it jumping outside of close range, while the angle in which air strikes is better to use when
or cancel it into a forward Web Glide to get in
square-jumping at close range. Your attack retains whatever momentum the airdash has the
close. AerialWeb Ball Lcan be canceled into
moment itiscanceled, so canceling the airdash toward the beginning of itsduration gives
Web Glide for an approach, as well.When you the down-forward momentum ideal for asquare jump. As with triangle jumps and Web
approaching with Web Glide, itis optimal to Swing overheads, square jumps are best used when your competitor has been conditioned
have yourchallenger either guarding Web Ball Guarding Web Swing during itslater active Irames to guard low via crouching .
or the Web Glide projectileso that they are yields frame advantage. Aside from his fighting abilities, Spider-Man is also great at running away if necessary.
pinned down forthe incoming assault. Use a When cornered, the quickest way to get away is to super jump and airdash with or
crossover assistwhile approaching with Web Ball and Web Glide to apply pressure and cover C>C>. Alternatively, you can use Web Glide to get away, though ithas longer startup than
your advance. an airdash. If you ever need to stall your rival (such as during the foe's X-Factor ora time
At mid range, Web Swing Hbecomes a viable tool in approaching. Itreaches about half of out situation), Spider-Man can use any combination of Web Ball, Web Glide, Web Swing, or
the screen'slength and has decent priority. Ifyouropponent guards Web Swing Hduring an airdash to stay at high altitudes for a long period oftime.
the later active frames, you aregranted heavy frame advantage and can follow with overhead
air attacks before landing.

GENERAL EXECUTION TIPS


When performing an OTG with Web Glide, cancel the glide 1 n as possible to allow enough time for it to connect before
Spider-Man lands
For combos with Web Swing, weaker air attacks are easier to link than stronger ones due to faster startup. If you are having trouble
connecting aerial basic attacks after Web Swing, try adifferent attack chain beginning with aweaker basic attack to alleviate the timing
restriction

(AFTER ATAC) AIR,' S# <?{)& '+ &*^> <>tir_>$%

Varies basedon damage scaling


|0 + orO * or's) * TAC to Spider-Man
|: @ @ __=_> Of)# +Q <_)

ICharacter-specific combo for Arthur and Rocket Raccoon 1557,900 damage, 42% meter loss
CR., ,^> - * o, AIR,,, LAND,ST.^> * + * o (DURING SPIDER STING),
CR.,i-_$> FORWARDSUPERJUMP, AIR,,^> +*/o ^> + V + o 6
602,100 damage, 15% meter loss
Here's abread and butter combo that breaks the 600,000 damage mark. After * If O, timing air , , so that your opponent is as low to the ground as possible a
the next part of the combo to connect properly. Note that this combo does not work against Arthur or Rocket Raccoon because of their size. See the Combo Appendix for aspecial c
against these characters.

CR., ,<^> * * * , AIR,,, LAND, ST.(FJ)^> m* * * , AIR,,, LAND, ST.^> U


- * * o (DURING SPIDER STING) , CR. , es> FORWARD SUPER JUMP, AIR , , , DELAYED , LAND,
_____ ,/ o &4> * * - *
683,100 damage, 26% meter gain
This combo can be used if you have an OTG-capable crossover assist such as Wesker[_ or X-23p. Delay air at the end of the air combo to give Spider-Man enough time to land
and call your cros

FRONT OR BACK AIR THROW, * o o , AIR ON THE WAY DOWN, LAND, CR. Qj) &> - f * o (DURING
SPIDER STING) ,CR.,^> FORWARD SUPER JUMP, AIR ,, ^t> -**oi^>**+o9
445,200 damage, 35% meter loss
Timing is crucial in performing acombo off an air throw. After the Web Glide, you should perform airas soon as possible so that it has enough time to start up and connect before
Spider-Man lands. Once this is mastered, the rest ofthe combo is standardfare.

IV. (AGAINST AN AIRBORNE OPPONENT) FORWARD JUMP, AIR ,,, ^> - * o , , DELAYED, LAND,
ST. ,^> FORWARDSUPERJUMP, AIR,, ^> * * -.e_> U*o@@
597,700 damage, 28% meter loss
The angle of air makes it agreat attack to use against an aerial opponent as anti-air, such as when anew character is coming in after aK.O. Delay air in the sequence after the Web
Swing to ensure th close tothe ground aspossible, allowing for the standing toproperly connect.

V. (AGAINST AIRBORNE OPPONENT) -** * * , FORWARD JUMP, * * , AIR ON THE WAY DOWN,
LAND, ^t> FORWARD SUPER JUMP, AIR , , e^> * o bs>
778,900 damage, 164% meter loss
Ultimate Web Throw hasinvulnerability, butit runs outwell before theattack comes out. However, itcreates a giant hittable area infront ofSpider-Man thatshields him, making itpo
to use itpreemptively against low altitude jumps. After the Web Glide, perform air assoon aspossible sothat ithas enough time to connect before you touch the ground.

VI. (MIDSCREEN REQUIRED) * * * o 9 (MASH), FORWARD DASH, ST. , CR. ^> *f*Q , AIR, ,,
LAND, ST. e_> * * (DURING SPIDER STING) , CR. , &> FORWARD SUPER JUMP, AIR , , ,
DELAYED , LAND, !___,* o >
758,400 damage, 105% meter loss
This combo takes advantage of the ground bounce that Crawler Assault produces. Delay air atthe end of the air combo toallow enough time for Sp
capable assist to continue the combo.

, FORWARD DASH, CR., * , AIR, DELAYED , LAND, ST. _

o
826,000-1,049,400 damage, 11-42% meter loss
If you need a guaranteed K.O. and have X-Factoravailable, use this combo after hit-confirming wit
the speed boost granted during X-Factor, especially level 3.

WMM11MM
All of Spider-Man's special moves (except Web Throw) can be canceled into Web Glide at any point during their
startup, recovery, or active frames, adding an extra dimension to Spider-Man's game overall. Spider Sting can be used
without fear of punishment, and Web Ball L can be canceled into Web Glide for a covered approach. Canceling Web
Ball into Web Glide is also useful for countering an opponent who has jumped over a poorly timed Web Ball. Web Glide
canceling remains true for aerial special moves, as well. Web Swing can be canceled into Web Glide at super jump
Web Glide canceling allows lormany possibilities.
height, which can then be followed with an airdash to stall your adversary. Aerial Web Ball L can be canceled into Web Cover a Web Glide approach bycanceling itfrom
Glide, which can then immediately be canceled into another Web Bail L to frustrate your competitor. WebBallL
I WILL NOT LOSE SO LONG OS
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OEEUPAIM
Brara Igadi VShalla Sua a
Queen enturer
1Mb MunroeJ

mums
Sturm commands the weather she can
frBBly manipulate atmospheric temperatui .71

pressure, humidity, etc. She alsa can can


the surrounding atmasphere, create
hurricanes, ar even shout ligbtni'"'

Ihuugh she survived the a.


Brara's parents died when
plane crashed inta their ha,
Being buried under rubble
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Overview
mality 050,000 !
Ebain Samba Archetype Hunter Series |
X-Factor Boost Damage Speed

Level 1 (3teammates remaining) 125% 115% |


140% 130%
Level 2 (2teammates remaining)
Level 3 (1 teammate remaining) 155% 145%

Storm can fulfill avariety of roles depending on her placement in a team and the needs of
her teammates. You can play both keepaway and rushdown, and it's easy for you toswitch
Storm between these positions as needed. In the end, though, Storm most naturally lends
herself to being played asa rushdown character. Her primary goal is to get right up close
and personal with her adversary. Storm isan effective rushdown fighter because:
.ancross the playing field on the ground or in the air in a flash, especially
with X-Factor active, and shecan mixup between low and high quickly
Her jump-cancelable basic attacks and airdash allow her to keep up pressure
after being guarded or pushed away with advancing guard
Her throws all lead to hyper combo or crossover combination opportunities
One ofher new moves, Foul Wind, actually pulls foes in from half the field away
While she has very good stalling and keepaway abilities, shedoesn't actually
deal much damage with her projectiles. Their purpose is more to pester her
opponents than to seal awin with consistent use. Her ranged attacks all also
leave her wide open ifthey whiff, which is not great for thefragile goddess
Storm has low vitality, and she doesn't inflict as much damage orbuild as much hyper
meter as some aggressive characters. To offset this, Storm has a complete set of long range
tools for feeling out the opposing character. Aggressive players frequently find that they
have more success when they balance their aggression with periods of pretending not tobe
aggressive!
:rom far away, Storm has a large suite ofthreats with which to harangue anopponent:
Her Whirlwind projectile is slow tofire, but it can win out in ranged situations
where no other projectile can
Lightning Sphere and Double Typhoon are useful tools toattack an adversary
that is below anda full screen away, an awkward angle from whichmost
characters have no plan
Hail Storm, while slow to start up, hitsthe whole screen instantly after the hyper
combo cutscene, and Elemental Rage canbe directed to strike anylocation at
ground level in only 10 Irames
Crossover combinations with Storma or Storm13 letyou fry assists from
fullscreen onreaction, or easilyOTG afterhard knockdowns withanycharacter.
Storm's hyper meter building isn't the best, and you are likely toburn hyper combos outside
ofcombos more than theaverage character while using her(seealso: Akuma), so she

KUiTTn-YiHlT^r
combo-

TUNING SINCE ORIGINAL fflVCS


Apart from the obvious addition of unique special moves that push or pull the enemy,
Storm's most significant changes come from universal modifications to the game itself.
With the THC glitch gone, Storm loses one of the main ways she contributed to a team
(Elemental Rage being one ofthe most friendly THC glitch hyper combos in original MvC3).
Her meter gain hasalso been slightly reduced, butthat'strue of most characters. She
gains abuff in the form of being able to mash for more damage on two of her hyper
combos and in being able to use X-Factor in midair, but again, every other character got
those changes, too.
However, Storm did lose two quirks that made her unique before: calling assists after
floating during a super jump and passing through some characters in certain positions on
the ground.
New Moves: Fair Wind and Foul Wind
Storm can no longer call crossover assists after floating during a super jump
Storm can no longer cancel the recovery of air Double Typhoon with
Lightning Attacks
Hail Storm and Lightning Storm can be mashed for extra damage
Storm's floating posture has been altered, and she can no longer pass
directly through certain small characters
Attack Set
Stanmng Basic Attacks
Screen Command Hits Damage Meter Gain Startup Active Recovery Advantage Advantage N.
1 Standing 1 33,000 264 5 3 8 +3 +2
Chain-cancelable into attacks
I 2 Standing 1 55,000 440 9 11 10 -2 -4 Jump- cancelable
; 3 Standing <D 1 70,000 560 15 12 5 +7 +5 !

Grouching Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery Advantage Advantage Not__
on nit if GiisruBu

Low attack, chain-cancelable into attacks

Ground Special Attacklauncher


Screen Command Hits Damage Meter Gain Startup Active Recovery Adnvna,Uf,Be
on Hit
SffiSSJ
if Guarded
Notes
(while standing or 640
Launcher, not special-or hyper combo-
crouching) cancelable
Air Basic Attacks
. .. - Advantage Advantage .,_,__
Screen Command Hits Damage Meter Gain Startup Active Recovery on Hit if Guarded NOies
+10 +9 Overhead attack
35,C 280
Air
+17 Overhead attack
53.C
+19 Overhead attack
68,000
Air

llESiHUP?

.0 p ^'-.^
____-i }_*!

1]

i1#r Spec/./ AttacksFlying Screen anil Air [Hchange


Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside ol alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage 88 Startup Active Recovery ^tage Adv.nt.gj Notes
Overhead attack, causes hard knockdown ifused in
Air 75,000 600 launcher combo

Tags innext available ally while lofting opponent


105,00 22
Air'O1 + (during launcher combo) upward
Tags in next available ally while causing wall bounce,
AirO orO + 95,000 22
erases 1 hyper meter bar from foe
(during launcher combo)
Tags innext available ally while causing ground
Air^} + (during launcher combo) 95,000 13 22
bounce, generates 1hyper meter bar

Hl ~H

V
<_

throws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense. Combos
are usuallypossible after throv/s, one way or another.

Screen Command Hits Damage Meter Gain Startup Active


1,000 Hard knockdown
C> + (ground)
Hard knockdown
<? + (ground)
1,000 Hard knockdown
O + (air)
1,000 Hard knockdown
<? * (air)
K53
:

/,- SLJ

/.\
mk
fir il
^._JF1I
~~~~iBBMBBBH

Seen ;Type P.ffir'


Hyper Combo
MH. Hi.. Damage *
ua'"
startup Acui, "SBS?
assist)
"JSP
partner)
Ka.es
Whirlwind active for 30frames, 5 projectiles
with 3 low priority durability points each
OTG-capable, typhoon active for 30frames,
beam durability: 6 frames x5 low priority
durability points

II
apt- '-*

Each of Storm's assists might see use on the appropriate team. Storm-a provides the general purpose assist. Like Storm's Whirlwind Mon point, this unique projectile extends just short
of fullscreen, while interrupting almost any threat along the way. It pushes rivals away whether on hit or block; you can use this to your advantage intentionally whenever you're pushing
your opponent out with zoning teams or helping to push your adversary to the corner with aggressive setups. However, this pushback effect makes Storm-a less obviously useful in
combos andforoffensive pressure, theway more typical beams function.

Storm-fJ is one of the slowest assists to act in the game, and so it requires alot of lead time (such as after scoring ahard knockdown, or either snapping out or knocking out the
opposing point character) or plenty of cover in order to actually deploy it safely. It's OTG-capable, but using it for that purpose in combos requires tailoring combos to the assist rather than
using assists tostrengthen existing combos. At least, like Storm-a, this assist gives her Hail Storm within crossover combinations.
Since Hail Storm is both OTG-capable and one of the fastest-acting hyper combos after its hyper combo cutscene. having Storm-a or Storm-(_ in an assist slot and enough hyper meter
for everyone to participate creates devastating crossover combinations. Just score ahard knockdown with any character, then immediately activate acrossover combination from anywhere
on the screen. Hail Storm ensures that the target is both popped off of the ground and held in place. Pick teammates for Storm who have hyper combos that play well with Hail Storm in
hyper combos to maximize this approach.

Stormy becomes active the quickest, strikes the most directly, opens the way for potential cross-ups by calling it just as you fly or jump over afoe, and reloads the fastest. It also
lets you cancel directly into Lightning Storm if you use acrossover counter to bring Storm in. Unfortunately, Storm7 also comes with Lightning Storm in crossover combinations,
instead of Hail Storm. How important the Lightning Attack assist is to the other members of the team, and whether someone else already has an OTG-capable hyper combo for crossover
combinations, dictates whether this trade-off is worth it.

Screen Command Hits Damage Meter Ga n Startup Active Recovery Advantage Advantage
on Hit if Guarded
500 (-1 hyper
1 ^\r_> + E_E_ 1 50,000 2 5 12 +5
meter bar)

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out (or 4 seconds

mMUMm
Screen Name Command Hits Damage Meter s,artup A_tjv_ Recovery Advantage Advantage Not__
1 Whirlwind L <7t\^>+ 3 67,000
30 Whirlwind active for22 frames, 3 projectiles with 3
600 15 0 (air: -5) -2 (air: -7)
(inair ok) (air:35)
-

lowpriority durability points each

2 Whirlwind M 5 102,300 Whirlwind activefor 30 frames, 5 projectileswith3


1000 20 37 +4 (air: +3) +7
(inair ok)

low priority durability pointseach

3 Whirlwind H 0\r^>+ 7 130,200 1400 25 40


+13 (air: +13 (air: Whirlwind activefor38 frames, 7 projectiles with 3
(in air ok) +12) +13) low priority durability pointseach

Double 15 OTG-capable, Typhoon activefor30 Irames, beam


4,5,6 0#<3 + 6 140,300 1440 63 (air: until +40 +21 durability: 6 Irames x 5 low priority durability
Typhoon (in air ok)
-

grounded) points
Knocks down, can cancel intosubsequent attacks
Lightning + up to 80,000 640 per
13(15
7 1-3
25 or until from Irames18-34, attack puts Storm in airborne
Attack 1-3x 3 times (can be once 13 -16
per attack attack grounded

state, air version requires minimum jump height:


directed, inairOK) airborne)
4 frames

Minimum jumpheight: 4 frames, projectile has


Lightning OfyQ + 5 low priority durability points, on hit or once
8, 9,10 5 110,100 976 20 40 -1 -3
Sphere (in air)

destroyed creates burst with beam durability: 20


frames x 5 low priority durability points
amMi,
Screen Name Command Hits Damage *' Startup Active Recovery damage AOv.rn.gj Noles |
22
Flight lasts for 99frames
ty&<? *
-

Flight

-

11
Pushes opposing character away from Storm for
13 24 19 24 frames
00^ +

Fair Wind
-

12

13 27 1 Pulls target toward Storm for 27frames


<X>2 +

Foul Wind

13 -
-
-

Whirlwind Whirlwind is aunique ranged attack that causes individual typhoons to swirl up across the screen in astaggered sequence. Each typhoon is actually its own projectile; if
your competitor destroys one of them, it has no effect on the others. This means that Whirlwind, if released safely, disrupts almost anything in its path, projectiles, point characters, and
assists alike. It can even pierce through M.O.D.O.K.'s barrier. However, like abeam, every stage of Whirlwind disappears if Storm takes ahit.
The version creates three tornadoes that reach to mid range. The version creates five tornadoes that reach almost fullscreen. The version creates seven tornadoes that stretch
across the entire playing field. The lighter the version, the shorter the startup and recovery periods.
Whirlwind is abig time commitment, but it's great if you can get it out there. If the opposing player didn't beat Storm to the punch with firing aprojectile, very few actions can beat
Whirlwind after it's released. And each individual tornado within Whirlwind pushes your rival back whether on hit or guard, and in turn, the next tornado pushes them farther down the
line-Whirlwind Hpushes the opposing character all the way across the screen! (Storm-a assist is very useful for this purpose, if your plan is to keep your foes away defensively or
drive them intoa corner aggressively.)
You can use Whirlwind in combos, most notably employing Whirlwind Hto combo into Hail Storm from aground chain at midscreen. There are better things to do in ground combos,
though (And during X-Factor, Whirlwind's travel speed goes up so much that Whirlwind to Hail Storm won't even work most of the time anyway.) And for zoning wars, Whirlwind Land
Mdon't have sufficient deterring power or range. For both combos and zoning, stick to Whirlwind H. If you don't have time to release Whirlwind Hin agiven matchup, take to the skies,
orapproach your opponent aggressively instead.

Double Typhoon H

Double Typhoon: Double Typhoon takes over asecond to summon, but once released, it creates avertical cyclone that extends to just under super jump height. Double Typhoon is
OTG-capable, although its lengthy startup prevents it from having much use outside of air throw follow-ups or specialized assist combos. Double Typhoon also boasts tremendous low
priority projectile durability. Its behavior is similar to Dormammu's Purification pillars-Double Typhoon is really just an extremely sturdy vertical beam (though it does not extend to the
ceiling as Purification does; Double Typhoon won't hit opponents at super jump height).
You can only use Double Typhoon once per airborne period, and the move makes Storm drop like astone after release. To avoid this, activate flight before performing air Double
Typhoon. Storm will still be flying when it's done, soyou'll avoid the dangerous penalty.
Double Typhoon takes so long to activate that it's hard to use otherwise. It's not advisable at ground level unless you have alot of time to yourself, like if the opposing player just started
guarding your assist, orif you're placing a Double Typhoon over the area that a new character is about tofall in after a knockout.
Lightning Attack. Lightning Attack isan airborne special move that you can aim in any direction, like Storm's airdash.
Lightning Attack can be canceled into itself atany point, whether on whiff, hit, or block, up to two times per use. The
subsequent Lightning Attacks can be redirected, which is important because of the odd angles atwhich this attack can hit
in midair.

You can only use Lightning Attack once per airborne period, and Storm falls straight down afterward, unable toact or
guard. This is just like after using Double Typhoon in midair, and you have the same away around it: activate flight just
before using Lightning Attacks. After the flight period ends, you'll fall to earth able to block or act asnormal. (Or even able
toperform Lightning Attack again!) Alternatively, if you don't want to do that, just make sure to redirect stages two and
threeofthe Lightning Attack away from danger, back to theground.
Although it's not quite Wolverine's Drill Claw, you can use t. Lightning Attack as akind of triangle jump ifyou'd like
to give your challenger adifferent look. If it hits close to the ground, you can link afterward with standing into an
extended combo. You can also use Lightning Attacks asa kind ofhit-confirmable aerial poke (imagine if Street Fighter's
Fei Long had Rekka-Kens in eight directions). If Lightning Attack hits, you can tack on Lightning Storm, or(for alittle more
oomph) you can cancel the third Lightning Attack with X-Factor, Lightning Attack three more times, then finally cap itoff
with Lightning Storm. Adecent THC from here, iffeasible, can knock out most characters.
Lightning Attack is not safe if guarded, sodon't use itasa poke on its own unless you call acrossover assist first to
provide cover, orif you have a plan for redirecting stages two and three onblock.
uSZ^S^S^SSSL m T Can nly ,hf0W Whi'e airb0rne'" Can be direCted Up-f0rward <) strai9ht ,orward > or down-forward (). Once
S t Ili !h ? thJ ! 6ry $yfm)' bUt "alS fC,er'
^S^1^^ZTAT ^TT? K" 3SSiSt'Pr0,eC,ile'
h3S aSt0Unding pr0iectile rdurability-When
beam'il expandscompetitors
in,a largerare sphere
capableofofba"outgunning
ligh,nin9'Storm'
This iss ,heWhirlwind
portion H,lhatyouaclua,'
can yoptdeals
to
har r r nS S !T ! T* W LiBhtninfl S9here Llnterestin9^ while opponents who guard the Lightning Sphere explosion and use advancing guard find their
characters pushed back slightly; heir advancing guard has no effect on Storm! Throw aLightning Sphere they're forced to block, and you're assured of gaining ground. When jumping
try not to use up your airdash before using Lightning Sphere, so you can airdash immediately after releasing it.
Apart from projectile durability and immunity to advancing guard, Lightning Sphere's other notable characteristic is the slow speed of the projectile, which allows Storm to cover awkward
angles relatively well. For example, after jumping, flying, and performing Double Typhoon from far away, you can throw Lightning Sphere L. This makes it hard for your rival to get at you
for afew seconds, unless they're right on top of you from the start. Finally, note that Lightning Sphere travels MUCH faster and is abetter, aggressive tool during X-Factor

Flight Storm's flight mode Fair Wind: During Fair


is a centralpart of her Wind, Storm uses the
arsenal. Whileflying, Storm powerof the windto push
can airdash repeatedly, her competitorawayfrom
canceling airdashes into her. This works no matter
each other. This is useful where her foe is or what
whetheryou want Storm they're doing. Blocking,
to run away, rush in, or attacking, jumping, any
escape after being knocked action your opponent
into the air. Either alternate is performing has its
different directions of momentum altered by Fair
airdashes (2 + , Wind. Like Foul Wind, this
tj + ), oruseplink is best when used to alter
airdashes to wavedash in the jump trajectory of an
the same direction across opposing character when
the sky (-,-, the opposing playerdoesn't
separating the button presses by 1frame instead of hitting them simultaneously). expect it. Both Fair and Foul Wind have no effect onopposing assists, and neither puts
Since Storm falls without being able to block or act after performing air Double Typhoon your rival into any kind ofstun orinterruptionthey can still act asnormal; their trajectory
orairLightning Attack, flight is important for hertobeable to use these moves inthe air is just altered against their will.
freely, without handing anopportunity toa watchful foe. If you perform these moves while Fair Wind nudges anopponent for a slightly shorter duration (and thusa slightly shorter
Storm isflying, she won't be sohelpless when falling tothe ground afterward, and she can length) than Foul Wind, and ittakes more ofStorm's time toexecute. This is compensated
guard or attack as normal. byFair Wind pushing your adversary away rather than pulling them in.Use this to bolster
Storm's flight mode also enables air combos that involve canceling air into airdash ranged tactics, like using Fair Wind after calling Doctor Doom(B toensure that the
repeatedly. This iscrucial toincreasing the damage ofher air combos that aren't preceded opponent is kept faraway andis forced to deal with Doctor Doom's tracking missiles.
by a bunch of jump loops that make long air combos impossible anyway. It greatly
increases her usefulness asthe second orthird stage ofTACs.

Foul Wind. Foul Wind suctions the opposing character toward Storm. Much more useful than Fair Wind, Foul Wind
has both a larger effect on Storm's opponent (moving them closer toward Storm than Fair Wind pushes them away) and
requires less time commitment. It also has more devious, damaging applications. The most basic useif your competitor
super jumps forward from fullscreen distance, looking toclose the gap, use Foul Wind while they're atsuper jump height,
and they'll be pulled clear over Storm. After they pass over her, their air basic attacks face the wrong direction, unless they
fly oruse a special move. Without doing anything, they'll land just on the other side of Storm, in prime position for you to
immediately gofora launcher, an instant float overhead, a low combo, or a throw.
Coupled with the right assist, you can bemore aggressive with Foul Wind use instead ofjustwaiting tomess with airborne
adversaries. From what seems like a safe distance tothe opposing character, call anassist that takes up decent space
and allows Storm tocombo afterward, then immediately perform Foul Wind. The opponent is suctioned into the assist
regardless ofwhat they're doing. If they get hit, either cancel Foul Wind to Hail Storm, orlaunch and capitalize with anair
combo.

Like Fair Wind, Foul Wind doesn't actually stun theenemy whatsoever, so don't get toopredictable orcareless with its use.
Your competitor may simply wait for you todrag them in, then slide in with a basic attack, hoping tocatch both Storm and
her assist!

Both Fair Wind and Foul Wind can be hyper combo canceled; this can be useful if you drag your target into an assist and want to cancel to Hail Storm, or perhaps to rarely use Foul Wind
"unsafely" before canceling into the quick Elemental Rage as the foe is dragged in thinking they can retaliate. Needless to say, be ready to THC away from Storm or activate X-Factor if
this parlor trick fails.
Byper Combos
Screen Name Command Hits Damage Startup Active Recovery AdJJl!ftBe if Guarded Notes
Can be mashed tor extra damage, mocks aown, ui_-

35-69
282,900-
40+1 80 1 +7 capable, airborne alter frame 12, beam durability: 25 1
Hail Storm O#o +
-

1 338,800 frames x 1 high priority durability points


Can be mashed for extra damage, knocks down, I
15-29
289,000-
18+1 50 53 -42 beam durability: 15 frames x1high priority durability j
Lightning Storm $$,0+

2 344,400 points !
Knocks down, OTG- capable, causeswall bounce,
-28
3 Elemental Rage oo$a + 15 266,900 8+2 23 32 -

projectile has 5high priority durability points |

Hail Storm: Hail Storm has slow startup, but it hits nearly the entire playing field and is OTG-capable. After any air
c& combo to flying screen where Storm lands about the same time as her adversary, perform Hail Storm immediately and
KM mash to add great damage. (If Storm lands much later than the opponent, you'll have to use Elemental Rage instead.)
Any air throw can lead to Hail Storm on landing, too. Although slow to start, after the hyper combo cutscene, Hail Storm
hits instantly. Combined with the whole hitting-the-entire-screen thing, this makes Hail Storm one of the bestif not THE
besthyper combo for using in THCs in the game. Any other character can find away to hyper combo handoff to Hail
Storm.

THCing from afast hyper combo to Hail Storm also makes for acompletely safe way to tag out another character for
e Storm. Try to time the handoff when your opponent happens to call an assist for heavy red damage. Remember that the
most damage you can squeeze out of the end of any combo is to use asnap back to force in abadly hurt assist. Hail Storm
, happens to also be one of the best hyper combos for inflicting chip damage (especially with lv.3 X-Factor active), which is
I great against low-vitality foes.
Having Hail Storm as part of your team's crossover combination is probably the most important reason to consider
Storma or Storm(j as your assist type. Hail Storm works well with literally any other two hyper combos, dealing
good damage on guard or hit, and pinning opposing point and assist characters anywhere on screen.
Storm receives asignificant indirect buff in UMvC3 thanks to air X-Factor... combo to Hail Storm, cancel it with X-Factor (the rest of the Hail Storm still occurs!), then Hail Storm again!
Oddly your button presses still count as mashing for the damage on the first Hail Storm while it's going on, even though Storm is free to move after X-Factor. If you happen to catch the
opposing player's assist and point together with a"random" Hail Storm, X-Factor cancel then wavedash in to launch both characters as the first Hail Storm ends. Air combo to ahard
knockdown, then Hail Storm again! Good-bye, two characters, off afullscreen guess. If their point character guards correctly but you catch their assist, you probably won't be able to
X-Factor and dash in during Hail Storm (the point character can advancing guard Storm away), but you can X-Factor and just Hail Storm again to ice the assist.

Lightning Storm: Lightning Storm is Storm's standard air combo ending hyper combo. Almost any time you combo
into Lightning Attack, you can hyper combo cancel into Lightning Storm. (At the end of very long combos, such as
launching after several jump loops, hitstun decay may cause Lightning Attack into Lightning Storm to fail.) Mash to
maximize the damage. Lightning Storm isextremely unsafe if guarded, so save itfor combos exclusively, and be careful
not to embarrass yourself by getting this hyper combo instead of Elemental Rage after ahard knockdown, or when trying
to punish challengers who make mistakes faraway.

Elemental Rage: You can direct Elemental Rage tofour points on screen. For it to strike point-blank next toStorm,
input the command and do nothing. To deploy Elemental Rage one dash away from Storm, hold; two dashes away,
hold . Hold tostrike with Elemental Rage all the way across the playing field.
s For its range, Elemental Rage isactive in an insanely short amount of time. Its most useful application is to treat itlike
you would the beam hyper combos of Akuma or Dormammuif you see your opponent start alengthy action, you can
snag them with this from anywhere. You can also use the move to punish anything your adversary does that leaves
them atworse than -10. which isnot asmall list ofactions. As just one pertinent example, Storm can block Magneto's
. - -..
Electromagnetic Disrupter projectile, then instantly punish him from full screen with Elemental Rage!
Like Hail Storm, Elemental Rage isOTG-capable, and it's fast enough tosweep opponents up after throws onthe
ground. Because of its speed and flexibility, italso works well in THCs (though Hail Storm isalmost always still
better, unless the wall bounce caused by Elemental Rage helps thenext stage oftheTHC, such as handing itover to
Dormammu's StalkingFlare).
UttkWu
Storm isa character best used for attacking anopponent
directly, but that doesn't make her the same as,say,
Wolverine, whose only plan is "move forward." Storm's
low vitality andranged tools mean thatyou should take a
more measured approach byfeeling your opponentout,
baiting them into making mistakes, and letting the match
cometo you rather than resorting to bruteforce (which is
a good way to get someof the more fragile characters torn
up). You alsoneed to tryto land some glancing hits with
Lightning Spheres, windattacks, and assists, since she is
Airdash up to superjump height and tly to call assists, maneuver, and Storm players can easily manipulate opponents who superjump in generally notself-sufficient when it comesto hyper meter
useprojectiles Irom the top olthe screen. predictably by using Foul Wind, itthey start clamming up. waiting lor in her combos.
the vortex, you can simplyair throw them.

Athough she stailored for aggression, building ateam around "runaway Storm" is an approach that can work. Storm can be used to play very hard to get; that was one of the main reasons
she was the est overall character in MvC2. However, she can't build hyper meter by whiffing eight million air fierce attacks at the top of the screen anymore. Enter the three meter-building
assists Amaterasu-7, Frank West-7, and Morrigan-7)! Even though Storm can't super jump, float, then call assists anymore, she can still get assists out there while at super jump
height. Jump and then airdash upward, and voila, you're at super jump height but still able to call assists. From here, if the opposing character is asafe distance away, just call the meter
assist throw one or two Lightning Spheres, and activate flight. By now, the meter assist is ready to go again, and you can throw aDouble Typhoon or more spheres. If your opponent is too
close tor comfort underneath Storm, don't call ahelpless meter-building assist right on top of the opposing character. Activate flight, airdash repeatedly all the way to the other side of the
playing field, then call yourmeter-building assist.

Between assist calls and whatever glancing hits you score with projectiles while running away, you should generate ahyper meter bar every two or three calls. Arunning Storm is much
more threatening when she's armed with hyper meter... anytime you feel you can get away with Hail Storm's 40-frame startup, you can throw it out there on awhim from fullscreen (you
can cancel into it from Whirlwind Hfirst too, though this telegraphs the Hail Storm somewhat). Hail Storm deals solid chip damage if guarded, and it can deal huge damage to careless point
characters or badly timed assists if not. It's also completely safe if guarded. Return to your regularly scheduled running and spamming of meter assists afterward.
You can stall with Storm in this fashion with or without the meter assist; you'll just have alot more meter to toss around with random Hail Storms if you brought Amaterasu, Frank West or
Morrigan along. Other assists work better if your plan is to disrupt or actually force enemies to block attacks, rather than to just be terribly annoying while building bar. Ground-level beams
hold enemies long enough to ensure super jump height Double Typhoon is put onscreen safely, for example. They'll also help Storm win projectile wars when ground Whirlwind His too
slow... get above the foe's barrage, call your beam assist during alikely gap, then toss Lightning Sphere L.
If the opposing player tries to retaliate against Storm's run away tactics by chasing her aggressively in the air-that only plays into your hands. An opponent who is prone to super jumping
forward is an opponent that can be taken advantage of badly by using Fair Wind and Foul Wind to screw with their jump arcs. You can also use Lightning Attacks as apseudo-safe poke
against airborne competitors. If the first stage is guarded, you can redirect Storm away to safety; if it hits, the three stages of Lightning Attack give you plenty of time to verify and cancel to
Lightning Storm.

During all this running, whenever your opponent guards either an assist or Lightning Sphere L, that's achance for Storm to move into close range even from all the way across the screen.
If your rival usesadvancmg guard against an assist or Lightning Sphere, it has no effect on Storm's forward progress. From anormal jump height Lightning Sphere L, just airdash forward
and fall with air^ + <_). if flight is active, airdash in repeatedly, then fall on the target with air , which naturally ends flight with an overhead and puts you at point-blank range. At
ground level, you can simply use Foul Wind to pull your adversary in close while they're blocking your assist anyway. Using Foul Wind while your opponent is unoccupied is suicide (unless
you re trying to get cute baiting them into doing something Elemental Rage can beat out), but using it while they're stuck in guardstun or hitstun from your assist is fine. You can also time
Foul Wind to drag the target into an assist that must be guarded either high or low (for example, Nova0 or Phoenix Wright7), then strike at the other level with Storm.
Meanwhile, while trying to keep an opposing character out, your best poke options are the tip of Storm's launcher or the tip of instant float airO + (see Advanced Tactics). The
little whirlwinds created by Storm's basic attacks represent her attack hitbox, but she's only vulnerable on her actual limbs, not on the whirlwind part. Think of the range of your attacks as
being where the whirlwind portion strikes, rather than where Storm's limbs do. As abonus, when poking with launcher, you can easily convert full air flight combos on asuccessful hit.
If Instant float air hits an airborne foe at low altitude, such as acharacter jumping or airdashing in, you can land and link st. , proceeding into afull jump loop or flight air combo!
Similarly, if you happen to jump forward with airC> + to go for an air throw, but you end up hitting your opponent with air in midair instead, cancel the hit into an airdash straight
down, soyou can juggle them and start a combo with standing @>.

XI,, .

Trianglejump airiB gives Storm alast, reliable overhead that strikes any crouching character. Storm isnnt vulnerable on the whirlwindportion olher attacks, and launcher isonly-I ilguarded, making
the tip ol asale poke that leads toalull combo on hit!

When you're up close on the ground, the best chain to open with is crouching , standing , crouching . This is plenty of time to hit-confirm, and the last two attacks are both
jump-cancelable. This enables Storm's best combos, and it also gives you options for mixing your opponent up or regaining ground after Storm has been blocked and/or pushed away with
advancing guard.

Realistically, you won't be cutting the chain combo short to jump cancel standing on reaction to advancing guard... chaining to crouching for acombo must be done too quickly.
If the opposing player uses advancing guard as they block standing , you will probably be pushed out while crouching whiffs, and whiffed moves cannot be jump canceled. At least
their extended guardstun following advancing guard ensures that you aren't punished for this; you simply lose momentum.
However if you make it to crouching and then the opponent uses advancing guard, you have time to react. Jump cancel crouching , then airdash forward (a "square jump") U
immediately with air or airO + ,and you're right back on top of them with ahigh-priority overhead attack.
your competitor blocks all the way to crouching and still didn't use advancing guard, now you're in prime position to leverage Storm's strongest mix-up. This time when you jump
cancel the sweep, you're right above your rival in the air. From here, you can:
Quickly overhead them with triangle jump air
"Empty" triangle jump in with no attack, then land and throw
Quickly overhead your foe with instant float air or air<> + (see Advanced Tactics)
instantly overhead the opposing character with jump forward instant air ; following up with acombo requires that you call an assist a S2 \
fair bit earlier, so it's timed to hit just after the rising

land more quickly, as is usually the case. If they jump, this technique air throws them)
Call an assist that pins the target, then airdash forward over their head
Toss Lightning Sphere Ldiagonally down at them; Storm isn't pushed away if your opponent guards and pushblocks against this attack
Any option except the throw can lead right back into the cr. ,st.@, cr. chain. Aground throw can lead to Elemental Rage or acrossover combination An air throw, if you happen to score one
as an option select, has more potential (using^O instead of just while in the air is for the sole purpose of scoring throws, or breaking them, if you happen to be in range). You can simply
use Hail Storm, or call an OTG-capable assist and launch, or use Double Typhoon Land then jump forward to combo with air into Lightning Attacks into L.ghtning Storm.
If you're feeling cautious, you can also use jump cancels to transition easily back to stalling. Jump cancel backward, airdash up-back, then call an assist and activate flight. From here you
can throw Lightning Spheres diagonally at your foe, or put aDouble Typhoon on screen. If you want to feign cowardice and then change gears, use flight to airdash repeatedly right back n
(hopefully while the assist you called runs some sort of interference at ground level; an assist like Sentinel-a occupies foes long enough for you to airdash several times all the way to the
other side of the opponent, then land, then still go for cr. or an overhead on the target as they block the assist from behind).
When you land ahit with the main chain, you can make Storm embellish her combos quite abit. Between jump-cancelable basic attacks, instant float, an airdash, and directable Lightning
Attacks Storm has scads of possible jump loop variations. These combos aren't just flashy, they're necessary; Storm's biggest weakness is her ability to build hyper meter. Her normal
jump height loops and her flight air combos aren't icing on the cake; they're necessary for her to tread water. In any case, Storm's bread and butter combos are trickier than those of many
characters, but remember that she's more about playstyle and the flexibility she brings to ateam than the direct damage that she can inflict.
Storm would benasty against new characters coming inafter a snap back orknockout just
with her normal mix-ups and theinvincible tip of her launcher. Lightning Sphere pushes
her over the top, hov/ever. Remember, Storm is unaffected by advancing guard against
Lightning Sphere! So, while awaiting a character falling in fresh, jump and throw horizontal
Lightning Sphere Msoyour opponent isforced toguard itasthe first thing they do. Forcing
them to guard when they fall in means they can be thrown afterward (characters who fall in
doing absolutely nothing are immune tothrows until they land), sothe simplest thing todo
is airdash forward afterreleasing Lightning SphereStorm then ends up in midair next to
her adversarythen air throw them just after they exit guardstun. If you have anassist that Advancing guard against Lightning Sphere has Storm isextremely dangerous ilother characters
can cover you on failure, call itjust before the throw. If you time this properly, opposing noeflect onStorm! Force new characters toguard hand herplenty oibar touse(or ilshei
Lightning Sphere, then air throw or gotorapoint- extra through TACs).
players don't have a prayer of mashing out of this with air attacks unless they have 4 frame blank mix-up alter they finish blocking.
air (such as Nova, Iron Man, orStorm herself). The opponent is put into a position
where the best they can hope for consistently isa throw break, after which, depending on
your assist, they may be pinned into a cornered mix-up from Storm immediately anyway.
This same tactic can also work against competitors midscreen, if you happen to throw anormal jump height Lightning Sphere Mand they jump into it. You can even set it up purposefully
by ending Storm juggles midscreen by throwing aLightning Sphere toward the opponent's air recovery. If you're on target, they're forced to guard, advancing guard means nothing, and
you're free to gofora reset or airthrow!
The meter limitations Storm has are irrelevant if someone else is generating it for her. Storm is great in the same kind of last-ditch situation that Akuma, Dormammu, Phoenix, etc. thrive
under loaded with lots of hyper meter and lv.3 X-Factor ready. If you make it here and your opponent has already used up their X-Factor, show no mercy: pop lv.3 X-Factor and Hail Storm,
Hail Storm, Hail Storm! Even one-on-three Storm can turn the tide in the right situation... let's say the first Hail Storm catches an errant assist and nukes it, and then you chip out asecond
character with several Hail Storms? Suddenly, one-on-three isone-on-one, if they can't counter by using their own X-Factor (such as if the reason they got such alead was by popping
X-Factor early). Meanwhile, any clean Storm hit should lead to acombo that deals at least 800,000 damage and possibly much more. Don't mess with nature.

L CR., ST. ,CR.en> FORWARD JUMP, IMMEDIATE * oo 0, LAND, ST. , CR. ^4> FORWARD JUMP,
AIR , (D ^> FORWARD AIRDASH, AIR , LAND, ST. , , <D ^> FORWARD SUPER JUMP, AIR , , , (D,
LAND, * * o 8 OTG (MASH
605,600 damage, 19% meter loss
Both standing and crouching are jump-cancelable, so you can transition into another triangle jump air or instant float airattacks (or fake either of those then go for athrow) if
the opposing character guards. If they use advancing guard, you can jump cancel and square dash back in with air " +or air. When this combo connects, the extra work involved
with the ground-level jump and airdash loops goes mostly toward helping build meter, an area Storm lacks. If you don't at least do jump height loops or flight airdash loops with Storm,
you'realways goingto be wantingfor hyper meter.
Between jump cancels, instant float, airdashes, low-altitude Lightning Attacks back to the ground, and crossover assists. Storm has enormous variation on what she can do off aclean ground-level hit.
This is one example of aconsistent combo that works on everyone (including off an initial overhead, like triangle jump air or instant float air), and builds decent meter.
This combo has the distinct advantage of working in any level of X-Factor while being meter-self-sufficient (and dealing 876,300 / 980,300 /1,085,500 damage at each level!). Storm's
increased speed forces aminor change: you'll want to jump straight up, rather than forward, for the jump portions of the combo. Also, although Storm becomes crazy fast, you don t have
to do the beginning portions as fast asyou think. You do want toperform the super jump air combo as fast aspossible, however.
mUJIMMISl
II. -> SUPER JUMP FORWARD, PAUSE, AIR ^> FORWARD AIRDASH, Al AlR,t->

FORWARD AIRDASH, AIR , , LAND, +* OTG (MASH )


611,900 damage, 47% meter loss

Jest a7CZrwhhl?uncrerhea^"'^ ^ '"'" ^ C3S6' *"^ Wr'hWhile l 9*Cmb '"'her jUmp "* Varialions t0 build * This combo is
ItSeitt^ airborne period. During flight, this restriction disappears, so bytransitioning to flight in aStorm aircombo, you can loop air
mmv comoar dto J 11inI, 7 h k !T' 'n9 *t0Ward imprVinQ the dama9e and me,er gain of Storm's air combos <her air chai" being really picky and
seconds soso it spossible
seconds, s ossl.e toto squeeze
^ SrT h"8 attacks
five or six heavy ' T1'" ^T
at most. After up to"ndfiveL,orepetitions
Mn,nfl Sphefe CmbSair,
of airdash b^9 finish
rad' bu'withmore^ub,e ,han **">
air for ahard ^
knockdown. *,asts '' ^ -"<'two
JSJS S fJHfV^lft ac,i,va;li.n9ht,lil9h, s on|y works -shortcombos where hitstun decay hasn't kicked in yet. (Don't plan on flight combos after jump height loops
way too early $ S'artUP tha" '" ^ haraC,erS Wh US6 "i9htin air COmbS'S0 if y0U're having ,rouble wi,h " *oa'ie Probab|y Passing
IThThT* bei"fl ab'e-2 ai;dasih air in, yur rival ,ive ,imes in awithout slipping under them. You give yourself alot of help here if you hit with the initial air after launching
iTrl1 ,'h-T P0Sk k k, 7 ,S'.T' iumpSmedia,ely a,ter ,aunchin9'but wait as lon9 as yu can before a,lackin9 n the way up. Assuming you did that, the key is tha. the
rlZ?ZlJ , ?,'' T? Ca"Cel 3ir@ hl,S in' airdaSh '-"-edtately. but then pause before the next air hits. Storm's air pops her target up slightly, bu. it also
causes enough hitstun so they II drift back down, if you give them the chance. Hit air too fast, and they'll be popped successively higher, until air on the end is guaranteed to miss
blowdown,though,and this comboshould becomesecond nature.

Storm's lateral airdash travels very far. but as long as you're letting the opposing character's body drift downward, Storm won't slip under them-she'll just push them back toward the
corner, as though dashing into them on the ground. In X-Factor, as Storm's airdashes achieve ludicrous speed, this combo is still possible, but it is much more difficult as to be unreliable
at vj.c or iv.o.

This is also agreat team aerial combo starter, just by using direction* in place of the hard knockdown. If the next character can extend into ahyper combo, you can THC Storm right
back in with Had Storm! Ouch. Especially if you start the TAC with * * ,this move always builds enough hyper meter to work, no matter what you do with the next character Using
teammates creatively in this manner goes along way toward compensating for Storm's slightly below-average damage and hyper meter building.
When you TAC foStorm from another character, this is the combo you want to attempt (without the pre-flight airdash, though; either fly into air immediately off the exchange hit or
perform one air _; and then fly). This is also possible if you happen to catch the enemy in the gut with air air-to-air, but you'll want to finish with Lightning Attacks into Lightning
btorm rather than air^ in that situation, asyou won't get a hard knockdown orair exchange hit since the combo didn't start with a launcher

III. OS CHRIS-7, THROW OR LOW ALTITUDE AIR THROW, CHRIS'S GRENADE HITS, DASH, ST. ,
AIR,,^> FORWARD AIRDASH, AIR &*> o X3<s*> * V* 68 (MASH)
431,700 damage, 1% meter gain!
Whether off afront or back ground throw, Storm can always tack on Elemental Rage for 307,300 damage. And, off any air throw, Storm has time to land and Hail Storm for 367,600. Either
of these costs her ahyper meter bar without building any of it back, though. If you have an assist handy that lasts long enough to hit your opponent just as Storm finishes the throw but
before they hit the ground in ahard knockdown (or if the assist lasts long enough to OTG afterward), you can immediately proceed into acombo to recoup some of the meter you'll use.
Alternately, you can use the opportunity to turn the jumping loops into an air throw opportunity; see Advanced Tactics for more details.

IIs. CR. , ST. , CR. e=> FORWARD JUMP, IMMEDIATE * *, LAND, ST. , CR. &$> UPWARD JUMP,
AIR , &$> AIRDASH FORWARD, AIR , LAND, ST. , CR. ^> UPWARD JUMP, AIR , <^$> AIRDASH
FORWARD, AIR , LAND, ^> FORWARD SUPER JUMP, AIR , , , , LAND, * * +o (MASH )
1,094,700-1,212,100 damage, 41-56% meter gain (lv.2/3 X-Factor)
With the extra speed granted by higher levels of X-Factpr, Storm gains access to new combos. She's fast enough to easily link standing after adown-forward Lightning Attack at low
altitude; she salso fast enough to substitute standing for standing as the landing link in her jump loops. The timing of her jumping airdash loops is not the same as outside of
X-Factor, or even X-Factor level 1; although Storm is faster, you'll actually want to do things slower, so she doesn't get out of hand and squirt past her rival.

immimwwMm o

t: D
a
WnTWuWM@SBMM^ gam semssm rnmrn msMi
Instead of launching r
Tap or hold-ft while near the end of Storm
Storm is airborne ground loop combos,
to make her float. you have an interesting
This kills all upward chance to let the
momentum and begins opposing character
a slow descent. Only hang themselves
Rocket Raccoon is also and reset to another
capable of this trick. combo. Storm combos
Apart from obvious inevitably eventually
uses for hovering in lead to a standing or
the air longer than your You can useFoul Wind tocreate some very contusing post-air recovery crouching before
Using instant float tor overheads allows you to give your opponent a
dillerenl lookwhen lishing lorcombos. adversary anticipates, situations. a launcher. Instead
float also enables fast, of launching, call an assist that occupies a lot of aerial screen space, like
extremely low altitude overheads. This is because floating can be performed Rocket Raccoon-y, then cancel the heavy attack to Foul Wind. Since you
as early as the 4lh frame after Storm begins to jump, the first frame after she didn't launch after, the opponent air recovers at normal jump height in
leaves the ground. front of Storm, just as she sucks them forward with Foul Wind and as her
To execute this, tap anyupward direction twice very quickly. Try to be assist arrives.
precise, and tap up again cleanly after just one upward tap for the initial Depending on whether your rival air recovers forward, backward, or in place,
jump. If you get errant inputs, Storm may end up jumping and then and depending on which assist you use (Rocket Raccoon is just a useful
immediately airdashing upward or sideways. suggestion... there are many possibilities), this can have lots of different
Once float begins, you can input attacks immediately, so once you're floating effects, butthe important part is that they can be virtually unblockable on
at low altitude, it's just a matter of hitting a button. Air during instant float reaction. After all, Foul Wind sucks them forward, and they're air recovering,
whiffs over many crouching characters and doesn't cause enough hitstun in so it's quite possible that they may cross just past Storm, running into her
this situation to follow up with a ground combo consistently. Stick to using air assist on the other side.
,0 + , or. WhyC* + when Storm doesn't actually have an air To add another layer to the mix-up, you can dash under them as they air
C> + command attack? The better to option select a throw or throw break, recover, and call an assist while using Foul Wind from the other side... or
if your opponent happens to jump. call the assist from the original side, then dash under, then use Fair or Foul
Once you feel comfortable performing instant float air moves on their own, Wind as appropriate. Finally, you can optto do nothing, let them flip out, then
you can mix them into combos and mix-ups. Anytime your rival guards jump and air throw them. If you finished aground combo with crouching ,
crouching , you can jump cancel and immediately float, then have a quick you can also jump cancel backward and fire Lightning Sphere. If you vary your
overhead heading for a target who was just blocking low. approach and use assists that hit lots of normal jump height screen space,
this approach is basically guaranteed to hit the opposing character a lot of the
time, in the same waythat using Wolverine Berserker Slash mix-ups well is
essentially unguardable on reaction. In this way, Storm can pile on damage
without being totally reliant on tacking on her hyper combos.

GENERAL EXECUTION TIP*


Executing normal jump height loops is just amatter of doing all the steps as soon as possible. Practice until they are ingrained in muscle memory.
Whenever launching to avariation of the standard air,, , chain, perform the rising air hits as soon as possible on the way up.
On the other hand, when performing air combos where the first hit is air , such as when canceling to flight, perform the first air as late and
high as possible.

CR.,,,3^ FORWARD SUPER JUMP, AIR,, , , LAND, QffO * OTG (MASH)


Q 3 _ | ^
1Simple Hail Storm combo 1541.600. 62% meter loss
CR.,,,@^ FORWARD SUPER JUMP, AIR,,^>- FORWARD AIRDASH, AIR ^> {+} X3 <*=*>
. (MASH

CR. , ST. , CR. *** FORWARD JUMP, IMMEDIATE^ + +, LAND, ST. *=> FORWARD JUMP, IMMEDIATE^ + +,
LAND, ST., ,=> FORWARDSUPERJUMP, AIR,, ^> FORWARD AIRDASH, AIR ^^ { + IXS^^
O^C>+ (MASH)

|Necessary Lightning Attack direction in lhe air combo varies depending on lhe opposing character's position 1596,200,16% meter loss

AIR THROW, 0#O + OTG, FORWARD JUMP, AIR ^> & + + s^> ty^O * (MASH)
"YES, IFOUGHT FOR HUMNITY
PURING SECRET INVa$ION. BUT
PON'T REaP TOO MUCH INTO TUT."

am ham muPMitm
Snldier of the
Skrull Empire

Tugether with the Skrull ability at shapeshWhm

This is biographical, and doesnot represent an evaluation ofthe


in-game combat potential of this hero.
immlu
1,000,000
Chain Cumbu Archetype Hunter Series

X-Factor Boost
Level 1 (3teammates remaining)
Level 2 (2 teammates remaining)
Level 3 (1 teammate remaining)

Your primary goal with Super-Skrull is to get within range of his Elastic Slam special move.
Why would you want tofocus on being in range of Elastic Slam?
Elastic Slam is an unblockable throw with incredible range, with
two versions thatcan grab either airborne or grounded opponents
Lack of hitbox on Super-Skrull's arm means Elastic Slam Mcan
pass through most basic attacks and projectiles
,_Jt Super-Skrull has many OTG-capable moves, allowing you to
create high damage combos off a successful Elastic Slam
P
Being in range of Elastic Slam forces your competitor to make a
choice; they cannot sit and play passively

\ How doyou getSuper-Skrull within range ofElastic Slam?


Forcing your adversary into the corner, where their options for
escaping Elastic Slam are very limited
Utilizing lockdown crossover assists to force your foe into
blocking, then getting into position for a mix-up
IT I Using Super-Skrull's unique airdash in conjunction with Brutal
Pile Bunker and Stone Dunk to approach the target
Using Meteor Smash with crossover assists to quickly close the
distance on your rival

eived several minor tweaks in Ultimate Marvel vs. Capcom 3,


the most obvious addition is the ability to perform Meteor Smash in the air. The
super armor capabilities of Orbital Grudge now kick in two frames earlier, and
hecan no longer block while airdashing. Each of his hyper combos haschanged
slightly, aswell: Inferno can bemashed for more damage, active and recovery
frames of Skrull Torch have been tweaked, and Death Penalty no longer requires
a specific combination of buttons to determine its landing area.
Super-Skrull can no longer guard while in the middle of an
airdash

Meteor Smash can be performed in air


Orbital Grudge super armor properties activate two frames faster
Inferno is mashable for added damage
Skrull Torch active frames increased
Death Penalty automatically homes in on your opponent's location
and no longer requires a specific button combination to determine
;

Screen Command Hits Damage Meter Gain Startup Active Recoverv Advantage Advantage if ,
' on Hit Guarded ""

Screen Command Hits Damage Meter Gain Startup Active Recovery AdnvnH,a,9e Al,vantage if No(__
Air Special AttacksHying Screen anil Air txctiange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air ^IZlTJ^Tne^
basiTa.tack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange tuts m.t.a.e team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command
Overhead attack, causes hard knockdown il used|
n launcher combo
Tags innext available ally while lofting
opponent upward
Tags in next available ally while causing wall
bounce, erases 1 hyper meter bar Irom loe
Tags in next available ally while causing ground |
bounce, generates 1 hyper meter bar

Comment Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command

Elastic
90,000 720 15 22
Punch O*
Stone
OTG-capable, wall bounces rival, jump-cancelable, not special- or
120,000 52 22
Smite
Standing (hold) hyper combo-cancelable, inflicts chip damage
Rolling 24 24 Hard knockdown, inflicts chip damage
3 d>$>0 + 130,000 1040
Hook
Worm
Only hits grounded foes, not special- or hyper combo-cancelable,
37, 378 29
Squash 00 + adversary remains grounded
Flame
OTG-capable, spinning knockdown, jump cancelable, not special- or
110,000 34 -15
Kick
Crouching (hold) hyper combo-cancelable, inflicts chip damage
Brutal
Until Overhead attack, OTG-capable, floor bounces, knocks down, not
Pile 115,000 960 15 special- orhyper combo-cancelable, inflicts chip damage
AirO + landing*6|
Bunker
22 (or unt
Stone grounded Overhead attack, ground bounces target, notspecial- or hyper
120,000 37 +21
Dunk
Air (hold) linen 1frame combo-cancelable, inflictschip damage
of recovery)
Elastic
90,000 720 22
Uppercut ^ +

.31

Throw
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense. Combos
are usually possibleafter throws, one wayor another.

Screen Command Hits Damage MeterGain Startup Active Notes


Screen Type lE-t_J Crossover _ ivinfm. Recovery (this Recovery
Combination Description Hits Damage 5"ff* Startup crossover (other Notes
Hyper Combo Gain assist) partner)

Outside of Elastic Slam and Meteor Smash, Super-Skrull's special attacks are not particularly great, and of course, the same thing can be said of his assist abilities. Super-Skrull's assists are
generally only useful in certain situations, making an assist choice difficult for players choosing to place Super-Skrull in the second or third slot on ateam.
Super-Skrulla replicates the Stone Smite move, which is one of Super-Skrull's more useful command attacks. It covers alarge area of the screen, is OTG-capable. and causes awall
bounce if it hits. However, its slow startup time and lack of invincibility allows Super-SkrullOd to be easily punished by aprojectile or hyper combo, unless the point character is already in
the middle of a combo.

Super-Skrullp is based on Orbital Grudge M. Its forward momentum and super armor frames make it atempting choice for some teams. Orbital Grudge super armor activates two frames
faster in Ultimate Marvel vs. Capcom 3, but the added startup time of this assist makes itdifficult to use asan effective counter.
Super-Skrull7 is based on Tenderizer H, releasing abarrage of punches upward from Super-Skrull's location. While this moves dishes out alarge number of hits and knocks down foes,
it's generally impractical to use in combos. The damage scaling reduction caused by landing afull Tenderizer is more likely to cause you to deal less damage in the long run than your point
character would do otherwise. Super-Skrull7 can come in handy against incoming characters, forcing them to block as they enter the match and creating apotential throw mix-up situation.

Screen Name Command Hits Damage 'Jeter S|artup A_tjv_ Recovery Advantage Advantage N_,__
Orbital
94,800 Knocks down opponent, 1 hitofsuper armor during
Grudge L O^ao + O 3 840 10 11 30 +1 -10
frames 8-17
Orbital
1 Knocks down foe, 1 hitofsuperarmor during frames
Grudge M 0^ <=> + (_) 6 140,300 1440 15 19 22 +8 -4
13-27
Orbital
0\c>+ 9 171,100 2016 20 20
Knocks down rival, 1 hitofsuper armor during
Grudge H 21 +10 -8
frames 18-34

2
Fatal (During Orbital Grudge)
1 70,000 560 15 4 37 -18 Wall bounces adversary, hardknockdown
Buster O#o +

3(4)3(4)
Tenderizer 3(4)3(4) Knocks down competitor, version isOTG-
3,4,5 10 121,600
(inair OK) m 1536 18 3(4)3(5) 25
-5 capable, all hits besides final cause hard knockdown,
3(4)3(4) final hit of version ground bounces
3(9)3
Elastic
6,7,8 O#o + 5 180,000 1800 21 1 44
Slam

Throwattack, hard knockdown
Meteor
9 Smash (in Frames 6-19 invincible, OTG-capable, hits overhead,
t>0^ + 2 125,000 1040 22 26*3 32
-21
knocksdown target
air OK)
Fatal Buster. Super-Skrull follows up
Orbital Grudge: Super-Skrull spins
Orbital Grudge with a massive uppercut
forward ina whirling fury ofstoneandfire.
thatwall bounces your opponent andleaves
The length ofthespinis determined by
them ina hardknockdown state. Its lengthy
which button is used. All three versions
have superarmor properties, butthesuper
recovery time makes itdifficult to chain
the wall bounce into a combo, but it's not
armorkicks in progressively slower with
increased strengths. All versions ofOrbital
impossible. From midscreen, you can have
Grudge can becanceled into Fatal Buster.
Super-Skrull dash forward and juggle
launcher into a combo, or follow up Fatal
In Ultimate Marvel vs. Capcom 3, the super Busterwith an OTG-capable Meteor Smash
armoreffectof Orbital Grudge now kicks in and hyper combo cancel into Inferno.
two frames faster than in the original release.
Super armor forOrbital Grudge Ltakes
effect after eight frames, so you can now feasibly use it to combat certain basic attacks __ :.
and projectiles.

Tenderizer. Combining the powers of Mr. Fantastic and The Thing, Super-Skrull unleashes abarrage of rock-encrusted punches. The version directs the punches at adownward
angle punches straight ahead, and directs the punches at an upward angle. Tenderizer is OTG-capable and is the fastest way to extend combos from midscreen. The final
hit of Tenderizer Lground bounces your foe, allowing you to follow up with the Skrull Torch hyper combo. You can even use it to create an infinite combo (see the Advanced Tactics
section). However, in most OTG situations, you'll want to use Meteor Smash, since itleads to more damaging combos.
The use of Tenderizer outside of combos is not advisable. Opponents can easily use advancing guard to push Super-Skrull back and punish the attack. Always be wary of pushing too
many buttons when playing Super-Skrull!

Elastic Slam: Elastic Slam is an unblockable command throw that is the most important tool in Super-Skrull's arsenal. The and versions both reach in front of Super-Skrull with
varying range. Elastic Slam Lhas arange of about three character widths, while Elastic Slam Mcan reach about five character widths at the expense of asmall dead zone right next to
Super-Skrull's body. The version of Elastic Slam grabs adversaries out of the air and serves as agreat way to reset foes coming out of air recovery or create asimple mix-up with the
other two versions.

Any version of Elastic Slam can lead to an easy combotry Meteor Smash into Inferno for 527,500 damage, essentially forcing your competitor to stay off the ground at all times!
The version of Elastic Slam can sometimes be used on reaction if your opponent throws amid range projectile. Super-Skrull's hand lacks a hitbox, allowing it to pass through the
projectile cleanly to grabthe opposing character.
Meteor Smash: Super-Skrull's Meteor Smash allows you toland OTG hits from anywhere on the screen. Used in almost
all of Super-Skrull's combos that lead into Inferno, Meteor Smash isa huge contributor toSuper-Skrull's high damage
output. One of Super-Skrull's big changes in Ultimate Marvel vs. Capcom 3isthat you can now also perform Meteor
Smash in the air, giving Super-Skrull the ability tododge incoming attacks aswell assome easier combos. Outside of
combos, you can use the delayed invulnerability of Meteor Smash toescape the corner against characters too slow to
punish itlike Haggar orNemesis. You can also occasionally use itasa counter against zoning projectile attacks, a
surprise anti-air against super jumping opponents, oreven asa surprise cross-up. When used with a slow long range
projectile assist like Doctor Doomp or Sentinela, Meteor Smash can be agreat way to start offensive pushes: call
the assist, attempt tocross your opponent up with Meteor Smash, then continue with acombo asthe assist's attacks
begin to hit! However, without the proper assist back-up, it's advisable touse Meteor Smash sparingly outside of combos
since it is very unsafe if guarded.
The button used todetermine the final destination ofMeteor Smash isscreen-relative; lands onthe left side of the
screen, in the middle, and on the far right side of the screen.
// Torch: Flam hlilHllilJ-^!J'Jllll,l,IJclllHlf^__i mMW&WGaWtt unleashes the fullfuryof his flame ^Wi'W'_^r^W(_W^Hi"_^H^i^rr
JohnnyStormimpersonation and turns himself intoa power! Inferno has a huge area of effect, butit is also hyper combo version of Meteor Smashthey are both
flaming missile that flies across the screenand can be slow anddoesnothave invincibility. Inferno is difficult to used to land OTG hits from anywhere on the screen. It's
directed using the controller. Skrull Torch may simply be useoutside ofcombos, butit's nottoobig ofa detriment also one of the moredamaging level 3 hyper combosinthe
viewed as a combo finisher after Tenderizer, butithas since mostof Super-Skrull's combosend with an Inferno game,so ending extended combos with Death Penalty is
a high number ofinvincibility frames and fast traveling anyway. Thedamage potential of Inferno has been advised if it can successfully K.O. youropponent.
speed thatmake itaneffective tool for taking risks to catch increased in Ultimate Marvel vs. Capcom 3,sinceitcan
opposing characters. nowbe mashed out foradditional damage. It'simportant to note thatwhile Death Penalty is instar
invincible, the period ofinvulnerability endsbefore Supi
It's also one ofthe only defensive deterrents Super-Skrull Skrullreappears on the screen. When used to counter
has when facing aggressive adversaries who like toget projectiles from all the v/ayacross the screen, Super-Skrull
close. You can activate Skrull Torch either ontheground can occasionally get stoppedcoldin his tracksbyan errant
orin the air, but just be sure that you have anextra gauge crossover assist attack.
ofhyper meter toperform a team hyper combo if your rival
blocks. Previously, differentcombinations of attack buttons were
usedto determine where Death Penalty would land. This
is no longerrequired in Ultimate Marvel vs. Capcom 3
regardless ofthe two buttons used toactivate Death
Penalty, the hypercomboeventually findsits mark.

ItiUtHM
Super-Skrull may have all ofthepowers ofthe Fantastic Four at hisdisposal, butthe most
valuable ofthe four is Mr. Fantastic's stretching abilityrepresented inthisgame by the Elastic
Slam. Elastic Slam hasa greatrange, butyoustill need to putsomework inwith Super-Skrull
to get him within range ofthispowerful command throw. Luckily, there are a few techniques
that are sure to help.
First, Super-Skrull has the option of covering distancebycomingin from the air. Hisairdash
only travels in one directiondiagonally upwardand shouldkeep him safefrom most
groundedattacks. Have Super-Skrull jump into the air, activate his airdash, and then hold down
Super-Skrull's commandattacks, paired with aslow Use Meteor Smash tocross up opponents, putting to come atyour foe with afully charged Stone Dunk. It covers alarge area of the screen
projectile assist, oiler agreat way togetclose inon Super-Skrull inaperfect spotfor Elastic Slam L
yourcompetitor. below Super-Skrull, can be used to cross upyouropponent, and causes a groundbounce on
the target if it hits, allowing you to follow up with a combo. Brutal Pile Bunker is also useful
from an airdash, quickly dropping Super-Skrull to the ground with a punch thatalsoground
bounces your rival. Brutal Pile Bunker has a-4 frame advantage on block, so unless your opponent has aquick jab, Super-Skrull should be able to block in time. Alternatively, you can airdash
toward your rival and input q> + as you come in. While not acommand move of any type, <> + counts as an air throw attempt and air can beat most anti-air attacks.
On the ground, Super-Skrull has acouple more options to quickly close the distance. The first is to simply wavedash toward your adversary. Super-Skrull has avery fast wavedash that, when
executed properly, can get Super-Skrull within range of Elastic Slam Min less than asecond. Rolling HookO^O + is another option, since it covers afull screen's worth of distance
and causes a wall bounce on hit.

All of these options are greatly enhanced with aslow, long range assist such as Doctor Doom13 or Sentinela. Super-Skrull relies heavily on these types of assists to create cross up
situations or to make his moves safer. For example, calling Sentinela immediately before performing aMeteor Smash causes the drones to hit just as Super-Skrull lands his attack. If the assist
is blocked, you can set up the next offensive movesuch as an Elastic Slam-or if the assist hits, you just received an opening for amassive combo opportunity!
Once you're in range to grab your opponent with Elastic Slam, setting up mix up
opportunities is going to be key for Super-Skrull's strategy. The easiest Elastic Slam mix up
comes from poking at your rival with standing . Doing this gives your rival afew options,
each of which can be countered. Begin by staggering the hits sothat the added timing can
strike opponents trying to use advancing guard. Standing also hits low, so it can catch
adversaries trying to jump away. Any time during your standing prods, cancel into
Elastic Slam Lto punish your opponent for doing nothing. Should the standing attacks
hit, use that opportunity to start up thecombo of your choice!
Successfully catching your target with Elastic Slam Hisa bit of aguessing game. If you
think your opponent is expecting Elastic Slam Lor Mand is going to jump away, call out
an assist tocover Super-Skrull asyou attempt to grab them with Elastic Slam H. If your
adversary blocks, they'll be forced into guardstun while the assist attack plays out and keeps
Super-Skrull safe from harm. Should your opponent jump and get caught in Elastic Slam,
well, you've just earned yourself another combo opportunity. All versions of Elastic Slam are
risky attacks if avoided, so be sure to cover your attempts atevery opportunity.

Make mix-up attempts safer byutilizing assists.


Nearly every time you force your opponent to guard acrossover assist, you can immediately
put your competitor into an Elastic Slam mix-up. From wherever Skrull may be on the
ground, react to the assist making contact, then immediately have Skrull dash forward and use Elastic Slam Mor H. This lets you be threatening without being in the range of crouching !
Super-Skrull has very few options to protect afailed Elastic Slam grab. If you've got the meter to burn, you can cancel the Elastic Slam into Inferno and then team hyper combo to another
character. Otherwise, you have to cancel out of Elastic Slam with X-Factor and hope you can capitalize on the added boost. X-Factor is never something you want to waste, so keep your
options open as best you can.
Super-Skrull struggles a bit when itcomes tomaintaining asolid defense. Very few of his
normal, command, and special moves are useful for escaping a bad situation, but knowing
what tools are useful isparamount when the momentum ofa match starts going the opposing
player's way.

In Ultimate Marvel vs. Capcom 3, Super-Skrull losthisability to block during an airdash. This
made what was once a valid escape plan now nearly useless forthat purpose. For airdefensive
options, you have torely heavily on air throws instead. Luckily, with the added ability to
perform Meteor Smash in the air, you can option select an air throw. As you head toward your
Orbital Grudge super armor kicks inearlier in You canuseMeteor Smash's invincibility canbe opponent, inputs + and cancel it into Meteor Smash, and if the attacker is in range,
Ultimate Marvel vs.Capcom 3. Take advantage ot used toescape sticky situations... ilyou're careful.
this topunish your loes! they'll be snagged by the air throw; otherwise, Meteor Smash isactivated instead tosend
Super-Skrull away to safety. Alternatively, you can meet opponents in the air with a , ,
chain that should keep Super-Skrull safe until heis grounded on block, orlead into a big combo ifitconnects.
If Super-Skrull gets trapped in the corner, salvation may lie in Meteor Smash and Orbital Grudge L. Meteor Smash is invincible from the 6th frame, allowing you achance to have Super-Skrull
escape the corner if you can time it to start between enemy attacks. Be sure to push the right button: you wouldn't want to escape just to come right back down in the corner you were
trying to escape!
Orbital Grudge Lhas super armor properties that start on the eighth frame of the attack, much sooner than in original MvC3. A2frame speed up may seem small on paper, but in practice, it
means that Orbital Grudge is now more useful and viable to chew through an opponent's offense. If the attack is guarded, you can mix up with adelayed Fatal Buster to catch competitors trying
to punishthe Orbital Grudge.
In the end, however, the safest defense option for Super-Skrull is to utilize advancing guard to get your rivals off your back, and keep asharp eye out for opportunities to air throw your attacker.

/. ST. , CR. , CR. , es> FORWARD SUPER JUMP, AIR,,, , LAND, IIF THE ENEMY IS MIDSCREEN,
+ t*o^f*-<c.@ (MASH )} OR IIF THE ENEMY IS CORNERED, FORWARD JUMP, AIR * o , &>
FORWARD SUPER JUMP, AIR , , , , LAND, -** oG*>*jf- (MASH )}
689,900-737,300 damage, 40% meter loss or 4% meter gain
This basic Super-Skrull combo has variable endings based on Super-Skrull'sposition after the first air ,,, chain. Delay the air hit to the last possible moment to ensure
the air f * will connect and put Super-Skrull in range to launch with. Otherwise, it's possible that the launcher attack will whiff entirely.
Should your challenger block standing , crouching , chain into adelayed standing . If it connects, transition into and continue the combo, or chain standing and kara-
cancel into f If *" * before it connects. Standing leaves you at aframe advantage when blocked, so continue your offense in that case.

//. ST. , CR. , , s> FORWARD SUPER JUMP, AIR , , DELAYED , DELAYED , LAND, ST. (HOLD),
WAVEDASH FORWARD TWICE, <**> FORWARD SUPER JUMP, AIR ,, , , LAND,!*-* * * ^> * - o
@@ (MASH <)) OR I* * (HOLD) e_> U+K * 6 (MASH ), LAND, \ if - * @ (MASH )}
746,400-917,800 damage, 4% meter gain or 100% meter loss
Here's amore damaging, but much harder to execute, midscreen combo that pummels your foe to the closest corner. After the first launch, you must delay theinput of both air and
to ensure that Super-Skrull lands as quickly as possible. This gives you enough time to fully charge Stone Smite. After the wall bounce, launchyour rival with again, then perform the
following air chain at the peak of Super-Skrull's jump. If timed correctly, you should have just enough time to land afully charged crouching. When the flaming sweep hits, cancel it into
ajump and then Inferno by inputting * * X * @ in one smooth motion. Doing the aerial version of the hyper combo causes Skrull to recover faster, giving you just enough
time to juggle with another Inferno.
If performed near acorner, it's possible that Stone Smite can send your adversary flying over Super-Skrull's head. In this case, remember to reverse your input directions and input the
appropriate buttonto correctly land Meteor Smash.
///. if - o , * * o ^> f jf 4- o (MASH )
517,500 damage, 72% meter loss
Super-Skrull's command grab is an essential part of his battle plan. This simple combo ensures you'll remove at least half of an opponent's life from asingle Elastic Slam.

IV. FRONT AND BACK GROUND OR AIR THROW, +**G_4>f*..c, (MASH )


456,500 damage, 82% meter loss
Similar to Combo III, this variation starts with an air throw instead of Elastic Slam. It does less damage than the Elastic Slam variant, but any extra damage is always aplus.

V. FORWARD SUPER JUMP, INSTANT * * , FORWARD DASH, ST. , CR. , CR. , e_> FORWARD SUPER JUMP,
AIR,,,, LAND,** \ o e~> f * * o (MASH)
656,400 damage, 33% meter loss
Super-Skrull's Burning Pile Bunker (air * O) isn't just ahandy OTG attack, but it can also serve as afast overhead attack with ground bounce properties. Take advantage of this move
to catch unaware adversaries andchain into this damaging combo forminimal meter loss.

o (MASH)
562,700 damage, 80% meter loss
Rolling Hook is agreat tool for covering alot of ground quickly. If the hit connects, quickly perform Meteor Smash Hinto Inferno for agood chunk of damage. Competitors may anticipate
this move and attempt to call an assist to stop Super-Skrull, but Rolling Hook is more than likely going to catch the assist character, as well, leading to an even greater advantage for you!

VII. ST. , CR. , , e=> FORWARD SUPER JUMP, AIR , , DELAYED , DELAYED , LAND, ST. (H
WAVEDASH FORWARD TWICE, ^> FORWARD SUPER JUMP, AIR ,, , , LAND,- * * oe__> f *
@ (MASH ) __ * if o (MASH )
990,500-1,055,300 damage, 100% meter loss
This punishing combo isa slight variation ofCombo II that isnearly a guaranteed K.O. against a majority ofthe cast. The X-Factor cancel into asecond Inferno at the end ofthe combo
leaves alarge chunk of X-Factor duration left to use against the next character on your opponent's team. However, only utilize this combo when you're certain itisgoing to K.O. your
adversary; otherwise, you'll burn valuable X-Factor time trying toget the last few hits needed tofinish the job on your current foe.

Vlll. *"*,** o_H, WALK FORWARD, ^> FORWARD SUPER JUMP, AIR ,, , , LAND,
*** o * o @ (MASH )
823,600-975,500 damage, 14-3% meter loss
Another X-Factor combo that can be started from Elastic Slam, this combo can also be started from normal and air throws for less damage.
With Super-Skull's vast array of moves that can cause wall bounces, ground bounces, and are OTG-capable, it is pretty
easy to find yourself in acombo where you've used two launchers, and an OTG Meteor Smash causes an adversary to
air recover instead of being knocked down. You can capitalize on this by grabbing your rival out of air recovery with
Elastic Slam HI
The easiest reset you can practice is afairly simple combo: ,, cr. - 0 tf <? + You can
perform this combo anywhere on the screen and get afeel for the timing of grabbing opponents out of air recovery. Be
sure to follow up the Elastic Slam with Meteor Smash and hyper combo cancel into Inferno.
Super-Skrull has agreat chance to grab an airborne The Elastic Slam Hgrab out of air recovery is never guaranteed, however. Characters with fast aerial move options like
opponent out'olairrecovery, leading to aquick
Meteor Slam ^ ^ inferno combo.
eight-way dashes can easily escape the attempt. Character who air recover forward can escape the grab every time,
and this gives your competitor the opportunity to severely punish Super-Skrull while he recovers from the whiffed grab.
Luckily, the natural tendency for most opposing players is to air recover backwards, and this is much more difficult to escape the long arm of the Skrull Empire!

Super-Skrull has an infinite combo that works against cornered foes in ahard knockdown state. The combo itself looks
simple on paper, but the execution is abit trickier: 0 + (charge) <**> jump*2*3*- )) (repeat)
The trickiest part of this combo is timing the three inputs to trigger Tenderizer Lat the exact moment Super-Skrull
leaves the ground. To time the hits, watch for Super-Skrull's leg to connect with his challenger and press twice.
Immediately after, press $ , and input the final command as soon as Super-Skrull's feet hit the ground. This is the
trickiest part of the loop, but when done correctly, the final hit of Tenderizer Liscanceled by Super-Skrull touching the
ground, negating the ground bounce and leaving his opponent in a hard knockdown state. Super-Skrull is now free to
The timing isvery strict, bu! it's possible tounleash repeat the loop with another Flame Kick.
Tenderizer Lright asSuper-Skrull leaves the ground,
preventing the last hit Irom coming out and leaving After four to five repetitions, Super-Skrull gets pushed too far back for the Flame Kick to connect. When you think
your opponent inahard knockdown state. you're outside of the hit zone, simply dash cancel into Flame Kick to close the distance and continue the loop.
After seven to eight repetitions, damage scaling will have kicked in to apoint where Super-Skrull is hardly dealing any damage to his rival. Luckily, at this
point, Super-Skrull has built three bars of hyper meter off of the loop and can most likely finish of the opponent. Follow the last air Tenderizer Lwith a
grounded Tenderizer Land cancel into Death Penalty. The infinite combo pays for itself, and you've got one fewer enemy to worry about!

EBMBB APPtUBIH
Delay hitting with air and at the end of aerial chains for as long as possible to ensure enough time to follow up with Super-Skrull's
OTG-capable charge attacks.
Alter placing your opponent in ahard knockdown state, be aware of their position on the playlield if you plan on following up with Meteor
Smash. Pressing the wrong attack button ruins the combo and potentially puts Super-Skrull at a disadvantage.

AS SUPER-SKRULL COMES IN: AIR,, * t * O <s=> if o (MASH

lA + Q orO * TAC to Super-Skrull,^0 ^ * must be done before Skrull touches the ground from the first jump Varies based on damage scaling

FRONT THROW, S fjT^|ii___:^'la;)ji[rf:tT|l||'i|^]|^Qjr;tll<i ), LAND, FORWARD DASH, CR. , , &$> FORWARD SUPER Jl
AIR,,, (MASH)

753,200 damage,118% meter loss

CR., CR.,<*> FORWARDSUPERJUMP, FORWARD AIRDASH, AIR,, LAND, ST. (HOLD) ^> FORWARD JUMP, AIR(s

f * .* o (MASH), LAND, if "

Requires corner 1958.300 damage, 106% meter loss

ST. , CR. , , ^> FORWARD SUPER JUMP, AIR , , DELAYED VEDASHF

TWICE, es> FORWARD SUPER JUMP, AIR , , , , LAND, * -


916,200damage, 206%meter loss

ST., CR. ,.,@es> FORWARD SUPER JUMP, AIR ,, DELAYED, DELAYED, LAND, ST. (HOLD), WAVEDASH FORWARD
TWICE, >^$> FORWARD SUPER JUMP, AIR,,,, LAND, I* * (HOLD) ^S> FORWARD JUMP,, LAND, FORWARD DASH
Damage
| Requires corner, once the first hit connecls, lhe combo continues indetinitely Damage varies depending on theamount of loopsperformed
'icaNuacanaiNOWRica'* mielp, fight
LIKE IRON FI$T,aNPMOVE UKE POREPEUIL
simplyput, mameom."
JJJJJ
muPMM
Pratesslonal Criminal,
Cambat Instructor

Taskmaster possesses photographic reflexes,


which enable him ta watch anather person's
physical movemeots and duplicate them
without practice, na matter haw cu

"Midi1h)
Jaskmaster perfectly capies the
weapon-fighting styles ot super
hemes, such as Captain America's
shield, Hawkeye's bow, and
Spider-Mao's web-shooters.

He isaroad many moves by


watching videos of heroes in
actian, and used his photographic
reflexes to copy them and make
them his awn. Considering himself
a businessman, Taskmaster opened
a mercenary school far traioiog
criminals in the fighting arts.

[MmWiWB
mmmcwMis MMti
1,100,000
Chain Cumbu Archetype Marvel Series

X-Factor Boost

Level 1 (3teammates remaining)


Level 2 (2teammates remaining)
Level 3 (1 teammate remaining)

Taskmaster is well-rounded character who canproduce big damage at close range or from
a distance. Your main goal isto play a keepaway game using Aim Master with the help of
crossover assists. Whythis goal?

The damage, range, and guardstun/hitstun produced from Aim


Master make it a great tool for forcing opponents to get closer.
It is possible for adversaries to take heavy damage before ever
getting close to Taskmaster
Attempts at advancing on Taskmaster can be countered with the
speed, priority, and damage potential of Charging Star
If Aim Master isn't enough to overpower your rival's long-
range game, you can use Guard Master Hto counter opposing
projectiles, further limiting your opponent's options from
fullscreen

Howcan this goal be achieved?

Using Aim Master's varying firing angles with projectile crossover


assists to cut off your competitor's means of approaching while
simultaneously causing heavy chip damage
Countering the opposing character's advances with Charging Star
after they become frustrated with dealing with Aim Master
._ ' i, i~i~~in g by jumping yn^avnii^u Master M

Taskmaster's returned with several changes in Ultimate Marvel vs. capcom


has been added to his pool of special moves, and Web Swing can now be canceled into Aim
Master or Legion Arrow at anytime. The damage on Aim Master and Legion Arrow hasbeen
reduced, though Legion Arrow can now be mashed for more damage, effectively nullifying
its damage reduction.
Aim Master damage reduced
New Move: Sting Master * ~+ o causes hard knockdown
Web Swing now cancelable with Aim Master or Legion Arrow
Initial Legion Arrow damage reduced, but it is now mashable for more
damage
Aim Master H arcs lower

Air Aim Master H causes less Hover


Charging Star knocks opponent further back, but not as high
ring jumping H

WttJffM.'.gTiW.H
Air Special Attacksflying Screen anil Air txchange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly''"Tnext
basiTattack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits nutate team aenal combos by tagging in the next
available character to continue the air combo.

_____
jFTMTTP on Hit if Guarded
Overhead attack, causes hard knockdown if used|
90,000 720 27 t-17 +15
n launchercombo
Until Tags innext available ally while lofting
Air{> + (during launcher combo) 60,000 opponent upward
grounded
Until Tags innext available ally while causing wall
50,1 400 bounce, erases 1 hyper meter bar from foe
AirO orO + (during launcher combo) irounded
Tags in next available ally while causing ground |
bounce, generates 1 hyper meter bar

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible tochain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Riffl IWilnliiMiU " Notes


[t~m

Web
Knockdown, recovers inair neutral state, can only|
3,000 640 +7
Swing c> + (in air OK) beperformed one time while inair
Immune to low and medium priority projectiles
Charging -15 and beamsduring frames 4-18, knocks down,
<^ + 95,C 760 29
Star may be chained into

Throws
Throws are for snagging passive orblocking opponents. Since throws are active so quickly, you can also use them topreemptively toss opposing characters out of their offense. Combos
are usually possible after throws, one way or another.

Screen Command _n___ eter Gain Startup Active Notes


80,000 Hard knockdown
O + (ground)
Hard knockdown
<? + (ground)
O + (air) 80,000 Hard knockdown, drops loedirectly underneath Taskmaster

<? * (air) 80,000 Hard knockdown, dropsopponent directly underneath Taskmaster


All three of Taskmaster's crossover assists perform adifferent version ot Aim Master, and all versions are fully charged with three arrows. Taskmastera performs Aim Master L. It can
be used as long range support for characters who lack aprojectile of their own, or to add to acharacter's long range game. It is also great for cross-ups with teleports or other special
moves that cross up. such as X-23's Mirage Feint Mor Zero's Hienkyaku M. Taskmaster(_ performs Aim Master M, and you can use it to cover the upward angle in which many projectile
characters cannot normally fire. Taskmaster7 performs Aim Master H, which rains arrows down on opponents. The arrows fall individually in different positions, covering alarge sum of
space. This crossover assist isgreat for setting up any character's offense orfor anti-air support.

_____! Advantage Advantage


"I "'"'' on Hit if Guarded
500 - (-1 hyper
0\C> + HEEa 50,000
meter bar)

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or lag outs are also locked
out for 4 seconds

FmMUMM
Screen Name Command Hits Damage ^jj1" Startup Active Recovery M^gfB ftdGV_3 Notes '
Aim Master L
50,000- 400-
1 (canbecharged, 0\C> + 1-3 13-21 1-9 37-21 -13-+3 -15-+1 Each projectile has3 low priority durability points
135,400 1200
in air OK)
Aim Master M
50,000- 400- OTG-capable, each projectile has3 low priority
2 (can be charged, OtiO + f 1-3 13-21 1-9 42-26 -18-2 -20-4
135,400 1200 durability points
in air OK)
Aim Master H
50,000- 400- OTG-capable, each projectile has3 low priority
3 (canbe charged, 0^0 + 1-3 13-21 1-9 47-31 -23-7 -25-9
135,400 1200 durability points
in air OK)
Guard Master L 100,000
$&<?*<* 2 1000 5 20 20
Counterattack, counters highattacks, hardknockdown

4 Guard Master M $&<? + % 2 100,000 1000 5 20 20 Counterattack, counters lowattacks, hard knockdown

Guard Master H Counter attack, reflects some projectiles and nulliiies


<)&o* 1 Varies Varies 5 20 20
-

beams, reflected projectiles dealtheirnormal damage


5 Sword Master L c>0^ + 0 1 50,000 400 31 5 22 -
-4 Knocks down

(When Sword Master L


6 Head Butt 1 30,000 240 24 5 16 +4 Unblockable
isblocked)

(During Head Butt)


7 Lights Out 2 60,000 450 15 5 1 Unblockable, hard knockdown
fy^O*

5 Sword Master M OO^ + 1 50,000 400 44 5 22


-4 Knocks down

(When SwordMaster M
6 Head Butt 1 30,000 240 24 5 16 +4 Unblockable
is blocked)

8 Below the Belt 28,000


(During Head Butt) 1 224 13 5 21 -1 -3

(During Below the


9 Low Kick 1 30,000 240 20 5 16 +4 +2 Low attack
Belt)
7 Lights Out
(During Low Kick)
2 70,000 700 15 5 1 Unblockable, hard knockdown
v^o + -

5 Sword Master H OO^ + 1 50,000 400 57 5 22 -


-4 Knocks down
0LiMmimfBm3
Advantage Advantage
Screen Name on Hit if Guarded I'I'HtjBI

a
(When Sword Master H
isblocked)
1 30,000 240 24 3 18
a Unblockable

23 -1 -3
8 Below the Belt (During Head Butt) 1 28,000 224 13 3

(During Below the 20 4 17 +4 +2 Low attack


9 Low Kick 1 30,000 240
Belt)
25,000 200 21 3 22 0 -2
10 Shield Bash (During Low Kick) 1

(During Shield.Bash) 17 +4 +2
11 Knee Kick 1 31,000 248 18 4

(During Knee Kick) 1 Unblockable, hard knockdown


7 Lights Out 2 80,000 800 15 5 -

<>t\0+
113,000 15 3 28 -3 Hard knockdown
12 Sting Master ty^O + 2 1130 -

Aim Master. Taskmaster fires arrows thatcanbecharged by holding thebutton down: performing Aim Master without charging fires Guard Master. Taskmaster raises his shield
one arrow, two levels ofcharge fires two arrows, and afull charge fires three arrows. Aim Master Lfires straight forward and reaches and countersincoming attacksfora 20-frame
fullscreen. Aim Master Mfires atanangle and can beused toshoot foes closing in atnormal jump height. Aim Master Hfires upward duration. Guard Master counters different
before raining down in a parabola shape. You can use ittoshoot your adversaries out ofthe sky orhold grounded opponents in place to kindsofattacksbased on the strengthof
set up an offense. the button used: Guard Master L counters
mid attacks, Guard Master M counters
You can useAim Masterinthe air,as well. Aerial Aim MasterLfires straightforward and is usedforair-to-air combat. Aerial Aim Master low attacks, and Guard Master H counters
Mfires downward atanangle and isOTG-capable. Itisa great air-to-ground attack touse while jumping forward topressure your rival projectiles. Asuccessfully connected Guard
orjumping backward tocover a retreat. Aim Master Hfires almost straight down and can lead totricky set-ups when used in conjunction Master L or M can be followed with an aerial
with a crossover assist. Theair versions of Aim Master M and Hare both OTG-capable. Legion Arrow OTG. Guard Master Hreflects
Aim Master is one ofTaskmaster's primary ways ofattacking. Afully charged set ofarrows deals 135,400 points ofdamage (above projectiles backat opponents, though certain
average for a projectile) and can be charged fast enough to use regularly. Aim Master Land aerial Aim Master Mshould be used projectiles (such as beams) canonly be
liberally ata distance onthe ground, but Aim Master Lisunsafe ifguarded at close range, so be careful when using itanywhere other nullified. Note that Guard Master does not
than from long range. counter hypercombos.

Sword Master. Sword Master is a slow


slash attack that causes a soft knockdown.
If it is guarded, you can follow it withthe
unguardable Head Butt attack, which you
can then follow by a predeterminedset of
attacks based on which version of Sword
Masterwas guarded. All three versions
of Sword Master guarded lead to a hard
knockdown when executed to their full
extent, and you can follow them with
Legion Arrow OTG for extra damage. Sword Master's startup varies based on the button used. Sword Master Listhe fastest but has the weakest extensions, while Sword Master Hhas
the longest startup but the most damaging extensions. Opponents can avoid the unguardable Head Butt by using advancing guard against the initial slash, so Sword Master isbest used
with the help of a crossover assist to hold foes in place for unguardable damage.

Sting Master. Sting Master isa melee attack that skewers competitors before sending them into a hard knockdown state.
You can follow itwith Legion Arrow OTG after connecting, like Guard Master and Sword Master. Sting Master has too
much startup and recovery to be relied upon at close-quarters, butit is easily usedincombos.
Hyper Combos
KTffffrTI
1
C^HaB -Rttm IrmffTfrl Startup Active Recovery ^jntaDB Advantage No,__
289,400- Hard knockdown, each projectile has1 high
Legion Arrow L+M O^C>+ttM) 25-50 10+1 77 44
347,500
-22 priority durability point, can be mashed for
additional hits

289,400- Hard knockdown, each projectile has1 high


Legion Arrow L+H 0 j O + O 25-50 10+1 77 44
347,500 -22 priority durability point, can be mashed lot
additional hits

289,400- Each projectile has 1 high priority durability


Legion Arrow M+H Ot\o + @ 25-50 10+1 77 44
347,500 -22 point, OTG-capable, can be mashed for
additional hits
1 289,400-
Air Legion Arrow L+M (inair)0t\O+ @ 25-50 10+1 78
Until Each projectile has 1 high priority durability
-22
347,500 grounded
-

point, can be mashed for additional hits


Hard knockdown on airborne opponents,
Air Legion Arrow L+H 289,400- Until each projectile has 1 high priority durability
(inair)Ot\C>+ 0 25-50
347,500
10+1 77 -22
grounded
-

point, OTG- capable, can be mashed for


additional hits
Hardknockdown on airborne adversaries,
289,400- Until each projectile has 1 high priority durability
Air Legion Arrow M+H (inair)0^r_> + (g(D 25-50 10+1 n -22
347,500 grounded

point, OTG-capable, can be mashedfor ,


additional hits
5 frames of invincibility, counters non-beam/
I 2 AegisCounter {}<? + 13 250,000 5+0 25 19

projectile attacks

Legion Arrow. Taskmaster fires a stream ofarrows formashable damage. Like Aim Aegis Counter. Aegis Counter is a counterattack hyper combothat can catchany physical
Master, you can aim Legion Arrow depending onthe buttons pressed, and you can utilize attack (hypercombosincluded) and can be followed withaerial Legion Arrow OTG for
this move both on the ground and in the air. While on the ground, O fires straight, more damage. It has a period of invulnerability during its startup and can be used to
O fires up at an angle, and O fires straight up before raining back down. counteran incoming hypercombothat is otherwise unavoidable, as longas it is physical.
In the air, Q fires straight, * fires down at an angle, and O fires Aegis Counter is easilypunishable duringrecovery and is also vulnerable to projectiles and
straight down. throws, so it is not ideal to use this hypercombo recklessly.
Legion Arrow adds big damage tocombos long and short and isalso useful for shooting SinceAegis Counter can becanceled intofromspecial moves,use it forcovering a
down aerial opponents, punishing crossover assists, punishing guarded orwhiffed hyper dodged Aim Master L. You canalso cancel intoit whenusingTaskmaster fora crossover
combos, or blowing through enemy projectiles. However, Legion Arrow is unsafe if counter. Usea crossover counter intoTaskmasteragainst an aggressive opponent and
guarded atclose range, so only use itup-close if you know itisgoing tohit. Additionally, quickly cancel into AegisCounterto stop their assault. AegisCounteris great for THC
Legion Arrow takes time toreach far distances, sofoes can punish itwith a teleport on setups, as well: ifyourcompetitor countersyourhyper combowith an opposing hyper
reaction. These drawbacks aside, Legion Arrow isa great hyper combo and isa staple of combo, quickly THC to Aegis Counter to stop your rival's hypercombo. Bemindful ofthe
Taskmaster's arsenal ofattacks. If your adversary manages to jump over Aim Master L, opponent's hyper meter, however; the opposing character can performanother THC to a
cancel it into Legion Arrow to counter their punish. projectile hypercombo to counter this tactic. Asidefrom using it as a counter, youcan also
employ Aegis Counter as a THC to continue a combo,provided that the previous hyper
combo knocksyour target high enough.
Ilttlt Pill air when guarded on the ground. Crossover assists can be called atany time during Web
Swing like a basic attack, souse crossover assists to pin opponents down after they guard
Web Swing, then fall with air to keep the pressure going. This technique is also great for
setting up unguardable attacks with a low crossover assist: time your low-hitting crossover
assist so that ithits atthe same time asa falling air follow-up toaguarded Web Swing.
This attack ispunishable by air throws, however, sobe careful when using itwithout the
cover of a crossover assist.

You can only perform Web Swing once in the air, sodon't rely on itto keep Taskmaster in
Increase thethreat ol Taskmaster's rangedattacks Ignore projectile attacks with Charging Star. Cancel the air for long periods oftime. However, using Web Swing on the ground does allow for
with the help ofa crossover assist. intoit iroma forward dash loraddeddistance. another Web Swing upon recovery, since theground swing does not use up the one aerial
Web Swing that you are allowed. Web Swing can also be canceled into Aim Master (see the
Taskmaster is a well-rounded fighter who is effective at close or far range. Thedamage Advanced Tactics section for details).
and range of a fully charged Aim Master is enough to make Taskmaster a serious threat at
fullscreen, while the utility of Charging Star (O + ) and Web Swing (=> + ) come Aim Master Hbecomes a threat at mid range, as well. Taskmaster recovers before the
into play at mid toclose range. If you have thelife lead as Taskmaster, don't beafraid tosit arrows ofa charged Aim Master Hrain down, so they can be used as a means ofsetting
on the leadwhile fighting from a distancewithAim Master. your rival up for a Web Swing, Charging Star, orwavedash toget into striking distance. The
arrows from a fully charged Aim Master Hall fall ina slightly different position, creating a
Alarge portion ofTaskmaster's effectiveness is owed to Charging Star. With a mere spread that covers a lot of ground. Use a crossover assist to protect Taskmaster during the
6frames of startup, Charging Star is faster than most characters' and basic startup on the charge, then follow thearrows with a dashinto melee range. You can react to
attacks,and it is immune to lowand medium durability projectiles whileactive. It also Aim MasterH if it connects withCharging Star for a combo,as well.
coversa decentamountof horizontal range that you can extendby canceling into it from
aforward dash. Charging Star is special move-cancelable and can be chained into
upon connecting. Italsoboasts great priority, andyou can rely on itto blow through an
At close range, Taskmaster's crouching
is a safe wayto attack. It has long reachand
opponent'sbasicattacks and aerialassaults withease.
starts up in a speedy 5 frames. Anychain
Asa downside, Charging Star is extremely unsafe ifguarded. Competitors can either punish of basic attacks started from crouching
witha fullcombo while it recovers or go for a throw since Taskmaster is usually right next can always be chained into Charging Star
to the opposing character ifguarded. Taskmaster has a few options ifCharging Star is for a combo. If guarded, you can either
guarded, however. You can delay canceling the charge's recovery with as aframe trap continue with a ground chain covered with
for a would-be punish, though isalso unsafe if guarded. You can also cancel Charging a crossover assist, or mix up between
Star intoAim MasterL, which is punishable if guardedat close range and interruptable if another crouching 0 orthrow attempt. You can follow anyol Taskmaster's throws with
charged fully. Your best bet is to cover Charging Starwith a crossover assist. Crossover Standing and are great attacks, as Legion Arrow OTG.
assists may becalled during Charging Star's recovery, so you cancoverTaskmaster by well. The range and priorityof these attacks
inputting^ + ,_- , (or aspecial move) for asafe attack sequence depending is attributed to Taskmaster'ssword, and they are not easy for your adversariesto dealwith
on the crossover assist used. at close range.

At long range, Aim Master is yourprimary go-toattack and can always be canceled into You can follow either of Taskmaster's ground throws with Legion ArrowOTG, adding to
Legion Arrow for a combo as long as it is hit-confirmed early. Aim Master Lreaches Taskmaster's already strongup-close options. Dash in, cancel the dash with a crouch, then
fullscreen and is great for forcing your opponentto makea move.Clearing the floorwith attempt the throw. Ifyouthink youropponent might attempt to counterthe throw with a
Aim Master L,air Aim Master M, and a ranged crossover assist forces your adversary to quick attack, use crouching instead for a counter-hit. Competitors trying to jump away
eitherburn meterin an attemptto retaliate or attack from the sky at an angle. Once your from the throw attempt are tagged by crouching during the jump's startup frames if
rivals start jumping to avoid Aim Master L, youcanstart using Aim Master Mand airthrows timed correctly. Attempts at jumping away from a throw attempt are also stopped with an
to keep them incheck. You can have Taskmaster Legion Arrow OTG offanyairthrow, and air throw.
you caneven OTG with Aim Master Hintoa combo if the air throw is performed at normal
jump height. If youhave a life lead, thereis no reason to riskgetting closeas Taskmaster; Charging Star hasadded uses at close range. Take advantage of its priority byblov/ing
simply sit on the lead andfight at a distance with Aim Master to maintain yourlead. Once through youradversary's attempt to fight back. You cancancel intoCharging Starfrom any
your challenger is lured in, change it up by countering with standing , Web Swing, or basic attack, andyoucan use it afterbaiting yourrival's attack for a counter-hit. Appear to
Charging Star.
be vulnerable during the recovery of a slower attack (such asstanding ), then interrupt
youropponent's punishment attempt with a delayed Charging Star. Once yourtarget fears
Charging Star,youcanget away with using slower-recovering moves and attack stringsthat
are otherwise punishable when guarded.

Canceling from a basic attack canalso be usedwith Web Swing, though it is betterusedas
a means of keeping your offenseflowing rather than starting a combo because of its slower
startup. Cover the swingwitha crossover assist, then continue pressure witha falling air
.which puts Taskmaster into position for a crouching orthrow mix-up. Web Swing
is alsoa greatalternative to Charging Star sinceit is bettersuitedfor combating advancing
guard. Incorporate Web Swing into youroffense to stay closeagainst foes who constantly
Taskmaster recovers before thearrows Irom Aim Taskmaster is vulnerable to airthrows alterWeb use advancing guard.
MasterHrain down, allowing you togoinlora Swing, so cover itwith acrossover assist,
mix-up. In the corner, Taskmaster's melee attacks are only harder to deal with. All throws become
moredifficult for challengers to escape from, and you can use Web Swing to keep
At mid range, you can use WebSwing as a means of starting offense. Web Swing is similar
opponents from using advancing guardfor breathing space. The ranges onTaskmaster's
to Charging Star in that it launches Taskmasterforward, has good priority, and can be hit-
basic attackand Charging Star are also great for keeping the pressure on cornered
confirmed into a combo. You can also perform Web Swing in the air, so it is commonly used
competitors. The usual crouching orthrow mix-up isalso applicable in the corner.
in air combos. It recovers in the air, allowingfor combos or continued pressure from the

L CR. ,,,* * , AIR ,,- o ,,,, LAND, ST. (2 HITS),, o , DELAYED <^> FORWARD
SUPER JUMP, ,, (2 HITS), * o , ,,, LAND, VERTICAL JUMP \ + Q (CHARGE) ^> * * - o
<m (MASH)
665,000 damage, 40% meter gain
Astandard bread and butter combo, this combo always carries the opponent to the corner, so air * * @ always connects. When chaining into + O, you must perform
it very late to ensure that your foe never drops behind Taskmaster. If you are having problems with it, going straight into after standing . works, as well.
IllIhl'WHI.

IL FRONT OR BACK THROW, '**.* * (MASH )


396,500 damage, 92% meter loss
Taskmaster can perform Legion Arrow after any throw. Thetiming on this combo isn't very difficult; just be sure to input slightly after %* * so that Taskmaster is off the
ground when the hyper combo is performed. Pressing @too early might result in an accidental grounded Legion Arrow, which is easily punishable.

///. FRONT OR BACK AIR THROW, wo<s>**.*<. (MASH )


419,000 damage, 88% meter loss
Though Taskmaster can combo off an air throw with air \ \ + O, land, * , the strict positioning and timing required make this impractical for regular use. Furthermore,
performing Legion Arrow right away does comparable damage to alaunch combo off an air throw anyway, though it builds no meter. If you have no meter to spare, go for the launch
combo.Otherwise, use this comboas your mainair throwcombo.

IV. (AGAINST AIRBORNE ENEMY) FORWARD JUMP, AIR , , (2 HITS), o , , (2 HITS), , LAND, ST.
(2 HITS),, ^ o, DELAYED ^> FORWARD SUPER JUMP, AIR ,, (2 HITS),- o , ,,, LAND,
{WHEN MIDSCREEN, FORWARD JUMP, AIR * * - o @ (MASH )) OR {WHEN ENEMY IS CORNERED, VERTICAL JUMP
* + o (CHARGE) es> * * * o @ (MASH )}

617,000-654,900 damage, 17-29% meter gain


The angle of air makes it agreat attack touse against an aerial opponent as anti-air, such as when anew character is coming in after aK.O. The version of Legion Arrow used at the end
of the combo depends on positioning. Use in the corner and (T midscreen.

V. (AGAINST AN ENEMY'S ATTACK) * - o OR , FORWARD JUMP, AIR * o (T (MASH )


400,700 damage, 90% meter loss
Even though Legion Arrow may miss several hits if your competitor isn't hugging a screen edge, this combo isstill useful for capitalizing off a successful Guard Master. Note that you can
also pairthis combo with Aegis Counter for427,700 damage and200% meter loss.

VI. (WHEN ENEMY IS GUARDING) + * o E o e_^ {IF ENEMY


IS MIDSCREEN, * * (MASH )} OR IWHEN ENEMY IS CORNERED, o (MASH)}
452,100 damage, 78% meter loss
This isTaskmaster'sstandard unblockable combo. If memorizing the sequence of attacks istoo troublesome for you, the Head Butt follow-ups can actually be mashed with continuous
presses of and. Even then, it's still important to input \ * O after the fifth hit of the combo.

VII. CR., ,ST._fl FORWARD DASH, CR. ,,- o , AIR,* * , (2 HITS), DELAYED , LAND, ST.
(2 HITS), , DELAYED - o , _^> FORWARD SUPER JUMP, AIR , , (2 HITS), * * , , , LAND,
VERTICAL JUMP, * - o (MASH )
1,066,200-1,425,600 damage, 58-116% meter gain
If you need a guaranteed K.O. and still have X-Factor available, this combo isenough toK.O. most characters inlevel 1 X-Factor and will K.O. any character inlevel 3 X-Factor. Although
Taskmaster's speed isincreased during X-Factor, it'sfairly easy toadjust tothe timing on the combo, despite the speed boost.

"///. (IN OR NEAR CORNER) CR. , , ST. , * o , ^> SUPER JUMP STRAIGHT UP, AIR , (2 HITS), * * ,
AIR , (2 HITS), , LAND, VERTICAL JUMP * + o (CHARGE), LAND, + o &$> + \ * o , VERTICAL
JUMP f * - o (CHARGE) e~> * * + o (MASH ), LAND, U * / o (MASH )
877,500 damage, 95% meter loss
Usually, performing * O in the corner during acombo causes Taskmaster to switch sides with his opponent, making it impossible to link two Legion Arrow hyper combos. With
this combo, r * * O is used to end the combo with your adversary still in the corner, making the double Legion Arrow possible. Perform the second Legion Arrow as soon as
Taskmaster landsfrom the first one witha tiger knee motion.
w^mzmM2(Mmm$m
An option select is an input or New to
series of inputs used to produce Ultimate
an advantageous outcome in a Marvel Vs.
situation where several different Capcom 3 is
things can occur depending on the ability
positioning and the opposing to cancel
player's action. Taskmaster has Taskmaster's
a few different option selects Web Swing into
that are relatively easy to Aim Master or

perform. Legion Arrow.


At maximum range, a Web Swing canceled with maximum speed brings
At close range, go with-C? * lor aback throw. You'll either get When in throwing range of Canceling Web Taskmaster closetohistarget inaninstant!
the throw...
an adversary, go for a back Swing into Aim
Master makes for some interesting mobility options for Taskmaster
throw with<=> + . If
positioning and timing allow depending on when the swing is canceled.
for a successful back throw, Canceling Web Swing early provides only a little forward momentum
then the throw gets performed. and can be used as a fake-out; cancel with Aim Master L on the
If, for whatever reason, the ground or in the air at long range for a fake-out attack or at mid
throw attempt is unsuccessful, range for offensive pressure. Canceling the swing as late as possible
Charging Star gets performed provides a slight up-forward momentum and is a great follow-up to a
instead. In addition, theO3 guarded Web Swing. At super jump height, cancel a Web Swing late
input can possibly lead to with Aim Master M or Hto keep Taskmaster's air mobility from being
guarding a quick mid-attack too predictable while adding another angle of attack from the sky. On
...or Charging Star! from your foe. This option select the ground, use the upward momentum of a late cancel to fire Aim
is great to use after your rival Master M at a distance.
guards a crossover assist; press03 + the moment your opponent recovers from Canceling halfway through Web Swing is especially useful because
the guardstun of a crossover assist. the middle portion of the swing produces the most forward
In a close-range air-to-air situation, press C* + for anair throw attempt. If the air momentum. If performed correctly, Taskmaster gains the speed of an
throw is unsuccessful, Taskmaster Web Swings instead, which can lead into a combo airdash and can travel almost the entire length of the screen! On the
if connected or offensive pressure if guarded. This option select can be used on the ground, cancel Web Swing halfway with Aim Master Las a means of
ground, as well, as an alternative to the Charging Star optionselect. approach. Acharged Aim Master will notfire before Taskmaster lands
Another air-to-air option select is performed with <? + ^^ C> + .With this in this situation, so it is best to use only one arrow of Aim Master
option select, you'll either get the back air throw or air canceled into Web Swing. If when performing the Web Swing cancel on the ground. At normal
the air throw is performed, the cinematic of the throw negates the C> + input, and jump or super jump height, cancel with a fully charged Aim Master M
you can proceed to follow with Legion Arrow OTG. If you get the air instead, itthen or Hdepending on positioning. You can use a Web Swing cancel at
gets canceled into Web Swing, which you can follow with a combo or added offensive maximum speed to quickly get in on your rival, and you can make this
pressure if connected or guarded respectively. safe with a long range crossover assist. You can also employ it as a
way to get Taskmaster out of the corner.
With all three option selects, Taskmaster has the advantage whether the throw is
successful or not. Learning to properly utilize these option selects is an integral part Timing is crucial when trying to produce the desired effect from
of Taskmaster's game overall. Cover Charging Star and Web Swing with a crossover a Web Swing cancel. Once you've mastered this technique,
assist if possible to limit your competitor's options in punishing these attacks. Taskmaster's mobility options are increased dramatically, improving
his effectiveness overall.

OiUlUi SXBCUTIOH lift


When performing combos with air, land.O + , the transition from air toO + must be done somewhat slowly. Let the
entire animation of air go through before attempting any ground attacks

(AFTER TAC) AIR ,,C> + ,,, LAND,{>\0# +@ (MASH) 0RO^C># +@(MASH)

10 + orO + orO * TAC to Taskmaster |Varies based on damage scaling


0^0+ ^^ 0^0+ (MASH)_| VERTICAL JUMP, AIR 0^0 + O (MASH)

CR.,,ST.,<3 + __ {0 + =*. <}^d>* (CHARGE)IX

1Requires corner, looping segment can be perlormed indefinitely until the opponent is K.O.'d or X-Factor expires [Varies based on the number of hits it takes to K.O. opposing character |
CR.,@,ST.,{<^+ <**> <}\C> + , VERTICAL JUMP DELAYED 0^C>+ (CHARGE), LAND)

|Sequence in bracket may be looped 8times


IT 1$ MIP OHE MY MY LIFE MM BE
\Lmll!MMfil<wxAt}MUi>][ vmhm
war pay.

Hi lit
Warriar, Adventure

mints
trained as a warrior, Thar excels at hand-tu-hr
cambat, sward fighting, and threw tecbnigues.
With his Bther-warldly stamina and superhuman
streogth, ardinary attacks have na Effect

Thar wields Mjnlnir, a hammer forged


from oru metal. Mjalnir is virtually
unbreakable, and allows Thar ta
command the powers at the storm: ra<
thunder, and lightning.

mtmmwl

e strangest warriar in Asgard, bis pridetui ways were


retarmad after spending time living as a human. Currently, heis a
mBmbsr nf the Earth's mightiest heroes, the Avengers.

POMS EBIB
A INTELLIGENCE

STRENGTH-

3 STAMINA

ENERGY PROJECTION/
EMHP

4 FIGHTING-ABILITY

"This is biographical, and doesno) represent an evaluation of lhe


in-game combal potential of thishero.
MMMU GOSlllMtS llwmii
Vitality 1,250,000
Chain Cnmbu Archetype 2-Hit limited

X-Factor Boost Damage HKoiTTi'BH

Level 1 (3teammates remaining) 140% 100%

Level 2 (2teammates remaining) 170% 100%

Level 3(1 teammate remaining) 200% 100%

Thor isahighly mobile throw-based character. Your goal when playing Thor istoget him
close to hisopponent andforce them to guessbetween a throw andcombo starter.
Thor is most effective at close range because:

Mighty Hurricane can be used on the ground or in the air, and


both versions lead to high-damage combos. This gives you
another way to stop adversaries who attemptto jump away from
Thor at close range
His airdash and flight give him great air mobility and offensive
optionsthat are unusual for a grappling-based character
His Mighty Spark is too slow for a sustained ranged offense, and
it also completely misses a large amount of crouching characters
How doyou establish andmaintain close range with Thor?
Use flight and airdashes to pass over ground attacksand projectiles
Use instant air Mighty Strike L at mid range
Use assists to cover your approach
Use Mighty Spark L against characters with little to no zoning
capability to bait them into jumping toward Thor

TUNING SINCE ORIGINAL MC3


Thor's Mighty Strike and Mighty Smash now take less time to charge and gainsuper armor
when fully charged, which improves his offense and can make it difficult for unsuspecting
opponentsto counterthese attacks. His combos now deal even more damage due to
Mighty Tornado gaining extra damage whenmashed. Mighty Punish now has100% startup
invincibility, making it much more effective as a defensive move at close range. He can no
longer be hit outof this hyper combo during the first few startup frames as he could before.
attacks do not push the enemy backwards as far
Mighty Spark now causes more hitstun against airborne opponents
Charged Mighty Strike startup reduced. Fully charged version gains one hit of
super armor from frames 28-44
Charged Mighty Smash Hstartup time reduced. Fully charged version gains
one hit of super armor from frames 32-48
^
Mighty Tornado is mashable for extra damage
Mighty Punish is now invincible from frames 1-6, has more active frames,
and knocks the enemy down for a longer period of time
Attack Set
Standing Basic Attacks
Screen Command Hits Damage IVIeterGain Startup Active Recovery Adwantage Advantage if N_t__
On nil uUSrQGQ
Air Special Attacksflying Screen ant Air Ixchange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, airbehaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging In the next
available character to continue the air combo.

Screen Command ftff Startup Active Recovery ^"tl?,96 fSffi es


Causes hard knockdown il used in launcher
combo

Throws are for snagging passive orblocking opponents. Since throws are active so quickly, you can also use them topreemptively toss
opposing characters outoftheir offense. Combos are usually possible after throws, one way or another.

Screen Command Hits Damage MeterGain Startup Active Notes


C> + (ground) 2 80,000 800 1 1 Throws foe upward, then hard knockdown |
<P + (ground) 2 80,000 800 1 1 Throws opponent upward, thenhardknockdown

<> + (air) 2 80,000 800 1 1 Throws adversary directly underThor, hardknockdown

<? + (air) 2 80,000 800 1 1 Throws rival directly under Thor, hard knockdown |

fpi-- rmnupr iui__r Recovery Recovery


Screen Type Cognation Description Hits Damage lgJ" Startup Active (this crossover (other Notes
Hyper Combo ___!_*> Par,ner>
Initial spark lasts20 Irames, beam durability: 3
Mighty Thunder Mighty Spark M frames x 5 low priority durability points
Mighty Tornado Mighly Smash Causes ground bounce
Nullifies lowand mediumpriorityprojectiles
Mighty Tornado during activeframes

hora isafairly strong beam attack, and the slow startup can be less important if used for the purposes of augmenting acharacter's zoning game orfilling in gaps ofanoffense. The
low startup does make itsomewhat ineffective at covering a character's approach at fullscreen against a zoning character, and itcan beeasily punished.
hor13 causes ground bounce, automatically making ita useful combo tool, especially late incombos when hitstun decay isa major factor. You can use itlate incombos to get inextra
Ballow hyper combos toconnect when itwould otherwise beimpossible. Italso comes outfairly quickly and has a large amount ofactive frames, so you canemploy itat close range
aps in your offense.
y nullifies low and medium priority projectiles during its active frames, but Thor flies forward atan upward angle, making itless than ideal asa projectile-clearing tool. You can
t as ananti-air, but itis slow tocome outand lacks any invincibility. The weird positioning itleaves the opposing character inalso makes itdifficult touse asa combo tool.

smuuM F v,- . J

Screen Command Hits Damage Meter Gain Startup Active Recovery Ad0uJnHtftge *}__ w_" TZSgSt
500- (-1 hyper
0^r_> + E__ meter bar)

On hit, snap back forces the opposing point character tobereplaced by an assist. Opposing assist calls ortag outs arealso locked
Ioullor 4 seconds
flm^tWm
1
'
ommand Hits Damage "Jjj' Startup Active Recovery AdJJnH!ftBB A,dGvan,ri9d Notes
Mighty Spark L <)^<>*o 3 90,700 1056 15 19 12 +8 +5
Initial spark lasls 10frames, beam durability:
1 Irame x 5 low priority durability points
1 Mighty Spark M 0^0 + 7 123,000 1792 23 32 3 +16 +12
Initial spark lasts 20frames, beam durability:
3 frames x5 low priority durability points
Mighty Spark H O^o* 11 154,000 2648 30 45 0 +18 +14
Initial spark lasts 30frames, beam durability:
5 frames x 5 lowpriority durability points
Air Mighty Spark L (inair){>\C> + 3 97,000 1056 13 19 9 +4 -4
Initial spark lasts 10frames, beam durability:
1 frame x 5 low priority durability points
2 Air Mighty Spark M (inair)OtiC> + # 7 123,000 1792 21 32 4 +8 -2
Initial spark lasls20 frames, beam durability:
3 Irames x 5 low priority durability points
Air Mighty Spark H Initial spark lasts30 Irames, beam durability:
(inair)0lcO+ 11 154,000 2648 28 45 0 +13 +1
5 frames x 5 low priority durability points
Mighty Smash L <^>0^ + 2 133,000 1120 12 6(17)3 28 -4 Hard knockdown

Mighty Smash M otyss + 2 160,000 1360 12 6(17)3 33 -9 Causesgroundbounce, hard knockdown


3

Mighty Smash H 203,700- 1840- 6(19)3 OTG-capable, fully charged version adds
(Can becharged) ^ti + 5-7
226,100 2160
13-33
(6)8-12
13-9 +20 +9-8 more hitsand hitstunand gainssuperarmor
for Irames 32-48

Knocksdown, nullifies low and medium


Mighty Strike L 133,000- 1120- 11-11 priority projectiles during active Irames, fully
4
(Can becharged) oO# + 2-3
175,900 1600
20-31
(1)11
23-12 +13 -18-7
charged version gains 1 hit ol superarmor
from frames 28-44 and extra hit

Knocksdown, nullifies lowand medium


Mighty StrikeM 133,000- 1120- 11-11 priority projectiles during active frames, fully
5
(Can becharged) oO# + 2-3
175,900 1600
20-31 23-10 +4 -6-+5
(1)11 charged version gains 1 hitofsuperarmor
from frames 28-44 and extra hit
Knocksdown, nullifies low and medium
Mighty Strike H 133,000- 1120- 11-11 priority projectiles during active frames, fully
6 O0& + 2-3 20-31 23-10 =4 -8-7
(Can becharged) 175,900 1600 (1)11 charged version gains 1 hit ofsuperarmor
from frames 28-44 and extra hit

Knocksdown, nullifies low and medium


Air Mighty Strike L 133,000- 1120- 11-11 priority projectiles during active frames, fully
4 2-3
(Canbecharged) (inair)O0/2 * 175,900 1600
20-31
(1)11
15-1 +10 +2-+14
charged version gains 1 hit ofsuperarmor
from frames 28-44 and extra hit
15-1 (or until Knocks down, nullifies low and medium
AirMighty StrikeM 133,000- 1120- 11-11 grounded, priority projectiles during active Irames, fully
7
(Can becharged) (inair)<^0 /_? *@ 2-3
175,900 1600
20-31
(1)11 hen 11 Irames
+10 +13
charged version gains 1 hit ofsuperarmor
recovery) from frames 28-44 and extra hit
15-1 (or until Knocks down, nullifies low and medium
Air Mighty Strike H 133,000- 1120- 11-11 grounded, priority projectiles during active frames, fully
8
(Can becharged) (inair)C"0# + 2-3
175,900 1600
20-31
(1)11 hen 11 Irames
+10 +13
charged version gains 1 hit ol superarmor
recovery) from frames 28-44 and extra hit
Mighty Hurricane L
(inair OK) <^>\0#C. + 1 130,000 1300 5 1 40

Throw, hard knockdown

Mighty Hurricane
9
M(inair OK) c>^<}&<?* 1 150,000 1500 3 1 42

Throw, hard knockdown

Mighty Hurricane H
(in air OK) t>^{}&<? + 1 180,000 1800 1 2 43
Throw, hard knockdown

10 Flight (inair OK) tyPO* -


30
Flightmode duration: 90 Irames

Mighty Speech 40 per Charges hypermeterby40 pointsper frame,


11 00+ (hold down)

frame
18
22

can be canceled into from special moves

Mighty Smash. Youcan use Mighty Smash


to punish projectiles at medium range. All
versions are unsafe ifan opponent guards
this attack while airborne. MightySmash L
causes hard knockdown and is safe when
guarded against most characters. Those
with4 frame attacks can punish Mighty
Smash L.

\-jfc s^>iR a Mighty Smash M causes both ground


bounce and a hard knockdown, making
Mighty Spark. Mighty Spark is mainly used to combat enemy zoning and tozone out it very useful bothas a combostarter and a combotool. However, this version is easily
punished and should not be used recklessly.
opposing characters with little to nozoning capability. Mighty Spark Lhasthefastest
startup andis overall the mostuseful version forall purposes. Mighty Spark MandHhave Mighty Smash H's most importantaspect is that it is OTG-capable, allowing you to combo
lengthy startup and active frames, but all versions have very little recovery. All versions intoMighty Tornado aftera hardknockdown. Thisis also the safest version of Mighty
leave Thor ataframe advantage onblock orhit, and ifconnected atclose range, they can Smash, leaving Thorat a significant frame advantage ifguarded. Italso gains one hit of
lead toafull combo. Be aware that most mid-sized characters can duck under Mighty super armor iffully charged. These two attributes also make this a good mid range attack
Spark, and some smaller characters can even avoid itwhile standing. in anticipation of an opponent using a projectile or beam attack.
Mighty Strike. Mighty Strike nullifies low and medium priority projectiles and beams during active frames, making it auseful toolforcornbattina zoning chaf^^ffgg^,
versions of this attack have hiqh recovery and are all easily punishable. To avoid this, use instant air versions of this attack using the input<PV &K + W Instant air Mighty btrikeL
^S^JSSSSStK progress forward through projectiles while remaining relatively safe. All versions now gain one hit of super armor when fully charged, making this
attackan even more effective midrange tool.
Mighty .-.- ___
MightyHurricane: This is
Speech.
Thor's command throw
This special
that makes him deadly
move
at close range. Mighty
increases
Hurricane L has the most
your team's
range but sacrifices
hyper meter
startup speed. Range
as long as
decreases but speed
the button
increases as you progress
is held
in strength of attack used,
down. This
with Mighty Hurricane
Flight. Flight allows Thorto stayairborne move has significant startup and recovery, so it's best used
Hhaving only onestartup frame butrequiring Thor to be right next to for1.5 seconds(90frames). During
his target. The fast startup on Mighty Hurricane Hmakes itanexcellent whenthereis no riskof being attacked, such as aftera hard
flight, the normal restrictions on specials knockdown. Thismovecan be veryuseful ifThoris being
punish against unsafe moves oradversaries who attempt to leave gaps in or airdashes duringairborneperiods
their offense.Youcan also use this attack to cancel the recovery of your played as a meter builder, or ifyou choose to forgo ending
disappear, which allows Thorto airdash combos with Mighty Tornado and instead optto endthem
basic attacks and grabcompetitors attempting to punishthem. repeatedly inmidair. Realistically, aboutfour with hard knockdownsthat giveThor ample time to charge
to six airdashes are possiblebeforeflight meter.
ends. Youcan use this techniqueto quickly
advance or retreat across the screen.

Mighty Mighty Punish.


Thunder. This move now
This attack has full startup
is mainly invincibility,
used makingit excellent
for OTG on defense as
combos well as offense.
when you You can employ
massive do not have it to punish any
damage time to land opponent who
for a level a charged uses a hyper
1 combo. Thishyper combo is a veryversatile combo Mighty Smash Hto OTG, such as afterMighty Smash L, comboat close range,as well as stop your rivals from
toolbecause it can be performed in the air, as well.The sinceyou canhyper combo cancel to Mighty Thunder. You becoming predictable withtheiroffense. Unlike Mighty
grounded version causes opponents to fall until grounded, can also use it against competitors who are trying to super Tornado, you cannotfollow up with a comboafterthis
making it very useful forTHC combos.Thor'saerial version jumptoward Thoror adversaries attempting to use an throw. However, you canTHC justas the lastattackhits,
of this moveallowschallengersto air recover, but Thor aerial zoning game. which results ina verydamaging THC combo.Sincethere
recovers much sooner to compensate. are only two hitsinthishyper combo, you canalsocancel
into a non-physical hyper combo, such as a power-up
likeWolverine's BerserkerCharge, that allowsyou to then
follow up witha verydamaging combo!

... .

Thor relies on getting close tohis opponents tobecome atrue threat, and this frequently requires help from crossover assists. His own assists, while
decent, arenot among the best in the game, making him less than ideal asananchor. Instead, consider Thor for a meter builder or meter user for
your team. Thor isactually avery good meter builder and point character if you choose toforgo some damage inorder tobuild some meter using
Mighty Speech orattempting a reset combo, and his Mighty Tornado can easily THC into another hyper combo for big damage.
Since Thor must beatclose range tobeeffective, most characters with strong zoning capabilities will attempt tokeep him at long range most ofthe
time. Luckily, Thor hasmore options than your standard "grappler" tocombat zoning, and heissurprisingly mobile intheair.
At long range, you can use Thor's Mighty Spark tocombat enemy projectiles. You can have Thor spam Mighty Spark Lremarkably fast. The only
reason this is not a reliable zoning tactic isthat most characters can completely avoid Mighty Spark by ducking. Against theunfortunate few
Thor's Mighty Spark isgood lorcombating characters who cannot duck Mighty Spark, spamming Mighty Spark Latfullscreen can very effective atcontrolling the ground space and forcing the
projectiles and would beagoodzoning toolitnot opposing character to take to the air.
lorthelad thatmost characters can crouchunder
the beam.
Once you have had Thor achieve close range, you'll need todiscourage your opponent from
Itattto Mai mtiiiti jumping away from him. Do this by utilizing crouching to hit your foes during their pre-jump
startup frames, orfollow them with a jump and grab them with air Mighty Hurricane leading into
Combo IV. Once you have trained your opponent to stay on the ground, you can attempt Mighty
Against characters with a strong ground-based
zoning game, you can have Thor jump, then Hurricane grabs while they tryto block.
airdash upandutilize hisflight mode. This Unfortunately, nearly all of Thor's basic attacks are punishable when guarded. Luckily, Thor
brings Thor tosuperjump height, but since possesses afew ways tocompensate for this weakness. One method isto bait apunish attempt
heonly used a normal jump, you canstill call with a slightly delayed chain into a stronger basic attack, such asstanding . This becomes
assists atany time during this airborne period. extra potent with theuse ofhis Kara Mighty Hurricane (see the Advanced Tactics section for more
From here, you can very quickly close the info). If Thor is close enough, you can delay canceling into Mighty Hurricane orMighty Punish to
distance with Thor by airdash canceling quickly grab challengers as they attempt topunish Thor. You can also cancel into safe special moves like
acrossthescreen. Once Thor enters flight, an MightySpark L.
example input would be7 + Essdy
\ + ___y 7 + QQ g__y Thor can callassists while inflight mode aslong as
he doesn1activate itduring asuperjump. Once you manage to land a combo, you can
\ + .All these inputs are done very forgo finishing witha hypercomboto take a
quickly, and if done correctly, Thor zigzags horizontally across the screen. You can cancel any of chance at a reset combo. Thor has two main
these airdashes and flight mode by pressing air to have Thor fall toward the opponent with set-ups for resets. Thefirstset-up involves
ahigh priority air attack, or use Mighty Strike Mif you suspect your competitor might attempt to finishing anaerial combo with airMighty Strike
repelyou with a projectile or beamattack. L, then airdashing tj toward your opponent.
This putsThorina perfect position to apply
At mid range, Thor gainsdifferent options a mix-up regardlessof whichwayhis rival air
for approaching. One potent option against recovers. You can go for air Mighty Hurricane
characters whorely on projectiles and to leadinto Combo IV. Theonlyescape for Utilize resetsto save meter andinflict massive
beams is to usean instant air Mighty Strike your adversary is for them to attack with a fast damage onyouropponent.
LbyinputtingOO^^ + .This or invincible attack. Ifyoususpecttheymight
causesThor to perform air Mighty Strike L attempt to go after you with afast attack, you can counter this by attacking with ,
immediately after leaving theground. Not only <?\? Q + and cancel into Mighty Tornado if the attacks connect.
doesthisattack plow through any projectiles
or beams during itsactive frames (except Another reset set-up istouseMighty Smash Hafter a hard knockdown, then forward super jump
hypercombos), but it also leavesThorat a +2 followed by an immediate forward airdash. From here, you can either gofor airMighty Hurricane
Instant air MightyStrike Lispotent almid range, into Combo IV ifvou think your opponent might attempt toguard orexecute air , E3M^-
frame advantage (+14 ifyou can manage to plowing through projectiles during its active Irames,
fully charge Mighty Strike). If itconnects, you leading into acombo ilitconnects orleaving Thor at O^O & * if you think they might try to attack. At this height, it can be converted into
can continueinto Combo II.Ifit is blocked, a frame advantage ilitgelsblocked. a full combo, as well (seethefirst combo inCombo Appendix). This works better inthecorner,
youcancontinue into a three-way mix-up sinceyourrival can escapeeitherofthe above optionsbyair recovering backward at midscreen.
between air as an overhead attack or landing and going directly into crouching for alow Defensively, Thor has decent options. Aside
attack (both lead to Combo I), orlanding and attempting to throw with Mighty Hurricane (which
from utilizing advancing guardto givehim
leads toCombo III). Do not become too predictable with Mighty Strike L, however, asopponents
can jump toguard the attack while airborne. This allows your rival torecover immediately upon space, Thor'sthrowscan givethe opposing
landing, leaving Thor at a massive frame disadvantage. charactera reasonto thinktwiceaboutattacking
Thorat close range. HisMighty Hurricane H
Another strong option for Thor atboth mid-range and short range istoutilize his 8-way airdash has a lightning-fast 1 framestartup, meaning it
tocreate avery fast overhead attack while gaining a short distance very quickly, called a triangle can punishany gaps your competitor leavesin
jump. To do this, forward super jump, then immediately inputs + .then .This theiroffense ifthey are at close range.Similarly,
method oftriangle jumping isfaster than simply doing a normal jump due toa height requirement Mighty Punishnow has full startupinvincibility,
of Thor's airdash. Anormal jump would require 11 frames toreach the height requirement, while Mighty Punish haslullstartup invincibility now, and unlike most other throw hypercombos, it
asuper jump only requires five frames. If air connects, you can continue with Combo I. If enabling ittoputa quickhalt loanopponent's ollense. requiresonlyone meter,allowing you to THC
your competitor manages to guard air ,you can apply mix-up pressure by following up with if you happen to miss the throw. It also has no
either cr. or Mighty Hurricane, forcing your adversary to guess. Thor's air has alarge post hypercomboscreenfreeze startupframes,making it impossible foradversaries to reactafter
hitbox that allows itto beused incross-ups. This makes Thor the only character that can thehyper combo screen freeze. This makes itan extremely useful defensive move both for stopping
easily threaten with both triangle jump overheads and cross-ups! Force your adversary to predictable attack patterns and for punishing reckless ground-based hyper combos atclose range.
guard a crossover assist, then mix-up a triangle jump from a backwards jump tostay in Even outside ofThor's grabrange, you canuse Mighty Punish defensively with its invincibility
front, andfrom a straightup jump to cross-up. framesto THC intoa moreappropriate hypercombo.

CBMBB APPtUBIK
GENERAL EXECUTION Tift
After launchers, bring your air combo early but delay follow-up hits slightly ifyou intend toend with air hard knockdown into OTG fully charged
Mighty Smash H
When canceling into Mighty Tornado, do soassoon as possible, or else opponents may air recover before Mighty Tornado connects
Linking attacks after Mighty Spark can be more difficult than chain combos. If you are having trouble, press the follow-up attack button twice rapidly to
maximize yourchances of connectingthe attack fora combo

(AGAINST AIRBORNE OPPONENT) AIR '# + (2 HITS), LAND, CR. => C>0 ^ +, "^ FORWARD SUPER JUMP,
AIR > <?{) * (2 HITS) - * ** o
Damage
|Musi be done at about normal jump height. Ideal reset combo alter OTG MighlySmaslHr 774,200 damage, 25% meter loss
CR. -> 0\O * , CR. ,.: w_# OO^ * ,> ^> FORWARDSUPERJUMP, AIR,, ,, LAND, r4>0i +
(HOLD UNTIL FULLY CHARGED) > 0 \ O + (MASH )

CR., 3| CR. IB, -> C>0^ +, : -> FORWARD SUPER JUMP, AIR,,,, LAND, O0\ +G
UNTIL FULLY CHARGED) - ^ 0 ^ 0 +
/. CR.,^ -* <>,*_> FORWARD SUPER JUMP, AIR ,,^C> -+ * ^> * X- o @
(MASH )
726,400 damage, 31% meter loss

i o (2 HITS), AIR, LAND, ST. ^> *H o,^> FORWARD SUPER JUMP, AIR ,, ^
+ * o (2 HITS) e_> ^ -^ @ (MASH )
680,100 damage, 23% meter loss
This combo can be somewhat difficult to perform due to some precise timing at afew points. The firstooint is immediately following _thefirst^^^^^^^^n
airborne, allowing him to connect with air. He then lands almost immediately after connecting air, allowing you to immediately follow up with standing^ canceled into Mighty
Smash M. This mustall be performed very quickly, or youropponent will air recover.

- o, CR., (3HITS)>^> X * ,<^> FORWARD SUPER JUMP, AIR ,, , , LAND,


- f * o (HOLD UNTIL FULLY CHARGED) &> + X - * 9 (MASH )
566,500-616,500 damage, 12-7% meter loss
Thor's Mighty Hurricane allows you to follow up with afull combo, making his mix-ups very potent. Thor should have ample time to land cr. after recovering and converting into the
full combo You'll want to delay the timing on the . , , chain slightly so that hits as low to the ground as possible, allowing fully charged Mighty Smash Hto hit. Charging
Mighty Smash His necessary to enable Mighty Tornado to connect after the OTG. You can forgo the after the initial cr. f_) to get slightly more damage but less meter.

IV. (AGAINST AIRBORNE OPPONENT) AIR * X t * * , CR. *=> * * ,^ FORWARDSUPERJUMP,


AIR ,, , , LAND, X * (HOLD UNTIL FULLY CHARGED) &$> * * * 8 (MASH)
664,200-714,200 damage, 23%-18% meter loss
When you are performing air Mighty Hurricane against airborne adversaries, opponents bounce higher than normal, giving you enough time to have Thor land amuch more damaging
cr. and better scaling into the rest of the combo, making the air Mighty Strike Lan overall better finisher unless you plan to THC.

V. GROUND THROW, CR.,^> * X o 1^> FORWARD SUPER JUMP, AIR ,, , , LAND, * X o


(HOLD UNTIL FULLY CHARGED} &$> U * o ^ (MASH )
428,200 damage, 20% meter loss
You don't need to use Thor's basic throws often thanks to his powerful command throws, but you can easily follow up his ground basic throws exactly the same way Thor does his Mighty
Hurricane. However, this combo deals less damage because of basic throw damagescaling.

VI. CR.,^> - * o ,g_> FORWARDSUPERJUMP, AIR, ,,> LAND,-*-* \ o


* (HOLD UNTIL FULLY CHARGED) &*$> X o @ (MASH )
701,200 damage, 23% meter loss
Here's an alternative version of Combo Ithat is superior for THC combos because the ground-based version of Mighty Tornado causes opponents to fall until grounded. Delay the launcher
chain combo long enough so that youhave enough timeto fully chargeMighty SmashH.

Thor canuse the initial forward momentumof some of his attacksto increase the range of
his Mighty Hurricane. Thor has two basic attacks that are worthwhile for this technique.
The first isstanding , which moves Thor forward a moderate amount ofdistance. The
technique isperformed by pressing standing , then immediately inputting the motion
C^ O & "v3 + . If done correctly, Thor begins swinging his hammer but cancels
the attack into his Mighty Hurricane just before ithits. The other basic attack iscrouching
. This attack grants far greater range when canceled into Mighty Hurricane, but the
timing for the kara-cancel isless forgiving than standing . Utilizing this technique can
Using kara-cancels with Thor's basic attacks can greatly increase the range ofyour Mighty Hurricane,
allowing Thor tothreaten with these Irom even farther away. give letyou grab opponents who thought they were atasafe range from Thor's Mighty
Hurricane. Furthermore, since standing and crouching chained from crouching is
anatural counterhit set-up, just the animation of Thor swinging his hammer can make adversaries instinctively block, allowing Thor's Mighty Hurricane to connect.
"YOU WMHHM TRY YOUR LUCK
mmr tub wolverine?"

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spirit who genuinely treasures his comrades.
Hawever, in the face ofhis enemies, he is
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The Incredible Hoik #180IWH]
mality 350,000 1
Chain Cumbu Archetype Hunter Series |
X-Factor Boost
Level 1 (3leammales remaining) 125% 115%

Level 2 (2teammales remaining) 145% 125%

Level 3 (1 teammate remaining) 165^ 135%

Your goal with Wolverine is to get into close range with frame advantage, ideally with access
to a crossover assist.

When up close to an opponent, Wolverine gains access to his fearsome Berserker Slash
mix-UDS. Since Berserker Slash haslostall invincibility in Ultimate Marvel vs. Capcom 3,
e must now beatframe advantage to effectively prevent getting hitoutofthe

Wolverine's Berserker Slash is a self-contained mix-up:


depending on the distance to the target and which version of the
attack is performed, it can hit as either a cross-up ora frontal
attack
Berserker Slash cannot be guarded correctly on reaction; the
opposing player must commit to a guess
With the right circumstances, hitting with a Berserker Slash leads
to a full combo
In most cases, a character cannot avoid the Berserker Slash
# mix-up by jumping; the competitor simply gets hit out of the air,
allowing you a free combo
How doesWolverine get intorange to threaten with Berserker Slash?
ngWolverine's fast wavedash to coverdistance safely, while
still being able to guard incoming attacks
Normal jumping over threats that stop Wolverine from
wavedashing across the ground
Advancing behind the cover of a long range crossover assist

Many fans agreed that Wolverine was one of the top three characters in Marvel vs. Capcom 3. His
ease of use, high damage, and invincible Berserker Slash combined to make him a threat
at all skill levels!
The largest change to Wolverine's gameplay involves the Berserker Slash: it no longer has
any sort of invincibility, which makes Wolverine players work much harder to getthrough
long range defenses. It also forces Wolverine players to deal with an opposing player's
long range attacks and tactics. These players can constantly press buttons while their
character is far away in an attempt to fake you out or hit you.
The other major changes to Wolverine's gameplay are more indirect: level 1 X-Factor
has been substantially weakened, drastically reducing Wolverine's ability to K.O. two
characters in the first few moments of a match. Wolverine's primary crossover assist,
Akuma(3, has also been significantly weakened to result in an overall less powerful
Wolverine.

On the flip side, Wolverine gains a new special attack in Berserker Rage, and the damage
of bothhis Berserker Barrage X and Fatal Claw hyper combos actually has increased
significantly! While Wolverine players must work harder to mix opponents up now, they are
still working with a character that has all the tools to win at a high level.
All invincibility removed from Berserker Slash
New special attack: Berserker Rage )
Berserker Barrage additional hits now launch an opponent into the air
Tornado Claw active and recovery frames tweaked
Berserker Barrage X now can be mashed for additional damage
Fatal Claw now can be mashed for additional damage

___
attack stt
__BiH__E8F
Screen Command Hits Damage Meter Gain Startup Active Recovery Advn_a.ge Ad,y?_!_._if Notes
1 Standing 1 53,000 424 4/4 3/3 11/8 0/+3 -1/+2
2 Standing 1 67,000 536 6/5 3/3 22/17 -6/-1 -8/-3
3 Standing 1 95,000 760 11/9 4/4 24/18 +11/+17 -6/0 Knocks down opponent

Screen Command Hits Damage Meter Gain Startup Active Recovery Mn$e W&$gfi>if Notes

Mm^mMIMMHMlMm
Screen Command Hits Damage Meter Gain Startup Active Recovery AdJ?nHtftBB *%'!' Ntes
(while standing or 80,000 Launcher, not special-or hyper combo-
-9/-3
crouching) cancelable

MPEMBHSMB
Screen Command Hits Damage Meter Gain Startup Active Recovery AdvanJa9e Advantage if N_,e_
1 Air 1 50,000 400 4/4 7/6 12/9 +9/+9 +8/+8 Overhead attack
2 Air 1 70,000 560 6/5 3/3 24/18 +13/+14 +12/+11 Overhead attack
3 Air 1 80,000 640 8/7 2/2 26/20 +17/+15 +14/+13 Overhead attack
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus , are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage ^ Startup Active Recovery Mf fS^f, Notes


Causes hard knockdown if used in launcher
1 90,000 720 11/9 4/4 21/16 +16 +14
1 Air combo
Tags in next available ally while lolling
2 Air{j> + (during launcher combo) 1 25,000 200 8/7 2/4 26/16
opponenl upward

Tags in next available ally while causing wall


3 AirC* or^3 + (during launcher combo) 1 40,000 320 6/5 2/2 23/21 -

bounce, erases 1 hyper meter from foe


480 + Tags in next available ally while causing ground
4 AirO * (during launcher combo) 1 60,000 11/9 4/4 21/15
10,000
-

bounce, generates 1 hypermeter

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IMMMIMM
Command attacks resemble basic attacks buthave different chaining andcanceling properties. It's usually possible to chain into acommand attack from basic attacks, butmost command
attacks cannot be chained from or canceled themselves.

Screen Name Command En_ age "?' Startup Active Recovery B *Sggp Notes
Cross
(During st. hit) 64,000 3/3 2/2 17/13 0/+4 -2/+2 Pullsopponent toward Wolverine
Slash
Sliding Low attack, OTG-capable, soft knockdown
70,000 560 8/7 21/16 -12/-6
Claw i +
Brutal
(Duringair hit) 64,000 3/3 3/3 29/22 +15/+14 +13/+13 Overhead attack
Claw
Diving Until Staggers opponent on counterhit, ground
75,000 600 8/7 +11 maximum
Kick AirO + Grounded bounces airborne opponent

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Throws are forsnagging passive or blocking opponents. Since throws are active so quickly, youcan also usethem to preemptively toss opposing charactersout oftheiroffense. Combos
are usually possible after throws, one way or another.

Screen Command Hits Damage Meter Gain Startup Active Notes

O + (ground) 5-9 60,000-100,000 600-1,000 1 1 Can be mashed for additional hits


1
<? + (ground) 5-9 60,000-100,000 600-1,000 1 1 Can be mashed for additional hits

O * (air) 6-10 60,000-100,000 600-1,000 1 1 Can be mashed for additional hits


2
<? + (air) 6-10 60,000-100,000 600-1,000 1 1 Can be mashed for additional hits

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b___J Crossover , . , Mptpr Recovery (this Recovery
Screen Type Combination Description Hits Damage "'{' Startup Active crossover (other Notes
Hyper Combo ' assist) partner)

Wolverine's crossover assist attacks were fairly subpar inMarvel vs. Capcom 3.This hasn't changed much inUltimate.
For the most part, you'll want to choose Wolverine7 for the Berserker Barrage assist. It isn't great, but itcan do afairly decent job of keeping your opponent in blockstun long enough to
setup a strong offense. Ifit hits, itgenerally carries your target too far away tocontinue a combo from it,unless the opposing character was inthe corner.
Some characters have very specific combo requirements, such asneeding an assist that brings the opponent high into the air. Dante's agood example ofthis, since he generally needs
help converting his airthrow into a full combo. For very specialized situations like these, you may want tolook into picking Wolverinea for the Tornado Claw. Otherwise, this assist is
generallybest avoided.

Berserker Slash in assist form doesn't cross up on its own, making its usefulness to a team questionable at best. Wolverine can momentarily increase his speed with the Berserker Charge
hyper combo, then tag out to permanently increase the speed ofall ofhis assist attacks. Even so,you won't seemuch ofanincrease inutility. Unfortunately. Wolverine's new Berserker
Rage attack did not become one ofhis three assists. Itwould have been great for Wolverine togain anassist similar toChun-Li's Hyakuretsukyaku!

Screen Name Command Hits Damage Meter Startup Active Recovery AdJin,iftBe *__ Noles
Berserker 66,500 - 7-16/ Can be mashed for additional two hits,
2-4 -4/+2
Barrage L O^o + 104,900
560 - 960 6/5
6-13
25/20 -6-8/0-1
additional hits knock down opponent
Berserker 103,000- 960 - 16-25/ Can be mashed for additional two hits,
1 4-6
Barrage M O^o + 134,100 1360
9/7
13-20
25/20 -5/+3 -7-8/+1-1
additional hits knock down opponent
Berserker 131,000- 1344- 24-24(1)9/ 25-26/ Can be mashed for additional two hits,
O^o + 6-8 13/10 -6/0 -8/-2-1
Barrage H 156,100 1744 19-19(1)7 20-21 additional hits knock down opponent

Tornado 81,200- 720- 11-11(1)5(1)5/ 26-32/ +3-+14/ Can be mashed for additional hits, knocks
3-7 6/5
ClawL c>0^ + 131,200 1360 9-9(1)10 20-23 +12-+21
-18/-8
down
Tornado 103,000- 960- 11-18(1)7(1)5/ 35-30/ +5~+32/ Can be mashed lor additional hits, knocks
00 ^ + 4-10 6/5 -28/-16
2 ClawM 164,300 1920 9-28 27-22 +8-+25 down

Tornado
122,600- 12-17(1)5(1)
1200 - 45-22/ +8-+17/ Can be mashed for additional hits, knocks
ClawH c>0^ + 5-11 6/5 5(1)3(1)7/ -38/-24
2160 39-18 +1-+30 down
177,700 9-34
Can be directed using the controller, knocks
Drill Claw downopponent, on hit or guard Wolverine
(inair OK) +
3 1 80,000 640 16/13 14/11 25/19 +18/+20 +9/+11
recovers in neutral state in air, on whiff does
not recover until Wolverine lands

Berserker
Can pass through opponents from frame 1-10,
Slash L 0#o + 1 100,000 800 18/14 3/3 24/18
-10/-5 attackautomatically re-aligns in opposing
character's direction, knocks down opponent
Berserker
Can pass through opponents fromframe 1-12,
4
Slash M 0#o + 1 100,000 800 20/16 3/3 26/20
-12/-6 attack automatically re-aligns in opposing
character's direction, knocks down opponent
Berserker
Can pass through opponents fromframe 1-15,
Slash H $&<?* 1 100,000 800 22/17 3/3 27/21
-13/-7 attackautomatically re-aligns in opposing
character's direction, knocks down opponent
Berserker 5-18/ 81,700-169,200/ 800-
)) 11/9 29/23 14/11 +9/+8 +7/+6 Can be mashed for additional hits
RageL 4-16 68,600-162,200 2880
Berserker 5-24/ 81.700-183,400/ 800-
5 11/9 29/23 14/11 +9/+8 +7/+6 Can be mashed for additional hits
RageM 4-26 68,600-187,400 3840
Berserker 5-52/ 81,700-239,400/ 800-
RageH )) 11/9 29/23 14/11 +9/+8 +7/+6 Can be mashed for additional hits
4-46 68,600-227,400 8320
Tornado Claw. TheTornado Claw may
BerserkerBarrage: The Berserker
Barrage, formerly Wolverine's signature look like a Shoryuken-esque attack,
movein oldergames, is nowdifficult but unfortunately, it does not haveany
for Wolverine playersto use effectively invincibility tospeak of. This makes its
usefulness verylimited: it's notgreatas an
outside of combos. It's veryunsafeif
guarded, and it is also difficult to cover anti-air, itcannot be usedto break outof
with crossover assists due to the long
your opponent's offensive patterns, and it's
duration of the attack. There aren't many
still incredibly unsafe ifguarded. However,
reasons to pickBerserker Barrage overthe the Tornado Claw has one veryspecialized
amazing Berserker Slash.
useit'sthe keycomponent ofthe
incredibly difficult Fatal Claw loop combos! See the Combo Appendix section for details.
In combos, Berserker Barrage can be useful for adding damage in situations where hitstun
has scaled severely, making itimpossible tocombo into Fatal Claw. In these situations, you Mashing buttons while Tornado Claw is hitting results in substantially more damage, but
can simply tack on Berserker Barrage H, then hyper combo cancel to Berserker Barrage X italso causes Wolverine totravel higher into the air. In Ultimate Marvel vs. Capcom 3,
there are various changes tothe active and recovery frame numbers of the Tornado Claw
for good damage.
attacks, but these changes don't seem tohave any major practical effects.
Berserker Barrage can be mashed for additional hits and damage, but in Ultimate Marvel _
vs. Capcom 3, the additional hits now immediately knock your foe into the air. This doesn't
have any noticeable effect on juggle combos, however.
Drill Claw. While Drill Claw Berserker Slash. Yourmost importantattack byfar,
is Wolverine's only special the BerserkerSlash causes Wolverine to run forward
attack that is accessible while a distance specific to theattack button pressed. While
jumping,it's still generally running forward, Wolverine canrun straight through the
used onlyin combos. In opposing character to getbehind them. After running
combos, the DrillClaw thespecified distance, Wolverine automatically attacks
conveniently bounces the in the directionof the opponent. In other words, you
opposing character up near can use the Berserker Slash to either cross up your
Wolverine,allowing an easy opponent or hityour foe from thefront!
Diving Kick combo,which in Asimple, yet incredibly effective mix-up, the Berserker Slash issimply too fast for human opponents to
turnleadsintoa ground bounce for morepunishment. be able toconsistently guard correctly on reaction. For the most part, players simply must commit to
You canaim Drill Claw inall eight directions, as well as redirect it off ofwalls. guarding ina specific direction ahead oftime.
Outside ofcombos,the Drill Claw is generally safe as longas Wolverine While the Berserker Slash istechnically unsafe if guarded, few characters can consistently punish itdue
makes contact with the opponent. Inthis case, Wolverine bounces backwards tothe awkward range left between the two characters after itfinishes. Also, you should always cover
in a neutral state,allowing you accessto actions suchas guarding, Diving Berserker Slash by a crossover assist, orcancel the move into Berserker Charge orX-Factor. Doing any
Kicks, oreven another Drill Claw! Ifthe Drill Claw misses yourfoecompletely, of the above not only allows you toconvert any Berserker Slash mix-up into afull combo if ithits, but it
Wolverine becomescompletely vulnerable to punishment allthe wayuntil he alsoleaves you at frame advantage ifguarded!
reaches theground. Don't use Drill Claw as a substitute foran airdash!
In original Marvel vs. Capcom 3, the Berserker Slash was completely invulnerable whenever Wolverine's
Wolverine has a powerful mix-up using Drill Claw against newcharacters shadows were visible. This gave the attack incredible utility, and itwas the answer topractically every
coming into the playing field. Check the Advanced Tactics section for more potential problem Wolverine could face. But in Ultimate Marvel vs. Capcom 3,the Berserker Slash isn't
details! invincible atall, which forces Wolverine players todeal with many situations that never bothered them before.
Berserker Rage. Abrand new attack for Ultimate Marvel vs. Capcom 3, Berserker Rage is very similar to Chun-Li's Hyakuretsukyaku.
Unfortunately, it's also worsethan Hyakuretsukyaku in nearly every way.
It's difficult tofind a use for Berserker Rage in Wolverine's general gameplan: itadds a large amount ofhitstun and damage scaling
toWolverine's combos, and itpushes Wolverine away if itisguarded. If your opponent isguarding, you'll almost always want touse
crouching orBerserker Slash instead. Berserker Rage does leave Wolverine atalarge frame advantage if guarded, but the opposing
player caneasily chooseto use advancing guard to push him away.
It only takes three consecutive button presses to execute Berserker Rage; make sure to control your button presses to avoid performing
this move on accident! Don't mash!

$m?MEm
Screen Name Command Hits Damage Startup Active Recovery AdJJn,jf,BB ffSded No,es
Berserker 286,200- Invincible from frame 1-7, knocks down opponent. Can
1
BarrageX
Oti<>+ 17-34
343,600
13+3 71(13)4 29
-10
be mashed lor additional hits

Fatal Claw 302,100- Knocks down opponent, air version does not recover
9+8 50 37 -17
2
(in air OK) 0/2O + 13-26
362,500

until landing. Can be mashed lor additional hits
Puts30% speed-upeffect on Wolverine for400
Berserker frames, hyper combo gauge doesnot fill while
4+0 8
3
Charge 00 +


speed-up effect is active, Berserker Charge cannot be


activated while speed-upis already active
Weapon X
4 (Level 3 hyper c>0\ + < 27 440,000 16+1 17 15
21 frames invincibility, hard knockdown
combo)

BerserkerBarrage X: Like the regular Fatal Claw. With its ability to be performed
Berserker Barrage,you should typically in the air, Fatal Claw is the preferred
only use the hyper combo Berserker combo ender for Wolverine. It also inflicts
significantly more damage thanBerserker
BarrageXat the end of long combos where
BarrageX!
hitstun scaling won't let you combo into
Fatal Claw.

Onthe flipside, in Ultimate Marvel vs.


One ofthefew improvements thatWolverine
received in Ultimate Marvel vs. Capcom 3, you
can now mash Fatal Claw to deal much more
>zsr*
Capcom 3, BerserkerBarrageXis now damage toyourtarget. Afully mashed Fatal
mashable for significantly more damage Claw inflicts a ridiculous 362,500damage!
(still less than a mashed Fatal Claw, however). Berserker Barrage Xisalso much more Aweakness ofthe Fatal Claw is thatitdoes notallow youtoTHC to a teammate forvery long
conducive to set upa THC to anotherteammate, as the opposing characterwill be much after the final hitlands. This generally leaves your opponent much toohigh upintheairfor
lowerto the ground. most hyper combos toconnect properly. You can string together several Fatal Claws in one
combo, guaranteeing a K.O. on any character. See the Combo Appendix section for details.
Berserker Barrage Xhas a small amountof invincibility frames before superflash occurs,
which has situational use in blowing throughattacks.However, this isn't recommended, Outside ofcombos, theFatal Claw doesn't have much useother than allowing Wolverine toTHC
since it'svery difficult to properly time theattack inthismanner. You're much more likely out safely: super jump into the air, activate Fatal Claw, then THC toa different teammate's safe
hypercombo!
to eat a fullcombo and also lose an entire hyper combo bar for your efforts.
[Ilm(M!mmif3M33
Berserker Charge: Activating Berserker Charge puts Wolverine in a state where he
becomes 30% faster for 400 frames. This effect stacks with the speed-up effect of
X-Factor!

Use Berserker Charge primarily with ahyper combo canceling aBerserker Slash; if the
Berserker Slash hits, you can capitalize and gointo afull combo. If the Berserker Slash is
guarded, it is still +7 if hyper combo canceled into a Berserker Charge. From there, you can
still salvage the situation by immediately mixing up your opponent.
Wolverine does not build any hyper combo gauge bars atall while Berserker Charge is
active. This isasignificant detriment, aslanding acombo while in Berserker Charge state
uses you to lose one to two bars, all while your opponent is gaining bars by getting hit! Of course, this doesn't mean that you should Weapon X: Like most level 3 hyper
refrain from using Berserker Charge after Berserker Slash; just use it in moderation so you don't find yourself at amassive hyper combo combos,you should use Weapon X
bardifferential compared to your opponent. primarily at the end of long combos
because it causes massive, unsealed
Tagging in another teammate while Berserker Charge is active retains the speed-up effect while Wolverine remains inactive, giving you damage. It has a fair amount of
access to crossover assists that are 30% faster. This isn't quite as cool as it seems, however, since Wolverine's assists are still fairly invulnerable frames onstartup, allowing
lacking even with increased speed.
you to use it to blowthrough certain
Generally, you won't want to activate Berserker Charge purely for the increased speed; it's mainly used to cancel Berserker Slash. attacks and hit your opposition. However,
However, activating Berserker Charge while already using X-Factor makes ahuge difference: the combined speed-up boost is enough the invulnerable window after Wolverine
to allow jumping to combo into Drill Claw! This allows you to combo off of an instant overhead jumping against every character starts dashing forward is verybrief: only
in the game! Previously, players could have Wolverine use Berserker Charge in THC combos to trigger the THC glitch, allowing for easy five frames. You can't use Weapon Xto go
100% damage combos. In Ultimate Marvel vs. Capcom 3, this glitch has been removed. throughprojectiles from afar, butyoucan
employ it in point-blank situations to beat
other hyper combos.

Wolverine must close the distance tohiscompetitor Use acrossover assist togetclose ilyou have to, but Though hiscrossover assisthasbeenweakened,
primarily with ground dashes and normaljumps. this forces you touseBerserker Charge inorder lo SentinelOi is great lorpinning opponents down
Akumap isstill one olWolverine's bestpartners. lorlong periods oltime. This letsyousetupinstant
capitalize oil ola Berserker Slash. Ryup isprettygood, too! overheads, as well as Berserker Slash cross-ups!
When using Wolverine, you really want to try to get close enough to your opponent soyou
can threaten with a Berserker Slash mix-up. Wolverine has no practical air mobility options Wolverine reaches his full potential onlywhen backedup withthe right crossover assists.
tospeak of: Drill Claw is much too unsafe for moving around. As such, you need toget in He needs the help of an assist to do the following critical things:
close the old-fashioned way: wavedashing forward on the ground while normal jumping over Combo afterBerserker Slash without having to use Berserker Charge
defensive threats.
Convert air throws and ground throws into full combos
Wavedashing normally with Wolverine frequently causes you toaccidentally activate
Berserker Charge (OjO + ). To mitigate this, cancel vour dashes with \ on the Nullify projectiles to allowWolverine to get nearzoning opponents
controller instead ofO This ends up looking likeC' + ,\ ,C> + ,\ ... Place the opponent in large amounts of guardstun from afar, settingupa
mix-up
Wavedashing with Wolverine also has to be performed much slower thanwith most
characters, asWolverine travels most of the distance in the latter portion of his dash. To get Out of all the assists in the game, only Akuma(B fills all four of these roles extremely well.
the most out ofhis wavedash, simply cancel the forward dash by pressing \ much later He also keeps the number of hits in acombo low, resulting in more damage. Akuma(3
than you normally would. Increased ground control now becomes necessary toposition causes much less hitstun in Ultimate Marvel vs. Capcom 3, but he is still the best overall
Wolverine closer to the opposingcharacter! assist to pair v/ith Wolverine.

Ideally, you'll want to close thedistance onyour opponent without using crossover assists; IronMana and Doctor Dooma both fill all four roles nicely, as well,and these
this lets you set up Berserker Slashes that are covered by the assist attack, allowing for charactersalso giveyoua fullscreen threat for the opposing playerto deal with.However,
combos iftheslashhits and frame advantage iftheslash is blocked. But realistically, this both of these assists hit eight times, significantly reducing the damage in your combos.
technique isoften difficult, so at times, you should settle for simply forcing your opponent Sentinela isn't great for nullifying projectiles, and he can't be used to combo from
toguard a crossover assist. This gives you the frame advantage you'll need tofreely setup throwsat all. However, Sentinela is arguably the best assist in the game for placing
a Berserker Slash mix-up and cancel into Berserker Charge. Crossover assists that nullify your foe in hugeamounts of guardstun. Thissometimes makes it much easier foryou to
projectiles are greatly preferred; see the following section fordetails. close the distance against your opponent, and it also allows you to establish the threat of
Once you manage to work your way into the range of Diving Kick, things become overheads! See the Advanced Tactics section for details.
considerably easier. Diving Kick isfast and beats ortrades with most anti-air attempts. It's Other honorable mentions:
also very difficult toairthrow! If itcounterhits, itcauses a stagger state on your foe, which
allows foreasyconversion into a combo, andifithits anairborne opponent, itcauses a Ryu7 causes much more hitstun than Akumap, buthe doesn't nullify
ground bounce statefora combo! Ifguarded, Diving Kick leaves you ata highly varied projectiles.
frame advantage situation: thelower the Diving Kick hits, the more frame advantage you Arthur(3 is a little more difficult to combo off of, butthis is stillvery
have. Ideally, aiming atthe feet of your target can give you up to 11 frames ofadvantage! possible with practice. He also becomes much more powerfulwith Gold
Conversely, aiming the Diving Kick atthetop ofyour opponent's head places you in Armor!
disadvantage territory, which leaves you open toguaranteed ground throws and snap backs.
In more extreme cases, opposing players who intentionally guard a Diving Kick inthe air Ghost Ridera and Iron Fist7 don'l nullify projectiles or place your
byjumping back at the lastsecond canactually punish it with a full combo. Be careful with opponent in a ton of blockstun, but their single-hit attacks allow forthe
your Diving Kick placement! most damaging combos!
Hawkeyea is a faster version of Arthur3, but many characters can
Calling a crossover assist simultaneously with Diving Kick isa strong tactic: the assist starts crouch under his arrows.
hitting almost immediately after your opponent recovers from theguardstun ofthedivekick,
giving youthe frame advantage you'll need to set upa Berserker Slash.
Typically, you'll find that the Diving Kick counterhits both the opposing player's point
character and crossover assist character. When this happens, don't hesitate toimmediately
useyour X-Factor. When you geta lucky break like this, usethedamage boost from X-Factor
toK.O. both characters atthesame time with a single basic combo. Happy birthday!
iattle Nil ciiUuti
Now that the Berserker Slash is not
invincible anymore, you'll haveto do
more work to ensure that your opponent
doesn't press buttons.Thesimplestway
to accomplish this is to pressure your
opponent with crouching attacks.
Using advancing guardagainst a single
crouching attack isvery difficult, and
it is practically impossible to do purely on
reaction. If the opposing player is trying to Being able tocross the opposing player up with Stagger the timing ofyour crouching attacks Dash forward andusestanding Htocounter attempts
use advancing guardagainst your crouching Berserker Slash while stillhaving anassist available tocatch opponents attempting touseadvancing tostop your Berserker Barrage with normal attacks!
attacks, simply place a longer delay is thebestscenario lorWolverine players! guard. II they aren't pressing any buttons, break their
betweenthe kicks;your opponent then likely
defenses bycanceling into a Berserker Slash L!
getsfcrouchiSg attack instead of an advancing guard, causing them to be counterhit by your crouching . From here, verify the hit with another crouching or two before going
into a full combo.
If the opposing player chooses not to use advancing guard, simply cancel one of your crouching attacks intoBerserker Slash Lto cross them up. This is nearly impossible to guard on
reaction; if your opponent commits to guarding the other way, they'll instead get hit by your delayed crouching kicks.
Ideally you'll want to call your crossover assist just before attacking with Berserker Slash; this lets you convert asuccessful hit into afull combo without having to cancel into Berserker
Charge. If the Berserker Slash is guarded, your opponent will still be in guardstun from the crossover assist, giving you plenty of frame advantage to dash forward and put your foe in a
second mix-up.
If you don't have the luxury of having acrossover assist available when doing aBerserker Slash, you'll have to cancel it into Berserker Charge to get any real damage from asuccessful hit.
Asuccessful hit leads into afull combo (see Combo Usage section) that is damaging, but it doesn't gain any hyper combo gauge bars whatsoever. You should avoid being left without any
hypercombobars to workwith!
Aguarded Berserker Slash that is canceled into Berserker Charge still results in a+7 frame advantage. See the Advanced Tactics section for details on how to maximize this situation.
You can still threaten your opponent with across-up Berserker Slash from much farther ranges, but first, you'll have to convince the opposing player to stop pressing buttons. Getting
your challenger to guard along range crossover assist is the easiest way to accomplish this, but it forces you to use aBerserker Charge to capitalize heavily. Simply jumping forward and
quickly using Diving Kick generally beats most ground-based attempts to keep you away. Any Diving Kick hit in this situation generally is acounterhit, leading to an easy conversion to a
combo. Players who are repeatedly pressing crouching to stoD Berserker Slashes can often stop and guard aDiving Kick on reaction; in this situation, dashing forward and hitting your
opponent with the tip of standing works very well. Standing has avery strong set of collision hitboxes, with Wolverine's vulnerable area sitting well behind his attacking area. Cancel
the standing into forward Drill Claw, then use Diving Kick togointo a full combo.
If your adversary instead attempts to avoid your offense by jumping away, the simplest solution is to immediately mix them up with across-up Berserker Slash Hor a non-cross-up ^
Berserker Slash M. But keep in mind that certain characters have large air attacks that can beat both of these options, such as Nemesis T-Type's air . Against these characters, you'll want
to aggressively dash forward and attempt an air throw. Air throws can lead to afull combo, depending on the crossover assists you are using. See the Combo Appendix for details.

.' * _3o , f o (ED, L


ARD SUPER JUMP, AIR, C (D, f O (H [?__SnK

['MiBIHiHiltil ,000 damage, 99% meter gai


Wolverine's famous "easy" combo. When the opening crouching x2is guarded, follow up with athrow, delayed crouching into Combo Iagain, or cancel into Berserker Slash Lto
cross up your opponent. If you're trying to combo after Wolverine's Diving Kick, replace crouching with standing, which is faster and makes the incoming link easier. Starting this
combo with standing also allowsrit to catch low-altitude triangle jumps for similar damage.
Performing this combo without the second crouching results in 681,500 damage.

. . . :^> ;,
0
730,800 damage, 192% meter loss
Canceling the Berserker Slash into the Berserker Charge allows for afollow-up combo if ithits. Dash forward asquickly aspossible after the Berserker Charge activation toensure that
you're in range forthe juggle hits.You can input the dash earlierthanyouthink!

WITH BERSERKER CHARGE ACTIVATED, CR. , CR. , ST. N> * if * Q , CR., ST."-
CR. ,ST.^> * i^ 4 , FORWARD DASH, ST. .^ FORWARD SUPER JUMP, AIR ,, N>
o _s> * - o @, MASH
,700 damage, loses 100% meter (in addition to the cost of activating Berserker Charge)
This small loop takes advantage of the Berserker.Charge speed-up effect for extra damage. The opening crouching , standing M> + * * O combo bumps your opponent
high enough into the air for another crouching' tohit. If the opposing player has atendency to attack after guarding your Berserker Slashes, you'll be landing this combo quite often.

lit CR. , CR. , ST. , ST. , <^> FORWARD SUPER JUMP, AIR , , <^> o d ,
i_^-*W*<H2)esg>-*** Q
859,700 damage, 220% meter loss
This basic method oflanding Wolverine's level 3 hyper combo deals heavy damage, but it's not always worth the meter use. Save itfor instances when you need tomake a big comeback, or
whenyou're fighting the opposing player's final team member.
I^E/
CR.,CR.(
o +
>-** <C
859,700 damage, 220% meter loss
^!tSS^tim Wolve'ine's, le<vel ,3 nVPer combo ^als heavy damage, but it's not always worth the meter use. Save it for instances when you need to make
'" fighting the opposing player's final team member.

, LAND,HB, ST.
,_4> FORWARDSUPERJUMP, AIR ,,, t_> o t-
862,900-1,024,900 damage, 10-27% meter gain
This combo gives you plenty of time to decide whether or not to activate X-Factor, perfect for situations when you manage to catch two enemies with any random hit. Usually, you'll be able
to take out both characters in one fell swoop! If you have trouble hitting the airborne enemy after the air f O hits, try actually canceling the dive kick's landing recovery period with
X-Factor to giveyourselfmore time.

THROW OR AIR THROW, WAVE DASH FORWARD, * o ^ _f , ST. , ST. , ST. s> SUPER JUMP FORWARD,
AIR,,t^> &, f o , LAND,ST.,eh> SUPER JUMP FORWARD, AIR ,,, ^> o
e_> i * . o , MASH
848,100-1,073,400 damage, 26-63% meter gain
Ifyou land a throw against thelastcharacter onyc ^if you re behind and you need momentum, OTG your targe immediately cancel it into
X-Factor. Ifyou'refast,youcanjuggle yourfoewil ) before they touch the ground again. Note that you only nei er the throw if you go (or ont
Wolverine'sground throws; his air throws leave hi

WITH X-FACTOR AND BERSERKER CHARGE ACTIVATED, INSTANT AIR ^ )o, f o , LAND, ST. ,
"^S> FORWARD SUPER JUMP, AIR , , esS> o (_> * *
773,100-1,020,300 damage, 100% meter loss (in addition to activating Be
This combo only works when both Berserk Charge and X-Factor are activated. It's intended to act as avery fast overhead opening attack. When guarded, continue abasic offensive pattern
once you land from a \> (H). There's ahigh likelihood that you'll still be powered up when it's blocked, so you can even go for another instant overhead air.

B__M_I _________I ___s_____H_9HHH _____________

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Ui
When using Wolverine, you must often employ X-Factor to finish off certain problematic characters early. When you use X-Factor
inthis way, you may want tothink about activating Berserker Charge before the next character comes in: when both X-Factor and
Berserker Charge are active, hitting your opponent with an overhead air immediately after leaving the ground becomes a combo
starter. Simply cancel the air into Drill Claw, then Diving Kick, then proceed as normal. With the damage boost from X-Factor,
this combo inflicts aton ofdamage and likely instantly K.O. any characters with less than 800,00 health!
Asan alternative, you can simply use an "instant overhead" air , then immediately cancel into an aerial X-Factor and continue
the combo! This isamuch bigger gamble because you cannot verify the instant overhead air to hit before canceling into X-Factor,
but the surprise factor ismuch higher. The resulting combo also deals at least one million damage points! If your opponent guards
the instant overhead air , mix the opposing player up again with an overhead air attack, or simply land and go low with
crouching . Activating Berserker Charge while already in
If your opponent isguarding amulti-hit crossover assist, simply going for an instant overhead air isan incredibly strong tactic. X-Factor adds anincrediblyscary overhead threat to
The assist combos after air hits, allowing you to combo into aDrill Claw, then Diving Kick! Wolverine'sollense.

Against very large characters, you can use air as an instant overhead attack, then immediately cancel into Drill Claw tor afree combo. Instant overhead air works against
the following characters:
Captain America Haggar Sentinel Nemesis T-Type DoctorStrange
Doctor Doom Hulk She-Hulk Ghost Rider
mmm'
GBmwiefu!mmlh!!n combos, be careful not to spam inputs carelessly or you'll produce Berserker Rage on accident
After activating Berserker Charge or X-Factor, attack as soon as possible after the screen freeze to keep acombo going. You can dash
and attack with crouching after Berserker Charge sooner than you think!
THROW OR AIR THROW, FORWARD WAVE DASH, CALL AKUMA-0, t\ +, FORWARD DASH, -> FORWARD SUPER JUMP,
AIR,,-3* +,0 +, LAND, ST. -^0^0+ (* 0#C> +.MASH)
438,400 damage
1Throw combo using Akuma3 . : -.- - ,-, -
WITH X-FACTOR LEVEL2 OR 3ACTIVATED, CR. , CR., ST. -* 0&<? * . CR. , ST. -> 0#< +. CR., ST. ->
0#< +, FORWARD DASH, ST., ST. ,> FORWARD SUPER JUMP, AIR,, > * ,V +.LAND,
ST. , > FORWARD SUPER JUMP, AIR , , LAND, t, +

1Damaging loop combo using level 2or3X-Factor . , =


FORWARD JUMP, INSTANT AIR -> & , AIR, ST., CR., ST. , -> FORWARD SUPER JUMP, AIR,, ->
+ ,0 +.LAND, ST., > FORWARD SUPER JUMP, AIR,, ,> + > 0 # <= +

Instant overhead air into X-Factor combo


WHEN USING AN ALTERNATE TEAMMATE, ACTIVATE ATAC WITH 0 +, THEN AS WOLVERINE COMES IN PERFORM AIR , ,
d ++ ,0 +.LAND,-> FORWARD SUPER JUMP, AIR,,, .LAND, CALL PHOENIXp\t\ +,0^c>+
0#O+

| Optimal ender from upward TAC


WHEN USING AN ALTERNATE TEAMMATE, ACTIVATE ATAC WITHC> + OR 0 , THEN ASWOLVERINE COMES IN,
PERFORM AIR ,,> CI + + > <)&<? + '

| Optimal ender Irom forward TAC


FORWARD JUMP, INSTANT AIR>i + +,0 + . LAND, CR. , ST. , >
FORWARDSUPERJUMP, AIR,,,> + > <)&<? *

Combo from instant overhead air onlarge characters


CR.,CR.@, ST. , FORWARDSUPERJUMP, AIR,,> + <)&<? + >
$$ ,0 +.LAND, ST.,> FORWARD SUPER JUMP, AIR > + > 0#<^ +

ST.@,CR.,ST.,> FORWARD SUPER JUMP, AIR ,,> + ,0 +, LAND, ST. , >


FORWARD SUPER JUMP, AIR,,, .LAND, CALL DANTE(B,^ +,K>0^\ +(3 HITS) ty&O + }X5

The Fatal Claw loop! When the opposing character soars overWolverine alter juggling withO0^\ + (must hit three times)> <)[3<? * .reverse the command for the 800,000-1,400,000
follow-up Tornado Claw to compensate. II Fatal Claw hils as high as possible withoul sacrilicing hits, you'll recover in lime to juggle with repeated Tornado and Fatal Claws until your meter is depleted

mwMmm-w'
When a new character
Ifyou attack with Berserker Slash and it is guarded,
canceling into Berserker Charge leaves youat a +7 frame enters the playing field,
advantage at a relatively close distance. This also applies you have an incredibly
if your opponent activatesadvancing guard beforethe simple and effective
Berserker Charge super flash! From here, you have three mix-up at your disposal.
major options: Simply run directly under
your foe and attackwith
Dash forward and attack with crouching . This upwards Drill Clawwhile
beatsall attempts from the opposingplayerto stick the opposing character is
out any ground normal attacks. Jumping away helps coming in. The timing of
avoid this. IIBerserker Slash loBerserker Charge isguarded, use When anewcharacter is coming in,Wolverine hasa
your+7 frame advantage totry tosalvage the mix-up! the Drill Claw determines
nearly invisible mix-up using upwards Drill Claw!
Immediately performing BerserkerSlash M crosses whether the attack must
up opposing players who sitthere and guard low. Italso crosses up opponents attempting to jump be guarded inthe cross-up direction ornot, butit's impossible to
away. Ifyou hit an opponent jumping away with Berserker Slash IYI, thespeed bonus from Berserker visibly distinguish!
Charge allows you to dash forward and geta full juggle combo. To combo against a grounded After the Drill Claw, callyour crossover assist anduse Diving Kick. If
opponent, call a crossover assist before performing Berserker Slash M. the Drill Claw hits, youcanconvert intoa full combo. Ifthe Drill Claw
If you think your challenger is going to jump and block intheopposite direction, counter with an is guarded, your opponent thengets pinned in place bytheDiving Kick
and the crossoverassist. Mixyourchallengerup with Berserker Slash,
immediate Berserker Slash L. This also leads to a full combo if hit.
crouching O, or instant overhead .
If your opponent usesadvancing guard after thesuper flash, thesituation changes a bit. The additional Best of all, this Drill Claw mix-up beats nearlyall attempts by the
guardstun gives you enough time to dash forward and hit them with crouching before they can opposing player to press burtons; the Drill Claw beats all normal aerial
even jump away. However, advancing guard inthissituation pushes Wolverine back a very miniscule attacks onthe way in, andit also cleanly hits attempts to airdash or
distance; notenough tocross up with Berserker Slash M. Ifyou want to cross upinthissituation, you'll fly away.
have to dash forward and use Berserker Slash L.
i...iamnoTMWEarom

laura Kinney

BEEUPMIOH
Adventurer

Iif-ntmFilil

multjpje'furms af martial wis, and is an expert in assassination techniques.

Iwa claws in' each/hand and uhe in each foot, all mads tram virtually
UIHIMIHllHUiirrBlihliMiWI

Clanedlrnm a damaged Walverine gene sample, M3 was created far ane


reasanrtu be the perfect killing machine, far years, she proved herself a nutable-
assassin, thuugh a series oftragedies eventually led her to Wolverine and the J
K-Men, with whom she now seeks to turn herlife araund.

wmwil,,i

PBMB EBIB
AimUKIt EOSIMIS
mality 1830,000
Chain Camba Archetype Hunter Series |
X-Factor Boost Damage Speed
Level 1 (3teammates remaining) 120% 120% |
Level 2 (2teammates remaining) 140% 130% I

Level 3 (1 teammate remaining) 160% 140% |


X-23 isa melee character; her effectiveness is heightened at close range. She benefits
greatly from the help of crossover assists, so she isbest placed first orsecond on a team.
Your main goal with X-23 isto get her close, with the secondary goal of cornering her
opponent. Why is this effective?
3 has few options from fullscreen. The majority of her damage
^ T ill be scored at point-blank range
All of X-23's special moves move her forward, making it difficult
for her rivals to push her away with advancing guard
Mirage Feint Mand Decapitating Slice become particularly deadly
against a cornered adversary
How can these goals be achieved?

Using a crossover assist to cover Neck Slice, Ankle Slice, and


Mirage Feint
Approaching from the sky with Talon Attack and * o
"ilTT'llliiwTI TTiI vPTHUtt IRil liFi frWIT I il

: Hum ?.i Ss .3

, ,.::/.'
TUNING SINCE ORIGINAL MVC3
X-23 gains the ability to cancel Crescent Scythe and Mirage Feint into Talon Attack,
increasing her offensive options. In return, her vitality hasbeen decreased from 880,000 to
830,000. The rate at which X-23's air basicattacks decay hitstun is increased, reducing the
number of rejump loops you canattemptwith her, thus slightlyreducing her damage output
and meter gain. Damage hasbeen added to Rage Trigger (with mashing) and Silent Kill,
somewhat compensating for this change.
Vitality decreased from 880,000 to 830,000
Can cancel into Talon Attack trom any aerial special move
Rage Trigger is mashable
Silent Kill 100,000 damage increase
Wk *__BB__^__^__^__^__i

\M :
_
Screen Command Hits Damage Meter Gain Startup Active Recovery Advantage Advantage if No,e_
on nil tillroco

Crouching Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery Advanlaae Advantage if No,_s
_ on nil uiisruGu

Low attack, chains into standing and crouching


Air Special Attacksflying Screen ant Air [KChange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage Sr Startup Active Recovery ^;nT bgIISB No,es
70,000 560 22 +18 +14 Causeshardknockdown ifused in launcher combo
Air
Until
Tags in next available ally while lofting opponent upward
Air^ + (during launcher combo) 45,000 360
grounded
Until Tags in next available ally while causing wall bounce,
AirO ot<? + 35,000 280 erasesl hyper meter barfrom foe
grounded
(during launcher combo)
Until Tags innext available ally while causing ground bounce,
grounded generates 1 hyper meter bar

j&r

>5*-l3^ /

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It'susually possible tochain tarda command attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage "' Startup Active Recovery ^ TS" Noles
Falling Until
air)0 + 544
grounded
*6 Cancelable into TAC attack or 0 ^ $> +
Claw

i !-=_

_^v
m
__v_> t __1

throws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them topreemptively tossopposing characters out oltheii ollense. Combos
are usually possible after throws, one way or another.
_30.
Screen Type b___J Crossover M_, Recovery (this Recovery
Combination Description Hits Damage p\er Startup Active crossover (other Notes
Hyper Combo assist) partner)

!-23-a Neck Slice isastandard attack with no special properties. X-23(3 Ankle Slice is one of the few crossover assists that must be guarded low, making it useful to complement
rushdown or for unguardable setups. This crossover assist is OTG-capable, as well, making it useful for any character to extend combos. X-237 Crescent Scythe has alarge hitbox but
does not have invincibility, decreasing its usefulness. However, itdoes has avery small window of invincibility when used as acrossover counter. If you are guarding an attack at close
range, you can bring in X-23 via crossover counter, and X-237 will beat out any opposing attack (unless ithappens to be more invincible than Crescent Scythe!). You can then proceed
to cancelCrescentScythe's recovery withTalon Attack L intoa combo.
rW-ll r-llinn Y.OS _~A,rassjst shou|d bekept tQ g -j^ J u.. ,- .-.,...

Screen Command
on Hit if Guarded 1
500 - (-1 hyper
0iO+ H__ meterbar)

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds

figommm
Screen Name Commar fe-'i.r si (I amage "jf Startup Active Recovery Advantage Advantage _,__ I
Neck Slice 85,000- 680- Charged version staggers,charged version causes
1
(canbecharged) O\o + 1-3
135,400 1200
18-37 9-12 14-11 0-+30 -1-0
spinning knockdown il it hitsaerial adversary
Ankle Slice 85,000- 680- Low attack, charged version staggersand is OTG-
(can be charged) 0iO +
2 1-3 20-39 4-7 22-19 -3-+27 -4-3
135,400 1200 capable
Decapitating
3 Slice(canbe Throw, knocks down, charged version has increased
0^0 + 3 120,000 1200 26-45 8 23

range
charged)
(inair) Hard knockdown when used in air combo after
Until
4 Talon Attack L
Ot\o + 1 90,000 720 15
grounded
11 +10 +9 launcher, can be canceled into from any aerial
special move
(in air)
5 Talon Attack M 90,000 720 Can be canceled into fromany aerial special move
0^0 + 1 15 13 13 -3 -4

(inair)
6 Talon Attack H 1 90,000 720 15 13 13 -3 -4 Can be canceled intofrom anyaerial special move
0\c>+
Crescent
ScyiheL 33 (inair-
O0^ + 1 85,000 680 5 8 +1 -19 Knocks down
(in air OK) untilgrounded)
Crescent
7 Scythe M 40 (inair-
OO ^ + 2 104,500 880 5 11
until grounded)
-5 -25 Knocks down
(inair OK)
Crescent
ScytheH 59 (in air-
OO \ + 3 119,200 1056 5 12 -23 -46 Knocks down
(in air OK) until grounded)
Mirage FeintL Chargingstale starts on frame 4 if button is held,
8
(canbe charged) o#<^ + -

3 14

pressing during charge cancels feint


Mirage FeintM Chargingstale starts on Irame4 if button is held,
9
(canbe charged) o#<^ +

3 -
25

pressing during charge cancels feint


Mirage FeintH Can use air attacks during activeframes, charging
10
(can be charged) O#o + -

6 -
7

state starts on frame 7 if button is held, pressing
during charge cancels feint

Neck Slice. X-23 launches forward with a slice attack. If isheld down, you can charge Neck Slice for added damage, hitstun, and
range. An uncharged Neck Slice reaches halfway across the screen,while a fully charged Neck Slicecoversthree-quarters of a screen's
distance, making ita great way to getclose. Asuccessfully connected Neck Slice cannot befollowed bybasic attacks fora combo, but
you canhit-confirm into Rage Trigger fordecent damage. More importantly, a successful Neck Slice putsX-23 right where she wants to
beright next to heropponent. Neck Slice canbepunished with a throw ifguarded, so itis important to use thisattack intandem with a
crossover assistto make itsafe. Afully charged Neck Slice causesa stagger ifconnected, allowing fora combo opportunity. Acharged
Neck Slice also causes ahard knockdown on aerial rivals. Even though acharged Neck Slice can still be punished by athrow, you have
enough time to have X-23 jump away from athrow attempt. Jump away from the throw attempt, and then counter with an airO *
or Talon Attack L.
Ankle Slice: Ankle Slice is a Decapitating Slice: X-23 leaps forward foran
low-hitting version of Neck Slice. unguardable throw. The throw canbecountered by
Afully charged Ankle Slice is interrupting itwith a quick attack or jumping away,
OTG-capable, making it a staple so thisattackis best used afteryourcompetitor
in X-23's combos. A charged has beenconditioned to guard. Throws do not work
Ankle Slice causes opponents to on opponents who are in hitstun or guardstun, but
stagger, leaving themopen for Decapitating Slice has enough startupand rangeto
a full combo. Ankle Slice suffers allow anyhitstun or guardstun to passifcanceled
from the same punishment from a basicattack. If youradversary is not vigilant
options as NeckSlice, so it is with advancing guard, you canusethistechnique
best used either in combos or whilecoveringwitha crossover assist. Youcan toscore free damage. Because ofDecapitating Slice's horizontal range, your opponent's advancing
cancel into Rage Trigger fordecent damage ifAnkle Slice connects. guard will not push X-23 away far enough out toavoid Decapitating Slice in the corner.
TalonAttack. Talon Attack is a flying
kickthat serves as X-23's main way of
manipulating her aerial movement. Talon
Attack Ltravels downward at an angle and
can only be punished ifguarded inthe air.
TalonAttack Mflies straight, coveringa
largeamountof horizontal distance. Talon
Attack H sends X-23 flying upwardat an
angle, makingit great for escaping corners.
Talon Attack M and H recover in the air, so
it is possible to attack or guard after recovering. Talon Attack Lis commonly used as acombo ender and has the same hard knockdown property as air if used after first launching an
opponent. Notethat alIversions ofTalon Attack canbecanceled into from Crescent Scythe at any time. Also, you may only use Talon Attack once intheair.

Crescent Scythe: X-23flipsforward witha crescent-shaped Mirage Feint. Mirage Feint isa quick hop that you can employ for movement orset-ups. Mirage Feint Lisa small hop
sliceattack.The range and damage of CrescentScythe and can be canceled from a guarded basic attack (such asstanding ) tostay close. Mirage Feint Mtravels the farthest
differ depending on thebutton used, with being the ofthethreeandcanpassthrough opponents fora cross-up (this works inthe corner, as well). Mirage Feint His different
strongest. Thisattack has no invincibility, so you must because X-23 performs a small jump instead. During thisjump, airbasic attacks and special moves areavailable.
perform it early if used as an anti-air attack. You can charge all three versions of Mirage Feint with their corresponding button. The feint can be charged
Awhiffed or guarded CrescentScythe leaves X-23wide indefinitely, though a charged Mirage Feint has nospecial properties. While charging, the move can becanceled altogether
open for punishment.However, you can mitigatethis by by pressing . Take advantage ofthis option tocut down the recovery time ofbasic attacks (see the Advanced Tactics
canceling intoany version of TalonAttack. Stop foes who section for more details).
areapproaching from the sky with Crescent Scythe H, then
cancel into Talon Attack L or M to reverse their momentum!

BjiBer Combos
Screen Name Command Hits Damage Startup Active Recovery Mfi?B 8SSK Notes
245,400- 16(13)24
13-26 13+2 44 -12 -29 Frames 1-19 invincible, can be mashed lor additional hits
294,600 (10)10
14 280,900 24+1 33 38 -50 Frames 6-64 invincible
Frames6-29 invincible, X-23 becomes invisibleupon
400,000 20+9 290 activation, pressing when near the opposing character
activalesspecial unblockable attackand ends Silent Killer

Silent Kilt.Upon
, X-23 becomes
___3H
_____^ffl and has access to
W'
conne !____ irdable cinematic
| X-23 irformed by
r-j perfor ressing.X-23
I a barr reappears either when the
of mel timer runs out or after
>"" attacks successfully connecting
for a soft the unguardableattack.
Rage Trigger. RageTriggeris combo- knockdown. WeaponX Prime is not as usable in combos Although she becomesextremely difficult to dealwith, X-23 is not
friendly and is X-23's main wayof as RageTriggerbecause of its startup time. However, it invulnerable while invisible; don't become careless after activation!
endingcombos. It has a short period of has a considerably longerwindow of invincibility than Rage
invulnerability for blowingthrough close The unguardable attack is not considered athrow, soitcan be
Trigger, and you can use it to counter projectile hyper
rangeattacks. RageTriggeris extremely connected on opponents who are in hitstun or guardstun. Thisallowsyou
combos from fullscreen. Utilize the move to THC to and from
unsafeifguarded,so save its use for to perform standing _=> for unavoidable damage. Competitors
the other characters on your team and also to counter hyper
combos or reversals.
musteitherfight blindly or runawayduringthe duration of Silent Kill. If
combos at a distance.
yourrival does manage to escape initially, remember that X-23 has full
access to all her attacks and crossover assists while invisible.
P_7
MM Plan
Your maingoalwhenusingX-23 is to get You canalso utilize X-23's Talon Attack to have herapproach from the sky. All versions
hercloseto herattacker. She has noway ofTalon Attack propel X-23 forward, with Talon Attack Mand Htraveling particularly far.
of dealing damage from across the screen, This makes it possible forX-23 to aoproach at unusual angles. For example, you canfollow
so alleffortshould be put intogetting X-23 aTalon Attack Mor HwithO * upon recovering to have X-23 drop directly on top
into striking range. Onceshe is at mid to ofheradversaries. You can also simply attack with air after a Talon Attack Mor Hfor
close range, X-23's hand-to-hand prowess a combo attempt. If youthink youropponent is ready foran aerial assault,you canoptto
shines! guard aftera Talon Attack Mor Hto avoid retaliation. Ifyouhavea long rangecrossover
assist, youcan call it, thenquickly jump and perform Talon Attack Mor H. Doing this at
Youcan have X-23approach her foes in high altitudes is sneaky because your rival won't be able to see the crossover assist since
Mrage Fe/nr Wcovers near/y to////)e scree/? severaldifferent ways.The main wayto the screenwill be focused on X-23 flying inthe air and not at the actionon the ground! At
horizontally. Use ilwith the help olacrossoverassist approach is witha frontal assault utilizing
mid range, youcan useTalon Attack Lnot only as an offensive means of approach, butas a
toapproach. X-23's "Slice" special moves. Neck Slice and great way to punish projectiles, as well.
Ankle Slice cover half a screen's distance
uncharged, and they cover almost the entirety ofthe screen when fully charged. Neck Slice
has a large hitbox and can be covered with acrossover assist to push forward safely. Afully Once close, you can utilize the SDeedof
charged Neck Slice is better to useifpossible because ofits increased range andhitstun. X-23's standing and crouching to mount
Charging Neck Slice hasquite a bitofstartup, so usea crossover assistto protect X-23 an offense. Guarded attack strings can be
canceled into Mirage Feint, Neck Slice,
before attempting it. As your rivals become conditioned todealing with Neck Slice, you can
Ankle Slice, or Decapitating Slice depending
then mix up between Ankle Slice and Decapitating Slice tokeep your opposition guessing. If
theopposing character is not vigilant with advancing guard or low guarding, useAnkle Slice on how your competitor behaves. If your foe
and Decapitating Slice fora possible combo opening while pushing the opposing character is content in guarding X-23's onslaught, call
into the corner. a crossover assist during a guarded attack
string, then cancel into Mirage Feint M for a
Mirage Feint is also a great way to close thedistance between X-23 and hercompetitor. Cornered opponents are not saleIrom aMirage Feint cross-up while your teammate attacks from
Mirage Feint Mcovers more ground than herforward dash and rivals it in speed, as well. Mcross-up! behind. You can also take advantage of an
Cover your advance with a crossover assist, then perform Mirage Feint Mtoget X-23 near overly defensive opponent by opening them
the opponent. Mirage Feint Lonly hops a shortdistance, but you can useitsshort recovery up with Decapitating Slice. To combat advancing guard, use Mirage Feintand NeckSlice to
time to lead into a Mirage Feint M, which then putsX-23 inattacking range. Mirage Feint H move back into position. Mixthis up with AnkleSlice to check their low guard. Mirage FeintH
doesn't cover as much ground as Mirage FeintM, but it allows a crossover assist call while becomes a threat at close range,as well. You can cancel yourbasicattacksinto Mirage Feint H,
X-23 isinthe air. Instead of performing Mirage Feint LtoMirage Feint M, try performing then continuethe assault withair attacks that must be guarded high. You can also cancelMirage
Mirage Feint Lto Mirage Feint Hwith a crossover assist during the jump to keep X-23's Feint H intoTalon Attack Lto continuethe pressure.
mobility from being too obvious.
Once cornered,enemies must deal witheven more shenanigans! Mirage Feint Malways
In addition, the short hop of Mirage Feint can be canceled into Talon Attack to travel even crosses up cornered opponents, so they must then worry about guarding left or right in
farther. You can surprise your challenger byperforming a Mirage Feint Lor M, canceling addition to the high/low mix-up produced by Ankle Slice and Mirage FeintH. Cornered
into Talon Attack M, then coming out ofthe Talon Attack with air for a heavily offensive challengers also fall victim to Decapitating Slice much easier, since advancing guard does
approach. You can also usethis fora tricky cross-up with Mirage Feint M. After crossing an not create enough distance for the opposing character to avoid the throw. Counter attempts
opponent up with Mirage Feint M, immediately perform Talon Attack Lfor a quick dive attack at advancing guard with NeckSlice or Mirage Feint to keep your rival cornered. Ifyou have
from behind! an assist that locks the opponent down for an extended period of time, the corner is a great
time to utilize it to set up Silent Kill!

EBMBBBSAEI

L CR. , , ST. >^> *f - o , AIR , , LAND, FORWARD JUMP, AIR , , , ( * * , LAND,


ST. (2HITS),e^> FORWARDSUPERJUMP, AIR, ,, * o s_> - f * o ^ ."*, LAND,
* o (CHARGE) g_> * \ - o (MASH )

604,500 damage, 8% meter gain


This isX-23's standard bread and butter combo. This combo has trouble workino against smaller character like Rocket Raccoon, in which case, you should perform st. es>
f It 0.air.,land,st.^> \ * O , air. ^> f * + O , land. st. (2 hits),into the remainder of the launch combo.

//. * *- o , ST. ^_> * * + o , AIR,, LAND, FORWARD JUMP, AIR ,, , ^> * *- o , LAND,
ST. (2 HITS), es> FORWARD SUPER JUMP, AIR,,, f o e_> * o eB$> * - o , LAND,
*<> (CHARGE) <&$> * * + o (MASH )
577,300 damage, 15% meter gain
This combo is similar to Combo I. but it starts with Decapitating Slice. If you are having problems linking st. after \ * , st. gives afew extra frames of leniency to
juggle properly.

III. FRONT OR BACK AIR THROW, LAND, (FORWARD DASH), * + o (CHARGE) ^_*> f * + o (MASH )
345,900 damage, 80% meter loss
It's best to use) to forward dash in this situation instead of <&. to avoid an accidental *"f ^ motion when attempting the * O .

IV. (WHILE ENEMY IS AIRBORNE) FORWARD JUMP, AIR , , es> * * hh^ * * 0 , LAND, ST.
(2 HITS), e_> FORWARD SUPER JUMP, AIR,,, o e_$> * * o^> *-<>, LAND,
f * - o (CHARGE es$> f * - o @ (MASH )
601,600 damage, 17% meter loss
This combo isgood to use in air-to-air situations. When a new character isincoming after aknock out, use air tointerrupt their attack and go straight into this combo.
V CR. , ST. (2 HITS), CR. (2 HITS) ST. (2 HITS), e4>**-o,AIR,, LAND, FORWARD JUMP, AIR
, , , , LAND, FORWARD JUMP, AIR,@,^>*WO, LAND, *_> FORWARD SUPER JUMP, AIR ,
,, ^-t**^**-*, LAND, * * - 0 (CHARGE) b_$> * + o (MASH )
897,800-1,162,100 damage, 47-92% meter gain
X-Factor allows for anextended bread and butter combo with anextra re-jump. If you're looking for a guaranteed K.O. and still have X-Factor available, this should beyour go-to combo.
X-23 becomes much quicker in X-Factor. so you should adjust your inputs accordingly. '

a
You can charge all three versions of Mirage Feint by holding Because Silent Kill is an unguardable attack and not
down the button used to perform it. This charge can be a throw, you can perform various set-ups on cornered
canceled at anytime by pressing . With this, you can cancel foes that are virtually inescapable. Lockdown-heavy
the recovery of basic attacks by canceling them into Mirage crossover assists such as Amaterasu(_ Cold Star
Feint, then quickly press to cancel the Mirage Feint. For or Doctor Strange(3 Eye ofAggamato can beused
example, you can perform a Mirage Feint cancel with standing to hold your challengers in place for the unguardable
^^ 0 /2 < + Once is pressed for the Mirage attack. Attacks that linger onscreen even if the
Feint, hold it down and press immediately afterward, original character is no longer in play (such as Trish's
almost simultaneously. Holdyour opponent inplace with a crossover assist, Round Harvest or Phoenix's TK Trap) can be used to
then perform theunguardable Silent Killattack keep adversaries from escaping Silent Kill, as well.
If performed correctly, the recovery time of the basic attack with!
used is reduced drastically, and it even grants heavy frame This is especially useful after a K.O. when a new
advantage if used with and attacks. It is possible to character is coming in; foes will fall haplessly into X-23's clutches! If meter isn't an issue, you
loop standing , , several times by Mirage Feint can follow Silent Kill with a combo to guarantee a K.O. Use this to turn the tides in battle!
canceling , which is normally not possible.

Damage

icorner, {> + orO + TAC to X-23 Varies basedon damage scaling


CR.,,ST.<^> * * o , AIR , , LAND, FORWARD JUMP, AIR,,, ' 0^ * O , LAND, ST. (2 HITS),
__$> FORWARD SUPER JUMP, AIR,,,* o^>*n ft^> f * o , i iii(l,\VHKi.v!; \7x\0+(B
(CHARGE), <&$> FORWARD SUPER JUMP, AIR e_> * * o@e_> f * <0,LAND, *- o (CHARGE)
* X "<> (MASH)
Damage
IAnassist combo thai illustrates a method of increasinn X-23's damane outnut and meter nain 3,600damage, 52% metergain
X* o (CHARGE), FORWARD JUMP, AIR * o , LAND, ST.,,^t> ** , AIR ,, LAND, FORWARD JU mm

,,e_S> * *- Q,LAND, ST. (2HITS),<^> FORWARDSUPERJUMP, AIR, ,, + oe_> SKK\+ ras>


* + o , LAND, CALL WESKER(_, *"& (CHARGE), t^> FORWARD SUPER JU _J3 fe^-c>o^ + -%
"(MASH)
Damage

*"'"""-. --. ..Mn^smmm^imMifa-imms>)-*m 0/50 + -mim m^>oc\o*; mn


_=_> FORWARD SUPER JUMP, AIR ,,, oe_>->*-* %.0e_> U> , LAND, + * + *
+ o(MASH)
Damage
Requires corner. After landing from Silent Kill, you must dash forward st. immediately for the juggle. You may instead call an 858,900 damage, 319% meter loss
OTG assist afterrecovering fromSilent Kill to makethis combo easier and lo makeit viablemidscreen
ACTIVATE LEVEL 2 OR 3 X-FACTOR, {* * 0\c> +((!
ES
Damage
IOnce thelirst hitconnects, you may repeat thisloop indefinitely until X-Factor expires Damage varies depending on the number of loopsperformed
______
%y mm m uHrmiiEiEpr

BlAl BAM BCCBPAIIBU


Akuma Fightar

mints
While his basic fighting style is based on
Ansatsuken, same as Ryu, he has mastered his
awn stylB known as "Satsui no Hadau."

MAPBNS

PBBflll
A tighter wha took bo the name af "Master
af the Fist." He seeks a true battle ta the
death with Ryu, and ta make him iota a worthy
opponent, he tries to lead Ryu down the path
af the "Satsui oa Hadau."

IIBSI APPlABAUEl
Super Street Fighter II Turbo I1SS4]

.<*';*)*. ' ' . '''

PBMB BBIB
3 INIbLlLlGhNUb""1^ rn

2 SPEED*"^1" rzcx
STAMINA s s s s m
6 bNhKGY PHUJbC IIOn'^ _____.
L L L _
*This is biographical,
in-game combat poten
RIUBMU EBSJBMIS Overview
Vitality 750,000 |
Chain Combo Archetype marvel Series
X-Factor Boost Damage Speed
| Level 1(3 teammates remaining) 132.5% 107.5%

| Level 2(2 teammates remaining) 155% 115%

I Level 3(1 teammate remaining) 177.5% 122.5% j


While Akuma is a fairly powerfulpoint character, his amazing Tatsumaki Zankukyaku assist
lets himreally shineas a dedicated assist character.Asan assist character.Akuma can power
through projectile walls, enhance offense, and change the flow of a round inan instant.

But, as a dedicated assist character, what happens to Akumawhen he's on his own? There
will no doubt be situations in which Akuma has to fight for himself, so it's necessary to
learn where and how Akuma is effective as a point character and how to best take advantage
of his abilities.

Akuma's greatest strengths lie in his strong up-close game.When in close while using
Akuma, you can easily mix your opponent up by:

Using Akuma's Zugaihasatsu overhead to hit the opposing


character and chain straight into combo
Dashing in with crouching L to hit an adversary afraid of
Zugaihasatsu
Throwing a blocking competitor and continuing to combo with
Hyakki Gojin or Tenma-Gozanku Ungyo
Crossing your target up by calling an assist, then teleporting or
using aerial Tatsumaki Zankukyaku
How can you get Akuma close to his foe?

Advancing by using Zanku Hadoken and Hyakki Goho


Forcing him through projectiles with Tatsumaki Zankukyaku H
Super jumping and using a mix of Zanku Hadoken and
Tenmakujinkyaku
Jumping forward with option select air o Tatsumaki
Zankukyaku L to stop jumping opponents
Using his wavedash to speedily approach a grounded attacker
When gettingclose is impossible for Akuma. he can still deal considerable damageto both
characters as an assist using Messatsu-Gohado Ungyo and Tenma-Gohado Ungyo. The
damage on these beam hyper combos adds up quicklyand the combos are fast and easy
to connect, and they can be used on reaction to fullscreen projectiles. When Akuma has
meter, he can force opponents to play passively and safely, since the Ungyo hyper combos
can destroy assists. Akumacan also evade the opposing character's attacks and quickly
punish with a Tenma-Gohado Ungyo, giving Akuma a threat you can use to advance on your
adversary's position.

.ain role was as the primary crossover assist on most teams. In Ultimate MvC3,
.__maki Zankukyaku assist now functions the same as the special move normally
s, inflicting much less hitstun. It is still a top-class assist, however, except you need
eact quickly to successfully combo off a hit. Akuma was given a great new tool in
t Hyakklshu and all of its follow-ups can now be performed in the air, giving Akuma
litional aerial mobility and combo options, particularly from air throws.
Vitality down to 750,000 from 800,000
Tatsumaki Zankukyaku crossover assist causes less hitstun; now is identical
to the normal version of Tatsumaki Zankukyaku M
Hyakkishu can now be performed in air
Tatsumaki Zankukyaku L now inflicts slightly less hitstun
Messatsu-Gohado Agyo can now be mashed for additional damage
Messatsu-Gohado Ungyo can now be mashed for additional damage
Tenma-Gozanku Agyo can now be mashed for additional damage
Tenma-Gozanku Ungyo can now be mashed fo
Raging Demon can now be mashed for addit
." ',.! -..'

Attack S
Standing- Basic Attacks
_ _._ . .

Screen Command Hits Damage Meter Gain Startup Active Recovery AdJ!nJffge ^JKJJJB" No,es
Air Special Attacksflying Screen anil Air tuhange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage ' Startup Active Recovery " $%$* Notes
Causes hard knockdown if used in launcher
Air 90,000 720
combo
Until Tags in next available ally while lofting
Air-ft + (during launcher combo) 60,000 opponent upward
grounded
Until Tagsin nextavailable allywhile causing wall
AirC* orO + (during launcher combo) 50,000 400 10
bounce, erases 1 hyper meterIrom loe
grounded
Tags in next available allywhile causing ground
50,000 400 15
AirO * (during launcher combo) bounce, generates 1 hyper meter

FH?

Ixxzoooi* '
V. q

Commani Attacks
Command attacks resemble basic attacks but havedifferent chainingand canceling properties. It's usually possibleto chain intoa commandattack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage JJ" Startup Active Recovery Ad*"n,j?,fl8 Al!rY____JS25" Notes
Overhead attack,causes ground bounceagainst
Zugaihasatsu <> + 1,000 720 19
airborne adversary
Senpukyaku O* 100,000 16 +10 +2 Knocks down rival

Until
Tenmakujinkyaku 80,000 640 +11 Notspecial- or hypercombo-cancelable
(inair)0+ grounded

_js_

1 H __1 -
......-BBi_"'*

J : !" I . i . \

in
Throws
Throwsare for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptivelytoss opposing characters out of their offense. Combos
are usually possible after throws, one way or another.

Screen Command Hits Damage Meter Gain Startup Active Notes


O * (ground) 1 80,000 800 1 1 Hard knockdown
1
O + (ground) 1 80,000 800 1 1 Hard knockdown

O * (air) 1 80,000 800 1 1 Hard knockdown


2
<? + (air) 1 80,000 800 1 1 Hard knockdown

......--fi^
1
Sij __..---titu_
.\_3

TV".

!d______
Screen Name Command Hits Damage Jjjj1" Startup Active Recovery ^SS0" INtolSB No,es 1
Gohadoken L
0^> + 1 90,000 720 14
28 -4 -6 Projectile has 5 low priority durability points

1 Gohadoken M O^o + 1 90,000 720 14 31 -7 -9 Projectile has 5 lowpriority durability points

Gohadoken H
O^o + 1 90,000 720 14 34 -10 -12 Projectilehas 5 lowpriority durability points
Projectile has 5 low priority durability points, if
Zanku Hadoken L (inair) 1 90,000 720 10 35 +11 +10 Akuma landswhile still in recovery, thenadd 6
0^o +

frames of ground recovery

(in air)
Projectile has 5 lowpriority durability poinls, il
2 Zanku Hadoken M 1 90,000 720 10 40 +11 +10 Akuma lands whilestill in recovery, then add 6
0^o +

Irames ol ground recovery


Projectile has 5 low priority durability points,il
fin air)
Zanku Hadoken H 1 90,000 720 10 45 +11 +10 Akuma lands whilestill in recovery, then add 6
0^0 +

frames of ground recovery


Invincible from frames 1-6, airborne from frame 7,
Goshoryuken L c>0^ + 1 90,000 720 6 14 24 -2 -15
knocksdownopponent
Invinciblefrom frames 1-7, airborne from frame 5,
3 Goshoryuken M oO^ + 2 118,000 1000 4 5(1)10 30 -4 -23
knocks down foe
Invincible from frames 1-10, airborne from frame 5,
Goshoryuken H oO^ + 3 132,600 1200 3 6(1)10 44 -18 -36
knocks down adversary
Knocks downrival, destroys lowand medium
Tatsumaki
o#<^ + 1 110,000 880 8 7 18 -1 priority projectiles during active frames, airborne
Zankyaku L

from frame 8
Knocks downcompetitor, destroys lowand medium
Tatsumaki
4 $&<? + % 3 132,600 1200 8 17(6)6 14 +11 +3 priority projectiles during active frames, airborne
Zankukyaku M
from frame 8

Tatsumaki
Knocks downtarget, destroys lowand medium
0#o + 5 166,200 1680 8 41(6)6 16 +9 +1 priority projectiles during active frames, airborne
Zankukyaku H
from frame 8
Screen Name Command Hits Damage "eter starlup AcUve Recovery Advantage Advantage No,e_
Air Tatsumaki Until grounded, Destroys low and medium priority projectiles during
(in air) +13 +12
Zankukyaku L 1 110,000 880 5 28 6 Irames ol
active frames
(inair OK) o^^ + o anding recovery
Air Tatsumaki Until grounded, Destroys low andmedium priority projectiles during
5 Zankukyaku M Un a'0 ,-. 3 124,000 1120 5 18(4)6 6 frames of +13 +12
active frames
(inairOK) 0#O + anding recovery
Air Tatsumaki Until grounded, Destroys low and medium priority projectiles during
Zankukyaku H (ii air) 5 159,600 1600 5 42(4)6 6 frames of +13 +12
0/5O + active frames
(inair OK) landing recovery

Hyakkishu L 37/Until Airborne from frame 1, Hyakkishu attacks canbe


(inair OK) oo# + o

-

grounded

performed from frame 14 on


Hyakkishu M 42/Until Airborne from frame 1, Hyakkishu attacks can be
6
(in air OK) <>0# +(M) -
- -

grounded

performed from frame 14 on


Hyakkishu H 53/Until Airborne from frame 1, Hyakkishu attacks can be
(in air OK) <^0# +

grounded

performed fromframe14 on
(during Hyakkishu) +...12 Overhead attack,ground bounces foe
7 Hyakki Gosho 1 100,000 800 9 4 15

-

(during Hyakkishu) Until Overhead attack,ground bounces airborne


8 Hyakki Gojin 1 90,000 720 14
grounded
8 +...13 +...11
adversaries, OTG-capable
(during Hyakkishu) Projectile has 5 low priority durability points,
9 Hyakki Goho 1 90,000 720 10 Until grounded


automatically alignswith rival

10 Ashura Senku C>0\ or


14
20
Invincible from frames 14-30
O0# +

Gohadoken: Akuma's Zanku Hadoken. The aerial


ground projectile is best version of Gohadoken is
used from fullscreen range an angled projectile aimed
because its slow recovery down toward the ground
leaves Akuma vulnerable, and is Akuma's go-to move
allowing opponents who for approaching distant
jump over the projectile to opponents. The button
deal big damage. pressed determines where
the projectile is aimed: the
Depending on the button
L version is aimed almost
pressed, Gohadoken
completely downwards,
travels across the screen
while the H version travels
at different speeds: L is
nearly across the screen.
the slowest, and H is the
The M version is best
fastest. Each version of
utilized when Akuma is
Gohadoken deals the same
super jumping, as it goes
damage and inflicts 27,000
far enough to hitthe opposing character from that heightand is also angled so that it can
damageifguarded,whichis nicefor free chip damage. Ifan adversary is forced to blocka
block jumping competitors.
Gohadoken,another can be thrown fairlysafely, unless your competitor can hyper combo
through it. Youshould use these moves when normal jumping forward toward most adversaries.
Against foes witha quickprojectile that can nullify Zanku Hadoken, like Magneto and Arthur,
Youshould avoid trying to win a long range firefightwith Gohadoken, since it only has
youshould have Akuma superjump andfirea Zanku Hadoken, andthenfollow it upwith an
5 low priority durability points, which many long range characters can easilyoverpower.
aerial Hyakkishu intoHyakki Goho, or a Tenmakujinkyaku ifyou thinkyour challenger is going
Extracare should be taken when throwing Gohadokens against characters with teleports
to tryto dash underAkuma. Note that the stronger versions of Zanku Hadoken have more
because the long recovery of the projectile leaves Akuma vulnerable to characters who can
recovery, which can leaveAkuma vulnerable duringa super jump ifthrownat the wrongtime.
quicklyget behind him.
Generally, throwthe projectile immediately after beginning a super jump.
Ifa Gohadoken hits, you can easilytack on some extra damage by immediatelyhyper combo
Akuma can onlythrow one Zanku Hadoken per jump, even after one has recoveredduring
canceling intoa Messatsu-Gohado combofrom anywhereon the screen forfree damage!
a super jump.Akuma can act again after ZankuHadoken has recovered, however, so follow
up witha Hyakkishu move,Tenmakujinkyaku, or an aerialTatsumaki Zankukyaku.

Goshoryuken: This variation on the classic Tatsumaki Zankukyaku: This spinning


"dragon punch" gives Akuma a valuable attack doesn't just go through projectiles;
invincible attack that costs no meter, which it destroys them! Starting from frame 8
you can use to interrupt your opponent's and during all activeframes, all projectiles
offense. Goshoryuken Lis onlyinvincible that hit Akuma are completely destroyed,
during its 6 frame startup time, while allowing Akuma to slice through zoning
Goshoryuken M & H remain invincible attacks in an instant!
well past their startup frames, with 7 and
Tatsumaki Zankukyaku L is safe if guarded
__!_'.fcgg 10 frames of invincibility, respectively.
to everything but 1 frame command
Goshoryuken M has a startup time of only 4
throwsand deals33,000 pointsof chipdamage, making it a powerful pressure toolagainst
frames, which is fairlyfast, but Goshoryuken H has an amazingly quick startup time of only
opponents,especially whenthey are in the corner. It's also Akuma'ssingle most damaging
3 frames, making it one of the fastest striking moves in the game and allowing it to punish
attack, so youshould use it incomboswhenever possible. Tatsumaki Zankukyaku M&H
any move that is -3 or greater!
giveframeadvantage ifguarded,but your adversarycan punish them byusingadvancing
IfAkuma has meter, you can hyper combo cancel Goshoryuken H on the second hit into guardagainstthe second-to-lasthit,so be carefulwhen usingthose movesfrom midscreen.
Tenma-Gozanku Agyoor Ungyoto make it completelysafe, giving him an invincible attack
IfTatsumaki Zankukyaku Mor Hhit the target whilethe opposing character was in the
that is verydifficult foryourfoes to punish! Ifyour opponentblocksthe Goshoryuken, then
corner, you can immediately go into a combo by hitting the launcher; the move gives
the hyper combo cancels the recovery period, makingAkumasafe; ifyour adversary is hit,
you ample time to verify that the attack hits, then confirminto Akuma'sbasic aerialcombo.
the two attacks combo together, givingAkumasolid damage offa safe and invincible move!
Against many characters, you can have Akuma combo into from midscreen!
AirTatsumaki Zankukyaku. Hyakkishu: Whenyou performthis attack,
The aerial version of Akuma jumps into the air and is granted
Akuma's powerful access to the three powerful Hyakki attacks.
Tatsumaki Zankukyaku Hyakkishu is primarily a tool to assist
allows Akuma to easily Akuma's offense, as he quickly moves
control space in the air, forward and at any time can use one of
and it hits on both sides the Hyakki attacks to attack opponents.
of Akuma, making itan Hyakkishu can now be performed in the air,
excellent cross-up! Aerial which gives Akuma a semi-double jump, as
Tatsumaki Zankukyaku wellas the ability to throw two projectiles
also destroys projectiles during a single jump.
only5 frames after you
Hyakkishu L onlytravels a short distance and is lower than a normal jump. The M
perform the attack,
version is essentially the same as his normal jump,whilethe Hyakkishu Htravels across
making it an excellenttool
halfthe screen and goes veryhigh, but not quiteas high as a super jump.Primarily,
for approaching zoning
you'll want to use Hyakkishu Lin close-rangesituations, and employHyakkishu Hto
characters.
advance against zoning characters.
Like theground version, airTatsumaki Zankyaku Ldeals 110,000 points ofdamage,
In the air, each Hyakkishu attack travels about halfas far and high as the ground versions.
making itthe mostdamaging singlehitattackthat Akuma has, so use it incombos
wheneverpossible. As such, air Hyakkishu Lbarelymoves upwardat all! When canceled from a jumping
attack,the Hyakkishu jump is barelyoffthe ground. Consequently, you can use it in tricky
After performing airTatsumaki Zankukyaku, Akuma is completely vulnerable until helands doubleoverheadattacks and can even create entirelyunblockable situations with low-
or hyper combo cancels into Tenma-Gozanku Agyo or Ungyo. Sowhen normal jumping at hitting crossover assists!
an opponent, use airTatsumaki Zankukyaku L, and use airTatsumaki Zankukyaku Hwhen
Unlike a normaljump, once Hyakkishu has sent Akuma into the air, he cannot guard and
superjumping to make sureAkuma's safety is ensured until he hits theground.
can only perform one of the Hyakki attacks or Tenma-Gozanku Agyo or Ungyo, so be
carefulwhen using it in situations where the opposing character can hitAkuma.

HyakkiGosho: One of HyakkiGojin: This


the three attacks that can Hyakkishuattack is
only be performedduring an energy-infused
Hyakkishu, Hyakki Gosho dive kick that, unlike
is a short-range overhead Tenmakujinkyaku, is
punch that ground bounces an overhead attack and
the target on hit. Of the allows you to combo into
three Hyakkishu attacks, additional damage when it
Hyakki Gosho is the least hits. Hyakki Gojinis best
useful outside of combos used in combination with
because it has very limited super jumping and using
range and few active Hyakki Goho; ifyou think
frames. your opponent is going to
Hyakki Gosho is most try to dash under Akuma,
useful in combos, where use Hyakki Gojininstead of
you can use it to ground Hyakki Goho to dive down
and cut them off!
bounce yourcompetitor. Outside of combos, the best way to use Hyakki Gosho is after
an adversary is forced to block a normal jumpattackperform an air basicattack while You can also use Hyakki Gojinto extend Akuma's combos, as it is OTG-capable and ground
calling a crossover assist, then cancel the jumpattackintoHyakkishu LthenHyakki Gosho. bounces when hitting a grounded foe. You can use this fullscreen and after an air throw,
This letsyou keepup pressurewhile performing low-risk mix-ups. Hyakki Gosho is safeon but if it hits your rival just beforethey're about to stand up, it causes the competitorto
block, allowing youto keepup youroffense without riskof punishment! ground recoverinstead of ground bouncing. Ifthis happens, use it as an opportunity
to continue attacking your challenger; use the overhead Zugaihasatsu, or cross up your
opponent by calling a crossover assist, then switchingsides with AshuraSenku!

HyakkiGoho: This Ashura Senktr. Akuma's


Hyakkishu attack allows teleport causes him to
Akuma to throw a fireball quickly move to the leftor
in the middle of Hyakkishu right,depending on which
simply by pressing. direction the command is
This attack is a major part performed.AshuraSenku
of Akuma's offense, since it isn't recommended as an
lets him advance under the escape tool; whileit has only
cover of an air projectile, 4 framesof recovery, it has
and ifthe opposition is 14 frames of startup, making
forced to blockHyakki iteasily thwarted when
Goho, Akuma is at frame Akumais on the ground.
advantage! Beinga
When covered by an assist,
Hyakkishu move, you can
Ashura Senku becomes
alter your gameplan on the
a powerful mix-up tool
fly byusing Hyakki Gojin
because it allows Akuma to
against an adversarytryingto dash under Akuma, or by using Hyakki Goshoagainst a
quickly travelthrough his opponent, making it difficult to see whichside of his competitor
competitor attempting to meet Akumain the air.
Akuma is on! AshuraSenku can even travel through an adversary in the corner, and it is a
This move is mostly identical to Zanku Hadoken; it inflicts 27,000points of chip damage great wayto open up the target and land one of Akuma'shuge damage combos.
when blocked, and Akuma canonlythrowone per Hyakkishu. After Akuma throws the
AshuraSenku can be hyper combo canceled at any time, allowing Akuma to teleportclose
projectile, he cannotact until he hitsthe ground, putting him in greatperil ifyourrival
to his foe and then cancel into an inescapable Raging Demon!
evades the projectile.
You can also employ this attackto createtwo midair projectiles, which can create
enoughof a wall to stop most charactersfrom destroying Akuma's fireballs! Throw
a Zanku Hadoken duringa super jump,then perform air Hyakkishu and Hyakki Goho
immediately after to rain down Hadokenson your opponent!
Us/per Cnmbns
Screen Name Command Damage Startup Active Recovery A"""!""8 ffffiSSB No,es
Messatsu-Gohado Can be mashed tor additional damage,each
0ir_>+ < projectile has 5 highpriority durability points
Agyo
Knocks down opponent, can be mashed
Messatsu-Gohado 0\O + .hold loradditional damage, beam durability: 25
Ungyo (mash alter beam begins) frames x 1 highpriority durability points
Tenma-Gozanku Can be mashed for additional damage, each
Agyo iair)0\C> + projectile has5 high priority durability points
Knocks down adversary, can be mashed
(in air) foradditional damage, OTG-capable, beam
Tenma-Gozanku
Ungyo
Ot\<> + .hold durability: 25 frames x 1 highpriority
(mash after beam begins) durability points
Invincible Irom frames 1-21, knocks down
_>o^ * rival
Raging Demon Invinciblefrom frames 1-39, throw attack,
(Level 3 Hyper hard knockdown, can be mashed for
,,>,,
Combo) additional hits

^ Messatsu-Gohado Agyo: . . Messatsu-Gohado Ungyo: This hyper


Duringthis hypercombo, [ | combo allows Akuma to shoot afast,
^ Akuma unleashes aflurry ' - ' powerful high priority beam across the
of high priority projectiles screen, damaging any adversaries caught
angled to cover most of in its path. This hyper combo starts up in
the screen in front of him! | only 8 frames, allowing Akuma toeasily
While this hyper combo punish projectile-throwing rivalsfrom
potentially deals more fullscreen!
damage than the Ungyo WheneverAkuma has meter, opponents
version and can be mashed
shouldthrow projectiles withcaution, since Akuma players can easilycancelany move
for an additional 27,300
Akuma is performing intoMessatsu-Gohado Ungyo and blastthroughany projectiles on
damage on top, most of
the screen.You canalso use this hyperto hitan assist fromacross the screen;ifyou see
the projectilesmiss the onecomeout, letthis hyper rip! Ifit hits and Akuma has X-Factor available, cancel into
opposing character by
X-Factor and fire offanother Messatsu-GohadoUngyo! This combo does up to 547,500
flying over the foe's head or points of damageat level 1 X-Factor, and when this is combined withthe damage bonus
intothe ground.
againstassists, it can sometimes be enoughfor an instantK.O.!
Thishypercombo is usefuloutside of combos as an approach tool, since the projectiles
Be wary of performing this hypercombocloseto youropponentin situations wherethis
stay on the screen after Akuma has finishedthrowingthem, allowing him to movein on
hyperisn't guaranteed to hit,as it is -34 whenguarded. Characters withfast, fullscreen
his competitorunder the cover of this hyper combo. Advancing guard can negate the moves like Magnetoand Ryucan punish Akuma from fullscreen,but most characters will
effectiveness of this technique, but it can be usefulin a pinch,especiallywhen Akuma be able to punish it ifthsu'rp rlncel
doesn't have assists to help him cross the screen.

Tenma-Gozanku Agyo:Jhe aerial version Tenma-Gozanku Ungyo:


of Akuma's barrage of projectileshyperis The aerial version of
much more usefulthan the grounded version, Akuma's beam hyper
because the spread of projectileshas a combo fires downwards
much higherchanceofconnecting withthe at an angle and is OTG-
opposingcharacterand can be mashedfor , capable, making ita very
upto 57,300additional pointsof damage! I useful tool inAkuma's
Generally, most projectiles will still miss your offense. It can also be
target,meaning thatTenma-Gozanku Ungyo mashed for an additional
is recommended in manysituations. 52,200 points of damage,
it does solid chip damage,
This hyper combo reallyshines in combos, however:Akumacan end an air combo with
and leaves Akuma at only
Tenma-Gozanku Agyo, then tack on an additional Messatsu-Gohado Ungyoor Tenma-
a -1 frame disadvantage
Gozanku Ungyo after he lands! For more details on these combos, check the Combo
after it's over, making it
Usage section.
completely safe! SinceTenma-Gozanku Ungyo only covers a small portion of the screen,
You can also use Tenma-Gozanku Agyoas a close range pressure tool, as Akuma is leftat characters withhorizontally aimed projectile hyper combos likeTaskmaster and Ryucan
+3 frame advantageafter he makes an adversary blockthis move from up close: makean easilyhitAkuma duringthe middleof the hyper combo, so take special care when playing
opponent guard the hyper combo, then perform an aerial mix-up with aerial Hyakkishu! against those characters.

Messatsu-Goshoryu: This hyper combo j Raging Demon: This level 3hyper is an


'/ /M is invincible for 21 frames, making it an incredibly fast movingthrow that can be
y excellent way toavoid chip damage from a mashed for an additional 45,000 damage,
competitor's hyper combos. If an opponent for a grand total of 510,000 damage! If
is too close to Akuma when performing a you performthis hyper fairly close to your
( raw hyper combo, immediately perform rival,the opposing character willbe unable
I Messatsu-Goshoryu and blow through to escape, giving Akuma big guaranteed
their attack. In combos on the ground, damage! Raging Demonis also invincible
Messatsu-Goshoryu generally does less for 39 frames, so you can utilize it to blow
damage than Messatsu-Gohado Ungyo, through enemyattacks.
manyof the hits whiffadversaries who are not on the ground or close to it. Additionally,
rforming this attack, makesure not to hit your opponent withan attack while
the movewill onlyfully connect duringvery specificTHCs, makingthis hyper best used
enteringthe inputs; ifyour competitor is hit before Raging Demonis performed,they can
strictly as a counterattack.
easily jumpawayfrom the attack, renderingthe attack useless. Raging Demoncan also
be used in THCs to catch blocking foes offguard; use an advancinghyper combo like
Spencer's Bionic Armto get close to the opponent, and at the last second, THC into Raging
Demon for a gimmicky trick!
_- ** *4

Akuma'$ Tatsumaki Zankukyaku assist can completely negate projectiles, opening up space to start the attack! TatsumakiZankukyaku can hit opponents from behind, ellectively trapping your loe in the corner.
While Akuma canbea strong point character worth building a team around, he really shines ona team thattakes advantage ofhisexcellent Tatsumaki Zankukyaku assist. This assist
maintains the properties ofAkuma's Tatsumaki Zankukyaku M, which is already a powerful advancing tool in its own right!
Akuma|3's Tatsumaki Zankukyaku assist is versatile enough to be used in all stages of the game, from atlong range to close up. From long range, calling Akuma atthe right time can
completely pierce through a zoning opponent's projectile attacks. Akuma isn'tinvincible when hecomes out; even though hisassistcandestroy projectiles, ifAkuma contacts a projectile
attack before theattack comes out, he'll simply get hit and return to the bench. To useAkuma effectively, wait for a break in your competitor's zoning; every zoning character hasa gap in
theirprojectiles at somepoint. IfAkuma is safely out and performing Tatsumaki Zankukyaku, youradversary canonly hitAkuma with a projectile hyper combo, allowing your point character
to dash in and close the distance.

Akuma should becalled very carefully against characters like Taskmaster and Ryu who cancancel theirprojectiles immediately into theirlong range hyper combos. Tatsumaki Zankukyaku
will only destroy low and medium priority projectiles, so characters who canquickly hyper combo cancel intoprojectile hyper combos can seriously damage Akuma. Akuma only has
750,000health, making himone of the most fragile characters; an errant assist callcan potentially get himeliminated in one combo.

Atmidrange,you can use Akuma's assist to simply take up most of the screen, since it stays on the screen for a longtime and hits both in front of and behindAkuma. Characters
attempting to jump overAkuma generally get hit in the back byTatsumaki Zankukyaku, which allows nearly everycharacter to landa huge combo.Also, if an opponent is forced to guard
Akuma, hecreatesa golden opportunity foryou to immediately launch an offensive; the three hitsofTatsumaki Zankukyaku place yourrival ina surprisingly long amount of guardstun,
during v/hich advancing guard is ineffective. Capitalize on this bydashing inand using anymix-up attacks yourcharacter may have, such as overheads or cross-ups!

The Tatsumaki Zankukyaku iseven more effective when directly integrated into a mix-up. Calling Akuma13 first, then using a quick side-switching special move like teleports or
Wolverine's Berserker Slash can be a nightmare for the opposing player to defend against: Akuma makescontact withthe enemy immediately after your point character has switchedsides,
scoring a hit unless your opponentwas guarding in the opposite direction! Akuma then proceeds to hit three times withTatsumaki Zankukyaku, giving you plentyof time to capitalize witha
juggle combo. Akuma (3's assist is also great for turning quick overhead attacks into combo opportunities, but this ismore difficult midscreen, because Akuma often carries your rival's
character a long distance away.

You can also use Akuma's Tatsumaki Zankukyaku assist to extend manycharacters' combos, since it hits for a longtime, letting you combofrom things that normally havetoo much
recovery, likeWolverine's Berserker Slash and Zero's Sentsuizan. The assist also only hits three times, which lessens the damage and hitstun scaling incurred by successive attacks!

Akuma can keep the pressure onbyjumping over projectiles and firing oneofhisown! Throw a Zanku Hadoken while super jumping, then immediatelyperform Tenmakujinkyaku to quickly approach
fullscreen opponents!

When you are forcedto fightwithAkuma, youshould try to get him in close as quickly as possible. Stuckin a long range firefight, Akuma doesn't have the arsenal he needs to compete
against morededicated projectile throwers,and most characterscan quickly close the distanceagainst himand put himon the defensive. Gohadoken only has 5 low priority durability
points, which is onlyuseful against characters who can't overpower them, like Rocket Raccoon or Zero, as well as against characters withoutadvanced movement options, such as Haggar
and Frank West.The recovery on Gohadoken is fairly long,however, making it easy for characters to slowly put Akuma on the defensive by jumping over them. IfAkuma is forcedintoa
firefight, try to catch your adversary and their assist on screen at the same time with the Messatsu-Gohado Ungyo beam hyper combo; chances are you can catch both of them at the same
time, inflicting massive damage to the assist. Evenif it doesn't K.O. the assist, it'll do considerable damage, v/hichshould keep them on the bench for long enough that they won't be a
problem for a few precious seconds.

If you must play Akuma on point, try topair him up with acrossover assist v/ith slow-moving projectiles: Sentinela, Rocket Raccoona, orArthurj3 are all great choices. These
types of assists not only bolster Akuma's long range game, they also function as covering fire to allowAkuma to quicklyclose the distance and place his foe in long enough guardstun to set
up easy mix-ups. Characters with fullscreen hyper combos make good partners for Akuma in general: he willoften be hitting with beam hyper combos from fullscreen, and these characters
can be used in THCs for extra assist-destroying potential.
In most situations, Zanku Hadoken and Hyakki Goho prove more useful than Akuma's ground projectile, as it allows him to remain mobile while tossing fireballs. Having Akuma jump
forward while tossing projectiles is agreat way to safely gain distance on your opponent; the fireballs effectively act as ashield from the front, making this difficult for foes to stop by
conventional means. From farther away, you can advance amuch longer distance by using Hyakkishu Himmediately followed by Hyakki Goho. Making contact with aprojectile leaves
Akuma with ahuge amount of frame advantage; if Akuma is close enough, you'll be able to immediately dash in and perform amix-up, or start acombo if the fireball hits the opposing
character! When attacking your challenger with aerial projectiles, be sure to use the proper versions of the attacks so as to not toss afireball behind the opponent; Akuma is vulnerable after
an aerial projectile all the way until he reaches the ground, allowing for an easy combo for your adversary. To help mitigate this, play it safe and use weaker versions of Zanku Hadoken or
Hyakkishu. This can still be thwarted if your foe dashes forward unexpectedly, moving clear under both Akuma and his projectile and leaving him open for acombo. To prevent this, use
Tenmakujinkyaku or Hyakki Gojin: Akuma abruptly dives straight down onto his rival and cuts them off, allowing for a big combo!
Some characters with high-powered projectile attacks can make itvery difficult for you to have Akuma bully his way in with aerial projectiles. Against these characters, try changing the
angle of your approach: super jump forward and use Zanku Hadoken Lon the way up to cover your descent. This tactic completely bypasses any ground control your competitor possesses
and forces them to change up their game. The Zanku Hadoken will also have recovered well before Akuma lands, allowing you to perform aTatsumaki Zankukyaku Lon the way down to hit
opponents trying to dash under Akuma. This tactic still allows your rival to get away from the corner by dashing under Akuma, so you'll want to omit the aerial projectile and drop down with
Tenmakujinkyaku at times.

Once Akuma has reached midscreen, you can start mixing in aerial Tatsumaki Zankukyaku along with Zanku Hadoken; normal jump forward and press C> + + H__ to
simultaneously perform an air throw attempt, an air basic attack, and acrossover assist. Immediately after the kick extends, cancel into air Tatsumaki Zankukyaku Hto complete the
option-select: you'll get an air throw if your opponent is near and acombo if air hits your rival out of ajump. Grounded competitors are then typically forced to guard the Tatsumaki
Zankukyaku, then the crossover assist. This allows you to quickly have Akuma dash in and perform a mix-up! Even better, when this tactic isused from up close, the Tatsumaki Zankukyaku
crosses up your challenger!

WW
V-'

fit n r \ /
ft
ll
_. ,t
___t5*S**>
\ \ \ nl
i 11 i.i U-..I __i_.iii _*!___ ati
-*-__-__ T ~-^-*-^M t _r /__

__>*' *r f / *1 \ 1
Akuma can telepod behind hisopponent while calling an assist locreate a cross-up that is very difficult lor You can use Aerial Hyakkishu very low tothe ground, and when combined with a low-hitting crossover assist,
toes to block. you can setup completely unblockable situations!

If you can manage toget Akuma up close to his opponent, there aremany tools you can use tohave Akuma mix up his rival and open them up for huge damage. His easiest mix-up involves
using his quick Zugaihasatsu overhead, which hits twice and chains directly into the launcher for acombo. While the launcher is completely safe if guarded, an opponent using
advancing guard against Zugaihasatsu causes the launcher tocompletely v/hiff, leaving Akuma wide open. To prevent this, simply verify that the two hits of the overhead are hitting before
you chain into I If Zugaihasatsu isblocked, cancel into Tatsumaki Zankukyaku M. It's +3 advantage on block, and you can utilize itto keep pressure on your adversary. You can also tack
on an launcher against any character if it hits in the corner!
Acompetitor making useofadvancing guard can easily puta stopto Akuma's offense, forcing you to begin theapproach process over from the beginning. To defeat advancing guard, use
delayed crouching attacks spaced farther apart than what you may be accustomed to; opponents trying to use advancing guard against single attacks will likely mistime it, instead
getting acrouching attack. This then gets counterhit by your crouching attacks, allowing you toconvert into Akuma's massively damaging combos.
By using Akuma's Ashura Senku while calling an assist, Akuma canquickly crossuphisopponent, opening them upfor a combo. Use anyassistthatcovers theground horizontally,
including assists that Akuma can use to close distance like Doctor Doom's Plasma Beam and Rocket Raccoon's Spitfire Twice! Simply call the assist before performing Ashura Senku; if
it hits, you can easily convert theassist's hit into a juggle combo, andifit's blocked, Akuma generally remains covered by theassistwith frame advantage, allowing you to keep upyour
offense. Ifblocked, tryto slip in Zugaihasatsu while your competitor is blocking theassist! Ashura Senku hasconsiderable startup andis vulnerable for14frames before Akuma teleports
through histarget, and it only travels across half the screen, so make sure youradversary isn't in position to hitAkuma out of Ashura Senku's startup.
To counter opponents trying to jump away from your offense, use the aforementioned aircC> + + ~SC_ <*=*> Tatsumaki Zankukyaku Hoption select: scoring an air throw in this
manner is great, buta wrong guess stillresultsina cross-up situation that also forces yourfoe to guard yourassist. Proceed to go right intoanother mix-up!
If your rival is intent on staying on the ground, jump forward and attack with alate air canceled into air Hyakkishu L, then use Hyakki Gosho. The Lversion of air Hyakkishu causes
Akuma to perform a very shorthop, allowing you to perform a very quick double overhead! If combined with Wesker's low-hitting assist Samurai Edge (Lower Short), you cancreate a very
quick completely unblockable setup with Akuma! Simply call Wesker the same time ispressed, then cancel into Hyakkishu Lto open up any grounded foe!
/. CR. , ST. , + o , DASH, CR. , ST. , **_> SUPER JUMP, AIR , , , , + * o g~>
(DURING HYAKKISHU), DASH, CR.,^> SUPER JUMP, AIR , , e_> AIR * + o n__>
* + @ (HOLD ) MASH
706,700 damage, 12% meter gain
After the first launcher, stagger the timing of the air ,,, chain to make sure Akuma lands shortly after the opponent. This gives you more time to hit with the Hyakki Gojin.
Performing Hyakkishu in the air makes itsignificantly easier toground bounce your adversary in time.
You'll need to be able to judge the distance after inflicting the hard knockdown in the corner. Hyakkishu Lworks all the time, but at midscreen, you'll generally need to use Hyakkishu M,
which involves stricter timing. If the Hyakki Gojin hits too late, Akuma does not ground bounce the opposing character.

//. (CORNER REQUIRED) CR., ST., - o , CR. , ST. , * og_> f * - * _*> CR. , CR.,^>
SUPER JUMP, AIR,,,, +
* c-e_> (DURING HYAKKISHU) , CR. , ^~> SUPER JUMP, AIR
^*-oe~>t*.*o9 (HOLD ) MASH

746,400 damage, 31% meter gain


This combo adds more hits in the corner, but itisslightly more difficult. Cancel the second Senpukyaku into Tatsumaki Zankukyaku asquickly aspossible togive yourself enough time to
juggle thecrouching attack.

* ,^> SUPER JUMP, AIR,,,, * if o &4> (DURING HYAKKISHU), DASH, CR.,<^>


SUPER JUMP, AIR,, ssb> * - o e__=> f X + o @ (HOLD) MASH
631,600 damage, 12% meter loss
Thiscombohits directly offAkuma's Zugaihasatsu overhead.

Zugaihasatsu chains directly into the launcher and is two hits, giving you ample time to verify that the overhead is hitting before you go chain into the launcher.

IV. BACKWARDS OR FORWARDS AIR THROW, AIR + * o es> (DURING HYAKKISHU) , DASH, CR. , CR. ,
* o , e~> SUPER JUMP, AIR , , , , * o e~> (DURING HYAKKISHU)
264,900 damage, 67% meter gain
Thiscombocosts no meter, so you should use it whenever Akuma needs to conserve or build meters for other characters on his team.

Any Akuma combo can be ended With asecond OTG Hyakki Gojin to conserve meter. You can add a hyper combo to this combo by replacing the final with air Tatsumaki Zankukyaku L
intoTenma-Gozanku Ungyo, fora totalof465,200 points of damage buta 38%loss in meter.

Ending thecombo with Hyakki Gojin causes your opponent to instantly ground recover, giving you a chance to mix your rival upandcatch them offguard with Zugaihasatsu or an Ashura
Senku with assist cross-up!

V. CR., ST., * , DASH, CR. ,ST.,^> SUPER JUMP, AIR ,, , , - tt o <_>


(DURING HYAKKISHU), DASH, CR.,^> SUPER JUMP, AIR ,, ^> AIR it - c ^>
* * + c- @ MASH , AIR * * * * , LAND * * o@ (HOLD ) MASH
879,100 damage, 75% meter loss
This combo uses two hyper combos anddoes incredible damage, enough to knock outmany characters inthegame without the useofan assist!
This combo won't work ifyour opponent is in thecorner after theHyakki Gojin OTG, orifAkuma is justoutside ofthecorner. To get your adversary outofthecorner, perform Hyakkishu
immediately after landing; Akuma hits thetarget with Hyakki Gojin andthen lands on the other side ofhisfoe, letting you finish thecombo.
IfHyakki Gojin doesn't switch sideswith theopposing character, you must perform a slightly different combo, which canbefound intheCombo Appendix.
While Akuma(_ is a very powerful Akuma's Raging Demon level 3 hyper
assist, that also means he's going combo is a throw that moves forward,
to be in situations where he'll have
and if performed close to an opposing
to fight by himself with no crossover character who isn't in the air, it

assists once his teammates are gone.


cannot be avoided once the hyper
combo has been performed. Properly
Unless you have a guaranteed chance
used, it can be extremely effective
to knock out a character with a
not only as a throw, but also as a Raging Demon is completely invincible for 39
To turn thetables, look loropportunities toblast both combo, it's generally best to save
the point andassist character with Messatsu- Gohado mix-up tool! frames, allowing Akuma toblowthrough many
X-Factor until Akuma's by himself; if attacks inthegame!
Ungyo, then activate X-Factor and doitagain! Raging Demon is completely
the only way to save a character is by
activating level 2 X-Factor to avoid chip damage, it's probably best to let that invulnerable for 39 frames and
travels across almost the entire screen, allowing it to beat nearly any move on
character get knocked out so Akuma can use X-Factor level 3 by himself.
the ground, including long range attacks like Doctor Doom's Plasma Beam and
Once Akuma is in X-Factor, you should use Tatsumaki Zankukyaku L fairly
Magneto's Electromagnetic Disruptor!
liberally, as it's incredibly fast, completelysafe on block, inflicts 58,500 points
of chip damage, and can lead to massive damage on hit. Tatsumaki Zankukyaku When playing with Akuma and his teammates, you can also set up Raging
Demonin several ways that are guaranteed to catch an adversary off guard
L combos into itself at X-Factor level 3, allowing you to connect up to eight in
a single combo for 1,111,600 points of damage, which is enough to take out the first time they see it. You can even create inescapable set-ups using
almost every characterin the game! Against Thor, Haggar, Tron, and Nemesis THC: perform a hypercombo that moves directly to your competitor, like
T-Type, cancel the eighth Tatsumaki Zankukyaku L into Tenma-Gozanku Agyo to Spencer's Bionic Arm; if yourrival blocks it, wait a moment, then THC into an
finish them off, dealing a total of 1,503,500 damage!
inescapable Raging Demon! If your opponentavoids a hyper combo like Ryu's
Shinku Hadoken, cancel into Raging Demon and punish the target for trying to
Once you've scared your challenger into blocking Tatsumaki Zankukyaku, look
punish you!
for a chance to dash in and throw out Zugaihasatsu, which is incredibly fast at
X-Factor level 3 and can lead into an instant-knockout combo!
Since Akuma can hyper combo cancel his Ashura Senku, you can have
him teleport through his challenger and then hyper combo cancel to an
It's very common for your opponent to try to jump away in the face of an angry
inescapable Raging Demon. This is great to use against new characters
level 3 X-Factor Akuma. Be ready to switch it up and go for an air throw by
entering the playing field!
using option-select airC> + canceled into Tatsumaki Zankukyaku H!
A flashy way to land a Raging Demon is to hyper combo cancel the startup
If chasing down your rival is proving difficult, you may want to simply try to chip
frames of Zugaihasatsu: chain basic attacks into the overhead, then quickly
them into oblivion with multiple beam hyper combos; during X-Factor level 3,
input the Raging Demon command before the Zugaihatsu hits your rival. This
each beam hypercombo guarded results in 285,700 points of damage! Just be
is for style points more than anythingperforming chains of basic attacks
sure not to get punished; if your adversary's character is capable of punishing
gets you pushed away by advancing guard more often than not.
the ground version of the beam, you'll have to stick with the aerial version.
After hitting Raging Demon, Akuma is left at extreme frame advantage. As
It's best to hold off on activating X-Factor as long as possible and look for a
long as you can guess the direction your adversary will ground recover, you
chance to connect with Messatsu-Gohado Ungyo. If it hits, or hits an assist,
can immediately follow the Raging Demon with an easy mix-up: dash in
activate and then immediately throw out another Messatsu-Gohadou Ungyo,
the direction of your foe, call a crossover assist, then immediately perform
which will be a combo against both your opponent's point character and their
Ashura Senku to cross up, Zugaihasatsu to hitoverhead, or crouching to
assist. This deals 598,000 damage to the point character and 898,500 damage
hit low.
to the assist; enough to instantly knock out most assists!

omm EXECUTION TIPS


Perform OTG Hyakki Gojin as fast as possible to combo.
When performing Raging Demon, be sure not to press before C>; perform the motion slowly and deliberately
OTG Hyakki Gojin in the corner will switch sides unless you backdash before inputting Hyakkishu
CR.0,ST. ,0+ ,DASH, CR.,ST. , -> SUPER JUMP, AIR,, , ,<?<)& * ***> (DURING HYAKKISHU),
DASH, CR. , i -> SUPER JUMP, AIR,, ^> AIR0#O + ^> <}^0 + MASH, , LAND, AIRO^-^ +
(HOLD) MASH
Damage

Akuma Iwo hyper combo corner variation. must be pressed immediately alter the first hyper isperformed. OTG with second
|hyper combo!
JER REQUIRED) CR., ST. ,C>* ,<X}# + ^ (DURING HYAKKISHU).{JUMP, , <== AIR{z^e>+ )X2,
JUMP, 0, > AIR02<3 + , LAND - -^ SUPER JUMP, AIR, ^> AIR 0/20 + **>- AIR<>tiC> + MASH--,
, LAND, AIRO \C> + (HOLD ffi.) MASH ..
MAMASU
NO TUBE TO LICK YOUR WUNP$,
mm. m mve to find oaocmr

Amaterasu Okami San Gad

Amateraso is able ta perfarm 13 types at miracles with the


Celestial Rrosh. She also wields three divine weapons.

g
Amaterasu emplays three divine weapons: the Jhunder
Fdge, the Oevaut Reads, aod the Salar Flare. Fach weapaa
passesses unigue attributes, giving Amateraso a variety
options in battle.

100 years ago, Amateraso sealed away True Orachi


but lost her physical farm due to injuries sustained
in battle. Her spirit was contained within a statue,
and she was later resurrected, although without
her Celestial Crush powers. She began a journey to
restnre beauty ta Rippan while regaining her pawers. Tb
the average persan, she appears as an ordinary wolf.

Okami 1200B]
verview
Vitality 000,000
Chain Cumbu Archetype Marvel Series |
X-Factor Boost Damage Speed
Level 1 (3teammates remaining) 120% 120%

Level 2 (2teammates remaining) 140% 130%

Level 3 (1 teammate remaining) 160% 140%

Amaterasu is a versatile character who canadaptto anysituation on the fly. She is a power
house on both offense and defense, and shecan effectively run away from danger, as well!
Ultimately, your goal with Amaterasu istopush your competitor into the corner. Amaterasu
benefits from a cornered opponent because:

The pressure thatAmaterasu can put on her rivals during Solar


Flare mode is even more difficult to deal with when they are in
the corner

She has extended combo potential in the corner


Her airdash covers a lengthy distance, making it easier to move
back in after being pushed out with advancing guard
You can achieve this goal by:

Pushing opposing characters into the corner with offensive


pressure stemming from standing
Keeping her offense going by using her airdash
Using Thunder Edge Land her various versions of air to force
adversaries into the corner

Amaterasu canno longer guard during her airdash. Competitors can be more prepared,
knowing she doesn't have an option besides attacking. This should encourage Amaterasu
players to be more measured, and less reckless, feinting airdashes often by jumping at
full screen, airdashing, then immediately falling to earth with air >/! This places the vine
graphic over the screen, the visual signal an Ammy airdash is coming, but she'll still be
at full screen. The more often you do this, the more often you'll actually get to airdash in
when you don't fake it. In addition, the hitstun on her attacks have been reduced overall.
Some of her old combos no longer work properly as a result, such as Thunder Edge instant
overhead air to \ + . Amaterasu also receives an indirect buff, since X-Factor now
provides her a speed boost!
Amaterasu can now use Weapon Change in the air.
Amaterasu is now unable to block during the duration of her airdash.
Standing is now -i frame advantage on hit/block from +1/0
Standing is now -1 frame advantage on hit/block from +1/-1.
Standing (Solar Flare) is now +2 frame advantage on hit from +4.
Standing (Thunder Edge) is now+1 frame advantage on hit from +3.
Standing (Devout Beads) is now -9 frame advantage on hit from -7.
Crouching is now -2 frame advantage on hit/block from 0/-1.
Crouching has 3 more active frames and 3 less recovery frames.
Crouching is now -1 frame advantage on hit from +1.
Power Slash is now +6 frame advantage on hit from +8.
Hitstun on air\ + has been reduced; canceling into Glaive Chop on a
grounded opponent will no longer combo.

* _~^~
Air Special Attacksflying Screen anil Air tKtiiange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage M Startup Active Recovery Ad^nH'ft9e fSffi N'es
70,000 560 22 +14 +14 Knocks down, causes hard knockdown if used in launcher combo
Air
Until Tags innext available ally while lofting opponent upward,
AirO + 105,1 projectile has 10durability points and lasts for 30frames
(during launcher combo) grounded
Tags innext available ally while causing wall bounce, erases 1
Until
AirC> orO + 95,i 13 hyper meter bar from foe, projectile has 10durability points and
(during launcher combo) grounded
lasts for 30 frames
Tags in next available ally while causing ground bounce,
Until
AirO + (during 95,C 13 generates 1 hyper meter bar, projectile has 10durability points
launchercombo) grounded
and lasts for 30 Irames

Commani Attacks
w
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible tochain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage !?' Startup Active Recovery ^"l?,96 ffiffi Notes
Reflector Chain
ith Solar Flare) O + Chains into
Combo Ichi
Reflector Chain (during Reflector Chain Combo
60.000 19 Chains into
Combo Ni Ichi on contact)1^ +
Reflector Chain (during Reflector Chain Combo
60,000 480 Chains into
Combo San Ni on contact) C> +
Reflector Chain (during Reflector Chain Combo
60,000 20 Chains into'
Combo Shi San on contact) cO +
Solar Flare (duringReflector ChainCombo
60,000 Chains into
Attack Shi oncontact) <> +
Glaive Chain
(With Thunder Edge) 80,000/
-1/+28 -1/0 Staggers when fully charged
Combo Ichi (can 14/47 18/17
0+ 100,000
be charged)
Glaive Chain
(during Glaive Chain Combo 80,000/ 640/I
Staggerswhen fully charged
Combo Ni (can 15/47 17 0/+25
Ichi on contact) C> + 100,000
becharged)
Glaive Chain
(during Glaive Chain Combo Ni 80,000/ 640/
Staggers whenlullycharged
Combo San (can 15/47 17 0/+25
on contact) <> + 100,000
be charged)
Thunder Edge Knocks down, staggerswhen fully
(during Glaive Chain Combo 3,000/ 640/
Slash (can be 15/47
San on contact) C> + charged
charged)
Rosary Chain (With Devout Beads) -11
79,500 17 27
Combo Ichi $>+
Rosary Chain (during Rosary Chain Combo
79,500 17
Combo Ni Ichi oncontact) <> +
Rosary Chain (during Rosary Chain Combo
79,500 17 +2
Combo San Ni on contact) P +
Rosary Chain (during Rosary Chain Combo
79,500 22
Combo Shi San oncontact) C> +
(during Rosary Chain Combo Knocks down
79,500 17 5 23
Shi on contact) C> +
Unt
(With ThunderEdge, in air) Staggers whenfully charged, can be
contact with
\ + canceled into aerial special attacks
ground
As a PartnerCrnssnver Assists

Screen Name Command Hits Damage ^ Startup Active Recovery Adj;nH,flge ?!___ Notes |
Head (in air)
1 1 70,000 560 13 15 13 -6 -6
Charge L Otac> +

Head (in air)


2 1 70,000 560 13 15 13 -6 -6
Charge M 0^^ +

Head (inair) Until hit or


3 1 70,000 560 18 50 -7 Causes ground bounce
Charge H 0^c>+ grounded

4,5,6 Power Slash


On contactwith foeor hostileprojectile, produces a
0#<^ + 1 80,000 640 10 -
25 +6 +6
projectile with4 low priority durability points
s^mmmMM
Screen Name Command Hits Damage lJj,,Jr Startup Active Recovery AdJJ1Jftse ffSded No,es
Thestrength used determineswhatweaponyou
Weapon 00 +
7 10
change to: lor Solar Flare, lor Thunder Edge,
Change

(inairOK) and for Devout Beads

The version shifts into acounter throw if ahigh


(With SolarFlare) attack makes contact with the shield, the version
8 Fireworks 150,000 1500 6 15 7
<>0- + or

counters lowattacks, holdingthe button increases its


counter duration, hard knockdown

(With SolarFlare) Nullifies certain beamattacks, reflectslowpriority


9 Solar Flare 1 4 17 7
o-Oti +

projectiles
Thunder
10,11, 100,000/ 800/
Edge(Can 0\<=>+ 1 12/33 6/11 20/16 +1/- -1/+1 Knocks downwhenfullycharged
12 150,000 1200
becharged)
Until hit or
(in air, with Thunder Edge) This attack contains 12 projectile points, resets the 1
13 Glaive Chop 8 88,600 1120 21 grounded 31 +8 -14
0\o+ ground bounce per combo rule
+8

(With Devout Beads) 20,000 per 160 per


14 Cold Star L 1-8 13 1-101 22-32 -1-11 -1-11 Each projectile has 1 low priority durability point
0\c>+ projectile projectile
(With Devout Beads) 20,000 per 160 per
15 Cold Star M 1-8 13 1-96 22-35 -1-14 -1-14 Each projectile has 1 low priority durability point
0^o + projectile projectile
(With Devout Beads) 20,000 per 160 per
16 Cold Star H 1-8 18 1-92 33 -12 -12 Each projectile has 1 low priority durability point
0^o+ projectile projectile
C/D
HeadCharge: Anaerial attack where
Amaterasu charges in one of three
directions. The , , and versions
of this attack travel <57 ,C>,and 0 .
respectively. Use Head Charge L and M as
a meansof offensive approach. Youcan
also use Head Charge Lto make Amaterasu
run awayfrom her adversaries by Head
Charging to the top of the playing field. This HeadCharge L
is great for waitingout temporary power-
ups such as X-Factoror Ryu's Hado Kakusei. Head Charge H causes a ground bounce on hit and is useful for extending combos. Head Charge can be used a maximum of three times in
the air. Like Power Slash, Head Charge is usable in all three of Amaterasu's attack modes.

PowerSlash: A floating projectile


materializes in front of Amaterasu. The
strength of the button used determines
the position wherethe paper appears.
Appearing directlyin front of her, Power
Slash Lserves as a mid-range attack that
Amaterasu players can use both offensively
and defensively. Ifconnected at this range,
you can follow Power Slash Lwith standing Power Slash L
for acombo.
The and versions of Power Slash appear higher than the version and should be primarily used for defensive measures. Attackers jumping in on Amaterasu can be deterred
with Power Slash M, while foes dropping down directly aboveher headare stoppedbyPower SlashH. Thesetwoversions of Power Slash stay on screenfor a longperiod of time
because oftheirslowdownward descent. Therefore, Amaterasu players can use themas a trap ofsorts for opposing characters trying to get into striking distance. Used like this, Power
Slash His especially useful for covering tag-outs; putit onscreen,then simply use a crossover attackto bring in another character. Ifyour opponent tries to retaliate, the paperwill
probably protect you. Because of its quick startupand recovery, you can use Power Slashquite liberally without muchrisk. This attackis usableinall threeof Amaterasu's attackmodes.

Weapon Change: Youcan change Amaterasu'smode of attack Fireworks: Available


by inputting 00 + Weapon Change Misused toswitch only in Solar Flare
toThunder Edge, while the version changes to Devout Beads. mode, Fireworks
Amaterasu's default mode, Solar Flare, can be changed intofrom acts as a counter
the other two modes with 0 0 + . Weapon Change is to physical attacks.
extremely fast and can even be used in the middle of combos, Once the ^>0^
followed by a standing tocontinue the combo. Using Weapon + or input
Switch in the air causes Amaterasuto hover briefly to switch is performed, the
weapons, stopping any forward or backward aerial momentum. attack button used
Note that this action counts toward Amaterasu's maximum of may be held down
three special moves in the air. Even though WeaponChangeis relatively safe, performing PowerSlash Mor H to keep the shield out indefinitely. Ifan attack comes into contact
first to put a paper out for coverfurther decreasesAmmy's vulnerability. with the shield, Amaterasu instantly grabs her opponent for an aerial
slam into a hard knockdown. You can then follow this slam with a
Being ableto use Weapon Change in midair opens newpossibilities for feints and transitions to aggression.
combo by immediately performing Weapon Change M, airdashing
She's free atact inmidair after a Weapon Change; youcanfake an airdash andthen change weapons byjumping,
airdashing, then immediately usingweapon change.Thiscouldbe used to fake an incoming airdash while forward, then performing air\ + e_>- 0^^+
You can then cancel the GlaiveChop into Okami Shuffle, or continue
simultaneously changing to Devout Beads fora stronger long range position, forexample. On theother hand, you
canalsojustjump, Weapon Change, then see whatthe opponent does. Since you didn'tuse yourairdashyet in the combo with standing, for anaircombo. Fireworks L
thiscase,youcan comeout ofthe midair Weapon Change byairdashing forward with an attack. Inthis way, you catches high and mid attacks, whereas the version counters low
attacks. While both versions of Fireworksare able to counter special
can shift tooffense with terrific aerial attacks like Thunder Edge air even if Ammy left the ground in adifferent
attack mode!
moves, they have no effect on hyper combos.
Solar
Flare:
Amaterasu
puts up
a green
shield that
reflects
projectiles.
Certain
ThunderEdgeL
projectiles,
such as beams, are not reflected but instead nullified Thunder Edge: Exclusive to ThunderEdgemode, Amaterasucharges forward with a glaiveattack of the same name.
completely. Solar Flare is ineffective against hypercombo ThunderEdgeLis a straightforward attack that is used for combos and offensive pressure. The farther away it is used,
projectiles. You can generate the shield indefinitely by the more frame advantage you get, increasing combo potential. Thunder Edge M travels at an upward diagonal angle and
holding down . This move alone forces projectile-centric recovers in the air, making it possibleto continuewith air attacks. Thunder Edge Hstrikes straight up and is used as a
characters to deal withAmaterasudifferently than other defensivemaneuveragainst opponentsfalling on top of Amaterasu'shead. Youcan easily cancelThunder EdgeMand H
characters, sinceshe can just roll her puppy-dog eyesat into OkamiShuffle in order to maximizedamage.
her foe and keepSolar Flare going,then start using Cold
Starto shoot right backat themwhenthey'rehesitant. You can charge all three versions ofThunder Edge by holding down the button used to perform themove. Afully
charged Thunder Edge causes increased damage and hitstun. Because of the increased hitstun produced, it is possible
to juggle off a charged Thunder Edge. Ifyou think the opposing player might interrupt your attempt at a fullycharged
Thunder Edge, you can always release it early as a surprise attack!

Glaive
Chop:
An aerial
attack only
available
during
Thunder
Edge mode,
GlaiveChop
comes
straight downwitha devastating chop. The impactof ColdStar:Amaterasu fires an icy projectile that quickly travels the length of the screen. Pressing the attack button
the blowalso produces a bolt of thunder, and both additional times allowsyoufire up to eightshots as a rapid stream or as delayedshots. Firing a single shot results in
strikesinflict damage on enemies. Glaive Chop perfectly considerably faster recovery compared to when more are added. Eachindividual ice projectile has only a single low priority
complements an OTG ^ + for a ground bounce. If durability point. Cold Star Lshoots straightaheadand is usedas a longrangeattack. Cold Star Mshoots at a 45-degree
used early in a combo, it can be followed withstanding angle diagonally, blasting enemiesout of the sky. ColdStar H is unique because it causes Amaterasuto slightlyjump
, . In combos where hit decay has already taken its up beforeshootingdiagonally toward the ground. Usethis move in a firefight to hop over your target's projectileswhile
course, Glaive Chopis best canceled into Okami Shuffle. shooting some of your own.
This is a terrific move, and it makes Amaterasu's self-OTG IfColdStar connects anywherebesides maximum distance, you can cancel into Okami Shufflefor added damage. When
combos possible, but don't relyon it too frequently as an doing this, it is importantto cancel into the hyper combo early,since the windowto combo Okami Shuffleis relatively
attack in an of itself, because it's unsafe ifguarded. Be small.After Okami Shuffle, harass your adversaryfurther with Cold Star Las they recoverfrom their knockdown for added
readyto hypercancel into Okami Shuffle to protectAmmy chip damage.
ifthe opponentis readyto retaliate.

H]iper Combos
Screen Name Command Hits Damage Startup Active Recovery ^JJIJft08 ffSded Noles
Firstprojectile has 10 highpriority durability
1+35
70,000 + points, second set of projectiles have 3 high
Okami Shuffle 10,000x35 priority durability pointseach,thirdset of
1
(inair OK)
Ot_r4>+ + 18
+ 7,000x18
18+4 184 4
+1
projectiles have 5 highpriority durability
+1 points each, last projectile has 5 high priority
+ 80,000
durability points, causes hardknockdown
Vale of Mist Slows your opponent's movement speed by
2
(inair OK) 0#< +
20+1 -
27

33%, slow duration lasts 300 frames


Divine Instruments Frames 1-19 invincible, knocks down,
3 25 400,000 8+2 15 35 -28
(level 3 hypercombo) c>0^ +

Amaterasu ends in ThunderEdge mode

OkamiShuttle: With its quickstartup and various Vale of Mist: Amaterasu slows
I applications, Okami Shuffle is Amaterasu'smost practical all adversaries down for a short
"H hyper combo. Thedurationof the hypercombo is actually periodof time whileher own
' that of fourphasesAmaterasu starts with a fiery blast, speed is unaffected. Because
follows with a hail of ice, continues with a lightning
storm, and finishes with a bolt of thunder. Each phase
has a slight pause in between, so opposing characters
defending are not in true guardstun. Also note that Okami ^Mjj^^/V ''yB: ! are only available during this
Shuffle's hitboxand range is determined bythe position
of the screen, not the position of Amaterasu: the center of to use is to performa combu
the screen is where OkamiShuffle appears, even if Amaterasu is not on the screen upon activation. ending in Power Slash L^^> Vale of Mist into aTHC of your choice. The next
teammate coming inthen reaps the benefits of Vale of Mist. Experiment with
You can use Okami Shuffle in a varietyof situations, making it Amaterasu's"go to" hypercombo.
various THCs to performotherwise impossiblecombos!
Rely on this movefor endingcombos, THCs (both from and into), punishing foes at longdistances
(includingsuper jump height), and punishing crossover assists. It is even useful when used as part
Divine Instruments:
of a crossover combination because of its long duration. Your point character can often be controlled
Amaterasu's level 3 hyper
long before OkamiShuffle has ended, making it possible to OTG off the hard knockdown that the last .i>- combo, Divine Instruments
phase causes.
3S for high, unsealed
Though OkamiShuffle is relatively safe when guarded, many characters can punish Amaterasu ...ageat the end of long
betweenthe varying phases. The space behindAmaterasuis safe for opponents duringthe hyper combos. It also sports a sizable
combo, so characters witha teleportcan easilypunish her byteleporting behindher betweenthe first window of invulnerability,
too phases. Aguarded Okami Shuffleat close to medium range is also punishableby dashingtoward making it ideal for blowing
and air throwing Amaterasubetweenphases. Othercharacters can punish Amaterasu dependingon through an opposing
their hypercombos, so it is best to not use this hyper combo randomly. character's offense.
mm Pin
in the airfor a very long time. This canbeterrific ifyou want to burn some time safely while
your opponent's X-Factor ortheir hyper combo pov/er-up statedwindles away, forexample.
Super jump, charge air fully, airdash up-forv/ard, charge air again, then perform
Head Charge Lupward x3, then charge air AGAIN! All told, Amaterasu can hang atthe
top of the screen longer than anyone else.

Thunder Edge mode is far from a runaway


stance, though. Combining air \ + ,
air charged , and Glaive Chop with
Make use olallthree otAmaterasu's weapon changes Power Slash can beused inany otAmaterasu's airdashes and HeadCharges, Amaterasu's
lormaximum elfectiveness. threemodes. air mobility can be madeunpredictable for
your opponent. Both aerial \ + and air
Amaterasu's main strength is her versatility; she can fight effectively in close, from afar, in charged are special move-cancelable,
the air, or on the ground,and she can switchfrom offense to defense seamlessly. Someof granting even more control of the skies.
her best attacks, such asstanding/crouching and Power Slash, are usable in all three You can stall at high altitudes using special Amaterasu gains addedairmobility during Thunder
of her attack modes. Allattack modes also have access to her unique three-way airdash attacks, then surprise enemies with a Edge mode with attacks like a/r\ * .
that can travelforward, up-forv/ard and down-forward. Combined with Head Charge, this sudden \ + .Air\ + is great
gives Amaterasu strong mobility options in allthree modes. Though it is possible to rack for offensive pressure; though it has a great
some wins usingonlyone attack mode,Amaterasu'strue potential is unlocked by utilizing deal of recovery, this can be mitigated though the use of special move cancels. Ifthe dive
different attack modes depending on the situation and character match-up. attack hits, cancelinto Head Charge H into a combo. If guarded,cancel into Head Charge M
(which can then be followed by air ) oran aerial Weapon Change toavoid punishment.
Solar Flare: Solar Flare mode is best used for close-quarters combat. This stance has Finally, Thunder Edge air out of an airdash isworth mentioning asone of the game's
the combo-friendly <> + attacks, as the other modes do not allow a launch after bestair-to-ground attacks, bar none. It has huge range, the glaive itselfis invincible, it can
successful chains, nor arethey special or hyper-cancelable. Solar Flare mode be made to strike in front of or behind opponents ambiguously by using it just as Amaterasu
t> + combo chains causea substantial amount of hitand blockstun and build passes over them during an airdash, andon a successful hitit leads directly intothe
a good amount of hyper combo meter, and the first isjump-cancelable tohelp damaging Combo II. Because ofthis, although she loses Fireworks in Thunder Edge mode,
with mix-ups and offensivestrings. Anotherstrength of the Solar Flare mode is the air
chain: Ammy can airdash in and press repeatedly when above the opponent's
head. Depending on the timingthis may cross up the opponent's character, and will
Ammy is at herstrongest onoffense when wielding thegiant blue glaive. Thunder Edge air
is also excellent defensively, andcanbe used from far av/ay to preemptively control the
space your enemy wants to be in.
*1
typically break any airthrow attempts your adversary maytry to stop the airdash.The
speed of Amaterasu's crouching and the range/priority of her standing further Devout Beads: Amaterasu
complement the short-range style of Solar Flare mode. fights at a distance during
Devout Beads mode. With
Air isagreat attack and should be your main aerial threat in Solar Flare mode. Air its v/hip attacks and Cold
should alv/ays be performed with an input of C> + to option select an air throw. If air Star, Devout Beads mode
connects orisguarded, continue with another air ortwo before landing. If you are
has the longest reach of
in range for a throw, theC5" + input ensures the throw will be performed. Follow this the three modes. The three
with aforward ground dash into standing orOkami Shuffle if the air throw isperformed variations of Amaterasu's
at a high altitude.
grounded v/hipattacks all
have different ranges and
By adding Fireworks to the equation, properties. Standing
Amaterasu becomes a close-quarters
covers the largest area of
monster. Thetrue power of Fireworks is space and can be followed
Attack Iroma distance withDevoutBeadsmode.
not the counter itself, but the hesitation
v/ith crouching for a
that it produces in adversaries. By knockdown. Use this to cover the area in front of Amaterasu, as well as the area above her
countering an enemy attack only once or in which attackers may come in jumping orairdashing. Crouching isa far-reaching low
even just showing the opponent Fireworks, attack used to surprise opponents by checking their low guard, though it cannot be followed
competitors start thinking twice about by any attacks. C>* commands the least amount ofspace control but attacks for a
attacking Amaterasu. In situations where a whopping 20 hits whenall five whip attacks are connected.Though it is not cancelable, the
Threaten opponents with Fireworks, then surprise
rivaldecides to stop their attack because them withan attack or throw! hitstun is consistent enough to simultaneously call an assist for extra damage.
Fireworks is being performed, take
advantageof Fireworks'fast recovery time to let go of the counter and mix it up between Learn the different ranges
crouching ora throw. and uses of Amaterasu's
Devout Beads whip attacks.
Thunder Edge: Thunder Edge mode boasts increased range over Solar Flare mode, as well
Devout Beads mode is
as a wider variety of special attacks to ideal for keeping out
utilize. Though Thunder Edge mode's
heavy-hitting brawlers,
C* + chain attacks are not cancelable or for sitting on a life
like Solar Flare mode's, Thunder Edge lead. At maximum range,
mode's standing is special move- you can keep opposing
cancelable and has huge priority and
characters out of range by
range. Also, you can charge each attack of predicting their movements
Amaterasu's11^ + glaive attacks by and countering v/ith the
holding down for increased damage Learn the ditterent ranges andusesolAmaterasu's Devout Beads
Take advantage ntthehugerange ol Thunder Edge appropriate version of Cold whip attacks.
and hitstun. Air can also be charged, mode standing. Star. If competitors get
causing a ground bounce for extended too close for comfort, use the whip attacks in conjunction with Power Slash and crossover
combos. Charging air fully alsocauses assists to push your foe back out. This is also a good opportunity to use Power Slash as a
Amaterasu to stop moving in midair briefly, and this is a basic attack, and thus doesn't means to cover a Weapon Change to Solar Flare mode, which is more suitable for up-close
count against Amaterasu's air specials. By combining your actions here, Amaterasu can stay combat. The huge hitbox on Amaterasu's air during Devout Beads mode can beabused
by using it while jumping backwards for a quick retreat.

m ml
AR FLARE CR., ST. ,(h s=> _> ;*;; ({!);.-' :=>
+ *- o , LAND, ST. ,<^> FORWARD SUPER JUI
378,800 damage, 102% meter gain
Your go-to bread and butter during Solar Flare mode, this combo iseasy to perform and nets agood amount of damage and hyper meter. After the second input, you can opt to super
jump cancel into Okami Shuffle by canceling the launcher with atiger knee motion of f V * * O @@. Ending with Okami Shuffle instead of the relaunch deals around 522,500
damaoe at a net cost of 22% meter loss.

THUNDER EDGE CR., , ^ Oio +- ^' ...{ * * o =# >


FORWARDSUPERJUMP, - = ^WfflllHSS * * - o (2 HITS) a=.> O t\ C> + #
-573,500 damage, 20% meter lo
This isAmaterasu's main bread and butter combo in Thunder Edge mode. Learning the timing on linking attacks after %;'l]W!F:' t?\y isparamount to this combo. Don't ,h: you h
more time than you think! In addition, sometimes you will end up on the other side of the opponent after air * O depending on the overall timing and positioning during the combo.
To mitigate confusion, keep in mind you have alot of time to cancel the "H O into f * * G, so use that time to adjust if you have unexpectedly switched sides mid-comho.

mil: EADSCR., WARD SUPER JUMP, AIR (4 H tD (4 HITS ,


=# O^o +-

-458,900 damage, 57% meter loss


This can be your go-to combo in Devout Beads mode. It isafairly simple combo for adecent amount of damage. Delay the falling air so that tli. _
super jump cancel the launcher into Okami Shuffle with either atiger knee motion, or (with "auto super jump" set to ON in options) just hold after the launcher, and perform Okami
Shuffle quickly while holding (but before the super jump actually happens)

a
mmiamm^ msmmm
Players can use Amaterasu's airdash offensively
via square jumps. In Solar Flare mode, perform
a normal jump, airdash, and quickly do an air
, for an overhead attack. If the airdash is
allowed to travel a short moment longer, you can
achieve a tricky cross-up with square jump air
. In Thunder Edge mode, super jumping airdash
can be a very ambiguous cross-up because
of its exaggerated hitbox. You can also square
jump in place with Thunder Edge mode air as
Solar Flare mode air makes for tricky cross ups when used during a defensive tool to protect from frontal assaults.
Take enemies by surprise with the range olThunder Edge mode air.
a forward airdash. Devout Beads mode square jump air can be
used both offensively and defensively, since its
range is similarto Thunder Edge mode's air.

During X-Factor or Vale of Mist, Amaterasu can perform a deadly instant overhead attack in Thunder
Edge mode. At close range, perform an air immediately after leaving the ground to hit a crouching
opponent. This can then be followed with air\ + EEa Glaive Chop, then either Okami Shuffle or
standing , to an air combo. Once your rivals are conditioned to this maneuver, mix it up by faking
the instant overhead and attacking with crouching O instead. Both attacks are too fast to reactto,
forcing competitors to make a 50/50 guess to successfully guard.
Alternatively, you can attack your opponent with an instant overhead air , then immediately cancel that
into X-Factor to hit your opponent with a surprise combo. This is a fairly big gamble, however; there's no
wayto verify if the opponent's character got hit by the air before canceling into X-Factor.

Perform an air immediately alter leaving the ground Irom anormal


jump loraninstant overhead.
_MH;wi---Ml Uvft #N O^O + > t__>

598,700 damage, 12% meter loss


At mid range, cr. and st. will be your combo starters of choice due to their extended rang +
insteadto keep the pressure on.

- , _

FORWARD THROW OR LOW ALTITUDE FORWARD AIR THROW, (SOLAR FLARE DASH FORWARD
FORWARDSUPERJUMP, AIR,,, ,_~> *w o , LAND, <N> SUPER JUM
OR (THUNDER EDGE DASH FORWARD , ^> SUPER JUMP, AIR ,,,* OTG ^> *
* o

224,100 damage, 74% meter gain OR 381,800 damage, 54% meter loss
This is an important combo to master as forward throws are easy to mix-up into during Amaterasu's offense. You are going to be hittin'i
after al. As soon as the cinematic for the throw ends, get the dash input ready and hit with the st. amoment before the enemv hits tl
makes the timing on the beginning of t

FORWARD OR BACKWARDS AIR THROW, O @


22 hits, 324,800 damage, 92% meter loss
Any air throw, front orback, can befollowed by anaerial Okami Shul
always be used as a consistent follow up.The faster thef * -*~ J
is performed after the throw cinematic has ended, the more likely the Okami Shuffle is to connect.

-ULAR FLARE * o VS. A JUMPING ATTACK (OR - f * LOW ATTACK), AIRDASH, + +


AIR* o OTG^> f *- orj), ST. ,<^
511,300 damage, 61% meter loss
- :_. ""-' > uHiiuuuimy diieiwa
immediately
' dive can be fully charged for extra damage.

j.li'lliiit}:*iim
When performing air combos with Amaterasu, input attack commands as fast as possible for the best results.
_ff I -# 0^^>+ ; MM:]!]. U! ii'@ d \ + 0 *>+<-=> 0 $,<>*.
e/a

_
eo
co ea -
s
GO

as w_
C3 CO

*-a oa y aa *

*2.
MM

X-Factor Boost Damage Speed


Level 1(3 teammates remaining) 125% 115%
Level 2 (2 teammates remaining) 145% 125%
Level 3 (1 teammate remaining) 165% 135%

Your goalwith Arthur is to keep attacking opponents far across the screen.
Why doyou v/ant to keep your adversaries far away while playing as Arthur?
Arthur's huge assortment of projectile attacks are very effective at
controlling the entire area of the screen below super jump height
Projectiles that hit the target can be canceled into Goddess' Bracelet
for a strong reactionary combo from fullscreen
Each successful attempt to keep your competitor away buildsa lot of
hyper combo gauge, which fuels Arthur's powerful For The Princess
hyper combo
Arthur's close range defense leaves much to be desired, and it often
forces you take a large risk to reestablish control of the match
How does onekeep opposing characters away using Arthur?
Jumping and using Air Dagger Toss, then immediately landing and
using Lance Toss to cover the entirevertical height of the screen
Using a long range crossover assist to bolster Arthur's control over
the ground
Reacting to super jumps with either airthrows or by forcing your
adversary to land into Air Dagger Toss again
Staying out of the corner byoccasionally pushing toward your
opponent with projectiles, or by super jumping over the opposing
character when the opportunity presents itself
Arthur has asecondary goal that comes into play when the primary goal isn't working:
establish point-blank range!

As a slow andimmobile projectile character, why would Arthur want to beclose to his rival?
J$-\ Arthur's new and improved air gives him access to an easy
instant overhead that leads into a combo

^ f* i
Instant overheads can be mixed up with a low-hitting crouching
! ""V. " or , creating a mix-up that is impossible for opponents toreact to
This mix-up gives Arthur a way to force large amounts of damage
f-X ' _H | . ontothe opposing character, creating comebacks
Some zoning characters with several aerial projectile attacks give
i_H Arthur an inordinate amount oftrouble from long range; switching it
up and going after these characters is often a better option
If he's slow and immobile, how doyou achieve point-blank range with Arthur?
Using the -canceled Air Scatter Crossbow technique to cover a
large distance quickly
Jumping forward and using Air Fire Bottle Toss
While keeping an attacking opponent atbay, unexpectedly super
jumping forward and attack with air
In Golden Armor state, super jumping forward and use Ai
Crossbow

Not a lot oi changes were made to Arthur in Ultimate Marvel vs. Capcom 3. However, one
simple improvement drastically changes Arthur's game: air now immediately causes
Arthur to drop down from his jump. This gives him a huge offensive option with thethreat
ollightning-fast instant overheads that lead into full combos, and it also greatly improves
his mobility!
Health increased from 800k to 850k
Air is now OTG-capable
Air causes Arthur to drop down instantly
Extra hit of flame on Fire Bottle Toss
1
Screen Command Hits Damage IVIeterGain Startup Active Recovery AdJJni{ft8e Guarded No,es
Chain-cancelable into attacks
Has autoguard property versus mid/high
attacks throughout aclive frames I

Screen Command Hits Damage IVIeterGain Startup Active Recovery Ad0vnanJf,9e ffiHSS No,eS

Oyj^,__ tf-_-Jll r

imimmsMmMHMMm
Screen Command Hits Damage IVIeterGain Startup Active Recovery Ad;;nHtftae fSfded No,es
Launcher, notspecial- orhyper combo-
cancelable

mommm
Screen Command Hits Damage IVIeterGain Startup Active Recovery AdJJnHlftBe jfGuarded No,es
Air causes a hard knockdown when used in a launcher combo (this issometimes called flying screen). When used outside of a launcher combo, air behaves mostly like another
basicattack.Airexchange attacks, performed by inputting a directionplus ,-?. are onlypossibleduringa launchercombo.Exchange hits initiateteam aerialcombos bytaggingin the next
available character to continue the air combo.

Screen Command Hits Damage "JJJ Startup Active Recovery Notes


Until OTG-capable, causes hardknockdown ifused in
Air 65,1 520 12 +9 +7
grounded launcher combo

Until Tagsin nextavailable allywhile lofting opponent


Air'O + (during launcher combo) 60,00 10
grounded upward i\

AirO or<=> + Until Tagsin next available allywhile causing wall bounce,
50,000 400
(during launcher combo) grounded erases 1 hyper meter bar from opposing character
400 + Until Tagsin nextavailable allywhile causing ground
AirO + (during launcher combo) 50,000
10,000 grounded bounce, generates 1 hypermeter bar

Command attacksresemble basicattacks but have different chaining andcanceling properties. It's usually possible to chain into a command attack from basic;
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage Kr Startup Active Recovery Ad"Hf,ge


on Hit
S^.Ih.h
if Guarded
Notes
Not special-or hyper combo- cancelable,
projectile disappears ifArthur gets hit, projectile
has 5 low priority durability points

Wrnm
Throws are for snagging passiveor blocking opponents. Sincethrows quickly, you can also use them to preemptivelytoss opposing characters out of their offense. Combos
are usually possible afterthrows, one way or another.

Screen Command Hits Damage IVIeterGain Startup Active Notes


Arthur's crossover assistattacks areexceptional, andthis factor alone is reason enough to put Arthur ona team! While Dagger Toss and Fire Bottle Toss arestrong assists on their own,
they have the potential to become game-changing; it's possible for Arthur to permanently stayinGolden Armor stateas an assistcharacter! To accomplish this,activate theGolden Armor
hyper combo while Arthur isthe point character, then simply tag him out toa teammate any way you like. The 20-second timer before Golden Armor state freezes until Arthur becomes the
point character again!

Depending on your team, getting GoldenArmorArthur assist might even be your first goal.

Arthurf_'s Dagger Toss is the most well-rounded of the three assist types, and itis a big asset to any team. The three daggers add up to 9combined projectile durability points to help
deal with zoning characters, they don't excessively scale combos because they areonly three hits, andthey remain an active fullscreen threat for a long time!
While inGolden Armor state, the Dagger Toss assist becomes ridiculous: 15combined projectile durability points is enough tobeat the output of most zoning characters inaddition totheir
own crossover assists! Even better, the daggers continue to travel evenafterhitting an opponent; they'll hitboth the point and the assist character!
Arthur-y's Fire Bottle Toss is also amazing, but it is alittle bit more specialized than Dagger Toss: the flames are much slower and have less range but place your target in a huge amount
ofguardstun. This assist ismore suited for offensive characters who don't have aninordinate amount oftrouble closing the distance with their opponents. Unfortunately, you'll have totake
care notto be toocloseto the opposing character when using this assist;directly hitting with the bottle prevents the flames from appearing.

In Golden Armor state, the Fire Bottle Toss assist no longer has that weakness; you can directly hit your adversary with the bottle and still reap the benefits ofthe wall offlames. The
increased amount offlames oftheGolden Armor version remains anactive threat forsuch a long time thattheflames essentially give you complete control over the next several moments
in the fight!

Compared tothe other two assists, Arthura's Heavenly Slash ismuch more difficult to use effectively. The Golden Armor version places your competitor in atremendous amount of
hitstunthat is great for combosbut is muchtoo specialized in use whencompared to the other twoassists.

Snap Back
Screen Command Damage IVIeterGain Startup Active Recovery ^"Jf,96 ffSded
500 - (-1 hyper
0\O + 13-23 meter bar)

On hit, snap back forces the opposing point character tobereplaced by an assist. Opposing assist calls ortag outs are also locked out lor 4
seconds
smMhTMm
Screen Name Command Hits Damage "Jeter -fa A_jjv_ Re Advantage Advantage .
01111 ' on Hit if Guarded "0,c:

40,000- 320- Pressing during the recovery period cancels


108,300/ 960/ into another Dagger Toss, up totwo times, each
Toss O^o + 1-3
55,000- 440-
10 3-32 -4-8 dagger has 3 low priority durability points.
149,000 1320 During Golden Armor stale, each dagger has
5 low priority durability points and pierces
through opponents

Pressing during the recovery period cancels


Lance 60,000- into another Lance Toss, can only be canceled
1-2/ once, each lance has 5 low priority durability
Toss O^o + 1
114,000/ 960/ 13 3-32 0-4 -2-6
130,000 1040 points. During Golden Armor state, only one
lance can bethrown. Staggers oncounterhit,
projectile has 10medium priority durability
points and pierces through adversaries
Scatter 95,000/
Each projectile has 3 low priority durability
Crossbow 0^^+ 2/3
108,300 960 33/32 -11 points. During Golden Armor stale, 3projectiles
are lired with homing ability, with 5 low priority
durability pointseach

40,000- 320- Pressing during the recovery period cancels


Air Dagger 108,300/ 960/ into another Dagger Toss, up to two times, each
Toss (inair)Ot\C>+ 1-3
55,000- 440- 32 +23 +21 dagger has 3 low priority durability points.
149,000 1320 During Golden Armor state, each dagger has
5 low priority durability points and pierces
through rivals

Pressing during the recovery period cancels


60,000- into another Lance Toss, can only becanceled
Air Lance 1-2/ once, each lance has 5 low priority durability
Toss linairlO^O 1
114,000/ 960/ 13 32 +25 +23 points. During Golden Armor state, only one
130,000 1040
lance can be thrown. Staggers oncounterhit,
projectile has10medium durability points and
piercesthrough competitors
30/until
Air Scatter grounded, Each projectile has 3 low priority durability
95,000/
Crossbow t)<)^0+ 2/3 15 1 frame +20 points. During Golden Armor state, 3 projectiles
108,300 960
ground are fired with homing ability, with 5 low priority
recovery durability pointseach
Shield
Deflect =>Ot\ + 26 15 Nullifies all pr'ojectiles, counters low/mid
attacks, staggers foe
Heavenly 90,000/ 720/
Slash c>Oti + -18 -27
Knocks down, causes spinning knockdown during
120,000 960
Golden Armor, invulnerable first14 frames
Hellhound 104,000/ First hilknocks down opponent, second hit
Slash c>0\ + 132,000 1120
5(18)6 causes hard knockdown, causes ground bounce
during Golden Armor state
OTG-capable, bottle staggers loe, bottle has5
Fire Bottle 40,000/ 320/ low priorily durability points, each hitofflames
1/6/
10
Toss <}&<? + 93,500/ 960/ 20 35 +15
has1 low priority durability point. During
143,000 1552 GoldenArmor state, bottle has 2 framesx 5 low
priority durability points, eachhit of flame has 3
low priorily durability points
Staggers opponent on counterhit, projectile has
Ax Toss 100,000/ 10 low priority durability points. During Golden
O#o + 1/3
135,400 1200
20 Armor state, all hits stagger foe, projectile has 3
frames x3 medium durability points and pierces
through adversaries
Scythe is in playfor50 frames, has 3 low
Scythe 95,000/
Toss Ot2<? + 2/4 20 50 +2 priority durability points. During Golden Armor
85,900 800 state, projectile has5 low priority durability
points
Until OTG-capable, bottle staggers the opponent,
Air Fire 40,000/ 320/ grounded, bottle has5 low priority durability points, each
1/6/ 11
Bottle
air)0#< + 93,500/ 960/ 20 +38 hit of flame s has 1 low priorily durability point.
Toss 143,000 frames of During Golden Armor state, bottlehas 2 frames
1552
grounded x 5 low priority durability points, eachhit of
recovery Name has3 low priority durability points
Until
grounded, Staggers opponent on counterhit, projectile has
Air Ax 100,000/ 11 10low priority durability points. During Golden
Toss (inair)0#O + 1/3
135,400 1200
20
frames of
+22 +20 Armor state, all hits stagger opponent, projectile
grounded has3 frames x3 medium durability points and
recovery pierces through opposing characters
Until
grounded, Scythe is in playfor50 frames, has 3 low
Air Scythe 95,000/
Toss inair)0#O + 2/4 20
11
1-27
priority durability points. During Golden Armor
85,900 Irames of state, projectile has5 low priority durability
grounded points
recovery
Dagger Toss. Arthur throws asingle dagger with 3low priority durability points. Tapping again cancels Dagger Toss
into asecond one, and you can perform this move up to two additional times for three daggers total.
Dagger Toss travels slower and pushes back the opposing character ashorter distance than Lance Toss. They also both
inflict the same amount of total chip damage, making Lance Toss the preferred projectile on the ground.
The Golden Armor version of Dagger Toss is awhole lot better: each dagger has 5low priority durability Points
substantially more damage, and pierces through opponents to hit assist characters, as well. Even so, you I generally want
touse the Golden Armor version ofLance Toss on the ground instead.

Scatter Crossbow. The Scatter


Lance Toss. Lance Toss fires a lance with
Crossbowfires two low priority
5 low priority durability points. Like Dagger
bolts upward ata slight angle
Toss, tapping again cancels Lance Toss
andfills a very specialized role.
intoa secondone. Only two lancescan be
It's best used when you think
thrown in this way.
your opponent is going to jump
On theground, Lance Tossis generally at mediumrange and when you
superior to Dagger Toss.Thelances don't have enough timeto jump
travel faster across the screen, are more backand throw daggers. Ifyou
damaging, push yourrival back farther, and guess incorrectly andyour foe
cause longer guardstun. didn't jump at thatmedium
Lance Toss is generally used immediately following an air projectile like Air Dagger Toss. range, quickly cancel into
This creates a solid wall ofprojectiles that covers the entire screen below super jump Goddess' Braceletto prevent
height. After your competitor guards the lances, immediately use Lance Toss again if you getting hitbya combo.
think your foewill attempt to dashforward. The Golden Armor version of Scatter Crossbow fires three projectiles with homing
The Golden Armor version of Lance Toss becomes a single flaming projectile with 10 capabilities, making it an awesome tool. This gives you agreat way to deal with pesky
medium priority durability points, destroying essentially all non-hyper combo projectiles. rivals firing projectiles down atsuper jump height!
This gives you a huge advantage in nearly any long-range firefight that takes place on the Unfortunately, you won't be able to just repeatedly fire the homing bolts until Golden
ground! Armor expires: the homing bolts have amaximum turning radius and won't always be able
The Golden Armor lance staggers the opposing player's character ifitcounterhits, and tofollow opposing characters who getaround them.
italso pierces through both the point and assist characters. The Golden Armor lance
causes anenormous amount ofguardstun, and inhigher levels ofX-Factor, the lance can
singlehandedly keep your adversary in guardstun forever until they use advancing guard!
Air Lance Toss. Air Lance
Air Dagger Toss. Air Dagger Toss is the Toss is primarily used
foundation ofArthur's zoning defense against againstotherzoning
opponents attempting to get close. Itcovers characters who can fire
the entire"normaljumparea" of the screen projectiles downward from
and recovers instantly on the ground,allowing
the air. Without Golden
Arthur to immediately follow it up withground
Armor, Arthurcannot aim
projectiles. Air Dagger Toss andground Lance projectilesup at opponents;
Toss combineto makeup Arthur's "wall" tactic:
Scatter Crossbow's angle
causing large amounts ofchip damage while isn't steep enough. Super
limiting an encroaching player's options.
jump up,andtoss a lance
There's a proper timing for using Air Dagger Toss: start throwing daggers just before their way!
Arthur hits thepeak ofthe jump. This creates anairtight wall ofdaggers that your
competitorcannot jump between.

Air Scatter Crossbow. Arthur's main air- ShieldDeflect Anodd special attack,
to-ground projectile, Air ScatterCrossbow Shield Deflect is a counter-type movethat
fires downward at a slight anglethat's counters all attacks besides overheads;
handyfor fullscreen fighting; jump over iftimed well, Arthurdeflects an attack
yourtarget's projectiles and fire some withthe shieldand places his opponent
crossbow bolts back at them! ina stagger statefora combo. Arthur
doesn't actually attack hisadversary when
Combined with Arthur's new -canceling the counteris triggered. Thefive frame
technique, Air ScatterCrossbow should startup time makes Shield Deflect difficult
beemployed as Arthur's primary toolto to useeffectively, butthe high reward ona
quickly close the distance in on his opponent and begin attacking; see the Battle Plan successful countercan sometimes be worth the risk.
section for details.
Due to the long recovery period of Shield Deflect, converting asuccessful counter into a
TheGolden Armor version ofAir ScatterCrossbow does not recover until Arthur lands combo can sometimes be difficult. If itseems impossible atthe range you're currently in,
back on the ground. While super jumping forward and using Air Scatter Crossbow isa you may want to think about simply hyper combo canceling directly into Goddess' Bracelet.
great way toclose the distance against his rival, be aware that itleaves Arthur completely
open to anysortofcounterattacks thatnullify projectiles. Shield Deflect has a strange quirk: Arthur has no vulnerable hitboxes behind the shield at
all during the counter, making it effective against certain cross-up mix-ups like Wolverine's
Berserker Slash.

Shield Deflect also nullifies projectiles, but the usefulness of this isextremely situational.
In circumstances where an unavoidable projectile iscoming toward Arthur, try using
Shield Deflect toavoid chip damage. Shield Deflect does not nullify any hyper combo
projectiles, however. There is no difference in the Golden Armor version of Shield Deflect.
Heavenly Slash: Afairly quick slash that
covers a large area, Heavenly Slash can Hellhound Slash: Hellhound Slashis
sometimes be used as an anti-air attack.
Arthur's primary combo extender, causing
a hard knockdown on the second hit.From
However, itisincredibly unsafe if guarded
from theairor ground, and italsoresults in
there, you cancontinue your combo with
low reward ifitsuccessfully hits your foe. the OTG-capable Fire Bottle Toss, leading
into more punishment.
The Golden Armor version ofHeavenly
Slash always causes softknockdown and This attack is very unsafe if guarded; be
sureto visually verify thatyour normal
isunaffected by hitstun scaling. This allows
you to perform aloop combo with level 2or 3X-Factor that can K.O. any character! attacks hit your rival before canceling into
Hellhound Slash.
The Golden Armor version causes aground bounce state instead of hard knockdown,
which affects thecomposition ofArthur's combos.
Fire Bottle Toss: Arthur
Ax Toss: Arthur throws
throws a bottle that
an ax with 10 lowpriority
creates an OTG-capable
durability points that covers
wall of flames when it hits
a large area of the screen.
the ground. The bottle
Ten durability pointsis a
causes a stagger state if
lot,but forthat purpose,
it makes contact directly
you'll want to use Lance
with an opponent, but it
Toss instead; while they
doesn't create the wall of
both output the same
flames. This property can
amountof durability points,
sometimes get you intoa
Lance Toss has a much
lot of trouble if Arthur ends
faster startup speed.
up hitting his adversary's
crossover assist character! Despite what it maylook
like, theax actually isn'ta
The flames of the Fire
hugediscflying acrossthe
Bottle Toss travel across
screen. Instead, it's a smaller
the ground slowly and hit several times. This results in a large amount of guardstun for projectile spiraling forward at an odd trajectory; it's entirely possible for the ax to go over and
your opponent!
around small crouching opponents. The game only allows one ax projectile in play at atime.
However, you'll generally only use the ground version of Fire Bottle Toss asan OTG- This prevents Arthur from using an air Ax Toss directly followed by aground Ax Toss.
capable attack in combos; to actually attack with it and capitalize off of the long guardstun, The primary purpose of Ax Toss is toput aslow-moving projectile onto the screen that
you'll want to use the air version. New toUltimate Marvel vs. Capcom 3: Fire Bottle Toss covers alot of space. This is useful for timing purposes, such asafter connecting with an
has asixth hit of flames. This results in even more hitstun and guardstun! Air Lance Toss at super jump height; everything else travels across the screen too quickly
The Golden Armor version of Fire Bottle Toss always hits the ground and creates flames and passes underyourcompetitor.
regardless of whether ornot itstrikes the opposing character. The flames also travel much As opposed to the standard version of Ax Toss, the Golden Armor version actually is
farther and produce more hits! However, the bottle itself isalso thrown fartherthis makes a large disc! The axbecomes a medium priority projectile that follows a much more
Arthur's OTG combo in the corner impossible because the bottle isthrown off of the screen. predictable pattern, arcing upwards before dropping back down and travelling across the
ground. Use this attack whenever your target gets within medium range to effectively
shield yourself from all angles ofattack.

Scythe Toss: Another projectile thatis AirFireBottleToss. Agreatoffensive tool,


primarily usedincombos, Scythe Toss use Fire Bottle Tosswhile jumping toward
pulls opponents toward Arthur ifit hits, theopposing character to gain ground
allowing for additional hits to be tacked on and trap the foe in guardstun. Dothis
afterward. Strangely, Scythe Tosspushes unexpectedly during yourzoning defense
adversaries very faraway ifguarded. This to keep from backing upinto yourown
is unfortunate,since it would'veallowed corner!
for a veryeasy set-up forArthur's instant
overhead attacks! Something to be wary of:the thrown bottle
is destroyed oncontact with the opponent's
Most of Arthur's attacks are unsafe if guarded against acornered opponent; verify that character, preventing the flames from appearing. While this is generally fine when you hit
your competitor isguarding and cancel into Scythe Toss instead toreduce your frame the opposing point character, it becomes much more of aliability when you toss a bottle
disadvantage to a singleframe.
onto anenemy crossover assist: Arthur will becompletely vulnerable intheairwhile the
Humorously, the Golden Armor version of Scythe Toss isactually inferior to the regular opposing point character isable toattack due to thelack flames. The Golden Armor version
version! It doesn't improve upon anything of note, and its additional hits only cause more of Air Fire Bottle Toss eliminates this risk; the bottle will always hit the ground and create
hitstun anddamage scaling! flame regardless ofwhat's initsway.

AirAxToss. Ifused late v/hile jumping Air Scythe Toss: You can use the Air
forward, the air version of AxToss can Scythe Toss as an odd combo starter when
beanother tool forArthur to gain ground jumping toward an opponent at medium
on his opponent. Ifyourrival jumpsinto range; ifit hits, theopposing character gets
an Air Ax Toss used inthis way, youcan pulledin for an easy conversion intoa full
sometimes convert that hit into a full juggle combo.
combo!
Unfortunately, there aren't a lot of
Since Air Ax Toss travels so slowly and situations where this move successfully
coversa largearea, it creates greatcover hits, so generally stickwithAir Fire Bottle
for anS-canceled Air Scatter Crossbow to traverse therestofthescreen! Toss or -canceled Air Scatter Crossbow for your offensive needs.
The Golden Armor Air Ax Toss isa little strange: the ax still does the upward parabolic
arc, but itthen travels forward in a straight line atthe height itwas thrown from. This
essentially makes itanextremely slow horizontal projectile.

!___
pry
Byper Combos
. . Advantage Advantage Nnl__
Screen Name Command Hits Damage Startup Active Recovery on Hjtu ifGuarded Noles
Frames 1-10 invincible, can jump and double jump during
active frames, each projectile has 2high priority durability
Ot\c>+ points, can be mashed for extra damage
Frames 1-20 invincible, upgrades Arthur's armor state one
level, Golden Armor lasts for 1200 frames. Golden Armor
cannot be activated while Arthur isalready in Golden Armor
0#< + state. Alter Golden Armor state expires, Arthur isimmediately
placed in ahard knockdown state, also in no-armor slate
Frames 1-229invincible, hard knockdown
_>0^ +
For the Princess:
Golden Armor:
Goddess
One of the best
Bracelet: Goddess' The activation of
Golden Armor has level3 hyper
Bracelet quickly combos in
fires 20 fireballs, i - a largeamount
of invincibility, the game, For
recovering quickly
The Princess
1 enough toleave making it great to
use for defensive hits absolutely
Arthur at a huge
purposes. It everything below
frame advantage. super jump height,
There's enough still has a small
window ofvulnerable recovery at the end, however, so you all while having a huge amount of invulnerability. This gives
advantage tocontinue combos afterward, and you can even
can'tuseitto prevent getting hitbyhyper combos. Arthur anawesome tool for catching both point and assist
perform another Goddess' Bracelet from all theway across
characters, generally resulting ina K.O. for both characters
the screen! Activating Golden Armor upgrades Arthur's armor level by if you cancel into X-Factor!
Goddess' Bracelet also has a fairamount of invincibility one. Arthur's armor hierarchy andtheir effects areas follows:
While For The Princess has more than enough invincibility
during itsstartup frames, and you can useitinsticky Level 1: No-armor state(receives 30%more to beused defensively, it'sincredibly unsafe ifguarded.
defensive situations whenyouropponent is getting too damage) However, ifcanceled into X-Factor. thedragons continue
closeforcomfort. However, it only pushesyourrival Level 2: Regular Armor state (default) attacking and keep your opponent in guardstun. Use this
backwards a very short distance if guarded; use theframe
advantage togetmore projectiles onto thescreen and push
Level 3: Golden Armor state (powers up all opportunity topile on some free chip damage, threaten
special attacks) with an instant overhead, or safely tag ina teammate!
your competitoraway!
Being inGolden Armor stategives Arthur accessto some IfForThe Princess successfully hitsyourtarget, canceling
The most common use of Goddess' Braceletis to hyper
incredibly powerful tools, such as powered-up versions into X-Factor allows fora damaging comboyou cando
combo cancel ground Lance Toss hits on reaction to any
stray hits for strong damage. You must react fairly quickly of Lance TossandScatter Crossbow. Seetheappropriate almost anything you want while the dragons areflying
forthis to work, but it's generally safeto try. Ifit's guarded attackdescriptions for details. around and likely K.O. the opposing character! See the
from far away, consider immediately tagging to another Combo Appendix sectionfor details.
Golden Armor statelaslsfor20 seconds, afterwhich Arthur
teammate across the screen;it's generally safe againstall immediately goes into hard knockdown in no-armor state. If For The Princess is alsoOTG-capable, butusing it inthat
but the fastest attacks! the opposing player's character has access tostrong OTG- manner isgenerally not anefficient use of hyper combo
Arthur can jump anddouble jumpwhile the fireballs capable options, this islike a ticking time bombtry toget gauge bars. Using Fire Bottle Toss toGoddess' Bracelet is
are being thrown, allowing you to adjust on thefly to Arthur outofplay before thishappens! generally the better option.
opponents that arebeing lifted toohigh. You canalso mash Getting Arthur out of play while in Golden Armor state is
for extra damage. actually a great strategic move, since itgives you access to
Arthur'sincredible Golden Armorcrossover assists!

UuitJ. Willi Frustrated opponents typically superjump toward


Keeping opponents away with Arthur largely centers around Arthur's "wall" tactic: jump into
the airand use Air Dagger Toss, then immediately follow it up on the ground with Lance you in anattempt togetaround your projectile
Toss. If performed correctly, you'll send a solid wall of projectiles toward your competitor defense. Ifyouhave plenty of roomto spare
with no gaps to jump between, and no ways toget around it besides super jumping or before reaching thecorner, counter this bysimply
teleporting. If the opposing character doesn't avoid the wall, they're forced toguard at least jumping back and forcing your adversary to land
two lances for good chip damage and hyper combo gauge gain. If your adversary gets hit by in another wall of projectiles! Alternatively, you
any of the projectiles, the lances generally hit, aswell. Verify the hits, and then cancel into cantryto getunder youropponent to getaway Air Dagger Toss immediately lollowedbyground
Goddess' Bracelet!
from the corner by using CC>+ orsuper Lance Toss covers theentire screen below super
jumping forward and using air. If you end up jump height.
After every wall of projectiles, you can immediately jump back and repeat thesequence. directly under yourtarget, youcanattempt an air
However, opponents who immediately dash forward on the ground can gain a lot of distance throw, or an anti-air combousing the autoguard
and leave you in anuncomfortable position afterward. You have two main options tocounter properties of standing.
this: calling a crossover assist before throwing the daggers, orimmediately using Lance
Toss again. Arthur is veryweakto teleports,especially
opponent-relative ones. He has no greatways
If you do find yourself atan uncomfortable distance after a wall sequence, a good option to deal with them other than to simply stop
istosuddenly attack your foe by super jumping toward them and dropping on them with firing projectiles in anticipation, which inturn
air . Regardless ofwhether itisguarded ornot, you'll prolong the time ittakes for your allows the opposing characterto freely dash
opponentto backyou intothe corner! forward across the ground. If you do manage
to readan incoming teleport,be sure to punish Verify that any ground Lance Toss hits into
If you ever make an incorrect read and are at risk of the opposing player closing the it as hardas possible with a full combo! If your Goddess' Bracelet tor easyt'
distance, immediately cancel to Goddess' Bracelet to retain control ofthe match. While your opponent's teleport causes them to end upin
opponent is guarding the fireballs, evaluate your options at your current distance and react the air, be ready to anti-air with standing; it's very unlikely that your rival will emerge
accordingly. The massive frame advantage from Goddess' Bracelet gives you anopportunity from the teleport without pressing any buttons. If your target manages toteleport while
toattack a nearby competitor with air , orcall a crossover assist and send another wave you're throwing projectiles on the ground, immediately cancel into Goddess' Bracelet to
of projectiles. keep yourself safe from retaliation. Against characters with teleports, it's generally best to
abandon the keepaway strategy; you'll have toeither take the fight tothem, orsimply get
Arthur out of the playingfield.
Despite being a ticking timebomb, activating Golden Armor makes Arthur a much more
formidable opponent in long range firefights; Lance Toss becomes a medium priority
projectile, plowing through essentially all enemy shots and continuing on to hit both point
and assist characters. Against characters who can fire projectiles downward from super
jump height, Scatter Crossbow in Golden Armor state now homes inon the opponent's
location to give Arthur a reliable way to hit adversaries at great heights.
Long range firefights typically involve the helpof crossover assists, as well. This is another
prime opportunity to catch boththe opposing character'spoint andassist characters with
Me slow and difficult totime correctly, standing Opponents who skillfully usecrossover assists can For The Princess!
Vhas autoguard properties that allows you to stick toArthur lorprolongedperiods oltime and
effectively anti-airyour opponents and continue into preventyou Irom pushing them away with advancing Still, there are going tobelong range firefights that are simply too much ofanuphill battle
a lull combo1. guard. Counter this byusing the invincible For The for Arthur to handle. In these cases, you'll have tofall back on a backup planget close to
Princessattack to hitbothcharacters! your rival and start some offense!

If you find yourself up against the corner, orif you make an incorrect guess and let your
competitor near, you'll have tomake due with Arthur's comparatively weak in-close options.
Your first choice should be to use the universal defensive options: advancing guard and air
throws. Ideally, you'll able to simply use advancing guard topush your opponent away. With
what little time you've just earned for yourself, your best option isgenerally toimmediately
take to the air with asuper jump. This allows you toescape the corner, oryou can drop onto
your rival's head with air and attempt toregain momentum.
While air throws are generally the most consistent anti-air, Arthur has aninteresting
alternative option in his standing: this attack can autoguard attacks once its active
frames begin, allowing you to blow through aerial attacks and land a full combo! However, AV can be usedas an instant overheadagainst Superjump forwardandpress on the way up,
standing is asluggish 12 frames, making it difficult to time properly against all but the everycharacter in the game. Chain into an air to then immediately cancel into anAir Scatter Crossbow
most predictable airattacks. When indoubt, simply airthrow or guard instead! beable togointo a lullcombo! toquickly close the distance onyour target!
The invincible Goddess' Bracelet and Golden Armor hyper combos are two more options Mounting anoffense with Arthur inoriginal Marvel vs. Capcom 3was largely considered
available to you. If your adversary is right next to you whiffing anattack during your Golden tobetoo impractical due toArthur's lack of movement options: he has an incredibly
Armor activation, capitalize with either an immediate throw ora combo standing from slow walking speed, no ground dashes, no airdashes, and the slowest jump in the game.
standing .
However, his newly improved air goes along way toward remedying his mobility
Another useful universal option isthe crossover attack, or"random raw tag" asitisknown issuesit causes Arthur to quickly drop down from his jump while still retaining his forward
momentum!
within the competitive community. While incredibly unsafe if guarded, the invincibility and
overhead properties ofa crossover attack make itanoption with a very high success rate. If The simplest way to take advantage of this isto super jump forward and press on
you notice your competitor attempting to bait a crossover attack out by intentionally leaving the way up. Arthur then moves forward atabout twice his normal rate ofspeed! If your
holes in the offense and waiting to guard the crossover attack, that's your cue to super jump opponent iswithin midscreen range ofArthur, super jumping and pressing allows you
out ofthere! Alternatively, you can beaggressive andattempt to start a combo with a low- tobegin your attack in a flash! Super jumping forward and pressing isgenerally the best
hitting attack while youropponent is expecting an overhead! wayto approach adversarieswho are at mid-range or closer.
Opposing characters often stick toArthur for prolonged periods of time by using crossover Aslightly less aggressive option against opponents at mid-range is tosimply jump forward
assists. While this generally prevents you from pushing them away using advancing guard, and use Air Fire Bottle Toss. The bottle shields Arthur from most defensive attacks, and the
italso presents a great opportunity: using the invincible For The Princess level 3 hyper flames trap the opponent in guardstun for a long period of time. This isagreat way to push
combo often hits both characters in these situations, giving you the possibility of knocking your competitor back toward the corner.
out both charactersin one fell swoop ifyou activateX-Factor!
Against rivals who are all the way across the screen, you can take advantage ofArthur's
new "-canceling" technique. This is exactly what itsounds like: super jump forward,
press on the vyay up, then immediately cancel air into aspecial attack like Air Scatter
Crossbow! Using -canceled Scatter Crossbow, Arthur can quickly travel more than half
of the screen's length while simultaneously hiding behind projectiles! If the projectiles
make contact with his opponent, Arthur isleft ata huge frame advantage, enough tolink a
C>+ for a full combo if in range!
-canceling Air Fire Bottle Toss is another strong tactic. This attack allows Arthur to be
ontheground andmoving around while the bottle is still going upintheair! Since there
When fighting against other zoning characters, you Characters who can tire projectiles downward Irom isconsiderably more startup time on Fire Bottle Toss, you must super jump considerably
will usually beable towin projectile clashes onthe superjump height are abigheadache. Counter this higher to be able to properly -cancel this attack. Be sure to practice up in Training Mode!
ground with Lance Toss. bysuper jumping andmeeting them intheair with
a Lance Toss! If Arthur isin Golden Armor state, super jumping forv/ard and immediately using Air Scatter
Crossbow isa simple way to get across the entire screen. However, if your opponent's
Fighting against other long range characters requires a different set of strategies. If the character has anything tonullify the crossbow bolts, you'll be asitting duck; the Golden
opposing character primarily fires projectiles from the ground, Arthur can generally win Armor version ofAir Scatter Crossbow does not recover until Arthur lands on the ground.
that battle simply by relying on Lance Toss and its 10 combined durability points. However,
a few characters like Doctor Doom orChris Redfield can out-produce Lance Toss with Once you do manage to get near your target, yoiTII want tomix up the low-hitting crouching
their own dominant projectiles. In these situations, you can regain the upper hand by or attacks with an instant overhead air.Jumping and immediately pressing
having Arthur jump over their projectiles and fire Air Scatter Crossbow across the screen. functions as an incredibly fast overhead attack on every character in the game, including
Immediately follow up with aground Lance Toss to tack on some additional chip damage. Pocket Raccoon! Chain the air into air , then immediately cancel air into any air
This creates asimple guessing game: to counter Air Scatter Crossbow, your adversary must V m K> special attack. None of these attacks actually has enough time to execute before
wait before firing, plowing through the weak Scatter Crossbow bolts and hitting Arthur out Arthur touches the ground, but this strategy can cut the landing recovery frames ofthe air
of the air. If they are doing this, simply use Lance Toss during their period of hesitation; short. This allows you to land and geta full combo from an overhead ! The ability to
they won't have time to blow through the lances with their projectiles anymore! land afull combo from instant overhead without the help of crossover assists is ahuge
boost toArthur's game in Ultimate Marvel vs. Capcom 3\
Opponents who can aim air projectiles downward from super jump height are much
more difficult to deal with; Scatter Crossbow doesn't have a steep enough angle toreach Simply jumping forv/ard and pressing right away also works asanoverhead with much
opponents that high, and everything else Arthur has is purely horizontal. Against these fewer inputs required. However, air has more range and is much less likely to get
characters, your best option is to super jump into the air with them and intercept them with interrupted by your opponent; air can be performed so low that the opposing player
Air Lance Toss. can often interrupt it with crouching attacks! To mitigate this, you can super jump and
immediately press instead, but that makes the overhead considerably slower. It also
Hitting a rival with asuper jump Lance Toss from across the screen is essentially a pure requires youto cancel intoan air special attackto beableto continue with a combo.
guess that the opposing player will be in the air; if you're not confident, just throw a single
lance instead of two. This allows Arthur torecover in the air with enough time to use
Scatter Crossbow or Ax Toss on the way down from the super jump that your opponent
must deal with.
W^J I 11 IN!
EN REQUIRED, NOT GOLDEN ARMO' :.* [>'+'== r4>0^ + 0#O + DOTG,
* -o, *o, <_<> SUPER JUMP, i
FORWARD JUMP, LAND,
12,700 damage, 25% meter loss
lur's basic combos can dish out surprising damage for such alittle guy! If the opening attacks are guarded, cancel any of the normal attacks into Dagger or Lance Toss to push your
adversary away. If you're more concerned with staying near the enemy after afailed attack, add an additional crouching (_) tothe beginning of this combo to give yourself amore flex.bl
opening. This reduces overall combo damage slightly, but it gives you great offensive options: after guarding two crouch l j >wi ' - '< <
nbo IV), athrow, or more crouching attacks if your competitor is attempting to use advancing guard!

FJfJ fy ^ _> +(m) __->. OtiO +()^> O^^*' .'''- =


i,800 damage, 185% meter loss
Opponents attempting to get around Arthur's walls of projectiles often end up getting hit by lances. If you're quick, you can visually confirm the lances hitting your rival before cancelir
into Goddess' Bracelet for afull combo from all the way across the screen! If the Goddess' Bracelet is guarded, you're still left at avery large frame advantage, so generally the only risk for
trying is the loss of hyper combo gauge.
'hyper combos together takes abit of practice, especially with the Lance Toss in the middle! See the Advanced Tactics section for tips on how to master this usef '

+.,.--__> o#<3 + ; % c>0v+ ESSE flf_S-l


SUPER JUMP, AIR,,,, LAND, f * -Q ___> o#o + @$)

568,700 damage, 35% meter loss


Arthur must perform different combos against cornered competitors dueto most ofthe iMnlJ.-')l-ln:riiiirji osstravelling off of the screen. Unfortunately, his corner combo inflicts less
damagethan its midscreen variant.

'.ill lOHi

MMM'tlttWi-iMWIft
Whenever air makes contactwith the opposin

When using Air Dagger Toss to keep adversaries away, start throwing the daggers just before the peak of Arthur's jump.
Wait until Arthur begins to go over the health bars before pressing when performing an -canceled Scatter Crossbow.
(GOLDEN ARMOR STATE) FORWARD JUMP, INSTANT AIR,@t^> +*-*<> W^^^^^f^^^S^ W^Js
FORWARD SUPER JUMP AIR , , =$>*, LAND, WALK BACK ASTEP, s> FORWARD SUPER JUMP, AIR ,m,^>
^*o, LAND, WALK BACK ASTEP, ^> FORWARD SUPER JUMP, AIR ,, , LAND, CALL DOCTOR DOOM- a, FORWARD JUMP,
AIR, LAND,' * * * * 9 (MASH), FORWARD JUMP
liflnlM
1701,800 damage, 77% meter loss
| Instant overhead combo during Golden Armor slate
fl*ifl^iijHHa
ITry to force your opponent to guard as many Golden Armor Lance Toss attacks as possible when Arthur has level 3X-Factor 1,218,000 damage, 124% meter gain
|activated. If one happens to hit, you get to lake out one character with ease 1 .
(MIDSCREEN REQUIRED, GOLRjlJflfT^RTSSv^JiA >>ir/^: -:ir ;", : .i; : :;r ^. >+ =* OO^ + Op^ +
level 2X-Factor, juggling Arthur switches sides every fourth Heavenly Slash. In level 3X-Factor, all characters switch sides after 1,400,000 +damage, 200% +meter gain
| every Iwo Heavenly Slashes
(CORNER REQUIRED) CR.Ck : ) O+^D-^ OtfOMB-^ ^-t\*' 0#O+ :' : '
)-^> iiMllMI_ff^l_gM] 5 > 'lVi.Ti 0/2O+' * '=* O^o + u-x- <-:\iMmM
; competitor to be fu

, LAND, WALK BACK A STEP, (s


,,,LAND,-* + * o9
853,000
> * *

'9, MASH 0, FORWARD JUMP, LAND,


628,500 damage, 8% meter loss
This isaninstant overhead combo that is the corn
Crossbow to eliminate
-.Ui,o-Ui_o die the ground recovery
inegrouna recovery frame;
rames of air IS) assoon asyou leave
Thjs niupq v01, pnnimh tim_ t --~,-,.-i,i , the
rrsground for -,-..P,
the jump, then cancel into
...<...._..... nilUdawhiffed Air Scatt.
.w.iuiB_H.r_cau-.

*air ls gM,. _s,aga a1_~4S^S^SS^r_!_*?!J"""^"""


AIR THROW, CALL MAGNETO-a WHILE IN THE AIR, DOU FORWARD, AIR, LAND,e_> FORWAR_
SUPER JUMP, AIR , , , , LAND * * . o <-
>8, MASH, FORWARD JUMP, FORWARD JUMP
501,800 damage, 41% meter loss

m. vo ,ad.WaBo sas r,as,o^ aa an I S"^SZS^.^SI-^-Sy1,'"~"""**'"" l""-,,<i


(CORNER REQUIRED, GOLDEN ARMO
PTTXlW

CALL OCTOR DOOM-a, FORWARD JUMP, AIR, LAND, w o 08, MASH, FORWARDI JUMP
697,500 damage, 108% meter gain

compensate forth,, youl. need to use acrossover assist to help end your corner combos while in Golden Armor stat. This example con^ ^
5^^3lti;
amanner I',! *uptafter#'
that simpossible tofoHow r,51
After the hld b3Ck 3,ter
final knockdown la"^9 call
with air, t0 m0ve
Doctorin ,ront
Doom-aof the asPPsin9
soon ascharacter
you land,a9ai- o'^rwise, andthe then
wait amoment, follow-upwi l miss ori
jumped perform nick them
or th f
5_9the second you land toensure ithits right after Doom's beam. >_/iuiie

mmmiimm
Against an opponent on
It's a situation that's happened to almost all of us: the
the ground, Arthur can opposing player lands an early hit, activates X-Factor,
link togetheran infinite
and takes outyour firstcharacter in a singlecombo.
number of Goddess'
Sometimes you losetwo characters in this way!
Bracelet hypercombos.
This is an incredibly While Arthur's potential to score a comeback win is
useful tool, as it allows
greatly increased in Ultimate Marvel vs. Capcom 3
for K.O. combos from
due to his air , he still can use a little help. If your
all thewayacross the competitor has used their X-Factor already, thathelp
Arthur can link together asmanyaslive Goddess' can come in the form of X-Factored,Golden Armored
screenstartingfrom a Bracelet hyper combos, but the timing istricky. IIyour opponent has already used their X-Factor
lances! early inthematch, level 3 X-FactorArthur's Lance
Lance Toss!
Toss can quickly decimate a whole learn!
However, the timing required tolink Goddess' Bracelet hyper combos Golden Armor lances are an amazing projectilethey're
together takes some practicing. Here are some tricks to help you on your fast, have medium priority against other projectiles, inflict good damage, can hit both the point
way: and assist character, and cause astagger state on counterhit! In level 3X-Factor, they become
ridiculous! If any Golden Armor lance hits the opponent from half-screen or farther, you can easily
Mash the EI and-, buttons together. This lets you get a crossover combo together up to five additional lances, knocking out any character! If your adversary happened
combination hyper combo asearly aspossible. If you only have one hyper to be calling a crossover assist, they gettaken out, as well!
combo gauge bar, orif Arthur isthe only character left on your team,
you'll link two Goddess' Bracelets together easily! Otherwise, you'll spend If your opponent guards aGolden Armor Lance Toss, throwing repeated lances actually keeps
more hyper combo gauge bars inwhat islikely a very inefficient combo. them infinitely stuck in guardstun. They can wiggle the controller all they want; their character
From fullscreen distance, the proper timing to start the next Goddess'
will still be stuck on the ground guarding lances. Each lance guarded inflicts awhopping 78,000
Bracelet is exactly when the 17th fireball ishitting the opposing character.
chip damage during level 3X-Factor, so it only takes seconds to take out afully healthy character
guarding lances.
While the super flash cutscene of the Goddess' Bracelet isplaying, look at
the combo gauge in the HUD: add 17to that, and time your next Goddess' There isonly one way to escape the guardstun of Golden Armor lances: your competitor must use
Bracelet atprecisely the point where the combo gauge reaches that advancing guard as early as possible when guarding alance and then attempt to jump away. If done
number! properly, your opponent will use advancing guard, jump and guard the next lance in the air, then be
You can also mash Goddess' Bracelet for extra damage, which throws
able cleanly jump over the third lance. The timing of the advancing guard isn't particularly easy, so
opponents often guard several more lances than they have to before they escape.
a bit of awrench into the works. When mashed, Goddess' Bracelet is
actually 40 hits instead of20. This means that you should add 34to When your rival does manage to escape, you'll want to bring them back to ground level so that you
the current combo asareference point instead of 17. Make sure you're can toss more lances atthem. The easiest way to go about this isto use the homing bolts of Scatter
mashing well enough to actually get 34hits in 17fireballs, though! Crossbow; the only universal way to avoid this is to super jump up into the air. If the opposing
character has air mobility options, send some more crossbow bolts up to force your opponent to
use all their options quickly. From there, you'll want to time your next Lance Toss so that your
adversary lands right into it. From there, you can go to town tossing lances again!
'I'll ROOT OUT BIO-TERRORI$T$
WHEREVER THEYmYHIPEI"

BEEUPhIIM
BSAA Bperati

He has plenty at eKperience with all types at


weapans, and he is alsa skilled with knives and in
hand-to-hand cambat. He has goad abservatlanal
and perception skills, both ot which are
important tor survival.

MAPBBS
Chris wields various firearms, such as handguns,
sub-machine goes, shatguns, etc. He is alsa
armed with a military-issue knife and machete.

PBBim
ver since the Raccaan City Incident, he has
een fighting continuously against the spread o.
biaterrarism despite the dissolution of Umbrella.
He is alsa searching far his farmer partner, Jill,
whose whereabouts are unkoowo.

IIBSIAPPtMAM
esident tvil [l 'ijfl

PBMB EBIB
_]_-
(4 STRENGTH
2 speed'
2 sTmIina^^
1 ENERGY'PROJECTIoTl"
4 FIGHTING'ABILmr
*This is biographical, and does r
in-game combat potential ofthis
MIIBHAU CBSIUMfS
Overview
r/w/(r 1,100,000
CbainCambiArcbetype Marvel Ser es

X-Factor Boost Damaqe Spn_H


Level 1(3 teammates remaining) 140% 100%
Level 2(2 teammates remaining) 165% 105%
.evel 3 (1 teammate remaining) 190% 110%

i \ Your objective with Chris is to safely inflict chip damage on your opponent.
Gun Fire Mand air Gun Fire Lare two of the most damaging
attacks in the game in terms of chip damage
Air Gun Fire Linflicts aton of chip damage while giving Chris
huge frame advantage to work with
Adversaries attempting to avoid chip damage usually set
*_* _.-.. themselves up to get hit by an air throw, which Chris can easily
convert into big damage
Chris doesn't have many reliable ways to force damage onto his
rival; chip damage is generally his best way to inflict any damage
at all

How does Chris go about safely chipping the opposing character?


Using Gun Fire Mand long range crossover assists from across
*_ the screen

Attacking with Air Gun Fire L when closer


Staying out of trouble by liberally using Grenade Toss Lwhenever
his target is within striking distance
Winning long range firefights with the sheer power of Gun Fire H
and the evasive capabilities of Prone Position
_.

TUNING met ORIGINAL 1AVCS I '' -'' ' ' . "'

Chris received a host of improvements in Ultimate Marvel vs. Capcom 3, the most notable
of which give him vastly improved combos. The OTG-capable crouching is now special
and hyper combo-cancelable, which is great because Chris has no shortage of attacks that
cause hard knockdown! Combine that with his newly improved Sweep Combo, which now
properly hits juggled opponents, and the damage of Chris' combos suddenly reaches into
the upper echelons of the game! These changes not only drastically increase Chris' damage
output from clean hits, they also allow Chris to get major damage after throws, air throws,
and even Gun Fire Hfrom all the wayacross the screen!
Chris' dash no longer has an 11 frame window where it cannot be canceled
Low Shot (+ o ) is now special and hyper combo-cancelable
Crouching is now special and hyper combo-cancelable
Air Low Shot (air * ) is special and hyper combo-cancelable
First hit of Combination Punch His now subject to hitstun scaling
Startup frames on Prone Position have decreased from 27 to 10
Canceling Prone Position back to standing is much faster
Recovery frames on Prone Shot are substantially reduced
Sweep Combo second hit now causes hard knockdown if ground bounce has
^j-'^mis^mu^Rimiimw
1
ll_a_ M
Advantage Advantage if Notes
Screen Command
Hits Damage Meter Gain Startup Active Recovery on Hil Guarded

Cfoacbing Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery MSSSST flSSS">te*
Crouching
Crouching Low attack, OTG-capable, inflicts chip damage, shot
Crouching has 3 low priority durability points

ESpUMBLWrn
. .. Advantage Advantage if Nnlp_
Screen Command Hits Damage MeterGain Startup Active Recovery nn Hit3 Guarded Noies

-v-;>?
-_-_LflIW.^IR,Jl'.,iiM||lklifi||iiil|{M|ltl|l|_i
a nymg screen). When usedoutside ofa launcher combo, air
Dssible during a launcher combo. Exchange hits initiate team,

Screen Command
Hits Damage Egf
aa"'
Startup Active Recovery' AdvanJa,Be
on Hit
Advantage N,
if Guarded aum*
Air 85,000 10 Causes hard knockdown ifused inlauncher
32 +18 +16
combo
Air{> + (during launcher combo) 60,000 10
Until
Tags in next available ally while lofting an
grounded opponent upward
Tags in next available ally while causing
AirC> orO + (during launcher combo) 50,000 400
Until
wall bounce, erases 1 hyper meter bar from
grounded
opposing characler
AirO (during launcher combo) 50,000
400 +
10
Until
Tags in next available ally while causing ground |
10,( grounded bounce, generates 1 hyper meter bar

___Mr;; -i tt
Command Attacks
_i_____i-M^iiiP-iKMh-rttftra:
'"' 'ill *ll1!f ..o uouunj
"r'"' ..,:;-.:;;
j/i/-..-.mmi;' to
1U chain
blldlll into
IIIIU a
_ comma
UUIIMIIll
led themselves.

- - ~- : - - '.- :._ . _ _.
Screen Name Command Hits Damage "JjJ' Startup Active Recovery Ad0wJnH,f,BB M^HHif Notes
Low Shot <> + OTG-capable, inflicts chip damage, shot has 3
low priority durability points
Stun Rod O* 90.C 720 15 25 Inflicts chip damage

Flamethrower 110,000- 1296- Cannot be canceled into, inflicts chip damage,


O* -25 20 22 button can beheld for extra hits, not special-
171,200 3600
cancelable
Air LowShot Air{> + 90,000 720 15 Until landing +19 +18
Inflicts chip damage, shot has 3 low priority
durability points

i |\_f: _ yv

_- m. all
Ji

tt
mmm
Throws are for snagging passive or blocking opponents. Since throws are active so qu so use them
areusually possible after throws, oneway oranother.

Screen Command Hits Damage Meter Gain Startup Active Notes


__________________^H1
O * (ground) Hard knockdown
<? * (ground) 1,000 Hard knockdown

_> + (air) Hard knockdown


<? + (air) 1,000 Hard knockdown

(&*? vj
I ^
Si!

I
7vi_rw

_
_4_ ^
As a PartnerCrossover Assists
Recovery (this Recovery
crossover (other Notes
Screen Type assist) partner)
Hyper Combo
Combination 34 2(16)2 134 104 Hard knockdown
Sweep Combo 131,000 1120
Chrisa Punch H
1408 114
Each projectile has 1low priority durability point j
Grenade Launcher Gun Fire M 125.C
Chris3 Spinning knockdown, projectile has 1low
119
priority durability point

Chris-(_'s Gun Fire Mishis best all-around assist, and it is an asset to any team. It's basically abeam assist! Use it to bolster any character's long range zoning, use it as cover lire for an
offensive character, use it in cross-up set tips; just use it a lotl
Grenade Toss Lis amuch morespecialized assist; while it has the obvious application o. being used for extra defense with zoning characters you, can.also j|^^^S
combos! Midscreen, you can use Chris7 'or asingle damaging hi, that places your rival in aton of aerial hitstun. In .he corner, you can call Chris-^ simultaneously while pressmg
(D. From there, you can do afull aerial series ending with air, spike your opponent onto the landmine, then land and continue with your combo of choice.
Since the first hit of Combination Punch His now subject to hitstun scaling. Chris-cx is no. nearly as useful in combos as he used to be. You can still cause ahard knockdown if you use
the assist early enough in acombo, but it's difficult to recommend Combination Punch Hover Grenade Toss Lfor similar purposes.
However, using acrossover counter to Chris -a can be avery strong tactic: Chris comes in fully invincible all the way until the first hit ing frame of Combma,^Punch H. *J*Jj*
can convert that hi. in.o adamaging combo! Combination Punch His very unsafe if guarded, however, so try to only use this tactic in situations where ,t sguaranteed to hit, such as when
guarding a non-invincible melee hyper combo.

Snap Back I
Advantage Advantage
Screen Command Hits Damage Meter Gain Startup Active Recovery on mt jfGuarded
500-(-1 hyper -2
4 20
1 ^\r_> + E__ 1 50,000
meter bar) |

- - "M--~~~~
On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
| out for 4seconds _^_______________________________^^^^^^^^m _.-

SFJ^KMm
Screen Name Command Hits Damage 'JljjJ' Startup Active Recovery AdJJ1Jftfle fffiuarde! Noles L
Combination
2 104,000 880 10 2(15)3 21 -1 -2 Firsthit staggersopponent
1 0#<J> +
(During Combination 3 26 -3 -4
2 Body Blow 1 50,000 400 12

Punch L)
30 -5 -6
3 Heavy Blow (During Body Blow) 1 50,000 400 13 3

(During Heavy Blow) 3(18)3( -3 Second hitknocks down foe, third hitwall bounces
3 1080 15 21
4 Payoff 17)4


First hit staggers rival, second hil knocks down, 4
Combination 2(24)3 22 -3
5 0#<3 + (M) 2 122,000 1040 10

frame gap on block between first and second hit


Punch M
Wall bounces opposing character, hard knockdown,
Magnum (During Combination 37 -12
6 1 150,000 1200 22 -

shot has 10 low priority durability points
Punch M)
Combination 2(16)2 41 -20 Hard knockdown
131,000 1120 10
7
Punch H
O#o + 2

Explosion is OTG-capable, spinning knockdown,


landmine is created on 15thframe, landmine
explodes on contact orpersists lor 90 frames before
Grenade
130,000 1040 17 30 -7 detonating, landmine can bedetonated by projectiles
8 c>0^ + 1

from either player and also detonates whenever Chris


-

TossL
receives damage, explosion has 1medium priority
durability point
Grenade detonates alter 90 Irames, can bounce off
ofwalls, can bedetonated by projectiles and also
Grenade 25 detonates whenever Chrisreceives damage, causes
9
TossM
c>Ot_ + 1 150,000 1200 20 -

spinning knockdown, isOTG-capable, explosion has


5 low priority durability points
fi^fiMmwmm
1 Screen Name Command Hits ^^^M KiiTi!((!i /;(ViU'j;i llfPTiTdft , ';\il'i':)ilFli|: iii iflllOT Notes

Grenade detonates alter 120 Irames, can bounce off


of walls, can be detonated by projectiles and also
Grenade
10
C>Oti + 1+5
130,000 + 1040 +
25
detonates whenever Chris receives damage, explosion
Toss H 26
61,300 600
-

causes spinning knockdown, isOTG-capable, creates


flame pool upon detonation, flame poo! lasts for 120
frames, explosion has 1medium durability point, fire

11 Gun Fire L Ot\c> + 10


On counterhit, will stagger the foe if the first hil isa
129,900 1600 25 31 +7
(in airOK)
+6 headshol. Each projectile has 1low priority durability
point
12 Gun Fire M
(inair OK)
8 125,000 1408 25 13 22 +1 0 Fires 8shots, each projectile has 1low priorily
durability point
13 Gun Fire H O^O*
(inair OK)
1 150,000 1200 22 34 -12
Wall bounces foe and causes hard knockdown,
projectile has 10 low priority durability points
30 (or until
(in air) grounded,
14 AirGun Fire L
0^<> + 10 129,900 1600 25 Iheni +36 +35
On counterhit, will stagger the foe if the first hit isa
headshot. Each projectile has 1low priority durability _5*
frame point
recovery)
16 (or until
Air Gun (inair) grounded,
15
Fire M 8 125,000 1408 25 15 then 1 +21 +20
Fires 8shots, each projectile has 1low priorily
frame durability point
recovery)
37 (oruntil
Air Gun (inair) grounded,
16 1 150,000 Causes ground bounce, projectile has 10 low priority
1200 22
FireH V^O* Iheni +19
Irame durability points
recovery)
Prone
17 Can move left orright while inProne Position, exit
Position 00 + -

10 - 5 -

Prone Position by tapping up onthe controller


18 Prone Shot
(During Prone Position)
1 90,000 720 15 -
9
M hyper combo-cancelable, projectile has 3 low

priority durability points

Combination Punch L: Two punches that cancel into Body Blow with BodyBlow.
specific timing, the first hit causes a stagger state on your opponent. Body Blowis the
You can take advantage ofthis toeasily hyper combo cancel into singular follow-up
Grenade Launcher, but there arebetter combos and better means to to Combination
accomplish this. Punch L,carrying
There isavery lenient 10frame window tosuccessfully cancel into a 4 frame
Body Blow. The window begins immediately after the second punch disadvantage
connects. butat a slightly
farther distance
Combination Punch Lcarries a 2frame disadvantage if guarded, compared to
. ..... ,,, . . . and itisgenerally punishable by throws from your competitor. It Combination
is dithcult to punish this consistently, however, so it is sometimes worth the risk to immediately jump straight up Punch L. This usually leaves Chris at a distance that is safe
alter aCombination Punch Lis guarded; if your opponent doesn't time their throw attempt correctly they instead from both throw attempts, but unfortunately, that isnot always
get astanding <_ attack that probably misses completely. Come down with a jumping into afull comboi You'll thecase.Even still, notvery many characters have attacks or
want to be sure that the opposing player is attempting a throw, however; most opponents do not know the frame command throws with a 4 frame start-up orless, soending
disadvantage of Combination Punch Land instead try to hit you with acrouching attack. While you can easily attack strings with Body Blow is generally safe.
guard this, ifyou tryto jump, you typically get hitinstead.
Body Blow cancels into Heavy Blow, alsowith a lenient 10 frame
Given that Combination Punch Lleads to ahost of follow-up hits, it's alittle ironic that all of Chris' best combos do window. This window begins immediately after Body Blow hits
not utilizei them. Usage of this attack is best kept for attempting to make guarded attack strings safer while inflict the target.
a bitofchip damage. a

I Combination Punch M: Another punch


('#& p series, the first hit of Combination Punch
Mcauses a stagger state, and it is the
preferred option to hypercombocancel
intoGrenade Launcher. Both punches
pushyourrival a fair distance away and
leave Chris at a safe 3 frame disadvantage
if guarded. However, there is a 4 frame
Heavy Blow. Unlike Combination Punch L Payoff. The final attack of the Combination window between the two punches; this
and Body Blow, Heavy Blow is very unsafe Punch Lsequence causeswall bounce, is allows your opponent enough time to jump into the air, guard the second punch while
if guarded. Itcancels into Payoff with a safe ifguarded, and inflicts a lot ofchip airborne, then immediately land and punish Chris with a full combo.
much stricter timing window: 5 frames damage. However, all your adversary hasto
immediately after Body Blow connects. do is use advancing guardonce, and Chris Combination Punch Mcan cancel into Magnum Combo with very specific timing: the
The timing isearlier than what is intuitive, gets pushedhalfway across the screen, timing window is5 frames long, starting at8 frames after the second punch connects.
however; if you have trouble successfully punching air.This is incredibly unsafe! However, if you cancel into Magnum Combo on the last possible frame, it misses entirely!
canceling, try pressing a little earlier.
Payoff is somewhat ironically namedit Given Chris' new combo tools, Combination Punch Mdoesn't have much ofa role in his
isn't exactlyworth the time invested into gameplan. Chris has other more damaging combo options that cause far less hitstun scaling.
learning thetiming ofthisattack, given that
Chris has many superior combo options.
Magnum Combo: The Combination Punch H: Combination Punch Hisanother two-
follow-up to Combination hit strike, only with no additional follow-up attacks. It causes
Punch M causes wall bounce ahard knockdown state and isan essential component of
and a hard knockdown. Chris' combos.
Similarto GunFire H,it fires In Ultimate Marvel vs. Capcom 3, the first hit of Combination
cleanly overthe heads of Punch Hisnow affected by hitstun scaling, allowing
mostcrouching adversaries, opponents to air recover between the first and second hits if
leaving Chris openfor performed late in acombo. This was clearly implemented to
punishment. prevent ridiculous combo loops with the newly cancelable cr.
toCombination Punch Hover and over!
Grenade Toss M. Chris throws a grenade that later
Grenade Toss L: This is the cornerstone of explodes two-thirds of the distance across the
Chris' defense; always tryto have a landmine out screen. The grenade does not detonate oncontact,
whenever your competitor iscloser than midscreen. but itstill explodes ifChris gets hit, orif Chris
The landmine explodes on contact, after 90frames, manually shoots itwith a projectile attack.
orifChris getshit by theopposing character.
Grenade TossMis usually used as a way to getan
That last point is importantopponents hitting offensive threat onto thescreen with thesmallest
Chris up close detonate the landmine, generally time commitmentwhile Grenade Toss Hand Gun
blowing themselves up intheprocess. Chris can Fire Mare generally more effective, Grenade Toss
then juggle his rival and transition into a massive M recovers more quickly.
combo!
There are afew weaknesses to Grenade Toss L: adversaries with ranged attacks can safely
Used creatively, you can also employ Grenade Toss Mto setup throws! Use acrossover
assist to pin your competitor in place while you toss agrenade under them. You II have just
hit Chris from afar and detonate the landmine. Characters with the ability toeasily get enouqh time to wavedash forward and throw the opposing character before the grenade
behind Chris can also hit him without fear of the landmine. Lastly, it has a punishable 7 detonates, allowing for abig combo. If your target attempts to break the throw, jumping
frame disadvantage ifthe initial mine placement isguarded. into the air causes them to get astanding attack instead, which then promptly gets
blasted by the grenade! Follow this technique up with ahuge combo!
Gun Fire L: The wide shotgun spread ofGun Fire Lis
Grenade Toss H.
Compared to Grenade
primarily used preemptively from medium range tostop
Toss M, the H version
your adversary from jumping forward. Aside from having
has the following
a landmine out, it'sarguably Chris' strongest counter to
differences: it takes
airdashing opponents from afar.
30 frames longer to You can use the spread fire of Gun Fire Ltodetonate Grenade
detonate, it both executes Toss MorH, which isespecially useful when canceled into
and recovers more from Low Shot f> + ).
slowly, and it leavesa
giant pool of fire atthepoint of detonation! When used up close, most characters are still able tocrouch
directly under Gun Fire Land punish Chris, making this apoor choice to end guarded attack strings with.
Grenade Toss Hisgreat against cornered opponents if you can manage to Gun Fire Lhas the odd property of staggering your target if the first pellet that connects is both acounterhit
get your foe stuck in the flames, generally with the help of crossover assists and aheadshot. This is exceedingly rare when using the ground version of Gun Fire L, especially given that
orimmediately after knocking out a character. If the opposing character
gets stuck guarding in the pool of flames, they'll be atyour mercy to guard its main role istocounter your opposition's attempts tojump forward.
several more special attacks, racking upa tonofchip damage.
GunFire H.The magnum shot traverses
Gun FireM: The mainlong rangeattacking
the screen in an instant and has 10 low
option, Gun Fire Mdeals animpressive priority durability points, allowing Chris
52,800pointsofchipdamage. From to simply power through mostlong range
across the screen,you'll want to force
youradversary to guard thisas often as
firefights. The bullet also pierces through
boththe opposing point and assist
possible. Italso pushes the opposing characters, knocking them both against the
character backward a largedistance,
wall. This is a greatopportunity to inflict
making it greatfor ground control.
massive damage on both characters!
Gun Fire M has a total of 8 low priority
durability points, certainly enough against
If themagnum bullet hits, itcauses a wall
most characters, but not great infirefights with other dedicated zoning characters. In long bounce and hard knockdown state, and Chris can convert that into afullscreen combo for
range matches, you'll want tomatch projectiles with Gun Fire Hinstead. massive damage without even requiring hyper combo gauge!
Gun Fire Hcan be cleanly crouched under by most characters, sotry toonly use it in
situations whereit's guaranteed to hityourtarget.

Air Gun Fire L: Chris' go-to offensive tool, Air Gun Fire Linflicts awhopping 60,000 points of chip damage if all hits connect! Jumpingishotguns
recover immediately as Chris touches the ground, leaving him with amassive frame advantage of up to SS!i3^SS!5SZhtThe
to set up whatever you like: Grenade Toss H, aslow crossover assist like Senhnel-a, or even ano her jumping shotgun. If t eshotgun its he
opposing character, you have all the time in the world to dash in and perform acombo. The combo sdamage is massively scaled by the 10 hits of
the shotgun, but it's still free damage and hyper combo gauge, and it carries your opponent all the way to the corner.
Since Chris is shielded by amass of shotgun pellets, this attack is difficult for foes to counter without jumping directly over the blast. This opens
your opposition upfor airthrow combos!
Like the qrounri version of Gun Fire L, the jumpinq version also has the chance to stagger opponents if you happen to get both acounterhit and
aheadshot This is much more likely with lhe air version of Gun Fire L, however. When this happens, two lumping shotguns link together for a
combo, allowing you plenty of time to visually verify the hits and dash forward for afull ground combo.
Air Gun Fire H. Astrong all-around tool, theair
AirGun Fire M.The aerial version of the machine- version ofthemagnum shot inflicts 45,000 points
gun is OTG-capable, but given the new cancelable ofchip damage, causes a ground bounce state
properties of cr. and Low Shot, itisn't ifhit, and is OTG-capable. This makes itgreat
incredibly useful forthatpurpose anymore. When for combosin addition to general usage; ifyou
normal jumping, ifyou need an aerial projectile, it's manage tohit your opponent with Air Gun Fire Hin
generally preferable to useAir Gun Fire H, Air Low a defensive situation, you canquickly convert that
Shot,or Air Gun Fire Linsteadthere isn't enough hit into a huge combo!
time in a normaljump to fire all eight bullets.
It's also good for fullscreen firefights: super jump
However, super jumping forward andimmediately straight up over your rival's projectiles and use Air
using Air Gun Fire Misastrong tool for approaching your target. All eight bullets connect Low Shot canceled into Air Gun Fire Hfor a quick damaging combo, or 72,000 points of
against afullscreen opponent, and you'll still have enough time to fire an Air Low Shot before
landing, adding up for some sizeable chip damage and alot of frame advantage upon landing chip damage ifit is guarded.
This can easily becountered by foes wavedashing directly under Chris, however. As ageneral all-purpose tool, Air Gun Fire Hdoes have some significant weaknesses when
compared to Air Gun Fire L, however. The shotgun has amuch wider spread of fire and
also much more frame advantage if guarded. Air Gun Fire Hmaxes out at20 frames of
advantage compared tothe 38-frame advantage of the air shotgun.
Prone Position: Activating Prone Position makes
Chris go into his prone stance. From here, most Prone Shot Chris shoots athis target from
projectiles passharmlessly over him, while Chris Prone Position, causing chip damage while
can fire Prone Shot with impunity while calling still going clear under most projectiles.
crossover assists. Combined with a long range crossover
assist, Prone Shot isincredibly difficult for
Prone Position absolutely dominates alarge most zoningcharacters to deal with.
majority ofthe long range firefight matches in the
game, since most characters don't have projectiles Prone Shot received a marked
that they can angle downward far enough to hit improvement along with Prone Position in
Chris. These characters need toabandon the idea Ultimate Marvel vs. Capcom 3the shot
of along range fight and approach Chris, something they typically aren't good at doing. recovers muchmorequickly! Thisqives
In\ Ultimate Marvel vs. Capcom 3, Prone Position has become significantly more useful- ofof Prone
PrnnoTc
Position, the ability to simply change tacticswith
tmrlrapiKd ,rf,e.f fire' and combined when,hethe
"uick sPeed 'canceling
opposing player beginsoutto
Chris ran initiate and cancel out of Prone Position much more quickly. This makes it much maKG a movs.
less of acommitment to go into and out of the prone stance, and Chris becomes much less
of asitting duck when competitors do decide to move forward.
Prone Position also has another wackier use: see the Advanced Tactics section for details!

Byper Combos
Screen Name Command Hits Damage Startup Active Recovery Advantage Advantage .
' on Hit if Guarded M
First hil incapacitates foe for 113 frames, does not
Grenade n incapacitate airborne foes, second hil causes spinning
Launcher V^O * knockdown, third hitcause knockdown, fourth hitcauses
spinning knockdown, has homing capability, each projectile
has1 high priorily durability point
r_>{>\ + $ 53 -31
Second hit floor bounces foe, 21st and 22nd hits cause
spinning knockdown

Invulnerable for (35+7) frames, creates a cursor to aim


O#o + 27 445,500 35!1(L0Ck
On 14)
37 43 Satellite Laser, pressing any button lires, allows three shots
within time limit, each shot isOTG-capable, time limit is
l frames, each shot has20frames olstartup

- - . , o ..._. ..w_. ,>,_ uppuaiuuii. men a iiuiiiiny yicnaue


jthe air. finally followed by two more forward grenades. The homing grenade comes down last, effectively shielding
from all but invincible attacks and throws. This makes Grenade Launcher an effective tool for safely resetting the
mtum in a match.

If the first freeze grenade hits Chris' target out of the air, it causes ahard knockdown, but the rest of the hyper combo does
not connect in most situations. This makes its usage in juggle combos and THCs very limited. The homing grenade does
do agood job of keeping Chris relatively safe, however. There are afew other ways to use this: using aTHC immediately
after Chris fires the homing grenade is asafe way to get Chris out of the game and another teammate in. Using aTHC into
Grenade Launcher isalso astrong way to get another teammate out of the game.
. ... , While Grenade Launcher can indeed be used to win long range firefights. it's generally preferable to use Gun Fire Hinstead-
'^m^^^lS^x^^^-,0 T'6 ma9e combo
and link more hits after aGrenade Launcher, but it savery meter-inefficient WithuUtthat
0Stin9ahyPerCOmb09au9e
inflicts barely more damagebar!
thanA9ainstacornered
astandard corneropPnent'
combo yucan *Wcombcancel into

Sweep Combo: Sweep Satellite Laser: Astrange ~~


Combo sees a much more level 3 hyper combo,
prominent rolein Ultimate Satellite Laser allows
Marvel vs. Capcom 3as to move a cursorons
Chris' primary combo and direct up tothrei ,^>p7
ender. The newly cancelable capable shots ofuns>
crouching attack damage. The startup
allows you to tack this onto speed ofSatellite Laser*
any combo ending with remarkably slow, soyo
a hard knockdown, and need tohyper combo ci
improvements to the Sweep it from hard knockdown Hhfl
Combo allow it to be used in combos where you've already used aground bounce. attacks like Combination Punch Hand Gun i
While the second hit of Sweep Combo still causes aground bounce state in Ultimate Holding abutton down during the activation of S.
^p^ initially appears:puts the cursor in front of Chr,., ,., ,, , , .,..
cmS v hent^r ?Z IntT POrti0nrt0, th!hhyPer C,mb,0 miSS SCreen' aimS a",he way across the screen"and "l h'di"9 ^y butt dow a I
KMiy.iKuy melrest
T or n.^ 9im P " P yUr adV6rSary CaUS6S the CUrSr,0
Laser from anywnereappear
on ,he directly
screen, onHoweveri
top of Chris'Thisnotal,ows
be sure Vu__y,0 combo
,0 press int0 Satellite
Qth_r butt0__ um
Sweep Combo allows for easy THC opportunities afterward; your opponent is left slowly ,he Satellite Laser cutscene has finished; pressing buttons too early causes the cursor to
spinning in the air atground level all the way until they hit the ground. Combined with snow up on Chris!
t?KSo7osTctLCtiai'3 Sin9'e hlt 'eadin9 int 3SW6eP COmb Wi'h 3C iS enU9h Sa,e"i,e LaSer haS al0t 0f invincibility' but most of jt is used in its art"P ^ames. It can
generally only be used for this purpose to beat other hyper combos; everything else is
simplytoo fast to react to.
'':SvJl/
Uuillij Pluu

Gun Fire Hhas ahigh amount oldurabilitypoints to The evasive properties ofProne Position give some
Try to chip your competitor Irom alar with Gun Fire IIan encroaching opponent gets within striking win firelights with. It also leads to fullscreen combos! characters fits; itfotces them toeither take to the air
Masmuch aspossible, while using long range range, try to have alandmine out at all times. ortogo onollense.
crossover assiststofurther pinthem down. If your opponent decides to move in while Chris is in Prone Position, there's little to no risk
Most character matchups involve an opposing character trying to get close to Chris, while involved- simply tap up on the controller to quickly cancel out of Prone Position and take
advantage of Chris' newfound quickness in Ultimate Marvel vs. Capcom 3. Plop down a
Chris istrying to force them toguard asmany bullets aspossible. landmine, and proceed into standard defensive measures!
From afar, your gameplan revolves around Gun Fire Mand long range crossover assists. The fiqht becomes substantially more difficult against characters who can rain down
Long range assists that remain active threats for along period time are preferred, like projectiles from super jump height. If the opposing character can only fire one projectile in
Sentinela, Arthur13, oreven Ryup. These assists clog up the screen, are more the air before falling, the best counter is to super jump toward the foe over their projectile
difficult to avoid, and buy you more time for more shots ofGun Fire M. and counter with air Gun Shot H. If it hits, you can quickly dash forward and launch your
Your rival must generally take to the air to avoid Gun Fire M. If the opposing character has target for acombo. If your adversary can stay in the air and fire multiple projectiles down,
limited air mobility options, simply delay your Gun Fire Mabit to force them to land into then they'll be too high for any of Chris' guns to hit. Trying to maintain along range fight
itand push them away again. If the competitor has mobility options like an airdash, you'll in this case is futile, so you'll have to wavedash forward under the projectiles and try to get
have touse Gun Fire Lto reliably stop that type of approach. When stopped in this manner, under your opponent. Go for an air throw on their way down, or lay down alandmine and
it's very common for opponents to immediately jump again, so don't be afraid to use Gun set up your offense.
Fire Lseveral times ina rowl.When your target eventually gets within half-screen distance,
try to have aGrenade Toss Lmine out at all times to cover yourself. Even if your opponent
manages to hit Chris, the landmine explodes and hits Chris' oDponent, aswell. This is one
of Chris' most damaging combo starters; juggle acrouching W from the explosion, and go
to town!

if your adversary does not have aprojectile or ateleport, repeatedly doing Grenade Toss
Lfollowed by Gun Fire Mis agreat stalling tactic; laying down the landmine makes the
machine-gun safe, and the machine-gun can push opponents far enough away to allow
you todrop another landmine. Mix in crossover assists for even better results! Opponents
without projectiles or teleports can generally only counter this tactic hitting with an attack Air Gun Fire Lisincrediblygood; itdeals aIon olchip Opponents trying to stop Chris'ollense will inevitably
that knocks down; they'll still get blasted by the landmine, but you won't be able to capitalize damage while leavingyou at ahuge frame advantage! jump. Counter this with an air throw into big damage.
with acombo. From there, they can ground recover toward you and cover that last bit of
distance. Attacking with Chris midscreen can easily be summed up: jump in your rival's face and use
If the opposing player starts doing this, simply stop using Gun Fire Mand guard the the shotgun or the magnum, looking for opportunities to land an air throw all while pushing
opponent's knockdown attack instead. This causes them to still get hit by the landmine, your target to the corner.
which you can convert into a combo. Competitors jumping tov/ard you without pressing a Air Gun Fire Lis an amazing toolit fires agigantic spread of shotgun pellets in front of
button areeasily airthrown, which also goes into a full combo. Chris, effectively making it impossible to anti-air except with invincible attacks. If guarded, it
Another strong tactic against a mid range rival isto use the newly cancelable properties of inflicts up to 60,000 points of chip damage and leaves you with amassive frame advantage
theC> + Low Shot: simultaneously call a crossover assist with Low Shot, then cancel of up to 38 frames. If ithits, you get to tack on afull combo that can carry your competitor
Gun Fire Lto prevent your foe from jumping, Gun Fire Mto counter guarding, orGrenade to the corner!
Toss M or H for more aggressive play. When your jumping shotgun blasts are guarded, you have anumber of simple options:
Alternatively, when your attacker gets into medium range, you can take this asan Jump forward and shotgun again
opportunity tosuddenly begin attacking with Air Gun Fire L! This is especially powerful
whenyour opponentis waryof landmines. Use the massive frame advantage to call a crossover assist and
use Grenade Toss H
If the opposing character super jumps toward you, you'll want toplace a landmine out tobe
waiting for them asthey land. This forces them to come down without pressing a button, Immediately use Gun Fire P/l against opponents who use
which in turn opens them up for another air throw. advancing guard
If the opponent manages to get near you and begins toattack, use advancing guard asmuch Dash forward and mix up crouching with a throw
aspossible with the eventual goal of buying enough space todrop another landmine. This Wait on the ground in anticipation of the opposing character
tactic buys you enough time to call acrossover assist while jumping away with Air Gun Fire jumping forward to counter Air Gun Shot L, then do your own
L. When ondefense, keep an eye outforopportunities to airthrow, as well; not only are
counter with Grenade Toss L or air throw
they among the most reliable anti-airs in the game, they're also one of Chris' main sources
of damage! The most effective way todeal with Air Gun Fire Listoguard the blast in the air: the
opponent recovers immediately upon touching the ground, drastically reducing guardstun
and Chris' frame advantage. From there, the best option isto jump forward and meet Chris
Fighting against other dedicated projectile-based characters is simultaneously Chris' in the air with an attack orair throw. Counter this by having a landmine waiting for your foe
strongest point and biggest liability. Against most characters, Chris can dominate the long when they land, orjump forward and air throw them yourself!
range match with the high durability and damage of Gun Fire H, along with the evasive
properties of Prone Shot. However, some characters can float in the air at super jump height Against acornered opponent, you can use the jumping shotgun awhole lot more due to
and rain down projectiles onto Chris. He generally doesn't have an answer tothis other than advancing guard being weakened. This forces your attacker to make a move much more
to attempt to movein and establishan offense. quickly, as the threat of nearly endless jumping shotguns is not an appealing one.
Most long range firefights revolve around the threat of Gun Fire H. If your adversary isfiring The corner allows you to get much more creative with Chris' offensive tools. Grenade Toss
any projectiles on the ground oratnormal jump height, the magnum shot can generally slice Hin particular becomes much more deadly because you can force the opposing player to
cleanly through all projectiles and wall bounce any point and assist characters in its way. From guard the following sequence: Low Shot pressed simultaneously with acrossover assist,
here, you can convert into adamaging combo. See the Combo Usage section for details. cancel into Grenade Toss H, Gun Fire Lto detonate the grenade and keep the opponent from
jumping, then Gun Fire Mas they are stuck in the pool of fire. Depending on the crossover
To combat Gun Fire H, your opponent can crouch directly under it before returning fire. In this assist used, this can amount up to240.000 points of chip damage!
situation, simply use Gun Fire Mfrom across the screen to force an action out of your rival.
Afew characters are able to beat out Gun Fire Hina firefight, especially when they have a This isalso a useful after knocking out a character. Before the next character comes in,
crossover assist backing them up. In these cases, you can simply use Prone Position togo use Grenade Toss Hasmany times asyou can, force your adversary toguard Gun Fire L
clear under all of the incoming projectiles while pecking atthe opposing character's feet immediately asthey enter the playing field, then tack on as many Gun Fire Mshots as you
with Prone Shot. When all theprojectiles have flown by andthecoast is clear, call a long can. When the fire begins to dissipate, call a long range crossover assist and move back in
range crossover assist to further frustrate your competitor. Between Prone Position and Gun withjumping shotguns!
Fire H, most characters have no choice but toeither abandon the ranged game and go on
offense,or taketo the air and fire projectiles downward.
/. CR.,ST.@, o^>> \ *+ oOj), WAVEDASH TWICE, OTG CR.^> * - o , FORWARD JUMP,
AIRf *+o, LAND, o,e_> FORWARD SUPER JUMP, AIR ,, , (s), LAND, FORWARD DASH, ti V ,^
CR.e_> -* * o @@ fc
733,600 damage, 7% meter gain (or self sufficient for Sweep Combo ender) /\
Chris's main combo inflicts heavy damage while dragging his adversary across the screen, making it possible to transition into acorner variation (Combo II) if Chris is midscreen or closer I
to it. If air c_J hits your opponent mto acorner, perform abackwards jump Air Gun Fire Hinstead of aforward one. This ensures that the gun shot is properly positioned to hit the cornered
cuinpctiior.

S iS ChriS' Pr,f^rref comb-star,er in most cases: it has much farther range than crouching, and forgoing the crouching also substantially increases the total damage in
the combo. However, don thesitate to use crouching where speed is afactor-landing the hit is much more important than afew points of damage!
lumSm^mt^Ven,yin9" yUraUaCkS are hi' r 9Uarded be'rethe Standi"9Endinat S'andi"9iS by far Chris'sa,est oplion: jt hasa2frame disadvanlage a"d hout
Chris doesn't have agreat way to salvage his offense if his attacks are guarded without the help of acrossover assist. You can delay the + O hit to try to catch arival pressing
fhmwnaSi. l?wP^ann nyhendea,Tr I"" ? "'**""' ^ ^ M**^ M Cmbinatin PunCh Land ro",he dice on whether or not V W* car. time their
' "Z7T S ? ," ,ey 3re 9mfl a
come uown with air vjy tor a full combo. 'yU Ca"iUmP Strai9hl UP WhHe Parding- ",hey mistime ,he throw' ""* ins,ead whiff as,andi"9 -*<* allowing you to

//. (REQUIRES CORNER) CR., ST. , o e~> * jr . 0 , 0TG CR. ^> * * o , OTG CR. e_>
f * - o , ^> FORWARD SUPER JUMP, AIR , , , , LAND, {BACKWARDS JUMP, AIR * * o , LAND
FORWARD DASH, e_> FORWARD SUPER JUMP, AIR } OR |CR. s~> - X o <g@}
605,100-776,900 damage, 107%~25% meter gain (or self-sufficient for Sweep Combo ender)
^SSiS^S^kiStSS an? mhre
variation intlicts 176,000 more damage at thecostofa hyperdamar9! f thebar.,W P,inS ShWn' *he <irSl Variali0" bUMS ,he m0St meterwhile s,i" deali"9 slro"9 dama9e-The "econd
combo gauge

///. * * , WAVEDASH FORWARD 3TIMES, OTG -> o -k> +** (Q), FORWARD DASH, FORWARD JUMP
AIR OTG * o , LAND, * o _=> fwo
556,900 damage, 62% meter gain

SSS^^SSmS^SS!! 0U,tQht' ^?PUhnitStak8S fr0m adiS,ance'A success,ul hit leads "> heavV W < anywhere on screen, butyou must wavedash as

/IT. THROW OR AIR THROW, CR. ^> ** * o, WAVEDASH TWICE, OTG CR. e~$> f * - o,
FORWARD JUMP, AIR * + o , LAND, - o , <) _^> FORWARD SUPER JUMP, AIR , , , () LAND
FORWARD DASH, CR. ^> - v o @@
492,700 damage, 2% meter gain
Chris can get great damage from throws without the help of an assist. Shift into Combo Vif the Combination Punches carry your adversary to the corner.

V. (REQUIRES CORNER) THROW OR AIR THROW, CR. ^> ** <- o, CR. ^> ** _ 0, CR. _=>
* + o , s~> FORWARD SUPER JUMP, AIR , , LAND, CR. e_> - * o @
535,300 damage, 9% meter loss
Acornervariantof Chris' throwcombos.
After hitting Combination Punch H, input a dash immediately before jumping to get that extra distance you need.
To cancel Low Shot into Gun Fire H, return the controller to neutral before inputting the 01\ O motion; otherwise, you'll get Grenade
Toss H on accident!

(AGAINST AIRBORNE OPPONENT) AIR,, .LAND, ST. ,->0#O +, JUMP FORWARD, AIRO ^^> +OTG, LAND,
_>+ ,_*> SUPER JUMP, AIR,,,, LAND, CR. OTG *=*> <O0^ +

cOOti , (LANDMINE HIT), CR., ST.,> +-> 0#<> +.JUMP FORWARD, AIRO^- 0TG.O+ ,->>
SUPER JUMP, AIR,,,, LAND, DASH FORWARD, CR. OTG s=cC>0^ +

CR.,, ST. ..,=> +-> OVZ\ *, CR. O,, ST. ,C> +-* 0#O +. JUMP FORWARD, AIR0^O+ OTG,
LAND, O +,==> SUPER JUMP, AIR ,,LAND, DASH FORWARD, CR. OTG =* OO^ * QQ
ICharacter-specific, you can conlinue acombo from a point-blank GrenadeToss Lagainst some characters
AIRO^O +, DASH, CR.@, ST. ,0 +^> 0&<? *JUMP FORWARD, AIRO^O +OTG, LAND.O +,=->
SUPER JUMP, AIR,,,, LAND, DASH, CR. OTG *=& Ofy^ +

(WHEN THE ENEMY IS AT LONG RANGE AND NEAR ACORNER)0*0 *, WAVEDASH FORWARD 3TIMES, OTG0 +- 0*O+,
FORWARD DASH, FORWARD JUMP, AIR 0TG<>t_O* , LAND.O +, -* FORWARD SUPER JUMP, AIR,, ,, LAND,
OTGti + ^> Ofy^ *

UsUj^ss^jGu^e^neads to huge damage as long as lhe opponent's back is near acorner 1819,400 damage, 11% meter loss

CR., ST. ,C> +=> H ,ST., ,C> +, . * FORWARD SUPER JUMP, AIR,, ,, LAND, FORWARD JUMP,
AIRO^O+ .LAND.O+ ,-> FORWARD SUPER JUMP, AIR, , . LAND, CR. *= OQ t\ *
| An easy X-Factor combo thai starts off ol averifiable opening
THROW OR AIR THROW, CR. 0 &<? * -* W,WAVEDASH TWICE, OTG CR. -> 0 $<? * . FORWARD JUMP,
AIR0^C>+,LAND,O +,-> FORWARD SUPER JUMP, AIR,, . . LAND, FORWARD DASH, CR. ^ OQ^ *
1875.800-1,126,300 damage, 33-71% meter gain
IAn X-Factor throw combo lhat starts ofl ofa verifiable opening
(REQUIRES CORNER) CR., ST.,O ** 0#O +,OTGCR. -> 0$O *,OTGCR. * 0^ *-*
{)$<? *, OTG , OTG , OTG , SATELLITE LASER ENDS, OTG CR. *-> C>0 ^ +$
/_____._

Alter hitting sweep combo in the corner, the opponent will likely Ifyou didn tmove at all, you can attack the opposing character irom
knockdown recover forward totry toget out olthe corner. oryoucan move forward slightly and attack them Irom the other side!
the front...

After Sweep Combo the common reaction is to knockdown recover forward. If you do not move, the ground recovery roll just barely misses crossing up Chris.
Standing still and hitting your opponent with acrouching attack is already pretty tricky! If you tap forward even slightly at the last second, Chris indeed gets
behind the target, creating a deceiving mix-up.
If your adversary comes out of the roll concentrating on which side to guard, simply wait half of abeat and throw them. Very few characters can survive two
successive combos from Chris!
_Va
If your opponent ground recovers backward, there aren't many great counter measures for that. Using Grenade Toss His ideal, but that is very easily punished
by an opposing character ground recovering forward. Since keeping your foe in the corner is more important than anything else, call an assist that can pin the
opponent for ground recovering backward, all while positioning Chris for the above mix-up in case they go the other way.

we urnim0 (mm^immMum

When opponents getbehind Chris in Prone Position, thegame treats it This makeshim completelyinvincible loramoment ...andsometimes able to punch tools in the face while they're
like hes getting upfrom a knockdown.
vulnerable!

Ultimate Marvel vs. Capcom 3is chock-full of dangerous offense based off of cross-ups. Alot of the better cross-ups are very low-risk, often even leaving the
attacker atan advantage if guarded. Chris has a funky trick for these guys!
When an adversary gets behind Chris while he's in Prone Position, he is forced to stand back up. This act of standing up is treated as if he's rising from a
knockdown. In otherwords, he's completely invincible until he's able to movel
However, if the opposing character does not cross Chris up, Chris can be hit from the front just like any other character can... assuming that the attack hits low
enough to actually make contact with Chris.

Using Prone Position is avery aggressive way to counter cross-up happy players: read the cross-up attempt coming and get into Prone Position beforehand.
When the cross-up attack completely whiffs through Chris' invulnerable body, react and punish accordingly! In some cases, you'll be able to land afull combo
but in most, you'll be able to get at least aguaranteed throw. Watch jaws drop as Dark Phoenix teleports behind you only to get her neck broken'
'YOU CAN'T BEAT ME WITH MT BRUTE
STRENGTH. GO AHEAP AND TRY."

BEEBPA11BH
Chon-li Interput Office

mints
Extremely praficient in kung-fu, she is well-knuwn
far her varied and beautiful kicks mare thao her \
punches, like Ryu, she is also able to utilize ber
spiritual energy in battle.

MAPBUS

mm
She tirelessly continues her iovestigatino _
take dawn the criminal arganizatian Shadalao.
While her strong sense at doty aod abligatian
'%
readily apparent, she also longs ta live the life ut
an ordinary woman.
yj^flp.;
11 Wfa//fjr 050,000
mi 1-fta/fl Cumbu Archetype Marvel Series
~w^ ^1
.____

X-Factor Boost Damage


Level 1(3 teammates remaining) 120% 120%
Level 2(2 teammates remaining) 135% 135%

i fi 1 ^
r 4
4i
| Level 3(1 leammale remaining) 150%

iuui gudi wirn unun-Li is to achieve point-blank range against vour oononent
150%

j The extremely execution-heavy Chun-Li has access to agreat mix-up at this range:
Instant overhead Yosokyaku, which leads into a combo from
anywhere on the screen
The low-hitting crouching : a fast, ranged attack that leads into
an even more damaging combo
Chainable crouching attack, which can be delayed in an
attempt to hitadversaries trying to use advancing guard
Throws and air throws, which also lead into combos
How doyou getChun-Li into point-blank range?

Using her ability to triple jump to approach from angles that are
difficult to defend against
Using the kara airdash technique to quickly airdash twice and
cover a lot of ground
Wavedashing forward on the ground when your competitor is
expecting an aerial approach
Advancing forward behind the cover of crossover assists
Cornering a foe with the aid of her jump-cancelable normal
acks, and by hitting combos that can carry the opponent all the
iiuin -t'lin-u

ww QiimmmmiMm
ived a number of improvements in the transition to Ultimate Marvel vs.
___Hmnd out for having a much bigger impact than the rest: Yosokyaku
) is now OTG-capable, giving you some execution-heavy ways to extend
:ombos and increase damage. While midscreen combos were eventually found
How Chun-Li to combo into a Kikosho, the OTG-capable Yosokyaku allows herto land
combos from herthrows and airthrows without the help of a crossover assist!
Chun-Li also received an entirely new special attack in her invulnerable EX Spinning Bird
Kick, which is great for shutting down offensive rivals. Not to be ignored, her Kikosho
hyper combo is now mashable this adds a chunk of much-needed damage to her combos!
Health increased from 800,000 to 850,000
Yosokyaku is now OTG-capable
New Move: EX Spinning Bird Kick. Hold * until flashing, i _- . Can also
be performed in the air
There is now a larger window to cancel Kikoken Hto Kikoanken
Tenshokyaku startup speed improved from 3 to 2 frames
Air Tenshokyaku now recovers in neutral state instead of being vulnerable all
the way until Chun-Li touches the ground
Kikosho can be mashed for additional hits and damage
Shichisei Ranka now automatically realigns with the opposing character if
the foe goes behind Chun-Li after the initial hits
mi-
~:
3r to continue the air combo.

Screen Command Hits Damage Meter st_r,up A_tjv_ Re__very Advantage Advantage N_,_s
Air 70,000 560 +15 +1' Causes hard knockdown ifused in launcher combo
Air{> + 25.C 200
(during launcher combo) Tags innext available ally while lofting foe upward
AirO orO + 40,000 Tags in next available ally while causing wall bounce,
320
(during launcher combo) erases 1 hyper meter from opponent
AirO + 60,000 480 Tags in next available ally while causing ground bounce,
(during launcher combo) generates 1 hyper meter
i

<r~\*
!_ &

_J_J. tt
Commantl Attacks
___s_T_~jrr *inin9 * cancBiini w,,ies*? **in *'* **-* -
:-,..'..
Screen Name Command Hits Damage ^ Startup Active Recovery Advantage Advantage Not__
Kakukyakuraku O* 80,000 29 +12 +11
Airborne from frame 6,overhead attack, jump-
cancelable, not special- cancelable
Yosokyaku Overhead attack, attack cancels into a diagonally
(In air) 0 + 65,000 520
up-forward bounce ifhit, Chun-Li is in neutral
slate during bounce
Taunt Select button 10,000 104 +2
Cancelable into special moves, hyper combos,
and
Jump backward
Wall Jump against the wall, Performs a wall jump, may initiate aerial attacks
then press 7 or movement after 8th frame

'!::

\J\ 11 11 Hi-'- IJ' Ln


".t- . ,~-\

Throws
Throws are for snagging passive or blocking foes. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense. Combos are
usually possibleafter throws, one wayor anothe-

Screen Command Hits Damage Meter Gain Startup Active Notes


C> + (ground) Hard knockdown

<=> + (ground) 80,000 Hard knockdown

O + (air) Hard knockdown

O + (air) Hard knockdown

hM
M
""
S_ti

**

: . i_r S:
r V -CVTn
Pf
. Recovery
necovery Recovery
ncouv.iy

Screen Type SS~ ">-** Hl ft-* * Startup 'MM (tt--mr (* M.


Hyper Combo
Projectile lasts 88 frames, projectile has 5
priority durability points

The choice of which crossover assist type to assign to Chun-Li is an n-Li -Ts Hyakuretsukyaku is among the best assist in he game:tIn re I as ^^ep your
competitor in place for along period of time. This makes it anatural fit for use in both combos and in offensive attack patterns! The Hyakuretsukyaku assist Is no slouch on the defensive
en^rtnings.either: while it snot invincible, its quick speed and large attacking hitboxes can often interrupt an adversary moving in for the attack. Be sure to react accordingly and convert
these hits into a combo!

Chun-Li -a's Kikoken Lcan be auseful asset to more defensive-minded teams; aslow-moving projectile on the screen is never abad thing! Chun-li -0 is best avoided; although it's a
very fast assist that is only vulnerable for 1frame before attacking, in practice, it is difficult to use for either defensive or offensive purposes.

... _ Advantage Advantage


Screen Command Hits Damage Meter Gain Startup Active Recovery on m,3 ifGuarded
500 - (-1 hyper
Ot\c> +~~~ meter bar)

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds __

Screen Name Command Hits Damage "gjjj' Startup Active Recovery ^"mf* fSrd.d No,es J
Projectile lasts 88Irames, projectile has 5
50,000 400 19 26 -2 -3
Kikoken L o#0^o+ 1 -

low priority durability points


Projectile lasts 32frames, projectile has 5
70,000 560 19 26 0 -1
1 Kikoken M <#O^E> + 1 -

low priority durability points


Projectile lasts 8 Irames, projectile has 5 low
26 +2 +1
Kikoken H o#0^o + 1 90,000 720 19
priority durability points

100,000 800 19 5 18 +4 Causescrumple stun


2 Kikoanken (During Kikoken H) 1

27 Knocks downfoe, air version has an


-6 -15
SpinningBird 20 (inair, until
0 (charge), 4> + 2 76,000 640 9
{in air, +28) (inair,+5) additional 2 frames ol grounded recovery
Kick L(in airOK) grounded)
24 Knocks down opponent, air version has an
SpinningBird +3 -12
Kick M (in air 94,800 840 9 30 (in air, until
3 0 (charge), 0 + 3 (inair,+28) (in air, +7) additional 2 frames of grounded recovery
OK) grounded)
SpinningBird 21 Knocks down adversary, air version has an
+5 -8
9 40 (inair, until
Kick H (in air 0 (charge), 0 + 4 113,400 1056
(inair, +30) (in air,+10) additional 2 frames ofgrounded recovery
OK) grounded)
26
+7 -6
HoldO 90 frames to charge, invincible
4
EX SpinningBird 0 (charge)(while 10 162,400 2000 9 35 (inair, until
(inair, +25) (inair,+9)
Irom irames 1-11,knocks down rival, not
Kick flashing),-0 + grounded) special- orhyper combo-cancelable
+24 +15 Knocks down competitor, can bemashed for
Hyakuretsukyaku 51.500- 48-0-
4-10 7 22 1
L (in air OK) )) 107,200 1440 (inair,+30) (in air,+15) additional hits
+24 +14 Knocks downfoe, can be mashed for
Hyakuretsukyaku 61,300- 600-
5-14 7 22 1
5
M (in air OK) 115,200 1680 (inair,+31) (inair+16) additional hits
85,100- 960- +24 +12 Knocks down opponent, canbe mashed for
Hyakuretsukyaku 7 22 1
8-19
H(in air OK) )) 130,600 | 2280 (in air+33) (in air, +14) additional hits
mMmmfflMiM
Screen
Name Command Hits Damage JjJr Startup Active Recovery AdJJnH!],lflB f$Bjj"jj Notes 1
Tenshokyaku L 2(1)2 Airborne Irom frame 1, knocks down
oo^ + 3 78,400 720 2
(4)3
19 +22 0
adversary
Air Tenshokyaku
L (inair)OOt\ + @ 3 78,400 720 2 4(6)3 18 +25 0 Knocks down rival

2(1)2
Tenshokyaku M OO^i + 5 101,400 1040 2 (3)1(5) 22 Airborne from frame 1, knocks down
+27 -25
1(8)1 competitor
6 Air Tenshokyaku 4(5)2
M (inair)c>0\ * 5 101,400 1040 2
(4)2(7)3
21 +26 -22 Knocks down ioe

2(1)1(5)
Tenshokyaku H Airborne from frame 1, knocks down
OO^ + 7 120,000 1360 2 1(5)1(8) 13 +42 -38
1(5)1(8)3 opponent

Air Tenshokyaku 4(5)2(4)


H (inair)c>0^ + 7 120,000 1360 2 2(7)2(4) 13 +44 -33 Knocks down adversary
2(7)3

Kikoken: Even though Chun-Li's signature Kikoankeir. You can cancel Kikoken H
projectile may look anemic incomparison directly into Kikoanken by pressing
totheother crazy projectiles inthegame, within the first 10 frames of the Kikoken's
the Kikoken Lis a surprisingly useful tool! animation. It's not possible to get a "slow"
It moves veryslowly across the screen, Kikoanken bypressing on thelast
making it greatforuseas covering fire possibleframe; the startupspeed of the
to advance behind, especially ifyoudo attackis always 19 frames regardless.
not have a long range crossover assist
handy. On the defensive end, repeated use Kikoanken is Chun-Li's mostdamaging
ofKikoken Lis surprisingly annoying for single-hit attack, and it also causes a
youropposition to getaround, forcing your crumple stun state on your rival. This
competitor to take to the air. makes it ideal foruse early on incombos
beforedamagescaling becomes severe!
None of the Kikoken projectiles travel all the way across the screen: Kikoken Ltravels
two-thirds of the distance of the screen while dealing the least damage, Kikoken Mhas If guarded, Kikoanken leaves Chun-Li with 4frames of advantage, letting her continue
half-screen reach and median damage, while Kikoken Hbarely travels athird of the screen attacking afterward. However, opposing players typically start using advancing guard
andinflicts the mostdamage. topush Chun-Li away instead of allowing her torepeatedly inflict chip damage with
Kikoanken.
What this means to Chun-Li's gameplan is simple: use Kikoken Lalmost exclusively, with
very situational use of Kikoken H in combos!

Spinning BirdKick. Oneof the fewattacks EX Spinning Bird Kick. Anew special
inthegame thatrequire a "charge," to attackin Ultimate Marvel vs. Capcom 3,
perform the Spinning Bird Kick, you must the EX Spinning Bird Kick is completely
first hold 0 on the controller for atleast 35 invulnerable fora largeperiod of time,
frames. Afterward, pressing^ along with making it greatfor stopping offense
an attack button executes the attack. oriented opponents in their tracks.
The ground version oftheSpinning Bird The EX version of the Spinning Bird Kick
Kick is difficult to use effectively; while it requires much morechargetimethanthe
movesChun-Li forward a long distance, it regular version: 90 framesin total. Tohelp
isvery unsafe if guarded and has little payoff if ithits. notifyyou (and your rival!) when the EX
The air version of Spinning Bird Kick ismuch more useful, being a key component of Chun- Spinning Bird Kick is available, Chun-Li
Li's combos when performed as low totheground as possible. Chun-Li recovers from the starts radiating a pink color.
air version of Spinning Bird Kick amere 2frames after touching the ground, granting huge The EX Spinning Bird Kick is unsafe if guarded. However, you can cancel the recovery
frame advantage when executed low to the ground. To perform alow-altitude Spinning Bird frames into an invincible Hoyokusen hyper combo if your competitor attempts toretaliate.
Kick, simply press the attack button afew frames after pressing-ft on the controller; this
tactic allows Chun-Li tojump into the air before performing the attack. This attack becomes much more powerful when used in the air, preferably atlow altitudes;
itthen grants frame advantage ifguarded and allows forcombos ifit hits!
Chun-Li does not recover from air Spinning Bird Kick until she reaches the ground, souse
ofthis attack anyhigher than extremely low altitudes is notrecommended.

Hyakuretsukyaku: Chun-Li's most useful, Tenshokyaku: Chun-Li performs a number


all-around special attack. Hyakuretsukyaku of kicks upward while rising intothe air,but
is fast and has great hitboxes that can beat the usage of Tenshokyaku isn't what one
mostotherattacks. Ifthe attackhits,you might expect. Dueto its newly increased
can easilyverify this and proceed intoa speed in Ultimate Marvel vs. Capcom 3,
combo. If guarded, Chun-Li is left at large thisattack is actually best used as a way to
frame advantage to work with, butyour punish guarded attacks that have at least
adversary will likely useadvancing guard 2 framesof disadvantage, which youcan
against this attack. then convert into a combo. Of the three
You can also haveChun-Li perform versions of the attack, Tenshokyaku L
Hyakuretsukyaku in the air, whichis useful should be used almost exclusively due toitsmuch quicker recovery.
both incombos andas a way to turn The 2frame startup speed of Tenshokyaku also makes itgreat for countering ground-
around and hit your target after airdashing behind them. Its multiple hits scales combos based assaults: it usually interrupts ortrades with anything thrown at it. In the event that
heavily, soit'sbest used near the end ofa combo if possible. itdoesgetcleanly interrupted, Tenshokyaku putsChun-Li inan airborne stateonits first
frame this often makes itdifficult for many characters to convert thathitinto a combo. If
guarded, Tenshokyaku leaves Chun-Li in the air and able toact, completely safe.
Also new toChun-Li, the air version of Tenshokyaku recovers in a neutral state, leaving Chun-
Li free to move. Previously, she was vulnerable all the way until she reached the ground!
Screen Name Command Hits Damage Startup Active Recovery 4*j*H jJHJS No,es
Knocks down loe, beam durability: 14Irames x 3
286,300- high priority durability points, can be mashed for
Kikosho ^)^d>+ 14-27
340,700
8+1
additional hits

38(7) Invincible Irom frames 1-16,final hit is a launcher


230,000 42 -26
0#O + 34(7)6 attack

Hoyokusen: Fully invincible for 16frames, Hoyokusen Shichisel Ranka: This level 3 hyper combo hasthesame
Kikosho: Primarily used to endcombos, theKikosho isa fast
speed and range asthe Hoyokusen, but it has slightly more
hyper combo that covers a large area of the screen. Afterward, ends with a launcher attackto allow forfollow-up combos
itallows foreasy THC combos into nearly anyother hyper afterward. Contrary towhat one might think, Chun-Li invincibility toblow through opposing attacks. Shichisei
Ranka's use should generally berestricted as a combo-
combo inthe game. New to Ultimate Marvel vs. Capcom 3,the players should generally avoid using Hoyokusen during
combos because itaddsa heavy amount ofhitstun scaling ender thatisn'tsubject to damage scaling; when used as
Kikosho can now be mashed for additional damage!
to theentire combo while only marginally increasing the an invincible attack. Hoyokusen actually results inmore
Due to its relatively quick speed and hugeareaof effect, damage for less cost.
overall damage.
the Kikosho is also useful as a general utility hyper combo,
countering several tactics iroman opposing player. Instead, itshould be used as a utility hyper combo forits
However, it is not invincible at all on its startup, and it is invincibility: use itagainst obvious ground-based approaches
also very unsafe if guarded. ortocleanly beat other hyper combos onreaction.

The "kara" airdash technique helps remedy thisalthough airdashes normally can't be
canceled directly into one another, you can both airdashtwice in a row and get an option-
select throw by first airdashing, then inputting O + -. This automatically kara-
cancels a brief normal and anair throw attempt, neither of which you ever actually see, into
asecond airdash immediately. Simply drum C> + ~ asfast as possible while your
first airdash isinprogressalso known as "plink" airdashing. This allows you tostring
two airdashes together and cover two-thirds ofthe screen's distance! This isan absolutely
critical tool for Chun-Li; practice itin Training Mode until you can perform this tactic nearly
100% of the time!

Chun-Li's unique airdash is last, but itdoesn't travel ... however, with thekara airdash technique, youcan Competitors worrying about Chun-Li's aerial approach eventually have to give up on ground
very far... string two airdashes together totravel asurprising control; it's pointless to fire projectiles and beams on the ground when Chun-Li isbut a
distance!
kara airdash ortriple jump away from circumventing all ofthose projectiles and closing the
Before discussing any strategy, itshould bementioned that Chun-Li is a ridiculously distance. When your adversary stops giving you things tojump over, that's your cue to call
execution-heavy character, likely more so than any other character in the game. To getthe a crossover assist and wavedash in on the ground!
most outofChun-Li, you need to constantly dodifficult things, such as "kara" dashing to Chun-Li is more reliant oncrossover assiststhan other characters to close thedistance
get near your opponent and executing low-altitude Spinning Bird Kicks and EX Spinning Bird and maintain offense against foes. Long range crossover assists such as Sentinel a,
Kicks for combos and for defense. Even the instant overhead Yosokyaku, which is the focal Akuma 13, Rocket Raccoon 7, and nearly any projectile-based assist are ideal
point of her offense, requires a combo that takes several hours ofpractice! If after reading
teammates for her.
this, you believe you have the patience and dedication required totruly get the most out of
Chun-Li, read on! When you successfully reach point-blank range, Chun-Li's offense revolves around the
threat ofaninstant overhead Yosokyaku performed immediately after leaving the ground.
In order toget her within point-blank range ofa rival, you must take advantage of Chun-Li's Impossible to guard on reaction, hitting the Yosokyaku allows you to immediately airdash
large assortment of mobility options. While many characters inthe game have access to a with Chun-Li afterwards and combo an airTenshokyaku Lfrom theother side. From there,
double jump, only Chun-Li and Viewtiful Joe have theability to triple jump (well, Dante can you can go into her execution-heavy Spinning Bird Kick loop combos! See the Combo Usage
inDevil Trigger mode if you want tocount that). This allows Chun-Li toswitch directions
section for details.
twice intheair, letting you have herdo things like super jump forward, double jump
backward to evade an anti-air attempt, thentriple jump back toward heropponent again to Since itis impossible for an opponent to guard an overhead Yosokyaku on reaction, your
begin attacking! competitor must simplv commit to guarding high. To counter this, simply attack with the
low-hitting crouching attack instead. Leading in with acrouching (M) attack is alittle
Triple jumps also allow Chun-Li toreach a great height while still ina normal jump state, unintuitive and may seem slow, but Chun-Li's crouching has avery respectable 6
giving access tocrossover assists. This makes some interesting techniques possible, like frames of startup: only asingle frame slowerthan the average crouching attack, and
triple jumping over all projectiles controlling the ground, calling a crossover assist to pin the with alot more range! From the crouching, chain into astanding and verify if the
target under you inplace, then dropping infortheattack! Stay creative! opposing character is guarding ornot: if your opponent eats a hit, cancel into Kikoken H(to
Chun-Li hasa unique airdash, traveling 30degrees downward at a very quick speed. It Kikoanken) and continue with a combo. If the attacks are guarded, jump cancel the standing
travelsa muchshorter distancewhencompared to most airdashes in the game,making it attack and airdash back intocontinue your offense. Remember tocall crossover assists
difficult to base an approach solely around the airdash. to pin your adversaryin place!
_ ___

5*
____kyakuhas f "?ste_/Mr"*"1Ma An opponent'suse oladvancing guardis oneol Low-altitude EX Spinning BirdKicks are avery Tenshokyaku Lhas only 2Irames olstartup,
&SXS.9 HC>e'S'and""?
intoacombo Iromanywhere onscreen! mm le3ds Chun'Li's"Westproblems.
the To combat this,attack
timing olthe chainable crouching stagger
to powerful tool on defense. Completely invincible to making it great lorpunishing attacks with slight
stop your opponent's offense, theyare sale ilguarded disadvantage. You can then transition into acombo!
messupyour opponent's timing! and lead toacombo iltheyhit!
The overhead and low attack mix-up isbest performed when you have adecent amount While Tenshokyaku Lisn't invincible at all, its 2frame startup causes it to beat most ground-
of frame advantage, usually after forcing your rival to guard acrossover assist If the
situation is more neutral, dashing in with Chun-Li's fast crouching attack is agood way based offenses, or at the very least trade. If Chun-Li gets hit out of Tenshokyaku L, she is in
to establish control. Opponents who are wary of Chun-Li's Yosokyaku generally try to use the air on the first frame, making it difficult for many characters to convert into afull combo.
advancing guard to try to push her away. However, using advancing guard on reaction to The fully invincible Hoyokusen is great for just blasting through any ground-based offenses,
asingle crouchmo attack is nearly impossible to do. As such, you can perform two to and it is an option that your opponent must respect when approaching on the ground.
three crouching attacks with staggered timing; if the opposino player attempts to use Hitting with Hoyokusen leads into afull combo that builds back much of the hyper combo
advancing guard and mistimes it, they'll instead get acrouching attack. This then is gauge used; see the Combo Usage section for details. Hoyokusen isincredibly unsafe if
counterhit by Chun-Li's crouching and allows you to verify and go into afull combo! guarded, so be ready toTHC to a safer teammate ifpossible.
If your opponent wises up and stops trying to use advancing guard, you have several One-frame air throws are still the best defense against airborne approaches, and in Ultimate
options available to you:
Marvel vs. Capcom 3, you can finally convert these into afull combo while playing Chun-
Liwithout the help of a crossover assist!
Throw the opposing character and go into a (difficult) combo
Dash in and immediately attack with crouching again Agreat option that works against both ground and air-based approaches is the fully invincible
maintaining offense EX Spinning Bird Kick. The catch: you have tohold 0 on the controller for what seems like
an eternity before having access to it. If your competitor stays close to Chun-Li primarily
Manually buffer a dash with C>0 into the end of a crouching with jumping attacks, you won't beable tosafely keep holding down on the controller for the
then immediately jump and instant overhead with Yosokyaku requisite 90frames. Once you do have itavailable, your adversary must take noticea low-
Use crouching to beat attempts to guard the Yosokyaku altitude EX Spinning Bird Kick is completely safe and leads intoa combo if hit!

Super jump and immediately airdash behind your rival to cross The following characters can crouch directly under a perfectly timed low-altitude EX
them up with eithercrouching or air Hyakuretsukyaku Spinning Bird Kick:
Amaterasu Phoenix
While you may spend afrustrating amount of time fighting against advancing guard and
using jump-canceled attacks in an effort to stay in close, don't get discouraged! All of the Morrigan Rocket Raccoon
advancing guard usage from your opponent iseffectively pushing them farther back into the The ground version of EX Spinning Bird Kick is still a very strong tool, but therisk and the
corner. Chun-Li's offense ismuch stronger against cornered competitors: advancing guard reward aren't quite asfavorable. Hitting the target with the ground version of EX Spinning
does not push her back nearly asfar of a distance, and instant overhead Yosokyaku leads to Bird Kick does not lead into acombo, and guarding itallows your opponent to retaliate with
a more damaging (and easier!) combo.
acombo. To help mitigate this, try hyper combo canceling the vulnerable recovery frames
When defending against an assault from her adversary, Chun-Li actually has many more intoan invincible Hoyokusen!
potent defensive options than the majority of the cast. Between Tenshokyaku L, EX Spinning Another less glamorous alternative isto simply mash on the button whenever you have
Bird Kick, Hoyokusen, and Hyakuretsukyaku H, Chun-Li can give her aggressor much more a bit of spaceHyakuretsukyaku Hcan be very difficult for some characters toget around,
to worry about than just advancing guard and air throws!
and ifit hits,you can easily verify and go intoa combo!
Tenshokyaku Lexecutes in only 2frames, making itone of the fastest attacks in the game Some character match-ups make itadvantageous for a Chun-Li player to hang back and play
that isn't a command throw. This is great forpunishing attacks thathave a -2to -3frame
defensively rather than trying toget close and force Yosokyaku mix-ups. In these situations,
disadvantage! Hitting Tenshokyaku Lleads toa combo and also punishes attacks from out repeated use of Kikoken Lprovides a surprisingly solid ranged game for your adversary todeal
of Chun-Li's throw range. Tenshokyaku Lisalso completely safe if guarded; attacking with with. Bolster this with crossover assists and an occasional backdash to help keep foes away.
Yosokyaku on the v/ay down likely interrupts anything your opponent tries todo.
To further frustrate offense oriented opponents, Chun-Li's ability to wall jump lets you
For attacks that have a disadvantage of-4 or more, punish with Chun-Li's fastcrouchino stall the match for long periods of time. This is ideal for waiting out temporary power-ups
, resulting in afull ground combo. Between throws, Tenshokyaku L, and crouching , like X-Factor orWolverine's Berserker Charge. Normal jump back against thewall, wall
Chun-Li has a great number ofmoves that v/ould otherwise besafe against other characters. jump forward, double jump back to the wall, wall jump yetagain, triple jump back to the
wall, and then wall jump a final time! From here, waste even more time by performing air
Tenshokyaku Hthree times. Afterward, call a crossover assist tocover your descent, all
while attacking with Yosokyaku on the way down to help prevent getting hit by an airthrow.

/. CR.,ST.^> +**%+ _._*> (DURING KIKOKEN H), ST., CR.,(s)e_> VERTICAL SUPER JUMP, AIR
o ,, , LAND, FORWARD DASH, VERTICAL JUMP, FORWARD AIRDASH, AIR o ,,, , , LAND, (OS)
_*> {+**._. @ (MASH )} OR { + * o @}
631,000-832,100 damage, 17-217% meter loss
Even Chun-Li's most basic combo is still difficult! With the new OTG-capable properties of Yosokyaku, Chun-Li can land decent damage off of this midscreen combo without an assist.
When the crouching , standing opening is guarded, jump cancel it into aforward airdash, or chain into crouching to Hyakuretsukyaku H. In the event that your foe uses
advancing guard, jump-cancel the standing (H)attack and perform akara airdash to move back into attack range.
Note that hitstun decay is high during this combo, which can easily cause the air attacks after OTG + O to whiff entirely. If this combo is preceded by ajump attack or assist hit of
any sort, perform the Kikoanken and then immediately press to launch your rival; omitting the attacks should be just enough to keep the combo going. This also makes the entire
combo much easier if you're starting off of the normal opening, so if you need lax timing, make this adjustment.
//. CR., ST.^>
o&4> (DURING KIKOKEN H), DASH BACKWARDS,-* c

684,500 damage, 8% meter loss


This improved combo requires an extremely high level of execution, involving alot of charge storing and fancy low-alti.ude Spinning1*[^ d0
more damage, carries your adversary all the way into the corner, and is more consistent when mastered. Learning Spinning Bird Kick loops with Chun-L. takes time, but knowing
this pays dividends in the end!
After Kikoanken hits, immediately dash backwards and perform Kakukyakuraku <- O) just, you start to move. This moves ^ ' ^ ^ t0
doesn't fly over her target's head. Immediately begin holding * on the controller once the attack begins. After landing, store your charge by briefly letting the controller return to neutral
press standing, then immediately start charging * again. Chain into crouching, then hold to jump cancel it.
The next tricky part of the combo requires you to perform alow-alti.ude version of the Spinning Bird Kick. After pressing * tof^^t^^^^^ taV^T
to allow Chun-Li time to leave the ground before pressing again. If performed correctly, Chun-Li juggles her attacker with alow-altitude Spinning Bird K.ck! Afterward, have Chun L,
juggle the opponent with your basic attack of choice before proceeding to juggle with another low-altitude Spinning Bird Kick!
While the Kakukyakuraku and the standing attacks add afair amount of damage to the combo, they aren't necessary at all. Omitting those attacks entirely and simply concentrating on
juggling low-altitude Spinning Bird Kicks still nets around 650,000 points of damage and carries your competitor to the corner.

When hitting with ateam aerial combo, the new character coming in enjoys abrief period of time where hitstun scaling is completely
reset and also does not advance atall until the character touches the ground. Given the right circumstances, Chun-Li never has to
touch the ground atall, keeping her adversary locked in an infinite combo!
Now before you get excited, there are a number of limitations to the infinite combo:
You must hit your target with two upward team aerial combos in the same combo
You must have ateammate character who isable to increase the height of the target afair amount during the combo
Generally, one of your teammates must be knocked out
Chun-Li hasa true infinite combo, butithasa tonol The goal is to get Chun-Li into play with ateam aerial combo, then get the opposing character up to the very top of the playing field.
serious caveats. From here, you can simply hit with Yosokyaku repeatedly while hugging the ceiling, completely unaffected by hitstun scaling.
So what gets arival really high on the screen? Well, there's Chun-Li's own combos, using triple jumps, Hyakuretsukyaku H, and tons of Yosokyaku to bounce both characters up.
After that, you have upward TAC attacks to launch the target to agreat height. For the last bit, you'll have to rely on the combos of other characters. Characters like Viewtiful Joe,
Dante (in Devil Trigger), and C. Viper have combos that happen ata much higher elevation than most.
Setting up the infinite combo works best if one character on your team has been knocked out. From here, you can start the combo with Chun-Li, gain aton of height, upward TAC to
a second character who will do their best to raise theheight even farther, then finally upward TAC back into Chun-Li again!
While an experienced opponent is unlikely to let you hit two upward TACs in the same combo, this infinite gives you agreat indirect effect: while your competitor absolutely cannot
let you hit an upward TAC, you are free to drain meter from them with forward TACs, or gain an entire bar yourself with adownward TAC.

Chun-Li's Spinning BirdKick attacks


require the y direction on the controller
to be held downfor a period of time. This
restricts a lot ofyouroptions: youcan't
move, youcan't perform standingattacks,
and you can't jump. However, the game
allows you to retain your charge after
letting go of the 0 direction for up to ...and thenstill beable to haveaccess to thecharge
eight frames. Presumably, this window Charge attacks can bestored lor 8 Irames. This ... wavedash acrossthescreen, making sureto never
allows you todo silly things like charge an EX letgo ofthe down direction for long... move!
exists to facilitate tools like Chun-Li's
Spinning Bird Kick...
low-altitudeSpinning BirdKick. What
probably wasn't intendedmoving the
controller back toO continues to store the charge! This allows you to do acouple of fun yet execution-heavy things:
You can perform wavedashing by ,then canceling withO .then again. As long as there aren't more than 8frames between eachO input, this allows Chun-Li to
wavedash while still having access to EX Spinning Bird Kick! While this isn't something you need to do often, it can be useful when used with the right crossover assists: cal
Sentinel -a, wavedash forward when your opponent is guarding the drones, then smack your rival with alow-altitude EX Spinning Bird Kick when they try to press abutton!
An interesting thing to note: Chun-Li stops glowing pink as soon as theO direction on the controller is released. Storing the charge by returning the controller to theO position
does not make Chun-Li glow again; you can wavedash across the screen with no indication that you have an EX Spinning Bird Kick locked and loaded.
The other, more practical use of storing charge is to add more damage to combos. Most of Chun-Li's combos involve Spinning Bird Kick loops-holdingO the entire time means
that you'll have to completely omit standing from your combos. With stored charge, this is no longer an issue! You can do things like Kikoanken while holding V. very quickly
release the charge to input the standing , back down to crouching to retain the charge, then jump cancel and still be able to perform the Spinning Bird Kick!
ORWARD, INSTANT * o, AIRDASH, -*.&, LAND, JUMP FORWARD (HOLD * FOR SPINNING BIRD KICK)
AIR(D, , , ,, LAND, CR. , , &$> JUMP, o (HOLD * FOR SPINNING BIRD KICK), LAND
CR. , kb> JUMP, o (HOLD FOR SPINNING BIRD KICK), LAND, <BS>, MASH m>H* O09 (MASH 0)
548,200 damage, 11% meter loss
Chun-Li can land afull combo from an instant overhead Yosokyaku, but this also requires aton of practice! Immediately tap 8 after hitting the Yosokyaku to airdash behind the
opposing character, then combo into an air Tenshokyaku Lfrom the other side. Note that the input command for Tenshokyaku must be performed in the opposite direction! After landing
from Tenshokyaku L, immediately jump forward and perform the aerial chain combo while holding af charge. When you land, you'll have just barely enough time to juggle the crouching
; to beable to proceed intoSpinning Bird Kick loops.

CR.,g_> JUMP, o (HOLD f FOR SPINNING BIRD KICK), LAND, CR. ,e_*> * or, LAND (__)
MASH <s^> * o@ (MASH )
453,000 damage, 26% meter loss
Using the OTG-capable Yosokyaku, Chun-Li canfinally capitalize offof an airthrow with a full combo!

VL FORWARD OR BACK THROW, SUPER JUMP, AIRDASH, o (HOLD * FOR SPINNING BIRD "'
LAND, CR.,iN> JUMP, t>, LAND, CR. , H> i o, LAND, <SS), MASH &
465,000 damage, 21% meter loss
Hitting the Yosokyaku after a normal throw requires precise timing, but it can be mastered with practice. During throw animation, buffer asuper jump with f slightly early. After that,
you'll have to time the airdash and the Yosokyaku: some people atBradyGames simply time the initial airdash. then mash f *( to perform this combo!

i111'MM I

When juggling after a low-altitude Spinning Bird Kick, press the attack button much earlier than you think you are able to
When canceling Yosokyaku into Hyakuretsukyaku M, simply input0 +@)
Perform the<?#0\C> motion for Kikoanken slowly; players often miss adiagonal input and get Kakukyakuraku (C>+) instead
OO^ +O,(HOLDO FOR SPINNING BIRD KICK), AIR 3, LAND, CR.,^> JUMP,O+ (HOLDO FOR SPINNING BIRD KICK),
LAND, CR. , , ?-> JUMP, O + (HOLD FOR SPINNING BIRD KICK), LAND, CR. , <== JUMP, O +, LAND, )) , MASH ==
O^i <>+ (MASH;

0#< ;* 4 SB *=% FORWARD SUPER JUMP, AIRO +, , , LAND, FORWARD DASH, VERTICAL JUMP, FORWARD AIRDASH,
AIRO +,,,,,LAND,)) ^> 0^0+ (MASH)
|Combo starling Irom an invincible Hoyokusen hyper combo )damage, 152% meter loss
CHARGEO UNTIL YOU START FLASHING, JUMP, 0 +, LAND, CR. '**> JUMP.& + (HOLDO FOR SPINNING BIRD KICK), LAND,
CR.,^> JUMP.O + (HOLDO FOR SPINNING BIRD KICK), LAND, )), MASH ^> <>$,(>+ (MASH)
|Combo stalling Irom an invincible low-altitude EX Spinning Bird Kick
CHARGEO UNTIL YOU START FLASHING,0 + -*> 2 , LAND, CR. == JUMP.O + (HOLDO FOR SPINNING BIRD KICK),
LAND, CR. , ^> JUMP, 0 + (HOLD 0 FOR SPINNING BIRD KICK), LAND, )) , MASH <==> 0 ^ ^>+ (MASH ]

AIRO +M ,,LAND, CR.,ST.^> Ottfy^O+Q **> (DURING KIKOKEN H) , ST. , CR. *


JUMP.O + (HOLDO FOR SPINNING BIRD KICK), LAND, CR. > JUMP.O + (HOLDO FOR SPINNING BIRD KICK), LAND, CR.
<**> JUMP.O + (HOLDO FOR SPINNING BIRD KICK), LAND,)), MASH -=> 0^^+ (MASH)

CR.@,ST. 0/20^0+ ^^ (DURING KIKOKEN H) ^> S ,ST.,CR.^> JUMP,0 +


(HOLDO FOR SPINNING BIRD KICK), LAND, CR. ^> JUMP, + (HOLDO FOR SPINNING BIRD KICK), LAND, CR. -,
JUMP.O + (HOLDO FOR SPINNING BIRD KICK), LAND, )), MASH -=* 0^O+ (MASH*
Verifiable X-Factor combo Irom basicopening
"I DON'T PO OVERTIME. AND
I DON'T PARTICULARLY UKE
REMATCHES, EITHER. SO WOULD
YOU MIND ACCEPTING YOUR LOSS
AND GOING HOME?"

biai mm BEEBPAllBH
Unknown CIA Agent

Has high physical abilities, complemented by her special battle


suit egoipped head to tee with weaponry. She uses a fighting
styte called "cavert fighting teals," which she created.

MAPBBS
Her battle suit, which has various weapons integrated inta it.

PBBflll
When it cames ta wark, she leaves hanar and ematians bahind
and keeps it about business. Her diligence and efficiency earned
ber the nickname "Miss Perfect." However, in tranl at her
daughter, she becomes a gentle, loving matbor.

fissi hffmmt
Street Fighter IV [2008]

PBMB EBIB
(4/lT7r_rLIGENCE^IK
2 STRENGTH

4 FIGHTING-ABILITY"*"1
"This is biographical, and does not represent an evaluationoi t
in-game combatpotential of this hero.
miuun cbswmis Overview
Vitality 000,000
Chain Combo Archetype Marvel Series 1
X-Factor Boost Damage
| Level 1 (3teammates remaining) 125% 115%
Level 2 (2teammates remaining) 147.5% 122.5% j
Level 3 (1 teammate remaining) 170% 130% |
Your goal with C. Viper istoutilize hervarious tools togetherclose to heropponent, the
distance where she's mostefficient. Why the simple goal?

Her Viper Elbow, triangle jump, and square jump offense is


difficult to guard up close on reaction consistently, due to her
speed as well as the angles of her air attacks
_________

Although a relatively difficult character to master execution-


wise, she is capable of inflicting massive damage without using
crossover assists or the corner

For a melee character, C. Viper hasa surprising number oftools to help hergetclose:
Seismic Hammer cancels to control space and to force movement
from the opposing character
Combining Seismic Hammer's jump cancel property with her
eight-way airdash for versatile ways to engage her rival
EX Thunder Knuckle to blow through projectiles, creating
openings from fullscreen
Thunder Knuckle Mto advance and its -cancel to hit-confirm
into her ground combos
Focus Attack to absorb and counter attacks without being put into
hitstun
ililM Ml
i ir

Screen Command Hits Damage IVIeterGain Startup Active Recovery "JJuji08 AS_ed' No,es

CronGhina Basin Attacks


Screen Command Hits Damage IVIeterGain Startup Active Recovery Ad.v_anJftge ffiJSS Noles

_B?_M.
Screen Command Hits Damage Meter Gain Startup Active Recovery ^"Jf,96 ?888" Notes
Air Special AttacksFlying Screen anil Sir Exchange
Air(D causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage "J" Startup Active Recovery Ad*'nl|f,fle S^SSS
on Hit if Guarded
Notes
Air 75,000 23 +15 i-14 Causes hard knockdown if used in launchercombo
Aii{> * (during launcher combo) 105,00 43 Tags innext available ally while lofting opponent upward
AirO ot<P + Tags in next available ally while causing wall bounce, erases |
95,000 20
(during launcher combo) 1 hyper meterbar fromfoe
Tags innext available allywhile causing ground bounce,
AirO + (during launcher combo) 95,000 23
generates 1 hypermeter bar

5_#i
~?
n _L. U
1 _to!_ _a 4

Command Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves

Screen Name Command Hits Damage "J" Startup Active Recovery AdvanH,a.ge A,d2"2 Notes
Viper
o + 65,! 520 22 Overhead attack, chains into , may becanceled into a
Elbow
special move while intheairor during landing recovery
Attack charges minimum 14Irames, after the 6thframe up
to the5th(level 1 and2) or3rd(level 3) frame ofrecovery
Focus 70,000, 25-77 Viper hasHyper Armor, charging improves damage inthree
560, 640, 23
Attack (can + 80,000 or (on release stages: release command during frames 1-30 for lv.1, frames]
or 720
becharged) 12) 31-63 for lv.2, frames 64 and on for lv.3, lv.2/3 cause
crumple, lv.3 version is unguardable, charging stance cani
canceled intoa dash or special move

^., '^'

-1.

':_--_;
-.-.>c=_r_ .""./://_ nvvKK! - r-"=-*_5_S_sS

Throws
for snagging p throws are active so quickly, you canalso usethem to preemptively toss opposing characters outoftheir offense. Combos
l,j.l:||t- jossible after t

Screen Command Hits Damage Meter Gain Startup Active Notes


Q + (ground) 12 i,000 Hard knockdown

<? + (ground) 12 Hard knockdown

C> + (air) Hard knockdown

<? + (air) 12 1,000 Hard knockdown

AJ~~T_
3'
.'
s* **
;:
.-,
_6g

fcTfcl ...

R_-

i\ '
!_/
mi
MQM$m=$MmmMM&
Screen Type SiHyper
nCariCombo
SonVer Description Hits Damage *** Startup Active (thScrNjSfver
ass,s,)
"Kr*
panwer)
Notes
Emergency Thunder Can becanceled with when used as i
80,000 640 29 130
C. Vipera Combination Knuckle H crossover counter

OTG-capable, can be canceled with when


Seismic
C. Viper3 Burst Time 640 40 109 79 used as a crossovercounter,projectile has 5 lov
Hammer
priority durability points
Overhead attack, can be canceled with when
C.Viper -y Burst Time Burning Kick 720 49 111 used as a crossovercounter,projectile has 5 low
priority durability points

sts. C. Viper13 can be used asan OTG in combos, while C. Vipery counts asan overhead attack, great for opening up an opponent's
,situational anti-air and as acrossover counter that leads to acombo (cancel it on hit by inputting ), but this is not recommended.

Screen Command Hits Damage Meter Gain Startup Active Recovery AdJJnimBe if Guarded
500 (-1 hyper
Ot\C> + _a_ 50,000
meter bar)

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls ortag outs are also locked
__?_?___. i_
out lor 4 seconds

0ffl\Mm
Screen Name Command Hits Damage Meter startup Active Recovery Mj*f* f$S& Notes \
Projectile has10medium priority durability points,
input between frames 6-14 to cancel before hit,
1
Thunder
1 90,000 720 15 7 14 +2/+11 +1/+10 input between Irames 15-16 to cancel after hit.
Knuckle L o^^ + o Second numberin each tramefield shows data when
canceled

Projectile has10medium priority durability points,


Thunder input between frames 3-12 to cancel before hit,
2 Knuckle O^o + 1 90,000 720 13 7 16 0/+11 -1/+10 input between frames 13-14 to cancel after hit.
M
Second number in each frame field shows data when
canceled
Projectile has 10medium priority durability points,
Thunder
input between frames 1-4 to cancel before hit, input
100,000 800 5 7 44 -15/+24 -29/+10
3
Knuckle H ^o+ 1 between frames 5-6tocancel after hit. Second
number in eachframe field showsdatawhen canceled
Overhead attack, knocks down, projectile has5 low
Burning 26 -14 priority durability points, input between frames
$$<? + 1 90,000 720 23 10

KickL 7-14 to cancel before hit


Overhead attack, knocks down, projectile has 5 low
Burning -6 priority durability points, input between frames
KickM
O#o + 1 90,000 720 25 10 18 -

9-16 to cancel before hit


Overhead attack, knocks down, projectile has 5 low
Burning 13 -1 priority durability points, input between frames
O#o + 1 90,000 720 27 10 -

Kick H 10-17 to cancel before hit


4 Overhead attack, knocks down, projectile has 5 low
Air Until
Burning 10 grounded -6 priority durability points, input between frames
(inair)O 2O + O 1 80,000 640 21

KickL + 18 6-11 to cancel belorehit

Air Until Overhead attack, knocks down, projectile has 5 low


Burning 1 80,000 640 19 10 grounded -9 priority durability points, input between frames
(inair)0#O + + 20

6-11 to cancel before hit


KickM

Air Until Overhead attack, knocks down, projectile has 5 low


Burning 1 80,000 640 17 10 grounded -11 priority durability points, input between frames
(inairjO^^ + -

6-11 to cancel before hit


Kick H + 22
8m$ti_to mmm
Screen Name Command Hits Damage "!r Startup Active Recovery AdvanH,age
on Hit
W}&*
if Guarded
Notes
Seismic Jump- cancelable after frame 19, projectile has 5 low
Hammer OO^ + 80,000 640 35 priority durability points, input between frames
6-11 to cancel before hit
(during cancelable special
Cancel
4/10 Thunder Knuckle and Seismic Hammer cancel recovery

is 10 frames, Burning Kick cancel recovery is4 Irames
Optic
Laser
(hold down) 94, 20 10
Knocks down, requires 60frames lo charge, beam
(can be
durability: 3 frames x4 low priority durability points
charged)

ThunderKnuckle L: This is Thunder Knuckle M:


a mid rangeelectrocuting C. Viper performs a
poke attack. You can use standing version of the
this low-profile advancing Thunder Knuckle. Like
move to duck under certain Thunder Knuckle L,you can
attacks whileleadingto use this move to advance
combo opportunities. while being able to initiate
Make sure to utilize her combos by -canceling.
-cancel to combo from C.Vipersacrificesthe
her Thunder Knuckle L low-profile property fora
on a confirmed hit. Also, slightly faster startupover
cancelingyour ground Thunder Knuckle L. This
basic attacks into this move version of the Thunder
is a goodwayto keepC. Knuckle is preferably used
Viperin close quarters in combos, while Thunder
againstheradversary. Knuckle L should be used
on its own. Since both versions are -cancelable, the difference in frame advantage on
guard is practically non-existent.

ThunderKnuckle It. This Burning Kick. These


attack shoots C.Viper airborne flame kicks are
diagonally up-forward considered overheads and
into the air. It can be must be guarded high.
used as anti-air and is The L and M versions are
generally safe to use if it's unsafe when guarded, but
-canceled. You canalso they have a slightlyfaster
use it to initiate combos if startup. You can utilize
it's canceled out of after a Burning Kick Hto start
successful hit. Be careful combos iffollowed by
with this attack, as it's standing on hit. The
unsafe when guarded if Hversion mayalso cross
you don't cancel it; when up opponents if performed
used as anti-air, it must be point-blank; adding further
done late and against low- flexibility to it, inputting
altitudejumps in order for before Burning Kick
it to hit early enough for the -cancel to be possible. This is difficult to do, so you may Hhits feints the attack, leaving Viper infront oftheopposing character inanaerial state.
opt tosave Thunder Knuckle Hforcombos only. From there, you can perform quick frontal air attacks against a rival expecting a hit from
behind. Air versions of Burning Kick can be used in air combos ortochange the trajectory
and speed ofher jumps. This move isgenerally safe tothrow out at close range as long
asthe appropriate version isused, as the hittable portion ofthe flames isquite large in
comparison to C. Viper's vulnerability.

SeismicHammer. C.Viper Optic Laser. Hold an attack


slams the ground, causing button down until C.Viper's
an explosive pillar to shades beginto flicker, then
appear, whichactually release the button to fire
counts as a projectile a horizontal optic blast at
itself. Thestrengthofthe head height. Here's another
attack dictates where the one of C.Viper'szoning
explosion arises from. tools you can utilizeto halt
This is C. Viper's main enemy advances near the
zoning and spacing tool. ground. Most foes can
It's OTG-capable and jump/ crouch under the beam, as
super jump-cancelable it is relatively high-profile,
on hit, when guarded, or but it does stop foes from
whenwhiffed. Theprimary dashing briefly and maytag
purpose of this move is assists. There's only one
to keep your opponent in version of this move, and
check while allowing C. Viper toadvance orretreat with her flexible air mobility options. only one can be charged ata time (holding more than one attack button does not allow you
You can also employ itasa proximity defense, such asagainst anincoming jump or tofire more than one Optic Laser). Like with Zero's Buster Shot, you can swap the charge
airdash attack. It's also commonly used in combos (see Combo I). Since Seismic Hammer between buttons by starting tohold a different attack button down, and then releasing the
is jump-cancelable, and since pre-jump frames can be canceled into special moves, you first one; C. Viper continues charging her shades. Mix upyour useofSeismic Hammer and
can have C. Viper transition directly from Seismic Hammer into another Seismic Hammer, Optic Laser to keep your adversary on his or hertoesat a distance.
or into other special moves!
m/
/ mull

Screen Name Command Hits Damage Meter Startup Active Recovery J*jM f/gH Notes
Crumples, frames 1-10 invincible, projectile
1200
has 10medium priority projectile points, input
EX Thunder 0 \ <> + (burns 150,000 (-1 hyper between frames 5-9 tocancel before hit,
Knuckle 1 barolH.C. gauge) meterbar) can be canceled into other EX attacks or hyper
combos
Knocks down, ignores hitstun decay, projectile
119,700 1200
has 5low priority durability points, input
EX Burning 0/2 < + (burns 10(5)5 between Irames10-14to cancel before hit,
(20,000 x3 (-1 hyper 20
Kick 1 bar ofH.C. gauge) can be canceled into other EX attacks or hyper
+ 90,000) meter bar)
combos
Knocks down, ignores hitstun decay, projectile
110,800 1120
has 5low priority durability points, input
Air EX Until between frames 6-11 to cancel beforehit, can
(inair)0#<^ + (20,000x3 (-1 hyper 10(5)5
grounded+16
Burning Kick (burns 1 barofH.C. gauge) meterbar) be canceled into other EX attacksor hyper
combos
Frame 1-16 invincible, knocks down, projectile
has5 low priority durability points, input
1200 between frames 5-11 locancel before
EX Seismic <>0^ + 135,400 (-1 hyper hit, jump-cancelable after frame 19, can
Hammer (burns 1 bar olH.C. gauge) meter bar) be canceled into other EX attacks or hyper
combos .
Frames 1-36 invincible, thirdand fourth hits
5(17)6 knock down, each punch nullifies 1 high
Emergency -74
0^r_>+ $ 274,400 10+4 (13)6 72 priority projectile orbeam (except Genmu
Combination
(17)6 Zero)
Frames6-13 are invincible, knocks down,
OTG-capable, first attack hits low, lirst hit is
273,300 9+1 4(26)64 57 a projectile with 100high priority durability
Burst Time 0/2O +
points .
Viper Full oo^ + 49 Frames1-14 invincible, hard knockdown
22 430,000 10+0
Throttle (level 3 hyper combo)

' Thunder Knuckle. C.Viperbecomes a projectile and EX Burning Kick: This special version of Burning Kick is EX Seismic Hammer: Aneven bigger and faster version
mges fullscreen with a 10 medium durability point made for extending combos. With itsspecial properties of ofC. Viper's Seismic Hammer, this is a mostly defensive
projectile attached to herfist. Use thisto blow through forcing soft knockdowns and ignoring hitstun deterioration, move thatyou may alsouse incombos. Itsportsa high
projectiles to crumple yourrival forcombos (seethe thismove usually finds a place near theendofstylish amount ofinvulnerability, covers a wider area, andeven
Combo Appendix), or to go through youropponent's up combos. hasa faster startup. Use under pressure to turnthetables
close attacks with its initial invincibility. andgive C. Viper combo opportunities even vjliile she
is being attacked. Another great use ofthis move is lor
counter approaching hyper combos (atleast ones with less
invulnerability thanEX Seismic Hammer).

mergency Combination: This hyper combopossesses a Burst Time: AsC.Viper's main combo finisher, Burst Viper Full Throttle: C. Viper shoots forward three-fourths
.on of invulnerability on itsstartup,making it a great way Time is OTG-capable andhaslittle use outside ofcombos, of the screen distance and electrocutes her adversary for
to counterotherhypercombosor attacks. It canalso be although it'sextremely THC-friendiy because the window to high damage. You can use this move in combos when
useful infinishing ground combos, butit's lessflexible in perform the next character's hyper combo extends all the preceded by Thunder Knuckle LorMeither onthe ground
this regardthan Burst Time. In mostcases, you'rebetter way to youropponent's landing. orin juggles. You can also utilize itsimilarly toEmergency
-..-;- -v.eigmjc Hammerifyou need an invincible Combination in countering other hyper combos or attacks.
Throttle is immune to
'"0,000 damage.
Performing Seismic Hammer inconjunction Note that C. Viper's air basic attacks are double jump-cancelable, but not airdash-cancelable.
with her eight-way airdash (or double jump) Her airdashes propel her farther upward than her double jumps, however.
iskey in successfully engaging the opposing
character with C. Viper. Properly using Once you've established your ground domination with C. Viper's Seismic Hammers and
the correct version of SeismicHammer to Optic Lasers, your opponent may be open to close range aggression. If you are able to move
force your rival into a defensive posture C. Viper in close and force the target to guard aground mix-up, remember that C. Viper's
presents C.Viper witheasier opportunities crouching is NOT considered alow attack and can be guarded high. Instead, use
to advance. Anexample of a standard standing or cr. (M) to initiate your attack sequences. Mix this up with her triangle jumps
C. Viper has several tools loget around inthe air. advancing sequence would be using Seismic and Burning Kick H. To perform angled triangle jumps, first make C. Viper jump up or up-
such as -canceled Burning Kicks. Hammer Hon afoe who isa full screen away forward, and then dash down-forward. Attack immediately with air , air , orair .
to force them to guard, thenjump cancel it Airdashing straight back down to the ground instead of triangle jumping can be executed
into aforward airdash to proceed with your offense. Amore advanced technique is to cancel faster, making it more difficult for competitors to guard on reaction, although the straight-
Seismic Hammer into itself repeatedly. This is a high-level technique and requires a bit of down airdash overhead can only be used if C. Viper is right next toher rival. Also note that
practice. Since Seismic Hammer is jump-cancelable, you can use the 3pre-jump frames to only air can be used in this version, since it's the only air move C. Viper has that has a
cancel itinto itself by tiger kneeing a second Seismic Hammer after the first. You'd think the fast enough startup to come out during her airdash straight down. Additionally, if you're in
motion for this would look like this: C>0 ^ + OO^C^ + ,and a good enough position and you've got your foe conditioned to guard low, you can go for C.
you'd be right, but there's an easier way todo it, thanks to the way inputs are buffered Viper's Viper Elbow f> + ). it's an overhead attack that chains into her launcher.
forward. Perform the first Seismic Hammer with C"0 ^ & * .then repeat To execute the launcher, wait until the moment she lands from her elbow, and press . To
0 *3 ^>d + rapidly. You can repeat this sequence indefinitely as long as each make this combination safer sothat you don't just whiff a launcher, you can cancel the first
subsequent motion is modified with 7 to register the jump cancel. Agood way to practice hit of her Sinto Thunder Knuckle M(which then may be canceled into acombo. See below).
this is to turn on "Input Display" in Training Mode to double-check your inputs after your
attempts. Ifyou're executing itcorrectly, thedisplay should look similar to the notation C. Viper's -cancel window during her Thunder Knuckles has been increased, making
provided here. Usually when an execution error occurs in the sequence, it's due to missing the move much easier tocombo off of(while also making itsafe on guard). For example,
one of the crucial directions in the Seismic Hammer, eitherO ,t\ ,or O. You can apply instead of starting her ground combos with standing ,, s^>- OO \ + ,
this technique to all of C. Viper's ground special moves, including Optic Laser (let go of you can start them with standing , , e_>- 0 \ C> + _) ^^ ,
assoon you presss} after the Seismic Hammer). crouching , =* d^fy \ + This not on]y increases her damage potentia|
but also gives you more time to confirm thattheopposing character hasbeen hitbefore
If your opponent ever uses advancing guard against your Seismic Hammers to push C. Viper completing your combo. Italso allows you to keep C. Viper close, as Thunder Knuckle Mis
out of firing range, you can use a similar jump cancelation technique tocancel into a an advancing move.
forward dash. To do this, input<>0 \ + , then'fr + (hold) to cancel
your pre-jump frames into Viper's Focus Attack, then cancel the charging animation into Another important factor in C. Viper's offense is her air throw. Since your opponents will be
a forward dash. After the dash moves C. Viper back into range, perform another Seismic afraid of you on the ground, it'simportant you go for air throws and capitalize on them as much
Hammer Hto strikeat your waryfoe. as possible. Each one of C. Viper's throws can be led into afull combo, regardless of jump
height. If your adversary isjump-happy, you may want tostart using square jumps with .
The opposing player's answer toSeismic Hammers istoeither jump ormatch you with a This isperformed by jumping, then airdashing forward immediately followed byt> + .
beam of some sort. Jumps and projectiles can be lured out preemptively by faking itinput This lets you apply pressure while atthe same time threatening your challenger with anair
r>0 \ + s_> to -cancel the attack before its release. The Seismic throw, since if he orshe jumps up, you automatically get a throw attempt when you press
Hammer flash occurs even during the feint, which may bait some players into taking action. C> + . See the Combo Appendix for follow-up combos off of throws and air throws.
When your opponent attempts acountermeasure just asthe Seismic Hammer isreleased,
you can usually cancel itsrecovery into a jump toairguard the incoming assault. This is
the safest option when you're unsure ofyour foe's actions. Beams orother projectiles can
be countered directly by canceling the Seismic Hammer atany time into 0 , > + ,
which plows through any low to medium priority projectile with ease. Aerial assaults are
stopped by canceling into a forward jump and air throwing your competitor, orby canceling
into Thunder Knuckle Hwith this command: 0 -C>7 + .
Some methods ofcountering your Seismic Hammer offense can be difficult tostop
easily. Wolverine's Berserker Slash and airO + are both examples of moves that C Viper deals the most damage when she's close, Useguardstun-heavy crossover assists like
effortlessly bypass yourranged attack. Inthese instances, it's best to use a combination so choose partners who help her clear the way to Amaterasus Cold Star toholdyour target inplace
advance. formix-ups.
ofC. Viper's Focus Attack and EX Seismic Hammer tothwart these power plays. Her Focus
Attack absorbs any incoming attack without stunning her, and you can then cancel into the As far as crossover assists gofor C. Viper, shebenefits most from ground clearing attacks
invincible EX Seismic Hammer tocounter your opponent's move (transition into Combo VII to help her gain ground for her up-close offense. Crossover assists such asMagnetoa,
on hit). To do this, press and hold + , release only while continuing to holding Taskmastera, and Doctor Dooma are all very handy for this purpose. She also
, then after your challenger's attack is absorbed, input C>0 l + to blast them. benefits from crossover assists like Amaterasu13, which holds opponents in place long
In the air, C. Viper has additional ways to stay airborne, aside from her double jump and enough for high/low mix-ups. As soon as you get your opponent toguard anassist up
airdash. If you utilize Burning Kick's -cancel property, C. Viper can airdash (or double jump) close, go for either afast triangle jump, O + ,{j t2< + , or just aplain
and then Burning Kick -cancel up to three times to remain in the air or to manipulate her crouching (M) a__>. ^ ^ ,_> + (jyj)
jump trajectory. This works with both normal jumps and super jumps. Another technique with You may alsoopt to use defensive crossover assists inconjunction with herSeismic
this cancel is to super jump up-forward, then perform an air Burning Kick H^^ ancj Hammers and Optic Lasers forfullscreen keepaway and zoning purposes. Crossover assists
attack on the way down to confuse your opponent with Viper's new trajectory. that go well with these moves include Doctor Doom(3, Novaa, and Doctor Strangea.

/. ST.,,ra> ** * o _=> VERTICAL JUMP, FORWARD AIRDASH AIR , t LAND, ST. ^>
SUPER JUMP, AIR , , ^> DOUBLE JUMP, AIR , , LAND, - X * (OR WHEN NEAR ACORNER ^_>

405,000-591,000 damage, 24% meter loss


This is asimple combo for beginners and asafe damage outlet if lag is affecting your online play. After the final air, the follow-up *** is done with adifferent strength
depending on your rival's distance when they hit the ground. Use * * when at the middle of the screen, and use *> f * * whehyour opponent is cornered
ft CR ST ^> \ * * o ^> (CANCEL ON HIT), CR., ST. -4> * * ^> VERTICAL JUMP,
' FORWARD AIRDASH AIR , , LAND, ST. , (ONE HIT) ^>^^ ^ ^L^^.Lp
FORWARD AIRDASH AIR, .LAND, ST. ,^> SUPER JUMP, AIR , ^> DOUBLEJUMP, :
AIR , , , WAVEDASH FORWARD, * - o (OR WHEN NEAR ACORNER, +**oe_>**-o<_)
452 000-752,000 damage, 20% meter gain (self-sufficient for Burst Time ender)
Here's Viper's most used bread and butter combo, which builds just enough meter to tag on an optional Burstilrj^Tj.Thunder Knuckle Mi^^^S^^.
it hits, allows for enough time for you to link ahit afterwards. Once you've launched your adversary into the air with the second * * . have Cy.PeWP ttrUW or torwara.
then have her immediately airdash toward her opponent and attack with adelayed air . . To successfully land and juggle tlur araet again after these*s' ^ ^ J y'
which causes your foe to be too high in the air, or too late, which causes the second Seismic Hammer Lto miss entirely. Hit air ,() at amid point during the airdash. Note that tms
second airdash , repetition is difficult to do. If ever in doubt, omit it from the combo and continue onward.
Near the end of the combo, after you've knocked your opponent to the floor with air , ,.wavedash three times as quickly as possible in order to move into range for Burst Time.
When guarded, the canceled Thunder Knuckle Mleaves you at aheavy frame advantage, enabling youto follow upjith ^hrow_Corr,bo.l.^ornbo ^^^^^^
you away with advancing guard, or else they'll remainin guardstun as lono as you reoeatedly do cr. . st. *=>* * O*=$> ..To compensat fo^attempte to push
standing away, instead perform crouching e_^ * O^ ,but cancel Thunder Knuckle before it hits, then throw your adversary. You can fake the Thunder
Knuckle atany moment where you think your foe will use advancing guard against the previous attack to punish their attempt.

/// CR. , ST. $> \ * o &4> (CANCEL ON HIT), CR. , ST. ^> * X- o e_> \ * * >
" - \ * o e_> VERTICAL JUMP, FORWARD AIRDASH AIR ,, LAND, ST. , ST. &$> * \ * * e_>
VERTICAL JUMP, FORWARD AIRDASH AIR ,, LAND, ST. , ^> SUPER JUMP, AIR , , ^t> DOUBLE JUMP,
AIR , , ,WAVEDASH FORWARD, it o (OR WHEN NEAR ACORNER, .*oe_>**-o)
834,400-858,400 damage, 61% meter loss
This combo uses two meters to deal heavy damage to the opposing character. It builds one meter during it despite the meter use at the beginning, so as long as you start with one meter,
you'll be able to end with Burst Time. Be sure not to cancel into the EX Seismic Hammer when the sequence is guarded, since it's very unsafe to punishment.

W + Qe*>&> +%+<>&$> (CANCEL ON HIT), CR^.ST.^**-^^**-*0,


' * +* * e_> VERTICAL JUMP, FORWARD AIRDASH AIR ,, LAND, ST. , ST. *=> * V * e~>
VERTICAL JUMP, FORWARD AIRDASH AIR ,, LAND, ST. , ^> SUPER JUMP, AIR , , $> DOUBLE JUMP,
AIR , , ,WAVEDASH FORWARD, * - o (OR WHEN NEAR ACORNER, .**\.&e_>**-o)
802,700-826,700 damage, 64% meter loss
This high-damage combo starts off of Viper's command overhead, which has acancelable recovery period. This period can be chained into, but only afferthe elbow hits; C. Viper must
fully land from the elbow before you can input.

J tjr.o ST , ,,^> -* * *^> VERTICAL JUMP, FORWARD AIRDASH AIR,, LAND,


ST. , ^_> SUPER JUMP, AIR , , K> DOUBLE JUMP, AIR , , , WAVEDASH FORWARD,
-^ (OR WHEN NEAR ACORNER, f * o s$> * - )
620,600-644,600 damage, 10% meter loss
Burning Kick His both an overhead and across-up at close distances, making this opening avaluable offensive option. However, it's completely unsafe when guarded, with your only
method ofescapebeing to cancel its recovery intoan EX Seismic Hammer.

M *+.<>--* obh> VERTICAL JUMP, FORWARD AIRDASH AIR ,, LAND, ST. , ST. ^>
fU4> VERTICAL JUMP, FORWARD AIRDASH AIR, , LAND, ST. ,^> SUPER JUMP,
AIR , , ^t> DOUBLE JUMP, AIR ,, , WAVEDASH FORWARD, * * @ (OR WHEN NEAR ACORNER,
**' ^> f * o )
730,100-754,100 damage, 97% meter loss
Use this combo to punish projectiles from adistance. Even though it is unsafe when blocked, you can cancel its recovery into theinvincibleiEX Seismic Hammer to thwart any punishmen
attempt. When your opponent guards in fear of the EX Seismic Hammer follow-up, cancel into afaked EX Seismic Hammer (- * (), _J) then go for athrow or low attack.

VII + * o *_> VERTICAL JUMP, AIRDASH DOWN-FORWARD, AIR , LAND, ST.^>-**^oE4>


*VERTICAL JUMP, FORWARD AIRDASH AIR ,, LAND, ST. , ^> SUPER JUMP, AIR , , "=$> DOUBLE JUMP,
AIR ,, , WAVEDASH FORWARD, * o (OR WHEN NEAR ACORNER, *o^**-o)
605,500-629,500 damage, 114% meter loss
The EX Seismic Hammer has enough invulnerability to plow through any incoming attack, making it valuable as areversaLAfter canceling the EX Seismic Hammer into avertical jump wait amoment
before the downward airdash to give your competitor time to fall. This ensures that they're close to the ground before air makes contact, allowing for the remainder of the combo to work.
o <-> VERTICAL JUMP, FORWARD AIRDASH AIR , , LAND, ST' '<)_>'
MP WHEN
(OR w-ifm NEAR
mpa, ACORNER,
fl rii' "*_* D0UBAE JUIWP> A,R . . . WAVEDASH FORWARD, Wo*
** o i_^ **_<> )
495,400-519,400 damage, 1% meter loss

o _-> VERTICAL JUMP, FORWARD AIRDASH AIR, ,

(OR WHEN NEAR ACORNER, -^*_^>f^^o @@j


1,239,000-1,348,600 damage, 15% meter loss

JT. CR.,ST.e_$> f *- o Ig,CR.,ST.^ w * _*> * *+. o _ x * 0 ft) __^>


VERTICAL JUMP, FORWARD AIRDASH AIR , , LAND, ST. , ST. <^> + f * o _-> VERTICAL JUMP
FORWARD AIRDASH AIR ,, LAND, ST. , r_^> SUPER JUMP, AIR , , ^> DOUBLE JUMP
AIR , , , WAVEDASH FORWARD, if + 8 (OR WHEN NEAR ACORNER, *+*o^>+*.o@@)
1,196,300-1,556,600 damage, 30% meter loss
m^.mS

m a
iM^H^W(J^li^
Since C. Viper's Focus Attack level 3is an unguardable attack, there are ways to force an inescapable situation on your opponent. One way is to use amulti-
hitIIngassist that puts your challenger into along enough blockstun, such as Amaterasu-p, Doctor Strange-^, or Phoenix Wright-B. Another way to force
the unguardable Focus Attack is to use acrossover combination with partners who have long hyper combos, and then have C. Viper X-Factor out of her hvper
combo to perform the level 3Focus Attack. This works with partners such as Dante (Million Dollars), Trish (Round Harvest), or Amaterasu (Okami Shuffle)

E0MB0 APPtMK
general execution nn
crouaching .ftTrw.riP " ' Pr6SS 3S Sn 3S th8 Strike connects- Cancelin9 as early as possible gives you sufficient time to link
:i> H4dlll|iil.|_I
et too high for you to continue the comb
AFTER C. VIPER COMES IN: JUMP,,,, WAVEDASH R WHEN NEAR

Damage
| Team aerial combo handolf to C. Viper Varies duelo damage scaling
WHEN OPPONENT IS CORNERED, CR. , ST. > * o _> (CANCEL ON HIT), CR. >*'
(CANCEL ON HIT), CR.^> *-<> _r^ *
%

DURING X-FACTOR LEVEL 3, CR. , ST. > f * * o _> (CANCEL ON HIT), CR. , ST. ^*Wt->
(CANCEL ON HIT), CR. , ST. ^> * * * ^> (CANCEL ON HIT), CR. , ST. ^ * * _-> VERTICAL JU
FORWARD AIRDASH AIR ,, LAND, ST. ,os> SUPER JUMP, AIR ,, e_> DOUBLE JUMP, AIR ,,,LAND, * +*
No,es i combo that's vi;
Damagf~~
iactivated. The improved speed allows you tolink lar more Thunder
; together than normal 1,268,500 damage, 224% meter gain
CR. , ST. e-> f * * o r__$> (CANCEL ON HIT), CR. , S
VERTICAL JUMP, FORWARD AIRDASH AIR , , LAND, ST. , ST.
FORWARD AIRDASH AIR , , LAND, :} ^> C><}_ *
Damage
DEMONS, SmmUMM*. MEN.
SAME CU?. DIFFERENT DAY."

BEEBPAJIBH
Oevil Hunter

,s large sward and handguns, he can


... into a deman thraogb bis Oevil Trigger ability.
While transformed, he gains access ta new pawers.

MAPBUS
While best knawn tar his large sward "Hebellian" and
his personally hand-crafted guns "Ibuny" and "Ivary,"
he can use weapans tram any place and timeshBtguns,
dual swards, nunchaku, racket launchers, etc.

PRBim
Halt-man halt-demon barn tram tha legendary Oark
Height Sparda and his human wife, Iva. When he was
still yaung, his mother was killed in a deman attack, la
hunt dawn these respansible, be became a Oevil Hauler
and opened up a shop named "Oevil May p

Oevil May Cry [2001

PBMR EBIB
2 INTELLIGENCE

d SPEEir

6 STAMINA*1111
4 ENERGY'PROJECTION
(6 / FIGHTING'ABILmH
"Thisis biographical, and does not r
in-game combat potential of this hen
Overview
M____f___H_____-
r/f-ri/cr 200,000
1-Aa/fl Cumbn Archetype 3-hit Altera ating \
X-Factor Boost Damage Speed
I'M tvm Level 1 (3 teammates remaining) 130% 110%
I Level 2(2 teammates remaining) 150% 120%
| Level 3(1 teammate remaining) 170% 130% |

Your goal with Dante isto dominate your opponent from mid range, coercing mistakes and
answering any situation with his unrivaled bag of tricks.You can control mid range with Dante for a
variety of reasons:

His excellent anti-air and anti-ground basic attacks can preemptively


control the space other characters want to invade
ough advanced canceling tricks, you can convert Dante's hitsfrom
almost any range into full combos; you don't have to care about hitting with
his standing combo starter deeply like most characters
Successful hits can become ridiculous Devil May Cry-style combos
involving a dozen different special moves
In attacks like The Hammer, Dante has the tools to stop his rival from
attempting to reverse his basic attacks

QftF\1*I Cracking your foe from mid range isaccomplished by:


Attacking adversaries with standing and , which strike perfect places
to stop targets coming in from the ground or the sky and can lead to full
combos either way
Canceling failed offensive ordefensive pokes with Bold Move orAir Trick
(ideally backed by an assist) to avoid punishment and keep momentum
Sensing when your competitor ispassive, then attacking aggressively with
airdash attacks, airdash cross-ups, and Air Trick mix-ups backed by an assist
Using advanced Bold canceling tricks to make Dante's combos work from
almost any range and to turn + Stinger into one ofthe game's
longest-reaching, most threatening pokes
Using Air Play and Hysteric to control the pace from farther than miri ri
as the matchup permits

f'.T
wmmrn^i
The son of Sparda has arrived in _VWv__ with his already dominant gameplan from the original version intact, yet
he is almost like anew character in many subtle ways. His alternate specials are executed with adouble-tap of
the button rather than repeating the whole motion. The shortened command for alternate specials (just asecond
button press, one input, versus another motion then abutton press, four inputs) makes Dante's tactics alot easier
lo execute consistently in general, but some concessions have been made in his frame data to compensate for
these changes, particularly with The Hammer, one of the most dominant attacks inMvC3.
ations to standing, Air Play, and Acid Rain force arevamp of what previously served as his main
bread and butter combos. The removal of the THC glitch also means that THCing to Devil Trigger from another
character's capture move (or performing acombo to Grapple, hyper canceling to Devil Trigger, then THC canceling
to the next character's THC-glitch capable hyper) is no longer avirtually guaranteed knockout. Dante also generally
gains alot less hyper meter from his combos than he used to. In particular, multi-hitting sequences that are Dante
staples, like Volcano toBeehive and Cold Shower toProp Shredder, generate a lot less bar than before.
Air causes less hitstun. The change is enough that normal jump air chained to air is no longer a
combo against an aerial rival. Dante players can no longer jump forward and start an option select by pressing the
buttons to chain air(L), .When this chain was atwo-hit combo, there was time to verify the result and either
double jump cancel into acontinued combo on hit, or airdash and perform another attack if air whiffed (which
means air wouldn't have come out at all, and Dante is free to act again). Just air can still lead to acombo,
but itdoesn't give time toverify and perform something else if itwhiffs. Air, still combos while Dante is
super jumping.

Range of standing , , and are reduced


Hitstun time and float properties adjusted for many moves
The Hammer has frames 11-20 invincible (from 4-19)
Air Play spark travels more quickly
The re-juggle potential of Acid Rainhas been reduced
During Devil Trigger, Dante gains access to triple jump and double airdash
All special movesthat required repeat motions (such as The Hammer, previously air
* + f *- o ) are performed with arepeat button press instead (now
air +% +).
Million Dollars can bemashed for extra damage
fUr

ckSe
Sianiinn Basic Attacks
Screen Command Hits Damage IVIeterGain Startup Active Recovery AdJnanH'?,ge JJgjjj Notes

Crouching Basic Attacks


j Screen Command Hits Damage Meter Gain Startup Active Recovery **? (t&SS No,es
Low attack, chainable tocr.
Air Basic Attacks
Screen Command Hits Damage IVIeterGain Startup Active Recovery AdanHtatge htwSSS Notes
Overhead attack

Air Special Attacksflyins Screen anil Air Hehanne


Air causes ahard knockc own when used in alauncher combo (this is sometimes called flvino screen\. When used
used outside
out; of alauncher combo, air behaves mostly like another
basic attack. Air exchange atacks, performed by inputting a direction plus ir combo. Exchange hits initiateteam aerial combos by taggingin the next
available character to contini e the air combo.

Screen Command Damage Meter Gain Startup Active Recovery AdvanH,afge jdSjj Notes
Until
Air 90,000 720 23 20 Hard knockdown
grounded

AirO + 105,00 22
Tags innext available hero while lofting
(during launcher combo) opponent upward

AirC> or< + 95,000 Tags in next available ally while causing wall
800 24
(during launcher combo) bounce, erases 1 hyper meterbar Irom foe

Tags in next available ally while causing


groundbounce, generates 1 hyper meter bar
Many and Ivory Attacks anil Sworn Menswns
Dante's sword and his Ebony and Ivory handguns can be accessed asalternate versions orextensions ofseveral attacks. These attacks can themselves be chained orlinked into other
moves that are notavailable otherwise, suchas PropShredder. The purpose of most oftheseattacks is combo extension.
RainStorm is Dante's OTG option after an air throw. See Combo III.
Cold Showeris
Shower isone of the fastest OTG-capable
one of OTG-capable movesin
moves in the game, allowing Dante
game, allowing Dante to
to OTG
OTG after
after almost any hard
almost any knockdown. Asa
hard knockdown. As afeature of advanced combos, itcan be chained into Pi
feature ol
Shredder or Stinger lv.2 to keep the combo going.

Screen Name Command


Screen Name Command Hits Damage "J^ S,ar,up Ac,ive Recouery "oTh!08 fSrdld No,es
Can chain into PropShredder or Stinger, inflicts chip
Scat (during frames 18-29 20,000 per 160 per (18+) +7 damage, each projectile has 1 low priority durability
2-4 7
Shot ol standing) bullet bullet 17
point, press again for extra shots
anytime between Inflicts chip damage, each projectile has1 low priority
Clay contact and frame 40 25,000 per 600 per (12+) durability point, press up lo 6more times lor extra
2-10 5-49
Pigeon (during on hit or bullet bullet 11
shots
block)
(during frames 30-38ol
Scat Shot, Irames 20-36
(20+) Inflicts chip damage, super jump- cancelable on hit
ol Cold Shower or Irames 92,500 1000 40 26
Shredder 10
24-35 ol ClayPigeon)

(during frames 30-38of
Identical Scat Shot, frames 20-36 Wall bounce against airborne foes, Bold Move-
Stinger (20+) cancelable, canchain to Million Stab, not special- or
to of Cold Shower or frames 80,000 24
Lv.2 19
Stinger 24-35ol Clay Pigeon) hyper combo- cancelable
r->+
(during frames 17-23of 5,000
Million 0 per hit (17+) 10-39
Stinger or Stinger Lv.2) 6-16 per hil + -23 -23 Inflicts chip damage, press rapidly for extra hits
Slab +640 3 (21)5
)) 40,000

<? + (during Inflicts chip damage, press up to 3more times for


Weasel 20,000 per 160 per (14+)
frames 14-15of standing 2-6 7-39 12-10 +14-+17 +14-+17 extra shots, each projectile has1 low priority durability
Shot bullet bullet 16
) point ^
OTG-capable, inflicts chip damage, can cancel into Killer
Rain 25,000 per 200 per Bee, each projectile has5 low priority durability points,
2-1 I 16
grounded
Storm bullet bullet press up to five mote times for extra shots
OTG-capable, inflicts chip damage, can input again
Cold 25,000 per 200 per
5-15 22 lorextra shots,can chain into Stinger or Prop Shredder,
Shower bullet bullet
each projectile has1 low priority durability point
L^QMSMMMmm,
cornon T,.n_ lE!ESj Crossover - . , _ -.. Recovery(this Recovery
bcreen Type Combination Description Hits Damage "II!1 Startup Active crossover (other Notes
Hyper Combo assist) partner)
Knocks down, beam durability: 10frames x 3
low priority durability points
OTG-capable, each projectile has 3 low priority
durability points
Each projectile has1 low priority durability
point

Dante doesn eamediocre assist, as each could find use on the right team. Dante-a provides aclose range lockdown assist, which also has super jump height anti-air and mix-up
P provides an OTG assist, in case you absolutely must use Dante on your team and can't get the OTG capability elsewhere (Dante certainly doesn't need an OTG assist
himself when he son point). Crystal also has solid keep-out qualities when used against foes at mid range or farther. And Dante-7 is aweak, but quick, long range projectile assist In the
Dan e-a is the easiest assist to recommend. It gives any character across-up against super jumping or flying characters simply by calling Dante and dashing underneath the airborne
opponent: if Jam Session ruts the target, some characters such as Sentinel and Wolverine can get up to the opposing character in time and use aground bounce move to capitalize off the
assist hit with afull combo. Dante-a is also great for pinning ground level adversaries, or for popping foes up if your character has an OTG-capable move of their own. For example, create
hard knockdown with Frank West, then call Dante-a right before using * \ - for an OTG hit that bounces the opposing characterup into Dante's wicked shredding. In this
case. Frank is able to finish acombo with an OTG Snapshot into another Snapshot (which puts Frank up to at least lv.3!), and still cancel into ahyper combo, thanks to Dante-a.
All three assists give Dante Million Dollars during crossover combinations (of course they do-he doesn't have another level 1hyper combo that isn't apower-up state), which is actually
quite 900d-Dante takes forever lo finish Million Dollars compared to many hyper combos, so your point character may be free to move around and mix up your opponent or contribute to
acombo while Dante continues to fire. The shorter your point character's hyper combo occupies them during crossover combinations involving Dante's Million Dollars, the better For one
example, see the Advanced Tacticsin Spencer's chapter.

6l__J_____

On hil.snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
or 4 seconds
*W$mJ
0flimm
Screen Name Command Hits Damage *g Startup Active Recovery AdJnanHtage jjggJJ Notes 1
Alter first30 frames ol startup, eachshot
requires 40frames ofcharging.Can move
and call assistswhile charging, projectiles
Multi-
0 ,<> + 50,000 500 per -6 vanish if Dante is hit, each projectile
30+10 35 -5
1
Lock
(hold to charge more 1-5
per shot shot

has5 low priority durability points.Once


orbs)
fired, projectile(s) wait 60frames before
seeking foe
Fire 3 projectiles with 5 low priority
30,000 durability points straight upfor 35frames,
240x3
(During frames 5-24of x3 +
(5+)30 11 25 then splits into 5 smaller projectiles with 5
2 Acid Rain 3+15 + 200

Multi-Lock) 25,000
x 15 low priority durability points that fall tothe
x 15 ground in a spread
Ice shards active for 42 frames,
35,000 280 per 30 +9 +8 each projectile has 3 low priority
3 Crystal 0\C> + (M) 4
per hit hit
25

durabilitypoints, OTG-capable
Knocks down, ignores hitstundecay,
Million (During frames 5-21 of (5+)18 23 25 -26 projectile has5 medium priority durability
4 1 130,000 1040

Carats Crystal) points, OTG-capable


20,000 160 per Each missilecontains 1 low priority
30 15 36 -14 -15
5 Hysteric 0^0 + 8
per hit hit projectile point
Captures competitor, projectile has 5 low
(during frames 15-27ol 600 (15+)15 19(14) 26 -37
6 Grapple 1 60,000

priority durability points


Hysteric)
Reverb 10(1)4 27 -9 Knocks down
7 0#< + 5 81,700 800 8

Shock
30,000 240 per -1 Causesground bounce
Revolver 5 18 37(3)3 20
8 0#o +

per hit hit

Jet 20 46 -48 Knocks down


6 153,900 1680 20
9
Stream 0#o + -

(during frames 20-21 of


ReverbShock, frames 58-59 10,000 80 (20+) Each projectile has 5 low priority durability
26 40 18 +4 +2
10 Fireworks
of Revolver, or frames 42-43 per shot pershot 13 points
ol Jet Stream)
(during frames 22-23ol
Crazy ReverbShock, frame 57 of (22+) +1 Knocks down
10 163,400 1634 7 14
11 10

Dance Revolver, or frames 45-46 of


JetStream)
OTG capable, beam durability. 10frames x
97,300 1200 13 30 23 +5 -4
12 Twister OOt. + 10 5 low priority durability points

(15+)
Knocks down, beam durability: 10 frames x
(during frames 15-54of 20 30 -10
13 Tempest 10 129,900 1600 -

3 low priority durability points


Twister) 18
OTG-capable, jump- cancelable, nullifies
100,000 800 15 10 41 -22 -29
14 Volcano o<)^ +_) 1 medium priority projectiles

(during frames 5-16 of 1360 (5+)3 50(19)4 15 +3 Causes ground bounce


15 Beehive 9 106,600

Volcano)
Knocks down, beam durability: 10 frames x
Jam 41 27 0 -9
16 >$t, + 10 90,800 1120 13 3 low priority durability points
Session
Until Causes ground bounce
80,000 640 18 18 +1
17 Killer Bee AirO^C>+ 1
Grounded

Until Invincible Iromframes11-20, overhead


The (during frames 5-16 ofKiller (5+) +16
18 1 90,000 720 3 grounded
attack, hard knockdown
Hammer Bee) 19
+5
Uncharged: projectile has4 low priority
durability points, Level 1 charge: beam
14/ +3/ +2/
AirPlay 50,000/ 400/
9/25/ durability: 3 frames x3 low priority
94,800/ 840/ 19/ +27/ -1/
19 (can be (inair)O ^ O + <_D 1/3/5
41+6
-
durability points, fully charged: beam
23 +25 -3
charged) 122,600 1200 durability: 5 frames x3 low priority
durabilitypoints

2x
240x2 5(3)3(9) Resets the1 ground bounce percombo
30,000
Sky + 120 until rule, hits1-12cause ground bounce, hil13
+ 10x 18 16 +1
20
Dance
(inair)Ot\<^>+ 13
x10 grounded

causes knockdown
15,000
+ 400 +5
+ 50,000
11 11 InvincibleIrom frames 11-15
00 +
-

21 Air Trick

-

80,000 +
32 Projectile has 5 low priority durability
640+56 0 (projectile 6 13 +5 +4
2 points
22 Drive Oti^>+ 70,000
36)
Airborne in a forward jump on 4th frame,
Bold
23 + -




cannot use air attacks until after16thframe


Move
Multi-Loclc. Multi-Lock creates pink orbsthathome inonthe target after onesecond. Simply performing the motion creates one orb; hold
longer to charge up to five orbs, which are all created whenever you release the button. Dante can move and jump normally while
charging, and Multi-Lock can be released on theground or intheair, butifanyattacks or special movement options (Air Trick and Bold
Move) are used, you'll lose the Multi-Lock charge and it won't fire.
In normal combat situations, Multi-Lock takes entirely toolong toconsider using, but itcanbeuseful ifyour competitor is running away
with super jumps orflight.Rather than having tochase them down orcommit toAir Trick shenanigans, consider fully charging Multi-Lock
tofire homing orbs at them. If you DO manage tofully charge Multi-Lock against a faraway foe, time Air Trick toteleport behind them just
as Multi-Lock's homing lasers fireat yourrival.

Acid Rain. Dante fires three pink bolts into thesky, which causea flurry oflasers to rain down. The rising bolts can be usedas anti-
airagainst adversaries who are above Dante: if therising bolts hit, then the laser rain drags theopposing character down afterward.
Depending on your position, you can combo afterward with a chain into launcher. (It's far harder toreliably link Acid Rain into itself
than inoriginal MvC3. which alters a lot ofthe combos that were previously Dante's high-level bread and butter).
Acid Rain is most valuable used against new opposing characters forced tofall inafter their teammates getknocked orsnapped out. Fire
Acid Rain early, while no opponents are on screen. Ideally, the downward laser rain should force the new competitor toguard in midair
right after they appear onscreen, with Dante free tomove on the ground underneath them. You can up the ante onthe ensuing mix-up by
canceling Acid Rain into Devil Trigger or X-Factor.
From here, you can either dash under your foe into acombo starting with standing , stayin front and go for acombo or throw, or dash
under, jump vertically, then airdash back tothe original side for a doublecross-up with air. Be careful with your timing on close range
attacks here, since your adversary's safest escape route istosimply throw against a Dante player who leaves gaps. (For example, firing
Acid Rain late so that Dante ends up attacking before the lasers provide cover.lf the opposing player managed to throw Dante by then, Acid Rain becomes irrelevant. This gives your rival
good incentive to try, so watch out.)

Crystal: Dante uses his Nunchaku to form ice shards on the Million Carats: This
ground. Crystal is OTG-capable and leaves Dante at a sizeable extension to Crystal is
frame advantage ifguarded, but Dante has no follow-up also OTG-capable, and
potential ifhiscompetitor usesadvancing guard (and they will). it sends your attacker
Crystal is an exampleof a decent movestuck on a character into a close range
who hasbetter ones. To OTG foesafter hard knockdowns,you spinning knockdown
should useVolcano andCold Shower; to retain frame advantage on contact, even if
ifguarded,you should(ideally)use Stinger, Bold canceled into it picks them up off
Reverb Shock canceled intoFireworks. Crystal does, however, the ground. Million
create three huge iceshards that briefly and totally coverthe Carats leaves Dante at
area infront of Dante, while also potentially destroying incoming projectiles. Crystal isthus best used as a punishable disadvantage if guarded. Thismakes it greatfor flashy
relatively safe, preemptive spacecontrol from mid or long range; call an assist thatwill alsobolster Dante's combos, but limits its applications in a match.
controlof the screen beforeperforming Crystal.

Hysteric: Dantefires eight homingmissiles Grapple: Grapple pulls in your adversaries


that seek out his opponent. Hysteric has at ground levelfrom fullscreen and puts
slowstartup,so it won't winzoning wars them into position to be launched. The
against quick beam characters, and it isn't beginning looksthe same as Hysteric, but
prudent up close in general. Youwouldn't then the Grapple travels muchmorequickly
want to use it against someone likeAkuma, than Hysteric's homing missiles. Grapple
Dormammu, or Ryuwhen he is loadedwith first becomes active on the SO"1 frame after
hyper meter,either. But, whenyouhavethe Hysteric began, and it hits fullscreen after
timeto use Hysteric safely from long range, about 48 frames, assuming you doubletap
it more or less guarantees control of the immediatelyHysteric can be canceled
match for Dante for a moment, like a smaller version ofMorrigan's Finishing Shower hyper into Grapple after inputting V t_ C> + assoon asbetween 5to 15 frames later (with
combo. If the opposing character doesn't have a way todeal with itdirectly, you can keep thesame result), oras late as 27 frames later (making Grapple thatmuch slower).
them at bay byalternating between Hysteric andAir Play.
Grapple can snag foes who expect toattack to stop Hysteric, orotherwise surprise
Apart from using Hysteric from long range togain control ofa match, you can use it opponents at long range. You canalso insert itinto flashy combos. It is extremely unsafe if
aggressively as a kind of self-assist. Perform Hysteric, then cancelit with eitherDevil guarded up close (orguarded at all by characters with fast fullscreen hyper combos).
Trigger orX-Factor just after the eighth missile isfired. Dante isfree tomove immediately!
Wavedash alongside themissiles, and you'll have time to verify and combo from the front
if your competitor eats them, oruse Air Trick toteleport behind your foe if they guard.
Since they're stuck guarding the missiles, they won't be able tojump and air throw you out
of the AirTrick teleporton reaction.

Reverb Shock: Dante slides forward Revolver. Revolver is a spinning attack


strumming his guitar, sending purple that strikes several times and places a foe
Shockwaves around him. Reverb Shock is intoa ground bounce at the end. Youcan
unsafe if guarded, but it can be made safe easily combo into Revolver from Volcano,
bychaining to the Fireworks extension by thoughthe conceptmight sounddifficult
pressing justas Reverb Shock reaches at first: Volcano is a special move and
the end of its hittingperiod (doubleor thus can't be canceled directly intoother
triple tap tobe sure). You don't actually special moves, but it IS jump-cancelable...
have to hit with Reverb Shock to chain to and the 3 pre-jump frames before a jump
Fireworksyou can whiffReverb Shock to can be canceled into special moves, which
Fireworks from long range tofill the screen with bullets. Because Reverb Shock issofast, prevents thejump from even happening. While thatsoundscomplicated, theapplication
andbecause chaining to Fireworks makesit safe, youcan use Reverb Shockas a close is easy. Just hit with Volcano, then perform Revolver with^ O <?^> + . Voila, the
tomid range poke, as a blockstring ender, and as a method togetinfrom almost all the complicated-sounding jump cancel is built in, using a variant oftheclassic Street Fighter
way across the screen: attack withO + Stinger, Bold canceled to Reverb Shock into tiger knee motion.
Fireworks for a safepoke from enormous range! SeeAdvanced Tactics formore onBold
canceling. Revolver, like Crystal, suffers from "Dante sure hasa lot ofgood moves" syndrome.
It's a good disease to have, to be sure. In the exact situation described here as a use for
On hit only, you can chain Reverb Shock into Crazy Dance by pressing , but the timing Revolver, tocombo after Volcano, you should actually cancel Volcano into a forward jump,
ismuch stricter than for chaining Reverb Shock toFireworks must bepressed on the then chain air, and cancel toO _ O + Killer Bee. This causes aground
precise frame that Reverb Shock stops hitting. This ismostly not worth attempting unless bounce just like Revolver, while doing about 50,000 more damage and building more hyper
you have nometer handy, or are going forstyle. (Which would be understandable; it's meter. Sorry, Revolver. At least, you'restillone of the best Beatles albums.
Dante, right? Sometimes you gotta style.)
Jet Stream: Fireworks: Crazy
Dante leaves a Fireworks Dance: An

wake of flame is an extension

as he travels the extension to Reverb

full length of that can Shock,


the floor, blades be chained Revolver,
outstretched. into from and Jet
Jet Stream is Revolver, Stream that
most useful Reverb is executed

when you've Shock, or by pressing


created a ground bounce by OTGing a prone foe after a JetStream by pressing toward the end of those attacks. justas those attacks finish hitting. The timing is much
hard knockdown with Volcano chained into Beehive. Pause It showers the whole field with bullets, which deals good less forgiving than for tochain toFireworks, and Crazy
brieflybefore using Jet Stream to make Dante carry his chip damageand leavesDantewitha very small frame Dance cannot be hyper combocanceled, so save it for
adversarywith himacross the floor instead of slipping advantage ifguarded, so there's noreason notto chain into finishing combosin no-meter situations.
under toofast. Chain to Fireworks with at theend,then Fireworks if those attacks are blocked. Most combos that
cancel intoa hypercombo. Jet Stream can chain intoCrazy lead intoFireworks can be hyper combocanceled to Million
Dance with . but the timing isvery strictjust asJet Dollarsor Devil Must Diefor big damage.
Stream stops hitting.

"_B~*i "-"V-^-i- _r__________l Twister. Tempest. Volcano:


The fiery One of
This move
follow-up Dante's
engulfs
to Twister. most
Dante in
Don't rush: important
flames in attacks.
if Twister
a vertical hits, there's During
column that plenty of this OTG-
reaches time to capable,
the top of confirm jump-
before cancelable
normal
double-tapping . Arival being hit by Twister gets move, Dante bringshis fist downwith such forcethat the
jump height. The quickstartup time is slightly misleading;
the hitbox starts moving upwardfrom Dante'sfeet on the
dragged upward inthe air,andthenTempest can launch earth cracks.
themhigher still. Near corners,ifyoutimeTempest to keep As an OTG, this isone of Dante's best along witht, +
13,h frame and travels until the 43,d frame. The flames don't the opposing character as high as possible afterTwister,
actually protect Danteentirely until the 24'"frame, and they Cold Shower. Foes who have been floored bya hard
you can launchthem afterward! knockdown, such asafter The Hammer orair , will be
don't reach the top of the screen until past the 30,h frame.
Becauseof two quirky features,Twisterto Tempest has one popped up, and they can bejuggled by either thenatural
All this means is that Twister is intended as an early anti-air marginal use besides fancy OTG combosintothe corner. extension into Beehive by pressing again orby jump
against competitors falling from a super jump, or as an Both Twister andTempest feature high beamdurability, canceling intoair attacks.
OTG combo tool. (Yes, this is Dante's only OTG-capable and while it's hard to see it, Danteactually leaps to the top For ground combat, it's important to learn to incorporate
att... wait, nevermind. He's got that covered.) It's mildly of normal jump height during Tempest. Twister to Tempest C> + Stinger, Bold canceled toVolcano in your
can thus be used to stalematesome zoningcharacters from ground combos. Using Stinger to Volcano inthisway
unsafe ifguarded. Ifit hits your opponent,you have plenty
long range, since itdestroys or avoids their projectiles. makes Dante's combos much more reliablefrom farther
of time to see and chain to the Tempest follow-up by Gimmicky, with noupside (except thatmaybe someone will
pressing again. away, and increases his damage and hyper meter gain. See
teleport intoit... maybe), but possible. Advanced Tactics for more on Boldcanceling.

Beehive: Jam Killer Bee:

Beehive Session: A Ifyou use


is the righteous this diving
peal across attack like a
extension
from Dante's regular dive
Volcano guitar kick-type
executed sends a attack, it
by pressing pinning can get you
again. purple into trouble,
column all since it is
Be careful
not to double tap sofast that Volcano doesn't have a the way to theceiling ofthe playing field. Jam Session is unsafe ifguarded. Its purpose is combo extension. Itcan
chance to strike! Danteunleashes a rapid-fire kick flurry, narrowerthan it looksand unsafe ifguarded up close, so be inserted after chaining toair in combos, whether
and hecaps it offwith an axekick that ground bounceshis saveit for quick anti-air againstcompetitors at super jump at normal or super jumpheight, for a groundbounce.
opponent (unless a ground bounce was alreadyused in height above Dante. During lv.2 or3 X-Factor, Jam Session Youwon't want to use it in combos after you've already
the same combo, in which case, the foe ground recovers). can be linked into itself indefinitely. expended a ground bounce with Beehive orRevolver.
From the ground bounce, the opposing character is in
perfect positionfor you to launchthem or jugglethem
laterally withJet Stream.

The Hammer. AirPlay. During AirPlay,Dante


The Hammer is an strums his guitarin midair, and
airborne double-
a purple sparkshoots forth,
traveling diagonally downward
handed smash that
ata shallow trajectory. Hold
stems from Killer during executionto charge the
Bee, performed by projectile before release, which
inputting again. increases its size and slows its
The Hammer is speed. Air Play can only beused once perairborne period. This isa long
an overhead attack that boasts brieffull-body invincibility range counterpoint toThe Hammer; Air Play isa tool that asserts Dante's Sky Dance: Dante plummets to theground
to cover the swingand the first coupleof hitting frames. control above anopposing character. Air Play's angle of attack makes it in a spiraling, fiery dive. SkyDance is
On hit, it causes a hard knockdown, and if guarded, it ideal for firing at grounded beam characters that would outshoot Dante if intended to end simpleair combos after
he stayed atground level. The recovery isfast, giving you time to airdash air, andit canalsobe used as a fast
leaves Danteat a sizeable frame advantage.You can use
after the projectile orfollow behind itonthe ground, but since Air Play overhead attack (perform itjust off the
The Hammer to crush expected anti-air attacks, or you travels faster than in original MvC3, it's notas useful forthisanymore. It
can unleash it against foes recovering from knockdowns. ground atclose range with v *i ^>d
isalso nolonger reliable in combos where it had become a staple, such + ). Be careful not toabuse this
Intimidating his competitorswithThe Hammer goes a as after Volcano jump canceled into airbasic attacks. StilL from midrange, technique, since ifyour adversary blocks
long waytoward enabling Dante to freely use Bold Move to you can sometimes airdash in after Air Play and link air if the spark hits correctly and uses advancing guard. Dante
cancel his ground chain combos. the opposing character. is leftwideopen for a counterattack.
Air Trick. Dante's teleport places him in theairdirectly behind hisopponent, nomatter where the rival is.After Air Trick, thesituation isthe
same asduring a point-blank normal jump, right down toDante's options: he can still attack, use assists, airdash, ordouble jump.
After reappearing, mix your opponent up with airC> + (which gives you achance for athrow or throw break if they jump) and The
Hammer (which ispartially invincible and therefore can defeat some attacks that would beat air ). Since Dante can airdash after Air
Trick, you can have him airdash back over them with air or The Hammer for adouble cross-up! If you sense the opposing player might
overcommit their team trying to escape the mix-up, you can also just backdash and either use Air Play orjust wait and see if they give you
something slowto punish heavily.
Dante iscapable of calling assists, but this isa bad idea. If you're going tocall an assist, do itBEFORE using Air Trick soatleast if Dante
gets hit, his assist isn't getting hit right along with him. That's what happens if you call an assist after Air Trick and then start getting hit.
Air Trick is aterrific tool, but it's not quite as tricky as it looks at first. After a<> 0 + input, Dante becomes invincible on the 11,h frame and actually reappears, switches sides,
and becomes vulnerable again on the 16lh frame. Dante isn't actually free to act until the 20'" frame, so the earliest you can get an attack out there is the 28,h frame with air , and you
weren't going to do that (it would just whiff over acharacter's head, and air chained to air is no longer anatural combo during anormal jump). Using Air Trick into The Hammer
as one example, takes 46 frames minimum.
In the meantime, an attentive challenger watching for Air Trick only needs 4frames to jump toward Dante and air throw him. In order to close the gap and use Air Trick successfully you
can't just use it overzealously against aneutral opponent. It's much tighter but still not all the way safe performed when you useC> + Stinger, Bold canceled into Air Trick In order
tostay on top oftheopposing character using Air Trick safely, you'll have toaccompany itwith assists.

Drive: Dante pauses for Bold Move: Dante's mostcrucial movement technique. Bold
a half-second before Move isa command jump accomplished by pressing +
slashing with his sword, . At first, this just looks like a jump. And lo, it is, mostly.
which sends a flame Dante can be madeto airdash,double jump, attack, and call
Shockwave along the assists (though he himselfcannot act untilthe 16'"frame
ground. Both the sword after initiating Bold Move;this is slower than regular jumps,
slash and the Shockwave which allow actionson the 4*frameafterinput). Nottoo
can strike. However, in special, right?
just about any instance
where you would want Except that you can use Bold Move to cancel anyof Dante's
to put a projectile onscreen with Dante from theground, Hysteric does basic attacks, whether they hit orwhiff. It can also be used tocancel Stinger. This allows Dante's opening
the job faster and better. Drive fits inthe pile with Crystal and Revolver; chain attempts tobe made relatively safe, and ittransitions naturally into either a secondary offense with a
Dante's special moves that you can find a use for if you must, but you forward airdash orbackpedaling with a backdash and Air Play. Advanced execution techniques with Bold
can also pretendthat they don't exist. Move also enable Dante toperform combos and sequences not otherwise possible; seeAdvanced Tactics
for more details.

Byper Cnmhns
Command Hits Damage Startup Active Recovery AdvanH,a,ge
on Hit
A,dPvan,a-9!l
if Guarded
Notes
____________
28- 254,200- 137 Knocks down, can be mashed for extra damage, each
11 Million Dollars Ot\c> + 10+1 35
55 301,100 (58)1 -14 projectile has 1 high priority durability point, final
projectile has5 high priority durability points
Frames 3-4invincible, attack power +15%,regenerates
2 Devil Trigger 0&<? + 4+0 2,000 red health per frame, grants access toDevil
Trigger attacks, lasls600frames
-56 Frames1-21 invincibile, hard knockdown

nDollars: Dante uses Ebony and Ivory to unleash astream of bullets into his attacker, capped off with amassive charged shell that
them spinning. Million Dollars can be tacked onto the end of nearly any Dante combo, andinputs can now be mashed during
per combo to maximize the damage. Using X-Factor to cancel Million Dollars into itself isamong the game's easiest X-Factor hyper
j cancels; just activate X-Factor the instant after Dante fires the charged shell, then immediately perform Million Dollars again. (Broken
tactics, pre-MvC3 release!) You can also X-Factor cancel and use Air Trick immediately, to cause a hard knockdown with air or The
- ' \ \ Hammer just asDante's charged shell hits his foe. You can, of course, follow up after this hard knockdown with an OTG combo.
Although Million Dollars is active pretty quickly and you might catch players with their proverbial pants down guessing on it here and
there, this isa bad habit. Opponents can jump out of the bullet stream asDante charges the final shell and then punish him severely.

Devil Trigger: Devil Trigger transforms Dante into his devil form. Devil Trigger lasts for 10 seconds for Dante as apoint character. During
Devil Trigger, Dante deals 15% more damage, regenerates red vitality over time, and gains access to three new special moves: Air Raid
Thunder Bolt, and Vortex. New to UMvC3, Dante can also now either triple jump or double airdash during one jump period!
w.< The only penalty is that Dante cannot generate hyper meter on point during this mode. The buffs are worth it, but if you don't like the fact
^ j that it is not building meter, you can activate Devil Trigger and then switch point characters (whether immediately by using another bar to
THC from Devil Trigger, or by using acrossover attack or TAC to tag out).When Dante is tagged out, the Devil Trigger timer stops counting
down, and Dante retains the Devil Trigger buffs indefinitely. Having Dante assists that regenerate red vitality and deal extra damage is no
small benefit. The timer picks up where itleft off if Dante becomes the point character again.
Devil Trigger is basically amini X-Factor. After canceling an attack like Hysteric or Drive into Devil Trigger, use Air Trick to teleport to the
combo going with adamage boost and new movef' ""* *^ ^^ W8d ^*"^^ YU C3n a'S ^ int DeV" Tri"er in the middle f SOme COmboS'then keep ,he

levil Must Die: Dante's most powerful attack burns three bars of hyper meter and ignores damage scaling. Replacing Million Dollars
yith Devil Must Die atthe end of just about any Dante combo turns it into a potential knockout blow, especially with X-Factor or Devil

)evil Must Die is invulnerable for the first 21 frames, and it strikes almost half the playing field away. Because of this, you can use it
<reversal on reaction to allsorts ofthings at thelastsecond, including the hvoer combo "freeze" thatoccurs at the heninninn nfan
imiUK-iwiH-Hiinii
Bevil Trigger Attacks
Screen Name Command Damage Startup Active Recovery *g ftWHj No.es
in air, in Devil Trigger May bedone while airborne, lasts 170
Air Raid frames
formlffffO +
OTG-capable, locks out opponent's
Thunder in air, in Devil Trigger +13 advancing guard, beam durability: 8 Irames x
130,700 25
Bolt form)0^0+ 1 low priority durability point
'in air, in Devil Trigger Frames 10-38 invincible, locks out foe's
Vortex 141,1( 14 20
advancing guard, ignoreshit stun decay
iorm)flS, +
Air Raid: Mr Raid isDante's flight mode, available during Devil Trigger only. During flight, there's no restricti nontne number ofspecials
orairdashes that can be used. Conveniently, Devil Trigger Dante just happens tohave access toacouple ofparticularly nasty air-only
specials. By using flight, you can force your adversary to guard up to SEVEN Thunder Bolts instead of just three per airborne period: jump,
dump two Thunder Bolts into the target, then activate Air Raid and very quickly pump out up to five more Thunder Bolts before Air Raid
ends! Thisis a tonof damage, whether on hitor as chip.
You can also use Air Raid in Dante air combos for new possibilities, but this doesn't lead toanything earth-shattering; rather, itjust allows
mild embellishment. Devil Trigger is less about enabling new Dante combos (though itcertainly does that) and ismostly about constant
vitality regeneration, Thunder Bolt, andVortex.
ThunderBolt:it's a good thing for the rest ~~| Vortex: During Vortex, Devil Dante spirals
of the cast that Dante doesn't have access I across the entire screen laterally, totally
to this move all the time. Devil Dante ''e for most of his travel time. This
fires a stream of electricity downward at .ke Thunder Bolt, ignores advancing
a 45-degree angle. Thestreamis fast and I guard, a veryraretrait indeed. It leaves
OTG-capable, leaves Dante at a frame Dante at a frameadvantage if guarded, and
advantageon hit, inflicts terrific damage youcantreat the move sortoflike a mini
on hitor guard, is easyto combo intoand Hard Drive (seeSentinel's hyper combos),
even links into itself as many times as you "tiger kneeing" ittoperform Vortex just off
can manage, and is immune to advancing the ground with * i * * . This
guardlThe only reason this move doesn't have a kitchen sink isthat Dante probably already gets Dantein for fr .vantage from a fullscreen position! As with Thunder
has a kitchen sinkhidden somewhere else in his movelist. Forcing yourrival to block three Bolt,Vortexfits eas ;,andthe opposing character can'tdoanything about
oftheseattacks ina row is easyto accomplish anddeals 165.600 damage; using Air Raid, youforcing themto guardthreein a row.
youcanforcethemto block a lot moreat once.

Mil. Mil
Dante's basic attacks are relatively slow While aiming with the tip of standing
(Dante's attacks hit in 8frames... for the and, you'll inevitably whiff attacks, or
grossest contrast, Amaterasu's standing they'll be guarded. An opposing character
hits in 3 frames, and of course, normal throws who blocks and uses advancing guard can
are 1frame). Avoid fighting in close unless you also cause chain combo follow-ups to whiff.
haveframeadvantage, such as after making You can salvageDante'swhiffed, blocked, or
yourtargets blocka jump-in attackor an advancing guardedattacks in several ways;
assist. Something like dash-in crouching whiffing basic attacks close to his rival is
mightseem tempting becauseit's the path of The ability tocancel whiffed basic attacks with Bold With Dante's long chains giving plenty oltime to not the disaster for him that it is for most
least resistance for most characters, but not Move, Air Trick, orReverb Shock letsDante swing visually confirm hits, there's no excuse lor whifling characters. Most simply, cancel failed chain
sofor Dante. His crouching isslow, and it hisbig, high priority swordatwill. launcher. combos into {/"Z^-C3 * Reverb
hitsawkv/ardly on manycharacters(it usually Shock, then press for the Fireworks
whiffs completely around thefeet offloating characters like Morrigan and Storm) follow-up. This scores some chip damage and puts Dante back at square one, with very minor
Instead ofrushing in ontheground, play to Dante's strengths and fight at mid range. Right
frame advantage. As abonus, even if every portion of basic attack E3S> Reverb Shock B=s>
Fireworks whiffs, the whole sequence stilloccurs!
next to hisopponent, Dante is very susceptible to throws and quicker basic attacks. But
his speed deficiency is irrelevant from the tip of standing and pokes, and Dante's For more variety and stronger potential, whiffed or guarded basic attacks can be canceled with
sword itself is invincible. And, pulling together tricks from all overDante's enormous arsenal, + Bold Move. fS> + Stinger can also be Bold canceled, but only on hit orblock
you can score full combos even from max range with standing (see both Combo II and and not from awhiff; see Advanced Tactics for more information). Missed attacks immediately
Advanced Tactics)! In short, aim for your rival with the tip of standing , rather than trying become new opportunities. The Bold Move command jump isn't assafe asconventional jumps,
to dash in close. forcing Dante towait 16 frames before acting orguarding, but this is still safer than whiffing an
attack.
In addition to their range and priority against grounded adversaries, standing and
cut huge swaths through the airspace infront and above Dante and combo even against low To be better safe than sorry, you can simply guard, orair dash backward and toss Air Play
altitude foes! Foes who are shot down out of airdash, flight, or jump attempts by standing , atyour foe. You can also airdash forward and keep your offense going. For an air assault,
,or standing , give you time to verify the juggle and chain to for alauncher Dante's most important attack is air . This move is double jump-cancelable, and not only
(see the aerial aside in Combo II). Since standing hits just above Dante's head, he can hits with huge range in front of and just below airborne Dante, but it also works asa wicked
also dash under airborne competitors and strike with standing , . If this chain hits your cross-up if you jump and airdash over your opponent's head. Dante crosses over regardless,
opponent, you have time to pause and let them descend alittle before chaining to launcher. but depending on your timing, you can make air hit from the front or the back! You can
Without thepause, your foe may belaunched too high for a reliable aircombo. It'sgood to perform this cross-up from anormal or super jump, but itproceeds slightly faster from asuper
pause before proceeding to launcher anyway; you don't have to chain to as fast as jump since characters rise faster when super jumping; super jumping Dante rises to the altitude
possible, and it'sgood to give yourself anextra moment toverify the hit. You do not want to where airdashes arepossible more quickly. Either way, airdash forward for the cross-up as
have Dante's whiff orgetblocked! Do not gofor launchers frivolously! Verify them, and soon as possible afterleaving the ground.
train yourself nor to press otherwise. (This isgood advice for any character with an unsafe
launcher, which is most of the cast.)
sweeter in X-Factor,and it almost is an almost unbearablysexy
Air can If you catch airborne foes with air without airdashing, option if your opponent has already burned their X-Factor. You
also be used such asafter using Bold Move and attacking with air out are free to use any remaining hyper meter bars to keep Dante
as an air of a normal jump arc, you can double jump and link air , in Devil Trigger rather than saving for direct damage hyper
attack, and into Killer Bee for a ground bounce. If your opponent
combos as the anchor, since his combo damage is nuts already
it can also guards air ,you can use the double jump to begin a withDevil Trigger sittingon top of X-Factor, andhe's capableof
cross your secondary offense.
attacker
infinitedamage anyway by linking Jam Session to Jam Session
over and over... see the Combo Appendix. Dante only needs
up, but Dante's long
two surplus bars handed to him by fallen friends to power Devil
the hitbox combos
Snuare dashing with Dante's airdash a/r and Trigger for all of lv.3 X-Factor.
on air naturally
can lead to both frontal assaults and ambiguous requires push
cross-ups. Devil Trigger
much more opponents
precision into the is definitely
for this than air (you must descend just on the other corner
still nice
side of an enemy for air tocross up, and it'snot as where they'll outside of
ambiguous where itwill actually hit asair). Air also have extra
X-Factor,
can't be canceled with a double jumpjSo it doesn't lead to but because
Alter knocking out anopposing character, perlorm trouble
confirmable anti-air combos like air can (though that's Acid Rain early, so the new character is forced to avoiding Dante's
irrelevant when you're airdashing, which prevents double guard iton th&my in.Dashing toonesideorthe Dante's hyper meter
jumping). When you go for air , always perform it with other with st. right underyour target isvery attacks.
building
C> + in order to air throw your rival (or break their difficult loropponents toguard. When Saving resources forlast-ditch Dante allows youto is already
throw) it they happen to be close enough. This is the reason adversaries start his lasthurrah with something ridiculous like reduced in
touse air over from close ranges, todeter foes are knocked out, especially near corners, get Acid Rain out Hvsteric3*3^ Devil Trigger, Hysteric3*2^ UMvC3, and
from just trying to jump and airthrow Dante. Don't over- early for a powerful mix-up against newcharacters falling in. ^,00 + . because
press in midair, oryou might accidentally produce Rain Cancel into Devil Trigger or X-Factorto make the pressure competitors
Storm, Dante's straight-down airborne Ebonyand Ivory more intense and the payoffgreater. might actually be hacking away at your hyper meter actively
extension. with sideways TACs,it's perhaps better not to enter a mode that
Speakingof X-Factor, Dantecan makegreat use of X-Factor prevents more meter buildingunless you've built up several
Onthe other hand, ifyou end up air throwing your competitor, whether it's early on in the match or a last-half-demon- surplus bars to spend already. Saving a few bars for an assured
you'llwant to use RainStorm on purpose to OTG them. With standing situation. Becauseof his bulletproof standing chain knockout blow by ending a standard combo with Devil Must
the right assist, it's possible to continue a combo after OTG combo string into Stinger (st. ,, ^^ C> + Die(or having it in your back pocket as an instant, half-screen,
RainStorm, but it's difficult(see Combo III and the Combo ),Dante gives you averitable eternity to confirm whether invincible reversal) is also too strong of an option to forsake.
Appendix). you're hitting the opposing character and an assist, which is
the idealsituation for poppingX-Factor early. Ifyou ever get Early on in a match, perhaps the best use of Devil Trigger is
You should be relentlessabout forcingyour opponent to to get Dante out safely once he starts taking serious damage.
the chance to knock out two characters at once, you take it.
guard air andO" + , whether after cross-up ActivateDevil Trigger (preferablyat the end of a combo, but
airdashes,airdashes to the front of your target, or after Lateron, once it's downto just Dante, any worryabout don't stick around too long fishing for the opportunityand
AirTrick.The opposing character should be v/orried about conserving meter for teammates goes out the window, and accidentallyget Danteall-the-way killed), then THC to your
Dante's far-reaching and cross-up capable air basic attacks, you are free to stack Devil Trigger on top of lv.3 X-Factor. The next character (preferably with a hyper combo that picks up
so air specialsare more likely to be effective whenyou mix vitality regeneration effect for both effects stacks, so X-Factor where Dante left off). Nowyou're packing a Dante assist with a
it up.At anytimewhile spamming aggressive airdashes, you Devil Trigger Dantegains red vitality faster than anyoneelse! permanent damage buffand enhanced red vitalityregeneration!
can gear changeto defense byairdashing backward and firing (...who is not Healing Field Phoenix.) Chipping with Thunder Devil Trigger'stimer doesn't tickdownwhile Dante is tagged
Air Play. Ifyou thinkthat the opposing playermay attempt Boltor just linking it into itself over and over becomes even out! (Keep in mind that if assist Dante already has Devil Trigger
anti-air attacks to punish Dante, properlytime your use of The active, you cannot THC to Dante using Devil Trigger.)
Hammerto crush their attempt and lead to a full Dante combo.

/. CR., ST., ,e_> FORWARDSUPERJUMP, AIR,g_> DOUBLE JUMP , &4> f v ,


LAND, &> FORWARD SUPER JUMP, AIR,^t*+^**-* (MASH )
577,400 damage, 20% meter loss
Dante isa tough character toplay tofull potential, even with the alterations tohis controls tobring him more within the reach ofeveryone. Even with thedouble-motions foralternate
special moves gone, his top shelf material still requires Bold canceling and precise, rapid button inputs. This remains outside thereach ofcasual fans, but Dante still has effective, cool
combos that don't require finger gymnastics. This simplified combo is good for beginners and online play. In the event that your opponent guards thefirst two orthree hits ofthis combo,
cancel into Bold Move to take to the air, then airdash forward to go for across-up, or pause, then chain to standing or " to lure out counterattacks. Instead of jumping with
Bold Move or inserting adelayed _) hit into the chain, you can also cancel late into Air Trick to teleport behind an incoming counterattack. Apart from the side switch, Air Trick's brief
invulnerability helps Dante flicker through many thingsthe opposing player might tryto do to retaliate.
If your adversary pushes you out with advancing guard after the first few hits, call a projectile assist and cancel your last whiffed hit in the chain into Air Trick toget right back in. If you'd
rather not switch sides, such as when near corners, you can cancel with Bold Move and either airdash forward oruse Air Play to slow things down.

//. ST., ,e4> - e~> +_=_> -* * o E=> FOn . vi-# 0t\o +


LAND, 4> (ONLY 2 SHOTS) <^t> &4> SUPER JUMP, * - , LAND, V h <^> " + *=>
o e_> * , AIR , LAND, + * * o <SHS> (9 HITS) ^t> f * -* (MASH ) OR - + * 8
672,700-898,300 damage, 115% meter gain using Million Dollars ender
Ahacked-up version of Dante's old MvC3 loop combos, you can still get the party started, but Dante nets less meter and damage than he used to. The opening strike, standing , is
considered one ofthe strongest combos starters inMvC3 because ofitslong reach and ability tocleanly catch jumping targets.
For tips on Bold canceling, which is required for advanced Dante combos, see Advanced Tactics. After air X * hits, wait until your rival falls abit from the bounce before you
input; this ensuresthey are low enough after the launch for the Clay Pigeon gunshots to hit. During the * 03 ^>> segment, do not cancel Bold
Move into T (_) if you're near acorner; instead just do Bold Move to jump, then air.Finally, cancel Beehive at the end into ahyper combo before the final axe kick hit.
jlyou-do strike an airborne assailant with standing when going for Combo II, you must launch instead ofgoing for Stinger into Bold canceled Volcano: against aerial foes do st.,
WJH), {) &> vertical super jump, air ^> forward double jump, air ^> **-, land, st. e_> /O_> e*_> + *+-_>
"^(mash).
P7
///. AIR THROW, AIR E_ (CALL TRON(3 DURING 4TH HIT) ^> * * , LAND, * (h
^> ^> * , AIR , LAND, * f * (10 HITS) <^> * * " (MASH ) .
374,100-631,100 damage, 84% meter gain
Dante can't normally inflict much combodamageoff of an air throw besides just using Rain Storm, but withthe right assist, combos like this becomeavailable. Input the commandforthe
assist duringthe fourth gun shot, then cancel intoTheHammer on hit 14. Don'tfeel bad ifyou havetrouble scoringfollow-up combos consistentlyafter a RainStorm OTG; the best Dante
players in the world mess up Rain Storm, into assist, into Killer Bee all the time. It's hard!

IV. AIR OR * * + , X @ _> es> SUPER JUMP, f * * , LAND * (g)__$>


_^> + * o, AIR, - * .PAUSE,* if ^>
523,200 damage, 97% meter gain
."his OTG combo works after scoring ahit with either air or The Hammer, either of which causes ahard knockdown. Air has significantly more range and iseasier to perform, while
The Hammer has invulnerability and doesn't leave Dante vulnerable when he lands like air.
You can get adouble overhead and avoid the recovery period on air by attacking with air canceled into The Hammer! Even if you knock your opponent down right away with air
so TheHammer just whiffs, it recoversso quickly that there's still plentyof timeto OTG withCold Showerto PropShredder.

I
doWW.

Dante's + command jump, Bold Move, can beused to interrupt his basic attacks
on the ground. This is needed to make whiffed moves safe and to keep up momentum.
Crucially, you can also use Bold Move to cancel Dante's exceptional1^ + Stinger
commandattack on hit or block.The pointis not to jump out of Stinger;the pointis to then Here, the opposing characterpushblocks Dante's
Bold canceling allows Stinger, which isnotspecial-
immediatelycancel BoldMove's pre-jumpframes intoanother special move. In practice, cancelable, tobelinked into special moves with Bold Stinger, but with an assist coming out and Bold
Bold Move is used as the go-betweenfromStinger to the next special. Move as a go-between. canceled Air Trick switching sidesonthem, it
This is easier than it sounds, thanks to Stinger onlybeing Bold-cancelable on contact. doesn't matter.
(So, youcan't Boldcancel too early and whiff the moveentirely, like youcan withbasic
attacks.) You can buffer the + command very early on during Stinger, and Bold juggled foes, so Bold canceling theStinger toAir Trick lets Dante arrive next tothem just
Move will happen on the first possible frame after contact. When using Stinger on its own after the wall bounce, where you can immediately strike with The Hammer orair right
from mid range, you can bufferBold Moveas early as the 3'"frame; when chaininginto back into a hard knockdown!
Stinger, you can buffer Bold Move on the 2"frame! Basically, just input + as This command iseasier than itsounds. Instead of trying to do{}{} + quickly after
soon asyou possibly can afterO1 + , well inadvance ofthe actual hit, soyou give + , thecommands canbemerged into one command thatcovers both bases.
yourselfthe maximum amount of time possible to performthe follow-up special move.
As soon as you inputO + , immediately Input's) + + ,v + . If
It can get even easier than that with the use of aplink input. Instead of pressing * performed quickly and precisely, you'll easily cancel toAir Trick from Stinger every time.
andtheninputting a separate command in justa handful oiframes, input the command Have fun withyour new juggle/pressure toy.
tor the desired move, then press r/Q/Wbefore you press the correct attack button. You
shoulddrumthe buttonsrightafter one another likewitha kara cancel. DEVIL TRIGGER: n __^
Once you'recomfortable with Bold canceling Stinger, a whole newworld otcombo andmix-
C> + = + e=> 0/2O + ORO+ ^ </&<?
+ _
uppossibilities opensupfor Dante. Themostuseful follow-ups afterBold canceled Stinger:
As a stylish, somewhat inefficient alternative tofollowing up chain combos on hit
VOLCANO: with Stinger into Volcano, you canfollow upwith Stinger into Devil Trigger, then link
c>+ Q ___> + e__>. e>Qr$_ + ,# OR<>+ ma> toVolcano right after thehyper screen freeze and go about your business with a 15%
c>Ot\ + -,# damage buff. This is also allright ifyou want totaga weak Dante out toregenerate red
Using Stinger to Volcano givesyoureliableground combos intoa jump cancelevenfrom vitality with Devil Trigger, but you could extend thecombo a lot further togain hyper
the edge of Dante's range (see Combo II).Ifguarded,youcanstill jump cancelVolcano meter before doing thatanyway. (Pretty much anywhere inourcombos where Million
to keep upyourattack,butifyouropponent uses advancing guardto push Dante outjust Dollars islisted, you can just Devil Trigger and THC Dante out; combos that end ingood
beforeVolcano, Dante ends upwhiffing the attackbadly. Try to verify and end chainswith position for Million Dollars almost certainly give the following character something to
one of the following options instead when a chain into Stinger is blocked. shoot at.)
BOLD MOVE: GRAPPLE: n ^ ^ _ A
+ ^>+ , pause, ^> + ,Ot\C>+ , ORO+ , pause,
Likewith Boldcanceling basic attacks, Dantesimply jumps out of Stinger. You must wait ==>{>t\0 + -,
a little bit longer to act than during a regular jump, however. Canceling standing or Juggling with Grapple is analternative tofollowing up thewall bounce ofStinger lv.2
C> + into Bold Move, then airdashing forward isa relatively safe means of following (which is just Stinger used after certain Ebony and Ivory attacks, such asScat Shot orCold
up blocked chains, and serves as a nice counterpoint to AirTrick. Shower) with Air Trick. Instead of going to them, you can Bold cancel to Hysteric, double
tap for theextension toGrapple, and bring them toyou. This was more important in
REVERB SHOCK: original MvC3, since this put theopponent into a captured state briefly and allowed Dante
c>+ e__> + E_>. <}?<3 + , orO* e^ to Devil Trigger andthenTHC to a teammate to startthe THC glitch.
0#o + ~,
Stingerto Reverb Shock to Fireworks can be done even onwhiff, and it is safe if guarded.
This is the least riskyfollow-up after havingan initial chain guarded. mwMwm
Yes, The Hammer had its invincibility
AIR TRICK: adjustedto be shorter andto occurlater
C>+ H_>- fy + + _2> {^ + on in the attack. But it's also a lot easier
Ifyourrival guards Stinger, Boldcanceling to AirTrick is extremelystrong ifyou have an to performnow, which, depending on your
assist on the wayouttheycan advancingguard Stinger all they want, but it's not going execution, mayresult in a more effective
to help them. On itsown, Bold canceling Stinger (or standing )toAir Trickis tighter (The?) Hammer. After all. were you
than cancelingto AirTrick from other basic attacks, but it's still not airtight. Asidefrom inputting O^^>+0^^>+
creating pressure after blockedStinger on the ground, Bold cancelingto AirTrick is vital perfectly every time? No, you weren't. This
toreliably catchinp midscreen opponents after OTGing them with\ + Cold is still an incredible attack: a relatively
Shower to C> + Stinger lv.2. Stinger creates a wall bounce against airborne or The sky did not fall. It was merely lowered slightly. fast (at around 24 frames until it hits, if
you inputO \ <5>+ perfectly), partially invincible overhead that causes a hard
knockdown on hit and leaves Dantewith big frame advantage on guard. Hsien-Ko players
WithDante's Devil Trigger double airdash,
are tuningup the world's smallest violinfor Dante players concerningThe Hammer's
adjustments. you can add another layer to his mix-ups:
after AirTrick, you can airdash over the
TheHammeris best executed just offthe ground with a tiger knee motion of enemy, then immediately airdash back for
vt\057 + . You want just a hint ofa pause inbetween 7 and thefirst a triple cross-up. The double airdash also
inputto ensure that Dante travels far enough so The Hammer doesn't whiff. Perform gives Dante more leeway in super jumping
the motion from down to up-forward quickly, and it doubles as a super jump, which to aim Thunder Boltsat his adversary.
also helps with getting enough altitude for The Hammer to have time to come out Normally, you can't cancel an airdash into
before Dante lands again. Since Dante lands right after usingThe Hammer, he won't another airdash in the same direction, but
be pushed backtoo far if his opponent blocked The Hammerand used advancing guard. To improve your success with this technique, try you can with a form ofkara-canceling.
Coupled withthe large frame advantageThe Hammer creates on block, Dante can dash drumming allthree attack buttons onealter the other ,,_ __ ,,,___._,, __,, h,.n
infor freeafterhaving The Hammer guarded. Because ofthis, just to be sure, you as lastas you can. This can beappliedloground "Vou P"ss different attack buttons on
should have Dante dash after he lands everyWme you use The Hammer. In the case dashes wavedashes with most characters, too. consecutive frames (called Clinking ),
ofadvancing guard, you'll be right backwhereyou started, in perfect positionto try the game interprets this as for a
command dash. This works because virtually every basic attack in the game can be
The Hammer again or to super jumpand immediately airdash overyourcompetitor to
kara-canceled into a dash on the first frame. You can use this method to wavedash on
crossup with air or . And on asuccessful hit, you'll have plenty of time while the ground without actually inputting any directions (, -,-, etc.)
dashing toto confirm and begin an OTG combo with ^ + Cold Shower.
This is true for airdashes as well, but normally, characters can't airdash more than
The Hammer is also usefulafter AirTrick, though you'll want to create a sizeable frame once per airborne period. Of course, that's a different story during flightfor airdash
advantage with an assist or atleast Hysteric ^^ Devil Trigger before you try this. characters, or during Dante's Devil Trigger. This changes in DevilTrigger, where Dante
This attack can also turn air , which isnormally horribly unsafe when guarded, can now use this trick to wavedash in midair, essentially. Byairdashing once then
intoa relativelysafe double overhead, either hit of whichleads into Combo IV. Attack inputting - precisely on consecutive frames during the dash, the airdash gets
your target with air , such as falling with itafter Air Trick, but cancel air to The canceled into another airdash!
Hammer immediately oncontact. Hit orguard, it doesn'tmatter; the important thing is not By usingthistechnique, youmakeDevil Trigger Dante close the distanceto his opponent
to let air hit the floor. If the opponent eats either attack, you get your combo! or make it over to them for a cross-up from much farther away. This further presses the
advantage Devil Trigger Dante alreadyhas overfoes usingadvancing guard, thanksto
Thunder Bolt and Vortex.

Press + assoon as possible afterO + for more time to do Stinger Bold cancels.
Be precise with your Ebony and Ivory inputs; many combos aredependent on only landing a certain number of gunshots, when inreality, more could be
mashed out.

After launching your target, you almost always want to hit their rising body asfast as possible, whether with super jump air orClay Pigeon.
'.(g) _> c> + ___>- J c> + 2_> + __>. (_>{>ti + <=z> @ ___y
Ot\^>+ :,=?> ' ______>. i{}\C>+ \ + _ c> +_=_> q + __>
00 + isV =>0^ + <@X@) : ^>0^o +

mafe 5 CK>i + t\ + 3SS> C> + S^ + S_>-

lifiliiH'T
| Difficult air throw X-Factor combo. Alter OTG Rain Storm, must land and perform Volcano lo Beehive immediately 1700,900-875,900 damage, 115-127% meter gain
0^ : 00 + '!: \ + &=*> 0^^+
<* '*=*> C> * -=> .+ "= 0 0 + 00^ + @
.<>.?_>. 0\C> +

^> C> + ^> ' : 2 O + ^> + <*=> C>01\ + 22> =_


Ot\cJ>+ .;'== .___ ;_* c>0\7 + r_>{)\ + ,

IOnce the (irsl Jam Session hits, all subsequent Jam Sessions combo indefinitely until your X-Factor meter runs out 1,300,000+
^0^ + ^> <^>0\ + <

Extremely hard assist-free air throw combo.Perform Rain Storm after (ailing a bit to drop closer to the ground, then do
^Q^ * ASAP upon landing: cancel lo Devil Must Die the second C>0\ + hits 580,700
-I'M FELICIA, WE MOST
mmmm. siugiugist woman
YOU'LL EVER MEEm

felicia

Musical Star,
Sister at an Orphanage
7/

Can tight with feline abilities.


She cao also traostarm fully
into a cat, althaugh this is not
really useful in battle.

Fights with mar-sharp claws.

A cat waman wha was taken in by a


gentle sister, she is very kind and
cheerful. She werked bard tu achieve her
dream af becoming a musical star. In arder ta
help children wha shared ber circumstances, she
now warks as the sister at an orphanage.

Oark Stalkers [1B04J

PBMB EBIB
INTELLIGENCE

,> ^ ^ ^
L SPEEO \ \ \ \ \
STAMINA E3 _S S_. *.
ENERGY PROJECTION

FIGHTING'ABILITY

*This is biographical, an
in-game combat potential
000,000
Chain Camba Archetype Hunter Series

1 X-Factor Boost Damage Speed


Level 1 (3 teammates remaining) 115% 125% i
Level 2 (2teammates remaining) 135% 135% j
Level 3 (1 teammate remaining) 155% 145% |
iitjt'l'lihl-'.'iHili-ilhTOh as Felicia is to

Why do you want toattack your adversary with crouching \y with Felicia?
Between staggered crouching attacks and Cat Spike L, Felicia
hastwo very strong options to punish her rival for attempting to
use advancing guard, either of which leads into a combo
Crouching catches competitors trying to jump away from Felicia
Opposing characters wary of crouching open themselves up to
being grabbed by the Hell Cat command throw, which also leads
into a combo

Even if your target guards several crouching attacks, it's still


possible to salvage the mix-up with Felicia by using the large
assortment of attacks that move her forward with frame advantage
How do you get within attack range of crouching?
Using Delta Kick and air Delta Kick to quickly advance across
the screen while avoiding threats, leaving Felicia with frame
advantage
Using Felicia's exceptional wavedash to close the distance when
her foe is trying to deal with Delta Kick
Calling long range crossover assists before wavedashing or usinu
Delta Kick a
Your secondary objective when using Felicia is toforce your opponent into thecorner.
Why do you want toforce your adversary into the corner when playing asFelicia?
Felicia's Kitty's Helper hyper combo can lead to unblockable
setups in the corner
Combos in the corner lead to a strong mix-up using Toy Touch
which in turn leads to more combos
It becomes much easier to get within range of crouching
Her high-pressure game in the corner forces her opponent to use
advancing guard or jump, setting up opportunities to grab Ihem
with an air throw or the Hell Cat command throw
How do youforce the opposing character intothe corneras Felicia?
Fighting advancing guard usage using Delta Kick IVI and Cat Spike M
Effectively mixing in crossover assists into your offense to create
a seamless flow of attacks
lifting your rival with combos!

mniuG met original mc3


cia has had some gaps in her offense filled in with the transition ..
vs. Capcom 3.She can now perform Delta Kick in theair, giving her a much-needed aerial
special move that opens up more combo and pressure opportunities. The recovery frames
ofSand Splash have been greatly reduced, aswell, and two ofher hyper combos are
now mashable for extra damage. On the other side ot the coin, competitors now recover
faster from her OTG-capable Toy Touch command attack, making it more difficult to combo
afterward in long combos without the use ofan assist or X-Factor. With the ground bounce
properties of airDelta Kick, Felicia still inflicts more damage with herno-meter combos.
Felicia's vitality increased to 880,00 from 875,000
Toy Touch now causes less hitstun against airborne adversaries
You may now perform Delta Kick in the air. The aerial version causes ground
bounce if it hits against an airborne rival
Recovery frames on Sand Splash reduced, Sand Splash Hnow hitstwo
additional times, all versions are OTG-capable
Dancing Flash and Please Help Me hyper combos can be mashed for
additional damage __
jar
Attack Set
Staniing Basic Attacks
Screen Command Damage Meter Gain Startup Active Recovery Mjfjjjp ffiffi Notes
: r : 11

Air Special Attacks-Flying Screen anil Air Ixchange __n HHH I


Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher comt.
basic attack. Air exchange attacks, performed by inputting adirection plus (), are only possible during alauncher combo. Exchange hits initiate team atrial combos b7taqqinVin7he'next
available character to continue the air combo.

Screen Command Hits Damage "Jjjj1, Startup Active Recovery Ad^nta9e Advantage if Notes feOs
on hit guarded
Air 70,000 560 33 +15 +13 Causeshardknockdown ifused in launcher combo
Until Tags innext available ally while lofting opponent
<\r * (during launcher combo) 53.C 424
grounded upward
AirC> or<3 + Until Tags innext available ally while causing wall
37,C
(during launcher combo) grounded bounce, erases 1 hyper meter bar from foe
424 + Tags in next available ally while causing ground
Airv + (during launcher combo) 53,000
10,000 grounded bounce, generates 1 hyper meterbar

Eommand Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits MB _fflffr_ Startup Active Recovery _L--OTni__fi!iiW liltJ EmF^^M
JITlllilfjJpT-tTTCTxrTi
Toy
1
Touch t\ + 1 50,000 400 8 3 20 -7 -7 Low attack, OTG- capable, jump- cancelable 1
Kitty
i 2 <?*<S) 2 74,000 6400 8
Slash 8 23 -3 -5

Wall When back is toa wall, jump Felicia clings to awall, inputC> during (
3
Grab toward itand hold<!? 26


cling to perform wall jump, holding-^ j
causes her to slide down, may call assists 1
during cling animation |
_

Ml l

/~flr_ __:

Throws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can use them to preemptively toss opposing characters out of their offense. Combos are
usually possibleafter throws, one wayor another.

Screen Command Hits Damage Meter Gain Startup Active Notes

O + (ground) 5-9 60,000-100,000 600-1000 1 Can be mashed for additional hits


,

<? + (ground) 1 80,000 800 1 Causeshardknockdown j


O + (air) 1 80,000 800 1 Causes hard knockdown
,

<? + (air) 1 80,000 800 1 Causes hard knockdown


Its a PartnerCrossover Assists
Screen Type SSSTT Description Hits Damage ftff Startup Active ^St" "S NteS
Rolling Buckler
Dancing Flash L+Roiling 2 75,000 640 35 15(8)6 111 81 Second hit is a low attack
1 Feliciaa
Slide

Dancing Flash SandSplash M 3 81,300 720 42 12 118 88 OTG-capable, has 3low priority durability points]
2 Felicia13
Causes ground bounce oncounterhit and
Dancing Flash CatSpike M 1 90,000 720 50 3 113 93
3 Felicia7 againstair adversaries

; crossover assists a ar as their overall effectiveness. However, you can find a use for each of the

FeliciaOt performs Rolling Buckler Lfollowed by Rolling Slide. You can use the low-hitting Rolling Slide in conjunction with overheads to create unblockable set-ups, mak.ng it mcreoioiy
useful in certain teams. You can also utilize it to bolster your team's overall offense just to pin the opposing character in place and make your offense more difficult to guard against.
Feliciact is one of the rare assist types that is invincible on the first hitting frame when it is used as acrossover counter. Combined with the low hit for general use, this makes it easy to
recommend over the others.

FeliciaP takes the form of Sand Splash M, generating two projectiles with 3low priority durability points each that are OTG-capable. Theoretically, you can use Feliciap to combat
projectiles orextend combos, but this assist's slow startup makes that impractical in most situations.
Felicia-7 reproduces Cat Spike M. The greatest asset of this assist is its ability to cause aground bounce on acounterhit or against an airborne foe. Against agrounded attacker.
Felicia-7 causes abrief stagger that can be used to begin acombo. Overall, this assist is useful if your other two characters do not possess the ability to ground bounce an opponent.

Screen Command Hits Damage Meter Gain Startup Active Recovery JVjfB \\ Guarded I.ML.
Qr
500- (-1 hyper
{>_> +H__ 50,000
meter bar)

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag ouls are also locked ^f
out for 4 seconds

0ffllMm
Screen Name Command Hits Damage ^ Startup Active Recovery k%f^ fSffi Notes
Rolling 20 16 -32 -32
Ot\^>+ 50,000 400 5

Rolling 20 19 -32 -32


1 OtiC> + 60,000 480 7

Rolling 20 22 -32 -32


O^o + 70,000 560 9

Buckler H
Neko 19 -2 Knocks down
40,000 7 4
2 (during Rolling Buckler) 320

Rolling 6 16 -4 Lowattack, knocks down


3
Slide
(during Rolling Buckler) 60,000 480 9

Rolling 10 24 -5 -13 Knocks down


4 (during Rolling Buckler) 108,300 960 3

Cat
80,000 640 10 3 19 +4 +2 Ignores hitstun decay, staggers on counterhit
5
Spike L o$t\ +
Causes ground bounce oncounterhit and against
Cat Spike 3 14 +9 +7
o<}^ + 90,000 720 20 airborne rivals
M
6
Cat Spike 100,000 800 25 3 23 -5 Causesground bounce
H >0^ +

Delta
3 101,000 920 7 3(15)7 11 +8 +4 First hit knocks down opponent
KickL <?$& +
Delta
3 101,000 920 7 3(15)9 10 +10 +6 First hit knocks down adversary
7
KickM
OOP +
Delta +8 First hit knocks down competitor
101,000 920 7 3(15)11 10 +12
Kick H <?fy& * 3
^sMUMmmiMMl
|Screen Name Command Hits Damage Meter s,_rlup Ac|jve Recovery Advantage Advantage N_,_s
3(15)Then
Air Delta
KickL <?$$ + 3 101,000 920 7 active until
grounded
7 +7
First hit knocks down foe, causes ground
bounce iffinal hit hits airborne opponent
rt_^j
Air Delta 3(15)Then
8
KickM <?$& + 3 101,000 920 7 active until 7 +4
First hit knocks down target, causes ground
bounce if final hit hits airborne adversary
-

grounded
Air Delia 3(15)Then
Kick H <^o#+ 3 101,000 920 7 active until 7 - +10
First hit knocks down competitor, causes ground
grounded bounce iffinal hit hitsairborne foe
Sand
Splash L <? (charge) C> + 2 62,500 520 8 8 14 +4 +2
OTG-capable, projectile has 3 low priority
durability points
Sand
9
Splash M <? (charge) C> + 3 82,700 720 12 13 14 +5 +2
OTG-capable, each projectile has 3 low priority
Sand
Splash H O3 (charge) O + 5 115,800 1120 16 23 21 +8 +6
OTG-capable, each projectile has 3 low priority
Hell Cat L

10
Hell Cat
O^Ol3<? + 9 7 102,000 1020 5 1 25

Throw, hard knockdown e>


M Oi0#< + 10 126,000 1260 3 1 27
Throw, hard knockdown
Hell Cat H <>Z\{)0 + 13 156,000 1560 1 2 28

Throw, hard knockdown


11 EX Charge 40 per
00 + (hold down)

frame
12 - 4
Charges hyper combo gauge
Cat&
12
Mouse
+
5 30 15
Invincible between frames 6-35, not hyper

"

combo- cancelable

SUSfS^' ?? deS hLb6St "b'Ue hed9eh9" imPersonation in this n>jnfl attack that is mainly used in combos. The distance Felicia rolls is determined by button strength-
hie fTI*
terrible l50^"'so ,traV6lS
frame disadvantage, unless you 'f,he
plan on '!directly
n9th fcanceling
the SCreen'intoandahyper
lhe combo,
Versi0nyou'travels
ll wantacross
to usethree-fourtns of^moves
one of the three screen.thatAllcanversions
emergeofwith
Rollinganother
Buckbutton
eleavepress
Fe icia ata
movefor!!lC'ST
move torlow-altitude juggles, itcanbehyperSTL^ combo canceled ^into RS
v *3$> I3"*,h^"in9
. BUCk'erenderS' bUt "leaVeS Felicia ata"2 ,rame advan,a^ " vulnerable to throws. Agreat
inm
Sh^iS^^S^!_f3'
mind that it leaves Felicia ata-4 frame0WHa,,HCk 'J3'C3non W
disadvantage ,he tar96t
block and n susceptible
is highly hit ,0r mreto0mb0S-
throws. l 'S de,initely the beSt 0f ,he ,hree Rollin9 Buckler enders in ,erms of ufcy. but keep

ifSd '"*****R"in9 UPPerCUt'*" ^dam39in9 bUt '^ USefU' '^ R"in9 BUCkler 6nderS- R"in9 UpperCUt doeS not allow for combos after ahit and is insanely unsafe
Cat Spike: Felicia leaps forward chasing after a ball and swipes with a powerful scratch
attack. Cat Spike Ltravels the least amount of distance and staggers your competitor on a
counterhit. Cat Spike Lisvery combo-friendly, but itismainly used up close tocounterhit
opponents trying touse advancing guard against crouching . If guarded, Felicia
maintains a positive frame advantage and can theoretically continue her offense, but her
adversary then typically uses advancing guard on reaction topush her away.
Cat Spike Mis used to stay close to cornered foes, pinning them in place and fighting the
effects of advancing guard. You can also use itmid-combo, and itcauses aground bounce
on counterhitor against an airborneattacker.

it? tXL^VS
It sthe only version of Cat __Sri0^,1thre5' is des!9ne,frame
Spike that leaves Felicia at anegative d t0 cat?aerial
advantage rivals'll causes
on block, so useaground bounce onwithgrounded
it in conjunction air throwsandtoaerial ,oes'itsbutsuccess
increase il can rate.
be difficult t0 use ef,ective|y-
Delta Kiclc. Easily Felicia's mostimportant AirDelta Kick: New to Ultimate Marvel vs.
tool, Delta Kick allows Felicia to getnear her Capcom 3, air Delta Kick gives Felicia some
opponentmuch more easily. Onexecution, much-needed air mobility options. Youcan
Felicia attacks straightup intothe airand nowapply pressurefrom literally anywhere
then attacks witha kick at a downward on thescreen, and Felicia is always at a
angle. All three versions of the attack travel
hugeframe advantage afterthe attack.
at different anglesand must be aimed
You caneasily combo off a successful hit,
properly: it's verylikely that Delta Kick or continue her offense if air Delta Kick is
goesflying over the head ofa crouching guarded. Ifthefinal hitconnects against
competitor ifyou usethe wrong version. an airborne competitor, Felicia follows her
You can employ Delta Kick to clear most projectiles, and it is highly effective at keeping challenger to the ground and creates aground bounce. From here, you can relaunch the
Felicia close to an adversary if they use advancing guard. The first hit of Delta Kickas opposing character toextend combos. Against anairborne target, you can option select air
Felicia travels upward knocks down her opponent. If only the final hit connects, the Delta Kick Hwith an air throw by inputting <J>0 &<? * .making the attack attempt
opposing character suffers ashort stagger effect that allows you to follow through with a a bit safer.
combo. Delta Kick also leaves Felicia at apositive frame advantage if guarded, making it
one of her safest specialmoves.
WJJ Sand Splash: Felicia kicks sand in her
HellCat. Felicia's sharp command throw is
a key component ofher mix-up game and
opponent's face,generating short range places heradversary ina hard knockdown
projectiles that are one of Felicia's few
state,leaving them vulnerable to Toy Touch
optionsto combatprojectiles at long range.
OTG combos. Each version of HellCat has
Therecovery timeof SandSplashhas been
aslightly different range: the version
reduced dramatically in Ultimate Marvel vs. has thegreatest range butdeals theleast
Capcom 3, butit remains difficult to use amount of damage, while the version
effectively. Felicia needsto be closeto her
hasvery little range but deals the most
rivalto hit them, and she has no shortage
damage. Hell Cat Lcanreach theopposing
of alternative attacks that leave her at a
character after 3-4 blocked light crouching attacks, while Hell Cat Hcan only grab the
better frame advantage.
target after one.
Sand Splash Hgains the addition of an extra hit, and all three versions are now OTG-
capable. However, it's not very useful as an OTG attack because of the the small amount of Hell Cat Halso has the least amount of startup time; asa 1frame grab, it can beat any
hitstun it creates.
attack as long as it's in range. It's also great for punishing guarded attacks that leave
Felicia at a +1 frame advantageor higher.
Cat & Mouse: Aforward
EX Charge: Input00 + and then dash that is invulnerablefor
hold to place Felicia ina crouched 24 frames after the initial
statethat slowly chargesher hyper combo 5 frame startup. Usethis
meter. You cannot call assists or initiate maneuver to pass through
attacksduring the charge, although you slow projectiles, escape
can cancel intohyper combosor initiate corners, or create mix-up
Kitty's Helper kitten attacks. Although opportunities by first calling
EX Charge canbe performed behind the a crossover assist and
cover of assists, its best asset is the then passing through your
ability to cancel into itfrom basic attacks to reduce their recovery periodFor example, competitor! Cat &Mouse
crouching leaves you ata-5 disadvantage when it hits normally, but canceling into EX does have a heavy recovery
Charge reduces this disadvantage to -1. Any attack whose combined active and recovery period, so be waryabout
frames are greater than 17benefits from this tactic; otherwise, Felicia isleft ata greater using it too often without
disadvantage than she would beotherwise. the protection of an assist.
Cat & Mouse will cross up
You can also use EX Charge tobait characters without projectiles, activating itatfullscreen
to bait the character into coming toward Felicia. Alternatively, activate itagainst a retreating foes who are cornered, putting Felicia into the corner in their place; call apinning assist
opponent to force them to come back. first to make this mix-up safer.

mmmjmmmmmwmmm
Byper Cnmhns
Screen Name

246,700-
Frames 9-16invincible, knocks down, canbe
8+1 27 -26
Dancing Flash Ot\c>+ 12-23 mashed for additional damaged
290,000
Summons helper for 600 frames, performing any
25,000
attack causes cathelper toattack, cat attack is
10+1 20 an overhead, has30frames olstartup, 17frames
Kitty's Helper C>0*1 + (cathit)
active, 7 framesrecovery
59frames olinvincibility, unaffected by damage
Please Help Me
30-73
400,000-
4+16 -59 scaling, knocks down, can be mashed for
(Level 3 Hyper 0#o + 443,000 additional damage
Combo)

'HI
/

J&m ___fQ ': ' %


tf>ft"

Kitty's Helper: Felicia summons afriendly kitten toassist Please Help Me: Upon activation, Felicia cries for the
Dancing Flash: Used mainly incombos, Dancing Flash
her during battle for 600 frames, or10 seconds. Pressing help ofher fellow kitties, one ofwhich pops in ashort
caneasily belinked into off ofstanding chains andsome
an attack button causesthe kitten to perform an overhead distance infront of Felicia. This level 3 hyper combo hasa
specials moves like Rolling Buckler. Due tochanges in huge window of invulnerability, and you can use ittoblow
how hitstun works against airborne targets in Ultimate body splash that, when timed with low-hitting combos,
creates unguardable situations that are vital toFelicia's through your foe's obvious attempts toattack. While Please
Marvel vs. Capcom 3, itis now very difficult tolink a Toy Help Me deals adecent amount of damageand can be
Touch * * OTG hitinto Dancing Flash after an corner strategy. Advancing guard hasnoeffect onthe
kitten's attack, decreasing yourrival's optionsto escape. mashed to doeven moreits three-bar cost is fairly steep
aircombo. Thishyper comboalso has a small window
compared tothe utility ofKitty's Helper orDancing Flash.
ofinvulnerability at startup, allowing itto passthrough Unlike most power-up hyper combos, Felicia isable to
projectiles at long distances. You canslightly increase build meter from herattacks while Kitty's Helper is active.
thedamage output ofDancing Flash bymashing after the The hyper combo ends when Felicia leaves the playing field
hypercombo connects. or ifanother hyper combo is initiated.
_ PJuu
Felicia's crouching attack forms the Due to the fast properties of crouching , you can stagger out button presses and start
foundation for your first offensive goal.
Crouching does not push Felicia too far
playing mind games with your opposition. For example, advancing guard doesn't pose
much of a problem for Felicia. With the hits staggered out, youcan mitigate the push back fA_^
backfrom her opponent on block, allowing from advancing guardand immediately cancel into Cat SpikeLto close the distance. Ifthe
you to mix in a Hell Cat command grab, and opponent attempts to use advancing guard during the crouching attacks, they'll most
it catches the opposing character should likely get a crouching attack and get counterhit instead. This puts their character into a
they attempt to jump. And if your rival stagger state, allowing you to follow up withthe combo of your choice. Ifyour competitor
decides to use advancing guard against doesn't apply advancing guard, mix inHell Cat after any number ofcrouching attacks
When anadversary attempts topush Felicia back
with advancing guard, sendherright back intheir Felicia's pokes, there are a coupleof really to catch them offguard. Be mindful of yourdistance in relationship to youropponent, and
face withDeltaKickM. good options to get her right back in her usetheappropriate version ofHell Cat to avoid whiffing thethrow. Should your rival attempt
opponent's face. But the first thing you need to jump out of your staggered crouching assault, fearful of getting thrown, they'll be
to do isget within range of crouching tobegin your mix-up game. caught bythe low-hitting attacks, andyou may punish appropriately.
Proper use ofwavedash techniques is thefirst obvious method to quickly close thedistance. Be sure to mix up the attacks that you use to following up crouching sothat your
Felicia's wavedash isexceptionally quick, but proper execution is key toavoid accidentally adversary doesn't begin to figure outyour offense. Cat Spike Lis easy to useadvancing
initiating herEX Charge special. To avoid putting yourself inan awkward position, perform guard against on reaction, andthiseffectively endsyour offensive momentum unless you
Felicia's wavedash by inputting C> + ,\ ,C> + . Remember toavoid called an assistfirst. Ifyou find yourself thevictim ofadvancing guard toooften, you're
inputting a down direction during inputs as well, to avoid accidentally performing a hyper not using Hell Cat enough! Get back in range, and use that command throw to keep your
combo. For an extra bit ofprotection, call in a projectile assist before starting thewavedash. opponent on their toes!

Delta Kick andair Delta Kick cover a lot ofspace very quickly, can be usedto avoid You can also use Cat &Mouse in crouching range. Call in a projectile orlockdown
projectiles, and leave Felicia at a positive frame advantage, making this move an excellent assist, and then press + tosafely get Felicia tothe opposite side of her foe. This
option for closing the distance. However, each version of Delta Kick comes down at a adds a third element ofcross-up defense into theequation! If theopponent guards the
different angle, so it's very important that you becomefamiliar withthe distance that each crossover assistFelicia will still generally have frame advantage afterwards, allowing you to
version travels. Keep Felicia's distance toher competitor inmind when trying toget inv/ith resume your crouching offense.
Delta Kick, and use the appropriate strength to get right intheir face! Choose poorly, and
you'll most likely end up flying straight over your rival's head.

Calling a projectile assist, such as Doctor Dooma or Hawkeyea, can help you
immensely when using Delta Kick to closethe distance between Felicia and herfoe. While
the opposing character isbusy blocking the assist, Felicia can dive infrom above, putting
her in the perfect position to begin poking with crouching .
If your adversary guards Delta Kick and uses advancing guard, you have a few options
available to you to keep the pressure on:

Immediately input<>0# + to begin another Delta Kick. If


your opponent presses a button after the advancing guard, you've
scored a hit and can combo afterward. If they block the attack
again, you're close enough to start the crouching pokes
If your foe jumps back, wavedash forward and jump up to air grab
them. You'll need to commit to this right away, so if your opponent
is pressing buttons Felicia will likely run straight into them.
The Kilty's Helper hyper combo really shines when the opposing character isinthe corner.
You can use Cat Spike MOfy ti + as a high-damage
counter, specifically against opposing players who begin mashing Felicia's ability to apply pressure truly shines when she has her adversary in the corner. By
crouching themselves. If your competitor blocks the attack using the grounded andairversions of Delta Kick, youcan quickly closethe distance from
instead, Felicia still has a positive frame advantage to renew the an advancing guard. You'll also have your opponent scared ofthe crouching mix-ups,
assault.
and on top of that, you can create many opportunities toairthrow orcombo your rival as
Against all other attacks, simply use crouching to cleanly they try to jump out of the corner.
counterhit your opponent and go into a combo In situations where you have your opponent in a post-combo hard knockdown state,
Asavvy opponent may consistently useadvancing guard against your relentless assault consider ending with Toy Touch _ + . Thanks to one of the changes to Felicia in
of Cat Spike Mand Delta Kick M. This can bea frustrating situation, but keep in mind that Ultimate Marvel vs. Capcom 3,you no longer have the option tocancel Toy Touch into
every time they push Felicia back, they're being pushed backward, as well, and you're Dancing Flash, so instead dash forward, jump, and attempt toairthrow your target. Unless
getting closer to yoursecondary goal of forcing youropponent intothe corner! they neutral orforward airrecover, you're likely to land thegrab. If your foe anticipates this
and tries to break the air throw, jump in from a little farther back and attack with air,
, , which hits the opponent's air and allows you to continue with the combo.
Alternatively, if your competitor air recovers forward from the OTG hit, stay on the ground
andwait until they're directly above Felicia, then jump straightupand airthrow. Perform
the air throw withC> + , then immediately press and input the command for Delta
Kick H. If the opponent gets grabbed, great! If not, you will either hit your opponent with a
combo or land before them with frame advantage forfurther mix-ups.
The Kitty Helper hyper combo <>0 ^ + is your best friend when you have
IIyouradversary istrying tonse advancing guard ...then they will likely get counterhit by Cat Spike anadversary trapped in the corner. Activate itwhenever you have a free momenteasily
against singular crouching attacks... Loradelayed crouching attack! Once you've obtained by pinning your opponent down with anassistand let the fur fly! Felicia's
spookedyour challenger into staying onthe ground
andguarding, grab them with Hell Cat H. miniature companion stays on the screen for 600 frames, during which time you only need
toconcentrate on staying close tothe opposing character with advancing guard-punishing
Once you're within range of Felicia's crouching , you can really start to open up her techniques like delayed crouching attacks, Cat Spike L, and Delta Kicks. Any time
strong mix-up game. You'll need tomake a decision tostart with crouching , orif you're youpressan attack button, the kitten jumps intothe air for a belly flop overhead attack.
feeling bold, go immediately into Hell Cat H. Should you decide to play it safe, crouching Combined with crouching attacks, this eventually leads into an unblockable hit. Once
may take longer to open up adefensive adversary, but you have several options to get youconfirm thatthe kitten has landed a hit, immediately convert it intoa full combo.
you there.
_-/

CR. , , ST. , o (2 HITS) <&*>+%+ Q (DURING ROLLING BUCKLE :'; i e\ + @=^


FORWARD JUMP, AIR , , , , LAND, g_> FORWARD SUPER JUMP, f,e .',
LAND, {FORWARD DASH, ST. (3 HITS), ^> FORWARD SUPER JUMP, Al
LAND, V o I OR {*> + * (Q es> * + o @8|
464,600-588,600 damage, 121% meter gain or 5% meter loss
This is a basic combo with aneasily verifiable opening. If crouching (L) x2 isguarded, follow up wit again. Inthe eventthat yourfoe successfully uses
ve back into attack range.

After Delta Kick connects, perform +*<&(_) ^> + * * O <8when your adversary is as low to the ground as possible. This is necessary to guarantee that Dancing
Flash fully connects (a few hits here and there miss otherwise, though it still deals the majority ofits damage).
When **& during Rolling Buckler Mconnects near the middle of the screen. Felicia often passes under her attacker to their backside. Be sure to reverse your remaining inputs
to compensate. After canceling the first Toy Touch into ajump, perform air , , . as quickly as possible to ensure the last hit connects before landing.
In any instance where you end the combo with Toy Touch, immediately place the opponent in amix-up by dashing forward, then performing aforward jump and go for either an air throw or
acombo starting off of air.

CR.,- o (2 HITS) ;
(M) (J) ,-_->

iD, {FORWARD DASH,<^> FORWARDSUPERJUMP, AIR , , ,


LAND, * o } OR { * o *> * + o 6}
496,000-626,000 damage, 126-0% meter gain
vou cannot lead itwith a jumping attack unless the first crouching isomitted. Otherv"-
otcombo properly unless the kick extension is initiated as soon as theroll hits.

'

_bf^>
FORWARDSUPERJUMP, AIR, ,e_> * f *? o , LAND, {FORWARD DASH, ST. (3 HITS), e_> FORWARD
SUPER JUMP, AIR ,, , , LAND, * * } OR {FORWARD DASH, ST. es&
381,000-509,000 or 334,900-471,900 damage, 101% meter gain or 18% meter loss for *
meter gain or 26% meter loss for air throw opening
One of the key points of Felicia's offense is that she can convert nearly any throw into afull combo. The combo itself is nearly identical to her standard com1""
perform someprecise wavedashes to beableto get intorangeofToy Touch.

WHEN THE ENEMY IS AIRBORNE, FORWARD JUMP, AIR , , , , LAND, <^> FORWARD SUPER JUMP, AIR
, _g> * o , LAND, FORWARD DASH, {ST. (3 HITS), ^> FORWARD SUPER JUMP,
AIR ,, , , LAND, V o } 0
405,200-536,500 damage, 84% meter gain or 40% meter loss
This functions as y ombo. When blocked, chain as far as air , , . . then land and go for the mix-up of your choi"

ST.'<Br-e_> *-<* * o (
1WARD JUMP, AIR , , , , LAND, ^ FORWARD SUPER JUMP, AIR <, , (ti),
l, LAND, {FORWARD DASH, ST. , ^> FORWARD SUPER JUMP, AIR , , , LAND, V IOR
> * y-* <S8>}

537,100-667,100 damage, 127-1% meter gain


This combo starts off of Cat Spike M, which is apressure tool used to stop advancing guard, fly over low attacks, and cross crouching adversaries up at close distances. You can verify
COUNTERHIT f * , - n~> * * * , ST. , * (DURING ROLLING BUCKLER
, ST. , , * e~> FORWARD JUMP, AIR , , , , LAND, ..WARD SUPER JUMP,
AIR , ,( , LAND, {FORWARD DASH, e~> FORWARD SUPER JUMP, AIR , , ,
LAND, * ) d^> f *> *ei
532,100-667,100 damage, 126-7% meter gain
Cat Spike Lis used to counterhit an opponent for pressing buttons during your crouching attacks. Its categorization as aspecial attack enables you to cancel into it with varied timing to
help with this focus. Asuccessful counterhit leads toa stagger and a giant opening

O _s> * * o (DURING ROLLING BUCKLER) ?} _+--


M;(m) (m) ': f?5WW!T7TiT -'-:> :"5^fri_RTT_H?WTB!T_ ^> <?{}& +
LAND, {FORWARD DASH, &$> FORWARD SUPER JUMP, AIR , , , LAND \ + . c>Otl- + =>
f ** @@j

432,900-553,900 damage, 122% meter gain or 8% meter loss


This combo works only when Delta Kick hits from a distance. Use this technique topass over low altitude fireballs.

imm
a
w # w mm 8
While Felicia can get around the screen really quickly, many ot her Felicia is already one the fastest characters in the game, and underthe
approaches can be unsafe from long distances. To fill in this gap in her influence of level 2 or3 X-Factor, she becomes a real speed demon! The
defense, Felicia can benefit greatly from a forward-moving projectile assist. speed increase allows Felicia to chain together moves that normally could
Try out some of the following characters: not be linked together. For example, Felicia's Delta Kick H becomes so fast
Doctor Doom(3 Ryu(3 Arthur(_ in X-Factor that she can repeat it over and over again without heropponent
Hawkeyea Taskmastera ever leaving guardstun! Small and medium-sized characters can escape with
a well-timed crouch or advancing guard for a small amount of breathing room,
Rocket Sentinela
but larger characters like Nemesis or Sentinel are stuck unless theycan
Raccoona
initiate a crossover counter. With Kitty's Helper activated, however, you've
While Felicia becomes markedly better with any long range crossover assist, pretty much got most characters totally locked down and absorbing massive
the slower-traveling ones are what make her shine brightest. Calling a slow amounts of chip damage. If you manage to score a hit on an adversary, see
assist like Rocket Raccoona before performing Delta Kick will force your the Combo Appendix section for a simple infinite combo that you can use to
opponent to guard the kicks, then immediately get stuck in further guardstun eliminate anyone in the cast. It isn't too difficult for X-Factor Felicia to wipe
asthe projectiles catch up. This lets you easily go right into a crouching out at least two characters before the bonus wears off.
or Hell Cat mix-up!

C0M00 APPfNOIK
GENERAL EXECUTION TIPS
When performing air ,,, after Toy Touch, do everything as rapidly as possible to gain enough time for the air to hit
After performing the air chain above, wait just slightly before juggling the launcher to ensure that the opposing character does not get
iuoniynintotn63ir

AS FELICIA COMES IN: AIR ,,es> - +* , LAND, FORWARD DASH, ST. (3 HITS), e*> FORWARD SUPER JUMP,
AIR,,, LAND,*

k> + orO* + TACtoFelii IVaries based on damage scaling


AS FELICIA COMES IN: AIR , , , LAND, *
Damage
lO * TAC to Felicia Varies based ondamage scaling
CR.,.^-M * ^ LEVEL 1,** V , ST. , - e_> * * + (DURING ROLLING BUCKLER) ,
ST. , , * es> FORWARD JUMP, AIR , , , LAND, e$> FORWARD SUPER JUMP, AIR , , , e=4> * * ,
LAND, {FORWARD DASH, CR.,^> FORWARDSUPERJUMP, AIR,,, LAND, * } OR {-*<*=> *.- @g)}
Damage
This isa verifiable opening into a level 1 X-Factor combo. While less damaging than the combo below, it's easier to do atlevel
i 1 than the other. i damage,147-19% meter gain

,"* * Xoo

| This X-Factor loop can now be done at any level, but it is very difficult to sustain it at level 1. 11,000,000+damage, builds 3+meters
__^__^_HB
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"IT'S MY JOB TO KEEP METRO
CITY WE!"

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Mbvbs retained tram his time as a


pra-wrestler ana his explosive pawer
combine ta make far dangerous attacks.

Be it a steel pipe, a 2x4, ar a hammer, any


weapaa he swings becomes extremely effective
with his full force behind it.

PBUflll
farmer professional wrestler who became the
mayar ot Metro City. Calling himself the "fighting
Mayar," he teamed up with his friends and took
on the Mad Gear crime syndicate, payiog bac
w m m \tioo the gang had caused in spade

Final Fight

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3 INTELLIGENCE*
4 STRENGTH"

"This is biographical, ml!


in-game combat potential illllltJlliTliW
- .'.

Overview
Vitality 1,200,000
Chain Camba Archetype Marvel Series
X-Factor Boost Damage
Level 1 (3teammates remaining)
Level 2 (2teammates remaining)
Level 3 (1 teammate remaining)

Your goal with Haggar is to achieve close range against an opponent while forcing them into
the corner.

Why should you try toachieve close range with Haggar?


gar has no long range attacks and requires close range to
eaten his rival

Haggar has dominant close range attacks that can lead to very
damaging combos with little to no meter cost
Haggar has dangerous throw mix-ups at close range
How do you achieve close range with Haggar?
By wavedashing when it is safe, or behind the cover ofa long
range crossover assist

Jumping at your opponent and using air when at mid


range to discourage counterattacks
Using crouching and then rolling forward in the direction of
your opponent.

mm mm mmm mm:
Haggar received few changes in Ultimate Marvel vs. Capcom 3. He can now OTG with
his crouching , but it can now only be canceled by O + .. This gives him access
to bigger combos with awider array of assists than he had previously. As an assist,
Haggar'sa assist, Double Lariat, has lost asignificant amount of invincibility frames
and no longer causes hard knockdown. This means that only 2 active frames ofhis attack
have invincibility, making him much more vulnerable to attacks than before. The lack of
hard knockdown makes him slightly less useful to characters who could follow with an OTG
for big damage. Rapid Fire Fist has gained invincibility, giving Haggar astrong defensive
option against out of combo hyper combos.
Crouching is now OTG-capable
Crouching now only chains to C> and is no longer special or hyper-
combo cancelable

Haggara now only has 33 frames ofinvincibility and no longer causes hard
knockdown

Rapid Fire Fist now has20 frames of invincibility


Attack Set
Standing Basic Attacks
D ___ Advantage Advantage if Nntes
TnFTiTi Hits Damage Meter Gain Startup Active Recovery of| HitB Guarded N0,BS

Cranching Basic Attacks


Motor
Screen Command Hits Damage Gain
Low attack

Low attack
Low attack, OTG-capable, puts Haggar in hard knockdown state^
invincible alter frame 50, knocks down foe, chains to O + , not
special- or hyper combo- cancelable

If -;~

Ground Special Attacklanncher


Meter Gain Startup Active
Air Special Attacksflying Screen anil Air [xchange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher enmho air
maerial combos bytagging inthe next

___ H'lnluMiTIi
Ills : Damage jj||;r startup yMMffl E_C_ e Advantage ,
if Guarded '
Air 14 23 Causes hard knockdown ifusedin launcher
+18
combo
Air _ + (during launcher combo) 60,000 Tags in next available ally while lofting
opponent upward
AirC> orC1 + Until
(during launcher combo)
50,000 Tags in next available ally while causing wall
grounded bounce, erases 1 hyper meter from foe
400 + Until grounded,
AirO + (di 10,000 then 1 recovery Tags in next available ally while causing ground|
frame bounce, generates 1 hyper meter

Cnmmani Attacks
___sr_sr:^^z:rcha ,o ana cance"n^ *# -*< * *- attack from basic attacks, but most command

Staggers grounded adversaries, ground bounces airborne


competitors, hard knockdown versus airborne rivals
Overhead attack, causes dizzy state if attack counterhits
a standing opponent, causes special knockdown state if
counterhits airborne foe, hard knockdown, everything is
OTG-capable

Overhead attack, ground bounces opponent, hard knockdown

Throws
&S_ft^5Sts_*s,nce",,m,s a,e acli,e so ,"ick,y-,oucaoalso use Ihem<*?*te'*?***-*-"**-4*
MeterGain Startup Active
hed for additional hits
mQM!im==(Mmm3?
Recovery (this Recovery
Description
crossover (other
Screen Type Combination assist) partner)
Hyper Combo Frames 1-33 invincible, converts 100,000 of
Haggar's vitality into red vitality

Haggar-a. while no. as strong as before, remains astrong ve assist. The Double Lariat still stops most attackers in their tracks and allows comb
quickly enough. Characters with strong throw mix-ups can utilize this assist to create even deadlier mix-ups for their foes.
Haggar-B can be difficult to use. If used in combos, it knocks your opponent up, causing them to air recover amajority of the time and making it difficult to continue the combo. This
does have some potential for air resets, but itis largely unnecessary.
Haggard can be useful because it does provide aground bounce. However, any characters who already use ground bounces in their combos naturally find this assist less useful.
A of Haggar's assists are fairly Cose range. Haggar-a is overwhelmingly the best option the majority o, the"^^^^* W?M* """"* P"W*
the best defensive assist in the game. Because of its invincibility frames, it also provides strong m,x-up options to many characters in the cast.

SWffll
Screen Name
____i___M____ll!i__'WMBM?ir^S_H!l(IW
^^^^^Jrto>n__wi____U!liJ j/w>'<:; j;i;W'V.(iifw I ;l|l jiintii|!flil-.rj ________
Violent 15 4 22 +10 0 Spinning knockdown
1 110,000 880
1 O^o +
First hit staggers opponent, second hit causes
Violent 5(12)4 17 +16 +5
2 y&o* 2 122,000 1040 18 spinning knockdown

Violent 20
5(11)4
19 +5 First hit staggers foe, third hit ground bounces
3 ty^o* 3 160,600 1440
(14)3

AxeH

Hoodlum 6 16 +4 Launcher attack


2 140,000 1400 14

<^>o^ +
4
Hoodlum 8 32 Launcher attack, throwattack
2 140,000 1400 26

c>0^ +

Hoodlum 14 43
Launcher attack, air throw attack
2 140,000 1400 30
-

5 c>0\ +
Flying 1 30
Throw attack, hard knockdown
1 160,000 1600 5

c>\0#o +
Flying 32
Throw attack, hard knockdown
1 190,000 1900 3 1

Oi0#<^ +

Flying 2 33
Throw attack, hard knockdown
220,000 2200 1
c>.0#< +

Skyhigh {in air} __ __ 35


Airthrowattack, hard knockdown
1 160,000 1600 5 1 -

0^0/20 +
Skyhigh {in air) _, Airthrowattack, hard knockdown
1 190,000 1900 3 1 37

Back Drop

7
M
Skyhigh Airthrowattack, hard knockdown
{in air) _ 1 220,000 2200 1 2 38

Back
DropH
Bmffll_ta mmsm
Screen Name Command Hits Damage JJ;r Startup Active Recovery Ad"^?tBe Advantage Note_

^Tl^Zl^^^^" nr Wl!h 3"^Stmn9 frame adVanta9e 39ainSt gr0unded opponen,s' but al1 versions of this v* have avery slow startup. The
acounterlcT ^ 9*" '"^'" b'CkStrin9S Ca" be danflerUS "yUr riVal USeS advancing guard'before Violent ** *** ^ wide open to
Violent Axe Lis very useful early in combos, inflicting alarge amount of damage in asingle hit and allowing afollow-up juggle with standing .You can use Violent Axe Min acombo
myouTcomb?' ")U" 8tand,nViolentAxe Hcauses ground bounce<which allows for an easy follow-up but does not allow for future ground bounces
Hoodlum Launcher. All threeversions of Hoodlum
Launcher launch your target and are super jump-cancelable.
Hoodlum Launcher LisHaggar's primary launcher. It
moves him closer to theopposing character and has +4
frame advantage when guarded, making itmore useful
overall than as alauncher. You must use neutral super
jump cancel toconsistently follow all Hoodlum Launchers
up with a launcher combo.

Hoodlum Launcher Misathrow with a similar startup


animation, with a slight delay before Haggar charges
forward. The fact thattheanimations areso similar makes
itdifficult for the opposing player totell which version you
are using.

Hoodlum Launcher Hmakes this mix-up even more deadly


because Haggar has the same slight delay as Hoodlum
P^rSinn
either Ho^^ithuthis
option could lead to Haggarve,rsio"
landingHa9f
athrow'umPs
into forward withHoodlum
full combo! -ir throw. This makes
Launcher His alsoit difficult forairyourresets!
useful for competitor to tell whether they should jump or stay grounded because
grounoeo, oecause
Flying Piledriver.This is Skyhigh Backdrop: This is
a close range command basically an aerialversion
throw for Haggarthat deals of Flying Piledriver, with all
amazing damage. Weaker the same range, speed, and
versions havemorerange, damage differences. You
but less damageand more can also convert this attack
startup frames. With the to a full combo thanks to
new abilityto self-OTG Haggar's newcrouching
with his crouching , this andthe useofassists.
move has become much This attack is useful as an
more useful. With the use air throw that foes cannot
of properassists, Haggar escape.
can now convert this highly
You canalsowhiff Skyhigh
damaging command throw
into a full combo!
Backdrop in midair to halt
Haggar's airtrajectory. This
can be doneas manyas
three times in the air, substantially increasing his air time
Double Lariat This is Haggar's best
Wild Swing: Haggar's
defensive move, because it hasa large
main aerial combo ender,
amount of invincibility frames and requires
causing hard knockdown
the touch ofonly two buttons, allowing for
state. WildSwing has the
faster input on reaction to attacks. Ifthis
unique property of causing
attack connects, you caneasily hitconfirm
bycanceling into Rapid Fire Fist. progressively more damage
at higher altitudes. You can
However, Double Lariat is very unsafe nowfollow this attack up
ifguarded, and this attack completely with an OTG crouching .
misses on several crouching characters. If guarded or if your adversary is crouching under When this attack is used
the attack, Haggar can cancel this attack into Final Haggar Buster once his foe leaves with an assist, it can lead to
guardstun, punishing their attempt to punish Double Lariat. an extended combo.
Haggar has 100,000 of his vitality converted to red vitality when he performs this move,
however, Haggar can perform this move when he has less than 100,000 vitality without'
dying.
Byper Enmbns
Screen Name Command Hits Damage Startup Active Recovery M$* ffiffi Notes
Frames 1-20 invincible, can be mashed for
276,800- 3(21)4 extra hits, final hitground bounces opponent,
12-45 10+5 22
Rapid FireFist 0^c>+ 414,700 (35)5 hard knockdown
OTG-capable, final hit creates large explosion |
200,1
5+16 16(4)44 30 -53 that has10high priority durability points,
Giant Haggar Press cj>0^ + 1-8
328,- spinning knockdown, hard knockdown

Final Haggar Buster Invincible from frames 1-10, throwattack,


450,000 34
(Level 3 Hyper 0^<}{3<? + hard knockdown
Combo)

Giant Haggar Press: Haggar goes into the air and then Final Haggar Buster, ims isnaggar s level 3 hyper
Rapid Fire Fist: Rapid Fire Fist is mainly usedas a means
proceeds tofall toward his adversary. This move deals combo, a grab that inflicts massive damage. Its 8frame
to continue intoa combo aftera connected Double Lariat. It
substantially more damage against airborne opponents. startup israther slow for a hyper combo throw, but ithas
hasenough invincibility frames to beused as a close range
The lasthitofthisattack canOTG, so itcanbe tacked 10frames ofinvincibility anda significantly long range to
reversal, as well. compensate. You can use this move defensively toblow
on the endof combos thatend in hardknockdown for
Mashing inputs before thefirst hit causes one ofthree moderate damage, but the real use ofthis istocancel this through reckless attacks or hyper combos.
"levels" ofRapid Fire Fist. Level 2 Rapid Fire Fist,
identifiable by Haggar's eye gleaming, canbeachieved with
OTG hit into a THC for extra damage. Now thanks to Haggar's new crouching OTG, he can
Haggar does have a way tocombo into full damage convert thisinto a full combo combined with theuse ofan
relatively light mashing, consists of24 hits, and inflicts appropriate assist, allowing for even more punishment!
346,400 damage. The level 3 version requires fairly rapid with this hyper combo: super jump canceling an
mashing and results in30hits and a whopping 381.100 launcher attack. Perform thistactic bydoing the motion
damage! The level 3 version isidentifiable by a red aura -* j * + * G@@. Haggar launches his rival, and
appearing behind Haggar. then hits hisfoeforfull damage on theway down!
Juggling with Rapid Fire Fist anywhere except early in a
combo likely causes the opposing player toairrecover
before the final hit lands,making Haggar miss and leaving
him vulnerable to punishment. Mashing torhigher levels of
Rapid Fire Fist during any juggle can potentially cause the
lasthit to missregardless ofwhen itis doneina combo.
Although it may notseemintuitive, injuggles, you want
tohit Rapid Fire Fist when your opponent isas high asthe
hyper combo allows, soyou can ensure that the last hit
connects.

i
:
-iiill. -JJuij
Haggar can find a spot on nearly any Haggar has an exceptionallydifficulttime against zoning opponents due to his lack of
team, if only for the fact that he possesses mobility or zoning ability. Assuch, your primary method of combating zoning adversaries
one of the best defensive assists in the is to use projectile or beam crossover assists during gaps inyourfoe's zoning game. Use
game. Aside from that, Haggar has some this opportunity towavedash behind your assist's attack to close thedistance and startyour
of the most damage non-meter combos offense with Haggar. Be wary when calling assists againstcharacters who can easily punish
and very high vitality, making him a good your assists witha strong fullscreen hyper combo. Another optionwhen calling assists is to
meter builder for a team. However, he has superjump. Against somecharacters, this acts to protect yourassist from horizontal hyper
difficultiesagainst opponents with strong combos bythreatening your competitorfrom above. Ifthey attempt to punishyour assist,
zoning capabilities, especially without the you can land with an attack and punish them v/ith a combo.
Haggar<x isanamazing delensive assist and
makes Haggaranassetloanyteam! use of a strong beam or projectile crossover
assist. Withall this in mind, Haggar is If Haggar lacks the appropriate assist on
usually strongest inthe second spot ona team, v/ith a dedicated projectile or beam assist in point, or otherwise cannot use them at the
the final spot. This allows him to be used as a defensive assistand helps easethedifficulty time for whatever reason, you must attempt
of using Haggar against zoning adversaries through the use of assists. to close the distance by employing some
chicanery. If your opponent has several
Haggar needs to be close to his opponentto gaps while zoning, you can use these gaps
pose any real threat, so you'll need to close to wavedash closer to your target and
in on the opposingcharacter. Atmidrange, get in as close as possible. Haggar has
Haggar'sprimarymethod of approaching high vitality and can afford to take some
Haggar canputhimself into a knockdown state
his adversary is to jump forward and attack chip damage while closing the distance. with crouching and then roll forwardpast any
withO + attack, Air Steel Pipe. This Stay patient, and wait for mistakes and projectiles orbeams!
attack has amazing priorityand covers a opportunities to move Haggar in.
large amount of space. The attack starts
Haggar's Air SteelPipe attack is a dominant attack slightly behind his head and ends at a Ifyouropponent's zoning gameis rather strong anddoes not present many opportunities to
that controls the immediate space infront ofHaggar downward angle from his feet; this wide arc move forward, Haggar has a somewhatriskyoption to quickly close the distance. You can
definitively. makes attacking Haggar while he is jumping use Haggar's crouching toput him into a hard knockdown state. Once in this knockdown
a risky proposition. Normally, this attack state, Haggar has the same risingoptions as if your rival had put him intoa knockdown
would besusceptible to quick airthrows, but you canoption select an airthrow byholding state. So, after performing crouching , you can hold^C> toroll toward your opponent.
M + . If the attack connects, itground bounces the opposing character, leaving If yourcompetitor is notexpecting this,the opposing character may be vulnerable to a
you ample time to confirm thehitandcontinue into a full combo. Furthermore, Haggar's counterattack. However, ifthe opposing player can react to this,you must be ready to guard
crouching makes using the ground bounce early less of an issue because you can now any attacks, but you will at least be closer to your target.
OTG with the use ofan assist to get a large amount of damage.
Once you areable toachieve close range with Haggar, he hassome strong mix-up options
Also, ifyou suspect your opponent may thatallcanlead to damaging combos. Any throw from Haggar can potentially lead to a full
jump, you can have Haggar jump and combo. If Haggar is ever at closerange, you canalways threaten with his Flying Piledriver
instantly use Head Butt to counter your or Final Haggar Buster. Ifopponents attempt to escapebyjumping, youcan punish their
opponent's movement. Similar to the retreat with Hoodlum Launcher H, Skyhigh Back Drop, or air throw. You can also use
strategy for AirSteel Pipe, you can air normal attacks with frame advantage or slightdisadvantage to set uptickthrows v/ith Flying
throw option select thiswith 7 + . Piledriver or hisground throw. All ofthemid range tactics work fairly v/ell at close range, as
This attack is very quickfor a heavy attack well. However, you need to watch anddetermine how your rival reacts so you can usethe
with an 8 frame startup. Ifit manages to hit appropriate attack to counter the opposing player's actions.
Haggar's HeadButt is very lastand can be an airborne adversary as a counterattack,
devastating asacounterhit, giving youample time to it puts the attacker in a special hard
conved this attackinto a combo.
knockdown state that allowsany attackto
OTG! If it manages to hit as a counterattack on a grounded opponent, it makes the foe dizzy.
This attack canalsowork as an instantoverhead on some large characters, which can be
chained into an air toallow Haggar enough time toland and convert into afull combo.
Another option isHaggar's C> + attack, Steel Pipe. Similar toAir Steel Pipe, this
attack hasa wide arcanddominates thespace immediately above and infront ofHaggar, so
ithasa good chance to beat any close range attacks inthese areas. Iftheattack connects, Haggar's Double Lariat isastrong delensive option. It an opponent guards or crouches underneath your
itcauses Haggar's opponent to stagger, leaving them in hitstun foran extended period Double Lariat, usehyper combo cancels toland a
oftime. This gives you ample time to confirm the hitand start a combo, such as Violent level3 hyper combo ormake theattack sate!
Axe Lor Hoodlum Launcher L. Even iftheattack is blocked, Haggar is at a massive frame Defensively, Haggar has high vitality, so you may beableto afford a few mistakes. His
advantage at +8. If your opponent doesn't use advancing guard against this attack, itgives Double Lariat has a huge amount of invincibility frames, andyoucan use it at the cost of
you a prime opportunity to apply mix-ups afterwards, either with using a Hoodlum M/H mix- 100,000 vitality (which is converted to redvitality). Ifit lands, itcanbecanceled into Rapid
up or with dashing it and using Flying Piledriver. Fire Fist orwith X-Factor to convert into a combo. This makes ita great defensive option
against a very aggressive adversary andcan beatalmost any basic attack youropponent
Another riskier option is to useViolent Axe L. It does nothave thedominating space
sticksout.Double Lariat is also an excellent way to deal with teleporting characters, as it
control ofthe Steel Pipe attacks, butit is slightly faster. Ifit connects, you canjuggle with a
attacks on both sides of Haggar.
standing and continue into afull combo. On block, Haggar is completely safe, recovering
the same frame as when your competitor has recovered from blockstun. However, you must becareful with thisattack because it is very unsafe ifguarded.
Ifthe opposing player is playing very defensively andhesitantly, you canbegin to use
Furthermore, this attack completely misses on several characters when they are crouching.
Hoodlum Launcher attacks at mid range. Using Hoodlum Launcher Lleaves you at a +4 Luckily, you can use hyper combo cancelling to mitigate this vulnerability somewhat. Ifan
frame advantage, allowing you toapply mix-ups ifyour adversary doesn't use advancing opponent crouches under the attack, youcan immediately cancel intoFinal Haggar Buster.
guard. Even ifyouropposition does use advancing guard, Haggar's forward momentum can
Competitors will probably not send their character jumping inwhile Haggar isstill spinning
from theLariat, causing thethrow to connect. Ifyour opponent blocks Double Lariat, you
negate at leasta portion of the advancing guard, leaving you ina good position to continue
mustwait until afterthey leave blockstun to cancel, leaving youonly a short window to
your offense. Once yourrival is focused on blocking, youcan use Hoodlum Launcher M
toland a throw launcher into a big combo. If your foe tries to jump away from Haggar's correctly land Final Haggar Buster. Another option is to cancel Double Lariat into Rapid Fire
Fist to score some chip damage,then THC into a safe hypercombo.
Hoodlum Launcher M, you can start using Hoodlum Launcher Hto punish your rival's jumps
ifyou are close enough or ifyouhave the opposing character cornered.
p/

L ST., ,* o, * V* o , ST., <^> * * oe~> SUPER JUMP STRAIGHT UP, AIR,,, * * ,


LAND,** >t o_4> SUPER JUMP STRAIGHT UP, AIR,, oi^>f**o, LAND, CR.
615,300 damage, 122% meter gain
This isa basic combo for Haggar that utilizes his ground bounce v/ith Air Steel Pipe to relaunch his opponent, resulting in large damage and a gain of 122% meter. It's important that after
the Hoodlum Launcher, you have Haggar super jump straight up and not forwards. If Haggar goes forward, he ends up passing underneath his adversary and missing the attacks. Haggar
can always land crouching after any hard knockdown, and you can continue combos further with a proper assist.

//. AIR o , DASH, JUMP FORWARD, AIR , , , LAND, ST.


SUPER JUMP STRAIGHT UP, AIR , , * bs> * * o , LAND, CR.
537,800 damage, 82% meter gain
This isa solo combo after a O ground bounce. The forward dash may not be required after the ground bounce if Haggar isclose enough. If you have difficulty with the initial dash
into air , , part, you can simply do st. <^> +H* instead for slightly less damage.

-- o OR AIR + * * + o , CALL ROCKET RACCOONa, CR. ^t> * o


SUPER JUMP STRAIGHT UP, AIR,,, o, LAND,** * oe~> SUPER JUMP STRAIGHT UP, AIR , ,
f o bs> * * + <), LAND, CR.
642,300 damage, 126% meter gain
With the use of certain assists and Haggar's new OTG-capable crouching, you can turn any hard knockdown throw into adamaging combo. You'll want to delay your crouching
slightly to give the assist enough time to strike after your crouching , giving you time to combo into your * * . If doing this after Skyhigh Back Drop or Final Haggar Buster, you
may have to dash forward slightly while calling your assist, then canceling your dash with crouching.

IV. AIR THROW, LAND, DASH FORWARD, CR. <^> * o __ ST. (_


SUPER JUMP STRAIGHT UP, AIR , , , * o , LAND, * * PER JUMP STRAIGHT UP, AIR ,
i ._._4>t*+o, LAND, CALL ROCKET RACCOONa, CR. <_)

X-Factor level 1,1,0777,000 damage, 72% meter gain


Normal throws scale down the damage of combos following them significantly, making this aprime time to use X-Factor to limit the amount of scalingon your follow-up combo. Make
sure you X-Factor cancel immediately after the OTG crouching hits and then immediately follow up with the standing . Afterthe * * (), callRocket Raccoona and
slightly delay your crouching so that the second hit from the assist prevents the ground bounce, allowing you to connect the. Super jump cancel the with the * T *
command to allow you tohit with the full damage of Giant Haggar Press. Without the second OTG follow-up, the combo causes 717,900 damage and has a139% meter gain.

>1 o e~> ** , * * o e_> SUPER JUMP STRAIGHT UP, AIR,, o es>


* - o , LAND, CALL ROCKET RACCOONa, CR. ^> *- i
667,500 damage, 128% meter loss
This isa heavy damage combo off a Double Lariat. To make sure your rival does not air recover before the last hit, cancel Double Lariat with Rapid Fire Fists right asthe toe begins to tan
toward the ground. Don't mash for ahigher level Rapid Fire Fist. After the last Hoodlum Launcher L. you must super jump cancel to get Giant Haggar Press to connect by inputting the
motion * f * * * O .
m
mmmMmmMimm
You can force an adversary into a difficult situation
by purposely allowing them to air recover while
near the ground, especially in the corner. This
was somewhat difficult for Haggar to perform in
Marvel vs. Capcom 3, but with the addition of his
OTG-capable crouching , this setup has become
much deadlier.

After a combo that ends with hard knockdown,


call an assist andthen press cr. EE^ C> +
= 0^0+ . Your competitor air
recovers shortly after being hit by your Violent Axe You can intentionally leave acombo unlinished while near lhe ground so Haggar's Double Lariat can beat most attacks and crossover assists
thatyour opponent air recovers, allowing you touse Hoodlum Launcher
L. If your opponent air recovers neutral or back, Htobegin a new combo!
If an adversary becomes predictable in their attack
you can then grab them out of the air with Hoodlum Launcher H. If the foe air recovers forward, you can patterns, teams with Haggar on them can take
jump and grab them with Skyhigh Back Drop or air throw. However, be wary using these resets against advantage of this and inflict massive damage.
opposing characters with invincible air attacks, such as Sentinel's Hard Drive!

EOMO APPMOIH
GENERAL EXECUTION Iff*
When juggling Rapid Fire Fist after Double Lariat, try to hit your opponent with Rapid Fire Fist as high as possible
Super jump cancel launchers to get full damage on Haggar Body Press with the command * \ * * *
Always super jump straight up after Hoodlum launchers and hit with air assoon as possible
AIR , DASH, JUMP FORWARD, AIR , , ,LAND, ST.^>**H_^> SUPER JUMP STRAIGHT UP,
AIR ,, f *>*-, LAND, CALL ROCKET RACCOONa, CR. e~> *
SUPER JUMP STRAIGHT UP, AIR , , f _*> * * - o , LAND, CR. C
-. ' -.-'
1687.200 damage, 137% meter gain
COUNTERHIT AIR , LAND, , * , * X- , ST., &$> * * * (l
AIR,,,* , LAND,* * >w-t!+I!t!t~*3_i
| Counterhit Head Bull against grounded opponen
__!______
650,000 damage, 125% meter gain
COUNTERHIT AIR , LAND, +W,ST.,_^*t*_~> SUPER JUMp STRAIGHT UP, AIR (M) 3 0*''

|Counterhit Head Butt against airborne competitor 607,300 damage, 110%meter gain
o @, CALL ROCKET RACCOONa, CR.^>-^_^>^ix^> SUPER JU i'ii_sii;fiUnTj
AIR,,@,f ,LAND,*t* <_*> SUPER JUMP STRAIGHT UP, AIR ,, -~>** SVit;
Notes
ILevel 3hyper combo follow up
[745,700 damage, 200% meter loss
GROUND THROW (MASH ), CALL ROCKET RACCOON-a, CR.^*^**^^ SUPER JUMP STRAIG
AIR,,,* , LAND, *** _> SUPER JUMP STRAIGHT UP, AIR,, f e_>*** LAND CR (h)
Damage
|Call assisl while Haggar is throwing his rival lo lhe ground 1387,400 damage, 110% meter gain
COUNTERHIT AIR , LAND, ST. ,**_*>*-, ST. .e^***-^ SUPER JUMP STRAIGHT UP, AIR ,
,__> * w .LAND, CALL ROCKET RACCOON-a, CR.^> *^-M*_^> SUPER JUMP STRAIGHT
UP, AIR ,, ^> * * - (D, LAND, CALL WESKER-.3, CR.^ + _^ ^ **_*> .
Notes
IDouble assisl usage combo with super jump canceled hyper combo ender 915TJ00 damage, 66% meter gain
Q@m ST. ,^> SUPER JUMP FORWARD, AIR ,,, , LAND, ST. ,^> SUPER JUMP FORWARD,
AIR, , ,, LAND, CALL ROCKET RACCOON-a, CR.^**,^*****
Notes
jDouble Lariat punish against two opposing characters
1,118,500 damage, 76% meter gain
USItH'M rr.

WHAT ELSE POI HAVE UF M


SLEEVES? UUH-UH!a GIRL'S 60W
KEEP HER SECRETS, Y'WWf"ri

BUt MM BEEBPAIIBU
Hsien-Ku Priest
[Senjutsu Style)
*\

Aunigue style et Chinese martial arts,


blending techniques passed dawn thuugh
Senjutsu as well as hidden weapanry. K

Oses large steal lalaas, a gang, and Bihar


various weapans. She alsa uses an assartmeat at
items, such as an Akuma dall, Vega's claw, Cbuo-li's
bracelets, etc.

Hsien-Ko and Mei-liog are twin sisters wha transfarmed into a


jiangshi using Igya Jenshin-nn-Jutsu. Ihey fight ta savs thBir
mother's saul tram tha darkness. Hs'ibo-Kb daes the fightiag,
while Mai-ling transformed inta the charm an her hat in arder ta
keep Hsien-Ko's pawars under central.

Might Warriors [1005]

2 speed'

4 FIGHTING'ABILITY^
"This is biographical, an
in-game combat potential
miBNAII EBSIBMIS
Overview
1 \Vitality 200,000 \
1\Chaia Camba Archetype Hunter Series \
.

j X-Factor Boost Damage Speed


Level 1(3 teammates remaining) 125% 115%
Level 2(2 teammates remaining) 145% 125%
J Level 3(1 teammate remaining) 165% 135% |
When using Hsien-Ko, your goal is to keep your opponent at bay. Why is the goal to keep
your adversary away?

Repeated use of Henkyo Ki can often seem like an impenetrable


fall, keeping the opposing character at bay. Henkyo Ki Hstops
ually all projectiles, shutting down most characters' lonu
ge game

Hsien-Ko is very slow, making it difficult to mount an offense with her. How can you keep
your competition at bay with Hsien-Ko?

Stop ground advances cold with Henkyo Ki H, standing


standing , and Anki-Hou L
Use Anki-Hou Mand * when opposing characters approach
from the air

Tag opponents directly above Hsien-Ko's head with Anki-Hou H

wre mm mmm mm
Hsien-Ko can now jump cancel Rantetsu and Edoga, strengthening not only her combos but
the utility of those attacks. New items have been added to Anki-Hou, as well.
Rantetsu (C> + %) is now jump-cancelable
Edoga (O * ) is now jump-cancelable
Tenrai Ha can now be mashed for additional damage
Anki-Hou new items:

Oil drum (70,000 damage) 1 low priority durability point


Chunk of meat (70,000 damage, stagger) 1 low priority durability point
Cat doll (70,000 damage) 1 low priority durability point
_ Servbot snowman (70,000 damage, freeze visual effect) 1 low priority
durability point
Chris' stun rod (70,000 damage, causes stagger and lightning effect) 1 low
priority durability point
Samurai doll (70,000 damage, causes stagger) 1 low priority durability point
Reduced startup of cr. (m) and decreased active frames
Jump attacks now cause the enemy to float less
Rantetsu can chain combo into Edoga
Increased untechable time from Edoga

-/-.-w.

c
m tf__
Stanning Basic Attacks
Advantage Advantage if Nntp.
Screen Command Hits Damage Meter Gain Startup Active Recovery on Hil Guarded_
Air Special AttacksFlying Screen ant Air Exchange
Air causes a hard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting a direction plus, are only possible during a launcher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command its Damage "g*8' Startup Active Recovery AdnJ?.B8 ffiffi Notes
^QlMM3^=(MMiJMlMM^
F~~1 Crossover Mntor Recovery (this Recovery
Screen Type Combination Description Hits Damage ~' j. Startup Active crossover (other Notes
Hyper Combo assist) partner)
1 Hsien-Koa Chireitou Senpu BuL 5 102,300 1000 53 35 117 86

Projectile has 5 low durability points, reflects


2 Hsien-Kop Tenrai Ha Henkyo Ki M 1 70,000 560 36
124 93
other projectiles,disappears after 60 frames
Bonsaitree and gold star stun for 120 frames,
70,000- bombs cause hard knockdown, stun rod and
3 Hsien-Ko7 Chireitou Anki-Hou M 1 560-640 41 120 89
samurai dollcause stagger, projectile has 1 low
80,000

prioritydurability point

Hsien-Ko's assists are somewhat varied in their use, but one assist clearly stands above the rest. Use Hsien-Ko(X Senpu Buto place your opponent in a huge amount ot guardstun
to both supplement offense and start combos. WhilenormallySenpu Bumakes for a slightly better than average crossover assist, when combined with the HyperArmor properties of
Rimoukon it becomes an unstoppable force. Use it basicallywhenever Hsien-Ko is near her adversary to both hit the foe out of their offense and ensure that they do not press any but
tons whileon defense! Rimoukon with the Senpu Buassist can be reason enough to place Hsien-Ko on your team!

Hsien-Ko13 as a crossover assist is not as useful as itis on point because Hsien-Ko appears behind the point character. This limits itsusefulness as a projectile reflector.
Hsien-Ko"y Anki-Hou is a usefulassist ifyour team requireslong rangesupport becauseit travelsthe entiretyof the screen horizontally.

Hits Damage Meter Gain Startup Active Recovery anJa.BB ffr,affl


500 (-1 hyper
50,000
meter bar)
hiMfo
On hit,snap back forces theopposing point character to be replaced byan assist. Opposing assist callsor tagouts are also locked
out for 4 seconds

Screen Name Command Hits Damage *$* Startup Active Recovery ^JhS96 JSSSd'Mot8s
H version is an overhead attack, Bonsai tree and
goldstar stunfor 120frames, causespecial hard
knockdown on airborneopponent in whichall moves
70,000-
1 Anki-Hou 0^0 + 1 560 17 -
28 -3 -6 areOTG-capable. Bombs cause hard knockdown, inflict
80,000
80,000damage and can be bounced aroundbyattacks
from eitherplayer. StunRod andSamurai Statue cause
stagger. All projectiles have 1durability point
Senpu Bu
102,300- 1000-
L(in air o<}^ + 5-10 29 35-70 1 +20 +20 Press repeatedly for additional hits
162,400 2000
OK)
Senpu Bu
130,200- 1400-
2 M(in air o<>^ + 7-12
178,900 2400
33 40-80 1 +22 +22 Press repeatedly lor additional hits
OK)
Senpu Bu
142,100- 1600-
H (in air o{>\ + 8-13
185,900 2600
37 40-90 1 +19 +19 Press repeatedly for additional hits
OK)
Projectile has 5 low priority durability points, reflects
Henkyo otherlow priorily projectiles, disappears after10
oO# + 1 70,000 560 10 -
30 -18 -6
Ki L
frames
Projectile has5 low priority durability points, reflects
Henkyo other low priority projectiles, disappears after60
Ki M <?0(3 * 1 70,000 560 12
32 -16 -10
frames
3
Projectile has 5 low priority durability points, reflects
Henkyo other low priority projectiles, disappears after120
70,000 -14 -14
Ki H <?{> * 1 560 14
36
Irames

Air Projectile has5 low priority durability points, reflects


Henkyo (inair)<^0/5 + 1 70,000 560 10 -
28
other low priority projectiles, disappears after 10
Ki L frames
0ffllMmi3MBllLT3il . 1

Screen Name Command Hits Damage g Startup Active Recovery " {JgHJJ Notes
Projectile has 5 low priority durability points, reflects
Air
70,000 560 12 32 other low priority projectiles, disappears after 60
Henkyo (inair)O0# + 1
-

frames
Ki M
3
Air
Projectile has 5 low priority durability points, reflects
Henkyo 1 70,000 560 14 36 other low priority projectiles, disappears alter 120
(inair)O0# +

frames
Ki H

Houten Throw, hard knockdown


96,000 960 9 2 18
Geki L
Oti0/5O + 8

Houten Throw, hard knockdown


144,000 1440 5 2 22
4
Geki M c>^{>#< + 12 -
-

Houten Throw, hard knockdown


192,000 2 2 25
Geki H
O'&ty&O* 16 1920
-

Anki-Hou: Hsien-Ko hurls a seemingly random item todamage enemies. The game cycles through all ofher available items every frame,
making ittheoretically possible (but extremely unlikely) tocontrol the item that Hsien-Ko throws. These items include:
Standard items: Bombs: Special items:

Axe Cat doll Bomb (nine seconds) Snowman


Kunai Sword Bomb (six seconds) Chris' stun rod
Yashichi Chunk of Bomb (three seconds) Samurai doll
Chun-Li's meat Bonsai tree
bracelet Oil drum Star
Shuriken
Note that the oil drum isactually placed immediately before the snowman in the list of items; it does not have any special properties and was placed in the list of "standard items" for clarity.
The standard items listed have no special properties and act asregular projectiles. The bombs do not hit upon release; the timer on the bomb determines when the bomb explodes.
Attacks from both Hsien-Ko and her opponent can send the bomb away, soit's possible for a bomb toexplode in adifferent area than where itwas initially thrown. With some foresight,
you can capitalize on bomb explosions with acombo. If you see the opposing character near abomb that is ready to explode, be ready with an attack! Keep in mind that the bomb
explosion affects enemies only, so you don't haveto worry about self-inflicted damage.
The snowman, samurai doll, and stun rod cause agreater amount of hitstun than the normal items. If you connect standing into one of these versions of Anki-Hou L, your adversary
is stunned long enough for another standing .
The best items from Anki-Hou are definitely the bonsai tree and the star. If either of these items hits astanding opponent, they are put in a dizzy state for a brief period of time. At long
range, the opposing character is too far for you to land afull combo, limiting your options to simply throwing another item. However, you can fully capitalize on adizzy opponent when
the bonsai tree or star hits at closer ranges.
But don't rely on these items for combos, since it is essentially impossible to determine which item will be thrown when Anki-Hou is performed. Rather, it isimportant toquickly
recognize which item Hsien-Ko throws assoon aspossible, sothe proper follow-up can be performed. Expecting an oil drum and getting a bonsai tree instead can throw off your combo.
Expecting a regular Anki-Hou Lattack and getting a bomb can throw you off too! Therefore, learning which items behave in what ways and using the visual cue to quickly recognize the
itemcan stronglyimproveyour success with this attack.
Anki-Hou Lboasts maximum horizontal distance, making itHsien-Ko's farthest-reaching attack. Use ittoharass foes from mid tolong range. Anki-Hou Mfires ata medium arc, making
it perfect for attacking targets that are approaching from the air. Anki-Hou Htosses items straight up, which can hit opponents who are trying to attack Hsien-Ko from directly above. If
the thrown item does not make contact with anything onthe way up, itcomes straight down in front ofHsien-Ko, hitting onthe way down. Anki-Hou Hisdifferent in that itbehaves asan
overhead and must be blocked high. Given this, you can use itasaninstant overhead onlarger characters ifthe opposing character isright next toHsien-Ko. Follow this with Chireitou or
Tenrai Ha,or even X-Factorcancel into a combo!

Senpu Bu: Henkyo Houten

Senpu Bu is Ki: This Geki: While


Hsien-Ko's is Hsien- Hsien-Ko
primary Ko's most players
way to start important won't find
an offense. attack. many op
The button Henkyo portunities
used deter Ki fires to use this
mines the a slow- attack, its
number of moving damage
hits of the swing as wellas the horizontal arc of the attack, projectile from the gong, whichstays on the screen for potential makes upfor it.Since Houten Geki causesa hard
withSenpu BuH reaching the farthest. Ifconnected, Senpu a long periodof time. Henkyo Ki Hcan be fired quickly knockdown, you can easilyperform Tenrai Haafterwards
Bu can be followed up with falling air or. On guard, enough consecutively to have up to three on the screen for additional damage.
Senpu Buputs Hsien-Ko in the perfectpositionto continue at once, effectively controlling the space roughly three The startup and range of Houten Geki vary dependingon
her assault. You can also mash the same button used to character lengths in front of her. When you use this move the button used. Houten Geki L has the slowest startup but
activate Senpu Bu for extra damage in the form of an added in conjunction with standing andC> + , opposing the longest range, while the version isthe opposite.
swing backward. players must findanother wayto movein on Hsien-Ko, Houten Geki Lhas a significantamount of range, making
since the space in front of her willonly be cleared by a it ideal to use after the opposing character guards a short
What is unique about Senpu Bu is that it completely ignores
hyper combo. string of attacks.
advancing guard. IfHsien-Ko merely touches her adversary
withthe Senpu Bu, they are unable to push her away, The projectiles from the gong act as reflectors, sending
making itan excellent pressure tool.Senpu Burecovers any normal projectiles backat theiroriginators. Certain
in the air, makingit possible to follow up with aerial basic projectiles, including beam-type attacks, are not reflected
attacks, Senpu Bu, HenkyoKi, or a crossover assist. but instead are fully nullified by HenkyoKi. This attack
alone tilts long range firefights in Hsien-Ko'sfavor, forcing
competitors to try another method of attack.
Screen Name Command -mage Startup Active Recovery AdnvnanJf,9e ff-ffj!2 Notes
Chireitou <>,c> + 30+5 145 44
OTG-capable, knocks down, each projectile has1 high
-1-+18
317,700 prioritydurability point
Firsthil is OTG-capable and an overhead attack,
35,000- ground bounces theopponent, leaves thetarget inhard
Tenrai Ha 0 &<? + 13+3 97-
273,500
39 knockdown. Each projectile is OTG-capable, leaves the
opponent inhard knockdown, andhas 1 high priority
durability point
3 Rimoukon C>{>^ 20+0 21 Hsien-Ko gains Hyper Armor status for 300 frames
Chireitou: Hsien-Ko draws forth a series Tenrai Ha: Tenrai Hasends spiked balls
of blades from underneath for a total of six downdirectly in frontof Hsien-Ko, leaving
hits. It is OTG-capable, making it useful for her rival in a hard knockdown state. Since
ending combos and inflicting more damage the range of this hypercombo is limited to
than Tenrai Ha. Hsien-Ko recovers early one spot, it is better to use than Chireitou
during the duration of the hypercombo, when endingcombos in the corner. If
enabling her to tag to another teammate timed correctly, you canfollow upTenrai
safelv oreven follow upwith a super jump Ha with Chireitou or even another Tenrai
ing 5 given that her positioning is correct. Ha, so longas it is canceled from Henkyo
It's important to note that Chireitouwill Ki to preventyour opponent from ground
not hit the opponent's characterwithall bouncing. When used in this way, youcan
six blades ifthe foe is nearthe corner; the add as manyTenrai Hahyper combos into
blades will becreated offoftheedge ofthescreen a combo as you like! Thisattack is considered an overhead and must be blocked high.

Rimoukon: Rimoukon gives Hsien-Ko Hyper Armor for a six- second duration. Upon activation, Hsien-Ko isimpervious tohitstun, letting
her walk through most attacks unphased! While Hsien-Ko still takes damage in this mode, sheretains the ability toguard attacks. Think
Colossus's power-up hyper from MvC2. Opponents have no choice but toflee, since their attacks are easily countered while Rimoukon is
in effect.

The properties ofRimoukon also carry over toHsien-Ko asa crossover assist! When summoned, Hsien-Ko performs her crossover
assist and can only bestopped ifsheisknocked out. Senpu Bu and Henkyo Ki areespecially useful when augmented with Rimoukon,
interrupting anyincoming attacks without fail. Don't become toopredictable with thistactic, however; because ofthe lack of hitstun,
certain hyper combos end up dealing unsealed damage toHsien-Ko since the hits won't register ascombo hits. Effective ways toget
Hsien-Ko to the sidelines with Rimoukon include a THC toa safe hyper combo upon activation, orcovering a tag with Henkyo Ki H.

(MID-SCREEN REQUIRED) CR. , ST. , CR. , , e_$> SUPER JUMP, Al


483,900, 52% meter loss
You can use this combo asyour go-to bread and butter combo. Because of the short range on Hsien-Ko's launcher, crouching must be used right before, asitmoves her forward so
_) can connect. If this combo is performed near the corner, itis better toend the combo with Tenrai Ha rather than Chireitou.

CR., ,, * o e~$> FOR! IMP, AIR , , LAND, CR. , , , SUPER JUMP, A pi (M)
LAND, * * * * 9
553,700 dmg, 30% meter loss
This combo utilizes Hsien-Ko's new ability to jump cancel Edoga. After the jump cancel, you can wait along moment before performing the air;:, sothat your opponent isn't being
juggled too high for the rest of the combo.

RNER REQUIRED) CR. , ,,-* Q ^> *<. , CR., * ^>> - fyO + (m) .- ..> +
&<? if-

588,800 dmg, 15% meter loss


Inthe corner,you can loopEdoga to Henkyo Ki es so long as your target is low to the ground. Hsien-Ko's corner combos deal more damage than her midscreen combos.
ake sure to practice the Henkyo Ki loc~'

XL SUPER JUMP, I,, LAND,


K+* <S OTG

397,100 dmg, 44% meter loss


If Senpu Bu connects during offensive pressure, you can have Hsien-Ko fall with air into afull combo. If you find that your adversary istoo far to get the maximum damage from Tenrai
Ha, tryhaving Hsien-Ko walk or dash forward right before you perform the hyper combo.
iiliJd
Hsien-Ko's strengths lie in her keep-away game. At mid to long range, Hsien-Ko can utilizing a Henkyo Ki "wall" by jumping and performing an aerial Henkyo Ki H, then landing
effectively keep her adversary away with a combination of basic attacks and special moves and performinganother Henkyo Ki H, blocking a substantial area of approach. You can use
in conjunction with crossover assists. While this won't inflict large amounts of damage, you Edogato stop enemies at this angle, as well. If the attack is blocked, cancel into a Henkyo Ki
can capitalize on the opposing player's frustration while they are dealing with an obstacle H. If it hits, jump cancel into a combo.
course-like defensethis can cause them to make foolish mistakes.
Hsien-Ko's airdash can be used as a means to both approach and escape, even though it
You can easily control the ground v/ith Hsien-Ko just by continually using Henkyo Ki H. is slower than most other airdashes in the game. You are also unable to guard during the
Not only do your opponent's long range options become limited to nullified, but a ground entire duration of the airdash. To mitigate these weaknesses, use a defensive crossover
approach gets cut off, as well. If your opposition is content with staying at maximum assist such asGhost Rider(_ tocover a backwards airdash retreat, ora long range
distance from Hsien-Ko. you can use Anki-Hou L v/ith a long range crossover assist to crossover assist such as Sentinela to help with a forward airdash approach.
keep the pace of the battle under control. Once enemies attempt to attack from the skies,
Hsien-Ko can hold them off with Anki-Hou If the battle manages to reach Hsien-Ko's
M. When competitors finally reach at least immediate proximity, you have several up-
midscreen, you can deploy Hsien-Ko's close options to utilize. Both standing and
farther-reaching melee attacks (such as crouching are moderately fast and can
standing ,C> + , and ). be used as pokes to start a combo. If you
Cancel these attacks into more Henkyo Ki
H to push your rival back to where they
want to create distance between Hsien-Ko
and her competitor, you can perform a short
GO
started. If you're persistent about using combo (such asstanding ,,)
Henkyo Ki repeatedly, even if your rival while simultaneously calling a crossover
jumps over a Henkyo Ki, they'll likely still Aguarded Senpu Bugivesyousubstantial looting assist and ending with several gongs of
'Wall olHenkyo Ki" will slopopponents intheir
land on top of the slow-moving projectile. against toes. Henkyo Ki.This creates sufficient space to
tracks.
continue keeping your opponent at bay.
Be wary of characters with extra mobility
options, such as teleports or airdashes. If you become too complacent in your frontal Square jumping is another v/eapon at Hsien-Ko's disposal. Because of its slow speed, Hsien-
defenses, a teleporting character can teleport behind Hsien-Ko and start a maximum damage Ko's airdash is better used as a means to attack rather than for its mobility. You can initiate
combo. Thus, the best time to v/atch for teleports is v/hen Henkyo Ki projectiles are on a Jump, quickly perform an airdash on the way up, and then immediately attack for a square
screen. Crouching is fast enough to punish any ill-timed teleports. jump attack that must be blocked high. At close range, square jumping with air, is
most effective, while square jumping with air isbest used when you need an attack that
Against airdashers, the and versions of Anki-Hou are very useful because they cut reaches farther. You can also utilize this technique to deal v/ith opposing characters coming
oft the angles from which airdashers approach. However, they are most effective when in v/ith a low attack, since their attack is then easily dodged and countered. Mixingsquare
used preemptively. If airdashing opponents are approaching from a 45-degree angle, try jumps with crouching keeps your competitors on their toes when itcomes totheir
blocking skills.
10 IB
I
MBit
Hsien-Ko's forward dash behaves differently than other dashes in the Even though Hsien-Ko isn't the strongest
game, mostly because it is more like a teleport than a dash. During the character on point, she can complement any
first 15 frames of the dash, Hsien-Ko does not actually move forward team with the tools she offers while on the
and is vulnerable to attack, though the move is still cancelable like any sidelines. Her most notable contribution
other dash. During the next 15 frames of the dash, Hsien-Ko disappears, to a team is her Senpu Bu crossover assist
becoming both invisible and invincible. If her foe is close enough, Hsien- with Rimoukon activated. Other characters
Ko teleports to the other side for a cross-up. Because of its short traveling with strong offensive tools often find Hsien-
distance and vulnerability, the forward dash is best used as a mix-up tool. Ko to be invaluable as a crossover assist
By first pinning down enemies with a crossover assist, you can create because Senpu Bu is fairly easy to follow up
a tricky cross-up opportunity using the dash. You can also employ the with a combo, leading to big damage that Having Hsien-Ko onyour team makes your crossover
technique against incoming characters after a K.O. Hsien-Ko is unable to deal on her own. combination OTG capable!
Having Hsien-Ko on the team also helps a team's crossover combination significantly
since both of her offensive hyper combos are OTG-capable. Any teammate can easily
Hsien-Ko's aerial mobility is effective in situations where Hsien-Ko needs perform a generic combolauncher into air , , , , land, then crossover
to run away. While she does specialize in defense, it can be extremely combination for big damage. This technique is more effective when used with characters
difficult for Hsien-Ko players to defend against a blazing fast level 3 that use particularly strong hyper combos during crossover combinations, such as
X-Factor anchor! To get away, you can super jump to the top of the screen Spencer's Bionic Arm or Dormammu's Chaotic Flame.
and stay at a high altitude by performing aerial Henkyo Ki and Senpu Bu If Hsien-Ko's teammates have power-up hypers that recover quickly, Hsien-Ko can
multiple times. Senpu Bu in particular is great for wasting time because perform unguardable setups with them! At close range perform Tenrai Ha, then quickly
of the duration of the swing; make sure to mash the buttons during the THC to a power-up hyper such as Zero's Sougenmu or Arthur's Golden Armor. While
Senpu Bu for double the swing time! Combine this with her airdash, and the spiked balls are falling, strike the opposing character with a low-hitting attack.
she can stall her opponent for a long period of time. Hsien-Ko can only Since Tenrai Ha acts as an overhead, this setup is impossible to guard because your
perform three special moves in the air, so plan your escape carefully. adversary is being assaulted both high and low simultaneously.

Before performing an OTG with Tenrai Ha, walking or dashing can help you get into position for maximum damage.
When linking multiple Tenrai Ha, be sure to wait until the Tenrai Ha is completely finished before performing Henkyo Ki canceled into
Tenrai Ha. Doing this too early can result in an accidental THC.

BACK THROW, C>+ , JUMP, AIR,, (2 HITS), LAND, ST., , SUPER JUMP, AIR,, ,, LAND, <>2< + OTG

C>i02<3 + ,0#O + OTG

CR.,@,,C> + ^> Ofy^ + ,AIR (3 HITS), LAND, ST., , SUPER JUMP, AIR , , (3 HITS), , LAND,
0#<3* OTG

Corner required 1558,400 damage, 20% meter loss


MOOOIBMi
Bi

The large wings an her back can traastarm into


taais, such as a jet booster, large sickle, drill, etc.,
bs needed. She is alsa able ta drain ber appnne
\ruv, aod create clones af herself.

ubus, a demonic creature able ta sedace


men. She is well-koowo for her voluptuous figure aad
her titillating clothing. Althaagh she is the head at the
Aensland House, ane at the three majar hauses uf the
demnn werld, she aften abaodans her dull duties to go
leak far excitement.
_Mi_.J
050,000
Chain Camba Archetype Heater Series

X-Factor Boost

Level 1 (3 teammates remaining) 120% 120^

Level 2 (2 teammates remaining) 132.5%

Level 3 (1 teammale remaining) 145%

i, i ;s ,,; n: i i: igh-execution character, not oecause snenas exacting combos like


Dante orC. Viper, but because merely moving around with herproperly takes some getting
used to. Morrigan's purpose istoattack her opponent from the airat mid range. This goal is
not-so-subtly forced upon her bydesign:
*ho lacks a conventional dash, and she instead rockets forward
ackward off the ground if you input a ground dash command,
re's no suchthing as dash-in crouching (y for Morrigan! (See
Advanced Tactics for her closest equivalent)
She has three different types of airdashes: a lateral airdash of
variable duration (release the input to end the airdash; continue
and "parabola" airdashes both upward and downward
Morrigan has a unique version of flight: unlike any other
character, you can use the activation and deactivation of flight to
cancel special moves when playing Morrigan!
In addition to all her options for air mobility, Morrigan is equipped with
fantastic aerial attacks for both a direct attack and cross-up antics
So,how doesa Morrigan player goabout assailing the opposition from upabove?
Using Soul Fists and air Soul Fists as a baseline to keep
adversaries away and provoke reactions, and to set up positioning
and provide cover for Morrigan's direct attacks
Following up assists and fly-canceled Soul Fists with airdash
ts and air attacks
ng in low attacks, low-hitting assists, and Vector Drain grabs where
possible to give Morrigan's constant overhead threat more teeth
When a hyper meter surplus is available, keeping Astral Vision
active to double up Morrigan's attacks and projectiles
Morrigan also serves the seemingly mutually exclusive roles ofboth hyper meter battery and
hyper meter user, at kind of the same time. Morrigan works as a battery because:
Morrigan7 is her recommended assist type. This meter-building
assist is significantly faster than Amaterasu's or Frank West's;
calling Morrigan assist allows her teammates to build hyper meter
with very little effort, since all you haveto worry about is keeping
Morrigan safe or calling herwhere she's unlikely to be hit
Her new +' * *- * Soul Drain fireball siphons hyper meter
bar away from the target, with double the potential meter payoff
during Astral Vision
You can extend Morrigan's combos for some time, building decent
hyper meter if you hold off on using Morrigan's own hyper combos
However, you can easily make Morrigan use upany and all ofthe hyper meter shehappens
to build for a team; she is much moreeffective as a point character ifyou are willing to
spend meter. Her hyper combos all have useful applications both for momentum and
combos, butthe price ofadmission is steep. Since Morrigan caneat meter as readily as
she can produce it, and since picking her almost certainly means giving up a conventional
assist, Morrigan teams work best when they arebuilt with her inmind rather than just

TUNING met ORIGINAL MC3


Unlike most flight characters, Morrigan's flight is actually improved. Faster flight startup leads to faster
overheads, new and easier links after flight, and quicker flight-canceled specials, while slightly increased flight
duration allows Morrigan to hover in the air with airdashes and Soul Fists justa tad longer. These changes only
pour more cement on Morrigan's unique flight foundation. The addition of Soul Drain, a meter-draining version of
Soul Fist, also adds more depth to Morrigan's frequent de facto role of battery.
Vector Drain now causesa longer hard knockdown, which allows for Morrigan to OTG by herselfwith immediate
Shadow Servant. This is a significant upgrade from original MvC3, where she was reliant either on assists or
crossover combinations as Morrigana to score damage off her unbreakable throw.
Darkness Illusion and Finishing Shower are now counted just like other special moveswhile Morrigan is airborne,
so it is now impossible for her to loop Shadow Blade to hyper combo repeatedly in corner air combos.
New move: Soul Drain * + *
Vector Drain command throw and normal throws cause longer hard knockdown
Soul Fist damage and hitstun increased
Priority increased on air and air
Longer flight duration (111 frames, from 106 frames)
Faster flight startup (11 frames, from 15 frames)
Finishing Shower missiles travel faster, Finishing Shower can be mashed for additional hits
Finishing Shower and Darkness Illusion now subject to three special moves per -
airborne period restriction M
U-l!:ij-
himm\m3.
Screen Command Hits Damage Meter Gain Startup Active Recovery Advantage Advantage if No,_.
'-\ ! on nit uuardBd

Screen Command Hits Damage Meter Gain Startup Active Recovery Advantage Advantage if Not__

Screen Command Damage Meter Gain Startup Active Recovery AdJ!n,jftBB AdpJJJ'JJ2if Notes
.. Launcher, not special-or hyper combo-
cancelable

Screen Command Hits Damage Meter Gain Startup Active Recovery Adn,|?.BB ^"JjjK" Notes

'- -,,.. " . . ..'..'. .. ...: .


Air Special Attacksflying Screen and Air Exchange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage ' Startup Active Recovery **% AK Notes
Causes hard knockdown if used in launcher
89,900 23 +6
Air combo
Until Tags in next available allywhile lofting
AirQ * (during launcher combo) 55,000 440
opponent upward
grounded
Until Tagsin nextavailable allywhile causing wall
AirC> orO + (during launcher combo) 55,C bounce, erases 1 hyper meter bar Irom loe
grounded
440 + Until Tags in next available ally while causing ground
Air{y + (during launcher combo) 55,000 10
bounce, generates 1 hyper meter bar
10,000 grounded

~?3
WL
%v
^.
'<S
; __.'
vk-*& v:v. v-i >. -__

Eommanti Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible tochain into a command attack from basic attacks, butmost command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage Startup Active Recovery A*Jn,j""e ^J}888 if Notes
Splash +3 Staggers opponent on counterhit
70,000 560 12 22 +5
Libido
O +

O* Q 70,000 560 29 -13 -13 Jump-cancelable, knocks down


Crescendo

31

. .

US ite
i* .

__2Cte_

ri&sS^

Throws
Throws are for snagging passive or blocking opponents. Since throws areactive so quickly, you canalsousethem to preemptively toss opposing characters outoftheir offense. Combos
are usually possible after throws, one way or another.

Screen Command Hits Damage Meter Gain Startup Active Notes


<> + (ground) 1,000 Hard knockdown

<? + (ground) 1,000 Hard knockdown

O + (air) 1,000 Hard knockdown

<> * (air) 1,000 Hard knockdown

il
\
z$m
^~l


tp_

!
'

...ir (2r
iE!

As a PartnerCrossover Assists
Ii_J Crossover _. . , Mp|Pr Recovery Recovery **-* ^
Screen Type Combination Description Hits Damage lg|Sr Startup Active (this crossover (other Notes
HyperCombo assist) partner)

Most "uppercut" type assists are not quite what they were in MvC2, assists are usually not a critical defensive measure (in fact, calling assists on defense isagreat v/ay tolose two
characters atonce if you don't block flawlessly). Morrigana is no different: while it might perhaps be used against someone airborne and above your point character or in particular
combos, itdoesn't really fill a vital niche on itsown. Itgrants Shadow Servant in crossover combinations, which was important in original MvC3 since itallowed for team combos after
Vector Drain. Now, since the hyper combo version of Shadow Servant can do that on its own, that use for this assist has disappeared. Still, Morrigana remains somewhat noteworthy
asone of the few invincible crossover counters. The first four active frames of the uppercut are invincible when you counter Morrigan in! If your challenger isclose enough and vulnerable
during those frames, they w/7/be hit and carried into the sky with Shadow Blade. As with normal Shadow Blade, you can cancel the counter version into either flight (whether togo for an air
combo on hit, ormake Morrigan safer if the counter whiffs), orinto Finishing Shower orDarkness Illusion for a hyper combo finisher.
Morrigan3 fires aSoul Fist projectile; you can use this similarly to other projectile assists, but the relatively low durability means that most beam and zoning characters can brush Soul
Fist aside v/ithout much effort.

In the end, it's easy to recommend Morrigan7. one ofonly three meter-building assists in UMvC3. Amaterasu and Frank West also have assists that build up the hyper meter, but those
meter assists are slower and consequently less safe than Morrigan's (during a meter assist the character justjumps out, poses, and then they leave: the shorter this takes, the better,
obviously). Also, both Amaterasu and Frank West have other assists that are probably more useful to their team, whereas Morrigan's other assists are underwhelming anyway, and having
the fastest meter assist is an irreplaceable, exclusive trait.

Snap Back
Screen Command
on Hit if Guarded
500-(-1 hyper
<>\rr> + H__

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out lor 4 seconds

mfflUMm
Screen Name Command Hits Damage Meter star,up Actjve Recovery Advantage Advantage No,es ,
1 Flight Activates flighl mode for 111 Irames, may
O#o + - -
11 -
1

cancel any special moveinto flighl


2,3 Soul Fist Ot\rr>+ 1 70,000 680 15 36 -14 -16 Projectile has 5 low priority durability points
Air Soul
Fist L (inair)OtiC>+ 9 1 70,000 680 10 -
42 -6
Projectilehas 5 lowprioritydurability points
4
Air Soul
Fist M (inair)OtiO + 1 70,000 680 10
45 -9
Projectile has 5 low priorily durability points

5
Air Soul (in air) 0 $Ti C> + 1 70,000 680 10 48 -5 Projectilehas 5 lowpriority durabilitypoints
Fist H

Soul Drain
Projectile has 5 low priority durability points,
6
(inair OK) 0^^>+ 1 85,000 3000 26
34 -12 -14 steals 30% (3000 points) of meter from
adversary
32/Until
Shadow Blade grounded,11
L(inairOK) OO^ + O 1 80,000 640 3 8
Iramesground
-4 -19 Knocks down

recovery

48/Until
Shadow Blade grounded, 11
7
M(in air OK) oOti + 3 94,800 840 3 7
frames ground
-15 -30 Knocks down

recovery

50/Unlil
Shadow Blade grounded, 11
c>0\ + 5 114,500 1120 3 15 -21 -36 Knocks down
H(inair OK) Iramesground
recovery
Screen Name Command Hits Damage rJ8a,8r Startup Active Recovery Ad0vJnH,a,ge fiSK Notes
Vector
Drain L O^tyZO+O 1 120,000 1200 5 2 20
Throw, hard knockdown

Vector Drain
8
M Oti0?O + 1 150,000 1200 3 2 22

Throw, hard knockdown

Vector
0>_0#O + 1 170,000 1200 1 2 24 Throw, hard knockdown
Drain H

Flight: Lots of characters can fly, but for


Morrigan, it's different. Flight is Morrigan's
defining special movebecauseMorrigan is
the only fighting game character v/ho can
cancel the recovery of her SPECIAL MOVES
with flight! Just as otherflight-capable
characters use flight activation (and flight
deactivation, called "unfly") to interrupt
basic attacks, so does Morrigan... but
you can also flycancel Soul Fists, Shadow
Blades, and even Vector Drain grab attempts! When you fly cancel a special move, the 11 Soul Fist: Soul Fist is a standard low-priority, middling-durability projectile. Ithasthe
frame startup period for flight becomes, ineffect, theprevious special's recovery period. durability pointsof a fireball like Ryu's or Akuma's,and so Soul Fistclashes withthose
When you unfly cancel anairspecial, there is only 1 frame ofrecovery! (This ends up types ofprojectiles but usually loses outto beams. Soul Fist Land Mtravel horizontally,
applying tojust airSoul Fist and airSoul Drain; Shadow Blade is not unfly-cancelable, and
Vector Drain can't be performed in midair.) while SoulFist His fired at an up-forward angle.SoulFistLis generally more useful than
Soul Fist Msincethe projectile is slowerand therefore stays on screenas a threatto the
Other characters use flight for aircombos,or for mobility, or to use morethan three opposing character for a longer period of time.
specials perjumpkind of modular tactics within theirstrategy, which don'ttrickle over
into other things they do. But forMorrigan, flight essentially enables herwhole gameplan Theslowspeed of Soul Fist Lgivesyoutimeto haveMorrigan dash forward, or have her
by enhancing thesafety and usefulness ofall herspecials. Without fly cancels, she's jump and airdash forward behind thecover oftheprojectile. Call anassist along theway to
underwhelming, but with fly cancels, she's oddlythe closestthingto MvC2 Sentinel this prolong youroffensive momentum. Against foes whocan't overpower individual SoulFists,
gamehasa character who requires more inputs just to transition between moves than Soul Fist Lcanbe used repeatedly to control ground level; youropposition is forced to take
theydo to actually attack. to theairto goover thesea ofSoul Fists. Use SoulFist Handtigerknee airSoul Fist Has
Fly canceling specials allows Morrigan to keep upinprojectile output where she otherwise counterpoints to also cut offyouradversary's routes through the air.SoulFist His also
v/ouldn't; allows herto fire Soul Fists, andthen craftily maneuver herinbehind them; greatforfiring back at rivals who tryto throw projectiles down from upabove.
allows herto useShadow Blade, and fly cancel to avoid hideous punishment on whiff or You can cancel Soul Fist's recovery by activating flight. This isn'tworth doing if your
block; and allows hertocancel thewhiff recovery ofVector Drain if thecommand grab plan is to Soul FistLoverand over, or ifyou want to follow Soul FistLwithan airdash
fails. This is ontopoftheobvious added combo potential. (Morrigan isn't above theminimum height requirement to airdash after flying from the
Since you can activate and deactivate flight once each per airborne period, that gives you ground). What it is useful for is to transition to an aerial plan, or to fireair SoulFist H.
two possible flight cancels each time Morrigan leaves theground. For example, you can Unfly andland after Soul Fist H, andyou're ready to fire Soul Fist Lagain.
attempt Shadow Blade, confirm whether itmissesthe target, cancel into flight to avoid
Shadow Blade's horrific recovery period, then shoot airSoul Fist and unfly cancel itso
Morrigan falls safely back tothegroundand onMorrigan's way down, you still have her
airdash left, inthis example. Flight activation counts as a special move itself, soyou can't
fly ifyou've already used upthree specials ina jumping period.

Soul Drain: This is Morrigan's newhyper


meter-draining fireball. The presence of
Soul Drain gives Morrigan another tool with
which to contribute as a team battery (the
role forwhich Morrigan7 waspreviously
part and parcel). However, because of its
slow startup, Soul Drain is a supplemental
projectile rather than a first option.The
frantic paceof UMvC3\s simply tooquick
Air Soul Fist: In a vacuum, airSoul Fist is more useful than ground Soul Fist, but thetwo for Soul Drain to be a primarytool.
versions ofthe projectile also complement each another. Firing down at your opposition is Mix itinoccasionally when firing fly-canceled Soul Fists, whether from the ground orthe
a more appealing proposition than trying to fight a ground waragainst beam characters. air. Launch SoulFist first, then fly/unfly cancel and fireSoulDrain. ThefirstSoulFistin
Air Soul Fist isalso faster tofire than ground Soul Fist by 5 frames (air Soul Fist's recovery this example serves tocover Morrigan's Soul Drain startup. After releasing Soul Drain, you
period isslightly longer, but this can beobviated by fly canceling). Shooting air Soul Fist can treat itjust like Soul Fist L, using the slow travel speed toMorrigan's advantage by
Hjust off the ground with atiger knee motion of <v,^c>O + isactually quicker following behind it,or byfiring Soul Fist Mto catch upwith it.
toboth fire and recover than Soul Fist L/M ontheground, although most characters can
crouch under tiger knee airSoul Fist Heven if it'sperformed as low as possible. Still, On contact, Soul Drain sucks away nearly a third ofa hyper meter bar from the competitor,
repeating tiger knee air Soul Fist Hisan excellent way tocontrol normal jump height, if you adding itto Morrigan's team. Soul Drain doesn't have to hit theopposing point character
also call anassist tocover the ground. If you're worried about foes dashing under it, you theeffect still occurs if the fireball strikes anassist! That's actually a lot more likely during
can fly cancel air Soul Fist Hand follow up with Soul Fist LorSoul Drain tofire a projectile fireball skirmishes, since point characters caneasily block theslow-moving projectile,
at an angleintoyour opponent's path.
especially ifthey recognize itis Soul Drain rather than Soul Fist (apart from Morrigan's
extra-lengthy windup to throwthe projectile, there is no othercue that SoulFistLand Soul
Coupled with Morrigan's unusual airdashes, which allow her toeither rocket all the way Drain are different).
tothe side ofa stage orswoop upordown ingreat parabolic arcs, fly-canceled airSoul
Fist allows you toreposition her wherever you like on the stage, while covering the new During Astral Vision, Morrigan's shadow copies any ofMorrigan's non-hyper combo
territory. Fly-canceling andairdashing justafter airSoul Fist also leads to chances to cross actions, including Soul Drain. If you puta pair offly-canceled Soul Drains outthere, so will
your competitor upwithout the use ofan assist,or opportunities to extend aircombos.
the shadow, and ifyour rival makes a mistake and runs into three orfour ofthe projectiles,
or ifthey call an assistwho eatsthem, Astral Vision has paid foritself or more, while
Air Soul Fist Land Mfire ata 45-degree angle down-forward; air Soul Fist Hfires straight sapping a bar from your foe!
across the screen. Morrigan isone ofvery few characters who possesses theoption tofire
from super jump height both laterally and downward with a projectile. Despite its sluggish speed, you can combo into Soul Drain off ofC> + Splash Libido,
though Morrigan mustbecloser to herfoethan the max range ofthe move. It'salso
possible to THC intoAstral Vision fromcertainotherhyper combosand continue a combo
starting with a double Soul Drain; as an example, you canTHC from Spencer's Bionic
Lancer toAstral Vision andfire Soul Drain to gain a bunch of meter back mid-THC.
|P~i, Shadow Blade: Morrigan's Vector Drain: Morrigan's command grab nowleaves
?^ uppercut lacks invincibility, her foe in a hard knockdown state for slightly longer,
so its primary use is for allowing youto OTG with her Shadow Servant hyper
-. fi r ,"--,,, combo extensionfinish air combo. Thisis a significant improvement from original
_i -_l__M_afl '':'" '"' --1 comDOS wi,n Shadow Blade MvC3, where she generallyhad to have Morrigana as
&^i: _&'. ifcV-*__V- Mcanceled into Finishing herassist type inorderto follow throv/s with a crossover
Shov/er for solid damage combination OTG. Yuck! Now you can pick Morrigan7
_c 1 anywhere. Ifyou don't have like you wanted to anyway, and not haveto worry about
i^T . "^^ ' " """ <! hyper meter to spend, you conforming yet another aspect of the team around
can also combo into Shadow Morrigan's prerequisites.
Blade, activate flight to cancel it, then immediately link anotherShadow Blade Vector Drain His active inonly 1 frame, butithas theshortest reach. Vector Drain Lis slow by
or even flying basicattacks ifyour target is in the right position. comparison, at5 frames until the grab, but it has much more range. Still, Vector Drain Hstill out-reaches
You can cancelShadowBlade with flight activation, but it cannot be unfly a regular throw, and itmakes a great defensive option... ifyou block any enemy action that leaves them
canceled. Ifyouperform Shadow Blade, fly, then perform Shadow Blade at-1 or worse, which is a considerably long listofthings, you cansimply Vector Drain Has soonas
again, there's no wayout of falling to the ground helplessly. Don'tperform possible toretaliate. Tack onShadow Servant if you likethis makes an ideal opening touse toTHC to
Shadow Bladeduring flight outside of combos. another character.

Although it lacks invincibility, Shadow Blade travels very quickly, so it can be If the grab misses, you can cancel the whiff animation into flight! Fly canceling Morrigan's whiffed
usefulas an anti-airagainst targets up above;if it misses or ifyour attacker command throw into flight iseven better now thatflight hasfaster startupsee theAdvanced Tactics
guards, youcan fly cancel it to avoid the recovery period. section for more details.

\$m@MM
Screen Name Command Hits Damage Startup Active Recovery Ad0vanH,at9e ffSded No,es
Missiles can be aimed up or down using
Finishing Shower 251,900- the controller, each projectile has 1 high
18+2 69 21 +13 +14
1
(in air OK) <}\c> + 35-70
302,600 priority durability point, can be mashed for
additional hits
Creates an Astral Vision that lasts for 590
2 Aslral Vision tyfy + $

10+6 -
13

frames, usinga hypercombo ends Astral
Vision
Invincible Iromframes 1-29, OTG-capable,
271,300 21 -45 knocks down, each projectile has 5 high
3 Shadow Servant tO^>t_ + 5 10+10 44

priority durability points


Darkness Illusion Until
4 (Level 3 Hyper 33-35 405,000 16+0 79 -21 Invincible from frames 1-27, hard knockdown
O#o+ grounded

Combo, in air OK)


FinishingShower: Morrigan unleashes a AstralVision: Morrigan calls forth a shadowy
hail of missiles that you can direct up or copyof herself from theether. After activation,
down by holding the desired direction. this shadow stands on the OTHER side of the
can be mashed duringthe hypercombo opponent, equidistant from the realMorrigan.
to generate moremissiles. For a reliable It is perhaps the purest power-uphyper state:
finisher to air combos, cancel Shadow Morrigan can still build hyper meter,and the
BladeM into Finishing Shower,then hold power-up statedisappears ifyou tag Morrigan
{} and mash @. Morrigan recovers while out or use one of her other hyper combos.
the missiles are still on screen, so in air Astral Vision is a statement that says the match
combos in the corner, you can actually will be ail about Morriganfor the duration.
continue hitting youradversary right after Finishing Shower. (The simplest follow-up is During Astral Vision, Morrigan's shadow duplicates any ofher non-hyper actions. This
to just use air : for a hard knockdown, ordirection + ?". to start aTACthat's right, even includes sequences like using fly cancels to throw double Soul Fists: Morrigan throws
inthecorner, you canscorean airexchange alter Morrigan's full aircombo bread and Soul Fists from oneside,while theshadow throws Soul Fists from the other. The sameis
butter!) Shadow Blade ^^^ Finishing Shower can no longer be repeated several times in even true ofSoul Drain projectiles, making itpossible for Astral Vision todomuch more
the samecornerair combo, since Finishing Showernowcountsagainstthe special actions than pay for itself if you can nail your competitor with three ormore Soul Drains before the
available per jump. timer expires. Naturally, having a shadow throwing Soul Drains from the other side of the
Although Finishing Shower isn'tanywhere nearas fast as conventional beam hyper opposing character simultaneously makes the slow meter-draining projectile much more
combos like Ryu's Shinkuu Hadoken or Dormammu's Chaotic Flame, it's still fastenough dangerous.
to useto regain control of a match or to punish assists. Because thereare so many Note that characters have asymmetrical hitboxesthey are not necessarily vulnerable in
missiles, andbecause you candirect them after release, it's almost impossible for the the same proportions attheir front as they are totheir back. When attacking atclose range
opposing character toavoid Finishing Shower unless they teleport behind Morrigan right with Astral Vision, thisallows combos to besustained thatarenototherwise possible,
when it begins. since Morrigan's shadow hits the target atrare angles from behind. But itcan also have
unexpected effects, like causing the real Morrigan tomiss a juggle because her double
popped the enemyout of place.
Shadow Servant: Thishypercombo serves Darkness Illusion: Morrigan's lv.3 hyper
as Morrigan's general-purpose reversal and combo travels the full lateral length of
OTG. It is not safe from retaliation ifguarded, the field, is possible on the ground or in
butMorrigan isinvincible forthefirst the air, and is invincible for the first 27
whopping 29 frames, and mostcharacters frames. Although it has 16 framesof pre-
endupgetting pushed toofarback to punish freeze startup, it's instantafterward. On
Morrigan. Theinvincibility probably gives the ground, youcan use it as a reversal on
ShadowServant its mostimportant function: reaction to the screen freeze of virtuallyany
serving as Morrigan's "panic button." opposing hyper combo, and intheair, it
is easily inserted ontotheendofcombos.
Shadow Servant is also invaluable for its ability to OTG afteranyof Morrigan's normal Darkness Illusion causes a hard knockdown; if you feel like spending themeter, OTG with
throws, whether ontheground or intheair,or after herVector Drain command grab. You Shadow Servant immediately afterthe level 3!
can also use it to OTG after air combos at midscreen,or rightafter nailing your adversary
withDarknessIllusion! PerformShadow Servantas soon as possible in any of these If you miss with Darkness Illusion, Morrigan flies across the screen vulnerable for along
circumstances.
time. You can't THC away from lv.3 hyper combos, failed ornot, butyou CAN activate
X-Factor off a failed lv.3.
Like Magneto's Magnetic Shockwave, Shadow Servant hits with columns thattravel away
from Morrigan (though they donotextend uptosuper jump height). This means thatit's
lesseffective when Morrigan is faraway from a floored foe, or iftheopposing character
is inthe corner.Inthe first case, several of the rising columns just whiff in front ofthe
opposition before one finally OTGs them, and inthesecond case, the later stages ofthe
hyper combooccurharmlessly off-screen.
So instead of just firing SoulFistafter Soul Fist, your defaultbaselineshould be to have
Morrigan jump or super jump into the air, fire air Soul Fist L once or twice, then cancel
SoulFist recovery with flight activation. (Ifyou normaljump or use ShadowBlade to take
to the air, you'll have assists available later in the sequence, before Morrigantouches the
groundagain; otherwise, you'll have to call your assist before super jumping ifyou want it
in play.) From here, Morrigan has a vibrant branching option tree for both aggressive play
or keepaway. Depending on what her opponent's doing, Morrigan's proximity to them,and
whether she's in a normal or super jump state during flight, you can choose to have her
rush in or run at a whim.

Soul Fists allowyoulocontrol the space infront olMorrigan; addinsuitable assists andllycancel tricks to
enhance Soul Fist zoning.

Morrigan has dominant basic attacks for offense, but she lacks a ground dash, and her
crouching attack can beguarded standing. You'll run therisk of being extremely
predictableif you don't set up some baseline expectations in your challenger, and you
can't effectively threaten low in order to actually present real mix-ups without some semi-
advanced tricks. Individually, Soul Fists seem underwhelming. But combine their slow speed
with Morrigan's unique fly cancels and air mobility, and these projectiles underpin her
efforts on both offense and defense.

Fly canceled Soul Fists provide essential cover lorMorrigan's attacks.


Against opponents who simply aren't equipped to handle ranged threats, such as non-
projectile characters or impatient players, you can fire Soul Fist L over and over. Soul
Fist L (and Soul Drain, its meter-suctioning counterpart) travels very slowly, so you can
Aggressive options after air Soul Fist Lx1-2 ^^ flight:
put several of them on screen at once. If you can get a string of Soul Fists going, you've
asserted horizontal control at ground level. Immediate downward airdash, then go for air as Morrigan
draws close to her competitor; this is an overhead that hits her
With fly canceling of specials, the possibilities grow more interesting and flexible. You can
foe at roughly the same time or even just before Soul Fist. Air
increase vertical coverage along the ground by quickly performing Soul Fist L canceled into
automatically ends flight mode, leaving Morrigan right next to
flight, then air Soul Fist H canceled with flight deactivation, or unfly. The quicker air Soul
her rival on the ground. If air and Soul Fist(s) hit the target,
Fist H willcatch up to the slower Soul Fist L by the time they're approaching the other side
proceed to Combo I immediately
of the screen, forming a sort of Soul Fist column. With some practice, you can perform this
back-to-back repeatedly. Your Soul Fist v/all forces opponents to super jump to get over Immediate downward airdash, then do nothing so Morrigan
the Soul Fist barrage. If they keep running into Soul Fists or they simply block, greatif it completes the parabola dash and potentially ends up on the
ain't broke, don't fix it. You are still controlling the match, eking out some chip damage, and other side of the opposing character; in this case, Soul Fists and
building hyper meter in the process. assists that haven't touched them yet become cross-ups! From the
other side, you can simply have Morrigan fall from flight with air
If you want to transition to offense, you can simply have Morrigan forward dash or jump and , or manually unfly with "v" 13 < + and fall on lhe opposing
airdash right behind the cover of Soul Fist.
character with air C* +
Immediate downward airdash, then manually input the flight
command again to fall next to the opposing character. Start a
chain with standing O, a low attack that's active in 4 frames,
immediately upon landing
Air Soul Fist M ^^ unfly, immediate downward airdash. Same
as any of the above, but appropriate from farther away; as with
grounded Soul Fist L fly canceled to air Soul Fist H, this causes
two Soul Fists of different speeds to more or less merge by the
time they arrive at the target. Two projectiles make lovely cover
for Morrigan to swoop in behind
Zoning options after air Soul Fist Lx1~2 EE2^' flight:
Laterally airdash all the way to one side of the playing field or
the other, as desired (if you cross over your rival, this changes
the Soul Fist into a cross-up); whenever Morrigan arrives over
your preferred landing zone, perform another Soul Fist L canceled
When Soul Fists from the groundare overmatched, take tothe sky. Morrigan is even belter aldoubling up Soul
Fistsandusingthem as coverIrom upabove. with flight deactivation

UMvC3\\as no shortage of characters and assists who pack projectilesand beams that can
Mix in Soul Drain shots. It's much more feasible to put a meter-
cut through Soul Fist v/ithout a problem, or at least prevent them from ever threatening the
stealing Soul Drain fireball out there if you safely released Soul
opposing point character. In these circumstances, you'll be forced to jump before going to work
Fist from an advantageous position just prior. This prevents the
with Soul Fists. Thisis both very likely, giventhe kind of teams and characters who are popular,
adversary's aggressive frontal assault from simply knocking
and perfectly acceptableto Morrigan, who is more at home in the air than on solid ground.
Morrigan out of Soul Drain's lengthy startup; they'll have the first
Soul Fist or two to contend with. Once you've safely put one Soul
Get above your adversary from midscreen out or farther, then fire air Soul Fist L down Drain on screen, you can treat it just like Soul Fist L and continue
at them. You can opt to simply repeat Soul Fist two more times, since Morrigan slowly to repeat Soul Drains until your competitor gives you a reason to
drifts back down to the ground; this technique places three slow-moving fireballs in a lazy stop.
downv/ard rain in front of v/here Morrigan lands. Attentive opposing players may use this as
a cue to wavedash forward under both the projectiles and Morrigan herself, which puts her
in a bad position during the descent.
WW/ Inaddition to leaping to super jump height, youcanalsoconsider using Shadow Blade as a
Airdashing in with air
pseudo-jump that happens to hit on the way upif yourplan v/asto superjump andshoot
or air works well also,
Soul Fists at your foeanyway, youcan get to super jump height without actually shifting
especially with air;
the screen upward byperforming Shadow Blade H, fly canceling at its apex, thenfiring
perform itwith <> +
Soul FistLor H,as appropriate depending on the target's position. ThisSoulFistcan then
when airdashing in for the
be unfly canceled, leaving Morrigan free to airdash in behind the cover of the fireball or to
option select air throw
toss another Soul Fist or Soul Drain. Meanwhile, although Morrigan achieves high altitude,
potential, and try to aim this
she got there with a special move performed from the ground, so she's considered normal
move just over the center of
jumpingassists can be summoned!
opposing characters. This is
The pointof zoning withSoul Fists and of using Soul Fists as coverbefore airdashattacks is especially useful if you use
to giveyoua little margin for error. Running opponentsthrougha Soul Fistgauntletbefore an upward airdash to "leap"
youattack allows youto pick spots on your terms, rather than trying to forcethe issue too right on top of your foe. /4/r can strike at very unusual angles.
hard bygoingfor airdashoffensewithout establishing a presence. Depending on Morrigan's
angle of descent and when
When youdo have yourcompetitor on theirheels, guarding Soul Fists or occupied bya you perform air, you can make itcross up (ornot) very ambiguously. Jumping inv/ith
beamor zoning assist, nowis the time to attackaggressively. Thedownward parabola air or gives much more time than air to link upon Morrigan's landing, sostart
airdash usually works best for rushing; by canceling the airdash early with an attack, it's ground chains with crouching instead aslong asyou didn't have her jump in with air
identical to a triangle jump,yet it v/orks from an incredible distanceav/ay from the opposing . This results ingentler damage scaling and hitstun decay inthe following combo. If your
character. When used a littlebit later, just as Morrigan starts to swoop backupward, she'll competitor guards your aggressive airdash attack into ground chain, finish the chain with
onlycarrya little bit of that momentum into her attacks once you start your air chain, but it C> + Deep Crescendo, which isjump- cancelable. After the jump cancel, you're in
is still enoughfor her to hang in the air for one or tv/ooverhead attacks longer than perhaps perfect position to have Morrigan airdash in again immediately for another overhead, or you
your opponent expects. And if you wait all the way until Morrigan swoops upward, she's can perform a lightning-quick empty triangle jump with air. Follow thiswith a ground
probably crossed clean overthe target, creating interesting cross-up opportunities. guessing game to ratchet up your pressure (see the Advanced Tactics section).

If your opposition guards Morrigan's air attack and uses advancing guard to push her out,
she won't be pushed back terribly faryou're close enough to have her super jump and
airdash right back in, if you want to. You can also step forward and stick outC* +
Splash Libido to see if your opponent feels like getting counterhit by it. If she gets guarded
and pushblocked during ground chains, Morrigan's momentum is usually stunted a little bit,
unless you have an assist on the way out to keep your rival blocking, or unless the enemy
pushblocked C> + in which case, you can simply jump cancel and get her right back
in, as well.

When the tables are turned and the opposing player is dictating the pace against Morrigan.
there are some answers that are specific to her. C* + can interrupt anything an
opponent does at ground level, or from a shallow air angle. There's always the temptation
to use Shadow Servant if a challenger is getting in your face; the big invulnerability period
at the beginning almost assures that anything they're doing, and any assist they're calling,
gets stuffed and badly bruised. If you have a good partner in the next slot to THC to (ideally
that partner will be safe whether Shadow Servant actually hits or not), you can make what
seems like a "guess" end up being very lucrative. If your adversary is forcing you to guard
attacks up close, be ready to go for Vector Drain H against gaps in their offense; any Vector
Drain attempt can be option selected into flight activation and then Morrigan's air drill just
by double-pressing right after finishing the Vector Drain command. If your foe isin
range for Vector Drain, great; if Morrigan misses the grab, you barely have time to even
perceive it, and a quick close-range follow-up overhead is built in. Otherwise, guard and
use advancing guard effectively, and look for a gap during which you can super jump and
airdash away, orat least backpedal with aninstant backward airdash into air .

If Morrigan has free reign


over the team's hyper
meter, the free and easy use
of Astral Vision makes her
a much more dangerous
character. Sure, you can't
use hyper combos, but you
won't need them to get solid
damage, and Morrigan's
Morrigan airdashes oilthe ground instead otdashing conventionally; keep holding the dash input tocontinue offense is greatly
dashing torlonger. Her forward dash cannot becanceled with anattack lor15Irames; herbackwarddash improvedbecause her
cannot be canceled al all. The useolAstral Vision makes Morrigan much more powerful, but just
shadow attacks from point-
blank behind the opposing as with keeping Devil Trigger running lorDante orSougenmu running
If you forward dash from close range, it has the same effect as an airdash, although it takes with Zero, making thispower-up hyper central toyour strategy results in
character when Morrigan tunneling mostolyourteam's meter to Morrigan.
a little bit longer for Morrigan to actshe cannot guard or attack for the first 15 frames
is at close range in front of
of her forward dash. Performing air orair as soon as possible leads toa 19or20 them, their use of advancing guard will not be meaningful for several hits, as though you
frame overhead. Flying from the ground is even faster: 11 frames of flightstartup, for a 15 had just pinned withan assist like Chun-Li7.Sinceyou're more or less assured a follow-
or 16 frame overhead. Very impressive, considering you can cancel into flight from blocked up shot after the initial jump-in, you can virtuallyguarantee a hit somewhereby mixing up
low attacks.
effectively between chains starting with standing and crouching, and impromptu
Morrigan has some of the best offensive basic attacks in the game, especially in the air. flight cancels into immediate falling air. Having Morrigan's shadow active also makes
All of her attacks are active in 4 frames, and her incredibly fast air isonly 1frame Soul Fist and Soul Drainspam more effectivethere is twice as much of it, after all. This is
slower than that. Air stays out for eons, active for 13frames (hilariously long for an particularly hard to dealv/ithfor newcharacters falling in after their teammates are snapped
airborne light attack). Her air attacks are so fast, and the trajectory of some of her airdashes or knocked out.

so shallow, that it's usually easy to perform two or three hit overhead chains when If the situation ever degrades to the point where Morrigan is all alone and X-Factor is still left,
airdashing orjumping in toward anadversary, especially with air x2. This doesn't create then there's no question about what to do: keep AstralVision up and running, and go after
much hitstun, though, so ifyou rush inwith air , link standing into Combo I the remaining enemy characters from hell to breakfast, succubus-style. Soul Fist projectiles
immediately upon landing. Morrigan's air attacks have excellent attack hitboxes, and
are much faster during X-Factor, and Soul Drains becomes almost as fast as stock Soul Fists.
Morrigan herself is usually balled up at the center of these attacks, much smaller herself
than most combatants on screen.
,,+ o _~> FORWARD JUMP, AIR,, e$> 4 *.- o es> * * o <D, FORWARD AIRDASH,
AIR,, LAND, CR.,<^$> VERTICAL SUPER JUMP, AIR ,, ^> 4^H 4>IU* *@8
(MASH 0, HOLD AFTER MISSILES BEGIN TO HIT)} OR {* if - * 89, LAND, *> * o @9 OTG}
607,700-952,400 damage, 19%~319% meter loss
This is aflexible combo with variable endings. Crouching , . - * is the opening that keeps damage scaling to a minimum. It's most appropriate after airdashing in with air
or air , which both give you plenty of time to have Morrigan land and link crouching . If she jumps in with air, you'll need to land her and use achain of standing, ,
crouching ,,* * . This increases meter gain but lowers overall damage. After jump canceling * and performing air , , *> f \ * _ , cancel
Soul Fist into flight and immediately airdash forward. Attack with air. during the airdash as fast as possible. Once Morrigan lands, perform crouching once the opponent has
drifteddown next to Morrigan (but before they actually hit the dirt).

When the opening chain is guarded, cancel * into a jump and airdash down toward your competitor to take another shot atcracking their shell, or upward dash over them while
calling an assist. If you're looking for amore flexible opening, start this combo with crouching, which is atwo-hit attack that's easy to verify and leaves Morrigan directly next to the
target if guarded. Use this as an opportunity to go for Vector Drain and * * setups. The reason crouching isn't recommended as ageneral opener is that using itadversely
affects damage scaling in combos. The same is true for air, but these attacks are still too powerful not to use sometimes.
For any air combo that ends in Finishing Shower in the corner, you should be able to tack on at least another hit or twoair for ahard knockdown, or direction O to start aTAC.

CR. ,, ** ^t> FORWARD JUMP, AIR,, => \ \ * e_> * * - o , FORWARD AIRDASH,


AIR , , LAND, CR. , * e=> FORWARD JUMP, AIR , , , , LAND, ^> VERTICAL SUPER JUMP,
AIR,,^> * * es> ( *- * 88 (MASH 8, HOLD* AFTER MISSILES BEGIN TO HIT)} OR
[+ * . o @8, LAND, * * * 8 OTG}
614,700-975,100 damage, 6% meter gain or 294% meter loss (or self sufficient for Finishing Shower ender)
This low-hitting combo only dealsslightly more damage than Combo I, but it builds enough meter to be self-sufficient forthe Finishing Shower ender.However, because of the additional
re-jump loop,this combocannot be done with a jumpattack preceding it. Useit whenever you go for a rawlow, which isn't preempted by a jump-in.

(AGAINST AIRBORNE OPPONENT) FORWARD JUMP, AIR,, es$> + * * _>**- o , FORWAR


AIRDASH, , , LAND, CR. , * * ^> FORWARD JUMP, AIR , , , , LAND, ^> VERTICAL SUPER
JUMP, AIR , , e_> * *E_>f^^o88 (MASH 8, HOLD AFTER MISSILES BEGIN TO HIT)
585,800 damage, 11% meter loss
Thisanti-air combo uses elements of Combo II. Leaping upward to meet encroaching airborne adversaries can be very effectiveif you can manage to score an air throw or start a full combo
from low altitude. If air , , isguarded, chain into air tosafely bring the opposing character tothe ground behind frame advantage. You may be in position here togo for
Vector Drain, oruse " Splash Libido tofish for a counterhit stagger (see Combo.... uh, see the next combo).

IV. COUNTERHIT- o , FORWARD DASH, AIR , , LAND, CR. , , + * <^> FORWARD JUMP, AIR ,,
es&> * **- o e*> * * - o , FORWARD AIRDASH,,, LAND,e_$> VERTICAL SUPER JUMP, AIR , ,
_<>-** o<5)_^>{+**-0@@ (MASH 8, HOLD AFTER MISSILES BEGIN TO HIT)} OR { * + Q 88,
LAND, - * 88 OTG}

618,500-975,600 damage, 4-304% meter loss


Use + topreemptively stop enemy attacks when you're ataframe advantage, such asafter your rival guards your assist orjump-in attack. This goes hand-in-hand with her Vector
Drain command throw, which is threatening enough to warrant an opponent's attempt to throw or attack it at close ranges. The needles Morrigan summons have a giant area of effect, and
they act asan invulnerable shield tofrontal attacks. This also means Splash Libido isgood for preemptively stopping mid range ground attacks. * & causes a heavy stagger when it
counterhits an incoming move, leaving you enough time tolink into a forward dashing air , . Italso leaves you ata frame advantage when guarded, sohave no fear when using it.
p_/
V. CR.,, * ^> FORWARD JUMP, AIR,, e_^> ** _|_ , FORWARD AIRDASH, ,, LAND,
CR.,-^ * e~> FORWARD JUMP, AIR,,,, LAND,^> VERTICAL SUPER JUMP, AIR ,, ^>
- V bhs> * * - o @ (MASH 8, HOLD )
877,700-1,025,200 damage, 15-34% meter gain
Averifiable X-Factor combo that's similar to Combo II. X-Factor's speed enhancement means this combo works even after a jump-in opener, unlike Combo II. Cancel air\
intoX-Factor justas youwould normally cancel intoflight.

!U FRONT OR BACK AIR THROW OR-*-**"*,*--** 8 Hi , VERTICAL JUMP,


FORWARD AIRDASH (TRAVEL TO THE ENEMY), AIR , LAND, CR. , # e_> FORWARD JUMP,
LAND,e_> SUPER JUMP, AIR,,@e_> + f ^ ^ > n * o 8 (MASH 8, HOLD )
976,600-1,169,300 damage, 107-79% meter loss
Averifiable X-Factor combo off of aground or air throw. After doing \ \ 88, immediately activate X-Factor so that the blades get the damage boost. Have Morrigan jump
vertically the second she's able, then atthe peak of Morrigan's jump, airdash forward to chase down the opponent's juggled body. When you approach them, perform air to begin the
ground chain segment.

nangngi

'ractice alternating {} t\ C> and <)& <? quickly and cleanly to improve fly cancel
Practice getting the right airdash whenever you want, and getting air attacks as soon as possible afterward
To combo Shadow Blade into Finishing Shower, you must hyper cancel the uppercut earlier than you think
Don't attack immediately after launching and super jumping; pause to allow Morrigan to gain altitude first

c>v:|^^H__B____i
Damage
| Shadow Servant gets more hits and damage midscreen. Heavier versions of Veclor Drain deal more damage 332,500-427,700 damaqe, 73% meter loss

THROW ORAIR THROW,'

Shadow Servant getsmore hitsanddamage midscreen 1337,700 damage, 92% meter loss

AS MORRIGAN COMES IN: AIR, ^> <)&<? +,,,./*% C>{}i + -^ OtiC> + >$# (MASH , HOLDO )
Damage
|0 * ot<> + orp + TAC o Morrigan Variesdue to damagescaling

CR. ,#,<> *#i^*> '0*1^ *<:(&==> 0&<?+ I,AIR^> ty'&O*,.<*#> <)&<? + Z , LAND, FORWARD JUMP, AIR,
, -> <)^0* > 0#O * = , FORWARD AIRDASH, , I, LAND, 3 > FORWARD SUPER JUMP, AIR,, >
~fe *-> OtlO* (MASH , HOLDO TO DIRECT MISSILES),C>Oti +

WITH ASTRAL VISION ACTIVE, CR.,,cO * 0 # O^O _ > 0&<? + D, AIR ^> {>-<> + ^>
LAND, FORWARD JUMP, AIR,,@> 0t\O * & _# 0/T?O + , FORWARD AIRDASH, ,, LAND, CR. ,f
FORWARDSUPERJUMP,AIR,, 1 -> C>Ot\ + ^> <>tiC> + Z-Z (MASH.HOLDO )
Damage
|Requires Astral Vision; pause briefly betweenO + andQt-iC> + |0 avoid producingOfy t\ + O accidentally 1781.100 damage, meter neutral
>iwmmmsmmmmim(&wm

}the air drill isMorrigan's fastest way tolake anoverhead. The lake overheadpaves theway loranimmediate lowattack ...or lorMorrigan's inescapable Vector Drain grab! (Which leads back to
anoverheadnaturally, Hitis unsuccessful.)

Morrigan is kind of a walking (or is it gliding?) advanced tactic. She moves


Standing is a low attack that is active in only four frames; it naturally
unconventionally, requiring more premeditation than other charactersshe
chains directly into Combo I (or, practically any other combo Morrigan is
can't just dash around to reposition at close range, or go for dash in low
capable of). If your rival guards and doesn't use advancing guard to push
short, or what have you. Your challengers, at least the smart ones, will
Morrigan away before you inevitably chain to C> + , you can jump cancel
know that Morrigan is a very air and flight-centric combatant. They're liable
and immediately airdash to overhead or fake overhead again.
to default to guarding high, or even to simply jumping backwardafter all,
the threat of dash-in crouching low attacks or rapid-fire low attacks chained The counterpoint to standing is Vector Drain H. Be careful performing
to catch jumpers, which is so devastating from other rushdown characters, Vector Drain here; the airdash into whiffed air must be done so quickly
is absent from Morrigan. So how do you threaten low, which makes your that it can be difficult to actually even perform Vector Drain immediately
opponents hesitant to take evasive action, which in turn allows your overhead upon landing. In any case, perform Vector Drain with a motion of
threats to succeed more often? ">_ {/" ? < * -,. This is less complicated than it might look:
just perform a backward half-circle into , then immediately double-tap
The first step is mastering empty triangle jump with whiffed air . Some
. If your foe is in a throwable state after your whiffed air into Vector
rushdown characters can just airdash down-forward and do nothing for a
Drain, great! They'll be scooped up into Morrigan's warm embrace, and
built-in empty triangle jump. Not Morrigan: if you perform a downward
you can tack on Shadow Servant afterward if you like. If they are somehow
airdash without attacking, she descends briefly before swooping back up
NOT in a throwable statelike if they jumped, or if they'd exited guardstun
into the air. This can be great for setting up lett/right cross-ups with assists
or hitstun too recently, or if they're just out of rangethe double-tap
and fly-canceled Soul Fists, but it's not so great for establishing a high/low
causes the Vector Drain whiff to be canceled into flight, which is then
threat... unless you're packing a low-hitting assist, this doesn't threaten low
whatsoever.
canceled into air . So, with this fast sequence, the best case scenario is
a mix-up between a low attack or an unbreakable throw, and the worst-case
So, what about whiffing an air attack to end her airdash and cause her to scenario is that you get a built-in 16 frame overhead follow-up!
land prematurely? This works, but it only works with her air drilloddly,
If you're worried that either of this options won't work up close, or if you're
even though air and are both slower than air, they are incapable of
not certain about positioning (like if you are outside of Vector Drain range,
being made to whiff on purpose during an aggressive airdash! The catch here
due to a misplaced airdash or the opposing character's advancing guard),
is that in order to cause a triangle jumpair to whiff, you must perform
Splash Libido is always an option. This interesting spiked command attack
a downward dash as soon as possible after jumping, and then perform air
extends unbeatable spears in front of Morrigan: while her body itself is
as soon as possible after airdashing. Of course, you'll know ifyou did it
vulnerable, the whole area covered by the Splash Libido needles is not. If
correctlyMorrigan should just land abruptly, without hitting her adversary. If
your competitor is trying to attack, whether to preempt what they perceive
you didn't airdash low enough, or if you waited too long to press , the drill
as your overhead/low/throw mix-up, or if they're simply mashing on inputs
hits your competitor, and that's not what you are after here.
hoping to get either a throw break or advancing guard, Splash Libido usually
Once you're comfortable whiffing drill, you've got your overhead feint down. can counterhit them, which causes an obvious stagger. If you react by having
The second step is to mix up between standing 0,0 + Splash Libido, Morrigan dash forward as soon as possible, you can start a full combo from
and a Vector Drain H option select upon landing. here! (See Combo VI.)

/___
' ti

wmmimLLmJLbiiiwmmLWi

mmimasm. DDD

>_

9
Hya fighter

>
Utilizes a unigue lighting style based an
Aasatsukea, with elemeats af karate, judo, and
taakwanda bleaded ia. He is also able ta utilize
his spiritual easrgy.

Ryu's name gained great recognition amang


martial artists after he defeated the Muay Thai
king in a fight. Hawever, instead af claiming his
fame, Hyu began ta waader tha globe, haping ta
become a tros warriar. He continues his journey,
eagaging in battles with fighters he meets along
the way.

Street Fighter [1387}

pama ebib
INTELLIGENCE

~~~~^

STAMINA

) ENERGY PROJECTION

"Thisis biographical, and does not representan evaluation of the


in-game combat potential of this hero.
tarvit*
Vitality 1,000,000
Chain Combo Archetype Marvel Series

X-Factor Boost Damage


Level 1 (3 teammates remaining) 135% 105%

Level 2 (2 teammates remaining) 160% 110%

Level 3 (1 teammate remaining) 185% 115%

Your goal with Ryu is to set upan offense centered on hisimproved Collarbone Breaker attack.

Ryu's Collarbone Breaker lends itselfto a strong mix-up that youcan exploit when your
opponent becomes afraid of this attack.

Collarbone Breaker is an overhead attack that can chain directly


into a launcher
You can exploit this to land low-hitting crouching attacks on
rivals attempting to guard the overhead
Competitors who become focused on blocking correctly can be
thrown, which leads into OTG-capable Air Shinku Hadouken
You can cross up youropponentwith Ryu's Tatsumaki Senpukyaku L,
adding yet another mix-up option that must be guarded
How do you close on an adversaryso you can applyRyu's mix-ups?

Jump with airO+ (option-select throw) canceled into air


Tatsumaki Senpukyaku L to cover both the air and ground
If your opponent is focused on trying to stop the air Tatsumaki
Senpukyaku L, use the opportunity to wave dash toward the
opposing character
Force rivals to guard crossover assists in order to reestablish
positioning and apply mix-ups
Keep opponents away with Hadoken, then suddenly attack once
the opposing character gets within mid range

tuning met omimi mci


Ryu received a large amount of new special attacks and hyper combos, but most of these
can be difficult to utilize effectively. Collarbone Breaker can now be chained into and is
special and hyper-cancelable, which has vastly improved Ryu's offense. The Hado Kakusei
and Shin Tatsumaki Senpukyaku attacks now give him better combos and damage output.
Forward and backward dashes are now cancelable after 4 framesthis
previously was 11 frames
Collarbone Breaker (*) now chains into, is also special and hyper
combo-cancelable

New special attack Ren Hadoken: *- (mash) fires a stream of up


to five short-ranged fireballs
New special attack Baku Hadoken: ** (hold) fires a single fireball
so fast that it's nearly invisible, also wall bounces the enemy
New special attack Hado Shoryuken: !* powered up Shoryuken
with increased invulnerability and adds additional blue flame hits
New hyper combo Hado Kakusei: \ @@> 15% speed boost and altered
hyper combos
New hyper combo Shin Hadoken: ** 88 during Hado Kakusei,
ricochets off of walls
New hyper combo Shin Tatsumaki Senpukyaku: if * 88 during Hado
Kakusei, creates massive cyclone
Shinku Hadoken now can be mashed for additional damage
Shinku Tatsumaki Senpukyaku now can be mashed for additional damage

/__
MtMlStt
__ffiw0_sa
Screen Command Hits Damage Meter Gain Startup Active Recovery AdoJnH,f,ge ff^uanSSS No,es
1 Standing 1 50,000 400 5/5 3/3 10/8 +3/+5 +1/+3 Chain-cancelable into attacks
2 Standing 1 75,000 600 8/7 3/3 21/18 -3/-1 -5/-3

3 Standing 1 90,000 760 10/9 3/3 21/18 +4/+7 +2/+5 -

Screen Command Hits Damage Meter Gain Startup Active Recovery Ad0vJnHlft3e ffdG__f___ No,es
1 Crouching 1 45,000 360 5/5 2/2 11/9 +3/+5 +1/+3 Low attack, chain-cancelable into attacks
2 Crouching 1 68,000 544 8/7 3/3 19/17 -1/+1 -3/-1 Low attack

3 Crouching 1 80,000 640 10/9 4/4 26/23


-4/-1 Low attack, hard knockdown

Screen Command Hits Damage Meter Gain Startup Active Recovery Ad^nJftge iftfifflS Notes
(while standing or 9/8 5/5 22/1? -1/+2
Launcher, not special- or hyper combo-
crouching) cancelable

lWEMBlWM
Screen Command Hits Damage Meter Gain Startup Active Recovery AdJJn|J5Be jffdG_|ar5ed No,es
1 Air 1 55,000 440 6/6 13/13 5/4 +9/+11 +7/+7 Overhead attack

2 Air 2 108,000 960 9/8 4/4 19/16 +19/+19 +17/+14 Overhead attack

3 Air 1 90,000 720 9/8 4/4 23/20 +23/+22 +21/+20 Overhead attack
m^mimm^mMSmshmsmLiMEmB
Air causes a hard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting a direction plus , are only possible during a launcher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage "JJjf Startup Active Recovery AdJJ^|ftBe fiSdld No,es
Overhead attack, causes hard knockdown if used in
1 Air 1 95,000 760 9/8 8/7 19/17 +20 +18
launcher combo, not special- or hypercombo-cancelable
2 h\t{} * (during launcher combo) 1 60,000 480 8/7 7/7 17/14
Tagsin next available allywhile lofting opponent upward

3
AirO orO + 1 50,000 400 11/10 5/5 21/17
Tags in nextavailableally whilecausing wall bounce,

erases 1 hypermeterbar from foe


(during launchercombo)
Tagsin next available allywhile causing ground bounce,
4 Airy + (during launcher combo) 1 50,000 400 9/8 8/7 18/17

generates 1 hypermeterbar

MlMfllMM
Command attacks resemble basic attacks buthave different chaining andcanceling properties. It's usually possible to chain into a command attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage ljjjjr Startup Active Recovery AdJJn,jf,0B {."Guarded No,es
Collarbone
1
Breaker O + 2 63,000 560 23/21 4/4 22/19 -3/-1 -5/-1 Overhead attack

Roundhouse
2 o + 1 95,000 760 13/12 3/3 21/18 +4/+7 +2/+5
Kick

Mmm
Throws are for snagging passive orblocking opponents. Since throws are active soguickly, you can also use them topreemptively tossopposing characters out oftheir offense. Combos
are usually possible after throws, one way or another.

Screen Command Hits Damage Meter Gain Startup Active Notes


<> * (ground) 1 80,000 800 1 1 Hard knockdown
1
<? + (ground) 1 80,000 800 1 1 Hard knockdown

O + (air) 1 80,000 800 1 1 Hard knockdown


2
<? + (air) 1 80,000 800 1 1 Hard knockdown
As a PartnerCrossover Assists
(___ Crossover M. Recovery Recovery
Screen Type Combination Description Hits Damage "irJrJ Startup Active (this crossover (other Notes
Hyper Combo bain assist) partner)

^JJJJJJ1) I l IUiiiV>o..tV:.

Ryu7 isgreat for offensive support and combos. Fast and long ranged, itkeeps an opponent in hitstun and guardstun for aconsiderable amount oftime. Furthermore, itonly has three
hits, soitdoes not cause a large amount of damage scaling in combos. It issimilar tothe popular Akuma(3 crossover assist, with the trade-off of inflicting more hitstun, but lacking the
ability to nullify projectiles.

Ryu(B uses Hadoken L, which is adecent assist to have in general. This assist ismore suited to increasing your zoning ability (or negating your competitor's zoning), but possesses
substantially less combo utility than Ryu7

Ryua lacks the invincibility that the normal version ofShoryuken possesses. This makes itdifficult to use effectively as a defensive move. Itsends anadversary flying very high, also
making its combo utility negligible.

You can permanently speed up all ofRyu's assists with Hado Kakusei. This makes Ryu7 Tatsumaki Senpukyaku more potent due tothe decreased startup, but itgives you less time to
react to a successful hit.

Snap Back
Screen Command Hits Damage Meter Gain Startup Active Recovery ^mf96 fnSripri
500 - (-1 hyper
(>iC> + ~~~ 50,000
meterbar)
23

|0n hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds

Screen Name Command Hits Damage 'Jjjj1' Startup Active Recovery Ad0,JnHtiat9e ffKded No,es
100,000 10/9 35/31 -2/+2 -4/0 Projectile has5 low priority durability points
Hadoken L Ot\o + 1 800

1 Hadoken M O?\o + 1 100,000 800 10/9


39/34 -6/-1 -8/-3 Projectile has5 low priority durability points

Hadoken H Ot\r^>+ 1 100,000 800 10/9


43/38 -10/-5 -12/-7 Projectile has5 low priority durability points

(in air) -9/-4 Projectile has5 low priority durability points


2 Air Hadoken 1 100,000 800 14/13
38/33 -8/-2

Can be mashed to lireupto 5 projectiles, projectile


Ren Hadoken 50,000- 400-
0_^ + 1-5 21/19 -
42/36 -9/-3 -11/-5 remainsactivelor 21 frames each projectilehas 5
(rapidlire) (rapidly press) 204,600 2000
lowpriority durability points
3
(in air) Can be mashed to fireup to 5 projectiles, projectile
Air Ren Hadoken 50,000- 400-
remainsactivefor 21 Irames each projectile has 5
(rapid lire)
<>tiC>+ 1-5
204,600 2000
21/19
43/37 -1/+3 -3/+1
(rapidly press) low priority durability points
Causes waU bounce, pto\6t\\te to ^ lm1 i^wMifej
Baku Hadoken 1 150,000 1200 53/48 37/33 -8/-4
durability points

-

(charge)
4
(in air) Causes wall bounce, projectile has 5 low priority
Air Baku
<>tir4>+ 1 150,000 1200 53/48 33/29 +12/+13
durability points

Hadoken
(charge)
Shoryuken L 1 100,000 800 3/3 14/14 25/20 -71-2 -13/-8 Invincible from frames 1-2
t>0^ +
14/14 33/27 -9/-4 -21/-15 Invincible from Irames 1-5
5 Shoryuken M d>ty\ + 1 120,000 960 3/3

Shoryuken H cOOt\ + 1 150,000 1200 3/3 14/14 47/40 -19/-12 -35/-28 Invincible from frames 1-9
Screen Name Command Hits Damage lgtiJr Startup Active Recovery AdJJnH!ftge f/KdJJd Notes
Hado Shoryuken Invincible Irom Irames 1-30, projectile hits 3 times
6 ^>o^ + 4 203,000 1760 28/25 14/14 34/28 +16/+22 -22/-16
and has 1 lowprioritydurability point
Tatsumaki
Senpukyaku L Otf< + 1 90,000 720 13/12 6 23/19 -
-3/+1 Knocks downopponent

Tatsumaki 7(6)6/
7
Senpukyaku M {}#< + 2 114,000 960 13/12
6(6)6
21/17
-1/+3 Knocks down competitor

Tatsumaki 17(6)6/
Senpukyaku H 0#<O + 3 143,500 1280 13/12
15(6)6
22/15 -
-2/+3 Knocks down adversary

Air Tatsumaki (inair) Until


1 100,000 800 13/12 20/18
Senpukyaku L &<? + grounded

Air Tatsumaki (inair) 26(4)6/ Until


8 4 117,600 1120 13/12
Senpukyaku M {>#<> + 23(4)6 grounded
-

Air Tatsumaki (inair) 36(4)6/ Until


5 135,800 1360 13/12
Senpukyaku H <}l^O + 32(4)6 grounded

-

Jodan Sokulo
GeiiL otyz + 1 100,000 800 14/13 5/5 30/25 -
-9/-4 Wall bounces rival

Jodan Sokuto
9
GeriM o$_2 + 1 100,000 800 16/14 5/5 32/28
-11/-7 Wall bouncestarget

Jodan Sokulo
<?$& + 1 100,000 800 18/16 5/5 34/29 -13/-8 Wall bounces opponent
GeriH

Hadoken. The "wave motion fist" executes and recovers more quickly than mostprojectiles, butthisis offset byits low amount of
durability points compared tothat ofstrong zoning characters. Against aggressive characters, use Hadoken to control the ground, forcing
your foe to jump over them. Each Hadoken inflicts 30,000 points of chip damage, so your adversary naturally wants toavoid them.
Hadoken Lshould bethe primary version used; ithasfastest recovery andslowest projectile speed, leaving the projectile onscreen the
longestand Ryu the leastvulnerable. This allows youto best control screenspace.
Hadoken Hhasthe slowest recover butcreates thefastest-moving projectile. Throwing Hadoken Limmediately followed by Hadoken H
from fullscreen does not leave your competitor much time tomove in between the two projectiles. This isa useful tactic if you are trying to
t> ^Mim maximize chipdamage, or prevent another long range character from being able to attack in-between thetwofireballs.

Air Hadokeir. Baku Hadoken Another


The air version new special attack, Baku
of Hadoken has Hadoken creates an
considerably invisible projectile with
slower startup 5 low-priority durability
and recovery points and wall
compared to bounces. It is difficult
the ground to use effectively, since
version, making the startup is slow and
it riskier to use. the durability is still
RenHadoken: Oneof Ryu'snewspecial
Its primary use should be from fullscreen in anticipation of the exactlythe same as a regular Hadoken. It's difficult to capitalize on
opposing player trying to advance in the air.
attacks, mash the button tocreate up
to five short rangeHadoken projectiles. This the wallbounce outside of the corner with anything besides a Shinku
Performing air Hadoken by inputting a's} \c>7 + attack is primarily usedforextradamage in Hadoken, unlessyou use Baku Hadoken at a lowaltitude by inputting
motion can dramatically reducethe recoveryon air Hadoken if cornercombos. Against a guarding foe,one V \ C>7 + . If done properly, Ryu lands on the ground and
done immediately off theground, enough thatyou canactually use of advancing guard pushes Ryu too far recovers immediately after releasing the projectile, allowing himto dash
combo a ground HadokenH after an instant air Hadoken L. awayfor the additional fireballs to land. forward after the wall bounce and convert into a full combo.

Shoryuken: Shoryuken is one oftherare invincible special attacks inthe game, making itgreat for stopping anopponent's offense.
Shoryuken Hinflicts the most damage and has the most invulnerability, making itthe most useful version in most cases. However, if you
havethree meters,you can use Shoryuken Mto combointoShin Shoryuken.
You should beconcerned with the recovery of this attack, since all three versions can be easily punished ifguarded. To mitigate risk,
cancel Shoryuken into the ground version of Shinku Hadoken. If ithits, aim the Shinku Hadoken upward for a quick 450,000 damage. If
guarded, aim itforward, forcing your adversary to guard the beam andkeeping Ryu safe.
mz?mrm
HadoShoryuken: Anothernew special Tatsumaki Senpukyaku: Theground
attack, HadoShoryukenhas a huge amount version of Tatsumaki Senpukyaku is
of invulnerability, morethan most hyper difficultto use effectively, since it is
combos! However, it is much slower than punishable by throws if guarded, but it
a normalShoryuken,limiting its use. This doesn't reward you with much if it hits.
attack can be employed in situations where
However, during Hado Kakuseistate, all
the huge amount of invincibility frames
versions of Tatsumaki Senpukyaku grant
can be used to beat hyper combos that
ShoryukenHwon't beat. frame advantage if guarded. There is
also a damaging loop combo involving
the L version.
Air Tatsumaki Senpukyaktr. The air version Jodan Sokulo Geri: This attack is primarily
of Tatsumaki Senpukyaku L is one of Ryu's a combo tool that causes wall bounce.
best offensive assets. It immediatelyalters Jodan Sokuto Geri L version causes your
his trajectory, moving slightly up-forward rival to bounce the shortest distance off
a bit before dropping down. This attack of the wall,preferablein corner combos
grants massive frameadvantagewhen to prevent the target from bouncingover
guarded or on hit. Furthermore, itcan Ryu. Jodan Sokuto Geri Hversion causes
be preceded by option-selected air the farthest bounce from the wall, making
air throw attempts, leaving Ryu in a very midscreencombos possible with some
favorable positionifyou snag your foe precisewavedashing. All versionsof Jodan
with anairthrow, orif air orTatsumaki Senpukyaku Lhits oris guarded. Tatsumaki Sokuto Geri are slowand unsafe if guarded, but the stronger versionsmorethanthe L
Senpukyaku Lcan also cross up opponents! See the Advanced Tacticssection for more version.This makes it a poor attack to use outside of combos.
information! However, if you have slightly more than one hyper meter baravailable, hyper combo
AirTatsumaki Senpukyaku M and Htravelacross the screen, but they leave Ryucompletely canceling Jodan Sokuto Geri into Hado Kakusei results ina very damaging combo, and it
vulnerable until he reaches the ground. This can be mitigated in too ways.Youcan use also makesit much easierto capitalize offof a midscreen wall bounce. IfJodan Sokuto
the motion^ L^<P^ * todo itimmediately off the ground, which gives massive Geri is guarded, hyper combo canceling into Hado Kakusei leaves Ryu with uptoa +4
frame advantage on hitor when guarded. Inaddition, the hits caused byall versions of frame advantage.
air Tatsumaki Senpukyaku do not knockdowngrounded competitors,allowing a combo
afterward ifdone correctly! The other method is to hyper combo cancel the air Tatsumaki
Senpukyaku into air Shinku Hadoken.

Byper Combos
Screen Name Command Hits Damage Startup Active Recovery Ad"nJf,9e jfBjSEi No,es
Can be steeredusingthe controller, holding
upduring thesuper flash causesbeam lo fire
straight up,holding down during airversion
Shinku Hadoken 261,700-
$\C>+ 25-50 18+1 23 +3 causes beam to fire straight down, knocks down
(in air OK) 313,900
opponent, downward version is OTG-capable, beam
durability: 25frames x 1 high priority durability
point, can be mashed loraddilional hits
2(1)4(1)2(1)5(1)2(1)
5(1)2(1)5(1)2(1)5(1) Frames 1-17 invincible, last hit cause hard
Shinku Tatsumaki 266,300-
fy&<? + 43-83 13+4 2(1)5(1)2(1)5(1)2(1) 35 -12
knockdown, can be mashed foradditional hits
Senpukyaku 315,200
5(1)2(1)5(1)2(1)5(1)
2(1)2(2)6
Putsa 115%speed-up effect on Ryu for 339
frames, ShinHadoken andShinTatsumaki
Hado Kakusei {)$ + 18+7 Senpukyaku can beactivated while speed-up is
active, HadoKakusei cannot be activated while
speed-up isalready active
Beam ricochets oflthewall, standing beam ricochets
Shin Hadoken during Hado Kakusei) 290,800- upward toward theopposite wall, airbeam ricochets
25-50 18+1 23 +3
(in air OK) " ^o+ 349,300 downward toward the backwall, durability: 25 Irames
x1 high priority durability points
2(1)4(1)2(1)5(1)2(1)
5(1)2(1)5(1)2(1)5(1) Frames 1-17 invincible, last hit causes hard
Shin Tatsumaki during HadoKakusei) 332,500-
43-83 13+4 2(1)5(1)2(1)5(1)2(1) 35 -12
knockdown, can be mashed lor additional hits
Senpukyaku " &<? * 394-600
5(1)2(1)5(1)2(1)5(1)
2(1)2(2)6
ShinShoryuken
(Level 3 Hyper 380,000 50 Frames 1-22 invincible, hard knockdown
_>{>t\ + 11+0
Combo)

Shinku Hadoken: Ryu possesses one of the best beam hyper combos in the game due to the versatility of Shinku Hadoken. Before Ryu begins firing his beam, you can initially choose to
fire itin one oftwo directions, depending on Ryu's position. If no direction isheld, he fires Shinku Hadoken directly in front of him. If grounded, you can hold up tofire the beam directly
upward. If in the air, you can hold down to fire the beam atadownward angle. Regardless of the direction fired, you can continue to change the direction of Ryu's beam slightly in any
direction.

Furthermore, even if your rival guards this attack, itisnearly impossible to punish it. In fact, amajority of the cast can't punish itat all. It also pushes your adversary far away. This is
particularly useful ifyouneed breathing room to reestablish dominance.
This move isuseful in and out of combos, and ithas exceptional damage for a level 1hyper combo now that itcan be mashed for extra damage. In combos, it's afantastic combo ender.
The air version of Shinku Hadoken isone of the few horizontal beam hyper combos that can be performed atsuper jump height, and all versions are remarkably useful atputting a
screeching halt to projectile and beam-based zoning characters. The airversion is alsoOTG-capable!
It also has excellent THC synergy, both for starting and continuing into the next level of aTHC. Shinku Hadoken can be used in THC combos from nearly any hyper combo!
I Shinku Tatsumaki adoKakusei: Ryu has gaineda speed boost hyper comboin Ultimate
Senpukyaku:lb\s hyper Marvel vs Capcom 3:hegainsa 15%speedboostfor roughly 5.6 seconds
combo has a fair amount when this hyper combo is activated. Ryu gains accessto Shin Hadoken
of invincibility that can and ShinTatsumaki Senpukyaku, but he losesaccess to Shinku Hadouken
be used as a longrange "nd Shinku Tatsumaki Senpukyaku fortheduration. He also gets some
alternativeto Shoryuken eyes! Unlike most power-up hyper combos, Ryu canstill gain
in defensive situations, meter during HadoKakusei to offsetthe short duration.
and it can now be mashed
for extra damage. This Theprimary use ofthis hypercombois to cancel Jodan Sokuto Geri whe
hyper combo causes hard performed ina midscreen combo to enable more damaging combos, but
knockdown and, ifyou manage to land thisinthecorner, you can you canalso usethemove asa way tosafely cancel otherwise unsafe special attacks.
follow itwith an OTG airShinku Hadoken ifyou arequick. However, Like most power-up states, if Ryu leaves gameplay while in Hado Kakusei state, he retains his powered-up state
thedirection inwhich Shinku Tatsumaki Senpukyaku sendsthe until he isthe primary character again, granting his crossover assists the15% speed increase.
target is somewhat random.

Shin Tatsumaki Shin Shoryuken:


I Senpukyaku: Only This attack is
; available during Ryu's level3 hyper
Hado Kakusei, this combo that deals
movetemporarily 9fc_ "scaled damage,
replaces Shinku reat
Tatsumaki ieend
Senpukyaku. This ui a long combo.
hyper combo is Also, on hit, Ryu
Shin Hadoken: Only available during Hado Kakusei, this move nearlyidentical to recovers far sooner
Shinku Tat [ijt|1!i ^Tilljlj!kyaku except fortwo major than when hiscompetitor hits theground, allowing
temporarily replaces Shinku Hadoken. This hyper combo fires
a horizontal beam thatbounces off ofthewall. Ironically, it's rjjTiMwfiPlffl
w substantially moredamage at you to continue witha juggle comboanywhere on the
generally worsethanthe regular Shinku Hadoken becauseShin 394,600 points, oneofthestrongest level 1 hyper screen. Combined with 22 frames of invincibility, it
Hadoken cannot beaimed; this prevents you from being able to use combos inthegame, and italso boasts a much higher canbea potent counter to opponents who use hyper
theOTG-capable airShinku Hadoken to capitalize offofthrows. vertical hitbox. These two differences make it ideal for combos recklessly against Ryu.
ending all HadoKakusei combos.

Mtit nai

When jumping, press$> * at the peak of the jump lo get both an ...then input an option-select air Tatsumaki Senpukyaku Lto cover all The Collarbone Breaker overheadattack leads to great damage Hit hits,
aerialattackandan air throw attempt... theother options! and itis thefocal point olRyu's ollense.

Ryu works best v/hen you have access to large amounts ofmeter, so using another Once you manage to close inonyour target, your offense with Ryu should befocused
character to build meter for him on a team isa good strategy for playing him. Ryu makes on setting up the overhead Collarbone BreakerO + , which leads into damaging
an excellent meter user and afantastic anchor. You can use meter with Ryu tomercilessly combos ifitconnects. When you have theopportunity to attack your rival, lead with either
punish careless assistswith Shinku Hadoken. Also, Ryu with level 3 X-Factor and a full Collarbone Breaker or crouching . If you attack with crouching , you have several
hyper meter caninflict massive amounts ofchip damage. optionsto mix up your opponentwith:
When at mid range, usually your best option is to advance on the opposing character by Staggered low-hitting crouching chains, hitting competitors
using option select air into air Tatsumaki Senpukyaku L: jump forward, press <5> + who attempt to use advancing guard. This also hits opponents
on the way up, input {J^ ?<^ + immediately after the kick extends. This allows attempting to jump away
you to air throw rivals who are nearby, come down v/ith air Tatsumaki Senpukyaku Lon
ground competitors for huge frame advantage, and force airborne foes from farther away to Chain crouching into the overhead Collarbone Breaker
guard both the air and the air Tatsumaki Senpukyaku L. Throw (into OTG air Shinku Hadoken)
Opponents may attempt to counter thisbywaiting with an anti-air. To counter adversaries Buffer a dash and do more staggered crouching attacks to
waiting to anti-air your aerial assault, simply wavedash in and attack with crouching to maintain pressure
beginyour close range offense.
It's possible to hit-confirm Collarbone Breaker's twohits andcancel intoJodanSokuto Geri
Zoning attackers may tryto keep you away with projectiles and beams. Your bestbet is Hon reaction. If the overhead is guarded, chain into Ryu's safe launcher. Ifitis a little
either to try to evade them, orpunish them with Shinku Hadoken ifthey get careless and too difficult to confirm the hit, either press every time regardless ofhit orblock, ordo
predictable withtheirzoning tactics. a weaker, faster version of Jodan SokutoGeri. However, weaker versions of Jodan Sokuto
Using projectile and beam crossover assists to guard your approach isalways an option. If Geri require a hyper combo cancel to Hado Kakusei to beable tocapitalize with a combo
your opponent guards anassist, itgives you time to rush inand begin your mix-ups. Avoid fully, except inthe corner, where Jodan Sokuto Geri Lis always the best option.
reckless use of your crossover assist; however, you don't want toend up with your assist Any crouching orCollarbone Breaker hit can be verified and canceled into aJodan
being punished fora huge amount of damage. Sokuto Geri for a big damage combo. If you have slightly more than one hyper meter
bar, you can hyper combo cancel into Hado Kakusei and perform an even more damaging
combo; see the Combo Usage section.
Some competitors may have the option tofire projectiles at a downward angle at Ryu from
the air, allowing them to bypass your ground-based Hadokens while still pressuring you
with air-based projectiles. Fortunately, Ryu hasoneofthe bestcounters inthegame to
this strategy with airShinku Hadoken. Alternatively, ifyour opponent is predictable, oryou
suspect they might start employing this tactic, you can just preemptively jump up and cover
that area of the screen with a Hadokento momentarilyforce your rivalto stay grounded.

Ryu's Hadoken attacks are best used tocontrol Air Shinku Hadoken is oneol theonlybeam hyper
horizontalplanes olthebattlelield. combos inthe game that can travel horizontally
inthe air; this makes itgreat lor countering aerial
projectiles!

While youhave Ryu at long range against more aggressive characters, you'll want to rack
upas much free chip damage and meter as youcan;use Hadoken Lto dominate the ground
space and air Hadoken Hin anticipation of long range jumps. Make use of longrange The invincible Shoryuken Hisone ofthe best Air throws are essential loboth Ryu's offense and
projectiles and beam assists to assist in zoning when necessary. delensive tools inthe game. Hyper combo cancel delense.
into Shinku Hadoken lorlotsoldamage!
Ifyou've managed to successfully keep yourcompetitor away with your Hadoken
projectiles, consider hyper combo canceling intoShinku Hadoken whenever your toegets While you have Ryu on defense, generally tryto rely on advancing guard and air throws
uncomfortably closeto Ryu, so you can pushthem back out. Aslong as youhave meter to tokeep your attacker at bay. Option select a Tatsumaki Senpukyaku Linto all air throw
spare,you can use Shinku Hadoken to react to many tacticsthe opposing player usesto attempts; this sometimes lets you suddenly turn the tables and gain the initiative. However,
close the distance, racking up a decent amount of damage. someaerial tacticsare difficult to stop with an air throw, such as Wolverine's Diving Kick
and Amaterasu's airdash air . Against these attacks, you may want touse Shoryuken to
Almost inevitably, yourfoeeventually finds a way to closeinandestablish mid range. Once makeyour rival hesitate.
this happens, consider abruptly changing your pace to suddenly rush them down instead
with option select air into air Tatsumaki Senpukyaku. The invincible Shoryuken isone of the best defensive tools in the gamecancel into Shinku
Hadoken for safety when your opponent guards itand tack on a lot of extra damage by
Ifyoufind yourself against another zoning character at long range, tryto simply overpower aiming itupward when Shoryuken connects. Furthermore, Shoryuken only has 3frames of
them on the ground with repeated Hadoken Land H. Useassists carefully to help you win startup, making ituseful for punishing guarded attacks that are -3or-4.However, if the
thelong range firefight. Itis important to know your opponent's projectile strengths, since frame disadvantage is -5 or greater, simply punish with crouching into afull combo.
Ryu cansimply beoutgunned bysome of the otherzoning characters inthe cast. Ifyour
adversary can overpov/er youwith theirprojectiles or beams, you'll have to either go on Another defensive alternative is to use Shinku Tatsumaki Senpukyaku, which has more
offense orattempt to discourage your foe's zoning by using meter to punish their projectile horizontal range and can beused toTHC for more damage if itsuccessfully hits ortoa safe
or beam use with Shinku Hadoken. hyper combo if it is blocked.

, CR. , * o , (s) *> FORWARD SUPER JUMP, AIR (2 -*0io ,(),,,&$>


__J
*v* o(MASH)
640,500 damage, 32% meter loss
This is a basic Rvu con t delay after the (D la u's head for all five shots of

0^c> r, relysafe from harm.

> FORWARD SUPER JUMP, AIR (2 iliKiWOJ Ot,c> + = =.':..:#',#;. :Er> 0\c>+
amage, 50% meter loss
i;pnfiiariTititibriii ker. Chaining into is sat

o + FORWARD WAVEDASH TWICE, CR. , ST., * o

795,200 damage, 104% meter loss


Though seemingly costly, activating Hado Kakusei mid-combo allows you to improve your overall damage output while continuing to build met nceled into Shin Tatsumaki Senpukyaku
) Otherwise, you will accidentally
can bep '
cancel

- * * o , WAVE DASH TWICE, CR. , ST. , > FORWARD SUPER JUMP, AIR (
ffio +
__>- 90 (MASH)
. .amage, 19% meter loss
iorder to jugglev/ith crouchi
iextra effort, you can inflict slightly more damage off of abasic opening. After + * O con
rs, this combo fine* rrnt renuire anv dashes, and VOU should use *'+ 0. O instead.

i : Jl-i l-IJilMd'.ildi IsiUfilsiiMLI IAl_W_1I II *) (MASH)

500,800 damage, 70% meter loss


Abasic anti-air combo that's perfect for attacking an enemy who's entering the screen after snap back or character K.O. When blocked, cancel in O#o + I from the failed assau
I///

Fa*.1
rTrTTfr^T_?_nRMi to get the earliest possible dash. From there, you'll just need
to wavedash once to be in range to have Ryu juggle his competitor.
SSJSrf9
Shinku Hadoken OTG.
the opponent- lBPat* * *- * G@ much earlier than you think you can to be able to consistently hit the air
hltfnm Sf'tVJTr8 JUfl9'e a"aCkS ^ Sh'" ShorVuken' immediately dash forward and attack with standing as Ryu disappears from the
bottom of the screen.

FRONT AND BACK THROW OR FRONT AND BACK AIR THROW, AIR V - 0 , HOLD * (MASH )
Damage

+ f^o@_^>H*o , HOLD (MASH)

Input<>01, +e_ (mash g |j, yQU have 3Qf more hyper combo bars
+ 0 _*$>-** 0i__> + + o9,FORWARi_P/7!v7?i/!KiT-fff .(-];i ifi &>;o>*-y O#o + : <> +
i__jS_S_n >'i ftW!

IThe overhead variation of Combo Usage 1739,200 damage, 122%meter loss


CR.,ST.,CR.,-* 0e*s> -f * 0 , FORWARD WAVEDASH TWICE, CR., ST., {'ri'pjS^ O^O + OO ti +
e_$> * \ * o@9, FORWARD DASH, CR. , ST. , * 0, _^> VERTICAL SUPER JUMP, AIRN> f *- 0
6 (MASH)
Damage
| Level 3Ryu combo
[1,099,100 damage, 383%% meter loss
I;TOJHwmmh;g(T)g_f+I( jSjB
->o#o
:> + TS?_=j ^(jfeo^ *-> 0 0(MASH)

[j^ej[)jdannjul_al the end if you have 3or more hyper combo bars. OQ^'p/2 +,<? 1,070,400-1,359,700 damage, 80-48% meter
it ** 0, CR., ST. , CR., * 0<<-> .* * 0, FORWARD WAVEDASH TWICE, CR. , ST., + 0,_4>
FORWARD SUPER JUMP, AIR (2 HITS), ^ **-0 i_^ * w 0 (MASH )
Damage

In every Capcom fighting game is a


Ryu has another slightly more
system known as "input priority."
difficult option mix-up option when
Input priority governs what command
you manage to get close enough to
to execute when two commands
start his offense with crouching .
overlap closely. For example,
Air Tatsumaki Senpukyaku can
performing *>fy _C> gets cross up competitors, as well!
interpreted as a C"^ ti motion Perform cross up air Tatsumaki
IIyou have three hyper meter bars, trying to do hyper rather than a 0 t\C> motion. Senpukyaku L by inputting
combo cancel Shinku Hadoken Irom aShoryuken To add toRyu's mix-up oilowattacks, Collarbone
This is a big problem for Ryu players Breaker, and throws, you can also cross up your 0#<^0# + ; you get
usually causes youlogelanaccidental Shin
Shoryuken instead. because you often need to hyper adversary with air Tatsumaki Senpukyaku L! a combo if it hits and a huge frame
combo cancel Shoryuken attacks advantage if guarded. This technique
quickly: if you have three hyper meter bars, trying to cancel Shoryuken with works best against smaller characters, oropponents who don't stand up to
Shinku Hadoken usually gets you an accidental Shin Shoryuken instead! That's guard until a little later.
a lot of wasted meter, and a lot of free damage for your foe if they happened Against larger adversaries, jump and immediately press C> + to get an
to guard the Shoryuken!
air throw attempt, then immediately cancel to airTatsumaki Senpukyaku L
There are some ways to manipulate the game's input priority system into before the kick even comes out to cross up players using large characters.
giving you the correct hyper combo. To cancel Shoryuken with Shinku This serves to both discourage foes from jumping and protecting you from air
Hadoken, perform the following inputs: O'O ti C> + EEa> The throws while also crossing up your opposition.
awkward motion still gives you a Shoryuken command due to input priority,
but by the time you input , the original O command will be out of the
input buffer. The game then only recognizes the 0 t\ O command, allowing
for the hyper combo cancel to Shinku Hadoken!
Hado Kakusei combos involve hyper combo canceling a Shoryuken to a
Shin Tatsumaki Senpukyaku. This isan even more awkward input:
=>0 \O& + "= O + . Practice makes perfect!
"EITHER PIE AHERO, OR LIVE LONG
ENOUGH TO HAVE EVERYONE TURN
ON YOU."

BECBPAWU
tlathae Spencer farmer O.S.
Coveroment Operative
[Olsbaoarably Oischargad]

ABiums
asides the bionic arm attached ta his left shoolder,
ha is praficient with various Unarms.

mAPBHS
In addition ta his bionic arm, he alsa utilizes handgons,
rifles, grenade launchers, etc.

pbbhh
Oace a here af the war against the Empire, he was
branded a traitar and sentenced ta death by his
government tallawlng the Hlanlc Purge. Hawever, wi'
the emergence at a new bionic threat, he has answe
wimwimmawiMi ta the battlefield.

fiBsi mmm
Bionic Commando [1001]

pttms EBIB
2 INTELLIGENCE
4 STRENGTH"*'
2 SPEED1""
2 STAMIHlF?
j_fc?T3TrtlT_TfftoTrft7^^

4 FIGHTING-ABILITY^
"This is biographical, and does not represent an evalu
in-game combat potential ofthis hero.
AUlBMIl EBSIBMfS
Overview
Vitality 1,050,000 |
_^r S _U__H
iChaia Combo Archetype Marvel Series
X-Factor Boost Damage

Your goal with Spencer istoget him close tohis opponent while pushing them into the
corner. Why is that the goal?

1] Hi Spencer's only ranged tool consists of various forms of using his


bionic arm for grapple attacks and movement
___________!__ Spencer's attacks and combos naturally push the opposing
character to the corner, while Spencer builds a lot of hyper meter
Against a cornered adversary, Spencer is capable of inflicting
lots of pain, easily breaking 700,000 damage with only one hyper
meter bar

Spencer can approach and push his competitor tothe corner ina few ways:
By approaching his opponent using dashes and grapple movement,
covered by an assist
By mixing your foe up between his low attacks, Spencer's 0
overhead, and throws to score combos that carry a character to
the corner

By keeping an eye out for chances to blow through the opposing


player's attacks using his Bionic Lancer

TUNING SINCE ORIGINAL MUCS


Spencer hasbeen altered only slightly since the lastgo-round. He has gained a new
move, Bionic Bomber, which enhances his corner combo potential even further. He didn't,
"""ever, gain any mashable moves... Spencer's hits are more about quality than quantity,
r all. He catches a mild nerf in terms of losing the ability to start the oldTHC glitch
his Bionic Maneuvers hyper combo, buthe is hardly alone in losing accessto the THC
h. Catch your rival slipping near a corner, and you'll still make them pay plenty with
combos,
_! lew Move: Bionic Bomber (in air)+ * - 0 (s)
pencer's behavior after falling from air Swing Wire altered slightly
wing Wire travels more quickly
pencer floats higher after Zip Kick
tartim nf un.-in.o _rm0r pjercer reduced to 3 (from 4)
'ed
. .. .
E/s
ack Se
Standing Basic Attacks
__H_____b_HHHHRHB_HH~BB~~~~~~~~~i
Screen Command Hits Damage Meter Gain Startup Active Recovery $\S!* if Guarded No,es

Air Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery Adj;nHlf,BB fSfd.d Noles
Air Special Attacksflying Screen and Air [xchange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus , are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage e'Jr Startup Active Recovery AdnvnanH,f,se ffiJSES Notes
Causes hard knockdown if used in launcher combo

Tags in nextavailable allywhile lofting opponent


Air<_* + (during launcher combo)
upward
Tags in next available ally while causing wall
Air=> orC> +
bounce, erases 1 hyper meter barIrom opposing
(during launcher combo)
character

Tags innext available allywhile causing ground


(during launcher combo) 23
bounce, generates 1 hyper meterbar
______

2M m*
' ^ ,
4

Cnnmand Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible tochain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Command Hits Damage "eler Startup Active Recovery AdJJnH!f,gB ff^JJfJJJ Notes
O* 000 720 21 I 3 22 +4 i -2 Overhead attack, not special- or hypercombo- cancelable

k '

!_$_

V.

Thrnws
Throws are for snagging passive or blocking opponents. Since throws are active so quickly, you can also use them to preemptively toss opposing characters out of their offense. Combos
are usually possibleafter throws, one wayor another.

Screen Command Hits Damage MeterGain Startup Active Notes


<> * (ground) 80,000 Hard knockdown

<? + (ground) Hard knockdown

=> + (air) 80,000 Hard knockdown

<? + (air) D.000 Hard knockdown

V i fi


:
_

IHBH_H_F
EBQlJMLTEMBimmlMffld
rgr~al Recovery Recovery
Screen Type Crossover
Combination
Description Hits Damage JJ,!1'
u
Startup Active -jssover
aeeici\
(lher
partner)
Notes
Hyper Combo assis,
Causeshard knockdown, projectile has 1 low
Wire Grapple L 1 20,000 200 34 17 117 87
1 Spencera Bionic Lancer priority durability point
Pulls target down to ground and putsthem in
Wire Grapple 87 standing state,projectile has1 low priority
2 Spencer(_ Bionic Lancer
M
1 20,000 200 34 17 117
durability point

Armor Piercer 130,000 1040 45 4 134 104 Causes wall bounce


3 Spencer7 Bionic Lancer 1

You might find a use for each


of Spencer's assists; the one
you select depends on the
needs and construction of the
rest of your team. Allthree
assists come equipped with
Bionic Lancer for crossover
combinationsnot only
does this add one single
extremely damaging hit to
any crossover combination,
but it's also invincible, far-reaching, and very fast.
Spencera is aWire Grapple that causes ahard knockdown atthe feet of your point character. Long range characters equipped with lengthy attacks, quick projectiles, or durable beams can call
Spencera just before their long range attacks turn what would have previously been glancing hits into full combos. The long range attack should end as Spencer's grapple strikes, then you can
proceed to an OTG combo. You can do the same thing in combos. Note that just like Spencer's Wire Grapple Lon point, most small characters can crouch under the grapple hook.
Spencer13 resembles his Come 'ere! attack in that instead of putting the opposing character into ahit state, it just places them on their feet in front of the point character. If you wait
too long, they'll be free to act, just as after Come 'ere! when Spencer is on point. However, if you stick ameaty attack out over to where Spencer drags his foe, you can start acombo. This
assist works as anti-airfrom outsideof close range,and it can naturally enableand extend manycombos.
Spencer7 js Armor Piercer; unfortunately, Armor Piercer as an assist is always the slower 130,000 damage version. This assist can be very useful if your other characters would benefit
from havinga wall bounce assist to place in combos.

fffi
i Screen Command Hits Damage Meter Gain Startup Active Recovery AJJnHft98 jf Guarded
500 - (-1 hyper
1 {>\,r_> +_ta__ 1 50,000
meter bar)
9 2 j 21
-1

Notes

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls orlag outs are also locked out for
4 seconds

Screen Name Command Hits Damage ^ter Startup Active Recovery Mv$* J^ggJ No,es
Wire
Projectile has5 low priority durability
1,2,3 1 30,000 240 10 22 51 -33 -13
Grapple 0\c> + points
Reel in
Wire Grapple follow-up, hard
4 (When Wire Grapple hits) 1 72,000 720

knockdown

90,000 900 Wire Grapple follow-up, wall bounce


5 ZipKick (When Wire Grapple hits) 1

Wire Grapple follow-up, pulls standing


+2
6 Come' ere! (When Wire Grapple hits) -
- -

victimto Spencer
Air Wire Until Projectile has5 low priority durability
120,000 1200 13 16
7,8,9 Ot\C> + (in air) 2
grounded

points, causes wall bounce


Jaw 31 Throw attack, hard knockdown
10 <>{>_ + 1 35,000 350 5 1

Breaker
Smash
JawBreaker follow-up, causeswall
(During Jaw Breaker Mor H) 2 94,500 1200 -

bounce
Kick
11 JawBreaker follow-up, causeswall
Critical (During Jaw Breaker Mor H,
2 157,500 2000 -


-

bounce

180,000/ 1440/ 6 Hitson 3rd frame if adversary is


Armor 3-8/
150,000/ 1200/ (12) 41 -22
12
0_r4> +
1
21
-

nearby; 21st frame ifnot


Piercer 4
130,000 1040
OTG-capable, knocks down, final hit
Bionic Until createsexplosion thatcan destroy
35 22 +3
13
Bomber
(inair)Ot.O+ 2 142,000 1200
grounded

projectiles
Onground: Any non-downward Until
Swing direction + + ; opponent +9 air/-2 +8 air/-3 Spencer reels himself towherever the
14 1 10,000 11

ground ground grapple touches


in air:any non-upward direction
-

Wire or screen
+ + edge hit
Swing Inair:Any upward direction Swing canbe interrupted halfway
15
Grapple + +


through with basic attacks and air


Wire Grapple: Spencerfires a grapple
eitherstraightahead, diagonally up-
forward, or straight up. The grapple itself
counts as a projectile,and so it can clash
withother projectiles, but ifits durability
pointsare expendedthen it can no longer
hityouradversary.
WireGrapple L,which travels laterally,can
be useful occasionally as a long range poke,
as long as your opponent is not dominating
ground level with projectiles. With the right assist you can perform Come'ere!, follow-up, and score a full combo.
Wire Grapple Mcan work as aoreemptive anti-air tosnag competitors justas they leave theground. If you lack anassist to make a combo off ofCome 'ere! feasible, you can proceed off
asuccessful Wire Grapple to Zip Kick, and then continue acombo starting with adown-forward aimed Swing Wire atmid screen, orachain tolaunch near the corner.
You can use Wire Grapple Has ananti-air for foes directly above, or itcancombo if you launch anopponent who isintheairjustover Spencer, then superjump cancel into it. This is
useful to know, since performing Wire Grapple Hinto the Reel in Punch follow-up causes a hard knockdown while ignoring damage scaling! Find a way to work in multiple vertical
Wire Grapples to follow-ups for tremendous damage in your combos. w
On contact, Wire Grapple briefly stuns your target and awaits your input. Pressing anattack button initiates one ofthree follow-up attacks.

Reel in Punch, Zip Kick, and Come 'ere!:


The follow-upsfor a grounded Wire
Grapple are activated by pressing ,
(M), or upon a successful Wire
Grapple hit. Zip Kickis the automatic
follow-up for air Wire Grapple, and it
is more useful in that situation; from
grounded WireGrapple, Reelin Punch and
Come 'ere! have more potential.
Zip Kick

Reel in Punch causes a hard knockdown, which allows Spencer tostart a combodash forward and OTG with tiger knee air Wire Grapple M. This causes Zip Kick automatically, which
leaves Spencer in the air in position tocontinue the juggle. Even something as simple as landing, performing Bionic Lancer immediately, then finishing with another OTG tiger knee Wire
Grapple Mdeals473,500 damage!
Come 'ere! simply pulls your adversary into close range while putting Spencer ata frame advantage of+2. On his own, Spencer needs more frame advantage than that in order to be
scary oreven safe while you have him onoffense, sogiving up the guaranteed damage ofReel in Punch for Come 'ere! isill-advised. The story changes if Spencer isbacked by anassist
who lasts long enough to hit afoe after asuccessful Wire Grapple to Come 'ere! Examples of assists who work for this include Doctor Strange(3, Firebranda, and Trish(3. Call a
long-lasting assist, then perform Wire Grapple. If it hits, tap for Come 'ere!, and you get afree combo! If it doesn't, the assist helps cover Spencer's recovery.
AirWire Grapple: In the air, Wire Grapple
can beaimedeither straight ahead,
diagonally downward, or straight down. On
hit, airWire Grapple transitions to Zip Kick
automatically, causing a wall bounce and
leaving Spencerand his adversary in midair.
AirWire Grapple Mand Hare OTG-capable,
and thus a staple in Spencer's combos. It's
best used to OTG your opponent after air AirWireGrappleL
has caused flying screen but BEFORE
Spencer lands. This requires careful aim onthe way down, but just force yourself togo for it, and itquickly becomes second nature. Use the Mversion midscreen and the Hversion in
corners (or if you happen toend upat point-blank range during a midscreen combo).
If air Wire Grapple doesn't hit successfully, Spencer falls straight down, unable to block or act until landing. Astute players know this, and they can then simply wait to launch Spencer
just before he lands. With careful timing, you can avoid this dangerous penalty. Input the + command for either Swing Wire or Swing Grapple JUST as afailed air Wire Grapple
finishes retractingthe timing is strictand you can cancel the end of the recovery of Spencer's air Wire Grapple into the grapple movement! This not only makes air Wire Grapple a
safer option than itwould be otherwise, but it leads to tactics on its own. For example, you can have Spencer get above acornered competitor and guess on air Wire Grapple Hstraight
down, knowing that if your fishing doesn't pay off, you can swing Spencer backward tosafety orforv/ard tocreate a jump-in offense.

Jaw Breaker. Spencer's command throw is activeon frame


5 after input. It's relatively slow, for a throw; normalthrows
are active in 1 frame, as are manyother command throws.
Jaw Breaker alsodoesn't have extra range like many
command throwsdo; it reachesaboutas faras a regular
grab (despite Spencerlunging forward with his hand, his
actual throwing hitbox doesn't even make itto hiselbow).
Still, a successful Jaw Breaker leads to varied combo
opportunitiesanywhereon screen, and there are tricksto
landing it outside of justdashing inandhoping forthe best.
So, while Jaw Breaker isa mediocre "cold open" throw for starting your offense, you can layer itinto your attack patterns Smash Kick/CriticalSmash: Thecannedfollow-up to Jaw
to cover more bases. And although it's a tad slow, itstill works fine against completely defensive and passive opponents Breaker Mor H, thesekicks are accomplished bypressing
because it's unbreakable on contact. after Spencer tosses his foe skyward with Jaw Breaker,
but beforehis target stops ascending. Spencerleaps
The Land Mversions are almost identical, and these moves grab grounded adversaries. The Hversion isactually anair upward and delivers a powerful kick that wall bounces his
throw, aimed atairborne enemies. The hitbox for Jaw Breaker His much more lenient than Jaw Breaker Land M, and victim. The difference between Smash Kickand Critical
Spencer can snag just about anything that's airborne and in the vicinity of his arm; imagine him holding a beach ball, Smash is intimingfor Critical Smash, youmustinput
and that's about right. So, while you'll need tricks to make Jaw Breaker Land Mtruly successful (see Advanced Tactics), PRECISELY on the 33,d frame after the grab starts (or,
Jaw Breaker Hsimply requires that you read that the opposing character isleaving the ground orthat you react totheir the 11lh frame after Spencerstarts to smackhis competitor
airborne actions, itcan beespecially useful against a captive audience, like fresh characters forced tofall in post-K.O. into the air). Critical Smash inflicts heavierdamage, and
Asuccessful Jaw Breaker tossesthe target into theair;afterward, they land ina hard knockdown. You canmake it createsa harderwall bouncethat bringsthe target back
Spencer start a juggle with (M) before your opponent hits the ground, oryou can have Spencer OTG afterward with closer to Spencer, so it's easier to follow up.
air Wire Grapple orBionic Bomber. After Jaw Breaker MorH, you can follow up Jaw Breaker more directly with You'll know ifyou got Critical Smash fromthe obviously
Smash Kick and Critical Smash.
increased damage and the highlighted hit effect.You
can't mash toget Critical Smashyou must hit
on exactlythe right frame. This is just longer than halfa
second after first landing the throw.
BjT/ Armor Piercer.This heavilydamaging bionic arm attack varies slightly depending
on how close your adversary is when you initiateit. From 3 to 8 frames after input,
a hitboxappears and extends slightlyfarther every2 frames, endingabout one
Bionic Bomber.
This diving, OTG-
capable attack
characterwidthfrom Spencer. Ifyour opponent breaksthe path of this tripwire new to UMvC3
like hitbox at any time during those 6 frames, Armor Piercer strikes on the very gives you another
next frame, it gets slightly weaker as it travels, however: ifArmor Piercer strikes tool to score OTG
on frames 3 or 4 it deals 180,000 damage; during frames 5 or 6, it deals 150,000 hits with Spencer
damage;duringframes 7 and 8, it deals 130,000 damage. Ifyour attacker hasn't in combos.
"set off"a close range ArmorPiercerafter 8 frames, then ArmorPiercerstrikes The startup is
on frame 21, inflicting130,000 damage. You'll still get the wall bounce and decent extremely slow,
damage, but this is obviously much slower. so you'll wantto start it as soon as possibleafterhard
knockdowns. You can insert Bionic Bomber into just
Since Spencer has nobasic attack fasterthan6 frames, andsincehisJaw Breaker throw grabson frame 5, closerangeArmor
aboutany cornercombo, or aftertossing your foewith
Piercer isactually the fastest attack Spencer hasthat isn'ta normal throw. It'salsofastenough to link afterSpencer's
Jaw Breaker (forgo the Smash Kick follow-up, and just
C* + overhead, which isimportant for making his mix-ups threatening. It's unsafe if guarded, however, sowhile itcan jumpand perform Bionic Bomber on them during the hard
work as a rawguess because ofitsspeed,anyguessing ofthiskind may getyouintotrouble as much as it helps. Be ready to
knockdown).
hypercancelto Bionic Lancer, then THC to a partner ifthe opposingplayer blocks and shows signs of retaliating.

Swing Wire andSwing Grapple: Spencer useshis bionic armto getaround, as well as to
attack. Uses of Swing Wire andSwing Grapple inmidair countagainst thethreespecial
moves per airborne periodrule.
For Swing Wire, possible with + + any direction on the ground orany non-
upward direction intheair, Spencer fires his grapple out(this is actually a projectile with
low damage) then pulls himself to wherever it strikeswhether that's thefloor ora screen
edge, orthe opposing character. Swing Wire cannot beinterrupted once initiated, and
while itallows Spencer to close inat oddangles and redirect himself at will, he'll usually
beat a throwable disadvantage at a minimum whenhe uses Swing Wire to approach his
adversary directly, unless hewas upclose already. Swing Wire isstill his most important movement option, and itisvital forextending combos.
Swing Wire has a slightly bigger hitbox than Wire Grapple, but itstill whiffs over the heads ofcertain crouching characters: Amaterasu, Frank West, and Rocket Raccoon.
During Swing Grapple, accomplished with + + any upward direction while airborne, Spencer fires the bionic arm diagonally upward toanchor onsome unseen point and hurl
himforward ina kind of double jump. You can interrupt Swing Grapple partway through with othergrapples or attacks.

Hyper Cnmbns
Screen Name Command Damage Startup Active Recovery **$*** SSSS No,es
Bionic Maneuvers 0^r_> 304,500 18+2 22 23 -22 Hard knockdown
Frames1-11 invulnerable, long spinning
250.C 50 -37
{}&<?* 4+3
knockdown into hard knockdown

Bionic Maneuvers:Spencer s autocombo , BionicLancer: Spencercharges almostthe


hyper combo is great for piling on damage, I full length of the screen with aferocious,
especially nearcornerswhere you're single-hit bionic punch. Bionic Lancer travels
guaranteed a follow-up with tigerknee air very quickly, andSpencer is invincible for
WireGrapple M or H,followed byeven the first 11 frames. This means you can use
more juggling. BionicLancer as an invincible punisher or
reversal through almost anything, upto half
It's possible to juggleall the way into the screen away.
another Bionic Maneuvers hypercombo.
The invincibility also makes Bionic Lancer
Bionic Maneuvers is one of the hyper greatfor educatedguesses before youwere
combos that takes place in its own little going toTHC anyway, especially ifyour opponent happens tocall anassist while you wind
cutscene; like lv.3 hyper combosor Storm'sElemental Rage, it cannotbe canceled with upthe big bionic punch.
X-Factor.
After a hit, Bionic Lancer flings thetargetstraight upward ina spinning knockdown.
Like Wire Grapple Lon theground or Spencera,thisgrapple attack whiffs over the Afterward, they're laid outprone ina hard knockdown. After most Bionic Lancer hits, you
headsof small characters whoare crouching. That'sfine, sinceyoushouldn'tuse Bionic should beable to OTG with tiger knee airWire Grapple M. You canalso opttoactivate
Maneuvers outside of combos anyway! X-Factor or THC to keep the combo going.
About theonly mean thing you cansayabout Bionic Lancer isthatmoves thathave armor
properties simply absorb it,since it'sonlv one hit.

iiiilil- PJuu
Your goalwithSpenceris to get himclose to his opponentso he can hitthem, which is
prettysimple. Do that, and his other objective of pushinghis adversary to the corneroccurs
naturally. Spencerdoesn't have the movement, mix-up, or rangedtools of some characters;
he doesn't havea teleportor a triangle jump,or a divekick. Whathe does haveare his Wire
Grapples and Swing Wire, however, which allow himto engagethe enemy in an unorthodox
and unique manner. Swing Wire is vital tor Spencer togetaround, but With the right assist toback itup, Wire Grapple isa
bewareof throwsand airthrows. useful longrange poke.
You'll want to be patient when movingin on your rival. Wavedashand jump forv/ard
cautiously behind the cover of a beam assist, like Iron Mana or Taskmastera. The
cover of an assist also provides a chance to use horizontalSwingWireon the ground or Don't be predictableperform backward Swing Wires into a screen edge that go nowhere,
diagonal down-forward Swing Wire in the air to move intoclose range.Without the assist orzip back and forth repeatedly, soyour adversary can't pin you down. Zipping away v/ith
to cover Spencer, opposing characterscan usually react to Sv/ing Wire straightat them by Swing Wires isalso your escape method after air recovery, much like how some characters
throwing Spencer; Swing Wireleaves him at a disadvantage. Timean assist for when your can flyand then airdash away repeatedly.
competitor is already guarding, however, and you can get Spencer into close range.
At theend ofSwing Wire and halfway through Swing Grapple, you can make Spencer
Without an assist, or whenyour opponentis beingparticularly obstinateor evasive, you'll perform other attacks. This is useful after zipping over attackers' heads v/ith Swing Wire,
haveto be less direct.Sv/ing Wire and Swing Grapple are a big helpbecausetheyallow you so you canfall with an attack from theother side(preferably while an assisthits from
to redirect Spencer back and forth across the playing field in midair. theside you vacated); it's alsovital incombos after a midscreen airWireGraople Mhit
(down-forward Swing Wire, air just before Spencer lands, standing , , and so on).
Whenyou anticipate running into another airborne character, or when Spencer's grapple
movement has ended and he's about tofall inon them, rely onairC* + for attacking
air to air or air to ground. This combines an option select air throw with an effective air
attack. If you happen to score an air throw v/ith Spencer, whether on reaction or as an
option select, proceed to Combo V.
The effectiveness of Wire Grapples as pokes on their own is matchup-dependent. Many
small characters can crouch under Wire Grapple L, lessening its value. Strong projectile
characters won't give Spencer a place to squeeze in ground level grapples. Characters
whose offense is based on calling an assist and then teleporting can annihilate Wire
Bionic Lancerplows through virtuallyanything for
Grapple L attempts. Instead, success with using this high-risk, high-reward poke comes
thefirst 111rames, anditis that rare hyper combo Right Hook and crouching are Spencer's combo
when your opponent is very conditioned to fear your use of Spencer's aggressive Swing that is invincible Irom the first frame.
openers ontheground.
Wire movement. Call anassist for cover and "C* + + togetin from fullscreen
regardless of advancing guard, and your opposition should start to respect Spencer's wire
animations. If you anticipate that your competitor might jump av/ay at ground level, Wire Alternately, you can go for crouching again, oropt to do nothing and seeifyour
Grapple M can come into play. Wire Grapple H is primarily used to juggle foes just above challenger overextends themselves, doing something you can punish.
Spencer's head in certain combos, since damage scaling doesn't touch Wire Grapple H to When your rival is on offense against Spencer, Bionic Lancer is obviously the biggest
Reel in Punch.
deterrent, but itishigh risk and not an unlimited resource. Spencer's attacks are too
In matchups where getting ground level grapples out there is simply unfeasible, like against slow to beat out the primary pokes of most aggressive characters. Close range Armor
Arthur, you might instead get some mileage out of occasionally sniping at ground level Piercer is actually the fastest defensive asset Spencer has. Apart from an occasional
projectile-based characters with normal jump height air Wire Grapple M. From almost a full educated guess for Armor Piercer or Bionic Lancer, try to stick with proper guarding and
screen away, this can lead to a fullcombo if you manage to snag your rivalv/hilethey're advancing guard. Against airborne opponents, standing works as a surprisingly good
busy tossing projectiles under Spencer. Spencer is unsafe after a whiffed air Wire Grapple, anti-air; it chains into itself, so you can press it several times and confirm that it hits before
but the very end of recovery can be canceled into Swing Wire or Swing Grapple for a safe proceeding to a follow-up combo or throw attempt depending on whether your competitor
escape or a secondary assault. ate the hits orblocked them. Jaw Breaker His also ananti-air option ifyou're certain the
opposing character is falling toward Spencer.
While Wire Grapples aren't safe if whiffed or guarded, you can use that as intentional bait
by canceling to Bionic Lancer to nail opponents who think they're going to punish a missed With just about any successful hit or combo
grapple. Be ready to THC to a safe hyper combo or activate X-Factor if Bionic Lancer is taking your target into the corner or close
guarded too (though you can't always double down each time you make a punishable to it, and with the strength of Spencer's
decision; sometimes, you just have to take the medicine if your adversary is ready to corner combos, you often have a chance
administer it). If your opponent guards Bionic Lancer and vou do pop X-Factor to be safe, to pressure a fresh character falling in.
immediately go for either a low-hitting combo, orC* + for anoverhead that you can Spencer also builds plenty of meter for
link into Armor Piercer on a successful hit. you to use on snap backs if you want to
force the situation. Through a simple setup,
Can crouch under Wire Grapple L: you can make Spencer's Jaw Breaker H
Amaterasu Frank West Viewtiful Strider extremely difficult to avoid for the new foe. Jump and force fresh characters to guard air .
Arthur Morrigan Joe Wolverine Time a forward jumping air to hit the
Rocket fresh competitor just as they fall into the
Firebrand Phoenix X-23 playing field; they should be forced to block
Raccoon
immediately. Spencer then lands before
While dancing with your opponent at mid range, edging for a clean hit up close, keep a they do, and you can perform Jaw Breaker
keen eye out for your enemy to slip up and give you something to blow through v/ith Bionic H to snag them! If your ooponent uses
Lancer. This is actually just about everything, although some lv.3 hyper combos can out- advancing guard on air , you can still
invincible Spencer's invincible bionic arm. BionicLancer is invincibleon the very first frame, do this; you just need to dash forward with
so you can even use it on reaction to the hyper screen freeze of the opposing player's hyper Spencer immediately when he lands, before
combo! On hit, you have the option to K.O. them by X-Factorcanceling into a nasty follow- performing Jaw Breaker H.
upsee Combo Vlll.
Fromoutside of the corner, opposing
When you do establish close range, open up with a chain of crouching , . Try to stop teammates that are forced to fall in can be
.then landandgrab them with JawBreaker H!
there and confirm whether your comoetitor is blocking or not before proceeding further. If met with a midair horizontal Swing Wire
they are hit, chain to standing , for a launch, among any number ofother options. to force a close range situation right away. For a left/right mix-up, call a projectile or beam
Ifyour adversary is guarding, you have a layered mix-up to apply here. Bychaining to assist, then as the new character falls in, either Swing Wire forv/ard at ground level under
either C> + orcrouching , you can mix them up betv/een high orlow attacks. The the new character, or jump and Swing Wire forward at jump height over the new character.
> + overhead can link toArmor Piercer in any situation and into light attacks on Depending on your timing and your selection of assist, the point when your rivalactually
counterhit; see Combo IV. The other option isto pause slightly after crouching , then has to guard can be up for grabs.
chain tocrouching and kara-cancel into Jaw Breaker for a surprise command throw
(see Advanced Tactics).

___ _^_^_B

1. CR. , , ST. , eb> FORWARD SUPER JUMP, AIR , , , , * 0 OTG, LAND, * * - 0 >,
* + * 0

Midscreen only, 574,800 damage, 41% meter loss


An easy combo that only works when in the middle of the playing field: near corners, perform Combo III instead. The first OTG isdone by pausing just after the air combo that ends in ,
thenperforming airWire Grapple Mto OTG them v/hile SDencer is on theway down. This generally puts adversaries inbetter post-wall bounce position for juggles than ifyou landed after
air, then did a tiger knee air Wire Grapple to OTG. A 1* * * 0 tiger knee command is reguired for the final air Wire Grapple M, to OTG after Bionic Lancer. Since the v/all
bouncewas used up already, the second Wire Grapple simplyends the combo.

If crouching, crouching is guarded, halt your combo and instead stage asecondary attack. Chain crouching into 0 to go high, or crouching to go low. You can
also cancel crouching into 0 to move directly next to your opponent for athrow opportunity; this is risky because of the frame disadvantage you're left at on guard, but it's still
difficult foryourcompetitor to react to at closerange. Thisdisadvantage doesn'tmatterifyoucover Spencer's Swing Wire with an assist call, hov/ever.

//. CR., , ST. ,^> FORWARDSUPERJUMP, AIR, ,,(D, *- 0 , AIR* 0 0 , AIR, LAND,
ST. , e_> FORWARD SUPER JUMP, AIR , , , , LAND, X - * 0
Midscreen only, 488,700 damage, 104% meter gain
An extended midscreen variation that uses no hyper meter. This istypically used to build bar while pushing your rival into the corner. After the first air chain toair, pause briefly on the
way down, then use awell-aimed T V * 0 before you land to OTG the opposing character. Then, just after recovering from the Air Wire Grapple M. perform * 0 0 so
that Sv/ing Wire's actual grapple travels under the target before juggling them, which holds them for Spencer to make contact with air on the way in just before landing.
Ifthe combo does carry yourfoe all the way tothecorner instead ofjust close toit.you can add on more damage. Instead ofanother airWire Grapple OTG after thesecond flying screen air
(). perform t * * 0 on the way down before landing to OTG with Bionic Bomber. Hyper combo cancel Bionic Bomber's landing to Bionic Maneuvers, then OTG again with tiger
knee air Wire Grapple Hto cap it offfor 696.500 damageand 18% meter gain!
wpj
Hi CR. , , ST. , ^> FORWARD SUPER JUMP, AIR , , , , * - 0 OTG, LATE AIR , LAND,
FORWARD JUMP AIR , , ^> * 0 0 , LAND, es> FORWARD SUPER JUMP, AIR , , , , * *
o (-_> * - * , + * .** o
Corner only, 705,700 damage, 30% meter gain (self sufficient for Bionic Maneuvers ender)
Again, perform the falling air Wire Grapple OTG before landing. After \ 0 makes contact, Spencer flips backwards in midair. Perform alate air during the flip, just before
Spencer touches the ground. Then jump forward immediatelyand juggle your opponent with the air chain into down-forward Swing Wire. You may have to take a half-step av/ay from the
corner after landing but before relaunching, so that Spencer can keep the target from getting launched out of the corner instead of into it.

After launching your rival into the air and chaining,,., perform > * 0 while Spencer is still in the air. This is not acancel; you must wait for air to fully
recover before doing it.

For less meter but more damage and a flashier combo, you can take advantage of the lack of damage scaling on grounded WireGrapple H to Come 'ere! Youcan only combo to super jump
canceled Wire Grapple Hfrom when launching an adversary who isbasically right above Spencer, which isexactly how they end up in this combo: flush above him in the corner. You
can super jump cancel the final launcher in the corner into Wire Grapple Hby either inputting t * # 0 immediately, or (if "Auto super jump" is set to ON in options) by simply
holding down while inputting \ * * 0 . Either way, when the grapple hits, press for the Come 'ere! follow-up, which leaves the foe in another hard knockdown. Jump and
perform Bionic Bomber immediately to OTG, then cancel it into BionicManeuvers. Tack on tiger knee air WireGrapple H for 765,600! (And16% hyper meter instead of 30%.)

IV. * 0 , * - 0 , {FORWARD DASH, ST. , , &$> FORWARDSUPERJUMP, AIR, ,,, LAND,


* * 0 } OR {FORWARD DASH, ST. , , &$> * 0 8, * * * * 1
541,800-623,200 damage, 71% meter gain or 58% meter loss
Linking Armor Piercer after Right Hookis technicallya 1 frame link, but because UMvC3 has a small input buffer that carries forv/ard unused inputs, it's easier than it sounds. It's essential
to add oomph to * 0 with Armor Piercer into acombo when you land it. This combo does not work against Rocket Raccoon unless he's neara corner. Italso doesn't work against
Arthur. Viewtiful Joe. orZero if Spencer's back istoa screen edge. In these cases, perform "* 0 , ^* * 0 g^> \ it -4 0 , ^ \ + f 0 instead.

V. AIR THROW, LAND, \ \ + * 0 , { * - 0 , * * 0 } OR (WHEN OPPONENT IS CORNERED, AIR ,


LAND,,,"^ FORWARDSUPERJUMP, AIR , , , , \ * + 0 g_> * 0 }
367,500-454,400 damage, 80% meter loss or 17% meter loss
Asimple combo off of Spencer's air throw. After the throw, it's possible to perform f X+O1 before touching the ground, but the timing istight. It's usually easier to land and do
f %** 0.

If/. +-+ * 0 -*> (CRITICAL SMASH), FORWARD JUMP, AIR , , DELAYED, LAND, FORWARD JUMP, AIR
,, DELAYED, LAND, ST. ,|^> FORWARD SUPER JUMP, AIR ,, , , * V - * 0 )ORI>_>
\ * + o , f * -* * }
435,200-542,600 damage, 108% meter gain
This combo follows upa successful Jaw Breaker Mor H. The damage data mentioned assumes thatyouland the Critical Smashvariation, though it works evenif you get SmashKick
instead. Smash Kick forces Spencer to dash forward before the initial jump. During the air . , seguence, delay the input slightly sothat Spencer lands immediately after ithits.
This ensures that the follow-up jump chain can connect.

till. * * 0 , (REEL IN PUNCH), WAVEDASH , * * 0 OTG, {LAND, it 0 , \ * * * 0 OTG) OR


{IF FOE IS CORNERED: LATE AIR, LAND, ST. ,,^> FORWARDSUPERJUMP, AIR,,,, * * 0
ss> f * - o @
473,500-638,900 damage, 22% meter loss
When at adistance, attack with + * * 0 after you've made an opponent hesitant with unpredictable Swing Wire movement. It's also useful asa long range punisher if the opposing
player messes upbadly. Take care to cover yourself with assistsor pick your spotsfor Wire Grapple attempts carefully, as the recovery is horrendous. When doing theversion near corners,
after falling with late air, land and take a half step away from the corner before starting the relaunch chain with standing .

Vlll. CR., , ST.^> ir^o^f {UPWARD JUMP, AIR,,^> * 0 0 , LAND) X3 ST. ^>
f * * 0 , es> FORWARD SUPER JUMP, AIR , , FALLING * * * 0 OTG
1,012,100-1,246,600 damage, 56-107% meter gain (depending on X-Factor level; 1 bar must already be available for Bionic
Lancer at the beginning)
This isa verifiable X-Factor combo that works at any level of X-Factor and starts off ofa basic opening. The same combo follow-up after the X-Factor cancel of Bionic Lancer v/orks from
Bionic Lancer by itself ifyou useit to blow through your adversary's attack or punish them from faraway. After Bionic Lancer to X-Factor, wait forthefoe to startdescending during the
spinning knockdown to jump and meet them with the air chain into Swing Wire loops. If you jump upward tocatch your rival properly from theBionic Lancer, the Swing Wire loops can
simply be clone as quickly as possible.
IS
You can extend the range on Jaw
Breaker significantly by canceling
into it from the very beginning of
eitherstanding or crouching .
You want Jaw Breaker to emerge
before those heavy attacks are
actually capable of hitting. Be careful
not to getq> + Right Hook
rather than juststanding if going
for the standing kara-cancel. It's In guarded chain combos oralterQ ticks, chain to crouching and cancel lo Jaw Breakerimmediately lorasurprise unbreakable throw!
generally easier and more consistent
to go for crouching kara-canceled toJaw Breaker anyway.
The easiest way to apply this is as a very strong tick throw: just chain standing orcrouching into crouching , then cancel to Jaw Breaker before thesweep
hits. This works even from the tip of the ranges for Spencer's attacks (you can even do it after chaining standing x3 ifyour target hasn't used advancing
guard by then), and it doesn't require much timingjust do it as quickly as possible. Usually, you'll want to go forJaw Breaker Lor Mto snag grounded
adversaries, but if you expect they'll try to jumpaway from your close range offense, youcan use Jaw Breaker Hinstead.
This isn'tairtight, but it's very fast and difficult to reactto; if your opponent counters correctly, it was as likely an accident as a solid reaction, such as if they
mash attacks onautopilot expecting to advancing guard and they throw you instead. The most likely scenario is that the foe beats you to the punch with their
normal throw or with a quick O attack.
Apart from tick throws, kara Jaw Breaker can make Spencer's normal ground chain game much stronger. His typical ground opener is crouching , . If this
is guarded, chaining to crouching or-> + presents a high/low mix-up to your rival. Normally, Spencer istoo far away after, isguarded for Jaw
Breaker to connect in orderto add a throw layerto the mix-up cake, butJaw Breaker can reach if you chainto kara-canceled crouching . Unlike the tick kara
throw from attacks, you'll want to pause just a split second after crouching is guarded before chaining to crouching BS3>- Jaw Breaker. If you chain
tosweep andthen necessarily kara-cancel right away, Jaw Breaker will be active while your adversary is still stuck in hitstun/blockstun andtherefore immune to throws.

Bionic Lancer is fast, hard-hitting, and invincible, and none of that changes
during a crossover combination. As a partner character, Spencer adds a long-
reaching hit to any crossover combination. On point, since Bionic Lancer is
^taj__ just one hit, Spencer is free to act again really quickly. Paired with certain
partners, this can lead to some interesting uses for crossover combinations.
With partners who have OTG-capable hypers, this opens the door for Spencer
\ to (even more easily) add heavy damage to any hard knockdown, but in
particular, one place he normally can't... after a normal ground throw. As an
example, ifStorma or (3 or Hsien-Ko(_ is in the next slot, and Spencer's
Cedain team configurations not only allow Spencer ...butIhey alsoletyoucontinue his own combo packing two hyper meter bars, you can ground throw, then just activate
toscore damage innewsituations... afterward!
crossover combination (with Hsien-Ko(3, you'll need to dash forward
immediately after the throw). The partner's hyper combo OTGs the opposing
character up into Spencer's Bionic Lancer, and that's over500,000 damage off a normal throw, anywhere.
This can be taken further with certain hyper combos that last a particularly long time, such as Amaterasu's Okami Shuffle or Dante's Million Dollars. These
hyper combos strike forso long that you will be free to act with Spencerand keep the combo going after the crossover combination is over.
Combining the ideas, with a team like Spencer, Dante, and either Storma/(3 orHsien-Ko13, build at least three hyper meters, then score a normal throw
on your opponent. Simply activate crossover combination (dash ifyou have Hsien-Ko), and the OTG-capable partner then pops the thrown foe up into both
Bionic Lancer and Million Dollars. This deals heavy damage already, but most importantly, since Million Dollars takes forever, Spencer will befree to act
standing right next to the enemy] Since Million Dollars sends the target into a spinning knockdown in two places, you can quickly perform Wire Grapple Hto
Reel in Punch (which is immune to damage scaling in combos!) at least twice before Million Dollars ends. All told, what's the damage? Approaching 900,000,
confirmed off a throw. And this is just the beginning of the possibilities.

mmimwBMm%
COMBO HPPtHBIH
GENERAL EXECUTION TIP*
You can perform Spencer's chains more slowly than most other characters. Verify off of crouching, !
Juggles after OTG air Wire Grapple Mand Halmost always work better if you perform them while falling after an air hard knockdown,
rather than waiting to land and tiger knee the grapples.
In any situation where Bionic Bomber is being used, start it as early as possible.
AS SPENCER COMES IN: AIR , , , LAND, \ \
LAND, % * L-G-P-Kj -*~g~P.7 *-(1viY

* 0,* *- 0^> * it + 0e^g|f , ST.,


Damage
combo off overhead D~1.101.500 damage, 152-142% meter loss
(REQUIRES CORNER) CR.,, ST., i . 0,* \ + * 0, AIR, U\ND, ST. ,,--->
FORWARD SUPER JUMP, AIR , , , , + ,LAND,**->>0E-^>f
Damage
:::.;; inbojistog Bionic Bomber^Connecting^ \-O + alter Bionic Bomber requires perfect timing; if too 800,200
";_> + QQ (reducing damage to 780,600)

/M
[iimmimmmw

Irish Oevil Hooter

Excellent at fighting with guns and swards. She alsa wields


lightaing-based pawars.

She uses the great sward Sparda, once wielded by the legendary
Bark Knight at the same name. She alsa has a pair at gans named
"luce 6 Bmbra.

Originally created by a deman in arder ta lure Bante into a trap,


she teii ta her target's charms after warking side by side with him,
and betrayed the deman world. Haw, she serves as Dante's partner
in his business.

Bevil May Cry [2BB1]

2 INTELLIGENCE**11-1

SPEED

STAMINA

4 ENERGY'PROJECTION
FIGHTING ABILITY

*This is biographical, and does not represen


in-game combatpotential of this hero.
JJj-J'.BW
Vitality 050,000
Chaia Combo Archetype 3-Hits Alternating
X-Factor Boost Damage Speed
Level 1 (3teammates remaining) 120% 120%
Level 2 (2 teammates remaining) 140% 130%
Level 3 (1 teammate remaining) 160% 140%

four goal with Trish is to keep I


trap-oriented Trick moves while building up thehyper meter. You need tokeep the opposing
character away because:

Trish can hide behind the cover of her Trick "Hopscotch" and
ck "Peekaboo" traps both on the ground and in the air
overed by traps, you are more free to use her long range Low
Voltage and Round Trip projectiles
Coaxing her opponent to run into traps leads to free combo
opportunities
With hyper meter built upfrom thekeepaway. Trish cangreatly contribute to theefforts of
her entire team:

By using Trick traps, Round Trip, or Round Harvest, then tagging


out with a crossover attack (hold F~~l ), Trish can hand off to
another teammate in near total safety
Her Round Harvest and Maximum Voltage hyper combos are ideal
for punishing assists and chipping the foe from long range
Round Harvest is one of the best hyper combos for crossover
combinations

Trish also has solid rushdown tools, useful when theopponent is passive orfrightened, or
whenyou have resources to burn. Trish becomes much scarier whenshe is either armed
with X-Factor or has surplus hyr.

.,__ to Trish weremostlyto make her less capable of outright runaway tactics. ...
can only useTrick "Hopscotch" once per airborne period, so shecan no longer super jump
backward and reposition Hopscotch multiple limes during the jump. But, she can stilldo
this if you activate flight first, since special move limitations disappear while flying...
although herflight duration hasbeen slightly reduced to curb potential abuse ofthistactic.
Flight mode time reduced from 120 frames to 100 frames
Air Maximum Voltage is OTG-capable
Maximum Voltage can be mashed for additional hits
Trick "Hopscotch" can only be used once per airborne period
Standing can now chain to crouching

_______________
Air Basic Attacks

Air Special AttacksFlying Screen and Air Exchange


her combo (this is so sed outside of a launcher cor iiaves mostly likeanother
ing a direction plusQ combo. Exchange hits initiat ombos by tagging in the next
ilM'iltili-.IHMilil'i'llliriTii

Screen Command Hits Damage *jg Slartup Active Recovery ^Hit9* SSded Nes
Causes hard knockdown il used in launcher combo

Tags in nextavailable allywhile lofting opponent


Air^ + (during launcher combo) upward

AirC> orO3 + Tagsin nextavailable allywhile causing wall bounce,


(during launcher combo) erases 1 hypermeter bar Irom opposing character
Tagsin next available allywhile causingground
Air{^ + (during launcher combo) bounce, generates 1 hyper meter bar

Command Attacks
Command attacks resemble basic attack
...
iave different chaining and canceling pn
ttack from basic attacks, but m ittacks cannot be chained from or cane

Screen Name Command

Screen Command Hits Damage Meter Gain Startup Active Notes

C> + (ground) 1 80,000 800 1 1 Hard knockdown !


1
O + (ground) 1 80,000 800 1 1 Hard knockdown :

O + (air) 1 80,000 800 1 1 Hard knockdown


2
<P + (air) 1 80,000 800 1 1 Hard knockdown
mBsUMm
[pT~g) crossover , ... MptPr Recovery (this Recovery
Screen Type Combination Description Hits Damage lg",,sr Startup Active crossover (other Notes
HyperCombo assist) partner)

Round Harvest
Trap stays active for300 frames, projectile has 1
Trisha
lowprioritydurability poinl
Activates when glyph is touched, foes can attack
Trick the glyphto make it disappear,captures opponent
Trish13 Round Harvest
"Peekaboo"
10,000 100
for 53 frames, (rap stays activefor300 frames,
projectile has 3 low priority durability points
3 Trish~y Maximum Voltage Low Voltage H 108,300 960 49 132 102 Each projectile has 3 low priority durability points

L_i^y&-3___i3_
Trish's best assist isTrishf_, which calls her out to place Trick "Peekaboo." Peekaboo mostly functions asitdoes for Trish on point: aglyph is placed onscreen that remains for five
seconds. The crucial difference is thatthe glyph doesn't disappear ifeither your point character or Trish is struck after shesets it!This is unlike Trish's Tricks on point, which disappear if
shereceives a hit. Call Trishb preemptively to fortify a position, orcall it when you believe your competitor is eagerto jump or airdash in.Just like Trish on point, ifyour rival attacks the
glyph, it simply disappears, but justlike on point, yousimply call Trish to summon it again.

Trisha grants Trick "Hopscotch." This move is also good; it'sjust slightly slov/er and doesn't lend itself tofollow-up combos as easily as Peekaboo.
Both Trisha and Trish(_ grant access to Round Harvest in crossover combinations. Because Trish releases Sparda and isfree toact so quickly during Round Harvest, if you start a
crossover combination with Trish on point, youare guaranteed to beableto move with Round Harvest locking youradversary down while up to twoteammates pummel them,as well. This
is a chance to contribute to the crossover combination's damage, while also getting a leg upon building back the hyper meter that has beenexpended.

Trish7provides the three-bolt version of Low Voltage and replaces Round Harvest with Maximum Voltage inhyper combos. This isn't bad, but ifwhat youwant from a characterslot is
a beam assistandbeam hyper combo incrossover combinations, there arelotsofchoices, whereas only Trish canprovide Trick trapsvia crossover assist. Trick assists notonly help you
protect your point character, but protect your otherassist, as well!

Screen Command Hits Damage Meter Gain Startup Active Recovery AdSft9e
on Hit
MfiffiB
if Guarded

0ffl[Bm
Screen Name Command Hits Damage tyjg Startup Active Recovery Ad0vJnH,ftge fnJJJJSS! No,es |
Low Voltage
1 <>^o+o 1 70,000 560 15 35 -13 -13 Each projectile has 3 low priority durability points
L(in air OK) -

Low Voltage
2
0-^+ 2 95,000 800 20 37 -15 -15 Each projectile has 3 lowpriority durability points
M(inair OK)

Low Voltage
3
0ic>+ 3 121,900 1080 25 40 -18 -18 Each projectile has 3 low priority durability points
H(inair OK)
-

Projectile fires when opponent touches or passes


Trick
over the glyph, glyph disappears if Trish is hit, trap
4 "Hopscotch" 0#<O+ 1 80,000 640 20 25 -2 -2
stays activefor300 frames, projectile has 3 low

(inair OK)
priority durability points
Activates whenglyph is touched,foe canattack the
Trick
glyphto makeit disappear, captures opponentlor 53
5 "Peekaboo" 0/5 <> + 1 10,000 100 10 -
35 +19 -13
Irames, trapstays active lor 300 frames, projectile
(inair OK)
has 3 priority durability points
Bladeadvances for 40 framesor until durability
Round-Trip 1800- pointsare usedand then returns to Trish, projectile
6
(inair OK) 0#<+ 15-23 118,600
2760
35
15

has 5 low priority durability points. St., Cr.,


and Air, properties change until blade returns
Switch Sign Causes Round-Trip bladeto hold its position
^>o^ + 10 10
(in air OK)

momentarily

AirRaid (in
7 21 Flightmode, flightmode lasls for 100 frames
air OK) 0?O+
-
LowVoltage L
Low Voltage: This is Trish's projectile. All versions travel at the same speed. Low Voltage Lis the fastest to fire and quickest to recover, but it fires only one bolt; on the ground, this
travels at aheight that unfortunately allows most characters to crouch under it. Thus, Low Voltage Lshould be used to stop forward dashes, rather than to zone. Low Voltage Mfires two
bolts, while Low Voltage Hfires three; neither version can be crouched under on the ground, but Trish has longer startup and recovery, which leaves her more vulnerable.
The air versions fire bolts downward ata45-degree angle. This isadifficult angle for most characters todeal with, which is one of the reasons Trish thrives in the air. Set Trick traps to
cover Trish before youtaketo the airto fireLow Voltage.

Trick "Hopscotch": You


can use this Trick both on
Trick "Peekaboo": Like
Hopscotch,Peekaboocan ta
the ground and in the air; be used on the ground or
either way, it has the same in the air, but it can only
result. Aglyphis placed be used once per airborne
on the floor right in front period. Trick "Peekaboo"
of Trish, which extends a causes Trish to place a
slender vertical hitbox all glyphin midairin front
the way to the top of the of her. Ifthe competitor
playing field. Ifan adversary attacks this glyph, they
passes over the glyphin simply destroy it; it also
any way,the glyphfires disappears after five
a bolt directly upward at seconds, or if Trish is hit. If
them. Onlyone Hopscotch your opponent runs into the
glyph can be active at a glyph,they'llbe captured
time; using it again erases long enough for Trish to
thefirst glyph while producing a new one.The glyph disappears iftheopposing character capitalize with a full combo, oratleast use Maximum Voltage from too far away tolaunch.
trips it,iffive seconds pass, or ifTrish is hit. Hopscotch can now only be used once per Trick "Peekaboo" is active very quickly, fast enough to use on reaction to aggressive
airborne period (unless you use itagain during Air Raid). Hopscotch is less risky usedin movements thataren'tcoming infrom point-blank range, suchas long range airdashes.
midair thanon the ground, so this is a significant change.Hopscotch is also important
to follow StilettoKick in Trish's air combos, and it is useful to placealongside Trick Used inconjunction with Hopscotch, Peekaboo letsTrish control enough ofthescreen to
"Peekaboo" for fresh characters to fall toward. attack moresafelywith LowVoltage.

Iffoes end upstuck high overTrish's head, suchas when they areat airrecovering at
super jump height, you can place Trick "Hopscotch" just under them repeatedly. Each fresh
glyph immediately firesanotherprojectile at the challenger up above.

Round-Trip and Switch AirRaid: Trish's flight


Sign:Aftera startup lengthy mode has had a hair of a
compared even to Low second shaved off of her
VoltageH,Trish hurls total flighttime. This is to
Spardaacross the screen compensate for making
likea boomerang. While Trish's flightmode even
Sparda is out of Trish's more important, since
hands and in transit, her she can no longer use
heavybasic attacks and Hopscotch over and over
launcher become kick again whilein the air unless
attacks rather than sword Air Raid is activated.
swings, and air isn't an You can also use Air Raid to
overhead. Keep that in mind run or rush through the air
ifTrish ends up next to her very quickly with repeated
adversaryduring Round airdashes. During flight,
Trick, especially ifyou want you can't cancel the same
to mixyour opponent up. direction airdash intoitself, but you can cancel airdashesin different direction. (Inother
On its own, you're unlikely to get Round Trip out safelyveryoften. It's mucheasierto words7 + $ ,t_ + , repeat works, butC> + ,0 + QQ doesn't
utilize while Hopscotch and Peekabooare active nearby;it's also best to throw it from work.) There's anexception: if you execute airdashes during flight with a "plink" command,
the air,so ifyour rival gets around it, they're still less likely to hit Trishat a clean angle. it looks likean aerial wavedash, with the same direction dash canceled into itself! To
Throw RoundTripat normaljump height,so if it comes back to you at ground level,your perform this, input desired direction + ~ with the buttons separated by only one
adversary must deal with it. frame;in other words, drum two attack buttons one after another as quickly as possible.
Performed overand over,youcan use this tacticto wavedash across the skywhile flying
The Switch Signcommand can be inputwhenever Spardais traveling to slowit down
in a flash!
briefly. This is useful ifSpardaruns intothe target dead-on; time Switch Signcorrectly,
and Spardaslows down just as it starts hittingthe opposing character, forcing the
opposing player to guard. You'll upthe damageor dealchipdamage eitherwayby using
Switch Sign to drag the blade over them longer.
Hits Damage Startup Active Recovery Adv*nJf.ge ffiSK Notes
Projectile homesin on opponent for 120frames,
20+19
projectile has 1 high priority durability point,
St., Cr., and Air properties change
until bladereturns, disappears il Trish is hit
Each projectile has1 high priority durability
15+1 116 20 +2 +2 point, air version is OTG-capable, can be mashed
for additional hits

10+11 30
Frames 1-22invincible, unaffected bydamage
-11
scaling, causes hard knockdown

arvest: Round Harvest isTrish's biggest asset. After moderately lengthy startup (getting Round Harvest off inI.
le bit like looking for a place to fit in Storm's Hail Storm), Trish releases Sparda in a powered-up state. The giant
lemon blade homes in on the target unavoidably for two seconds. Like with Round Trip, Trish's launcher and attacks are
kicks instead of sword swings, and air becomes Stiletto Kick and stops being an overhead. Sparda disappears and Round
Harvest ends instantly if Trish takes a hit, but if she releases Sparda cleanly it's very unlikely.
If the opposing player guards Round Harvest and uses advancing guard repeatedly, Trish won't be able toapproach her
foe. But if you tag in orTHC toanother character in place ofTrish just after she releases Sparda, the opponent's attempts
touse advancing guard won't matter! The new character isthen free toget right up close and personal with anadversary
who is forced to guard Round Harvest. And ifthey're notguarding, greatcontinue thecombo with the new character.

Maximum l/W/___: Trish's projectile hyper combo shoots dozens ofbolts across thescreen. The ground version shoot:
laterally, which isgreat for zapping assists, chipping opponents, orcontinuing a full screen combo as Round Trip or
Round Harvest hits a competitor. It's not quite the hyper combo beams ofAkuma orDormammu in terms ofspeed, but
still fastenough toforce yourattacker to respect thethreat.
Just like airLow Voltage, Air Maximum Voltage fires at a 45-degree angle downward. New to UMvC3, thisairversion is
OTG-capable! Most obviously, this means Trish can score a decent OTG combo by herself after anairthrow by airdashi
andshooting at heropponent with airMaximum Voltage.
Air Maximum Voltage has no invulnerability, but because ofitsangle, ithas another specific use: after guarding your
competitor'sattack withanother character,you can crossover counter to Trish and IMMEDIATELY use air Maximum
Voltage the instant Trish starts to "exist" as far as the game isconcerneddon't wait for her toactually land and perfor
herassist attack as thecounter! Many attacks, when guarded, arelaggy enough that this ensures that Trish is basically
firing directly into the face ofanopposing character. If your opponent was pressuring you upclose, thelikelihood isalsi
high thatthey might have called their assist for youto shootat, too!

to;Trish's lv.3 hyper combo allows her to tackon heavy damageto otherwise routine combos becauseit's
sdby damage scaling. It'salso invincible for thefirst 22frames, giving Trish a good option to blow through thii
ion, like the hyper combo cutscene freeze ofanopponent! The range is notquite thatofsimilar lv.3 hyper com
le's Devil Must Die or Iron Man'sIron Avenger, however.

H
_ii]_ Willi
Both Tricks serve to cut oil
airspace fora loe,butHopscotch
doesitinapillar, while Peekaboo
traps a localizedarea.

Achieve superjump height byairdashing upward IIyou buildsurplus meter while running, feel tree
Irom ajump, andyou'll still beable tocall assists todump itinto errant assists inthe form olRound
while retaining aposition advantage. Pair this with a Harvest orMaximum Voltage (or, Round Harvest into
meter-building assist toupthe payotl. Maximum Voltage!).

Before, Trish could reposition Hopscotch much less deliberately. Now, this must be more
premeditated. Jump, call anassist, airdash upward, and place both of Trish's Trick traps.
This uses up herairdash andboth of herTrick trapsforthe jump, along with two ofthe
The payolt lorbeing patient three possible special move actions per jump. Itleaves one special move action left: this
andv/ailing lorloestorun into special move is spent activating Air Raid. Trish is now at super jump height and in Air Raid
Peekaboo is high. flight mode, having set Hopscotch and Peekaboo and called an assist.Since the whole thing
startedwith a normal jump, she can still call assists, and sinceflight is active, she can
airdash or usespecial moves regardless of using those actions upalready! For example,
you can then have Trish airdash backward, call theother assist (orthe same one again, if
it reloads fastenough), reposition yourTrick traps if desired, then pepper the targetwith
ta:
Low Voltage Hwhile they're held backbyTrick traps and yourassists. Or, youcanopt to
gooffensive, calling anassistononeside oftheopponent before using repeated flight
airdashes to get to the otherside ofthem.From here,youcan proceed to a closerange
offense backed bythe frame advantage yourassist (andpossibly yourTrick traps) created.
While setting allthe traps, when the situation callsfor it, Trish can rush just fine. When
Trish is well-equipped for bothrushdown and runaway. She canfly and double jump, her your opponent is passive or overly defensive, when you sensethey're weak, when Trish has
eight-way airdash enables bothsquareand triangle jumps, and she has projectiles and X-Factor active, or if getting upcloseand personal is just yourthing, youcan play Trish very
traps galore. Her damageoutput is slightlybelowaverage, however, and so is her vitality, aggressively. Trish alsohasstrong rushdown tools like herStiletto Kick diving attack, her
which skews her risk/reward in favor of leaning on her ranged tools a little more, at least excellent airbasic attacks, and hercrouching (M) slide.
at the beginning of a match.This helpsyou feel out the opposing player and sense whether Her fastest attack is air, at 4 frames until active. This kick drives herfastest overheads,
they'll be weak to Trish rushdown, without getting Trish impaled finding out first-hand. This triangle jump air and instant jumping air (for more on instant jumping air ,
approach also builds hypermeter, especially ifTrish broughta meter-building assist to the see Advanced Tactics). Mix up between these, crouching toCombo IorII, and throw
Hopscotch and Peekaboo party.This hyper meter can then either helpout Trish's teammates at closerange. Ifyouradversary jumps away as you strike with these options, youwill
or enable her to go on the offensive with Round Harvest. probably whiff. If you read that your opponent wants to escape, dash in with standing or
Low Voltage travelsreally quickly, but it takes longer to actuallyfire than manymain
jump forward with air, instead (into Combo Von hit).
projectiles. This is especially trueof the Mand Hversions, which are the onesyou'll have If your rival guards these attacks, they'll likely useadvancing guard to push Trish away.
to actually use on most characters, since the majority of characters can crouch under Low Trish remainsin striking distance, though. She's still in range to square jump right back in
Voltage L. Low Voltage Lshould thereforebe used whenyou want to stop ground movement with air orairC> + (for the option select air throw opportunity). Although this
likeforwarddashes; don't rely on it to send threats to a fullscreen opponent. looks really scary, it's pretty telegraphed andeasyto block; the opposing character just has
to remain standing.Asa counterpoint, you can wavedash immediately, then either attack
Fire away! These characters can't These characters can stand under Low low with crouching oruse instant jumping air .
crouch under Low Voltage L: Voltage Ll:
Of special note is herStiletto Kick. Thisisn't an overhead, butit can cross the opposing
Captain America Ghost Rider Amaterasu Rocket Raccoon
player up,andadvancing guarddoesverylittle to push Trish away afterthe dive kick is
C.Viper M.O.D.O.K.
blocked. This helpscreate one of her Advanced Tactics,and it enables Trishplayersto
(sometimes) Nemesis T-Type
basically spamStiletto Kick. Sure, youropponent can block it allday,but they'd betternot
Doctor Doom Ryu
slip up. Beware of the standard counters to telegraphed divekick-type attacks:counter type
Doctor Strange She-Hulk
movesand X-Factor guard cancels. (In this situation, opposing playersblockone of your
Haggar Spencer
obvious Stiletto Kicks, activate X-Factorimmediately, then start hitting Trish before she
Hulk Thor
lands. Brought to you by MvC3 playerstrying to figure out howto deal withWolverine!).
Iron Man Tron
Notethat Stiletto Kick can be canceled on hit or guard before landing, or even v/hen it
Having to use Low VoltageM or H to threaten distant foes means LowVoltagecan't be whiffs, so you can keepyour competitoron their toes by canceling blocked or whiffed
relied upon forzoning by itself, and it also means that Trish inevitably loses most projectile Stiletto Kicks right above them into Trick"Hopscotch."
wars on the ground. That's fine, since her projectiles aren't for winning projectile wars. Anytime Trish is pushblocked away is alsoa natural time to dropTrick "Peekaboo" andtransition
Instead, get aboveother beamand projectile characters at super jump heightand fire right backto pestering yourtargetfrom afar.Trish actually recovers slightly fasterthanherfoe,so
Low Voltage downat an anglethey can't cover. Ifyour opponent is apt to dash forward in setting a trapis basically free after herjump-in is pushed away with advancing guard.
retaliation to your super jump (not an abnormal reaction), then super jump and place Trick
"Hopscotch" beforeyoutake aim with Low Voltage. The aiming area of the Hopscotch glyph
can be considered, in effect, a slim infinite column designed to protect Trish. If you have a
special move action left on the waydown,you can placeTrick "Peekaboo" at lowaltitude
before landing to supplement Hopscotch.

Againstteleport and rushdown characters, who are less eager to duck back with beams and
more eager to get at Trish's face, you can play more of a ground game. Onthe ground, it's
Peekabooyou'll want out first, rather than Hopscotch. It comes out so quicklythat you can
use it as an early anti-air, and it covers perfectly the air entry angle for most aggressive
characters. From behind Peekaboo, you can place Hopscotch to strengthen Trish's position
before using Round Trip or Low Voltageto chip your opposition. In this capacity, Peekaboo Advancing guard doesn't mean much when youwant Last-ditch Trish gains justenough speed tomake her
sort of serves to give Trish time to use Hopscotch at all, since Hopscotch's startup on the to advance with Trish. attacks muchmoreeffective mix-upweapons.
ground is very risky to use against the fast characters of UMvC3.
With X-Factoractive, especially lv.2 or lv.3 X-Factor,Trish almost becomes a different
The opposing player should be constantly harassed and reminded of the presence of Trick character. With a significant damage boost, her below averagedamagegoes away, and
traps. Use these tactics well, and they can serve as mini-assists for Trish while also helping her rushdown attacks get even faster. She is much more likely to knock out opposing
cover her own assists. Be diligent about keeping Peekaboo and Hopscotch active and in characters, and since her moves execute much faster, you have time to leverage a powerful
places beneficial to you. Hopefully during all this, you're keeping Trish and her assists out mix-up against the next charactercoming in: knock a character out, then placeTrick
of trouble, whileyour competitor has to guard or get hit by bolts and traps. Atsome point, "Peekaboo" and Trick "Hopscotch" near where your adversaryv/ill land.Then,as they fall in,
your opponent is going to get fed up and come after you full bore, one way or another. It's dash under them as they fall into the traps. Performed correctly, if the foe gets crossed up,
important to note that Trish has lost some capability in running away here since MvC3, but the traps combointoeach other and hold the target in place,where you can launch and K.O.
the functionality can replicated. She can no longer place Trick "Hopscotch" more than once another character!
duringjump periods. So, she cannot Hopscotch, airdash, Hopscotch to reposition it under
her, or put Hopscotch out multipletimes in air blockstrings to both pressure a foe and leave Finally, justas opponents can use X-Factor to cancel guardand punish obvious Trish
a present for them even if they push away Trish with advancing guard. attacks likeStiletto Kick, you can do the same thing with Trish. Guard something obvious
the opponentdoes, like a dive kick, then activateX-Factor and immediately open up with
crouching @).The slide will take care of positioning worries for you, and allow you to chain
into standing , . See the Combo Appendix for a possible follow-up combo.
py
/, CR.,, ,ST.e-> FORWARD SUPER JUMP, AIR,* oe*> +
FORWARD DOUBLE JUMP, ,,f ot_> * *.-* o _=> + *- a (MAS
0,900+ damage, 33% meter loss
This easy, consistent Trish combo outputs moderate damage. If you anticipate that your rival isgoing toat.. ,.,.
This catches foes just as they leave the ground, while the crouching opener would miss. Try to stop short if your opponent is blocking after crouching or standing x2. If your opener is
guarded, follow up with athrow, Combo Iagain, or an immediate triangle jump air or instant overhead air (see Advanced Tactics).
This combo provides averifiable means of using X-Factor. Instead of ending with Stiletto Kick canceled to Low Voltage Lto Maximum Voltage, simply cancel Stiletto Kick directly into Maxi
mum Voltage, mashH for most of the duration, then X-Factor cancel and immediately perform air Maximum Voltage again. This nets around 775.900-826,800 damage. Not as efficient
asmany X-Factor combos, but if you use this toK.O. acharacter, you'll have plenty of X-Factor time left for the opposing player's next character. You cannot cancel Stiletto Kick into Low
Voltage during this variation because of the three special moves per jump ruleyou have to save one of them for the second Maximum Voltage.

CR.,, ,>^> FORWARD SUPER JUMP, AIR,* o (PAUSE ON HIT) esfc


LAND, WAIT A MOMENT, ST. , e*> FORWARD SUPER JUMP, AIR , , , , LAND, WAVEDASH TWICE,
\ + * o(MASH)
618,400 damage, 19% meter loss
This combo deals heavier damage and builds more hyper meter than Combo I, but it is more difficult, especially on small characters (near corners, it is much easier). The trick here is to hit
your target as quickly as possible with air , O after the launch, but then pause for asplit second before canceling Stiletto Kick to Trick "Hopscotch." If you cancel from Stiletto
Kick to Hopscotch instantly on hit, Trish v/on't descend, and this stops the combo from working, or makes itinconsistent outside of corners. But, if Trish isgiven time to descend just ahair
along Stiletto Kick's path, canceling to Hopscotch puts your adversary in perfect position for the follow-up air , . Of course, if HoDscotch doesn't combo atall. vou waited too lonn!

I :

*'0-^> 0#

- - - o , DOCTOR DOOMp HITS, es> VERTICAL SUPER JUMP, AIR , ROUND TRIP HITS, AIR , LAI
+ \+$ o (MASH)
710,100 damage, 12% meter gain (self sufficient for Maximum Voltage ender)
This complex combo shows anexample ofhow assists can greatly help Trish's damage output. Itworks by timing Doctor Doom's Hidden ... hit an opponent after they've
been knocked down. This is done by calling the assist atthe exact same time you perform the second launcher. After landing from the f._. ediately throw Round Trip, then
once the missiles OTG the opposition, launch with (s) and follow them into the sky. Perform alate air to spike your competitor directly into Rouno <.
the sky again), then do airagain while you plummet downward. After landing, you should have plenty of time to score the OTG air Maximum Voltage.
Since Doctor Doom ison your team in this example, note that if he's in the next slot, his Sphere Flame isone ofthe best hyper combos toTHC into near corners. Lock and load, leader of
Latveria! 900,000+ damage awaits.

:.;

Iff.. AIR THROW, FORWARD AIRDASH, AIR * * * * @ (MASH


377,800 damage, 92% meter loss
Abasic air throw combo. After throwing your foe, airdash assoon as you're able, then perform V <_> just as you approach them. You can pop X-Factor just after the hyper
combo ends and perform another *+* *) for additional damage, but this isn't worth doing unless you're certain it'll K.O. the opposing character.

(AGAINST AN AERIAL OPPONENT) FORWARD /, (M) (M) 0 + ., S :^>


FORWARD SUPER JUMP, AIR , , , , LAND, WAVEDASH FORWARD TWI SH)
/1,200 damage, 41% meter loss
An anti-air combo used toattack normal jump height airborne opponents. Double-tap on the way up during a forward jump without waiting tosee if ithits. You'll get the chain and have
time to verify into air to Stiletto Kick if air ,' comes out. If Trish whiffs the first air entirely, the second press does nothing, and Trish is free to act in midair. Depending
onwhat your rival is doing andwhere they are,you can set Trick "Hopscotch" to besafe andstake a claim on land, Stiletto Kick to goontheattack ifthey're at the right angle, or airdash
towardor awayfromyour opponent, depending on your inclination.
m
With a tight, aggressive sequence, Trish can negate use of advancing guard. The
tactic starts with jumping right next toyour opponent and striking with rising air
as soon as possible. You can input as soon as 3 frames after inputting an upward
direction forthe jump, so press immediately afterpressing up-forward.
The next step ischaining into^ + . You don't want to buffer this input by
pressing^ + early. For this towork properly, you must input airy + as
soon as possible aftertheir advancing guard actually starts pushing Trish back-
preferably within 2 frames. Any longer than that, and air'y' + usually causes
Jumpalyouradversary with instantjumping air then useairfy + to defeatadvancingguard! Trish to whiff^ + .
If your rival doesn't use advancing guard, whether rising hits oris guarded, whatever they do against thefollow-up airv + won't matter. If they guard thedivekick
and use advancing guard, Trish is barely pushed back because she lands right away and stops backsliding. Whether they guard or employ advancing guard, Trish is left right
next to them with frame advantage! If they ear the dive kick, well, great. Proceed to the combo of your choice.
If rising air hits, {7 + won't cause a combo normally. Itcan combo on many standing characters ifair hits asa counterhit, though, which may occur frequently if
your foe tries to throw or throw break at close range. However, it still won't work on small characters. Youcan also score combos by calling an assist before jumping with air
, sotheassist hit can fill inthetiny gap between air and airv +
In lv.2 or 3X-Factor, air ,{} + becomes a natural combo, although Trish rises soquickly during these modes that air whiffs on many small crouching characters,
and on other characters, it only combos if it hits them while they're standing. It's still a very strong option, depending on the size of the opponentmid-sized and large
ta
characters essentially aren't able to keep X-FactorTrish off of them.
When you are pressing a challenger onoffense and sensethey arescared ofinstant air into Stiletto Kick (along with theother cornerstones ofTrish's aggressive air game:
square jump , and triangle jump and ), super jump and immediately triangle jump toward your adversary with air^ + . Upon landing, attack immediately with
crouching ora throw.
Do this empty triangle jump as rapidly as possible; you don't want thescreen toactually shift tosuper jump height, so air actually whiffs. Trish should beso low in
altitude by thetime you press \ + thatStiletto Kick can'toccur, so the\ + input produces a whiffed air that doubles as an option select airthrow. Because
ofslight command overlap with her Stiletto Kick, ifyou triangle jump using thecommand dash (\ or? + ) using as one ofthebuttons, Trish always produces
an option select throw at the beginning of diagonal downward airdashes. If your opponent starts to jump away as you attempt this mix-up, you'll get a throw automatically. To
sum up, this sequence lets you fake a high attack and then immediately go for a low, while giving yourself two chances to air throw without even thinking about it!
Layer mixing up between instant overhead air and empty triangle jumps into low attacks, and you'll enhance theeffectiveness ofTrish's rushdown greatly.

The best time to use Round Harvest is whenever you find the time, really. If you can
get it out there, your rival almost certainly has to deal with it, and if they call any
assist, it gets chewed up. Beware of certain characters like Ghost Rider who have
attacks that can easily reach through Sparda and hit Trish. Just like with Trick traps,
Round Harvest disappears if Trish gets hit. Luckily, once it's actually over your
opponent and spinning, that's a non-issue.
It's important to note Trish's heavy basic attacks and launcher are different when
shedoesn't have Sparda inhand, inparticular, air becomes a slightly altered
version of Stiletto Kickand is no longer an overhead! If you want to attack high during
Trish's Round Harvest hyper combo should be Round Harvestis also ellective in crossover
Round Harvest, you need tousetriangle jump air or . Alternate between using
treated like apower-up hyper slateit's a hyper combinations, especially when Trish is onpoint and
meter black holethat briefly assedscomplete control free toactimmediately!
these and employing empty triangle jumps into crouching . Round Harvest doesn't
ol the matchlor Trish. actually last that longjust two secondsso make the most of the time.
It can be difficult to do anything to your adversary if they guard Round Harvestand start spamming advancing guard. In this situation, Trish gets pushed back no matter how
good yourwavedashing is. You can deal with this in a few ways. You can simplyaccept it, try to catch assists in Round Harvest(whichyou can follow up with Maximum
Voltage tor great risk-freepunishmentto the assist), and just fire Low VoltageHat the enemy a fewtimes while they blockSparda.
Or,for a muchbigger advantage, bring in another character, who can then rush your competitordownwithoutbeing affected by advancing guard! To do this, either simply
tag Trish out immediately after using Round Harvest, or THC from Trish's Round Harvest to the power-up hyper of another character (such as Firebrand's Luminous Bodyor
Wolverine's Berserker Rage).
Between unguardable special moves like C.Viper's FocusAttack and Taskmaster's Sword Master chains, and various combinationsof high or lowattacks with high and low-
hitting assists, you can do some very nasty things to characters who block Round Harvest and can't rely on advancingguard to save them. Unless they're prepared with an
invincible crossovercounter, there's nothingthey can do to stop you from forcing the issue.

COMBO APPlWK
GENERAL EXECUTION TIPS
Chain from crouching , , quickly during ground combos; the inputs can't be delayed.

When using air , , etc. in air combos, wait a moment before attacking after launching.

AS TRISH COMES IN: Al ASH)


Damage
TAC to Trish with-0 * orO + orQ + Variesdue to damagescaling

: WARD SUPER JU o (m) ^ <>t\o+ ^> c>ot_ +

Basic combo into Duet Pain 1702,100 damage, 254% meter loss
ft rwn : :-.-. ^P|P j|mjl|l;';. <>+. (M) "=*
ORWARD SUPER JUMP :)\;@ ._=>. :iri.\M4Wi\W\% O'* ^>O^O* ^> {}<&<>+,
Damage
[Stronger X-Factor combo than Combo Ioption, but uses more X-Factor time 1750,600-1,027,900 damage, 1-31%meter gain

-
moHi
x&
UJJJ G i)i
7
\
Iron Bonne

Air Pirate

A mechanical engineering
genius, she is able ta create
anything tram small robots,
such as the Servbats, ta large
aerial battleships. She is alsa able
ta pilot mechas.

Utilizes the Servbats as well as mechas she has built. In the vs.
series, she pilots a walking mecha battle tank called the Gustaff.

The anly daughter at the Bonne family at air pirates, she is extremBly pridetui and is
a sare laser. Hawever, she can be charmingly awkward in treat af someone she has a
crush bo, and values her family above all else. She travels the warld in the hapes af
getting hob guick, but her misadventures usually only endupadding ta her debt.

Mega Man legends flOSl]

PBMB EBIB

STRENGTH

FIGHTING ABILITY

"Thisis biographical, and does not repr t n,:lV: IIKIi

in-game combat potential of this hero.


Ujimii-iJ
Vitality 1,200,000
Chain Cumbu Archetype Marvel Series

X-Factor Boost Damage Speed


Level 1 (3 teammates remaining) 135% 105%

Level 2 (2 teammates remaining) 160% 110%

Level 3 (1 teammate remaining) 185% 115%

When playing as Tron. your goal is to close onyouropponent andforce them into
the corner.

Why would you want to close onyour adversary when Tron pilots a big robot thatthrows
Servbots and huge rocks?

Tron's true strength lies in her dominant air and attacks


and her command throw mix-ups on the ground
Tron can dominate the space around the corner, and the corner
allows Tron's biggest combos while also making all her combos
easier to perform
Tron has difficulty against zoning characters. Keeping your rival
in the corner denies them the space needed to effectively keep
Tron away
How do you approach your competitorand force them into the corner using Tron?

Using a low altitude airdash combined with air or


Using low altitude air Bonne Strike to push the opposing
character closer to the corner

Using Bonne Strike with a projectile or beam crossover assist that


can protect Tron's punishable recovery period

Tron received a few significant changes in Ultimate Marvel vs Capcom 3. Probably the most
significant was thechange toTron(3 assisl. It is now just as vulnerable as any other
assist, changing it from one of the best assists in the game to an average one. Another
significant change is that her air knocks opponents farther away, making it difficult
to continue combos consistently outside of the corner without the use of Bonne Strike.
Servbot Surprise Hyper is now mashable, which leads to a slight increase in her corner
combo damage. Servbot Launcher gaining up to three attacks can lead lo some good corner
pressure. Bandit Boulder is now special/hyper-cancelable, and this can be useful in niche
situations and short combos.
Gustaff Flame is special/hyper-cancelable
Bandit Boulder is special/hyper-cancelable after frame 35
Servbot Launcher can be mashed to launch up to three Servbots
Servbot Surprise Hyper can be mashed for additional hits
Air knocks adversaries farther away
Tron(_ assist is now more vulnerable to attacks
Increased length of hard knockdown caused by normal throw
Increased jump cancel window of Gustaff Fire
Bandit Boulder rock lift hitstun decreases with combo length
Increased minimum damage scaling of special moves
Lowered float of ground Bonne Strike
Air Bonne Strike hitstun decreases with combo length
Fixed Bonne Mixer and Shakedown Mixer so they can come out on an
empty cancel

/__
Screen Command Damage Meter Gain Startup Active Recovery Ad0/JnJflge f|drj_j!_2_ Notes
t Standing 55,1 440 12 +1 -1
Nullifies medium priority projectileand
Standing 72.1 29 -10 -13
beams
Knocks down opponent, nullifiesmedium
Standing 100,000 15 30 -38
priority projectile and beams

Screen Command Hits Damage Jjjj'" Startup Active Recovery Ad;!nJftBe ffiK Noles

Screen Command Hits Damage Meter Gain Startup Active Recovery ^jju?.88 *$_!!!!! Notes
Air Special AttacksUsing Screen and Air Ixchange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus . are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Jvantage Advantage Mnfp,


Screen Command Hits Damage "{Jeter Startup Active Recovery AdJ[nanH,
onHitat8e if Guarded ND,es
Causes hard knockdown if used in launcher combo,
Air 100,000 +15
ground bounces loe
Until Tags in next available ally while lofting opponent
Air.1 + (during launcher combo) 60,000 480
upward
grounded
Tags innext available ally while causing wall
AirC* or<3 + Until
50,000 400 15 bounce, erases 1 hyper meter Irom opposing
(during launcher combo) grounded
character
400 + Until Tagsin nextavailable allywhile causingground
Air^ + (during launcher combo) 50,000
10,000
16
grounded bounce, generates 1 hypermeter

Cnmmand Attacks
__l_ui__i
cks resemblebasic attacks but have different chaining and canceling properties. It's usually possibleto chain into a commandattack from basic attacks, but most command
be chained from or canceled themselves.

Screen Name Command Hits Damage 52? star,uP Active Recovery Ad'*ni|atBe RSSSS No,es
5th hit is jump- cancelable, inflicts chipdamage,
Gustalf
O* 1000 12 20 17 nullifies medium priority projectile and beamsduring
Fire
active frames
Canbe canceled intospecial or hyperafterframe
35, inflicts chip damage, nulliiies medium priority
Bandit
r<>+ 165,300 1520 15 5(15)1 +4 projectile and beams during first 5 active frames,
Boulder
rockcan be held for 72 frames, projectile has 10 low
priority durability points

Thrnws
Throws are for snagging passiveor blocking opponents. Since throws are active so quickly, youcan also use them to preemptively toss opposingcharacters out of their offense.Combos
are usually possible after throws, one way or another.

Screen Command Hits Damage Meter Gain Startup Active Notes

> + (ground) 1 80,000 800 1 1 Hard knockdown [


1
<? + (ground) 1 80,000 800 1 1 Hard knockdown }
C> + (air) 1 80,000 800 1 1 Hard knockdown i
2
<P + (air) 1 80,000 800 1 1 Hard knockdown |
_#JJ[/~
[MQlMUm
|pi+P2| Crossover MPtpr Recovery Recovery
Screen Type Combination Description Hits Damage T*r Startup Active (this crossover (other Notes
Hyper Combo " assist) partner)

Tron's assist choice isno longer obvious, since Tron(3 isnow vulnerable to attacks just like any other assist. Your choice of Tron assist isgoing to depend on your need and your team goal.
You canuseTrona toextend combos, but it is bestused late in combos because it hits six times. Ifused early ina combo, it could severely diminish theoverall damage dueto damage
scaling. You can alsousethisassisttofill in small gaps inyour team's offensive pressure, allowing you to sustain momentum fora longer period oftime against an opponent.
TronP is short range but boasts alarge number of active frames and the ability to nullify any projectiles and beams of medium priority or lower, and it provides agood amount of
hitstun. This makes it strong for corner pressure andforextending combos. However, its useas a defensive assisthas been severely limited by the increased vulnerability.
Tron7 differs from the command attack version because the thrown boulder can travel fullscreen. Similar to Tron(_, itnullifies medium orlower priority projectiles and beams during
the first 5 active frames (while she is picking up the boulder), andthe thrown boulder hasa hefty 10durability points. This is useful against a zoning character because it cannullify their
nrnfprtiiflc uihiio nmiiirfiiwi Tmn >-,i*h a sirong projectile of her own tohelp turn the battle toyour advantage.

Screen Command Hits Damage Meter Gain Startup Active Recovery Ad0vJnH,a,Be MjJSS

On hit, snap back forces the opposing point character lobereplaced by anassisl. Opposing assisl calls ortag outs arealso locked
out for 4 seconds

I r

Screen Name Command Hits Damage jjjjj Startup Active Recovery ^J1}}}98 ftarded No,es
Bonne 75,900- 720-
Strike L <?*)& + 4-8
118,400 1360
9 8-20(1)2 18
-7 Knocksdown, can be mashed for extra hits

Bonne 99,400- 1040- 14-29


1
Strike M O0& + 6-11
140,300 1840
9
(1)2
18
-7 Knocks down, can be mashed for extra hits

Bonne 118,400- 1360- 20-41


Strike H <?$& + 8-15
160,400 2480
9
(1)2
18
-7 Knocks down, can be mashed for extra hits

Until grounded,
Air Bonne 75,900- 720- 8-20
Strike L (inair)O0$ + 4-8
118,400 1360
13
(1)2
7 Iramesground
Knocksdown, can be mashed for extra hits
recovery

Until grounded,
Air Bonne 99,400- 1040- 14-29
2
Strike M (inair)<3-'0 /_2 + (m) 6-11
140,300 1840
13
(1)2
7 Iramesground
Knocksdown, can be mashed lor extra hits
recovery

Until grounded,
Air Bonne 118,400- 1360- 20-
Strike H
(inair)O0/j2 + 8-15
160,400 2480
13
41(1)2
7 Iramesground
Knocks down, can be mashed forextra hits
recovery
Capturesadversaryfor 82 frames on hit,
Beacon
<}^o + 1 50,000 500 33
17 +5 projectile disappears alter 16 frames,
BombL

3 projectile has 1 low priorily durability point


Beacon Captures rival for82 Irames on hit,projectile
Bomb M $t\ > + (_) 1 60,000 600 43
16
+6
has 1 low priority durability point
Beacon Capturescompetitorfor82 frameson hit,
4
BombH <}^o* 1 70,000 700 33
17
+5
projectile has 1 low priority durability point
^MiWmmiSmJl
Screen Name Command Hits Damage lJJiJr Startup Active Recovery ^h?,96 jfd_juarded No,es
Servbot projectile active for50 frames, can
Servbot 70,000 per 560 per be mashed lo launch another Servbot alter 30
1 18 37 -12 -15
Launcher L 00^*0 Servbot Servbot

framesfor a total of 3 Servbots, projectile has


5 lowprioritydurability points
Servbotprojectileactivefor 92 frames, can
Servbot 70,000(per 560 (per be mashed to launch another Servbol after 30
37 -12 -15
5
Launcher M O<0^ + _) 1
Servbot) Servbot)
18

framesfor a total of 3 Servbots, projectile has


5 low priority durability points
Servbot projectile activefor 68 frames,can
Servbot 70,000(per 560 (per be mashed to launch another Servbot after 30
18 37 -12 -15
Launcher H >$, + 1
Servbot) Servbot)

frames lor a totalof3 Servbots, projectile has


5 low priority durability points
Bonne
4 120,000 1200 5 1 41 Throwattack, hard knockdown
Mixer L ot\0#o +

Bonne
6 7 165,000 1650 3 1 43 Throw attack, hard knockdown
Mixer M C^O^O + CM)

Bonne
0^<)[3<? + 10 210,000 2100 1 2 44
Throw attack, hard knockdown
Mixer H

Bonne Strike: Bonne Strike can knock foes airborne


and usually allows for follow-up attacks (standing or
are best) that can lead into afull-blown combo. The
downside is that the large amount of hits causes significant
damage scaling on any following attacks. The most obvious
use is to performair BonneStrike immediately after a
successful air to convertintoa full combo.
When used on the ground and blocked, this move is
normally unsafe. However, when Tron has at least three
hyper gauge bars, you can make it riskyfor an adversary
to attempt to punish this attack because you can cancel the
recoveryat any point with her Shakedown Mixer. Youcan
also use BonneStrike at very lowaltitudes to reduce the
recovery on the move while making it safe or even gaining
frame advantage!

Beacon Bomb: This attack is a poor zoning tool


because of its long startup and recovery, along with the
projectile's low durability. However, you can use this
move to extend combos, most frequently as a setup to
land Servbot Surprise. The most common ways to land
Beacon Bomb during combos are after an assist or an
air ground bounce.
You can also use Beacon Bomb to convert stray crossover
assist hits into full combos.

Servbot Launcher. Bonne Mixer. Bonne


Tron's robot Gustaff fires Mixeris a strong command
a Servbot toward the throw that can be followed
target at an upward angle. up with OTG attacks.
The Servbot slowlydrift However, it is difficult to
toward the ground for a follow up v/ith Tron's own
short time before falling OTG attacks outside of the
quickly the rest of the way. corner because it requires
You can press,, near-perfect wavedashing.
or following the first
The version you select
input to fire up to three
depends on your need.
total Servbots. Each press
Bonne Mixer L has the most
fires its corresponding
startup frames, but also
version of the attack. Slowly
has the most range. Bonne
spreading out the attacks
MixerH has only 1 startup
and repeating the process
frame but has very limited
can actually be difficultfor some competitors to get past. Servbot Launcher M is the most
range. Bonne Mixer M is in between the other two versions.
versatileversion, since it stays active the longest.
Keepin mind that you can use Bonne Mixerto cancel any basic attack. You can bait
You can employServbot Launcherto pressure an incomingcharacter after a K.O. Firing
opponents into trying to punish unsafe basic attacks used up close, and cancel into Bonne
ServbotLauncher Mthree times gives you a chance to attack your rival whilethe opposing
Mixerfor big combos!
characteris locked down bythe descending Servbots. Youcan sometimes convert any
Servbot hits intoa combo. Youcan even time the Servbotattacks far enough apart so Tron
can dash in and throw her target between Servbots.
Byper Cnmbcs
Screen Name Hits Damage Startup Active Recovery AdvanH,a,se
on Hit
IfflSS'
if Guarded
Notes
Frames 1-10 invincible, knocks down
Servbot Takeout 0^rr> + 251,ff 10+6 -61 opposing characler, projectile has 1 high
priority durability point
Frames 4-7 invincible, knocks down foe,
Servbot 320,700-
Surprise >{>_ + $ 10-19
376,800
6+24 95 +24 can be mashed for additional hits, huge
Servbot is active lor 10(22)65 frames
Shakedown
Frames 1-9 invincible, throw, hard
Mixer (Level 3 <>Z\fy&<? + 18 440,000 6+0 43
knockdown
hypercombo)

If
t? _} 11
Servbot Takeout: This hypercombo serves mainly as Servbot Surprise: This hypercombo has a varietyof Shakedown Mixer: Simplythe threat of this level 3
a combo ender. It has massive recovery and cannotbe uses. You can use it in combos after a Beacon Bomb or hyper combo can change the wholedynamic of a match.
canceled with X-Factor unless itsuccessfully hits, even after standing if your target ishigh enough off the It becomes riskyfor your opponent to attempt to punish
though it can still be canceled with a THC. ground. Furthermore, it leavesyou withenough frame any unsafe basic attack or special move because you
advantageto continuethe combo afterwards! can cancel them into Shakedown Mixer.It's impossible
On a successful hit,youcan X-Factor cancel this move to
for the opposing character to do anythingonce the first
follow up withadditional hits whilethe lunch rush keeps This move can also be used on an incoming opponent after
your attacker locked in hitstun. 6 frames of startup have passed and the screen freeze
a snap back or character K.O. Tron then recovers while the
animation has started, makingit very difficult to react to.
giantServbotis stillactive,allowing her to pressure her
As a result, expectyour competitors to jump often when
adversaryimmediately afterward!
you are close enough for this attack to be a threat. Use
these opportunitiesto punish your foe for jumpingwithair
throws and low attacks!

U'Jilla Willi
Tron can fit in any spot on a team. As a point character,
she has high vitality and is nearly self-sufficient in terms of
meter usage in combos. You can also inflict high damage
combos without using meter if assists are available.
However, you willprobably have problems using her against
characters who possess strong zoning games, so you need
to be more reliant on assists to manage her in these fights.
She also relies on assists to get her highest damaging
combos. This makes her less than ideal as an anchor. She
is the biggest threat when she has three hyper meter bars,
so her strongest position on a team is probably as the main
meter user, in the middle slot.
Air isone olTron's most dominant moves. It can nullifyprojectiles, Aii is another dominant attack with amazing range and decent
itisactive untilgrounded, and ilcan start acombo anywhere onscreen. sladupspeed.
Yourgoal v/ith Tron is to get her close to the opposition to
hit them or apply throw mix-ups. Either of these options
naturally pushes the target to the corner due to the nature of her throws and combos. Successfully approaching an adversary to get in close, however, can be a trickier endeavor.

Tron's most dominant basic attack is herair. Itis active theentire time sheis airborne, hits to both herleft and right, andalso nullifies medium andlow priority projectiles and beams.
While itnow knocks opponents farther away, you can still follow itup with a Bonne Strike MorH(ground orair) toconvert any low altitude air hit into a highly damaging combo.
Airdash just before using air and the momentum ofthe airdash v/ill carry air forward for a bit, before Tron falls straight down. If you perform air after anairdash, Tron simply
falls straight dov/n. If you mix up betv/een using air during orjust after anairdash, ideally from about the distance characters start from each other at the beginning of a match, this
makes it difficultfor an opponent to discern the correct direction to block. Immediately follow this move up with an air Bonne Strike M or H if against a grounded or low altitude opponent,
which will be safe even on block, allowing for a throw mix-up. Air isanother dominant basic attack of Tron's. It has enormous reach in front of her and can also be used with airdashes
to gain extra distance. You can then convert any successful hit into a full combo by chaining into air orair, and then landing tocontinue the combo.
Hov/ever, noneof Tron's crouchingattacks is particularly fast, so this is best done with
enough frame advantage to offset theslow startup (like a very low altitude blocked Bonne
Strike). Another option is to immediately jump forward and airdash with <> + - ,
then use airC* + . For the airdash, your goal isto "drum" the input one frame
before the other attack input, soC> + registers for a single frame. This serves a dual
purpose inthat you get twochances to throw youropponent (airdash/throw option select
withcC> +~,and aircO + ), and if your adversary doesn't jump, you likely
cross them up with your air , allowing you tocontinue your pressure.
UseBandit Boulder tonullityprojectiles... ... then callanassist while throwing the boulder,
then cancel into Bonne Strike tobegin your ollense! Ifyou ever land anyofTron's normal throws or herBonne Mixer, you can follow these
moves upwith highly damaging combos. Air throws presentherstrongestcombo option
Another option for getting close to your opponent is the use of Bonne Strike. It has fast midscreen, as you can immediately follow up with air canceled into air Bonne Strike H
startup,coversground quickly, and can lead intofull combos. However, Bonne Strikehas and convertto a full combo.A normalgroundthrow requires either wavedashing into OTG
-7 frame advantage, and air Bonne Strike is in recovery until grounded. So howdoes this or an assist OTG to follow up at midscreen. In the corner, a throw can be followed up with
make Bonne Strikea viable option? One wayis through the use of projectile or beamassists an immediate standing before they even hit the ground. Bonne Mixer always require
to coverBonne duringher recovery. It's best to use an assist that allowsTronto continue an OTG to follow with a combo, and it is somewhat difficult to follow up with midscreen. It
intoa combo ifany of the attacks hit.Anothermethodis to use Bonne Strike instantly after requires you to do near perfect wavedashing into crouching . Following up with an OTG
jumping. You can do this by inputting <Pfy & ^ + . Finally, if you have three hyper inthe corner, however, is fairly easy.At midscreen, ifyourcompetitors everbreak a ground
bars,youcanattempt to baityourrival intopunishing your"unsafe" Bonne Strike, canceling throw attempt, you can immediately jump forward and press atthe apex of your jump
your recovery intoShakedown Mixer rightas your foe attacks! for cross-up air, which scores a ground bounce that leads toa full combo on hit.

Onceyou have your adversary in the


corner, your options and damage with Tron
improve greatly. Air becomes even more
dominant because it can shut down the air
space above and in front of a character,
making it difficult for them to escape the
corner. Any air attacks that hit no longer
have to be followed up v/ith Bonne Strike
BonneMixer andShakedown Mixerarecrucial Justthethreat ol her ground command throws can and instead can be followed up by single hit Tron is especially dangerous inthecorner, since
components ot Tron's mix-up ollense. leadtocompetitors making mistakes youcanlake ground basic attacks, thus preventing early shegains even more options tor controlling her
advantage ol. opponent's movement.
combo damage scaling. This can make the
difference between a 1,000,000 and 750,000 damage combo. Furthermore, all her throws
Against zoning opponentsv/hoare able to put projectiles or beams on the screen constantly,
becomemucheasier to follow up witha combo.You can also employServbot Launcher in
Bandit Boulder maybe a useful option,as it nullifies lowand medium priority projectiles
conjunction with a projectile or beam assist to provide a hugeframe advantage to work with.
during its first 5 active frames. Callan assist at the same time, then release the boulder, and
You can be extrasneakywiththis by spreading out the last two Servbotlauncherattacks
cancel into BonneStrike H behind the cover of your assist and boulder! If you are lucky,
just enoughto be able to dash in and commandgrab your opponent betweenthe Servbots!
Tron willget some stray hits, and you can end up scoring a big combo! However, be wary
of characters who can cancel their attacks into fullscreen projectile or beam hyper combos If your blockstrings up close are being
veryquickly. An adversary who notices your tactic could easilyend up causing massive blocked and Tron is in danger of being
damage to both Tron and your assist! pushed out of range, you can use Gustaff , ^
Fire and jump cancel the attack. From this,
Onceyou are close enough to threaten with Bonne Mixeror Shakedov/n Mixer,your options
become much more dangerous, and you essentially force your opponent into makinga
you can use your airdash attack/throw _
guess. You usually have to read whether the opposing character willcontinue to stay
grounded or attempt to jump. You must find a v/ay to discourage your rival from jumping
option selects or low altitude Bonne Strikes
to continue the pressure! v'^fifmSt
1 i
so youcan increasethe chances of landing a Bonne Mixer. The simplest optionis to simply Using Gustall Fire is a great way toallow Tron to
attack with an early low attack. combat advancing guardandmaintain ollensive
pressure.

D, ST. (3 HITS),
o _<> JUMP FORWARD, AIR , , LAND, 69 (MASH <8
725,700 damage, 96% meter loss
Tron's basic combo from a successful air that requires no assists. Tron can almost always be made toland two hyper combos in any combo, provided you have the meter to spend, so
high damage is guaranteed. This combo doesn't require anydelays until theServbot Surprise andshould be performed as quickly as possible to ensurethat youropponent does notflip out
of the combo at any point.

Landing the standing after Servbot surprise can be a bit tricky to time. Tron recovers slightly before the Servbot shrinks. The best visual cue is to watch for her satellite dish to begin
retract; press immediately after, and you should be able to continue the combo. You can visually confirm to see if the standing hits before canceling into Servbot Takeout to make
sure you don't waste a hyper meter bar and end up being punished hard for your mistak0

ORWARD SUPER JUMP, AIR (


r \ * , JUMP FORWARD, "@S (MASH e
843,900 damage, 33% meter loss
While similar to the first combo, the use of an assist gives a substantial increase to Tron's damage potential along with increased meter building. You'll want to time your c
OTG to hit right asSentinel points its finger, and time the * O to hit right after the last Sentinel Drone hits the enemy. Using two assists can enhance Tron's damage and
meter building even further. See the Combo Appendix for details.
imn ibw ui

AIR, LAND, CR. , ST.,g_> FORWARD SUPER JUMP, AIR ,


SLIGHT DELAY, CR. (4 HITS), **^>{wo, FORWARD JU
* * 09, ST.^> * * o<SS
Corner only, 972,100 damage, 68% meter loss
As mentioned before, Tron's damage becomes even stronger ifyou start one of her combos against a cornered foe. Here isthe same air combo starter, but because of the corner, Tron
isno longer dependent on a multi-hit move toconvert the combo, and she can go for several hard-hitting, single hit attacks. This does require assist usage orX-Factor to fully realize the

m Ot\c> *
U*@8 (MASH ), ST.
613,000 damage, 128% meter loss
This isTron's solo air throw combo. Tron can still get great damage off air throws, and that can be improved significantly with the use of assists. The trickiest part of this combo ishitting
the air immediately after the air throw. It has to be done immediately after the air throw happens in order to connect, or else your adversary ends up too far away for the air to hit.
Seethe Combo Appendix forassist usage!

:iri;> {} Q <=> + &&


411,400 damage, 49% meter loss
Tron's solo ground throw combo. It'sdifficult for her to do much else without the use of assists, but itisstill solid damage for a simple throw comb
after Bandit Boulder so that you gain full hits, then cancel into Servbot Takeout immediately after the final hit ofBonne Strike. See the Combo Appendix for a more damaging assist combo!

Corner only, 510,500 damage, 36% meter loss


Bonne Mixer Hwith a solocombo follow-up identical to herground throw follow-up. This is technically possible to do midscreen butr shes along with a perfectly
timed cr. . See the Combo Appendix for a more damaging assist combo!

. o^+HH o (MASH), LAND,&$> FORWARD SUPER JUMP, AIR ,>, , , LAND,


CALL SENTINELa, SLIGHT DELAY, CR. (4 HITS), * o e_> f * * o , FORWARD JUMP, AIR , , LAND,
* #> o , #* o @ (MASH ), ST. n__> V * o 9

776,600 damage, 56% meter loss


You canactually useGustaff Fire to starta combo against grounded targets as well as airborne ones. Using theinstant airBonne Strike method described inAdvanced Tactics, Gustaff
Flame becomes a potent attack thatallows you to continue pressure andland a very damaging combo ifanyoftheattacks hit, while leaving you safe iftheattacks are blocked!

mmtM mm mm
Tron's offense can be made far more dangerous through the use of very low altitude Bonne Strikes. The
input for this motion is-C3^ 2 ^5 + . When done correctly, you can eliminate a large amount of
her recovery by landing almost immediately. It done on the first possible frame off ground, she actually
ends up with a +1 frame advantage! When used in conjunction from the jump-cancelable Gustaff Fire, it
-.ew can make for a very potent offense that even advancing guard can't really stop. You can also use Bonne
Strike immediately after an air that is blocked by a grounded adversary. If any of these is done
correctly, it's safe on block and leads to a free combo if it manages to hit!

Using Gustalt Fire jump canceled into instant airBonne Strike is apotent ollensive tool!
EOMOO RPPINOIH
rENEML EXECUTION TIP6
Beacon Bomb has a slow startup. Take this into account when performing combos
Buffer Bonne Strike before your air lands to ensure your Bonne Strike is performed in the air
When doing Gustaff Fire into a jump canceled instant air Bonne Strike, delay the input for instant air Bonne Strike slightly, as the jump
does not occur until after the last hit of Gustaff Fire

WARD SUPER JU ND,CR.(4HITS),


Damage
Simple combo starting with a low hit 576,100 damage,31% meter loss

AIR , LAND, CR. , ST. , ^> FORWARD SUPER JUMP, AIR , , , , LAND, CALL SENTINELa, SLIGHT DELAY,
H
CR.(4HITS),-* Q&> *- , FORWARD JUMP, AIR, LAND, ST. ,^> FORWARD SUPER JUMP, AIR,, LAND,
B>f:tH^i7:uM __?_- f'VUIJNJI. V'XJV U'ini_w:iiiUim V *-i ^" "
Wv-.K-^V *-i ^ MASH),ST.^>
O^o
Notes Damage

Corner only, cr. after Sentinela should start the same time Sentinel points its linger. After firsty ^\ C> + , delay air
until Tron descends Irom lhe jump so there's time tolink st. , . Wait for cr. to recover before v \ ^ + , or 1,093,100 damage, 1% meter loss
you end up canceling into Bandit Boulder instead. {} , => + should hit just as Danle's Jam Session stops hitting the largel
AIR THROW FORWARD, AIR , LAND, ST. (3 HITS), - n_$> FORWARD JUMP, AIR , , , LAND, ST. (3 HITS), >^
FORWARD SUPER JUMP, AIR , (3f
JUMP FORWARD, AIR,, LAND, ** o ,-* o @ (MASH), ST. &$> + V *

Corner only. II you are too low to the ground, you may have to use air instead of air . The rest of the combo is similar to 794,900 damage, 30% meter loss
Combo Usage II

THROW FORWARD, ST. (3 HITS), g_> FORWARD JUMP, AIR , , , LAND, ST. (3 HITS), ^> FORWARD SUPER JUMP,
AIR , , , , LAND, CALL SENTINELa, SLIGHT DELAY, CR. (4" ^> <}^C> +
LAND, *,-** (MASH), ST > {>}<> +
Damage
| Corner only, ground throw version olabove combo. 762,400 damage, 36% meter loss
+ \ * * - , CALL WESKERp, DASH, CR. , ST.,^> FORWARD SUPER JUMP, AIR
cp> + '; !=-> <7^q> + !"-).':{

^> ot\.c>.+.
Damage

Corner Bonne Mixer combo. Wesker must be called immediately to land the OTG hit. Other assists can be used with Tron's cr. 854,700 damage, 49% meter loss
OTG, as well

AIRX-t * ,LAND,<3*> SUPER JUMP FORWARD, AIR,,,, LAND, CALL SENTINELa, SLIGHT DEL
CR. (4 HITS), &$> * , JUMP FORWARD, AIR, LAND, ST., es> SUPER JUMP FORWARD, AIR , , LAND,
CALL DANTE a, CR. (4 HITS), f * + , JUMP FORWARD, AIR,, LAND, + ** ,ST.i^> ##.# (MASH)

IA possible midscreen meter building combo. Delay the last Bonne Strike as long as possible toconnect with full damage 1639,100 damage, 219% meter gain
AIR, LAND, CR. , ST., &$> FORWARD SUPER JUMP, AIR , , , , LAND, CALL SENTINELa, SLIGHT DELAY,
CR.(4HITS),-* N> *- , FORWARD JUMP, AIR, LAND, ST.,^> FORWARD SUPER JUMP, AIR,, LAND,
CALL DANTEa, CR. (4 HITS), * , FORWARD JUMP, A
Damage
jCorner only. Same asabove but inlhe corner, utilizing strong single hit moves al the beginning of the combo 792,000 damage, 218% metergain

Tron's airdash cannot be done as soon as she leaves the ground. When normal jumping, she cannot
airdash until frame 9 of her jump. This means that you must wait 9 frames until you start your offense!
However, there is a trick that can allow you to execute this airdash faster. By super jumping, you can cut
this wait to 5 frames! This is because there is a "height requirement" for most airdashes. Super jumping
moves you higher faster, which allows you to execute your airdash sooner.

Usesuper jumps toreach theairdash height ceiling faster!


tJHUffif-
HBHMH-A'GO-GO, BABY!

JMiTm ai Student,
Yaung Hera

is vFX Pawer gives him abilities similar ta


camera effects seen in mavies, such as the
ability ta slaw down everything on the screeo.
__

MAPBUS
Otilizes various weapons, including bis
Voomeraog and Shocking Pink Bombs. With his
belaud Six Machine, an aircraft capable af
traastamiog into a rabat ar a cancan, he is
ready far any battle.

mm Jog Viewtiful Joe, he was,jTfly]


17-year-old wha laved the mavies. His girlfr
Silvia often became angry aver his immatur
ways.
}

Viewtiful Jo 1

PBWIB EBIB

STRENGTH

5 speed' k

RTHTi

*This is biographical,
in-game combat potei
Much like the games heoriginated from, Viewtiful Joe is a quick, scrappy character that is at
his best when he's upcloseand personal. Assuch, yourprimary goalas Viewtiful Joe is to
achieve point-blank range against your opponent.

At point-blank range,Viewtiful Joe has a mix-up that is incredibly difficult for adversariesto
gainst

xcellent Knuckle Punch (+) is an incredibly fast overhead


attack that leads into combos on hit
Air can be used as both an instant overhead andan air throw
attempt, then canceled into Red Hot Kick H to lead into a combo on hit
Airdashing forward and using air is a fast cross-up attack with an
enormous hitbox
Crouching basic attacksare all low-hitting and can be mixed in when
the opposing characterstarts guarding high
How do youachieve point-blank range when usingViewtiful Joe?

Airdashing forward and canceling into a low-altitude Voomerang L to


quickly advance forward while firing projectiles
Using plink airdashes to cover a lot of distance
Forcing your foe to guard a crossover assist and movingin
Attacking your rival withRed Hot Kick L or Mfrom superjump height,
then airdashing forward
Using charged Voomerang Lto pin your competitor in place
momentarily, making it much easier to force them to guard a

^_^_'I!__I__E___I )nent withthe Viewtiful GodHandhypercombo

___D - with Viewtiful God Hand?

Viewtiful God Hand places the opposing character in a slow state for
10 seconds
Immediately after hitting Viewtiful God Hand, you can perform a
strong mix-up of the low-hitting crouching or instant overhead air
, which easily leads into acombo when your foe's character is in
slow state

"""ting a combo while your rival is in sir" ad into another


wtiful God Hand for another mix-up
ou hit your competitor with Viewtiful

___e access to an OTG-capable crossover assi


Use the OTG-enabled assist to end comb"*--"
instead of Desperado

uWlW ms mmm 'ssm


Viewtiful Joe has received some substantial improvements to his toolset in the transition to
Ultimate Marvel vs. Capcom 3. First is the addition of the V-Dodge, a new move that makes
Viewtiful Joe instantly invincibleto strikes and projectiles,.aiding both his offensive and
defensive options. The recovery time on Shocking Pink has been drastically reduced, to the
point of recovering almost instantly. Some of his hyper combos have received changes, as
well, including OTG-capable properties for the air version of Desperado.
Vitality increased from 880,000 to 950,000
New special move: V-Dodge (.*+' ')
Recovery frames on Shocking Pink have been reduced from 22 to 4
Mach Speed can now be mashed for additional damage
Air version of Desperado is now OTG-capable
Standing Basic Attacks
Screen Command Hits Damage Meter Gain Startup Active Recovery Atljjff" ^Guarded" No,es

Screen Command Hits Damage Meter Gain Startup Active Recovery Mi??B M$$3R" Notes
Launcher, not special- or hyper combo-
cancelable

Air Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery Af|M*8SB? *
Air Special Attacksflying Screen and Air txctiange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage "*"' Startup Active Recovery AdBw"BeAdRW:i!gS" Notes
,200 24 +14 +12 Causes hard knockdown if used in launcher combo
Air
Air^? * (during launcher combo) 60,000 22 Tags innext available allywhile lofting foe upward

AirC> orO + Tagsin next available allywhile causingwall bounce,


50,000 20
(during launchercombo)
erases1 hyper meterbar from opponent
400 + Until Tags in next available allywhile causing ground
Air^ + (during launcher combo) 50,000
10,000 grounded bounce, generates 1 hyper meter bar

Commam! Attacks
Command attacks resemble basic attacks but le to chain into a command a c attacks, but most command
attarkc rannnt hn rhairtprt frnm nr p.anrp.lpri th
V "... ".-

Screen Name Command Hits Damage Jj.f Startup Active Recovery ^"J?,96 ^BlSJ!" No,es
Excellent
50,000 Overhead attack
Knuckle O + 13 23
Punch

Ihrnws
Throws are for snagging passiveor blocking foes. Sincethrows are activeso quickly, you can also use them to preemptively toss opposingcharacters out of their offense. Combosare
usually possible after throws, one way or another.

Screen Command Hits Damage Meter Gain Slartup Active Notes


MaMlLW=GummLW^
l_____l Crossover , , MptPr Recovery (this Recovery
Screen Type Combination Description Hits Damage gl1," Startup Active crossover (other Notes
HyperCombo assisl) partner)
1 ViewtifulJoea Desperado Voomerang L 1 70,000 560 39
125 95 Projectilehas 5 low priorily durability points
Groovy
2 Viewtiful Joe(3 Mach Speed
Uppercut M
1 80,000 640 30 13 121 91 Knocks down opponent
Bomb projectile has 1 low priorily durability
Shocking point, bombtakes 66 frames to detonate,
3 Viewtiful Joe7 Desperado 1 80,000 640 50 114 84
Pink L

explosion has 8 activeframes, explosion


projectile has 99 lowpriority durability points

Viewtiful Joereceived a great deal ofimprovements tohis overall toolset, but his assists remain unchanged. Each ofhis crossover assists is fairly average initseffectiveness.
Viewtiful Joea fires a Voomerang projectile thattravels straight across thescreen at ground level. It is a useful all-around assistthatcanaidboth offensive anddefensive characters.
Viewtiful Joe(_ replicates Groovy Uppercut M, attacking at an upwards angle. It is the fastest of Viewtiful Joe's crossover assists, but it is also difficult to use effectively because of its
short range.

Viewtiful Joe7 releases a Shocking Pink bomb into the playfield. The projectile remains onscreen for 66frames before detonation, and itcan beknocked around the playfield by any
attack from you or your opponent. The explosion is OTG-capable and can set upsome unique combo opportunities. You canalso usethisassistto increase yourpoint character's offensive
options, sincepartof the screenis temporarily unsafe foryouradversary.

Screen Command Hits Damage Meter Gain Startup Active Recovery Ad"l!f,BB AfdrS2
500 - (-1 hyper
0^r_>+ BEE. 50,000
meterbar)
22

iter!
On hit, snap back forces the opposing point characler lo be replaced by an assisl. Opposing assisl calls or tag outs are also locked
out for 4 seconds

WAWllMMB
Screen Name Command Hits Damage TOJr Startup Active Recovery AdJJnH!ftfle ft'Suarded No,es
Chargedversion homes in on your target,
Voomerang L 70,000- 560- projectilehas 5 low priorilydurability
(canbecharged) ^O + O 1-3
150,000 1200
10-66
34 -12 -14
points, charged version has 3 framesx 3
lowprioritydurabilitypoints
Charged version homesin on yourrival,
Voomerang M 70,000- 560- projectilehas 5 lowpriorily durability
(canbe charged) Ot\o + 1-3
150,000 1200
10-66
37 -15 -17
points, charged version has 3 frames x3
lowprioritydurability points
Chargedversion homes in on your
Voomerang H 70,000- 560- competitor, projectile has 5 lowpriority
(canbecharged) <}Z\0+
1-3 10-66 40 -18 -20
150,000 1200

durability points, charged version has 3


frames x 3 lowprioritydurability points
1,2
Chargedversion homes in on your
AirVoomerang L 70,000- 560- adversary, projectile has 5 low priority
(can be charged) (inair)<>tiC>+ 1-3
150,000 1200
15-69
37 +20 +17
durabilitypoints, charged version has 3
frames x 3 lowprioritydurability points
Chargedversion homes in on your foe,
Air Voomerang M 70,000- 560- projectile has 5 lowprioritydurability
(canbecharged) (inair)O t^ c> + <@) 1-3
150,000 1200
17-71
35 +20 +17
points, charged version has 3 framesx 3
low priority durability points
Chargedversion homes in on your
Air Voomerang H 70,000- 560- challenger, projectilehas 5 lowpriority
(can be charged) (inair)OtiO+ 1-3
150,000 1200
19-73 -
33 +20 +19
durability points, charged version has 3
frames x 3 low priorily durability poinls
OTG-capable, bombdetonation damages
bothplayer character andfoe,either player
attacking thebombcauses itto move, bomb
Shocking Pink takes 66,130, and 194 Irameslo detonate
3 <)&<P* 1 80,000 640 24 4 forlhe L,M,and Hversions respectively,
(can be charged)

explosion has 8 active Irames, causes


spinning knockdown, bomb projectile has
1 lowpriority durability point, explosion has
99 low priority durability points
Screen Name Command Hits Damage ljj,,;r Startup Active Recovery AdJJn,}ftBB SSd-d No,es
Overhead attack,il Red HotKick makes
contact with opponent, Viewtiful Joe
4 Red Hot Kick L (inair){>?<3 + 1 80,000 640 12 Until grounded 23 +9 +7
bounces backwards in the air with 13
frames of recovery
Overhead attack, if Red Hot Kick makes
contact with adversary,Viewtiful Joe
5 Red Hot Kick M 1 80,000 640 12 Until grounded 23 +9 +7
(inair)0#O + bounces backward in the air with 13
Irames of recovery

6 Red Hot Kick H 3 94,800 840 18 Until grounded 19 +2 0


(inair)0#O +

5(11)5
Air Joe L (in air) )) 4 96,800 920 3 6 Can be mashed for additional hits
(3)4(7)5

5(11)5
Air Joe M 5 119,700 1200 3 (3)4(7)5 8 Can be mashed for additional hits
7 (in air)

(8)5
5(11)5(3)
Air Joe H (in air) )) 6 146,200 1560 3 4(7)5(8) 21
Can be mashed for additional hits
5(15)5
8 Groovy Uppercut L O0^ + 1 80,000 640 8 13 14 +7 -6 Knocks down loe

Groovy Uppercut M Ot)^ + @> 1 80,000 640 6 13 13 +8 -5 Knocks down rival


9
First hit knocksdown competitor, second
Groovy Uppercut H ^ti + 2 104,000 880 10 11(19)14 7 +20 0
hit causes spinning knockdown
Invincible to everything exceptthrows
10 V-Dodge +

1 32 13
from frames 1-32, can be canceled into
specialmoves and hyper combos

Voomerang:Viewtiful Joe's Voomerang is a useful general projectile Voomerang


attack with 5 low priority durability points. The Voomerang's trajectory (charged): All
changes depending onthestrength ofthebutton pressed. travels versions of
directly forward, and is well-suited to combat most regular projectiles. Voomerang
travels straight up from the point of release, and itcan potentially can be
be used to strike opponents jumping in. Hov/ever, this is not a preferred charged.
strategy since you're better offtrying to air throw your competitor. A charged
curves around Viewtiful Joe before flying backward atanupward Voomerang
angle. This version is difficult to use effectively, but you can utilize itto has increased
catch characters trying to dash above Viewtiful Joe projectile
durability and travels in the same direction as the uncharged
Voomerangcan also be performed in the air, changing the effective use of each version. AirVoomerang L is one of
versions. The projectile then homes in on an opponent and
Viewtiful Joe's best tools, as it can be used either offensively to advance forward or defensivelyto thwart advancing
sticks to them for a few moments.
opponents. Jump, airdash, and immediately use Voomerang L to toss the projectile and cover the moment Joe hits
the ground! AirVoomerang M bends straight down, useful for approaching characters from super jump height. Super You can cover the time Viewtiful Joe is vulnerable while
jump,airdash, and use Voomerang Mto drop down on your adversary safely; ifthe foe hits Joe, the Voomerang then charging by super jumping and beginning the charge
drops on their head and usually allows for a combo. AirVoomerang H bends around below Viewtiful Joe before traveling the second Viewtiful Joe leaves the ground by inputting
backward. Unlike the ground version, air Voomerang H is great for catching rivals trying to dash underneath an airborne {^C^ + (hold). The Voomerang will be fully
Viewtiful Joe. charged by the time Viewtiful Joe reaches the ground. Callin
an assist to make this technique even safer.

Shocking Pink. Viewtiful Joe drops a bomb witha variable fuse time dependingon the attack button pressed. Until it explodes, both
players can knockthe bomb around the playfield. The bomb's explosion is OTG-capable and can damage both players.
In Ultimate Marvel vs. Capcom 3, the recovery time of Shocking Pink has been reduced to four framesa nearly instant recovery time.
This allows Shocking Pink to come into play more often and become a more prominent part of Viewtiful Joe's gameplan. For example,
cancel guarded attacks into Shocking Pink tomake your competitor unsure whether they can attack ornot. The version detonates
quickly enough that opponent generallygets hit ifthey try to immediately attack;when they've been conditioned not to attack, drop one of
the other two versions of the bomb to continueattackingwhile your foe remains passiveand unsure of what to do next.
Viewtiful Joe can delay the release of a bomb by keeping the attack button held down, and can even control the timing of the explosion;
see Advanced Tactics for more details.

Red Hot Red Hot Red Hot


KickL: KickM: KickH.
This aerial Viewtiful Although it
attack Joe travels travels in
sends downward the same
Viewtiful at a direction
Joe straight 45-degree as Red Hot
down, angle. Its Kick M, this
creating properties version hits
a decent are similar multiple
opportunity to beginattackingan adversary from super tothe version, except that Red Hot Kick Mismost times and does not bounce backward on contact. This
jumpheight directly over their head. If Red Hot Kick L useful in the middle of air combos. attack has some applications for combos and in general
makes contact, ViewtifulJoe bounces backward in the offense, since it is surprisinglysafe ifguarded.
air in a neutral state. Airdash forward after the bounce to
continue your attack!
Air Joe: Viewtiful Joe floats
slowly back to the ground
whileattacking witha flurry
of punches and kicks. Air
Joe can be mashed to add
extra duration. It's generally
better to avoidusing this
move in combos, as it adds Groovy Uppercut Although you can use Groovy Uppercutas an effective anti-air, it does
a lot of hitstun decay and not have any invulnerability, which limits the overall effectiveness of this attack. The
damage scaling in return strength of each button determines its trajectory: travels straight up, launches
for littledamageoutput. ata 45-degree upward angle, and hits twice, the final hit puts your opponent into a
spinning knockdown. All three versions leave Viewtiful Joe in the air, allowing you to juggle
your foe after a successful hit.

V-Dodge: Viewtiful Joe gets an effective newtool in Ultimate Marvel vs. Capcom 3\ V-Dodge makes Viewtiful Joe invincible to everything
but throws from the veryfirst frame,and it can be canceled intospecial moves or hypercombos. V-Dodge can highly usefuleither
offensive or defensively; any timeyour adversaryis near you and tries to attack, activateV-Dodge and cancel into Groovy UppercutMto
punish and go intoa combo! However, ifyou don't cancel V-Dodge into a special moveor hyper combo, you are susceptible to attacks
during its recovery period.

Byper Cnmbns
Hits Damage Startup Active Recovery Ad"n]?.9e u*K.__3SS No,es
Frames 1-15 invincible, air version is OTG-
capable, projectile has 15 high priority
durabilitypoints

Desperado: Viewtiful Joe summons his ship, the "Six ViewtifulGod Hand. This short ranged attack does little in Mach Speed: This powerful hyper combo has a ton of
Machine," to firea large, high-durability projectile. the wayof damage, but it leavesthe opposing character in invincibility, and it ends in a launcher that can lead into
Desperadodoes havesome invulnerability, but it runs out a slowed state for a solid 10 seconds. While in the state, an air combo on hit. MachSpeed's invincibility and speed
before the movefinishes startingup. It's generally used everythingyour competitor does is slower, including make it an excellent defensivehyper combo; it can pass
most effectivelyin the air to end combos. In Ultimate recovering from hitstun; this allows for combos that are not rightthrough beam hypers like Ryu's ShinkuHadoken
Marvel vs. Capcom 3. Desperadois now OTG-capable, possibleotherwise.Theslowedadversary is left standing with ease! Save MachSpeed for the end of damaging
useful foradding on some much-needed additional damage right nextto Viewtiful Joe and leavesJoe with a small combos or to defendagainst enemy hyper combosit is
off on air throw. frame advantage, leading to potential mix-up situations ridiculously unsafe ifguarded.Mach Speed is mashable for
rightoffthe bat. Ending combos withViewtiful God Hand more damage in Ultimate Marvel vs. Capcom 3.
is a strong playifyou don't haveto sacrificetoo much
damage to your rivalto do so.
Notethat once Viewtiful God Handconnects with a target,
you cannotteam hyper combo-cancel the attackanimation.
Viewtiful Joe has an excellentarray of Once you've closed the distance andgotten within point-blank range of youropponent,
mobility optionsavailable to him,and you'll you can begin applying Viewtiful Joe's mix-up game, which can bealmost impossible for
need to take advantage of all of them to opposing players to defend againstconsistently. Switch between the following tacticsto
accomplishyour primarygoal of getting with keep your competitors guessing and break through their defenses:
point-blank range of your rival. In the air,
Viewtiful Joe has access to two airdashes and Excellent Knuckle Punch (O + ) hits overhead. Cancel into
a triple jump. Onlytwo other characters in the Groovy Uppercut M to begin a combo
entire roster share these traitsChun-Li and
Devil Trigger mode Dante.
Jump and immediately press for an instant overhead attack,
then cancel into Red Hot Kick Hto return to the ground and
Airdashing towardyour opponent and throwing a continue the combo. Note you can option select an air throw by
Voomerang Lisagreat way togetinlor acombo.
holding C> as you press , in case your rival tries to jump away
Triple jumping allows Viewtiful Joeto reach superjump height from a normal jump, granting Low-hitting crouching attacks can be chained together with
him access to crossover assists. With the helpof crossover assist, Viewtiful Joe can retain slow timing. If your target tries to use advancing guard or jump
control of the ground while triple jumping overanyprojectiles that his opponent tosses away, cancel into V-Dodge to counter
out. Lock down youradversary with an assist andtriple jump above theirhead, thencome
crashing downwithan attack like Red Hot Kick Hto beginyour assault. While assaulting with crouching O, mix in an Excellent Knuckle
Punch for an easy overhead hit
Viewtiful Joe's double airdash allows himto cover horizontal distance in the air rather
quickly, especially when you incorporate plink airdashing into your game. Plinking refers Jump, then airdash as low as possible and cross up your foe with
air
to hitting separate buttons onconsecutive frames, which thegame interprets ininteresting
ways. In Viewtiful Joe's case, plinking allows you to cancel hisairdash right into another If all else fails, throw your opponent. Viewtiful Joe's ground
airdash, which is not normally possible. You can install an option selectairthrow at the throws lead to easy damage but do not lead into anything more
same time! First take to the air and airdash. and then perform1^ + ~ mid-dash. damaging on their own
Since you're hitting <> + one frame before another button, the aame very briefly
interprets this asboth the start of air , and an air throw attempt. The input on the In addition toa strong mix-up, point-blank range means that Viewtiful Joe is within striking
next frame then kara cancels air into another airdash! Go into Training Mode and turn distance of his Viewtiful God Hand hyper combo. This hyper combo slows down your
ontheInput Display inorder to view your inputs to master plink airdashingperformed opponent by25% and opens even moreclose-range mix-ups! For more information on what
properly, yourbutton presses appearstaggered, rather than simultaneous.Combined with Viewtiful God Handcan do for you, see the AdvancedTactics section.
anairdash, airVoomerang Lis an excellent option to getclose toyour opponent. Cancel
an airdash into V M$> * to launch the projectile at avery low height, forcing your Ifyou have a hard time getting within point-blank range, Joe still hasquite a few options
rival to either block the attack or absorb the hit. In either case, Viewtiful Joe is at a massive when itcomes to long range battles. The airdash to airVoomerang Ltechnique, for example,
works just as well with a backdash to
frame advantage, since he recovers immediately upon landing. Spam this technique from
cover Viewtiful Joe as he retreats. Continue
long distances while calling crossover assiststo keep your foe pinned down andwhile
simultaneously closing the distance! spamming this attacking until you give
Joe enough breathing room to continue
Viewtiful Joe's options toclose the distance inthe airdonot end there. You can plink pursuing your primary goal.
airdash just above your target and use air for across up, orsuper jump, airdash, and Whenyour opponent pushes Joe back to
use thedownward trajectory ofairVoomerang Mto land an attack from above. Ifyou're
medium range and establishes their position
looking for a riskier way to cover a large amount ofdistance quickly, super jump andthen
attack with Red Hot Kick L or M. Once the hit connects, airdash once Viewtiful Joe recovers there, surprise them by going on offense
from the bounce caused by Red Hot Kick to get back in and continue applying pressure to with airdash cross uos, or wavedash
forward into crouching . Now you've Desperado can now hit OTG, allowing ViewtiiulJoe
your foe. logetmore damage irom anairthrow.
turned the tides and can continue your
Any ofthe above tactics benefit greatly from crossover assiststhat canpin down point-blank mix-upstrategies.
the opposing character. Beam or multi-hit projectile assists like Iron Mana or
Amaterasu(3 work great for this purpose at long ranges. Akuma(_>, Dantea, or The new V-Dodge ( + ) maneuver is invaluable against an adversary attacking
Phoenix Wright (B are viable options, as well. Don't forget Viewtiful Joe's triple jump Viewtiful Joe. Activate V-Dodge to avoidone of their attacks and immediate cancelinto
ability either: it may take slightly longer to ascend tosuper jump height, but you can call an Groovy Uppercut Mto put Viewtiful Joeon theoffensive and swing the momentum of the
assist before attacking. battle in your favor.

If youropponent has caught on to your Air throws arean important tool forViewtiful Joe to take advantage ofagainst airborne foes.
vast array of air shenanigans, they may In original MvC3, Viewtiful Joe could not deal much damage from a successful airthrow, but
start to counter your attempts to close in UMvC3, you can now hitwith the OTG-capable Desperado hyper combo forsomemore
the distance. However, now that you have respectable damage. Keep an eyeout forairborne opponents nearby, and jump toward them
them trained, you can flip the script on withO + <=> 0/2O + . If Viewtiful Joe is close enough to the opposing
your assault tactics: instead of advancing character anair throw will occur, and ifnot, air will becanceled into Red Hot Kick Hfor
toward your adversary through the air, a relatively safe contingency plan!
wavedash forward along the ground to
surprise your foe.
The Mach Speed hyper combo serves as a way toget close and shut down aggressive
competitors at thecostofa hyper meter. Itslong invincibility window blows through most
Use V-Dodge i + Jto avoid incoming attacks and can even beused to counter beam hyper combos. Be mindful of your hyper
attacks, and cancel into Groovy Uppercut Mto meter barand have at least two in reserve before randomly throwing outMach Speed as a
punish!
Hail Mary. Mach Speed is incredibly unsafe ifguarded, in which caseyou'll need that extra
barto DHC to yourteammate andavoid a heavy punish from yourrival.

i. CR.,ST. ,, CR.0j)e__> +* * o ,AIRe~> FORWARD DOUBLE JUMP, , (H>-es> + W.+, ,


f * o , LAND, ST. , (D e_> VERTICAL SUPER JUMP, AIR , , ^> FORWARD DOUBLE JUMP, , <**>
FORWARD DOUBLE JUMP, <8),*s$> * * + o , + * + e _*> f * + o @
606,200 damage, 8% meter gain
Viewtiful Joe's bread and butter combo is highly effective, pays for itself in meter gain, and can be performed anywhere on the screen. However, there are two parts of this combo where the
timing is abit tricky. First, be careful of the timing for connecting the first air after Groovy Uppercut M: press the button too soon and the attack won't come out at all, too late and your
adversary will have recovered from the previous hit. After Red Hot Kick H, you'll need to be vigilant to catch the opponent on time as they're falling for the relaunch.
If performing this combo at mid screen, there's achance that Red Hot Kick Hwill place Viewtiful Joe on the opposite side of your adversary. This does not change the combo in the least
but remember to reverse your input directions to compensate.
p_/
//.. * o a^> - * o , AIR *=> FORWARD DOUBLE JUM - O , LAND,
ST.,^> VERTICAL SUPER JUMP, AIR,, sg> FORWARD DOUBLE JU.
FORWARD DOUBLE JUMP, ,^> + **<>,+ ** Q ^> * *.+ o 6
588,100 damage, 6% meter loss
When you're harassing your opponent with low-hitting crouching attacks at point blank range, mix in the overhead Excellent Knuckle Punch and begin this combo

III. CR. ,ST. ,^> * V> *(l)^> * o 88 (MAS ICAL SUPER JUMP, AIR
FORWARD DOUBLE JUMP, ,^> FORWARD DOUBLE JUMP <_>, :_>

671,000 damage, 137% meter loss


Combo III takes advantage of the launcher attack at the end of the Mach Speed hyper combo. You'll need slightly less than two hyper meter bars in the bank before starting this combo. As
you're mashing buttons to increase the damage of Mach Speed, be aware of when the hyper combo ends so you can follow up with the super jump cancel in time. Also, be sure you're not
pressing buttons asyou super jump, otherwise you'll catch your opponent too soonor miss them entirelyand may not be able to finish the combo.

FORWARD JUMP, INSTANT AIR ^> * * * => * f * * 88 (MASH 8) ^> VERTICAL SUPER JUMP,
AIR , , <^> FORWARD DOUBLE JUMP, , ^> FORWARD DOUBLE JUMP, , <^> * r o ,
* - _- e_> * - o 88
615,400 damage, 123% meter loss
Part of Viewtiful Joe's key offensive strategy is to be aggressive with airdashes into air, Voomerang L, and air. This combo starts with an air attack after airdash, and keeps the
good times roiling with aRed Hot Kick Hinto Mach Speed. Like in Combo III, be aware of the time it takes Mach Speed to complete so you can quit mashing buttons in time.
Depending on where you begin air, there is achance you can cross up your opponent with the attack. If the cross up occurs remember to reverse your inputs, otherwise Joe will begin
thestartup animation forVoomerang andfall totheground without releasing theprojectile.

If. FRONT OR BACK AIRTHROW, LAND, O (mx^tk)

317,500 damage, 92% meter loss


The air version of the Desperado hyper combo gains OTG-capability in Ultimate Marvel vs. Capcom 3. Take advantage of this improvement to score some free damage off of asimple air
throw. Practice the * * * O88 motion in training mode to get afeel for executing air Desperado the moment Joe leaves the ground. Alternatively, depending on how far the
opponent has been thrown, you can allow Joe to fall slightly after the air throw and input \ %= * 88 on the way down to connect the hit.

VI. (AGAINST AIRBORNE ENEMY) FORWARD JUMP, AIR , , ^> FORWARD DOUBLE JUMP, <^> f * * * .
* * . q (fi), ST. , e_> VERTICAL SUPER JUMP, AIR , , ^> FORWARD DOUBLE JUMP, AIR
FORWARD DOUBLE JUMP, ,^> *-<> ,** es$>
554,500 damage, 12% meter loss
Take advantage of ajumping opponent using Joe's triple jump and snag them with this combo. The trickiest part with this combo is that you can't necessarily guarantee how high you'll be
when you catch your opponent with the first air , and if you connect * - * at too high an altitude, you're opponent will air recover before the get within range of standing
. Otherwise, much like with Combo I, your big worry is catching the opponent with standing as the fall after Red Hot Kick M.

VII. CR. , ST. ,e~> * * * gp FORWARD DASH, CR. ,


*.* _, o @@ (MASH 8) S> VERTICAL SUPER JUMP, AIR,, <^> FORWARD DOUBLE JUMP, ,<s>
FORWARD DOUBLE JUMP, , e_> + * Q , * * * ^> f V - o 88
1,004,900 damage, 106% meter loss
Normally, the recovery time of Voomerang makes it useless for mid-combo usage. However, with an X-Factor cancel it can lead to huge damage. Activate X-Factor as soon i
Voomerang projectile connects and continue the combo. The same tip for following the launcher after Mach Speed in previous combos applies here, only now you must I
for the X-Factor speed boots. Master this combo and you're guaranteed a K.O. against all but the mightiest ofadversaries!
Viewtiful God Hand Thanks to a drastically
is an amazing hyper reduced recovery time,
combo to take bringing Shocking Pink
advantage of. By bombs into play has
slowing down his become a much more

opponent by 25%, viable option in Ultimate


Viewtiful Joe gets Marvelvs. Capcom 3.
to enjoy increased However, there's still an
frame advantage on issue with the bomb's

all of his moves, and detonation time and its


Viewtiful God Hand opens upa whole slewolnew combo options. a world of new combo
Controlling the explosion olShocking Pink bombs can leave your ability to also damage
opponent questioning their available options.
opportunities becomes Viewtiful Joe. Thankfully,
open to you. Landing Viewtiful God Hand can be accomplished with a fairly there's a technique thatallows you to detonate a bomb whenever you want!
simple mix-up. You can normally delay the release of Shocking Pink by keeping the attack
When you're within point-blank range of your adversary, start poking them button held down, causing Viewtiful Joe to dribble the bomb like a mini-Pele.
with crouching , following up with an instant overhead air into By holding down another button before releasing thefirst, Viewtiful Joe
Red Hot Kick H for a combo. Once Red Hot Kick H connects, cancel into releases the bomb, but it will not explode. Keep the button held down as long
{} & <? + toslow them down! Once your rival is slowed, you can as you like and kick the bomb around the playfield. When you're ready to set
link attacks that would not do so otherwise. For example, you can now combo off the bomb, simply release the button. Combined with V-Dodge, you can
standing Q attacks after a successful Red Hot Kick Hinto a full combo. placethe bomb essentially anywhere you want onthe ground as a trap and
You can easily pull off a big combo into another Viewtiful God Hand. End avoid the explosion from damaging Joe, too!
your combo with an attack that results in a hard knockdown state, pickup Use this technique to set up an alternative OTG method for Viewtiful Joe or to
the opposing character with an OTG-capable assist, and combo into another keep your opponent on their toes as this hot potato gets knocked around the
Viewtiful God Hand to keep the offense flowing! playfield. You can even switch which button is being held down to continue
to hold back the explosion (similar to Zero's Mega Buster charge). The bomb
onlyexplodes if you release a button, if Viewtiful Joe gets hit, or if someone
pauses and unpauses the game (which is totally cheating!).

mm APPmoix
GENERAL EXECUTION TIFS
Joe excels at long aircombos thanks to his triple jump, but beware of pushing too many buttons while in the airto avoid accidently
executing Air Joe 8_).
Practice the timing of landing air after Groovy Uppercut M. It is key to consistently extending your ground combos into the air.
The launch attack after Mach Speed (+ * * 88) can be used to tack on great deal of damage. Learn its timing to properly follow up
after the hyper combo.

^W..i[M?(!l'5]iVI^^!';i!::(M).:'. ' ^> "^> l.i(&;iW;1;II5_lfl]l?3ili:MEl ^# ' ^^','=:UlT) UTHflTJ tjV JlAbVl.R-<>. -<p ::^?^>: ty&<? +'
\ * O E5~> f ** Q @g)
HMJJKl'
|0 + orct> + TACtoJoe IVaries based ondamage scaling

111 i'iI:fclIi iMIsK; '~ '> -> v> iflliVi7itil-'HUM

*** &4> f * + o 88

\fy + TAC to Joe Varies based on damage scaling


CR.,ST.,,CR.i^>->-t* o,AIR^> FORWARD DOUBLE JUMP, , &$> *. * , i * c , LAND,
ST.,d)e_$> VERTICAL SUPER JUMP, AIR, ,^> FORWARD DOUBLE JUMP, ,e_> *+ <3 , FORWARD AIRDASt
AIR(D, LAND, CALL WESKERf_, * - o &
Damage
This illustrates an examole combo that ends with the God Hand 533.200 damage, 5% metergain

WITH VIEWTIFUL GOD FIST ACTIVE, FORWARD JUMP, INSTANT AIR <&$> * * e> , ST. , , , ^> 1
+\o S@ (MASH 8) ^> VERTICAL SUPER JUMP, AIR , Wi\-. ,_! #5# 0 ?'<3 +
FORWARD AIRDASH, , LAND, CALL WESKER3, f * o 62
Notes Damage
647,100 damage, 124% meter loss

WITH GOD HAND ACTIVE, CR., ST. ,,,,,^> *" f * o @ (MASH 8) ^> VERTICAL SUPER JUMP,
AIR , , s_> FORWARD DOUBLE JUMP, , e_> *, FOR. .WASH,, LAND, CALL WESKER0, * * - 68
Damage
*

THIS WORM $HM BB MM.

BIAI HAM BCEBPAIIBH


Albert Wesker Farmer S. I.U.S. Captain

mints
Having infected himself with a special virus, he gained
sBveral super-human abilities, such as being able to
dadge bullsts. In additian ta his skills with Unarms, he
is alsa VBry knowledgeable about bioeogineering.

MAPBUS
Uses many firearms.

PBBfllt
A very calculating and dangerous individual, be will da
anything ta further his own gains. Having perfected the
Brabaras Vims, he plans ta infect the glabal population
with it, leaving only the chosen ones, such as himself, to
create a new warld

Resided Evil (1000]

"This is biographical, and does not rep


in-game combatpotential of this hero.
AlUBUAU EBSJBMIS Overview
Vitality 1,000,000 |
Chaia Oamba Archetype Marvel Series

Level 1 (3 teammates remaining) 130% 110%

Level 2 (2teammates remaining) 150% 120%

Level 3 (1 teammate remaining) 170% 130% 1


The objective with Wesker is to achieve close range against an opponent.
When in close, Wesker hasaccess to incredibly powerful offensive options:

Phantom Move L used in conjunction with crossover assists can


start combos from an unexpected cross-up.
Mustang Kick is a one-frame command throw that leads to a full
combo against opponents attempting to guard.
Wesker's backwards air throw stops attempts to jump away from
the mix-up and leads into a full combo.
All of Wesker's combos end with an OTG V o, which puts him
in great position for subsequent mix-ups!
Howdoes one achieve close range with Wesker?

Wavedashing forward behind the cover of a crossover assist


Beating youropponent at long range with Samurai Edge gunshots,
forcing your challenger to come to you
Carefully wavedashing forward while guarding and jumping over
attacks
Using Tiger Uppercut to counter long-range attacks and
projectiles
The secondary goal with Wesker is to get rid ofhissignature sunglasses: whenever
Wesker's sunglasses areoff. hedeals an additional 15% damage onall of hisattacks! See
the Advanced Tactics section for details.

now M I pn
Widely regarded to be a top-class characterin the original Marvel vs. Capcom 3, the
Ultimate version of Wesker emerges with his gameplay surprisingly intact. The most
significant weakening ot Wesker's abilities involves the Samurai Edge (Horizontal Fire)
(C> + ): it does not bounce airborne opponents nearly as high anymore, making it
nearlyimpossibleto convertfull-screen gunshots into full combos. Rhino Charge has lost
its invulnerable startup, making it significantlyless useful as a way to counter dive kicks
and random hyper combos from an opponent.
However, Wesker has gained a significant improvement: losing his shades grants him a
10%speed boost and a 15% damage boost! This gives you a great reason to use Phantom
Dance more often, which makes Wesker remove his specs!
Vitality changed to 1,000,000 from 1,100,000.
Air has one less frame of startup but gained one frame of recovery.
Samurai Edge (Horizontal Fire) has one less frame of recovery.
Jaguar Dash has three fewer startup frames, five more active frames, and
three fewer recovery frames. Now -6 frame disadvantage on hit and -10 on
block.

Phantom Move recovery increased by one frame on the M and H versions.


Rhino Charge now only invincible on frame 5 instead of 1-5.
Cobra Strike is now cancelable into Phantom Move.
Samurai Edge (Horizontal Fire) (C> + ) does not bounce airborne
opponents as high.
Wesker now gains a 5% speed boost and 10% damage boost when his
sunglasses are off.
Wesker now gains a 10% speed boost and 15% damage boost when his
sunglasses are broken.

n"
mmeiMBLmim
Screen Command Hits Damage Meter Gain Startup Active Recovery Advantage Advantage .,._
1 Standinq 1 55,000 440 5 5 8 +2 +1

2 Standing 1 73,000 684 8 2 22 -4 -6

3 Standing 2 92,500 800 12 8 18 +2 0 -

mMsmmBimm
Screen Command Hits Damage Meter Gain Startup Aclive Recovery Ad^nJf,Be A,dp.a"!29S Noles
1 Crouching 1 53,000 424 5 2 11 +2 +1 Low attack
2 Crouching 1 75,000 600 8 5 14 +1 -1 Low attack
3 Crouching 1 80,000 640 10 3 25
-5 Low attack, knocks down

fimmoj^iMMHJfflmi?
Screen Command Damage Meter Gain Startup Active Recovery Mn$e hWJJS Notes
Launcher, not special-or hyper combo-
cancelable

nspHMBimm
Screen Command Hits Damage Meter Gain Slartup Active Recovery Adv*nH,f(9e SShSh Notes
immmsiimm=^mMS3MmmmLmMm
Air causes a hard knockdown when used in alauncher combo (this issometimes called flying screen). When used outside of alauncher combo, air{) behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage "ft' Startup Active Recovery Ad0vna[jjft9e JS^ Notes
95,C 760 +16 +14 Causes hard knockdown if used in launcher combo
Air

Alt_^ + (during launcher combo) 105,00 20 Tags innext available ally while lofting opponent upward
Tags in next available ally while causing wall bounce,
AirO orO + 95,000 20
erases 1 hypermeter bar from opponent
(during launcher combo)
Tags in next available ally while causing ground bounce,
Air^ + (during launcher combo) 95.C generates 1 hyper meter bar

c/a

;cks but have different chaining andcanceling properties. It's usually possible to chain into a command attack from basicattacks, but mostcommand
or canceled themselves.

Screen Name Command Hits Damage 5S_r s,artuP Ac,ive Recovery AdnvanJff9e m^SSSSh No,es
Not special- or hyper combo-cancelable; ir
Samurai Edge chip damage; projectile has 3 low priority
(Horizontal <> + 640 30
projectile points; , or all cancel into
Fire) respective Phantom Moves
Low attack; OTG-capable; not special- or
hyper combo-cancelable: inflicts chipdamage;
Samurai Edge projectile has 3 low priority projectile points;
1,000 640 24
(Lower Shot) ti + , , or all cancel into respective
Phantom Moves

Not special-or hyper combo-cancelable; inflicts


Samurai Edge chipdamage; projectile has 3 low priority
AirO + Until landing +23 +21
(Anti-surface) projectile points; , , or all cancel into
respective Phantom Moves

Screen Command Hits Damage Meter Gain Startup Active Notes

O + (ground) 2 80,000 Hard knockdown

<? + (ground) 80,000 Hard knockdown

0+ Hard knockdown

O* Hard knockdown
L;ilst/"
imiVMm
|pi+pg| Crossover _. Moi0r Recovery Recovery
Screen Type Combination Description Hits Damage "ji"1. Starlup Active (this crossover (other Notes B :*__?lir-j
Hyper Combo u' assist) partner)
1 Weskera Phantom Dance Ghost Butterfly 1 120,000 960 42 3 117 87 Wall bounces opponent |
Samurai Edge OTG-capable; lowattack; projectile has 3 low
2 Wesker0 Phantom Dance
(Lower Shot)
1 80,000 640 39 2 116 86
priority projectile points !
Jaguar Dash+
3 Wesker7 Phantom Dance 3 116,400 1040 49 5(9)4 114 84 Knocks down
JaguarKick

-<__^pj_

. ' I -'
w

c\ ;.~
-':*_"
-***
When using Wesker, the decision of which crossover assist type topick isa no-brainer: Wesker(3 and the OTG-capable, low-hitting Samurai Edge isone of the most useful assets ateam
could possibly have. This is clearly the best OTG-capable assist inthe game, since itislightning-quick and not does not cause any unwanted state like a ground bounce orv/all bounce. It's
one ofthe few low-hitting assists in the game, soSamurai Edge can be used to setup unblockable situations when used simultaneously with an overhead attack!

Screen Command Advantage Advantage


on Hit if Guarded

0^r_> + nnaa 500 (-1 hyper


50,000 32 -13
meterbar)

Once hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked^:
out for 4 seconds

Screen Name Command Hits Damage ^ Startup Aclive Recovery Ad0vanH,a,9e ftSdld No,es
Cobra
1
Strike 0^$> + 9 1 100,000 800 10 4 32
-13 Hard knockdown

Ghost Wall bounces; pressing,, or all


2
Butterfly O^o + 1 120,000 960 18 3 25
-5
cancel into respective Phantom Moves
Phantom (During Ghost Butterfly or
11 20
MoveL Samurai Edge) -
- -
-

Phantom (During Ghost Butterfly or


11 25
MoveM Samurai Edge)

Phantom (During Ghost Butterfly or


11 20
MoveH Samurai Edge) - -

Jaguar Can switch sides with foe oncontact;


3
Dash <)Z\0* 5 122,600 1200 22 15 24 -6 -10
cancelsintoJaguarKick on hit
Jaguar
4 (during Jaguar Dash) 1 100,000 800 10 4 22 -3 Knocks down; can cancel into Cobra Slrike
Kick

Mustang Throw; version causes hard


5
Kick Ot\0/5O + 2 120,000 1200 1 2 26

knockdown; version wall bounces


Phantom
6
MoveL Oty$$ + -
-
11 -
20
Invincible Irom frames 11-20

Air
7 Phantom o<}^ + -
-
11
35
Invincible from frames 11-31
Move L

Phantom
8
Move M oty<& + - -
11
25

Air
9 Phantom oO^ +
11
40 -

MoveM

Phantom
10 e>Oti + 11 20 Invincible from frames 11-22
MoveH
-
-
&h__,
Screen Name Command Hits Damage Jjf Startup Active Recovery ** ffiffi Notes
Air
11 25-28 Invinciblefrom frames 11-12
oOt. +

11 Phantom -

MoveH

Tiger 5 15 11 Counters non-low physical attacks


O0# +
-
-

12

Uppercut L
Tiger Invincible from frames1-18; launcher;can
Uppercut L 120,000 960 18 4 27 -8 travel through foe; automatically aligns
1

Follow-Up

with loe
Attack

Tiger
5 15 11 Counters low physical attacks
Uppercut <?fy& + -

13

Tiger
Uppercut 120,000 960 21 4 24 -5
Invincible from frames 1-20; wall bounces;
cantravel through foe; automatically aligns
oa

1

M Follow- with foe


UpAttack
Tiger 5 13 13 Counters projectiles
14
Uppercut H
<^02 +

-

Tiger Invincible fromframes 1-18; wall bounces;


Uppercut H
1 120,000 960 19 4 24
-5 cantravel through foe; automatically aligns
Follow-Up

with foe
Attack

Cobra Strike: Useful in combos, Cobra Strike is adamaging single-hit attack that causes a hard knockdown. If used early enough in
acombo, Cobra Strike allows you to pick up opponents with the OTG-capable Samurai Edge (Lower Shot) and continue with more
punishment. You should attempt to include Cobra Strike into combos whenever you can, since it inflicts more damage than other combo
variants, such as Ghost Butterfly.
New to Ultimate Marvel vs. Capcom 3is the ability to cancel Cobra Strike into the Phantom Move teleports. This makes it much easier to
get close to your opponent afterward to hit with the Samurai Edge (Lower Shot): simply press to cancel, teleport right next to your
challenger, and continue from there. However, this often positions Wesker behind the opposing player, so if you're trying to push your
adversary to the corner, you may want to manually wavedash after hitting the Cobra Strike instead.
If the Cobra Strike is guarded, you can cancel into Phantom Move Lor Mto move away to safety. Un-canceled Phantom Moves can be
very unsafe if guarded, if your opponent has an attack with enough range to reach you afterward. As an alternative, you can also cancel
into Phantom Move in an attempt to keep your offense going, but an alert opponent can easily air throw you out of this tactic.
Ghost Butterfly: Anothercombo-based Jaguar Dash: Jaguar Dash propels Wesker
attack, Ghost Butterfly causes a wall across the screen to attack his challenger.
bounce that allows youto easily extend Even thoughit is not particularly fast, it can
yourcombos. Ghost Butterfly can combo be usefulas a long range punisher in very
in situations v/ith slightly higher hitstun specialized situations. JaguarDash cancels
deterioration than Cobra Strike (with the intoJaguar Kick, which in turncancelsinto
accompanying Samurai Edge (Lower Shot) Cobra Strike for a combo.
and juggle hits),so there are specific Wesker's newfound ability to cancel
combos that call for this attack instead. Cobra Strike into Phantom Move makes
Ideally, yourcombos shouldinclude both! Jaguar Dash a much moreinteresting
Ghost Butterfly can also be canceled into attack: calling an assist during the Jaguar
Phantom Move, which is useful both for Kick, then cancelinginto CobraStrike
combos and for safety ifguarded. and teleporting allows youto establish
Wesker's offense at long range.

JaguarKick. Asingle-hit Mustang Kick. TheMustang Kick is a


knockdown attack following throw attack that leads to a full combo,
the Jaguar Dash. Jaguar making it the focal point ofWesker's close
Kick cancels into Cobra rangeoffense. It only has a singleframe
Strike, and the move also of startup,which meansit will beatanyof
has the peculiarability to your opponent's options thatdon'tinvolve
allowyou to call assists being inthe air or being invincible.
during it, even though it's Of the three versions, Mustang Kick L
technically a special move. has the most range and causes a soft
Alwayscancel the Jaguar knockdown. This takes a bit of practice in
Kick into Cobra Strike, order to convert to a combo, especially
since the Jaguar Kick can withthe new change to Wesker's Samurai
be punished byone-frame Edge (Horizontal Fire) gunshot attack. However, the version of the Mustang Kick also
throws if guarded. leadsto the mostdamaging comboout of the threeversions.
Mustang Kick Mhas slightly less range but causes a hard knockdown. Ironically, this isn't
much easier to convert into acombo against a midscreen foe when compared to the
version, and itleads tolessdamage. Mustang Kick Hhasthe least range ofthethree, but
itcauses a wall bounce for very easy combos thatresult inless damage. Amore difficult
combo variation exists thatinflicts slightly lessdamage thanMustang Kick Lcombos, but
that defeats the purpose of using the version over the version!
Phantom Move L: Arguably Wesker's most Air Phantom Move L:The
importantasset, PhantomMove Lcauses aerial version of Phantom
him to teleport forward a large distance. Move L has considerably
This serves three key purposes forWesker: more recovery time than
traveling forward a large distance quickly, the ground version, and
going through projectiles, and getting it isn't usedas easily for
behind an opponent. offensive purposes. In fact,
Primarily, use Phantom Move Ltoget its best use is often for
behind the opposing character. More stalling and running away
accurately, employ this move to crossyour from opponents!
opponent up in conjunction with crossover Super jumping up to the
assist attacks. Break your adversary's top of the screen, then
defenses by calling aranged assist, teleporting behind the opposition, then converting that performing air Phantom
hit into a full combo!
Move L three times burns
Unlike most other teleport-style moves in Ultimate Marvel vs. Capcom 3, Wesker's a lot of time off of the
Phantom Moves send him to an area relative tohis own current location. This makes clock, making it great for
it alittle trickier to use than most teleports, since Wesker players must actually form a waiting out timed power-ups like X-Factor or Wolverine's erserker Charge!
gameplan to getwithin range to crossupwith Phantom Move L.

Phantom Move M: This version of AirPhantomMove M:One of Wesker's


Phantom Move teleportsWesker greatest strengths is his backwards air
backwards a large distance, something throw, which leads to full combos without
you won't typically want to do. It's not requiring the help of an assist. This
useful as a mix-up to Phantom Move L: resultsin the needforWesker players to
if you're timing your assist cross-ups aggressively guess when an opponent is
with Phantom Move Lwell enough, your going to jump and try to grab them out of
challenger needs to simplycommit to it. IfWeskermisses an air throw, he is left
guarding in the opposite directionahead of vulnerable in the air performing his aerial
time,not looking for anyvisual stimulus. attack. To help mitigate this, buffer the
When thisis thecase,simply dashforward input forPhantom Move Minto every airthrow attempt.
and hit your opponent with a crouching
attack or a Mustang Kick! If your air throw attempt issuccessful, Wesker performs the throw animation, and your
extra inputs are simply ignored. If your airthrow attempt fails, you'll quickly cancel
Phantom Move Mis most useful when canceled into from aSamurai Edge (Horizontal the startup frames of the air into a backwards teleport, moving to safety. This isn't
Fire): if your adversary avoids the gunshot by jumping over or dashing under it, simply foolproof: airPhantom Move Mhasa number ofnon-invincible startup frames before
teleport backwards to safety. Wesker teleports away. It's still vastly preferable towhiffing the air right in your
competitor'sface, though!

PhantomMove H: This version of Phantom Air Phantom Move H. This maneuver


Moveteleports Wesker forward a short teleports Wesker straight down to the
distance and up intothe air. AsWesker ground, regardless of his currentheight in
is falling, he automatically aligns with his the air. This is useful in several situations,
opponentand can performattacks in the particularly for making Wesker's aerial
proper direction. Samurai Edgegunshots safer. AirPhantom
Usage of Phantom Move His very similar Move His also an essential toolfor running
to thatofPhantom Move L, thetwo key away from your adversary: mixing air
differences beingthe shorter traveldistance
Phantom Move Hinwith your air Phantom
and the fact that Wesker ends up in the air. If your challenger doesn't expect the Phantom Move Lteleports keeps your movement
Move H, it's agreat way to maintain offense without the aid of acrossover assist: drop patterns unpredictable, andyour opponent mustdodrastically different things to counter
the two options!
onto the opposing character with a falling attack, and leverage that frame advantage into
more offense. However, if alert opponents expect that the Phantom Move His coming, they Although it'stempting, super jumping directly over your opponent and teleporting down
can counter with a guaranteed air throw. Still, it's a great tool when used sparingly, and it with Phantom Move Hisn't recommended; alert players will expect it(what else can
issignificantly more difficult toguard against when the opposing player iscornered. Wesker threaten with upthere?) and punish theteleport's recovery with a full combo.
Simply falling from thesuper jump normally, keeping aneye out for breaking airthrow
attempts, is a muchsaferwayto approach youropponent.

Tiger Uppercut L: The Tiger Uppercut attacks are counter attacks: after the initial startup frames pass, Wesker stands there
waiting toaccept anattack from the opponent. If the timing iscorrect and the right type ofattack isreceived, then Wesker
will receive no damage, automatically transitioning into aninvincible Tiger Uppercut follow-up attack.
All ofthe Tiger Uppercut versions have five frames ofstartup, which isn't particularly fast. It's often too difficult touse a
Tiger Uppercut on reaction toan opponent's attack, since you'll generally get interrupted out of the startup frames. Tiger
Uppercuts are best used inanticipation.
Even if you successfully time aTiger Uppercut toreceive the proper type of attack, the follow-up attack isn't necessarily
guaranteed tohit ifyour adversary's attack recovers quickly enough, orifthe opposing player guards in the proper
direction. If guarded, Wesker can sometimes be punished with a full combo depending on the speed of the opponent's
attacks. With that said, since Tiger Uppercut attacks almost always cross up, the chances of your challenger guarding
them are slim.

These counter attacks can be difficult touse effectively, but they can also be game-changers when used creatively. The
ability to land a full combo off ofa good read isn'tsomething to dismiss!
Tiger Uppercut Lcounters all physical strikes besides hyper combos and low-hitting attacks. This makes itmost useful
against dominant aerial attacks like divekicks and Haggar's pipe. If the counter successfully triggers, Wesker teleports
behindthe opponentand performsa launcherattack for a free combo.
Tiger Uppercut M: Tiger Uppercut M Tiger Uppercut H: Tiger Uppercut H
triggers against low-hitting attacks and triggers against projectile attacks, making
is generally difficult to set up in an actual it an alternate, interestingtool to deal
match. Whenever low-hitting attacks with projectile-based zoning defense. If
are a threat,yourtarget is generally it triggers, Wesker teleports forward a
right up inyour face.When this is the medium distance before striking with a wall
case, you simply don't have time to bounce attack. The unfortunate downfall
pulloff the five-frame startup of Tiger of Tiger Uppercut His that it doesn't have
Uppercut M. In these situations, it's most great range, and it requires youto work
prudent to simply guard lowand lookfor yourwaythroughprojectiles intomedium
opportunities to use advancing guard to range. At this range, projectiles are much
push your adversary away. more difficultto react to in time use Tiger
Uppercut. Even if you dosuccessfully pull itoff, slow-moving projectiles often have
IfTiger Uppercut Msuccessfully triggers, Wesker teleports behind opposing characters the opponent recover in time toguard the follow-up attack. Still, this remains anoption
and hits them for a wall bounce combo. you'll need tokeep in mind against some difficult defenses tocrack and in match-specific
situations such as against Doctor Strange's Eye of Agamotto.

PhantomDance:Use this fast, full-screen hyper combo Rhino Charge: Similar to the Tiger Uppercut attacks, Rhino Lost in Nigh
to punish most unsafe attacksat a distancefor decent Charge is a counterattack that triggersagainstall physical is generallyL
damage. Each hitof Phantom Dance inflicts a verylarge attacks, including overheads, lowattacks, and even hyper opponent characters. At450,000 damage, Lost in
amountof hitstunon the opponent, makingit great for use combos! Ifsuccessfullytriggered,Weskerperformsa Nightmares is one of the most damaging level 3 hyper
in THC combos to teammates. guaranteed, single-hit, high-damage attackthat leaves the combos in the game. IfWeskeris without his sunglasses,
opponent in a crumple stun state. From there,you can go Lost in Nightmares inflicts an insane 517,500 points of
Phantom Dance is very unsafe ifguarded, but there's a
into your combo of choice! un-scaled damage!
quirkto it: Weskeralways reappears at the pointwhere the
hyper combo was started.After guarding several hits of Substantially weakened in Ultimate Marvel vs.Capcom 3, Due to the loss of invincibility on Rhino Charge in Ultimate
Phantom Dance, your challengeris generallytoo far away Rhino Charge no longerhas invincibility allthe way until Marvel vs. Capcom 3, Lost in Nightmaresalso performs an
to punishwithanything besides fast, full-screenhyper the active framesbegin. Thisallbut takesawayits former increased role as an invincible hyper combo.
combos. The exception is againstcornered adversaries: role:countering hypercombos on reactionto the "super
theydon't get pushed backanywherefrom guarding the freeze" cutscene.
Phantom Dance attacks, so Wesker simply reappears
Rhino Charge is still a powerful toolthatyou should
directly infrontof themfor easy punishing. definitely unleash uponyour challengers; its usage simply
Wesker removes his sunglasses wheneverhe performs has changed to be much more similarto the TigerUppercut
Phantom Dance. New to UltimateMarvel vs. Capcom 3, this attacks.
characterflavor touch now has a largeeffecton gameplay!
Whenever Weskerdoes not have his sunglasses on, he
becomes 10% faster and inflicts 15% more damage across
the board! See the Advanced Tactics section for more
detailson Wesker's sunglasses and wackyways to land the
Phantom Dance.
'A

Advancing forward behind the cover ofarangedassist isthe easiest way to close lhe distance. However, this Using Phanlom Move Lthrough zoning defenses isanother option, but ilgets much more complicated when
doesn't allordyou lhe luxury olbeing able to cross your opponent up with acrossover assist attack. projectile-using crossover assists are involved.

When using Wesker, your primary goal is getting close enough to the challenger to establish an offensive threat. Ideally, you'll want to establish medium range without using acrossover
assist for cover; this allows you to threaten your adversary with a cross-up using both the assist and Phantom Move Lto get behind your opponent. To accomplish this, you'll have to use
Wesker's natural tools to get around defenses: afast wavedash. jumping forward while guarding, Phantom Move Land H, and the occasional Tiger Uppercut.
Generally, the safest, surest way to close the distance on your opposition is to simply wavedash forward while keeping an eye for incoming attacks that must be guarded. When doing this,
pay attention toyour challenger's projectile-using tendencies, and identify gaps that you can safely jump over. You'll incur a fair amount of chip damage this way, and this process may be
frequently tedious, but with enough patience, you should eventually close the gap toa distance where you can call an assist and cross up with Phantom Move L. From there, your opponent
must change up their gameplan: if they continue trying tokeep you out with projectiles, they run the risk of you getting behind them with Phantom Move Land starting acombo. If they
don't commit to anything, you can simply wavedash forward and quickly cover the rest of the distance before beginning your offense.
For the less patient, calling along range crossover assist for cover and wavedashing or using Phantom Move Lis often a much easier way to cover ground; the tradeoff is that you lose the
ability to cross your adversary up with Phantom Move Lwhile attacking with the assist. Still, when up close, Wesker's assist-less offensive options are very formidable.
Ateam dedicated tozoning defense generally has a long range character in addition toa long range crossover assist, and these are much more difficult toquickly close the distance on:
teleporting through one character's projectiles typically lands Wesker directly into another volley ofprojectiles from the other character. In these situations, Tiger Uppercut Hbecomes a
much more attractive option. After triggering Tiger Uppercut H, Wesker becomes invincible, flies across thescreen, andstrikes with a wall bounce attack.
Super jumping toward the opposition isoften a tempting option, but this usually just puts you in a bad situation: super jumping gives your adversary plenty of time tofinish whatever they
were doing and maneuver directly under you. From there, they can completely control the timing of v/hen they want to air throw you, and you'll have to commit tofalling down without
pressing a button in order tobe able to break the throw attempt. This allows the opposing player to perform adangerous mix-up on you, dashing to either side ofyou and attacking before
you land, then forcing you to choose a direction toguard in. If you must take to the air and super jump, try tofind a safe spot away from your foe toteleport down using Phantom Move H.
Attempting to drop directly onto the challenger with Phantom Move Hislikely to get countered by afull combo if you're battling an alert opponent; what else can Wesker possibly threaten
his competition with from way up there?

Crossing up an opponent with Phantom Move Lwhile calling an assist IIyou gel within striking range, and don't have your assist available, Opponents that arewary ol thefirst two options often take totheair;
isakeypad olWesker's ollense. threaten youradversary with the Mustang Kick throw attack! snagthem with a backwards airthrowandconved toa lullcombo!

Once you do manage to close thedistance on the opposing character, you'll want totake Byand large, crossing up the opposing player with Phantom MoveL while calling an assist
advantage ofWesker's mix-up options. At medium range, yourbestoptions alllead to has the highest success rate. Whileyour opponent can take a huge risk and try to guard
combos: in the opposite direction, most players simply opt to jump away. This distills the mix-up
into two options for the most part: assist cross-up, or dash forward and air throw. If your
Call a crossover assist and teleport behind your challenger using competitor decides to guard your assist cross-up, that leaves you at point-blank range and
Phantom Move L. This beats everything besides jumping and pre frame advantage!
emptively guarding in the opposite direction.
If you manage to achieve point-blank range with frame advantage against your opponent,
Dash forward and attack with crouching . This is the most
your best options change:
damaging option, but it only beats foes that are pre-emptively
guarding in the opposite direction. A perfectly timed Mustang Kick beats everything besides perfectly
Dash forward and grab your adversary with Mustang Kick. This timed attacks faster than a five-frame startup, normal throws,
beats any attempt to guard on the ground, but it loses to jumping and jumping.
and general button-pressing. Crouching beats any button pressing; it also beats pre-emptive
jump attempts for big damage.
Dash forward and attempt an air throw. This beats jumping, but it
loses to everything else. Option select your air throw attempt into Air throws beat jumps.
air Phantom Move M!
Wheneveropposing character leaves guardstun, they become invulnerableto throws for four
frames. Other than basic throws, very few characters in the game have attacks that are faster than
5 frames; attempting to grab the opponent with a Mustang Kick on the fifthframe after guardstun
has finished is an incredibly solid tactic. Practically anything your adversarycan do in an attempt
to avoid the Mustang Kick will get hit by crouching into huge damage!
Annoy your opponent irom afar with your Samurai Edgegunshots; some characters will be forced to Up-close defense with Wesker is relativelygeneric: look lor opportunities to air throw an opponent while using
come lo you! advancing guard against their grounded attacks!

Wesker's long range gameplan: ta


Samurai Edge (Horizontal Fire) quickly fires a bullet across the screen athigh altitude. Unfortunately, most characters can crouch directly under the bullet. New to Ultimate Marvel vs.
Capcom 3, the Samurai Edge (Horizontal Fire) bounces airborne opponents to a much lower height. This prevents you from being able to convert full-screen Samurai Edge shots into
combos using Phantom Move L.

Regardless, the Samurai Edge (Horizontal Fire) isa useful tool for controlling your opponent's options: unless the opposing player's character can dash directly under the bullet, itall but
forces the character tositstill and crouch. This allows you to control the tempo of the fight: call a long-ranged crossover assist simultaneously with thegunshot, and maneuver tothe
desired distance between yourself and the challenger!

Characters that cannot crouch under Samurai Edge (Horizontal Fire):

Nemesis T-Type Tron Hulk M.O.D.O.K. Sentinel


The aerial Samurai Edge (Anti-Surface) isprimarily used asa way toactively threaten opponents with chip damage from across the screen: super jump straight up and immediately press
(7 +, then press again to cancel to Phantom Move Hand teleport back down to the ground. When battling long range characters, wait until they fire aprojectile at you, then super
jump over itand take your free shot. Used effectively enough, the two long range Samurai Edge shots can force your opponent toswitch up their gameplan, sometimes drastically enough to
force them to come to you!

Against an enemy up-close, Wesker's defensive options are relatively standard: use advancing guard when possible, and look for opportunities to jump up and air throw your opponent.
Remember tooption select anair Phantom Move Minto your air throw attempts. Simply input the Phantom Move Mcommand immediately after every airthrow attempt to make Wesker
teleport backwardsif the throw attempt fails.

At medium range, you have a bit more time to get tricky with your defense. You can actually counter most of your adversary's attempts toclose the distance and attack you by calling an
assist andusing Phantom Move L. When this happens, youropponent has actually closed the distance foryou!
If you want togamble, wait for a good read and go for high damage using the Rhino Charge counter attack! Some ofthe risk ofRhino Charge can bemitigated by simply option selecting a
THC toanother, safer hyper combo if your teammate has one; ifyour opponent attacks into the Rhino Charge and triggers it, your THC input issimply ignored while Wesker is punching the
opponent. Ifthe opponent didn't bite,yourTHC input switches Wesker out to a teammate performing a (ideally) safe hyper combo.
You can also option select anX-Factor activation during Rhino Charge: if thecounter doesn't activate, Wesker activates X-Factor and becomes able toguard safely. If your challenger is right
next to you in this situation, coming out ofthe X-Factor activation with a one-frame Mustang Kick can beat anything your adversary does, short ofjumping orperforming an invincible attack.

.0M MOVE CANCEL), V o , CR. , ST. (2 HITS)^> * * o +


e~> (PHANTOM MOVE CANCEL), AIR (D, LAND, CR.,^ SUPER JUMP, AIR, ,,(D, DASH, *c(R
516,900 damage (594,600 damage without shades), 108% meter gain
Wesker's basic combo inflicts beefy damage all without using any hyper combo gauge bars! If the initial hits are guarded, canceling the crouching attack into Phantom Move His an
effective way to keep the offensive momentum, but an alert opponent can air throw you for your troubles. Ideally you'll want to call acrossover assist before canceling the crouching
intoPhantom Move L,crossing up your opponent and giving plentyof time to resume your offenseif it is guarded.

The final Samurai Edge (Lower Shot) pops the opponent up into the air for amix-up opportunity: grab them with an air throw, attack with air (into Combo IV), or call acrossover assist
and cross up with Phantom MoveL!

SamuraiEdge(LowerShot) can also be canceled into a crossover combination by pres this may cost up to three hyper combo gauge bars, it'
usingthis whenever the damage willbe enough to finish off the enemy character.

* , DASH, CR. , ST. (2 HITS TOM MOVE CANCEL),


* o, CR. ,,(s)e_> SUPER JUMP, AIR LAND, DASH, \&
356,700 damage (410,300 without shades), no meter required, 93% meter gain
.

0 Samurai Edge (Horizontal Fire) prevent Wesker's oldMustang Kick Lcombos from working, thisvariant stillgets the jobdo
' "cks the opponent, so manually buffer the forward dash bypressing much earlier thanwhat is intuitive.
,ST.(2HITS)^> * * h) (PHANTOM MOVE CANCEL),
AIR , LAND, CR. , ^> SUPER JUMP, AIR , , , , DASI
261,100 damage (300,500 damage without shades), no meter required, 92% meter gain
Wesker is able to convert air throws into full combos with much more ease compared to most characters. While the combo itself doesn't inflict aton of damage, it leads into another mix-up
opportunity after hitting the final Samurai Edge (Lower Shot).

V. AIR , , , LAND, JUMP FORWARD, Al.


AIR , , , , LAND, DASH, V o Oi
453,200 damage (521,100 without shades), no meter required, 92% meter gain
This air-to-air combo is primarily used against opponents that constantly press buttons when in the air. Air will beat them to the punch, and from there you can go on to inflict a
sizeable amount of damage. To avoid getting hit by this combo your opponent must commit to simply guarding in the air; this opens them to air throws leading to Combo III!
The air attacks must be slightly delayed in order to keep the opposing character above Wesker. Everything else should be performed as quickly as possible. If your opponent guards
the initial airQ_) attack continue with the aerial chain anyway; you'll land right next to your opponent with substantial frame advantage from the air attack. Follow up with amix-up of
crouching (_) orMustang Kick L.

B) (PHANTOM MOVE CANCEL), AIR ,


LAND, CR. , e_> SUPER JUMP, i ND, DASH, X o OTG
532,000 damage (611,700 without shades), 1 mcier r.quiruu,
ed, -__-/.
-22% meier gain
meter gain
Rhino Charge isa great high-damage counter topredictable attacks that are otherwise hard to stop, such asWolverine's Diving Kick and Nemesis' Angled Deadly Range. Follow itup with a
simplecombothat inflicts a ton of damage!

The Ghost Butterfly cancel into a Phantom Move Hmust beperformed late; wait until you see the strike actually hit before pressing the button.
If you're not comfortable with the Phantom Move cancel, simply dash forward and juggle the opponent with cr. , cr. , afterwards. The damage
difference is marginal.
Linking acrouching after an OTG Samurai Edge (Lower Shot) is integral to Wesker's more damaging combos, but the timing is fairly fight. Press the
once, attempting to time it properly, rather than trying to mash on the button and hoping itworks. Practice iseverything!
CR.,,-^ 01C> +, DASH, CR.,,,--> SUPER JUMP, AIR,, ,, LAND, DASH, ti +

O^fyttO*. ,DASH,CR.,, "ii -> SUPER JUMP, AIR,,,, LAND, DASH, t\ .+

jEasy Mustang Kick combo

* SUPER JUMP, AIR, . : * o


Damage
| Combo Irom Tiger Uppercut L 375,800 damage, 42% meter gain
CR.,@,-i>- 0^t> +@,DASH,Ot\C>+ ^ (PHANTOM MOVE CANCEL), _ + ,CR.@, ,<==>
SUPER JUMP, AIR , , ., '<_$, LAND, DASH, _ +
Damage
Slightly more damaging variant of basic combo, builds less hyper combo gauge. Dash with after hilling Ghost Butterfly to be 525.200 damage, 93% meter gain
| able lo perform Cobra Strike without accidentally executing Phantom Move Linstead.
, WAVEDASH TWICE, CR.,, f ^ SUPER JUMP, AIR,, ",,, LAND, DASH, t\ +

:ombo Irom Tiger Uppercut Ivl or H _ [462,300 damage, 62% meter gain
(GLASSES OFF) CR., , -^ O^O +____> q^ + , CR. s_> <>t\c>* <=*> ,ti + , CR., , a=>
SUPER JUMP,. AIR ,_), ,?.., LAND, DASH, J +
Damage
| Slightly optimized combo when Wesker does nol have his sunglasses on 1617,200 damage, 120% meter gain
CR. ., , *=# 0 _ C> + ^> Q (PHANTOM MOVE CANCEL), \ + OTG, CR. , ST. (2 HITS) ^>- O\<> + E=5-
) (PHANTOM MOVE CANCEL), AIR _ , LAND, CR. , ^> SUPER JUMP, AIR,, , , DASH,\ + , M 0{>\ + &
Damage
| Combo using level 1X-Factor and Lost in Nightmares 1,101,900 damage, 191% meter loss
I Al I
22

Alter landing acombo, the OTG Samurai Edge (Lower Shot) leavesyou Find ways toslipPhantom Dance inearly; you'll geta 15% damage Phantom Dance usedina situation like this can crossupyour
ingreatposition toimmediately mix-up your opponent again. boost and 10% speed boost lor aslong as Wesker remains inplay! competitor. Betteryet, itmight not! It's totally random!

New to Ultimate Marvel vs. Capcom 3, Wesker now While the random nature of Phantom Dance can
Afteryou have completed a combo with an OTG
Samurai Edge (Lower Shot), your adversary quickly gets a substantial 15% damage and 10% speed often cause you to miss a few hits in combos, it oa
can cause some incredibly unpredictable cross-ups ISM
recovers in the air above you. This gives you a increase across the board whenever he doesn't
great opportunity to mix-up your opponent! have his sunglasses on! There are two ways to get outside of combos.

If your challenger recovers backwards: rid of Wesker's shades: The simplest way to set up a Phantom Dance mix-
Dashing forward, then attempting an air throw Use the Phantom Dance hyper combo, up is to simply time the attack in a way so that the
which removes Wesker's shades at the first hit misses against a midscreen challenger.
beats everything except guarding.
beginning of the animation. Wesker flies past the opponent, bounces off of the
Dashing forward, then jumping forward from
Get punched in the face a lot (the authors wall, and hits the opponent in the back. Or, he
slightly farther away keeps Wesker out of throw
do not recommend this method). might fly past the opposing player again and hit
range. Attacking with air here punishes them in the front. It's impossible to react to!
everything besides guarding, and it leads into a There are also two ways for Wesker to get a new
There are a number of situations where you can
full combo. pair of sunglasses, which you don't want! By far,
take advantage of this:
Calling a crossover assist, then teleporting with the most important way to lose Wesker's damage
boost is to simply have Wesker leave gameplay in
When the opponent jumps toward you
Phantom Move L beats everything besides guarding
in the opposite direction, and it airdashes upward. any way. This also includes using THCs or TACs! After ending a combo with Samurai Edge
Attacking with air is an incredibly strong The second way for Wesker to find another pair (Lower Shot)
option: you get a damaging combo if it hits of shades is to simply press the Taunt button. If Whenever your foe is recovering from a
(see the Combo Usage section for details), and your gameplan includes frequent usage of taunts, knockdown, such as after a normal ground
if guarded, you end up with frame advantage Wesker might not be the ideal character for you! throw
at point-blank range unless the opponent uses If you don't think you're going to have to switch The other way to set up Phantom Dance mix-ups
advancing guard. Attacking with air after the Wesker out any time soon, it's worth it to start requires a lot less finesse: lead your opponent
OTG shot essentially forces the opposing player thinking about how you're going to slip a Phantom to the middle of the screen, and just do it! While
to guard, which you can easily counter with Dance into the mix. The Phantom Dance hyper bouncing around, Wesker often randomly crosses
backwards air throws. combo is generally safe to just throw out randomly, up the opposing player for hilarious results! If the
If the opponent recovers forwards: unless any of the following is true: opponent's character cannot easily punish midscreen
Waiting until the challenger passes over The opponent has an invincible attack at Phantom Dances, this is a great way to get Wesker's
you, then jumping toward them and attack their disposal. sunglasses off. Alternatively, you can easily verify
with air 0 beats everything besides that the Phantom Dance has started to hit the
guarding. The challenger has a fast, full-screen
hyper combo. adversary and cancel into a team hyper combo!
Waiting until the opponent recovers,
Wesker starts the Phantom Dance close to
then jumping back and air throwing beats
everything besides teching throws and a cornered adversary.
airdashes. Of course, actually hitting your opponent with
Waiting until your adversary passes over a Phantom Dance is vastly preferable to simply
you, then grabbing them with IVIustang Kick getting away with it safely. With that in mind, what
when they land beats everything besides are some good ways to land a Phantom Dance?
airdashes, air attacks that can cross up, THC to Phantom Dance from a teammate
and immediately jumping upon landing. character's combo.

Ending a combo with Phantom Dance against


a cornered opponent. This leaves you in
prime position to mix-up the opposing player
afterwards! Against a midscreen adversary,
forgoing the mix-up after a combo typically
isn't worth the 15% damage boost.
Cross your opponent up with Phantom
Dance! See the following section for details.
"YOU CAN'T EVEN IMA SINGLE
SCRATCH ON ME. WOVE ON
BEFORE YOU GET HURT."

iimnminj
lera Maverick Hunter

Has great physical ability as well as excelled skills with a


variety af weapans. Ha is able ta leara the abilities at the
enemies he defeats and add them ta his existiag arsenal,
making him even stronger than before.

His primary weapans are the 2-Saber, aa energy sward, and


hislara Buster, a weapaa capable af tiring energy shats.

I
IVBr since he was found in a cave by Sigma, hehas
warked tirelessly as a Maverick Heater. Beneath his
cbbI exteriar lies an extreme intolerance fur evil;
ancB be gets into a fight with a Maverick, he won't
stop until his enemy has been mercilessly cut dawn. He
is best friends with X at the Maverick Hunters' 17th (lite Bnit.

Mega Man X113B3]


/N> Level 3 (1 teammate remaining)

Your goal with Zero should be to apply offensive pressure to youropponent as much as
possible and push their character to the corner.

Why do you wantto applyoffensive pressure and push your rival into the corner?
Zero's strength stems from the vast array of offensive tools that
allow you to maintain pressure and create combo opportunities
Zero has low vitality and weak defensive tools. Staying on offense
helps offset this disadvantage
Zero's combo potential increases dramatically against a cornered
foe. Zero also has excellent resets and option selects against
cornered characters
Zero's zoning tools are limited, making zoning an ineffective
option against much of the cast
How does one get to close rangeand maintain offensive pressure withZero?
With the aid of assists, Hienkyaku allows him to maintain offense
and can create mix-ups that are difficult to block. Through the use of
Hienkyaku H, Zero is one of the few characters who can cross up an
opponent in the corner
Use Zero's level 3 Hyper Zero Buster to cancel out Hienkyaku L & M,
and utilize Raikousen to create cross-ups that are difficult to block.
Discerning use of instant Raikousens and Sentsuizan L, to make for
mix-ups that are difficult to block
Use of Sougenmu to create large offensive pressure and unblockable
setups that can lead to large damage
Your secondary goalis to attackopponentsfrom across the screen,keeping themat longdistance.

Why use Zero's relatively weakzoninggame when he is such an offense orientedcharacter?


Zoning is an effective strategy against adversaries who lack
zoning tools or who have low mobility
Zero's zoning tools and high mobility can be used to control the
pace of the match and deny his foes offensive opportunities. This
can force the opposing player to take large risks to avoid running
w* down the clock
How do you use Zero's zoning tools effectively?

Use Hadangeki L to control horizontal space; it has low recovery and


slow movement. Zero can have several of these active at once
Keep HyperZero Blaster charged at all times; it has quick startup, and
level 3 causes knockdown and gives space to reestablish your zoning
Use Sougenmu and Hadangeki L to virtually lock an opponent to the
ground for the duration of Sougenmu
Use Hienkyaku Mto quickly dash under airborne rivals and creat

m
Zero received few changes in Ultimate Marvel vs. Capcom 3, but he received two important changes to his level
3 Hyper Zero Blaster. It no longer causes hard knockdown, removing the ability to OTG alter this move. To make
up for this loss, level 3 Hyper Zero Blaster can be used to cancel the recovery of any special move, giving Zero
the ability to make certain special moves safe and create new interesting mix-up opportunities. This is similar to
Morrigan canceling her special moves with flight, or Spider-Man canceling his special moves with Web Zip.
As an indirect nerf, Zero can no longer be used as one of the strongest THC glitch characters; before, using the glitch
to hand-off to Sougenmu Zero was a virtually assured knock out, and then a nasty mix-up on the next character.
Hyper Zero Blaster (level 3) no longer causes hard knockdown
Hyper Zero Blaster (level 3) can cancel any special move
Sougenmu THC glitch has been removed
Health increased to 830,000
Decreased hit stun time on all normal attacks (, , and )
Slightly increased horizontal air knockback from Shippuga
Applied limit on number of air Hyper Zero Blaster that can be performed in one jump
Ground recovery time increased after Sentsuizan
Changed angle of Sentsuizan H
Raikousen will go behind an opponent in the corner *
m 561
Attack Set
Standing Basin Attacks
Screen Command Hits Damage Meter Gain Startup Active Recovery Ad^lJftge
on Hit
f,dr_!S5 Notes
if Guarded

Crnuching Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery ^af,96 in___!_8_ No,es
1 1 Crouching 1 30,000 240 4 2 11 0 -1 Low attack |
2 Crouching 1 56,000 448 8 3 20 -5 -6 Low attack

I 3 Crouching 1 70,000 560 13 5 18


-1 Knocks down

Brnund Special Attacklauncher


Screen Command Hits Damage Meter Gain Startup Active Recovery Ad*j?n,i?,fle
on Hit
jnSSSd
if Guarded
No,es
(while standing or Launcher, not special- or hypercombo-
640 22
crouching) cancelable

Air Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery Ad*1i?,fle
on Hit
!!_
if Guarded
Notes
Overhead attack
Air Special Attacksflying Screen antAir lunange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage "ft' Startup Active Recovery Wjfjjjp Advantage Notes
Causeshard knockdown ifused in launcher combo,
75,000 17 +15 +14
Air overhead attack

105,00 Tags in next available ally while lofting opponent upward


Air{^ + (during launcher combo) 10

Tags innext available ally while causing wall bounce,


AirC> w<? + 95,000 erases 1 hyper meter bar Irom opposing character
(during launcher combo)
Tags in next available ally while causing ground
bounce, generates 1 hyper meter bar

Cammand Attacks
Command attacks resemble basic attacks buthave different chaining andcanceling properties. It's usually possible to chain into a command attack from basic attacks, butmost command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage K Startup Active Recovery Ad^nHtf,9e tfSSSS No,es
CancelableIrom any basic attack

Thrnws
Throws are for snagging passive orblocking opponents. Since throws areactive so quickly, you can also use them to preemptively tossopposing characters out of their offense. Combos
are usually possible after throws, one way or another.

Screen Command Hits Damage Meter Gain Startup Active Notes


LWBlMliW^MmJMPlLW^
1c_ T, b_____J Crossover . . Mptpr Recovery (this Recovery
screen Type Combination Description Hits Damage "g"." Startup Active crossover (other Notes
HyperCombo assist) partner)
1 Zeroa Rekkoha Ryuenjin H 5 102,300 1000 29 25 116 86

2 Zero3 Rekkoha Hadangeki M 1 70,000 560 32


126 96 Projectile has 3 low priority durability points
Shippuga
3 Zero7 Rekkoha 3 81,200 720 37 7 109 79 Inflictschip damage
K> + )

Zero's assists aremediocre at best, andbecause ofZero's low vitality, it's recomme

Zeroa ishis Ryuenjin H. Itlacks any invincibility frames, making ita lackluster defensive assist. Italso hits five times, making itless than ideal for combos because of damage scaling.
Finally, it positions theopposing character awkwardly, making itdifficult for most characters tocontinue with anoptimal combo afterwards.
You may find some usefulness and provide additional firepower to zoning teams with Zero3. but the projectile isfast and only has 4durability points, making itan inferior alternative to
most projectile and beam assists. If Zero activates Sougenmu and is switched out toanassist character, this actually becomes a fairly strong projectile assist toback upa dedicated zoning
character. However, this requires hyper meter use toset up, along with exposing the already low-vitality Zero tothe possibility oftaking damage as anassist.
Zero7 is his Shippuga. This ismost useful for characters that have anOTG attack themselves, but need anassist toextend the combo further. Unlike the normal version of theattack,
Zero inflicts chip damage with his assist version. You can also use this assist toshore up gaps in acharacter's rushdown offense, but ithas limited range and can bedangerous to use
against a savvy adversary who can time advancing guard right before your assist, leaving Zero attacking the airand vulnerable to counterattack.

srnum
Screen Command Hits Damage Meter Gain Startup Aclive Recovery AdvfHtf9e tejjJS
(-1 hyper

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls ortag outs are also
locked out for 4 seconds

Screen Name Command Hits Damage gjj Startup Active Recovery Ad;jnHtj}BB AB_!fded" Notes I
Hadangeki L Projectilehas 3 lowpriority durability
Ot\c> + 1 70,000 560 17
25 -1 -2
points
1

Hadangeki M Projectile has 3 low priority durability


<>\<> + 1 70,000 560 8
34 -7 -8
points

2 Hadangeki H Each projectile has 3 low priority


0?a^ + 2 55,000 x 2 440x2 13 -
34 -7 -8
durability points
Ryuenjin L <>0^ + 1 70,000 560 5 9 24 -10 -11 Knocks down

3 Ryuenjin M <o$t_ + 3 81,200 720 5 15 21 -5 -6 Knocks down

Ryuenjin H OO^ + 5 102,300 1000 5 25 21 -7 -16 Knocks down

8-until +20 Knocks downairborne foes, can pass


4 Raikousen L (inair)OOt, + 5 102,300 1000 30 15
grounded
+17
through opponents
Until Knocks down airborne adversaries, can
5 Raikousen M (inair)C><7^ + 5 102,300 1000 30 15
grounded
+5 +4
pass through rivals
Unlil Knocksdown airborne loes, can pass
6 Raikousen H (inair)c>01__ + 5 102,300 1000 30 15
grounded
-14 -15
through opponents
7 Hienkyaku L O$o*o 5 25 Can pass throughadversaries
8 Hienkyaku M O#o + 5 35 Can pass through rivals

9 Hienkyaku H <)&<?* -
-
5 -
22
Canpass through opponents
Screen Name Command Hits Damage "J*"' Startup Active Recovery Ad0vna,jjf9e ^KJB WNotes
Warps Zero to ground, can pass
10 AirHienkyaku L (inair)0#O +

through loes

20 Can pass through competitors


11 AirHienkyaku M (inair)OZ^O +
6
-
-

Air Hienkyaku H 6 21 Can pass throughattackers


12 (in air)-<> /_? O +


1 15
13 Sentsuizan L (inair)O^C>+




Until OTG- capable, causeshard knockdown


Sentsuizan M 1 60,000 480 13 10 +9 +8
(inair)0t_O + grounded if used in launcher combo
14
Until OTG- capable, causeshard knockdown
80,000 640 18 10 +9 +8
Sentsuizan H (inair)O^O + 1
grounded if used in launcher combo

Hyper Zero Blaster Requires 30 frames ol charging,


level 1 (can be 1/1/3 40,000 320 5 23 -6 -7 projectile has2 low priority durability
15,16 (hold down)

charged, in air OK) points

Hyper Zero Blaster Requires 70frames olcharging,


level 2 (canbe 70,000 560 5 23 (air: 15) -4 -5 projectile has4 low priority durability
17,18 (hold down) 1 -

charged, in air OK) points


CancelableIromany special move,
Hyper Zero Blaster requires 150frames ofcharging,
19,20 level 3 (can be (hold down) 3 108,300 960 5
23 (air:15)
+2
knocks down, beamdurability: 3
charged, inair OK) frames x 3 low priority durability points

Hadangeki. Hadangeki is a projectile that


can be used to create offense or to keep
your adversaryaway. Hadangeki L is the
most versatile version because of its fast
recovery and slow traveling speed.
Offensively, Zero playerscan use this move
against foes withdominantground-to-
ground basicattacks but poor zoningtools.
Hadangeki L/M
As a result of the slow projectile speed and
Land follow up witha combo if it hits. Ifthe opposingcharacter jumps, you can react Ryuenjin: Ryuenjin lacks any invincibility
fast recovery , Zero can dash behind his
frames to make it a strong defensive
to this with a fast air throw.
option. It has fairly fast startup at 5 frames,
Defensively, you can use this attack against lessmobile characters thatpossess little to nozoning ability. Itcan befired rapidly enough to but it is highly punishableif blockedor
make itvirtually impossible for your opponent toadvance ontheground. Zero can react to normal jumps with airthrows if hisadversary is whiffed. Zero'sbasic attacksare as
close enough, or dashunderneath an opposing character who attempts to approach Zero v/ith a superjump. fast or faster and can lead to combos.
When used incombination with Sougenmu, Hadangeki Lspamcan be very difficult fora competitor to escape once caught inhitstun or Offensively, Ryuenjin has littlecombo
blockstun.
potentialexcept possiblyto be canceled by
a level3 Hyper Zero Blaster.

Raikousen: Raikousen causes a knockdown


againstairborneopponents regardless
of hitstun decay, making it an invaluable
combo tool. You can also link it after a level
3 Hyper ZeroBlasterifdone quickly. Used
v/ith Sougenmu, you can employthe move
in combosto keepyour foe juggledin the
corner until Zero runs out of meter or you
choose to end the combo.

You canalsouse Raikousen Land Mto travel through an opponent at specific distances. Since thelightning appears with a slight delay after Zero's movement, itcancreate a cross-up
forthe opposingplayerthat is difficult to block.

Hienkyaku: Hienkyaku remains a core


__7 - ^_S3L ^ ^ aspect of Zero's gameplay. Hienkyaku L &
M are Zero's primary means of combating
advancing guard. It also serves as a very
fast cross-up threat to your adversary when
used with assists or canceled with level 3
Hyper Zero Blaster. All ground versions of
Hienkyaku and air Hienkyaku M & Hcan
also push opponents out of the corner,
allowing for deadlymix-ups,especially
when a new opposing character is forced
in (either via snap back or the loss of a
teammate).
You can take advantage of air Hienkyaku
L after an air level 3 HyperZero Blaster to
reach the ground quicker than normal and
continue a combo. You can also use it to
Air Hienkyaku L avoid a foe who attempts to combat Zero
while he is airborne.
Sentsuizan: Sentsuizan isZero's go-to OTG move for extending combos. With a fully
charged Hyper ZeroBlaster, Zeronowhas the ability to comboafterhis OTG on his own
without the useofX-Factor or an assist.This attack is alsogood forachieving a hard
knockdown during a launcher combo.
Sentsuizan Lhas very fast recoveryand can be used as an instant overheadifdone with
the motion {} \ C>7 * , causing Zero to stop his jump just above the ground,
which allows you tofollow upwith a quick airattack. Itcan also beused tosimply extend
Zero's airtime fora short period oftime. Keep inmind thatheis limited to three special
moves per jump.

Hyper Zero Blaster (level 1)

Hyper Zero Blaster. While the first two levels of this attack charge quickly, the true strength of this move isin the level 3version. This attack can achieve a knockdown regardless of
hitstun. While it has lost the ability to cause hard knockdown in Ultimate Marvel vs. Capcom 3, it can now be used to cancel any special move! Players can take advantage of this in a
variety of ways. It can be used to cancel the recovery of unsafe moves. It can also be used offensively to create extremely fast cross-up attacks by canceling Hienkyaku or Raikousen the
instanttheyswitch sides. It canalso be used to cancel Sentsuizan Mor Hafteran OTG to continue a combo.

Byper Combos
Screen Name Command Hits Damage Startup Active Recovery AdvnanJ?,se SSK Notes
Rekkoha 0^r> + 30 269,300
OTG- capable, knocks down, beam durability: 30
16+10 29 -14
Irames x 1 high priority durability points
Frames 9-10 invincible, creates shadow that mimics
Sougenmu Zero16 Irames later,shadow lasts 300 frames, using
O#o + 10+1
any hypercombo causes shadow to disappear, Zero
does not gain meterwhileSougenmuis active
Genmu Zero
(level 3 hyper Frames 1-24invincible, hardknockdown, projectile
r_>{>, + 350,000 10+1 57 -36
has 100 high prioritydurability points
combo)

Rekkoha: Theability of this hypercombo to OTG makes it a Sougenmu: Sougenmu createsa shadowthat copiesZero's GenmuZero:Zero's level3 hyper combo boasts one o'
prime candidate for a combo ender. You'll have to start this attackexactly16 frames later.Youcan use this to create strongest projectilesin the game. With100 high priorit;
hyper combo as soon as Zero lands for it to OTG because nearlyunblockable high/low situationsthrough air attacks durability points and lightning-fasttravel speed, this huge
thereis quite a bitoftimebefore the beam hitsthe ground. followed by lowattacks. You can also use it to increase projectile can plow through nearly any beam or projectile
It can also combo into itself with the use of X-Factor. Zero'szoning potential fora short period oftime (though in its way. Thanks to its invincibility frames, you can use it
this is not recommended exceptin nichecases). IfZero to react to most enemy hyper combos. Genmu Zero also
This hypercombo has a lengthy delaybeforethe beam hits somehow is no longerthe pointcharacterwhileSougenmu
ground leveland slowlypulls the opponent up when it hits, makes a good combo ender (usually after a level 3 Hyper
is active, Sougenmu remains active until Zero becomes the
limiting theTHC potential. Doing a THC into thisis possible Zero Blasteror Raikousen) because it ignores damage
pointcharacteragain,at whichtime it continues for the
as long as there is enough hitstun or a hard knockdown for scaling.
duration that was left when he became an assist character.
the beam to connect intime to continue thecombo. Doing
Sougenmu increases Zero'sdamage potential, especially
a THC from this move usually requires a hyper combo
in the corner. Itcan be used eitherto create big damage
with an upward attackangleor fullscreen coverage. This
early incombos(Sentsuizan relaunch loop) or to extend
requires youto chooseZero'spartnerscarefully, or be combos beyond what hitstun decaywouldotherwiseallow
stuck with limited THC use. (Raikousen loop).Thesetactics are explained in detail later.
Mils -Jluii
Zero'splay stylefavors maintaining pressure on your
challenger as much as possible, while keeping theopposing
character in the corner. Helacks strongdefensive tools
and has low vitality, so staying aggressive is the strongest
option in most cases. Zero's offense relies heavily on the
use of assists. Consequently, Zero is nota strongcandidate
for the anchor of a team. Instead, Zero performs best as
the first or second character. Zerocan do a decent job
as a battery, but because his attacks are multi-hitting,
you may find itdifficult to produce high damage without
meter. Zero's offense becomes a much biggerthreat when
You'II want to keep your opponent in the corneras much as possible, where you have access to Zero's highly damaging Sougenmu combos. he has access to an abundance of hyper meter against a
cornered foe, giving him an avenue for hishighly damaging
Sougenmu combos.

How you begin your offense depends on the character you are facing off against, since characters with stronger zoning ability often try to keep Zero out and force him into bad situations.
Using an assist to help initiate your offense is helpful but risky. Asavvy competitor can severely punish your assist if you are careless.
Against characters with adominant ground zoning game, it may be best to take to the air, to use your air Hienkyaku Mand
airdash to close the distance. Ideally, you should be above your opponent before you begin your assault. If so, you have
several options depending on your height and what your adversary isdoing. If you are fairly close toground, or you suspect
your opponent might attempt to jump to fight you in the air, an option select air /throw is adominant option. Since air
has a large number of active frames, this means even if your rival doesn't jump tomeet you, you'll likely still be a threat
nearly all the way to the ground. If your foe backdashes farther away from you or forward dashes under you, Raikousen Lis
an option tocross your opponent up if spacing permits. Keep in mind that Zero's airdash isrelatively slow and easy tosee
coming, so plan accordingly.
If you are higher up, you can use Sentsuizan asa pseudo dive kick. Sentsuizan Mgives you asteeper angle than Sentsuizan
H, making ita better option if you are directly above your competitor. Sentsuizan Hwould be more useful if you still are
not very close to your opponent oryou expect your adversary toretreat backwards. If ithits, you can easily continue into Sentsuizan isahigh priority air attack that can lead lolull combos.
acombo with crouching . If your foe iscornered and you have level 3 Hyper Zero Blaster charged, you can cancel Take care notlomiss, since itdoes have slight recovery once youhit
theground!
Sentsuizan recovery into Hyper Zero Blaster. This can lead into highly damaging sequences, like Zero's Sougenmu
Sentsuizan relaunch combo.

Against characters that have weak ground projectiles or lack them entirely, it may be best to use Hadangeki Lor aprojectile assist. You can then use the projectiles as cover to dash forward
or use Hienkyaku. These projectiles, along with the range provided by Zero's Z-Saber, let him dominate the space in front of him against these types of characters. This forces your rivals to
defend against your offense or take to the air. If your opponent attempts to super jump toward you, you can simply dash or Hienkyaku Munder the opposing character and continue zoning
with projectiles. You can also attempt to counter their jumps with an air throw option select. Air throws are asolid option for Zero because he can convert them into combos.
Once you have gained the offensive initiative with Zero, a competent competitor usually attempts toescape. The most
common method involves utilizing advancing guard to reset the situation. Thankfully, Zero possesses the means tocounter
advancing guard. If you have a projectile assist available, such asSentinela, you can call your assist and use ground
Hienkyaku LorMto regain lost ground while the projectiles protect you. Hienkyaku Lplaces Zero in front of his adversary,
whereas Hienkyaku Msituates him behind his rival a majority ofthe time. Alternatively, you can use a level 3 Hyper Zero
Blaster tocancel the recovery of the Hienkyaku, leading toaneasy combo iflanded at point-blank range. This isa strong
option because Hienkyaku Land Hinitially look identical. This makes itdifficult for your competitor to tell the side where
Zero ends up; with perfect spacing, it's totally ambiguous for the opposition. However, you need a way ofcovering Zero's
long period of vulnerability during Hienkyaku. Hienkyaku possesses no invincibility frames, and opposing characters recover
before Zero does, allowing them toeasily punish you. Hienkyaku Hfollowed by anairdash can beused, as well, but itis
fairly slow and gives a quick opponent achance to escape. Another tricky, yet slightly risky option, isto use Hienkyaku H
Zero's ollense islargely basedaround using Hienkyaku Land M immediately followed by Raikousen Lto cross up your adversary! This leaves Zero vulnerable for a while but can be useful
combined with projectile assists orHyper Zero Blaster level 3,causing if your opponent is hesitant or expecting your ground Hienkyaku mix-ups. Calling an assist before Hienkyaku Hcan help
opposing players toguess the side where Zero will ends up.
provide coverage during this vulnerability.

If you are airborne using aspecial move-cancelable normal attack when your opponent uses advancing guard, you can cancel the attack with air Hienkyaku M. Unlike the ground version, in
this case, Zero rarely ends up behind his target. Again, an assist or level 3Hyper Zero Blaster is required to make this safe. Another option here is to use Raikousen M, which can cross up
your foe. You'll want to use this attack as low to the ground as possible to minimize recovery time. If done low enough, you can then follow up with acombo with crouching ! Hienkyaku
Hinto RaikousenL can be used, as previously mentioned.

If your opponent defends successfully, and is persistent about using advancing guard to push Zero away during blockstrings, you can put this knowledge to good use by delaying later hits
in chain combos when guarded. The idea isto delay attacks somuch that by the time the opponent goes to press attack buttons, expecting to pushblock, they'll have actually left guardstun.
Their double button press then becomes an or attack, which your delayed attack will immediately counterhit! This works well with Zero because of his relatively fast attacks, the
reach advantage provided by his Z-Saber, and the natural inclination ofopposing players to want topush Zero away from them immediately.
If you find your competitor not using advancing guard often, Zero has further options toattempt tobreak a rival's defense.
Zero's most effective mix-up remains Hienkyaku intandem with a projectile or beam assist, or level 3 Hyper Zero Blaster.
The goal istocross up at the last possible moment before the assist's projectile or beam hits the opposing character, or
tocancel the Hienkyaku with level 3 Hyper Zero Blaster as soon as itcrosses up. However, you still have options when no
assists are available. Raikousen Ldoneat closerange cancross upyouropponent and lead to a combo. Another option
is to use Sentsuizan Llow to the ground by inputting{z\ ^>CI * , then following up with air , for afast
overhead attack. Alternatively, you can land and immediately follow with crouching . These two options work well
together because the startup animations ofSentsuizan and Raikousen look similar, making itdifficult for the opposing player
to predict which one you are using.

Zero lacks any strong defensive options and must either rely heavily on advancing guard to create space orwait for gaps in
your adversary's offense to regain offensive momentum. Trying for an option select air throw with C> orO3 + against Use Raikousen locross up your opponent and combat advancing guard!
jumping opponents isusually a strong choice. You can almost always use Genmu Zero if anopponent recklessly uses any
hyper combo you have a chance toreact to, which brings their offense to a screeching halt. This isespecially useful if the
opposing player is trying to inflict chip damage through an otherwise safehyper combo.
' ^ F?R&?S^S^^X^A^?25'jfc* UN' CAU X~^ FRWARD MSH'
549,900 damage, 27% meter loss
It is difficult to land Zero's long combos at midscreen. There are numerous ways to store abuster shot for long air combos, but most of those combos now have consistency problems
when not performed near acorner. As aresult, it's best to pair Zero with agood assist to strengthen his midscreen combos (and ultimately make them much easier to do). An OTG assist,
like X-23-p works well for this, as do She-hulk-a and Wesker-(_. It's also possible to use non-OTG-capable assists; call the assist, dash forward, then do * * * O to
orfa your foe. If timed right, the assist hits soon after the dive, and you can launch the opposing character with again.

IL (5p5.^^ VERTICAL SUPER JUMP, AIR , ^> *\+ o, LAND,


SC_RJWP'iffi*v*
LAND, >*"<> (_>j)
*^> RELEASE, AIR, LAND, ^> FORWARD SUPER JUMP, AIR /, ,
622,700 damage, 17% meter loss
Acorner combo that takes advantage of the new ability of level 3Hyper Zero Blaster to cancel special moves. After the initial launch with . delay your link into air , slightly to
give your Blaster more time to charge. Once your target has been knocked to the ground, OTG with air * + * . then release to cancel into the shot. Be sure to cancel air
* X -* _ (H; before it touches the ground, or else Zero performs the ground version of the shot, making the air afterwards impossible.

///. FRONT AIR THROW, LAND, X-23-(3, FORWARD JUMP, AIRDASH FORWARD, AIR , , LAND, ST. , <^>
FORWARD SUPER JUMP, AIR , , , , LAND, * * - * @
396,600 damage, 48% meter loss
An air throw combo that uses an assist. Call X-23 as you fall from the throw, then land, wait amoment, then jump forward and airdash forward. Be sure to let your jump gain alittle height
before the airdash, orelse air , won't fully connect.

IV. (CORNER REQUIRED) CR. (HOLD), ,,s> VERTICAL SUPER JUMP, AIR , ^> * o , LAND
VERTICAL JUMP, AIR * - o e_> RELEASE (IMMEDIATELY PRESS AND HOLD AGAIN), AIR , LAND, *k>
FORWARDSUPERJUMP, AIR,,,, LAND, VERTICAL JUMP, AIR * *- o ^> RELEASE, * * o
(HOLD ) ^> * * - o @@, VERTICAL JUMP, AIR RELEASE ,** o (HOLD ), LAND, {+ * * - * o
LAND} X6, VERTICAL JUMP, AIR RELEASE ; ^h W'
716,800+ damage, 9% meter gain
Acomplex combo that sets up aRaikousen loop via Sougenmu activation. After hitting your opponent with the second air* * + * OTG. cancel into the level 3Hyper Zero Blaster
and immediately perform air t * *: hold after inputting the command. As soon as Zero lands from the Raikousen, hyper cancel into * -* G@@). if done early
enough, the lightning will still be hitting the target as you enter Sougenmu. giving you enough time to have Zero jump and fire aHyper Zero Blaster. From there, perform the air Raikousen.
land, then perform them repeatedly with the command + * +* O to do them as close to the ground as possible. After the final level 3Hyper Zero Blaster has been released,
you can perform another * X O e_> * * *- Q@t0 start the |00p ajj over again. You can continue this loop for as long as you have meter to spend on Sougenmu.

If. (CORNER REQUIRED) CR. (HOLD ),,,- o (3 HITS) <&> \*+ o 8, G < -RTICAI SUPER JUMP
AIR , ^t> * - o , LAND, ^> VERTICAL SUPER JUMP, AIR , ^> * * , LAND, , &$>
VERTICAL SUPER JUMP, AIR, e_> +\+ c,LAND,^> VERTICAL SUPER JUMP, AIR ^> RELEASE,
WAIT A MOMENT, * - o , LAND, * * * o @@ '"
772,000 damage, 174% meter loss
This is the Sougenmu relaunch loop. After hitting your adversary with air + * * O. the shadow version of the attack hits the foe OTG as Zero recovers, allowing you to launch them again.

UI. FRONT AIR THROW, AIRDASH FORWARD, *W ^>i|.fi[e (HOLD ). LAND. ST. A FORWARD
SUPER JUMP, AIR , , , , LAND, X-23(3, FORWARD DASH, <^> VERTICAL SUPER JUMP, AIR <^>
RELEASE ,-* o , LAND, es> FORWARD SUPER JUMP, AIR , , LAND, * * o @@
781,100-987,200 damage, 19-50% meter gain
Averifiable X-Factor combo that begins with athrow. Air +% * * should be canceled just as it makes contact with the opposing character; any lower, and there won't be enough
time to do air .During the final launch, perform air as late as possible to ensure that Zero falls fast enough afterwards to OTG with * * G@

till. CR. , , , ^t> FORWARD SUPER JUMP, AIR , , (3 HITS), , LAND, CALL X-23B, FORWARD DASH,
es$> FORWARD SUPER JUMP, AIR , ,, , LAND, U* *@8^>i|,H* o@8
809,900-946,200 damage, 129% meter loss
Abasic X-Factor combo. Though it uses two meters, the verifiable and optional X-Factor ending allows you to quickly finish off an opponent with plenty of X-Factor time left for the next
competitor entering the screen.
Many of Zero's attacks are multiple hits leadingto damage scaling, hurting Zero's damage more than
other characters. However, Zero has excellent options for you to reset combos into difficult to block mix-
ups that can lead to further damage.
On the ground, the simplest option is to simply call an assist during a combo (one with enoughto
delay that the combo will end) and do Hienkyaku Lor Mimmediately after to cross your target up. Your
opponentlikely expects you to continue the combo and may not look for a cross-up reset, and they'll
block the wrong direction to guard the assist's attack!
You can utilize a similar tactic in air combos. Simply cancel an air into a Hienkyaku. Hienkyaku L
takes Zero to the ground quickly, allowing you to call an assist while your competitor is still recovering
and falling toward the ground. Most characters are forced to block this assist, providing you with a
free mix-up. Hienkyaku Hcan be particularly confusing to adversaries who use neutral or backward
air recovery after a reset in the corner. Zero goes over them and mayor may not!end up stationed
Vou canuseHienkyaku inmanysituations toputZero into an behind them as they fall. Zero can option select air throw with his airC> + , oreven attack once his
advantageous situation that keeps opposingplayers guessing! opponent is grounded with air , depending on when the opposing characterair recovered.

Since Zero's strongest damage options are in the


corner, most floored opponents attempt to roll
forward away from the corner. Due to the nature
of his inputs in the air, he has excellent option
selects that allow you to maintain pressure against
opposing characters who have been knocked down,
preventing an easy escape for them.
When your opponent is cornered, a strong option is
to use Sentsuizan M as your target is standing or
rolling. If your foe chooses to stay in the corner,
they must then deal with a strong air attack that
can lead to a highly damaging corner combo from
Against cornered toes, Zero can applypressure withoul having toworry But, ila rivalattempts lo leave, Sentsuizan's input changes toa Zero. However, if they choose to attempt to roll
about whether opponents might attempt toleave thecorner! Against a Hienkyaku M,causing Zero lo follow hiscompetitor! under Zero, your input becomes Hienkyaku M,
corneredadversary, Sentsuizan Mis a strong ollensive option... allowing Zero to follow his rolling opponent and
instantly apply air pressure with air . This works even better with delayed projectile assists like Sentinelex.
You can use Raikousen M in a similar manner either in the corner or midscreen. If done low enough to the ground, Zero can follow up with a combo! However,
be aware that using this move against a cornered opponent puts you in the corner instead, so this is best used with a lengthy projectile assist like Sentinela
This tactic decreases the difficulty of continuing the combo while also giving you time to get back out of the corner while your rival is forced to block the assist
projectiles.

Zero has several combos and mix-ups that require air specials to be executed very quickly and low to the ground. Simply add7 to the
end of the motion with a very slight delay before the button press.
You can continue charging Zero's blaster while switching the button used to charge. Simply hold down a different button while the
original S button is being held. You can then release the original button to free it up for use!
Air Hyper Zero Blaster has very fast recovery. Any combos where a Raikousen or Hienkyaku follows an air level 3 Hyper Zero Blaster
requires the Raikousen or Hienkyaku to be input immediately upon recovery.

(JVJ) (M)^> {}
Damage

(REQUIRES CORNER) CR.

Damage
Acorner combo utilizing Zero's new OTG capabilities to easilylaunch Zero's opponent after his level 3 hyper combo. The opening
string and Genmu Zero give just enough time to charge a level 3 Hyper Zero Blaster. When aifv7 \ C> + hits, wait unlil il 863,700 damage, 359% meterloss
touches theground before canceling intotheshot
Shuma-Gorath lard at Chaos, Master af the Ereat
Bid Bnes, Buler at a Hundred
Oimeosioos

Shuma-Eorath generates his awn mystical


pawer, but he alsa draws eoergy, mystical
ar otherwise, tram others. Shuma-Gorath
can release destructive blasts and can
manipulate magical energy an a planetary
scale. He can cammuaicate telepathically and
control ethers, even across dimensioos.
In

Haae

Bad at anather dimension. As be is able ta assume the farm af


whatever it is that people fear, he has no true form. Having taken a
liking ta Earth, he has tried ta rule aver the planet many times since
the prebistBric age, but he has usuaily been thwarted by a sbamaa ar
magic user, such as Doctor Strange.

Marvel Premiere #5 [1B72]

PBMB BB1B
) INTELLIGENCE

STRENGTH

\ It /SPEED

^ i i i <

0 ENERGY PROJECTION

Vi_/ FIGHTING ABILITY

"Thisis biographical, and does not represent i


in-game combat potential of this hero.
mality 950,000
Chain Combo Archetype Hauler Series

X-Factor Boost Damage Speed


Level 1 (3teammates remaining) 127.5% 112.5%

Level 2 (2teammates remaining) 144.9% 125%

Level 3 (1 teammate remaining) 162.4% 137.5%

Though itmay not be immediately obvious given Shuma-Gorath's aesthetics, his character
archetype isessentially that ofan up-close brawler. Your primary goal when playing as
Shuma-Gorath is to gethim within point-blank range of hisopponent to perform mix-ups.
What sortofmix-ups do you perform at point blank range with Shuma-Gorath?
Air Mystic Smash and air can be used as instant overheads
that lead into a combo
His low-hitting, rapid fire crouching can be used to punish
opponents for doing anything besides guarding low
If his target is concentrating on guarding, Shuma-Gorath has
powerful throws that can steal health and meter, as well as allow
for combos afterward
This distance puts Shuma-Gorath in range of his high-damage
level 3 hyper combo, Chaos Dimension
How doyou close thedistance against a rival to getShuma-Gorath within
point-blank range?

Airdashing into air to cross up your competitor


Using air Mystic Smash to cover a good chunk of distance
Utilizing Mystic Smash M & H, which allow Shuma-Gorath to
quickly cover ground
Hitting your opponent with Mystic Stare eyeball projectiles forces
them to attack you in orderto remove the eyeballs, or remain in
place to block the explosion
Using assists, such as Akuma13, that lock down your rival and
cover Shuma-Gorath's attempts to get in

TUNING MCE ORIGINAL MCS


The lord of the Chaos Dimension did not receive any new moves in the transition to
Ultimate Marvel vs. Capcom 3, but he did gain a few substantial buffs to his existing tools,
greatly improving his up-close mix-ups and damage potential. Air loses its ability to hit
OTG but now causes a hard knockdown state that allows you to combo after a non-launcher
combo hit, making for an instant overhead that can be followed with a combo. Shuma-
Gorath's command throw received some frame data tweaks, and you can now score an OTG
hit with him after the throw, resulting in a full combo as well. Shuma's standard throw now
steals meter as well as vitality from the opposing character.
Throws steal 2,000 points of opponent's hyper meter and 40,000 vitality, now
inflict 40,000 damage instead of 80,0000
Air is no longer OTG-capable. It now causes a hard knockdown state, even
when used outside of launcher combos
Devitalization deals more damage, has more active frames, and takes less
recovery time. It is now possible to connect an OTG hit after Devitalization
Hyper Mystic Smash is now mashable for additional damage
Chaos Dimension is now mashable for additional damage
Attack Set
Standing Basic Attacks
Screen Command Hits Damage MeterGain Startup Active Rec.s, MS?eM$Z"*

Crunching Basic Attacks


Screen Command Hits Damage Meter Gain Slartup Active Recovery AdnvnJf.ge Mr!25 'f Notes
Crouching Low attack, cancels into attacks
Crouching Low attack, knocks down opponent
Crouching
Air Special Attacksflying Screen and Air txcnange
Air causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another
basic attack. Air exchange attacks, performed by inputting adirection plus, are only possible during alauncher combo. Exchange hits
available character to continue the air combo.

Screen Command Hits Damage "' Startup Active Recovery *""} ?!__ Ntes
Overhead attack, causes hard knockdown,
Until not special- or hyper combo- cancelable,
3,000 640 22
grounded causes hard knockdown il used in launcher
combo
Tagsin next available allywhile lofting
23
(during launchercombo) opponent upward
Until Tags innext available ally while causing wall
AirC> ot<P + (during launcher combo) grounded bounce, erases 1 hypermeterfrom foe
Tags in next available ally while causing ground
Air{7 + (during launcher combo) bounce, generates 1 hyper meter

S0

Cnmmand Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into acommand attack from basic attacks, but most command
attacks cannot be chained from or canceled themselves.

Screen Name Command Hits Damage Meter Slartup Ac|ive Recovery Advantage Advantage if Noles
Knocks downadversary

Knocks downcompetitor

'\$ft: I *
KiCUKB
_ _

W ' i rti. t?rr v -

Jhrnws
Throws are for snagging passive orblocking opponents. Since throws are active soquickly, you can also use them topreemptively toss opposing characters out oftheir offense. Combos
are usually possible after throws, one way or another.

Screen Command Hits Damage MeterGain Startup Active Notes


O * (ground) 40,1 400 + 2000 Hard knockdown, steals 40,000 vitality and 2000 meterfromfoe

<? + (ground) 40,000 400 + 2000 Hard knockdown, steals 40,000 vitality and 2000 meterfromopponent

C> + (air 40,1 400 + 2000 Hard knockdown, steals 40,000vitality and 2000 meter from rival

<? + (air) 40,000 400 + 2000 Hard knockdown, steals 40,000vitality and 2000 meter from target

*9
m
- ___/
As a PartnerCrossover Assists
b___l Crossover . , Mptpl. Recovery (this Recovery
Screen Type Combination Description Hits Damage lg",."r Startup Active crossover (other Notes
Hyper Combo '' assist) partner)
OTG-capable, knocks down opponent, beam durability:
10Irames x 1low priorily durability points
Projectilesdisappear after 29 frames, beam
durability: 6 frames x 1 low priorily durability points!

Shuma-Gorath's assists run the gamut from awesome to... well, not so great. Depending on the nature of your team, you'll most likely want tochoose between Shuma-Goratha and
Shuma-Gorath7.

Shuma-Goratha replicates his Mystic Ray Hattack, sweeping the screen from bottom totop with a laser beam. This assist is excellent at temporarily locking down a huge portion of the
playfield, potentially catching your opponentand hopefully their assist characterin the middle of amove, orjust forcing them to stay put while your point character moves in toattack.
The beam is OTG-capable, aswell, but its slow startup time requires you to call the assist assoon aspossible to take advantage of this feature.
Shuma-Gorath(3 fires agroup of eyeballs that disappear after 29 frames, avery short range for aprojectile assist. Due to its long startup time, this assist is practically useless in
extended firefights or atlong range. The eyeball projectiles do not stick tothe target like they do when Shuma-Gorath ison point, but instead explode on impact.
Shuma-Gorath7 isthe fastest assist athis disposal. Mystic Smash Lhas an extremely short range, and itismostly useful for holding an adversary in place for mix-ups because of its
multiple hits. However, on contact, this move could work against you: the number of hits itadds toa combo may cause too much damage scaling tobe helpful.

Snap Back
Screen Command Hits Damage MeterGain Startup Active Recovery AdnvnanJ?.ge 89SI5 |Ui
500 - (-1 hyper
{>^r_>+ HEEEI 1 50,000 2 6 15
meter bar)

On hit, snap back forces the opposing point character to be replaced by an assist. Opposing assist calls or tag outs are also locked
out for 4 seconds

_ _ _ _ _ _ _ _ _ _

WHHt.IllI

Screen Name Command Hits Damage ^ Startup Active Recovery Ad0vJnHlftge fSfjjJJj Notes
Projectilesdisappear after 29 frames, projectiles
attach to opponent on hit and explode 180
frames later, Mystic Stare cannot be used while
46,600/ 480/
Mystic Stare L O (charge), C> + 6/6 22 23 +10 +10 projectilesare attachedto adversary,exploding
117,000

1200
projectiles are OTG-capable, attached projectiles
disappear if Shuma-Gorath is hil, beam durability:
6 Iramesx 1 lowprioritydurability points
Projectilesdisappear after 29 Irames,on hil
projectiles attachlo competilor on hit and explode
180 Irames later, Mystic Starecannotbe used
46,600/ 480/
1 Mystic StareM O (charge), O + 6/6 22 28 +5 +5 while projectiles are attached lo rival, exploding
117,000

1200
projectilesare OTG-capable. attachedprojectiles
disappear if Shuma-Gorath is hit, beamdurability:
6 Iramesx 1 lowprioritydurability points
Projectilesdisappear after 29 Irames,projectiles
attach to toe on hit and , explode180 Irames later,
Mystic Stare cannot be used whileprojectiles
46,600/ 480/
Mystic Stare H O (charge), C> + 6/6 22 33 0 0 are attachedto target, exploding projectiles are
117,000

1200
OTG-capable, attached projectilesdisappear il
Shuma-Gorath is hit, beam durability: 6 framesx
1 lowprioritydurability points
Mystic Smash L 0lO+ 8 113,600 1280 13 32 18 +2 +2

Mystic Smash
2 M <7taC> + 9 122,200 1440 15 36 18 +2 +2

Mystic Smash
H O^C> + 9 122,200 1440 18 40 18 +2 +2 -
Q^MUMmmmMl
Screen Name Command Hits Damage m starlup Acljve Recovery Advantage Mvaniage Notes |
AirMystic Until
Overhead attack
Smash L
(inair)0tir_O + 6 117,000 1200 12
grounded
13 +7-10 +7-10

Air Mystic Until


7 130,200 1400 15 13 +7-10 +7-10 Overhead attack
3
Smash M (inair)0ic> + grounded
Air Mystic Until
142,100 1600 18 13 +7-10 +7-10 Overhead attack
Smash H
(inair)<>\^> + 8
grounded
Throw, hardknockdown, negates single-hit
Devitalization L C>^0#< + 2 130,000 1300 5 22 23

projectiles during active frames


Throw, hardknockdown, negates single-hit
4 Devitalization M 0\{7#0 + 2 160,000 1600 3 1(2)21 23

projectiles during active frames


Throw, hardknockdown, negates single-hit
Devitalization H O'&ty&O* 2 190,000 1900 1 2(3)21 23

projectiles during active frames


Knocks down opponent, OTG-capable, beam
93,500 -10 -10 durability: 6 frames x 1 low priority durability
5 Mystic Ray L 0 (charge).4> + 6 960 22 30 9
points
Knocks down adversary, OTG-capable, beam
Mystic Ray M 8 113,600 1280 25 30 6 +12 +9 durability: 8 frames x 1 low priority durability
6 0 (charge), 0 + points
Knocks down competitor, OTG-capable, beam
Mystic Ray H 129,900 30 3 +11 +9 durability: 10frames x 1 low priority durability
7 0 (charge), 0 + 10 1600 28
points

Mystic Stare. Shuma-Gorath fires Mystic Smash. Shuma-Gorath compacts his


a ring of six nasty littleeyeballsthat bodyintoa spikyballand hurtles a distance
stick to his opponent on contact, across the screen depending upon the button
and explode after 180 frames. pressed.Mystic Smashserves primarily as a
The distance the eyeballs travel is means to cover ground while attacking your
determined bythe strength of the opponent.
button pressed: travels about Mystic Smash Ltravels a short distanceforward.
aquarter-length of the screen, When used at point-blank range, Shuma-
reaches halfthe length of the screen Gorathpasses through his rival and ends up
before disappearing, and can hit a onthe opposite side from where he started. Used with anassist, this can create some mix-up
foeat fullscreen distance. Theeyeball explosionis OTG-capable, whichcan be useful opportunities.
in cornercombos ifyou time your attacks correctly.
Mystic Smash Mtravels halfway across the screen before dropping straight down. Until Shuma-
This projectile hasvery little durability, andcombined with thecharge time required Gorath drops down, Mystic Smash Mfollows a similar trajectory to theHversion ofthe move.
to start upthe move, it is not recommended forfirefights. You also cannotfire This cancreate situations confusing foran opposing player, sincethey'll expect Shuma to travel
another Mystic Stare ifthe opposing characteralready has eyeballs attachedto them. straight over their heads. Instead, drop down on them and start attacking with crouching to
Eyeballs attached to an adversary disappear ifShuma-Gorath gets hitbefore they combo. Call a crossoverassist before performing the move for added protection and coverage.
have a chance to explode.
Mystic Smash Htravels ina wide arcacross thelength ofthescreen. Unless your adversary is
Hitting your competitor with Mystic Stareputsthetarget inan awkward position. jumping ornear a corner, Shuma-Gorath will most likely passstraight over their heads. Itcan be
They canchoose to become defensive andattempt to block the inevitable explosion; useful to combatadvancing guard: shouldyour challenger use advancing guardagainstoneof
inthiscase,this is youropportunity to press the attack. Should your challenger your crouching attacks, cancel into Mystic Smash Htoclose the gap quickly.
choose to not respect the eyeballs,hang tight and defend untilthe explosionoccurs.
Theexplosion is your cue to go back on offense.

Air Mystic Smash: Asan overhead Devitalization: The frame data for Shuma-
attack, air Mystic Smash is one of Gorath's command throw has been drastically
Shuma-Gorath's most important changed in Ultimate Marvel vs. Capcom 3,
tools in Ultimate Marvel vs. Capcom including a hugeincrease inactive framesand
3. Each attack button results in a a big decrease in recovery time. This means
different angle ofattack: travels it's now possibleto score an OTG hitafter
atavery short range, travels the Devitalization, allowing for full combos! Use
farthest, and is in-between the this moveto grab opponents who are blocking
two and also slower. All versions your staggered attacks with using advancing
of air Mystic Smash giveShuma a guard. Because of the quick 1-frame startuptime
positive frame advantage if blocked, making it an excellent method for getting him on the Hversion, youcan also use Devitalization to punishguardedattacks.
closerto his opponent. You can also use this as an instant overhead intoa combo by Devitalization also nullifies single-hit projectiles duringits active frames. By blocking projectiles
inputting{^t^C*57 + to execute the move the second Shuma-Gorath leaves thisway, you'll avoid chip damage and pushback, and you'll gain10%ofyour hyper meterbar.
the ground.

Mystic Ray. Shuma-Gorath firesan OTG-


capable beamfrom his eye that travels in a
sweeping arc from downto up. The angle
at whichthe beam ends is determined by
the strength ofthe button pressed:
stops parallel tothe ground, ends at
about a 45-degree angle, and stops
withthe beam pointing straight up. Mystic
Rayis a great zoningtool when combined
with assist to cover its long startup time.
During shorter combos, orwith theaid ofanassist, you canlink Mystic Ray into Hyper Mystic Ray or Hyper Mystic Smash for increased damage.
uW3PdMm
! Screen Name Command Hits Damage Startup Active Recovery AdnJ?,ge A,dran,HB!| Notes
Frames 16-41 invincible, OTG-capable, hard
1 Hyper Mystic Smash 298,000- knockdown against airborne opponents, each
=>0$, + 30-60
357,900
18+10 73 69 -42
projectile has 3 frames x 1 highpriority durability

points,can be mashedforadditional hits


Frames 1-18 invincible, OTG-capable, hard
j 2 Hyper Mystic Ray 0# <? + 20 279,700 20+4 30(29)12 100
-88 knockdown, 2 beams, beam durability: 20
frames x 1 highpriority durability points
Chaos Dimension Frames 1-15 invincible, knocks downrival,
3
(Level 3 hyper combo) 0\o + . 1 50,000 10+1 5 20
-1 enters Chaos Dimension state, Chaos
Dimension slate lasts lor 300 frames
Chaos Dimension (during Chaos Dimension 350,000- Unguardable, causes hard knockdown, can be
4,5 11-28 4 3 11
Attack (in air OK) state) 435,000

mashed for additional hits

Hyper Mystic Hyper Mystic


Smash: Shuma- Ray. Hyper Mystic
Gorath channels Ray fires two high-
his dark power and powered Mystic
fires an onslaught Rays in succession:
of bouncingspiked the first ends at an
Shuma-balls angle comparable to
across the screen. Mystic Ray M, and
Each Shuma-ball the second ends at
launches at a the same angle as
random angle, Mystic Ray H. It has
from traveling a lot of invincibility
horizontally across frames, which
the screen and unfortunately end
disappearing before the attack
quickly to moving starts. Regardless,
inan almost totally vertical motion that keepsthe Shuma-ball on the screen for a while. Hyper Mystic Ray is stilla great defensive tool to stop competitorsfrom attacking, and
Hyper Mystic Smash isOTG-capable, and itisShuma-Gorath's most damaging follow up you can use its pre-attackinvincibility frames to counter a foe rushing at Shumawithan
after a combo orthe Devitalization command throw. In UMvC3, Hyper Mystic Smash can attack. This is yourgo-tohyper combo for ending combos inthe cornerHyper Mystic
be mashed to increase damage. Smash usually ends up sending a majority of the Shuma-balls overan opponent's head
in this area.
Hyper Mystic Smash has some invincibility, but this feature does not kick in until just
before the screen freezes. Combined with a slow startup time, this can make Hyper Mystic Do notthrow outthis hyper combo at random because it's ridiculously unsafe on block
Smash difficult for Shuma players touse on reaction against an opponent at close range. and can easilybe punished by any fullscreen hypercombo.
However, this hyper isdifficult for anadversary topunish atlonger ranges.

iDimension: Chaos Dimension isa level 3 hyper combo that begins with aquick invincible attack that knocks the target into the air and places Shuma-Gorath in a Chaos
Dimension state that lasts for 300 frames (five seconds). In the Chaos Dimension state, all attacks become aquick unguardable attack that triggers acutscene for massive damage.
All you have todo isget Shuma-Gorath near the opposing player and hit them while they're in guardstun.
You have achoice after triggering Chaos Dimension and striking with the initial invincible attack: follow up with to deal big damage immediately, orattempt to go for acombo and pile
on even more damageat therisk ofrunning out oftime before you can connect with .
Chaos Dimension can result in guaranteed damage against an incoming character after aK.O. or snap back: activate Chaos Dimension before the new opponent comes in, and simply
jump forward and press toruin their day. For more information on using X-Factor tosqueeze the most out of Chaos Dimension, see the Advanced Tactics section.
Advancing guard should
be the least of your

MttltHM worries when mixing up


the opponent: if you find
yourselfgetting pushed
Shuma-Gorath may be
away too often from
the lord of the Chaos
advancing guard, you're
Dimension, but he's got a
being to predictable in your
bit of a hill to climb in order
offense. Varythe timing of
to compete in the world of
Marvel vs. Capcom. With
your crouching attacks
more, use more overhead
a slow airdash, half of his
attacks, or go for more
special moves requiring
Mystic Smash can quickly regain anyground lost when the opponent grabs. All three options
charged inputs, and heavy
reliance on assists, Shuma- usesadvancing guard. are very strong tools with
Gorath doesn't have the
Shuma-Gorath; don't get
wide breadth of tools that
fixated on just one attack!
most of the cast enjoys. Finally,you can attempt
However, knowing how to a cross-up using air.
manipulatethe tools Shuma Its amazingly wide hitbox
has available to get him makes it a prime candidate
within point-blank range for some cross-up action.
can make him a worthy
When close to your target,
contender.
have Shuma-Gorath super
Mystic Smash, both air and jump into the air, airdash,
ground versions, is the key and press immediately.
foundation for your initial The distance Shuma-Gorath
attempts to have Shuma- Combinedwith an airdash, air hasawide hitbox that can cross up travels ,rom the aJ^ash
Gorath close the distance. adversaries. isenough for air (M) to
On the ground, Mystic connect on the opposite
Smash H covers the most side of his adversary, and chaining into asecond air allows you to continue with a
Assists that stop your loeIrom attacking are periect lorgetting your combo. Shuma-Gorath won't always beina prime position forhisoffensive game, and you'll
ground, and its wide arc opponent inoptimal range olShuma-Gorath.
can pass over projectiles. need to know how to defend properly andavoid getting his tentacles tiedin a knot.
If you hope to hit your opponent with theattack, however, you mustperform Mystic Smash
H from around three-fourths of the screen. At fullscreen, Shuma falls short of his rival and On the ground, you can
is positioned in range for an easypunish. At half-screen or shorter, Shuma passes over employ Mystic Stare H to
the head ol all but the largestcharacters and ends up a considerable distance behind his control horizontal space.
adversary. At closer distances, you'll want to rely on Mystic SmashM, which travels half the
Call an assist that covers
arc of the H-version before dropping straight down on the target's head.
air space (like Rocket
In the air, Shuma-Gorath's airdash combined with air MysticSmash M can cover as much Raccoon7) andfireoff
ground as a grounded Mystic SmashH, with the added benefit of acting as an overhead the ring of eyeballs. The
attack against the opposing player. Air Mystic Smash Mactually travels the farthest opponent then gets forced
horizontal distance of all three attacks and is your best bet for catching opponents hanging to block the projectiles and
outat the opposite endofthe screen.Keep a sharpeyeon yourcompetitor's movements
assist, givingyou a chance
andbe prepared to change the strength of the attack depending on their relation to Shuma.
Air Mystic Smash covers more ground the higher Shuma-Gorath is inthe air,so think about to try to close the distance
again, or they'll end up with You can rely onthe invincibility olShuma-Gorath's backward dash to
super jumping before performing the attack to gain maximum distance. avoid some attacks.
eyeballs stuck to them. In
If you're having trouble getting Shuma-Gorath intoa position to use Mystic Smashagainst the event that your attackers
a zoning attacker, remember that Shuma-Gorath's command throw can nullify single hit find themselves with ticking
projectiles. Input 0\ V & *$ * before the projectile hits, and Shuma absorbs eye-bombs stuck to their
thehit,negating all chip damage, avoiding pushback, and gaining 10%hyper combo meter
inthe process. Thanks to the small amount of blockstun created byabsorbing a projectile, chests, they'll be forced to
you may have enough time to transition intoMystic Smashafter Devitalization recovers. hang back and wait to block
the inevitable explosion.
Unfortunately, most of these tactics are very unsafe without crossover assist coverage. There's also a chance that
Asavvy opponent caneasily hitShuma-Gorath out of Mystic Smashwith mostattacks, the opposing player might
and the amount of time Shuma hangs in the air allows competitors to simply move out of
get aggressive in an attempt
the way. Shuma-Gorath benefitsthe most from assists that force his foe to hunkerdown
to avoid damage. Crossover assists to consider for Shuma-Gorath include: Akumap, to hit Shuma and remove
Rocket Raccoon7, andDoctor Dooma. Call an assist before you attempt any ofabove the eyes. In this case, stay
methods to get Shuma within his optimal range. on the defensive and bide
Assists can help Shuma-Gorath coverthe charge time olhis special moves.
your time till the eyeballs
Once you'veachieved point-blank range, Shuma-Gorath has some surprisingly strong mix- explode... eitherway, you're in a betterposition to continue youroffense.
up tactics at his disposal. Begin your assault with the low-hitting crouching . Stagger
the timing of crouching attacks to hit opponents trying touse advancing guard, orcatch You can use Mystic Ray Mand Hina similar fashion, but with Shuma-Gorath controlling the
them if they try tojump away. Verify the crouching hits and transition into a combo, or airspace instead ofhisassist. Inthiscase,you'll need an assistthatlocks down theground,
immediately perform another mix-up against a guarding opponent. such asAkumap, while Shuma fires his beam. An adversary who attempts to jump the
assist gets caught bythe Mystic Ray beam, and this letsyouget Shuma-Gorath in the airto
You may also choose to open up v/ithan instant overhead air Mystic Smash L byinputting
0 \ 0^7 + .which begins the move the moment Shuma leaves the ground. This prep a Mystic Smash for closing the distance.
attack isalso sure tocatch rivals trained toblock low from thestaggered crouching Shuma-Gorath's backdash has some frames of invincibility that you can use to dodge some
attacks. Theinstantoverhead Mystic Smash is the most frightening tool Shuma-Gorath has
fast-moving projectiles, although this can bedifficult to time.His backdash takes45frames
at his disposal; it's too fast to guard on reaction,has good range, and allowsfor combos
if hit. If guarded, you're left at point blank range v/ith plenty of frame advantage to go to complete, and it's only invulnerable from frames 12-31. Forprojectiles that travel quickly,
into another mix-up if the opponent does not use advancing guard. Since it's unlikely that such as Taskmaster's arrows, the window provides sufficient time to escape. Shuma can
any competent player won'tuse advancing guard, concentrateon salvaging the situation also pass through slower projectiles such as Ryu's Hadoken L, but he'll be hit during the
and quickly closingthe distanceagaincallyour best crossover assist andimmediately recovery frames ofhisbackdash animation. Use thetactic sparingly, andonly v/hen you're
perform a low-altitude air Mystic Smash Mby inputting V ^ 07 + . sure of the fired projectile's properties.
If your challenger continues toblock your crouching assault, you've got them in a prime You have tv/o primary options when facing opponents attempting to jump in on Shuma-
positionto grab with Devitalization. Newto Ultimate Marvel vs. Capcom 3, Devitalization Gorath's position: crouching and anoption-select air Mystic Smash Hinto air throw.
now leaves you withenough time to pick up the opponentwiththe OTG-capable Mystic Ray
H, afterwhich youcan continuejuggling! See the Combo Usagesection for details.
Crouching has a tall hitbox and covers a decent area around Shuma-Gorath, making it
a very effective anti-air attack. Once you've confirmed the hit,youcan jump-cancel into a
The jump-cancel properties ofcrouching can come in handy if the opposing player combo. Air Mystic Smash Hcan beoption selected intoan airthrow bysimply inputting
blocks one of your chain combos. After crouching , immediately jump-cancel into an O^O (hold) + . You'll either confirm the grab and gain some health and hyper
instant overhead air MysticSmash L to stay within range of your adversary. Should your meter, oryou'll execute theairMystic Smash thatthen allows you to follow upwith a combo
rival successfully use advancing guard on any of your normal attacks, cancel into Mystic
or continue your mix-upstrategies.
Smash M instead to quickly regain lost ground.
^J
L CR. (2HIT8),(h)_^> BACKWARD JUMP, AIR \ X o .LAND, CR. /ARD JUMP, AIR * X * ,
LAND, CR. ^> CHARGE - , * o , FORWARD DASH, ~
(2 HITS), , , LAND, FORWARD DASH (EYES DETONATE), e_> FORWARD SUPER JUMP, AIR , , LAND,

634,800 damage, 5% meter gain


Shuma-Gorath's crouching attack has much more range than his crouching attack and is omy asingie irame; v.-nicn ; :es _,.. ,
Crouching pulls the enemy towards you if this opening is guarded, you're in range to cancel into alate Devitalization Hto grab the enemy, or chain into adelayed cro_...
counter hit attempts to stop the throw. Jump-cancel the crouching into an immediate air Mystic Smash Mfor aquick overhead attack and to maintain offensive momentum.
Whenever possible, you should start this combo with staggered crouching attacks to more easily salvage your offense if the opening attacks are guarded: immediately perform an u-
Mystic Smash Loverhead attack, grab them with Devitaliation H, cross-up by airdashing and using air , or keep them guarding with more crouching attacks! Adding two crouching
\y attacks to the beginning of the combo only reduces the damage by aminimal 700 points.
There are two points to remember when learning this combo: after hitting crouching , you'll want to jump in adirection that won't cause Mystic Smash Mto end up behind the opponent.
usually this will be backwards, unless the combo was started from along range crouching . After the Mystic Stare eyeballs detonate, wait for the opponent to fall alittle before juggling
v/ith(S). This prevents the opponent from being too high in the air to hit with the final air attack.

^ \ + * o, LAND, CR. (2 HITS), _-$> BACKWARD JUMP, AIR X * o , LAND, CR. e_>
CHARGE -,*<>, FORWARD DASH, g_> FORWARD SUPER JUMP, AIR (2 HITS), (2 HITS), , , LAND,
FORWARD DASH (EYES DETONATE), &$> FORWARD SUPER JUMP, AIR , , LAND, * * o @@
573,800 damage, 3% meter loss meter loss
The opening air Mystic Smash acts as an instant overhead, and is the centerpiece of Shuma-Gorath's offense. If guarded, attack with a low-hitting crouching, grab with Devitalization, or
immediately do another instant overhead airMystic Smash again.

FRONT OR BACK THROW, CHARGE * , i o , {IF ENEMY IS MIDSCREEN, CR. (2 HITS), ^> FORWARD SUPER
IUMP, AIR (2 HITS), (2 HITS), , | OR IIF ENEMY IS CORNERED, CR. e> BACKWARDS JUMP, AIR
X - o , LAND, CR. <^> CHARGE -, * o , <s_> VERTICAL SUPER JUMP, AIR AIR <3
FORWARD DASH (EYES DETONATE), &$> FORWARD SUPER JUMP, AIR , , LAND, * it - o <
197,500-529,700 damage, 73-24% meter gain
Shuma-Gorath can use his normal throw to start combos, giving you an even more potent mix-up when up close. The Mystic Ray Hmust be done immediately after the throw recovers, or
else you run the risk ofthe enemy ground recovering behind you and punishing with a combo oftheir choosing.
This same combo can be used from Devitalization or air . Against larger characters, the OTG-capable Mystic Ray Hcan be followed by crouching , into air Mystic Smash loops for
muchbetter damage.

FRONT AIR THROW, AIR (1 HIT), (2 HITS), LAND, FORWARD JUMP, AIR (2 HITS), , o , LAND,
CR.@r_=_> BACKWARD JUMP, AIR * X- e> , LAND, CR. e*> CHARGE - , o , FORWARD DASH, ^>
FORWARD SUPER JUMP, AIR , , , , LAND, FORWARD DASH (EYES DETONATE), g_$> FORWARD SUPER
JUMP, AIR , , LAND, *<*_> @
551,900 damage, 32% meter gain
Shuma-Gorath's air throw allows you to juggle opponents before they hit the ground. This allows you to perform one of the most damaging air throw combos in the game, gain some vitality
it in meter gain!

CR. (2 HITS), e__> BACKWARD JUMP, AIR * %*> o , LAND, CR. &$> BACKWARD JUMP, AIR X * (]
LAND, CR. e_> CHARGE -, - , FORWARD DASH, es> FORWARD SUPER JUMP, AIR (2 HITS),
(2 HITS), , , LAND, FORWARD DASH (EYES DETONATE), <^$> FORWARD SUPER JUMP, AIR , , LAND,

856,800-918,800 damage, 5% meter gain


Asimple X-Factor version of Combo Ithat adds damage toits end when it's needed. Using X-Factor with Shuma-Gorath in combos isn't normally recommended however; it's generally best
to save itfor Chaos Dimension set-ups. Don't hesitate to pop X-Factor if the ensuing combo will finish off the opponent's final character, though!
If you have three bars left over after vanquishing a character, activate the Chaos Dimension hyper combo to do some guaranteed X-Factor boosted damage against the next adversary. See
the Advanced Tactics section for details.
a
mmmmm
Chaos Dimension is the most
damaging attack in Shuma-Gorath's
arsenal. As a level 3 hyper combo,
that damage comes at a great cost,
but the ability to get a guaranteed
hit against incoming characters
makes it well worth the meter! After
knocking an opponent out or hitting
them with a snap back, immediately
input's) _O + to put Shuma
in his Chaos Dimension state. Then
simply jump forward and press
as the new character comes in, and
watch as Shuma-Gorath uses his dark
magic to bring the pain.
With X-Factor activated, the results
can be even more damaging, putting
your rival in a very dangerous
starting position. Check out the
various damage levels of Chaos
Shuma-Gorath isguaranteed losendanincoming enemy into the Chaos Dimension.
Dimension:

No X-Factor: 350,000-435,000 damage


Level 1 X-Factor: 446,300-554,000 damage
Level 2 X-Factor: 507,000-630,700 damage
Level 3 X-Factor: 568,700-715,000 damage
That's a whole lot ofguaranteed damage forthe cost ofthree hyper meterbars. Don't forget to mash those attack buttons to pile on the extra damage!

general EXECUTION TIP$


If you plan on following up air with a Mystic Stare OTG hit, immediately begin holding O after pressing . Holding O too soon can
result in an unwanted TAC attempt.
When launching the enemy after a Mystic Stare eyeball detonation, wait until the opponent's character drops lower to the ground; this
helps keep your foe low enough to hit with an air : attack

AS SHUMA-GORATH COMES IN: AIR ,0 + -=> O^O +

Variesbased on damagescaling
O^0#O +, CHARGEO , _ *' '-, UF ENEMY IS MIDSCREEN, CR. (2 HITS), # FORWARD SUPER JUMP, AIR (2 HITS),
(2 HITS), , | }OR IIF ENEMY IS CORNERED, CR. <N> BACKWARDS JUMP, AIRO iO +, LAND, CR. -=> CHARGED, O +,
- > VERTICAL SUPER JUMP, AIR, , , :v, LAND, FORWARD DASH (EYES DETONATE), . > FORWARD SUPER JUMP, AIR ,
LAND,0#O +

CR. (2 HITS), -> FORWARD JUMP, AIR(2 HITS), ,0 , LAND, FORWARD JUMP, AIR (2 HITS), ,{} + , LAND,
FORWARD JUMP, AIR (2 HITS), -^ O^O + ,<} tiO , CR. (2 HITS), __ FORWARD SUPER JUMP, AIR (2 HITS),
(2 HITS)' > (MASH )

1779,400 damage, 216% meter loss


FRONT AIR THROW, AIR(1 HIT), (2 HITS), LAND, FORWARD JUMP, AIR (2 HITS), ,O + , LAND, FORWARD JUMP, AIR (2 HITS),
,0 + , LAND, FORWARD JUMP, AIR (2 HITS), *=<> 01\ O + :, 0 ti O + , CR. (2 HITS), ^> FORWARD SUPER
JUMP, AIR (2 HITS), (2HITS)H> (MASH$)
"CHRI$... RACCOON CITY...
e.Tj.tt.e.... wmim them
MEMORIES?"

iilffl
Jill Valentine osaa Operative

Various abilities including masterful unlocking abilities, bomb


dispasal, hand-to-hand combat, aod gon skills iearnad during
American military training.

Maay different firearms, such as handguns, sub-machine guns,


shotguns, racket launchers, etc. She is alsa able ta use military
knives.

la save Ehris during a fight, she threw herself off a cliff alang
with Wesker. Her bady was oever found and she was presumed
dead; hawever, she survived the fall and was taken by Wesksr
far ans af his eaperlmeots. After being subjected ta the Braba
tests, she was outfitted with a mind control device, making her
lata a puppet saldier.

lll'J'JMllli
Hesideat Evil flBB
WfMll EBSIBMIS Overview
mality 050,000
Chain Eamba Archetype Hunter Series |
X-Factor Boost Damage Speed
Level 1 (3 teammates remaining) 125% 115% !
Level 2 (2 teammates remaining) 140% 130% j
Level 3(1 teammate remaining) 155% 145% |
Your main goal with Jill should be to position Jill to force FeralCrouch mix-ups on her
opposition. Jill doesn't have the best options from fullscreen, but her abilities begin to shine
as she gets closer to the opposing character. Boasting long meter-buildingcombos as well
as THC-friendiy hyper combos. Jill excels in close-quarters combat. Getting Jill near her
competitor is advantageous because:

i____i^____-_____: Jill's Feral Crouch mix-ups can be extremely difficult to defend


against
Jill can blow through her rival's offense with Feral Crouch
(Somersault), leading to a full combo
How can you get Jill get close to her opposition?

Using Arrow Kick to close the distance between Jill and the target
Using forward Teleports to get close and up-forward Teleports to
dodge projectiles
Forcing your way in with the priority of her air basic attacks and
crouching

i^mmmMmfwm-
is relatively unchanged from her MvC3 counterpart, but the removal of the "THC Glitch"
directly reduces her damage output by a large margin. Jill's ability to X-Factor in the air
makes for interesting combos when used during Machine Gun Spray.
MltftU 3li
_._//_///_ ff.Sf. M_C/V_
Screen Command Hits Damage Meter Gain Startup Active Recovery Ad*'nJ?,BB AdR!_2 ' No,es

Screen Command Hits Damage MeterGain Startup Active Recovery Ad"n,!atflB Afi!E No,es

Grnnnd Special Attacklauncher


Screen Command Hits Damage Meter Gain Startup Active Recovery ^Jfrnf8 AdG__fded'' Notes
(while standing or Launcher, not special- or hypercombo-
cancelable
crouching)

Air Basic Attacks


Screen Command Hits Damage Meter Gain Startup Active Recovery AdJJnHta,BB G__r_.d Noles
.' : . ""

Air Special AttacksFlying Screen and Air txchange -:, fjfFsFi


AirCH) causes ahard knockdown when used in alauncher combo (this is sometimes called flying screen). When used outside of alauncher combo, air behaves mostly like another 1^.
basic attack. Air exchange attacks, performed by inputting a direction plus, are only possible during a launcher combo. Exchange hits initiate team aerial combos by tagging in the next
available character to continue the air combo.

Screen Command Hits Damage *$$ Startup Active Recovery AdvnanH,atge


on Hit iffiKSS
if Guarded Notes

1 Air 544 +16 +14 Overhead attack

2 Air^Q^ + (during launcher combo) 105.C 10 19 Tagsin next available allywhile lofting foeupward

AirO orO + Tagsin next available allywhile causing wall bounce,


95,000 20
(during launcher combo) erases 1 hypermeter bar from opponent
Tagsin nextavailable allywhile causing groundbounce,
AirO + (during launcher combo) 95,000
generates 1 hyper meter bar

|p~wmss-'

tt

Cnmmand Attacks
Command attacks resemble basic attacks but have different chaining and canceling properties. It's usually possible to chain into a command attack from basic attacks, but most command
*"*c ~nn. he chained from or canceled themselves.

Screen Name Command Hits Damage lJa,i" Startup Active Recovery Ad*BnJf,BB Adpl!S" Notes
Reverse
0 + 63,000 504 Chains from any basicattack
Roundhouse

Sickle Kick o + 65,000 52 23 12 +9 +7 Overhead, recovers in Feral Crouch

its,--

lil - H Hfi

"*_ T
_*ifr nil

Ihrnws
Throwsare for snagging passive or blockingfoes. Since throws are active so quickly, you can also use them to preemptivelytoss opposing characters out of their offense. Combos are
usuallypossible after throws, one way or another.

Screen Command Hits Damage MeterGain Startup Active Notes


O + (ground) 2 80,000 800 1 1 Hard knockdown j
1
<? + (ground) 2 80,000 800 1 1 Hard knockdown

O + (air) 2 80,000 800 1 1 Hard knockdown j


i 2
<=> + (air) 2 80,000 800 1 1 Hard knockdown !

H s- III
- !~]_E| V,".*!
rtpc_L
Id I' i !
ifrtu

y
-i

&
______
fpi^il Crossover iv|p,fir Recovery (this Recovery
Screen Type Combination Description Hits Damage ,';.> Startup Active crossover (other Notes
Hyper Combo assist) partner)

^3MUMm
Screen Name Command Hits Damage Jjjf Startup Active Recovery AdJJnHtjltgB ffSded Notes 1
Knocks downopponent, recoversin Feral
1 FlipKick Ot\o + 1 70,000 560 13 10 13
-1
Crouch

Cartwheel Ground bounces competitor, recoversin Feral


2
O$io + 1 80,000 640 15 10 21
-9
Kick Crouch

Wall bouncestarget,hard knockdown, Jill


3 Arrow Kick O^o + 1 100,000 800 20 9 27
-14
bounces backward in an airborne state il hit
Double Knee Until Overhead attack, hard knockdown against
4 1 70,000 560 18 11 +10 +8
DropL (inair)0\O+ grounded airborne adversaries
Overhead attack,ground bounces airborne
Double Knee Until
4
(inair)0\O + 1 80,000 640 23 11 +15 +13 rivals, hardknockdown againstairborne
DropM grounded
opponents if ground bounce is already used
Overhead attack,staggers groundedtargets,
Double Knee Until ground bounces airborne rivals, hardknockdown
4
DropH (inair)0t\O+ 1 90,000 720 30
grounded
14 +33 +5
againstairborne opponents il groundbounce is
already used
5 FallenPrey OOt\ + 2 98,000 980 8 2 31
-11 Low attack, hard knockdown, OTG- capable

6 Ensnaremenl OOt\ + 2 98,000 980 10 3 28


-9 Hard knockdown

Position
7 1 0 10 1 25 +4 Throw, switches sides with opposing characters
Exchange OO^ + .

8
Cannot guard while inFeral Crouc/t, press
Feral Crouch 00 +

0 10

again to cancel
Lowattack, recovers in Feral Crouch, cancelable
9 Low Sweep (During Feral Crouch) 1 45,000 360 8 4 26 -6 -8
into special attacks and hyper combos
Jumping
10 (During Feral Crouch) 1 85,000 680 20 3 23
-4 Wall bounces opponent
Roundhouse

Somersault Frames1-14 invincible, knocks downtarget,


11 (During Feral Crouch) 1 90,000 720 10 10 41 0 -29
Kick jump- cancelable

(During Feral Crouch) <? , Frames9-14 invincible, can pass through


12 Teleport $ ,0 ,7, orO/(During
0 9 6 2

competitors, Teleport is cancelable intospecial
Mad Beast) input anydirection moves and hyper combosat any time
FlipKick: Jill performs a Cartwheel Kick. Jill's Cartwheel Kick hits the target for a
kickwhiledoing a back flip, ground bounce whether it makes contact in the air or on the
automatically leaving her in ground. Jill goes directly into FeralCrouch after Cartwheel Kick,
Feral Crouchstance. Flip Kick making following up into moredamage easy.Manually going
can be useful in combos, into Feral Crouchafter Cartwheel Kick opens even more combo
since it inflicts a large opportunities, and it also gives Jill a possible +11 frames of
amount of hitstun, leaving the advantagewhen guarded. Canceling into Feral Crouch also
opposing character vulnerable allows players to use Cartwheel Kick offensively during guarded
in the air for a long period attack strings, leading to Feral Crouch mix-ups.
of time. Manually canceling
Flip Kick into Feral Crouch with00 + isimportant because it allows Cartwheel Kick alsohasa deceptive vertical hitbox, often bringing down opponents who are above
combos that are otherwise not possible, such as Flip Kick intoJumping Jill'shead during a combo. Cartwheel Kick canalways be relied upon during combos, as it resets the
Roundhouse, or even Flip Kick intoanother Flip Kick! You can also use it for opposing character's positioning by placing the target directly infront ofJill. You canalways follow up
offensive pressure, as it is a mere -1 frameadvantage whenguarded and a Cartwheel Kickwith a Somersault for further combos.
possible+11 frame advantagewhen canceled into Feral Crouch.

Arrow Kick: UseJill's Arrow Kick to quickly DoubleKneeDrop: Anaerialoverheadattack,


and offensively close the distance between Jill drops straight down witha kneeattack.
Jill and her competitor. If it hits, Arrow Kick Thisattackcauses a staggering amountof
causes a wall bounce and leaves Jill in a hitstun (+34 on hit),making it extremely easy
jumpstate that youcan use to follow upwith to follow up with a combo. The Double Knee
a full comboin or nearthe corner.Though Dropis also Jill's onlyaerialspecial move,and
Arrow Kick seems airborne, Jill is considered it can be used to changethe trajectory of her
grounded the entire time untilit hits. Therefore, air movement to keepits use from becoming
cancelArrow Kick intoFeral Crouch or a hyper too predictable. With this attack, youcan
comboif it misses or is guarded.Canceling a punish opponents who are trying to set up an
guardedArrow Kick not onlymakes it safer to use, but it also leads to Feral Crouch mix- offense underneath Jill, such as dashing under fora quick cross-up. The version of
upsandframe trapsdueto theguardstun thatArrow Kick creates, leaving Jill at a +11 this move has considerably more startup than its and counterparts, so keep this
frameadvantage. inmind when using itas a mobility tool. You canalso use Double Knee Drop as a combo
When used inconjunction with any far-reaching crossover assist (such as a beam or follow-up toJill's O + overhead attack, making for an easy combo follow-up on hit.
projectile), Jill players can effectively control the ground and force Feral Crouch mix-ups.
Keep in mind that Arrow Kick can only becanceled during itsanimation orwhen guarded,
not when it hits.

FallenPrey: A Ensnarement: Position Change:


low-hitting attack Ensnarement Once the
that is OTG- causes Jill to toss opposing player
capable, going her competitor is conditioned to
directly into a behind her, guard your attacks,
throw if it hits. Add causing a hard you can mix it up
this move for extra knockdown. Easy by using Position
damage after any to land during Change instead.
hard knockdown, combos, follow Asuccessfully
including aerial it up with Fallen landed Position
combos and ground/air throws. Unfortunately, while the Prey, Machine Gun Spray, oreven a juggled or if Change can link into Jill's standing for a full combo.
opposing character is being thrown, theyare invincible to the opposing character is tossed into thecorner, leading to The timing tosuccessfully land thestanding attack is
all other attacks, making it nearly impossible forJill players an.extended comboopportunity. Because the opponent is strict:the window is technically only a singleframe, but
to use crossoverassists to extendthe combo. However, put ina hard knockdown state, youcan use Ensnarement the game allowsyou to input basic attacks two frames
Viewtiful Joe7 and Sentinel(_ will connect after Fallen simplyto end combos as a positional toolJill's rivalsare early, giving youa three-frame window. Once yourtarget
Prey ifcalled immediately before performing it. left to get upinto anymix-ups thatyou may have ready. becomes waryof Position Change, youcan use Jill's
crouching to hit their attempts atjumping away from
the throw.

Feral Crouch:Much of Jill's offense stems


fromher Feral Crouch stance. During Feral
Crouch, you gainaccess to three special moves
unique to the stance, as well as Jill's Teleport.
Inaddition, almostallof Jill's grounded basic
attacks and special moves can be canceled
into Feral Crouch. Even though Jill is unableto
guardduring this stance, continuing intoFeral
Crouch afterhit/guarded special moves actually
reduces the risks of Jill's offense because it
avoids the recovery time ofslower moves. Lastly, Jill isnot limited toperforming attacks Low Sweep: Pressing during Feral Jumping Roundhouse:Jill delivers a
unique toFeral Crouch during the stance, as sheretains all her special moves and hyper Crouchmakesfor a quicklowattack that roundhouse kick that causes a wall bounce.
combos at her disposal. is special-cancelable as well as cancelable Unlike Arrow Kick, Jumping Roundhouse
right back into Feral Crouch. Ifyour can be canceled into Feral Crouch both
To be able tocalculate for yourself what Jill's frame advantage isafter canceling anattack when guarded and if it hits, making follow-
into Feral Crouch, you canperform somesimple math: competitor expects a highattack(such as
Teleport straight up into air ) orwants ups much easier. On hit, cancel into Feral
Add together the active and recovery frames of the attack to punish Jill's Feral Crouch,perform Low Crouchto Teleportto follow up the wall
Sweep to surpriseyouropponent and hit bouncewithanycomboof yourchoice.
Add the sum to the attack's frame advantage When guarded, Roundhouse Kick causes
for a combo.
Subtract 11 (the total duration of the Feral Crouch, plus the one IfLow Sweep isn'tcanceled, Low Sweep
the same amount of blockstun as Jill's
additional active frame of the canceled attack) other special moves, giving Jilla +11 frame
automatically returns Jill to Feral Crouch. advantage and making Feral Crouch mix-
The difference is the new frame advantage of canceling the attack ups an ideal follow-up.
into Feral Crouch!
pr/
Somersault: Learning to properlyuse Jill's Teleport: Astaple of herarsenal,Jill
Somersault is paramount for offensive can teleportout of Feral Crouchin one
and defensive playing alike. Somersault is of five directions. It is invulnerable for a
one of best special moves in the game. It short periodof time, and you can use it
is cancelable into Feral Crouch and jump- to quickly close distances, retreat from
cancelable, it starts some of Jill's most a dangerous position,or mixup your
damaging combos, it perfectly combos into competitorby passing through their
either of her level 1 hyper combos, and it character. However, it should be noted
has a large v/indow of invincibility. Iftimed that Jill isn't instantlyinvincible; there is
correctly, you can even use Somersault to a 9 frame vulnerable window before Jill
stop many opposing hypercombos! becomes immune to harm.

Onhit, Somersault can be canceled into Machine GunSpray or Raven Spike, or jump The up-forward version oftheTeleport automatically corrects Jill's direction if she happens
canceled into her jump loop (normal jump into air,, , ). When guarded, to cross over her foe. Crossing up with up-forward Teleport into falling , orforward
players usingJillcan jump cancel away to safety, jumpcancel straightup or forward Teleport into crouching can be a nightmare for opposing players todeal with. To mix it
forcontinued pressure, or Feral Crouch cancel intoanyof her special moves to keepan up further, inputting the command for Position Change during Feral Crouch causes Jill to
adversary guessing. Teleport toward her competitor and quickly cancel into thethrow for unguardable damage.
Also, keep inmind thatforward and up-forward Teleports always cross up if your target is
closeenough, evenifthe opponent is cornered.

Byper Cnmnns
Screen Name Command Hits Damage Startup Active Recovery Adva"jaBe jj*ggj Notes
Frames 1-20 invincible, OTG- capable, eachprojectile
0 ^ 0 + has3 high priority durability points

Hard knockdown
oO\ +
Frames 1-10 invincible, leavesJill in Mad Beaststate
lor 600 Irames, all movement becomes FeralCrouch
Mad Beast(Level Teleports during Mad Beast state, allspecial moves
3 hyper comb) 0/5 <+
become cancelable intoTeleports, ableto crouchblock
only, able toperform upto3 Teleports inair

Machine Gun Spray: Jill covers the screen with a spray Raven Spike: Great for ending combos, Raven Spikesets Mad Beast: Jillgoes intoa special stancethat is unique inthat:
of bullets. Touting 20 frames of invulnerability and quick youradversary upforeasyTHC combos. Thevertical hitbox All directional inputs are now Teleports,
startup, take advantage of MachineGun Spray to get Jill and speed of Raven Spike can be verydeceptive, and you
can use it defensively to catch yourcompetitor offguard. even in the air
out of a bind, plow through youradversary'soffense,or
chainas part of a combo. Because of its invulnerability and When using it outsideof combos,makesure you havea All special moves can now be canceled
screen coverage, this hypercombo resets the pace of the hyper combo to safely THC into, as Raven Spike hasenough
into Teleport
battle in your favor. recovery forthe opposing character to easily punish.
While Raven Spike used to bea great way to startthe"THC All basic attacks can be canceled into
Toget full damageout of Machine GunSpray, position Jill
so that the opposing character is right nextto her during Glitch" trick,in Ultimate Marvel vs. Capcom 3. the glitchhas Teleport
the apex of her flip, which is aboutthe heightof a normal been completely removed. This essentially removes Jill's ability Giventhat most of Jill's attacks are Teleport-cancelable,
jump. Setting up Machine Gun Spray correctly can mean a to knockout most characters witha single combo. youcan perform massive combos and resets during Mad
differenceof 100-200k damage. Canceling a FeralCrouch Beast. In addition. Jill can still build meter during Mad
Somersault into MachineGun Spray makes for an ideal Beastmode (unlike most other power-uphypers),and she
combo finisher. retains her Mad Beast mode even if switched out to another
You can utilize the quick duration of the hyper combo in teammate.Though Jill can still guard lowduringMad Beast,
several differentways. Witha slower crossover assist, you she is unable to guardstanding, and she is highly vulnerable
can call your crossover assist and immediately perform during this mode. Therefore, utilizing Mad Beast either
Machine Gun Spraybeforethe assist evencomes into play. during combos or while yourtarget is already pinned down
Depending on the crossover assist, you can gain positional minimizes the risk taken.
advantage and momentum from this technique if you have SinceTeleportcan be instantlycanceledinto specialmoves,
Jill recover before the duration of the crossover assist. this allowsJill to performwhatlooks like special moves
IfJill is on point, using crossover combinations is also canceled intoother special moves: performa special move,
a viable tactic. Chances are that Machine Gun Spray v/ill cancel it intoTeleport. thenimmediately cancel the Teleport
recover faster than the hyper combos of Jill's teammates, into a special move! This allows for fun combos thatinvolve
lettingyou mount an offense v/hilethe opposing player repeated alternating Flip Kicks and Cartwheel Kicks!
is still dealing with the crossover combination. Ifthe
crossover combination is guarded, it's an opportune time to
go for an overhead with * * or Feral Crouch Teleport
mix-ups.
UulIJ-j Win]

Attacks pedormed Irom anupwards-angled Telepod willalways face the proper direction.

The majorityof Jill's damage comes from her fighting abilities up close, so it is important to to complement the cross-up, which is faster if timed so that Jill crosses up the moment
master closing the distance between Jill and her competitor. the crossover assist connects. This mix-up is not foolproof, however. An opponent who is
mashing a quick attack can catch Jill during her teleport recovery. To counter this, you
You can approach this in several different ways. The most straightforward way is to simply can teleport7 for an overhead cross-up instead. After the teleport, fall with air into
wavedashor jump forward while using a crossover assist to cover your approach. Jill's a combo. (P teleports will cross-up even inthecorner, and Jill will automatically face the
overall speed and the priority of her jumping and attacks in an air-to-air situation correct direction so that subsequent attacks will never whiff.Opponents can counter this
force opponents to think twice about their counterattacks. Using Jill's crouching during with anair throw, so inputting O + actsas anoption select: anairthrow attempt will
a straightforward offensive can be useful, as well: not only does it force adversaries to guard be escaped, otherwise air will be performed for anoverhead. If either ofthese mix-ups
low, but it also sneaks below most projectiles and even numerous basic attacks. You can are guarded, you can perform another basic attack chain canceled into FeralCrouch to keep
cancelthe slide into any special moves at any time. Cancel into Arrow Kick or FeralCrouch your offenseflowing. Athird mix-up to add to this is performing Low Sweepfrom Feral
toTeleport for added distance, orperform crouching into Flip Kick orCartwheel Kick for Crouch. If delayed slightly, LowSweep acts as a frame trap to catch opponents who are
a combo if the slide hits. either trying to jump out of the mix-upor counter with an attack of their own. If connected,
Youcan also have Jill approach by using her Arrow Kick. Arrow Kickcovers a significant
cancel intoO - O + tSH^' 00 + to continue the combo. To keep your
teleportmix-ups tight, makesure to holdthe direction in which you wish to teleportim
distance, so use the move as a sort of offensive dash, tagging any opposing characters or
crossover assists in its path. Since it is Feral Crouch-cancelable when guarded, it can be
mediately after yourO 0 + input. This ensures that Jill will teleport assoon asFeral
Crouch's startup frames have passed.
used to set up Feral Crouch mix-ups, too.
Some opponents willtry to counter-attack the FeralCrouch mix-ups with quick attacks
The fastest v/ay that Jill can approach is via her Teleport. Teleport is Feral Crouch-cancel-
of their own. To counter this, you can perform a delayed Somersault from FeralCrouch.
able, so Jill can traverse the screen quickly by performing a Teleport into Feral Crouch into
yet another Teleport.This method of approach is especially vulnerable to crossover assists,
After canceling into Feral Crouch from a guarded attack, delay your input to allow your
so be wary of the type of crossover assists that the opposing player has at their disposal.
opponent's guardstunto pass, otherwiseit will be a true guard string. Ifopponentstry any
sort of attack, the invulnerability on Somersault's startup will blow through their counter
The window ofinvulnerability thatTeleportO possesses can be used to pass through
attempt. You can then jump cancel into her air loop (see Advancedsection) into a combo.
projectiles, but it can be difficult to time consistently. As an alternative, you can use Teleport
7 tododge incoming projectiles, however itdoes not grant as much horizontal distance as Againstan opponent who is well versed in guarding mix-ups, you can perform
TeleportO does. Position Change into a combo, which cannot be guarded. Once in FeralCrouch, input
Once close, you can utilize Jill's lightning-fast standing and crouching tostart anof 00 ^ + to perform Position Change. TheO input will perform the teleport,
while the rest of the Position Change input will cancel the teleport into the throw. Use this
fense. Crouching isalso a great attack to start an offense. This slide attack goes under
mix-up in conjunction with Teleport mix-ups and Somersault frame traps to cause the op
most projectiles and many basic attacks, as well. After your opponent is conditioned to
ponent's defense to crumble.
guarding low, surprise them withO + for anoverhead attack. Performing O +
automatically puts Jill into Feral Crouch stance, so you can use the easy input technique If you find your opponent trying to deal with Jill's mix-ups by staying off the ground with
(see the Advanced Tactics section) by holding down to link into Low Sweep, which can normal jumps, counter with anair option select. When attempting anairthrow orsimply
then be followed withO \ O + or ^^ 0 0 + into acombo. attacking with air, always use aO + input. If air is guarded, continue with
If your ground attack strings are ever guarded, cancel into Feral Crouch to begin Jill's strong
air and land into standing tomount a secondary offensive. If air isguarded,
mix-up game. Mix-ups via Feral Crouch will be your main source of doing damage. Feral
continue with air, then go into a jump loop (see the Advanced Tactics section). If you
Crouch mix-ups can be started by canceling into Feral Crouch from a guarded Arrow Kick
are close enough, O + will getyou an airthrow, which canbefollowed with Fallen
ora guarded cr.,, st.. If your opponent uses advancing guard against either of Prey orMachine Gun Spray into a THC. You can also use the air-to-air priority ofair and
these attacks, perform a TeleportO to get right back infor another attack string canceled to beat out opposing aerial attacks, which can then lead into jump loops.
into Feral Crouch. Againsta cornered opponent, all FeralCrouch mix-ups are still viable, even the Teleport
Jill has many ways to open opponents up with Feral Crouch. Once foes realize advanc cross-ups. Enemies are most likely touse advancing guard when cornered, so useO
ing guard is useless against her Teleport, you can start using teleports to mix them up. Teleport to get back in.
Teleporting O at close range causes Jill to crosstheopponent up,even in thecorner.
After teleporting, complete the cross-up attack with crouching , or use a crossover assist
y/
mm

CR., ,ST.^> \ o, FERAL CROUCH, FORWARD JUMP, AIR , , , LAND, FORWAR '.'lj.li.j_ri/'> $3)
, LAND, ST. ,, - o@_>*wo_>H , FERAL CROUCHt , AIR, LAND, ST. i

535,800 damage, 12% meter loss


Here's agreat combo to use after landing aclean hit. The air , , jump loop can be done slowly for better positioning. Timing your hits so that your opponent is close to the ground
is essential for the success of this combo.

_ o r__> ***.<>, CR., ,N> J* __ + o , FERAL CROUCH^ * V O +


IL CROUCH <^> n**@@
595,800 damage, 47% meter loss
This combo acts as an easy follow-up to Jill's overhead attack. Try to hit the Feral Ci ssible for this combo to fully connect.

^ o * ^> 00 + : FERAL CROUCH * I, FERAL


CROUCH * , UPWARD JUMP, AIR , , , LAND, ST. , , * , FERAL CR i ^>
* *- @
566,300 damage, 27% meter loss
Feral Crouch sends your adversary flying for a wall bounce, making itideal to add tocombos if you are looking to carry the target tothe corner. The Feral Crouch canceling can be tricky
at first, but withpractice, it is manageable.

l;L (OPPONENT IN THE AIR) FORWARD JUMP, AIR,,,, LAND, UPWARD JUMP, AIR, ,,, LAND, UPWARD
JUMP, AIR,,,, LAND, ST.,, *-e_> * V* <> <N> * * * , FERAL CROUCH i , AIR, ST.

545,900 damage, 4% meter loss


This combo is greatfor incoming characters aftera K.O. Between eachjump loop, make sure to pauseslightly before having Jilljump again to ensure that the opposing character is as low
to the ground aspossible. If you are having trouble with the timing, try using only air , , instead. Note that you can use this combo asan instant overhead against crouching
largercharacters like Nemesis. Sentinel, or Hulk so longas one repetition of the jumploopis omitted.

OBI 9l
W m W
III T
a
Due to theangles of Jill's jumping attacks, players can loop herair chains
during a normal jump. The typical combo is air,, , , land, repeat.
Try to keep opponents as low to the ground as possible when performing the
jump loop. This combo can be varied depending on the situation:
For continuing a combo after Somersault, the loop can be reduced to a slowly
timed jumping , to keep the opponent from going too high during the
combo ( at the apex of the jump, on the way down)
For anair-to-air attack at normal jump height, using air,,, is
useful due to the angle and speed of Jill's air , on the way up,,
ontheway down)
During combos, one ortwo repetitions of air,, , orair, ,
can be used for extending damage and meter building
Furthermore, Jill's air acts as an instant overhead against large characters
Holdingdown immediatelyalterperforming Feral Crouch ensures thatthe Somersaultgets executedas such as Hulk or Sentinel. Given this, Jill's entire jump loop can be performed
quicklyas possible. on large characters while they are crouching. Opponents are forced to play a
high/low guessing game whenever Jill is near.
Take advantage of input shortcuts tu optimize the execution and timing of
Jill's Feral Crouch attacks. For example, a combo ofstanding , ,
***> Feral Crouch *> Somersault may be difficult to perform because Jill has several options to
of the pause between Feral Crouch and Somersault. Luckily, holding down mix incoming opponents
an input during the startup frames of Feral Crouch causes the move to fire up after a K.O.
as soon as possible. Thus, in the previous combo, an alternate method for
Against opponents
performing it is standing , , <*=_ Feral Crouch (hold ) EE3>
who come in attacking
Somersault. The Somersault fires at the first frame possible, guaranteeing the
combo's success.
immediately, Jill can
counter their attack by
This method can be used to optimize the timing for two other approaches: doing a preemptive
For Teleport cross-ups: standing , , <==> Feral Crouch (hold 7 ) jump loop (airO, ,
Teleport ,) Not every teleport in the game can cross up in the corner. Luckily, Jill's
To tighten frame trap offense timing: Arrow Kick BS3>- Feral Crouch (hold ) Against adversaries who Telepoddoes!
BS^ Jumping Roundhouse <***> Feral Crouch (hold ) ^^ Low Sweep come in with a delayed attack, you can use Somersault to out-prioritize
Bs^ Flip Kick their attack
Opponents coming in defending fall preyto Feral Crouch mix-ups including
{}/7/0 Teleport cross-ups and Teleport into
Position Change.

GEUtm EXECUTION TIF$


Somersault causes heavy hitstun. When jump canceling from it, you o attack right away; delay your hits to make sure the
positioning is correct.
Use the Feral Crouch easy input technique to make her combos easier.
If you are having trouble performing jump loops, try normal jumping straight up instead of forward to help with positioning.
CR.@,ST.,,CR.,0 + .*=* 0^O +@a-> 0#O+ TO,0^0+ ==> O^O +,0^O + ^y
0}O +,0^o +-> o^o +,0\o +- o^o +,0t\o+ * O^o +,0t\o +-_>
0^o +@,0^o +- 0^0 +,0\o + -*> o^o +,0^o +==> o$,o +

CR.0,,-> 0^0+ -* 00 * ,FERALCR0UCHO,ST.,ST.,-3> 0^0+ <=* 00 +.FERAL


CROUCHO, ST., ,< +.-<**>- 0^O +, FERAL CROUCH0, AIR, LAND, ST., ,0 + == 0^0+ ==
oo^

|II you execute Ihis combo midscreen, each Teleport will cross up. Reverse inputs accordingly
0^O# + .REPEAT
*V - -* -

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Coming in December
from Diamond Select Toys
www.diamondselecttoys.com

rwrs* wvw******
____cyr""rcij
^BfWuM
W'l'H " CAPCOM Licensed for use by Diamond Select Toys. Diamond Select Toys and Collectibles is atrademark of Diamond Select Toys and
WWtM.maruel.COin Collectibles. LLC. 2011 Diamond Select Toys and Collectibles. All Rights Reserved. Art Asylum, MINIMATES, and the Art Asylum Logo are
TM &2011 Marvel &Subs. trademarks of Diamond Select Toys and Collectibles. ARR.
_E_D I
(__3@t__
abihbr maammmns:
iffisiil Itntw iiMi JOE EPSTEIN:
By Joe Epstein, Campbell Tran, Adam Deats, Daniel Maniago, Ian Rogers, Thanks to: Chris, Leigh, Mike, Brent, Areva, Angie, and the whole staff ofBradyGames
Josh Richardson, and Logan Sharp for continually indulging andabetting my lunacy; theco-authors whose toil made
this possible (in particular Campbell and Adam, who went far above and beyond the
call); the family and friends ofeach author for putting up with worrying whether they
marvel mmm are alive anymore (yes, barely); members ofthe fighting game community for their
unprecedented support (seriously, thank you); Logan, forthe real-life crossover assist;
www.marwel.com www.capcom.coni and my dear Mia, for absolutely everything else.
TM & 2011 Marvel & Subs.
M0T0 KIKAKU. CAPCOM CO., LTD. 2011. CAPCOM U.S.A., INC 2011 ALL CAMPBELL TRAN:
RIGHTS RESERVED.
Thanks to the guide team for putting up with my bossiness and idealistic expectations,
DK/BradyGames, a division ofPenguin Group (USA) Inc.
800 East 96th Street, 3rd Floor my friends for understanding why I dropped off theface ofthe planet foran extended
Indianapolis. IN 46240 period oftime, the fighting game community for the continued support, my nine girls
for getting me through my time ofneed, my good friend Garlic Jim for dropping by,
The ratings icon isa registered trademark ofthe Entertainment Software Association. JoeCamel for theassist, andStella forkeeping things interesting.
All other trademarks and trade names are properties of their respective owners.
Please be advised that the ESRB ratings icons, "EC", "E", "E10+", "T", "M". "AO", ADAM PEATS:
and "RP" are trademarks owned by the Entertainment Software Association, and may
only be used with their permission and authority. For information regarding whether Another guide has finished up, and the cost for writing this one was high; my personal
a product has been rated by the ESRB, please visit www.esrb.org. For permission to schedule included 18hour work days and many lunch periods spent sleeping in my
usethe ratings icons, please contact theESA at esrblicenseinfo@theesa.com. car. My drive towork under such conditions, a drive possibly fueled by erroneous
ISBN: 978-07440-1354-2
logic, isthe hungry readers who buy these books, and the camaraderie Ifeel with my
fellow writers. Thank you Campbell for keeping us organized when you should've been
Printing Code: The rightmost double-digit number isthe year of the book's developing games instead. Thank you Joefor writing my petcharacters; you held on
printing; the rightmost single-digit number is the number of the book's printing. to mygood ideas, improved upon what was there, and madethem read like flowers
For example, 11-1 shows that the first printing of the book occurred in 2011. andrainbows. I like flowers andrainbows. Thanks alsogoesto Chris Hausermann,
14 13 12 11 43 21 Leigh Davis, Angie, Brent, Areva. andthe remainder ofthe BradyGames crew fortheir
support, book design, andthoughtful editing. Icare aboutthe work we do, I wouldn't:
Printed in the USA. be involved if Ididn't. Finally, thanks goes toSeth Killian at Capcom for his stealthy
support and handsomelooks.You'rea dreamboat.Seth, a dreamboat.

BRADYGAMES STAFF CREDITS RANIEL MANIAGO:


Publisher Senior Development Editor
Mike Degler Chris Hausermann First and biggest thanks go toJoe Epstein. Thank you so much not only for giving me
theopportunity ofa lifetime, butfor teaching mesome ofthe most important lessons
Editor-in-Chief Sr. Book Designer
H. Leigh Davis inlife that I might nothave learned otherwise. Huge thanks to Campbell andAdam
Brent Gann
for putting up with me throughout the project, and toJosh, Ian, Chris, Leigh, and
Licensing Manager Production Designer everyone at Brady and Capcom for making this book possible. Special thanks goto Bill
Christian Sumner Areva Wellman, ShadyK, ytwojay, Wentinel, the Degen Den, JamesChen, Pedro Avila, Mike
Operations Manager
Watson, Seth Killian, Brian Olivera, Mike Ross, Combofiend, Koogy. IFC Yipes, Project
Editorial Assistant
Stacey Beheler Angie Lawler
GiantSword and everyone else that makes the fighting game community awesome.
Final thanks goto my family and Sue Jin Kim for always being there. Any complaints/
hate mail may besentto meonline via Twitter (mvcClockwOrk) or brokentier.com!

IAN RRGERS:
First, I'd like tothank Michelle and the kids for being sosupportive while working on
these very time consuming guides. I'd like tothank my fellow authors for working
Brian Oliveira, Seth Killian, Steve Lee, Josh Izzo, and everyone atCapcom for their themselves ragged along with me. Thanks toBradyGames for allowing us to work
support and help with this project. Thanks toChris Baker and everyone at Marvel on this guide. Thanks toour readers, we really hope you enjoy this guide and find it
involved in the approval process of this book. useful!

Aspecial thank you to our authors:


Joe "Dr.Deelite" Epstein JOSH RICHARDSON:
Campbell "Buktooth" Tran Whew! This was quite the undertaking, and I've got a few people tothank for helping
methrough: Katie, for being patient with mewhile Idisappeared for weeks at a time.
Adam "Kamui" Deats
My fellow co-authors forhelping me getupto speed. Greg, Sam, James, andthe rest
Daniel "ClockwOrk" Maniago ofthe Off Base Productions crew for all their support. Isotope for keeping my comics
Ian "Cylus 51" Rogers on hold. Southtown Arcade, who's ranbats keep me hungry for more Marvel (beware
Josh "Lord Hedonism" Richardson
the luscious lips ofM.O.D.A.M. y'all!). And finally, tothe fighting game community for
constantly evolving the game and sharing theirknowledge. You rock!
Logan "amodf" Sharp
Thanks so much for the long hours of data mining, combo testing, documenting, LOGAN SHARP:
writing, proofing, and everything else that it took for you to put this massive body of
work together. Without you. this book would not have happened. Thanks so much for Icouldn't have ever done anything without Vanessa, the second most important thing
grinding itout and making this book the best itcould be. We wish you all the best! in my life behind our ridiculous cats. Also thanks toJoe, Adam and Campbell for giving
mea shot at this guide, couldn't havedoneit without you!
n^im^mrm^^ffSr Isi nnm-crnnm Issuli

Capcom unwer^s collide again for an epic 1 .

7T~_55_^n
HimonsBimai

BATTLE ROYALE! A 4-- "r ^^


_..__ 1

1B?_____ L_* 1 i_^^l


mmmmmmti m msi mmim lick
.

character is broken down with vitality, attack damage,


rgain, startup frames, active Irames, recovery frames,
[vantage frames f rvrffffffmi Jfe^>*

ting. riirt f/l/ifi'fi! 71


fffJI W IIff/IJf MSB
Discover how your favorite characters ch
/Wa/ve/ vs. Capcom 3 to Ultimate Marve
________

. 1
Jr.rf.S MM JW H/
EBMEIMMBMM
anient players!
"- RSSIS1IHE1IES!
>_ Every character's batt
1 plan is discussed in great
concerning effective rangi _QJEE0_50I
attacks to focus on, and
ssists that complement es
haracter's playstyle! jfjjjjti s and loops to frustrate and
our competition. Practice
perfect!

/__,', MJn, BASED ON A GAME!


RATED BY THE I
www.bradygomes.com www.capcom.com WWW.marvel.COItl $19.99 USA/$2JL_99 CAN 3_-___-
ISBN-13: 9780744013542
ISBN-10: 0744013542
5 19 9 9

TM& 2011 Marvel-Subs. 52073 01354


780744"0 13542
MOTO KIKAKU. CAPCOM CO., LTD. 2011, CAPCOM U.S.A., INC. 2011 ALL RIGHTS RESERVED.

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