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Spaceman Spiff!
02-14-2008, 12:21 PM
i feel like an idiot when i ask this but... air dash

you super jump (down +up)
then you tap both P (PP)
and press DF
right?

depending on the character you could press DF, but 1: that would result in a downwards diagonal airdash, and 2: not all characters can airdash in multiple directions (chun,tron,omega red, etc.)
you dont have to sj. either, you can airdash off of nj as well.

you either sj.(or nj.),
(for a reg AD. hold fwd),
tap PP...

or you can simply double tap fwd (or whatever else direction), whilst in the air...

ToyRobotTerror
03-29-2008, 04:28 AM
i´m looking for a on point char for ??/Cable(AA)/Sentinel(Drones) or a third character for sent/cable/??

not necesserly top tier

Radiant93
03-29-2008, 10:03 AM
i´m looking for a on point char for ??/Cable(AA)/Sentinel(Drones) or a third character for sent/cable/??

not necesserly top tier

cammy[a] is a good bet...

Mixup
03-29-2008, 10:47 AM
i´m looking for a on point char for ??/Cable(AA)/Sentinel(Drones) or a third character for sent/cable/??

not necesserly top tier

gambit/megaman/ruby/morrigan/marrow

all kinds of teams fit pretty well.

that duo(xx/cable/sent) makes a universal open slot.

nuB4life
04-02-2008, 03:30 AM
thanks a lot for the thread. I couldn't help but wonder why blackheart is in red on the tier list. I was reading for an answer but maybe I missed it...

Kuprin
04-07-2008, 07:29 PM
i´m looking for a on point char for ??/Cable(AA)/Sentinel(Drones) or a third character for sent/cable/??

not necesserly top tier

Personally I'm learning Mags/Cable/Sent on grounds that there's no damn way I'm playing a Marvel game and not playing Magneto. :cybot:

ElderGOD
04-11-2008, 05:32 AM
This is merely a standard combo video which appeared near the top of the list of youtube videos because I wanted to find these assists during aerial raves.

Here's just one combo video that contains them, I've not even watched them all yet and the video is still running but as soon as I saw it I copied it.

Here's the link. http://youtube.com/watch?v=avvrMO9Smao

One of the first combos is done by Dr. Doom and contains an assist during aerial rave, check it out. That thing is well-beyond me.

It's at 0:37 and I believe is Ken's AAA (?)

When in super jump, press hk, then press pp and assist.

Characters who have those normals that make them drift attack down like Iron Man, War Machine, Wolverines, Dhalsim get put in normal jump mode so assists work.

fredelza
04-20-2008, 03:48 PM
hi!

i am sorry if this was asked before but, how long does it take for you guys to get used to air dashing, or using the sticks in general? i recently want to drop cable commando in favor of having more options for magneto and storm teams. this transfer is very hard and made me forget the basics. all while not having any strategy in the first place. i would like to know from the more experienced people if possible is how you come up with your strategies or ideas. since im relatively new to marvel overall i play with no idea in my mind on what to do, i call assist when the opponent gets any kind of closeness to me. and i generally find it hard and frustrating and want to quit at times but i dont. so sorry about these stupid questions you probably heard millions of times but i appreciate any help and hope i can become a better player.
Thank you.

Green
04-20-2008, 07:27 PM
You could pick it up in a few days or a few weeks.

MaxVandalism315
04-21-2008, 12:57 AM
hey idk if this has been posted before (search didnt work for me :sad:) but i've seen match vids of where for ex. guy1 is using cable and he beats guy2's character and cable is going to jump in next, then guy1 is going to go for the common gaurd break of shot with the gun and then AHVB, but guy2 stops it by doing one as well. ive been trying to pull this off but can't seem to get it to work and end up getting AHVB. anybody know if its all about timing it right or if ur suppose to push block? idk im lost

Green
04-21-2008, 03:46 PM
Push block after blocking the gunshot

MaxVandalism315
04-22-2008, 12:16 AM
thanks green, ill be sure to try that next time :tup:

piponaz
04-22-2008, 03:08 AM
hey idk if this has been posted before (search didnt work for me :sad:) but i've seen match vids of where for ex. guy1 is using cable and he beats guy2's character and cable is going to jump in next, then guy1 is going to go for the common gaurd break of shot with the gun and then AHVB, but guy2 stops it by doing one as well. ive been trying to pull this off but can't seem to get it to work and end up getting AHVB. anybody know if its all about timing it right or if ur suppose to push block? idk im lost

don't push block 'cause you'll be in a blockstun and you can't move in a couple of frames. just block and time the blockstun to end, then AHVB. it's all about timing, just continue doing, eventually you'll get the timing. gudluck.

MaxVandalism315
04-22-2008, 11:56 AM
ok, i was think maybe u can xx push block or something lol

whats the best way avoid a few viper beams if ur jumping in with mag? air dash up?

BeaTs*
04-22-2008, 12:03 PM
a few? jumping in? as in normal jump? umm...block. you can stay in the air, for whatever reason, with an air dash up, em disruptor, mag. tempest.

MaxVandalism315
04-22-2008, 01:37 PM
by a few i meant getting more than one AHVB and by jumping in i mean when ur previous character has been defeated and ur next one is going to jump in the screen.

Finkledoodoo
04-25-2008, 02:50 AM
hi i'm new...

judge_rl
04-26-2008, 11:23 AM
haha! Fun team:

BB. Hood, Juggz, IM

BB: s.lp, s.lk, s.mpxxTHC!!! DEATH!!! lol

Hey, someone who calls themself BBHood, I think, plays BB and IM w/ Doom =P

Experience. Up your execution, constantly try to play players who want nothing more than to kill you quickly and/or efficiently and can do it well, and learn to do your stuff faster and better. Also, laugh hysterically whenever you get an assist kill. It's an effective mind-game. Sends opponents into the shits. ^_^ Nah, don't do that. Would be funny tho.

piponaz
04-27-2008, 07:03 AM
by a few i meant getting more than one AHVB and by jumping in i mean when ur previous character has been defeated and ur next one is going to jump in the screen.

if your character has fly capability the likes of storm, mag, then you can push block the fly. for chars without fly, push block then do a move that would delay you from falling down.

Finkledoodoo
05-04-2008, 04:33 PM
i suck at this game...

Finkledoodoo
05-11-2008, 02:12 PM
i played today...

No defence
05-15-2008, 06:06 AM
I just start playing Marvel 2.

Which team do you guy think is stronger, or Easier for a newbe to win with?

Storm A, Cable B, Capcom B

or Storm A, Cable B, Cyclops B

judge_rl
05-15-2008, 08:25 AM
You seem to just be wondering whether you should use Capcom's Corridor Anti-Air or Cyclops' Gene(?) Splice Anti-Air assist.

I'm just going to post a bit that I know about the two and let you decide:

Captain Commando Anti-Air:
-reaches to the top of the screen near instantly
-has decent horizontal spread as well
-knocks the opponent near top of the screen for 22pts (2pts chip on 1hit guard)
-does 1 hit
-can OTG
-Commando will generally be slightly in front of your character after you call him

Cyclops Anti-Air:
-cyclops does his gene-splice uppercut to mid-screen height hitting 2x and then shooting a beam packet that travels to the top of the screen
-has invincibility frames on start-up
-does 16pts (2pts chip on 2hit guard)
-cyclops lands mid-screen

And then, you have to consider how you feel playing on point with Commando vs on point with Cyc. I would probably suggest starting with Cyclops as he would more easily set you up for AHVBs with Cable when you're not TKing it and would also allow for more cross-ups and pressure strings with Storm...

Commando requires a faster reaction speed to make the most out of his assist even though he does knock your opponent higher than Cyc would. He also forces you to have fewer holes in your game in order to 1) cover him if he is blocked and 2) use him more effectively due to his lack of invincible start-up (granted it is high priority tho).

Experiment with both. You can't lose in trying.

Edit: Also, on point, most people would vote a good Cyc scarier than a good Mando.

No defence
05-17-2008, 12:12 PM
thx^^^^:tup:

ElderGOD
05-19-2008, 11:43 PM
Commando is easier although Cyc is a better choice if your opponent likes to snap.

Once you get better replace Cable with Sentinel.

fiveten
05-22-2008, 11:54 AM
Do you guys have any tips on practicing execution?

I currently have trouble my reverse qcf+kk with sentinel. I'm trying to fast/unfly at a decent speed and I'm very inconsistent.

N_paul
05-22-2008, 03:53 PM
The only way I got better at fastfly was to do basic fastfly combos.

piponaz
05-23-2008, 02:57 AM
Do you guys have any tips on practicing execution?

I currently have trouble my reverse qcf+kk with sentinel. I'm trying to fast/unfly at a decent speed and I'm very inconsistent.

repetition = muscle memory. at which part are you inconsistent.?

fiveten
05-23-2008, 10:06 AM
repetition = muscle memory. at which part are you inconsistent.?

Sometimes I'll have trouble hitting kk but the main problem is that I won't hit my diagonals consistently, I may skip down, or just come up short on the command altogether and not hit back but I'm getting better on that.

piponaz
05-23-2008, 05:07 PM
Sometimes I'll have trouble hitting kk but the main problem is that I won't hit my diagonals consistently, I may skip down, or just come up short on the command altogether and not hit back but I'm getting better on that.

hmmmm.... hitting kk is just proper positioning of the fingers/hand. my advice on the command, try it first as slow as possible and be consistent as you can be [meaning do not miss on the command], then slowly speed up as you go along.

Tech Romancer
05-23-2008, 05:50 PM
I'm no noob to fighting games, but I have a problem with zoning in MvC2. I'm completely fine with normal fighters (ie. less space) but I sometimes 'get lost' in the mayhem and scale of MvC2. Its just not paced like SFA2, for example.

Anyway, ever since the scene began, I've seen the top tier matches and general obsession (MSS, etc.) and I think its damn boring seeing the god tier and first tier as assists do their things. I used to enter a few CvS2 tourneys, but I'll never step in the MvC2 section of EVO ever.:wonder: Besides, those characters don't particularly interest me. Here's my three teams:

Main: Ruby (AAA)
Gouki (AAA, sometime EXP)
Morrigan (BAL, sometimes AAA)

Secondary team: Hayato (EXP)
Jin (AAA, sometimes EXP)
Rockman (BAL)

Delta team: Blackheart (either AAA or ground, can't decide)
Chun Li (AAA)
BB. Hood (projectile)

Can I get some advice on making these teams work? No Mag, Sent, CapCom, advice, please...

myleftshoe
06-01-2008, 12:42 AM
I was going to ask this in the psuedo fly thread before it got closed, but can you sj.fly unfly block, fly again without touching the ground, unfly block again?

I know you can do specials, and a normal negates it. Wasn't sure if block counted as a performing "normal."

piponaz
06-01-2008, 07:56 AM
I was going to ask this in the psuedo fly thread before it got closed, but can you sj.fly unfly block, fly again without touching the ground, unfly block again?

I know you can do specials, and a normal negates it. Wasn't sure if block counted as a performing "normal."

i'm not 100% sure, but i think you can. I think you only lose fastfly after sj'ng if you are grab, the grab puts you in nj mode.

imtony
06-11-2008, 01:13 AM
Hey, I was watching some youtube videos of some tournys, and I was wondering how when the round ended, it immediately went to the loading screen, and skipping the character select screen?

Bananas8462
06-11-2008, 01:23 AM
That's because the recorder, usually Preppy, pauses the recording until after the characters have been selected again. Think of all the matches recorded, and think of all the time saved/memory saved by avoiding that.

:]

Preppy
06-11-2008, 03:03 PM
^-- exactly

Ideally you press RECORD (or unpause) just as VERSUS flashes on the screen. That'll give you enough time to record the team versus team screen (handy for cataloging) and then you can say their names before the match begins. You don't want to say the names *during* the match because you don't want to distract anyone.

This saves you battery and tape time, capturing time, any encoding time, any converting time, uploading time, and time for each and every person that downloads and watch the clip. So while it only saves about forty seconds to press PAUSE between matches, the net savings of those forty seconds is humungous. You do yourself and everyone else a favor.

I usually only don't push PAUSE if I'm finding the background chatter entertaining - or if I can't make it to the camera in time. :smile:

Tech Romancer
06-11-2008, 03:42 PM
Preppy, I've wanted to ask you - why use a camera to capture videos, why not opt for more focused quality and immersion with a capture device? I suppose one reason is that you probably wouldn't be able to do that on arcade machines all over, but I know the people over at Mikado do a bang-up job. Just asking.

Preppy
06-11-2008, 03:58 PM
Exactly, though - you answered it. :smile:
We play on arcade in my garage (two machines there) or console elsewhere in my house (four TVs around the house right now). So I'd have to pick one place to direct capture, and it doesn't seem worth it to me - plus I don't want to have to worry about A/V sync because I like the crowd/people noise.

judge_rl
06-11-2008, 04:52 PM
^Sigh...if only Seattle, WA was a block away from me, you would be my new best-est friend ever...well, close.

judge_rl
06-11-2008, 11:03 PM
Question: In terms of damage scaling, in fighting games, how would a player determine the basic strength of an attack?

Off of my head, when it comes to determining character stamina, I would just pick one move that hits each character fairly equally (as far as height goes, etc), and note how much damage it does. This does not help me get the specifics such as what the ground is for determining the characters that take 100% damage, less than, or greater than.

piponaz
06-12-2008, 03:03 AM
Question: In terms of damage scaling, in fighting games, how would a player determine the basic strength of an attack?

Off of my head, when it comes to determining character stamina, I would just pick one move that hits each character fairly equally (as far as height goes, etc), and note how much damage it does. This does not help me get the specifics such as what the ground is for determining the characters that take 100% damage, less than, or greater than.

for me, it's all about experience. the more you play the game, the more you know about it.

myleftshoe
06-12-2008, 03:04 AM
go to training mode, pick three dummies, try the same combo on each of them

judge_rl
06-12-2008, 08:10 PM
go to training mode, pick three dummies, try the same combo on each of them

Not exactly what I asked, but thnx. :)

Another question though:

When hit as an assist, do characters receive 100% damage or do they take their natural percentage? Also, whatever the percentage is, I think it stays constant regardless of the number of hits dealt to them?

I'll check it out sometime, but if someone knows, thnx for the info.

BeaTs*
06-13-2008, 08:08 AM
I'm pretty sure it's natural percentage....and maybe damage scaling...

I got a friend's sentinel assist after his mag died...and started the assist kill relaunch combo (I had psy) I def. saw that there's natural percentage and maybe even damage scaling, I did about 15 launches and still had a lot to go. the whole arcade was going "OH" (a la yipes) but I just dropped it...they woulda been going "OH!" for a looooong time.

Green
06-13-2008, 10:39 AM
I'm pretty sure it's natural percentage....and maybe damage scaling...

I got a friend's sentinel assist after his mag died...and started the assist kill relaunch combo (I had psy) I def. saw that there's natural percentage and maybe even damage scaling, I did about 15 launches and still had a lot to go. the whole arcade was going "OH" (a la yipes) but I just dropped it...they woulda been going "OH!" for a looooong time.
launch 1234 add 24 ftw

BeaTs*
06-13-2008, 10:41 AM
psylocke can't air dash can she...? I meant I WAS psylocke

Green
06-13-2008, 11:07 AM
Oh. Link into c.hk to build meter and screw the "oh"s.

BeaTs*
06-13-2008, 11:16 AM
I know, point was that it was gonna take forever to kill sent....so that would seem to prove natural percentages...and it looked like there was damage scaling....

judge_rl
06-13-2008, 03:21 PM
Ok, good stuff.

Dr.Chaos
06-16-2008, 08:23 PM
Just need to know what do most arcades and people play on turbo 1 or 2. I always played on 2, I was at the arcade today it was set on 1, and everyone was fine with it. Is this standard?

Tech Romancer
06-16-2008, 08:36 PM
Just need to know what do most arcades and people play on turbo 1 or 2. I always played on 2, I was at the arcade today it was set on 1, and everyone was fine with it. Is this standard?

I was curious about this as well. I don't think I recall a "turbo 2" setting but I do hear how everyone always complains about it. Does "normal" count as Turbo 1, and Turbo 2 count as "Turbo"? Or is it something in the options menu?

EDIT: In practice mode I saw a "Turbo 2" option; which is not selectable regularly in versus and Arcade modes. You have to set it in the options.

As far as I know "Turbo" is the tournament standard set by EVO and just about everyone else. "Turbo 2" is too fast.

myleftshoe
06-17-2008, 06:13 PM
Turbo 2 is insanely fast, just normal or turbo is fine

Power Man Fox
06-24-2008, 06:45 PM
Question, sometimes when switch glitching a character in I don't get the first hit. Why is that?
Like, say i switch cable in and start with lp. I'll get hit with mag's lk. Or sometimes i'll start with mags lk and get hit with the other mag's lk.

Tech Romancer
06-24-2008, 07:02 PM
Question, sometimes when switch glitching a character in I don't get the first hit. Why is that?
Like, say i switch cable in and start with lp. I'll get hit with mag's lk. Or sometimes i'll start with mags lk and get hit with the other mag's lk.

They say a properly-timed input from the other player can negate this glitch but hasn't really been confirmed. Anyway, that's crazy; trying to get first lick off a magneto in CC. ;)

Personally, I find the glitch works on people who don't know about it or aren't really expecting it. Not something I would rely on, but I'd like to hear some thoughts from other people since I don't use it often.

slowtactician86
06-24-2008, 08:13 PM
From the many MSP mirror matches I've played, Mags cr. lk will often trade with the other person's Mags cr. lk.

And starting Cable against Magneto is crazy, Mags cr. lk will beat out Cable's move input, more than likely.

Green
06-25-2008, 02:06 PM
http://s94.photobucket.com/albums/l92/NippleCannon/?action=view&current=starters.png

Tech Romancer
06-25-2008, 02:44 PM
http://s94.photobucket.com/albums/l92/NippleCannon/?action=view&current=starters.png

(Squinting) Too...small...can't...read...! :wtf:

Green
06-25-2008, 02:46 PM
Sorry, photobucket automatically resized it.

http://www.sendspace.com/file/7djxuc

Tech Romancer
06-25-2008, 02:50 PM
"Block low and mash on cable assist". :wink:

lol, so that's the secret to Marvel. All this research, discussion and practice was just for laughs. I've been playing this game all wrong.

Silly me. :rofl:

BeaTs*
06-25-2008, 02:52 PM
there you go, now you got it.

yes, properly timed cr.lks have beat my switch glitched ones...and I have done it to those who were switch glitched.

Power Man Fox
06-25-2008, 02:59 PM
Sorry, photobucket automatically resized it.

http://www.sendspace.com/file/7djxuc

Some times my cable LP will beat out mag's lk. Both are switched glitched in. Is that just like a human error then? I dont have 2 sticks to test it out.

Green
06-25-2008, 03:39 PM
"Block low and mash on cable assist". :wink:

lol, so that's the secret to Marvel. All this research, discussion and practice was just for laughs. I've been playing this game all wrong.

Silly me. :rofl:
You should shut up if you don't know what you're talking about

Some times my cable LP will beat out mag's lk. Both are switched glitched in. Is that just like a human error then? I dont have 2 sticks to test it out.
It doesn't seem to work 100% for me. I know that some people have done it before but I get hit by lk every time I try it.

Tech Romancer
06-25-2008, 04:44 PM
You should shut up if you don't know what you're talking about


It doesn't seem to work 100% for me. I know that some people have done it before but I get hit by lk every time I try it.

I know what I'm talking about. The point is, what are you talking about...? Spell it out for me, since I obviously have it wrong. You do know I was joking in that post....right? Anyway, I don't use god-tiers but the document was interesting to see how many ways the god tiers can counter one another at the start of a match.

About the glitch, I was thinking maybe that since 1 frame is the lowest amount possible for an attack, it will consistently trade with other attacks that use the trick since its impossible to go any lower. I don't know; surprising that the Japanese haven't posted an explanation for it yet.

BeaTs*
06-25-2008, 05:47 PM
You should shut up. (period) Fixed:tup:

Tech Romancer
06-25-2008, 05:54 PM
Fixed:tup:

Look...I really don't care to get in it with you or anyone atm; way too tired. But I would rather you didn't highjack threads to spout sleaze at me. Want to try to put me down? Go ahead! Just hit me up on PM, that's all I'm asking. Let's keep the pissing contest between us.

Kireek
06-27-2008, 06:50 AM
Is there a list anywere of how much damage each supermove does?

judge_rl
06-28-2008, 02:37 AM
There may be a FAQ on GameFaqs, but I haven't found such and I've pretty much looked at all of them. You can find a small work in progress in some of the character threads already under MvC2 Damage and Combo Encyc, but it doesn't hurt to just pick your character of interest in training mode against a 100% stamina character (e.g., Ruby/Cable).

p.s. If you read through some of the character threads, there is a high chance that someone has randomly posted character-specific Hyper Combo damage before.

LuvMyCap
06-29-2008, 12:48 PM
Hi all, I have been interested in marvel in a long time but only have play it the last two years a couples of time at an arcade. I do have read a lot about marvel in that time, I have come frequently here. The thing is that I have had the time and I have been playing quite some time these past weeks.

I have always use team Scrub and everyone there has beaten me down badly, the pros, the average etc... This last time that I been to the arcade I have beet some bad to average people who have been playing the games for years and are now complaining about the team I use. They said I only do the same thing (and I usually do, and that’s why I loose) and that cable is cheap etc. One even start screaming while we were playing that I was a fucking scrub(he was really mad).

Of course when they use to wipe the floor with me they did not complain. Now lets forget this people because im not changing this team anywhere soon, I just love cable, nothing of tier or whatever( I could change sentinel and commando but not cable). Now the pros at the arcade they use mainly msp or mainly mag and psylocke or whatever team they use I get beat bad I mean real bad. I don't have a dreamcast to practice on so I only play at the arcade, the thing is that vs this people I could sometimes not even land a hit in a couples of matches.

They are too good for me, I was just thinking if by just playing in the arcade I would eventually get better even if I don't practice on a dreamcast? Last time I was at the arcade I spend almost 15 dollars(25 cent per game), as long as I have the money to I will keep playing cause I love this game. Sorry is my post does not make sense, just wanted to know what you guys think.

Tech Romancer
06-29-2008, 01:15 PM
The best thing I can say is it'll take awhile. It takes a lot of practice to get the reaction speed down, switching your brain over to "combo mode" when you get a hit, cross-ups, good offense and defense. I just started seriously playing this game like 2 or 3 semesters ago and finally started to get in the groove of it. It seems like there's so much shit going on and you can't react. And then dissapointed, you sigh and go practice again, wondering where you went wrong. And then you play it so much you burn yourself out and actually suck more.

Then something "snaps".

All of a sudden you don't lose as much anymore. The scrubs no longer annoy you, no matter how much they mash. You feel more self-confident. You rush into the thick of battle, not with a blind finger but with a plan and deadly efficientcy. The road of Marvel is long.

And getting a Dreamcast to practice helps a lot. ;)

LuvMyCap
06-29-2008, 01:34 PM
I really wonder if one lets said can learn Rom (or this kind of stuff in general) only playing matches on the arcade, because I have seen a lot of post, talking about going to training mode which I don't have.

On a more to game question when I have Cable out with 1 or 2 bars and I can punish my opponent assist should I only do it if I can completely kill it or should I go a head and damage it, even if it don't kill the assist.(which probably then he won't use until it regained its health back, and I am stuck with a Cable without meter)

I been thinking this while playing and it is nice to lock his assist for a time by damaging it but then I don't have meter to punish the point character and sometimes it end up gaining its health back and using the assist again.(Of course it will be spending 3 bars vs an assist with a lot of defense like sentinel and not killing it)

Radiant93
06-29-2008, 06:26 PM
I really wonder if one lets said can learn Rom (or this kind of stuff in general) only playing matches on the arcade, because I have seen a lot of post, talking about going to training mode which I don't have.

well, i was able to learn ROM just by constantly playing at the arcades. Well, for a fact that most of my practice time for ROM comes from matches against computers though.

On a more to game question when I have Cable out with 1 or 2 bars and I can punish my opponent assist should I only do it if I can completely kill it or should I go a head and damage it, even if it don't kill the assist.(which probably then he won't use until it regained its health back, and I am stuck with a Cable without meter)

Just in my point of view, 2 bars against a sent assist that you can't kill is not a good idea. but 2 bars that can kill that opponent's point character on the other hand is another story. Yeah, it's better to be patient and slowly build bar or just spam grenades. People would like to take advantage of a cable without meter. Grenades are good especially if you have capcom[b]. you can time the grenade to hit the assist going down after he's hit by the capcom assist.

slowtactician86
06-29-2008, 07:16 PM
Depends on situational purposes but what Radiant said is good. Say the person has a half life on point character but a full life assist. If you have the two bars, you can either wait and find a frame to kill the half life character or if the other person is playing smart defense counter hitting you with their assist, you can use that one bar and punish their assist to make them think about calling their assist out or not.

Power Man Fox
07-01-2008, 04:03 PM
Another noob question,

Sentinels unblockable: Yea usually the computer can somehow block this. Why is that exactly?

Thx in advance.

Green
07-01-2008, 04:07 PM
I never care about that.

Radiant93
07-01-2008, 06:39 PM
Another noob question,

Sentinels unblockable: Yea usually the computer can somehow block this. Why is that exactly?

Thx in advance.

http://forums.shoryuken.com/showthread.php?t=95138

judge_rl
07-03-2008, 03:45 PM
I was playing Marvel a bit today and was just running through different teams when I started thinking about team structure again. I was thinking about a lot of the different teams that we all play and remembered that 'top tier' is not excluded to specific characters only, but also the combination of specific characters.

Most of the top tier team chemistry that I am aware of involve the following:

1)
p1 - builds meter rather quickly or does not require meter; a battery character
p2 - uses meter very well and deadly w/ it
p3 - aids p1 in building meter, and p2 in using meter (and, if necessary, building more meter)

2)
p1 - does good damage; a good fighter, h2h character (usually w/ less than avg stamina)
p2 - a solid 2nd that aids p1 in some capacity of assist, powerful DHC (usually w/ above avg stamina)
p3 - a character w/ some sort of applicable anti-air assist (the quicker, the better...instant results)

I noticed that there are some ground-breaking and not so ground-breaking exceptions to constructing teams in these two fashions:

- you have a character that has a very useful Alpha-Counter (is that what we call it in Marvel?) that would allow them to take 1st spot safely given meter or no meter...this allows them to sub 3rd and also play 1st for a team revolution of sorts (e.g., Cable-aa w/ or w/o meter given the situation, Cyclops-aa w/ or w/o meter given the situation)

- you have teams that do not obviously follow the above examples but mesh well together utilizing DHCs that link, provide safety, and can usually make good use of each others' assists

- there are teams such as Vidkill that utilize a 1-hit kill THC or DualHC (2 meters)

etc...

What further sets some teams apart from others is the number of revolutions they can undergo and still maintain the frame of one of the aforementioned structures. Most teams are good for only 1 DHC, then the player is warped and is put in a last-leg situation, scrambling to reconstruct their team structure. Then there are those teams that don't give a fuck about how they are arranged, but are balanced in all facets.

So, pretty much, top tier is not limited to your character choice in Marvel, but also spreads to your team chemistry. Redundant, but I thought it was interesting enough to post.

Tech Romancer
07-03-2008, 03:54 PM
Hmmm, so in what you're saying do you think "team Sacrilege" and "Team Red Alert" have what it takes to be top-tier teams? Or at least mid-tier?

p1 - does good damage; a good fighter, h2h character (usually w/ less than avg stamina), controls area - Ruby
p2 - a solid 2nd that aids p1 in some capacity of assist, powerful DHC (usually w/ above avg stamina) - (except for the last part) - Akuma
p3 - a character w/ some sort of applicable anti-air assist (the quicker, the better...instant results) - Morrigan

Ruby can do good damage, builds meter like crazy with jumping RK, sublimination. Akuma can lead to pressure and combos with Expansion assist as well as all supers being applicable for DHC. Morrigan is set as AAA and is rush-down character, to boot. It sounds good on paper, but...

judge_rl
07-03-2008, 04:02 PM
Tech, that depends on how you learn to play your characters (e.g., recognizing where your holes are and playing as such, molding your not-so-apparent team into that cast you applied to it).

edit: Personally, I think Ruby is average at fighting and does a much better job at building meter. I think Akuma is above average at fighting and makes excellent use of meter (especially on hit confirm). Morrigan is an above average fighter w/ a decent anti-air. When you DHC or switch to Akuma or what have you, your team changes, btw.

edit: You should get Instant Messenger.

I almost forgot to ask the question that made me post that above post to begin with:

Strider is not just about traps, although he naturally lends himself to so given his Ouroborus, warps, projectiles, speed, double jump, and such. He can also fight and maintain the momentum of an offensive character. So, then, given the structures I mentioned, why isn't Strider-?/Doom-B/Cable-B or Strider-?/Doom-B/Cyclops-B viable teams? I remember someone mentioning how Strider and Cable didn't belong together b/c they both used meter, but that is directed towards Strider/Cable/?. Or would most players agree that it is? Also, I'm picturing this team being played smartly w/ thought-out plans of attack, defensive maneuvers, and such.

EDIT: Strider/Doom/anti-air IS a viable team. It just requires you to really be on point with your Strider (no pun intended).

Tech Romancer
07-03-2008, 04:13 PM
Tech, that depends on how you learn to play your characters.
I'm not sure what you mean.


edit: You should get Instant Messenger.

Which do you use?

Also, I'm picturing this team being played smartly w/ thought-out plans of attack, defensive maneuvers, and such.
Who the fuck plays like that in Marvel? Jump around, spam AA assist is all you need. :rofl:

Just kidding; I think a team like that might work, but a problem I see is keeping meter for Cable. Strider will be using it for Ouroboros, and if push comes to shove Doom would need for combos and chip.

judge_rl
07-03-2008, 04:19 PM
I'm thinking of the Deth-Scyanyde kind of Doom. Not the sj, shoot Photons all day kind of Doom.

edit: And the sort of Strider who builds meter during his reps like his name is Yun.

I use Trillion for multi-messengers, btw.

Tech Romancer
07-03-2008, 04:29 PM
I'm thinking of the Deth-Scyanyde kind of Doom. Not the sj, shoot Photons all day kind of Doom.

I use Trillion for multi-messengers, btw.

I like the agressive Doom I saw in the low-tier match when Joker went against that unknown player. Used a surprising amount of fistcuffs.

judge_rl
07-07-2008, 05:57 PM
I'm not sure, but hasn't someone developed a Damage Chart before for all MvC2 characters? Showing how much damage each normal does at least? If not, I think I will compose one.

EDIT: Pretty bad-ass, Magnetro and/or Joo.
http://zachd.com/magnetro/if/normalsdamage.html

Guess I could do one for Specials and Hyper Combos then.

imtony
07-07-2008, 11:17 PM
I was wondering what arcade stick most people use to practice marvel? I just recently bought a Tekken 5 Ultimate stick, but I have problems executing certain things like magneto's bhc+hk to qcf+kk, and sometimes magneto does a kick before the orb thing flys out. And do most marvel players play with a balltop or battop? It's hard to do circular motion with this stick because its like a square on the inside when i move the joystick around. And I've been practicing on the ps2 version, but I have a DC also. Does it matter which one I practice on? I'm a scrub right now, but I wanna practice and get better.

Tech Romancer
07-08-2008, 08:51 AM
I'm not sure, but hasn't someone developed a Damage Chart before for all MvC2 characters? Showing how much damage each normal does at least? If not, I think I will compose one.

EDIT: Pretty bad-ass, Magnetro and/or Joo.
http://zachd.com/magnetro/if/normalsdamage.html

Guess I could do one for Specials and Hyper Combos then.

Yep, look up Kao's MvC2 FAQ, he has all the normal damage data and then some.

Magnetro
07-08-2008, 04:26 PM
I'm not sure, but hasn't someone developed a Damage Chart before for all MvC2 characters? Showing how much damage each normal does at least? If not, I think I will compose one.

EDIT: Pretty bad-ass, Magnetro and/or Joo.
http://zachd.com/magnetro/if/normalsdamage.html

Guess I could do one for Specials and Hyper Combos then.
i'll put up any complete data tables you can come up with. i dont really care what they're about.

Trix
07-23-2008, 09:50 PM
I was wondering what arcade stick most people use to practice marvel? I just recently bought a Tekken 5 Ultimate stick, but I have problems executing certain things like magneto's bhc+hk to qcf+kk, and sometimes magneto does a kick before the orb thing flys out. And do most marvel players play with a balltop or battop? It's hard to do circular motion with this stick because its like a square on the inside when i move the joystick around. And I've been practicing on the ps2 version, but I have a DC also. Does it matter which one I practice on? I'm a scrub right now, but I wanna practice and get better.

I've got a T5 joystick also, although it's modded with a new Sanwa joystick and Sanwa buttons.

I was trying to work on Ironman's inf tonight and work with setups, but I just can't seem to do it. I mean, I can do the inf decently with just the scrubby way. Jump-in u+hk, then inf. Most I've been able to do consecutively is 16-hits. I dunno if I'm mis-timing something or not doing something fast enough to where I can just continously do it. My opponent just ends up getting too low and I lose the juggle. That's what happens most of the time.

But getting back to setups for his inf, something like launcher, sj. hp, addf, lp, u+hp, then inf. I just can't get sj. hp into addf. I saw the vids of Combofiend in Evo West this past weekend, and in one of them, he did something like s. lk, s. hk(launcher), sj. hp, addf, lp, u+hp, then inf. At least I think that's what he did if I'm seeing it right.

http://www.youtube.com/watch?v=hMoGFI2tmQs <---- Around 2:45 is when it happens.

It seems like he cancels the sj. hp into addf so unbelieveably fast. I have no idea how he does it so quick. Like, he barely leaves the ground and does sj. hp, addf. It's crazy. I'm just tryin to figure out how to do it input wise like that. Trying to do this on a Sanwa though seems really hard for me. So do I have to sort of double tap u/f? Once for the sj, then another for u/f+hp, then d/f 2 punches for addf, lp, u+hp inf. *Sigh* Back to practice...:looney:

RisunoMeijin
07-24-2008, 09:19 AM
I've got a T5 joystick also, although it's modded with a new Sanwa joystick and Sanwa buttons.

I was trying to work on Ironman's inf tonight and work with setups, but I just can't seem to do it. I mean, I can do the inf decently with just the scrubby way. Jump-in u+hk, then inf. Most I've been able to do consecutively is 16-hits. I dunno if I'm mis-timing something or not doing something fast enough to where I can just continously do it. My opponent just ends up getting too low and I lose the juggle. That's what happens most of the time.

But getting back to setups for his inf, something like launcher, sj. hp, addf, lp, u+hp, then inf. I just can't get sj. hp into addf. I saw the vids of Combofiend in Evo West this past weekend, and in one of them, he did something like s. lk, s. hk(launcher), sj. hp, addf, lp, u+hp, then inf. At least I think that's what he did if I'm seeing it right.

http://www.youtube.com/watch?v=hMoGFI2tmQs <---- Around 2:45 is when it happens.

It seems like he cancels the sj. hp into addf so unbelieveably fast. I have no idea how he does it so quick. Like, he barely leaves the ground and does sj. hp, addf. It's crazy. I'm just tryin to figure out how to do it input wise like that. Trying to do this on a Sanwa though seems really hard for me. So do I have to sort of double tap u/f? Once for the sj, then another for u/f+hp, then d/f 2 punches for addf, lp, u+hp inf. *Sigh* Back to practice...:looney:

You are trying to cancel the Neutral fierce into the DF/AD...so as soon as the FP hits, you should be pushing dash simultaneously. There are many variations to this setup for different characters. Try neutral FP, AD/DF lk, lk, UP+FP inf.

Also, if they are getting to low, try to change the timing on the inf abit. If you do it slightly to fast, they will get higher, if you pause slightly before the up+FP they fall a little bit. Remember to do the first lp as soon as you leave the ground from the jump.

And....check the iron man threads :S

eczangief
07-24-2008, 09:28 AM
as far as what sticks marvel community uses its overwhelmingly Happ p360's. I don't personally, but top players can't be wrong.

You'll wanna get an octagonal gate for Sanwa, or if you're feeling adventurous, rig up a circular gate. Jap sticks are perfect for the game once you get the proper spring tension and gate setup you like.

BeaTs*
07-24-2008, 10:27 AM
D_V_D

launch, up+hp, airdash down lp, up+hp, inf

is the preffered setup for IM imo...and launch, down+hp, airdash down lk, lk, up+hp if you hit while they are just above the ground

though the neutral hp, airdash down, lp, lp, up+hp is good to know incase you mess up the direction of the hp. I've gotten other direction+hp instead of the one I wanted enough times, but have been able to save it by knowing the timing/commands for the other 2 setups...

yes, and check IM threads

judge_rl
07-24-2008, 10:55 AM
http://www.youtube.com/watch?v=hMoGFI2tmQs <---- Around 2:45 is when it happens.


Wow. Crizzle must have been out of it. Quite a few screw-ups and he just didn't have his shit together like Combofiend. I hadn't seen this one. Nice. GL w/ ur IM, Doom_Virus_Dragon. Just takes some time in the training room and timing--and there is plenty of info at your disposal, so you'll get it. After that, you'll be freestyling it in-match given the chance.

Trix
07-24-2008, 05:32 PM
Thx for all your help guys. Much appreciated.

I will say that today I've made a little progress. It is getting better. Although, one thing I noticed is that after launcher, it SEEMS like the total opposite. Like, I don't need to rush the sj. hp. I dunno. It's sort of like Strider's inf against Sentinel that I picked up on. You don't need to rush the beginning of the sequence after the initial first combo after j.hk.

And that's one thing I was noticing. I think I got it in my head that I have to do it crazy fast, when in reality, I don't need to rush it so lightning fast. It's just gonna mess me up. Don't get me wrong, I'm not sayin that I'm doing it ultra slow either, but I hope you get what I mean.

Right now, I'm trying to do beats' suggestion. So I'm doing s.lk, s.hk (launcher), up+hp, addf lp, up+hp, inf. For some weird reason, I keep tapping lp twice after the airdash and it messes me up. Cuz I know I've been able to do the sequence at least a few times, but end up screwing up after the addf. Just have to keep workin on it.

But again, thx for the help guys.

judge_rl
08-01-2008, 03:52 PM
A lot of people tell me they don't play MvC2 because:

1) it is broken b/c of infinites...
2) they don't know how to play

I don't think 1) is the problem, because getting hit with an infinite meant that you first got hit which is your own problem.

2) is something that can be dealt with.

I'm running a little project for players who don't play videogames often, but still want to know how to play competitively (oxymoron?). I understand though. Given today's community of gamers, stuff can range from Brawl, 3s, Tekken, MvC2, KOF, GG, Basara X, you name it. How are we supposed to be able to keep up with all this? First off, you don't have to. Obviously though, you want to. So, given you have good execution, you have a good feel for fighting rhythm (when to attack, when and how to block, when to throw/tech throw, how to move well) all you need to know are your tools and options for freestyling.

I am first going to deal with MvC2. This is the general thread, so here I will point out general game knowledge.

Follow me alongside Kao Megura's FAQ (very respectable, as I have read) which you can find on GameFaqs.

MvC2 does not have separate buttons for medium attacks. The game does not use the terms jab, strong, fierce and short, forward, roundhouse but uses light punch, medium punch, heavy punch and so on. The only buttons you have at your disposal are light punch, light kick, heavy punch, heavy kick, and your assist buttons. In order to execute a medium attack in this game, you simply press your light attack button a 2nd time after hitting with a light attack. You can press your assist buttons in conjunction with your attack buttons, so you can perform a light kick and call your assist character at the same time or a medium kick and call your assist at the same time. Play around with your assist call timing to see what different effects you come up with as far as combos, cross-ups, and links go.

The next point brings me to the technique of pushblocking. This may be new to you if you haven't played MvC1, XvSF, CvS or whatever other game that allows you to advance guard. In MvC2, you pushblock by pressing PP while blocking a hit. Anything that causes you to block will allow you to pushblock. Experiment with pushblocking as it will be useful in escaping certain traps and hi/lo mix-ups in this game. Be warned that if you do a regular jump in MvC2, you are only allowed to block once. After your character stops blocking, as they descend to the ground, they are purely vulnerable to attack. Tactics around guardbreaking can be devastating in this game. You can not be guardbroken on super jump. If your 1st character dies, then your next character will come on screen. That character is in a neutral jump state. This means they can potentially be guardbroken. Methods most people use to escape guardbreaks involve using moves upon entrance that allow you to do anything but fall straight down or even attacking to trade or beat out your opponent's attempt. When you are on the ground, as long as there is something to block, you can continue to pushblock.

Each character has a choice of 3 assists that they can offer you. Play around with these options and form some strategies off of them to aid you in play. Which assist you choose will determine not only what action that character performs when you press their assist button, but also what action they variable counter (like alpha counter) with when you are in guard and perform this motion. SFA3/SFZ3 players should be familiar with this. When blocking, if you have at least 1 super bar and press b, db, d + any assist button, that corresponding assist will be countered in and will perform their assist action thereby making them your point character. This makes the choosing of your assists even more important. Also, the assist you choose will determine which hyper combo (basically a super move) that character will perform when you press both of your assist buttons at the same time in order to perform a Team Hyper Combo. Normally, you can only call an assist while you are on the ground or in neutral jump, but some characters make their own exceptions to this. Experiment or read up to find out who and how.

In MvC2, you can chain hyper combos given the appropriate amount of super meters. If say, Ryu were to connect his Shinku Hadouken, qcf+:2p:, before the super ends, you can input qcb+:2p: to, say, bring in Akuma where he will do his Messatsu Gou Hadou. Experiment with this to find some interesting combinations and even escape and counter tactics.

MvC2 is very combo-friendly as a lot of things will link given rather easily if set up right. Again, unlike KOF or CvS2 or even SFA3, you don't have to pause and time your next input precisely to link your next normal, but can pretty much just dial in the appropriate follow up. Thus, the term Magic Series. Experiment with this using your characters to see what you can link on the ground and in the air for different combos. Also, most normal attacks can be cancelled into a hyper combo to allow for interesting links. What's more, given the fact that you can DHC in this game, w/ 2 bars, all it usually takes is one hit from your opponent to link there next character's hyper combo. This makes for interesting sights.

Dashing in MvC2 can be performed by either pressing f,f or PP. You can cancel your dash by pressing d. Experiment with this and you will see that characters who don't have exceptionally far or fast dashes can go faster and/or further if you cancel a dash and then redash right after. Accordingly, in order to backdash, use b+PP or db+PP.

Most characters will be able to initiate an air combo just by connecting df+:hp: or df+:hk:. Some characters have sick combos after launch, while others have very tricky situations they can put you in on hit. Watch carefully what happens to you after launch as it is not unexpected for a reset to happen where you are being hit on the left to suddenly be crossed up and hit on the right (as well as other angles).

An escape roll allows you to avoid being hit when knocked onto the ground which can extend certain characters' combos. Be careful while doing this, b/c certain characters can even use this to their advantage to dash with you while you roll and possibly cross you up or leave something trailing behind you to surprise you as you get up.

Throw when close enough and break throws with the same if you expect one. You can also reduce the damage you would have received or even the follow up otg by attempting to tech throw even after being thrown.

Using your snapback, you can hit your opponent's current character and, dependent upon which assist button you used, bring in that corresponding character. If you hit a character and their assist at the same time, the character will be knocked off-screen, while their assist will be knocked back allowing most characters, to follow up and kill them before they even leave the screen for an assist infinite. If you hit the main character and avoid the assist, the main character will be hit offscreen, leaving the assist behind for however long they need to get offscreen.

Those are the game basics. See you in the character threads for solid, start-up basics.

shoultzula
08-01-2008, 04:34 PM
infinites will stop people from a lot of people from playing. No one wants to get KD once or block a mixup only to get guard broken infinite. You don't even have to get hit first. Some block strings are just too fast so you can lose while blocking. The old school way of the games was KD, mixup, KD with chances for reversals.

Marvel has very little reversals and we're talking about 0 frame invincibile moves which are primarily supers. Not every character has the ability to wake up reversal so 99% of the cast has to BLOCK on wake up as the only option. Thats wack

Marvel is just a really bad game but there's a lot of room for creativity.

If you ask me, we all should play arcade marvel as the preference to make blocking @ least manageable. DC is 30% faster and magnus is just god on it.

djnocturnal
08-01-2008, 06:21 PM
Triangle Jump
I cant do it, So I will not learn to do it. My Storm is way too dependent on my Psylocke so I'm dropping her.

Which characters can triangle jump so I can completely ignore them?

piponaz
08-01-2008, 06:27 PM
infinites will stop people from a lot of people from playing. No one wants to get KD once or block a mixup only to get guard broken infinite. You don't even have to get hit first. Some block strings are just too fast so you can lose while blocking. The old school way of the games was KD, mixup, KD with chances for reversals.

Marvel has very little reversals and we're talking about 0 frame invincibile moves which are primarily supers. Not every character has the ability to wake up reversal so 99% of the cast has to BLOCK on wake up as the only option. Thats wack

Marvel is just a really bad game but there's a lot of room for creativity.

If you ask me, we all should play arcade marvel as the preference to make blocking @ least manageable. DC is 30% faster and magnus is just god on it.

Um... Marvel is just hard to learn that's why not a lot of people into it. IMO, it is the hardest game I've ever had to learn and I played almost all of the fighting games out there. And what got me hooked is the speed of the game, it's just crazy, talk about anticipating for a move 'cause that's the only way to block some of the cross-ups.

judge_rl
08-02-2008, 05:12 AM
Holy Shit! Sanford 'Fuckin' Kelly

http://www.youtube.com/watch?v=0yncgkm2TxY&feature=related

very random, yes, but I had to share that when I came across this guy :)

disgruntled goa
08-02-2008, 09:19 AM
Triangle Jump
I cant do it, So I will not learn to do it. My Storm is way too dependent on my Psylocke so I'm dropping her.

Which characters can triangle jump so I can completely ignore them?

If you don't want to triangle jump, learn team scrub (Cable/Sent/Capcom). Or better yet, learn Cammy!

djnocturnal
08-02-2008, 09:55 AM
If you don't want to triangle jump, learn team scrub (Cable/Sent/Capcom). Or better yet, learn Cammy!

dont play servbot against me ever again, i'd rather play you if you use a god tier team. at least then, i know i can actually hit you lol.

learning towards scrubclops right now. my sent/CC is dirt together, but cykes AAA in my opinion, helps alot more for my play style

judge_rl
08-02-2008, 06:56 PM
Has anyone ever documented what the anti-airs are in this game whether conventional or unconventional along with effects/pros/cons/damage? If no, I will add these tonight.

edit: actually, has anyone ever categorized assists before and posted it? some things that i can think of off my head would be regarding direction:

horizontal, vertical

range:

close, mid, far

type:

anti-air, projectile

might need some help cleaning this up. any ideas?

i think it would be best to start small and then branch out, for example:

1) assists that involve the use of normals
2) assists that involve the use of specials
3) miscellaneous assists

edit2: Alright then. So I will start.

judge_rl
08-09-2008, 01:40 PM
Well, I finally completed the MvC2 Assist categorizing and data. I have pretty much broken it down to logical parts, so I will be releasing the info via a set of videos on Youtube over the course of the next few days.

judge_rl
08-15-2008, 01:16 AM
Thanks for the good info and criticism guys. The 1st vid of Basic MvC2 is out.

http://www.youtube.com/watch?v=y_A5szn7CaY

shinobi00
08-19-2008, 06:41 PM
Why do most santhrax players start sent over storm? Seems to me storm would be better to start with. but then again that is why i'm posting in the noob thread.

Green
08-19-2008, 07:04 PM
Not all of them do.

Radiant93
08-20-2008, 06:18 AM
Why do most santhrax players start sent over storm? Seems to me storm would be better to start with. but then again that is why i'm posting in the noob thread.

not all of them... I, myself prefer to start with storm because of the DHC of death capability.

shinobi00
08-20-2008, 01:38 PM
not all of them... I, myself prefer to start with storm because of the DHC of death capability.

Same here. I would think storm starting off is better because of this and her ability to build meter very quickly.

Power Man Fox
09-03-2008, 04:05 PM
http://www.youtube.com/watch?v=g8KYCLzLRRY&feature=PlayList&p=6FE86944EA625BDA&index=53

Can someone explain why/ how this chip damage works?
Thx in advance

BeaTs*
09-03-2008, 04:15 PM
magnetro explained it somewhere.

it's just the move mashed correctly to the max (inhuman perfection of mashing)

certain moves need to be mashed differently if I remember correctly.

Power Man Fox
09-04-2008, 03:56 AM
that's interesting, thank you.

judge_rl
09-09-2008, 12:02 AM
I've finished up with all the assists in the game and will be organizing them into a chart with the effects stated as well as the damage soon.

MaxVandalism315
09-14-2008, 03:15 AM
so've always wondered why after certain combos u werent able to do super or special move, so i asked a certain member from the LBC (lol) and he said its because of fly screen. anybody care to tell me whats that about or refer me to a post or thread where its explained.

(ill pos rep if im still premium, i thinks its about run out :sweat:)

judge_rl
09-14-2008, 09:37 AM
:u: one of the examples that come to mind are specifically with Captain Commando after you connect his qcf+2k super. Afterwards, when/if you get OTG into launch, it feels like you literally can't cancel your launcher into his Captain Sword super. Most people remedy this by just pausing slightly and then doing the super, which seems to eliminate this problem.

What are some that you think of? Also, what is LBC? o_O

BeaTs*
09-14-2008, 10:50 AM
but that super doesn't cause flying screen. it's just a special super like doom's where you cannot roll

judge_rl
09-14-2008, 03:58 PM
:u: i never said this had anything to do with FS, but whoever maxv asked suggested that. i'm just pointing out a known scenario where pulling a special/super is more difficult than normal. i also asked maxv for specific examples in order to better understand what he is thinking of in particular so that i could check it out personally. it's pretty interesting

BeaTs*
09-14-2008, 04:09 PM
I've never noticed the increased difficulty after commando's super

I was going to link to magnetro's page on FS, but cannot find it anymore

RisunoMeijin
09-14-2008, 04:15 PM
Umm, the situation you are describing sounds alot like FS. Specials and supers cant be preformed until flying screen is completed. And i mean, "special supers that cant be rolled" sounds alot like FS to me as well. Even if not in a traditional sense.

There is a state for sure where you are "stunned" on knockdown, with a longer time period for OTG, like the end of Captain Storm. You can remove this "stun" time through mashing. Just like situational gamma crush, captain storm, and several other supers.

Perhaps an added effect of this "stun" is FS like restrictions on the point (only person with the ability to act) or maybe the game treats being in this state just like FS.

Either way, im sure someone (cough) magnetro (cough) could try and help explain it better. If his site were finished im sure there would be a mini encyclopedia on this state.

MaxVandalism315
09-14-2008, 09:17 PM
well i was using iron man and i was doing a combo in the corner that went, hk sj. magic series, hp, otg with hk before u land, land hp and trying to cancel into proton cannon and thekidfromtheLBC told me u cant because of fly screen, and then he said its the same reason why u cant do a super after rocket punch in the corner or mag's comobo that goes c.hp, sj hk addf hp hk c hk.

BeaTs*
09-14-2008, 09:24 PM
yes, that's correct.

LBC
09-14-2008, 09:28 PM
yes, that's correct.

:woot:

judge_rl
09-14-2008, 11:56 PM
well i was using iron man and i was doing a combo in the corner that went, hk sj. magic series, hp, otg with hk before u land, land hp and trying to cancel into proton cannon and thekidfromtheLBC told me u cant because of fly screen, and then he said its the same reason why u cant do a super after rocket punch in the corner or mag's comobo that goes c.hp, sj hk addf hp hk c hk.

oh...i didn't know you meant stuff that obvious. cool beans you got it now :rofl:

yeah beats, you kinda have to pause slightly in order to get a captain sword after the OTG following his qcf+2k super. i've seen some other posters mention this as well. it is either after OTG into launch xx captain sword or OTG into launch xx captain corridor xx captain sword iirc. if you captain sword immediately following one of those scenarios or both, for some reason the move just won't execute, but as stated a slight pause first seems to rectify this

MaxVandalism315
09-15-2008, 12:42 AM
yes, that's correct.

well yeah but wth is fly screen lol. like, i know "FS" is the reason u cant do the super but porque! im guessing there isnt really a specific reason other than thats just the way the developers programed the game engine.

anyways i dont want to come off as annoying so this will be my last post with this question :D

RisunoMeijin
09-15-2008, 12:21 PM
Fly screen is the state you enter after you get hit with a fierce in an air combo.

Opponent goes into forced dash, or maybe stays in the air, you get knockdown as soon as the fierce/roundhouse hits you. The time it takes for you to travel from air combo height, hit the ground and actually "wake up", is the time period you are in flying screen.

Restrictions are placed upon the attacker during flying screen, probably because every character in the game would have an easy mode corner infinite out of a regular air combo if this state was not in place. Restrictions are noted as supers, specials, and maybe SJ iirc.

What you can do to get around this, is called FSD; or "Flying Screen Deterioration".

A good example of FSD would be with the iron man combo you just listed. You may FP after the OTG, but the game will not allow you to preform the proton cannon due to flying screen restrictions on the attacker (you). What you can do instead, is use what is available to you, normals, and normal jumps, magic series, to preform the normal jump infinite after this FS to roundhouse OTG.

After preforming a rep or two of the infinite, the FS state will end. This just means the time it takes for them to fall, land, wake up, has passed, and even though there was no traditional "wake up", you may now preform your specials, supers, and such, still in the same combo you were in when you started with your launch.

BeaTs*
09-15-2008, 12:42 PM
Fly screen is the state you enter after you get hit with a fierce in an air combo.

Opponent goes into forced dash, or maybe stays in the air, you get knockdown as soon as the fierce/roundhouse hits you. The time it takes for you to travel from air combo height, hit the ground and actually "wake up", is the time period you are in flying screen.

Restrictions are placed upon the attacker during flying screen, probably because every character in the game would have an easy mode corner infinite out of a regular air combo if this state was not in place. Restrictions are noted as supers, specials, and maybe SJ iirc.

What you can do to get around this, is called FSD; or "Flying Screen Deterioration".

A good example of FSD would be with the iron man combo you just listed. You may FP after the OTG, but the game will not allow you to preform the proton cannon due to flying screen restrictions on the attacker (you). What you can do instead, is use what is available to you, normals, and normal jumps, magic series, to preform the normal jump infinite after this FS to roundhouse OTG.

After preforming a rep or two of the infinite, the FS state will end. This just means the time it takes for them to fall, land, wake up, has passed, and even though there was no traditional "wake up", you may now preform your specials, supers, and such, still in the same combo you were in when you started with your launch.
this is somewhat incorrect and missing info. I was too lazy to post the full info myself though, I wanted to link to magnetro's page on it which I currently cannot find.

you may get hit straight down during FS, or all the way to the corner of the field. also, not any fierce airborn fierce will cause flying screen.

~if both players are airborn, 2 hits before the comboed fierce is needed.
~if launched, a hit before the the comboed fierce is needed
~if 2 airborn attacks on a grounded opp. before landing and getting the opp. airborn, then just a comboed fierce after going back airborn is needed.
~assist hits do not count to FS if im correct, so cyclops AAA knocks you up, 2 airborne hits then and airborn fierce causes FS
~if hitting an op and their assist, hits to the assist count. say you land a single airborn attack on a grounded opp+their assist. this counts as 2 hits, then you land, launch, fierce to try and rom. flying screen is activated.
~fierces like psy's. up+hk, chun's d+hk, and IM's up+hp do not cause FS
~there are specials and supers that also cause FS. Juggernaut Punch, Gamma Throw (whatever the hell Hulk's throw is) and Shinryuken are examples
~dashing, SJ, specials, tagging, snapbacks and supers are not allowed during FS
~Concerning the airborne causes of FS, the 1 or 2 hits and then the comboed fierce must both be while in SJ mode

I think that's sorta everything

Also, 2 reps of IM's FS infinite does not end FS. Wish it did though! :looney:

simple FSD would be launching+assist, causing FS into the assist special hit.

EDIT: I was not able to find the "link" to it anymore, but figured out the URL.

http://zachd.com/magnetro/if/system/flyingscreen.html

doesn't look as full as when I first saw it

RisunoMeijin
09-15-2008, 03:08 PM
^

Thanks beats, I got tied up and had to post up before I had time to finish. There was alot of ghetto stuff like, air combo into FP/RH, instead of fully listing number of airborne hits needed, and assists hits not counting. How many reps do you have to do before you can FPxxPC? I thought I had seen it done? Prolly a throw into mags reset or something first I guess.

I prolly shouldnt have spoken on the FS infinite since I never use that setup XD

BeaTs*
09-15-2008, 04:23 PM
FS never deteriorates during the FS inf in my experience. you'd need to reset.

if he could do that, that would be super broke. no need for unfly in the corner

RisunoMeijin
09-15-2008, 09:02 PM
Yeah, my boy Fred uses that setup a lot, and i thought id seen him use it into the s.FPxxPC. He is also notorious for throw into magnus j.lk on the wall, so he prolly just did that and I was ignorant enough at that time to not really notice.

Thanks for filling me in. :woot:

tharimrattler
09-15-2008, 09:51 PM
What about the 1 hit FS? I have seen it randomly a lot. I do it with colossus more than any other character, but I have done it with others.

For example, say I do SJ. F+Fierce with colossus to someone else who is in SJ mode, and the fierce hits for FS.

Any explanations for this? I have wondered for a while.

BeaTs*
09-15-2008, 10:24 PM
yes, that is the odd FS event.

Magnetro mentions it and something called FS install in the link I provided.

I am not sure of the rules of that, but the rest I am sure of.

tharimrattler
09-15-2008, 10:33 PM
Ah, cool.


I mentioned it to my friend Spider-Dan, and he believes it has something to do with an assist getting hit. I am clueless though, it just seems so random to me.

MaxVandalism315
09-16-2008, 01:02 AM
thanks fellas for answering my question :)
rep has been spread

RisunoMeijin
09-16-2008, 08:44 AM
I see that random FS all the time with chun. I think I can safely say that it happens regardless of an assist getting hit, or even one being one screen. Sometimes I get FS with the upper shom (one hit roundhouse), and the linked s.jab still connects.

The only think i know for sure is that both people have to be SJ state.

BeaTs*
09-16-2008, 08:59 AM
how is that possible for you to get FS when you RH during the upper shom...that can't be possible since you're put into NJ mode from d+hk.

RisunoMeijin
09-16-2008, 10:40 AM
how is that possible for you to get FS when you RH during the upper shom...that can't be possible since you're put into NJ mode from d+hk.

Actually, stomp puts you in unfly state. And I have vids of the FS after the stomp since I thought it was odd as well. I mentioned it in shin chans vid thread when his vid first came out. Only two hits, lk and RH one hit after the stomp no s.lp, they get knockdown. Not a bad setup for chun/tron, though I cant seem to control the FS. Of course, Ive already done 3 air hits at this point.

Lk to stomp is two sj hits, and then dash lk is post unfly state. For some reason this RH which doesnt usually cause one hit FS sometimes will. Im surprised you never saw it since you practiced chun as well.

There is actually a wall reset that stems from this, and you can also FSD with stomp after FP FS, but I havent found a great use for it yet.

BeaTs*
09-16-2008, 11:11 AM
I'd have to see a vid. I'm pretty sure it's NJ mode, as that's what other d+hks do (IM and doom's) and allows you to call assists.

even if it is unfly mode (which doesn't make much sense since you were not hit), FS doesn't happen during that either.

hmmm

I have never seen it while practicing or performing upper shom.

stomp is sorta old to do after FP>FS. I don't believe it causes FSD though, and would be hard to test since by the time you can do anything from a stomp, FS prob. would have ended anyway...

RisunoMeijin
09-16-2008, 11:16 AM
Only reason I assume unfly is from reading on magnetros site.

It lists doom, IM, WM, and chuns down + RH as unfly mode on hit or block.

I think its because you can get the special unfly with the first three by using the down + RH as a string ender, something like that. I need to read it again.

I mean like launch magic series, FP, down + RH. You stay in the air and get the assist call despite FS.

BeaTs*
09-16-2008, 12:11 PM
I assumed that the states you are in after doing the d+hk can receive unfly mode the regular way flyers receive it, getting hit up. I'm not sure, but it still does not explain the FS happening during upper shom.

the assist call isn't instant after a d+hk, correct? I would think that FS ends by the time the assist comes out anyway.

RisunoMeijin
09-16-2008, 12:17 PM
yeah, you cant combo or anything, there is a big pause after stomp before assist can be called. you also cant call an assist at the same time as stomp, even a n.jump stomp + psy doesnt work. :sad:

BeaTs*
09-16-2008, 12:36 PM
which would make the fact that you can call assist after a stomp, after some delay, not prove that d+hk causes FSD. that small delay before you can call an assist is enough of a delay for FS to end I would think.

RisunoMeijin
09-17-2008, 08:42 AM
Yeah, the only way possible would be to setup drones or bubble or something, close to the wall, and then have the FPxxstomp land them into the assist.

Not extremely practical, due to spacing issues (need to be close to wall, but not on it) , but match doable at the same time.

xero15
09-17-2008, 10:20 AM
i have a question...whys it called shom???

RisunoMeijin
09-17-2008, 11:09 AM
shins rom

Spider-Dan
09-17-2008, 03:57 PM
:u: one of the examples that come to mind are specifically with Captain Commando after you connect his qcf+2k super. Afterwards, when/if you get OTG into launch, it feels like you literally can't cancel your launcher into his Captain Sword super. Most people remedy this by just pausing slightly and then doing the super, which seems to eliminate this problem.
This is due to the fact that you cannot super with Commando while any members of his "team" are on screen. After the team pose at the end of Captain Storm, you need to wait for ninja/baby/mummy to completely leave the screen before you can execute Captain Sword.

RisunoMeijin
09-17-2008, 04:46 PM
This is due to the fact that you cannot super with Commando while any members of his "team" are on screen. After the team pose at the end of Captain Storm, you need to wait for ninja/baby/mummy to completely leave the screen before you can execute Captain Sword.

^:pray::pray:

xero15
09-17-2008, 07:15 PM
shins rom

makes sense

judge_rl
09-21-2008, 05:09 AM
This is due to the fact that you cannot super with Commando while any members of his "team" are on screen. After the team pose at the end of Captain Storm, you need to wait for ninja/baby/mummy to completely leave the screen before you can execute Captain Sword.

Ah, yes. Someone else told me this SAME thing a while ago, and even though I know it, I always overlook this unique aspect of Commando when it comes to his hyper combos. I think it may be even more so b/c if I ever do get the otg after Cpt Storm, I usually just launch into an AC into throw :/

totaltoanage
09-22-2008, 12:12 PM
yes, that is the odd FS event.

Magnetro mentions it and something called FS install in the link I provided.

I am not sure of the rules of that, but the rest I am sure of.
ive notice it happens when it comes down to 1vs1.

i would think i got them setup for the rom with mag but it would cause a FS from just one hit trijump launch then RH > FS wtf

DOA.
09-29-2008, 04:01 PM
I have a pretty general question, I tried searching but just get white screens. I see in alot of IM/Doom teams they throw and do the Doom assist at the same time, and if I recall they go into the infinite. How or better yet what is the timing for this? It seems like I have to do it extra early but I am not to sure.

RisunoMeijin
09-29-2008, 04:19 PM
For the most part just call doom right before the throw, like a kara or something.

As far as the setup, just j.magic series mess around after doom hits till you get a j.FP at the right height.

IIRC you can, (call doom) throw, (doom hits) sj. lp AD/f lp (up) fierce if you dont wanna lose unfly.

Someone add to this, and make sure im right.

LBC
11-18-2008, 05:56 PM
Is there a specific Team name for Mag/Sent/Commando? or is it just Mag/sent/commando :lol::wonder:

BeaTs*
11-18-2008, 06:14 PM
I tend to call doom, throw backwards (or in corner), jump, late j.lp, j.hp, land, infinite.

LBC: I think I've heard it called magthrax before

Logos
11-18-2008, 10:29 PM
So is that a viable team? Seems like CapCom wouldn't help Mags much.

ElderGOD
11-19-2008, 12:21 AM
Is there a specific Team name for Mag/Sent/Commando? or is it just Mag/sent/commando :lol::wonder:

It's called Dragon I think, hence why Lincoln was DragonGod back in the day.

SNAKESHOTPEOPLE
11-23-2008, 07:52 PM
Is there a specific Team name for Mag/Sent/Commando? or is it just Mag/sent/commando :lol::wonder:

It's called Team Slap

Radiant93
11-24-2008, 04:54 AM
Is there a specific Team name for Mag/Sent/Commando? or is it just Mag/sent/commando :lol::wonder:

It's MagThrax IIRC.. not sure

ONE Weapon
11-24-2008, 01:26 PM
Pretty sure its team slap.

merdoc
11-24-2008, 04:09 PM
Pretty sure its team slap.

yeah its team slap, i thought everyone knew.

J360
11-24-2008, 04:18 PM
Yea Team slap is the only name ive ever heard it called.

Robust
11-25-2008, 06:15 PM
manthrax is what its called in these parts

no homo

teamrandom
11-26-2008, 10:48 AM
Is it too late to pickup a new team/character at this point, if one literally has no one to play against? I'll probably never get a chance to play in tournament, and play way too much vs the cpu (which is bad I know.) Team Scrub is just my fall back team, but I can't play Sentinel worth a shit. I've tried everything else except Magneto/Storm teams because I can't trijump/rush much at all.

judge_rl
11-26-2008, 03:39 PM
Your lack of execution will carry over to other characters. Work on it and you'll soon notice you can use anyone. How well? That depends, but at least you can do their moves/combos/setups. It's not too late to play who you want to play. As far as winning with them? Well, like you said: you don't really play in tourney. So, at least you will be playing the game with the characters you like using.

Full Disadulation
12-13-2008, 11:37 AM
so how do you handle the memory card situation when playing on a dreamcast (assuming you use two arcade sticks)?. Do the arcade sticks have memory card slots? Do you burn the game with all the characters unlocked already? Do you connect another controller with a memory card in it into the 3rd or 4th port?

LBC
12-13-2008, 11:51 AM
It's called Team Slap

Pretty sure its team slap.

yeah its team slap, i thought everyone knew.

Yea Team slap is the only name ive ever heard it called.

Team Slap:lol:, thx pplz




Do you connect another controller with a memory card in it into the 3rd or 4th port?

Theres your anwser :wgrin:

bennf
12-16-2008, 05:25 AM
After failing with the search function: really newb question:

practice has normal, turbo, and turbo 2

In arcade I think there is only 2 speeds? (been awhile)

what speed should I be practicing on?

Donut223
12-16-2008, 06:05 AM
After failing with the search function: really newb question:

practice has normal, turbo, and turbo 2

In arcade I think there is only 2 speeds? (been awhile)

what speed should I be practicing on?

Turbo

bennf
12-16-2008, 06:50 AM
thanks donut

after a bunch of googling like crazy i went DUHHHH and checked evo rules.

Bahamutz
12-19-2008, 05:24 PM
hey i can finally post in here :D
im really glad mvc2 has a site like this.
i was just wondering, cuz i saw videos of ppl using arcade joystick things for this game, is it a waste that i bought it for xbox?

exarchezekiel
12-19-2008, 05:32 PM
hey i can finally post in here :D
im really glad mvc2 has a site like this.
i was just wondering, cuz i saw videos of ppl using arcade joystick things for this game, is it a waste that i bought it for xbox?

Eh it kinda is, you could use it to get teh basics down.

Though DC version would be the way go in the long run.

-EX :cool:

Bahamutz
12-19-2008, 05:37 PM
yea thats kinda what i thought.
im also seriously confused about all the versions, clarification would be nice :rofl:
ive heard of naomi?(something like that) and DC and all these different types but i have no idea what the difference is.
im a total nub at this game btw, if u havent gotten that lol.

RisunoMeijin
12-19-2008, 09:02 PM
DC is the closest to Arcade (Naomi) perfect.

Ps2 and Xbox are kinda meh. Speed is off considerably, not sure if the Xbox version has the counter glitch (getting hit while leaving the screen during counter animations) but I know ps2 does.

There is also a lot of slowdown when many things (assists, supers, THCs, projectiles) are on the screen.

Its good enough to practice your air combos, but dont try to master any infinites, or other really timing specific things on it. Youll end up at a tournament wondering why none of your shit seems to work.

You can get DC's pretty cheap, and get a mixed version of the game from someone at a tournament or something. Its not near as much of an investment as getting the xbox version of the game was.

RisunoMeijin
12-19-2008, 09:12 PM
Edit: Double Post cause SRK was on the fritz :(

Bahamutz
12-19-2008, 11:02 PM
ahh thank u so much.
that cleared things up for me alot.
ill try to get my hands on the naomi version

Green
12-19-2008, 11:27 PM
Probably isn't worth your effort. Just get the DC version.

judge_rl
12-28-2008, 03:35 PM
I had an idea for a new compilation thread in effort to aid the referencing ease eczangief mentioned in his recent thread.

Character-Specific Combos
*character names are listed alphabetically
*combos are tested on 100% character (Ryu) for standardized damage...unless the combo is character-specific of course
*damage, therefore, is reported
*combos are listed from weakest to strongest...with infinites falling at the end
*for any combos with existing vids, they will be linked for viewing
*for anyone with ideas for combos, this thread would be the place to get it mentioned and gain the credit for

I don't think I would include DHCs in this as there are just so many, but with the combos alone, DHCs from that point would be a matter of personal fancy. I would, with the help of any interested, read back-threads and quote those who already posted character combos.

Before creating this new thread: yay or nay? First 3 votes in either direction will let me know if this is worth doing.

Hollow
12-28-2008, 04:04 PM
I had an idea for a new compilation thread in effort to aid the referencing ease eczangief mentioned in his recent thread.

Character-Specific Combos
*character names are listed alphabetically
*combos are tested on 100% character (Ryu) for standardized damage...unless the combo is character-specific of course
*damage, therefore, is reported
*combos are listed from weakest to strongest...with infinites falling at the end
*for any combos with existing vids, they will be linked for viewing
*for anyone with ideas for combos, this thread would be the place to get it mentioned and gain the credit for

I don't think I would include DHCs in this as there are just so many, but with the combos alone, DHCs from that point would be a matter of personal fancy. I would, with the help of any interested, read back-threads and quote those who already posted character combos.

Before creating this new thread: yay or nay? First 3 votes in either direction will let me know if this is worth doing.

So, one thread, where you find character combos? I like it. Assist..Um, assisted combos, too? I say YAY.

keninblack
12-30-2008, 10:07 AM
*Really dumb question alert*

Is there any difference between War Machine and Iron Man?

judge_rl
12-30-2008, 11:00 AM
*Really dumb question alert*

Is there any difference between War Machine and Iron Man?

That's not a dumb question at all actually. A lot of people aren't familiar with the intricate differences between War Machine and Iron Man. What helped me out though, other than checking the character threads and actually playing with them myself after looking at their movelists and what-not, was thinking of the two like comparing Steve Fox in Tekken with Dudley in SFIII:3S...but in mechs.

Hollow
12-30-2008, 11:15 AM
IM's Proton Cannon is a lot more reliable. Of course, WM has War Destroyer. I do believe IM normal attacks come out faster but WM hurts more.

RisunoMeijin
12-30-2008, 11:25 AM
War Machine is abit slower in general. Different smart bombs range IIRC.

Same combos, different speed due to normals speed.

War machine has an extra DHC.

IM has godlike framekill with PC.

keninblack
12-30-2008, 12:55 PM
Alright cool, thanks guys!