In MvC there are WAY more ways to get through/open a nigga up. Learn how to block (alot of SF4 players can’t :lol:) because for example, you can put up all your barriers and spam torches but with no AAA I can, as Wesker, Teleport>overhead>E>sjc>magic>hyper>KFC>hyper and continue to mix you up on wakeup if you cant block migh high/lows or I can land some unblockables. So just sitting in a spot and throwing shit can only take you so far if you dont have the urge in lvling up to take the offensive or learn some other things
Now from a brief intro to mvc2 by a friend, I understood that (e.g.) magneto is strong because he has myriads of ways to mix you up when close; while there simply aren’t that many ways to keep one out… So in the end, the character who sets up an impressive offense of the most ambiguous nature is going to come out on top?
In other words, it’s like all these characters are given different tools, but they’re all going to do the same thing with them: rush.
Not always rush but rushdown characters will be good due to there tools to get in there and stay on your ass. Either by guardbreaking or creating lockdown with constant attacks that chip you to death. The right assist to help you do this and extend combos is key for rushers.
Zoners will be a viable strategy as well, able to keep the distance and unleash a shitload of projectiles whether they be beams or whatever and kill you that way with the assists being used to keep their asses off of you.
Okay well I’m planning to use Felicia as my point character and MODOK’s psionic blaster assist to help her get in. She-Hulk is there for flash kick assist and as a backup point character. Now can you tell me anything?