Teams that are "looking" strong thus far..(strictly theory fighting)

I see, well, I think you’ve lined out a fairly good top 8 right now. These are all the characters we’ve seen the most of. I definitely would not underestimate Dormammu as a keepaway character, he is pretty fierce. MODOK definitely lacks a good anti-air but he seems a bit more solid with his assists…

We could just do that here.

don’t you think the list will get lost after 1-2 pages?

I actually have played MvC3.

Im not going to aruge about Wolverine being on par with Trish, Dante, Chun, or Viper. I refuse, because hes just not plain and simple.

-no jump cancels (does he)
-dive kick isnt overhead
-no airdash
-speed up last about 5 seconds

What kind of top tier rushdown is that? When the characters I named CAN do all of that and more.

Maybe so, unles yah yah wants to edit the OP with it.

It wasnt a tier list, just a few general ideas on how things are playing out at this point.

We dont even have the entire cast to speculate on. I can just go by the TGS build I played and the footage we have of the game.

We were talking about making a list categorizing every character in a playstyle. Although, it seems like a couple characters would be way hard since we just have so little info on 'em. :

I’m jealous you’ve had the opportunity to play, that much is certain :stuck_out_tongue:

My main premise was initially establishing that wolvie is a rushdown character, irregardless of the scope of things (when compared to other’s capabilities of doing the same)

Now forgive my naiveness on some of these terms, but by the dive kick not being “overhead” do you mean that it isnt combo’able off of ? If so, that is not the case. Also, are you sure he has no jump cancel ? From what I’ve chanced to see he also deals good damage and naturally even more so in his speed up state. That is just as imperative when comparing and contrasting other chars.

OOOOH. I get you now.

The problem is that it might just become obsolete when its all said and done. MvC2 was keepaway in the early years. Magneto rushdown didnt exist when it first came out.

Which basically goes on to say that Amaterasu might be better for rushdown later on. Or hell…Dormammu might have decent rushdown with the right assist. Who knows.

What dive kick not being overhead basically translates to is Wolverine having no way to force them to stand by himself. You cant duck overheads, but he cant mix it up between (overhead) divekick and low strings into launch because well…dive kick isnt overhead. Thats CRIPPLING.

Just because Wolverine is fast doesnt mean he’s rushdown. He IS rushdown, but not because he’s fast, its because he is meant to be melee in theory, there are just better characters who “DO” Wolverine, without the cost of having an assist to make Wolverine semi-rushdown viable. Wolverine can rush it down with a chun assist MUCH more effectively, where as X-23 could do a job just as effective by herself.

Does that make sense?

Logan is pressure not mixup.

How’s tick throwing in this game?
Isn’t wolvies dive kick and drill claw un-punishable?

Those could be annoying.

I think we are being a bit mislead atm, the most talented gameplay I can remember seeing is that live stream, and they weren’t using characters with a big learning curve since they only had an hour to prepare. I heard people saying spidey would take a while to get used to his web strings to overheads might be rediculous rush downs, wesker couldn’t of been figured out, hulks gamma wave assist and 70% damaging combo’s with one touch for 1 hyper bar were all ignored.

The top chars you mentioned were all good but it might be since they got the most exposure.

Thats why I saw he’s pressure and not mix-up. Afaik all his specials move him forward and are difficult to punish, so when he’s got you on the ground if you press a button you’ll get blown up. I would put him with a lockdown assist such as doom chun or ammy.

But we only had 1 Ammy/Morgz on the stream :xeye:

I’ve also been thinking about how to incorporate She-Hulk and Chris into a team, since I want to use them both.

Doom rock assist would work decently well to close in the distance, but I think Dormammu’s purification will work a lot better against projectile spamming. For Chris, I think he’d benefit most from She-Hulk’s flash kick assist.

I think if you’re playing Shulkie, surely you need characters to control space/prevent jumping so you can abuse her ‘stun’ move as attack as possible.
Maybe She-Hulk/Chris(SMG)/Deadpool(AA-Handguns)

Well I haven’t had the chance to play the game, have you? What are your opinions?

Honestly so much looks strong at this point. Much more than with mvc2 and even sf4/ssf4

Its really hard to tell what team will sit on top.

I strongly disagree on the Dante and Trish thing. Their ‘zoning’ moves, except for Dante’s gun hyper, are slow to come out and to recover or the most part. Arthur can fill the screen with things relatively safely, and can cover lots of angles, as his moves come out very fast and all go different places. We don’t yet know if he’ll have projectile combos, but it looks like that will be where his damage comes from.

Dormammu’s normals are bad close-range, sort of. Air-to-air j.B is good, and his heavies anti-air well. Purification A is a good anti-air, though risky…he’s relatively risky. But as a zoner, and speaking from experience, he beats Dante’s face into the ground. Dante can rush well, but if he’s going to sit back he eats Dark Portal, and if he’s going to try and zone from the air his best places to do it are in Purification range, or the moves are punishable on reaction with Chaotic Flame (which is great) or, if Floating Bomb eats his missiles or energy ball, the bomb. And he has a true damage output (if he can combo from a distance with Suffer or teleport, it’ll be great, if not Dark Portal -> Chaotic Flame still does like 40%, and PoC/Hellfire/PoD only up that) from a distance. Plus solid assists. He’s got obvious flaws, but I don’t think at this point in the game we can say who is top 10 yet. Remember that Kanta pointed out Hailstorm is punishable on reaction with Shinkuu Hadoken or Chaotic Flame (which are afaik the fastest beam hypers in the game).

I don’t think any of the keepaway characters can take a team of 3 by themself. That’s usually rushdown’s job. Maybe a high-LoU MODOK, or Storm catching a person + assist with a launcher, but the former looks to have amazing damage and the latter is Storm going rushdown mode.

EDIT: I haven’t player Arthur, so I can’t give truly detailed info on him. All of my games at NYCC were spent testing things with Dormammu and Morrigan…

I’ll do anything to avoid doing my uni work, so I’d like to recommend Viper’s Seismic Hammer assist. That way you can drill>otg>Lunch Rush etc. I’m also pretty sure Ammy has no decent OTG moves(?) So Seismic would work here, too.

When Viper’s on point I’m guessing you’re just going to do high/low mixups while peppering them with Bandit Boulder and Ice Beads.

We still have no idea what’s good, so it’s better to just try and make as solid a team as possible for now.