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Marvel Vs Capcom: Infinite

SWonder916

When's DragonBall?
I do believe Injustice 2 will take the cake this year as Fighting Game of the Year. Very well put together from top to bottom. Graphics, story, replayability w/gear system, netcode, esports viability. Hell even marketing. Well done from NetherRealm. I do hope that Marvel turns out great tho honestly but the only thing going for it right now is that the gameplay seems to be being enjoyed by people playing it currently on the E3 show floor. The story demo is wack but I guess they have a newer build there. They're gonna need to make sure the story is awesome, graphics have a huge overhaul and a great netcode(which Marvel 3 did NOT have)
 

KCJ506

Kombatant
I'm a bit underwhelmed by the leaked roster. My biggest issue with it is the severe lack of newcomers.

hmmm so apparently it's the comeback of on disc DLC

I think we should wait before assuming it's on disc DLC. Because there isn't even a disc. The game isn't finished. It's impossible for there to be on disc data found for a game that hasn't even had discs made for it yet. It's probably just story mode assets at the end of the day considering they seem to match up with what we know of it so far.
 
If we're talking pure FG it's hard to say Injustice 2 is a better fighting game than Tekken 7 when you add things like the input buffer that make it hard to be precise with your inputs
 
If we're talking pure FG it's hard to say Injustice 2 is a better fighting game than Tekken 7 when you add things like the input buffer that make it hard to be precise with your inputs
Yea, and I'm sure even though I've never played tekken what I've heard is that tekken takes more time to learn than injustice but can't really say.
 

trufenix

bye felicia
Did the media mention a lack of modes but also the promise of story mode being added? I feel like that plus some leeway because it's a fighting game SFV would manage a 7. Reviews on fighters barely do the genre justice anyways.
The fact that you're making an excuse for them is why mvci will be worse, and not better than its predecessor.
 

DeftMonk

Warrior
The fact that you're making an excuse for them is why mvci will be worse, and not better than its predecessor.
Ya I am of the same thinking. I'm pumped as hell but I'm not buying anything until I see some reviews. Buying half finished poop (sfV) just hurts the quality of future releases.
 

Icepick

Mortal
Ya I am of the same thinking. I'm pumped as hell but I'm not buying anything until I see some reviews. Buying half finished poop (sfV) just hurts the quality of future releases.
It will be poop if they release it in 3 months. This game is not ready. The pros can say whatever they want. They have a conflict of interest. If Marvel does not sell, then they will have no pot monsters. There are simply too many problems with the game right now (story demo and E3 demo).
 

Skylight1

Warrior
I'm so sad about Marvel excluding X-Men from every new game, don't know if the article is true but Marvel is following that pattern with any new game... that and making all the X-Men comics shitty stories to lower their popularity and stelirizing all mutant characters so that Fox can't claim any new character (for real)... what a joke. It seems like X-Men are going to be transformed into Inhumans during next year's main event so that Marvel can use them in movies...

I miss the Astonishing X-Men days and still hope someday the entire Marvel universe is magically retconned like the last 5 years or more never happened, I loved my X-Men so much... U.U /rant off
I know this comment is literally 8 months old but I have to quote it and reply to it. Literally one of the big reasons why I even gave comics a chance is because of Marvel and the X-men. It guts me to my core if this happened to be true and they refused to do anything more with the X-men.... My Storm, Magneto, Wolverine! Don't die!
 

sinosleep

Kombatant
Going too take me a long time to get over how much of a step backwards the art style is. It's not like with KOF where outside factors played some big part.
 
I know this comment is literally 8 months old but I have to quote it and reply to it. Literally one of the big reasons why I even gave comics a chance is because of Marvel and the X-men. It guts me to my core if this happened to be true and they refused to do anything more with the X-men.... My Storm, Magneto, Wolverine! Don't die!
they have been sabotaging the X men for awhile one of the reason why I stopped reading Marvel comics(I was mainly reading X men comics)
 

buyacushun

Normalize grab immunity.
The fact that you're making an excuse for them is why mvci will be worse, and not better than its predecessor.
Where did I make an excuse? I simply guessed at why a fighter would get good reviews and then ended with "reviews on fighters barely do the genre justice anyways". They're basically too simple and about frivolous details to really give you any idea of how the game is. I doubt any mainstream SFV review mentioned how oppresive the oki is especially the throw loops.

The usual review talks about how cool the animations look, some basic talk about one character being slow and defensive and one character being in your face with combos. Whatever gimmick that fighter has is cool and adds something (MvC gems, Injustice Interactables, Tekken rage arts). End with a minor inconvenience (graphics look subpar) here and a gripe (story mode wasn't that good) there. End the review with a overall outlook about how the game captures that feeling you used to dump quarters on. 7/10.

Everyone who actually sticks with the games will actually break down what really matters. Tutorials, moves, balance, netcode (the mainstream reviews will say that the two matches they did went fine but it's probably different with everyone online). The actual good important stuff.
 
Reactions: d3v

StormGoddess

Your mind tricks won't harm me!!!
Superhero games: Why they don't make 'em like they used to...

Marvel Games' Jay Ong details a changing approach, from exclusivity to long-term contracts to games-as-a-service

Marvel Games had a big E3 last week. The Insomniac-developed Spider-Man game headlined Sony's pre-show media briefing, Capcom put its marketing muscle behind Marvel vs. Capcom Infinite in a big way, and Lego Marvel Super Heroes 2 was all over not just the Warner Bros. Interactive Entertainment booth, but the Los Angeles Convention Center itself.

And while those games were the focus at E3, they are by no means the only Marvel titles in the works. Square Enix has an Avengers project in development, Telltale Games is in the midst of its episodic Guardians of the Galaxy series, and then there are free-to-play and mobile offerings like Marvel Future Fight, Marvel Heroes Omega, Marvel Puzzle Quest, Marvel Contest of Champions, and so on.

That's a lot of different projects with a lot of licensing partners, and Marvel Games' Jay Ong spoke with GamesIndustry.biz at E3 last week to talk about how the comic giant handles its gaming adaptations, and how the qualities it looks for in a partner have changed over the years.


Single-franchise games like Spider-Man are fewer and further between now.

"It's not just a creative alignment, but ambition is a huge part of it," Ong said. "Unless you want to hit home runs, we're not interested in partnering with you. So we have to share the creative vision and then also, are you hungry? Are you willing to invest the talent, time, and resources to create a huge game like Spider-Man, Marvel vs. Capcom Infinite, or The Avengers? Those are all going to be huge games with long development cycles and top-tier talent, all that."

It's an approach the company has been moving towards for several years now, and it's one Ong says is self-perpetuating in a way.

"To some extent, it's almost that every big title people see or we announce partnerships on leads to more interesting things," he said. "It basically legitimizes that we're great to collaborate with. And most importantly, there's the output. Look at Spider-Man--it speaks for itself. So absolutely the strategy was sound and it's been proved. You could see it on the [E3] floor. Marvel vs. Capcom is amazing, and Spider-Man's going to be quite a phenomenon next year."

Spider-Man in particular represents a noticeable shift for Marvel Games. Under its old way of handling licenses, Marvel struck a deal with Activision that gave the publisher rights to games based on the character's movies and TV shows for 13 years. The deal was announced soon after the Spider-Man 2 movie was a critical and commercial hit and the accompanying Activision games were some of the best-reviewed titles ever to star the wall-crawler, and it still doesn't expire until 2018. While Ong said Activision has been a fantastic partner Marvel would like to work with again, it probably wouldn't be handled in the same way.

"It's not so much about whether there's a legal commitment to do X, Y, and Z, but a desire to say, 'Well, this is so successful, let's do more things together.'"

"Certainly the way we think about our partnerships is not so much about creating a legal construct that stretches long term; it's about creating relationships that are long-term," Ong said. "So it's not so much about whether there's a legal commitment to do X, Y, and Z, but a desire to say, 'Well, this is so successful, let's do more things together.' At the end of the day, if a project is not successful, I don't think either party wants to stay in the partnership. That's just logical and makes sense."

That same approach says a lot about why Marvel no longer carves up exclusive rights to certain types of projects based on its IP, like the ill-fated one it struck with Microsoft in 2005 giving the Xbox maker dibs on massively multiplayer online Marvel games.

"We rely less on contractual obligation because that's really a poor tool to determine behavior," Ong said. "It's about what's mutually beneficial. That's a huge part of our job, to act as a portfolio manager. How do we make sure that games are differentiated enough that partners aren't harmed by other games, and that consumers aren't confused? A couple generations ago there was a desire to do a lot of content. And now we've gone to less and less. It's been a conscious decision to go bigger and go fewer, to avoid oversaturation or consumer confusion. It should be an easy decision-making process for [fans]. There should be no confusion about which one's better. If there's one, it's going to be good. That's the promise behind all of it."

Another change in the company's licensing behavior has been a move toward games that feature the entire Marvel universe of characters rather than one specific character or franchise. There will certainly be exceptions to this (Spider-Man and The Avengers being just a couple), but Ong explained it's something Marvel has deliberately shifted its position on in response to what works in the market.

"When I think about our IP, I think about breadth versus depth," Ong said. "When you look at a single-character game, it's all about depth, really living the fantasy of being that particular character, Spider-Man or whoever else. The breadth part is about how you can experience lots of different experience, but with less depth. And what spurred that [shift] of looking at Marvel Universe and the whole collection of characters was mobile. With mobile, there are a lot of collection mechanics where people will want to play to collect more characters, and therefore you need breadth. You need a large character set, and if you stay within a particular family, then you're fairly limited in what you can do. But we're actually doing both."

"For quite some time now, we haven't seen a pitch where there's no ongoing content"

Even so, Ong acknowledged that Marvel has a couple key advantages as a result of the industry-wide shift to the mobile-style games-as-a-service model.

"The depth of our IP is incredible," Ong said. "We have thousands of characters, literally. When you have games as a service, it's feeding the hungry beast, right? You have to keep putting new content in there, and there's no lack of content there. Our first-tier characters are in the hundreds, and then there's more beyond there. There's no lack of content for a partner to delve into, and that's a great thing.

"The other thing is that not only do we historically have a large catalog, but there's new things happening all the time. If you look across the whole continuum of our business, we have movies and TV shows and publishing events with the comic books and so on. And that allows us to activate against those events. We'll have an event to celebrate Guardians of the Galaxy, for instance, around the release of the movie. It's not tied to the movie directly, but there's a really nice interest in Guardians IP and content so we work with all of our partners to release content in a coordinated fashion. And the move to live services is perfect for Marvel, and our partners are really happy we're able to both mine the huge catalog of characters and activate against renewed interest in different things."

Considering how games-as-a-service has taken hold of the industry, it's no surprise that Marvel's publishing partners would be thinking about projects focusing on that breadth more readily than depth. And while not every approach to games-as-a-service means giving players a treadmill of new characters to collect, that is a well-established way of fulfilling what has become an almost essential criteria in game development.

"For quite some time now, we haven't seen a pitch where there's no ongoing content," Ong said. "It's almost a given now across all platforms that there's going to be ongoing content. Consumers expect it, and it's a great way to retain and renew interest over time. We actually haven't seen a pitch in a very long time where there's no ongoing content. I guess it's changed slowly over time, but we're at the point where it's 100%. Nobody is even thinking about stand-alone content that is siloed."

But just as the games-as-a-service model means the developer's job is only getting started at launch, so too do licensors have to commit to projects. Ong said Marvel has built a team specifically to handle the ongoing obligations it has to its games-as-a-service titles.

"In terms of working with our partners creatively to figure out what the content plan is for any given year--we look at it a year or sometimes 18 months at a time--we look at what are the key beats, what are the beats our partners are interested in engaging in, whether it's a film release, TV, comic, or something like that," Ong said. "And largely that skillset and expertise we have was honed on the mobile side of things, and now we're translating that to the console side as well."


Marvel's partnership with Capcom has a tremendous amount of history, but is still adapting to current trends.

Marvel vs. Capcom Infinite is one such project that looks to apply the lessons of games-as-a-service to the console side. But it's a particularly unusual one as it gives Ong the chance to see things almost from the other side of the licensor-licensee equation. Just as Marvel has to worry about how Spider-Man or Captain America is portrayed in the game, so too will Capcom be protective about its own stable of characters like Street Fighter's Ryu or Mega Man. As one might expect, the two companies' priorities are not entirely aligned on every last issue.

"It is unique," Ong said of Marvel's relationship with Capcom. "What helps a bit is there's a lot of history there and a lot of mutual understanding of what this is, and that helps a lot. It helps resolve some of the potential disagreements that come up. I think if it was a new project with a brand new partner, that would be far more challenging. But yes, it's unusual to say the least."


One challenge might be in choosing which characters will go in the game. While the full roster for Marvel vs. Capcom Infinite has not been confirmed as yet, the series' fanbase has been vocal about the initial absence of staple characters from the X-Men and Fantastic Four universes. To hear fan forums tell it, Marvel is withholding Wolverine, Dr. Doom, and the like as part of a dispute over the movie rights to those franchises with 20th Century Fox.

"It's something I really can't comment on right now," Ong said. "We haven't officially released the roster. Let's just say we think our fans will be pleased with what's being announced. And what we talked about earlier with games-as-a-service, we certainly expect Marvel vs. Capcom to be that. There's going to be content released over time. We're not seeing this as a one-off that ships this fall; it's a service that goes on for years. Therefore, if you look at it, content and new characters are going to be dropped over time, and I think fans will be happy with what's going to be dropped, not just in September but going on from there."

In that sense, Marvel vs. Capcom Infinite encapsulates much of the new approach for Marvel Games. The series began as a one-off X-Men arcade game with a port for consoles, but has grown broader over time, first crossing over with Street Fighter and then broadening each brand into its respective owner's larger portfolio. By the time Marvel vs. Capcom 3 launched in 2011, Capcom had begun experimenting with downloadable content in the form of two characters and an assortment of costumes. These days, much as the new game's name implies, the possibilities for expansion of the roster, for fans to keep playing, and for both the developer and licensor to benefit, are Infinite.



source-
http://www.gamesindustry.biz/articles/2017-06-23-superhero-games-why-they-dont-make-em-like-they-used-to
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Superhero games: Why they don't make 'em like they used to...

Marvel Games' Jay Ong details a changing approach, from exclusivity to long-term contracts to games-as-a-service

Marvel Games had a big E3 last week. The Insomniac-developed Spider-Man game headlined Sony's pre-show media briefing, Capcom put its marketing muscle behind Marvel vs. Capcom Infinite in a big way, and Lego Marvel Super Heroes 2 was all over not just the Warner Bros. Interactive Entertainment booth, but the Los Angeles Convention Center itself.

And while those games were the focus at E3, they are by no means the only Marvel titles in the works. Square Enix has an Avengers project in development, Telltale Games is in the midst of its episodic Guardians of the Galaxy series, and then there are free-to-play and mobile offerings like Marvel Future Fight, Marvel Heroes Omega, Marvel Puzzle Quest, Marvel Contest of Champions, and so on.

That's a lot of different projects with a lot of licensing partners, and Marvel Games' Jay Ong spoke with GamesIndustry.biz at E3 last week to talk about how the comic giant handles its gaming adaptations, and how the qualities it looks for in a partner have changed over the years.


Single-franchise games like Spider-Man are fewer and further between now.

"It's not just a creative alignment, but ambition is a huge part of it," Ong said. "Unless you want to hit home runs, we're not interested in partnering with you. So we have to share the creative vision and then also, are you hungry? Are you willing to invest the talent, time, and resources to create a huge game like Spider-Man, Marvel vs. Capcom Infinite, or The Avengers? Those are all going to be huge games with long development cycles and top-tier talent, all that."

It's an approach the company has been moving towards for several years now, and it's one Ong says is self-perpetuating in a way.

"To some extent, it's almost that every big title people see or we announce partnerships on leads to more interesting things," he said. "It basically legitimizes that we're great to collaborate with. And most importantly, there's the output. Look at Spider-Man--it speaks for itself. So absolutely the strategy was sound and it's been proved. You could see it on the [E3] floor. Marvel vs. Capcom is amazing, and Spider-Man's going to be quite a phenomenon next year."

Spider-Man in particular represents a noticeable shift for Marvel Games. Under its old way of handling licenses, Marvel struck a deal with Activision that gave the publisher rights to games based on the character's movies and TV shows for 13 years. The deal was announced soon after the Spider-Man 2 movie was a critical and commercial hit and the accompanying Activision games were some of the best-reviewed titles ever to star the wall-crawler, and it still doesn't expire until 2018. While Ong said Activision has been a fantastic partner Marvel would like to work with again, it probably wouldn't be handled in the same way.

"It's not so much about whether there's a legal commitment to do X, Y, and Z, but a desire to say, 'Well, this is so successful, let's do more things together.'"

"Certainly the way we think about our partnerships is not so much about creating a legal construct that stretches long term; it's about creating relationships that are long-term," Ong said. "So it's not so much about whether there's a legal commitment to do X, Y, and Z, but a desire to say, 'Well, this is so successful, let's do more things together.' At the end of the day, if a project is not successful, I don't think either party wants to stay in the partnership. That's just logical and makes sense."

That same approach says a lot about why Marvel no longer carves up exclusive rights to certain types of projects based on its IP, like the ill-fated one it struck with Microsoft in 2005 giving the Xbox maker dibs on massively multiplayer online Marvel games.

"We rely less on contractual obligation because that's really a poor tool to determine behavior," Ong said. "It's about what's mutually beneficial. That's a huge part of our job, to act as a portfolio manager. How do we make sure that games are differentiated enough that partners aren't harmed by other games, and that consumers aren't confused? A couple generations ago there was a desire to do a lot of content. And now we've gone to less and less. It's been a conscious decision to go bigger and go fewer, to avoid oversaturation or consumer confusion. It should be an easy decision-making process for [fans]. There should be no confusion about which one's better. If there's one, it's going to be good. That's the promise behind all of it."

Another change in the company's licensing behavior has been a move toward games that feature the entire Marvel universe of characters rather than one specific character or franchise. There will certainly be exceptions to this (Spider-Man and The Avengers being just a couple), but Ong explained it's something Marvel has deliberately shifted its position on in response to what works in the market.

"When I think about our IP, I think about breadth versus depth," Ong said. "When you look at a single-character game, it's all about depth, really living the fantasy of being that particular character, Spider-Man or whoever else. The breadth part is about how you can experience lots of different experience, but with less depth. And what spurred that [shift] of looking at Marvel Universe and the whole collection of characters was mobile. With mobile, there are a lot of collection mechanics where people will want to play to collect more characters, and therefore you need breadth. You need a large character set, and if you stay within a particular family, then you're fairly limited in what you can do. But we're actually doing both."

"For quite some time now, we haven't seen a pitch where there's no ongoing content"

Even so, Ong acknowledged that Marvel has a couple key advantages as a result of the industry-wide shift to the mobile-style games-as-a-service model.

"The depth of our IP is incredible," Ong said. "We have thousands of characters, literally. When you have games as a service, it's feeding the hungry beast, right? You have to keep putting new content in there, and there's no lack of content there. Our first-tier characters are in the hundreds, and then there's more beyond there. There's no lack of content for a partner to delve into, and that's a great thing.

"The other thing is that not only do we historically have a large catalog, but there's new things happening all the time. If you look across the whole continuum of our business, we have movies and TV shows and publishing events with the comic books and so on. And that allows us to activate against those events. We'll have an event to celebrate Guardians of the Galaxy, for instance, around the release of the movie. It's not tied to the movie directly, but there's a really nice interest in Guardians IP and content so we work with all of our partners to release content in a coordinated fashion. And the move to live services is perfect for Marvel, and our partners are really happy we're able to both mine the huge catalog of characters and activate against renewed interest in different things."

Considering how games-as-a-service has taken hold of the industry, it's no surprise that Marvel's publishing partners would be thinking about projects focusing on that breadth more readily than depth. And while not every approach to games-as-a-service means giving players a treadmill of new characters to collect, that is a well-established way of fulfilling what has become an almost essential criteria in game development.

"For quite some time now, we haven't seen a pitch where there's no ongoing content," Ong said. "It's almost a given now across all platforms that there's going to be ongoing content. Consumers expect it, and it's a great way to retain and renew interest over time. We actually haven't seen a pitch in a very long time where there's no ongoing content. I guess it's changed slowly over time, but we're at the point where it's 100%. Nobody is even thinking about stand-alone content that is siloed."

But just as the games-as-a-service model means the developer's job is only getting started at launch, so too do licensors have to commit to projects. Ong said Marvel has built a team specifically to handle the ongoing obligations it has to its games-as-a-service titles.

"In terms of working with our partners creatively to figure out what the content plan is for any given year--we look at it a year or sometimes 18 months at a time--we look at what are the key beats, what are the beats our partners are interested in engaging in, whether it's a film release, TV, comic, or something like that," Ong said. "And largely that skillset and expertise we have was honed on the mobile side of things, and now we're translating that to the console side as well."


Marvel's partnership with Capcom has a tremendous amount of history, but is still adapting to current trends.

Marvel vs. Capcom Infinite is one such project that looks to apply the lessons of games-as-a-service to the console side. But it's a particularly unusual one as it gives Ong the chance to see things almost from the other side of the licensor-licensee equation. Just as Marvel has to worry about how Spider-Man or Captain America is portrayed in the game, so too will Capcom be protective about its own stable of characters like Street Fighter's Ryu or Mega Man. As one might expect, the two companies' priorities are not entirely aligned on every last issue.

"It is unique," Ong said of Marvel's relationship with Capcom. "What helps a bit is there's a lot of history there and a lot of mutual understanding of what this is, and that helps a lot. It helps resolve some of the potential disagreements that come up. I think if it was a new project with a brand new partner, that would be far more challenging. But yes, it's unusual to say the least."


One challenge might be in choosing which characters will go in the game. While the full roster for Marvel vs. Capcom Infinite has not been confirmed as yet, the series' fanbase has been vocal about the initial absence of staple characters from the X-Men and Fantastic Four universes. To hear fan forums tell it, Marvel is withholding Wolverine, Dr. Doom, and the like as part of a dispute over the movie rights to those franchises with 20th Century Fox.

"It's something I really can't comment on right now," Ong said. "We haven't officially released the roster. Let's just say we think our fans will be pleased with what's being announced. And what we talked about earlier with games-as-a-service, we certainly expect Marvel vs. Capcom to be that. There's going to be content released over time. We're not seeing this as a one-off that ships this fall; it's a service that goes on for years. Therefore, if you look at it, content and new characters are going to be dropped over time, and I think fans will be happy with what's going to be dropped, not just in September but going on from there."

In that sense, Marvel vs. Capcom Infinite encapsulates much of the new approach for Marvel Games. The series began as a one-off X-Men arcade game with a port for consoles, but has grown broader over time, first crossing over with Street Fighter and then broadening each brand into its respective owner's larger portfolio. By the time Marvel vs. Capcom 3 launched in 2011, Capcom had begun experimenting with downloadable content in the form of two characters and an assortment of costumes. These days, much as the new game's name implies, the possibilities for expansion of the roster, for fans to keep playing, and for both the developer and licensor to benefit, are Infinite.



source-
http://www.gamesindustry.biz/articles/2017-06-23-superhero-games-why-they-dont-make-em-like-they-used-to
They should talk about they fact that they basically said "We want an Arkham game", and then completely took the Rocksteady Batman gameplay and combat system, added a dash of Uncharted voice quips and QTE's/scripted events, and called it ambitious.
 

d3v

SRK
Everyone who actually sticks with the games will actually break down what really matters. Tutorials, moves, balance, netcode (the mainstream reviews will say that the two matches they did went fine but it's probably different with everyone online). The actual good important stuff.
This.

I mean, it's day -90+ and we'r'e already finding new movement tech that leads to true 4-corner mixups (high-low-left-right, basically a true 75/25 mixup where there's one correct option, and 3 wrong options that get you opened up) similar to MvC2.

And then there's all the dirty tag setups, like Keits' Ultron/Rocket Raccoon setup where he tag cancels Ultron's beam super on block, lays down all the traps with Rocket, then shot xx tags out back to Ultron so the traps stay on screen (traps disappear when Rocket is hit). Or that super jump Gimlet setup that UltraChen were talking about where Hawkeye would super jump, Gimlet when he was right above his opponent, then tag cancel for an ambiguous mixup (again, 4-corner thanks to the "short hop").

On the defensive side, we have around 20 or so push-block option select combinations, most of which have throw teching, on top of push-block, and poke/combo starter as the options.
 

buyacushun

Normalize grab immunity.
This.

I mean, it's day -90+ and we'r'e already finding new movement tech that leads to true 4-corner mixups (high-low-left-right, basically a true 75/25 mixup where there's one correct option, and 3 wrong options that get you opened up) similar to MvC2.

And then there's all the dirty tag setups, like Keits' Ultron/Rocket Raccoon setup where he tag cancels Ultron's beam super on block, lays down all the traps with Rocket, then shot xx tags out back to Ultron so the traps stay on screen (traps disappear when Rocket is hit). Or that super jump Gimlet setup that UltraChen were talking about where Hawkeye would super jump, Gimlet when he was right above his opponent, then tag cancel for an ambiguous mixup (again, 4-corner thanks to the "short hop").

On the defensive side, we have around 20 or so push-block option select combinations, most of which have throw teching, on top of push-block, and poke/combo starter as the options.
You have links to these defensive options? The frame limit on cancelling dashes and vulnerable initial jump frames makes it harder to move and defend. That coupled with no assists seems like there's less defensive options and overall defense is harder.