After seeing the best battery assist thread, I thought we could actually get some really good discussion if we look at the opposite end of the spectrum. If nothing else, we can begin to redefine and re-examine certain aspects of this game.
So, for purposes of this thread, I want to define the term meter hog in the very first post. Just to avoid any silliness down the line. As I define it, a meter hog is a character that can not function or be a threat to an opponent of roughly equivalent skill level as you without meter to work with.
It’s interesting; MvC3 is a different beast than MvC2. Everyone benefits from super to work with. Most bread and butter combos for everyone involves tagging a super at the end of it. However, does everyone need to attach a super to their bread and butter in order to properly function? What if some people use the super as very visible punish instead of combo damage? Or pressure? I think this can help how we think about this game.
Consequently, I want to keep the format of this clean to avoid flame wars. List the character and tactics and why said tactics are vital to the character.
Why it is vital:
Here, I’ll start with a couple.
Tactic: Dark Phoenix mode. Indeed, it’s the entire reason Phoenix even has a great psychological edge to her. Suddenly meter management is not just resource management, but a means to intimidate and threaten your opponent with your own (potential) boss character. This is the defining characteristic of the character at the moment.
Why it is vital: Well…it doesn’t work without super bars. In fact, it’s the most costly gamble you can take with your super bar in the game, and the reason why entire teams are built around Ms. Grey. It’s the soul of the character. Her poor health is just too great a deficit to not use this tactic.
Name: Super Skrull
Tactic: Elastic Grab into Tenderizer into Super
Why it is vital: Elastic Grab into just a Tenderizer just does not have the same intimidation factor. Super Skrull needs to be able to make his opponents uncertain about their safety at mid to far range at all times in order for his teleport and punish shenanigans to really come together.
Here’s one that could be kind of controversial.
Tactic: Punishing mistakes with supers.
Why it is vital: Ryu is kind of basic, and thus he needs a way to intimidate his opponents. Enter strong lvl 1 supers. Shinkuu-Hadoken is a great full screen punish, and Shinkuu-Tatsu has invincibility, something usually reserved only for lvl 3 supers!
Here’s what I don’t want to see.
Tactic: Tack a super onto her bread and butter.
Why it is vital: She does more damage if you tack a super onto her bread and butter, just like everyone else in this game!