Ultimate Marvel vs. Capcom 3 - Missions (Day 6) B
The second half of Day 6's Missions. Looks like I may actually be able to play actual battles now--but I'll tackle the story mode first. I think I'm starting to get the hang of this.
This video will cover Storm, Crimson Viper, Dormammu, and Haggar.
Ororo Munroe is an X-Men member in the same generation (and usually the same team) as Cyclops and Wolverine and is one of the most powerful mutants in the academy, at least via sheer force. She was born in Africa and grew up in Egypt, and when she came across Professor Xavier, she agreed to him taking her in to Xavier's place. She's also the leader of the X-Men fighting squads when Cyclops is away or when he retires. Storm has powers over weather, namely rain, lightning, wind, and hail.
It looks like I didn't have much trouble here. Well, except when I got to Mission 8. I wonder what made me think I could pull it off. Well, I think I can, but it would take me a long time, since I'm not too accurate with air throws, as you can see here.
Crimson Viper is from Street Fighter 4 and is a CIA operative working deep undercover in the Shadaloo organization. She's not as good a fighter as the real members, so she uses a hidden battlesuit to augment her capacity for combat. She got the information she came for when, as usual, Ryu and the others stormed in and trashed the hideout. As she's finished her objective, she hasn't been seen in the Street Fighter timeline since. She's voiced by Michelle Ruff; if you've been following my videos, you most recently heard her as Cream the Rabbit in Sonic.
Does it seem odd that after breezing by the first four missions, Mission 5 would be a brick wall for me for a while? I have always finished Mission 5 for every character (except Chun-Li). I still don't know exactly what I did to finish this, but Viper would constantly fly right above Hulk. You'll see that for Mission 7, I eventually learned to do the combo itself, but the mission wouldn't accept it.
Dormammu lords over the Dark Dimension and, while he greatly cares for his own people (sort of), he's extremely greedy and wants to take over every universe. He has magical abilities to rival Zeus and Odin, and he is also trained in martial arts in case his powers don't work. His species has a natural ability to manipulate fire, which you'll see him use extensively here. Dormammu frequently clashes with Dr. Strange (more on him when I get to him) but has never been able to best him.
Dormammu is a long-range character, with options like the Flame Carpet to prevent opponents rom getting too close. This is evident in Mission 3, where you have to send Zero flying away and get caught in Purification H. Mission 4 gave me a bit of trouble as Arthur's too short to take much damage from Dormammu's standing attacks. You have to keep Dormammu a little bit of distance away. Mission 7 is almost exactly like Viper's Mission 7. Purification L even has the same input as Seismic Hammer L. So naturally, since you likely saw I had problems with Seismic Hammer L counting as part of the sequence, you can tell I'd have problems wit Purification L too.
In the Final Fight beat-em-up series, Michael Haggar was once the mayor of Metro City, and if his appearance and actions in this game are any indication, still is. When he was elected mayor ad declared that he'd crack down on organized crime, the Mad Gear gang kidnapped his daughter Jessica and would release her only if he ignored their crimes. Haggar refused and teamed up with scrappy young men Cody and Guy (yes, the same two that you see in Super Street Fighter 4) to take down the entire gang themselves. No doubt this did miracles to Haggar's approval ratings. (As of the most recent Final Fight game, Haggar has retired from politics.)
In Mission 6, I'm doing that quarter-cricle-back, eighth-circle-forward motion a bit TOO well. That move where Haggar jumps up diagonally screaming is the Hoodlum Launcher, not the Violent Ax. Mission 7 is mostly in the air, and I can't control Haggar well in the air, it seems: The combo could mess up at potentially any point, as you'll see. The Double Lariat upon landing is the hardest one to keep within the combo, and unlike with Purification or Seismic Hammer, it's also hard to keep the Double Lariat within the combo (though its controls are different).
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