MvCI Meta and Tier Discussion

Zero continues to be pants-on-head retarded for no reason other than “muh anime”. Where’s the news?

I thought all characters got hit as they upbacked now as part of the antichicken block thing that’s been put in?

Like even projectiles hit you out of upback startup frames iirc.

i miss normal jump guardbreaks

This is unique in that DF Hp for Zero is a low. Mids/Highs yes will hit you but prejump frames have lower body invul. If you try meaty a c.lk on someone’s wakeup and they chickenguard they will up back away.

That makes sense. That’s why people get out of my meaty Morrigan c.lk on wake up, but then dorm dark hole bodies you on wake up if you chicken block

Here’s a visual. Look at how high jedahs hurt box is. Most lows won’t snag the prejump

So basically you’re better off conditioning people with mids and overheads to get then to stay on the ground first, then pop the low after.

Ok great! That’s definitely something I didn’t know and a point of contention that I’ve been having. Ok so now I know… lows have been nerfed even harder than I first thought… fuckin sf5 all up in this shit.

Oh well, have to use mids then against upback. Sucks but whatever.

Who do you guys think is better between Hulk and Nemesis in this game?

Nemesis if only for the invincible startup level 1.
Yeah lower body loses it’s hurtbox as soon as you jump.
That’s why you can pass through legs all day. Some
characters head seem to lack a hurtbox too. I’m shot a fireball
straight through Ultrons head for instance on a number of occasions.

Nemesis seems better from a range while also being dangerous up close. Hulk probably has some stuff to expand on, but for now he seems like the big body you have to work the hardest to get stuff out of and doesn’t seem to add as much to a team as the other big bodies do.

And if you want Gama Charge? Pick Sigma.

X is not low-tier, but he damn sure isn’t very good.

Stubby normals–wouldn’t be so bad on their own (look at how well Rocket Raccoon opens people up), but unlike RR, X does not have the speed and mobility to make up for his terrible range.
His lows are SO slow, which really hurts his mix-up game. You have to rely on Buster rekkas, and both the overhead and slide are really unsafe unless backed up or done at maximum distance.
His air-to-air game is also terrible. There’s no reason why he shouldn’t have access to any air specials other than charged buster…and then LOSE the charge on the ground.

He NEEDS meter to be effective, which limits his support. Armor of Light helps fix so many of his problems and Level 2 Buster fixes a lot of holes in his game but you won’t have access to a mountain of meter all the time. Especially when X is quite bad at building meter himself (no meter for whiffed projectiles) since it requires him to open people up.

He’s hard-countered by several top-tier characters–Strange, Dante, and Dorm especially, that don’t have to respect his ground game at all. At 3/4 to full-screen, Hawkeye and Ghost Rider don’t have to take any of his shit, either.

Nemesis definitely has the advantage due to rockets, air-to-air noodles, and his invincible Level 1.
But people are definitely underestimating Hulk. Gamma Charge xx active switch is a great mix-up starter.
His mobility in this game can really throw people off. His wall-jump helps him, A LOT. The fact that his dashes are actually safe unlike in MvC3 is also huge.
Gamma Tsunami can trade with beam supers in your favor.
Gamma Crush into active switch is sooooooo dirty. Call in your partner and have them spam attacks while they’re getting hit, and chances are, they “uncombo” and get reset if they’re not blocking the right way. It’s also safe to say that it’s an excellent setplay starter on block.

Hulk’s Level 3 is heavily underestimated. I might even say that it is the best in the game.
It is one of the only three Level 3 supers in the game not to be a “cinematic” (along with Chris and Zero’s) which means they are capable of hitting 2 characters at once.
Not only does it do HUGE damage, but has a shitload of invincibility, covers over half the screen (the hitbox is way bigger than it looks) and has easy reset capabilities.

Tough to get the max damage from Hulk’s lvl 3 though. Huge damage raw, but when you combo into it you often miss the initial chunks of damage.

That’s why I think Megaman works best and was likely designed around mind stone. You’re not going to run of armor after you pop the first storm basically.

At least Megan man doesn’t have to spend 2 bars to get armor back after the first time he uses it.

You can’t reflect Arthur’s projectiles during Gold Armor either; all the more reason to run Mind Stone for him

Strange can finish an air chain, H Daggers, then do a teleport 50/50 or tag in his partner

I’m not so sure about that. Boomerang are slow and so is free shot. If you can get them to be used effectively that’s great but I think your opponent can just fire off a faster projectile and beat the moves. Boomerang also disappears when he’s hit which makes it rough. I don’t consider him a top 3 support in the least he’s not even close tbqh. The reason for this is he doesn’t really have strong set play options. So I can take a character like Dante Ultron or Dorm and have vastly superior set play.

I don’t think any of X’s projectiles pierce. So while you can put a lot of things out there it’ll still generally lose to a lot of stuff. This is true whether he’s in light armor or not. His game revolves around buster. Which without light armor or lvl 2 leaves a lot to be desired.

Zoning patterns can be something like buster dash slicer/w.e. or buster dash surge. If you use reality it can be pretty decent and with time you can cover a lot of distance and there’s potential mix ups. Sprinkle in some light armor some short hop busters and there ya go.

It’s funny hearing people complain about how good X is, Chris is sitting in the corner like…“sup?”

I feel like the changes to the combo system were harder nerfs to Chris in this game than anything else. He was at least workable in MvC3 because of his damage output and ability to keep combos going. Now, with the revamped damage scaling and near-nonexistent chip damage, he doesn’t have a whole hell of a lot going for him. I get what they were going for, but Magnum is NOT strong enough to warrant a resource mechanic. Spencer just outright got fucked with the removal of his 80k hooks and Bionic Arm invulnerability. The latter wouldn’t be such a problem if Capcom didn’t turn around and give the same property to Biohazard Rush (and a few other supers), which does multiple hits and wall-bounces.