Argument of Tactics

From looking at two strategies people use across the world I’ve come to a debate to which is actually the more effective. One is rush/run and deal real damage, the other is rush/run and deal chip damage. They’re both very effective, but on paper, which one should be the most effective?

From watching match videos the standard way of play is really popular, but some people often choose to deal chip instead. Standard matches are a typical match, but it does have some flaws compared to trapping people. Firstly is the game plan usually concists of both trapping and attacking because you always need to keep control over the match. But trapping all in it’s self does the whole job for you as you keep control and get the damage you want in one go.

But which method of play would be the most effective if either style of play was equally as popular? They’re both great styles of play, but personally I feel Spiral/Sentinel or Strider/Doom for examle are theoretically a more efficiant way of playing.

I kinda think that the things you talked about are highly dependant on some things. First is the team, who you start on that team, your opponent’s team, and who they start.

Basically, you have your main gameplan with the team you chose, and if you play with that team a long time, you have mutiple ways to employ that gameplan. So, when you fight another team, and figure out who they want to start, you act accordingly.

There are some teams though that can do both chip and damage as well. Iceman/Doom/Tron is a pretty good lowtier example. You have mad chip traps from Doom and Iceman, and if someone fucks up, you have combos into fruit loops that will work. Also, my main team, Storm/Sent/Doom can be included in this category, as are other teams.

One of the joys of playing marvel though, is that there isn’t really a wrong way to play your team. Thus you see many different styles of playing the same team. For example, I play my Santhrax to kill quickly ala Sanford style. Others probably play it differently.

Basically though, in this game, every effective gameplan has a counter. It’s those who can adapt to those counters consistantly that will win matches a lot.

this is where theory marvel hits the wall. When s\d is played to its max potential, it stands a very good chance of winning on paper. Your excluding the fact that the best strider team is ssd which has no AA. This means your defensive option tree is greatly increased in most situations. But theory marvel says if you can block you can win. The real question is how long can you block for? its almost physically impossible to block rush down consistently. Even the best defensive players get hit eventually.

strider can do it, its just hes not a one hit kill character and thats where theory marvel ends. Strider has to hit you much much more as opposed to magnus or storm based teams. Rush down is more effective because its 1 hit kill. Something that s\d or spiral cannot do.