Okay I will now give a few reaons why the top and second tier are as high ranked as they are. This was inspired by the “What tier is cyclops thread” if you want to add any reasons feel free to do so.
Top Tier
Magneto
1)One of the fastest (if not the fastest) dashes in the game (wolverine’s might be better) goes full screen and has really insane speed.
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Fast air dash speed and thus fast tri jumps combined with a 1 frame c. lk making his high low games even harder to block. Another thing is that he can get right in your face really quickly and make you block with the fastest normal game and then tri jump while you are in block stun from a assist. The other thing his c. lk is good for as hitting both the assist and point for a double snap out (You snap out (qcf+a1 or a2) both the assist and point. The point gets knocked out but you can still hit the assist and kill them by launching them repeatedly. Usually it’s c. lk, c. mp, snap out (has to hit both the assist and point), then you dash c. lk, c. hp, and launch them over and over again from there.
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Very damaging comboes. He can also has many different resets.
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Midscreen guardbreak
Storm
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Good overall character. Can run away by doing super jump hp cancelled into dash up/back hp, hp over and over and then lighting attack x 3 up/back and hp some more. Almost half a meter from her hp throw. Can also control her decension which not only gets her out of most unblockable attempts but also can be used in many other tricky ways.
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Can tri jump rather well and also has a very good air combo which is launch, magic series, lightning attack x 2 xxx lightning storm and then you dhc into something else for more damage and usually a kill.
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Has good chip off of hail and hail also punishes assists while hitting the point or at least keeping them in block stun. Her qcf+kick (always use lk version tho) is not negateable as in if it runs into a fireball or beam it will not lose any hits and just keep going. She also recovers usually in slight frame advantage from her hail storm. Always try to mash the hail it should do more hits and usually more damage even when blocked. In addition to all this hail is a excellent super to dhc into and does alot of damage even after damage scaling. It also gets in storm safely.
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Broken normals. Standing rh (launch) is really high priority mainly because the tornado that comes out is not attached to her body and thus cannot be hit so it’s just solid hit boxes. It’s also used to counter magneto’s tri jump attempts at times. She tends to have really good normals (j. hp is also one of these although it’s not impossible to beat out or punish and it’s also not as bad as standing rh)
Sentinel
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Stamina and super armor. Takes least damage in the game (75%) and also because of his size should recover 1 frame earlier than everyone else from juggles.
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You’d figure such a big guy would be slow and he is at least when it comes to walking speed. However, he has a really fast dash and back dash and his fly is THE fastest in the game.
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Fly. All people with flight can use fast fly (which is a glitch that allows him to attack immediately after activating flight (there is usually a “start up” period where you can’t attack for about a second when first activating flight) He also has unfly which allows him to do a action when you deactivate flight (usually you cannot do a attack or block when you deactivate flight) all this combined with his retardedly long range normals (j. lk is 5 frames, reaches half screen distance, and of course can lead into huge comboes) makes him a a beast. Also when in unfly mode flying attacks must be blocked high (normally they can be blocked high or low) thus giving him more of a high/low game aswell. Also since he can call assists in flight mode he can do a aircombo into a fast fly combo and call a assist like commando to add even more damage to the combo. Not to mention due to his fast fly speed there are slower characters that cannot even catch up to him when he flies backwards and if they get to close he can frying pan them. Finally I should mention that in unfly mode his stomp patterns become much tighter.
4)Unblockable - there are frames in his c. hp (beam) that are unblockable if they are waking up landing into it (normal/super jump). The frames are when the beam is dissipating (go to the sentinal “what you need to know” thread in the sent section to find out more) and the beam comboes into rocket punch which comboes into HSF x N. His unblockable is a threat not only when you super jump but also when you kill a character and the new character comes in. He can also use it to reset the damage and go for the kill specifically: (Corner) standing rh (launch) magic series, dp+rp (wait) hp (wait until they barely reach the floor) rh (this should hit them off the floor and make them roll) (land) then c. hp (time it so they wake up into the unblockable frames) rocket punch xxx HSF into launch into kill. However I should mention that “waking up” into the unblockable doesn’t work on anyone with super armor since it will eat the hit when they are on the ground, but it still works when they are coming in of course because super armor is not active in the air.
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Assists - He has two great assists Projectile and Ground which each have their own uses. Also as such a big character he can usually eat hits for the point since most hit boxes are only active until they hit something.
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Retarded Damage - HSF x N, Rocket punches in general, Fast fly comboes/multiple rocket punch comboes + assist are downright dirty.
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Great chip and zoning ability - Even his normals chip and HSF x N although suceptible to guard cancelling can still do good chip.
Cable
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AHVB x 3
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Guard breaks
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monster zoning ability (grenades!)
The fucking end.
2nd Tier
Cyclops - Great AAA, Great BNBs (standing lk, standing mk,standing hk, cylcone kick xxx SOB (qcf+KK) feel free to omitt the mk), infinite combo (usually into a reset), great meter building, good and usually safe chip, great normals, great zoning ability, great all around character, good normals (df+rh is 2 frames and launches)
Blackheart - j. rh and j. hp, fast normals (j. lk is a great one), good stamina, good chip, great zoning ability, great AAA although it must be used differently than most other AAA.
Ironman - Infinite into proton cannon (j. lp, j. mp, j. mk, j. up hp repeat) is usually 100% then you get to try to guard break the next person and get them into the infinite. Unfly infinite, great super to DHC into, decent zoning with smart bombs, c. hp xxx fly xxx unfly, unibeams and retardedly long ranged/high priority jumping direction+hps,. Can tri jump but it’s alot slower/harder to use than most other tri jumps, great AAA assist (takes up ALOT of space), great array of normal moves (df+rh, j. hp variations, j. lk)
Doom- B Assist, great chipping (air photon and super photon array and can also air dash up before doing it to make it safer) and zoning (j. hp). High air combo (launch into lk, mp, mk, super photon array (there are other variations tho) that has a large dhc window afterwards usually into death/near death. Great normals (j. hp, c. hp, df+rh). Slow tri jump but still a tri jump , guard breaks (corner) super jump lk, j. hk xxx photon array should work on block or hit iirc) hk throw allows a dash under cross up. His assist is really good though and it does the most chip for a assist in the game.
Spiral - Swords give her alot of chip, zoning, and meter. She’s also a pretty good overall character with alot of varied moves. Her teleports are also useful and she can even teleport against a AHVB on reaction and then punish it.
Strider/Doom- Trapping potential, theoretically can keep you in block stun forever. edit: Well actually not forever since I believe for ever 5 meters you waste you build around 1. Anyways, I believe it’s:
Get them to block ourborous (qcf+pp then press punch buttons to make rings come out) and do lp, mp repeatedly when you are about 15% done with ourboros call doom and punch teleport to the other side and hp on the way down, call a dog/bird xxx ourborous and repeat.
Top Assists
Tronne - 15 damage per ring, THE counter call assist. Does 3 rings for 45 damage total which is nearly twice as much as a rocket punch. Alot of the “Perfects” in marvel have had to do with tronne as a assist and alot of resets.
Psylocke - Comboablity, Range (cross up protection aswell), and invincibility. Great AAA
Captain Commando - Chop off a 8th of the screen with this thing. Reaches all the way to the top of the screen (stops runaway) does alot of damage (great for comboes) and you can’t negate it even though it resembles a projectile. However no invincibility and is suceptible to tronne and at times doom. Adds ALOT to a team.
After that it becomes sketchy but here is a thread that talks about the tiers after top and 2nd tier.
http://www.shoryuken.com/forums/showthread.php?t=87568