I’m new to this game (and have a ton of Ideas) so expect this blog post to be edited a LOT.
Button Layout for plink Dash: (For Pad)
Using Playstation Controller:
Square: L = Light attack
Circle: H = Heavy attack
X: S = Launcher
R2: M = Medium attack
Different ways of plink dashing.
Method 1: Basic: (Ground, forward movement only)
H+M+L, down, repeat. — Do note you can not press down at the exact same time as dash. This will result in an input error. and possibly you dying.
Method 2: Basic/Intermediate (works on ground or in air in all directions) Press, M then L repeatedly.
Method 3: Intermediate: (works on ground or in air in all directions)
Piano buttons H, (H+M+L) repeatedly plus the direction to get the desired effect. This option select throw/tech throw and works on ground and in flight mode.
METHOD 4: Charge Partitioning – Wave dash while charging attack [Chun li and Shuma only] — In order to do this you must first Charge input direction, release direction, then quickly press [1+H+M+L] over and over again until you decide to complete the charge attack input. The trick is to press the buttons in bold at the exact same time. This technique is slightly harder with chun li because if you press the buttons to fast you get 1000 legs attack.
[Do note: that input above is assuming you’re on player 1 side. Also since much of UMVC3 takes place in air, it’s better to begin charging while air born.}
Keep in mind it may be better to use different methods of plink dashing with different characters. Also some characters can not plink dash well at all.
Examples: Iron man does not plink dash well. Chun li will get Hyakuretsukyaku if you plink dash to fast (any method)
-Fight in the air. 9 times out of ten you’ll lose if you don’t.
-Stop players from forward rolling while in the corner by calling assist on their wakeup.
-(In corner) 2M, 5H, 6H, 5S, J.M, J.H, J.S, (land) 2H, 236H, 5S, J.M, J.H, J.S, (land) 2H, 623L+M [Double Launch combo – uses 1 meter: 734K dmg — Note: This same combo does 1.6 million damage in xfactor level 3]
***Seismic Hammer Cancel***
623L, 6963L, 6963L, 6963L… etc. This is a shortcut. You can skip pressing down direction after the first input! This move can be used back to back (infinite combo) forever. The main use of this technique is to kill assist.
Plink dash backwards only using (L+M+H) which is usually macro’d as one button
-[In corner] J.H, (ground bounce – jump again) J.M, Call assist (Thor – mighty spark), J.S, (Jump again) J.L, J.M, J.M, 5.M, 6.M, 5.S, J.M, J.M, J.H, J.S, Gamma wave (2 hits), 623H, H, Gamma wave (2 hits), 623H, M… H, Gamma Tsunami (1 million 37K damage – uses 1 meter)
-[In corner] J.H, (ground bounce – jump again) J.M, Call assist (Thor – mighty spark), J.S, (Jump again) J.L, J.M, J.M, 5.M, 6.M, 5.S, J.M, J.M, J.H, J.S, Gamma wave, 236L+M (939K damage – some hits in combo must be delayed – uses 1 meter)
–[In corner] J.H, (ground bounce – jump again) J.M, Call assist (Thor – mighty spark), J.S, (Jump again) J.L, J.M, J.M, 5.M, 6.M, 5.S, J.M, J.M, J.H, J.S, Call assist (Skrull – tenderizer ) Gamma wave. 236H, 236L+M (1 million 18K damage – uses 1 meter)
-[In corner] J.H, (ground bounce – jump again) J.M, Call assist (Thor – mighty spark), J.S, (Jump again) J.L, J.M, J.M, 5.M, 6.M, 236H, 214L+M, DCH into Thor (1 million damage. Uses 2 meters)
-[Anti- Phoenix Tech] J.S (ground bounce), J.L, J.M, J.M, 5.M, 6.M, 5.S, X-factor… 5H (whiffs and absorbs Dark Phoenix transformation), cancel into 63214H (mash out), 236H, 236L+M [Note: Technically this is a mix-up that forces Phoenix to block. If she decides to air dash and you don’t cancel 5.S She gets combo’d to death]
-X-factor level 3 Hulk is scary. A simple combo will kill any character in the game. To bad he doesn’t get a speed boost.
-(mid-screen) 5M, 5H, 6H, 236L, 236M, 214S, Dash, 5H, 236L, 236H, 236M, 214M, 236H, 236M, Volcanic Roar (Note: 690K damage. Full screen corner carry. Uses 1 meter.)
-(in corner) 5.H, 6.S, 236L, 214L , 236M, 236L, 214L , 236M, 214M, 236H, 236M, Volcanic Roar (Note: Rekka loop. 643k damage, uses 1 meter.)
-(in corner) 5M, 5H, 6H, 236L, 214L, 236M, 623L, 236H, 236L, 236M, 214M, 214H, 214S, Volcanic Roar (Note: Rekka loop. 714k damage, uses 1 meter.)
-(in corner) 5H, 6H, 236L, 214L, 236M, 623L, S, J.M, J.M, J.H, J.S, 214M, 236H, 236M, Volcanic Roar (Note: 715K damage. Uses 1 meter.)
-(in corner) 5M, 5H, 6H, 236L, 214L, 236M, 623L, 236H, 236L, 236M, 214M, 214H, 214S… 5L (The combo resets here. They air tech), dash under, repeat combo
–Sadly, I have come to the conclusion Iron Man is a failure of a character high level. His attack angles during air dash are more limited compared to other characters. The margin of error during infinite combos is high as well. [Particularity if you have to tiger knee smart bomb; you’ll inch forward thus missing the OTG on many occasions.]
-(in corner) 2M, 5H, fly, J.S, J.M, J.H, J.S, 5.S, J.S, J.S, J.H, J.S, (land) Smart bomb, Super (Uses 1 meter – 647K damage)
As everyone knows, or should know, Iron Man has the fastest neutral tri-jump. Well, there’s a way to speed it up even more: Quickly pressing down up down (one rep) will super jump neutral tri-dash. It is extremely fast. Unfortunately you can’t repeat those inputs to my knowledge. The good news is there is a way around it!
To get mega fast neutral tri-jumps press:
Quickly press down, up, down
up, down + (H+M+L)
up, down + (H+M+L)
up, down + (H+M+L)…etc
Iron man moves straight up and down so fast he almost looks blurred. When done correctly dust from the super jump can be seen after every jump. If you don’t see this you’re not doing it correctly.
-For the OTG smartbomb. You must jump as soon as you hit the ground. If your character is on the ground for to long the TAC state will end and the character will instant tech out of the combo. ***I suggest holding up before you touch the ground.***
-(Notes) Iron man has weird air dashes. Most characters dash a set distance before you’re able to attack. Iron man can cancel his dash animation early — Because of this you have to get a “feel” for where the opponent is on the screen if you want to consistently hit your multi dash combos. Why? Your dash distances will always vary slightly depending on when you cancel the animation.
-Out run wolverine (?)
ANTI PHOENIX TECH COMBOS
-[Close to corner – 1/3 of way away ] 2M, 2S, 236L, 5H, 5S, X-factor, back dash, 63214M (launch combo)
-[Anywhere on screen] – J.S (ground bounce), vertical jump, J.M, J.M, J.H, 5.M, 5.S, X-factor, back dash, 63214M (launch combo)
-2M, 2H, S, J.M, J.M, J.H, J.S, land, 22S, 6L, 236L+M
Anti Phoenix Tech Combos
-2M, 2H, S, J.M, J.M, J.H, J.S, land, 22S, 6L, X-factor, walk forward, 623L+M [ Requires 1 meter and xfactor. Works anywhere on the screen]
-[Air to air: works anywhere on screen] J.M, J.H, J.S, (land, vertical jump) J.M, J.H, J.S, (land) 5S, X-factor, 623L+M, dash, 5S
GOOD TEAM MEMBERS:
-Dante (Crystal assist)
-Dr. Strange (Eye of Agamato)
[Note: For some reason people seem to hate this character. ]
-Mystic Ray is an extremely good assist
-Mystic Stare is a good move to punish assist and some projectiles.
-A lot of characters think charge characters are “hard” (not me)
-Can be hard to get in on some characters (practice those plink dashes)
-[In corner] 2M, 2H, 421L, J.H, J.S, 421L, J.M, J.H, J.S, 5S (launches) J.M, J.M, J.H, 421H, 236L+M (618K damage)
-[Anti Phoenix Tech – works anywhere on screen] 2L, 2L, 2H, 2S, J.M, J.M, J.H, 236L, 236L+M, X-factor (on last hit last hit), 214L+M
-[Air to air Anti Phoenix Tech – works anywhere on screen] J.M, J.H, spider swing, 236L+M, X-factor (on final hit), 214L+M
-Phoenix (JP tech ftw)
-Hulk (web throw ignores hulk armor)
-[Anti phoenix combo – works anywhere on screen] 2.M, 2.H, 2.S, J.M, J.M, J.H, J.S, dash forward, Tenderizer (L ver.), X-factor cancel on kill, dash backward, 63214H, dash up, Tenderizer ( L, full mash) 236L+M after ground bounce (Note: don’t change directions)
X-Factor Level 3 Combos:
-[Mid screen] 2M, 2H, 2S, JM, JM, JH, JS, dash, L(mash), dash after ground bounce, 5S, JM, JH, 214L+M [Note: kills all characters]
-[corner] 2M, 2H, 2S, JM, JM, JH, JS, (land) Hold H, back dash on hit, 5H, 236H, 214L+M (1.2 million damage)
-Instant air mighty strike – Press 2147214M this allows you to mighty strike at a downward angle at the fastest possible speed.
-J.S, 2.H, 623M, 5.S, J.M, J.M, J.H, J.S, (call Skrull assist), 623H, 421H (full charge), 421L, (Full charge) 236L+M [ 826K damage ]
Anti Phoenix Tech Combos:
1.) 2H, 2S, J.M, J.M, J.H, 421L (block and x-factor cancel on hit) 63214L, launch combo
2.) [Works in air or on ground] – 63214H, 5S, J.M, J.M, J.S, 421L (block and x-factor cancel on hit) 63214L, launch combo
3.) [Air to air combo] J.M, J.H, 5M, 5S, J.H, 421L (block and x-factor cancel on hit) 63214L, launch combo
4.) [On ground mid screen or corner] Raw S, J.M, J.M, J.H, J.s, (land), 623H…jump forward, x-factor cancel, 63214L, launch combo
5.) 63214H, 5S, J.L, J.L, J.M, 421L… xfactor cancel, 63214L, launch combo
6.) [100% consistent – works anywhere on screen] – 63214M, 5L, 5S, J.M, J.M, J.H, J.S, land, 623H, jump forward, xfactor cancel, 63214L, launch combo
-whiff cross-up j.H, command grab
Best Plink Dash Methods:
-9H+M+L, 6H+M+L, repeat (foward) and 7H+M+L, 4H+M+L repeat (backwards) — No advanced methods needed mid air
-Very high air mobility
-Good range and normals (J.H is a very good move to punish assist calls)
–DIVE KICK MAKES AIR PLINK DASH HARDER (You must change from standard way to do it in air)
Wolverine / Akuma
-Jill (???) – at least from what I seen she can out run him. If he plinks to fast he’ll get Swiss cheese
Counter picks to Morrigan / Dr doom
-Hawkeye – has a projectile that goes through all projectiles.
-Thor – Mighty Strike goes through all her projectiles.
-Aamaterasu: Has a shield that reflects projectiles
-Arthur(maybe?) – Shield can negate projectiles. Can win projectile war. His projectiles have more durability. [Example: Axe, 214M, can negate 2 soul fist]
-Strider (vajra assist) – his assist keeps Morgana out the air. Add a point character with teleport can it’s easier to get inside on Morrigan.
-Shuma-Gorath (mystic ray assist) — for same reason as Strider
-SpiderMan – Make mo mistake this is Dark Phoenix worst matchup. Spiderman has the easiest anti Dark Phoenix tech and maximum spider leads into it from anywhere on the screen. This has to be like a 9-1 matchup seriously.
-Any character with a command grab. Use the Japanese tech, people!
-Hawkeye. With meter will kill Dark Phoenix because she can’t randomly mash buttons
300% teams (Note: These are teams like Apology man and Datvip)
-Sentinel [Hard drive to escape unblockables]
ANTI-DARK PHOENIX TECH
1.) Character: She-Hulk – 2M, 2H, S, J.M, J.M, J.H, J.S, land, 22S, 6L, X-factor, walk forward, 623L+M [ Requires 1 meter. Works anywhere on the screen]
2.) Character: She-Hulk – [Air to air: works anywhere on screen] J.M, J.H, J.S, (land, vertical jump) J.M, J.H, J.S, (land) 5S, X-factor, 623L+M, dash, 5S
3.) Spider-Man – [works anywhere on screen] 2L, 2L, 2H, 2S, J.M, J.M, J.H, 236L, 236L+M, X-factor (on last hit last hit), 214L+M
4.) Spider Man – [Air to air Anti Phoenix Tech – works anywhere on screen] J.M, J.H, spider swing, 236L+M, X-factor (on final hit), 214L+M
5.) NEMESIS – [Anywhere on screen] – J.S (ground bounce), vertical jump, J.M, J.M, J.H, 5.M, 5.S, X-factor, back dash, 63214M (launch combo)
6>) NEMESIS – [Close to corner – 1/3 of way away ] 2M, 2S, 236L, 5H, 5S, X-factor, back dash, 63214M (launch combo)
Point character – Taskmaster
Assist – Chun li, Amaterasu, or Super Skrull
When to use – In corner before any of Phoenix teammates have been killed.
How to use – Combo to corner, snap back, call assist, use Taskmasters unblockable.
How phoenix can escape: The only way for Phoneix to escape is to block xfactor dash out. This puts her team in a server disadvantage because since no character have been killed she is forced to use level 1 Xfactor. Furthermore without the correct timing she will still get hit.
Link to Anti Phoenix tech video below: