“Charge the playing cards and make ’em go boom.”
Top 10 Gambit main 🃏 #6
Marvel Rivals enthusiast & content creator
I weaponize AuDHD to coach rivals players
@TimeKeeper810@feroluvss If I had friends that wanted to yes, but no I wouldn’t myself. I’m happy with the rewards and experience. I only see the game improving upon what it’s doing as time goes on. Even if the stuff now is a bit meh.
People don’t seem to fully understand how it works. Miller explained it a while back.
Marvel Rivals’ Tenacity (Chain-CC Protection) system, introduced in Season 7.5, is designed to break long CC chains. It triggers when you take either ~5.5 seconds of total CC duration or a high number of individual CC instances (originally 6, later reportedly raised higher, around 9 in some patches) inside a 7-second window.
1. Emma’s grab is a cinematic exception Emma Frost’s Carbon Crush / choke slam is explicitly listed as one of the abilities that completely bypasses the system. Tenacity does not reduce its duration and does not interrupt the animation. Any protection that would have triggered only applies after the cinematic finishes.
2. Only three CCs Wolverine kidnap → Emma grab → Dino grab is only three major effects. That is usually well below the instance threshold. Unless there were additional smaller CCs (slows, knockbacks, extra stuns, etc.) stacked on top inside the same 7-second window, or the total locked time was already very long, the system simply doesn’t activate yet.
3. Different treatment for the other two
Wolverine’s Feral Leap is not a listed cinematic exception. It can contribute to the stack and can be cleansed mid-grab in some cases.
Devil Dinosaur’s grab (Savage Predation on a bleeding target) is also not a cinematic exception. Testing from around Season 8 showed it can be interrupted by Tenacity once the system is active.
Productive morning completed. Now to smoke while listening to the Tron Legacy soundtrack and hype myself up for Rivals and Overwatch ranked. (Rinzler 🔥)
@CHERRYCND DD and Black Cat are the more accessible dives on console imo. One trick with DD I didn’t know until recently is to change the brightness of the blind range. It lets you see the structures and map geometry much better to plan your engagement.
@lunarcece I started protecting my peace and turning off chats and it’s been so freeing. I feel like I play better when I’m not seeing my own team arguing with each other and blaming instead of working together and finding the solution needed for us to win.
DPS are consistently an issue in my game but that’s not to say I don’t get good ones.
It’s the stubborn ones—playing into hard counters that are not only dropping their value to zero, but they’re also not helping with whatever issue is holding the team back.
People get hung up on personal stats too much. Isolated kills when no one can follow up, inting when it’s 1v6, getting picks when the enemy already has the point and their team is on respawn provides zero value.
It’s just a blatant fundamental misunderstanding of how hero shooters are meant to be played. Having an ego and being confident is different than being selfish and delusional. But those players will sit in their range and either continue to blame everyone around them or become more and more toxic building on that ego.
Add the age range and mental capacity of these youths, they don’t want solutions. They want validation for their emotional response even if their actions contribute to the loss. They see OTP streamers and “specialists” idolize them and use their rhetoric as gospel whenever constructive feedback on how to improve the odds of winning are given. It’s becomes personal.
How could it be their fault? They have ACE. Their stat line looks good and the game has been rewarding that behavior since bronze. Once the performance bonus stops contributing as much they plateau and grasp for anything that protects their self image and shifts the blame somewhere else.