MvCI Meta and Tier Discussion

I’m curious at to what trapping strategies will be implemented, but considering chip is a bit wierd will it be even viable?

“- Unblockable Protection/Auto blocking. The game wants to allow you to do cheap things, but it doesn’t want to give you quite the room to just faceroll into mix ups like in Marvel 3. You can no longer chain an overhead attack and a low assist on the same frame and get a true unblockable. That now triggers a block stun and stops the unblockable. Can still create a small gap to create a hard to blockable. Can no longer create nearly unblockable mix ups with super/THC style lockdowns. Supers and multi hitting attacks force an auto block until the block stun ends. Luckily since there is no early frame chicken blocking you basically get a free mix up once the block stun ends.”

I thought that already happened when you’re in blockstun, that’s why I thought Million Dollars>tag wouldn’t be THAT strong outside of giving enough time to your other character to set up his own shit.

For sure runaway plays a part in it too, but the reason I omitted it is because it doesn’t have such a defined tactic in MvC3 as zoning for example. One can play runaway and keepaway at the same time, using their mobility but also their space control to stay out of reach. But Storm runaway in MvC2 was drastically different, which was literally to super jump air dash up to the very top of the screen, float, land and repeat. Unlike keepaway runaway consisted mostly of no contact with the opponent at all besides blocking, and was used primarily as a means of gaining meter by Ha!Ha!'ing up and down the screen with hp air dash cancelling to gain not only meter but more y momentum. Lockdown is the fourth corner of this strategic relationship.

Coming from MvC2 I just consider runaway to be less of a factor in MvC3 and something used intermediate to everything else, for example Wesker plink dashing across the screen, a better example would be Chun-Li triple jumping, using up kick and lighting legs to stay high up in the screen for long periods of time, just without the benefit of whiffed meter gain.

How this will pan out in Infinite I have yet to think about.

I think it’s pretty obvious that pure runaway is something devs in general don’t want to happen for the most part.

Spiderman was pretty good at runaway with his movement. He was definitely the closest to A2 Rolento in Marvel 3. MODOKs ability to fly to the top of the screen for an enormously long amount of time to burn out supers and XFs was a decent form of runaway also.

In general games just have too many mechanics that work against runaway and keep away. Negative penalties, light chip and no meter for whiffing really hurt

Chip isn’t the only threat of a trap (or lockdown) there is also the fact that the opponent is gaining meter while locking you down, and the fact that if you are simply blocking, you can’t do any damage… so you need to break out somewhere and when you try to break out is were you take damage.

Half the point of a trap is to make them try to stop blocking and do something else, wherein they eat all the damage. This is how it’s been since SFII Ryu’s corner trap where you made your opponent try to jump out of the fireball pattern to get hit with a DP.

MvC2 in general just has the extreme versions of things. Extreme runaway with Storm, and extreme trapping with tons of chip using teams like Spiral/Sent, Blackheart/Doom, etc.

Yeah, people are getting trap and lockdown and chip strats confused. Strider doom was a lockdown with chip… but it didn’t need chip to function, it just made it better, much better.

Traps tend to be lockdowns with forced gaps, but the gaps can be put in different places so that the breakout point is more easily disguised and the opponent flails into the trap and gets punished.

In the NFL there is a play known as a trap. It’s generally where an offensive lineman backs off and covers a different part of the field other than play against the defensive player he is usually assigned to. This creates a gap that the defensive lineman can run through and get perfect access to the quarterback. The defensive lineman sees this opportunity and then runs straight through the gap… only to be trapped by a different offensive lineman coming from another direction and plowing the hapless defensive lineman through and creating a gap for the running back to easily get through.

Maybe so, but the chip of MvC2 traps made the trap so much better. Speaking from a pure to form Spiral/Sent player.

Something I just saw with Morrigan in the new Tyrant video that’s really interesting.

If you’re using another character and hit someone with a multi hit super, you can just tag in Morrigan during the super and land a free harmonious spear on them. Basically meaning if Morrigan is on your team the opponent pretty much has to take a debuff everytime they get comboed into super. With Chun Li’s super you have enough time to hit them with the spear and then fireball them for some meter.

Shit I’ll be able to set up in time storm with this will be nasty. You land one super with the other character in the storm, tag them with one spear and then try to land as many fireballs as you can before they pop out.

EDIT: After looking at the combo again it seems that there is some sort of scaling on the meter gain if you do it during a combo. Normally you get 25 percent of a bar per harmonious fireball, but it looks scaled below. You can tell the status is in effect because Morrigan flashes green whenever she lands a harmonious buffed fireball.

I also noticed that it seemed as soon as Dante hit Morrigan the debuff went away. Which is weird because I figured in the video they suggested you had to tag to get rid of it. Balance wise it makes sense though if that’s how it actually works. Otherwise if an opponent is down to one character they would be screwed with zero way to remove the buff.

Do we know how many frames of invincibility stones have when used? I feel this is going to be so strong.

Storm or surge. For the latter, we’ve seen a raw tag beat out the Power Stone’s surge.

He’s most likely talking about Infinity Storm activations.

This is the latest info Olaf has on the storms

*Infinity Stones
Full Clarity:
Tag + Stone button activates your Infinity Storm, based on the Stone Gauge. Must be half-full or more to activate (like Ultras in SF4)

Startup of Storm is very slow, but very invulnerable.

By pressing the activation again (tag + Stone) while in the storm, your storm will be canceled, the entire gauge is consumed, and you will perform your level 3 super. With no super meter consumption.

Some characters, especially characters with Throw level 3s, can activate versus opponents approach, use invul to avoid damage, then immediately pop it for level3 using that invul, and punish anything too mash happy or too slow to deal.

Infinity Surge is treated as a special move; normals can cancel into surge
Infinity Storm Is treated as a Super Move; you can cancel from a special into Storm.
Storm can (apparently) be done as a guard cancel.
*

Whoops my bad I’m talking about surge. But after reading deviljins post i guess i’m referring to storm. I have seen videos of characters having attacks pass by them when they use it. It looks like a ghetto dodge that you can punish right after. i really like this a lot. i could test if surge does this with the demo i guess

Oh damn, you can cancel specials into storm activation? I have to main Haggar now.
tfw Zero’s about to do some anime shit but you Lariat him out of it into a full combo

Spoiler

https://www.youtube.com/watch?v=ZqlcN8lRnqk

Another frame of reference for the range of the mind stone command grab

The range doesn’t seem too bad, bigger issue seems to be the terribly slow start up. They do a pose pre activation that seems to be almost visible to react and jump out of. Meaning the opponent has to really condition you to get hit by this. Then the scaling is so bad at (especially at low health) that a raw level 3 still didn’t kill

It’s obviously a setup for a reset. It dizzies and gives you a day to setup whatever you want.

That’s what I figure top level use of it will be for. I assume waiting until the dizzy state is just about to leave so you can beat the scaling. The long start up is going to require a lot of conditioning to land though. In a game where people are going to be gunning to react to so many things as it is.

True, but you gotta remember, this is a command grab on non command grab characters. People are going to be trying to block that fuzzy guard overhead crossup… and bam, get grabbed.

Right, it’s just the command grab has a very clear indicator that it’s about to start. Something I feel top level players will just easily react and jump out of regardless of what fuzzy mess is around them. If the gameplan is to look for fuzzy stuff then jump if see Dante doing a pose with a yellow gem in his hand, that’s not going to be very hard to do in the long run.

I think it’d be better off with less range and an unreactable start up than where it is right now. It reminds me of Omen’s 99 percent damage grab super in KI where yeah 99 percent white life it scary, but it’s like 26 frame start up or something crazy and he does a very obvious pose. Meaning no matter what he’s setting you up with, you simply button or jump out on reaction to the pose.

If there’s no invincibility or armor on the grab then you’ll likely see people just jabbing it out also.