MvC 3 Shyt

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MvC 3 Shyt

Post  AfroDamus on Mon Feb 07, 2011 6:27 am

Ohh Shyt

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Re: MvC 3 Shyt

Post  AfroDamus on Mon Feb 07, 2011 7:19 am

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MvC 3 Colletors Edition

Post  AfroDamus on Wed Feb 09, 2011 5:39 am

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Thor's Play Style

Post  AfroDamus on Wed Feb 09, 2011 5:41 am

Thor needs to get in close to do damage but when he gets in there, watch out! Mighty Strike and Mighty Smash can help him close the distance while attacking and if Mighty Smash connects, you get a free ground bounce for free punishment. His Mighty Tornado command grab can be comboed out of into some terrifying aerial shenanigans but the trick is landing that first hit. His 8-way air dash can be canceled, helping to surprise enemies, and his Mighty Thunder hyper is incredibly versatile, giving Thor an edge in any combo situation.

He is going on one of my beastly teams!!
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Amaterasu's Play Style

Post  AfroDamus on Wed Feb 09, 2011 5:42 am

Amaterasu has so many options in this game it’s ridiculous! She has three different sets of normal attacks to keep your opponents guessing, and each comes with its own unique special move. Ammy can play keep-away with her Cold Star projectile and the long reach of her Rosary Bead normals or dash in with the Reflector or the Glaive to start some combo action into OTG into hyper madness. Her instant full screen Okami Shuffle does great damage and her tiny hit box causes tons of normals, specials and hypers to go right over her head!

Mix up Queen right here!!
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Decade of Hype - Marvel vs. Capcom 3 combo video

Post  AfroDamus on Wed Feb 09, 2011 5:44 am

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Marvel vs. Capcom 3 pad

Post  AfroDamus on Wed Feb 09, 2011 5:48 am



I might get it just cause LOL
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Akuma has very fast normals

Post  AfroDamus on Wed Feb 09, 2011 5:53 am

His jab is sickeningly quick, and his sweep combos into his launcher which is always a plus . His aerial combo finisher lets you OTG with either of his aerial beam/fireball hypers making Akuma a ridiculous threat once he’s got you airborne . On the ground he can combo into his Messatsu-Goshoryu (Uppercut hyper) from a very simple normal combo. Unfortunately he has virtually no range on any of his attacks besides his low sweep, and even that’s not saying much.
He also a command normal, at least that’s what it looks like. He basically does a jumping spin kick that can be comboed into and cancelled into Hyakkishu (Demon Flip) mix-ups, as well as into hypers . It has a decent amount of start-up so you don’t want to be using this outside of combos. Just like in MvC2 Akuma has quick normals but no real range to speak of. Hopefully that’s where you can substitute Demon Flip shenanigans, air fireballs, and assists to get him in close

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Re: MvC 3 Shyt

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