Here's some good information from /r/mvci
There's been a lot of "who should I partner with ____?" threads, so I thought it would be a good idea to start a discussion thread on team building concepts after SCR this past weekend.
One of the most successful team building approaches on display at SCR was the Support+Combo/Damage build, like Dormammu/Ultron for FChamp, or Gamora/Strider for ClockWork.
So let's break down where some characters fit as far as support or combo/damage. We'll be focusing primarily on characters that saw play during the top 8.
Good support characters we've seen:
- Dormammu-Probably the most successful support character at SCR, possibly due to Champ's extra time with the game. Strong zoning game, and the thorn carpet is a crazy lockdown tool right now.
- Ghost Rider-A surprisingly strong support character considering his low tier placement in UMVC3. Ghost Rider's big disjointed whip normals and instant overhead jHP have led him to a fair amount of success, effectively setting up tag combos for his partner
- Nemesis-Put on display by Sacktap at SCR, Nemesis' long reach on his tentacle normals, and his strong projectiles with his rockets have made him very effective.
- Spencer-Spencer's zip grabs have become an effective zoning tool in MVCI, and his overall mobility allows him to open up opponents for tag cancels to his partner. Spencer was a combo monster in UMVC3, so he may yet have unexplored potential as a combo/damage character.
- Arthur-The addition of being able to jump cancel his specials has made Arthur a more dangerous zoner, creating pressure from full-screen with the threat of tagging his partner in off any stray hit.
- Mega Man X-Another projectile-based zoning character, X also has followups on his buster shots which can create high/low mixups when tag canceled, as well as being able to seamlessly switch between defense and offense to create and take advantage of openings.
- Gamora-Clockwork really made the most use of this character at SCR, but Gamora's ability to move forward while covering herself using projectiles makes her a fantastic support character.
We can see that, generally, good support characters are also effective
zoners, much like the neutral game of UMVC3 often involved frequent super-jumping and throwing projectiles to create openings.
Characters that were effective damage dealers:
- Ultron-With high damage and relatively simple combos, Ultron is very capable of capitalizing off his partner's openings, as well as making openings of his own utilizing his drones.
- Captain Marvel-Similar to Ultron, Captain Marvel is a relatively high damage combo character, who is able to create pressure in neutral through utilizing her armor install special move.
- Haggar-One of the more unexpected characters, Haggar's high damage and new projectile move led him to success at SCR. Being able to be tagged in off his partner's moves helps make up for his lower mobility.
- Thanos-Thanos hits like a truck with his palm loops in the corner, and has good pressure projectiles and a teleport for mixups. His mobility is low, so his gameplan is complimented by anyone who can set up projectiles and pressure situations for him.
- Nova-Very similar to Captain Marvel, with the addition of having powered up specials when he has 3 or more meters stocked up.
- Dante-The man, the myth, the legend, making his return from UMVC3. Still a high damage combo monster who appreciates the tag system now that he no longer has assists to call on.
- Zero-Zero actually lies somewhere between a zoner and a rushdown, much like X, but leans more heavily towards rushdown. An absolute combo monster, just like Dante.
Obviously the meta is still really early; the game has only been out for a week. I'm curious what everyone thinks of this approach to team building at this point, and if anyone believes another approach may be more effective later. Another point of discussion would be where other characters fit into these roles.