Lilarcor's forum posts
V. Joe's are his uppercut AA, his bomb special, and his Voomerang but I don't know which is which. Pretty sure Voomerang is alpha.
Arthur's alpha is Heavenly Slash (his upwards sword swing thing, dunno what its utility is but it has a good hitbox), his beta is the daggers, and his gamma is fire bottle. Fire Bottle is definitely the best, especially with King's Armor active.
Thor's alpha is his projectile (garbage, startup takes forever), his beta is Mighty Smash (probably his best, does good damage and second hit is OTG), and his gamma is Mighty Strike (AA)
Wesker's Samurai Edge is an OTG as well as being low, so it can extend combos along with setting up unblockables. It fucking rules.
Also the two meter building assists (Morrigan and Ammy) are apparently pretty good because they have a TON of invincibility so they're very hard to punish. Both of those characters have good normal assists though, Cold Star is awesome for lockdown/chip and Shadow Blade is one of the better AA's.
My planned team is Wesker (Samurai Edge), Viper (Burning Kick), and Amaterasu (Cold Star). The strategy is pretty straight rushdown: Wesker and Viper are both high-damage characters with a strong mixup game and their respective assists can set up unblockables (Samurai Edge hits low, Burning Kick is an overhead), Amaterasu is anchor to keep the opponent in block stun with Cold Star, since it lasts a long time and covers a pretty large space. I put Wesker first because he seems to have a bit of a life advantage over Viper, and because he doesn't need as much meter to be effective due to all of Viper's EX moves. Amaterasu also has a strong keepaway game if I have a life advantage as time is running out thanks to her whip stance and fullscreen level 1 punish, although it's not as strong as Hailstorm. All three characters are pretty mobile, since Wesker has teleports and Viper/Ammy both have 8-way air dashes. The main weakness I see with this team is the lack of a strong AA assist, so I might switch Viper to her Thunder Knuckle assist if Burning Kick doesn't help Wesker as much as I expect. All 3 characters are apparently on the lower side of the life scale, so I'll need to be aggressive to make sure I'm on the offensive as much as possible.
I'm no fighting game expert, so I'm mostly guessing about a lot of this from reading about and watching a LOT of this game. I think I got most of it right, so now I just need a whole lot of practice.
Apparently, the herald fight is chosen at random from Doom/Dormammu (for Marvel) and Akuma/Wesker (for Capcom). You fight both at once, then Galactus himself. I don't know what the deal was with Galactus seemingly being dead and then the player losing though. It's not really clear whether you have to dodge that last attack or the last match is on a timer before you automatically lose and Galactus had health left when it expired.
I was more or less sold on this game the minute Amaterasu was announced, so most of the rest of roster is just gravy to me. I think Capcom has really prioritized making sure all of the characters fighting styles are interesting and different rather than sticking with the 'expected' characters. That's why we have characters like MODOK or Dormammu that might not be Marvel's most popular: because Capcom saw potential to make them into fighting game characters that used a unique style they hadn't tried in a VS game before. The only character from MvC2 that I'm really missing is Strider, because I like his design and the way he played. Still, Wesker seems to be filling the void of 'teleporting melee character' pretty well in his absence. I hope he makes it in as DLC, though.
And I personally think Viper looks fun as hell in MvC3, she's probably going to be one of the first characters I try out. Sorry to everyone that hates her.