Yeah that’s really been a trend for Marvel 3, SFV and generally any later Capcom fighter. Defensive options aren’t too strong. Marvel 3 took out invincible assists, SFV got rid of frame 1 DPs and now this game has lockdown supers that shut off your counter switch and leave pretty much no gap to poke or even invincible move out of. Later Capcom games pretty much force you to use preemptive movement and hit boxes to deal with shit. Once you’re locked down you better hope something gives you space or you’re eating a combo.
I don’t know if it works in this game, but in mvc2 and skullgirls which borrows mvc2 mechanics, you can pushblock guard cancel.
It’s weird to explain but suffice it to say that pushblock in skullgirls at least works that it lasts 25 frames. If you let go of the controller and leave it at neutral after the 25 frames, even if you were in the middle of blocking a beam super… you would get hit or be able to do something invincible. Whereas if you didn’t pushblock, or just pushblocked then held down back to block you would be able to block like normal.
Long story short, pushblock allows you to cancel the blockstun of any move and bust out of that move before you normally would if you hold neutral at the end of your pushblock, in mvc2 or skullgirls. It’s an extremely important mechanic, without it things like spiral trap and strider doom lockdown would be unbeatable.
Unfortunately the mechanic is most useful for going directly into an invincible move, but invincible moves are few and far between in mvci, the other really useful thing is to go into a super jump, but with the chicken blocking being nerfed I don’t think that’s as useful anymore.
I’m also not sure if pushblock guard cancel exists in mvci, or if it’s the same if it does exist.
We already know that autoblocking during supers is gone so if that’s gone it follows that PBGC is also gone during those supers… which is where they would be the most useful.
Pbgc is so strong in skullgirls that lockdown strats are kind of frowned upon. You basically give your opponent to be free from getting hit by any mixup for a short duration, as well as give them an easy reversal point, so it makes sense that the mechanic might be toned down in mvci.
Just watched the Chris g grand finals and his opponent pbgc’d into storm so it’s possible to pbgc supers. Or at least ironemand super… never know with this game, it may or may not apply to all supers.
Watching the grand finals the on,y thing special I saw from ironman was his damage, it’s quite huge. Other than that it was just Chris g’s incredible neutral skills.
And once again space gem takes a tournie. The fact that it’s a reversal that puts you in a box makes it like the best reversal there has ever been in a streetfighter game imo.
Don’t even need the surge, just get that great reversal and you good to go.
If the game ever takes a more grounded approach I expect ironman to go up because his ground movement is quite good.
Since I have no one to play I’m not even practicing combos. All my time goes into wavedashing and movement in training mode ATM… it’s pretty fun to practice and once you get it good you can tell that movement is what will really set the elite players apart from the scrubs.
Movement in this game is more complex than its ever been imo. The DUD plus wavedashing plus move canceling (Arthur) gives tons of ways to move around and occupy different spaces. This is my kind of game.
I’m trying to take my training slow also. But the majority of my time training is spent on combos. I’ve only play a couple of casual games to try to get a feel for the game. Haven’t nailed down my team yet. I’m doing gamora/dorm ATM but I’m not sure how well they play off of each other. Will probably eventually make two teams just unsure who to pair gamora up with.
Chris G playing with Iron man is pretty cool. Iron man is getting written off as a character so it’s cool to ser him being played.
There was a lot of tournaments this weekend and a lot of different things happened. So it’s going to be interesting seeing how this game develops.
I don’t think Ultron is the type of character that forces you to play him. Unless he’s nullifying 90% of the cast I think you’ll be alright without playing him.
No. 2F I believe is invincible. But you can’t mash it as a reversal. That’s why I like reality. It comes out on 1F. But time stone is really useful for counter switch into escape and perhaps, punish if you’re aware.
On beam super lockdown, forget it. It just doesn’t work. The only thing i’ve found actually working is storm activation to whatever is invincible. Arthur has a guaranted Level 3 punish on beam super lockdown when he has storm. Just activate the Storm while in block stun and spam free Storm Level 3.
Ultron seems to fulfill a role similar to Doom and/or Sentinel in this game.
Which means he’s probably not the best character, but he’s so useful to his teammate that he’ll probably always be on top teams.
More? It’s a bit scrubish don’t you think? Cross over tag will only work for so long,
Yeah but that’s a hyper, for the cost of one bar it’s fair game that you’re at a disadvantage. The idea is that you use Time stone to prevent your self from getting into that position in the first place. The first and most fundamental of any Marvel game is movement.