Hey! My name is Drew! I'm a tournament fighting game player who also loves retro videogames!
I've been playing Ultimate Marvel vs. Capcom 3 since release in 2011, but didn't start regularly going to locals until 2015.
My streams mostly consist of playing with viewers in UMVC3 over Parsec. Everything else is me playing old videogames casually, often for the first time.
Most of my uploads on RU-vid is Marvel 3 tech and random clips from my streams.
what's up drew! sorry to bother you, but a few months ago I remember you talking about the shortcut you use to do LLs on stick. I recently picked up a stick now from hitbox and I'm back to square one w/ my execution so I was wondering if you could type out the notation or explain it to me. I was very used to doing normal jump > TK > normal jump on the hbox.
I used to do Q motion on P1 side, but I stopped using it because sometimes my hand would slip. On numpad it's 369123. Now I just up forward and input 623.
@@BreakMan333 I see, I guess I just gotta get used to it then! What sequence do usually aim for or does it not matter? I'd always go for n.jump > TK > n.jump > buster > n.jump > TK > n.jump > buster However it seems to get finnicky on certain characters/fall speed.
@@87087 I usually go for a jump lightnings, but TK's are more consistent. Its about whether you're mindful of the altitude you're juggling your opponent. I usually go for: otg buster lightning super (jump up, buster, lighting(1), jump up forward lighting(2), jump up forward lighting(3)) If you do a tk lightning the only thing you can do after that is either another TK or a buster. You can't do TK Lighting(2) into Jump Lightning(3) for example. It should be very consistent across all characters, but joe and rocket seems the strictest.
Definitely fun to mess with. If your opponent is Arthur in gold armor, if timed correctly (given length of being in gold prior) you can do this and come back in as armor breaks for a free combo.
Basically hard tagging is when you manually switch the point character (the current character on screen) with one of your inactive characters. You can tell its a hard tag by the incoming character doing a dive attack and short pose. You can also switch characters by either: - Chaining hyper combos (supers). - team aerial combo - combo breaker (forgot the name)
Flat panels have a lot of motion blur. Crt's literally have 0. Currently theres no way around it untill the refresh rates get to about 10,000hz, which is the tube and glass approximate equivalent.
I'm getting weird stuff, but I think it may be my capture card. I've already had compatibility issues for anything past 480p from a 240p source on my StarTech USB3.
Hey man help me? I can not hit the second punch (L) after Doctor Doom falls on the floor, Anyone have any tips why I just need to learn this to make the infinite combo
Beam relaunch is very spacing specific. Look at 0:27 for how it should look and practice the down tac first. It's the easiest to space properly since it's the same starting off everytime.