MvCI Meta and Tier Discussion

I’m sure space will have a lot of shenanigans we’re not accounting for. Didn’t even think about space surge, tag, surge again.

So was reading what all the v skills were (LOL) space v skill might be pretty busted depending on what it’s parameters are.

I basically see it like being used as to tag out of and use the armor to eat your opponents active frames, giving the tagged in character time to launch off of a successful absorb.

Depending on how the frames work and stuff this could be really good.

Another interesting thing about the surges is that they build meter on whiff, which is rare for fighting games these days. It’s just to go with that they only build the exact same meter on attack/hit/block or whiff. I guess this is done because there are some surges like time surges that do not touch the opponent and are just a movement.

Characters that can fly around and whiff their surges often or find ways to use them in neutral or pressure often will inevitably get to their storms faster. Like SFV, finding ways to optimize your V Skill and Crush counters will fill your bar up with higher health than if you aren’t optimized and just get beat up. Plus with the way the game seems to be working it seems like the person who is just getting beat up won’t have as strong of a storm as the one that is really going in with the surges and building for playing well.

This especially comes into play as if you lose a character you will definitely be at a deficit even with a full storm as 1 character with a storm just isn’t going to be as strong as 2 characters with a storm. A good amount of your resources are attached to your second character and are lost as soon as they die. Which will make how the Soul stone works more interesting.

How does everyone feel about the lvl3 scaling this time around?

I have a strong feeling we won’t see them as much unless someone’s decides to style. It just doesn’t seem worth using. A lot of lvl1 supers doesn’t even seem that effective when it comes to finishing a combo.

Not sure yet. I think they’ll still be good for sealing a character kill as there looks like there will be points where people’s health bars get low with the guts that comboing into a level 3 is the only way you’ll kill them guaranteed. Plus level 3s are generally cinematics which means you can use them to lock people out of counter switching.

Which means cinematic level 1s will also be important as those can also can also lock people out of counter switching. Generally anybody who has a cinematic super will have a leg up in killing off characters before someone can switch out. Especially if you tag them right before they gain 2 bars to switch.

Right now I’m looking at the game as more reset based. Lots of things are pointing to reset based gameplay. In SG level 3 are good for 3 reasons, they have lower minimum scaling, and because dhc into them costs one meter less than if they were used raw, and level 3 biggest use is to end killing combos that came just after a reset where the scaling is much lower but a characters guts kicks in (I don’t think SG has guts though… can’t remember)

Are there any cinematic lvl1s so far? Doesn’t seem that way. Every lvl1 hyper I’ve seen can be tagged out of, to include stuff like Ultimate Web Throw. I wouldn’t be surprised if lvl3s were the only truely cinematic hypers, and in that case characters without cinematic lvl3s like Zero and Arthur might actually be at a disadvantage.

Spiderman still has maximum spider

With that said certain level 3s like Arthurs if it still has 300 million frames of invincibility and hits the whole screen may be good vs counter switches. The opponent can’t really counter switch that without getting the switched out character bodied and won’t be able to do anything because they’ll either get hit or stuck in the block stun by the super.

I’m guessing we’ll see a lot more of the command grab level 3s simply based on the fact that they seem to have zero start up frames.

Considering the terrible damage supers do after scaling, expect characters with installs to use it purely to burn meter to stay in form. Sogenmu forever…forever…

I think the power stone is going to be a sleeper. Much like time stone it’s great for storm meter building, plus it has a decent sized hit box, I’m not sure on it’s recovery though so it might be punishable, but it still builds meter on whiff. But with all the issues surrounding damage scaling I think this will be the answer to that particular problem, and is probably why the power stone exists so things like Lv3’s do full damage, just like the mind stone specifically targets meter. You could spam power surge and do mixups all day on the first character and then when you have enough for the storm and land a hit, bam activate and your opponent is dead KO. Some characters won’t need bonus properties, some will be able to carry them selves and the extra damage from the power stone might be all they need to seal the deal.

Visual on how far you get pushed out after a throw tech.

Should be a test of how good everyone’s movement is going to be.

The power surge still seems lacking. It should give a second wall bounce to enhance the Infinity Stone aspect of it.

Would be better when whiffed or hit gave you a short damage boost.

I wonder what the recovery is for time stone. Thinking about Dorm moving that fast is scary.

this is a good change specially for zoners. i approve

I can’t be sure, but it looks like you’re basically headed right back to neutral if your opponent is ready with the tech. Definitely more of a risk for rushdown.

Makes sense because in a game where throws don’t lead to ToD’s, throws that lead to the removal of your current red health are very strong regardless of what archetype you are.

Has anybody thought about stones countering stones? Like for example space stone countering time stone. Person using time is put in awkward position from their opponent using their time stone.

I could see people staying in close proximity to projectile reflect a person using reality stone and force them to deal with it.

It’s possible that specific things about stones counter counter specific things about other stones. Like in CVS2 A groove Sak was a strong counter to P and K grooves because the only way to escape the enormous chip and guard crush into huge damage from sho sho was to get the first parry right in P groove or somehow JD every single hit of the sho sho. The best A groove characters made those grooves very difficult to use at high level. P groove’s parries were good at dealing with the roll canceled attacks from grooves that had roll.

As far as the reality stone reflect thing, there’s probably counters to the counter. Just because you reflect a projectile, doesn’t mean the opponent isn’t just going to reflect it back at you. It only stays active for a certain time any ways. Plus it’s the only stone that can put 2 hit boxes on the screen at once so you’ll likely have to reflect 2 balls which will likely be harder to do if they immediately tag into the next partner to shoot the second one.

When Jwong and Fchamp were playing at CEO, it seemed as though Time Surge was countering Reality Storm. All the projectiles could just be phased through and burn the time down. Idk if there will be any other counters that distinct though.