MvCI Meta and Tier Discussion

thats my opinion about this kind of topic and i apply it to all fighting games.
i dont know how capcom handled things in previous marvel titles but
just because they maybe gave a fuck back then doesnt mean that they should now.
other things get fixed and i am sure they will get rid of this glitch too this time.

One of the pillars of high level Marvel is basically exploiting a ton of glitches. Most of the four gods are basically there due to their exploitations.

Wouldn’t it be the opposite? I mean, I don’t see anyone winning SFV grand finals dominating solely with these kinds of tactics, unlike say Sirlin with Rose in A2 (granted, the Chun/Rose match up from his classic example is 7:3 in Rose’s favor simply because of low strong).

The closest I can recall any modern game outside of Marvel doing is is KoFXIV, with Ruby Heart who (prior to the nerf) could just sit there and hit low C to punish anything all day, or Nakoruru who could just be safe all day and then call the bird when she wasn’t.

and?
they used something which was in the game and did not got removed…fine.
i am not standing here and complain that people use the glitch…its in the game now
so take your advantage of it when possible and when it stays people have to adapt and get used
to it.

that doesnt mean that i think capcom should let it in the game and as it seems
capcom dont intend to in mvci based on the other patches.

Yeah, we are talking about 2 different things here. I’m talking about abuseable tactics that aren’t that great at high level play but own the lower level play.

In marvel this would be something like strider doom that dies at high level, but owns at lower levels. Same with most of the MVC2 trap based teams… you just can’t trap a good player for very long so the game at higher levels is mostly poking and getting random hits here and there… like I said though… mostly. That doesn’t mean you aren’t regularly going to see a magneto infinite or an ahvbx3… but big combos aren’t what mvc2 is about. The game is about spacing and avoiding traps and doing lots of various poke damage because that’s where most of the damage comes from.

You have sent doing like half life with 2 moves into rocket punch and things like that. Marvel is a poking game, but at lower levels it’s trap based… you have to get passed the trap to get to the poking.

In ST it’s tick throws. The higher levels aren’t dominated hard by tick throw loops but the lower levels are etc etc

This game is gonna emphasize defensive options to “combo break” peoples bs. Right now if yoi get hit and put on the corner GG. Most teams habe little defensive option (one thing Sonicfox has over everyone else). Not necessarily Camping but RR can lay out a mine and beg you to come get this work. All the other teams if they arent attacking they are losing badly. Sonicfox is the only player that can play defensively and survive til one pixel and then turn the game around on a dime.

RR only has proactive defense though, once anyone gets past the mines RR is pretty susceptible to rush down. No armor, only lvl 3 has invincibility, his fast buttons have no range.

You’ve got a couple of options against RR: get him away from his mines, come at him from above at a high angle, know your characters’ options for clearing mines, or have a horizontal zoning offense that beats his durability.

It’s funny in an discussion with Chris G he said to me “This game is BS, MvC3 was the most balanced Marvel ever since everyone has access to TAC infinites. This game you’re forced to play certain characters.
The only way to get past 7K damage is with a glitch not intended to be in the game.”

I was like…do you really think development designed UMVC3 around TAC infinites?

People seem to forget quickly that exploiting not intended shit is what high level play is about. I honestly don’t even think dev was like…I want Morrigan and Doom to invalidate most of the cast with bullet hel. What do you think?

I’m thinking that Arthur, RR, and Firebrand are strong because they have access to one of the cheapest offensive tools in this game: instant overhead j.LP. While it’s annoying in 3, in this game you can tag cancel from them for a full combo if you let the tag attack hit. I have to test a few others like Jedah and Morrigan to see if dash xx j.LP does the same thing, but I know for sure those 3 have it. I think this is really strong because of how many characters in this game have huge damage locked behind poor mobility/hard to open people up, and these 3 can easily get that damage from little commitment. It’s probably ridiculous with Time Surge because you get an unreactable 3-way mixup between cr.LK, j.LP, and Surge xx Tag.

The problem with Arthur at the very least is how are you going to get him close? If you tag him in to point blank then you can’t also tag his instant overhead.

If you try to get in with just him… well good luck outside gold bottle or maybe space storm.

The only thing I can really think of that might work well is give him power stone and instant overhead to powerstone surge… if it combos. Now that would be pretty legit. But it probably doesn’t combo anyways… should test.

this game is going to BTFO ppl who started the marvel series with mvc3 IMO (unless they just are really good at adapting) because the more i watch of this the more this looks like xvsf and mvc1 had a baby.

Basically. Rocket Raccoon has to take the streamroll just like a good bit of the other cast once someone gets past the traps and gets in. Preemtpive defense only lasts so long in Marvel until people get their movement and counter options up. That’s part of why Morrigan was so OD in Marvel 3 because even if you got near her, she was basically the highest tiered character with an invincible reversal super that she can call missiles before using. Now she still has that invincible super and can tag off of it essentially making it like a 1 meter commando assist.

The one thing that actually works out for Sonicfox’s team is that Space Storm activation is basically the most powerful invincible reversal in the game. It’s just that he has to wait for his storm to get half full before using it.

Other than that though with the game going the way it is there will be a premium on ANYTHING that’s frame 1 invincible. Haggar lariat, shadow servant, raijinshou, hyper stars and strips, shinkuu tatsumaki, all of these types of things will be important as it will mean you will always have a way to stop meaty lockdown setplays and rushdown attempts even if you don’t have a preemptive trap defense already down. This is why Haggar will be particularly strong in the meta as he has a big health pool with a double sided, meterless reversal he can always tag off of in a game where zoning is best for setting up mix ups. Which means the opponent still has to get near you to make the zoning profit, which means lariat that shit into tag.

Just getting in on RR isn’t an auto loss for him. Since he has a 4 frame jab he can use that up close and beat a lot of characters options. Similar to wgat Morrigan did in 3.

Tgere wad absolutely nothing balanced about mvc3 and TACs didn’t level the playing field and I don’t believe every character had a TAC.

I think the character with some of the best use of j.lp IOH is firebrand. That being said, tornadoes don’t meaty and I’m upset.

That is enough RR typicallyisnt staying in long. He is switching out to the other character to do most of the heavy lifting. So proactive or not mines versus an oppressive ranged assault is gonna be your best options. When you watch Sonicfox he gets a lot of miles out of trap and bait. He plays around his traps and make them do the work for him (like you should be doing). Defensively he is REALLY strong. I saw it in his matches against champ when champ had him down. It isn’t like flame carpet or lariet in umvc3 but it does the job. That is one thing I give Capcom. They made his traps actually useful in this game.

I should have said firebrand j.lp ioh into tag offensively. My phone does not want to edit meh.

HSD glitch should stay as far as balance is concerned. It doesn’t really do that much more damage and it can be counter switched out. If it goes, it’s basically a glitch that doesn’t really do anything but make the game more interesting get taken out. If they take it out then it’s just something they take out for no real gameplay integrity reason. It’s just “it’s something we didn’t know was going to be in so we’ll take it out” type shit. That works for SFV since it’s designed to be set around rules and they didn’t want it to be another game where option selects make all of the decisions for you in neutral and setplay.

Once you start removing every single glitch and thing that is found from Marvel, ti’s not Marvel anymore. You can just play every other anime game out there if it devolves to that. It’s just every other manufactured competitive fighter with set rules. I believe that’s the same thing that led to MSH vSF being the Marvel game that no one talks about.

Only glitches that force completely one player play or freeze the game should be taken out.

Getting HSD glitched after your first character is dead and losing the game right there ain’t cool tho.

Comebacks are already hard enough as it is and have to be earned, you don’t need to give the player that’s already winning a one touch kill.

Granted, it’s not really a priority in fixing right now, but it shouldn’t be something that stays either.

From what I’ve seen most HSD glitch combos are only going to kill the lowest health characters in one touch from 100 percent health. With or without the HSD giltch you’re looking at dying to a lot of the better teams if you get shot with anything before you get hit and are down to one person. Like if you’re down to one character vs Ultron/Dormammu you’re probably going to die if they have meters and you got tapped by a few projectiles first.

Plus you need at least 2 bars to do a lot of them and if you get hit first and need to counter switch you’ve kinda shot yourself out of being able to use it for a while. Especially since zoning only builds meter on hit now. The HSD glitch basically gives you no real advantage vs a team like Sonicfox’s or F.Champ’s any way. Just helps you compete better.

The majority of the time even if you lose a character, you’ll have a full storm and if you escape the incoming and hit them, they’ll have lost enough health where a storm combo into level 3 will likely kill them off. The situations competitively where you are going to always die to the glitch as soon as you come in from an incoming off a character death should be pretty rare.

The only glitch I’ve seen that they should think about removing is the Spencer infinite (the one that GX found). Mainly because it basically becomes a true ToD on everyone and can potentially timer scam. Even then that’s just a maybe depending on how easy/hard it is.

It isn’t an auto loss for RR, but it isn’t a great look for him either. That jab is very short range, and forget about it if he’s looking at armor. Not a certain defense by any means.

If you get in on Coon and he doesn’t have a trap down, he’s done other than storm activation, level 3 or counter switch.

Everybody without an invincible level 1 or special has to hold shit once they’re got in on outside of storm or a level 3 that is a straight hit box. Grab level 3s lose to air dash pressure as they’re constantly going to be in the air any way.