What characters would you rank as the top tier in UMvC3?
This debate. Always this debate. I always say you cant really rank characters individually, so the next best thing is to rank shells or whole teams. So, what Ill do is rate shells for now and go into solo anchor characters in another blog post when I get around to it since this part is going to be kind of lengthy.
1. Morrigan/Doom (Hidden Missiles). This shell probably has the best neutral game that we currently know of. All of Morrigans damage is riskless (with the exception of the first 2 seconds of the match.) As long as you can get an Astral Vision started, youre guaranteed a ton of damage. But, there is a common misconception that Morrigan is braindead or easy. Way far from the truth. She actually takes a lot of execution and good judgment making. The goal is simple; to make them block or get hit by a ton of Soul Fists, but theres a lot of positioning-based decisions you have to make to get to that point. All of this isnt THAT great without Hidden Missiles, though. There are so many reasons Hidden Missiles make this duo powerful. The obvious ones are: combo breaker (a character who does riskless damage getting a second lease on life) and the zoning/positioning lockdown you get from the missiles tracking. A subtle, but important reason is that Morrigan can always build meter as long as youre keeping up with your Doom-calling. Since missiles track and youre forcing them to block or get hit by them almost ALL of the time (even without Astral Vision), youre getting a bit of meter for free from the missiles, which in turn gets you more Astral Visions.
2. Wolverine/Doom (Plasma Beam). An explosive shell that makes a mostly risky character into an abnormally safe one. The great thing about this shell is that doesnt take much effort to play. The strategy is simple and the combos arent exactly hard. You call Doom and attack. The way Wolverines usually get hit is on his recovery of his dive kick and Berserker Slashes. Plasma Beam eliminates most of that. Combine this with a corner-carry assist (like Vergils Rapid Slash), and you get a 66% chance of killing any character with the Doom infinite off of ANY opening. Also, Wolverine is the best character in the game at the start of the match.
3. Zero/Dante (Jam Session). If youve ever had to block a Jam Session versus a good Zero player, you already know what Im talking about. Zero almost just never lets you play once you get hit. The incoming setups of Jam Session are like four layers long. Even if you block the first setup, a good Zero will make you eat two or three more before youre out, and pretty much any hit you take should kill you. Fortunately, Lightning Loops are dropped all the time and Zero isnt exactly the easiest character to play (aside from falling around pizza cutting people). Also, Jam Session assist in the mid-screen neutral game isnt the best (more Zeros are complementing their team with Vajra or Plasma Beam though because of this).
4. Firebrand/Skrull (Tenderizer or Amaterasu (Cold Star). More duos that dont let you play! If you know me, I cant help but love watching someone just get dominated by unblockables the whole match. Im kinda sadistic I guess. Firebrand is almost on the same level of Zero when it comes to single player mode, but I dont think his neutral is as good as Zeros. The advantage Id give to Firebrand over Zero is that its a bit easier. Your goal is to basically land a Bon Voyage or throw, and then go into the snapback loop (with Firebrands unblockable + lockdown assist setup), until their whole team is dead.
5. Magneto/Doom (any assist). Really popular duo in my neck of the woods. The reason Magneto/Doom is so powerful, especially when paired with a meter-hungry anchor like Vergil or Phoenix, is because Magneto has almost everything that makes a great neutral character good. He has powerful zoning tools (especially Magnetic Blast), powerful high-low offense, great flight maneuverability, a solo corner carry, and his combos build tons of meter while doing tons of damage. Land one hit into a Doom TAC infinite and the game is practically yours. This is such a versatile duo in that you can change Dooms assist to whatever situation you need. Versus ground game-based teams, Plasma Beam, versus limited-mobility teams Hidden Missiles, and versus big-boy armor characters you could pick Molecular Shield.
5. Viper/Strider (Vajra), Viper/Dante (Jam Session). I couldnt decide which shell was better between Viper/Strider and Magneto/Doom, so Ill just make up rules and tie them. Viper/Strider is kind of like Magneto/Doom in that she also has everything Magneto has, just in a different form. Shes a bit more difficult to play, but the time invested is worth it. The edge she has over Magneto is that she has a dont let you play unblockable setup and invincible reversals that can lead to dead characters. The disadvantage she has compared to Magneto is that her normal attacks arent as strong and her lack of a flight mode, making her high-low game a little bit more difficult to implement. Also, awkward superjump hit confirms are much more difficult with Viper. The reason Vajra is so important with Viper is that she can pin you down into where she wants you and if you happen to get hit by a Vajra, she can OTG and kill you.