Yeah my bro can do 550k before super without assist with Jill also. JILL TRUCKING.
Only at UCI, and not in a while.
Some characters fit into different levels of damage based on their screen placement; MODOK and **Doom **are the most extreme examples I can think of, although pretty much any character outside of Mr. America does more damage in the corner.
I’d have to agree with Blitzfist, Joe’s damage isn’t as terrible as that. Also, Joe’s combos work pretty much the same as they always have.
As for what combos in question:
Spoiler
c.:l:, s., s.:h:, c.:h: xx
Groovy Upper, j.:h:, dj.:h: xx
Red Hot Kick - airdash - j.:h: xx
Red Hot Kick, :h: Red Hot Kick - land - s.:s: j.
, j.:h:, dj.
, dj.:h: xx
Red Hot Kick - airdash - dj.:h:, :h: Air Joe xx Desperado
Does 486,300 before the super at the end. If you find that hitting the Air Joe at the end and being able to cancel it to super is too inconsistent to be reliable, you can always do:
Spoiler
(After the s.:s:): j., j.:h:, dj.
, dj.:h: xx
Red Hot Kick,
Red Hot Kick - airdash - dj.:h:, dj.:s: - land - OTG Desperado
Note: I put 2 Red Hot Kicks instead of the optimal 3 because I find 2 RHK’s hit more consistently on most characters. If you do that ender instead, Joe does 470,800 before super.
The main thing about Joe’s damage is his j.:s:. It scales his combos a lot, but it’s his best tool for opening people up. If you start a combo with j.:s:, you should go straight to s.:h:, c.:h: xx Groovy Upper for his combo. Using that starter will cause the 2nd combo to do 419,600 damage.
Though if you have an OTG assist you can tack on about 40,000 damage by doing OTG assist into Red Hot Kick x2
Nice video. Hell of a definition of “half-assed” though.
If anybody ever makes a serious list out of this, anything requiring multiple uses of 214Sx2 or actually using the animal farm as a timed portion of a combo ought to immediately be thrown out of contention for “practical” combos to use as example compared to many members of the rest of the cast in my book.
I’m not saying everything ought to be ABC simple, but the stuff going on in that video ain’t really all that “marvel practical” from the simple side of things. As in, such combos might not be the hardest things to perform from a general fighting game sense, but there wasn’t much that, from a marvel sense, would be deemed particularly simple either (think Wolverine, Taskmaster, and Sentinel; high damage, not much you could really call “difficult” execution)
Strider has always been that way.
Rocked Raccoon doesn’t really do all that well mid screen. He has probably the highest combo potential in the game in the corner as far as creativity goes and his damage isn’t bad either, but mid screen the opponent is always too far out for Rocket to take good advantage of his tools, not unless you’ve got the execution of a programmable controller. I’d say Rocket Raccoon’s damage output is sub par except in certain situations, like the corner, if he wants decent damage mid screen he has to use his spring traps or an assist so he can create better set-ups.
Doesn’t that kinda miss the whole point of most combos in this game? The reason people say strider doesn’t have good damage is because he needs to spend 3 bars to break 700, while a majority of the cast gets pretty close to 700 for just 1 bar. Likewise with firebrand and morrigan. It’s dmg per meter that’s the issue not dmg per BnB. Frank is the really interesting example there because his supers do CRAP damage because his normals can become so insane.
Richard N.?
Richard Nguyen is definitely the Marlinpie of Dante. The one who first wows you into thinking “holy shit this character is godlike.” Much like how Combofiend:Spencer, X-Ray:Amaterasu, Filipino Champ/MastaCJ: Dormammu.
Marlinpie is also probably the Marlinpie of Magneto, maybe RyRy too but his Magneto kinda fell off.
That’s irrelevant to the point.
What has to be done for Strider to do the damage of the likes of Wolverine, Sentinel, Taskmaster, Wesker, etc etc separates him from the same damage category regardless of the eventual damage output potentially being similar.
I’m not saying that’s a good or bad thing, but it indeed ought to keep him in the “low damage” category.
If we go based off of pure potential alone, hell… nobody I can think of decisively does low damage.
The fact that it can be done pretty much proves that he isn’t a low damage character unless you don’t want to put in the effort to not make him a low damage character. None of those combos in the video are impossible Desk hard combos and just because Wolverine and Sentinel have the easiest combos in fighting game history doesn’t mean that Strider has low damage. With how much damage some of those combos can do with out super he could kill you off a reset easily any way.
The fact that people are struggling to get 375k before super with Firebrand is more of an issue than what Strider clear has on video that shows you can get into the 500’s before super.
That’s kind of what I wanted to do with this thread is show that there’s probably one 3 or 4 real characters that do legit low damage. Everything else is artificial barriers people put in because they’re used to how MVC3 allows you to do combos that require zero effort. Which in other similar style fighting games putting the effort you put into Wolverine to do his combos would net you no damage.
Can’t put artificial barriers on character’s damage because some players can only do ABCS, BBCS. That is much more in reality what people have been doing instead of really understanding whether a character has low damage or not. “I never go in training mode so this character has low damage”.
Just because a combo is harder than LMHS MMHS Super doesn’t make the character low damage.
there should be a tier for 600+ for doom wesker(no glasses) and thor. Also wolvie does 500k w/ an overhead s or when he’s in the corner. Also from wat I remember strider can’t do over 500k damage then combo into lvl one super, he can only lvl 3. And when he does combo into lvl 1 it still does hardly nothing.
RayRay is the Marlinpie of Magneto right now.
I still think, given the changes, Marlinpie would have done just fine if he kept Magneto though. Magnetos combos got harder, but that can not be why the pie dropped him.
Marlin dropped him cause Disruptor sucks as an assist extender now and his main character is still Viper regardless of how godly his Magneto is. RayRay’s Magneto is pretty badass though.
Yeah I never thought Marlin had a real liking for Magneto like he did Viper. I don’t blame him for dropping a character that assist wasn’t doing anything for Viper outside of combo extensions. Magneto’s beam is much better for left/right mix up characters and it’s a low durability beam for shooting down shit in front of Viper and does very little block stun.
Who is Marlin using in place of Magneto now? Is it the grown ass man? Still using Ammy right?
He’s using Viper + Sparda twins.
Ah, well if we’re just talking potential instead of the effort Vs. damage side of things, I agree, pretty much nobody deals “low” damage in MvC3.
Also I meant to mention that Phoenix (as in Jean) ought not to be considered “low damage” either. Pretty sure my standard BnB does about 475k before meter, and that’s without assists. I can’t recall the exact number, but I think it does a hair over 500k w/ 1 assist.