But it's soooo satisfying once it lands... Lol. I once had anchor nemesis vs anchor strider.. He did vajra and xfactor canceled and did level 3 and that killed full health strider lol.
Maybe it's background and foreground tentacles you see, designed to distract for the shorter hitboxed tentacles on the same plain? I didn't really play mvc3 much.
@@xxSKAGhosTxx I don’t play the game, but from what I know it doesn’t hit because it’s a grab super. Mechanically it basically means they have to be in neutral on the ground for it to hit. (I think blockstun also works?) If they’re in hitstun or in the air, tough luck.
As someone that use to play Nemesis often back then, I think I landed his level 3 once. And I think it was only because the other guy had no clue what it was and down-backed.
No it's seriously like icing on the cake. It's not designed in the slightest to be useful or service a utility. It was 100% made to piss off your opponent.
Sol's Dragon Install 2nd and Justice's Omega Shift from Guilty Gear XX ACR both dare to ask the question "what if you could spend 100 meter to lose the round?"
Couple of notes: Samurai's ice power wrecks Juggernaut and Sentinel if they block it. It also leads to easy assist infinites, and even regular infinites by switching to Ironman or Magento, Storm, ect. They can't shake out either. With certain assists, he becomes a menace in mid tier play.
@@benjihuynh2970Time constraints. They probably intended him to had a neutral super and the lightning super to be his lightning super, but when you gotta get 12 more characters done by next week, you gotta cut a few things
It’s not a Super per se, but I think Pandora Mode from SFXT deserves a dishonorable mention. It KOs your tag partner upon activation and then KOs the character you’re using a few seconds later.
I remember playing this, activating it, and my opponent did a super and activated their Pandora mode, and my character died due to the cut scene of activation.
Pandora mode is good for what it was intended for. dropping off a character mid combo to secure the round. Or used on reaction to punish a fireball with your back character to secure the round. Its situational but not bad.
Also; since the timer doesn't freeze when Pandora Mode is activated (unlike with the 'Overdrive' mechanic in 'BlazBlue: Chronophantasma'), the opponent is almost guaranteed to win the round via time-out due to how fast the timer moves.
As dumb as this may sound, I do this with Ice super, yeah i'm burning bar but I take no damage and no-hit stun and I have won games with that strategy multiple times. Another benefit about stacking ice super is that the super tied to it does Major chip damage, It will take a good 4th of the life bar when blocked
@@doranbrooks8843up. Triple ice super might actually be the best tool in silsam’s arsenal…. That thing is crazy powerful I’d go ahead and say that all silsam needed to be a high tier character in this game would be that power up to cost a single meter
Aigis in P4AU has a super called "Extreme Orgia Mode" and you can only use it when you're out of bullets, in overheat mode (bad), and if you have 150 meter (you can only get this much meter when you have low health). And even after all of this, after the install runs out, you're put in Overheat mode again (which I mentioned, is bad.)
What exactly does it do? Judging by the requirements, it sounds like its meant to be a sort of death or glory option where you have nothing left to lose and defeat is imminent unless you pull this last trick out of your bag. What benefits does it offer Aigis in exchange?
@@GameAW1 A lot. Gradually recovers health, increases damage from all attacks by 20%, she gets her bullets back and her persona cards if she lost them, her extra mobility options from Orgia Mode are now projectile immune, and her D normals (which are parries) now activate regardless if they are triggered or not
In MvC2, Dan has the Otoko Michi level 3 Hyper combo that is a gag reverse of Akuma's Shun Goku Satsu. You perform the input reversed (H punch, L kick, back, L punch, L punch) and Dan will jump on the opponent and explode; dealing potentially huge damage, but leaving himself with 1hp.
The SVC:MOTM version is even WORSE. As that version does damage even less than a typical level 1 super, and it puts him to 1 pixel of health. Also minus on hit, and anyone with a fast projectile super can hit him.
@@zakutenakazumiya1516 yeah it's BAAAAD. at the very least, the MvC2 version is the most damaging single super in the game, pretty much guaranteed to take a character, and the SvC Chaos version doesn't have a health penalty, to compensate for it's less devestating damage. (edit: nevermind the svc chaos one literally just deletes one of the opponents health bars lol)
Possibly my favorite one of these would be Tekken's Yoshimitsu. He does Hara-Kiri, but turns 180 from the opponent first. A staggered player, or one simply caught by surprise will be stabbed for HUGE damage, the same as Yoshimitsu. This can then be followed up with another stab, very nearly killing Yoshimitsu, or a spin to produce a horizontal slash. I often used it when I had a comfortable health lead. Start his three-part dive in combo, stop after the second part, Hara-Kiri instead, stab once more. I'm nearly dead, but the opponent is dead.
Battle Arena Toshinden had Sho, who had something similar, yet different. He had to do sort of an Install first, then he could perform Harakiri, which would damage him a lot and cause him to crumple. The opponent will also take damage, although less. It's also entirely unavoidable, although the opponent won't take any hitstun. It's a bad idea 90 % of the time, but if your opponent is very low on life, it can be a good option to close the round.
in regard's to ryu's install: his tatsu upgrade has a MUCH bigger hitbox, allowing you to hit someone at near superjump height (making it a great way to punish someone trying to escape) and if it hits high, and throws them into the corner, you can combo after it solo! Also, it gives better combo routes, so it's more intended to be a tool for use mid-combo for THAT combo, rather than something in neutral.
Interestingly in MVCI Nemesis super was actually good, because of how you could switch characters and trigger a level 3 by burning through your gem. While you had a gem going, you could activate it with 1 button and use your other character to get in and swap to nemesis.
For Ryu's install, it can be really useful for making a combo kill when it normally wouldn't. Anything that can extend a combo is usually worthwhile at least sometimes. As for the damage, the amount of self damage it does is pretty much inconsequential unless you're at such low health that a single jab would kill you. I definitely wouldn't say that this install makes him worse.
@@rikibdgd4764 but it doesn't really last long enough for that to matter, as we see in the video, you can easily just use this as a combo extender, which is its best use case, and it will probably have run out by the time the combo is over.
You could do a big video just covering KoF. There's Shermie's RNG supers, there's Kula's super which only serves to drain meter from the opponent, or Foxy's super which forces a double ko.
For a recent example, Faust's Bone-Crushing Excitement in Guilty Gear Strive at launch. In Strive, all supers, called Overdrives in this series, wall-break the opponent. Bone-Crushing Excitement was the sole exception to this trend, as it brought both the player and opponent to the center of the stage. Thankfully, it was patched to also wall-break.
@@tedjomuljono3052 There's a lot of supers that don't do guaranteed wall breaks in Strive. The key thing is actually that every character has one super that is able to. Before they changed Bone-Crushing Excitement, Faust was the only character that had no super that could wall break.
Everytime I see Silver Samurai brought up and his weirdo install supers, I always expect to see the goofy mechanic when using fire install (I think) and using his shuriken super causing the opponent to be launched super high into the air and being able to do that multiple times. Now it makes me wonder if I just imagined it working that way.
There's actually another downside to Ryu's UMVC3 Denjin that I think is important to bring up. Denjin prevents Ryu from aiming his Shin(ku) Hadouken super. Sure, it now bounces off walls and hits borderline the entire screen as a result of that, but it also critically means that Ryu loses his ONLY OTG option: Air Shinku aimed downwards. He literally can't do it. It means you can now block vs Denjin Ryu with mininal risk of death outside of chipouts, as now he has 0 way to convert off his throws. So you can just take the throw and dodge most of Denjin's threat. Easy. Also prevents Ryu from using the "searchlight" Shinku by aiming the beam upwards from the ground, though this isn't as major a loss as the OTG one.
Its ok to lose out pn it if he can conbo into it cause he can do more damage while in it especially if you have a otg assist like i have deadpool pair up with him 600 k to 800 k to be exact making it real powerful for a damage spurt if you need it and can get it
I also think it’s weird because Shin Tatsumaki is like Spirit of the Dragon where it _looks_ like it should OTG since it’s so vertical it goes through the floor but it doesn’t.
@@NeoBoneGirl he kinda is pretty good if you can use him right hes guaranteed to get 800 k damage with select assists killing half the cast generally he's much harder to play and theres more characters better than him ryu is only really good in his respective franchise as his shoryuken and hadoken is practially useless in this game unless its street fighter this is his best version out of any cross over game he's been in where he lacks is his combo potential and set up other thats the major thing stopping him from being top tier other than that if he did have those stuff he'd be top tier
Can't remember which of the Capcom vs games it was from, but given the liberties you've taken for this list Iron 'Gief definitely deserves a spot. It's a super that makes Zangief super powerful, immune to knockdown and resists damage - but he can't block or jump and IIRC moves slowly meaning that any half decent zoning character can chip their way to victory.
He can jump he just cant block. The thing is Geif sucks so bad in MvsC2 that its generally an upgrade since pure RD based characters cant do anything to him anymore and as an assist he can plow through a lot of guys in low/mid tier play
Sol's Dragon Install 2nd in Guilty Gear XX Costs The full bar, kills your tension pulse and quickly drains your health bar until 1, and the only benefit is permanent DI, which frankly isn't as good as you'd hope considering the cost of either 50% meter on a timer + punishable recovery once it ends, or your bar AND your health
My personal favorites are Sol's Dragon Install 2nd from AC and Shin's "Omae no Ken deha, Shinan!" From HnK. DI 2nd costs your full meter and 127 frames of startup with no invincibility to then drain your health until it hits 1 but give you the benefits of a regular DI, just permanently. You will indeed die to chip damage because you just spent all your FD meter. To quote the HnK wiki: "Shin slowly retreats, then jumps to his death." It has the upside of making you start the next round with full stars, but it has 318 frames of startup... and also kills you.
I know you didn’t read my comment on your last vid asking for this vid and nemesis specifically, but thank you for doing this. Every time I realize that his super is not invincible, I get a good laugh.
MVCI: Captain Marvel (Carol Danvers) has a hyper Binary where she going "super saiyan", her damage output is increased, her special moves empowered and can be canceled from normal/special moves. But there's one biggest flaw: Her health drains during that state. All of Carol hypers (From her hyper blaster and Lvl 3), she's loses portion of her health
I was expecting this to just be Supers with a drawback to balance them. I remember loving playing Matrimelee at my local game store, where Olof had a super which was his Only punch in the game, which deals damage to himself, because he has a broken wrist.
Speaking of 3-meter supers, would love to see a video that is focused on multi-meter supers, either the best ones or the worst ones. Those are always super fun to see in real games!
That'll be hard for UMVC3. It's mostly because 3 meter supers usually have 2 purposes: combo enders (it does fixed damage most times, but that's more or less inferior because of X factor) or a niche thing like I frames or a command grab. Otherwise, all level 1 supers are so much better, and not even just because of the cost. Zero's Sougenmu, Morrison's Astral Vision, Spencer's Bionic Lancer/Arm, both Devil Triggers, and Virgil's Spiral Swords are all supreme examples that level 3s are more niche and less helpful than level 1
with nemesis's lvl3, if you DHC into it it freezes the screen for the startup, so it becomes a real command grab costs another bar, but it's pretty good for forcing a guess, kinda like if you super in their face and they gotta guess if u gonna DHC into the command grab or jump and get hit by whatever super u threw out on the jumpback
ggxxac+r sol: dragon install second (aka dragon uninstall). costs a full bar, drains your health faster than you can drain your opponent's health, and makes you a target for longer than the regular dragon install, WITHOUT the invul on startup
Not all downside but Bang’s Fu-Rin-Ka-Zan from the first Blazblue was extraordinarily scary to use because you lose your ability to block normally and your directional inputs become an 8-directional command dash during which you are in a CH state. Wild mobility though
The saddest part about Ryu's super, is when you remember Dante's and Vergil's Devil Trigger exist in the same game, last infinitely longer, and have more functios Ryu got done dirty!
For nemesis, just based on the animation of the tentacles coming out in all directions and lack of s, I assumed it was a kind of curveball throw super, where you can capture people just off the ground at a low height who have tried to jump out from habit, and instead the answer to counter it is to just jab because its slow and vulnerable. But no, its just 3 meters for nothing of value. His regular command grab is faster and has almost the same range. I don't understand how fighting game devs thought it was worth putting in like that. There are no other level 3 grabs that have no invincibility on start up, and most if not all the level 1 ones do and also start up faster. They obviously understand the concept and what gives a grab super utility in a crazy game like MvC. There is no reason for it to be like that. The character has a super armour gimmick. It could have at least had that if not actual true i frames. Or it could have had a thematic gimmick, like if you land this hard-to-land and expensive super, you get a dark phoenix style revival stocked or huge health regen for a limited time, mimicking nemesis resilience and returns after you think he has been beaten in the RE games.
As you mentioned a few weeks ago in another vid, Makoto's super in SF3-3rd strike is quite harmful to her because it removes her ability to block - kind of a big deal.
Silver samurai's ice super when stacked to 3 allows his follow up super to do massive chip, and since he's fully armored that leap of his into the ice spikes can't be interrupted allowing you to easily catch assists and tank supers, on top of you can meter very fast when you take no knock back allowing you to constantly reset ice stacking and virtually remain armored for most of the round! It seems you are not looking at the big picture here. Watch RoySkrull to get a good idea, I believe he uses ice on certain matchups and uses it frequently.
I gotta go with the ggac+r secret dragon install, not only is the imput SUPER convoluted, but it also has a stupidly long startup animation and DI now drains health
Been loving the videos! I quit watching for a while when I stopped playing fighterz but you’re starting to become one of my favorite gaming youtubers again 💞
You should try Dan's Otoko Michi from Marvel Super Heroes VS Street Fighter. It is a Level 3 Hyper Combo that requires 3 bars, causes average damage AND always leaves it with one Hit Point. It also appears in Marvel VS Capcom 2, but, thanfully, it is now the strongest Hyper Combo in the game.
Whenever I used Ryu or Hsien-Ko, I always had them start the match. Then I’d pop their buff Supers and swap them out to keep in the backline for DHC and assist respectively. Hyper Armour Hsien-Ko swing interrupted every move, making her an amazing tool for pulling out a happy birthday, while Ryu was always available to bust out a game of Twister during a DHC. Never tried using the two on the same team, but it probably wouldn’t be the best idea. 😂😅
Don’t have much of anything but just commenting to comment. I don’t play any fighting games but for some reason love to watch all of your videos. Keep it up your channel is one of my favorites!
A lot of them don’t really make you worse off for using them, it’s mostly just a case of opportunity cost. But yeah there are a few, such as Alex SAI and SAIII both probably giving the opponent a punish combo if you use them
Ginyu’s alt “body change” super in DBFZ can technically hurt you, though from what I understand it’s a pretty viable move (and also very funny to land). Holding the super button will cause Ginyu to stab his heart before changing, lowering the opponent’s health just to add insult to injury. Plus it’s a cool reference since he did that to Goku
I think I remember Kairi from Street Fighter Ex 2 Plus. He has 2 level 3 supers. One is a raging demon super, which is decent. The other one is a huge beam level 3 super that can do massive damage. The beam super is very risky. You can punish it on block, since Kairi falls to the ground, afterwards. But another thing that makes it bad, is that you lose health(though not as much as the opponent when it hits). So it can be punished and lose health at the same time. Also from the same game, Area's level 3 super, also does harm to her. If you do Area's level 3 super, you lose her mechanical arm. If Area loses her mechanical arm, she loses access to most of her moves. Area doesn't even have a move, that retrieves her mechanical arm. So you can only do Area's level 3 super, once and loss a majority of her moves.
Its funny but the only super of serve bot you didn’t mention. The one where he grows big, can’t block, doesn’t flinch, and even if you hit it, it doesn’t do any good dmg
If SilSam's fire state was his default, using his install supers would make sense. Also Dan's Otoko Michi (reverse Raging Demon), but it's a joke super and not meant to be used seriously.
As a Silver Samurai user in MvC2, I gotta say... what? Fire is +50% damage output if I recall, while ice is half-damage received. If you're choosing a defense increase over an offense increase, you had better be strategically prepping to take some unavoidable and heavy damage. Fire, fire, fire. While you're aggressively using it, you keep gaining more super to keep it going. Melts your opponent. I mean, it's a 50% buff; that's no joke. Also, the chip damage on his shuriken super is not to be underestimated, either. Dude is versatile and fun to play. Just don't use the lightning power-up super. It enables higher speed + pixie-style combos but imposes the worst damage penalties (both received and given); it's terrible. (It also enables mid-air shuriken super. Obviously, the original plan was for him to always have both kinds of shuriken super, and the lightning power-up would enable the lightning move. Changing that around was either a bug or some sort of last-second redesign in an attempt to balance the character.) Who knows, maybe some of that was specific to the Dreamcast version I always played.
As far as Silver Samurai's super goes, I wonder how they affect assists? I doubt SS has any GOOD assists but it MIGHT make their assist game interesting.
Awww...before you said MVC, I thought for sure you'd mention Kaede from Last Blade 1. Well...that’s the one I thought of, at least, having played it just a few days ago, and seeing how bad it was, compared to...well, what it obviously ended up being in Last Blade 2. Oh well...a sequel video involving more obscure games would probably be really fun, at least...
For Servbots anti air, because there is no frame between SB looking shocked and then lying on the ground when all of the others are running away, it looks like SB runs off and one of the replacements gets up off the ground
I think it was his Infinity Counter, a truly horrible one. I loved the movelist in MvCO, I wish other ports of old fighting games did something like that.
BlazBlue's Izanami has like a 100 meter super that stops time. Sounds decent, right? Well, here's the thing: it takes too long to stop time, time stop doesn't last for long and the only viable means of setting it up waste what few seconds you are given. It doesn't even last *that* much longer than her other time stop super, which is a command grab reversal super that costs only 50 meter. On a character who has "ignore neutral" button that can only be countered by multihits or throws. Also you can dodge time stop with precise timing because lol. It may not directly harm you (though you are very likely to get hit before pulling it off), but it's still very bad.
@@pinksywedarnoc8017 you could also run up to the enemy and use 50 meter super. Invading your opponent's personal space is what Izanami's going to do most of the time to begin with. Its startup is far more manageable in OD, but OD Nihility is only a second shorter while also being way easier to hit with. There's also the fact that the enemy can say screw you and superjump before it becomes active if they can't interrupt you in time, which will prevent you from doing as much damage.
one that always stood out to me comes from J-stars Victory, Inchigo's ultimate attack is a straight line attack that 100% kills Ichigo regardless of if it it an enemy or not
Silver Samurai's Fire Column super looks like it's meant to be an anti-air super, but the fact that you have to be in Flamesword Mode to use it means you're never going to pull it off in response to a jump-in unless you're _already_ in Flamesword Mode, which, as jmcrofts states, you won't be.
in street fighter ex 2 and 3 Kairi has 2 meteors combos "level 3 super" the first one is like the Akuma's Shun Goku Satsu but the other drains your hp and if the foe block it will leave you vulnerable for 2 ou 3 seconds and there a good chance to you lose the fight because the hp loss is stupidly high
Not sure if anyone commented on this but Servbot's Lunch Rush has a unique property of re-standing an opponent on hard knock down, meaning you can extend combos far more than they can often leading to decent ToDs
Since the DLC isn't very old yet, Stroheim also has a super that kills you (or leaves you at a sliver) in JJBA ASBR. Well it's not quite that games version of a super, but it costs 2 lots of bar to use so I'd say that's close enough
Feel like its worth it to mention that fire's super is unblockable post freeze and increases base damage or like any more info to not make it seem like it only has cons
Hey JM! I always love seeing a new upload from you. I have been playing a bit of Okami lately and was curious to know how viable Amateratsu was in MVC3? Or ways to make the character work? Keep up the awesome uploads and I can't wait for your next video!
I was messing around with this Gundam fighting game on GBA and the way Supers work in that game is they are tied to an install mechanic. Once per round, you can enter this install which gives a damage amp but also reduces your defenses and repeating the input while in the install will perform a Super and end the install. You can cancel into the install and into the Super so being once per round this is a huge resource to leverage, especially as I *think* you can install to cancel *hitstun* so it's a defensive mechanic too. Enter the Forbidden Gundam. The Forbidden Gundam has a Super which does not work. It connects from a slash with its scythe, then transitions into a couple gunblasts, this all works fine. Then it launches this fat beam which pops the opponent into the air for them to fall back into. This game has a very generous air tech system that lets you tech out of any hit you take while airborne so the Super pops them into the air, they fall onto the beam, immediately tech out of hitstun and block the remaining Super for 0 chip damage. This Super however is aimable; you can aim the fat beam up or down. Aiming it up has the beam follow them into the air where they again just air tech and block for 0 chip, aiming it down has it whiff entirely outside of the corner where it's so minus your opponent will block it anyway! And you give up your damage amp install for this, the one saving grace this Super has is that at least the first half does enough damage to be worth using to secure a combo, assuming the game's generous combo fallout doesn't kick in.
What makes Nemesis Level 3 so bad on top of being a command grab super, unlike most level 3's in the game it has no I-frames on startup. Compare it to Ghost Rider's Pennance Stare which has enough IFs to be used against oki. Or the straight up immune level 3s like Akuma, Arthur, and Pheonix Wright. I think it has such slow startup you could use team crossover combo to avoid being hit(if the tcc goes 2nd)
Silver Samurai's fire sword install does give him a significant damage buff, so it's certainly there if you want to style on your opponent. One thing you left out with the lightning sword install is it ironically changes the hitbox of his Raimei Ken super so it hits less often. The regular unpowered version kills Abyss during his third form if you stand right underneath him and his orb. It's one of the few supers that can do 100% damage to Abyss' third form but is by far the most consistent one to do so.
Ah yes, supers that might as well not exist. Peak for me is Terumi's counter super in blazblue, Venomous Bite, known in the community colloquially as a 50 meter taunt. For 3 seconds you slowly walk towards the enemy and getting hit with a mid or overhead activates the counter, which can lead to an amazing combo. *_THATS IF YOU CAN ACTUALLY HIT IT._* This move gets ignored by SO MANY THINGS. Projectiles, puppets, unblockables, invincible moves, MOVES IN THE AIR, heck even lows dont work on it until you're in overdrive! (for those who dont know, the easiest way i can explain it is an install for every character in the game) Not only that, but theres no hitstop! If you hit the counter you can easily get out of it by cancelling into an invincible super! The only good thing about it (other than being a really good combo starter if you manage to get it off) is that its a frame one counter, meaning it could theoretically be used as a reversal on a predictable opponent, but its just... So bad.
And then it somehow ignores the moves it should counter for no discernable reason. You essentially have to flip twenty coins to decide whether it works and a single loss means you've wasted meter.
Dunno if it technically counts for this list but I would include Twelve's "xcopy" super. All jokes aside about it being the best super because it changes Twelve to be someone else it truly is one of if not the worst super in the game. Because it's a transformation super, you do not have any EX moves available to you and the animation when you transform back is unskippable. They also made it so while you are transforming back you take extra damage. That's on top of the fact that in order to use this super effectively you need to know how to play the opposing fighter, so at that point you might as well just main a different character altogether. Honestly Twelve in general is just really poorly designed and imo him being a random character fighter like Mokujin or Olcadan would've been better.
They probably put that super in just to show off what the CPS3 was capable of. It's the same reason Gill is colored like he is. Speaking of which, imagine how hilarious it would have been if X-Copy always turned you into Gill. That would probably made up for its downsides.
Sol’s Dragon Install 2nd or Justice’s super from GGXXAC+R are two suicide supers. Especially DI 2nd. That thing is hilariously bad in every single way, from input to cost to startup to recovery to effect
I had a pretty badass setup for Nemesis Lvl 3 but it’s so situational. Back your opponent into the corner, then do a light-medium-heavy chain but cancel the heavy into level 3 JUST before it makes contact. If done right they’ll recover from stun at the exact moment the super comes out but only if they’re not doing anything but blocking.
This isn't MvC, but Guilty Gear XX AC +R has one of the worst supers I've ever seen. Sol Badguy has a super on 214214214214P+H called "Dragon Install 2nd.", which is already an input you're almost never going to get off in battle, but it also costs your entire tension bar rather than the normal half that every other super takes, and it has over six times the startup of the regular Dragon Install and has no invincibility, meaning you can be hit out of it, but on top of that it drains your health until it hits 1 pixel and fast, it kills your tension gain (where the normal one gives you 0.1% every frame), and the only benefit it has over normal is that it doesn't end when Sol gets knocked down
I get what they where tryna do with silver samurai tho. The fire makes him a rushdown glass cannon do a lot of damage take a lot of damage...in theory at least
That Nemesis one is so frustrating because I can see the tentacles touching the enemy! It's making full contact but NOTHING IS HAPPENING
But it's soooo satisfying once it lands... Lol. I once had anchor nemesis vs anchor strider.. He did vajra and xfactor canceled and did level 3 and that killed full health strider lol.
Maybe it's background and foreground tentacles you see, designed to distract for the shorter hitboxed tentacles on the same plain? I didn't really play mvc3 much.
@@xxSKAGhosTxx Weeabos have seen more than enough Hentai to see where this is coming.
@@xxSKAGhosTxx I don’t play the game, but from what I know it doesn’t hit because it’s a grab super. Mechanically it basically means they have to be in neutral on the ground for it to hit. (I think blockstun also works?) If they’re in hitstun or in the air, tough luck.
@@Gamesmarts194which is weird because there are antiair command grabs, he has one of them technically just not super 😭
Another bad thing about Ryu's super is that the input for it makes it much harder to wavedash without accidentally going into it
He's part of the reason why I started plink dashing
A poetic mechanic that forces the player to learn new techniques like plinking
@@bryansnaylor Ryu forces you to become stronger. That is some extremely good storytelling through gameplay.
At least one good thing is once you tag out Ryu and do a crossover combination he still does the powered up super until you tagging back in
*plink dash enters chat*
As someone that use to play Nemesis often back then, I think I landed his level 3 once. And I think it was only because the other guy had no clue what it was and down-backed.
Hahahahah had to be the only way 😅
Never played but that's funny af to hear
For Nemesis, whole point of using three meters is to see the tentacle animation.
It is indeed a glorified taunt
Ayo
No it's seriously like icing on the cake. It's not designed in the slightest to be useful or service a utility. It was 100% made to piss off your opponent.
🤣🤣🤣
Sol's Dragon Install 2nd and Justice's Omega Shift from Guilty Gear XX ACR both dare to ask the question "what if you could spend 100 meter to lose the round?"
“Dragon install to lose” is simply the evolved version of “taunt to get bodied.”
Justice's Omega Shift, oh god I forgot about that
Dragon Uninstall
Omega Shift at least has some unique function when it is active, DI2nd just makes DI kill you faster and...nothing else of note?
Meanwhile kusoru with DI and IK
Couple of notes: Samurai's ice power wrecks Juggernaut and Sentinel if they block it.
It also leads to easy assist infinites, and even regular infinites by switching to Ironman or Magento, Storm, ect. They can't shake out either.
With certain assists, he becomes a menace in mid tier play.
Why doesn't his electric power up make his electricity super stronger? That... That feels so dumb
@@benjihuynh2970 We've all asked that same question.
@@benjihuynh2970Time constraints. They probably intended him to had a neutral super and the lightning super to be his lightning super, but when you gotta get 12 more characters done by next week, you gotta cut a few things
It’s not a Super per se, but I think Pandora Mode from SFXT deserves a dishonorable mention. It KOs your tag partner upon activation and then KOs the character you’re using a few seconds later.
Pandora mode in SFxT is probably one of the worst mechanics in any fighting game I have ever seen.
I remember playing this, activating it, and my opponent did a super and activated their Pandora mode, and my character died due to the cut scene of activation.
Pandora mode is good for what it was intended for. dropping off a character mid combo to secure the round. Or used on reaction to punish a fireball with your back character to secure the round. Its situational but not bad.
@@Kakeen That, or that one mechanix from Guilty Gear Xrd or something where there was a randdom chance that a special mode activates upon a clash.
Also; since the timer doesn't freeze when Pandora Mode is activated (unlike with the 'Overdrive' mechanic in 'BlazBlue: Chronophantasma'), the opponent is almost guaranteed to win the round via time-out due to how fast the timer moves.
If Silver Samurai's spending bar to power up reset the timer, they would have been a funny way to play that simply sub-optimal, not a way to throw.
As dumb as this may sound, I do this with Ice super, yeah i'm burning bar but I take no damage and no-hit stun and I have won games with that strategy multiple times. Another benefit about stacking ice super is that the super tied to it does Major chip damage, It will take a good 4th of the life bar when blocked
@@doranbrooks8843 Glad someone else knows
@@doranbrooks8843up. Triple ice super might actually be the best tool in silsam’s arsenal…. That thing is crazy powerful
I’d go ahead and say that all silsam needed to be a high tier character in this game would be that power up to cost a single meter
@@doranbrooks8843 Fire still useless tho lol
Ice super is great because at 3 stacks you have full hyper armor
Aigis in P4AU has a super called "Extreme Orgia Mode" and you can only use it when you're out of bullets, in overheat mode (bad), and if you have 150 meter (you can only get this much meter when you have low health). And even after all of this, after the install runs out, you're put in Overheat mode again (which I mentioned, is bad.)
Wait, what?? I play p4au religiously and even I didn't know this (I'm an Elizabeth and Naoto main lol)
IIRC, you also need to be Persona Broken too, right?
@@JAnne_Bonne No, your Persona can be fine
What exactly does it do? Judging by the requirements, it sounds like its meant to be a sort of death or glory option where you have nothing left to lose and defeat is imminent unless you pull this last trick out of your bag. What benefits does it offer Aigis in exchange?
@@GameAW1 A lot. Gradually recovers health, increases damage from all attacks by 20%, she gets her bullets back and her persona cards if she lost them, her extra mobility options from Orgia Mode are now projectile immune, and her D normals (which are parries) now activate regardless if they are triggered or not
In MvC2, Dan has the Otoko Michi level 3 Hyper combo that is a gag reverse of Akuma's Shun Goku Satsu.
You perform the input reversed (H punch, L kick, back, L punch, L punch) and Dan will jump on the opponent and explode; dealing potentially huge damage, but leaving himself with 1hp.
The SVC:MOTM version is even WORSE. As that version does damage even less than a typical level 1 super, and it puts him to 1 pixel of health. Also minus on hit, and anyone with a fast projectile super can hit him.
@@zakutenakazumiya1516 yike
@@zakutenakazumiya1516 yeah it's BAAAAD. at the very least, the MvC2 version is the most damaging single super in the game, pretty much guaranteed to take a character, and the SvC Chaos version doesn't have a health penalty, to compensate for it's less devestating damage.
(edit: nevermind the svc chaos one literally just deletes one of the opponents health bars lol)
I have no other options
Dan has a use, his super taunt can create unblockables in mvc2
Possibly my favorite one of these would be Tekken's Yoshimitsu. He does Hara-Kiri, but turns 180 from the opponent first. A staggered player, or one simply caught by surprise will be stabbed for HUGE damage, the same as Yoshimitsu. This can then be followed up with another stab, very nearly killing Yoshimitsu, or a spin to produce a horizontal slash. I often used it when I had a comfortable health lead. Start his three-part dive in combo, stop after the second part, Hara-Kiri instead, stab once more. I'm nearly dead, but the opponent is dead.
Battle Arena Toshinden had Sho, who had something similar, yet different. He had to do sort of an Install first, then he could perform Harakiri, which would damage him a lot and cause him to crumple. The opponent will also take damage, although less. It's also entirely unavoidable, although the opponent won't take any hitstun.
It's a bad idea 90 % of the time, but if your opponent is very low on life, it can be a good option to close the round.
Unfortunately not a super, but super fun!
@@Replosioned It's the equivalent, as that game did not have supers, but unblockable instead.
Anton who
i’m pretty sure in T7 it kills you instantly but if you do kill the opponent with it, you win the round
in regard's to ryu's install: his tatsu upgrade has a MUCH bigger hitbox, allowing you to hit someone at near superjump height (making it a great way to punish someone trying to escape) and if it hits high, and throws them into the corner, you can combo after it solo! Also, it gives better combo routes, so it's more intended to be a tool for use mid-combo for THAT combo, rather than something in neutral.
Basically hit them with lightning
It still switches sides, so unless you make your combos very short, it feels kind of useless.
Interestingly in MVCI Nemesis super was actually good, because of how you could switch characters and trigger a level 3 by burning through your gem. While you had a gem going, you could activate it with 1 button and use your other character to get in and swap to nemesis.
I haven't even started the video properly yet but I just wanna say that I can't wait to see Silver Samurai in this
EDIT: I did not have to wait long
For Ryu's install, it can be really useful for making a combo kill when it normally wouldn't. Anything that can extend a combo is usually worthwhile at least sometimes. As for the damage, the amount of self damage it does is pretty much inconsequential unless you're at such low health that a single jab would kill you.
I definitely wouldn't say that this install makes him worse.
To add to the benefit of this install Ryu also gains meter during it which can't be said for many others with install supers.
i would say it does as it gets rid of downwards shinku hadouken and he cant wavedash anymore
@@rikibdgd4764 but it doesn't really last long enough for that to matter, as we see in the video, you can easily just use this as a combo extender, which is its best use case, and it will probably have run out by the time the combo is over.
I like how at 10:14 he tried to show the big tatsumaki when he mentioned it, but the mode already wore off
You could do a big video just covering KoF. There's Shermie's RNG supers, there's Kula's super which only serves to drain meter from the opponent, or Foxy's super which forces a double ko.
I didn’t even know Ryu’s install does damage to him
It's also so little damage that you have to question why they even bothered with that mechanic
@@SethAbercrombyFlavor
For a recent example, Faust's Bone-Crushing Excitement in Guilty Gear Strive at launch. In Strive, all supers, called Overdrives in this series, wall-break the opponent. Bone-Crushing Excitement was the sole exception to this trend, as it brought both the player and opponent to the center of the stage. Thankfully, it was patched to also wall-break.
Really? I thought Chipp's Zansei Rouga doesn't wallbreak, which is why people use his other super to do that instead
Isn’t it one of the few without startup invul too? I seem to recall behemothing through a couple Faust supers
@@tedjomuljono3052 There's a lot of supers that don't do guaranteed wall breaks in Strive. The key thing is actually that every character has one super that is able to. Before they changed Bone-Crushing Excitement, Faust was the only character that had no super that could wall break.
@@Near_Pluto_ no it has invuln, if you did that then they probably tried the PRC glitch and just got hit
HPB also doesn't wall break on its own
I still remember how in SF4 Cody''s sand attack ultra is painfully negative on hit if the oponent is in the air. Lost so many matches because of it.
you would only use it like that after ex bingo to kill though
Never understood why it never fully combo'd. It always feels like the swings should hit, but the pipe just phases through.
Silly fact. Cammy and Fei Long U2 counters will trigger if the sand touches them.
Everytime I see Silver Samurai brought up and his weirdo install supers, I always expect to see the goofy mechanic when using fire install (I think) and using his shuriken super causing the opponent to be launched super high into the air and being able to do that multiple times. Now it makes me wonder if I just imagined it working that way.
There's actually another downside to Ryu's UMVC3 Denjin that I think is important to bring up.
Denjin prevents Ryu from aiming his Shin(ku) Hadouken super. Sure, it now bounces off walls and hits borderline the entire screen as a result of that, but it also critically means that Ryu loses his ONLY OTG option: Air Shinku aimed downwards. He literally can't do it. It means you can now block vs Denjin Ryu with mininal risk of death outside of chipouts, as now he has 0 way to convert off his throws.
So you can just take the throw and dodge most of Denjin's threat. Easy.
Also prevents Ryu from using the "searchlight" Shinku by aiming the beam upwards from the ground, though this isn't as major a loss as the OTG one.
Its ok to lose out pn it if he can conbo into it cause he can do more damage while in it especially if you have a otg assist like i have deadpool pair up with him 600 k to 800 k to be exact making it real powerful for a damage spurt if you need it and can get it
I also think it’s weird because Shin Tatsumaki is like Spirit of the Dragon where it _looks_ like it should OTG since it’s so vertical it goes through the floor but it doesn’t.
@@JAnne_Bonne it would be kinda op of it was
@@juanpagan7944 I don't think Ryu would be OP in any version of MVC3 no matter what you gave him lol
@@NeoBoneGirl he kinda is pretty good if you can use him right hes guaranteed to get 800 k damage with select assists killing half the cast generally he's much harder to play and theres more characters better than him ryu is only really good in his respective franchise as his shoryuken and hadoken is practially useless in this game unless its street fighter this is his best version out of any cross over game he's been in where he lacks is his combo potential and set up other thats the major thing stopping him from being top tier other than that if he did have those stuff he'd be top tier
Can't remember which of the Capcom vs games it was from, but given the liberties you've taken for this list Iron 'Gief definitely deserves a spot. It's a super that makes Zangief super powerful, immune to knockdown and resists damage - but he can't block or jump and IIRC moves slowly meaning that any half decent zoning character can chip their way to victory.
That's MvC2 lol Irongief looks cool but yeah don't use that
He can jump he just cant block. The thing is Geif sucks so bad in MvsC2 that its generally an upgrade since pure RD based characters cant do anything to him anymore and as an assist he can plow through a lot of guys in low/mid tier play
I had no idea ryu’s marvel 3 power-up actually did damage to you. They really do the low-tiers dirty in these games man.
Sol's Dragon Install 2nd in Guilty Gear XX
Costs The full bar, kills your tension pulse and quickly drains your health bar until 1, and the only benefit is permanent DI, which frankly isn't as good as you'd hope considering the cost of either 50% meter on a timer + punishable recovery once it ends, or your bar AND your health
This is such low hanging fruit tho
@@harryvpn1462 so? it quite literally harms you for using it
As I mentioned in the other comment mentioning this move:
DRAGON UNINSTALL
I'm a simple woman, I see "instant loss" followed by a picture of the hulking man that is Nemisis, I click.
🤯
Oh my god, underrated as fuck hahaha 😂
I've seen enough hentai to know where this is going...
hearing nemesis's super activate while his arse gets kicks never gets old
My personal favorites are Sol's Dragon Install 2nd from AC and Shin's "Omae no Ken deha, Shinan!" From HnK.
DI 2nd costs your full meter and 127 frames of startup with no invincibility to then drain your health until it hits 1 but give you the benefits of a regular DI, just permanently. You will indeed die to chip damage because you just spent all your FD meter.
To quote the HnK wiki: "Shin slowly retreats, then jumps to his death." It has the upside of making you start the next round with full stars, but it has 318 frames of startup... and also kills you.
I know you didn’t read my comment on your last vid asking for this vid and nemesis specifically, but thank you for doing this. Every time I realize that his super is not invincible, I get a good laugh.
I think a super that takes 3 meters and gives you nothing counts as hurting you
MVCI: Captain Marvel (Carol Danvers) has a hyper Binary where she going "super saiyan", her damage output is increased, her special moves empowered and can be canceled from normal/special moves.
But there's one biggest flaw: Her health drains during that state.
All of Carol hypers (From her hyper blaster and Lvl 3), she's loses portion of her health
I was expecting this to just be Supers with a drawback to balance them.
I remember loving playing Matrimelee at my local game store, where Olof had a super which was his Only punch in the game, which deals damage to himself, because he has a broken wrist.
Speaking of 3-meter supers, would love to see a video that is focused on multi-meter supers, either the best ones or the worst ones. Those are always super fun to see in real games!
Hits level 7 has got to take the cake
That'll be hard for UMVC3. It's mostly because 3 meter supers usually have 2 purposes: combo enders (it does fixed damage most times, but that's more or less inferior because of X factor) or a niche thing like I frames or a command grab. Otherwise, all level 1 supers are so much better, and not even just because of the cost. Zero's Sougenmu, Morrison's Astral Vision, Spencer's Bionic Lancer/Arm, both Devil Triggers, and Virgil's Spiral Swords are all supreme examples that level 3s are more niche and less helpful than level 1
with nemesis's lvl3, if you DHC into it it freezes the screen for the startup, so it becomes a real command grab
costs another bar, but it's pretty good for forcing a guess, kinda like if you super in their face and they gotta guess if u gonna DHC into the command grab or jump and get hit by whatever super u threw out on the jumpback
ggxxac+r sol: dragon install second (aka dragon uninstall). costs a full bar, drains your health faster than you can drain your opponent's health, and makes you a target for longer than the regular dragon install, WITHOUT the invul on startup
Not all downside but Bang’s Fu-Rin-Ka-Zan from the first Blazblue was extraordinarily scary to use because you lose your ability to block normally and your directional inputs become an 8-directional command dash during which you are in a CH state. Wild mobility though
It's the BlazBlue equivalent of "Dragon Install to throw the match," but at least Furinkazan came with a sick anime power-up theme.
BANG BANBANBANG
@@Crunkman2k In theory it was stupid powerful, right up until anything at all didn’t go your way and you reset to neutral. Then you’re in big trouble.
you could barrier block but yeah the dash were unwildy to use in neutral that was better used as a reversal or to confirm into big damage
The saddest part about Ryu's super, is when you remember Dante's and Vergil's Devil Trigger exist in the same game, last infinitely longer, and have more functios
Ryu got done dirty!
Dan’s level 3 in MvC2 man! That thing takes literally all of your life except a pixel
For nemesis, just based on the animation of the tentacles coming out in all directions and lack of s, I assumed it was a kind of curveball throw super, where you can capture people just off the ground at a low height who have tried to jump out from habit, and instead the answer to counter it is to just jab because its slow and vulnerable.
But no, its just 3 meters for nothing of value. His regular command grab is faster and has almost the same range. I don't understand how fighting game devs thought it was worth putting in like that. There are no other level 3 grabs that have no invincibility on start up, and most if not all the level 1 ones do and also start up faster. They obviously understand the concept and what gives a grab super utility in a crazy game like MvC. There is no reason for it to be like that.
The character has a super armour gimmick. It could have at least had that if not actual true i frames. Or it could have had a thematic gimmick, like if you land this hard-to-land and expensive super, you get a dark phoenix style revival stocked or huge health regen for a limited time, mimicking nemesis resilience and returns after you think he has been beaten in the RE games.
That Nemesis super is basically "Spend 3 Meter to get Clowned On."
As you mentioned a few weeks ago in another vid, Makoto's super in SF3-3rd strike is quite harmful to her because it removes her ability to block - kind of a big deal.
For Nemesis lvl 3. I used to face someone who knew how do a set up that reset you mid air to force you to fall perfectly into level 3.
Silver samurai's ice super when stacked to 3 allows his follow up super to do massive chip, and since he's fully armored that leap of his into the ice spikes can't be interrupted allowing you to easily catch assists and tank supers, on top of you can meter very fast when you take no knock back allowing you to constantly reset ice stacking and virtually remain armored for most of the round! It seems you are not looking at the big picture here. Watch RoySkrull to get a good idea, I believe he uses ice on certain matchups and uses it frequently.
I gotta go with the ggac+r secret dragon install, not only is the imput SUPER convoluted, but it also has a stupidly long startup animation and DI now drains health
SS gets hyper armor with 3 ice power ups. And mashed super with doom rocks causes massive chip
Been loving the videos! I quit watching for a while when I stopped playing fighterz but you’re starting to become one of my favorite gaming youtubers again 💞
I was pretty casually into MvC2, so I had no idea of Silver Samurai's stance supers. Very cool to learn, on top of everything else!
i don't even play fighting games but i love your videos. your positive vibes are infectious! keep it up!
You should try Dan's Otoko Michi from Marvel Super Heroes VS Street Fighter. It is a Level 3 Hyper Combo that requires 3 bars, causes average damage AND always leaves it with one Hit Point. It also appears in Marvel VS Capcom 2, but, thanfully, it is now the strongest Hyper Combo in the game.
Dan legendary taunt in 5 can get him killed in one hit
Whenever I used Ryu or Hsien-Ko, I always had them start the match. Then I’d pop their buff Supers and swap them out to keep in the backline for DHC and assist respectively.
Hyper Armour Hsien-Ko swing interrupted every move, making her an amazing tool for pulling out a happy birthday, while Ryu was always available to bust out a game of Twister during a DHC. Never tried using the two on the same team, but it probably wouldn’t be the best idea. 😂😅
Just wanted to mention I’ve been loving your videos lately man, huge thanks for putting out some awesome FGC content!
Don’t have much of anything but just commenting to comment. I don’t play any fighting games but for some reason love to watch all of your videos. Keep it up your channel is one of my favorites!
You should give one a go!
There is bound to be one that'll catch your eye. Then these videos will be even more fun to watch :3
Love getting notifications from you, JM. Keep it up. God bless 🙏🏾
It's not a super, but it is THE iconic self damaging move in my opinion. Yoshimitsu stabbing himself! He has like, 3 versions!
Surprised there was no 3S on this list considering that most chars in 3S have a single viable super in a game where every character has 3
A lot of them don’t really make you worse off for using them, it’s mostly just a case of opportunity cost. But yeah there are a few, such as Alex SAI and SAIII both probably giving the opponent a punish combo if you use them
most super have alright uses, but generally you would just pick the one that's notably the best
It was only about mvc
@@Phos9 When I heard that Nemesis's super was a grab my thought was "Oh it has Hyper Bomb Syndrome doesn't it"
@@Phos9 Alex SA3 can technically work after certain punishes, and it can also be used as a reversal against makoto's karakusa
Ginyu’s alt “body change” super in DBFZ can technically hurt you, though from what I understand it’s a pretty viable move (and also very funny to land). Holding the super button will cause Ginyu to stab his heart before changing, lowering the opponent’s health just to add insult to injury. Plus it’s a cool reference since he did that to Goku
Also tien level three hurts you the more you use it
Another bad aspect of Ryu’s denjin install is he actually LOSES his otg shinku hadouken, actively making his combo game worse
I think I remember Kairi from Street Fighter Ex 2 Plus. He has 2 level 3 supers. One is a raging demon super, which is decent. The other one is a huge beam level 3 super that can do massive damage. The beam super is very risky. You can punish it on block, since Kairi falls to the ground, afterwards. But another thing that makes it bad, is that you lose health(though not as much as the opponent when it hits). So it can be punished and lose health at the same time. Also from the same game, Area's level 3 super, also does harm to her. If you do Area's level 3 super, you lose her mechanical arm. If Area loses her mechanical arm, she loses access to most of her moves. Area doesn't even have a move, that retrieves her mechanical arm. So you can only do Area's level 3 super, once and loss a majority of her moves.
Its funny but the only super of serve bot you didn’t mention. The one where he grows big, can’t block, doesn’t flinch, and even if you hit it, it doesn’t do any good dmg
You are one of my favorite FGC content creators
Great vid. Nemesis Lvl3 is decent, when used in cross over counter to side step start up. So 4 bars for cool setup tied to nemesis =/
Nemesis being playable in MVC3 was one of the coolest things about that game. I wish that Jill had remained playable too doe :(
Err, Jill is playable in MVC3, you just have to buy her, and relearn everything
@@tedjomuljono3052 *Evil Jill
We wanted the REAL Jill.
@@GmNdWtchr96 Fair enough lol.
@@GmNdWtchr96 they didnt even put her re5 voice actor i loved her
@@tedjomuljono3052 I think at one point, when Capcom lost the license, you actually couldn’t buy Jill if you hadn’t already…
If SilSam's fire state was his default, using his install supers would make sense.
Also Dan's Otoko Michi (reverse Raging Demon), but it's a joke super and not meant to be used seriously.
As a Silver Samurai user in MvC2, I gotta say... what? Fire is +50% damage output if I recall, while ice is half-damage received.
If you're choosing a defense increase over an offense increase, you had better be strategically prepping to take some unavoidable and heavy damage.
Fire, fire, fire. While you're aggressively using it, you keep gaining more super to keep it going. Melts your opponent. I mean, it's a 50% buff; that's no joke.
Also, the chip damage on his shuriken super is not to be underestimated, either. Dude is versatile and fun to play.
Just don't use the lightning power-up super. It enables higher speed + pixie-style combos but imposes the worst damage penalties (both received and given); it's terrible. (It also enables mid-air shuriken super. Obviously, the original plan was for him to always have both kinds of shuriken super, and the lightning power-up would enable the lightning move. Changing that around was either a bug or some sort of last-second redesign in an attempt to balance the character.)
Who knows, maybe some of that was specific to the Dreamcast version I always played.
Triple ice with silsam is actually crazy good…. Oftentimes it’s just far better than using raimeken 3 times
The other 2 are spectacularly bad
As far as Silver Samurai's super goes, I wonder how they affect assists? I doubt SS has any GOOD assists but it MIGHT make their assist game interesting.
Awww...before you said MVC, I thought for sure you'd mention Kaede from Last Blade 1. Well...that’s the one I thought of, at least, having played it just a few days ago, and seeing how bad it was, compared to...well, what it obviously ended up being in Last Blade 2. Oh well...a sequel video involving more obscure games would probably be really fun, at least...
For Servbots anti air, because there is no frame between SB looking shocked and then lying on the ground when all of the others are running away, it looks like SB runs off and one of the replacements gets up off the ground
I think all the other throw supers in UMvC3 were invincible and unreactable. Why is Nemesis's the exception?
Shout outs to black heart in marvel superheroes onlines move list literally saying “avoid using this move at all cost”.
I think it was his Infinity Counter, a truly horrible one. I loved the movelist in MvCO, I wish other ports of old fighting games did something like that.
BlazBlue's Izanami has like a 100 meter super that stops time. Sounds decent, right? Well, here's the thing: it takes too long to stop time, time stop doesn't last for long and the only viable means of setting it up waste what few seconds you are given. It doesn't even last *that* much longer than her other time stop super, which is a command grab reversal super that costs only 50 meter. On a character who has "ignore neutral" button that can only be countered by multihits or throws. Also you can dodge time stop with precise timing because lol.
It may not directly harm you (though you are very likely to get hit before pulling it off), but it's still very bad.
That's why the player uses her rib cage barrier while doing the move so you can go unpunished if you do it fast.
@@pinksywedarnoc8017 you could also run up to the enemy and use 50 meter super. Invading your opponent's personal space is what Izanami's going to do most of the time to begin with. Its startup is far more manageable in OD, but OD Nihility is only a second shorter while also being way easier to hit with.
There's also the fact that the enemy can say screw you and superjump before it becomes active if they can't interrupt you in time, which will prevent you from doing as much damage.
@@anothenblue2630 I like all this knowledge you're giving me.
one that always stood out to me comes from J-stars Victory, Inchigo's ultimate attack is a straight line attack that 100% kills Ichigo regardless of if it it an enemy or not
Silver Samurai's Fire Column super looks like it's meant to be an anti-air super, but the fact that you have to be in Flamesword Mode to use it means you're never going to pull it off in response to a jump-in unless you're _already_ in Flamesword Mode, which, as jmcrofts states, you won't be.
One from Tatsunoko Vs Capcom is Ippatsuman's Lvl 3. If the charged laser in it had some armor, then maybe it could be useable, but not as it is.
in street fighter ex 2 and 3 Kairi has 2 meteors combos "level 3 super" the first one is like the Akuma's Shun Goku Satsu but the other drains your hp and if the foe block it will leave you vulnerable for 2 ou 3 seconds and there a good chance to you lose the fight because the hp loss is stupidly high
2:00 why do cyclops thighs dramatically expand like that
Not sure if anyone commented on this but Servbot's Lunch Rush has a unique property of re-standing an opponent on hard knock down, meaning you can extend combos far more than they can often leading to decent ToDs
Since the DLC isn't very old yet, Stroheim also has a super that kills you (or leaves you at a sliver) in JJBA ASBR. Well it's not quite that games version of a super, but it costs 2 lots of bar to use so I'd say that's close enough
Feel like its worth it to mention that fire's super is unblockable post freeze and increases base damage or like any more info to not make it seem like it only has cons
Hey JM! I always love seeing a new upload from you. I have been playing a bit of Okami lately and was curious to know how viable Amateratsu was in MVC3? Or ways to make the character work? Keep up the awesome uploads and I can't wait for your next video!
I was messing around with this Gundam fighting game on GBA and the way Supers work in that game is they are tied to an install mechanic. Once per round, you can enter this install which gives a damage amp but also reduces your defenses and repeating the input while in the install will perform a Super and end the install. You can cancel into the install and into the Super so being once per round this is a huge resource to leverage, especially as I *think* you can install to cancel *hitstun* so it's a defensive mechanic too.
Enter the Forbidden Gundam. The Forbidden Gundam has a Super which does not work. It connects from a slash with its scythe, then transitions into a couple gunblasts, this all works fine. Then it launches this fat beam which pops the opponent into the air for them to fall back into. This game has a very generous air tech system that lets you tech out of any hit you take while airborne so the Super pops them into the air, they fall onto the beam, immediately tech out of hitstun and block the remaining Super for 0 chip damage.
This Super however is aimable; you can aim the fat beam up or down. Aiming it up has the beam follow them into the air where they again just air tech and block for 0 chip, aiming it down has it whiff entirely outside of the corner where it's so minus your opponent will block it anyway! And you give up your damage amp install for this, the one saving grace this Super has is that at least the first half does enough damage to be worth using to secure a combo, assuming the game's generous combo fallout doesn't kick in.
Played MVC2 for 10+ years and didn’t know Servbot’s supers were tied to his assist lol. I thought it was some kind of secret super in the arcade 😂.
What makes Nemesis Level 3 so bad on top of being a command grab super, unlike most level 3's in the game it has no I-frames on startup. Compare it to Ghost Rider's Pennance Stare which has enough IFs to be used against oki. Or the straight up immune level 3s like Akuma, Arthur, and Pheonix Wright. I think it has such slow startup you could use team crossover combo to avoid being hit(if the tcc goes 2nd)
Nemesis and his Level 3 with the smallest hitbox known to fighting games.
Silver Samurai's fire sword install does give him a significant damage buff, so it's certainly there if you want to style on your opponent. One thing you left out with the lightning sword install is it ironically changes the hitbox of his Raimei Ken super so it hits less often. The regular unpowered version kills Abyss during his third form if you stand right underneath him and his orb. It's one of the few supers that can do 100% damage to Abyss' third form but is by far the most consistent one to do so.
Ah yes, supers that might as well not exist.
Peak for me is Terumi's counter super in blazblue, Venomous Bite, known in the community colloquially as a 50 meter taunt.
For 3 seconds you slowly walk towards the enemy and getting hit with a mid or overhead activates the counter, which can lead to an amazing combo.
*_THATS IF YOU CAN ACTUALLY HIT IT._*
This move gets ignored by SO MANY THINGS.
Projectiles, puppets, unblockables, invincible moves, MOVES IN THE AIR, heck even lows dont work on it until you're in overdrive! (for those who dont know, the easiest way i can explain it is an install for every character in the game)
Not only that, but theres no hitstop! If you hit the counter you can easily get out of it by cancelling into an invincible super!
The only good thing about it (other than being a really good combo starter if you manage to get it off) is that its a frame one counter, meaning it could theoretically be used as a reversal on a predictable opponent, but its just... So bad.
And then it somehow ignores the moves it should counter for no discernable reason.
You essentially have to flip twenty coins to decide whether it works and a single loss means you've wasted meter.
*Gotta love Terumi counter....*
With Servbot's super I once saw a video of someone using Lunch Rush to lock the opponent down and DHC into Akuma Shoryuken super for like 50%.
One that comes to mind is MK 11 terminator Exoskeleton variation, not exactly a super but it’s terrible
Yoshimitsu's seppuku super in Tekken and Soul Calibur. He stabs through himself, damaging himself, and hits his opponent.
Aren't there some specials like in Street fighter alpha 2 where g e n does an assassination technique?
Dunno if it technically counts for this list but I would include Twelve's "xcopy" super.
All jokes aside about it being the best super because it changes Twelve to be someone else it truly is one of if not the worst super in the game. Because it's a transformation super, you do not have any EX moves available to you and the animation when you transform back is unskippable. They also made it so while you are transforming back you take extra damage. That's on top of the fact that in order to use this super effectively you need to know how to play the opposing fighter, so at that point you might as well just main a different character altogether.
Honestly Twelve in general is just really poorly designed and imo him being a random character fighter like Mokujin or Olcadan would've been better.
They probably put that super in just to show off what the CPS3 was capable of. It's the same reason Gill is colored like he is.
Speaking of which, imagine how hilarious it would have been if X-Copy always turned you into Gill. That would probably made up for its downsides.
Sol’s Dragon Install 2nd or Justice’s super from GGXXAC+R are two suicide supers. Especially DI 2nd. That thing is hilariously bad in every single way, from input to cost to startup to recovery to effect
Awesome video JM! Cool explanation!
I had a pretty badass setup for Nemesis Lvl 3 but it’s so situational. Back your opponent into the corner, then do a light-medium-heavy chain but cancel the heavy into level 3 JUST before it makes contact. If done right they’ll recover from stun at the exact moment the super comes out but only if they’re not doing anything but blocking.
Shocked Dan didn't make this list considering one of the special moves send him to 1 hp I think.
This is an entertaining video, well done Jmcrofts! :)
“He drops the boys on you”
The boys in question:
This isn't MvC, but Guilty Gear XX AC +R has one of the worst supers I've ever seen. Sol Badguy has a super on 214214214214P+H called "Dragon Install 2nd.", which is already an input you're almost never going to get off in battle, but it also costs your entire tension bar rather than the normal half that every other super takes, and it has over six times the startup of the regular Dragon Install and has no invincibility, meaning you can be hit out of it, but on top of that it drains your health until it hits 1 pixel and fast, it kills your tension gain (where the normal one gives you 0.1% every frame), and the only benefit it has over normal is that it doesn't end when Sol gets knocked down
How can you leave out MVC2 Dan? A lvl3 taunt super and a raging demon that takes 75% of your own health.
I get what they where tryna do with silver samurai tho. The fire makes him a rushdown glass cannon do a lot of damage take a lot of damage...in theory at least