I wanted to explain my card choices abit more.
Cyclops [Rank B]
Slot: Primary
Likely everyone knows what this one does…
Primary: Increases attack power. [Lv. 2] + All attacks cause chip damage.
The why:
Both Ammy and Zero have very long attack chains even on a block, so giving them chip damage should be great!
Zero normally has lower-damage moves, but combos great, so the boost to attack power is invaluable!
Dormammu’s Forward + Heavy Dark Matter now does chip! That’s just evil!
**MEGA MAN (Mega Man, 1987) [Rank: S]
Slot: Secondary
**
Secondary: Shorten the length of charge time for charge moves. Increases the speed of that an assist’s vitality recovers. [Lv. 2]
Why:
Both Ammy and Zero have “charge” moves;
Zero’s Hyper Zero Blaster now can potentially make better combos than before
Amaterasu’s Heavy Glaive attacks and Thunder Edge become safer to use.
Also, Ammy and Zero have low health, so even a small boost to recovery will mean a lot for their survival.****
SPIDER-HAM (Marvel Tails #1, 1983)** [Rank: C]******
Slot: Secondary
Secondary: When you get hit with a combo of 30 hits or more: Regain part of your vitality. [Lv. 1] + Become temporarily invisible.
Why:
Amaterasu and Zero can both rather easily rack up a 30 hit combo…
In fact: that is around the time the enemy might break loose.
But, when you turn invisible, all three of my characters can perform now unseeable cross ups!
In addition, as mentioned with Mega Man, gaining health will allow Ammy and Zero to last longer.
Now all of this is just IN THEORY…
so if someone with these cards can give me feedback
it would be much appreciated!
P.S.
Do multiple Mega Man cards stack for the effect of reducing charge time?
And does Invisibility also extend to your assists or when you trade out?