I think on paper Captain Marvel is good, but I have to admit, I have an issue landing hits with her. Admittedly I’m not a very aggressive and rush down focused player. But to me she doesn’t have the buttons that allows me to just run in and start pressing buttons. So I do think she’s good, and I think she’s top, but she doesn’t have “derp appeal”. I feel Spiderman and Ultron has more derpness to them.
Put “TANK” in quotes because despite her massive amounts of armor, her HP seems quite low. Still should be treated as a big body, though. I wonder if she has a command grab.
I do stay in the air quite a bit, mostly because I really want to focus on movement and mobility in this game. I’ve been running Hawkeye/Captain Marvel. As much as I want to make these 2 work, they don’t seem to work well together. Would love to be proven wrong. Then again, my execution with Captain Marvel leaves a lot to be desired. When I run Captain Marvel on point I I can’t seem to lock my opponent down to set up a j. HK. So I mostly just get into zoning with her. I need another character to pin down jumpers. Hawkeye strikes me as a pure zoner/reactive character (which is more of my playstyle). But not a strong lockdown character. I’ve entertained the idea of using Jedah instead of Hawkeye though.
Here’s the Harmonious Spear video I was talking about making. Goes over how Morrigan’s zoning is definitely way more designed around the spear. You can have 2 spears on the screen at the same time and with astral vision you can have 4 spears on the screen at once.
Hello! Can never put a voice to the name. Good crack, seems super strong, just the fact that the spear is there waiting for you imobilizes you anyway despise the nerfs, during time storm at least. Although for neutral outside the storm I wonder how punishable her patterns will be with AS and CS potential.
It’s going to be tough to do vs characters that have quick screen clearing supers or beams as she can’t fly cancel to block during any of this stuff. It’s something where you’ll need to make sure you’ve already locked them down with fireballs against the Dormammu, Captain Marvel and Ultron type of characters. Against a lot of the cast though this will get pretty strong and gives you a lot of chances to land the debuff.
The spear also causes an HKD on hit so you can dash up after it hits and get full combos.
Yeah like if you put Morrigan and Arthur on a team you could have her fishing for spears, land fireballs to build meter and then go nuts. Arthur seems pretty good in Time Storm as well. Could have them work together during the storm if you activate a storm with both characters and go nuts.
I’m not sure how successful keepaway styles/characters are going to be. It seems pretty easy for most teams to throw out a level 1 beam super, tag and then be in control.
On the surface there appears to be a ton of strong fullscreen lockdown, projectile traps and all sorts. Then you look at the pitiful chip it does. Trump Voice SAD! Trump Voice.
At the minimum you can play a zoning keepaway character as an assist character for a rushdown character. That’s what stuff like Strange/other character is. Strange floods the screen so there isn’t much place for the opponent to move, then tag in the other character and go in
Playing keepaway style to win entire matches won’t be very viable, but still good to keep a life lead then tag in another character to set up pressure.
Looks nice, have you tried using time surge to make held spears an ambiguous 50/50 crossup? Seems like during astral when you release the further one that pulls them in it would set them up perfectly for it with the near one. Then perhaps a tag would allow you to convert it to damage?
Lol… posted my last post in the wrong forum… will have to move it.
Anywho, some “insights” using arthur:
His wall dagger game doesn’t seem nearly as easy to use as it was in mvc3. It’s pretty hard to time the 3rd tagged to be low enough to hit a standing or crouching character. Not impossible or hyper difficult… but decent difficult… like 8/10 difficulty to get it to hit a croucher.
So that sucks… but Arthur has a pattern that is looking pretty decent:
Jump back jhp xx bottle (qcb HP)
That’s th basic pattern. It covers Arthur’s immediate front with the jhp, moves Arthur back with the backwards jump, and covers his descent and aerial angle with the bottle. By itself this pattern is… ok. But since Arthur can jump cancel in 3 directions and cancel that jump into any projectile or jump attack, it makes the next pattern pretty viable:
Jump back jhp xx bottle xx DJ forward xx bottle
And basically many variations of that. This allows Arthur to cover both the air and the ground if you do something like jhp xx bottle xx DJ xx bottle… Arthur can move forward and back where he wants doing this all day and can switch up from defense to offense anytime he wants. This makes Arthur a very airborn and mobile character and can actually make him feel a bit like a painwheel or sentinel character where he’s always in the air covering his approach or back away options with big normals (jhp) or projectiles.
Combine this with time stone for mixing people up as the bottle is about to hit them, or reality stone for even more projectiles on the screen and Arthur can set stuff up very well…
At least in theory fighter land anyways.
TLDR:
Big derpy Jump normal xx safe air special is a pattern that should be looked at for more characters.