View Full Version : Marvel 101 (MvC2 Newbies Report Here!)
Higher-Jin
01-01-2007, 11:36 PM
Table Of Contents
1. Introduction, Move Acroynyms, & Complete Move List (http://forums.shoryuken.com/showpost.php?p=3530466&postcount=1)
2. How to unlock all characters in MvC2 (http://forums.shoryuken.com/showpost.php?p=3539143&postcount=10)
3. The Magic Series (http://forums.shoryuken.com/showpost.php?p=3530550&postcount=3)
4. Useful Articles for Beginners (http://forums.shoryuken.com/showpost.php?p=3548702&postcount=19)
5. Tier List (http://forums.shoryuken.com/showpost.php?p=3530475&postcount=2)
6. Team Names (http://forums.shoryuken.com/showpost.php?p=3539135&postcount=9)
7. Basic Top Tier Strats (http://forums.shoryuken.com/showpost.php?p=3530598&postcount=4)
Intro
I've decided that the old newbie thread was too big and outdated so I scrapped it and opted to start from scratch.
I'll try to put in everything someone new to marvel and/or these forums would need to be brought up to speed. Feel free to ask questions, any newbie questions outside of this thread will be absorbed into this thread after a week or so. This is to allow them to get their questions answered (which wasn't really happening in the old newbie thread) while freeing up the forum from being too clogged with newbie questions.
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With that out of the way let's start off with translating commonly used abbreviations in these forums.
Here is the Legend:
Basics:
c. = crouching
s. = standing
j. = jumping
sj. = super-jumping
lp = light punch
lk = light kick
mp = middle punch
mk = middle kick
hp = heavy punch
hk = heavy kick
d = down
f = foward
u = up
b = back
n = neutral
u/b = up/back
u/f = up/forward
d/b = down back
d/f = down forward
pp = two punches
kk = two kicks
A1 = Assist 1
A2 = Assist 2
Advanced:
ff = fast fly
qc = quarter circle
hc = half circle
360 = spin stick at 360 degrees
, = continue combo with
XX = cancelled into
DHC = delayed hyper combo
THC = team hyper combo
/\ = super-jump
\/ = land
FK = frame killing
OTG = hit off the ground with
GB = guard break
FS = fly screen
ch = charge
sjc = super jump cancel
tk = tiger knee motion
dj = double jump
tj = triple jump
ad = air dash
AAA = Anti Air Assist
LA = Lightning Attack
LS = Lightning Storm
Slang:
ahvb = air hyper viper beam
HSF = hyper sentinal force
Hail = Hail Storm
Complete Move List
If you want to know how to perform a hadouken or a specific attack then refer to this web page:
http://www.gamefaqs.com/console/dreamcast/game/914427.html
It has full move lists on all the characters in the game.
Higher-Jin
01-01-2007, 11:44 PM
Here is the Tier List:
Top Tier:
Magneto
Storm
Sentinel
Cable
2nd Tier:
Cyclops
Dr. Doom
Blackheart
Spiral
Iron Man
Strider (w/ Doom Only)
3rd Tier:
Tronne Bonne
Omega Red
Rogue
Anakaris
Dhalsim
Juggernaut (w/ Glitch)
Top Assists:
Captain Commando AAA
Psylocke AAA
Cyclops AAA
Sentinel A and G
Tronne Bonne G
Higher-Jin
01-02-2007, 12:32 AM
The Magic Series
Since we got alot of questions about this term I figure I might as well squeeze it in. The magic series is something built into marvel that almost any character can do to a certain extent. At it's core it is basically cancelling weaker normal attacks into equal or stronger normal attacks.
Main Rules of the Magic Series -
1. You cannot go from stronger attacks to weaker attacks
2. When it comes to cancelling to attacks of equal strenght, you can only cancel punches into kicks, and not the other way around.
3. You do not talk about Magic Series
The Run Down
Basically a example of the magic series with someone like Ken would be:
LP, LK, MP, MK, HP, HK
Now not all of these will connect because each attack pushes them back, but you can cancel into all of them.
You can also skip ahead in the chain such as if you were to do:
c. LK, c. MK, s. HP (notice that LP, and MP were ommitted)
However remember you cannot cancel into a weaker attack like cancelling s. HP into c. MK. You also cannot cancel a kick into a punch of the same strenght. For example you can NOT cancel c. lk into c. lp. The main use of the magic series comes from air comboes. Typically the basic air combo will look like this:
Launch ^ lp, lk, mp, mk, HP or HK
Just remember that not all characters have full access to the magic series. Typically pixie like characters such as Spider Man can do it perfectly, while big characters like The Hulk may only have a limited version of the magic series.
I hope that helps clear it up.
Higher-Jin
01-02-2007, 12:52 AM
Basic Top Tier Strats
Cable:
AHVB - The AHVB stands for Air Hyper Viper Beam. The air version of the Hyper Viper Beam has very fast start up, invincibility, and recovers as soon as Cable reaches the ground. By utilizing a technique that allows players to do the air version of the hyper viper beam roughly a inch off the ground it becomes a very potent weapon. It recovers so fast that it is possible to chain three of them together in a row.
The command is: down, down/forward, forward, up/forward + PP
You are basically combining the super jump command with the hyper viper beam command. Alot of it rests on you performing the full range of motion on the stick and timing the PP button press at the right time. Practice it in training mode and don't expect to be able to do it consistently right off the bat. My best advice is to vary how early and/or how late you press the two punches at the end.
Storm:
Tri Jump Attack: A tri jump stands for triangle jump. It is called that because the arc of the jump resembles a triangle. The usefulness of the tri jump comes from the fact that it allows you to perform extremely fast overhead attacks you can combo off of. A overhead attack is one that must be blocked standing, any opponent who is crouch blocking will be hit.
It can only be performed by characters that typically have either a 8 way directional air dash, or one that has a air dash with downward angle (e.g morrigan). It is achieved by jumping (or super jumping) then cancelling the jump as soon as possible into a down/foward air dash which is then cancelled into attack.
The best way to do it is: Down, Up-Foward xxx PP (Dash Command) while holding down foward, then cancelling into a attack.
^ If that's too convoluted to understand, I'll write it down using more conventional acronyms:
d, u-f xxx ad-df + attack
Much like the air hyper viper beam you should experiment with when you press the PP button command. If you press it too early it will not come out and if you press it too late it will become less effective.
Comboes:
Standing HK (Launch) ^ lp, lk, mp, mk, Lightning Attack x2 cancel into Lighting Storm
Punish Assists:
Typhoon (qcf + lk) xxx hail storm (qcb + PP)
Magneto:
Tri Jump Attack: Done basically the same way as Storm's Tri Jump.
Comboes:
ROM Infinite: Go Here -
http://forums.shoryuken.com/showthread.php?t=52854
5 Fierce Combo - Launch ^ HP xx AD/Down-Foward HP, HK, (Land) D + HK
Sentinel
Hyper Sentinel Force - It is a extremely powerful super move. It's most powerful asset is most likely it's fast recovery time. It's fast recovery makes it safe and allows you to chain many of them together in a row. It does good block damage and take ridiculous ammounts of life out of an opponent when it hits.
When Blocking:
(Full Screen Distance) C. HP (Laser) xxx HP Rocket Punch XXX Hyper Sentinel Force (HSF) is extremely powerful. It recovers so fast you can do another C. HP xxx HP Rocket Punch XXX HSF before your opponent recovers from block stun. You can basically chip your opponent as much as you want for the most part.
When Hit:
(Close) Standing Lk, Standing MK, LP Rocket Punch XXX HSF is a powerful combo and it recovers so fast you can chain another HSF by timing a S. HP (Laser) XXX HP Rocket Punch XXX HSF.
The Unblockable, Unfly, and Fast Fly
Please refer to this thread: http://forums.shoryuken.com/showthread.php?t=95138
Please note this may be a little more advanced than the other things we've discussed thus far.
shoultzula
01-02-2007, 01:58 AM
thank you. A thread like this was needed.
Monkey D. Malcolm
01-02-2007, 02:17 AM
it was i appreciate this thread greatly
Demon Dash
01-05-2007, 08:17 AM
Couple of things you missed out, feel free to delete this post if needed...
n = neutral
u/b = up/back
u/f = up/forward
d/b = down back
d/f = down forward
x = canceled with/to
xx = super canceled with/to
LA = Lightning Attack
LS = Lightning Storm
HG = Hyper Grav
MT = Magnetic Tempest
Ephidel
01-05-2007, 05:08 PM
great sticky.
Higher-Jin
01-05-2007, 10:13 PM
Team Names:
MSP = Magneto / Storm / Psylocke
MSS = Magneto / Storm / Sentinel
Matrix = Storm / Sentinel / Cyclops
Santhrax = Storm / Sentinel / CapCom
Watts = Blackheart / Sentinel / CapCom (Captain Commando)
Clock = Strider / Sentinel / Doom (Short for Clockwork)
MST = Magneto / Storm / Tronne
MSC = Magneto / Storm /Cyclops
MSentC = Magneto / Sentinel / Cyclops
SSC = Storm / Sentinel / Cable
Fiend (combofiend) = Ironman / Magneto / Sentinel
Julius = War Machine / Ironman / Dr. Doom
Duc = Spiral / Cable / Sentinel
Row= Mag/Cable/Sentinel
Team Zaza = Wolverine/ Bonerine / Sentinel
Team Shoto = Ryu / Ken / Akuma
Team Suck = Roll / Servbot / Dan
Team Balls = Any team with Zangief in it
That's about it.
Special Thanks to: Mixah, for compiling most of the list
Higher-Jin
01-05-2007, 10:19 PM
Unlocking All Characters in MvC2
In Arcade (Japanese Version?):
Code #1
Highlight "Sound Mode" and push the following buttons in order.
LK HP A2 A1 HK LP
Code #2
Highlight "Difficulty" and push the following buttons in order.
HK HP A1 A2 LP LK
Code #3
Highlight "Damage" and push the following buttons in order.
LP HP HK A2 A1 LK
Special Thanks to: Crunch, for contributing the above codes.
In Arcade (American Version?):
From Gamefaqs:
Unlock Characters Faster
If you have the Naomi arcade version of MvC2, you'll need to wait for the characters to unlock either by waiting or by tripping the credits switch on the machine repeatedly. Alternatively, you can enter these hidden unlock codes to get the game ready for tournament play immediately. You need to do the codes in order, but if you're already on level 25 then you can just skip the ''jump to level 24'' step.
Unlockable How to Unlock
JUMP TO LEVEL 24 (unlock 16 characters) Enter Game Test Mode. Move cursor to Demo Sound. Press in order: Assist 2, Assist 1, Roundhouse, Fierce, Short, Jab. Exit Game Test Mode.
JUMP TO LEVEL 48 (unlock 8 characters) Enter Game Test Mode. Move cursor to Damage Level. Press in order: Roundhouse, Assist 2, Assist 1, Roundhouse, Fierce, Roundhouse. Exit Test Mode.
JUMP TO LEVEL 72 (unlock 8 characters) Enter Game Test Mode. Move cursor to Continue. Press in order: Jab, Fierce, Jab, Assist 1, Short, Fierce. Exit Game Test Mode.
JUMP TO LEVEL 84 (unlock 4 characters) Enter Game Test Mode. Move cursor to Difficulty. Press in order: Fierce, Short, Assist 1, Jab, Assist 2, Jab. Exit Game Test Mode.
In Console Version:
You must buy everything. YES, you must even buy the concept drawings, and alternate colors.
Quick ways to do it:
1. Put damage on max, difficulty on easy, and rounds to 30 seconds. Pick a good team that will take advantage of the increased damage scaling. (Power characters, sentinel, cable, good teams... just not chip characters for the most part) You'll play through the game much faster that way, and aquire points at a much faster rate. I've personally unlocked all characters on DC in a single day.
2. If you don't mind running up your light bill then just put the game on training mode and leave it like that (pro tip: don't pause :rolleyes:). You'll aquire points at a much slower rate (something like 1000 pts. per hour, I'm guestimating, it may be less or more), but I suppose it takes less effort. My personal method is number 1.
Hope that helps
- Jin
Alucard20
01-06-2007, 10:27 AM
Here is the Tier List:
Top Tier:
Magneto
Storm
Sentinel
Cable
2nd Tier:
Cyclops
Dr. Doom
Blackheart
Spiral
Iron Man
Strider (w/ Doom Only)
3rd Tier:
Tronne Bonne
Omega Red
Rogue
Anakaris
Dhalsim
Juggernaut (w/ Glitch)
Top Assists:
Captain Commando AAA
Psylocke AAA
Cyclops AAA
Sentinel A and G
Tronne Bonne G
Is this tier list in order or is it just organized in groups?I agree with this tier list for the most part but i always thought storm and sent was over Magneto and cable.
Demon Dash
01-06-2007, 03:15 PM
Team Ilan - Ironman/Cable/Doom
Team angel - Magneto/Setinel/Ironman (iirc)
Higher-Jin
01-06-2007, 03:36 PM
Is this tier list in order or is it just organized in groups?I agree with this tier list for the most part but i always thought storm and sent was over Magneto and cable.
It's in groups. Such single character rankings are useless anyways because there's too much controversy attached to them. Hell even the third tier is somewhat up for debate, but I decided to include it anyways just so newbies can have a better feel of characters outside the top tiers.
Demon Dash
01-06-2007, 03:43 PM
Actually team Angel is probably Storm/Sentinel/Iron Man as I can't see anything working too well with Mag/Sent... Besides Rocket Punch, HSF doesn't DHC from MT as far as I remember...
Edit: Also, can't forget team Z, Doom/Juggernaught/Tronne...
Alucard20
01-06-2007, 03:59 PM
It's in groups. Such single character rankings are useless anyways because there's too much controversy attached to them. Hell even the third tier is somewhat up for debate, but I decided to include it anyways just so newbies can have a better feel of characters outside the top tiers.
ok cool thanks.Btw thanks for putting this up.:lovin:
gouki10
01-07-2007, 12:44 PM
Where Row at?
Row= Mag/Cable/Sentinel
sealhunta
01-07-2007, 10:35 PM
war machine is third tier
ParryPerson.
01-08-2007, 07:35 AM
and skittles leaks are real.
Listen new guy, if you think he's 3rd tier, great, we don't care. Tier lists have been done to death, and don't state how you feel as fact. Thanks!
(You can still make it!)
Higher-Jin
01-10-2007, 12:20 AM
Useful Articles for Beginners
Learning MvC2 Part 1: Engine Basics (http://www.video-opera.com/features/f0003.php)
Learning MvC2 Part 2: Counter Characters (http://www.video-opera.com/features/f0008.php)
Special Thanks to: Magnetro for providing the links
rYo_sakaZaki
01-12-2007, 01:43 AM
do you have a notepad version of this thread?
i'd like to read all of this at home...
Higher-Jin
01-13-2007, 12:05 PM
Why don't you copy and paste the thread unto a email and mail it to yourself from work/school/whatever?
Robinho
01-14-2007, 09:26 AM
Hi, newbie here. I've been playing for about one week, and I had a lot of doubts about the game. But I read almost every thread in here, and I'm learning very fast. I have just one more doubt, how do you wavedash? I just play in arcades, so I can't test in home, but I'll practice anything you tell me when I go to the machines to lose with the good players
ParryPerson.
01-14-2007, 01:17 PM
dash, tap down to cancel the dash, dash again (with 2 punches). It doesn't matter how you start the dash, but most people wave with 2P d 2P, but you can F,F, D, 2P
Demon Dash
01-15-2007, 06:07 AM
Just a little more info on wave dashing... The ability to cancel your dash with anything brought some to realise that it's possible to make your dash longer by breaking it into segments. ParryPerson said all else you really need to know...
Demon Dash
01-16-2007, 06:00 PM
Upon selecting your three characters, a menu will pop up each time asking you to select your assist type, either Alpha, Beta, or Gama. During the match it is possible to control your other two characters who aren't on point by using the familar, unused Heavy Punch and Heavy Kick buttons, or, Assist 1 and Assist 2. Assist 1 controls the second character in the list and Assist 2 controls the third, last character in the list.
During selection there are three different assist types (or other words, special moves) for you to choose from taken from catagorised groups. These can vary across the whole cast's special moves, such as Projectile, Ainti Air, Ground, Capture, Launcher and so forth. At first in the game's life it was thought Projectile was the best assist type because of it's ability to control the whole length of the screen. But now this isn't so, it wasn't untill later it was discovered that a hand full of Anti Air assists actually gave characters maybe twice as many options, more than their entire move sets alone. Because of this such top tier characters became stronger and Anti Air assist has become a dominant factor in the game.
Picking the right assist type is essential. It's a good idea to make sure you have as many options as you possibly can to play with, meaning pick two different assist types at least. One of the greatest fundementals in Marvel is controling space. The more crap you can get on the screen, the more space you can control, limiting the opponents options. It's a good idea to pick a Projectile or Ground assist, to keep the area in front of you covered, making aproaching, pinning or simple taking control a lot easier. You can also use an assist at the same time as a normal attack, so you can be creative with your set-ups and paterns while safely keeping space under control.
Of course aswell you should pick an Anti Air assist. These have become so reliable it's unreal. A lot of the top characters, hell even lower tier characters change the way they play completely when used with an Anti Air assist. Firstly, they do what they say on the tin, defend attacks from the air. The ability to call out an anti air attack at the press of a button is an easy task, the fact that while you're in either a grounded, jumping or flying state, you can control both your point character and assist's special (essentially) at the the same time. You can defend your self, you can set-up combos, you can extend combos, you can guard break, so many things you can do with an Anti Air assist, just at the press of a button.
Not all assists are good, but the ones that are, are more than enough to help get the job done. Honerable mention to:
Sentinel - Projectile/Ground
Magneto - Projectile
Storm - Projectile
Cable - Anti Air/Projectile
Iron Man - Anti Air
Cyclops - Anti Air
Psylocke - Anti Air
Captian Commando - Anti Air
Dr. Doom - Anti Air
Tron Bonne - Ground
Cammy - Anti Air
Now we know the theory, we need to get back to reality. For some reason Capcom designed the assist registration differently to normal, special and super moves. Oddly, assists will only ever come out on the release of a button, not a press. If you ever find that during assist combos or doing things like jump, assist + air dash over and your assists aren't coming out; this is why. Always remember when calling the assist to quicky release the button to ensure it successfully comes out.
Not only is knowing how to call your assist important, but even more so is knowing when to call them. Like has been mentioned it is possible to call during a combo, but to make things balanced they restricted it to one assist per combo. Although, if your assist whiffs it's attack, you can still call another, as many as you want in fact, but only as long as it misses.
Knowing what your assist does and why you need to use it is very important. Your assists are probably more vulnerable than you and if you call them at the wrong time it could be the end of your assist character. One thing you really need to make sure not to do is leave your self open when you and your assist are standing next to each other. If you do you can pretty much bet someone is going to hit you with the double snap back, killing one of your characters. As you snap out, your assist flies to the ground and can be picked up by an OTG. All they have to do from there is keep launching them untill they're dead, not something you really want happening.
Depending on what assists you do pick, you're going to have to work your game around them, which means you're going to have to practice. Spending time in training mode can only do you the world of good. There are a lot of hard to execute tricks in this game largely revolving around your assists so you need to know exactly what they can do for your character. Ask your self questions like, do they knock down? Do they do a lot of damage? Can I do extended combos with them? Can I use them to land quick supers and combo? Can I bait and punnish? Can they be punnished? Just remember to be creative and don't be afraid to try new things. The laws of Marvel make it a very open game, almost anything is possible.
ParryPerson.
01-16-2007, 08:16 PM
.....
Demon Dash
01-17-2007, 07:25 AM
Hey what can I say? I was bored...
Alucard20
01-18-2007, 02:53 AM
Hey what can I say? I was bored...
No.U wanted to help others out and i find nothing wrong with that.
Robinho
01-18-2007, 08:54 AM
That thing about the assists was great, I didn't know that they were called when you release the button, I always wondered why they didn't came out when I wanted. Thanks =D
Green
01-30-2007, 12:04 AM
Wave-dashing backwards: don't. But if you want to, do b+PP, [qcb+PP]
Works if there's no special that uses qcb+p as its command.
Robinho
02-03-2007, 10:19 AM
I have more newbie questions, basically about assists... I'm not sure when you can or can't call them. Can you call them during any normal move? During specials you can't right? And while you're dashing or air dashing? I mean... can you jump with storm, and press the 3 buttons at the same time to air dash+assist? Can you call during a pushblock? And what about an air combo?
Sorry if I can't test it by myself, but I don't own a console, I just play in arcades.
Green
02-03-2007, 11:26 AM
You can call assists either on the ground or in normal jump mode, but not if you are in hit or block stun or performing a special or hyper combo.
You can air dash in normal jump mode and call out an assist at the same time (PP+A). That's a fairly common Mag reset.
You cannot call during a pushblock. You cannot call during an super jump air combo unless you are in flight mode.
shoultzula
02-03-2007, 01:32 PM
You cannot call during an super jump air combo unless you are in flight mode.
no.
some characters like chun li, doom, IM can call there assist from SJ. With doom\im, you just hit rh w\doom and d+rh for IM from sj height then, dash and call your assist after the dash. You can AC with chun, end the combo with d+rh and once you recover, you can call your assist.
gouki10
02-03-2007, 01:49 PM
yeah but those moves put them into NJ even tho they are at sj height of the screen. The point is that you can't call an assist while you are in sj mode, those moves cause the characters to go into NJ mode no matter where they are done.
Robinho
02-04-2007, 12:50 PM
Thanks!
Demon Dash
02-08-2007, 07:16 PM
can you jump with storm, and press the 3 buttons at the same time to air dash+assist?
Yes you can, but take note of what I siad. Make sure to just tap the buttons so the assist button gets released, otherwise it wont come out.
Dummy Account
02-10-2007, 04:31 AM
I'm new to Marvel and from the beginning was told to use team scrub(Cable/Sentinel/Captain Commando) but CapCom is my weakest link easily and I don't really like him. My execution is pretty weak still but I'm just not liking CapCom at all. Any suggestions?
Demon Dash
02-10-2007, 10:03 AM
Try Cyclops, or maybe even Rowtron, Magneto/Sentinel/Cable.
Dummy Account
02-10-2007, 02:15 PM
I'll give mags a try then. Thanks!
Arsenal
03-07-2007, 07:30 AM
Soo..... about Team Scrub. I think I want to use it to get my feet wet, but don't know the proper assists and what the hell to do with Sentinel (I understand the CapCom and Cable synergy).
Sorry if this is so 2003, but I'm kinda late to the party.
Green
03-07-2007, 09:46 AM
Cable-AA (beta) , Sent-drones (gamma/ground), Capcom-AA (beta)
Arsenal
03-07-2007, 12:55 PM
Cable-AA (beta) , Sent-drones (gamma/ground), Capcom-AA (beta)
Thank you. Are those assists for this particular team set in stone? Do they ever change for certain matchups? Sorry for the retarded questions, but I only play 3rd Strike, and we can switch supers for certain matchups (like Dudley SA1 vs. Chun-Li, but use SAIII vs. Ken, etc...)
Also, what's the proper team order (lead-off character, etc...)? Does the order ever switch depending on your opponent's team? Basically, would you be able to kind of give me the gameplan for Team Scrub. Not combos for each character(those are easy enough to find in this thread), but the overall gameplan. I get the Cable/CapCom synergy (horizontal & vertical axis control), but what else?
ducvader
03-07-2007, 01:07 PM
Anyone playing Sent Cable Commando - here's a tip if you have commando snapped in or playing him cause you have to. If you have sentinel assist and hes the next character in - you want to dash in hold down lk+sent drone assist , lk, cr hp, hp fireball, into running super. What will happen is right before the sent drones get to the opponent the super you activated will cause your opponent to pop up a little higher than normal which will allow the drones to hit them which then allows you to link your running super. Right before commando is about to do the lighting part of his super you can dhc to the ball super of sents and get a guaranteed damage. I hope this helps.
If you charge meter with commando - us HK instead of HP cause its much faster.
Duc
Arsenal
03-07-2007, 02:53 PM
Duc -
thanks for replying. honestly though, that combo/link stuff is too advanced for me at this point. i'm still hammering down the barebone basics. that CapCom HK instead of HP info was golden though. That's some basic, need-to-know info that every beginner should know: what normal to use to build meter the best with.
what's cable's best meter builder? sentinels?
Green
03-07-2007, 03:29 PM
Cable's is oc.hp (offensive crouch). To the best of my knowledge, Sentinel doesn't have one that isn't easily punishable if abused.
Demon Dash
03-07-2007, 04:06 PM
Get used to playing in the air... Besides the Sent/Drones - Cable/Grenades crap you'll be doing, you'll be spending a lot of time running away trying to keep them at bay with j.hp, grenades and weak Viper Beam in hope of AHVB/x2/x3. Learn the trajectory of his grenades on both the ground and in air, learn how fast they travel and how to hold the button to release them at the right time. Also learn to block correctly, Cable's a pretty big character and can defend rushdown like eating shit for dinner.
If you're learning a Cable team it might be wise to start with Cable, as he's by far the simplest character to learn. A lot of people will say to learn Sentinel first as if you can play Sentinel properly, you have a good chance of winning more often. However at the level you say you're on having Cable in your team makes him a senisible character to focus on. Sentinel is a very complicated ground and arial character, his techniques involved are rather advanced. Cable's howver are basic fundamentals of the game, so it's a good place to start. Of course don't ignore Sentinel...
Green
03-07-2007, 06:04 PM
I see a lot of new Cables super jump (before their opponent does) like there's no tomorrow. Unless you can cover the ground, this is a mistake. Calling Sent-RP/Storm-Typhoon (horizontal, of course) then jumping is fine, but if you jump without any ground cover, you are inviting your opponent to go in right under you, which is not a favorable position. You can get crossed up very easily, or even be beat out by a quick attack if you try a falling sj.hk (Mag's ROM comes to mind). This paragraph doesn't apply if you super jump on reaction to your opponent super jumping. Happens a lot against Storm. If you do sj.hp, be prepared to do AHVB on reaction. You actually get quite a bit of time to confirm the hit.
Do note that drones will disappear if you jump too high. If you call drones and sj, do sj.hp right after you jump to shorten the height of the jump (to keep the drones almost on the screen).
Tiger knee (d/db/b/ub+k) grenades are a powerful asset for Cable. For example, if an opponent is pinned down (in block stun) by drones, I'll sometimes do a TK hk nade to keep them there a little while longer. Even better, if somebody super jumps toward me at a distance, I'll do a TK nade and prematurely detonate it (hold the k button until the grenade is thrown, then release to detonate) at a spot where it'll cut off the path I predict they'll take. If the opponent does go that way, then I'll wavedash underneath the grenade while they're blocking (good for staying away from the corner - more on this later). This can lead to a crossup c.lk c.mk s.hk xx AHVB, or at the very least, another chance to avoid being rushed down. A grenade above and in front of you is also perfect for preventing Sent from stomping you, at least until it disappears.
You definitely do not want to back yourself into the corner. A cornered Cable has very few options for escaping; calling AA is one of them. If you can't block all that well, then you can expect to get double snapped by a Magneto. One way to avoid being cornered is simply to move toward the middle of the field whenever possible. As I mentioned before, dashing under an active grenade is a safe thing to do, if it's between you and the opponent.
If a Sent super jumps out of your s.hp and flies forward, don't hesitate to pull off a jab Psimitar. If it hits him, it's safe, whether or not he unflies in time to block it. Never do it if it's going to whiff. In any case, it's always a good idea to cancel s.hp into jab Psimitar IF the opponent is grounded, preferably before the 4th bullet comes out. If you abuse s.hpx4, it's very easy for the opponent to catch on and simply tag in for free (and massive) damage. If Mag/Storm jumps out of s.hp, don't cancel into Psimitar because the odds that they'll get hit are quite low, and significantly increase your recovery time.
Demon Dash
03-07-2007, 06:14 PM
3704751]I see a lot of new Cables super jump like there's no tomorrow. Unless you can cover the ground, this is a serious mistake. Calling Sent-RP/Storm-Typhoon (horizontal, of course) then jumping is fine, but if you jump without any ground cover, you are inviting your opponent is go in right under you, which is not a favorable position. You can get crossed up very easily, or even be beat out by a quick attack if you try a falling sj.hk (Mag's ROM comes to mind).
Exact points I was going to bring up. You see sj.lk, sj.lk, LA xx LS or sj.lk, sj.lk, HG xx MT so often on careless super jumps...
Arsenal
03-08-2007, 07:09 AM
Wow, I've learned more from the last 5 posts than I have scouring every Marvel thread...
See, it's the basic stuff like Duc/Demon Dash/Green posted regarding Team Scrub (a newb-friendly team that teaches you the basics of Marvel).
- CapCom uses HK instead of HP to build meter
- Cable's HP needs to pressed early to cancel his super jump for certain assists to be effective
- Do not super jump blindly with Cable unless your horizontal axis is covered
- Use Cable grenades to either pin down an opponent (hold K button down), or to cut off a path of movement (release K button earlier in the grenade's arc)
This is basic, useful information that most Marvel newbs (me) lack. I don't need to know how to do complex link combos if I can't even MOVE around the screen properly. This gives me a few pointers about screen control and character spacing. Thank you.
Spoonz
03-08-2007, 10:34 AM
any tips for playing storm/cable/cammy ?
Demon Dash
03-08-2007, 01:56 PM
Wow, I've learned more from the last 5 posts than I have scouring every Marvel thread...
See, it's the basic stuff like Duc/Demon Dash/Green posted regarding Team Scrub (a newb-friendly team that teaches you the basics of Marvel).
- CapCom uses HK instead of HP to build meter
- Cable's HP needs to pressed early to cancel his super jump for certain assists to be effective
- Do not super jump blindly with Cable unless your horizontal axis is covered
- Use Cable grenades to either pin down an opponent (hold K button down), or to cut off a path of movement (release K button earlier in the grenade's arc)
This is basic, useful information that most Marvel newbs (me) lack. I don't need to know how to do complex link combos if I can't even MOVE around the screen properly. This gives me a few pointers about screen control and character spacing. Thank you.
As for Sentinel, here's a few things to focus on while you're learning cable... Every Sentinel player needs to learn the Hyper Sentinel Force loop, it's basic but still a bread & butter. The most common set ups I see are s.lp, s.lp, jab Rocket Punch, HSF; the corner unblockable which is s.hk ^, sj.lp, sj.lp (it varies), fierce Rocket Punch, j.hp pause, j.hk (OTG, to cause forced roll), c.hp, jab Rocket Punch, HSF; and his guard break unblockable which is a timed c.hp which hits on the unblockable frame.
Besides various combos, again get used to playing in the air and play around with Sentinel's flight. His flight activation is actually a cancel, so it give's him a lot of freedom with what he wants to do while in the air. Whether it be stay in the air and attack, cancel an attack to land, or use unfly to block an attack while flying, he can pretty much do what he wants to do. As mentioned before Sentinel's a really advanced character and I wouldn't reccomend going all out for it unless you feel you're seriously ready to take him on board. Check out his section of the forum for more, everything you need to know is there...
I would reccomend going to www.combovideos.com or www.denjin-video.com and downloading the MvC2 RanBat series. While the players might be limited to the west coast, the level of play is always of top quality and the commentary really helps you realise what's really going on. You can deffinately learn from it I think...
Green
03-08-2007, 02:52 PM
The basic air combo for Sent should be sj.lk sj.mp rather than sj.lp sj.mp, seeing as the sj.lk has much more range. Ground combo is c.lk (because it hits low) s.mk/s.mp (if s.mp, cancel after one hit) lpRP xx HSF.
I prefer c.lk s.mk since it's more reliable for me, but there's nothing wrong with s.mp.
kid_krush
03-25-2007, 04:47 PM
guile/capcom
i need a third person who should it be
smoke
03-27-2007, 07:49 AM
Newbie here, what exactly is guard break? As far as I know, it refers to when you've killed a character and the next one comes in, you throw out an attack as he flies in, he blocks it, but then afterwards he is no longer able to block so you can crush him with a combo, super, whatever.
I've seen this many times with Cable. I'd like more details, though.
For example:
What's going on? Why are you able to guard crush, is it only with certain moves? Can all characters do it? Are there ways to avoid it, or is it just the price you pay for having one of your characters killed?
ParryPerson.
03-27-2007, 08:10 AM
Guard Break is when you break someones guard, haha, seriously though, you can only block 1 time per each normal jump.
Once they have blocked something, and their guard is let go, they cannot block again.
When a character comes in from off screen after one dies, they are in normal jump mode.
beatsofdevil
03-27-2007, 09:16 AM
the price you pay for having one of your characters killed?I like that definition. :)
LuvMyCap
03-31-2007, 10:39 AM
The tier list post here if for the only characters that can be use competitive?
ParryPerson.
03-31-2007, 10:51 AM
..... whut.
LuvMyCap
03-31-2007, 10:59 AM
I mean the tier list post in the first page of this thread, did it only have the names of the characters that can be play competitive?
slowtactician86
04-07-2007, 09:45 PM
What are some combos with Storm that can connect with either Cyclops AAA or some Sent with Capcom AAA????
Green
04-07-2007, 10:11 PM
Storm: c.lk+Cyke c.mp ^ sj.lk sj.mp sj.mk LA xx LS
Sent: sj.lk sj.mp FF f.lk+Capcom f.hp xx dpRP
slowtactician86
04-07-2007, 10:17 PM
Thanks Green
Logos
04-08-2007, 12:29 AM
So I'm picking up MvC2 for the first time, and I need some help. I know all the basics (at least I think I do) and some of the advanced stuff, but I'm having a tough time figuring out my chosen team.
I'm going with Cable/Strider/Doom; I know Cable and Strider can clash since they're both meter hogs, but I've seen quite a few videos of a pro playing with that team and the playstyle really appeals to me. I can do AHVBs fairly consistently now, after a bit of practice, but I'm not sure when to use them and how to get into them. Also, I've been reading the S/D threads, but I'm still kind of unsure of what the more basic things are I need to know rather than advanced strats. Thanks in advance for any and all help!
ArcadeFire
04-12-2007, 04:42 PM
So BH's AAA sucks? =/
gouki10
04-12-2007, 04:45 PM
^depends on what you wanna do with it, it's mainly about using it with your team for combos, and set ups, as well as catching your oppenent with it that will determine how to use it.
Personally i think BH AAA is rather interesting, with certian characters like Doom you can create set ups that will force your oppenent to react in a certian way, once you see them do it, bam free hit/set up into something else.
What team do you wanna use it with?
ArcadeFire
04-12-2007, 04:53 PM
Well I use it in tandem with Cable keepaway with grenades and Viperbeams. It also has uses against jump-happy people since it reaches all the way up the screen...
gouki10
04-12-2007, 05:28 PM
well seems like you got the concept down then.
True Grave
04-12-2007, 06:40 PM
So BH's AAA sucks? =/
No way! BH's AAA is kickass as it is basically a capcom assist with tracking ability. Incredibly useful to have when fighting against pesky storm and doom players, who just want to stay in the air all day long spraying you from above with projectiles.
Not good to use often when fighting against cable however, then BH dies pretty quick. Unless you are good at defending your assist chars(should always be there to defend them anyway, common sense).
Se7in
04-12-2007, 08:56 PM
I mean the tier list post in the first page of this thread, did it only have the names of the characters that can be play competitive?
No. Abandon this thinking immediately.
Dummy Account
04-12-2007, 09:02 PM
I can't consistently do Magic series with mags. Advice? What confuses me is double tapping for MP and MK.
ArcadeFire
04-12-2007, 11:47 PM
Just how the hell do you use Doom? All I can seem to do is runaway and shoot his laser and throw random Photon Shots. Other than that I'm getting crossed-up to holy hell or stuck in the corner. I needa get him down for my Cable/Venom/Doom team ^^
Juggy
04-13-2007, 03:40 AM
I can't consistently do Magic series with mags. Advice? What confuses me is double tapping for MP and MK.
What? Magic series -> lp, lk, lp, lk (or lp, lk, mp, lk, depends on terminology use I guess). Just launch, lp lk lp lk.
True Grave
04-13-2007, 02:01 PM
I can't consistently do Magic series with mags. Advice? What confuses me is double tapping for MP and MK.
Normal launch ending with Magic series? With mags is nothing. His attacks come out so fast that almost no timing is required. Think of it as typing quick on a keyboard, thats about it once you've got the proper sequence down.
With other characters like Charlie and Samurai, the timing is weird. I'd rather stick to the semi-magic series(Jab,jab,short,roundhouse or fierce), its 1 hit less but almost always hits.
slowtactician86
04-13-2007, 06:50 PM
Can anyone give a good example of starting hi to low with Storm????
Like starting a match with say Storm, holding forward pushing up against the character do you just do
s. lp c. lk s.lp c.lk launch? and then finish it (if lucky)??
and also is it normal to start off the match by just normal jump then air dash down and then either hit hi or delay hit and hit low????
Se7in
04-13-2007, 07:04 PM
Just how the hell do you use Doom? All I can seem to do is runaway and shoot his laser and throw random Photon Shots. Other than that I'm getting crossed-up to holy hell or stuck in the corner. I needa get him down for my Cable/Venom/Doom team ^^
I could use some tips as well.
The only thing I seem to do is go for the launcher, either the st. lk x2 or cr. fierce into his air combo ended with a Photon Array. Does great damage, but I can't rush like this on anyone of Storm or Mags' caliber with him because he's so slow.
EDIT: Found this - http://youtube.com/watch?v=LGrvOCMU6ys
It seems pretty useful, despite it's for made for Doom/Tron/Juggs, for combo references (Infinite on Sent) and some good guard crushes.
Ephidel
04-14-2007, 04:09 AM
What are the differences between the healers in this game? ie does amingo's healing assist restore more than son-son's?
Demon Dash
04-14-2007, 04:40 AM
I'm not sure, maybe it's stamina specific...
Ephidel
04-14-2007, 05:00 AM
I see; well nobody uses the healing assist anyway, but still I'm curious...
True Grave
04-14-2007, 04:39 PM
I see; well nobody uses the healing assist anyway, but still I'm curious...
Yeah i wonder why those healing assists made it into the game. On paper it kinda seems like a neat idea, but in execution not really. In my time playing others i've only seen 1 person attempt to use it, and still be playing serious.
Ephidel
04-14-2007, 04:51 PM
Yeah i wonder why those healing assists made it into the game. On paper it kinda seems like a neat idea, but in execution not really. In my time playing others i've only seen 1 person attempt to use it, and still be playing serious.
I don't encounter many amingo or son-son users that use this. Sometimes I'll run into somebody's jill who would try it out but with little results...
Especially amingo's, it's hard to catch.
True Grave
04-14-2007, 05:18 PM
I don't encounter many amingo or son-son users that use this. Sometimes I'll run into somebody's jill who would try it out but with little results...
Especially amingo's, it's hard to catch.
So what team are you using right now, do you play mvc2 consistantly?
Ephidel
04-14-2007, 05:49 PM
So what team are you using right now, do you play mvc2 consistantly?
Not as much as I should, and because of this I frequently play low tier.
My team is Hayato, Sent, and Jin. Sometimes I'll play Strider/Doom/Sent or Cable since that's my only top tier team against higher tiers.
True Grave
04-14-2007, 05:59 PM
Not as much as I should, and because of this I frequently play low tier.
My team is Hayato, Sent, and Jin. Sometimes I'll play Strider/Doom/Sent or Cable since that's my only top tier team against higher tiers.
If i'm dead serious in winning i'll pick: Cable/Sent/Cyclops. Lots of sleazy tactics with that team, i try not to pick it normally.
Otherwise: Charlie/Samurai/War Machine(or IM if i need extra firepower).
Ephidel
04-14-2007, 06:04 PM
If i'm dead serious in winning i'll pick: Cable/Sent/Cyclops. Lots of sleazy tactics with that team, i try not to pick it normally.
Otherwise: Charlie/Samurai/War Machine(or IM if i need extra firepower).
It's funny because I have never encounterd a Silver Samurai user until now. I always thought his prime was in XM:COA.
True Grave
04-14-2007, 08:36 PM
It's funny because I have never encounterd a Silver Samurai user until now. I always thought his prime was in XM:COA.
Samurai is a neat character but he is not very good, and slow to boot. I only picked him because NO one else did. Everything revolves around his lighting super, take that away and he is not of much use.
He can hit lightning off any launcher and or assist that knocks the other char into the air(charlie's flashkick). My favorite setup is to start the flashkick super with charlie, and DHC into lightning, just as charlie is knocking the other char into the air.
The stars are great for chip damage(jab+jab+star,rinse repeat), especially the super, and the only assist of samurai's that i find useful is projectile. For some reason charlie works pretty good w/samurai star assist.
I'm sure he has got some other neat tricks but thats all i find useful with him so far.
Ephidel
04-14-2007, 09:17 PM
That's like my doom only I use him for assist purposes only. One on One I can fight but just average things that make doom special like laser(jump screen) + sent ground assist. I've used the Samurai in XMCOA but in MvC2 there's just too many characters to experiment with...
beatsofdevil
04-15-2007, 11:24 AM
all healing assists fill up the red part of your life bar can be pretty useful if you have a big chunk of red
I dont play much mvc2 these days cuz the game has turned into a "god characters" only matches. Seems like Sentinel will always be in any team or Magneto as well. Kinda defeats the purpose of having 56 characters you know!
Ephidel
04-15-2007, 02:51 PM
all healing assists fill up the red part of your life bar can be pretty useful if you have a big chunk of red
Oh, I didn't know all of the assist fully restore the red. They heal anyway when characters don't fight - guess it's not all that useful when you're trying to heal getting smashed on at the same time.
True Grave
04-15-2007, 04:37 PM
I dont play much mvc2 these days cuz the game has turned into a "god characters" only matches. Seems like Sentinel will always be in any team or Magneto as well. Kinda defeats the purpose of having 56 characters you know!
I know exactly what you mean! That is why i don't care less to watch MVC2 tournament matches. Nothing but a combination of the same 5-6 characters over and over, which is boring as shit.
I love playing low-tiers, since the majority of the cast is comprised of them. Really makes things a lot more interesting, and breathes New life into a game that otherwise would've gotten boring as hell years ago.
Ofcourse i realize that opinion probably won't be popular with the top-tier whores around, because they'd like to think that the stuff they do is still somehow "kewl" and "exciting".
Oh, I didn't know all of the assist fully restore the red. They heal anyway when characters don't fight - guess it's not all that useful when you're trying to heal getting smashed on at the same time.
That and your assist character is left out there doing nothing, just waiting for pesky cable users to punish.
Ephidel
04-15-2007, 04:53 PM
^Plus that's what I always fear - two characters of my team getting pwned by HSF or AHVB.
I watch the videos but nowadays it's just with low tiers only, I've seen people select characters who I thought had no chance in hell and they still win.
E-MAN
04-15-2007, 11:45 PM
This seems to be the best place to ask this. Is there a thread available about getting started/trained up for competitive play... from scratch (gameless, stickless, practiceless, etc.)? I haven't played MvC2 in a few years now, but coming to this site has sparked my interest in getting back into it. From what I've witnessed, I'm WAYYY behind on the current metagame. So, any info that could help me return to that state would be appreciated.
Ephidel
04-16-2007, 02:01 AM
Ok, I tried Thanos's capture assist and it sucks. Nobody never gets caught, is it just me or is it really that bad?
beatsofdevil
04-16-2007, 07:39 AM
Ok, I tried Thanos's capture assist and it sucks. Nobody never gets caught, is it just me or is it really that bad?you have to combo into it or try and cross-up
21422
04-16-2007, 07:49 AM
hi guys, i am new to the game. My question is, how do you do h.k ? isn't h.k calling out the assists instate of hitting ?
Ephidel
04-16-2007, 01:58 PM
you have to combo into it or try and cross-up
Yeah, I know I have bad execution. Maybe I need to find better people to team him up with...
True Grave
04-16-2007, 04:39 PM
hi guys, i am new to the game. My question is, how do you do h.k ? isn't h.k calling out the assists instate of hitting ?
TG: "So you want to be an MVC2 player, eh kid?"
21422: "Yes sir!"
TG: "Alright this game has such a large and diverse character selection. You can pick either Cable, sentinel, storm, or Magneto. Who's your pick?"
21422: "Spider-man!"
TG: "Who the hell? He is not in this game!"
------------
Joking aside. Hk, sounds like high-kick? I don't quite understand your question. There are 4 attack buttons(2 kicks, 2 punches), and the last 2 buttons are for calling assists.
Understand that each character plays differently. Stuff like launchers, while every character has one, not every character does his the same way.
ParryPerson.
04-16-2007, 04:49 PM
He's asking where heavy kick is, because he's confused about the 4 button attack layout.
lp and mp and lk and mk are the same button buddy, you land one and then press it again for the other one to come out, whereas the middle buttons (on arcade stick) are the heavy punch/heavy kick.
ArcadeFire
04-16-2007, 05:42 PM
I can't use Sentinal worth a damn. =/
True Grave
04-16-2007, 05:54 PM
I can't use Sentinal worth a damn. =/
Sentinal is the easiest of the god tiers to use/learn in my opinion. Give it a little time, that bot is a nightmare. Try to learn the basics first, like the Laser+rocket punch, and the simple stomping+rocket punch combos.
My favorite simple combo with him is to jump and: Short kick, strong kick, (jab)rocket punch. Its only 3 hits but deals nice damage.
ArcadeFire
04-16-2007, 06:35 PM
Cable is the easiest of the god tiers to use/learn in my opinion.
Fixed.
Anyway yeah I have issued with big chars. I always get trapped in the corner and die via chipp. =(
Ephidel
04-16-2007, 06:56 PM
My bigs normally are used for assist purposes, but I've played as Sent without any problems.
Same as Cyclops/Blackheart combination or Jill/Juggernaut.
True Grave
04-16-2007, 07:44 PM
Fixed.
Anyway yeah I have issued with big chars. I always get trapped in the corner and die via chipp. =(
Big characters like Sent and blackheart are weak up close, getting trapped in corners and stuff. This is why it is best to play them first w/good assists to help out. Think of the assist as your "Oh sh*t" button. In situations when the other player has your sent cornered, that is when it is time to use an assist to break it up.
I prefer Cyclops anti-air, that assist rocks and works great with sent! After cyke connects you can also jump forward with sent and deal damage in addition to that. I like the frying pan hit(jumping fierce).
Ephidel
04-16-2007, 08:40 PM
A good Blackheart or Sent will never be trapped in a corner, varies with the assist you have and the skill.
Cycke AA with Blackheart is a good tag. I use them all the time to start a temp combo on the ground and have cycke lanuch only to stun with more demon's. Same with HSF Sent, HP, Rocket Punch, cable assist then jump and fly HK, HK wheeeee.....
True Grave
04-16-2007, 08:45 PM
A good Blackheart or Sent will never be trapped in a corner, varies with the assist you have and the skill.
Yes but it still happens from time to time. Even if that is not the case, Cyke's assist still works great with sent and is worth using them together.
Cyclops also works good with cable too. His AA knocks them up into a perfect set-up for a AHVB.
ArcadeFire
04-16-2007, 09:25 PM
My BH almost never gets cornerd because he's all over the screen throwing HP demons and random tail jabs n shit. ^_^
...but yer right about the assists helping out tho
Ephidel
04-16-2007, 09:40 PM
I do the HK demons; the angle is ackward, but this is where cyckes launcher AA makes the perfect set up as you jump at the same time with BH.
Big characters like Sent and blackheart are weak up close, getting trapped in corners and stuff. This is why it is best to play them first w/good assists to help out. Think of the assist as your "Oh sh*t" button. In situations when the other player has your sent cornered, that is when it is time to use an assist to break it up.
only if you know what your doing and even then i'd suggest against it with a big character because they can EASILY block the assist call theirs and then your just gonna get eat a high-low mixup and get snapped the fuck out
trust me on that one.
best thing you can do is pushblock then superjump
TG:go head and neg rep me but
why are you trying to run this thread when your dropping terms like "tier whores?" andd goddamn cable's AHVB works with just about every assist in this game.
EP HK demons are really good besides the angle they come out on they return the BH so thats more bs screen they cover
and if your using cyke you can go for the infinite even if it sucks and everyone suggests against it i usually just do 2-3 reps
Ephidel
04-17-2007, 03:12 AM
^Well my friend tried to show me how it works and from I can tell he was super jumping with HK demons - but something didn't add up.
It looked like he was air-dashing keeping the opponent in one spot - but the guy couldn't do anything because of the demon stun. Then my friend would call out cycke and repeat after a small ground combo or something. @_@
c.lk+cyke,c.lkxx [SJ HP demonsxxADBxx HP demons, land] yea they're stunned but since theyre stunned in the air they bounce normally but the 2nd demons fucks shit up and they bounce mad high
i usually do 2-3 reps into infernoxxHOD
Hp demons are good for sent though
as much as i hate to advocate this
go to gamefaqs
and look at TOKAdasriks guide to blackheart
hes one of the best BHs out there
Ephidel
04-17-2007, 03:46 AM
^Oh, so it "was" with HP demons. That's where I got confused...and lol I recall them bouncing around just as you said.
I'm sure those moves were submitted in the BH section years ago, but those threads are so old it's hard to find them all.
beatsofdevil
04-17-2007, 07:55 AM
no...It's hk demons.
and don't keep doing the infinite, it's not worth it.
i know newbies report here...but there should be someone with knowledge in here...I guess it might be me
Ephidel
04-17-2007, 08:10 AM
no...It's hk demons.
and don't keep doing the infinite, it's not worth it.
i know newbies report here...but there should be someone with knowledge in here...I guess it might be me
=p
Why is it not worth it? Are there flaws or setbacks in getting it to work?
beatsofdevil
04-17-2007, 09:18 AM
it's not worth it because it does crap damage, especially later on, when you can do so much more with comboing into a HOD and or dhc/tag in.
also it builds a shit load of meter for your opponent, while it takes forever for you to do a bit of damage to them.
if you get it just maybe do one or two more reps and then do one of the options above
Ephidel
04-17-2007, 11:56 AM
it's not worth it because it does crap damage, especially later on, when you can do so much more with comboing into a HOD and or dhc/tag in.
also it builds a shit load of meter for your opponent, while it takes forever for you to do a bit of damage to them.
if you get it just maybe do one or two more reps and then do one of the options above
Thx for explaining. Awareness increased.
;)
insanelee
04-17-2007, 12:09 PM
you should just keep doin it then tag out to cable.
bronson.
beatsofdevil
04-17-2007, 12:32 PM
no problem
True Grave
04-17-2007, 08:43 PM
only if you know what your doing and even then i'd suggest against it with a big character because they can EASILY block the assist call theirs and then your just gonna get eat a high-low mixup and get snapped the fuck out
trust me on that one.
Works great for me though! If they block it, i just make sure to defend my assist accordingly to prevent it from being punished. To each his own.
Even when blocked it provides breathing room for sent or BH to get airborne and out of the corner.
andd goddamn cable's AHVB works with just about every assist in this game.
Yeah but that assist in particular sets up the AHVB nearly perfect, and is my personal favorite. Cyke is great on his own too, him and cable just work well together.
ArcadeFire
04-21-2007, 01:39 AM
Wht the hell is the command for the rolling escape move? I've seen it as D, DB, B + P or K is that a reverse DP motion??? :confused:
Wht the hell is the command for the rolling escape move? I've seen it as D, DB, B + P or K is that a reverse DP motion??? :confused:
i just do b, db, d, plus hp or hk. generally you do it before you hit the ground. if you get thrown, you can tech it by good timing as soon as you hit the ground, but that's not really your question.
what?
True Grave
04-21-2007, 08:35 AM
Wht the hell is the command for the rolling escape move? I've seen it as D, DB, B + P or K is that a reverse DP motion??? :confused:
I believe the proper term for what you are asking about is called: Tech Roll. Which is rolling away as soon as you've hit the ground from an attack.
I'm not sure about the command for Tech Rolling either.
Crunch
04-21-2007, 09:30 AM
:l: :db: :d: Punch
Robinho
04-21-2007, 10:12 AM
Hoy do you control the distance in the tech roll? I mean... is kick to roll backwards like in mvc1? And which one travels longer?
Green
04-21-2007, 01:20 PM
You can't. The distance you roll is fixed.
Also, I have never heard anybody call it a tech roll. What's wrong with good ol' plain roll?
ArcadeFire
04-21-2007, 02:11 PM
So it is a reverse DP motion...? =/
disgruntled goa
04-21-2007, 02:18 PM
So it is a reverse DP motion...? =/
:wonder: ??? No. Take a look at Crunch's post. I think the diagram is pretty clear.
Green
04-21-2007, 03:28 PM
Back to down
ArcadeFire
04-22-2007, 12:46 AM
Okay I think I got it now...thanks!
Mixah
04-22-2007, 05:07 PM
One thing to note:
Unlike games like the Alpha series and 3S, to tech roll in Marvel (and all the rest of the marvel vs. series), you DO NOT have to put the command in upon landing. The timing is MUCH less strict, and you can do it at ANY point during your fall, from the last hit. So, in other words, if you happen to get hit by a hailstorm at the very top of the screen, you can put the roll command when the very last piece of ice hits you, and as long as storm doesn't hit you, you'll roll as soon as you hit the ground.
Logos
05-07-2007, 10:26 PM
So why is it that I don't see Matrix played much? I was thinking of switching to it, but I just wanted to make sure there wasn't a reason people seem to avoid it.
sealhunta
05-07-2007, 10:51 PM
with capcom u get a better assist a stronger sent and u can run away easier with storm.
cyclops gives u a good assist but not as good as capcom but cyck is better on point.
but the thing is most of the time ur goal isnt to win with cyck as a 3rd character trying to make a comback. ur goal is to dominate with storm/sent and capcom lets u do that better. but MAtrix dosen't have like some crazy disadvantage. matrix is like the "safe" choice while santhrax is the specialized version.
Mixah
05-08-2007, 06:29 AM
matrix owns the fuck out of every magneto team.
end of discussion. santhrax owns matrix.
beatsofdevil
05-08-2007, 07:50 AM
I don't think santhrax owns matrix...I think it does pretty well.
Mixah
05-08-2007, 07:50 AM
you call clops wrong, and he eats a corridor.
Logos
05-08-2007, 08:50 AM
Alright, thanks for the clarifications. What setups/combos are there with Cyke that there aren't with CapCom?
Mixah
05-08-2007, 08:52 AM
you have 1000x longer to get a free hailstorm in when you call clops
also, you can easily do a double rocket punch combo with cyclops for lack of having the extra damage fom corridor.
Lastly, you can use him as a launcher for storm into the 100% setup with the DHC.
beatsofdevil
05-08-2007, 09:04 AM
you call clops wrong, and he eats a corridor.sure but you call captain wrong and he gets comboed by cyc into probably some hail. just counter call cyc against captn and captn gets snuffed.
ParryPerson.
05-08-2007, 10:00 AM
also with clops you have more guard break options.
double RP fast fly combo isn't to hard if you practice it out.
Mixah
05-08-2007, 10:19 AM
it's much easier to call clops wrong, especially since he's instant. if you call them at the same time, cap has like 2 invincible frames or something, so he beats it out. also, since clops flies across the screen, sentinel / clops loses to sentinel / commando.
clops has the advantage of beating everything in the game except commando. It's much more difficult to punish cap with clops, mainly because it requires you to use your main character to hit the assist. since corridor hurts clops enough, then that's enough by itself and you can focus on the sentinel that wants to turn your head into a pancake.
Keep in mind too, that assists can't block. Hitting with commando, and as their falling back down do a hailstorm, typhoon xx hailstorm basically kills the assist. you have more time to regroup to hit them again with your main, therefore it's less risky, as you can wait for a second opening. With clops, you only have the one.
Logos
05-08-2007, 11:03 AM
Cool, thanks again. I can figure out most of that, but would you mind posting the Sent FF double RP combo with Cyke?
Mixah
05-08-2007, 11:10 AM
there's two...
launch, call clops, sj, lp rp, clops hits, hp rp
corner (my favorite)
launch, call clops, sj, hp, lp rp, clops hits, hp rp, hp, hk otg (doesn't work on everybody)
I find those do more than the other one...
s.hk sj, lk, ffly, lk + call clops, hp, lp rp, dp rp
Logos
05-08-2007, 12:03 PM
I'll get to practicing. Thanks!
gouki10
05-08-2007, 01:02 PM
double's with Cyke off a launch.......Garbage, unless you hit them while they are in the air.
With cyke, if you catch anyone with a Launch that they are close to the ground you do.
Sj(forward if they are alittle far) lk, fly lk, lp rp, Lk+Cyke, mk, Dp Rp, cyke hits, Dp Rp.
Triple Rp combos ftw, instead of doing the last Rp, you can just do a Dhc to Hailstorm to continue.
if you catch someone higher than you with either the sj lk, or Launch then you Do, fly lk+ cyke, mk, dp rp, cyke hits, dp rp.
Don't do Fast fly combos on Cable that send him far/higher than you cause if you don't have unfly or Dhc he can AHVB you on recovery, sometimes it's better to just Break FS with a sj lk, mp, rp combo to send him to the corner cause there you get wAAAAAAAAAAAAAAAAAY better positioning, and you can follow up a Fast fly combo with a fly forward grab if you space it right, or a another FS combo to set him up for an unblockable on wake up(watch out for perfectly timed tags though) so master that Unblockable timing on him in Trainning mode.
Best way to Practice it is to set your 2P control to hold back so you can him low, but he blocks high/Air block, and do C.lk, s.mp, call cyc, Rp, cyc hits, sj lk, rp, hp, Hk(hits him on the ground to cause Forced roll), then time the C.hp to hit at the Last Second the hit box is out there. Mess with the timings to figure it out.
Check out mixup's Bazzlebot combos thread, crazy stuff there. http://forums.shoryuken.com/showthread.php?t=118409
IMO Santhrax(sentinel on point) does better vs Msp than Matrix, The reason why Matrix does better over all vs all mag teams is that they can't counter Cyc Assist with Doom or Tron like how they can commando.
beatsofdevil
05-08-2007, 01:19 PM
it's much easier to call clops wrong, especially since he's instant. if you call them at the same time, cap has like 2 invincible frames or something, so he beats it out. also, since clops flies across the screen, sentinel / clops loses to sentinel / commando.
clops has the advantage of beating everything in the game except commando. It's much more difficult to punish cap with clops, mainly because it requires you to use your main character to hit the assist. since corridor hurts clops enough, then that's enough by itself and you can focus on the sentinel that wants to turn your head into a pancake.
Keep in mind too, that assists can't block. Hitting with commando, and as their falling back down do a hailstorm, typhoon xx hailstorm basically kills the assist. you have more time to regroup to hit them again with your main, therefore it's less risky, as you can wait for a second opening. With clops, you only have the one.I know and agree with this, but I think it is really a different story if you call cyc at the right time. Just call him a sec after they are gonna call cap and cyc snuffs him everytime. yes cap+hail will kill easier, but only if you call wrong/can't defend etc. which can be said for pretty much every assist.
Logos
05-08-2007, 02:45 PM
*snip*
Good stuff. That triple RP is gonna be a bitch, but I'll work on it. Thanks for the help!
gouki10
05-08-2007, 05:00 PM
when you are going for the Triple, Space the timing between Lk+Cyc, Mk as late as you can, because sometimes the bullet will miss after the second Rp if you do it too fast/Too high. Best way to get the feel of it is too just get into Trainning mode like you said, and Go Nuts on it.
Mixah
05-08-2007, 06:58 PM
I know and agree with this, but I think it is really a different story if you call cyc at the right time. Just call him a sec after they are gonna call cap and cyc snuffs him everytime. yes cap+hail will kill easier, but only if you call wrong/can't defend etc. which can be said for pretty much every assist.
that's true
Touche! to you sir!
I still feel that commando can knock out cyclops as an assist... but it might be more dependant on the idea that I play a LOT of storms and sentinels, and not a whole lot of Magnetos. Therefore i see a greater benefit by using commando, because he's more effective versus the people I play.
beatsofdevil
05-09-2007, 07:25 AM
indeed...but cyc helps a lot against sent too.
cyc definately beats captn point on point though, just gotta watch out for random s.hk/qcb+p>>>captn sword
xX_Deus_Xx
06-11-2007, 10:01 PM
can dead body infinites be done on any character? i've only seen it on a dead sentinel.
xX_Deus_Xx
07-13-2007, 11:38 AM
can dead body infinites be done on any character? i've only seen it on a dead sentinel.
still waiting on a response to this question guys. =/
Radiant93
07-14-2007, 06:54 AM
im not sure... but i can also do it on juggz and blackheart.
Lostintheflurry
07-25-2007, 05:34 AM
i recently started playing mvc2, im a 3s player, and this thread has helped allot. one thing i was wondering however is why i don't see many people playing cable/sentinel/pyslocke.
i was wondering if it is considered redundant to have psylocke as an AAA if you have cable and can then use his AAA instead.
i really enjoy using pyslocke's assist with sent as it has been helpful in getting me out of pressure strings and giving me a free rocket punch at the very least but is it just better to sub her out for storm or mag?
beatsofdevil
07-25-2007, 07:52 AM
psylockes ok, but in terms of damage potential and usefullness to cable/sent (and fast/unfly combos) other characters like captain commando are better.
Mixah
07-25-2007, 07:56 AM
psylocke doesn't help that team much at all.
cable is bleh with psy... and sentinel can barely even put her to use at all
a better option fo ra third character on that team would be one of the following..
BEST: captain commando / Cyclops
Second: Storm / Magneto / Spiral
Third: Dr. Doom / Blackheart
that's probably the seven best characters to go with cable / sentinel... jsut, aside from capcom / cyclops / doom, you'll have to rearrange the team a bit to suit the others.
Storm / Sent - Ground/ Cable
Cable / Storm / Sent - Ground
Mag / Cable / Sent - projectile
Spiral / Cable / Sent - Ground
Blackheart / Cable / Sent - Ground
Sent - Ground / Cable / Dr. Doom
magneto is the only character that really benefits from psylocke. storm can... cable can.... but magneto + psylocke = rushdown... it's almost scary actually.. cable needs more of a vertical lockdown (blackheart, commando, cyclops) or something that will make his horizontal control unstoppable (sent drones, doom rocks)
ParryPerson.
07-25-2007, 08:58 AM
as already said, psylocke in a team without magnus and WITH cable is.... big time bleh.
tigerboymac
08-01-2007, 11:03 AM
How exactly should i train in order to discover combos just like you tournament players do. I play day in and day out and end up playing the same way it feels so hard to discover new combos cause it feels like everything i do is set in stone also i wanted to understand what exactly a reset is thank you
Mixah
08-01-2007, 11:11 AM
learn the combo system and how the combo works isntead of what buttons to press and when. you'll be learnign new combos every day.
and a reset...
err...
hit hard punch... walk up, and hit it again...
essentially, this is "resets" in a nutshell.
when you do combos, every hit does less damage, which is why, with most characters, you get more damage from less hits. i'll give an example...
Sentinel:
lot of hits, no damage:
call in HK drones, make the drones hit, dash in, s.lk, s.lp 2 hits, xx lp rp, xx HSF, s.hp, xx HSF, dash, s.hk, sj, lk, lk, fly, lk, hp, unfly, lk, fly, lk, lk, hp rp...
does like, NO DAMAGE...
whereas...
fly, hk, unfly, hp, land, dash, s.hk, xxsj, lk, fly, lk, lk, rp... does about the same in much less hits, if not more damage in much less hits. and it's pretty easy a combo
with a combo maniac like magneto, you will get to the point where each hit does one damage much sooner than with sentinel. therefore, you need resets. what a basic reset is, essentially, just resetting the combo meter. keep in mind, there's 5-6 ways to attack with each character, so you need to use all of them to reset.
basic reset with magneto:
c.hp, sj., hp, addf, hp, hk, land, c.lp, c.hk.
the c.lp is the last hit of the combo, and then the c.hk hits really close to the end. if they're not expecting you to do th c.lp at the end, it's likely they wont block the slide, and you get another chance to combo.
vegetta
08-03-2007, 01:21 PM
I posted in the jugg forum but not much response
i wanted to know who works good with Juggernaut
i was thinking about Jugg/Cable/Sent
Ephidel
08-03-2007, 10:48 PM
I got beasted by somebody's Jugg/Iron Man combination once.
Not sure if it was my inexperience or if that guy was just really good.
gamer4ever15
08-04-2007, 05:39 AM
i consider my iron man to be top tier, it can beat a p*ssy cable any day and can beat magneto on a good day.
otter
08-04-2007, 10:35 AM
cable beats ironman sadly, he can runaway to well for any infinate or unfly combos to be useful. and if you PC he can AHVB and beat you to the draw, and ironman dies.
sealhunta
08-04-2007, 01:54 PM
lol ironman is toptier hes 5th or 6th.
Juggz needs an assist to keep him getting rushed, and u need another charater to do the glitch and switch in with.
maybe storm/juggz/cyclops
also, doom and psylock might be good for cover or starting comboes
otter
08-04-2007, 02:16 PM
i use ironman...very well, but its still the truth
True Grave
08-07-2007, 03:01 PM
Yeah Iron Man is top-tier. Don't see why War Machine is not up their too, as he has all the same infinites.
Which is the only reason the tournament types use IM to begin with, for his easy-bake-infinite combos.
ParryPerson.
08-07-2007, 03:13 PM
Yeah Iron Man is top-tier. Don't see why War Machine is not up their too, as he has all the same infinites.
Which is the only reason the tournament types use IM to begin with, for his easy-bake-infinite combos.
WM is garbage.
IM has, infinite, infinite to corner then Proton Cannon them (which works good after scaling since it has a lot of hits), good assist.
WM is just a crappy version of IM. Start playing marvel and stop playing made up in your head marvel and you will see the obvious.
sealhunta
08-07-2007, 04:18 PM
WM has slower normals and less comboability, and that shit really matters but in "low tier tournaments" you still have to ban warmachine
Kid Scorpio
08-07-2007, 11:18 PM
As someone who' trying to get into the game this helped a lot.
epecially the magic series section.
Guile (the character I wanna play as) seems pretty combo-reliant
True Grave
08-08-2007, 08:25 AM
As someone who' trying to get into the game this helped a lot.
epecially the magic series section.
Guile (the character I wanna play as) seems pretty combo-reliant
Baaaah Charlie owns guile!
Charlie= The O.G
Mixah
08-08-2007, 08:33 AM
Yeah Iron Man is top-tier. Don't see why War Machine is not up their too, as he has all the same infinites.
Which is the only reason the tournament types use IM to begin with, for his easy-bake-infinite combos.
his proton cannon's not as reliable, he's too slow to do some of ironman infinite setups, so that's not as versatile, and his proton cannon isn't frame kill.
lol ironman is toptier hes 5th or 6th.
Juggz needs an assist to keep him getting rushed, and u need another charater to do the glitch and switch in with.
maybe storm/juggz/cyclops
also, doom and psylock might be good for cover or starting comboes
juggs best assist is doom. haven't you ever watched the mike z juggernaught tutorial?
WM has slower normals and less comboability, and that shit really matters but in "low tier tournaments" you still have to ban warmachine
:tup:
As someone who' trying to get into the game this helped a lot.
epecially the magic series section.
Guile (the character I wanna play as) seems pretty combo-reliant
guile is reliant on anything he can do to deal damage. his anti air is good, his TK qcf+kk is a good finish to ground combos, and his ability to link supers from all of his normals helps a LOT. Guile's very combo reliant though, because he can't reset, so once you get the hit, you want to maximize damage. his resets are all throw reliant, so it's much easier to get ouf of than charlie who can easily crossup with moonsault slash.
WM is garbage.
IM has, infinite, infinite to corner then Proton Cannon them (which works good after scaling since it has a lot of hits), good assist.
WM is just a crappy version of IM. Start playing marvel and stop playing made up in your head marvel and you will see the obvious.
:tup: but war machine's not "garbage". He's just not as good. Personally, I think that WM / IM is a good combination.
True Grave
08-08-2007, 02:46 PM
:tup: but war machine's not "garbage". He's just not as good. Personally, I think that WM / IM is a good combination.
Yes having two characters that can infinite well would be good, like that one player whose name i forgot.
yea IM/WM/Sent is a good chip/lock down team we all know that
TG:there was a thread in the WM thread in which the details were explained about why IM>>>>WM. and people dont use characters because of their infinites, and place in tourneys. you still can't grasp that can you? Iron man has the easiest infinite and almost never places and the best player (sent) has no infinites.
ParryPerson.
08-08-2007, 03:39 PM
TG:there was a thread in the WM thread in which the details were explained about why IM>>>>WM. and people dont use characters because of their infinites, and place in tourneys. you still can't grasp that can you? Iron man has the easiest infinite and almost never places and the best player (sent) has no infinites.
He doesn't grasp a lot of things about marvel. *points to TG's Tron assist bitch thread*
True Grave
08-08-2007, 04:00 PM
yea IM/WM/Sent is a good chip/lock down team we all know that
TG:there was a thread in the WM thread in which the details were explained about why IM>>>>WM. and people dont use characters because of their infinites, and place in tourneys. you still can't grasp that can you? Iron man has the easiest infinite and almost never places and the best player (sent) has no infinites.
Wrong. Mags has an infinite, from what i've seen it is one of his best features setting up those snap-outs. There has not been a high-level tournament match around involving magneto, where the infinite did not somehow come into play.
BTW Julius Jackson, that was the guy i was thinking of who uses that IM/WM team and can go into an infinite with either one.
ParryPerson.
08-08-2007, 04:13 PM
Wrong. Mags has an infinite, from what i've seen it is one of his best features setting up those snap-outs. There has not been a high-level tournament match around involving magneto, where the infinite did not somehow come into play.
There also has not been one he has won either.
There are also 2 more above him that do not use infinites as their main game. You have failed to see the point he was trying to make, but this isn't the first time.
I've said it once, if you are going to "help" on these forums you need to be informed and play *real* marvel, not the one in your head.
beatsofdevil
08-08-2007, 05:01 PM
You have failed to see the point he was trying to make, but this isn't the first time.
I've said it once, if you are going to "help" on these forums you need to be informed and play *real* marvel, not the one in your head.^^^beat me to it....
IM's infinite may be easy to perform....but easy to start on a good player? umm NO...but that should be obvious
Green
08-08-2007, 05:24 PM
^^^beat me to it....
IM's infinite may be easy to perform....but easy to start on a good player? umm NO...but that should be obvious
all you gotta do is mash psylocke
beatsofdevil
08-08-2007, 05:26 PM
all you gotta do is mash psylocke
of course! I forgot :sweat: that's why IM/psy is so good in tourneys....too easyyyyyy cheeeezzzyyyy
lol easy bake
edit: just incase some didn't realize...that was sarcasm. don't want newbies to think this!
Which is the only reason the tournament types use IM to begin with, for his easy-bake-infinite combos.
haha AGAIN, how many "tournament types" you see placing with IM?
Wrong.
haha why do you even post you have NOTHING to provide in this board at all except your stupid scrub whining and bitching.
Mags, from what i've seen it is one of his best features setting up those snap-outs. There has not been a high-level tournament match around involving magneto, where the infinite did not somehow come into play.
listen,his best feature is his flexibility, just about any situation you have your opponent in magneto can do something, his ROM infinite (which isnt even a real infinite), its not used to kill people, it CAN'T it just cant no matter how hard you scrubs bitch about it its fucking weak,try to do it till you get the spin out at 40-50 hits. the reason his rom infinite is so goddamn feared (usually mixed in with the NJ infinite for show) is because of the position it leaves people in. they're in the air, and they're in the dark about whats gonna happen next, Mag can stop wait for them to land and reset them, snap em out, jump up and grab them, do a dhc, etc. you name it mag can do it, and the thing is he can do it when he wants to, the opponent has to guess and be on their toes to catch whats gonna happen next and when. this is why magneto is feared, his ability to confuse and abuse the opponent, thats why his rom is seen so much, thats why you'll hardly ever see his fly infinite or rainbow or slide infinite, not only does it not do enough damage (the rom doesnt either) but it doesn't leave the opponent in the situation that the ROM does.magneto isnt the strongest character and takes damage like a bitch so he uses his mixups and speed to confuse and get damage in. show me a video where mags kills an entire team with only a rom, stop whining because his mixup game is too much for you.
aside from that as parry and beats have said, he gets far, but he still can get stomped out by non infinite characters.....like the rest of the god tier.
i've played some of the best mags on the West Coast (fuck C. Schmidt :arazz::rofl:) so i know what im talking about when i say his mixup is what kills you not the rom, the rom is just a set up tool. go head and give me what ever theory you want or point to some random video to assure your dumbass self that you think you know whats going on, just stop posting your half baked scrub info and acting like its gold bricks.
nothing?
anyways im having trouble keeping track of unfly in matches, is there any pointers on remembering? or is it just
- see cap.com assist
- assume you have unfly
IM is godlike but theres only a handful of people that use him in tournament play cause hes too hard to use against lame/runaway which is what tourney is all about.
beatsofdevil
08-09-2007, 09:16 PM
I just know when I get unfly and...iunno...just remember it.
TornadoFlame
08-09-2007, 09:23 PM
Is there a team name for Cable/Storm/CapComm cause if not, I officially dub it team T-Flame. Go head and hook that up :lol:
sealhunta
08-10-2007, 04:09 AM
u can assume u have unfly until u realize that you can't block and u fall down into a rape session.
and to the above, i seen ppl play storm/cable/capcom before but i dont know of any name
Mixah
08-10-2007, 04:17 AM
just know that you have it. be aware when you get it... and know how many times you unfly. when you unfly the fourth time, be prepared to no longer have it. there's always unfly extension with that stupid lk, hp b/s too.
Biolink
08-17-2007, 05:17 PM
Is it possible to do ROM on the Ps2 version of Marvel(Is it harder)
What about Unlying andFastflying with Sent?
sealhunta
08-17-2007, 05:33 PM
^ yeah and no its not harder
Newb2007
09-17-2007, 11:05 AM
Hello, I've been playing MvC2 for a long time but only just started reading about all the in depth stuff about it and combos etc. I have the PS2 version and I decided to try and learn the combos etc of team MSS as I figured even if I'm too much of a newb to be good using it team wise it would be good practice for each of those characters individually (especially seeing as you seem to need at least one of them in any top team)
So far I suck on Magneto & Storm but I've found Sentinel quiet easy, often I get killed on Magneto & Storm while trying to get one of their combos to work and end up with Sentinel vs 3. However I then proceed to kill all 3 opponents just with Sentinel.
Btw when I say I suck on storm, I can stay at the top of the screen and do the vertical typhoon move over and over I just can't seem to do any combos even though from what I understand she has the full magic series (could be wrong on that correct me if I am)
For Magneto I've been reading combos from the various guides on gamefaqs, however the problem I have is that I can get parts of them to work but not the whole chain.
For example most of them start off with j.hk V c.lk c.hp, but whenever I try and do this the first two hit but the c.hp is too far away and misses, also this is in training mode only being at the right distance for the j.hk in an actual match seems hard to do.
After the launch, I sj.lp sj.lk sj.lp sj.lk at which point I'm trying to do hyper grav XX MT, but I either do a kick or wave knockdown when trying to get the grav or they've fallen back to the ground and the grav shoots downward. I've so far only managed to get hyper grav XX MT to work once (by work I mean the way I see in expert videos) and that time I missed the combo before it. I understand a lot of what I'm saying might just be down to practice, so sorry if it isn't something that can be helped.
Another Magneto problem I'm having is tri-jumping, I'm attempting to do the end part of another combo I read on gamefaqs which I believe is also part of a setup for an infinite...
It starts c.lk c.hk hyper grav c.hp sj.hk addf lk lk, what I don't understand with this is when I air dash down forward and do 2 light kicks their already on the ground and from seeing this done in videos their supposed to still be in the air and another kick (hk?) launches them back up for you to re do the air hk. I may be totally confused with two seperate issues here could anyone please clarify.
None of team MSS were my favourite characters prior to reading about how essential some of them are but it seems a lot of my favourites were too low tier.
I like, Akuma, Felicia, Morrigan, Blackheart, Tron (though I consider using her kind of cheap as I only ever used that drill dash move), War Machine. Do any of those have any buisness in a Sentinel team?
Sorry for the really long post! Any Advice/comments appreciated. (any team suggestions please include assist type)
slowtactician86
09-17-2007, 02:01 PM
Newb2007: if you need something to get you going being better with Magneto, just watch Magnetro's vid on youtube or on here in the Magneto threads, as for Storm just watch a couple of matches with Justin, Yipes, or Sanford... and it seems like you are doing fine with Sent if you can beat 3 characters easy...unless you are playing beginners also...
about the part with j.hk V c.lk c.hp, and the launch missing, that's because of the tri jump, you may have to either dash after the j.hk or tri-jump closer, like before, Magnetro's vid explains this
hypergrav XX MT is about practice not much there
c.lk c.hk .... addf lk lk about them being on the ground, only thing I can think of is that either before you hit them with c.lk c.hk you added a couple hits before that thus when you sj. hk it causes flying screen or something of that nature, or you are just not catching them with the addf lk..
Newb2007
09-19-2007, 04:31 PM
I got a bit better with Magneto.
I'm also playing Sentinel-A, Strider-A, Dr Doom-B and got (vs the computer) my first two perfects.
What assist type is best for Strider?
Is there a team name for Sentinel/Strider/Dr Doom?
What other teams options are there for Sentinel on point with Dr Doom?
I find that I'm able to play most of it without even using Strider are any of his assists good for when your fly-stomping with Sentinel?
Although it works well DHC'ing from HSF into Striders satelites (forget name - Oroubors?) with Dooms assist coming in too I feel that I neglect Sentinels flying game too much without a fast ground attack on the other assist.
slowtactician86
09-19-2007, 05:57 PM
I got a bit better with Magneto.
I'm also playing Sentinel-A, Strider-A, Dr Doom-B and got (vs the computer) my first two perfects.
What assist type is best for Strider?
Is there a team name for Sentinel/Strider/Dr Doom?
What other teams options are there for Sentinel on point with Dr Doom?
I find that I'm able to play most of it without even using Strider are any of his assists good for when your fly-stomping with Sentinel?
Although it works well DHC'ing from HSF into Striders satelites (forget name - Oroubors?) with Dooms assist coming in too I feel that I neglect Sentinels flying game too much without a fast ground attack on the other assist.
That team is known as clockw0rk. Check out the strider forums, shoultzula and a whole bunch of others definitely give some massive input on how that team is played. Sentinel-A with that team sounds a little difficult provided that drones (from a basic viewpoint) give strider good cover, chip damage, and some crossup setups. Don't neglect Sentinel's flying game. It's good for crossups as well with Doom's assist.
Mizuki
09-28-2007, 01:22 AM
Okay, I don't even know if I'm doing this right, but damn I've just come to the realization that Marvel is a hella dope game. I want to be able to play this casually like at the arcades and shit but I'm like "Huh wtf is going on? Where is my short short short super?"
Anyways All I know is that I want to play Gambit. Gambit need battery. Is Blackheart a good battery? If so is Bh, Gambit, Mags a good team? Is this even the right place to fucking post this?
beatsofdevil
09-28-2007, 08:01 AM
Okay, I don't even know if I'm doing this right, but damn I've just come to the realization that Marvel is a hella dope game. I want to be able to play this casually like at the arcades and shit but I'm like "Huh wtf is going on? Where is my short short short super?"
Anyways All I know is that I want to play Gambit. Gambit need battery. Is Blackheart a good battery? If so is Bh, Gambit, Mags a good team? Is this even the right place to fucking post this?gambit's an ok battery by himself. how about storm or mag?
pyro_dragun
09-30-2007, 03:13 AM
listen,his best feature is his flexibility, just about any situation you have your opponent in magneto can do something, his ROM infinite (which isnt even a real infinite)
Sorry for the dumb question, but I'm a newbie to Marvel, but just wondering, how is the ROM not a "true" infinite? You said something about the character spinning out at around 50 hits, so does this mean that the ROM can only do up to 50ish hits before it stops working?
beatsofdevil
09-30-2007, 08:53 AM
Sorry for the dumb question, but I'm a newbie to Marvel, but just wondering, how is the ROM not a "true" infinite? You said something about the character spinning out at around 50 hits, so does this mean that the ROM can only do up to 50ish hits before it stops working?
yes it dizzies.
other infinites require meter...which eventually runs out so really not an infinite
anakaris' curse infinite has been considered a true infinite, but seeing as how there always possibility for the opponent moving it isn't a true infinite.
only true infinites involve special moves.
Yea, technically its not, most of the "infinites" seen in matches (ROM, Storms inf on sent, IM nj infinite) can only be done for about 50ish hits, at around that number the enemy will spin out automatically ending the combo, the during the dizzy/spinning animation they're completely unhittable until they wakeup then its like clockwork.
here
http://youtube.com/watch?v=OVZzyjAuheg
i believe the key point is that if a "infinite" uses normal attacks (lp,j.hk,c.mp, etc) then its actually finite and will end when the normal attack counter hits that triggers that initiates the dizzy/spin out
Hulks infinite is a true infinite because he juggles with a special move i believe and anakaris's curse could be considered one so long as you can catch the enemy
edit:ah good show beats.
beatsofdevil
09-30-2007, 09:09 AM
I forgot exactly, but Mixah was telling me about moves the juggle or not which makes true infinites possible.
Like magneto's slide infinite can go on for a really long time, supposedly because of moves the don't juggle but technically knockdown...(the cr.hk)
or cammy's infinite goes for a long time, but maybe it does dizzy just after a LOT of hits? hummm
pyro_dragun
09-30-2007, 03:53 PM
yes it dizzies.
other infinites require meter...which eventually runs out so really not an infinite
anakaris' curse infinite has been considered a true infinite, but seeing as how there always possibility for the opponent moving it isn't a true infinite.
only true infinites involve special moves.
Yea, technically its not, most of the "infinites" seen in matches (ROM, Storms inf on sent, IM nj infinite) can only be done for about 50ish hits, at around that number the enemy will spin out automatically ending the combo, the during the dizzy/spinning animation they're completely unhittable until they wakeup then its like clockwork.
here
http://youtube.com/watch?v=OVZzyjAuheg
i believe the key point is that if a "infinite" uses normal attacks (lp,j.hk,c.mp, etc) then its actually finite and will end when the normal attack counter hits that triggers that initiates the dizzy/spin out
Hulks infinite is a true infinite because he juggles with a special move i believe and anakaris's curse could be considered one so long as you can catch the enemy
edit:ah good show beats.
Ahh ok, that's good to know. I always thought that Marvel was highly focused around infinites, but I guess I was wrong, since most of the useful "infinites" aren't true infinites, and from what I have read, they do dick for damage around 20ish hits, so people usually end them with high hit number supers to do lots of damage much faster and reset. I have a LOT to learn about Marvel and how it works :sweat:
*goes off to read more info about Marvel on this forum*
beatsofdevil
09-30-2007, 04:00 PM
Infinites are still very important. If you can learn infinites for all your characters, that would be best. It's all always good to be at an advantage>Building meter, doing the damage (even after the damage scaling it's usually worth it), having the options of reset and/or super and/or snapout etc...Basically you're in control, and can perhaps setup other things to help you win like positioning and whatnot.
vegetta
09-30-2007, 04:12 PM
hello all,
i having trouble trying to figure out how to put a team together, such as the order they should go in, which characters i should pick, what assists i should use. Not sure if it varies depending on whom your fighting , if so can you list some examples
the characters i want to use are
Sent
Cable
Cyclops
Storm
its hard for me to figure out since to me it seems like any 3 can make a good team
is there a best team with the characters i listed ?
thx for any help
beatsofdevil
09-30-2007, 04:21 PM
the top4, Storm, Sent, Magneto, and Cable are all good for 1st or 2nd. Change according to your team..
Characters that are great assists, like Cyclop, are good for 3rd...or possibly 2nd even, depending, if you have another good assist.
Cable/Sent/Cyc is good for example
Cable/Storm/Cyc is a possibility, but storm is great at building meter, which cable is great at using...Sooooo Storm/Cable/Cyc is a much better format
Storm/Sent/Cyc is good...matrix. you have drones and cyc backing you up. and DHC of doom (LS DHC HSF) But Sent/Storm/Cyc isn't too bad....though drones are possibly better than storm's typhoon. but it really depends on what you want.
hope that helps
characters that are better on point should be 1st/2nd, characters that aren't as good on point but greats assists, especially anti-airs should be 3rd usually.
If you have someone who builds meter well and someone who uses it a lot (mainly Cable) put the builder b4 the user. keep useful/damaging/safe DHC's in mind also. You want to have ways to get to 2nd without random tagging.
TrueSephiroth
10-04-2007, 03:14 PM
Hey, got a question for you MvC2 guru's, so here it is...
I'm just curious, "if" Strider had kept his longer lasting Orbs+damage+stamina from MvC1 and with his newly improved much better teleport and animals, would he be placed higher in the 2nd Tier Ranking? Or would he still be standing at the lower end of it?
I was always curious because of this, since one of Striders few flaws in MvC2 was obviously that he needs Doom, but that he had poor lifebar, while his MvC1 counterpart did far significant more damage then his MvC2 counterpart did.
Yes, I'm just curious that's all, so hopefully nobody flames me for