Magneto has mix ups where basically something is going to happen to you no matter what. The worst that will happen is that he will get into a position where he can attack you again for free. Magneto’s mix ups after resets are so stupid that the Magneto player shouldn’t even know what side of the opponent they’ll be on after a reset. Magneto’s ability to turn any air hit into a death combo makes it so you have another way to justifiably kill off a character incase you drop a combo. If you drop the combo…turn it into an advantageous mix up. It’s not like it’s SFIV where they can mash buttons at your mix up. After a dropped hit confirm where you dont actually have the person in the air Magneto can go up, down and around the opponent at least twice and can stop at any one of those points and start a combo again. Unless they have like Tron or Haggar assist available there’s almost no reason not to
This really comes into play during his resets during juggles where he can get behind you before you recover from the air tech. Which then he can set up a j.H/throw OS counter hit game right after and if you dont tech the 1 frame start up throw you get re comboed. Magneto really doesn’t have to worry about anything happening to him if he drops a combo because his mobility is so ridiculous he can turn dropped combos into resets. Which means of course if he’s actually trying to reset you he’s got setups for days also. These are ideal mix ups because unlike the ground ones they can’t call Tron/Haggar assist to save them from shit.
100 percent combos are nice but most no one will ever always finish a 100 percent combo. Most of the characters that have high damage combos like that have so much mix up potential after stopping the combo that they’re better off purposely stopping it and resetting damage. What are they gonna do? DP you? This isn’t reversal fighter.
Magneto wasn’t so good in Marvel 2 because he could keep hitting you forever until he died. It was because the things he could do when he stopped hitting you were more dangerous than when he was hitting you. Any character that can turn something dropped into more bullshit than the shit they were hitting you with is a big force especially in an unseeable mix up game like this.
Shield skills is actually very safe, it can be canceled into an arrow, counter move, and you can call an assist during it since it counts as a normal move and if your assist locks down hard enough you can use Tasky’s sword master move for an unblockable set up. Also spidey swing combined with a low hitting assist is an easy unblockable set up. Taskmaster can deal with blocking opponents easily, though not on the same scale as Zero, Phoenix, Dante, Wesker and Wolverine.
does everybody’s snapback hit frame 1? couldn’t you theoretically punish a bunch of those “relatively safe” blockstrings like that?
i’ve tried on wesker’s s but can a 1 frame move actually punish the -1 on block?
just saying that utilizing those (as silly as it seems) could be nice vs some characters - particularly if this does work on wesker and its a phoenix team or something.
I’m curious everyone’s opinion on this, as it could be closely related to tiering as the game matures: which characters (or duos, since assists are a big part of this) do you feel are the most dangerous in the “new character coming in” scenario? Whether he’s #1 in the game or not, anyone would have to agree Wolverine is VERY good at pressuring in-comers since he can Drill Claw up-fwd and continue to pressure till they hit the ground then mixup. Personally I feel that’s one of the strongest supports to his high tiering. Also Sent on point with Felicia assist is really good in this scnario. Not saying that makes either top tier, but is a strong “welcome to the game” duo.
Likewise, characters with tools to avoid this volitile situation could potentially gain tiering for it as well. Thoughts?
Reset vs Training Mode Exhibition Combo is a really situational discussion. So many things factor into whether or not you drop your combo for a reset or keep it going that it’s hard to make absolute statements like you guys are doing. How often do you complete the tougher combo? Is the easy combo after the reset guaranteed, or is there a chance of you dropping it? How good are the odds of the reset working? Have you done it a lot before to this opponent, making it less likely? How much meter do both options build, use, and also grant the opponent? If the reset doesn’t work, are you at a big disadvantage?
There will be situations when the math works out in favor of the reset and situations when it doesn’t.
In regards to tier discussions, everyone already knew that Taskmaster does big damage. Even with his easier combos, he still does big damage. If someone finds a more-complicated combo that does even MORE damage, it won’t change his position in the tier list.
Also don’t disregard the chip damage of Task’s regular arrow zoning. It adds up pretty quick and requires you to move in on him.
Despite how much me and Duckstrong argue about stupid shiz I’m on his side with this one.
Taskmaster can hit people especially with the right assists.(He has easy unblockable set ups with Felicia, Viper and the like) His mix up isn’t particularly good without the right assists, but his pressure is still decent and he can beat a lot of normals with his own. Taskmaster can counter poke people with great normals such as Wolverine, Mags and Zero depending on his spacing and when he presses the button. Down backing all day against him without X-factor is also really bad since the massive amount of chip he can do to people chicken blocking or down backing makes it often very not worth it while when you do something to prevent that he gets options to land a hit.
300K is not all you’re going to get off of an air throw, he gets to arrow relaunch and although scaled it still hurts a lot more than that. I as a player with bad execution get on average 500-600K out of his air throw and I don’t have training mode to optimize.
Anyone making the argument that someone’s first video of posting a combo having mistakes in it is justification to say it’s executionally impractical is not being intellectually honest, How many of you upon discovering something new get it 100% off the first try? I’m amazed how quickly Duck Strong got it to that level of stability! If someone put up the vids from their first week of trying the MvC2 ROM you would say the combo’s impossible at this rate since most can’t go for even 2 full reps, let alone 10 on their first excursion into it.
Now before the world implodes from me agreeing I still think Doom’s top 8, and Viper’s top 2.
>.>
That is unless your opponent correctly guesses that’s what you’ll go for rather than a (hyper) counter motion or his launcher, and tag you with a combo starting with a jab or command throw. imo, players should only be using charging star as a whiff/projectile punisher, preferably with a kara dash to double its range.
Yeah Taskmaster definitely has more potential for mix up than people are doing and I’m sure people will come up with more stuff but on the scale of “hard to block” Taskmaster even with assists is no worse than anybody else who has a mix up with assists and there’s plenty of characters with scarier assist mix ups.
Taskmaster is definitely a solid character but i doubt he’ll ever be a character that’s going to consistently open people up. He’s good at not getting hit but Taskmaster is a relief to block even with assists compared to other characters. Undeniably solid character but I feel there will end up overall being scarier stuff to deal with than whatever Task offers. If Task was in SSFIV he’d be a god but in this cheesy ass game…he’s good.
Yea chip damage is big in this game lol. I remember the tournament I went to in April and everyone would be using X Factor early in the match whether it be continuing a combo, or to cover a mistake. Then I would have my Dormammu in the end with 4-5 bars and level 3 XFC and it was just like Lol ok man you have fun now. Long story short, Dormammu (or I should say level 3 XFC) basically won because a lot of people used their X Factor stupidly and took a stroll into Dorm’s hometown of chip city.
The funny thing is chip damage being good is the only hope for characters like Chris or Arthur to see success in the future. Chris isn’t going to hit you without chipping you unless you went into a coma so we’ll see overall how important chipping becomes. If it’s only important enough that it helps Task and Dorm get some wins then that’s not good for Chris and Arthur who are pretty much designed around chip damage.
Tasky IMO makes people open themselves up. Because a lot of Taskies are just like “Eat my arrows bitch, I don’t even care if you block, still going to do mad damage”.
Then when people get in they get all anxious and are like ok time to kill this guy im going to now press a butto… SHIELD SKILLS! JUST LIKE THAT! SPIDEY SWING! The hyper and you are back at step 1, a lot of the times with 1 character less now lol.
Ammy’s cold star assist is SUPER good at that stuff, especially with that unblockable setup with Viper. Dormmamu by himself is one of the best in that scenario because of stalking flare. Stalking Flare forces many characters to eat chip, and stay in the corner. It’s even worse when the guy decides to use X-Factor because it buys him more time to use Dark Spells.
Arthur + Gold Armor + Level 3 is nuts. Doesn’t really make up for his overall crapness… but dat crossbow is scary lol. Its one of those things where if you were stupid enough to use your XFC early for not much gain and are staring at Arthur full screen with Level 3 GA and don’t have great mobility options you just lost.
This situation doesn’t happen often at all… but it is very funny when it does lol.
People don’t know how good those 2 characters are. I don’t main Doom by any means but Viper is an incredibly stupid character that people aren’t even taking a fraction of her abilities into account yet. Doom some people realize he has a lot of tools but most haven’t applied them yet.
I’m one of the big supporters of Doom in Marvel 3 and even I have trouble with the top 10 Doom. This is considering that I’m literally coming up with stuff with him that people aren’t doing in tourneys yet.
He has his good stuff but Magneto being at least 50 percent faster and getting damage off any throw he lands instead of just back throws like Doom alone keeps Doom out of top 10 potential. Unless maybe like the craziest shit ever gets figured out about Doom or the combination of his assists and potential on point makes up for everything which I can’t really see as of yet.
I can make good arguments for Doom’s potential in the future but none of it will make him seem more than top 15 to 20 at best. He’s got a lot of scare potential in XF that I dont think people realize but without XF unless he gets right next to you (which he can’t do as quickly as Magneto) there isn’t a whole lot to worry about. They made the game so zoning isn’t as important or scary as going in and Magneto goes in and practically even zones better than Doom does. The main special attribute Doom has when he gets in is that you can’t push guard him away because he can dash through push block. Though that isn’t enough to make him even close to Magneto’s bullshit 7 frame disruptah and win button that f or b+H when in close range in the air or ground.