MvCI Meta and Tier Discussion

Not surprised Gamora’s guns go through a lot of shit. Guns in the older games tended to act more like beams so it seems they wanted to keep that property here, even if they are now actual projectiles. I believe some of the other guns in the game share the same unreflectable property as well.

Well what I do know about Jedah’s spirals is that they don’t interact with other projectiles. Unless you hit Jedah they stay on screen regardless of what other projectiles are on screen.

Morrigan’s harmonious spear seems to have pretty good durability and eats out other standard projectiles. The initial cloud it makes as it’s setting up has pretty low durability, but once it’s out it’s hard to fuck with.

So, when looking at synergy for things like tagging and stuff… we should look at:

Move properties on block, on hit, and on wiff.

How can a wiffed move be good?

Ask reality stone.

General properties of good moves to tag from:

Lockdown, invincible, projectile, unsafe on block or hit, heat seeking hit, covers an important angle on the screen, does great damage as a starter but hard for the point to combo off of.

Moves that are probably going to become more and more useful as time goes on are heatseeking hits like striders divekick.

Richard Nguyen was using dantes air shoot straight down pistol to kinda heat seek and lockdown so he could get in.

He was also using dantes torpedo moves into tag as a way in, not necessarily as a lockdown… but just to get in… like uriens ex tackle if he could tag cancel it.

So heatseeking moves and fast torpedo moves are likely to become more important as time goes on because they serve as neutral bypassers.
Mind stone has a lot of power in it by hitting the command grab into combo to make meter and using that meter for a lockdown beam or counter switch.

Mindstone will also be able to make for certain kinds of unblockable resets by doing the command grab/low mixup where you go low a frame after the command grab goes active so if they jumped the command grab they get hit by the low (Mike z took out these kinds of unblockables in SG by making it so that if you upbacked through a wiffed command grab you got chicken block protection)

Mindstone might be very good on characters that don’t seem to have a go to stone because it means those characters are probably well rounded and the only thing they lack is a command grab or a reversal.

Dante’s air shoot straight down doesn’t turn Dante around even when it crosses up. This makes it great for use with tag for left/right mixups. Jedah’s air downward drill has the same property, and I suspect can be used the same way as well.

Fuck me Soul Storm scales hard! Once you reach around 60% you’re literally doing pixels of damage per hit and that’s with hypers.

Optimized soul storm will revolve around double surge spam to get a lot of life.

If you combo knock someone into the air and slightly delay soul surge on your partner (hold r1) you can combo soul surge up to at least 8 hits.

I believe someone said that soul surge doesn’t count twice in the storm shrug

Plus the life steal scales heavily during combos. You’d probably start getting next to no health very quickly even if it was possible.

Most Soul Storm combo videos I’ve seen have been ground based combos any ways so you can always add a reset in.

Indeed, just talking specifically about damage scaling. However the last hit of Lv.3’s still take a chunk of damage like they usually do. Check out desk’s YouTube!

I think people complain about scaling too much. Not sure why. Maybe there is too much MVC3ish feelings left over. Clearly this is not meant to be a one touch game. I’m pretty sure resets will prevail. I guess everyone is still trying to find their 100% combos, but I just don’t think they’ll be very prevalent in this game. A game where mixup options are very strong, it’s better to just go for resets. The combo limiter works pretty similarly to MVC2. I think they were trying to bring back that style. I can’t wait to see the mixup trees that people will come up with.

The nice thing is that resets also promote neutral. Marvel 2 generally had longer bouts of neutral play because you weren’t getting ToDs unless you had like 5 bars stocked or hit somebody with Ironman. Resets promote more neutral play since sometimes your mix up is strong enough and they get hit again and sometimes it gets blocked/pushblocked/reversaled out and then you go back to neutral.

With the added counters switches and quite a lot of characters having armor or attack invincible specials or supers, it’s a lot to account for and forces the issue of neutral.

Super early impressions rating list
http://www.mmcafe.com/tiermaker/mvci/index_customize.html?tc=ya0-trekfber90kjcbg5ic8vcbhmcaj65whq91hk2tnfccbs90d3idg65v755x8s8zkl8ybjfchkfb5ucang8xepcbm55wa45v8ifcbm2tbwcakjfcd45u5q8zen2s00ms00ms00ms00os00os00os-bkf-tiMARVEL%20VS%20CAPCOM%20INFINITE-ct999999-c10E0E08-c2494947-tvFF7101-thDD3C3C-d1Top%20Tier-x110-d2Low%20tier-x210-d3More%20Strong-x310-d4Less%20Strong-x412

Characters I might be over-rating: Strange, Gamora, Spider-Man
Characters I’m probably under-rating: Iron Man, Thor, Arthur
Characters I legit don’t know how to rate: Frank, Rocket

Hmmm wonder what you watched that got those 3 characters at the top?

Heres my only tier list

Best stone surge: reality
Best stone storm: space

You guys’ tournament tier lists are so stronk.

I’m still gonna wait till about the end of next month to see more shit in play before I really throw a list down. I’ll conjecture with what you guys have until then.

I’ll admit that Dante got bumped up because of SCR.
But Ultron and especially Dormammu were up there just from preview footage combined with my first day of playing.

Id make haggar higher. Lariat is legit stupid in this game and it probably makes him high tier for right now

Dante is really good. Works better in a game without ToDs everywhere as his support and neutral tools carry even farther. The fact that fireworks is a normal now means you can just spam it in every block string. Not sure if hammer is invincible anymore but it seems faster start up with still a good hit box. Pushblock not pushing as far helps his solo rush a lot.

Plus it’s easier to play him on point since you can just tag into someone else vs a match up where his slow button frames may be an issue. Everyone was too afraid to play him on point in 3 because his slow frames and one touch death from other points. Without fast button + assist call dominating opening gambits he has more room to be a point character

What does everyone see in Mega Man? He seems like a worse version of Arthur to me.