Great, got an error trying to reply. Well, let’s try this again:
Anyone not using her “ground” dashes right now is missing out on her best unblockable set ups, fastest mid range punishes, and double overhead attempts instead of the more typical overhead/low. Her “ground” dash is also having it’s minimum frames until you can cancel into an attack halved, so she should have around 9 frame overheads and close range with “ground” dash into jL. Using her air dashes in the manner he suggest cuts you off from assist calls mid dash because she must super jump into them in vanilla because they have rather high minimum height requirements to activate. Without any kind of safe dash whatsoever, her ability to work the opponent to the corner, where she actually deals rather good damage, is essentially gone. I could deal if we had real fucking walk speeds, but well, we don’t. We have the standard modern game “everyone must walk at slug speed to make dashes more impressive” bullshit. Unsafe ground dashes simply have absolutely no place in Marvel 3.
theoretically you should only need one airthrow to put them into a kill or reset situation but ok. also pressuring kinda makes it so they cant punish assists thats the whole point of it yeah? (the characters who cant do this are bad) upbacking is strong against -bad characters-, but one of the primary strengths of the top tiers is that they shit on upback really, REALLY hard
(also lol at the notion that ryu can punish anything while being pressured)
if you’re backed into the corner and upbacking without an airdash or doublejump good luck getting out against a good team/player lol
also overall this is like whatever, it just makes sj movement more preferred vs normal jump height movement and requires trijump movement to have assists while getting in. unless the amount of SJ/vertical area coverage projectiles has increased then airdash characters’ movement games are just gonna be up there assistless (more or less they already are anyways). it’s a positive change for keepaway but doesn’t radically change 8way airdash characters.
on the other hand, spidey and his non flight+8way airdash friends are really gonna have to do work to get in now
i guess at the very least chris is finally gonna be able to maybe hit someone with standing magnum if their brain farts and they try to normal jump height trijump for movement instead of SJ height shit.
Im really not seeing how this utterly destroys certain characters gameplan. Morrigan’s air dash is pretty fast so unless youre dashing from full-screen its risky for most characters to try and counter it. She can sj>air dash>drill kick from half screen and be in your face before you realize what happened. The zoning strategy could play to characters like Ammy and Morrigan’s benefit because if youre playing defensive eventually you work yourself into a corner. That’s where patience, character control and maximizing opportunities come into play. Ammy’s airdash is shorter which is a good thing in this case, her reach and priority in the air is outstanding, and cold star is one of the best zoning tools in the game period. I admit it wont be as easy but it adds layers to the mental aspect of the game.
Really not looking forward to this change, especially after seeing how Morrigan can’t even block out of her grounded dash. With no safe way to move quickly around the screen, I think she just managed to drop a tier. If there was ever an instance where a character needed a teleport, this is it right here.
The nerfs sound like they’re going to regulate Morrigan to assist tier (unless people find some really good assists that can cover her flight) but everyone else should be fine. That’s all I use Morrigan for any way on my side team. Love getting meter MVC2 style.
i think this system change is one of the best changes. if you going in, you better commit. now i can chaotic flame morrigan when i see her boosters and ammy when i see her vine.
As a Morrigan player, I apologize if she was giving you a hard time before. Which is strange, because Dormammu is one of her worst matchups in the game. But at least you can mash Chaotic Flame now for more damage!
Dormington already has an extremely useful flightmode that gets him across the stage more quickly than Morrigan’s flight and his tri dash is relatively safe thanks to the fact that Tri dashes are close to the ground. He even has a teleport that puts him in a relatively safe position that is far out enough to avoid getting air thrown constantly like Dante.
He has nowhere near as many problems as Morrigan does in UMvC3.