My fingers are probably bleeding right now. Switching off from doing dantes bold cancel combos, to rom, and the auto pilot combos has me wondering, what do you guys feel is the most execution heavy team?
Besides these 3 who else do you think requires or is expected to be played with heavy execution as their standard. You could easily use dante’s day one combo (the marn), Ironmans other crap, or magneto’s fly combos to make execution 5x easier but it is expected for pros to be pushing it to the limit with these three right?
I’m thinking Viper
maybe Zero (but i find all but the lightening loop really easy, and nobody is expecting you to use the lightening loop)
I don’t even know how people land combos with magneto, dante, ironman, and viper mid match because I’m dropping the crap out of these in the training room 50-70% of the time.
When saying “execution” you have to be more specific. Are you talking specifically about combo exceution/overall gameplan execution or both? MODOK imo is probably the hardest to play in the game. His combos require some timing, his mobility is very awkward and hard to get used to, and opening people up takes a a lot more work than a lot of the ghettoness in MvC3 (teleport left/right mixups, ghetto moves like Wolverines Berserker slash, etc.). You need to be ON POINT an entire match or you will get blown up, a lot of concentration required. His combos aren’t the hardest but when you combine it with his trickier set ups and wierd normals to hit confirm off of it adds up.
Iron Mans overall gameplan imo really isn’t too difficult (tri dashing, abusing really good air normals etc.) but his combos are definately trickier to get down (if you are doing his better/maximizing damage). You actually have to hit confirm with him or you will get destroyed. You have to know when certain combos will and will not hit depending on the spacing/character size. He has some ridiculous normals like cr. C that totally mess up any momentum. Basically you need really clean inputs and be able to hit confirm off 1 or 2 hits to really be effective.
Viper could be debatable. At first she is awkward because she doesn’t play like a lot of characters but you get the hang of her eventuallys. Her combos aren’t that hard, but some of her advanced tactics like Viper balling, rapid seismoing, and other various can opener things take some practice.
Some characters IMO like Chris and Thor have easy combos but learning how to open people up/keep people up takes a lot of practice to figure out what tools to use and when because if you use X when you should have used Y then you eat something fierce :(. You need to know when to lay mines, shoot the shotgun/uzi/magnum, call an assist blah blah blah.
I think although characters liek Dante, Magneto, and Zero have a few more inputs for their heavy damaging combos, their basic tools are so damn good that all it really is for them is somewhat muscle memory. Because you KNOW you will open people up with Magnetos high/low game, Zeros buster/teleport pressure with assists, or just swinging the sword with Dante. Just get that muscles memory down and you will be fine.
Hmm interesting point, I think a reason i find Zero so easy is because I always land hits and despite the combo taking a little dexterity it’s almost herp derpish…
Magneto’s rom is difficult but hit confirming is pretty easy, but I honestly think dante is just execution heavy (but then again I don’t play with him much at all)
If we had two lists for Combo execution and overall execution what would they look like. Lets not get a difficult execution mixed up with just a bad character either. Just because it takes a ridiculous amount of dexterity, timing, reading your opponent and etc to land that hit might just mean the characters bad…
(expected standard Combo Execution difficulty)
Dante (bold cancels, style cancels, all those moves, easy to punish bad normal selection)
Magneto (everything is easy but that Rom and the hyper grav loops, super jumping constantly is tough for me)
Ironman (that unfly combo takes a crap load of hit confirming and it’s difficult, too easy to get ariel exchange.)
(character movement and offense leading to hits execution difficulty)
Viper (So much rapid stick movement and accuracy)
Modok (valid points, he is so awkward but def has potential)
Ironman (hit confirming, I find myself constantly flying and un flying on push block to avoid punish, idk if it’s just his offense not being good or being execution dependent)
Edit: How could i forget jill… I dont have her yet but I have heard…
I haven’t played any of those so I wouldn’t know, but the one thing I know is that hyper grav loop is far from hard and is the only aspect of Magneto I mastered in my first session playing him
The point is that the rom is only good for cornercarry. Damage-/meterwise there are better options, e.g. Grav loop. So if you’re already near/in the corner, there’s no point doing the rom at all, except for style points.