MvC3 Actual Balance/Potential Tiers Discussion

Unibeam is much easier to combo from for most characters, but Plasma Beam usually also works it’s just a little more difficult. The benefits to Plasma Beam are that it’s the most durable projectile assist in the game, does a little more damage than Unibeam, and Doom comes in way at the back of the screen so he’s harder to punish than IM who comes in right on top of your character.

That’s sort of a bad example because it’s pretty common in chess to play for a tie rather than a win (playing not to lose), especially if you the openening you chose is a bad matchup against your opponent’s.

unibeam scales like CRAZY if you use it too early in your combo.

seriously. it’s RIDICULOUS.

Going back a page or two to Dante vs Phoenix…you guys realize that TK Shots have some ridiculous 35 frame recovery, right? Dante can teleport on reaction to the startup of a H TK Shot and blow up Phoenix for free. You get a free airthrow at the very least, but you should be able to hit j.M, doublejump j.M-j.H -> Killer Bee for a full combo, homing TK Shots won’t catch you. He has to guess on the other two versions of TK Shot, but I’m pretty sure wavedash under -> Jam Session covers those as well.

Seriously, after looking at the data on TK Shot, it seemed like such a simple solution. I’m surprised no one else mentioned it, and it makes me think there may be something else I’m missing.

Hitting Phoenix doesn’t make them disappear is the main thing, if you teleport then killer bee you’re going to get hit by the projectiles. >.>

Except for your example to counter the chess analogy also extends into fighting games with character selection.

No, you won’t. They don’t track that easily. When you teleport, it takes some time for the shot to correct itself and start following you, which cuts down on the amount of time it’s on the screen, to the point where by the time it gets to you, it disappears. Seriously, go into training mode and try it. I’m talking about typical runaway Phoenix, where she highjumps to the top of the screen and then tries to start shooting at you.

But you said killer bee, which moves you back toward the direction she fired the projectile in unless killer bee is not the dive kick, I may just be mistaken with my Dante move names.

You can do j.H, Air Play, J.M, Double Jump, J.H, Killer Bee (divekick) to keep yourself in the air for much longer than you would going straight into killer bee. Even J.M, Double Jump, J.M, J.H probably gives you enough time.

Doom’s beam is actually second (or maybe third, I’m not sure if arthur’s daggers beat it) to Taskmaster’s arrows in durability. Taskmaster’s horizontal arrows in general are really underrated. They work the same as a beam assist except he uses the full arrow charge so not only does his projectile do the most damage of any assist, it also doesn’t knock down to allow for easier combo’s and it barely scales at all and he starts behind you just like Doom. Where if you start a combo off a unibeam or plasma beam the damage of your combo is going to be way lower, if you start if with arrows it actually ups the damage of a standard combo.

You may have just convinced me to try out Task. I like Doom but he’s not really working as an anchor for me.

taskmasters horizontal arrow assist is godlike for all the reasons that britton said, and hes also a decent anchor.
chrisis is also a big proponent of the arrow assist and uses it to beef up his viper damage. check out some of chrisis’ vids in the viper forum.

-dime

Taskmasters arrows are extremely nice IMHO, Im honestly thinking about trying taskmaster on my Phoenix team in place of Dr. Doom
Even the chip from the arrows is deadly (lol like taking 7-8% on Block)

Taskmaster is the character that has the easiest synergy with anyone, IMO Task arrows are among the best assists in the game and there isn’t a single character who doesn’t benefit from Task arrows. He’s easy to DHC into and just as importantly as far as gauge usage he can fill any role either burning it like crazy or building massive amounts. If it weren’t for his terrible match up against Viper and a few other issues he’d definitely be top 5.

I wonder…

Is easier to win but less options top top tier?

Or is it characters that are tougher to learn but have much more options?

I’m finding out characters like Phoenix, if I can’t snap her in and kill, I only have to save a character to get her to low health and run out the clock ( joe is amazing at this with air mobility and a slow super ) or use ammy for full screen punish to Dark Phoenix. So right now Wolverine and Phoenix are fairly tough to beat consistantly but once you crack open the one or two things they are good at…not so tough.

i’m kind of thinking tiers should be considered based on team dynamics rather than one by one characters.

Dante aint “blowing up” Phoenix, man…lol

Care to actually explain your POV instead of just firing off a a smarmy one-liner? I’m fine with being wrong, just explain to me why what I posted was wrong or how it doesn’t make a difference in the matchup. Seriously, I’m always open to learning more about the game, so enlighten me please.

I can vouch that Tasks arrows beat Unibeam out with an arrow to spare for damage if you throw them a split second before IM get Uni off. Uni has faster start up. I haven never beaten Plasma Beam with arrows before, but that’s usually because of timing.

One thing I’ve felt is that arrows do not keep you in hit/block status long enough to mix up, or rather give you as large a window to, when compared to Uni.

Still, Task > IM any day.

Isn’t it different in xf3? The recovery I mean. I also imagined that she could cancel the recovery with her teleport for some weird reason.

The recovery is slightly better on H shots in XF3 D.Phoenix but not crazy different. D.Phoenix has to use firebird super to cancel the recovery of any of her moves. That’s pretty much the main use of the super outside of combos to protect her from whiff punishment or XFC guard cancels with a 15 frame invincible super. Since D.Phoenix players are usually in the air and already have XF on using XF whiff/block cancels isn’t an option either.

That’s why if I can I try to kill both of Phoenix’s teammates first before killing a 5 bar Phoenix. Dark Phoenix without meter can’t do any funny shit with her super when she whiffs a move until she gets the first bar so that buys you a bit more time to do something offensive with your XF. Once she gets meter then you have to respect her a lot more and generally have to get lucky to win.