I'm probably only talking to 2 people max here, but if anyone can do Morrigan's mission 10, i'd love to see it. I can't get the final launcher to connect
that combo is well hard to do. i struggled after the second flight cancel.
anyway, my overall feel for umvc3 is that it pretty much the same as the old mvc3 but some combos works differently and here is less random left/right mix-up or full to half screen juggles that lead to instant death (plus a 80-death mix-up on the character coming in). xfactor is less powerful especially in lv1, but lv2-3 xfactor is still gives mad speed and power increase especially for some characters (like 45% speed increase for strider! with orbs on, he is better than dark phoenix). although it last different time for different characters, but i havent tested it yet.
my advice to beginners is pick at least one top tier in your team and someone with a decent assist with whoever you like, or you are going to get bodied by someone that knows what they are doing without a chance of figuring out whats going on and why you lost.
practice how to set up a situation for a mix-up is much more important than combos in this game, although you should at least have you bnb and a more damaging specific combo down. as dropping a combo in a crucial momment can also lead to a quick defeat, because your combo will build enough meter for your opponent for a character kill combo with multiple dhcs or lv3 and he/she will likely to tag out that character to regain a lot of red life.
here is how i determine who is top tier and who is going to be useless.
1. mobility: you probably want to stay away from slow characters without armoured moves because they are a sitting duck and are very vulnerable to getting mauled by fast characters like magneto and zero. having good mobility options like fast wave dash, double jump, flight, air dashing and teleports can also set-up a lot of offence with quick tri jump instant overheads and teleport left/right mix-ups with selected assists, as well as running away with flight and plink dashes.
2. strong mix-up: mix-up ability is very important because with the help of assists, you can constantly put your opponent into a unfavourable position or situation and they can never get out. basically you are always in a good position if you are in and your character has strong mix-up ability. a character with strong mix-up usually have at least one of the following: safe attacks from many angles, fast and high priority or close to invincible normal moves, command throw, fast high and lows, chain-able lows, and teleport.
3. combo ability: by combo ability i dont mean ability to do long extended combos because almost everyone in the cast have the ability to do that. i meant ability to open people up and land a full combo from different positions.
for example, one of the reason why wesker, zero, and wolverine are top tier in old mvc3 is because of their ability to convert random hits from half or even full screen away and air throws into a full combo. wesker can juggle after any anti gun shot (not anymore!) and zero can chase after his buster and get a full combo from screen. this is why they are so feared in mvc3. things to look out for are long range juggles, ability to combo off any air throws, and combos off anti air attacks.
4. health: this is obvious. i have lost count how many times i hit she-hulk or people hit my wesker, they survives and comes back to touch of death their opponent with a random slide or gun shot.
good assists usually hits far (usually projectiles), fast, high priority or invincible, good hitstun to maintain pressure or extend combos, otg. examples of good utility assists in umvc3 are, ryu tatsu, iron man beam, hawkeye up/forward arrows, dr doom beam/missiles, dante jam sessions, strider teleport kick, sentinel drones, magneto beam, akuma tatsu, dog coldstar, frank west shopping cart, raccoon gun/trap.
good get-off-me assists would be: hulk gamma charge, hagger lariat, nova superman punch, iron fist drop kick.
assist for extending combos are: wesker gun, x23 ankle slice, nemesis ground bounce punch, spencer up wire grab.
of course some assists can work with multiple purposes like ryu tatsu can be used to get-off-me and extend combos because it cause a soft knock down.
phoenix wright in turn-about mode has by far the best assists in the game because its completely invincible, both the paper and press the witness cause long hitstun (press the witness cause wall bounce as well) and they come out at a good angle to anti air jumps. so they can be used for literally anything.