Dante’s twin brother, Vergil, has had a lot of expectations since players first got their hands on him during the Ultimate Norcal Tournament. He’s often been called a mix between the playstyles of Dante and Wesker, having a number of useful moves to combo with and the teleport mix ups of Wesker, without excelling particularly in either like his inspirations. Combined with his long reaching sword and plethora of hypers which change his powers, such as Spiral Swords and Devil Trigger, and you have a character who has a pedigree for top tier.
There is one thing to keep in mind besides his low health pool. Vergil requires an insane amount of meter to play to his full potential. With his offensive hyper, Dimension Cut, as well as his Devil Trigger transformation, he also has unexplored power in Spiral Swords, which can further be augmented into different formations but at an additional cost of meter. Plus, he can’t use his level 3 hyper unless in Devil Trigger form, so it technically costs 4 bars to use. That’s not to say he’s bad when he lacks meter, but a truly scary Vergil player will want copious amounts of meter to spend like it’s going out of style.
Playing Vergil can be like Dante, making your strategies and combos as complicated or simple as you want depending on what niche you want to fill. If you want a mix up character who can continue offense relentlessly though, Vergil can fill your position.
I really feel sorry for Iron Fist. He’s obviously designed to be extremely offensive. A fast dash, a flurry of special “rekka” attacks, and really damaging hypers should mean he’d be adopted early, right?
Unfortunately, I like to say that Iron Fist’s hard counter is jumping straight into the air. He lacks any moves which do reasonably well with an opponent who’s feet aren’t firmly planted onto the ground. Even if he can deal with airborne opponents, the damage output of those combos are inferior compared to what he can do on the ground.
Still, his vast selection of special moves, combined with the ability to augment his attack, defense, or meter gaining properties, make him somewhat of an unknown at this point, even if most already know about his weak air game. His rekka attacks are fun to memorize and implement into combos, and finding team mates that truly compliment him can be fun.
If you’re looking for a challenge that will reward you with powerful, forward moving offense and damage, Iron Fist is your ticket.
Strider’s long awaited return hits us with a spectacular boom. Strider’s buffs in Ultimate make him a truly satisfying glass cannon. Even with his low damage output, his pure speed and teleport mind games make him a real fun character to play, even if you lose due to him having the lowest health next to Phoenix.
Strider however, needs an enormous amount of planning. Due to his low damage output and low health, he’ll need support from teammates in different ways. Personally, I put Strider in the second position as a buffer. My lead acts as a battery, earning meter so that Strider can use his primary level 3, Ouroborus. He then uses an assist who can cover him as his teleports into position to inflict damage. Putting in the second position also means you won’t have to worry about the enemy killing him easily if he acts as your anchor, as even a simple combo with X-factor can kill him if you make one mistake.
If you want a high rish, high reward character who is impossible to keep at a distance pick Strider, and pair him with a good battery and good assist.
Admittedly, I don’t have a lot of interest in Dr. Strange. In the time I’ve spent with him in training mode, his normal have fairly bad range. Luckily, he has many different projectile with different properties to high durability to homing discs. He is also a teleport centric character who can even create his own mix ups with the Grace of Hoggoth projectile, creating a slow-to-start fireball and teleporting before it makes contact.
Fortunately, his level 1, Spell of Vishanti, is one of the best in the game. It’s tracking and multi-hitting properties make it a nasty chip attack when your opponent is low on health as escape is essentially impossible unless X-factor is used to negate chip damage.
If you want a powerful zoner with strong mix up potential thrown into the mix, take a lesson from Dr. Strange’s spellbook.
Ghost Rider is one of the best zoners in the game. In fact, he’s one of the only characters who can combo from fullscreen, and not with projectiles. His strength is zoning from midscreen, where his normals can reach. At close range, his normals are bad and at long range, his normals don’t actually reach. But his ability to stand his ground and lock down his opponent’s options is unsurpassed.
Ghost Rider can especially function well as a lead with assists to cover his blind spots, especially as he can’t do too much in the air.
I also would be careful leaving him last, as an opponent can easily run away from Ghost Rider’s poor footspeed and predictable patterns. But he does a great job at softening the enemy and frustrating them.
If you want a hardcore zoning team, Ghost Rider will really spearhead your ability to keep the opponent at bay.
The lovable lawyer himself is without a doubt, the weakest character in the game by himself. There’s no doubt in anyone’s mind that he needs a good team to cover him as he hunts down evidence, as Phoenix with evidence can essentially becomes the deadliest character in the game, with insane reach and damage without even needing X-factor.
Like the other Phoenix, Wright will depend heavily on carefully constructed teams to help cover him in his quest for evidence. Unlike Phoenix, Wright will need to be a lead to make use of as many useful assists as he can get. He may even go in the second spot in order to take advantage of any knockdowns his partners get. Just like the other Phoenix, Mr. Wright is high risk but high reward.
If you want to play a challenging character with an unorthodox play style which rewards you with a powerful character, Mr. Wright can fit the bill with his deadly Turnabout mode.