I’ve been playing and labbing her for a bit and just want to shed light on some things that don’t make sense to me. Hopefully to find theories on why things are the way they are and to inform people who may not know about them

  1. At this point in time, Binary seems useless. The only positive changes I’ve seen are more damage, beam does more hits, and her air QCB+HP causes a ground bounce after the wall bounce. In addition to using a bar, she loses health and has less hit stun all around. The less hitstun actually causes normal BnBs to drop. I was testing damage differences and even simple combos like stLK HP HK f+HP Blitz falling jHP land HP lvl3 whiffs in Binary. As far as I know, there’s no way to hitconfirm into it so the air QCB+HP change only really matters if you just happen to be in Binary already. The only thing I’d use it for is to make something safe but in this game that barely matters.

  2. Speaking of losing health, each of her supers make her lose health (even her level 3 loses a tiny bit). Again I’m not trying to rant but just wondering why? Like it doesn’t even really matter…until it’s near the end of a match and you use a super and damage yourself. But I’ve definitely lost a match or two bc of that in Persona.

  3. Just one last odd thing, her beam super does less depending on how far she is. I haven’t tested other beam supers but in the corner, she does 3k+ off a raw beam super. If you’re full screen, that’s mostly cut in half. And if you do the beam midscreen, it actually starts doing less damage bc the opponent gets pushed away. So let’s say you punish a bad dark hole by Dorm from full screen. You use a bar to do about 1600 damage. That’s about the same damage as 3 light kicks. The only reason I can see for this is because you can super to punish and tag for more damage.

We should make bets about how long it’s going to take until Capcom hits her slide with the nerf bat. As a She-Hulk player I still have nightmares thinking about that range reduction and poor Jen didn’t even have half the tools Captain Marvel has (fireball, air dash, flight, foolproof way of getting armor).

[quote=“tataki, post:31, topic:183633”]

I like EASY combos that are up to par, so I found some.
https://www.youtube.com/watch?v=ztkiurEElBQ

[/quote]

These are lifesavers.

I’ve gotten free combos recently when I accidentally use the 2kick move upwards. I wait until I’m a bit above their head and they are ready to combo me and then I tag. It’s like they forget I can still tag at that point. Don’t blame them, happens to me too sometimes, new mechanics.

I found out that myself. This is also true for her regular beam: if you’re in their face it’s 4 hits (8 in install), but from a full screen away it’s 1 hit (3 in install).
It seems actually to be a property of all multi hitting projectiles. Thanos, Ryu or Ultron have the same issue too.

i gotta ask, what is her binary super used for ? it cost one bar, drain a ton of health and basically only add around 500 dmg to her BnB’s. Is there some hidden property i missed with it? so new combo tech that it enable by doubling the hits on her beams ?

For the Dante and Carol players
https://www.youtube.com/watch?v=oG7hBS1wW94

Thank God there are bnbs that don’t use flight cancel! I really wanna play her but can’t seem to figure out flight cancels.

(If anyone can give tips, that’d be super appreciated! I’m not the savviest MvC player but I do feel like I’m a step above beginner).

Always be armored up. It’s easy to forget but any chance you get some space hit that d,d,hk. Only recently have I been taking advantage of it as a necessity and it lets me get away with a ton of stuff. Incredibly beneficial. I know it’s already been said a bunch but make sure you apply it.

@Thumper even as an MVC3 player, I had problems learning flight cancels in this game. My advice is practice just doing standing HP into flight to get a feel for that motion and get it into your muscle memory. From there, practice doing HP xx fly LP HP HK in the air. My advice to you is to take your time with the input. It actually isn’t AS tight as it might seem. Practice it slowly and increment the speed bit by bit till you find your sweet spot.

What’s the actual problem your having with flight combos, cause the combos themselves are pretty lenient. The thing I see people have the most issues with is beginning it, in which case they generally have a hard time doing jp.hp, flight, jp.lp, jp. hp.

Carol still needs Fly BnBs, as you aren’t always going to land a hit directly on the ground, for stuff like air conversions or conversions off an Active Switch, going into Fly loops lets her retain damage from all positions

I found them very hard at 1st, but after some decent practice I figured out the rhythm. (You can take more time than you’d think between each rep).

This is so true. The rhythm makes it so easy. You have a good bit of time between the HP fly LP and even more between each rep

It’s the dashing in between hits. I don’t know if it’s coz I’m playing on pad that my fingers end up getting all jumbled up or what but dashing in between the hits messes me up. Maybe I’m trying to act too fast and I end up pressing buttons when I shouldn’t be? I’ll take note of the lenient timing and try to slow down some.

I’ll take note of this! Hitting training mode in a bit once I get home. Many thanks my man!

Also if you do not know, you can just mash LP+HP for dash combos. HP takes priority over LP when pressed together and you cant dash again after an air dash.

So Carol has a ton of command normals, and I understand that df+LP is a low, but what’s the purpose of f+HP and f+HK? Are they just combo fillers?
Also did anyone find any use for j.d+HP? All combos involving fly loops seem more effective and straight easier to me.

f.HK is good for kara command grabs. j.d+HP lets you sneak in an extra HP in combos or even get an extra HP in situations where you would normally dash cancel into another HP. I haven’t found a way to apply it yet, but I believe it also takes you out of flight immediately.

df+LP is actually really good

f+HP gives her a better throw option select than some other characters have and it’s a way to keep c.HK safe

when you are doing high/lows during a lockdown super, canceling a low into flight then doing a bunch of overheads can open people up pretty well. if they really are blocking everything it’s hard to go low from there but I think d+HP is the fastest way back to the ground, definitely faster than canceling flight anyway. haven’t really messed with it yet

THIS! This is great advice. I was finally able to do it with some level of consistency! Lol pretty amazing feeling to be able to do it. And I see what u guys mean by “rhythm”, particularly in cancelling into fly and then hitting that first j.lp.

Many many thanks!