MvC3 Actual Balance/Potential Tiers Discussion

I spam teleports against characters that have shitty air throw games. You also have to take into account dante’s other tools. Jump cancel and air dash forward. both of which are very slow so I can see the reason for teleport spamming. Sometimes its his fastest counter\mixup tool.

dante’s mixups vary per team. When you have drones on your team, you can create some of the most random looking shit in the game easily. very hard to pin point how dante will land as the drones bounce you around on the ground. Much like the strider\sent mixups from mvc2. Dante also has very good mixups off certain setups from his long ass combos. That ping pong type mixup that dante gets with drones, he doesn’t get with other horizontal assists so the stength of his mixups really depends on assists.

I think people had dante ranked too high when I first saw the list. He’ll be right underneath the top tiers though IMO.

Dante’s fastest moves are his light attack and Reverb Shock at 8 frames start up each. He has no invincible moves besides his level 3, a few frames around Devil Trigger’s flash, Hammer, and Vortex (both of which are air only). If he’s on the ground, doesn’t have frame advantage, and you’re close enough to use a faster normal, there isn’t much he can do about it besides try to push block you away to reset the situation. I think Ammy beats him pretty easily if she gets in on him with her Solar Flare out. (Although she has to dodge through missiles, bullets, homing shots, swords, and crazy guitar solos to get there.) As scary as that st. :l: range is, you really need to get inside of it.

I didn’t really know where to put MODOK just yet… I can imagine that He’ll be a GIANT pain in the ass once people figure out how to work with him and teams that are built around MODOK.
shrug but at this point I just don’t know

Stupid Tier: Amaretsu

nerf the bitch. that is all.

this. not that i really like the sentinel patch, but it’s nice being able to kill him with only 2 bars in xfactor with zero, or no bars with it from mags. even more fun to KO him without xfactor anytime i catch a combo with either mags or zero and have 4 bars…

I think Arthur has better screen control then MODOK. Also Arthur kind of rips MODOK a new one.

You could kill him with 0 bars in level 1 XFactor with Zero before the patch. I don’t even want to know how easy it is now; but I do know you can do it with without XFactor on a DHC from a Rekkoha.

MODOK doesn’t do anything well.

His life is 850.
He has a huge hitbox.
Normals are very slow, gives people almost no reason to block low.
Standard beam super stinks without lots of LOU’s.
Can’t hold U/B while blocking a ground string without getting hit so he HAS to block the triangle jump mixup and needs to be very precise when blocking any kind of corner pressure while trying to escape.
Battering Ram ends with him not being able to do anything until he hits the ground, if you end it pointing up
some opponents can capitalize!

All he has going for him is a snazzy hit and run game with his IAD :m: or :l: and psionic blaster, durability. None of these things
net crazy damage without lots of execution, considerably less than most other characters on the roster.

:rofl:

His life isn’t the best (not that low though), but it’s not a huge issue in this game. His hitbox is wide, but not super tall.

Slow? Stop throwing out random Cs. Second part is unfortunately right, though low assists help a lot with that problem.

Unfortunate and lame, I agree, but not crippling to his gameplan either.

Uhhh…no.

Not entirely true, but also not a huge issue since you shouldn’t be random battering ramming anyways.

“All”… that IAD :m: into corner trap game is extremely strong though. And his damage is fine, his combo damage is good and he derives a lot of damage from chip and trap setups anyways.

Actually, MODOK has 950k health; it’s definitely not 850k.

god damn bro… your freaking dumb. i would ask you to please stop posting, but as others allready did this to no avail, /ignorelist is GODTIER.

oh… ok… clearly i’m missing some pretty big zero technology haha, can you point me in the direction of the 1.3… er, 1.2 mil + level 1 combo? i’m so racing to the lab after work!

as for dante, i’m going to mirror what others have said, once your inside s.L range he has serious issues imo… how you get past that godlike s.L… well that’s your problem haha

modok’s fastest low is cr.H with 15 frames, while his jump>air S is probably around 17 frames total

modok rushdown with jamming bomb status is probably horrifying, though

Uhm, no I’m not. Because from SFIV to SSFIV there were some major changes in balance and the game still evolved in that scenario. There was even a balance patch for it not one but two months later.

Metagame does occur regardless because there are still players playing and as a result, discovering things. It simply takes on a different state and if balancing is done properly, one that allows for a more diverse environment. Balancing is the act of moving towards the goal of equillibrium in order to enhance the overall experience.

Hmmm…I can think of either derp simple combos or slightly more complicated ones off the top off my head that are actually going to come pretty close to that. None that are meterless and w/only levels 1 X-factor. D-loop (Sougenmou Based loop) in the corner gets ~900K off of 1 meter and no X-factor. Haven’t seen anyone doing it under the influences of X-factor but the damage for that is probably in the million-ish ballpark. For 2 meters and XFC blahblahblah > Rekuoha > XFC > Rekuoha is a fuck-ton of damage (damage values are approximate :rofl:). So it can probably be done.

Wow, just drop it. ~1/2 dozen people have torn your argument apart over the last 5-6 pages and we’re trying to move on.

bah, i have been putting off learning that sougenmu loop, guess i should just get it over with.

Hahahaha. “Tore my argument apart”, that’s a good one. Look, if what you were doing is making claims as to why you think Sent getting a 400k is so terrible in stead of leaning on a fallacious argument, we could have an actual discussion on game balance. Telling someone to “just drop it” doesn’t do much to strengthen your position.

Ugh Dante/Sent combo I had dealt with day 2 of the game, and at the time it had discouraged my initial team building for a good while. I ended up with a keepaway team because of that mixup with how the drones push you around. I would be guarding the correct way Dante was with the drones, then Dante would turn to me him when he would teleport and the drones would push me behind Dante as he is coming down from the teleport, and I’d start getting hit. The situation was also dynamic so the timing to do that would constantly change, off of the same mixup in appearance. And then the explosions of the drones would make it harder to see too. How about helicarrier with that too lol.

Dante’s hitboxes create insane footsies. There’s giant cold spots with some characters where any move used will get stuffed so you have to back up or jump away, regardless of the frames because of the spacing involved. I haven’t figured out a consistent gameplan vs Dante with Deadpool yet at all, Deadpool’s limbs are really close to his body.

But what you said also applies to most rushdown characters, not just Dante.
See Wolverine and Zero for examples of using Sent Drones to mix up your life. Arguably even smaller and stranger hitboxes.
Dante has a predictable teleport that he commits to once it happens. You can only ever be attacked from that one angle.
Air throw it/block/anti-air it.

I posted hit detectable lv 1 xfc no meter zero combos that killed sent on day 0 in my thread. Doesn’t require d-loop which now gets 950k btw without xfc.

I like this patch, it nerds sents assist a bit which is what was really gay IMO.