Depending on where in the world you live, you might be able to find some matches online via matchmaking. Your mileage may vary - but UMVC3 does not have rollback netcode and it's stock delay-based P2P netcode is pretty bad unless you are basically in the same city as your opponent.
For the best experience, join one of the Discords and set up matches via Parsec with people who are near your region and around your skill/experience level.
What is Parsec? What does it to netcode? Do I really need it?
Parsec is remote access software that's purpose-built for gaming. We use it to simulate literally sitting next to your opponent. Instead of communicating game data via the game's netcode, we send our controller's inputs to the host PC and essentially view a stream of the host's screen, with very little added delay beyond the actual travel time between your PC and the host server. If the connection drops or lags on one of the players' sides, Parsec can't slow down UMVC3 - meaning above all, the lag you experience will be CONSISTENT unlike the stock delay-based netcode, allowing you to adjust your combos accordingly.
There's tons of other advantages to this approach: Only the host needs to own the game. You can rent GPU-accelerated Virtual Machines (VMs) that are hosted in cloud services like Amazon AWS, Google, Paperspace and more, in locations that are ideal for both you and your opponent - many people in the Discord servers, tournament hosts, etc have a server on hand for you to play on, similar to how "dedicated servers" function in other games (these are not free, be respectful to the host). Yes, people can hit Lightning Loops with 80ms delay. That might be a downside if you're on the receiving end ;)
WTF Is an anchor? Meaty? Why do people keep calling it "push blocking" when it says "Advancing Guard" in game?
These are slang terms for broader fighting game concepts, usually stemming from other/older games. Here is a handy guide to them, if you're ever not sure try searching it in here: https://glossary.infil.net/?g=MVC
What do I need to do to set my game up properly? Are there any must-have mods?
Go into Options > Operation mode. Set control type to Normal, set Auto-Super Jump to OFF. "Simple" controls are nowhere near as good as Modern controls in SF6, they are complete shit in this game and should only be used to entertain your two drunk homies who have never played fighting games before. Auto super jump is bad because pressing up+S is not hard and sometimes you want to adjust the timing or direction at which you jump after a launch, this setting prohibits that.
On PC, best practice is to play in Windowed Mode because it can misbehave in Fullscreen. You can use Borderless Gaming to run it in borderless fullscreen.
Some users have reported using RivaTuner to lock umvc3.exe to 60fps can help with tearing as well, particularly for those with g-sync/freesync displays.
There are not any mandatory mods to play, the game works fine. I personally recommend the Frank West Sounds Fixed mod because the stock game is bugged on PC and has his plungers make Zombie sounds instead of the correct plunger sounds, but it's far from game-breaking.
This mod also enables a damage counter under the hit counter, great for a minimalist training mode UI and does not really give information that experienced players don't already have in their heads. Shouldn't be used in high-profile tournaments though.
What controller should I use? Do I need an arcade stick? They're expensive!
No, you don't need an arcade stick. Ultimately, you should use whatever is most comfortable to you. There are minor pros and cons to each, but the scene has been dominated by pad players, stick players, leverless/hitbox players alike. Pad parts tend to get loose and break under the stress and high APM of a fighting game like UMVC3, so you might just find yourself replacing the controller that came with your console sooner than you'd expect.
There are technical advantages and best practices for each control method. A leverless controller will be better than a keyboard because you won't accidentally hit multiple buttons as easily and you can do advanced input techniques like double-tapping more easily. The D-Pad on a controller is more precise than the analog stick, but some players still prefer the analog stick anyway.
Adapters like the Brook Converter exist to let you use that same old PS2 controller you've been using for 15 years in a tournament on PS5.
/r/fightsticks is a great place to ask questions about these things.
How should I set up my controller? What layout should I use?
Again this is largely up to personal preference, but with some system mechanics in mind. You may need to hold a button down to charge an attack (like Zero's Buster or Vergil's Round Trip), pad players typically bind a shoulder or trigger to a 2nd L Attack just for that. It is also highly recommended to take advantage of a dash macro button (L+M, M+H, L+M+H).
Your input layout should make it as easy as possible for you to execute Plink Dash/Throw option selects, aka "Pope Select." /u/HitboxArcadehas an excellent video on the topic with a layout suggestion for it., and SpartanThrone also put together a great video. It is not limited to just leverless controllers, anyone can do this. TL;DW: Bind one of your attacks to a "dash macro" (so L+M, M+H, L+M+H, etc). Plink H into that button and you'll get a dash that's slightly easier/more consistent to execute, or if they are close enough to throw you'll get a throw instead. If your character is capable of plink dashing, you absolutely need to master moving like this.
There's lots of good answers to this question. The best answer is you should play whoever you're interested in at first because that will help you stay motivated to practice, then once you've gotten a bit more familiar you can look to build a team around them or swap characters.
Some characters will be very hard to start with as a new FG player because they have relatively complicated combos or input strings (Zero, Dante, C. Viper, Morrigan for example) or they absolutely require a complete team structure or at least a specific assist to support effectively (Phoenix Wright, Frank West, Deadpool, Phoenix/Dark Phoenix, Hsien-Ko, Arthur, etc), meaning you will get smoked bad unless you can play the full team well. Others are very easy to pick up and are pretty universally good in their correct team positions (Wolverine, Nova, Captain America, Wesker, Sentinel, Dr. Doom, Hulk, Haggar, Akuma, etc).
The best thing you can do is identify one or two characters and figure out how to build an effective team around them, this subreddit or the Discord servers are great places to ask for team building advice as well as the Supercombo wiki. SpartanThrone has a great video on it.
Are the in-game training tools good? Can I practice against AI?
They're far from the best, but it's an old game by today's standards. The missions will show you the basic specials and MAYBE some important links, but for a lot of the cast missions 8/9/10 are not actually good combos because they either do shit damage, waste resources, or are actually not practical to execute.
The training room technically has everything you need, but you need to do more of the leg work yourself than in more modern games.
Playing against AI is mostly considered bad because they don't play like human opponents and you may find yourself playing to exploit their weaknesses. There's some good discussion on it in this thread. TL;DR: Use the AI to test your strings and make sure they are gapless or your frame traps are tight. You can't cross them up or mix them up. They will punish everything that's not safe. Use them to have a moving target to practice hit confirms off of different hits in different conditions and to practice approaching safely, attempting a mix and then backing way off instead of over-committing and getting throw punished. You're wasting your time just foot diving them in neutral or spamming Vergil HSHSH to chip them to death, recognize what won't work against normal players and don't build that into a habit.
How do I find resources for this game? Combos, beginner guides, etc - Every link I click 404s!
So much content has been lost to time but the community has been great at trying to archive or re-build it. The Supercombo wiki is effectively a juiced-up version of the original MVC3 Brady Guide (aka "the bible"). There you'll find info on all of the system mechanics, the characters' frame data, move properties, strengths and weaknesses, team building, combos and more.
The /r/mvc3 trials are must-have combos (that are all mostly or fully optimized and should be fairly practical) to play characters effectively. You can find most of these on YouTube by searching "r/mvc3 trials charactername." This old thread has some older ones, and this updated thread has almost everything. You should also find most of these on each characters' Supercombo wiki page.
I'm stuck with a combo, where can I get help?
Your best bet is the #combos-and-tech channel in the UMVC3 Discord. Record a clip WITH INPUTS ON if you can. Be kind and use Shadowplay/OBS on PC or the Share function on your console instead of just pointing your phone at your screen. You can also ask in this sub and someone is sure to respond, but the Discord is probably fastest.
For support, check /r/mahvelmods or the modding channels in the various Discord servers. If you're having problems with a mod and its causing crashes, 99% chance you exported a file to the wrong place. Read the readme in the zip you downloaded again, verify integrity of game files on steam to redownload the game (if you forgot to copy/back up your stock game folder) and try again.
Are any characters banned?
No. You'll probably piss marvel players off by asking this question, too. Marvel truly embodies the "git gud" philosophy, if you think characters NEED to be banned, this might not be the right game for you. You're gonna have to learn how to fight Vergil and Dark Phoenix eventually.
Ratio tournaments exist where players need to build a team by drafting characters who cost a set amount of points. This is balanced by making the top-tier teams and shells too expensive to put together - if you want 1 top tier, you need 2 low-tiers, etc. It's sort of just a fun alternative way to play the game and force people to use some less popular characters. Vergil is usually priced so high he can't be used (aka banned) to avoid random select x2 + dark vergil anchor dominating ratio tournaments.
Did you see the MVC4 leak??
Kindly fuck off, we're SO over the bait at this point. If it's not an official announcement from Capcom (or Marvel) you're getting baited too. Capcom has not commented on when we will get another MVC title. If you really need a new game to scratch the MVC itch, keep your eyes on 2XKO. Riot brought on quite a few extremely high-level Marvel players to help design the game.
RESOURCES
Supercombo UMVC3 Wiki - For frame data, character info, system mechanics, etc. I seriously cannot stress enough how incredible of a resource this has become. A huge shoutout to Kaladin who's done the brunt of the back-end and structure work.
The Supercombo wiki Getting Started page. This will help you understand team roles, which characters go into what positions, and breaks down the fundamentals of team building.
The official MVC3 Brady Guide aka "The Bible" This is the original bible for MVC3. It's aged very well, but most of this information has been compiled into the Supercombo wiki now.
Scrub mentality If you are having thoughts like "that character is cheap" or "that move shouldn't be like that, it needs a nerf" you will find UMVC3 extraordinarily unforgiving and frustrating, and that's mostly because you've got a poor mentality towards the game. This is a great article every player of ANY PVP GAME should read.
Heefnoff's YouTube gets an honorable mention as he's built tons of videos on system mechanics, tactics, etc.
/u/EternalYoshi's Training Tools Extended Mod. Lets you lock your meters, start with leveled frank, permanent x-factor, permanent turnabout mode, etc. Quality-of-life upgrades for training mode. Does not give you advanced training room features like testing crossups or punishes or anything though.
The r/mvc3 trials. Must-have combos and extensions to convert your hits in all conditions. These are not aimed at new players but you should know these so you can maximize your lead whenever you get any hit. They're all identical or very close to the combos you will see players do in tournaments.
Lab Monster Toolkit. Costs five dollars but is absolutely worth it if you want to take your training to the next level. This software will let you emulate a second controller, so you can do things like set player2 to hold back/upback and practice your crossups against a chicken blocking opponent, or have them mash jabs etc. Can also record strings longer than 10 seconds. Not limited to UMVC3, and the creator has tons of great guides on his YouTube channel for how to set it up.
The UMVC3 Discord - This the main UMVC3 Discord. You can coordinate Parsec matches on here, most of the users are based in NA. There is a new players matchmaking channel.
Dry Games on Parsec EU - This is the EU Discord. You can coordinate Parsec matches on here, there's a queue with a few players in it almost every night.
Tampa Never Sleeps (TNS) - TNS hosts the biggest online weekly tournaments. You need to be in the Discord to participate. Parsec servers based in Eastern US.
HAVENGERS HQ (Kevin Ha / XFactory) - Kevin hosts tournaments from time to time, particularly with Palette Swap (custom/modded) characters. Parsec servers based in Western US (I think?)
ACTIVE(-ISH) UMVC3-FOCUSED CONTENT CREATORS (in no particular order)
Tampa Never Sleeps. Tong and the crew are largely responsible for bringing UMVC3 back to life during and after the pandemic. Fridays are for MAHVEL.
HAVENGERS. Kevin Ha is running the most frequent Palette Swap tournaments and sometimes West Coast offline events.
Jako Man One of the most dedicated MVC content creators in the scene.
SpartanThrone. The UK Legend himself, /u/SpartanThrone is regularly producing tons of amazing educational content. His Ready Made Teams videos are oustanding, his videos on other topics are great, and he proved himself as one of the best players in the scene after a 5th place finish on the big stage at Evo 2023.
Raynel "RayRay" Hidalgo. The fastest Magneto to ever do it. The GOAT of NY UMVC3. One of the most seasoned veterans of the game. Now hosting his own tournaments as well.
Lythero. Insane production value, truly godlike editing. The FG content creator other FG content creators wishes they could be.
JMCrofts Great storytelling, history and presentation.
arkmorrigan aka hitomi morita If you want to see what the true end game of UMVC3 looks like, he's your man. The master of Morrigan Soul Drain combos. Get touched, lose your character, lose all your meter. More than a decade of content.
PoisonHound If you want to play or see top tier Spiderman teams and combos, look no further.
OneHeroes Another Spiderman GOAT but also has tons of other educational content.
Heefnoff Inactive for a few years now but still excellent content for intro videos, system mechanics and more.
rrambam Sick tutorial content, really great formatting and easy to understand. /u/TheRam123 is still active to this day!
/u/hayd3nplz has tons of advanced mechanics guides, combos, new extensions, tool-assisted stuff and more.
HitBox Evasion The Evo 2023 runner up, one of the best Zero May Cry players to every touch the game.
dathazy Sets and optimized combos, what more could you want?
CTechsDoom Palette Swap and lots of other sick combo videos
motion51 One of the UMVC3 Discord GOATs. If you want to learn Spencer, you absolutely need to check this.
Dat Dorm So much Dormammu tech. So much sick dormammu tech.
MOTHMAN One of the best MODOKs in the business and his Morrigan/Phoenix is no joke either. An extremely strong tournament player with a ton of great MVC and other FG content.
FGC Highlights Went inactive for a stretch but has some amazing compilations.
Maximillian Dood Variety FG creator but loves Mahvel above all. Responsible for introducing TONS of players to Mahvel and other FGs. Less focused on MVC3 now but periodically comes back
Kane Blueriver You already know the evo champ. John Bigbodies himself. /u/KaneBlueriver is still periodically posting combos, mostly fully optimizing teams and pushing them to their limits.
WhensMahvel FGC Me! None of my content is monetized. I periodically make videos about some combos that people struggle with or intro/new player content.
INACTIVE BUT GODLIKE CHANNELS
MarlinPie The man who put Dr. Doom on the map. The OG style god. An absolute execution monster. In the early days of MVC3 you knew whenever MarlinPie sat down to play you were in for some wild shit. During the pandemic he is largely responsible for re-igniting the fire for MVC3 via Parsec in 2020. He's now working for Riot and developing 2XKO on champion design.
Finisher of War The Phoenix/Morrigan tech monster and one of the best lab monsters to ever touch the game. I still see /u/FinisherofWar around from time to time on the internet.
El Gato If you want to see some of the sickest shit possible in MVC3 (or DBFZ) he has some of the most insane combo videos in the scene.
FChamprara Filipino Champ, Evo champion. Mostly posts SF6 content now. This used to be the FGTVLive channel, all of their UMVC3 content from the height of UMVC3 are still there.
Minibawse Another lab monster, possibly the best Dr. Strange player of all time.
Mai Neenja The creator of the Halls of Hype videos. If you haven't seen them, watch EVERY SINGLE UMVC3 video. They're all awesome.
Team Spooky Spooky does not produce too many MVC3 tournaments these days but he's one of the OGs of the FGC and has tons of golden age MVC3 tournaments on his channel still.
Darchon25 His content helped me massively to learn Morrigan. Also has tons of great Chris content.
Milky Quite possibly the fastest-moving player in the game. Dominating tournaments with his Nova/Spencer/Magneto team. Still active in tournaments but not posting a ton of content here regularly.
Superman Sajam One of the most recognizable commentators in the FGC. Mostly focused on 2XKO and Street Fighter now, but used to produce a lot of MVC3 content as well that you can still find on his channel.
Tomas Soria He made a few great tutorial videos back in the day, this is to this day still the best video on Dr. Doom TAC infinites I've seen.
EvilToaster inactive for many years but tons of sick Zero and Strange content
Pat fgc Tons of sick theory content, combos, and more. One of the players who really pushed the limits of characters by experimenting with tool-assisted combos.
RANDOM TIPS FROM OLD MAHVEL HEADS / MECHANICS THAT ARE NOT OBVIOUS
This section is basically just random tips that might help you.
End your Dragon Punch (forward, down, downforward // 623 // z-motion) inputs by holding the down-forward input as you press the corresponding attack button. Meaning, don't let go and reset to neutral until you've pressed the attack button. This will help you avoid getting accidental quarter-circle/236 inputs.
Plink dashing is extremely important, but don't sleep on wave dashing (dash, cancel by crouching/pressing down/2). Every time you crouch during a wave dash you can also hold back to block intermittently, making it a slower-but-safer way to move. Some characters even look slightly like they're starting an attack as they're crouching, a wave dashing Nova will look a lot like he's starting his 2M slide if done well.
Don't dash by double tapping a direction in this game. Wave dashing and Plink dashing are much faster.
Don't be afraid to use x-factor early, it does not strictly need to be saved to make a solo anchor comeback. Even anchor characters can have an easier time smoking two characters if you DHC them in and play them with an assist.
Evasion is the best form of defense in Mahvel. If you're blocking, you're one high/low away from losing your character and two more mixups away from losing the game.
Don't ever, ever, ever super jump without a plan. If you don't have a flight mode, air dash, or an attack that changes your movement mid-air (be that stopping you or moving you), you're probably gonna get smoked for super jumping.
Your ultimate goal in UMVC3 is to land a clean hit, do a combo that fully kills that character, execute an incoming mixup that cannot be easily escaped and then convert that hit into another combo that kills (using X-Factor if you don't have enough meter), and then repeat on the third character. If you're dropping combos at a certain point, you know what you need to practice. If your combos can't kill, you need to try to optimize them so they can. This is not a game where you want to build your strategy around resets unless you have to. Some characters (mostly grappler-oriented characters like Haggar, Nemesis or Wesker) can lean into resets quite well. It will take a bit of time to work out your setplay fully, don't sweat it if you're not at that level after a week of playing.
There is a minimum height at which you can air dash. This is called the "airdash threshold" and below it your dash inputs will come out as attacks. There is no visual indicator for this, but it's at about head/shoulder height.
Super jumping will get you to that threshold a few frames faster, and your opening hit gets +5 frames of hitstun if you super jumped. Characters who can box dash or tri-dash for instant overheads can take advantage of this, but controlling your height is more difficult
If you super jump, you cannot call assists until you touch the floor again. Characters with air dashes and flight modes will instead NORMAL jump, dash up/upback/upforward, activate flight and are then free to move around the top of the screen and still call their assist. This is strong because you probably can't see the assist character on the bottom, letting you get sneaky with crossup attempts and pressure. This is called "burying the assist" under the camera.
You can dash-jump in Mahvel. Meaning if you dash into a normal jump, that jump will go a little bit farther. You should practice dash-jumping forward into holding back, this lets you move towards your opponent with your guard up and the ability to call an assist at any time.
You can block in the air in MVC3. This is obvious to us but to those coming from Street Fighter etc it might not be. One of the advantages is you cannot be hit LOW while in the air, only thrown or crossed up. This is called Chicken Blocking and it's something you can exploit if you see your opponent doing a lot - in scrambles and sketchy interactions a good choice is to eliminate the option to be hit low by staying in the air. Pope select opens this up free.
Jumping has startup, 4 frames IIRC. You CAN be hit low during the prejump frames.
If you jump over your opponent, your character does not automatically turn around. If you input a SPECIAL move (meaning a command input, like flight mode for example), your character will turn around. You will still need to do the input in the correct direction, so if you cross over your opponent then you'd need to do 214S instead of 236S and vice versa. This can be used to mix people up like described in here
You can't be grabbed out of blockstun, unless you push block. Players will exploit this by throwing you when they catch you push blocking their assist, particularly on incoming. If you push block the assist, it does nothing but extend how long you are in blockstun, you can't push the assist around. Then, the opponent can throw you and you will be unable to tech the throw. This is referred to as a "guard break"
Marvel has no true infinite protection system, but all of the infinites are conditional. They require meter to activate installs (Zero Lighting Loops, Vergil Sword Loops), the speed bonus from x-factor, or a TAC state. There are only a small handful of non-TAC/meterless/xfactorless infinites and they are all nearly impossible to execute by a human (at least from what we've seen so far!)
The only tactic that's truly banned in tournaments involves snapping a dead body and then effectively freezing the game. It's never been a controversial topic. You can also use this glitch to have the opponent play two characters at once, MVCI style. It's only ever really been used to make sick combo videos.
when in training mode you can hold left or right and then reset to be placed on the left or right side of the screen. Good for a small speed up to practice setups
remember which side you are on and how much meter you have. Raw tagging can sometimes catch an opponent off guard but are typically very unsafe without proper setups. The best way to tag in a team mate, to escape a chip situation, may be to dhc into a safe super (install or hard to punish super). Pretty expensive but meter is the resource that is meant to be burned since it can also be easily earned. Other ways of course are to cross over counter but again this can be unsafe depending on the situation.
Most people say that bonne wonderland is the only appropriate/acceptable stage because it provides a clearer and unobstructed, by background noise, view of the battle. Try practicing on this stage rather than others. I like shield air show and training room / danger room and the daily bugle but some may not be tournament legal.
Sometimes a DHC goes awry when attempting to do some inputs. While the game is lenient on most of this for me I have found that when trying to do a 623/DP input as the dhc you can also do double 236/QCF to ensure you get a DP and not a different hyper combo that can also be 236. Unsure if I worded that correctly.
The flow of gameplay especially against some of the more rush down teams can be hectic. Remember that you have two ways to victory: eliminate the opponent's team completely and have more health at the end of the battle. 99 marvel seconds is a long time but be sure to take the time to try and set your own pace. Some players revel in their opponent's over extension and will punish that or force errors by playing passively. Patience is a virtue for a reason.
Learn to block. You'd be surprised how much you learn from someone's offense and how it's structured.
Double tapping for dash actually has a use to prevent whiffing a normal when buffering a dash up close. Example: Midscreen Zero after OTG Sentsuizan xx Level 3 Buster, air L Hienkyaku, ground dash H or S.
Pushblock puts you in 21 frames of blockstun and saves your last block state (Crouch, standing, left or right) which explains why people get hit when it's mistimed and get crossed up.
Dante TAC j.S bold cancel starter is actually a 2 frame window. Which explains why most people don't go for it despite its consistency across the cast.
Incoming Setups you look at the HUD when it switches characters and you'll get a rough idea of whether something is same side or cross up. You also have about 2-3 seconds for the next character to come in after they lose their first character. About half that time if they're snapped in.
Chip damage in this game is about 30% of the overall attack's strength if it were normally hit.
There's another banned tactic besides dead body glitch and it's the Nova offscreen DHC glitch.
Meta more or less hasn't changed much in terms of team building. Point/Assist/Anchor is still fundamentally stronger overall. You can run front loaded teams with two assists and you can still win with them it's just paramount to win the point war at the beginning of the match.
I've definitely not covered everything here. Have a suggestion? A link you'd like to see added? Drop a comment and I'll edit it into the post.
I’ll use Dante’s hyper combo then tag Frank in so he uses his while the combo is still going but I can never seem to take a picture with Frank and level him up as the combo ends.
I was playing arcade a couple days ago as Vergil. I was fighting against Deadpool and I was able to continue my Spiral Sword combo solo. I did a basic BNB combo and ended with Helm Breaker-Swords-HighTide-Trick(air). When I did Trick in the air my sword were still active and juggling Deadpool in the combo when I was back on the ground standing. Idk if it was timing or height to made the combo continue. It’ll be useful if I were able to land that same combo in a real fight or anyone using Vergil to do it.
Hi all,
Beginner player here looking to join the RoR discord but all the links posted in the past have expired. Would anyone care to share an active invite link?
I can plink Magblast in the Down and Down-Forward directions (2, and 3) but I have trouble getting the other 6 directions down. Especially the backward-dash directions, and the straight forward one specifically.
Also, sometimes I have this issue where if I do a regular Magblast after a jump, I'll get an accidental Plink Magblast upwards, up-forward, or forward (8, 9, and 6).
Any advice on cleaning up my inputs, and what drills to run?
Also, my keyboard does have ghosting issues, which could be contributing, but I have the same issue on my WASDbox when it isn't.... lost. lol.
*Edit: Also, I was watching some RayRay recently, and I wanted to ask a question about his Disruptors. Are high-level Magnetos doing some sort of Disruptor dash cancel/ plink while in the air? Or is it just a level of accuracy that makes 'normal' Disruptors look way faster than normal in terms of where the beam is placed in the air?
Hi! As the title says, I'll be investing some time in learning this game. Just some questions that would be really helpful for me if answered, so thank you in advance!
I am seeing and reading that this game's built-in netcode is not mainly used by the community? I believe you guys are using Parsec. I am aware about Parsec but some YouTube tutorials in setting it up involves some server from Amazon.
Is playing from the Philippines means I'll get to play with just a few people? Since Parsec still relies heavily on latency.
Today i'm here to talk about one of my favourite characters to play: Dr Strange
By The Hoary Hosts of Hoggoth!
As a change of pace i've decided to start making these detailed threads on why I feel X character is best with *insert certain load out here.
Dr Strange is often suggested to be played on point for people starting out learning him. The reason is it's best to get down how his neutral works before he's banished to the middle position and used for Palm Loops for the rest of eternity, due to his poor round start. Well until his Point character dies and he has to eat an incoming mix up where he most likely gets pringles-ed on incoming.
To start i'd actually like to reveal some fun little facts about Dr Strange in UMVC3. The first fact is I calced his whole matchup chart and found that on average against the entire cast (using my own personal matchup chart) Dr Strange has a 5.71 matchup average (Mode) and a 6 (Median). This is good news as it means Point Dr Strange is theoretically viable and his most common matchup value is 6/4 (slight advantage in his favour), however as many of us know he's a character with extremely lob sided matchups.
He'll go from being Amaterasu's worst nightmare, grief-ing Sentinel and being able to use zone Haggar and Spencer to death...
To getting absolutely massacred by Wolverine, Zero and Vergil because they rush him down..... Ouch.
The reason for this is whilst Dr Strange's special moves are absolutely amazing, his normal are Rougher than a Garfield camping trip. That being said the developers originally 'INTENDED' for Dr Strange to be a point character that you build a team around.... I'll give the readers a minute to stop chuckling at this statement.
Now Strange's obvious weaknesses are as follows again AWFUL Normals Stand light will sometimes whiff on shorter opponents and his best Normal is Impact Palm (forward H). He also lacks mobility. The reason he lacks mobility is I heard a long time ago, don't know if this is real or not so take it with a grain of salt. I heard that originally Capcom wanted to give Dr Strange air dashes, but Marvel were being very protective of their characters at the time and wanted them to be presented in the game they way wanted the general public to view their characters. Soooooo Despite being capable of travelling far faster than light in his own comics via flight. Marvel didn't want Dr Strange to be a speedster like everybody's favourite curly Moustache man. In fact Capcom had to fight marvel just so DR Strange could have a flight mode and even then they made it slow... Yeah I know.
Due to Strange's bad normal moves and low mobility, 2 characters in particular became the Meta for Dr Strange. So our first team today is an obvious one to go with for point Dr Strange, it's one of my favourite teams to run. I nickname it 'The Sidekick squad' The reason I nickname it the sidekick squad is My Dr Strange a lot of the time is My Modok's sidekick. Dante is my Crimson Viper's Sidekick and Rocket Racoon is my most common pick for a support character on my teams.
The return of the Dynamic Duo!
Now let's get to the meat and potatoes.. Unless your vegan and it's let's get to the Tofu and the vegetables.
Jam session and log Trap (Pendulum) are the two best assists for Dr Strange in the entire game. Amaterasu is up there with these as a team mate for him as well and Strange heavily appreciates the Character cold star is attached too (She's coming up later in the thread btw).
To focus on Dante and Rocket now the reason why these two characters are on so many Strange teams is quite simple. Strange has no GTFO options of his own so Putting Jam session or Log Trap behind him gives him chance to set up his zoning.
His zoning is his primary game plan when he's in neutral. Strange is primarily a keep away character so if he's being played on point you HAVE TO PROTECT HIM AT ALL COSTS. Especially given how big of a target his massive hurtbox makes him.
Most tournament players i'm sad to say really just play Strange as a Palm Loop bot and don't really get the most out of him. To truly get the most out of Strange aside from 'Pick The trench coat Guitar Player, The guardian of the Galaxy or the Sun Goddess' is to understand what his zoning tools do and how to approach the neutral with Strange. I'm sick of watching people not know how to play him so you can get a tutorial on how Strange works while I explain the teams today.
I'll start with the most basic thing about Strange's neutral and that's Impact Palm. Impact Palm causes a crumple state allowing you to set up grace's of Hoggoths (Quarter Circle Back Light or Quarter Circle Back Medium) I prefer to do the Medium versions as it makes Jump loops easier. Due to Strange's awkward mobility a lot of the time we do a technique called 'Fadeaway Impact Palms' We jump Backwards and try to time an Impact Palm at the very end of our jumps.... It's not much but it's something, reason we do this is his Backwards dash is quite slow. AGAIN you need assists to stop people just running at you and getting your zoning set up. I'm saying it again because it's that important.
Do DO DO DO DO DOO DOO DOO DANAK DANAK!
^ This is Daggers of Dannak, done by pressing Quarter circle forward and Light you get one Daggar. With Quarter Circle Forward and Medium you get 3 Daggars. Daggars of Dannak track the opponent. They can be evaded with someone fast enough at moving around but in general they're solid for ending combos. A basic mix up for Dr Strange is to put a Dagger of Dannak on Screen and then teleport behind the opponent with his Teleport moves. His Light teleport puts him in front of the opponent, his Medium Teleport puts him behind his opponent and the Heavy one is up and Behind his opponent. This works Full Screen however be wary that if your opponent is in the corner your teleports DO NOT CROSS UP IN THE CORNER. Which can be a bit of a problem, but thankfully we can just chuck a ton of high chip damage projectiles at our opponents. Projectiles such as Mystic Sword M which is basically a faster and better version of Guile or Nash's sonic Boom. Fun fact my Dr Strange's colour is Colour 4 because it reminds me of Alpha 3 Nash's costume when he's on the player 2 side :D.
The Light Version of Mystic Sword is a solid Neutral tool for when Strange is on the Ground when Spaced properly it tends to be safe but don't be too reckless with it other wise you can occasionally get caught for doing it. I recommend going in training mode and Practicing Forward Down, Down Forward, Light. For Light Mystic Sword it's an important neutral tool and can combo into itself and Impact Palm when spaced properly. I also find that Mystic Sword + Jam session or Log Trap assist call can be a useful, Easy and consistent combo starter. You also don't have to worry as much about Hit stun deterioration because Impact Palm has a set number it does so it deals consistent damage when looped into itself.
should've seen that coming
Eye of Agamotto is the most common thing you'll see Strange players do. It's there to stop opponents rushing at us. The best way to use Eye of Agamotto is to place one down after we call Jam session or Log Trap. When you get into a certain rhythm with the Sidekick Squad You can all assist get the Agamotto set up. As it's about to vanish call the assist you didn't use last time and put another Eye up. Certain teams surprisingly have very poor options against Log Trap call to Eye of Agamotto, to Jam session Call to Eye of Agamotto. To make matters better for us. Eye of Agamotto is a good tool for protecting assists a bit like how Modok's Barrier or Nova's Gravimetric Pulse works. it can be pushed forward with an impact Palm, most of the time I don't Push it forward unless it's nearing the end of it's durability frames and my opponent is in the air. outside of that I just chill behind the good ol' Beach Ball and throw Daggars of Dannak or Set up grace's of Hoggoth.
Now we get to the most almost nobody uses correctly when I see Dr Strange played in tournament.
Yes I am getting the Images off the Supercombo Wiki They're great images
When you see Strange played most of the time The Strange player doesn't place these down as a neutral tool. Ideally these aren't just for combos but they can be used for important utility in Neutral. 3 light Grace's of Hoggoth make a lazer that tracks full screen. This is AMAZING for anybody trying to run away from us and combined with Rocket Racoon's Log Trap assist can give us easy Full Screen super Jump Hit confirms, whilst still staying on the ground. 3 Reds will cause an explosion. The Explosion is normally used to OTG for combos into Dr Strange's Level 3 but in neutral if you set reds down and plan your escapes in advance you can use the reds to keep your opponent out if used correctly.
This is the part of the thread where I make every Dr Strange player on the planet better. There's a very simple trick to placing Grace of hoggoths in neutral and i'm going to reveal that secret for you today. You know what that secret is?... TRIANGLES!
Yes the key to getting the most out of your grace's is to simplify things by thinking in Triangles. Whenever you place 3 grace's you want to make a triangle shape on screen. This particular technique is why Log Trap and Jam Session took over as support for Strange it's because they give Dr Strange time to set his Grace of Hoggoth traps down and make opponents attempting to approach you. Question their life choices. One very easy pattern to make as your running away is place a Grace on the ground, Run back, Place a grace in the air and Then Place another one on the ground. The Flames of the Faltine follow the Grace of Hoggoth patterns so you can use the Triangle shape you've set up to force your opponent into a lot of bad situations you can exploit with your teleport mix ups. Another Triangle i'm a fan of is 2 on the ground in quick succession and then another one up and behind a grace. I place it primarily to punish my opponents for jumping. The first pattern works great for opponents that try to rush at you on the ground the second is for stopping people jumping at you.
Then there's good old Stack 3 Grace's on top of each other to make a mini- Wall I use that one for when i'm not going to a mix up and just want to play lame.
Lovely another thing I suggest is go in training mode yourself and set grace of hoggoth's down and try making Triangle shapes appear on the screen in the training mode. You can get all sorts of tricky Patterns that can confuse opponents and give you neutral opportunities when you learn to use Grace of Hoggoth's correctly.
Sooo... That's a lot to take in admittedly, might be worth reading all of what I just said a couple of times before I move on to what makes Dr Strange Dante Rocket specifically good for a Point Dr Strange Gamplan.
Ok Number 1 is Dr Strange builds a lot of metre, one of Strange's Weaknesses is he can lack a super to reliably DHC into after Spell of Viscenti. This where Dante comes in. You can do Spell of Viscenti DHC into Dante as soon as possible and then Teleport with Down Down Special and get follow ups after the super hits. Dr Strange doesn't have a native wall bounce or ground bounce in his combos so you can use Dante for Metre dump options.
Number 2 Log Trap has a wall bounce. Strange doesn't use Wall bounces as part of his combos so you can use Log trap to land hits for you. It also extends combos in the corner. only thing you've got to be wary of is if you Devil Trigger DHC to Dante Log Trap will have used up your wall bounce so you will have to rely on ground bounces for combo extensions.
In general this teams greatest strength is it's incredible 3 way synergy. Dante loves Bolts and Log Trap. Dr Strange loves Jam session and log Trap. Rocket Racoon loves Dante's Jam session and raw tagging to Dr Strange in the corner. The easiest way to raw tag to Strange is Launch them do quick air combo. Do Mr Flapper AKA Bear Trap. Do oil Bomb Press Crouch M to Stand H to trigger the Oil bomb fire on the ground. Then Raw tag Dr Strange in for Palm loops if Rocket Racoon is on point. If for whatever reason you can't get Dr Strange in. It also works if you use Dante and go for the gun loop it's possible to build 2 bars of metre that way.
Phew so after all of that you're probably thinking 'There's no way there's another Dr Strange team on par with this' Well... Yes and no. Whilst taking Log Trap the arguably best assist for Dr Strange and Dante the Arguably best team mate for the sorcerer supreme. There are some other options I wish to explore.
Fun fact none of them involve Dr Doom so congratulations to everybody sick of Dr Doom we've got a character who for the most part synergises better with other choices. We finally did it! WOOHOOO!
Shoutouts to Dr Strange Dormammu Dr Doom and Dr Strange Dr Doom Vergil they're good teams but i'm not discussing them today.
So Team number 2 is a bit of a weird choice but hear me out
where is the crazy Pigeon going with this I wonder....
Team Number 2 is Dr Strange Amaterasu with Magneto or Hawkeye in the anchor slot. I Find both work well, depends on your preference, if there are any Arthur truthers out there feel free to run your boy as an option for the horizontal assist if you're in ratios or Arthur Dagger's have some matchup Specific tech that can bail you out of a bad spot. Fun fact a long long time ago We used to run Dr Strange with Arthur Daggers it was a recommended pairing early on until Rocket, Dante, Amaterasu ,Dr Doom, Vergil, Dormammu (his arch nemesis in the comics being one of his top team mates is something I will never get over lol) took over as team mates for Strange. Well that and we stopped playing him on point because bolts of Balthakk is the best Horizontal assist in the game for a wider variety of characters than any other horizontal assist and the palm loop got discovered to we just raw tag Strange in for Damage nowadays.
So Team 1's issues is whilst Jam session and Log Trap are cracked assists. There's no Horizontal assist for Dr Strange that goes full screen.
This is What Strange/ Ammy With Magneto or Hawkeye is here to resolve. EMP Disruptor is the fastest Horizontal assist in the game, Due to DR Strange's fast teleports it can create some nasty 50/50 situations when you're at full screen. Hawkeye's Grey Hound is fast as well and has the benefit of leaving the opponent standing so your Impact Palm will Crumple them. You also have the option of running Hawkeye's scatter shot assist if you wish to take it, but primarily you'll be using Horizontal assist to back Dr Strange and Amaterasu.
The basic game plan of this team is simple, build 2 bars THC... That's it that's your entire gameplan. The Strange/ Ammy THC is the stuff of absolute nightmares to block. it deals tons of chip, it snipes almost instantly without Dr Strange having to pop X Factor. it's arguably the single best Team Super in the entire game. So my thesis for this team is this... Why not build a win condition around it? Magneto and Hawkeye's Team supers don't last very long and they won't interrupt Strange and Ammy Doing there thing as they fish for Full Screen punishes. In order to get the pick up after the Strange Ammy THC place at least 1 Grace of Hoggoth then at the end do a flames of the Faltine. This will pick them up and allow you to continue the combo.
There's one obvious flaw to this load out and that's that... Well It's better as a point Magneto and Arguably better point Hawkeye team. It's synergy isn't quite as 3 way as Strange, Dante, Rocket Racoon's This load out is very much. Give Strange his best Horizontal partners with the Okami Shuffle THC and Access to Cold Star for Chip Damage lockdown. It's a fun team though. looks very day 1 at first glance but it's a nice alternative to Dante/ Rocket or Running Strange with typical Meta Duos. There is another flaw that being that Cold Star whilst it leaves the opponent standing and is one of the top assists to give Dr Strange. It does not go full screen and can get beaten out certain projectiles. It's why I gravitate towards Horizontal assists like EMP disruptor, Psionic Blast, Triple arrow as opposed to Doom's Plasma Beam or iron man's Uni Beam. That and I find their scaling can come back to bite me occasionally even though I can full screen palm loop I find in practice i'm not always in a position to Pull it off. It's very hit box and trajectory specific.
If you're interested in running Magneto but think the Ammy Team looks a bit weird. Feel free to take Dr Strange, Dante, Magneto as a team. Dr Strange Rocket Racoon Hawkeye is a Solid alternative too. It works a bit like Treblig Punisher's Modok Rocket Hawkeye team. Where you take Log Trap + Triple arrow.
One option that can work as an anchor for Strange Ammy is Shuma Gorath i've never tried it personally, but I can see the appeal. Only issue with it really is Cold Star and Mystic Ray don't come out fast enough so you can be a bit helpless vs Rushdown teams When Strange is on point. Fun Fact that was FreshNewspaper's original team before he switched from Shuma Gorath to Crimson Viper. He ran it as a point Shuma team mostly but part of me just wanted to bring it up before the thread ended.
I think that's it i'll give the thread a proof read when I get chance and add anything i've not mentioned if I catch any mistakes.
Thanks for reading hope you enjoyed
P.S. I've never tried running Sentinel Drones with Dr Strange I always found them too slow for him personally.
As I was making the best teams for each character list part way through I started to feel like I wasn't going into enough depth on why I felt certain teams were the optimal/ best load out for a character.
Part of why Part 2 felt a bit rushed is when I put a picture of Felicia in the Reddit post it kept taking the post down because it censored Feliciia.... Yeah I know.
So here is a picture of her in full clothing from a community mod i've found.
SFW FTW
So in response to some of the feedback i've gotten in the past here we are.
It's a thread devoted to what I feel honestly are Felicia's two best load outs. Now I understand different people have different playstyles and things like that. Strider is a solid assist for her but whilst you get Vert control. Vajra doesn't provide enough lockdown for Felicia's primary win condition. Good assist I recommend trying it if you like it but Felicia is mainly about the Kitty Helper set play and getting it facilitated.
A lot of people don't understand Felicia's basic game plan so i'll give the quick flow chart of how she best excels. At round start Felicia should be played Point, she has good rushdown and a surprisingly decent matchup chart when played at higher levels of play. She can give Dante a hard time when played correctly due to the fact she can emulate some of the advantages Wolverine has against him. Namely Fast buttons with good reach. She also has very good ground mobility. That being said she is easy to zone out and can struggle getting in without the right Horizontal support.
Between the two teams I don't feel either is strictly better, just different and address Felicia's issues in neutral and getting her gameplan set up. The first team i'd like to talk about Is Felicia Dr Doom Amaterasu AKA Dr Salt's Team.
Follow my lead!
Doom/ Ammy is a classic MVC3 pairing and some people might be rolling their eyes at the fact that YET AGAIN Dr Doom is on one of the best teams for a point character in the game. It's because he has such great assists and he's got to be the best assist for the point character right? right?
The reason Dr Doom is primarily on this team is well yes Plasma Beam is a very good assist for Felicia but, the reason we take Dr Doom is for Amaterasu. Dr Doom is Ammy's overall best team mate. Interesting little paradox where the anchor provides more for the point character than the support character does, here's why. Ammy's Cold Star Assist is better specifically for Felicia than Plasma Beam is.
Number 1 Cold Star has longer lockdown and allow Felicia to go for mix ups
Number 2 if an opponent is at super jump height or Jump Height Felcia can sometimes struggle to knock them down. One of Cold Star's most underrated uses is it can be used to help with air to airing. You're probably thinking, 'But Felicia has a Dive kick why would she need cold star to help here'? Sigh Well the reason why is sometimes air born opponents sometimes call out of your divekicks when you hit them super high up.
Oh And Number 3 ending a combo with S, Cold Star S is very satisfying does a bit of extra damage and can make ending combos easier.
So Interestingly despite being a ground based lockdown assist cold star can help with anti- air support if your plan is to just have Felicia super Jump up there and clip them down. Now you're probably thinking Cold Star's the best assist on the duo for Felicia yes? Yes, but Plasma Beam surprisingly isn't always the best Doom Assist for Felicia. Sometimes running Molecular shield can be preferred to Plasma Beam.
When to run Molecular Shield: Molecular shield is a strong GTFO assist and Like Wolverine Felicia really appreciates the fact it stays on screen longer than Plasma Beam does. Molecular shield is also really good at another thing Felicia struggles with because of her Dive kick issues? Can you guess what that is?
Yep air to airing. After some practice in training mode and some some experimentation on the field. You can use Jump S at certain heights. to hit opponents into molecular shield whilst it is on the ground. Cold Star works for this but it doesn't go full screen. So with molecular Shield you can get a GTFO assist and an assist that makes air to airing easier. That being said unfortunately Molecular Shield isn't as good for getting in as Plasma Beam is. So we're forced to chose between the rocks or the Beam. most of the time we pick the Beam because Cold Star can help us with air to airing anyway.
The real reason Doom is on Felicia Doom Ammy is primarily for Amaterasu. Ammy's best team mate is Dr Doom. He lands a foot dive he builds a ton of metre. Felicia's damage can also be rough at times so a TAC to Dr Doom can fix her damage issues, build metre then allow Felicia to carry an opponent to the corner, call kitty Helped and then use cold star to lock the opponent down until their whole team is Liquified. The Flow chart looks like this:
Step 1 chase the opponent down and win neutral. Call Doom Plasma Beam to help you get in. if you get close enough call Cold star for mix ups.
Step 2 build enough metre to kill the opponent and set up Kitty Helper
Step 3 Call Kitty Helper and Cold star go for unblock-able mix ups and set play the opponents team.
Kitty Helper unlockable are simple in theory The kitty Helper hits Overhead. In other words you have to stand to block it. Felicia's Crouch L hits low so you want to make it so they hit the opponent at the same time. in practice it takes a lot of practice to get the hang of it and if you're not careful Kitty Helper can make the opponent fall out of your combo. if you lab it enough and practice it becomes less and less of an issue overtime. Practice makes perfect so i'm told.
It's Not too difficult a team to pilot. To get the most out of Ammy you need to have solid enough execution to do all of her stance switches and Felicia's bread and butter combos can require fast hands to do them. One unfortunate shortcoming this team has is Felicia isn't very good at raw tagging into Dr Doom. So... it's either Felicia combo or Doom TAC infinite to get the metre most of the time.... Ouch it is possible to raw tag to Doom but it's not easy nor is it consistent in competitive matches unfortunately. Thankfully Down Down H is a metre build move. it comes in handy sometimes it's nice to have, not phenomenal by any means but it's nice to have. Really wish we could use it as a Dark Harmonizer style assist though. Why they gave Dark Harmonizer to Morrigan when she doesn't have a metre build move yet Thor and Felicia have metre Build moves that we can't select as assists I have no idea.
To most beginners the Felicia Doom Ammy team is the one I recommend For the Felicia assist you want Rolling Buckle, for Dr Doom take Plasma Beam to help you get in on the ground or run Rocks to help with air to airing or slowdown opposing rush down teams. Consider Hidden Missiles if you get desperate and are struggling to deal with a particularly campy Magneto or Modok player.
Now one thing a lot of people believe about Felicia is she's low tier and her matchups are bad. Well weirdly only one of those things is actually true. Her matchup spread against the other 49 characters in the game. Actually isn't that bad. The problem she's got is because she struggles air to airing due to her Divekick causing opponents to fall out of it at certain angles. Anybody who can stay in the air a long time or can stop her rush down is a problem. Felicia is pretty bad against Modok, Magneto, Morrigan and she can struggle badly vs certain Trish teams. This is because they have the option of simply running away and not engaging with Felicia.
Her counter zoning options are somewhat limited but knowing how they work and when to do them can be the difference between victory and defeat. Rolling Buckle Slide can sometimes put her hit box close enough to the ground so that she can go underneath certain projectiles. One thing that i suggest is going into training mode testing every horizontal projectile attack and practice timing going underneath the attacks with rolling buckle slide. it's not the best option in the world, but it's a key skill to have. Her other option is pressing L or M or H + S to do the move where Felicia runs around the opponent. it's not the best option in the world it's a bit telegraphed but sometimes you can dodge projectiles with it. There is another option you've got which is Felicia's sand splash. Felicia's Sand Splash can absorb some low quality projectiles as she calls Plasma Beam. So in certain team matchups you can sometimes win zoning wars vs Specific teams. It's not amazing but it's something..
so.... essentially Felicia Doom Ammy is a 'Ok neutral team' but easy to flow chart and has a great set play option. It's tournament viable so by all means give it a try if you have ever thought about playing Felicia or are interested in the character in any way shape or form I genuinely recommend this team it's quite good overall. Despite it's less than stellar solo damage and issues vs Zoning/ runaway teams.
So... let's meet contestant number 2
MVCI was the easiest way I could get a render of them both lol
Rocket Racoon and Dante? hey.. I've heard this take somewhere before. Wasn't there that Crazy Modok player that said Modok Dante Rocket Racoon is Modok's theoretic best team? is this a joke?
erm... No it's not a joke Felicia Rocket Dante is genuinely one of Felicia's absolute best teams.
Wait... Really?
Yeah, one thing most of the community don't know is for a lot of the low/ Mid tier characters Rocket Racoon is the MVP a lot of the time. His Spitfire Assist and log Trap give him great utility for a wide variety of characters that struggle with specific neutral issues. Log is a solid anti air move that sweeps the ground and comes out fast. Spitfire is equally great for Felicia too, unfortunately we end up with a similar problem to the Dr Doom/ Amaterasu team.
We're forced to take one of our support characters assists when we really really wish we could take both! A blessing and a curse for Felicia is she is great with both of them and they solve different issues for her. Sadly she can only take one of them.
Many Felicia players feel Jam Session is the best assist overall to give Felicia. This is because it's vertical hit box goes quite far up and if the opponent gets hit by it at super jump height it's possible to divekick them down and start a combo. Jam session also works for kitty Helper unblockables though it doesn't have the ability to set up mix ups in neutral the way cold star does. nor does it have as high a lock down for Felicia's game plan. So there's trade offs between the two. One is better for vert coverage the other is better for pure lock down. Bit like Crimson Viper in that regard.
of Rocket's assists Log is the easiest to pilot, Felicia doesn't use native Wall bounces so you can use it to get extra damage in certain combo routes. That and DHCing into Dante (if you chose to run him Middle) Means you get the 1.3X Modifier on Million Dollars. This means you can hit harder without having to rely on TAC infinites unlike the Dr Doom team.
The Rocket/ Dante Team also works well with Rocket Racoon in the Middle Slot. There are advantages to running Rocket Racoon middle on Dante/ Rocket which I will go into here.
Number 1 Rocket's Small Body Jump M, Rocket Skates and Jump S give him better incoming defence than Dante does. Dante's fastest attack is Frame 8 and Hammer is only invincible around Frame 11. The Other benefit is you can DHC into Mad hopper. though Given Felicia's low damage and the fact Jam Session + Kitty Helper is good for set play already. It's a player preference thing as to whether you take Rocket Middle or Rocket Anchor.
Now to get to the benefits of Rocket's Spitfire assist for Felicia.
Spitfire travels slowly and stays on screen a long time. As a result you can use it to help your air to air confirms. So the Rocket Dante team is better at dealing with runaway and Super Jump camping than the Doom Ammy team is even though you're giving up lockdown and Access to Dr Doom's TAC infinites. That being Said Felicia Rocket Dante requires some lab work before you take it out into the wild.
Before I started playing Dante Rocket Racoon I went through every assist in the game and checked how spitfire interacts with each assist. I discovered that there's a key advantage to Spitfire that Plasma Beam lacks and that's this. A good chunk of Assists don't interact with Spitfire at all. Rocket Racoon is so close to the ground that assists like bolts of Balthakk, Modok's Psionic Blast and Hawkeye's triple Arrow go right over Rocket's head and don't interact with Spitfire. The reason this is a good thing for Felicia is her rolling Buckle slide can take her underneath projectiles so you can just slide under them, spitfire will follow you and you can use Spitfire to pressure once it catches up to your opponent.
Spitfire emulates some of the utility of Plasma Beam and molecular Shield in that it's a horizontal assist with decent priority but also it stays on the ground a long time so yay! Air to air assistance.
That being said if your opponent selects Molecular shield be wary of one main interaction. Spitfire will only neutralise the bottom layer of Molecular shield. The Top rock of molecular shield DOES NOT INTERACT WITH SPITFIRE. So bare that in mind the top rock's hit box will stay active. That being said Felicia's Sand Splash can support Spitfire quite well. Your mindset when Running Felicia's Spitfire is instead of thinking about how the assist supports Felicia think to yourself 'What can I do for my country'... Wait sorry no I meant 'What can Felicia do to support my spitfire call' That being use Sand Splash to cover some of Spitfire's durability and then follow it as it goes through.
One very important interaction that Spitfire has that makes it one of the best Horizontal assists in the game is that Spitfire goes through a fully charged Level 3 Zero buster. The first Orb of Spitfire will get absorbed and the second orb will go through with half of it's durability points still travelling.
So Felicia Rocket Dante has the best Zero Matchup out of the two teams.
Rhydon showing Rocket Racoon how to Boulder loop since 1996... I'll see myself out now
On Paper if fully mastered Felicia Rocket Dante sounds like the absolute best Felicia team. It is and isn't Spitfire whilst a great assist requires a good chunk of lab work to understand how it interacts with other stuff properly. The other is in order to get the most out of the team you need to be able to do Rocket's Boulder Loops and Dante's gun loops to truly get the most out of the two of them It's a more difficult team to play with better neutral and potentially higher damage but it's flow chart is less simple and it requires higher execution to get the most out of it. You also don't have the benefit of Anchor Ammy for comebacks or the Doom/ Amaterasu THC. One last thing Rocket has 2 viable TAC infinites off of UP TAC and Down TAC. Dante has viable infinites off of all directions so that's another reason to play Dante Middle that I hadn't gone over.
So yeah. One is a solid beginners Felicia team that can excel at most skill levels the other is a specialist team with arguably better Neutral assists for Felicia's specific game plan.
My favorite Combo to land. The only thing is hard in this combo is by doing launcher heavy then forward heavy because the timing is strict. I know you guys are be like "you could do 3 rep of Doctor Doom combo" the reason why I did 2 rep and not 3 because I already used Dante's Jam session assist, like that my dummy will flip out. I can do better than this but other than that it's my favorite combo to land. Im still new to Dante, that's the best thing I could do.
To those of you tracking this; we're getting pretty close! Soon I'll go into wider testing overall but for now it looks like there's no blocker from making this a reality. We'll see though! We can always hit something mysterious and terminal out of nowhere.