Sent/Dante cannot do Hard Drive out of mixup -> DT because the DHC isn’t ready in time. If it were, Sent/Dante would be a godlike shell. Sent only likes Jam Session in the corner.
Vergil/Strider is probably pretty good for zoners because Rapid Slash assist pushes people fullscreen and Vergil DHC fixes damage problems. Jam Session is probably a better assist for zoners since it shuts down superjumping but DHC to Million Dollars isn’t a ToD like DHC to swords.
I have been playing this team for a very, very long time, it’s strong. Asides from what you’ve mentioned, Cold Star gives Morrigan corner and midscreen Soul Drain combos.
Wierdest shit the other day, so I was playing MODOK/DORM/DOOM.
Modok HPB DHC into Chaotic flame DHC into DOOM fingers?
NO, MODOK it HPB into Chaotic flame into MODOK HPB again!
No lie, this game got some wierd shit going on. MODOK came out twice.
Do I know how to replicate that shit hell nah, has this always been possible?
Fuck if I know.
Oh I never lose to hulk, I just don’t like playing against him.
ESPECIALLY if he has plasma/drones behind him.
Seriously that shit is full on let hulk go fucking ham, and I believe that is Hulk optimized to the teeth.
His Skrull is good precisely because he played a safe, solid Skrull that relied on space control assisted by Plasma Beam rather than using Yolo Mentor Smashes. If he had used more Mentor Smashes he would have been blown up by the better players.
I like it because it’s actually not that hard to get the timing down on it, and it is training mode stuff. I might mess around with a Spidey/Frank/Dante at some point.
The Jam Session is not mixing you up and it’s keeping you in place. The only mixup that will occur is the left/right before Jam Session activates. Jam Session keeps you stationary and in autoblock, so you only have to eat the mixup when you land and before it hits you. i.e like Cold Star they have to force you into the mixup.
Most of the setups involving Jam Session are escapable because of this, try pushblocking and using your air movement after getting out of blockstun, or if they are using Jam Session to meaty you chances are their timing will not be tight(almost guranteed). And simply airdash/double jump out if they are using Jam Session as a left/right on incoming(the opponent can choose to hit you meaty straight up too). Pushblocking leaves you open to guard breaks, but it is certainly better than landing and getting hit by 2-3 unseeable Viper/Magneto/Firebrand high/lows in a row.
Very few teams/setups cover all of Vergil’s options when he has XFactor in stock
-Helm Breaker which can act as an OS throw vs air meaty’s and is very very hard to meaty midscreen(easy though in the corner).
-Block XFactor Guard cancel into throw vs aerial meaties.
-Dimension Slash XFGuard Cancel vs setups that rely on Vergil dropping down to the ground(ie Viper unblockable).
His options are not the best, but they are certainly not “free” as people make them to be in this topic.
I don’t know about the Firebrand/Jam Session unblockable, but there are ways out of Viper/Task since they require you to drop down to a certain height(ie he can Dimension Slash before that or XFGC throw if he lands).
I’m not sure but I think he can also air XFGuard Cancel and throw/hit Firebrand out of the unblockable. The other issue is the window of calling Jam Session, unless you time it perfectly(which isn’t possible outside of snapbacks) you can miss your timing, get Helm Breaker’d, jS’d, Dimension Slashed etc.
Getting a clear assist call timing off a kill is not really consistent due to not wanting to cross the corpse up + the timing of where you kill the characters during a combo changing the recovery(ie killing at superjump height vs grounded, early in a super like Million Dollars being the best example). It really is very hard to truly meaty a AI with a double jump because of this.
There is the left/right before the jam session activates. If you opt to pushblock to avoid high/lows there will be another left/right after the jam session ends, and that one can be unseeable. If you don’t pushblock you get the high/lows. Some teams have funny tricks with jam on incoming. If you bait a dash forward with mags, call jam + repulsion and take your pickup
those are all horrible options. he is so free on incoming. Vergil’s only hope is that the other guy messes up his timing.
helm breaker free to meaties, XF guard cancel should not work against proper meaties either because the other guy will land on the ground before you can throw (magneto addf S) or he has an H left to chain into the throw (the Doom classic meaty j.M). Dimension Slash hoping you end up on the other side is the hail mary to end all hail marys so I guess why not, if you are running anchor Vergil. Still pretty bad. Seriously, anybody plus drones has all of Vergil’s stuff locked down tight.
But ShadyK has it right. His Mag/Doom/Vergil team only looks like it has anchor Vergil but it ends up being anchored by Doom more often than not because he goes for a safe DHC instead. PR Rog should have run the same strat but nobody could handle his hamshow style so it’ll be awhile before he makes that adjustment.
Level 2 frank gives you something to work with. The roll just adds an entire other dimension to his game.
Level 3 frank is really only super wanted for the phoenix match-up. The air throw super is nice to have for other match-ups too, but for the most part you’re looking for that anti-phoenix tech.
Level 4+ frank is Frank Best. He still loses some match-ups and I wouldn’t call him top 5, but I would call him top 10 for those match-ups that the other guy just outright loses because chainsaws make them unplayable.