But the whole point of giving her more health is because shes not going to be so stupid if X-factor lvl3 is taken down a notch. lol.

So when she doent have 20 seconds to play around with, with a 4000% damage and speed boost shes going to have to put some thought into getting that win, ie: she’s gonna need a little more HP. Phoenix needs at least 500-600k, but only if youre doing something about xfactor.

Because as it stands, im getting tired of just super jump > dash > lightning attack x3 until the clock runs out because I refused to get a whole team BSed on lvl 3 DP.

EDIT: yeah the thing bout X-factor is its another comeback mechanic that negates the skill required to wipe out a team. Blowing up two characters when you have a full bar and then getting slayed by one character in lvl3 x-factor because you guessed wrong once it really is a bit much.

I guess the olden days of just losing and having no way to come back because you just took too much damage early on makes casual gamers quit too soon.

Lets keep the Wesker talk to a minimum. We have talked the shit out of him and need to focus on other characters who have been not discussed a lot in this thread so far.

IMO characters that need more discussion.

She Hulk, Captain America, Super Skrull, Felicia, Chris

I would put X23 in there but there’s really no point when no one is really doing much with her yet any way and she was touched on a bit earlier. I’m working on her a lot though and I think she got dat claw lady potential.

It brings up an interesting discussion though. Comeback mechanics make games less competitive by nature, but so do anti-comeback mechanics, in theory, would having two of them try to balance each other out be good? XF3 is obviously tipping the scale too far one way.

ASS!.. er High tier :sweat:, Ass, WTFisupwiththisguy, Medium, Meh respectively

imo.

They dont really need anything to make them better, not that they are good but they are workable.

Dormammu’s :l: hitboxes need to be fixed. If youre too close it completely misses, and its not like he has a normal faster than :l:

Well obviously a medium can be reached, and thats by reducing the amount of time that Lvl 3 xfactor lasts along with the damage increase. I can deal with speed and damage if the time is cut, or I can deal with time if damage is cut. Cant have all 3 because its just ridiculous.

And as a Wesker player, its really hard to force you eat something if you just keep jumping, otherwise I just randomly do MaximumWesker, but that defeats the purpose of Lvl 3 unless you just going for chip. X-factor Phoenix is just like …lame. I mean im not crying, because I’ll learn to deal with it regardless, but it just sets a bad precedent to make her ALL THAT and a bag of chips I dont think its cool to just intentionally make one character so overshadowing to the rest of the cast thats not really “cool” to me.

Which characters exactly?

After two weeks of only sitting in training mode I finally was able to play a few matches with my main team (She-Hulk/Mag/Tron) and I’ve got to say its really strong. I kind of feel as if I only have two characters and an assist though.

She-Hulk’s Damage, Priority, and Option Selects (not to mention that command grab) make her an amazing character as long as she has the assists that allow her to get in.

I had a little trouble getting in on Lei-Lei with She-Hulk without taking a few hits, but once I was in, I was in for good!

I’m actually in an amazing mood today and I believe it is due to how much I enjoy playing my team (specifically She-Hulk) in Marvel. - My team has evolved a lot from MSS.

Now that people like when Wesker is talked about but…I feel like you can definitely just go up and air throw people trying to super jump with Wesker. He has gdlk air normals too so after a while they’re going to be scared of getting counter hit trying to tech air throw into air loop combos. He definitely has the super jump height with the speed increase to go after people trying to run away.

If Chris actually goes into melee with you, he fucking hits HARD. I was eating shit against this guy who was total ass minus Chris. Everytime I would get hit by Chris I just saw a huge chunk of my health go down. Mind you this was meterless too. If he threw in sweep combo I’m pretty sure I would have not won.

Yeah Chris can do 600k easily meterless if he lands a hit. My brother messes around with him a bit and he’s not really that great of a lame player so he just tries to go in and gamble for the 600k.

I agree with She-Hulk!

After watching Justin Wong and Combofiend’s She-Hulks, I immediately started playing with her and got positive results.

Chris hits like a tank, yeah. Off of one land mine he doesn’t even need to do a super to hit 600k.

I think, like most people have said, that he’s a chip character. Just doing a jumping shotgun is about 75,000 dmg on chip, and if they advancing guard, you can immediately do Gun Fire M for about 135,000 chip dmg.

I agreee that Chris needs to work in tandem wiht assists to be truly effective. I’m running him with Taskmaster and Spencer right now with him on point. I use Taskmaster’s parabolic arrow assist, and use that to force people into a super jump or something to avoid the shot, then make them land on Gun Fire M for a very decenet amount of chip. I might throw a grenade also to keep some fire there to make a grounded approach difficult.

I think his jump D+H is actually very good, since you can hop over most projectiles and punish, and if you’re about midscreen you can combo off of it since his crouching M has absurd range, and can lead to a full combo of about about 700-800K.

The land mine can be every effective, as if it hits, you can do a huge combo for big damage, plus you build about a meter and a half just from that combo too. It’s slow, and you have to know when it’s safe to use it, but it’s definitely an effective tool.

Chris is also a great assist punisher, as his magnum blows through whatever most assists can throw out, and since assists have no bounce limit, he can repeat jumping magnum for a kill in about 3 or 4 hits. Doom and Sentinel and whoever else stays out a while need to be called in only when it’s totatlly safe, as Chris can shoot one magnum and take off a ton of health.

Chris’s hypers seem bad on paper, but in appliance they really aren’t too bad. Grenade Launcher has the odd little quirk of disabling beams or beam like supers. If done on reaction to say, Iron Man’s Proton Cannon or Storm’s Hail Storm, the first shot has immense priority, and can disable the whole beam super so Chris can almost walk through and get a full punish. It’s also not a bad option for DHC’ing into, as if he’s able to get the 2nd shot off at all, a combo needs to cease as the sky grenade will usually stop the combo. Chris can turn this into a full combo if the opponent is not careful. The first shot OTG’s also, so it’s not bad to get a flying screen knockdown and then DHC into a fast beam hyper of some sort.

His lvl. 3 is really interesting, as it has tons of invincibility, and is capable of blowing through almost every beam and projectile hyper in the game, even from full screen. The lasers do plenty of damage, about 446,000, and can be easily tacked on to the end of a long combo with an assist’s help and the H Combination Punches. Chris can even punish the usually very safe Okami Shuffle with it, provided your reactions are quick enough. Chris builds meter like very very quickly, so this option is usually available and is very good to use.

Overall, like people have mentioned, Chris is a tricky character, and it will be a while before anyone is playing him at the top of his game, but he can be very good with the right assists, and is easily capable of taking over half your life away in chip before you even realize it! I’m not a very good player, but I enjoy talking about Chris, as he’s a very under the radar character.

So, here are my big questions:

What assists does chris need to be effective

And what assists does super skrull need to be effective

I feel like both of these characters have a strong game in their own right, it’s just very unique. I just found out you can charge skrulls c. H and have it reach almost full screen. It seems like he, perhaps like chris, counters keep away, which is pretty non existant outside of Dormammu, deadpool, and Arthur atm.
If chris could attack out of a dash, he would be so much better too. I hope they change that.

I really want to make a team with Chris, Skrull, and Spencer, but I’m not quite sure how to make them work together. At least with chris and Skrull, cause they are easily 2 of the most fun characters to play with, and that team would be super fun times, all the time, even if I lost a lot. :karate:

What does everyone think of Hulk his standing H is so annoying T_T?

Skrull does a ton of damage, but he’s relatively slow, and not precise in like an MODOK or Viper precise, more basic and risky. To be effective, is probably one that allows him to utilize meteor smash, so Doom rocks off the top of my head. Easy crossups with that one if done properly and you can add Inferno for damage. Doom rocks also works for setting up his throw as they last longer and startup slower then an average projectile, so doing it preemptively to cover your ass, then maybe again if you like the risk is a nice 33% chance or so of snatching someone up and doing damage.

That said, he’s still pretty bad. Not quite Captain America bad, but really bad nonetheless. I think Skrull is easily one of the most rewarding characters at low levels of play, but as you progress he just gets outclassed and destroyed by advanced rushdown, or lame shit.

Yeah, skrull definitely seems limited, but I just want to think he can make something happen. I’m sure he can, he has a few loops that do decent damage, but he really is a meter whore, in my experience. He’s like wesker, but without a reliable resets/combo continuables. If ChrisG could show that Ryu has uses, than he or someone else can show that he has uses too, I guess I’m just waiting to see that player.

As a Deadpool/Dormammu player the Chris matchup feels like an uphill battle. It’s really hard to win a ranged fight against Chris because all his projectiles beat all my projectiles, and they do twice the damage. I can try to rush down with Deadpool but it’s not like Chris is free up close or anything. Especially when the Chris player I get most of my practice from can 100% either of them with a bar to start and DHC shenanigans.

His resets aren’t bad with assists, it’s opening people up to begin with, he has to guess a lot. He can make some of those guesses safe with something like plasma beam, unibeam, or drones, but he’s still guessing a lot.

That…should not be that hard for DP. In the air, you have a clear advantage…just don’t jump like a moron on a mine and you’ll be fine (I say this…because I was jumping like a moron on the mines, not knowing it was a free launch…).

Jump forward or jump back M guns trades with revolver in his favor (or loses). Jump forward L guns loses to flame thrower if you’re actually at an angle that will hit him. I can sort of space a double jump to do jump back L guns but when he blocks it I give up all momentum. I’m not sure what good air superiority has when Chris doesn’t have to leave the ground.

And if he catches me with an airthrow I just died.